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More loadout mastery items, starting glasses #35096

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K-Dynamic
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@K-Dynamic K-Dynamic commented Feb 12, 2025

About the PR

  • Adds lace-up shoes loadout option for all command staff

  • Adds winter boots loadout option for Captain, Head of Personnel

  • Adds normal and over-ear headset loadout options for all command; latter unlocked upon mastery (50 hours, same time as command mantles)

  • Adds normal and mining headset loadout options, mining cloak loadout option for Salvage Specialist; mining headset and cloak unlocked upon mastery (50 hours)

  • Adds starting medical hud to Medical Doctor, Paramedic, and Chief Medical Officer; replaced Glasses option with Medical HUD option (medical hud, medical hud eyepatch)

  • Adds starting Administration Glasses to Captain, Administration HUD to Head of Personnel

  • Transfers papercut-proof gloves from starting HoP loadout to their locker

Why / Balance

I want drip

Lace-up shoes are a cool formal option to denote command members.

Captain and HoP were missing winter boots. They currently use passenger winter boots as placeholders until someone sprites command winter boots.

Alternate headsets (over-head and mining) are rarely seen and I thought they would be good unlocks for mastery.

Starting with eye wear doesn't save much time but brings the HoP and doctors up to parity with other jobs that start with them.

Captains still wore sunglasses despite administration glasses being available in their locker, thus they now begin with them.

Moved the papercut-proof gloves to the locker so the position can be filled with full gear upon hiring a new HoP.

Technical details

yml changes only

Media

Captain

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HoP

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CE

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CMO

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HoS

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QM

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RD

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Salvage Specialist

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Medical Doctor, Paramedic

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Requirements

Breaking changes

N/A

Changelog

🆑

  • add: Members of command can unlock over-head headsets from loadouts after 50 hours for each respective role.
  • add: Salvage Specialists can unlock the mining headset and mining cloak from loadouts after 50 hours in their role.
  • add: Members of command can wear lace-up shoes from loadouts.
  • add: Captain and Head of Personnel can wear winter boots from loadouts.
  • add: Captain starts with administration glasses, and Head of Personnel starts with administration hud.
  • add: Medical Doctors, Paramedics, and Chief Medical Officers starts with med huds or med eyepatch huds from loadouts.
  • tweak: Moved the papercut-proof gloves to the Head of Personnel locker.

@github-actions github-actions bot added size/M Denotes a PR that changes 100-999 lines. S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. size/M Denotes a PR that changes 100-999 lines. labels Feb 12, 2025
@K-Dynamic
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Will add cl later and mark PR ready for review

@K-Dynamic K-Dynamic changed the title Loadout mastery items and starting glasses More loadout mastery items, starting glasses Feb 12, 2025
@K-Dynamic K-Dynamic marked this pull request as ready for review February 12, 2025 09:44
@Pumkin69
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i think you should make command winter boots instead for head winter boot selection.

@K-Dynamic
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i think you should make command winter boots instead for head winter boot selection.

Out of scope, someone else is gonna have to sprite them.

@Mixelz
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Mixelz commented Feb 12, 2025

Should be noted that over ears start in the commands respective lockers, would the idea be to remove them from those lockers and make them only wearable through this system?

@Tayrtahn
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Test fail real. You've got a duplicate.

Comment on lines 89 to 100
- type: loadout
id: HeadofSecurityrAltHeadset
equipment:
ears: ClothingHeadsetAltSecurity
effects:
- !type:GroupLoadoutEffect
proto: MasterHoS

- type: loadout
id: HeadofSecurityrAltHeadset
equipment:
ears: ClothingHeadsetAltSecurity
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I don't have the time to review all of your files, but you should definitely identity your mastery loadout protos with a suffix like HeadofSecurityrAltHeadsetMastery so you know it's the one that has the time constraint. It seems like you're confusing yourself and it's causing duplicate IDs like HeadofSecurityrAltHeadset.

This will also make it much easier to change if we decide to add a real "mastery" headset that has a unique sprite, instead of making pre-existing items restricted to people with hours.

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Deleted the duplicate IDs including for mantles, fixed a typo (removed a middle r from 'HeadofSecurityrAltHeadsetMastery' and 'HeadofSecurityrAltHeadset')

Also maybe? It's easy to remove the condition and then add a new loadout ID for mastery

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It would be easier for other contributors down the line if they change this if you did the loadouts how I suggested.

@ArtisticRoomba ArtisticRoomba added P3: Standard Priority: Default priority for repository items. T: New Feature Type: New feature or content, or extending existing content S: Needs Review Status: Requires additional reviews before being fully accepted T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. A: Character/Species Area: Player characters and species features and content. labels Feb 12, 2025
@K-Dynamic
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Should be noted that over ears start in the commands respective lockers, would the idea be to remove them from those lockers and make them only wearable through this system?

Maybe, should be fine to leave them in as spares.

- !type:GroupLoadoutEffect
proto: MasterRD

- type: loadout
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You got a duplicate here and in 63 line. As Roomba said, it will be cool if you will add unique headsets for mastery instead of cloning existing.

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See reply to other review #35096 (comment)

@K-Dynamic
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Test fail real. You've got a duplicate.

Test fail is real but I simply copied the way the mantles are unlocked, which have their own duplicate IDs that don't cause fails

@Tayrtahn
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Test fail is real but I simply copied the way the mantles are unlocked, which have their own duplicate IDs that don't cause fails

Looks like you made a tiny mistake in your copies:

Screenshot_20250213-102038~2.png

Screenshot_20250213-102223~2.png

@Everturning
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I get the drip but can we remove the timegate for over-ear headsets? I really don't see the reason for removing it from the locker and it's literally. like 10 pixels.

@K-Dynamic
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I get the drip but can we remove the timegate for over-ear headsets? I really don't see the reason for removing it from the locker and it's literally. like 10 pixels.

Over-ear headsets are currently still available in the lockers, I haven't touched lockers aside from papercut-proof gloves

@Tayrtahn
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Ah, no, sorry if I was unclear before.

Those startingGear prototypes shouldn't be deleted. Instead, the part that I pointed an arrow at should be changed from loadout to startingGear.

@ArtisticRoomba
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Should be noted that over ears start in the commands respective lockers, would the idea be to remove them from those lockers and make them only wearable through this system?

Maybe, should be fine to leave them in as spares.

Then what's the point behind timegating the over-ears if they're just spares in heads lockers?

…dout IDs, replaced over-ear with normal headset in lockers, fixed HoS having headset without command comms
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Labels
A: Character/Species Area: Player characters and species features and content. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. P3: Standard Priority: Default priority for repository items. S: Needs Review Status: Requires additional reviews before being fully accepted size/M Denotes a PR that changes 100-999 lines. T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it T: New Feature Type: New feature or content, or extending existing content
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7 participants