From bba44e1f193982465ab54a3f93cec5b9ea1e90d7 Mon Sep 17 00:00:00 2001 From: iaada Date: Sun, 28 Sep 2025 17:35:52 -0500 Subject: [PATCH 01/19] first draft --- .../round-flow/starting-equipment.md | 94 +++++++++++++++++++ 1 file changed, 94 insertions(+) create mode 100644 src/en/space-station-14/round-flow/starting-equipment.md diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md new file mode 100644 index 0000000000..2f49e1842d --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -0,0 +1,94 @@ +# Round Start Player Equipment + +There are many locations players can recieve gear and equipment for their job at the start of a round, or mid-round via promotion. This document outlines those various locations and what items are expected to be available to players in those locations. Written following the decision in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g) and expanded upon. + + +## Loadout +Players spawn with these items, and possibly can choose between a small set of options. These items are generally cosmetic. + +Players should spawn with department identifying clothing. Players should not spawn with job-essential equipment. Late-join and promoted players are expected to visit their department to collect the gear needed to properly do their job. + +**Good:** + - Jumpsuit + - Hardhat + - Sterile mask + +**Bad:** + - Toolbelt + - Insulated gloves + - Rollerbed + +Question: Should gloves in loadouts in general be replaced with fingerless versions? Gloves are widely available in many places, and starting with real gloves removes intentionality from antags trying to hide their prints. + +## Lockers +Players spawn near these, and spend a few moments getting dressed and preparing for the shift. Lockers are intended to contain everything a player needs to do their job to a reasonable degree. Maps should have more lockers than job spawns. + +Department lockers should spawn with job-essential equipment. A player should generally want most items in the locker, or be able to conceive a situation where they would want them. Lockers should not spawn with cosmetic items or expendable equipment that another member of the department might want to raid. + +**Good:** + - Toolbelt + - Hardsuit + - Disabler + +**Bad:** + - Compressed matter + - Jumpsuit + - Beer bottle + + +## Vendors +These spawn in departments, and players can visit them to share additional gear. Departments typically have two types of vendors: equipment vendors and clothing vendors. They can be restocked through a purchase from cargo mid-round. + +Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear which is easily available (such as in an autolathe). + +**Good:** + - Medical topicals + - Riot shield + - RCD + +**Bad:** + - Flashlight + - Hand labeler + - Welding mask + +Clothing vendors should spawn with equipable items typical of a department's colors or aesthetic qualities. Items should reflect the standard uniform of a department employee at round start. + +**Good:** + - Jumpsuit + - Hardhat + - Jackboots + +**Bad:** + - Any item which can't be equipped. + - High-power items (hardsuits). + +Question: Should eyewear in general and insuls specifically be moved to the drobe? + +## Lathe +Most departments can print additional gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department specific lathes for this purpose. + +Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. + +**Good:** + - MV Cable + - Toolbelt (and tools) + - Syringe + +**Bad:** + - RCD + - Grenade + - Grappling gun + + +## Mapped +Some tools or materials might be laid out around the department for players to share. These items should be handled with a spawner to control and standardize their use through YAML. + +Mapped items are shared department resources that every player has access to, and which a command member might try to ration. They are often consumable materials but can also include spare equipment. + +**Good:** + - Glass + - Handcuffs + - Banana peel + +**Bad:** + - Powerful tools otherwise unavailable round start. \ No newline at end of file From c2c8a8c6948b6e1040dcbc51d3e90c88a39c8fb1 Mon Sep 17 00:00:00 2001 From: iaada Date: Sun, 28 Sep 2025 17:40:54 -0500 Subject: [PATCH 02/19] spellcheck --- .../space-station-14/round-flow/starting-equipment.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index 2f49e1842d..febe3fd09a 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -1,12 +1,12 @@ # Round Start Player Equipment -There are many locations players can recieve gear and equipment for their job at the start of a round, or mid-round via promotion. This document outlines those various locations and what items are expected to be available to players in those locations. Written following the decision in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g) and expanded upon. +There are many locations where players can receive gear and equipment for their job at the start of a round, or mid-round via promotion. This document outlines those various locations and what items are expected to be available to players in those locations. Written following the decision in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). ## Loadout Players spawn with these items, and possibly can choose between a small set of options. These items are generally cosmetic. -Players should spawn with department identifying clothing. Players should not spawn with job-essential equipment. Late-join and promoted players are expected to visit their department to collect the gear needed to properly do their job. +Players should spawn with department-identifying clothing. Players should not spawn with job-essential equipment. Late-join and promoted players are expected to visit their department to collect the gear needed to properly do their job. **Good:** - Jumpsuit @@ -39,7 +39,7 @@ Department lockers should spawn with job-essential equipment. A player should ge ## Vendors These spawn in departments, and players can visit them to share additional gear. Departments typically have two types of vendors: equipment vendors and clothing vendors. They can be restocked through a purchase from cargo mid-round. -Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear which is easily available (such as in an autolathe). +Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear that is easily available (such as in an autolathe). **Good:** - Medical topicals @@ -59,13 +59,13 @@ Clothing vendors should spawn with equipable items typical of a department's col - Jackboots **Bad:** - - Any item which can't be equipped. + - Any item that can't be equipped. - High-power items (hardsuits). Question: Should eyewear in general and insuls specifically be moved to the drobe? ## Lathe -Most departments can print additional gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department specific lathes for this purpose. +Most departments can print additional gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department-specific lathes for this purpose. Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. From a3e6bd67d65f8bbc0498cefbeb28ff6ee6f62907 Mon Sep 17 00:00:00 2001 From: iaada Date: Sun, 28 Sep 2025 20:57:35 -0500 Subject: [PATCH 03/19] second draft --- .../round-flow/starting-equipment.md | 96 ++++++++++++------- 1 file changed, 64 insertions(+), 32 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index febe3fd09a..216b288093 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -1,94 +1,126 @@ # Round Start Player Equipment -There are many locations where players can receive gear and equipment for their job at the start of a round, or mid-round via promotion. This document outlines those various locations and what items are expected to be available to players in those locations. Written following the decision in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). +## Overview +This document provides a general outline for what types of items are expected to be available to crew at the start of the round. +This document follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). There have been many PRs attempting to change what players get on round start. Round start equipment affects every player every round, so definitions need to be established for where players get what equipment. This way maintainers have a firmer base for evaluating these PRs. -## Loadout -Players spawn with these items, and possibly can choose between a small set of options. These items are generally cosmetic. +## Locations +There's five main locations crew can obtain job equipment. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in department [Lockers], items available in department [Vendors], items printed from [Lathes], and items [Mapped] by the map creator. Of these only a loadout is unavailable mid-round to players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. -Players should spawn with department-identifying clothing. Players should not spawn with job-essential equipment. Late-join and promoted players are expected to visit their department to collect the gear needed to properly do their job. +Mid-round a sixth location exists for aquring job equipment, that being purchases from cargo. There is currently no design document to link to establishing item availability from cargo. -**Good:** +### Player Loadouts + +{{#template ../../../../templates/stub.md}} + +Players spawn with these items and can possibly choose between a small set of options. These items are generally cosmetic and/or clothing. + +Players should spawn with department-identifying clothing. Players should not spawn with job-essential equipment. All station roles - whether the player is round start, late join, or promoted - are expected to visit their department to collect the gear needed to properly do their job. This helps to connect a player to their department and their coworkers before they begin in earnest. + +```admonish success "{Good:}" - Jumpsuit - Hardhat - Sterile mask +``` -**Bad:** +```admonish failure "{Bad:}" - Toolbelt - Insulated gloves - - Rollerbed + - Nuke disk +``` -Question: Should gloves in loadouts in general be replaced with fingerless versions? Gloves are widely available in many places, and starting with real gloves removes intentionality from antags trying to hide their prints. +```admonish question +Should gloves in loadouts be removed or replaced with fingerless versions? Gloves are widely available in-round, and starting with real gloves removes intentionality from antags trying to hide their prints. +``` -## Lockers +### Lockers Players spawn near these, and spend a few moments getting dressed and preparing for the shift. Lockers are intended to contain everything a player needs to do their job to a reasonable degree. Maps should have more lockers than job spawns. -Department lockers should spawn with job-essential equipment. A player should generally want most items in the locker, or be able to conceive a situation where they would want them. Lockers should not spawn with cosmetic items or expendable equipment that another member of the department might want to raid. +Department lockers should spawn with all job-essential equipment. A player should generally want most items in their locker, or be able to conceive a situation where they would want them. Lockers should not spawn with cosmetic items or contain expendable equipment that another member of their department might want to raid. -**Good:** +```admonish success "{Good:}" - Toolbelt - Hardsuit - Disabler +``` -**Bad:** +```admonish failure "{Bad:}" - Compressed matter - Jumpsuit - Beer bottle +``` -## Vendors -These spawn in departments, and players can visit them to share additional gear. Departments typically have two types of vendors: equipment vendors and clothing vendors. They can be restocked through a purchase from cargo mid-round. +### Vendors +These spawn in departments and players can visit them to share additional gear. Departments typically have two types of vendors: equipment vendors and clothing vendors. They can be restocked through a purchase from cargo mid-round. -Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear that is easily available (such as in an autolathe). +Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear that is easily available (such as in an autolathe), even if those items would be useful to the job. -**Good:** +```admonish success "{Good:}" - Medical topicals - Riot shield - RCD +``` -**Bad:** +```admonish failure "{Bad:}" - Flashlight - Hand labeler - Welding mask +``` + +```admonish question +Should department vendors contain items for the purpose of distributing them to crew? The EngiVend currently has 8 crowbars, and that's the only reason I can think why it would. +``` Clothing vendors should spawn with equipable items typical of a department's colors or aesthetic qualities. Items should reflect the standard uniform of a department employee at round start. -**Good:** +```admonish success "{Good:}" - Jumpsuit - Hardhat - Jackboots +``` -**Bad:** - - Any item that can't be equipped. +```admonish failure "{Bad:}" + - Anything that can't be equipped. - High-power items (hardsuits). +``` -Question: Should eyewear in general and insuls specifically be moved to the drobe? +```admonish question +Should eyewear in general and insuls specifically be moved to the drobe? They're currently found in equipment vendors, but they're clothing and arguably break expectations. +``` -## Lathe +### Lathes Most departments can print additional gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department-specific lathes for this purpose. Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. -**Good:** +```admonish success "{Good:}" - MV Cable - - Toolbelt (and tools) - Syringe + - Disabler +``` -**Bad:** +```admonish failure "{Bad:}" - RCD - Grenade - Grappling gun - - -## Mapped -Some tools or materials might be laid out around the department for players to share. These items should be handled with a spawner to control and standardize their use through YAML. +``` + + +### Mapped +Some tools or materials might be laid out around the department for players to share. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. Mapped items are shared department resources that every player has access to, and which a command member might try to ration. They are often consumable materials but can also include spare equipment. -**Good:** +```admonish success "{Good:}" - Glass - Handcuffs - Banana peel +``` + +```admonish failure "{Bad:}" + - Powerful tools otherwise unavailable round start. +``` -**Bad:** - - Powerful tools otherwise unavailable round start. \ No newline at end of file +[Core Design Principles](../core-design/design-principles.md) \ No newline at end of file From 3f4a1b71d7343e36d61550eceabe4dc4c3142e3d Mon Sep 17 00:00:00 2001 From: iaada Date: Sun, 28 Sep 2025 23:39:44 -0500 Subject: [PATCH 04/19] third draft --- .../round-flow/starting-equipment.md | 122 +----------------- .../round-flow/starting-equipment/lathes.md | 29 +++++ .../round-flow/starting-equipment/loadouts.md | 37 ++++++ .../round-flow/starting-equipment/lockers.md | 37 ++++++ .../round-flow/starting-equipment/mapped.md | 27 ++++ .../round-flow/starting-equipment/vendors.md | 46 +++++++ 6 files changed, 183 insertions(+), 115 deletions(-) create mode 100644 src/en/space-station-14/round-flow/starting-equipment/lathes.md create mode 100644 src/en/space-station-14/round-flow/starting-equipment/loadouts.md create mode 100644 src/en/space-station-14/round-flow/starting-equipment/lockers.md create mode 100644 src/en/space-station-14/round-flow/starting-equipment/mapped.md create mode 100644 src/en/space-station-14/round-flow/starting-equipment/vendors.md diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index 216b288093..c8aa86533b 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -1,126 +1,18 @@ # Round Start Player Equipment ## Overview -This document provides a general outline for what types of items are expected to be available to crew at the start of the round. -This document follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). There have been many PRs attempting to change what players get on round start. Round start equipment affects every player every round, so definitions need to be established for where players get what equipment. This way maintainers have a firmer base for evaluating these PRs. +This document section provides a general outline for what types of items are expected to be available to crew at the start of the round, segmented by the locations where the gear is found. -## Locations -There's five main locations crew can obtain job equipment. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in department [Lockers], items available in department [Vendors], items printed from [Lathes], and items [Mapped] by the map creator. Of these only a loadout is unavailable mid-round to players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. +This document follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). There have been many PRs attempting to change what players get on round start. Round start equipment affects every round, so definitions need to be established for where players get what equipment. This way maintainers have a firmer base for evaluating these PRs. -Mid-round a sixth location exists for aquring job equipment, that being purchases from cargo. There is currently no design document to link to establishing item availability from cargo. +## Forward + +There's five main locations crew can obtain job equipment. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Department Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. -### Player Loadouts +Of these only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, thereby connecting them to their department and to their coworkers before they start working in earnest. -{{#template ../../../../templates/stub.md}} +Job-essential equipment is found in job lockers located within departments and staff rooms. Additional important items - mainly expendable and optional gear - can be obtained in vending machines. Suplimental tools and materials can be aquired from lathes or found mapped around the department. -Players spawn with these items and can possibly choose between a small set of options. These items are generally cosmetic and/or clothing. - -Players should spawn with department-identifying clothing. Players should not spawn with job-essential equipment. All station roles - whether the player is round start, late join, or promoted - are expected to visit their department to collect the gear needed to properly do their job. This helps to connect a player to their department and their coworkers before they begin in earnest. - -```admonish success "{Good:}" - - Jumpsuit - - Hardhat - - Sterile mask -``` - -```admonish failure "{Bad:}" - - Toolbelt - - Insulated gloves - - Nuke disk -``` - -```admonish question -Should gloves in loadouts be removed or replaced with fingerless versions? Gloves are widely available in-round, and starting with real gloves removes intentionality from antags trying to hide their prints. -``` - -### Lockers -Players spawn near these, and spend a few moments getting dressed and preparing for the shift. Lockers are intended to contain everything a player needs to do their job to a reasonable degree. Maps should have more lockers than job spawns. - -Department lockers should spawn with all job-essential equipment. A player should generally want most items in their locker, or be able to conceive a situation where they would want them. Lockers should not spawn with cosmetic items or contain expendable equipment that another member of their department might want to raid. - -```admonish success "{Good:}" - - Toolbelt - - Hardsuit - - Disabler -``` - -```admonish failure "{Bad:}" - - Compressed matter - - Jumpsuit - - Beer bottle -``` - - -### Vendors -These spawn in departments and players can visit them to share additional gear. Departments typically have two types of vendors: equipment vendors and clothing vendors. They can be restocked through a purchase from cargo mid-round. - -Equipment vendors should spawn with expendable equipment, spare tools, and optional tools. They should not spawn with non-department gear or gear that is easily available (such as in an autolathe), even if those items would be useful to the job. - -```admonish success "{Good:}" - - Medical topicals - - Riot shield - - RCD -``` - -```admonish failure "{Bad:}" - - Flashlight - - Hand labeler - - Welding mask -``` - -```admonish question -Should department vendors contain items for the purpose of distributing them to crew? The EngiVend currently has 8 crowbars, and that's the only reason I can think why it would. -``` - -Clothing vendors should spawn with equipable items typical of a department's colors or aesthetic qualities. Items should reflect the standard uniform of a department employee at round start. - -```admonish success "{Good:}" - - Jumpsuit - - Hardhat - - Jackboots -``` - -```admonish failure "{Bad:}" - - Anything that can't be equipped. - - High-power items (hardsuits). -``` - -```admonish question -Should eyewear in general and insuls specifically be moved to the drobe? They're currently found in equipment vendors, but they're clothing and arguably break expectations. -``` - -### Lathes -Most departments can print additional gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department-specific lathes for this purpose. - -Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. - -```admonish success "{Good:}" - - MV Cable - - Syringe - - Disabler -``` - -```admonish failure "{Bad:}" - - RCD - - Grenade - - Grappling gun -``` - - -### Mapped -Some tools or materials might be laid out around the department for players to share. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. - -Mapped items are shared department resources that every player has access to, and which a command member might try to ration. They are often consumable materials but can also include spare equipment. - -```admonish success "{Good:}" - - Glass - - Handcuffs - - Banana peel -``` - -```admonish failure "{Bad:}" - - Powerful tools otherwise unavailable round start. -``` [Core Design Principles](../core-design/design-principles.md) \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lathes.md b/src/en/space-station-14/round-flow/starting-equipment/lathes.md new file mode 100644 index 0000000000..cfadd9879f --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment/lathes.md @@ -0,0 +1,29 @@ +# Department Lathes + +{{#template ../../../../templates/stub.md}} + +## Overview + +Most departments can print additional job gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department-specific lathes for this purpose. + +## Requirements + +Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. + +```admonish success "Good:" + - MV Cable + - Syringe + - Disabler +``` + +```admonish failure "Bad:" + - RCD + - Grenade + - Grappling gun +``` + +## Questions for a full doc + +```admonish question +What makes a department lathe unique? Why do some departments get them but not others? +``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/loadouts.md b/src/en/space-station-14/round-flow/starting-equipment/loadouts.md new file mode 100644 index 0000000000..94bff75f5c --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment/loadouts.md @@ -0,0 +1,37 @@ +# Player Loadouts + +{{#template ../../../../templates/stub.md}} + +## Overview + +Loadouts are the items given to a player when they first spawn. Loadouts are different for each role, and loadouts for station jobs give players a small set of options to choose from. These items are generally cosmetic and/or clothing. + +## Requirements + +Station role loadouts should spawn with department-identifying clothing. They should not spawn with job-essential equipment. + +```admonish success "Good:" + - Jumpsuit + - Hardhat + - Sterile mask +``` + +```admonish failure "Bad:" + - Toolbelt + - Insulated gloves + - Nuke disk +``` + +## Questions for a full doc + +```admonish question +Should gloves in loadouts be removed / replaced with fingerless versions? Gloves are widely available in-round, and starting with real gloves removes intentionality from antags trying to hide their prints. +``` + +```admonish question +What items should be available in trinkets? +``` + +```admonish question +What kinds of items are appropriate for loadout options? +``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lockers.md b/src/en/space-station-14/round-flow/starting-equipment/lockers.md new file mode 100644 index 0000000000..23423a26c6 --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment/lockers.md @@ -0,0 +1,37 @@ +# Department Lockers + +{{#template ../../../../templates/stub.md}} + +## Overview + +Many jobs on the station have specific lockers where players can find their equipment for the round. Round start players spawn near them and spend a few moments getting dressed and preparing for the shift. Lockers are intended to contain everything a player needs in order to do their job. Maps should have more lockers than there are job spawns. + +## Requirements + +Department lockers should spawn with all job-essential equipment. A player should generally want most items in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items or contain expendable equipment that another member of their department might want to raid. + +```admonish success "Good:" + - Toolbelt + - Hardsuit + - Disabler +``` + +```admonish failure "Bad:" + - Compressed matter + - Jumpsuit + - Beer bottle +``` + +## Questions for a full doc + +```admonish question +Should every job have a locker? What does a librarian locker look like? +``` + +```admonish question +What are the specific mapping requirements for lockers? +``` + +```admonish question +Should optional / situational tools like t-ray scanners or tutorial books be included in lockers? +``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/mapped.md b/src/en/space-station-14/round-flow/starting-equipment/mapped.md new file mode 100644 index 0000000000..ec35127091 --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment/mapped.md @@ -0,0 +1,27 @@ +# Mapped Starting Gear + +{{#template ../../../../templates/stub.md}} + +## Overview + +Maps often contain gear around the department for players. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. + +## Requirements + +Mapped items are shared department resources that players divide amongst themselves. They are often consumable materials but can also include spare equipment. + +```admonish success "Good:" + - Glass + - Handcuffs + - Banana peel +``` + +```admonish failure "Bad:" + - Powerful tools otherwise unavailable round start. +``` + +## Questions for a full doc + +```admonish question +What spawners should exist? What should they have? +``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/vendors.md b/src/en/space-station-14/round-flow/starting-equipment/vendors.md new file mode 100644 index 0000000000..13784949d5 --- /dev/null +++ b/src/en/space-station-14/round-flow/starting-equipment/vendors.md @@ -0,0 +1,46 @@ +# Department Vending Machines + +{{#template ../../../../templates/stub.md}} + +## Overview + +Department vending machines are access-locked vendors located inside a department. They contain items specific to that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. + +## Requirements + +Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful to the respective department. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. + +```admonish success "Good:" + - Compressed matter + - Syringe + - Riot shield +``` + +```admonish failure "Bad:" + - Flashlight + - Hand labeler + - Welding mask +``` + +Clothing vendors should spawn with equipable items typical of a department's colors or aesthetic qualities. Items should reflect the standard uniform of a department employee (i.e., Nanotrasen approved). + +```admonish success "Good:" + - Jumpsuit + - Hardhat + - Jackboots +``` + +```admonish failure "Bad:" + - Anything that can't be equipped. + - High-power items (hardsuits). +``` + +## Questions for a full doc + +```admonish question +Should department vendors contain items for the purpose of distributing them to crew? For example the EngiVend currently has 8 crowbars and 4 welding masks. +``` + +```admonish question +Should eyewear in general and insuls specifically be moved to the drobe? They're currently found in equipment vendors, but they're clothing and arguably break expectations. +``` \ No newline at end of file From de8d4914e9c2ac9c81cbfb707f737065d2446f86 Mon Sep 17 00:00:00 2001 From: iaada Date: Fri, 3 Oct 2025 17:09:55 -0500 Subject: [PATCH 05/19] Draft nextone --- .../round-flow/starting-equipment.md | 12 ++++++------ .../round-flow/starting-equipment/lathes.md | 6 ------ .../round-flow/starting-equipment/loadouts.md | 18 +++++++++++++++++- .../round-flow/starting-equipment/lockers.md | 10 +++++----- .../round-flow/starting-equipment/mapped.md | 4 ++-- .../round-flow/starting-equipment/vendors.md | 19 ++++++++++++------- 6 files changed, 42 insertions(+), 27 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index c8aa86533b..cfa894334c 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -2,17 +2,17 @@ ## Overview -This document section provides a general outline for what types of items are expected to be available to crew at the start of the round, segmented by the locations where the gear is found. +This section provides a general outline for what types of items are expected to be available to players at the start of their shift. It's particularly concerned with tools needed for regular station jobs. -This document follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g). There have been many PRs attempting to change what players get on round start. Round start equipment affects every round, so definitions need to be established for where players get what equipment. This way maintainers have a firmer base for evaluating these PRs. +This follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g#Roundstart-Locker-and-Vendor-Equipment-ArtisticRoomba). In summary, PRs changing round start equipment are very common and represent a high workload due to subjective and unclear definitions of what should be available. Round start equipment affects every round, so definitions need to be established for where players get what equipment. ## Forward - -There's five main locations crew can obtain job equipment. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Department Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. -Of these only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, thereby connecting them to their department and to their coworkers before they start working in earnest. +There's five main locations crew can obtain equipment for their role. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Department Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. -Job-essential equipment is found in job lockers located within departments and staff rooms. Additional important items - mainly expendable and optional gear - can be obtained in vending machines. Suplimental tools and materials can be aquired from lathes or found mapped around the department. +Of these only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. + +Job-essential equipment is found in job lockers located within departments or job specific rooms. They should contain everything needed for a player to perform their job. Additional important items - mainly expendable and optional gear - can be obtained in nearby vending machines. Suplimental tools and materials can be aquired from lathes or found mapped around the department/room. [Core Design Principles](../core-design/design-principles.md) \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lathes.md b/src/en/space-station-14/round-flow/starting-equipment/lathes.md index cfadd9879f..12d6ca1e2b 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lathes.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lathes.md @@ -21,9 +21,3 @@ Items available to be printed round start from lathes might be tools or expendab - Grenade - Grappling gun ``` - -## Questions for a full doc - -```admonish question -What makes a department lathe unique? Why do some departments get them but not others? -``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/loadouts.md b/src/en/space-station-14/round-flow/starting-equipment/loadouts.md index 94bff75f5c..6fe3afb40f 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/loadouts.md +++ b/src/en/space-station-14/round-flow/starting-equipment/loadouts.md @@ -8,7 +8,7 @@ Loadouts are the items given to a player when they first spawn. Loadouts are dif ## Requirements -Station role loadouts should spawn with department-identifying clothing. They should not spawn with job-essential equipment. +Station role loadouts should spawn with department-identifying clothing. At minimum players should spawn with a PDA, a backpack (or variant), a headset with their department's coms channel, and a jumpsuit. Loadouts should **not** contain job-essential equipment that allows a player to do their job without ever visiting their department. ```admonish success "Good:" - Jumpsuit @@ -28,10 +28,26 @@ Station role loadouts should spawn with department-identifying clothing. They sh Should gloves in loadouts be removed / replaced with fingerless versions? Gloves are widely available in-round, and starting with real gloves removes intentionality from antags trying to hide their prints. ``` +```admonish question +Should loadouts contain armor? Should an exception be made for command like HoS and Captain? +``` + ```admonish question What items should be available in trinkets? ``` ```admonish question What kinds of items are appropriate for loadout options? +``` + +```admonish question +What's worthy of a playtime unlock? +``` + +```admonish question +How do ghost role and antagonist loadouts differ from station loadouts? +``` + +```admonish question +How should loadouts be adjusted for species traits? ``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lockers.md b/src/en/space-station-14/round-flow/starting-equipment/lockers.md index 23423a26c6..bc949147de 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lockers.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lockers.md @@ -4,11 +4,11 @@ ## Overview -Many jobs on the station have specific lockers where players can find their equipment for the round. Round start players spawn near them and spend a few moments getting dressed and preparing for the shift. Lockers are intended to contain everything a player needs in order to do their job. Maps should have more lockers than there are job spawns. +Many jobs on the station have specific lockers where players can find their equipment for the round. Round start players spawn near them and spend a few moments sorting through them to prepare for the shift, while mid-round players seek them out for the same reason. Lockers are intended to contain the vital equipment a player needs in order to do their job. Maps are expected to have more lockers than there are job spawns. ## Requirements -Department lockers should spawn with all job-essential equipment. A player should generally want most items in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items or contain expendable equipment that another member of their department might want to raid. +Department lockers should spawn with all job-essential equipment. A player should want most items found in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items, optional/situational tools, or contain expendable equipment that another member of their department might want to raid. ```admonish success "Good:" - Toolbelt @@ -19,7 +19,7 @@ Department lockers should spawn with all job-essential equipment. A player shoul ```admonish failure "Bad:" - Compressed matter - Jumpsuit - - Beer bottle + - Riot shield ``` ## Questions for a full doc @@ -29,9 +29,9 @@ Should every job have a locker? What does a librarian locker look like? ``` ```admonish question -What are the specific mapping requirements for lockers? +What are the specific mapping requirements for lockers? Question might be better answered by linking to a mapping doc. ``` ```admonish question -Should optional / situational tools like t-ray scanners or tutorial books be included in lockers? +Should optional / situational tools like t-ray scanners or tutorial books be included in lockers? Where would the line be drawn for optional tools? ``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/mapped.md b/src/en/space-station-14/round-flow/starting-equipment/mapped.md index ec35127091..08fd98eef4 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/mapped.md +++ b/src/en/space-station-14/round-flow/starting-equipment/mapped.md @@ -4,14 +4,14 @@ ## Overview -Maps often contain gear around the department for players. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. +Maps often contain gear scattered around a department for players to take. These are typically materials. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. ## Requirements Mapped items are shared department resources that players divide amongst themselves. They are often consumable materials but can also include spare equipment. ```admonish success "Good:" - - Glass + - Plastic - Handcuffs - Banana peel ``` diff --git a/src/en/space-station-14/round-flow/starting-equipment/vendors.md b/src/en/space-station-14/round-flow/starting-equipment/vendors.md index 13784949d5..3a7fe3ddbf 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/vendors.md +++ b/src/en/space-station-14/round-flow/starting-equipment/vendors.md @@ -4,11 +4,11 @@ ## Overview -Department vending machines are access-locked vendors located inside a department. They contain items specific to that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. +Department vending machines are access-locked vendors located somewhere inside their respective department. They contain items specific to that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. ## Requirements -Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful to the respective department. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. +Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful and sought by players. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. ```admonish success "Good:" - Compressed matter @@ -22,17 +22,18 @@ Equipment vendors contain expendable equipment, spare tools, and optional tools. - Welding mask ``` -Clothing vendors should spawn with equipable items typical of a department's colors or aesthetic qualities. Items should reflect the standard uniform of a department employee (i.e., Nanotrasen approved). +Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (exluding prestige rewards). Every item in a Drobe must be equippable or be considered clothing in an abstract sense (walking cane). Particularly powerful clothing should instead be found in department lockers. ```admonish success "Good:" - Jumpsuit - - Hardhat - Jackboots + - Hardhat ``` ```admonish failure "Bad:" - - Anything that can't be equipped. - - High-power items (hardsuits). + - Hand labeler + - Galoshes + - Hardsuit ``` ## Questions for a full doc @@ -42,5 +43,9 @@ Should department vendors contain items for the purpose of distributing them to ``` ```admonish question -Should eyewear in general and insuls specifically be moved to the drobe? They're currently found in equipment vendors, but they're clothing and arguably break expectations. +Should eyewear in general and insuls specifically be moved to the drobe? What is considered too powerful for a drobe, or should that even be a standard? +``` + +```admonish question +Should tutorial books be added to equipment vendors? ``` \ No newline at end of file From 5a65dc5cd851cfe8f5efc83f98f176381d92f25c Mon Sep 17 00:00:00 2001 From: iaada Date: Fri, 3 Oct 2025 17:23:49 -0500 Subject: [PATCH 06/19] summary --- src/SUMMARY.md | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index add297f082..ec5eabd608 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -189,6 +189,13 @@ Space Station 14 - [Xenoborgs](en/space-station-14/round-flow/antagonists/Xenoborgs.md) - [Pursuer](en/space-station-14/round-flow/antagonists/pursuer.md) + - [Starting Equipment](en/space-station-14/round-flow/starting-equipment.md) + - [Lathes](en/space-station-14/round-flow/starting-equipment/lathes.md) + - [Loadouts](en/space-station-14/round-flow/starting-equipment/loadouts.md) + - [Lockers](en/space-station-14/round-flow/starting-equipment/lockers.md) + - [Mapped](en/space-station-14/round-flow/starting-equipment/mapped.md) + - [Vendors](en/space-station-14/round-flow/starting-equipment/vendors.md) + - [Proposals]() - [Cleanup Crew Gamemode](en/space-station-14/round-flow/proposals/cleanup-crew-gamemode.md) - [Game Director](en/space-station-14/round-flow/proposals/game-director.md) From fce9a77e84d2d39897ccd45e6581c0e6ed83d49d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=C4=81da?= Date: Fri, 3 Oct 2025 17:34:09 -0500 Subject: [PATCH 07/19] let a weird line in there --- src/en/space-station-14/round-flow/starting-equipment.md | 3 --- 1 file changed, 3 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index cfa894334c..ed2ec1a69c 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -13,6 +13,3 @@ There's five main locations crew can obtain equipment for their role. The items Of these only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. Job-essential equipment is found in job lockers located within departments or job specific rooms. They should contain everything needed for a player to perform their job. Additional important items - mainly expendable and optional gear - can be obtained in nearby vending machines. Suplimental tools and materials can be aquired from lathes or found mapped around the department/room. - - -[Core Design Principles](../core-design/design-principles.md) \ No newline at end of file From fb94df6cb8823b5bb5d36a3ca6ad7b35851c5b41 Mon Sep 17 00:00:00 2001 From: iaada Date: Mon, 6 Oct 2025 23:57:09 -0500 Subject: [PATCH 08/19] expand lockers --- .../round-flow/starting-equipment.md | 6 ++--- .../round-flow/starting-equipment/lathes.md | 2 +- .../round-flow/starting-equipment/lockers.md | 23 ++++++++++++++++--- .../round-flow/starting-equipment/vendors.md | 2 +- 4 files changed, 25 insertions(+), 8 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index cfa894334c..bb942c932e 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -8,11 +8,11 @@ This follows the decision made in [Maintainer Meeting (27 September 2025)](https ## Forward -There's five main locations crew can obtain equipment for their role. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Department Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. +There's five main locations where crew can obtain equipment for their role. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Job Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. -Of these only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. +Of these, only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. -Job-essential equipment is found in job lockers located within departments or job specific rooms. They should contain everything needed for a player to perform their job. Additional important items - mainly expendable and optional gear - can be obtained in nearby vending machines. Suplimental tools and materials can be aquired from lathes or found mapped around the department/room. +Job-essential equipment is found in job lockers located within departments or job-specific rooms. They should contain everything needed for a player to perform their job. Additional important items - mainly expendable and optional gear - can be obtained in nearby vending machines. Supplemental tools and materials can be acquired from lathes or found mapped around the department/room. [Core Design Principles](../core-design/design-principles.md) \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lathes.md b/src/en/space-station-14/round-flow/starting-equipment/lathes.md index 12d6ca1e2b..450b60ec5e 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lathes.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lathes.md @@ -1,4 +1,4 @@ -# Department Lathes +# Lathe Equipment {{#template ../../../../templates/stub.md}} diff --git a/src/en/space-station-14/round-flow/starting-equipment/lockers.md b/src/en/space-station-14/round-flow/starting-equipment/lockers.md index bc949147de..8f8449f208 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lockers.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lockers.md @@ -1,14 +1,14 @@ -# Department Lockers +# Job Lockers {{#template ../../../../templates/stub.md}} ## Overview -Many jobs on the station have specific lockers where players can find their equipment for the round. Round start players spawn near them and spend a few moments sorting through them to prepare for the shift, while mid-round players seek them out for the same reason. Lockers are intended to contain the vital equipment a player needs in order to do their job. Maps are expected to have more lockers than there are job spawns. +Many jobs on the station have specific lockers where players can find their equipment for the round. Round-start players spawn near them and spend a few moments sorting through them to prepare for the shift, while mid-round players seek them out for the same reason. Lockers are intended to contain the vital equipment a player needs in order to do their job. Maps are expected to have more lockers than there are job spawns. ## Requirements -Department lockers should spawn with all job-essential equipment. A player should want most items found in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items, optional/situational tools, or contain expendable equipment that another member of their department might want to raid. +Job lockers for a department's standard crew should spawn with all job-essential equipment for that department. A player should want most items found in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items, optional/situational tools, or contain expendable equipment that another member of their department might want to raid. ```admonish success "Good:" - Toolbelt @@ -22,6 +22,15 @@ Department lockers should spawn with all job-essential equipment. A player shoul - Riot shield ``` +Lockers for specialized jobs in a department (including department heads) should include any equipment present in a "lesser" locker, unless that job has specialized equipment that is equal to or better than the "lesser" equipment. For example, a toolbelt can be replaced by a toolbelt with more space, but an RCD can't be replaced by an RPD. This is another measure meant to prevent players from raiding multiple lockers for gear. A player shouldn't want anything from a locker they have access to that wasn't provided in their own locker. + +In addition to their own specialized gear, there are several items present in all command lockers. + - A personal stamp. + - A headset with encryption keys for their department and for command. + - A door remote controlling their department's airlocks. + - A box containing spare department encryption keys. + - A box containing spare circuit boards. + ## Questions for a full doc ```admonish question @@ -34,4 +43,12 @@ What are the specific mapping requirements for lockers? Question might be better ```admonish question Should optional / situational tools like t-ray scanners or tutorial books be included in lockers? Where would the line be drawn for optional tools? +``` + +```admonish question +Should equipment lockers include items which only have a chance to appear? What kind of items should only appear sometimes? +``` + +```admonish question +Should cargo be able to purchase new job lockers? ``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/vendors.md b/src/en/space-station-14/round-flow/starting-equipment/vendors.md index 3a7fe3ddbf..5c79da63a9 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/vendors.md +++ b/src/en/space-station-14/round-flow/starting-equipment/vendors.md @@ -22,7 +22,7 @@ Equipment vendors contain expendable equipment, spare tools, and optional tools. - Welding mask ``` -Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (exluding prestige rewards). Every item in a Drobe must be equippable or be considered clothing in an abstract sense (walking cane). Particularly powerful clothing should instead be found in department lockers. +Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable or be considered clothing in an abstract sense (walking cane). Particularly powerful clothing should instead be found in department lockers. ```admonish success "Good:" - Jumpsuit From b68e16bc7f03de36eb2388895401951cb95a0539 Mon Sep 17 00:00:00 2001 From: iaada Date: Fri, 17 Oct 2025 19:09:53 -0500 Subject: [PATCH 09/19] finish vendors --- .../round-flow/starting-equipment/lathes.md | 2 +- .../round-flow/starting-equipment/lockers.md | 4 +-- .../round-flow/starting-equipment/vendors.md | 32 +++++++++---------- 3 files changed, 19 insertions(+), 19 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment/lathes.md b/src/en/space-station-14/round-flow/starting-equipment/lathes.md index 450b60ec5e..cffc42135e 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lathes.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lathes.md @@ -8,7 +8,7 @@ Most departments can print additional job gear from a machine using shared resou ## Requirements -Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Better gear is often available later in the round as a result of science research. +Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Specialized equipment should be acquired later in-round either through purchases at cargo or as a result of science research. ```admonish success "Good:" - MV Cable diff --git a/src/en/space-station-14/round-flow/starting-equipment/lockers.md b/src/en/space-station-14/round-flow/starting-equipment/lockers.md index 8f8449f208..4d30f6cbb4 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lockers.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lockers.md @@ -29,7 +29,7 @@ In addition to their own specialized gear, there are several items present in al - A headset with encryption keys for their department and for command. - A door remote controlling their department's airlocks. - A box containing spare department encryption keys. - - A box containing spare circuit boards. + - A box containing spare circuit boards for vital machines and computers. ## Questions for a full doc @@ -50,5 +50,5 @@ Should equipment lockers include items which only have a chance to appear? What ``` ```admonish question -Should cargo be able to purchase new job lockers? +Should cargo be able to purchase new job lockers? Should they be actual lockers or a crate with the items inside? ``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/vendors.md b/src/en/space-station-14/round-flow/starting-equipment/vendors.md index 5c79da63a9..96a76c8402 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/vendors.md +++ b/src/en/space-station-14/round-flow/starting-equipment/vendors.md @@ -1,14 +1,18 @@ # Department Vending Machines -{{#template ../../../../templates/stub.md}} - ## Overview -Department vending machines are access-locked vendors located somewhere inside their respective department. They contain items specific to that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. +Department vending machines are access-locked vendors located somewhere inside their respective department. They contain items specific to that department, for use by that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. ## Requirements -Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful and sought by players. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. +A deparment vendor should have enough stock to supply two naked players with the neccesary gear to work the job. An untouched pair of vending machines should have two complete sets of spare tools and uniforms. + +### Equipment Vendor + +Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful and sought by players. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. Nor should they have gear in excess for the purpose of distributing it to non-department players (such as an Engi-Vend with 8 crowbars). + +Items in an equipment vendor should never be clothing. This includes all eyewear and gloves, even if such items are important tools for the job. They should instead be found in the department's respective clothing vendor. There are two exceptions: an item which can be worn but isn't clothing - such as a whistle - and clothing that is not worn by the player themselves - such as a medical gown to give to patients. ```admonish success "Good:" - Compressed matter @@ -22,7 +26,11 @@ Equipment vendors contain expendable equipment, spare tools, and optional tools. - Welding mask ``` -Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable or be considered clothing in an abstract sense (walking cane). Particularly powerful clothing should instead be found in department lockers. +The order of gear in a vendor should loosely follow the importance of the item. Spare tools should be at the top, followed by expendable equipment, and lastly stituational and optional gear. + +### Clothing Vendor + +Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. Particularly powerful clothing should instead be found in department lockers. ```admonish success "Good:" - Jumpsuit @@ -36,16 +44,8 @@ Clothing vendors (typically called "Drobes") should spawn with clothing typical - Hardsuit ``` -## Questions for a full doc - -```admonish question -Should department vendors contain items for the purpose of distributing them to crew? For example the EngiVend currently has 8 crowbars and 4 welding masks. -``` +The order of clothing in a Drobe from top to bottom should go: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. -```admonish question -Should eyewear in general and insuls specifically be moved to the drobe? What is considered too powerful for a drobe, or should that even be a standard? -``` +### Combined Vendors -```admonish question -Should tutorial books be added to equipment vendors? -``` \ No newline at end of file +Certain individual roles on the station have a dedicated vending machine due to the specific nature of that role. Unlike other vendors these only need enough stock to resupply one player. If they contain non-clothing items, they should not use "Drobe" as part of their name. \ No newline at end of file From 858812b77cc9698645c8e3fdc2fcf3857a6c4441 Mon Sep 17 00:00:00 2001 From: iaada Date: Mon, 24 Nov 2025 03:04:00 -0600 Subject: [PATCH 10/19] basically no change --- .../space-station-14/round-flow/starting-equipment/lockers.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment/lockers.md b/src/en/space-station-14/round-flow/starting-equipment/lockers.md index 4d30f6cbb4..eb3058825a 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lockers.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lockers.md @@ -8,7 +8,7 @@ Many jobs on the station have specific lockers where players can find their equi ## Requirements -Job lockers for a department's standard crew should spawn with all job-essential equipment for that department. A player should want most items found in their locker, or have a clear picture of why they would want them. Lockers should not spawn with cosmetic items, optional/situational tools, or contain expendable equipment that another member of their department might want to raid. +Job lockers for a department's standard crew should spawn with all job-essential equipment for that department. A player should want most items found in their locker, or have a clear picture of why they would want them. Cosmetic items and optional/situational tools should only occasionally appear in lockers, and should be clearly separated from standard items. Expendable equipment and powerful equipment should not found in lockers to discourage raiding the lockers for loot. ```admonish success "Good:" - Toolbelt From 21f6525ee791d9cfe967538890717d133d49f2c3 Mon Sep 17 00:00:00 2001 From: iaada Date: Mon, 24 Nov 2025 03:06:34 -0600 Subject: [PATCH 11/19] basically no change 2 --- .../space-station-14/round-flow/starting-equipment/lockers.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment/lockers.md b/src/en/space-station-14/round-flow/starting-equipment/lockers.md index eb3058825a..5807113f11 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/lockers.md +++ b/src/en/space-station-14/round-flow/starting-equipment/lockers.md @@ -8,7 +8,7 @@ Many jobs on the station have specific lockers where players can find their equi ## Requirements -Job lockers for a department's standard crew should spawn with all job-essential equipment for that department. A player should want most items found in their locker, or have a clear picture of why they would want them. Cosmetic items and optional/situational tools should only occasionally appear in lockers, and should be clearly separated from standard items. Expendable equipment and powerful equipment should not found in lockers to discourage raiding the lockers for loot. +Job lockers for a department's standard crew should spawn with all job-essential equipment for that department. A player should want most items found in their locker, or have a clear picture of why they would want them. Cosmetic items and optional/situational tools should only occasionally appear in lockers, and should be clearly separated from standard items in code. Expendable items and powerful upgrades should not available to discourage raiding the lockers for loot. ```admonish success "Good:" - Toolbelt From dbe53e74e9d2b4e8d0f2ac7a8e3696ce4915dc49 Mon Sep 17 00:00:00 2001 From: iaada Date: Wed, 17 Dec 2025 22:45:13 -0600 Subject: [PATCH 12/19] start of a rewrite --- .../round-flow/starting-equipment.md | 25 +++++++++++++++++-- .../round-flow/starting-equipment/vendors.md | 2 +- 2 files changed, 24 insertions(+), 3 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index 165a820c64..e8dd81b99c 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -4,10 +4,31 @@ This section provides a general outline for what types of items are expected to be available to players at the start of their shift. It's particularly concerned with tools needed for regular station jobs. -This follows the decision made in [Maintainer Meeting (27 September 2025)](https://hedgedoc.spacestation14.com/Wtd4OwYZThqutLbR3y-e4g#Roundstart-Locker-and-Vendor-Equipment-ArtisticRoomba). In summary, PRs changing round start equipment are very common and represent a high workload due to subjective and unclear definitions of what should be available. Round start equipment affects every round, so definitions need to be established for where players get what equipment. +This follows the decision made in [Maintainer Meeting (27 September 2025)](../../maintainer-meetings/maintainer-meeting-2025-09-27.md). In summary, PRs changing round start equipment are very common and represent a high workload due to subjective and unclear definitions of what should be available. Round start equipment affects every round, so definitions need to be established for where players get what equipment. ## Forward There's five main locations where crew can obtain equipment for their role. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Job Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. -Of these, only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and necessary job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. \ No newline at end of file +Of these, only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and essential job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. + +## Definitions + +### Essential Equipment +A role's esssential equipment are tools which have an irreplaceable function, and can be recognized as thematically "belonging" to the role. A Research Director's stamp is essential equipment because it plays an irreplaceable RP function, and has the role's name on it. Epinephrine, a stun baton, the nuke disk, or a bike horn are examples of essential items. These are consequently the items least likely to be in the hands of a different role, and most likely for an antagonist to want to steal. Essential equipment is often department contraband. + +Sometimes essential equipment is a set of several items at once, such a a toolbelt or a foolbox. A t-ray is too common to be considered thematic, but a belt filled with a tool for every situation is thematic for engineers. + +### Optional Equipment +Optional equipment are items that serve a rare or replaceable function, or aren't clearly suited for the role. Often this items are possesed by multiple roles or are easily crafted/found. The CMO's beret is optional because while it has the role's name on it, it doesn't do anything. A ballistic shield is thematic and useful, but only rarely useful. Hand labelers, generic flashlights, or RP props (cigar case) are examples of optional equipment. + +### Expendable Equipment +Rather self explanatory: Expendable equipment is finite. It's something you need either time or resources to replace. They're often essential equipment by being highly specialized to a role. + +## Pillars + +### Pillar 1 - Always Available +Derived from "Mechanics cannot [...] require items that cannot be obtained after roundstart," in ([dynamic-environment](../core-design/design-principles.md)), truly unique items must be available in round regardless of player spawns. Essential equipment of the job should also be available regardless of players. + +### Pillar 3 - Replaceable +No matter how valuable or limited, you can always replace a lost or missing tool. \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/vendors.md b/src/en/space-station-14/round-flow/starting-equipment/vendors.md index 96a76c8402..298930fc70 100644 --- a/src/en/space-station-14/round-flow/starting-equipment/vendors.md +++ b/src/en/space-station-14/round-flow/starting-equipment/vendors.md @@ -10,7 +10,7 @@ A deparment vendor should have enough stock to supply two naked players with the ### Equipment Vendor -Equipment vendors contain expendable equipment, spare tools, and optional tools. Gear they provide should be regularly useful and sought by players. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. Nor should they have gear in excess for the purpose of distributing it to non-department players (such as an Engi-Vend with 8 crowbars). +Equipment vendors contain spare tools, expendable equipment, and optional tools. The spare tools they hold should be identical to the tools provided in a locker. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. Nor should they have gear in excess for the purpose of distributing it to non-department players (such as an Engi-Vend with 8 crowbars). Items in an equipment vendor should never be clothing. This includes all eyewear and gloves, even if such items are important tools for the job. They should instead be found in the department's respective clothing vendor. There are two exceptions: an item which can be worn but isn't clothing - such as a whistle - and clothing that is not worn by the player themselves - such as a medical gown to give to patients. From a873c831086f46d021b1d42ec36f140d416aa481 Mon Sep 17 00:00:00 2001 From: iaada Date: Wed, 7 Jan 2026 23:45:17 -0600 Subject: [PATCH 13/19] 5th draft --- src/SUMMARY.md | 8 +- .../round-flow/starting-equipment.md | 78 ++++++++++++++++--- .../round-flow/starting-equipment/lathes.md | 23 ------ .../round-flow/starting-equipment/loadouts.md | 53 ------------- .../round-flow/starting-equipment/lockers.md | 54 ------------- .../round-flow/starting-equipment/mapped.md | 27 ------- .../round-flow/starting-equipment/vendors.md | 51 ------------ 7 files changed, 68 insertions(+), 226 deletions(-) delete mode 100644 src/en/space-station-14/round-flow/starting-equipment/lathes.md delete mode 100644 src/en/space-station-14/round-flow/starting-equipment/loadouts.md delete mode 100644 src/en/space-station-14/round-flow/starting-equipment/lockers.md delete mode 100644 src/en/space-station-14/round-flow/starting-equipment/mapped.md delete mode 100644 src/en/space-station-14/round-flow/starting-equipment/vendors.md diff --git a/src/SUMMARY.md b/src/SUMMARY.md index ec5eabd608..dc8d6ee2b4 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -182,6 +182,7 @@ Space Station 14 - [Roundflow](en/space-station-14/round-flow.md) - [PR Guidelines](en/space-station-14/round-flow/guidelines.md) + - [Starting Equipment](en/space-station-14/round-flow/starting-equipment.md) - [Antagonists](en/space-station-14/round-flow/antagonists.md) - [Exterimator](en/space-station-14/round-flow/antagonists/exterminator.md) @@ -189,13 +190,6 @@ Space Station 14 - [Xenoborgs](en/space-station-14/round-flow/antagonists/Xenoborgs.md) - [Pursuer](en/space-station-14/round-flow/antagonists/pursuer.md) - - [Starting Equipment](en/space-station-14/round-flow/starting-equipment.md) - - [Lathes](en/space-station-14/round-flow/starting-equipment/lathes.md) - - [Loadouts](en/space-station-14/round-flow/starting-equipment/loadouts.md) - - [Lockers](en/space-station-14/round-flow/starting-equipment/lockers.md) - - [Mapped](en/space-station-14/round-flow/starting-equipment/mapped.md) - - [Vendors](en/space-station-14/round-flow/starting-equipment/vendors.md) - - [Proposals]() - [Cleanup Crew Gamemode](en/space-station-14/round-flow/proposals/cleanup-crew-gamemode.md) - [Game Director](en/space-station-14/round-flow/proposals/game-director.md) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index e8dd81b99c..3943fae088 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -2,33 +2,89 @@ ## Overview -This section provides a general outline for what types of items are expected to be available to players at the start of their shift. It's particularly concerned with tools needed for regular station jobs. +This page provides an outline for what types of items are expected to be available to players at the start of their shift. It's particularly concerned with tools needed for regular station jobs. This follows the decision made in [Maintainer Meeting (27 September 2025)](../../maintainer-meetings/maintainer-meeting-2025-09-27.md). In summary, PRs changing round start equipment are very common and represent a high workload due to subjective and unclear definitions of what should be available. Round start equipment affects every round, so definitions need to be established for where players get what equipment. ## Forward -There's five main locations where crew can obtain equipment for their role. The items they spawn with in their [Loadout](starting-equipment/loadouts.md), the items that spawn in [Job Lockers](starting-equipment/lockers.md), items available in [Department Vending Machines](starting-equipment/vendors.md), items printed from [Lathes](starting-equipment/lathes.md), and items [Mapped](starting-equipment/mapped.md) by the map creator. +There's five main locations where crew can obtain equipment for their role. The items they spawn with in their [Loadout](#Loadouts), items the player spawns next to in [Job Lockers](#Lockers), available nearby in [Department Vending Machines](#Department-Vending-Machines), printed from [Lathes](#Lathes), and items [Mapped](#Mapped) by the map creator. -Of these, only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and essential job equipment should **not** be given in loadouts. This pushes players to visit their department to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they start working in earnest. +Of these, only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and essential job equipment should **not** be given in loadouts. This pushes players to visit their department / personal room to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they inevitably disappear into maintenance. ## Definitions ### Essential Equipment A role's esssential equipment are tools which have an irreplaceable function, and can be recognized as thematically "belonging" to the role. A Research Director's stamp is essential equipment because it plays an irreplaceable RP function, and has the role's name on it. Epinephrine, a stun baton, the nuke disk, or a bike horn are examples of essential items. These are consequently the items least likely to be in the hands of a different role, and most likely for an antagonist to want to steal. Essential equipment is often department contraband. -Sometimes essential equipment is a set of several items at once, such a a toolbelt or a foolbox. A t-ray is too common to be considered thematic, but a belt filled with a tool for every situation is thematic for engineers. +Sometimes essential equipment is a set of several items at once, such a a toolbelt or a foolbox. A t-ray might be too common to be considered thematic, but a belt filled with a tool for every situation is thematic for engineers. ### Optional Equipment -Optional equipment are items that serve a rare or replaceable function, or aren't clearly suited for the role. Often this items are possesed by multiple roles or are easily crafted/found. The CMO's beret is optional because while it has the role's name on it, it doesn't do anything. A ballistic shield is thematic and useful, but only rarely useful. Hand labelers, generic flashlights, or RP props (cigar case) are examples of optional equipment. +Optional equipment are items that serve an uncommon need to a role, but are still recognizably belonging to that role. The CMO's beret is optional because while it has the role's name on it, it doesn't do anything. A ballistic shield or inflatable walls are examples. Unique RP props like a stethoscope and clothing often fall in this category. + +### Generic Equipment +Items that are widely available, easily crafted, or aren't strongly connected to a role's identity are generic. Hand labelers, flashlights, and many RP props are examples of generic equipment. ### Expendable Equipment -Rather self explanatory: Expendable equipment is finite. It's something you need either time or resources to replace. They're often essential equipment by being highly specialized to a role. +Rather self explanatory: Expendable equipment is finite. It's something you need either time or resources to replace. These can be essential like fuel, optional like grenades, and generic like steel. + +## Locations + +### Loadouts + +todo + +Loadouts are the items given to a player when they first spawn. Loadouts are different for each role, and loadouts for station jobs give players a small set of options. These items are never essential, and typically clothing. + +Station role loadouts should spawn with department-identifying clothing. At minimum players should spawn with a PDA, a backpack (or variant), a headset with their department's coms channel, and a jumpsuit. Loadouts should **not** contain job-essential equipment that allows a player to do their job without ever visiting their department. + +### Lockers + +At round-start every role spawn near 1 complete set of their role's essential equipment. Typically this is some sort of locked container (a locker) but might rarely be items scattered around their starting room. They spend a few moments sorting through and equipping these items, getting familiar with them, and preparing for their shift. Mid-round players - either through late joining or getting promoted - will seek out an unclaimed locker to get their gear. Antagonists will similarly seek out these lockers, knowing that they will contain everything a person needs to do some specific job. The number of lockers that need to be mapped should be at or barely exceed the roundstart + latejoin capacity of the station. + +A player should want most items found in their locker or have a clear picture of why they would want them. Optional tools can be included with a chance to appear, and generic equipment shouldn't appear unless it's **really** funny. Expendable items in a locker should have adequate availability outside of lockers to discourage raiding multiple lockers for loot and leaving the next player with a half full locker. + +Lockers for specialized jobs in a department (including department heads) should include any equipment present in a "lesser" locker, unless that job has specialized equipment that is equal to or better than the "lesser" equipment. For example, a toolbelt can be replaced by a toolbelt with more space, but a submachine gun can't be replaced by a shotgun. This is another measure meant to prevent players from raiding multiple lockers for gear. A player shouldn't want anything from a locker they have access to that wasn't provided in their own locker. + +In addition to their own specialized gear, there are several items present in all command lockers. + - A personal stamp. + - A headset with encryption keys for their department and for command. + - A door remote controlling their department's airlocks. + - A box containing spare department encryption keys. + - A box containing spare circuit boards for vital machines and computers. + +### Department Vending Machines + +Department vending machines are access-locked vendors located somewhere inside their respective department. They contain items specific to that department for use by that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. Together they should supply at least two naked players with the neccesary gear to work the job (two complete sets of spare tools and uniforms). + +#### Equipment Vendor + +Equipment vendors contain (in order) 2 sets of locker gear, followed by extra expendable equipment, then optional gear. They should never have generic gear. Clothing (including eyewear and gloves) should instead be found in the department's respective clothing vendor. There are two exceptions: an item which can be worn but isn't clothing - such as a whistle - and clothing that is not worn by the player themselves - such as a muzzle. + +#### Clothing Vendor + +Clothing vendors (typically called "Drobes") should spawn with 2 sets of any essential clothing and 2 sets of optional clothing. Clothes should reflect the standard uniform and aesthetics of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. The order of clothing in a Drobe should have essential equipment listed first, followed by: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. + +#### Combined Vendors + +Certain individual roles on the station have a dedicated vending machine due to some specific nature of that role. Unlike other vendors these only need enough stock to supply one player of essential equipment and clothing. If they contain any non-clothing items, they should not use "Drobe" as part of their name. + +### Lathes + +Most departments can print additional gear from a machine using shared resources. At minimum a department's mapped lathe should be capable of equipping a player with the most basic gear needed for their job. Certain specialized equipment - including some essential equipment - should not be immediately available in lathes. They might become available later as a result of science research or from finding a blueprint. Even still some equipment might never be available in a lathe and must be aquired somewhere else, such as cargo. + +Lathes are the primary source for generic equipment a player might want. Autolathes are solely capable of printing generic items, while department specific lathes can print anything from generic to essential. Department lathes should be primarily focused on producing items useful to the employees in that department. -## Pillars +| Location | Round Start Lathe | +| --- | --- | +| Hydroponics | biogenerator | +| Cargo | autolate, ore processor | +| Engineering | autolathe | +| HoP Office | uniform printer | +| Medical | medical techfab | +| Armory | security techfab | +| Science | autolathe, protolathe, circuit imprinter, exosuit fabricator | -### Pillar 1 - Always Available -Derived from "Mechanics cannot [...] require items that cannot be obtained after roundstart," in ([dynamic-environment](../core-design/design-principles.md)), truly unique items must be available in round regardless of player spawns. Essential equipment of the job should also be available regardless of players. +### Mapped -### Pillar 3 - Replaceable -No matter how valuable or limited, you can always replace a lost or missing tool. \ No newline at end of file +Maps often contain gear scattered around a department for players to take. These are typically generic items like materials, but can be also be spare tools and expendables. Spawners should exist for a standardized collection of items to guide mappers should they choose to use it. Examples would include a spawner for one random essential tool, or at the extreme a spawner for generic engineering materials on a 30 pop station. \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lathes.md b/src/en/space-station-14/round-flow/starting-equipment/lathes.md deleted file mode 100644 index cffc42135e..0000000000 --- a/src/en/space-station-14/round-flow/starting-equipment/lathes.md +++ /dev/null @@ -1,23 +0,0 @@ -# Lathe Equipment - -{{#template ../../../../templates/stub.md}} - -## Overview - -Most departments can print additional job gear from a machine using shared resources. Some have an autolathe to print spare gear, while others have department-specific lathes for this purpose. - -## Requirements - -Items available to be printed round start from lathes might be tools or expendables. In both cases the options available should be the basic, minimum gear to do the job. Specialized equipment should be acquired later in-round either through purchases at cargo or as a result of science research. - -```admonish success "Good:" - - MV Cable - - Syringe - - Disabler -``` - -```admonish failure "Bad:" - - RCD - - Grenade - - Grappling gun -``` diff --git a/src/en/space-station-14/round-flow/starting-equipment/loadouts.md b/src/en/space-station-14/round-flow/starting-equipment/loadouts.md deleted file mode 100644 index 6fe3afb40f..0000000000 --- a/src/en/space-station-14/round-flow/starting-equipment/loadouts.md +++ /dev/null @@ -1,53 +0,0 @@ -# Player Loadouts - -{{#template ../../../../templates/stub.md}} - -## Overview - -Loadouts are the items given to a player when they first spawn. Loadouts are different for each role, and loadouts for station jobs give players a small set of options to choose from. These items are generally cosmetic and/or clothing. - -## Requirements - -Station role loadouts should spawn with department-identifying clothing. At minimum players should spawn with a PDA, a backpack (or variant), a headset with their department's coms channel, and a jumpsuit. Loadouts should **not** contain job-essential equipment that allows a player to do their job without ever visiting their department. - -```admonish success "Good:" - - Jumpsuit - - Hardhat - - Sterile mask -``` - -```admonish failure "Bad:" - - Toolbelt - - Insulated gloves - - Nuke disk -``` - -## Questions for a full doc - -```admonish question -Should gloves in loadouts be removed / replaced with fingerless versions? Gloves are widely available in-round, and starting with real gloves removes intentionality from antags trying to hide their prints. -``` - -```admonish question -Should loadouts contain armor? Should an exception be made for command like HoS and Captain? -``` - -```admonish question -What items should be available in trinkets? -``` - -```admonish question -What kinds of items are appropriate for loadout options? -``` - -```admonish question -What's worthy of a playtime unlock? -``` - -```admonish question -How do ghost role and antagonist loadouts differ from station loadouts? -``` - -```admonish question -How should loadouts be adjusted for species traits? -``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/lockers.md b/src/en/space-station-14/round-flow/starting-equipment/lockers.md deleted file mode 100644 index 5807113f11..0000000000 --- a/src/en/space-station-14/round-flow/starting-equipment/lockers.md +++ /dev/null @@ -1,54 +0,0 @@ -# Job Lockers - -{{#template ../../../../templates/stub.md}} - -## Overview - -Many jobs on the station have specific lockers where players can find their equipment for the round. Round-start players spawn near them and spend a few moments sorting through them to prepare for the shift, while mid-round players seek them out for the same reason. Lockers are intended to contain the vital equipment a player needs in order to do their job. Maps are expected to have more lockers than there are job spawns. - -## Requirements - -Job lockers for a department's standard crew should spawn with all job-essential equipment for that department. A player should want most items found in their locker, or have a clear picture of why they would want them. Cosmetic items and optional/situational tools should only occasionally appear in lockers, and should be clearly separated from standard items in code. Expendable items and powerful upgrades should not available to discourage raiding the lockers for loot. - -```admonish success "Good:" - - Toolbelt - - Hardsuit - - Disabler -``` - -```admonish failure "Bad:" - - Compressed matter - - Jumpsuit - - Riot shield -``` - -Lockers for specialized jobs in a department (including department heads) should include any equipment present in a "lesser" locker, unless that job has specialized equipment that is equal to or better than the "lesser" equipment. For example, a toolbelt can be replaced by a toolbelt with more space, but an RCD can't be replaced by an RPD. This is another measure meant to prevent players from raiding multiple lockers for gear. A player shouldn't want anything from a locker they have access to that wasn't provided in their own locker. - -In addition to their own specialized gear, there are several items present in all command lockers. - - A personal stamp. - - A headset with encryption keys for their department and for command. - - A door remote controlling their department's airlocks. - - A box containing spare department encryption keys. - - A box containing spare circuit boards for vital machines and computers. - -## Questions for a full doc - -```admonish question -Should every job have a locker? What does a librarian locker look like? -``` - -```admonish question -What are the specific mapping requirements for lockers? Question might be better answered by linking to a mapping doc. -``` - -```admonish question -Should optional / situational tools like t-ray scanners or tutorial books be included in lockers? Where would the line be drawn for optional tools? -``` - -```admonish question -Should equipment lockers include items which only have a chance to appear? What kind of items should only appear sometimes? -``` - -```admonish question -Should cargo be able to purchase new job lockers? Should they be actual lockers or a crate with the items inside? -``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/mapped.md b/src/en/space-station-14/round-flow/starting-equipment/mapped.md deleted file mode 100644 index 08fd98eef4..0000000000 --- a/src/en/space-station-14/round-flow/starting-equipment/mapped.md +++ /dev/null @@ -1,27 +0,0 @@ -# Mapped Starting Gear - -{{#template ../../../../templates/stub.md}} - -## Overview - -Maps often contain gear scattered around a department for players to take. These are typically materials. A spawner should exist for these to control and standardize their use through YAML, should a mapper choose to use it. - -## Requirements - -Mapped items are shared department resources that players divide amongst themselves. They are often consumable materials but can also include spare equipment. - -```admonish success "Good:" - - Plastic - - Handcuffs - - Banana peel -``` - -```admonish failure "Bad:" - - Powerful tools otherwise unavailable round start. -``` - -## Questions for a full doc - -```admonish question -What spawners should exist? What should they have? -``` \ No newline at end of file diff --git a/src/en/space-station-14/round-flow/starting-equipment/vendors.md b/src/en/space-station-14/round-flow/starting-equipment/vendors.md deleted file mode 100644 index 298930fc70..0000000000 --- a/src/en/space-station-14/round-flow/starting-equipment/vendors.md +++ /dev/null @@ -1,51 +0,0 @@ -# Department Vending Machines - -## Overview - -Department vending machines are access-locked vendors located somewhere inside their respective department. They contain items specific to that department, for use by that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. - -## Requirements - -A deparment vendor should have enough stock to supply two naked players with the neccesary gear to work the job. An untouched pair of vending machines should have two complete sets of spare tools and uniforms. - -### Equipment Vendor - -Equipment vendors contain spare tools, expendable equipment, and optional tools. The spare tools they hold should be identical to the tools provided in a locker. They should not have gear that is easily available (such as in an autolathe), even if those items would be useful to the job. Nor should they have gear in excess for the purpose of distributing it to non-department players (such as an Engi-Vend with 8 crowbars). - -Items in an equipment vendor should never be clothing. This includes all eyewear and gloves, even if such items are important tools for the job. They should instead be found in the department's respective clothing vendor. There are two exceptions: an item which can be worn but isn't clothing - such as a whistle - and clothing that is not worn by the player themselves - such as a medical gown to give to patients. - -```admonish success "Good:" - - Compressed matter - - Syringe - - Riot shield -``` - -```admonish failure "Bad:" - - Flashlight - - Hand labeler - - Welding mask -``` - -The order of gear in a vendor should loosely follow the importance of the item. Spare tools should be at the top, followed by expendable equipment, and lastly stituational and optional gear. - -### Clothing Vendor - -Clothing vendors (typically called "Drobes") should spawn with clothing typical of a department's colors or aesthetic qualities. Clothes should reflect the standard uniform of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. Particularly powerful clothing should instead be found in department lockers. - -```admonish success "Good:" - - Jumpsuit - - Jackboots - - Hardhat -``` - -```admonish failure "Bad:" - - Hand labeler - - Galoshes - - Hardsuit -``` - -The order of clothing in a Drobe from top to bottom should go: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. - -### Combined Vendors - -Certain individual roles on the station have a dedicated vending machine due to the specific nature of that role. Unlike other vendors these only need enough stock to resupply one player. If they contain non-clothing items, they should not use "Drobe" as part of their name. \ No newline at end of file From e516adec77326e13a0e523ae8fedacb4aeab3265 Mon Sep 17 00:00:00 2001 From: iaada Date: Fri, 9 Jan 2026 01:34:41 -0600 Subject: [PATCH 14/19] How did I spend so muhc time on this and not touch loadouts --- .../round-flow/starting-equipment.md | 51 +++++++++++++------ 1 file changed, 36 insertions(+), 15 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index 3943fae088..3e81adf4d9 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -2,30 +2,34 @@ ## Overview -This page provides an outline for what types of items are expected to be available to players at the start of their shift. It's particularly concerned with tools needed for regular station jobs. +This page provides an outline for what types of items and machines are expected to be available to players at the start of their shift. It's particularly concerned with tools needed for regular department jobs. This follows the decision made in [Maintainer Meeting (27 September 2025)](../../maintainer-meetings/maintainer-meeting-2025-09-27.md). In summary, PRs changing round start equipment are very common and represent a high workload due to subjective and unclear definitions of what should be available. Round start equipment affects every round, so definitions need to be established for where players get what equipment. ## Forward -There's five main locations where crew can obtain equipment for their role. The items they spawn with in their [Loadout](#Loadouts), items the player spawns next to in [Job Lockers](#Lockers), available nearby in [Department Vending Machines](#Department-Vending-Machines), printed from [Lathes](#Lathes), and items [Mapped](#Mapped) by the map creator. +There's five main locations where crew can obtain equipment for their role. The items they spawn with in their [Loadout](#Loadouts), items the player spawns next to in [Job Lockers](#Lockers), available nearby in [Vending Machines](#Vending-Machines), printed from [Lathes](#Lathes), and items [Mapped](#Mapped) by the map creator. Of these, only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and essential job equipment should **not** be given in loadouts. This pushes players to visit their department / personal room to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they inevitably disappear into maintenance. ## Definitions ### Essential Equipment + A role's esssential equipment are tools which have an irreplaceable function, and can be recognized as thematically "belonging" to the role. A Research Director's stamp is essential equipment because it plays an irreplaceable RP function, and has the role's name on it. Epinephrine, a stun baton, the nuke disk, or a bike horn are examples of essential items. These are consequently the items least likely to be in the hands of a different role, and most likely for an antagonist to want to steal. Essential equipment is often department contraband. Sometimes essential equipment is a set of several items at once, such a a toolbelt or a foolbox. A t-ray might be too common to be considered thematic, but a belt filled with a tool for every situation is thematic for engineers. ### Optional Equipment -Optional equipment are items that serve an uncommon need to a role, but are still recognizably belonging to that role. The CMO's beret is optional because while it has the role's name on it, it doesn't do anything. A ballistic shield or inflatable walls are examples. Unique RP props like a stethoscope and clothing often fall in this category. + +Optional equipment are items that serve an uncommon need to a role, but are still recognizably belonging to that role. The CMO's beret is optional because while it has the role's name on it, and doesn't do anything. A ballistic shield or inflatable walls are examples. Unique RP props like a stethoscope and clothing often fall in this category. ### Generic Equipment + Items that are widely available, easily crafted, or aren't strongly connected to a role's identity are generic. Hand labelers, flashlights, and many RP props are examples of generic equipment. ### Expendable Equipment + Rather self explanatory: Expendable equipment is finite. It's something you need either time or resources to replace. These can be essential like fuel, optional like grenades, and generic like steel. ## Locations @@ -40,11 +44,11 @@ Station role loadouts should spawn with department-identifying clothing. At mini ### Lockers -At round-start every role spawn near 1 complete set of their role's essential equipment. Typically this is some sort of locked container (a locker) but might rarely be items scattered around their starting room. They spend a few moments sorting through and equipping these items, getting familiar with them, and preparing for their shift. Mid-round players - either through late joining or getting promoted - will seek out an unclaimed locker to get their gear. Antagonists will similarly seek out these lockers, knowing that they will contain everything a person needs to do some specific job. The number of lockers that need to be mapped should be at or barely exceed the roundstart + latejoin capacity of the station. +At round-start every role spawn near one (1) complete set of their role's essential equipment. Typically this is some sort of locked container (a locker) but might rarely be items scattered around their starting room. They spend a few moments sorting through and equipping these items, getting familiar with them, and preparing themselves for the shift ahead. Mid-round players - either through late joining or getting promoted - will seek out an unclaimed locker to get their gear due to the simplicity. Antagonists will similarly seek out these lockers, knowing that they will contain everything a person needs to do some specific job. The number of lockers that need to be mapped should be at or barely exceed the roundstart + latejoin capacity of the station (learner jobs included). -A player should want most items found in their locker or have a clear picture of why they would want them. Optional tools can be included with a chance to appear, and generic equipment shouldn't appear unless it's **really** funny. Expendable items in a locker should have adequate availability outside of lockers to discourage raiding multiple lockers for loot and leaving the next player with a half full locker. +A player should want most items found in their locker or have a clear picture of why they would want them. Optional equipment can be included with a chance to appear (as long as it's not selectable in a loadout), and generic equipment shouldn't appear unless it's **really** funny. Expendable items in a locker should have adequate availability outside of lockers to discourage raiding multiple lockers for loot and leaving the next player with a half full locker. -Lockers for specialized jobs in a department (including department heads) should include any equipment present in a "lesser" locker, unless that job has specialized equipment that is equal to or better than the "lesser" equipment. For example, a toolbelt can be replaced by a toolbelt with more space, but a submachine gun can't be replaced by a shotgun. This is another measure meant to prevent players from raiding multiple lockers for gear. A player shouldn't want anything from a locker they have access to that wasn't provided in their own locker. +Lockers for specialized jobs in a department (including department heads) should include any equipment present in a "lesser" locker, unless that job has equipment equal to or better than the "lesser" equipment. For example a toolbelt can be replaced by a toolbelt with more space, but a submachine gun can't be replaced by a shotgun. This is another measure meant to prevent players from raiding multiple lockers for gear. A player shouldn't want anything from a locker they have access to that wasn't provided in their own locker. In addition to their own specialized gear, there are several items present in all command lockers. - A personal stamp. @@ -53,17 +57,28 @@ In addition to their own specialized gear, there are several items present in al - A box containing spare department encryption keys. - A box containing spare circuit boards for vital machines and computers. -### Department Vending Machines +### Vending Machines + +Vending machines are the main source of optional and expendable equipment for departments, and are a common source of generic equipment in public spaces. They create resource competition that isn't ever too difficult to solve - a restock from Cargo is always available - and serve as a consistent, well-known location for sets of items. A player can trust that if they need snacks, a snack dispenser will be a strong choice. -Department vending machines are access-locked vendors located somewhere inside their respective department. They contain items specific to that department for use by that department, and players need to share the gear inside. Departments typically have two types of vending machines: equipment and clothing. They can be restocked through a purchase from cargo mid-round. Together they should supply at least two naked players with the neccesary gear to work the job (two complete sets of spare tools and uniforms). +Each full department contains (at least) two (2) vending machines responsible for restocking players and providing extra supplies. The wardrobe (or "Drobe") consists of clothing while the second supplies non-clothing. Together they should supply at least two naked players with the neccesary gear to work the job (two complete sets of spare tools and uniforms). -#### Equipment Vendor +#### Department Tool Vendor -Equipment vendors contain (in order) 2 sets of locker gear, followed by extra expendable equipment, then optional gear. They should never have generic gear. Clothing (including eyewear and gloves) should instead be found in the department's respective clothing vendor. There are two exceptions: an item which can be worn but isn't clothing - such as a whistle - and clothing that is not worn by the player themselves - such as a muzzle. +Department tool vendors contain (in order) two (2) full sets of essential equipment, followed by extra expendable equipment, then optional equipment. They should never have generic equipment. Non-essential items should be stocked to have supplies for roughly four (4) players. Clothing items typically belong in the wardrobe, but a few excpetions exsit: -#### Clothing Vendor + - Filled Container Clothing + - - This tyically means belts. While the belt itself is a clothing item, the items inside it are not and should not be available inside a wardrobe. + - Worn items that aren't clothing + - - Items like whistles or a backpack water tank. While they can be worn, they aren't "clothing" in a visual sense. They are more tool than garb. + - Clothing not worn by the player themselves + - - These are things like a muzzle or a hospital gown. They're akin to tools in how they are used on others, rather than used for yourself. -Clothing vendors (typically called "Drobes") should spawn with 2 sets of any essential clothing and 2 sets of optional clothing. Clothes should reflect the standard uniform and aesthetics of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. The order of clothing in a Drobe should have essential equipment listed first, followed by: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. +#### Department Clothing Vendor + +Department clothing vendors (typically called "Drobes") should spawn with two (2) sets of any essential clothing not present in a tool vendor and 2 sets of optional clothing. Stock should be split for items that are effectively identical (such as headset variants). Clothes should reflect the standard uniform and aesthetics of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. The order of clothing in a Drobe should have essential equipment listed first, followed by: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. + +Command members have a dresser (make this sound better lol). #### Combined Vendors @@ -71,9 +86,9 @@ Certain individual roles on the station have a dedicated vending machine due to ### Lathes -Most departments can print additional gear from a machine using shared resources. At minimum a department's mapped lathe should be capable of equipping a player with the most basic gear needed for their job. Certain specialized equipment - including some essential equipment - should not be immediately available in lathes. They might become available later as a result of science research or from finding a blueprint. Even still some equipment might never be available in a lathe and must be aquired somewhere else, such as cargo. +Lathes serve as the primary source for generic equipment in a round. They provide a quick, expensive way to gear players with (large amounts of) common items and expendables. They supply an even more consistently set of items compared to vending machines, but with a high cost as tradeoff for the lack of scarcity. Later in a round lathes also serve as the reward vector for the science department's research. -Lathes are the primary source for generic equipment a player might want. Autolathes are solely capable of printing generic items, while department specific lathes can print anything from generic to essential. Department lathes should be primarily focused on producing items useful to the employees in that department. +Each lathe should be specialized with a clear theme for the items it has available. Autolathes are specialized in the most generic of items which crew are expected to have in abundance, while department specific lathes are specialized in items for that department. Initial offerings from lathes should feel cheaper and lower quality than items available from other sources like cargo or vending machines. The more specialized equipment - including some essential equipment - should not be immediately available, and in some cases might never become available (requiring sources like cargo). | Location | Round Start Lathe | | --- | --- | @@ -87,4 +102,10 @@ Lathes are the primary source for generic equipment a player might want. Autolat ### Mapped -Maps often contain gear scattered around a department for players to take. These are typically generic items like materials, but can be also be spare tools and expendables. Spawners should exist for a standardized collection of items to guide mappers should they choose to use it. Examples would include a spawner for one random essential tool, or at the extreme a spawner for generic engineering materials on a 30 pop station. \ No newline at end of file +Maps often contain gear scattered around a department for players to take. These are typically generic equipment like materials, but can be anything appropriate to the department. Well commented spawners should exist for standardized collections of equipment to guide mappers on what should be included, additionally allow for balancing through YAML. + +#### Armory + +The armory is a special location on maps which belongs to the security department. It's similar to a vending machine in how it's a primary source for much of the department's optional gear; Except instead of a cheery pre-recorded message, you have a very serious warden admonishing you for losing your service weapon. + +The station's supply of lethal weapons are held in the armory, as well as its combat grade protective gear and armor. There should be no more than one (1) `reflective vest` as part of an armory's stock. \ No newline at end of file From faeac4f4fedb271fe78b58f5b189e3a0041a5458 Mon Sep 17 00:00:00 2001 From: iaada Date: Sat, 10 Jan 2026 01:09:32 -0600 Subject: [PATCH 15/19] minor changes --- .../round-flow/starting-equipment.md | 53 +++++++++++-------- 1 file changed, 31 insertions(+), 22 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index 3e81adf4d9..e64bc861c8 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -2,27 +2,32 @@ ## Overview -This page provides an outline for what types of items and machines are expected to be available to players at the start of their shift. It's particularly concerned with tools needed for regular department jobs. +This page provides an outline for what types of items and machines are expected to be available to players at the start of their shift. It's particularly concerned with tools needed for regular department jobs. Antagonists have different needs for starting equipment which are covered elsewhere in their respective design documents. -This follows the decision made in [Maintainer Meeting (27 September 2025)](../../maintainer-meetings/maintainer-meeting-2025-09-27.md). In summary, PRs changing round start equipment are very common and represent a high workload due to subjective and unclear definitions of what should be available. Round start equipment affects every round, so definitions need to be established for where players get what equipment. +This follows the discussion in [Maintainer Meeting (27 September 2025)](../../maintainer-meetings/maintainer-meeting-2025-09-27.md). PRs changing round start equipment are very common and represent a high workload due to subjective and unclear definitions. Round start equipment affects every round, so design standards need to be established for where players get what equipment. -## Forward +There's five main locations where crew obtain their equipment at the begining of the shift: + - [Loadouts](#Loadouts) + - [Job Lockers](#Lockers) + - [Vending Machines](#Vending-Machines) + - [Lathes](#Lathes) + - [Mapped](#Mapped) + +Of these only the loadout is unavailable for mid-round players receiving promotions or stealing gear. Therefore important items and essential job equipment should **not** be given in loadouts. This ensures these items are present in rounds regardless of player role selection. It also pushes players to visit their department / personal area at least once, connecting them to their department and to their coworkers before inevitably disappearing. -There's five main locations where crew can obtain equipment for their role. The items they spawn with in their [Loadout](#Loadouts), items the player spawns next to in [Job Lockers](#Lockers), available nearby in [Vending Machines](#Vending-Machines), printed from [Lathes](#Lathes), and items [Mapped](#Mapped) by the map creator. - -Of these, only the loadout is unavailable for mid-round players receiving a promotion or looking to steal gear. Therefore important items and essential job equipment should **not** be given in loadouts. This pushes players to visit their department / personal room to collect the gear needed to properly do their jobs, connecting them to their department and to their coworkers before they inevitably disappear into maintenance. +In summary players spawn with clothing and RP props from loadouts, collect essential equipment from lockers they spawn next to, claim optional equipment in nearby vending machines, and find generic equipment in lathes and mapped. ## Definitions ### Essential Equipment -A role's esssential equipment are tools which have an irreplaceable function, and can be recognized as thematically "belonging" to the role. A Research Director's stamp is essential equipment because it plays an irreplaceable RP function, and has the role's name on it. Epinephrine, a stun baton, the nuke disk, or a bike horn are examples of essential items. These are consequently the items least likely to be in the hands of a different role, and most likely for an antagonist to want to steal. Essential equipment is often department contraband. +A role's esssential equipment are tools which have an often irreplaceable function, and can be recognized as thematically "belonging" to the role. A Research Director's stamp is essential equipment because it plays an irreplaceable RP function, and has the role's name on it. Epinephrine, a stun baton, the nuke disk, or a bike horn are examples of essential items. These are consequently the items least likely to be in the hands of a different role, and most likely for an antagonist to want to steal. Essential equipment is often department contraband. -Sometimes essential equipment is a set of several items at once, such a a toolbelt or a foolbox. A t-ray might be too common to be considered thematic, but a belt filled with a tool for every situation is thematic for engineers. +Sometimes essential equipment is a set of several items at once, such a a toolbelt or a foolbox. Even if the contents of a toolbelt are generic, having a tool for every situation is essential engineering. ### Optional Equipment -Optional equipment are items that serve an uncommon need to a role, but are still recognizably belonging to that role. The CMO's beret is optional because while it has the role's name on it, and doesn't do anything. A ballistic shield or inflatable walls are examples. Unique RP props like a stethoscope and clothing often fall in this category. +Optional equipment are items that serve an uncommon need to a role, but still recognizably belonging to that role. The CMO's beret is optional because it has the role's name on it, but doesn't do anything. A ballistic shield or inflatable walls are examples. Unique RP props like a stethoscope and clothing often fall in this category. ### Generic Equipment @@ -30,7 +35,7 @@ Items that are widely available, easily crafted, or aren't strongly connected to ### Expendable Equipment -Rather self explanatory: Expendable equipment is finite. It's something you need either time or resources to replace. These can be essential like fuel, optional like grenades, and generic like steel. +Rather self explanatory: Expendable equipment is finite. It's something you need either time or resources to replace. These can be essential like welding fuel, optional like grenades, and generic like steel. ## Locations @@ -38,7 +43,7 @@ Rather self explanatory: Expendable equipment is finite. It's something you need todo -Loadouts are the items given to a player when they first spawn. Loadouts are different for each role, and loadouts for station jobs give players a small set of options. These items are never essential, and typically clothing. +Loadouts are the items given to a player when they first spawn. Loadouts are different for each role, and loadouts for station jobs give players a selection of options for all of them. These items are never essential, and typically clothing. Station role loadouts should spawn with department-identifying clothing. At minimum players should spawn with a PDA, a backpack (or variant), a headset with their department's coms channel, and a jumpsuit. Loadouts should **not** contain job-essential equipment that allows a player to do their job without ever visiting their department. @@ -48,7 +53,7 @@ At round-start every role spawn near one (1) complete set of their role's essent A player should want most items found in their locker or have a clear picture of why they would want them. Optional equipment can be included with a chance to appear (as long as it's not selectable in a loadout), and generic equipment shouldn't appear unless it's **really** funny. Expendable items in a locker should have adequate availability outside of lockers to discourage raiding multiple lockers for loot and leaving the next player with a half full locker. -Lockers for specialized jobs in a department (including department heads) should include any equipment present in a "lesser" locker, unless that job has equipment equal to or better than the "lesser" equipment. For example a toolbelt can be replaced by a toolbelt with more space, but a submachine gun can't be replaced by a shotgun. This is another measure meant to prevent players from raiding multiple lockers for gear. A player shouldn't want anything from a locker they have access to that wasn't provided in their own locker. +Lockers for specialized jobs in a department (including department heads) should include any equipment present in a "lesser" locker, unless that job has better equipment equivalent to the "lesser" equipment. For example a toolbelt can be replaced by a toolbelt with more space, but a submachine gun can't be replaced by a shotgun. This is another measure meant to prevent players from raiding multiple lockers for gear. A player shouldn't want anything from a locker they have access to that wasn't provided in their own locker. In addition to their own specialized gear, there are several items present in all command lockers. - A personal stamp. @@ -59,16 +64,16 @@ In addition to their own specialized gear, there are several items present in al ### Vending Machines -Vending machines are the main source of optional and expendable equipment for departments, and are a common source of generic equipment in public spaces. They create resource competition that isn't ever too difficult to solve - a restock from Cargo is always available - and serve as a consistent, well-known location for sets of items. A player can trust that if they need snacks, a snack dispenser will be a strong choice. +Vending machines are the main source of optional and expendable equipment for departments, and are a common source of generic equipment in public spaces. They create resource competition that isn't difficult to resolve (a restock from Cargo is always available) and serve as a consistent, well-known location for sets of items. A player can trust that if they need snacks, a snack dispenser will be a strong choice. Each full department contains (at least) two (2) vending machines responsible for restocking players and providing extra supplies. The wardrobe (or "Drobe") consists of clothing while the second supplies non-clothing. Together they should supply at least two naked players with the neccesary gear to work the job (two complete sets of spare tools and uniforms). #### Department Tool Vendor -Department tool vendors contain (in order) two (2) full sets of essential equipment, followed by extra expendable equipment, then optional equipment. They should never have generic equipment. Non-essential items should be stocked to have supplies for roughly four (4) players. Clothing items typically belong in the wardrobe, but a few excpetions exsit: +Department tool vendors contain (in order) two (2) full sets of essential equipment, followed by extra expendable equipment, then optional equipment. They should never have generic equipment. Non-essential items should be stocked to have supplies for roughly four (4) players. Clothing items typically belong in the wardrobe, but a few exceptions exist: - Filled Container Clothing - - - This tyically means belts. While the belt itself is a clothing item, the items inside it are not and should not be available inside a wardrobe. + - - This typically means belts. While the belt itself is a clothing item, the items inside it are not and should not be available inside a wardrobe. - Worn items that aren't clothing - - Items like whistles or a backpack water tank. While they can be worn, they aren't "clothing" in a visual sense. They are more tool than garb. - Clothing not worn by the player themselves @@ -78,17 +83,17 @@ Department tool vendors contain (in order) two (2) full sets of essential equipm Department clothing vendors (typically called "Drobes") should spawn with two (2) sets of any essential clothing not present in a tool vendor and 2 sets of optional clothing. Stock should be split for items that are effectively identical (such as headset variants). Clothes should reflect the standard uniform and aesthetics of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. The order of clothing in a Drobe should have essential equipment listed first, followed by: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. -Command members have a dresser (make this sound better lol). - #### Combined Vendors Certain individual roles on the station have a dedicated vending machine due to some specific nature of that role. Unlike other vendors these only need enough stock to supply one player of essential equipment and clothing. If they contain any non-clothing items, they should not use "Drobe" as part of their name. +Sometimes there's so little non-essential equipment for a role that even a combined vending machine is overkill. In these cases (like with command), optional equipment is mapped near their spawn such as clothes in a dresser. + ### Lathes -Lathes serve as the primary source for generic equipment in a round. They provide a quick, expensive way to gear players with (large amounts of) common items and expendables. They supply an even more consistently set of items compared to vending machines, but with a high cost as tradeoff for the lack of scarcity. Later in a round lathes also serve as the reward vector for the science department's research. +Lathes serve as the primary source for generic equipment in a round. They provide a quick, expensive way to gear players with (large amounts of) common items and expendables. They supply an even more consistently and wider selection of items compared to vending machines, but with a high cost as tradeoff for the lack of scarcity. Later in a round lathes also serve as the reward vector for the science department's research. -Each lathe should be specialized with a clear theme for the items it has available. Autolathes are specialized in the most generic of items which crew are expected to have in abundance, while department specific lathes are specialized in items for that department. Initial offerings from lathes should feel cheaper and lower quality than items available from other sources like cargo or vending machines. The more specialized equipment - including some essential equipment - should not be immediately available, and in some cases might never become available (requiring sources like cargo). +Each lathe should be specialized with a clear theme for the items it has available. Autolathes are specialized in the most generic of items crew are expected to have in abundance, while department specific lathes are specialized in items for that department. Initial offerings from lathes should feel cheaper and lower quality than items available from other sources like cargo or vending machines. The more specialized equipment - including some essential equipment - should not be immediately available, and in some cases might never become available (requiring alternative sources). | Location | Round Start Lathe | | --- | --- | @@ -102,10 +107,14 @@ Each lathe should be specialized with a clear theme for the items it has availab ### Mapped -Maps often contain gear scattered around a department for players to take. These are typically generic equipment like materials, but can be anything appropriate to the department. Well commented spawners should exist for standardized collections of equipment to guide mappers on what should be included, additionally allow for balancing through YAML. +Maps often contain gear scattered around a department for players to take. These are typically generic equipment like materials, but can be anything appropriate to the department. Well commented spawners should exist for standardized collections of equipment to guide mappers on what should be included, additionally enabling balancing through YAML. #### Armory -The armory is a special location on maps which belongs to the security department. It's similar to a vending machine in how it's a primary source for much of the department's optional gear; Except instead of a cheery pre-recorded message, you have a very serious warden admonishing you for losing your service weapon. +The armory is a special location on maps which belongs to the security department. It's similar to a vending machine in how it's a primary source for much of the department's optional gear; Except instead of a cheery pre-recorded message, you have a very serious warden demanding paperwork for losing your service weapon. + +The station's supply of lethal weapons are held in the armory, as well as its combat grade protective gear and armor. There should be no more than one (1) `reflective vest` as part of an armory's stock. + +#### Maintenance -The station's supply of lethal weapons are held in the armory, as well as its combat grade protective gear and armor. There should be no more than one (1) `reflective vest` as part of an armory's stock. \ No newline at end of file +The scary unlit sections of a station, maintenance contains random generic items and (rarely) viable weapons. The random selection and spooky hallways cater to players seeking danger, uncertainty, and variety in their equipment. \ No newline at end of file From e555dad50cd614703ef325f7f18094cf44cd67f9 Mon Sep 17 00:00:00 2001 From: iaada Date: Mon, 12 Jan 2026 21:48:07 -0600 Subject: [PATCH 16/19] loadouts, final touchups --- .../round-flow/starting-equipment.md | 69 +++++++++---------- 1 file changed, 31 insertions(+), 38 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index e64bc861c8..347cc78f31 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -2,60 +2,65 @@ ## Overview -This page provides an outline for what types of items and machines are expected to be available to players at the start of their shift. It's particularly concerned with tools needed for regular department jobs. Antagonists have different needs for starting equipment which are covered elsewhere in their respective design documents. +This page provides an outline for what types of items and machines are expected to be available to players at the start of their shift. It's particularly concerned with regular department jobs. Antagonists have different needs for starting equipment, which are covered elsewhere in their respective design documents. This follows the discussion in [Maintainer Meeting (27 September 2025)](../../maintainer-meetings/maintainer-meeting-2025-09-27.md). PRs changing round start equipment are very common and represent a high workload due to subjective and unclear definitions. Round start equipment affects every round, so design standards need to be established for where players get what equipment. -There's five main locations where crew obtain their equipment at the begining of the shift: +There are five main locations where crew obtain their equipment at the beginning of the shift: - [Loadouts](#Loadouts) - [Job Lockers](#Lockers) - [Vending Machines](#Vending-Machines) - [Lathes](#Lathes) - [Mapped](#Mapped) -Of these only the loadout is unavailable for mid-round players receiving promotions or stealing gear. Therefore important items and essential job equipment should **not** be given in loadouts. This ensures these items are present in rounds regardless of player role selection. It also pushes players to visit their department / personal area at least once, connecting them to their department and to their coworkers before inevitably disappearing. +Of these, only the loadout is unavailable for mid-round players receiving promotions or stealing gear. Therefore important items and essential job equipment should **not** be given in loadouts. This ensures these items are present in rounds regardless of player role selection. It also pushes players to visit their department / personal area at least once, connecting them to their department and to their coworkers before inevitably disappearing. -In summary players spawn with clothing and RP props from loadouts, collect essential equipment from lockers they spawn next to, claim optional equipment in nearby vending machines, and find generic equipment in lathes and mapped. +In summary: Players spawn with clothing and RP props from loadouts, collect essential equipment from lockers they spawn next to, claim optional equipment in nearby vending machines, and find generic items in lathes and mapped. ## Definitions ### Essential Equipment -A role's esssential equipment are tools which have an often irreplaceable function, and can be recognized as thematically "belonging" to the role. A Research Director's stamp is essential equipment because it plays an irreplaceable RP function, and has the role's name on it. Epinephrine, a stun baton, the nuke disk, or a bike horn are examples of essential items. These are consequently the items least likely to be in the hands of a different role, and most likely for an antagonist to want to steal. Essential equipment is often department contraband. +A role's essential equipment are tools which have a nearly irreplaceable function, and can be recognized as thematically "belonging" to the role. A Research Director's stamp is essential equipment because it plays a unique RP function, and has the role's name on it. Epinephrine, a stun baton, the nuke disk, or a bike horn are examples of essential items. These are consequently the items least likely to be in the hands of a different role, and most likely for an antagonist to want to steal. Essential equipment is often department contraband. Sometimes essential equipment is a set of several items at once, such a a toolbelt or a foolbox. Even if the contents of a toolbelt are generic, having a tool for every situation is essential engineering. ### Optional Equipment -Optional equipment are items that serve an uncommon need to a role, but still recognizably belonging to that role. The CMO's beret is optional because it has the role's name on it, but doesn't do anything. A ballistic shield or inflatable walls are examples. Unique RP props like a stethoscope and clothing often fall in this category. +Optional equipment are items that serve an uncommon need to a role, but still recognizably belong to that role. The CMO's beret is optional because it has the role's name on it, but doesn't do anything. A ballistic shield, a substation machine board, or a rolling pin are examples. Unique RP props like a stethoscope and clothing often fall in this category. -### Generic Equipment +### Generic Items -Items that are widely available, easily crafted, or aren't strongly connected to a role's identity are generic. Hand labelers, flashlights, and many RP props are examples of generic equipment. - -### Expendable Equipment - -Rather self explanatory: Expendable equipment is finite. It's something you need either time or resources to replace. These can be essential like welding fuel, optional like grenades, and generic like steel. +Items that are widely available, easily crafted, and aren't strongly connected to any role's identity. Hand labelers, flashlights, and water are generic. ## Locations ### Loadouts -todo +Loadouts are the items a player has on them when they first spawn. Nearly every station job allows players to customize these loadouts as part of character creation. The loadout is part of creating your unique space alien and so is focused primarily on cosmetics, mainly clothing. But it's also used to limit options as part of the crushing conformity of working under space capitalism. + +Every role should spawn wearing department-identifying colors and clothing, with your options existing between different kinds of uniform. At minimum players should spawn with a PDA, a backpack (or variant), a headset with their department's comms channel, and a jumpsuit. Optional categories can exist for any other kind of clothing, but gloves in a loadout **must not** disguise fingerprints to give more intentionality to someone choosing to hide them. + +Trinkets are the non-clothing items available in a loadout. These are RP props used to establish a unique character. They should not be used to shortcut finding readily available and common items (like cigarettes) or to give yourself an advantage with some special functionality. Trinkets should be scarce and say something about the personality of your character. + +Players should **not** spawn with job-essential equipment, nor any other tool. This includes essential clothing like armor and insulated gloves. Loadouts don't allow a player to do their job without ever visiting their department. -Loadouts are the items given to a player when they first spawn. Loadouts are different for each role, and loadouts for station jobs give players a selection of options for all of them. These items are never essential, and typically clothing. +#### Role Time Unlocks -Station role loadouts should spawn with department-identifying clothing. At minimum players should spawn with a PDA, a backpack (or variant), a headset with their department's coms channel, and a jumpsuit. Loadouts should **not** contain job-essential equipment that allows a player to do their job without ever visiting their department. +Also called prestige awards, these loadout options are earned from playing a certain amount of time. These items are used for bragging rights and as a reward for being dedicated to your favorite job. + +Care needs to be taken that the time asked for these unlocks is not excessive; We don't want to encourage players to hurt themselves by playing too much. Sixty (60) hours is the upper limit of an acceptable role time for a department. ### Lockers -At round-start every role spawn near one (1) complete set of their role's essential equipment. Typically this is some sort of locked container (a locker) but might rarely be items scattered around their starting room. They spend a few moments sorting through and equipping these items, getting familiar with them, and preparing themselves for the shift ahead. Mid-round players - either through late joining or getting promoted - will seek out an unclaimed locker to get their gear due to the simplicity. Antagonists will similarly seek out these lockers, knowing that they will contain everything a person needs to do some specific job. The number of lockers that need to be mapped should be at or barely exceed the roundstart + latejoin capacity of the station (learner jobs included). +At round-start every role spawns near one (1) complete set of their role's essential equipment. For most roles this gear is in a nearby locked container (a locker), but might rarely be items scattered around their starting room. Mid-round players - either through late joining or getting promoted - will seek out an unclaimed locker to quickly get all their needed items. Antagonists will similarly seek out these lockers, knowing that they will contain everything a person needs to do some specific job. The number of lockers that need to be mapped should be at or barely exceed the roundstart + latejoin capacity of the station (learner jobs included). -A player should want most items found in their locker or have a clear picture of why they would want them. Optional equipment can be included with a chance to appear (as long as it's not selectable in a loadout), and generic equipment shouldn't appear unless it's **really** funny. Expendable items in a locker should have adequate availability outside of lockers to discourage raiding multiple lockers for loot and leaving the next player with a half full locker. +A player should want most items found in their locker or have a clear picture of why they would want them. Optional equipment can be included with a chance to appear (as long as it's not selectable in a loadout), and generic equipment shouldn't appear unless it's **really** funny. Expendable items in a locker should have adequate availability outside of lockers to discourage sourcing them from multiple lockers, leaving the next player with part of their gear missing. -Lockers for specialized jobs in a department (including department heads) should include any equipment present in a "lesser" locker, unless that job has better equipment equivalent to the "lesser" equipment. For example a toolbelt can be replaced by a toolbelt with more space, but a submachine gun can't be replaced by a shotgun. This is another measure meant to prevent players from raiding multiple lockers for gear. A player shouldn't want anything from a locker they have access to that wasn't provided in their own locker. +Lockers for specialized jobs in a department (including department heads) should include any equipment present in a "lesser" locker, unless that job has an equivalent item. For instance a toolbelt can be replaced by a toolbelt with more space, or a gun can be replaced by a cooler gun. This is also part of discouraging the raiding of secondary lockers as a source for your own gear. A player shouldn't need anything from a locker that they have access to which wasn't provided in their own locker. In addition to their own specialized gear, there are several items present in all command lockers. + - A personal stamp. - A headset with encryption keys for their department and for command. - A door remote controlling their department's airlocks. @@ -64,9 +69,9 @@ In addition to their own specialized gear, there are several items present in al ### Vending Machines -Vending machines are the main source of optional and expendable equipment for departments, and are a common source of generic equipment in public spaces. They create resource competition that isn't difficult to resolve (a restock from Cargo is always available) and serve as a consistent, well-known location for sets of items. A player can trust that if they need snacks, a snack dispenser will be a strong choice. +Vending machines are the main source of optional and expendable equipment for departments, and are a common source of generic equipment in public spaces. Vending machines are consistent, simple, and well-known locations for sets of items. Their limited stock creates resource scarcity, but their resources are never truly scarce with a restock from Cargo. -Each full department contains (at least) two (2) vending machines responsible for restocking players and providing extra supplies. The wardrobe (or "Drobe") consists of clothing while the second supplies non-clothing. Together they should supply at least two naked players with the neccesary gear to work the job (two complete sets of spare tools and uniforms). +Each full department contains (at least) two (2) vending machines responsible for restocking players and providing extra supplies. The wardrobe (or "Drobe") consists of clothing, while the second supplies non-clothing. Together they should supply at least two naked players with the necessary gear to work the job (two complete sets of spare tools and uniforms). #### Department Tool Vendor @@ -81,7 +86,7 @@ Department tool vendors contain (in order) two (2) full sets of essential equipm #### Department Clothing Vendor -Department clothing vendors (typically called "Drobes") should spawn with two (2) sets of any essential clothing not present in a tool vendor and 2 sets of optional clothing. Stock should be split for items that are effectively identical (such as headset variants). Clothes should reflect the standard uniform and aesthetics of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. The order of clothing in a Drobe should have essential equipment listed first, followed by: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. +Department clothing vendors (typically called "Drobes") should spawn with two (2) sets of any essential clothing not present in a tool vendor and two (2) sets of optional clothing. Stock should be split for items that are effectively identical (such as headset variants). Clothes should reflect the standard uniform and aesthetics of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. The order of clothing in a Drobe should have essential equipment listed first, followed by: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. #### Combined Vendors @@ -91,30 +96,18 @@ Sometimes there's so little non-essential equipment for a role that even a combi ### Lathes -Lathes serve as the primary source for generic equipment in a round. They provide a quick, expensive way to gear players with (large amounts of) common items and expendables. They supply an even more consistently and wider selection of items compared to vending machines, but with a high cost as tradeoff for the lack of scarcity. Later in a round lathes also serve as the reward vector for the science department's research. +Lathes serve as the primary source for generic equipment in a round. They provide a quick, expensive way to gear players with (large amounts of) common items. They supply an even more consistently selection of more items compared to vending machines, but with a high cost as tradeoff for the lack of scarcity. Lathes also serve as the reward vector for the science department's research later in a round. -Each lathe should be specialized with a clear theme for the items it has available. Autolathes are specialized in the most generic of items crew are expected to have in abundance, while department specific lathes are specialized in items for that department. Initial offerings from lathes should feel cheaper and lower quality than items available from other sources like cargo or vending machines. The more specialized equipment - including some essential equipment - should not be immediately available, and in some cases might never become available (requiring alternative sources). - -| Location | Round Start Lathe | -| --- | --- | -| Hydroponics | biogenerator | -| Cargo | autolate, ore processor | -| Engineering | autolathe | -| HoP Office | uniform printer | -| Medical | medical techfab | -| Armory | security techfab | -| Science | autolathe, protolathe, circuit imprinter, exosuit fabricator | +Each lathe should be specialized with a clear theme for the items it has available. Autolathes are specialized in the most generic of items crew are expected to have in abundance, while department specific lathes are specialized in items for that department. Initial offerings from lathes should feel cheaper and lower quality than items available from other sources like cargo or vending machines. The more specialized equipment - including some essential equipment - should not be immediately available, and in some cases might never become available (requiring alternative sources like Cargo). ### Mapped -Maps often contain gear scattered around a department for players to take. These are typically generic equipment like materials, but can be anything appropriate to the department. Well commented spawners should exist for standardized collections of equipment to guide mappers on what should be included, additionally enabling balancing through YAML. +The items that start mapped for a department are their initial source for generic equipment like materials, though these items can be anything appropriate for the access they are locked behind. Specifics are established in ( link mapping doc here ). #### Armory -The armory is a special location on maps which belongs to the security department. It's similar to a vending machine in how it's a primary source for much of the department's optional gear; Except instead of a cheery pre-recorded message, you have a very serious warden demanding paperwork for losing your service weapon. - -The station's supply of lethal weapons are held in the armory, as well as its combat grade protective gear and armor. There should be no more than one (1) `reflective vest` as part of an armory's stock. +The armory is a special location on maps which belongs to the security department. Mapped inside is the station's supply of lethal weapons and protective armor. Similar to a vending machine, the armory is a primary source for much of the department's optional gear; Except instead of a machine you have a very serious warden demanding paperwork for losing your service weapon. #### Maintenance -The scary unlit sections of a station, maintenance contains random generic items and (rarely) viable weapons. The random selection and spooky hallways cater to players seeking danger, uncertainty, and variety in their equipment. \ No newline at end of file +Maintenance contains the widest variety of items for players, but is stocked mostly randomly. The random selection and spooky hallways cater to players seeking danger, uncertainty, and variety in their equipment. \ No newline at end of file From c23bca317b1331285360475f97e62324b8bdaf46 Mon Sep 17 00:00:00 2001 From: iaada Date: Tue, 13 Jan 2026 22:53:30 -0600 Subject: [PATCH 17/19] it keeps growing someone stop it --- .../round-flow/starting-equipment.md | 37 +++++++++++-------- 1 file changed, 22 insertions(+), 15 deletions(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index 347cc78f31..9a22a7d14b 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -2,11 +2,12 @@ ## Overview -This page provides an outline for what types of items and machines are expected to be available to players at the start of their shift. It's particularly concerned with regular department jobs. Antagonists have different needs for starting equipment, which are covered elsewhere in their respective design documents. +This page provides an outline for what types of items and machines are expected to be available to players at the start of their shift. It's particularly concerned with regular department jobs. Antagonists have different needs for starting equipment which are covered elsewhere in their respective design documents. This follows the discussion in [Maintainer Meeting (27 September 2025)](../../maintainer-meetings/maintainer-meeting-2025-09-27.md). PRs changing round start equipment are very common and represent a high workload due to subjective and unclear definitions. Round start equipment affects every round, so design standards need to be established for where players get what equipment. -There are five main locations where crew obtain their equipment at the beginning of the shift: +There are five main locations where crew obtain their equipment at the beginning of the shift: + - [Loadouts](#Loadouts) - [Job Lockers](#Lockers) - [Vending Machines](#Vending-Machines) @@ -23,11 +24,11 @@ In summary: Players spawn with clothing and RP props from loadouts, collect esse A role's essential equipment are tools which have a nearly irreplaceable function, and can be recognized as thematically "belonging" to the role. A Research Director's stamp is essential equipment because it plays a unique RP function, and has the role's name on it. Epinephrine, a stun baton, the nuke disk, or a bike horn are examples of essential items. These are consequently the items least likely to be in the hands of a different role, and most likely for an antagonist to want to steal. Essential equipment is often department contraband. -Sometimes essential equipment is a set of several items at once, such a a toolbelt or a foolbox. Even if the contents of a toolbelt are generic, having a tool for every situation is essential engineering. +Sometimes essential equipment is a set of several items at once, such a a toolbelt or a foolbox. Even if the contents of a toolbelt are generic, having a tool for every situation can be considered essential engineering. ### Optional Equipment -Optional equipment are items that serve an uncommon need to a role, but still recognizably belong to that role. The CMO's beret is optional because it has the role's name on it, but doesn't do anything. A ballistic shield, a substation machine board, or a rolling pin are examples. Unique RP props like a stethoscope and clothing often fall in this category. +Optional equipment are items that serve an uncommon need to a role, but still recognizably belong to that role. The CMO's beret is optional because it has the role's name on it, but doesn't do anything. A ballistic shield, a substation machine board, or a rolling pin are examples. Strongly themed RP props like a stethoscope and clothing fall in this category. ### Generic Items @@ -37,23 +38,23 @@ Items that are widely available, easily crafted, and aren't strongly connected t ### Loadouts -Loadouts are the items a player has on them when they first spawn. Nearly every station job allows players to customize these loadouts as part of character creation. The loadout is part of creating your unique space alien and so is focused primarily on cosmetics, mainly clothing. But it's also used to limit options as part of the crushing conformity of working under space capitalism. +Loadouts are the items a player has on them when they first spawn. Nearly every station job allows players to customize these loadouts as part of character creation. The loadout is part of creating your personal space alien and so is focused primarily on cosmetics, mainly clothing. But it's also used to limit options as part of the crushing conformity of working under space capitalism. -Every role should spawn wearing department-identifying colors and clothing, with your options existing between different kinds of uniform. At minimum players should spawn with a PDA, a backpack (or variant), a headset with their department's comms channel, and a jumpsuit. Optional categories can exist for any other kind of clothing, but gloves in a loadout **must not** disguise fingerprints to give more intentionality to someone choosing to hide them. +Every role should spawn wearing department-identifying colors and clothing, with your options existing between different kinds of uniform. At minimum players should spawn with a PDA, a backpack (or variant), a headset with their department's comms channel, and a jumpsuit. Learner roles should spawn with a guidebook. Optional categories can exist for any other kind of clothing, but gloves in a loadout **must not** disguise fingerprints, giving more intentionality to someone hiding their identity. -Trinkets are the non-clothing items available in a loadout. These are RP props used to establish a unique character. They should not be used to shortcut finding readily available and common items (like cigarettes) or to give yourself an advantage with some special functionality. Trinkets should be scarce and say something about the personality of your character. +Trinkets are the non-clothing items available in a loadout. These are RP props used to establish a unique character, and should say something about your character's personality. They should not be used to shortcut finding readily available and common items (like cigarettes) or to give yourself an advantage with some special functionality. -Players should **not** spawn with job-essential equipment, nor any other tool. This includes essential clothing like armor and insulated gloves. Loadouts don't allow a player to do their job without ever visiting their department. +Players should **not** spawn with job-essential equipment. This includes essential clothing like armor and insulated gloves. Loadouts don't allow a player to do their job without ever visiting their department. #### Role Time Unlocks -Also called prestige awards, these loadout options are earned from playing a certain amount of time. These items are used for bragging rights and as a reward for being dedicated to your favorite job. +Also called prestige awards, these loadout options are earned from playing a certain amount of time. These items are bragging rights and a reward for being dedicated to your favorite job. Role time unlocks are allowed to be an iconic job tool (like a golden plunger), but they should never be particularly powerful (like a silver RCD). -Care needs to be taken that the time asked for these unlocks is not excessive; We don't want to encourage players to hurt themselves by playing too much. Sixty (60) hours is the upper limit of an acceptable role time for a department. +Care needs to be taken that the time asked for these unlocks is not excessive; We don't want to encourage players to hurt themselves by playing too much. Sixty (60) hours is the upper limit of an acceptable role time, and five hundred (500) hours is the upper limit for overall playtime (but should not be used extensively). ### Lockers -At round-start every role spawns near one (1) complete set of their role's essential equipment. For most roles this gear is in a nearby locked container (a locker), but might rarely be items scattered around their starting room. Mid-round players - either through late joining or getting promoted - will seek out an unclaimed locker to quickly get all their needed items. Antagonists will similarly seek out these lockers, knowing that they will contain everything a person needs to do some specific job. The number of lockers that need to be mapped should be at or barely exceed the roundstart + latejoin capacity of the station (learner jobs included). +At round-start every role spawns near one (1) complete set of their role's essential equipment. For most roles this gear is in a nearby locked container (a locker), but might rarely be items scattered around their starting room. Mid-round players - either through late joining or getting promoted - will seek out an unclaimed locker to quickly get all their needed items. Antagonists will similarly seek out these lockers, knowing they are a quick option to obtain everything a person needs to do some specific job. The number of lockers that need to be mapped should be at or barely exceed the roundstart + latejoin capacity of the station (learner jobs included). A player should want most items found in their locker or have a clear picture of why they would want them. Optional equipment can be included with a chance to appear (as long as it's not selectable in a loadout), and generic equipment shouldn't appear unless it's **really** funny. Expendable items in a locker should have adequate availability outside of lockers to discourage sourcing them from multiple lockers, leaving the next player with part of their gear missing. @@ -69,13 +70,13 @@ In addition to their own specialized gear, there are several items present in al ### Vending Machines -Vending machines are the main source of optional and expendable equipment for departments, and are a common source of generic equipment in public spaces. Vending machines are consistent, simple, and well-known locations for sets of items. Their limited stock creates resource scarcity, but their resources are never truly scarce with a restock from Cargo. +Vending machines are the main source of optional and expendable equipment for departments, and a common source of generic equipment in public spaces. Vending machines are consistent, simple, and well-known locations for sets of items. Their limited stock creates resource scarcity, but their resources are never truly scarce with a restock from Cargo. -Each full department contains (at least) two (2) vending machines responsible for restocking players and providing extra supplies. The wardrobe (or "Drobe") consists of clothing, while the second supplies non-clothing. Together they should supply at least two naked players with the necessary gear to work the job (two complete sets of spare tools and uniforms). +Each full department contains (at least) two (2) vending machines responsible for restocking players and providing extra supplies. The wardrobe (or "Drobe") consists of clothing, while the second supplies non-clothing. Together they should supply exactly two naked players with all their necessary gear (two complete sets of essential equipment and uniforms). #### Department Tool Vendor -Department tool vendors contain (in order) two (2) full sets of essential equipment, followed by extra expendable equipment, then optional equipment. They should never have generic equipment. Non-essential items should be stocked to have supplies for roughly four (4) players. Clothing items typically belong in the wardrobe, but a few exceptions exist: +Department tool vendors contain (in order) two (2) full sets of essential equipment, followed by additional expendable equipment, then optional equipment. They should never have generic equipment. Non-essential items should be stocked to supply roughly four (4) players. Clothing items typically belong in the wardrobe, but a few exceptions exist: - Filled Container Clothing - - This typically means belts. While the belt itself is a clothing item, the items inside it are not and should not be available inside a wardrobe. @@ -86,7 +87,7 @@ Department tool vendors contain (in order) two (2) full sets of essential equipm #### Department Clothing Vendor -Department clothing vendors (typically called "Drobes") should spawn with two (2) sets of any essential clothing not present in a tool vendor and two (2) sets of optional clothing. Stock should be split for items that are effectively identical (such as headset variants). Clothes should reflect the standard uniform and aesthetics of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. The order of clothing in a Drobe should have essential equipment listed first, followed by: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. +Department clothing vendors (typically called "Drobes") should spawn with two (2) sets of any essential clothing not present in a tool vendor and two (2) sets of optional clothing. Stock should be split for items that are effectively identical (such as headset or jumpsuit variants). Clothes should reflect the standard uniform and aesthetics of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. The order of clothing in a Drobe should have essential equipment listed first, followed by: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. #### Combined Vendors @@ -94,6 +95,12 @@ Certain individual roles on the station have a dedicated vending machine due to Sometimes there's so little non-essential equipment for a role that even a combined vending machine is overkill. In these cases (like with command), optional equipment is mapped near their spawn such as clothes in a dresser. +#### Contraband Inventory + +In addition to their normal stock every vending machine can be hacked to reveal extra "contraband" items. While not necessarily illegal they are generally more dangerous, or in some cases outright useless. Items in this list should still thematically belong alongside other items in the vendor, but should also have a small contradiction; Cow tools _are_ tools but also obviously _not_ the kind of tools you expect in a tool vendor. Poisoned wine belongs in a booze machine, but also doesn't. + +Vending machines are also capable of having a set of items accessed by using a cryptographic sequencer (EMAG) on them. Items in an emagged inventory should be explicitly themed around the Syndicate, and should not be particularly useful. Emag inventories are meant as fun easter eggs and not as a source of restocking your resources. + ### Lathes Lathes serve as the primary source for generic equipment in a round. They provide a quick, expensive way to gear players with (large amounts of) common items. They supply an even more consistently selection of more items compared to vending machines, but with a high cost as tradeoff for the lack of scarcity. Lathes also serve as the reward vector for the science department's research later in a round. From 8183af118690b7bf20e06dab037212c96e7781e9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=C4=81da?= Date: Wed, 14 Jan 2026 00:24:37 -0600 Subject: [PATCH 18/19] Update src/en/space-station-14/round-flow/starting-equipment.md Co-authored-by: Connor Huffine --- src/en/space-station-14/round-flow/starting-equipment.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index 9a22a7d14b..696f35a05b 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -72,7 +72,7 @@ In addition to their own specialized gear, there are several items present in al Vending machines are the main source of optional and expendable equipment for departments, and a common source of generic equipment in public spaces. Vending machines are consistent, simple, and well-known locations for sets of items. Their limited stock creates resource scarcity, but their resources are never truly scarce with a restock from Cargo. -Each full department contains (at least) two (2) vending machines responsible for restocking players and providing extra supplies. The wardrobe (or "Drobe") consists of clothing, while the second supplies non-clothing. Together they should supply exactly two naked players with all their necessary gear (two complete sets of essential equipment and uniforms). +Each full department contains (at least) two (2) vending machines responsible for restocking players and providing extra supplies. The wardrobe (or "Drobe") consists of clothing, while the second supplies non-clothing. Together they should supply exactly two naked players with all their necessary gear (two complete sets of essential equipment and uniforms). #### Department Tool Vendor From 58c93d59526c65211b244954225dffe3090b6373 Mon Sep 17 00:00:00 2001 From: iaada Date: Sat, 24 Jan 2026 01:05:34 -0600 Subject: [PATCH 19/19] completely rewrite vending machines --- src/SUMMARY.md | 62 ++++++++++++++----- .../round-flow/starting-equipment.md | 24 ++++--- 2 files changed, 58 insertions(+), 28 deletions(-) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index dc8d6ee2b4..1d046a1938 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -54,9 +54,10 @@ SS14 By Example - [Porting Appearance Visualizers](en/ss14-by-example/making-a-sprite-dynamic/porting-appearance-visualizers.md) - [Basic Networking and You](en/ss14-by-example/basic-networking-and-you.md) - [Fluent and Localization](en/ss14-by-example/fluent-and-localization.md) +- [UI and You](en/ss14-by-example/ui-and-you.md) + - [UI Cookbook](en/ss14-by-example/ui-and-you/ui-cookbook.md) - [UI Survival Guide](en/ss14-by-example/ui-survival-guide.md) - Robust Toolbox ============== @@ -87,6 +88,7 @@ Robust Toolbox - [Environments](en/robust-toolbox/toolshed/environments.md) - [Invocation contexts](en/robust-toolbox/toolshed/invocation-contexts.md) - [User Interface](en/robust-toolbox/user-interface.md) + - [Containers](en/robust-toolbox/user-interface/containers.md) - [IoC](en/robust-toolbox/ioc.md) - [Rendering]() - [Lighting and FoV](en/robust-toolbox/rendering/lighting-and-fov.md) @@ -104,6 +106,7 @@ Robust Toolbox - [Automatic Client Zip (ACZ)](en/robust-toolbox/acz.md) - [Asset Packaging](en/robust-toolbox/asset-packaging.md) - [Publishing a new Robust Toolbox Version](en/robust-toolbox/publishing-robusttoolbox.md) +- [Versioning & Compatibility](en/robust-toolbox/versioning-compatibility.md) Space Station 14 ================ @@ -114,7 +117,7 @@ Space Station 14 - [Design Principles](en/space-station-14/core-design/design-principles.md) - [Core Tech]() - - [PR Guidelines](en/space-station-14/core-tech/guidelines.md) + - [PR Guidelines]() - [Destructible](en/space-station-14/core-tech/destructible.md) - [Construction](en/space-station-14/core-tech/construction.md) @@ -123,6 +126,7 @@ Space Station 14 - [Device Network](en/space-station-14/core-tech/device-network.md) - [NPCs](en/space-station-14/core-tech/npcs.md) - [Entity Tables](en/space-station-14/core-tech/entity-tables.md) + - [Body](en/space-station-14/core-tech/body.md) - [Chemistry](en/space-station-14/core-tech/chemistry.md) - [Metabolism](en/space-station-14/core-tech/chemistry/metabolism.md) - [Reactions](en/space-station-14/core-tech/chemistry/reactions.md) @@ -132,17 +136,17 @@ Space Station 14 - [Proposals]() - [Accessibility](en/space-station-14/accessibility.md) - - [PR Guidelines](en/space-station-14/accessibility/guidelines.md) + - [PR Guidelines]() - [Proposals]() - [Admin Tooling](en/space-station-14/admin-tools.md) - - [PR Guidelines](en/space-station-14/admin-tools/guidelines.md) + - [PR Guidelines]() - [Proposals]() - [Art](en/space-station-14/art.md) - - [PR Guidelines](en/space-station-14/art/guidelines.md) + - [PR Guidelines]() - [Proposals]() @@ -150,9 +154,10 @@ Space Station 14 - [PR Guidelines](en/space-station-14/character-species/guidelines.md) - [Proposals]() + - [Vulpkanin](en/space-station-14/character-species/proposals/vulpkanin.md) - [Combat](en/space-station-14/combat.md) - - [PR Guidelines](en/space-station-14/combat/guidelines.md) + - [PR Guidelines]() - [Proposals]() @@ -167,7 +172,7 @@ Space Station 14 - [Proposals]() - [Player Interaction](en/space-station-14/player-interaction.md) - - [PR Guidelines](en/space-station-14/player-interaction/guidelines.md) + - [PR Guidelines]() - [Cartridge loaders](en/space-station-14/player-interaction/cartridge-loaders.md) @@ -176,15 +181,16 @@ Space Station 14 - [Grid Inventory](en/space-station-14/player-interaction/proposals/grid-inventory.md) - [Roleplay/Lore](en/space-station-14/roleplay-lore.md) - - [PR Guidelines](en/space-station-14/roleplay-lore/guidelines.md) + - [PR Guidelines]() - [Proposals]() - [Roundflow](en/space-station-14/round-flow.md) - - [PR Guidelines](en/space-station-14/round-flow/guidelines.md) + - [PR Guidelines]() - [Starting Equipment](en/space-station-14/round-flow/starting-equipment.md) - [Antagonists](en/space-station-14/round-flow/antagonists.md) + - [Traitors](en/space-station-14/round-flow/antagonists/traitors.md) - [Exterimator](en/space-station-14/round-flow/antagonists/exterminator.md) - [Thief](en/space-station-14/round-flow/antagonists/thief.md) - [Xenoborgs](en/space-station-14/round-flow/antagonists/Xenoborgs.md) @@ -203,10 +209,11 @@ Space Station 14 - [Tourists](en/space-station-14/round-flow/proposals/tourists.md) - [User Interface](en/space-station-14/user-interface.md) - - [PR Guidelines](en/space-station-14/user-interface/guidelines.md) + - [PR Guidelines]() - [Proposals]() - [Stat Panels](en/space-station-14/user-interface/proposals/statpanels.md) + - [Playtime Reminders](en/space-station-14/user-interface/proposals/playtimereminders.md) - [Departments](en/space-station-14/departments.md) - [Atmos](en/space-station-14/departments/atmos.md) - [PR Guidelines](en/space-station-14/departments/atmos/guidelines.md) @@ -214,20 +221,21 @@ Space Station 14 - [Proposals]() - [Atmos Rework](en/space-station-14/departments/atmos/proposals/atmos-rework.md) - [Station Air Recirculation](en/space-station-14/departments/atmos/proposals/station-air-recirculation.md) + - [Inverse Pneumatic Valves](en/space-station-14/departments/atmos/proposals/inverse-pneumatic-valves.md) - [Cargo](en/space-station-14/departments/cargo.md) - - [PR Guidelines](en/space-station-14/departments/cargo/guidelines.md) + - [PR Guidelines]() - [Proposals]() - [Salvage Proposal](en/space-station-14/departments/cargo/proposals/salvage-proposal.md) - [Mail Deliveries](en/space-station-14/departments/cargo/proposals/mail-delivery.md) - [Command](en/space-station-14/departments/command.md) - - [PR Guidelines](en/space-station-14/departments/command/guidelines.md) + - [PR Guidelines]() - [Proposals]() - [Engineering](en/space-station-14/departments/engineering.md) - - [PR Guidelines](en/space-station-14/departments/engineering/guidelines.md) + - [PR Guidelines]() - [Pow3r](en/space-station-14/departments/engineering/pow3r.md) @@ -238,12 +246,14 @@ Space Station 14 - [Signaller Rework](en/space-station-14/departments/engineering/proposals/signaller-rework.md) - [Medical](en/space-station-14/departments/medical.md) + - [Medical Workgroup](en/space-station-14/departments/medical/medical-workgroup.md) + - [Chemistry](en/space-station-14/departments/medical/chemistry.md) - [PR Guidelines](en/space-station-14/departments/medical/guidelines.md) - [Proposals]() - [Science](en/space-station-14/departments/science.md) - - [PR Guidelines](en/space-station-14/departments/science/guidelines.md) + - [PR Guidelines]() - [Anomaly Cores](en/space-station-14/departments/science/anomaly-cores.md) - [Proposals]() @@ -251,11 +261,12 @@ Space Station 14 - [Xenobio](en/space-station-14/departments/science/proposals/xenobio.md) - [Security](en/space-station-14/departments/security.md) - - [PR Guidelines](en/space-station-14/departments/security/guidelines.md) + - [PR Guidelines]() - [Proposals]() - [GenPop Prisoners](en/space-station-14/departments/security/proposals/genpop-prisoners.md) - [Reduced Metagaming Mechanics](en/space-station-14/departments/security/proposals/reduced-metagaming.md) + - [Secdog Unit Ghost role](en/space-station-14/departments/security/proposals/SecDog.md) - [Service](en/space-station-14/departments/service.md) - [PR Guidelines](en/space-station-14/departments/service/guidelines.md) @@ -263,6 +274,8 @@ Space Station 14 - [Plant Genetics](en/space-station-14/departments/service/proposals/plant-genetics.md) - [Librarian Gameplay](en/space-station-14/departments/service/proposals/theshued-librarian-gameplay.md) - [Joker Roles](en/space-station-14/departments/service/proposals/joker_roles.md) + - [Silicon](en/space-station-14/departments/silicon.md) + - [PR Guidelines]() General Proposals ================ @@ -282,6 +295,7 @@ Server Hosting - [Setting up SS14.Admin](en/server-hosting/setting-up-ss14-admin.md) - [Setting up SS14.Changelog](en/server-hosting/setting-up-ss14-changelog.md) - [Setting up SS14.Watchdog](en/server-hosting/setting-up-ss14-watchdog.md) +- [Setting up High Bandwidth Transfer](en/server-hosting/setting-up-high-bandwidth-transfer.md) - [OAuth](en/server-hosting/oauth.md) - [Setting up Discord Integration](en/server-hosting/setting-up-discord-integration.md) - [Maintenance]() @@ -318,6 +332,7 @@ Community - [Admin](en/community/admin.md) - [Admin Tooling](en/community/admin/admin-tooling.md) - [Admin Command Cookbook](en/community/admin/admin-tooling/admin-command-cookbook.md) + - [Scripting](en/community/admin/admin-tooling/scripting.md) - [Wizards Den Admin Policy](en/community/admin/wizards-den-admin-policy.md) - [Wizards Den Banning Policy](en/community/admin/wizards-den-banning-policy.md) - [Wizards Den MRP Policy](en/community/admin/wizards-den-mrp-policy.md) @@ -342,11 +357,16 @@ Staff - [Useful Maintainer Tools](en/wizden-staff/maintainer/maintainer-tools.md) - [Maintainer Policy](en/wizden-staff/maintainer/maintainer-policy.md) - [Workgroup Policy](en/wizden-staff/maintainer/maintainer-workgroup-policy.md) + - [Codeowners Policy](en/wizden-staff/maintainer/codeowners-policy.md) - [Reviewing Procedure](en/wizden-staff/maintainer/review-procedure.md) - [Review Whitelist](en/wizden-staff/maintainer/review-whitelist.md) - [Hotfix Procedure](en/wizden-staff/maintainer/hotfix-procedure.md) - [Triage Procedure](en/wizden-staff/maintainer/triage-procedure.md) - [Release Procedure](en/wizden-staff/release-procedure.md) +- [Moderator](en/wizden-staff/moderator.md) + - [Moderation Policy](en/wizden-staff/moderator/moderation-policy.md) + - [New Moderator Guide](en/wizden-staff/moderator/new-mod-guide.md) + - [Discord Appeals](en/wizden-staff/moderator/appeals.md) - [Space Wizards Role Hierarchy](en/wizden-staff/space-wizards-role-hierarchy.md) - [Space Wizards Maintainer List](en/wizden-staff/space-wizards-maintainer-list.md) - [Staff Policy](en/wizden-staff/staff-policy.md) @@ -358,6 +378,18 @@ Maintainer Meetings ---------------------- +- [2026-01-17](en/maintainer-meetings/maintainer-meeting-2026-01-17.md) +- [2026-01-03](en/maintainer-meetings/maintainer-meeting-2026-01-03.md) +- [2025-12-20](en/maintainer-meetings/maintainer-meeting-2025-12-20.md) +- [2025-12-06](en/maintainer-meetings/maintainer-meeting-2025-12-06.md) +- [2025-11-22](en/maintainer-meetings/maintainer-meeting-2025-11-22.md) +- [2025-11-08](en/maintainer-meetings/maintainer-meeting-2025-11-08.md) +- [2025-10-25](en/maintainer-meetings/maintainer-meeting-2025-10-25.md) +- [2025-10-11](en/maintainer-meetings/maintainer-meeting-2025-10-11.md) +- [2025-09-27](en/maintainer-meetings/maintainer-meeting-2025-09-27.md) +- [2025-09-13](en/maintainer-meetings/maintainer-meeting-2025-09-13.md) +- [2025-08-30](en/maintainer-meetings/maintainer-meeting-2025-08-30.md) +- [2025-08-16](en/maintainer-meetings/maintainer-meeting-2025-08-16.md) - [2025-08-02](en/maintainer-meetings/maintainer-meeting-2025-08-02.md) - [2025-07-19](en/maintainer-meetings/maintainer-meeting-2025-07-19.md) - [2025-07-05](en/maintainer-meetings/maintainer-meeting-2025-07-05.md) diff --git a/src/en/space-station-14/round-flow/starting-equipment.md b/src/en/space-station-14/round-flow/starting-equipment.md index 9a22a7d14b..502ab5a0bc 100644 --- a/src/en/space-station-14/round-flow/starting-equipment.md +++ b/src/en/space-station-14/round-flow/starting-equipment.md @@ -70,36 +70,34 @@ In addition to their own specialized gear, there are several items present in al ### Vending Machines -Vending machines are the main source of optional and expendable equipment for departments, and a common source of generic equipment in public spaces. Vending machines are consistent, simple, and well-known locations for sets of items. Their limited stock creates resource scarcity, but their resources are never truly scarce with a restock from Cargo. +Vending machines in SS14 are the most straightforward source of items in game. They have a mostly consistent stock, and their consistent location in maps makes them a well-known, first choice place for gear. This availability helps players to better plan out their activities, their thefts, and their jokes, with the limited amounts ensuring they never act as a gurantee and trivialize resource gathering. From a learning perspective there's a small hump on understanding how widespread vending machines are placed, but afterward act as an intuitive "starter pack" for important items. Overall they ensure a simple solution to putting certain items in the hands of players that fit certain themes. -Each full department contains (at least) two (2) vending machines responsible for restocking players and providing extra supplies. The wardrobe (or "Drobe") consists of clothing, while the second supplies non-clothing. Together they should supply exactly two naked players with all their necessary gear (two complete sets of essential equipment and uniforms). +Every vending machine should have a clear identity that can be summarized in twoish words (its name). The items inside should never be exclusive and should trend towards core and introductory mechanics rather than deep and complex ones. Roleplay and "useless" items are encouraged when they fit the theme. The stock should supply no more than 4 (four) players, with less supply inside machines with more specific accesses, and more supply for items that are expendable. A full set of department vending machines should be capable of gearing exactly two naked players with all the essential equipment, and a uniform. It should _always_ be possible to restock a vending machine through cargo. -#### Department Tool Vendor +#### Tool Vendors -Department tool vendors contain (in order) two (2) full sets of essential equipment, followed by additional expendable equipment, then optional equipment. They should never have generic equipment. Non-essential items should be stocked to supply roughly four (4) players. Clothing items typically belong in the wardrobe, but a few exceptions exist: +Tool vending machines are one of the most common types, typcially themed to specific departments. They provide a variety of essential and optional tools for performing a role, acting as both an entry point for new hires and a shared stock of expendables for departments. The ordering of items goes: `Essential -> Expendable -> Optional -> Roleplay`. Clothing items typically belong in the wardrobe, but a few exceptions exist: - Filled Container Clothing - - This typically means belts. While the belt itself is a clothing item, the items inside it are not and should not be available inside a wardrobe. - Worn items that aren't clothing - - - Items like whistles or a backpack water tank. While they can be worn, they aren't "clothing" in a visual sense. They are more tool than garb. + - - Items like whistles or a backpack water tank. While they can be worn, they aren't "clothing" in an intuitive sense. - Clothing not worn by the player themselves - - These are things like a muzzle or a hospital gown. They're akin to tools in how they are used on others, rather than used for yourself. -#### Department Clothing Vendor +#### Clothing Vendors -Department clothing vendors (typically called "Drobes") should spawn with two (2) sets of any essential clothing not present in a tool vendor and two (2) sets of optional clothing. Stock should be split for items that are effectively identical (such as headset or jumpsuit variants). Clothes should reflect the standard uniform and aesthetics of a department employee and include anything available in a loadout (excluding prestige rewards). Every item in a Drobe must be equippable. The order of clothing in a Drobe should have essential equipment listed first, followed by: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. +Wardrobes (or "drobes") are another common vendor themed around clothing. They allow players the ability to quickly change their look to the drobe's theme, and can include function (and even powerful) clothing. Like any vending machine they should stick to their theme; Every item in a Drobe must be equippable and be intuitively thought of as clothes. The order of clothing in a Drobe should have essential role equipment listed first, followed by: `Head -> Eyes -> Mask -> Ears -> Back -> Belt -> InnerClothing -> OuterClothing -> Neck -> Gloves -> Feet`. -#### Combined Vendors +#### Other Vendors -Certain individual roles on the station have a dedicated vending machine due to some specific nature of that role. Unlike other vendors these only need enough stock to supply one player of essential equipment and clothing. If they contain any non-clothing items, they should not use "Drobe" as part of their name. - -Sometimes there's so little non-essential equipment for a role that even a combined vending machine is overkill. In these cases (like with command), optional equipment is mapped near their spawn such as clothes in a dresser. +Vending machines can come in many forms as long the the theme is strong and the purpose is clear. A specialized role could have a dedicated machine to provide its tools and clothes at once, or a soda machine could be used to address crew thirst. A marijuana vendor in maintenance could inspire a drug dealer, or skip the middle man and get your sick kicks from the tobacco vendor. Not every vending machine is guranteed to be mapped so consider themes that can be connected to a physical location such as a business, or enable an atypical job that encourage a player to interact with others in an interesting way. #### Contraband Inventory -In addition to their normal stock every vending machine can be hacked to reveal extra "contraband" items. While not necessarily illegal they are generally more dangerous, or in some cases outright useless. Items in this list should still thematically belong alongside other items in the vendor, but should also have a small contradiction; Cow tools _are_ tools but also obviously _not_ the kind of tools you expect in a tool vendor. Poisoned wine belongs in a booze machine, but also doesn't. +In addition to their normal stock every vending machine can be hacked to reveal extra "contraband" items. While not necessarily illegal they are sometimes dangerous, but typically useless and jokes. Items in this list should still thematically belong alongside other items in the vendor, but should also contain a small contradiction. Cow tools _are_ tools but obviously not _useful_ tools. Poisoned wine belongs with booze, but also doesn't belong in a "safe" inventory. -Vending machines are also capable of having a set of items accessed by using a cryptographic sequencer (EMAG) on them. Items in an emagged inventory should be explicitly themed around the Syndicate, and should not be particularly useful. Emag inventories are meant as fun easter eggs and not as a source of restocking your resources. +Vending machines are also capable of having a set of items accessed by using a cryptographic sequencer (EMAG) on them. Items in an emagged inventory should be explicitly themed around the Syndicate and should not be particularly useful. Emag inventories are meant as low consequence disruption and anti-Nanotrasen roleplay, not as a source of restocking meaningful resources. ### Lathes