07-04-2017, 07:06 PM
(This post was last modified: 07-05-2017, 05:12 PM by CameronWoof. Edited 4 times in total.)
This patch was made in response to feedback from #imcoder that indicated some would rather have spare equipment in department lockers, rather than having the Head of Personnel print new uniforms.
So, here's what this patch does:
ADDS the following equipment lockers to the code:
ADDS the following clothing ("equipment") boxes to the code:
CHANGES the following existing supply lockers in the code:
Supply lockers are card-locked and contain an equipment box and a set of job-specific gear.
Equipment boxes contain the uniform that the appropriate job spawns with, a department radio headset, and a PDA of the appropriate type.
The PDA is necessary because carts don't add mailgroups and things like that to a PDA when installed. Instead, when you're assigned to a new job, you can get a fresh new PDA that ensures you get all the information you need.
THIS IS NOT A MAP PATCH. These objects will need to be manually added to the map and are intended to replace existing objects, as detailed below.
/obj/storage/secure/closet/civilian/janitor replaces /obj/storage/closet/janitor and the items placed on top of it.
/obj/storage/secure/closet/civilian/kitchen replaces /obj/storage/secure/closet/kitchen
/obj/storage/secure/closet/civilian/bartender replaces the "bartender's crate" in the Catering Crew Quarters and the items placed on top of it.
/obj/storage/secure/closet/civilian/chaplain replaces /obj/storage/closet/wardrobe/black/chaplain
/obj/storage/secure/closet/civilian/hydro is new and must be added to Hydroponics (Suggest two!)
/obj/storage/secure/closet/engineering/cargo is new and must be added to Cargo (Suggest two!)
In addition, /obj/storage/secure/closet/medical/uniforms contains uniforms for Medical Doctors, Roboticists, AND Geneticists, so I would suggest ensuring there are at least two of them on the map (On Cog2, the medbay lobby already has an office supplies crate, so there's no need to have a second one in the employee lounge)
Compare: https://github.com/goonstation/goonstati...a7f73af5fd
So, here's what this patch does:
ADDS the following equipment lockers to the code:
ADDS the following clothing ("equipment") boxes to the code:
CHANGES the following existing supply lockers in the code:
Supply lockers are card-locked and contain an equipment box and a set of job-specific gear.
Equipment boxes contain the uniform that the appropriate job spawns with, a department radio headset, and a PDA of the appropriate type.
The PDA is necessary because carts don't add mailgroups and things like that to a PDA when installed. Instead, when you're assigned to a new job, you can get a fresh new PDA that ensures you get all the information you need.
THIS IS NOT A MAP PATCH. These objects will need to be manually added to the map and are intended to replace existing objects, as detailed below.
/obj/storage/secure/closet/civilian/janitor replaces /obj/storage/closet/janitor and the items placed on top of it.
/obj/storage/secure/closet/civilian/kitchen replaces /obj/storage/secure/closet/kitchen
/obj/storage/secure/closet/civilian/bartender replaces the "bartender's crate" in the Catering Crew Quarters and the items placed on top of it.
/obj/storage/secure/closet/civilian/chaplain replaces /obj/storage/closet/wardrobe/black/chaplain
/obj/storage/secure/closet/civilian/hydro is new and must be added to Hydroponics (Suggest two!)
/obj/storage/secure/closet/engineering/cargo is new and must be added to Cargo (Suggest two!)
In addition, /obj/storage/secure/closet/medical/uniforms contains uniforms for Medical Doctors, Roboticists, AND Geneticists, so I would suggest ensuring there are at least two of them on the map (On Cog2, the medbay lobby already has an office supplies crate, so there's no need to have a second one in the employee lounge)
Compare: https://github.com/goonstation/goonstati...a7f73af5fd