Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

contrabandInventory Changes (Fixed) #32934

Open
wants to merge 3 commits into
base: master
Choose a base branch
from

Conversation

AgentSmithRadio
Copy link

@AgentSmithRadio AgentSmithRadio commented Oct 21, 2024

About the PR

I've added contrabandInventory menus, the kind that you access by manipulating the "Manager" wire on vending machines, to nearly every vending machine SS14. This is the second attempt, the first pull request had a merge conflict that required me to redo this process. You can see the previous PR here.

Why / Balance

contrabandInventory is a woefully under-explored mechanic in SS14, and I wanted to take advantage if the world-building, flavour and gameplay opportunities available from populating these secret menus.

To note, beyond securing the equipment, hacking a vending machine isn't hard once you locate the Manager Wire in any given round. There are a few goals I have in mind:

  1. The items inside of the machines should be faithful to what those machines are.
  2. The items inside of the machines should raise questions about the SS14 universe, the corporations behind these machines, and what happened on the space station before the crew arrived on disaster day.
  3. None of these items should become meta. If a vending machine begs to be hacked every shift, the items inside are too powerful.
  4. The items shouldn't be high-end prestige items, but they should be interesting.
  5. The vending machine stocks should never invalidate the role of Cargo in station function.

Two major changes of note:
First, Changeling Sting has been removed from the Shamblers EMAG menu, and Syndi-Cakes has been removed from the GetMore EMAG menu, to move those items to their contrabandInventory menus.
Second, figurines have been placed in their revelevant Drobe machines.

My reasoning for adding figurines to the machines is as follows:

  1. It removes a lot of weight from purchasing figurines from Cargo, which is a fairly frivolous purchase, and makes obtaining a full crew set much more reasonable.
  2. It gives a reason for innocent people to trespass or seek permission to hack Drobes for roleplaying purposes. It makes every department a bit less secure, which is fun for antags and an added joy for Security.
  3. It can allow us to return the figurine objective back to Thief by making obtaining figurines accessible by hacking a crap-ton of Drobes across the station. It adds an element to thief gameplay that is interesting and different, but isn't in itself illegal.
  4. Toys are fun, seeing more figures is part of what makes Cog interesting in its design, I'd love to see them show up more often.
  5. This makes the Cargo figurine bounty much less awful to accomplish by making it reasonable to complete for knowledgeable players.

Technical details

I went through every vending machine .yml file, added a "contrabandInventory:" line if there wasn't one, then added each item for those menus. I kept formatting consistent with the currently .yml files.

Media

Here is a new and revised video of how to access the contrabandInventory menu, and showing every vending machine contrabandInventory menu. EMAG menus not included. Video uploaded to YouTube due to file size, video is approximately 5 minutes long. Alternatively you can look at the Files changed menu on the top bar of this PR, and see every list directly from the .yml files, highlighted for your convenience.

Requirements

Breaking changes

Previous merge conflict resolved, and this shouldn't interfere with other PR's I've seen.

Changelog
🆑

  • add: Added manager wire hacking menus to nearly all vending machines. Get hacking and see what's hidden!

@github-actions github-actions bot added the No C# For things that don't need code. label Oct 21, 2024
Comment on lines +12 to +14
ClothingNeckStethoscope: 2
Saw: 2
Tourniquet: 3
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Not sure I understand why these are in the soda vendor.

Copy link
Author

@AgentSmithRadio AgentSmithRadio Oct 21, 2024

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This is the Dr. Gibb machine. While most soda machines either receive a different soda (Dr. Gibb in PwrGame "Much Better Than Dr. Gibb" machines, or at least that's what they kept screaming at me during research and testing) or their full-sized bottle equivalents for the Cola/Soda and Space Mountain Wind machines, I wanted to try something more interesting for Dr. Gibb.

This is very much a field amputation kit, with a stethoscope for someone to throw on to pretend to be a doctor before doing it. While there is no amputation in the game, I wanted this to be somewhat jarring, that the seemingly innocent soda machine for some reason has these tools for amputation, with no anesthesia, wound dressing or anything else, and play into the shock value of seeing it for the first time. The reason to come back to this machine is the tourniquets, which is why their spawn is set to 3, so there's a higher chance that one will be there in a situation where you actually need it.

tl;dr: field amputation kit in Dr. "tastes like malpractice" Gibb machine in horror game.

@github-actions github-actions bot added the Status: Needs Review This PR requires new reviews before it can be merged. label Oct 24, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
No C# For things that don't need code. Status: Needs Review This PR requires new reviews before it can be merged.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants