-
Notifications
You must be signed in to change notification settings - Fork 4.7k
Toilet cistern stashes spawn containing basic loot #41013
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
Conversation
|
epic test fail I'll check that tomorrow |
Resources/migration.yml
Outdated
| ToiletEmpty: ToiletFilled | ||
| ToiletDirtyWater: ToiletDirtyWaterFilled |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Dont use migrations to replace entities which are still in the game. This will silently overwrite anyone attempting to place an actual unfilled toilet on a map
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Oh I was told this is the way to do it. Whats the alternative? Just add the new entity and leave it up to mappers to swap every toilet?
|
As a side effect this will make toilets way worse for hiding things. Right now, hiding something in a cistern or bowl is low risk, because the only way you'll find something in there is if someone put something there, same as with potted plants. The vast majority of the time, no one will check a toilet for something hidden. With this change, someone is guaranteed to find something. And that something could be insuls or interdyne cigs, things that can make it worth spending time to check. I wouldn't be surprised if every toilet on the map gets checked at some point during the round. Personally, I'd prefer if you don't change every toilet to a lootbox. I don't mind that this prototype exists, but let the mappers decide where to put it. If you intend it as assistance to prisoners, change the maps to use this toilet inside prisons instead, and keep the normal toilets elsewhere unchanged. Golden toilet change seems fine. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Let's decide what color the shed should be
It can be seen as metagaming to check the toilets for no reason. People often complain about rules a lot - even if it is or isn't against the rules - so this gives people a bit of an excuse to go mucking about toilets. I'd like to reduce the reliance on rules as much as possible as it generally fosters a really annoying environment where people tattle tale on each other, wasting everyone's time (including the admin tending to them). |
|
I'm not a huge fan of this concept if only because I think encouraging crew to rummage through the public bathroom toilets for loot at the start of every shift (even if the tables were changed to just fun/funny loot) is slightly too goofy in my eyes. What might work is if only certain toilets spawn random loot (e.g toilets in the brig, or toilets in abandoned maints bathrooms), since those are more the kinds of places where it makes sense for someone to have hidden something illegal. I'd probably also adjust the loot table to better fit with things you might expect someone to stash in a toilet cistern (which probably means, like... drugs, weed, bottles of alcohol, and very rarely something like a shiv or a basic tool). It's weird in terms of verisimilitude for toilets to just have construction tools, functional batteries, medicine, or weapons in them half the time; the PR draws a comparison to maints lockers, but a locker is specifically meant to store useful equipment, and hiding something in a toilet is more an emergency "I need to make sure nobody else finds this" option. Even then, I'd probably still be a bit wary of this change because I feel like this encourages security to inspect the brig's toilets at the start of every shift in order to make sure they don't have anything dangerous inside. On the other hand, I think some maps already do have some hidden weapons/tools hidden in the brig so it could be argued there's precedent for it. |
Not sure how it's any different from crew ransacking the maints closets like animals.
Hardcore:tm: wardens already prep the brig if they really care about not having fun so it's not like this is any different. |
The distinction is mostly that plundering a locker is generally more dignified and less messy than plundering a toilet. |
The pr now only adds the entity with the loot, and it will be up to map maintainer's discretion to place the loot-holding versions. I agree that the public bathrooms are probably fine without this. Also I'm gonna remove the changelog since this isn't really player-facing anymore
This is fair, but I'm sacrificing realism for gameplay here since stashed drinks and drugs are more or less useless. Besides, it makes sense that former inmated would stash tools, since a warden would probably confiscate even basic tools from a prisoner. |
I feel like toilet loot should more be a fun/immersive thing rather than being "useful" per se. As far as tools go I could probably see stuff like a screwdriver, wrench, or wirecutters (and maybe gloves too) but probably not more complex/bulky tools like batteries, welding gear, or gas masks. |
If this is what your argument boils down to then I struggle to see this as a pressing concern. |
It's mostly just a concern of tone more than anything else. "Ransack public toilets for gamer loot" isn't really something I want to see become a staple of rounds. |
|
I'm fine with the browntiders raiding toilets for loot. If I see someone digging in a toilet I can rightly judge them for it. It's something very obviously "wrong" and "gross" for a person to do that can be a springboard for RP. |
About the PR
Edit: this PR now only adds the loot-stash toilet entity as an option and does not map it by default.
The cistern stashes of most toilets (accessed via using a crowbar on a toilet) now have a 50% chance to contain a single small item chosen from a table of random, possibly useful items.
Additionally, the captain's golden toilet cistern (the thief objective one) will now always contains a captain figurine.Nevermind this test fails because at least 1 map already maps something inside the golden toilet cistern.Suggested by ArtisticRoomba.
Why / Balance
The secret cistern stash is very rarely used, so this gives it a little something as a treat for those who check them, similar to maints lockers. The loot table is entirely made of small tools, items, and weak improvised weapons, being similar to the maints locker pool except much smaller and without any fluff. It is mostly focused on providing possible minor utility to prisoners, who are usually guaranteed to have 1 or 2 toilets in their cell which they can smash open to access the hidden item.
Currently, the prison break strategy is very formulaic. Make shiv, grow towercap, make baseball bat, go ham on a window and pray. Hopefully this will introduce the opportunity for more interesting prison break strategies, or even just give the prisoner a chance to get some stuff to mess with (and for the warden to be very confused about). It would be neat if prisoners also had a way to get crafted trash crowbars so they can actually use the stash instead of needing to smash the toilet but that's out of scope for this.
Technical details
All yaml changes.
Added the ToiletCisternLoot entity table in the misc locker fills (close enough)
Added the ToiletFilled and ToiletDirtyWaterFilled which parent from ToiletEmpty and ToiletDirtyWater respectively and just add an EntityTableContainerFill component which uses the ToiletCisternLoot table. The original entities are still free to be used if you need a toilet to spawn without loot
Added a ContainerFill component to ToiletGoldenDirtyWater which uses the captain toy figurine
Replaced ToiletEmpty and ToiletDirtyWater with their new filled versions in migration.yml so all mapped toilets will be the loot-filled versionsEdit: Nevermind this causes test fail and also I was told not to do that. Currently this just adds the entities and doesn't map themEdit: Added entity tables for each of the loot categories for clarity's sake
Media
2025-10-19.15-16-04.mp4
Small showcase of the loot table (updated after changes were made)

Requirements
Breaking changes
I hope not
Changelog