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Equipment Tweaks #2366

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@EctoplasmIsGood EctoplasmIsGood commented May 1, 2025

Description

It removes civilian disablers from everybody's loadouts, instead of giving them commands to combat valid hunting and unfun antag gameplay. It also reduces the number of judo belts sec gets, removing them from sec lockers and putting two in the sec tech instead.

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Changelog

🆑

  • tweak: Civillian disablers are now a command loadout item, and shouldn't be used by random people.
  • tweak: Judo belts don't spawn in sec lockers anymore, now the sec vend starts with two in its stock.

@github-actions github-actions bot added Status: Needs Review Someone please review this Changes: Localization Changes any ftl files Changes: YML Changes any yml files labels May 1, 2025
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coderabbitai bot commented May 1, 2025

Walkthrough

This set of changes adjusts the legality and availability of the "civilian disabler" weapon and related loadouts across multiple resource and prototype files. The civilian disabler is now restricted to command members, with its description updated accordingly. The weapon is removed from general civilian loadouts and standard protolathe recipes, and is now accessible to command staff and through emagged lathes or vending machines. Loadout definitions and item groupings have been updated to reflect these restrictions, and references to the corporate judo belt have been shifted from security lockers to vending machines.

Changes

Files/Paths Change Summary
Resources/Locale/en-US/extenddescriptions/items/weapons/civiliandisabler.ftl Updated legality description to restrict civilian disabler to command members only.
Resources/Prototypes/Catalog/Fills/Lockers/security.yml Removed ClothingBeltCorporateJudo from security locker contents.
Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml Added ClothingBeltCorporateJudo (qty 2) to SecTech vending machine inventory.
Resources/Prototypes/CharacterItemGroups/Jobs/Command/commandUncategorized.yml Replaced two command self-defense loadouts with a single civilian disabler loadout for command.
Resources/Prototypes/Entities/Structures/Machines/lathe.yml Removed civilian disabler from standard protolathe recipes; added to emag dynamic recipes for lathes.
Resources/Prototypes/Loadouts/Generic/items.yml Removed LoadoutCivilianDisabler from general items loadouts.
Resources/Prototypes/Loadouts/Jobs/Command/uncategorized.yml Renamed and changed command disabler loadout to civilian disabler; removed stun baton loadout.

Suggested labels

Changes: Localization, Changes: YML, Status: Needs Review

Suggested reviewers

  • Timfa2112
  • OldDanceJacket

Poem

In the barracks of code, where order must reign,
The civilian disabler’s freedoms now wane.
Commanders alone may wield its bright spark,
While vending machines offer belts for the lark.
Loadouts are trimmed, and lathes now conspire—
Only with emags can you fulfill your desire!
Inspections complete, let discipline inspire. 🚀


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between a147dd7 and a454d41.

📒 Files selected for processing (7)
  • Resources/Locale/en-US/extenddescriptions/items/weapons/civiliandisabler.ftl (1 hunks)
  • Resources/Prototypes/Catalog/Fills/Lockers/security.yml (0 hunks)
  • Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml (1 hunks)
  • Resources/Prototypes/CharacterItemGroups/Jobs/Command/commandUncategorized.yml (1 hunks)
  • Resources/Prototypes/Entities/Structures/Machines/lathe.yml (2 hunks)
  • Resources/Prototypes/Loadouts/Generic/items.yml (0 hunks)
  • Resources/Prototypes/Loadouts/Jobs/Command/uncategorized.yml (2 hunks)
💤 Files with no reviewable changes (2)
  • Resources/Prototypes/Catalog/Fills/Lockers/security.yml
  • Resources/Prototypes/Loadouts/Generic/items.yml
⏰ Context from checks skipped due to timeout of 90000ms (4)
  • GitHub Check: build (ubuntu-latest)
  • GitHub Check: YAML Linter
  • GitHub Check: Test Packaging
  • GitHub Check: build (ubuntu-latest)
🔇 Additional comments (7)
Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml (1)

30-30: Judo Belt Implementation Correctly Placed in SecTech Inventory!

The addition of two corporate judo belts to the security vending machine aligns perfectly with the PR objectives. Moving these from security lockers to controlled vendor access shows tactical thinking, soldier! This change restricts judo belt proliferation while maintaining availability for security personnel who need them.

Resources/Prototypes/CharacterItemGroups/Jobs/Command/commandUncategorized.yml (1)

29-29: Command Loadout Properly Reconfigured!

The replacement of LoadoutCommandDisabler with LoadoutCommandCivilianDisabler properly implements the command-exclusive status of civilian disablers. I also note the removal of the stun baton loadout option from the command self-defense group, which further balances command equipment access.

This change maintains proper command hierarchy while eliminating equipment that was being abused for "civilian hunting" as noted in the PR objectives.

Resources/Locale/en-US/extenddescriptions/items/weapons/civiliandisabler.ftl (1)

1-1: Civilian Disabler Description Updated For Command-Only Status!

The description update properly documents the weapon's legal status, restricting license-free ownership to command personnel only. This clear communication is critical for proper enforcement of equipment regulations and helps prevent misunderstandings about who can legally carry these weapons.

This change aligns perfectly with the PR objectives of restricting civilian disablers to command roles.

Resources/Prototypes/Entities/Structures/Machines/lathe.yml (2)

462-462: Civilian Disabler Properly Added to Emagged Recipes!

The civilian disabler is correctly placed in the emagDynamicRecipes section of the Protolathe. This restricts normal access to the weapon while still providing an alternative acquisition method for those with illicit equipment. A good tactical decision that maintains game balance while implementing the PR objectives.


1104-1104: Civilian Disabler Added to Security Techfab!

The civilian disabler has been added to the SecurityTechFab's dynamic recipes, allowing security personnel to produce them as needed. This is a logical exception to the command-only restriction since security would reasonably have access to all weapons in their arsenal.

This change complements the other modifications and helps ensure that security can still perform their duties effectively while restricting general access to the weapon.

Resources/Prototypes/Loadouts/Jobs/Command/uncategorized.yml (2)

25-25: Verify loadout ID rename consistency across definitions.

The ID has been changed to LoadoutCommandCivilianDisabler to restrict usage to Command roles. Ensure that all references to the old LoadoutCommandDisabler (in CharacterItemGroups, event handlers, documentation, etc.) have been updated or removed—lest remnants of the Sol Alliance’s sloppy legacy linger in our manifests.


36-36: Confirm the new item prototype and localization exist.

You’ve switched the item to WeaponCivilianDisabler. Double-check that the corresponding prototype and localization entries (.yml and .ftl) are present and correctly named so Command officers actually receive the right gear when loading out.


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All command members already have access to normal disablers in their loadout options, and the civilian disabler is expressly made to give other players a weapon that would be effective against spiders and such. It's not intended as a viable weapon against other humanoids.
This change removes the entire point of the civilian disabler's existence, and makes it selectable only to jobs that already have a vastly superior version available to them. I think it would be better to change their stamina damage, or otherwise make them less viable against humanoids, while still being an effective option against spiders or slimes.

@EctoplasmIsGood
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All command members already have access to normal disablers in their loadout options, and the civilian disabler is expressly made to give other players a weapon that would be effective against spiders and such. It's not intended as a viable weapon against other humanoids. This change removes the entire point of the civilian disabler's existence, and makes it selectable only to jobs that already have a vastly superior version available to them. I think it would be better to change their stamina damage, or otherwise make them less viable against humanoids, while still being an effective option against spiders or slimes.

This PR also takes away the stun baton and disabler from command since its sec gear and they shouldn't have it. Crew shouldn't have access to stun guns, it takes away from secs job, encourages valid hunting, and makes antagging hell.

The alternative to this was to completely remove the civ disabler but that feels like a waste.

@LaryNevesPR
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LaryNevesPR commented May 1, 2025

I think the change to the Judo belt is great. Removing the Civil disabler doesn't make sense, they are extremely weak.
Honestly, all of these points could have been noticed before anyone even added it to the game, and even then I didn't see much worthwhile hunting on my server.

@EctoplasmIsGood
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I think the change to the Judo belt is great. Removing the Civil disabler doesn't make sense, they are extremely weak. Honestly, all of these points could have been noticed before anyone even added it to the game, and even then I didn't see much worthwhile hunting on my server.

They aren't as "extremely weak" as you'd think. They are still capable of stunning, and because they do stam damage, they radically slow down the target before they even stun them. It has led to a large amount of valid hunting on Goob MRP, and I believe some incidents on Deepstation. TCJ, I believe, wants them gone entirely; this is a compromise.

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