The big one I see are research disks, that was a problem even before the PR. If you are lucky and get assigned as the engineer/medic you have a belt slot item taken up, a suit slot taken up by your tank, two pocket or backpack slots taken up by your gun and GPS, leaving you with very little space for disks even if you aren’t a gamer and nab all the loot you possibly can. If there aren’t three exploration crewmembers multiply the problem since you will need to carry breaching and medical and research supplies.
1 Like
Ruko
August 12, 2023, 3:07pm
122
So explorers would really benefit from something that can store disks in a compact space is what I’m hearing.
@ColonelOrion is that accurate for the issue you were having as well?
1 Like
I think it’s the biggest offender yeah.
1 Like
Sadly i was not able to experience the test merge. but what i can say from my personal experience with senarios and servers where bag space is severly limited this the pr is not a good idea.
Frankly. Id go as far as call it terrible.
As people have stated, this will not only increase tedium with invetory management, but also cut down on rp and creativety.
With so little bag space , do you really want to keep a useless toy with you that your character might like if you instead need the space for other job items. Not only does this detract from flavor, but invites meta builds where certain loadouts are required for staight edge maximum storage efficency instead of what would be fun/gimmicky.
No, that is at least partially accurate right now - there is one facet of this PR I consider non-negotiable and that’s adjusting boxes to be the same size as their storage capacity
Good. this stops people from box juggling.
The idea of using pockets/pouches inside clothing is intresting. and could finnaly get sec to check clothing for once.
2 Likes
Heepox
August 12, 2023, 3:45pm
125
Box nerf is the only thing that makes sense here no more 42 grenades in a backpack inside boxes.
2 Likes
Ruko
August 12, 2023, 3:51pm
126
I’m going to request this thread be locked so I can move to a new one with newer information. The last time I tried to update the initial post nobody noticed the changes and continued to debate as if nothing had been addressed for the most part.
I’ve taken a big step back and completely re-written the plans for the PR, I’d suggest following the link to the PR because I’m not going to try to keep the thread up to date anymore after wiping a couple of posts with outdated info out.
BeeStation:master ← Rukofamicom:storage-shuffle
opened 08:31PM - 04 Jul 23 UTC
## About The Pull Request
### Core Mechanic Changes
- [x] Adds a new weight … class of items, `WEIGHT_CLASS_LARGE` which has a size of 8. Large items will fit inside of bags, but take up a substantial portion of the space within them
- [x] Belts are now `WEIGHT_CLASS_BULKY` and may no longer be stored inside of bags.
- [x] Default Boxes are now `WEIGHT_CLASS_LARGE` items, and have had their capacity reduced to match the amount of space they take up
### Storage item changes
- [x] Backpacks and Satchels have had their capacity increased from 21 to 28. This means they can hold more small and tiny items than before, the same amount of normal sized items as before, and only up to three newly ordained large items.
- [x] Duffelbags have had their capacity increased from 30 to 40, and they are affected exactly the same as above with exception to being able to hold four large sized items.
- [x] Bags of Holding have had their capacity increased from 35 to 70 due to changes surrounding the size of bulky and larger items.
- [x] Fanny packs have had their number of slots increased from 3 to 5, weight limit to 10, and may now hold normal items.
- [x] The emergency internals box is now a specialty box that can only hold emergency items, but it is smaller than other boxes. (If players are inclined, they may break the box down into cardboard and rebuild a normal sized box from it). Additionally the miner internals box no longer contains a crowbar.
- [x] The total weight capacity of specialty belts (Tool Belt, Sec belt, etc.) is being increased so their only limiting factors are the number of slots and the whitelist of items allowed on them.
- [x] Nearly all belts now hold up to 7 items, which notably increased the capacity a decent handful of belts from 6 to 7, and security from 5 to 7.
### Which items are changing from normal to large?
* Most Boxes (as mentioned above)
* All guns that are currently "normal"
* Stun Baton and other weapons with a long handle
* Various tools including Mops, Fire extinguishers, all "Rapid" engineering tools
### Security Specific Changes
*This list is a work in progress currently*
- [x] **Security Officers, Warden and HoS** all spawn with a loaded security belt instead of a loose baton, cuffs and flash. (This is a net gain of one flashbang and one pepperspray)
- [x] **Detectives** now spawn with a 5-slot utility belt that holds their "chalk", scanner and evidence box. Additionally their trench coat has been given the ability to hold their baton and larger internals tanks.
- [x] Detectives no longer spawn with two extra clips of ammo and their shoulder holster now has one less slot
- [x] Detectives may now store loose bullets in their shoulder holster instead of only full clips. This was requested specifically for the purposes of TRAC bullets.
- [x] Security belts have lost the ability to store boxes of ammo. These may go in officer's bag, or individual shotgun shells may go in the belt. Bandoliers can hold up to 18 individual shells as well, and are available via Cargo.
### Medical Changes
- [x] Mostly Reverts #8461
- [x] Mostly Reverts #8729
- [x] Mostly Reverts #9323
- [x] Medkits are now a large item (instead of normal) and can fit in bags again, but taking up a substantial portion of them just like boxes.
- [x] The extra large medkit that some medical roles spawn with (the one that comes with surgical tools) are the exception to the above reversions - This extra large medkit is still bulky, but also still fits belt slots. It also now uses the brown sprite that used to be unique to Fland.
- [x] All labcoats (including those previously excluded) as well as other medical coats can store the doctor's bag in the suit slot.
### Engineering changes
- [x] Compressed matter cartridges now fit inside of construction bags
### Misc. changes that have minimal gameplay impact
- [x] Upscales the sizes of `WEIGHT_CLASS_BULKY` and larger items for the sake of consistency - this will have negligible gameplay effect unless bags of holding are available, and they have had their size increased substantially.
- [x] Changes the size of `WEIGHT_CLASS_NORMAL` items to 4. Due to changes to bags and belts, this should not have any practical impact and is only being done for the sake of back-end math.
- [x] Adjusts storage implant to be able to carry any two `WEIGHT_CLASS_LARGE` items so it is functionally unchanged by this PR.
- [x] Adjusts pie cannons so they can still hold the same amount of pies as before.
- [x] Adds a new icon for the survival boxes, due to their newly acquired unique nature.
- [x] Non-detective holsters also have one less slot now, for consistency's sake.
- [x] Adds a new procs to `obj/item/` for increasing and decreasing weight by one class
## Why It's Good For The Game
* Generally speaking, inventory management being more limited overall should create more situations where a necessary tool is not immediately ready at hand, and this helps to enhance the effect of various conflicts on the round.
* Boxes are no longer pocket dimensions that magically generate extra bag space - they're just for organizing items.
* Loaded Toolbelts will stop showing up in the backpacks of players who shouldn't be carrying them, and belts/belt slot items in general are a more integral part of a player's carrying capacity.
<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding.
-->
## Testing Photographs and Procedure
<details>
Belt supplies with extra slots

Survival box working as intended with correct slots

Can fit plenty of supplies in a normal bag, but not belts

New survival box icon:

</details>
## Changelog
:cl:
add: Adds a new "Large" weight class for items, between normal and bulky. Largel items fit inside of backpacks, but take up twice as much space as normal items do.
balance: Several normal items have been changed to Large, including boxes, guns, stun batons, and a variety of other items without major balance implications.
tweak: Belts of all varieties are now bulky items and no longer fit into backpacks.
tweak: Boxes have had their storage capacity reduced dramatically so that the space they take up inside of a bag matches the amount of storage space they have inside.
tweak: The emergency internals box that all players spawn with is smaller than most other boxes, but may only store emergency equipment and tiny items.
tweak: All backpacks have had an increase in their base storage capacity to make up for the loss of storage space in your roundstart box.
tweak: Fanny packs have had their storage capacity increased from 3 slots to 5, and may now hold normal sized items. Fanny packs are primarily craftable by botanists and are considered belts.
tweak: All other belts now have 7 slots if they didn't already, this most notably impacts security officers who will find their belts have 2 additional slots.
tweak: Most security personnel now spawn with a loaded belt instead of a loose baton, cuffs and flash.
tweak: Detectives now spawn with a 5-slot "utility" belt that holds some of their tools that were previously loose. This belt is actually just a renamed fanny pack and can hold anything they want however.
tweak: Holsters now have one less slot, and may hold loose bullets instead of only full clips. Detective holsters no longer spawn pre-loaded with ammo.
tweak: Boxes of shotgun ammo no longer fit in sec belts, however individual shotgun shells do.
tweak: Medkits are now large items instead of bulky and can fit into bags again. These same medkits no longer fit in suit slots or belt slots.
tweak: The extra large medkit that several medical roles spawn with is now a "doctor's bag". The doctor's bag fits in in the suit slot of all labcoats, including those previously excluded from storing medkits.
tweak: Compressed matter cartridges now fit inside of construction bags
tweak: The emergency survival boxes everyone spawns with have a new icon showing they contain an emergency O2 tank.
code: Adds a new procs to `obj/item/` for increasing and decreasing weight by one class
/:cl:
Tamus
August 12, 2023, 4:01pm
128
This thread is being locked as it has served its purpose.