You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
## Short description
Updates Stir Stir to reduce shittery. Stir Stir now has some guidance on
how he should behave, and Security has some guidance on how to treat
him. Stir Stir also now needs 2 hours of Security Officer playtime
instead of 15 minutes of Security Department.
- Stir Stir is not an antagonist (unless he rolls an antag role), and
should not be griefing or RDM'ing, though attempting to escape is
allowed
- Stir Stir's crime is ambiguous on purpose, to allow Roleplayers to
pick what it is each round
- Security can allow Stir Stir to go through the process and be pardoned
for good behavior, preferably with the involvement of Lawyers and
Magistrate for Roleplay
The Ghost Role description for Stir Stir directly points users to read
the Guidebook, but examining Stir Stir and clicking the (?) icon will
also open the page, and it is under the Security tab in the Guidebook to
make it more likely Security players see it also.
Also updates a few random guidebook pages to include Starlight jobs. I
noticed these issues while looking for where Stir Stir needed linked.
## Why we need to add this
The primary two complaints Stir Stir has raised are that Stir Stir is
usually a shittery who makes Sec's life annoying, and that Security
doesn't know what to do with them as they have no documented crime. This
clears up the confusion by giving some framework to use both as Stir
Stir and and Security to inform the Roleplay, and raising the bar to
mitigate shittery. The idea being if someone has to actually play
Security to unlock Stir Stir, they are maybe less likely to be a
dickhead as Stir Stir because they know what it's like to be on the
receiving end.
## Media (Video/Screenshots)
<img width="896" height="699" alt="image"
src="https://github.com/user-attachments/assets/a3e49f8a-5ba4-445b-a149-f02e64d87f9c"
/>
## Checks
- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.
**Changelog**
:cl: Conflee
- add: Added a Guidebook entry for Stir Stir adding more information on
how to play as Stir Stir, interact with him as Security, and basic
information to help RP as/with him. Their crime is vague on purpose, so
RPers can decide in round. He can be paroled for good behavior, try to
involve Lawyers and Magi, and he is NOT an Antag (unless he rolls an
antag role).
- tweak: Changed Stir Stir's playtime requirement from 15 minutes of
Security Department to 2 hours of Security Officer. Maybe people will
hesitate to be a shitter as Stir Stir if they've been on the receiving
end as a Secoff before.
- tweak: Added Starlight jobs to the Jobs and Security pages in the
Guidebook.
ghost-role-information-kiki-description = An honorable member of the kobold society in charge of botany and helping the botanists in any way she can.
130
130
131
131
ghost-role-information-stirstir-name = Stir Stir
132
-
ghost-role-information-stirstir-description = A disreputable monkey who should not be trusted. A real cell stuffer.
132
+
ghost-role-information-stirstir-description = A disreputable monkey who should not be trusted. A real cell stuffer. Check the Guidebook for more information.
Copy file name to clipboardExpand all lines: Resources/ServerInfo/Guidebook/Jobs.xml
+8-3Lines changed: 8 additions & 3 deletions
Original file line number
Diff line number
Diff line change
@@ -9,7 +9,7 @@ SS14 has a large number of jobs, divided into seven major departments:
9
9
It primarily functions as folks who entertain, clean, and serve the rest of the crew, with the exception of assistants who have no particular job beyond getting lost in maintenance.
10
10
11
11
## Cargo
12
-
[color=#b18644]Cargo[/color] consists of the cargo technicians, salvage specialists, and the quartermaster. As a department, it responsible resource distribution and trade, capable of buying and selling things on the galactic market.
12
+
[color=#b18644]Cargo[/color] consists of the cargo technicians, mail technicians, salvage specialists, mining specialists, and the quartermaster. As a department, it responsible resource distribution and trade, capable of buying and selling things on the galactic market.
13
13
14
14
For the most part, this means they scrounge around the station and assorted wrecks to find materials to sell and redistribute, and purchase materials other departments request.
15
15
@@ -29,14 +29,19 @@ Scientists should seek out new artifacts to study, as well as solicit department
29
29
Engineering is readily equipped to go safely into space, and as such they should always attempt to repair uninhabitable parts of the station.
30
30
31
31
## Security
32
-
[color=#cb0000]Security[/color] consists of the security cadets, lawyers, detective, security officers, warden, and the head of security. As a department it is responsible for dealing with troublemakers and non-humanoid threats like giant rats and carp.
32
+
[color=#cb0000]Security[/color] consists of the security cadets, security officers, brig medics, duty officers, detective, warden, and the head of security. As a department it is responsible for dealing with troublemakers and non-humanoid threats like giant rats and carp.
33
33
34
34
As a result of this, and the need to walk a fine line, security sometimes is overwhelmed by angry crew (don't kill the clown), and it is important for its members to try and stay on their best behavior.
35
35
36
36
## Command
37
37
[color=#1b67a5]Command[/color] consists of every department head. It is responsible for keeping the station and its departments running efficiently.
38
38
39
-
Command members should always be relatively competent in their respective departments and attempt to delegate responsibility and direct work.
39
+
Command members should always be relatively competent in their respective departments and attempt to delegate responsibility and direct work. You report directly to Central Command.
40
+
41
+
## NanoTrasen
42
+
[color=#478eff]NanoTrasen[/color] consists of the nanotrasen representative, magistrate, internal affairs agents, nanotrasen career trainers, and station ai. It is responsible for maintaining oversight and offering guidance to Command.
43
+
44
+
While NanoTrasen owns the research stations the crew works on, they have been pulled away on more important business for over 50 years, leaving the manning and daily operations to a contractor known as Central Command. The job of NanoTrasen personnel on stations is to ensure they actually do their jobs, properly, and do not attempt to seize control for themselves.
40
45
41
46
# Getting Your Job Changed
42
47
The [color=#9fed58]Head of Personnel[/color] is the person in charge of changing ID accesses and handing out encryption keys. Head over to their office and let them know what job you'd like to work instead.
Copy file name to clipboardExpand all lines: Resources/ServerInfo/Guidebook/Security/Security.xml
+1-1Lines changed: 1 addition & 1 deletion
Original file line number
Diff line number
Diff line change
@@ -5,7 +5,7 @@ Ensuring the safety of both station and crew is number one for [color=#cb0000]Se
5
5
They face [textlink="Syndicate Agents" link="Traitors"], [textlink="Nuclear Operatives" link="NuclearOperatives"], [textlink="Zombies" link="Zombies"] and unruly staff.
6
6
7
7
## Personnel
8
-
[color=#cb0000]Security[/color]'s staff is made up of Security Cadets, Security Officers, and the Detective. [color=#cb0000]Security[/color] is run by the Warden and Head of Security.
8
+
[color=#cb0000]Security[/color]'s staff is made up of Security Cadets, Security Officers, Brig Medics, Duty Officers, and the Detective. [color=#cb0000]Security[/color] is run by the Warden and Head of Security.
Stir Stir is the more troublesome cousin of the slightly less disreputable Bar Monkey, [color=yellow]Pun Pun[/color]. Often called a cell stuffer, due to how frequently he finds himself behind bars. Despite everything, the charges never seem to stick for long.
10
+
11
+
Stir Stir can almost always be found locked up in [color=yellow]Genpop[/color] in [color=red]Security[/color] at the start of every shift.
12
+
13
+
## Roleplaying As and With Stir Stir
14
+
Stir Stir might be behind bars, but he is [color=red]not an Antagonist[/color]. Leeway may be given by Staff for breakout attempts, but murder and constant griefing is not allowed. You require [color=yellow] 2 hours of Security Officer play time[/color] to play as Stir Stir for a reason, so you know how annoying it would be if you acted poorly.
15
+
16
+
The circumstances of Stir Stir's incarceration are intentionally ambiguous, and are left up to the Roleplayers to decide every round. Depending on what is decided as Stir Stir's crime, [color=red]Security[/color] can decide to allow [color=yellow]parole[/color] by involving the [color=yellow]Magistrate or Lawyers[/color] in the process for procedure and Roleplay.
17
+
18
+
## Antagonists and Stir Stir
19
+
Stir Stir is designed as a Roleplay-first role for players, but like all Smart Monkeys and Kobolds, you can roll [color=red]Antagonist Roles[/color] as him. Your objectives will be difficult as you start behind bars.
20
+
21
+
His imprisonment may also be to his benefit. Stir Stir has a spotty past and there are plenty of reasons for the [color=red]Syndicate[/color] to want him, dead or alive. Perhaps breaking out isn't always the best idea.
0 commit comments