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Doors/Cars/Money/Wallets/IDs/Badges/ATM/Mood/Personalities: A lot of changes. - #107

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Iamgoofball:doors
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Doors/Cars/Money/Wallets/IDs/Badges/ATM/Mood/Personalities: A lot of changes.#107
Iamgoofball wants to merge 12 commits into
Monkestation:masterfrom
Iamgoofball:doors

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@Iamgoofball

@Iamgoofball Iamgoofball commented Aug 6, 2026

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About The Pull Request

Doors now operate on a new quality-of-life system designed around minimizing clicking. They'll now search for your keys in all your storage items on your hotbar, and will unlock doors you walk into, then open them. You can also walk through them, and you'll close them behind you! People with the Lazy personality will never close doors behind them. Having Combat Intent on or Walking will make you not close doors behind you either.

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Illegal Identity has been renamed to Forged Documents, to better clarify what the quirk does. It's also now much more customizable!
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Everyone now spawns with a wallet containing identification, as it's 2009 in San Francisco on a dangerous night. Your available identification is based on your origin set in character creation; foreigners will have a passport, American citizens will have a driver's license or state-issued ID.

All your keys are moved into your wallet, and a portion of your starting funds are now given to you as hard cash, so that you've got walking around money. Streetwise controls what percentage of your life savings you're carrying around on you in hard cash; low Streetwise means more cash, high streetwise means more money in the bank.

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Identification has been given a spiffy overhaul, it's now a lot more readable and contains a fancy picture, along with more information about the person in line with what would normally be on the real life equivalent of such a document. It's also more obvious when something's forged! Forgery check rolls will also only display to you if they succeed and it's actually a forged document, as well.

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Characters without any dots in Drive will, if they're an American citizen, be issued state-issued ID for their state of origin instead. The restriction on driving without any Dots in Drive has also been removed, although be wary of collisions with an untrained driver.

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Characters who wish to not carry any identification can take the Undocumented quirk; it'll strip all these new IDs from your character. However, be warned that the police may take issue with this.

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Police badges, lanyards, and ID cards with clear, visible names on them will now, if worn on the ID slot, provide a Guestbook entry for people who examine the wearer with the name on the identifying object. This also respects Forged Documents, along with respecting the skill checks to identify it as fraudulent identification. Not all badges will have names, and not all names will be full names; Police officers, for example, will be "Officer Lastname" instead of their full name on the badge, and this is how they will be entered into your guestbook.

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ATMs have received a massive buff to their damage deflection and base armor. They should no longer be breached roundstart by idiots with tire irons. This will be replaced down the line with proper security mechanisms for ATMs, but for now we'd like people to be able to actually use ATMs as ATMs and not as money pinatas.

Personalities and Mood have been re-enabled; customize your character's opinions on things! We'll be trying to roll out personality support to more tangible things as development continues; the Lazy interaction with door closing is an example of the sort of flavor we'd like to add to personalities.

Reverted the driving changes temporarily, cars need a deeper rework.

Driving has had the impact of the Drive skill on turning adjusted, to be more consistent and understandable. You can also now drunk drive, with all the fun benefits!

Cars now turn the correct way when turning the wheel left while reversing, and vice versa. More like actual car handling in other games! Still need to recode them from scratch to not be dogshit, though.

Why It's Good For The Game

Changelog

🆑
qol: Doors now operate on a new quality-of-life system designed around minimizing clicking.
add: Everyone now spawns with a wallet containing identification, as it's 2009 in San Francisco on a dangerous night.
refactor: Identification has been given a spiffy overhaul, it's now a lot more readable and contains a fancy picture, along with more information about the person in line with what would normally be on the real life equivalent of such a document.
add: Characters who wish to not carry any identification can take the Undocumented quirk; it'll strip all these new IDs from your character.
qol: Illegal Identity has been renamed to Forged Documents, to better clarify what the quirk does. It's also now much more customizable!
add: Police badges, lanyards, and ID cards with clear, visible names on them will now, if worn on the ID slot, provide a Guestbook entry for people who examine the wearer with the name on the identifying object.
add: Personalities and Mood have been re-enabled; customize your character's opinions on things!
balance: ATMs have received a massive buff to their damage deflection and base armor.
balance: Driving has had the impact of the Drive skill on turning adjusted, to be more consistent and understandable. You can also now drunk drive, with all the fun benefits!
fix: Cars now turn the correct way when turning the wheel left while reversing, and vice versa.
del: Removed the loadout entries for passports and driver's licenses.
/:cl:

@SixplyDev

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Not a great big fan of the doors change as it prevents human error in terms of leaving a door open or unlocked for other people to enter. It'd be fine if the door had to be manually closed and locked rather than being instant, effectively preventing anyone else from taking advantage of your carelessness.

@munchyi

munchyi commented Aug 6, 2026

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agreed with comment above , also not a big fan of wallet-id thing feels like bloat

@Iamgoofball

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Locking is not automatic, just closing. You have to manually re-lock it still.

@chazzyjazzy

chazzyjazzy commented Aug 6, 2026

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Atomize your PRs. You don't have to atomize this one - just don't do it again.

@chazzyjazzy chazzyjazzy mentioned this pull request Aug 6, 2026

@chazzyjazzy chazzyjazzy left a comment

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er... this clearly needs a lot of work as far as modularization goes. i suggest simply working out of modular_darkpack and making this upstream - as otherwise, it's gonna be spaghetti.

@Iamgoofball

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@chazzyjazzy Oh, yeah, no, 95% of this is going upstream, I just wanted to field test it and see what works in practice gameplay wise/what doesn't work before splitting and mirroring.

@chazzyjazzy

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wtf? i commit without a title editing in the web browser and copilot randomly generated a commit title. i didn't ask for that shit copilot

@flleeppyy

flleeppyy commented Aug 6, 2026

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wtf? i commit without a title editing in the web browser and copilot randomly generated a commit title. i didn't ask for that shit copilot

this is why i want to move away from github but we cant do that because it would inconvenience literally everyone who contributes to ss13 as a whole. until microsoft does something absurd enough that makes us switch to like. git.gay or something, we are stuck with github.

genuinely thought github training all of its models on OUR CODE was enough for people to switch, but apparently not!

@YosemiteYam

YosemiteYam commented Aug 7, 2026

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Best pr ever made, I cannot go back to non auto doors or walletless behavior

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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~7 days. Please address any outstanding review items and ensure your PR is finished - if both are true, and you have auto-staled anyway, you need to actively ask maintainers (by pinging them in the /tg/station Discord) to (re)review or merge your PR. If no maintainer responds to your request, you may wish to close this PR yourself while you seek maintainer comment, as you will later be able to reopen the PR yourself.

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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~7 days. Please address any outstanding review items and ensure your PR is finished - if both are true, and you have auto-staled anyway, you need to actively ask maintainers (by pinging them in the /tg/station Discord) to (re)review or merge your PR. If no maintainer responds to your request, you may wish to close this PR yourself while you seek maintainer comment, as you will later be able to reopen the PR yourself.

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6 participants