Adding/removing jobs

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CPTANT
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Adding/removing jobs

Post by CPTANT » #265977

What are the steps required to add or remove a job type on the station?
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Qbopper
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Re: Adding/removing jobs

Post by Qbopper » #265993

What do you mean by this - are you making a new map, or are you trying to create a brand new role for all stations?
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CPTANT
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Re: Adding/removing jobs

Post by CPTANT » #266011

Qbopper wrote:What do you mean by this - are you making a new map, or are you trying to create a brand new role for all stations?

I want to merge the doctor and chemist into one doctor role.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Adding/removing jobs

Post by Qbopper » #266034

CPTANT wrote:
Qbopper wrote:What do you mean by this - are you making a new map, or are you trying to create a brand new role for all stations?

I want to merge the doctor and chemist into one doctor role.
Yes, but are you doing this on a new station you're creating, or are you trying to create a PR to merge the two roles on every station?
Limey wrote:its too late.
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Re: Adding/removing jobs

Post by CPTANT » #266058

Qbopper wrote:
CPTANT wrote:
Qbopper wrote:What do you mean by this - are you making a new map, or are you trying to create a brand new role for all stations?

I want to merge the doctor and chemist into one doctor role.
Yes, but are you doing this on a new station you're creating, or are you trying to create a PR to merge the two roles on every station?
I want to merge it on the existing stations.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Okand37
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Re: Adding/removing jobs

Post by Okand37 » #266073

Personally I'm not sure how well merging the two jobs on existing stations will be received, but you can take a look at omegastation or even better birdboatstation for an idea of how to add equipment, ID access, and so forth to jobs as well as how to remove existing ones.
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Re: Adding/removing jobs

Post by kevinz000 » #266108

Sigh, people trying to make medical roles even less important/divided.
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Re: Adding/removing jobs

Post by oranges » #266146

your pr won't make it far.

but you can adjust jobs in the jobs controller subsystem
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Re: Adding/removing jobs

Post by Qbopper » #266406

As stated previously, good luck ever getting this merged, but it shouldn't be a difficult job

I don't think you need to do much more than scrap any references to chemists and then change anything that requires chemist level access to a doctor's level access

Seriously though if you're doing this with any intent beyond wanting to test it for fun/changes for your own server, this is a waste of time, it won't happen
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Re: Adding/removing jobs

Post by John_Oxford » #266463

>someone asks a code question
>"are you gonna make a pr lol"
>repeats the code question
>"are you gonna make a pr lol"
>yes
>OMG YOUR PR GON GET DENIED
>"LOL ABSOLUTE SEPERATION"
>LOL FUCK OFF STUPID CODER DONT KNOW WHAT YOUR DOIN LOL MUH HERTIGE

this is why we can't have the amazing rare thing called "new people"

also, can you set up preferences to where dependent on what station it is, you will have a different selection of jobs open?
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Qbopper
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Re: Adding/removing jobs

Post by Qbopper » #266472

John_Oxford wrote:>someone asks a code question
>"are you gonna make a pr lol"
>repeats the code question
>"are you gonna make a pr lol"
>yes
>OMG YOUR PR GON GET DENIED
>"LOL ABSOLUTE SEPERATION"
>LOL FUCK OFF STUPID CODER DONT KNOW WHAT YOUR DOIN LOL MUH HERTIGE
>question is posed
>ask OP question about what they mean specifically
>ask again to clarify because I'm not sure if he means for a specific station he's creating or as a general change to all maps
>tell him it's not likely to happen when he does clarify and give him advice anyways

ok oxford
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oranges
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Re: Adding/removing jobs

Post by oranges » #266532

ignore oxford posts, report oxford threads, delete oxford posters
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Re: Adding/removing jobs

Post by lzimann » #266576

To actually answer the question: You will have to edit the job datum, making a new one(or editing the existing one) to have the outfit/access that you want for the job merge, then, if you edit the job name, you will have to edit the landmarks on the maps to have the correct job's name.
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CPTANT
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Re: Adding/removing jobs

Post by CPTANT » #266863

Hey what if we move the discussion of whether or not you think this is a good idea to the ideas forum instead?

https://tgstation13.org/phpBB/viewtopic.php?f=9&t=10110
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Screemonster
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Re: Adding/removing jobs

Post by Screemonster » #271968

Asking "how do you do this" or "how does this work" is a different question to "should we do this".
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