Difference between revisions of "Locker Room"
Studenterhue (talk | contribs) (Fix a chained link) |
Studenterhue (talk | contribs) (Mention that Cog2's facilities do in fact do something hygienic if you have the Stinky trait, which was added when PR #20763 was merged.) |
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This '''Locker Room''' next to [[Staff Assistants' Quarters#Cogmap2|Staff Assistants' Quarters]] is the crew go to get dressed and clean themselves, while they take luxurious baths and get nice tans in the little wooden room, technically called '''Health Spa'''. Unless the admins decide to turn on [[Motives#Sims Motives|sims mode]], the facilities here don't do anything hygienic. Still, they have their uses! Such as: | This '''Locker Room''' next to [[Staff Assistants' Quarters#Cogmap2|Staff Assistants' Quarters]] is the crew go to get dressed and clean themselves, while they take luxurious baths and get nice tans in the little wooden room, technically called '''Health Spa'''. Unless you have the [[Traits#Stinky|Stinky trait]] or the admins decide to turn on [[Motives#Sims Motives|sims mode]], the facilities here don't do anything hygienic. Still, they have their uses! Such as: | ||
*[[General Objects#Bathtub|Bathtubs]] are basically 400-unit beakers, making them ideal for hobo chemistry and mass drug production. | *[[General Objects#Bathtub|Bathtubs]] are basically 400-unit beakers, making them ideal for hobo chemistry and mass drug production. |
Revision as of 06:57, 31 October 2024
Locker Room | |
Location | |
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Last stronghold of human dignity. | |
Everybody |
This Locker Room next to Staff Assistants' Quarters is the crew go to get dressed and clean themselves, while they take luxurious baths and get nice tans in the little wooden room, technically called Health Spa. Unless you have the Stinky trait or the admins decide to turn on sims mode, the facilities here don't do anything hygienic. Still, they have their uses! Such as:
- Bathtubs are basically 400-unit beakers, making them ideal for hobo chemistry and mass drug production.
- Toilets can be used to stash items; simply click on them with the item to put things in, and click drag the toilet's sprite onto your character's to take things out.
- Sinks will quickly wash your clothes and other items of any visible blood stains, and the washing machines to permanently remove any "blood-stained"/"puke-covered"/etc. modifiers from your clothes in case Security starts getting smart with its forensics.
There's also racks of towels and bedsheets and loads of generic jumpsuits and knit caps in all sorts of colors, as well as a uniform manufacturer that can make more of them, on top of backpacks, satchels, and many other things.
The Health Spa room has a few small candles for tasteful furnishing, as well as wardrobe of bathrobes and fuzzy slippers. There is also a tanning bed straight from Space Hawaii, so you have the ghostly white palor or deep-fried quantum cake pizza sandwich tan you've always wanted, and more, without having to talk to those awkward (but well-meaning) Geneticists. Crowbar the tanning bed and change the lighting tubes to get all sorts of bizarre skin tones.
Maintenance information
This room has no vents.
The APC for this room is located in the maintenance tunnel below it.
This room receives power via a wire that goes through the southern door of the white-tiled room.
Locker Room | |
Location | |
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Recalling fond memories of high-school hallways and gym class. | |
Everybody |
This Locker Room is a parlor of sorts for Crew Quarters and the Barbershop, and it serves a different purpose from its Cogmap2 counterpart. It has an array of personal lockers, claimable by swiping an ID card on them, each filled with a spare headset, backpack, satchel, and, for some reason, a remote signaler. There's a few washing machines here, for completely removing the puke/blood out of your clothes, and a unisex bathroom nearby with bathtub and shower facilities.
There's also a clothing booth, so you can outfit yourself in something more modern and fashionable than a black/grey/white generic jumpsuit and knit cap from the wardrobe lockers. Just hand the booth some credits and climb in via click-drag. You'll even get to see what it looks like on you before you buy!
If you want to get away from these lockers in particular or leave the game in general for a short while (to eat/make lunch, for example), you can click on the honking huge Industrial Cryogenic Sleep Unit sitting in the middle of this place to enter "cryosleep" for 5 minutes or more. After those three hundred seconds are over, you can then pop out to rejoin the game, safely thawed out and ready for more SS13.
Maintenance information
This room has no vents. Nothing can get into these lockers. Not even gas physics.
The APC for this room is located in the maintenance tunnel to the right of it.
The functions of the Locker Rooms of other maps have been chewed up, spit out, and booed off stage and redelegated to Toilets, the alley below it, and the Laundry Room.
Locker Room | |
Location | |
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Mischief Storage | |
Everybody |
This Locker Room just below the Crew Quarters actually has more than lockers. The toilets here can be used for for swirlies and somewhat gimmicky item storage, while the showerheads can be used for pranks, if you're crafty. (They don't actually do anything hygiene-related unless sims mode is enabled.) Most importantly, there's also a neat hat for Staff Assistants a plunger.
This is also where crew members go to get dressed for all sorts of occasions. There's various masks here for spicing up your wrestling matches and swimming gear for a dip in the pool nearby. Various uniform lockers are in here, for people transferring into other jobs, and for more general occasions, there's uniform manufacturer for making generic clothing and fancy-schmancy neato-burrito clothing booth here for outfitting yourself in something more fashionable than a generic jumpsuit and knit cap.
If you need a place to store your old clothes or your stash of...medicine, there's an vast array of personal lockers, claimable by swiping an ID card on them, each filled with a spare headset, backpack, satchel, and, for some reason, a remote signaler.
Maintenance information
This room has no vents. That grate in the middle is actually a drain.
The APC for this room is located in the hallway left of this room.
Locker Room | |
Location | |
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Rummage Sale Reject Club HQ | |
Everybody |
This Locker Room right next door to the Nerd Dungeon is Oshan Lab's primary locker storage room. Lockers of what, you may ask? Clothes! Yellow clothes, purple clothes, green clothes, grey clothes--if it's part of ROY G. BIV and the white-grey-black morality trio, then there's a whole locker of knit caps and generic jumpsuits in that color here. Should it somehow run out, there's a uniform manufacturer to restock them and plenty of sheets to refill its supply of cotton.
If you fancy fancier wear, look no further than the clothing booth. This homely wooden machine that almost certainly does not have goblins in it can dress you up in fine garb for all occasions, from the bedroom to the ballroom--provided you pay in cash, of course.
Also, if you're in for a swim sometime soon, swing by and pick up the water wings, inner tube, and/or flippers here. You (probably) won't regret it! Also, if your clothes get so stained that there's more blood/vomit/gib than actual clothing fiber, the sinks and washing machines here will cleanse it all out, in 3 minutes or less.
Maintenance information
This room has no vents. Clothes and vents simply do not go together.
The APC for this room is on the right wall, somewhat towards the northeast corner.
Looking for a room called "Locker Room"? There's no area explicitly called that on the Manta, but there are a few rooms that fulfill some of a locker room's functions. Looking for personal lockers? Seek the Fitness Center. Looking for colorful clothes and a place to change into them? Go to the Bathroom with the toilet stalls and washing machines.