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BSO outer wear pocket parity#600

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MallowSune wants to merge 4 commits intoProjectOmu:masterfrom
MallowSune:bso-coat-pocket-parity
Open

BSO outer wear pocket parity#600
MallowSune wants to merge 4 commits intoProjectOmu:masterfrom
MallowSune:bso-coat-pocket-parity

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@MallowSune
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@MallowSune MallowSune commented Feb 22, 2026

About the PR

The following outer clothing now features a 2x3 storage:

  • Blueshield's Security Armor (ClothingBlueshieldArmourVest)
  • Blueshield's Armored Jacket (ClothingBlueshieldArmoredJacket)
  • Blueshield's Armored Cowboy Jacket (ClothingBlueshieldArmoredCowboyJacket)
  • Blueshield's Armored Marine Vest (ClothingBlueshieldArmoredMarine
  • Blueshield's Armored Vest (ClothingBlueshieldArmoredVest)
  • Blueshield's Armored Kimono (ClothingOuterBlueshieldArmourKimono)

Why / Balance

Prior to this PR, only the Blueshield's Armored Coat and the Blueshield's Armored Winter Coat have pockets. This PR aims to give parity to the rest of the BSO outer clothing to allow more freedom of expression in what BSO players choose to wear.

Technical details

Added 'ClothingOuterStorageBase' to ClothingBlueshieldArmourVest, adding storage to all BSO outer wear.

Media

BSOArmor Kimono

Requirements

Breaking changes

Changelog

🆑

  • tweak: All BSO outer wear on loadout selection now features a 2x3 inventory. Stash your smokes no matter how you choose to look while blueshielding!

@github-actions github-actions bot added the S: Untriaged Has not been set a status; currently not labeled. label Feb 22, 2026
@github-actions github-actions bot added Changes: No C# Purely YAML/non-C#. and removed S: Untriaged Has not been set a status; currently not labeled. labels Feb 22, 2026
@MallowSune
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This is my first PR ever please be nice 🙏

@3PonPon3
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Two things

  1. Almost all the bso outer options parent off of the base bso armour vest - adding the ClothingOuterStorageBase parent to that entity will automatically apply to the rest as they parent off of it
  2. Did you test it in your dev env just to be sure? It's good practice to test even small changes like this, and also to get media for the PR so whichever maint looks over it can see you checked it

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@3PonPon3
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Two things

  1. Almost all the bso outer options parent off of the base bso armour vest - adding the ClothingOuterStorageBase parent to that entity will automatically apply to the rest as they parent off of it
  2. Did you test it in your dev env just to be sure? It's good practice to test even small changes like this, and also to get media for the PR so whichever maint looks over it can see you checked it

@3PonPon3
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That sent twice for some reason

@MallowSune
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Two things

  1. Almost all the bso outer options parent off of the base bso armour vest - adding the ClothingOuterStorageBase parent to that entity will automatically apply to the rest as they parent off of it
  2. Did you test it in your dev env just to be sure? It's good practice to test even small changes like this, and also to get media for the PR so whichever maint looks over it can see you checked it
  1. Ah good to know, will keep that in mind in the future.
  2. Yes I did test this and all the clothes did have the intended inventory.

@3PonPon3
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Then fyi it's best to take screenshots when you test it to post in the "media" part of the PR ^^

@MallowSune
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Alright cleaned up those parents, and updated PR with screenshots.

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@NotActuallyMarty NotActuallyMarty left a comment

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I'm fine with giving the other things pockets, However the main vest should stay without them. The way the coats are balanced is that the coats have slightly weaker armor, in exchange for those pockets and some cold protection for the winter coats.

You should reparent the other outerwear to the blueshield armored coat instead to give them pockets, while the regular armor vest should in my opinion stay pocketless.

# Blueshield Armour Vest
- type: entity
parent: [ BaseCentcommContraband, ClothingOuterArmorCaptainCarapace ]
parent: [ BaseCentcommContraband, ClothingOuterArmorCaptainCarapace, ClothingOuterStorageBase ]
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When changing something that is from upstream (in this case an edit in a file under _Goobstation) Mark it with a comment so that we are aware that this change is made on our end. Otherwise it is exceedingly likely to get reverted by accident as a change if upstream ever touches this file.

You would do so like this, adding a # for a comment in yaml.

Suggested change
parent: [ BaseCentcommContraband, ClothingOuterArmorCaptainCarapace, ClothingOuterStorageBase ]
parent: [ BaseCentcommContraband, ClothingOuterArmorCaptainCarapace, ClothingOuterStorageBase ] # Omu

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Though now that I've added this requested change i realise that it is obsolete due to the things mentioned above. Oh well, make note of this if you get to acting on requested changes.

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4 participants