Eigenstasium can no longer create Eigenlockers, but adds rare maint Eigenlockers as a replacement (#94683)

## About The Pull Request

1. Eigenstasium can no longer be splashed onto lockers to link them
2. Maintenance lockers can rarely be linked to another locker on the
station - any locker, including head of staff lockers. This has a 0.1%
chance, which amounts to a ~5% chance to spawn on a map with 50 lockers.
3. Teleporting via an eigenlocker no longer opens up the opposite side,
allowing you to jumpscare people

## Why It's Good For The Game

1a. Eigenstasium's lockers are both significantly easier to produce and
significantly easier to use than our "intended" method of spot-to-spot
teleportation, the Quantum Pad.

There is an argument to be made in that the Quantum Pad needs to be
brought up to this level, and I may do that, because honestly, it's a
valid point. But in the meanwhile, it doesn't really make sense that
Chemistry can make better teleportation... than the teleportation
department.

1b. Eigenstasium wears too many hats. It really is a wonder chem. It
intrudes on other mechanics of other jobs and frankly doesn't need the
extra sauce, it's already interesting enough.

If your wikibox has a *collapsible*, it might be doing too much.... 

<img width="1567" height="397" alt="image"
src="https://github.com/user-attachments/assets/969b6d32-5e85-42a1-8d3b-7769b6968b95"
/>

2. However, teleporting lockers are funny. We have the station trait,
but it announces itself and affects (potentially) every closet, which
ruins some of the mystique. So I wanted to add that effect as something
you can stumble upon in the wild accidentally - Imagine hopping into a
locker in maint to dodge sec and you end up in the Captain's office.

3. Builds off of 2. Finding a locker that teleports you into the middle
of security so you can jump out and surprise them the next time they
show up sounds really funny.

## Changelog

🆑 Melbert
del: Eigenstasium can no longer create Eigenlockers
add: Rarely, maintenance lockers will spawn as Eigenlockers, potentially
linked to any other locker on the station - yes, even the Captain's.
add: Teleporting via an Eigenlocker doesn't auto-open the destination
locker, allowing you to hide in them.
/🆑
This commit is contained in:
MrMelbert
2026-01-04 08:47:34 +13:00
committed by GitHub
parent d723473d07
commit 8259c2fc1e
6 changed files with 53 additions and 35 deletions
@@ -176,8 +176,20 @@ GLOBAL_LIST_EMPTY(roundstart_station_closets)
update_appearance()
/obj/structure/closet/LateInitialize()
if(!opened && is_maploaded)
take_contents()
if(is_maploaded)
// very rare chance that a maintenance closet gets linked to another closet at roundstart
// 0.1% chance -> metastation has ~36 maintenance closets -> P(links>=1) = 3.54% per round -> about once every 30 rounds
if(prob(0.1) && istype(get_area(src), /area/station/maintenance))
var/list/targets = GLOB.roundstart_station_closets.Copy() - src
var/list/picked = list(src)
for(var/i in 1 to pick(1, 2))
picked += pick_n_take(targets)
GLOB.closet_teleport_controller.create_new_link(picked, subtle = TRUE)
if(!opened)
open(force = TRUE, special_effects = FALSE)
if(!opened)
take_contents()
if(sealed)
var/datum/gas_mixture/external_air = loc.return_air()