Mrs. Honeywell's Jobs
The full mechanics behind the daily list: how it's planned, every job template with its exact goal formula, and the reward pools. See The Day for the loop this fits into, and Mrs. Honeywell for the character.
How the list is planned
The host plans the day's list from a seeded RNG (seed:quests:night), so every player in co-op sees an identical list without it ever being invented client-side.
- Day 1 is always the fixed three: Get the lights working, Lunch time, Round them up — deliberately teaching fuel, food, and toddlers before anything harder shows up.
- Day 2 onward, jobs are drawn from a shared pool:
fuel, repair, clean, eat, lunch, bandage, rescue, searchRoom, lights, visit, hide, drawing, hamster, holocard, plusbandagea second time,crayontwice (only while Grump hasn't turned), andfuel,eat,rescueeach added an extra time — weighting the "big three" survival jobs (and "Patch someone up") above the flavour ones. The pool is shuffled, then picked through in order. - List length: 3 jobs, rising to 4 from night/day 6 onward.
- A job that can't happen in this school is skipped, not left broken. Each candidate is resolved to a real room before being accepted:
lunchneeds a cafeteria or kitchen;bandageneeds a nurse's office and at least one toddler actually hurt that day;searchRoomneeds a room type with at least 3 searchable props; every room-specific job (searchRoom, lights, visit, drawing, hamster, crayon, holocard) needs at least one room of an eligible type to actually exist in this generated school. If a candidate resolves to nothing, the planner moves to the next pool entry instead of shipping a list one job short — a bug fixed in commitdf20bcewhere quest lists could previously come up short.
Every job template
| Job | Event it listens for | Goal | Eligible rooms | Reward tier |
|---|---|---|---|---|
Get the lights working (genStart) | Pulling the generator's starter cord successfully | 1 (day 1 only) | Boiler room | Good |
Feed the generator (fuel) | Pouring fuel in | 1 can (night < 4), 2 cans (night ≥ 4) | — | Great |
Patch it up (repair) | Fitting a spare part | 1 part (night < 5), 2 parts (night ≥ 5) | — | Good |
Tidy up (clean) | Cleaning a mess | min(5, 2 + floor(night/3)) | — | Good |
Lunch from Meredith (lunch) | Getting served a tray | 1 | Requires a cafeteria or kitchen to exist | Basic |
Lunch time (eat) | Eating something | 1 (night ≤ 1), 2 (night > 1) | — | Basic |
Patch someone up (bandaged) | Winning the plaster minigame on a hurt toddler | 1 | Requires a nurse's office to exist, and at least one hurt toddler that day | Good |
Round them up (saved) | Carrying a toddler to your classroom | 1 (night ≤ 1), 2 (night > 1, capped at 2) | — | Great |
Rummage through … (search, matched to the target room) | Searching a container in the target room | 3 | Library, art, music, cafeteria, kitchen, nurse, Lost & Found, storage — only rooms with 3+ searchable props qualify | Basic |
Brighten … (lights, matched to the target room) | Switching that room's lights on | 1 | Library, art, music, gym, cafeteria, kitchen, nurse | Basic |
Go and look at … (visit, matched to the target room) | Entering that room | 1 | Playground, gym, library, music, bathroom, kitchen | Basic |
Hide and seek (hide) | Entering a hiding spot | 3 | — | Basic |
Read the walls (drawing) | Reading a crayon drawing (spawns one) | 1 | Library, art, music, cafeteria, gym | Basic |
Find Mr. Wiggles (deliver: hamster, spawns one) | Carrying the hamster to your classroom | 1 | Gym, library, art, music, cafeteria, nurse, playground | Great |
Grump's crayon (deliver: crayon, spawns one) | Giving Grump back his crayon — only offered before he turns | 1 | Art, library, cafeteria, gym, bathroom | Good |
The shiny card (deliver: holocard, spawns one) | Leaving the card in Lost & Found | 1 | Gym, playground, cafeteria, music, library | Good |
The crayon template is pushed into the day's pool twice on any day Grump hasn't turned yet, making it noticeably more likely to be picked than a single-copy template.
Reward pools
On completion, a job's reward is drawn from its tier's pool using a per-job seeded RNG (seed:reward:night:index), then placed in the crib.
| Tier | Possible rewards (one set chosen at random) |
|---|---|
| Basic | 1 battery · 1 snack + 1 apple · 2 glow sticks · 1 juice box · 1 duct tape |
| Good | 1 sandwich · 1 night light + 1 battery · 1 teddy · 1 spare part · 1 milk + 1 apple |
| Great | 1 fuel can · 1 staff key + 1 sandwich · 1 wrench · 2 spare parts · 1 night light + 1 battery + 1 snack |
How progress is tracked
Each job on the list listens for exactly one event type (shown above). Progress only advances when that event fires and, for room-specific jobs, the event's room matches the job's assigned room. A job completes the instant its progress reaches its goal — there's no need to finish everything at once, and jobs can be worked in any order or in parallel.
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