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Cyborg Tools/Module Update
#1
EDIT: Absolutely forgot something that was very important: big thanks to AmaranthineApocalypse and Noah Buttes for taking on the code curse and getting this thing started.

Prepare for some TRANSPARENCY.

Okay, so the cyborg module update was too big for the changelog. This thread should cover the new state of things, plus plans for where it's going.

Firstly, a (non-comprehensive) list of what this update is not:
  • A final state of how cyborgs will be
  • Unable to be changed
  • Supposed to make cyborgs "playable" (for those who think they aren't)
This is a band-aid fix designed to provide a small improvement in the short-term. The thread (and specific post) used for most of the inspiration is this one. This does not include every change in that post.

Broadly speaking, the things included are either a) things that already exist, or b) non-buffed/nerfed versions of what already exist.

At the time of posting, cyborg module tools are as follows (in order):

All Modules
  • Flashlight
  • Omnitool
  • Health analyzer (upgraded)
  • Reagent scanner
  • Atmospherics scanner
  • PDA

Blank Module
Nothing! This is what the robotics manufacturers spit out, you get just the basic tools that all modules get. If a cyborg is being a bit shit I suppose you can give them this? They've still got an omnitool to stab you to death with, though.

This is also what the AI eyebots get to pick from, so they have a couple more scanners now. Yay?

Civilian Module
  • Efficiency upgrade
  • Cell cables
  • Fire extinguisher
  • Pen
  • Portable seed fabricator
  • Plant analyzer
  • Igniter
  • Chainsaw (unbreakable)
  • Produce satchel
  • Bucket
  • Cleaner bottle (space cleaner)
  • Mop
  • Camera monitor
  • Bread knife (low damage knife)
  • Light rolling pin (low damage etc. rolling pin)
  • Icing tube

Engineer Module
  • Meson upgrade
  • Cell cables
  • Atmospherics transporter
  • Fire extinguisher
  • Welding tool
  • T-ray scanner
  • Device analyzer
  • Soldering iron
  • RCD
  • Floor tiles x500
  • Rods x500
  • Steel sheets x500
  • Glass sheets x500
  • Cable coil x500

Mining Module
  • Propulsion upgrade
  • Laser drill
  • Ore scoop
  • Cargo transporter
  • Geological scanner
  • Large ore satchel
  • Large ore satchel
  • Fire extinguisher
  • GPS

Medical Module
  • ProDoc upgrade
  • Defibrillator
  • Scalpel
  • Circular saw
  • Enucleation spoon
  • Hemostat
  • Suture
  • Blood pack
  • Post-incendiary dermal repair stamp ("burn" patches)
  • Tissue reapplication stamp ("brute" patches)
  • Hypospray
  • Hypospray
  • Syringe
  • Syringe
  • Epinephrine reserve tank
  • Anti-toxin reserve tank
  • Large beaker
  • Dropper

Chemistry Module
  • (Can see reagent container contents)
  • Mini-ChemMaster
  • Syringe
  • Syringe
  • Dropper
  • Mechanical Dropper
  • Drinking glass
  • Large beaker
  • Large beaker
  • Large beaker
  • Fire extinguisher

Brobocop Module
  • Self-repair pack upgrade
  • Sound synthesizer
  • Food synthesizer
  • Space beer
  • Drinking glass
  • Coin
  • Probability cube (d6)
  • Zippo lighter
  • Pen
  • Securotron-5000 (the thing that lets you change crew's arrest status)
  • Cardboard tube
  • Forensic scanner
  • Audio log (the tape can be ejected, there is no way to get it back in at the moment - left this way for now as it's not exactly game-breaking)
  • Camera monitor (Added, as per Frank_Stein's suggestion)
  • Hand labeler (Added, as a sorta thing for Frank_Stein's suggestion)


I believe I've covered all relevant things to do with robot modules. I have a list of things that need changing/variants that need making. They are coming. If you see something in the list above and think it's too weak/strong/whatever, check the list below for a planned variant before suggesting it, please.

Pending Variants
  • Cardboard tube: changing a little to give it a small chance to disarm (will apply to cardboard tubes in general) and probably reskinning as something like a wiffle bat
  • Bucket: large (100u) variant pending
  • Hypospray: large (50u) variant pending
  • Fire extinguisher: large (or self-filling, consuming energy?) variant pending
  • Pen: configurable variant pending (basically a customisable writing implement)
  • Audio log: let it load tapes via drag/drop (or letting clicking on a tape with a player switch the tapes out)


There are some things in the original thread that are yet to come, mostly because they involve refactoring/reworking a lot of other parts of the codebase. Feel free to oppose these things/suggest other things, but please try to scope your ideas to tools rather than anything else.

Future Things
  • Bugs/Broken Stuff/Other Improvements
    • Update UI artwork/module sprites for modules to reflect new names (blank, civilian, brobocop)
    • Make the spectroscopic part of chemistry cyborgs an actual upgrade rather than built into their module (and obviously give it to them by default)
    • Fix cyborg cosmetics/paint
    • Fix non-starting modules lacking PDAs
    • Chemical dispenser interface for cyborgs should use the nice one rather than the godawful interface currently
    • General improvements to allow cyborgs to interact with more things (e.g. load materials into manufacturers without a crate/satchel)
    • Once things have settled down a bit, the wiki needs updating - I don't envision the number of modules changing, do feel free to get involved with this now so that newcomers don't have completely out of date information
  • New Tools/Tool Tweaks (to work for Cyborgs)
    • Unilyzer (for all modules): all analyzers in one, either context sensitive or cycleable depending on what seems sensible
    • Medical omnitool (for Medical module): cycle between scalpel/saw/spoon/cauterise (suture) modes, replacing relevant tools
    • Portable oven (for Civilian module)
    • Portable food processor (for Civilian module)
    • Storage transporter (for Mining module, likely rebranding as Resource module): like the atmospherics transporter, but accepts one crate/locker
    • Basic chem dispenser (for Chemistry module): consumes a significant amount of power, allows adding basic chemicals to reagent containers - is going to need some thinking about for balance reasons.
    • Soda/synthehol dispenser (for Brobocop module): dispenses sodas, plus synthehol (a non-tox damaging variant of ethanol, so no human harm!)
    • Some sort of basic handcuffs/duct tape/zipties (for Brobocop module): current implementation of cuffs/tape/zipties doesn't work as a cyborg tool
    • Pseudo-random number generator (for Brobocop module), replaces coin/d6 and gives them more options
    • High-capacity camera (for Brobocop module)
    • Power hammer (for Mining module)
    • Portable ore processor (for Mining/Resource module), for on-the-go processing (possibly also acting as a reclaimer, going to need a lot of testing)
    • Some sort of universal reagent storage that works as both a bucket and an icing tube (for Civilian module): basically looking to reduce the number of tools here
    • Combine the chainsaw/knife into one tool (for Civilian module): with the tool refactoring, a tool that works in both capacities should be possible. Yes, it will probably also work for surgery, but do not expect it to be safe!
    • Material fabricator (for Engineering module): roll the four material stacks into one tool that lets you create sheets/rods/tiles/cable for usage (not just for dropping everywhere) that can apply them/their reinforced variants for construction purposes in exchange for decent amounts of energy.
    • Mediborgs need something to replace limbs with (either a tool able to pick up/install limbs, or something to generate limbs; if the former, stapler too!)
    • Add ticketing programme to cyborg PDA.


There's plenty of related cool stuff incoming, but keeping this conversation to the scope of stuff to do with modules/tools would be great. If you have other cyborg suggestions, please try to find a relevant thread to add to/make your own.
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Messages In This Thread
Cyborg Tools/Module Update - by Mordent - 03-06-2018, 07:56 PM
RE: Cyborg Tools/Module Update - by Lady Birb - 03-06-2018, 09:44 PM
RE: Cyborg Tools/Module Update - by Frank_Stein - 03-06-2018, 09:47 PM
RE: Cyborg Tools/Module Update - by Mordent - 03-06-2018, 10:13 PM
RE: Cyborg Tools/Module Update - by NateTheSquid - 03-07-2018, 01:05 AM
RE: Cyborg Tools/Module Update - by SimianC - 03-07-2018, 04:56 AM
RE: Cyborg Tools/Module Update - by Mordent - 03-07-2018, 05:31 AM
RE: Cyborg Tools/Module Update - by Mordent - 03-07-2018, 07:09 AM
RE: Cyborg Tools/Module Update - by Frank_Stein - 03-08-2018, 09:30 PM
RE: Cyborg Tools/Module Update - by Superlagg - 03-09-2018, 12:22 PM
RE: Cyborg Tools/Module Update - by Frank_Stein - 04-15-2018, 07:45 AM
RE: Cyborg Tools/Module Update - by Mordent - 04-15-2018, 08:44 AM
RE: Cyborg Tools/Module Update - by Tarmunora - 04-15-2018, 05:09 PM

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