* Borg type switching. This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything. New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis. These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI. The modules that each borg type starts with: * Generic: tools * Engineering: advanced tools, construction, RCD, cable * Salvage: Grappling gun, appraisal, mining * Janitor: cleaning, light replacer * Medical: treatment * Service: music, service, clowning Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5. Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire. The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs. Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those. The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future. There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code. * Fix sandbox failure due to collection expression. * Module tweak Fix salvage borg modules still having research/lathe recipes Engie borg has regular tool module, not advanced. * Fix inventory system breakage * Fix migrations Some things were missing * Guidebook rewordings & review * MinWidth on confirm selection button
67 lines
5.4 KiB
XML
67 lines
5.4 KiB
XML
<Document>
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# Cyborgs
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Cyborgs are man-machine hybrids, purpose-built by the [textlink="robotics" link="Robotics"] division of science for various duties across the station. Bound by strictly-followed [color=cyan]silicon laws[/color], they serve the crew unconditionally. [italic](Most of the time.)[italic]
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## Basic Components
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<Box>
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<GuideEntityEmbed Entity="CyborgEndoskeleton" Caption="Cyborg Endoskeleton"/>
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<GuideEntityEmbed Entity="ExosuitFabricator" Caption="Exosuit Fabricator"/>
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</Box>
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All cyborgs are built on an endoskeleton, which can be crafted at an [color=#a4885c]Exosuit Fabricator[/color]. Further assembly steps can be followed by [color=#a4885c]examining[/color] the endoskeleton. Once built, further upgrades like additional tools and a longer battery life can be unlocked with modules or improved power cells.
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Newly built cyborgs need a [color=#a4885c]brain[/color] able to interface with the electronic body. There are two main types, both of which are able to speak independently, should the chassis be decommissioned, exchanged, or otherwise suffer an unscheduled disassembly.
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- The [color=#a4885c]Man-Machine Interface[/color] or MMI for short, is an apparatus able to facilitate communication between a biological brain and electronic components, enabling those suffering from major workplace accidents to continue serving their crew, long after their body is gone.
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- The [color=#a4885c]Positronic Brain[/color] is an entirely artificial brain, capable of spontaneous neural activity. The time for the synthetic neurons to descramble can wildly vary, but they allow for the creation of cyborgs without having to extract a brain from a crew member.
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<Box>
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<GuideEntityEmbed Entity="MMIFilled" Caption="Man-Machine Interface"/>
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<GuideEntityEmbed Entity="PositronicBrain" Caption="Positronic Brain"/>
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</Box>
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Both brains can be fabricated without requiring any additional research.
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## Cyborg types
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Once created, a cyborg needs to specialize its chassis to a duty on the station. This determines what modules it starts with, which additional modules can be installed, and what [color=#a4885c]departmental radio channel[/color] it has access to. All cyborgs have access to the [color=#D381C9]Science[/color] and [color=green]station-wide[/color] radio channels. All cyborg types have [color=#a4885c]all-access[/color].
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<Box>
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<GuideEntityEmbed Entity="BorgChassisGeneric" Caption="Generic"/>
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<GuideEntityEmbed Entity="BorgChassisEngineer" Caption="Engineering"/>
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<GuideEntityEmbed Entity="BorgChassisMining" Caption="Salvage"/>
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<GuideEntityEmbed Entity="BorgChassisJanitor" Caption="Janitor"/>
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<GuideEntityEmbed Entity="BorgChassisService" Caption="Service"/>
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<GuideEntityEmbed Entity="BorgChassisMedical" Caption="Medical"/>
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</Box>
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<Box>
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[italic]Examples of various cyborg types[/italic]
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</Box>
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Once a cyborg chassis has been specialized, it cannot be changed. To change types, a new chassis must be constructed. The brain, power cell, and any modules [italic](if they are compatible with the new chassis)[/italic] can be carried over from the old chassis if desired.
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## Modules
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<Box>
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<GuideEntityEmbed Entity="BorgModuleTool" Caption="Tool Cyborg Module"/>
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</Box>
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Cyborgs do not have hands, and therefore cannot pick things up like most other players. Instead, their equipment is provided by various [color=#a4885c]modules[/color]. Every cyborg type starts with its own specific set of modules, but additional modules can be inserted as upgrades. These additional modules can be printed at the [color=#a4885c]Exosuit Fabricator[/color].
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[color=#a4885c]Generic[/color] modules add versatility. They can be fitted into any chassis, granting useful tools such as crowbars, GPS, and the ability to interact with cables. [bold]The generic cyborg chassis can fit up to five additional modules.[/bold]
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<Box>
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<GuideEntityEmbed Entity="BorgModuleCable" Caption="Cable"/>
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<GuideEntityEmbed Entity="BorgModuleGPS" Caption="GPS"/>
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<GuideEntityEmbed Entity="BorgModuleFireExtinguisher" Caption="Fire Extinguisher"/>
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</Box>
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<Box>
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[italic]Examples of generic modules[/italic]
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</Box>
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For more specific needs, [color=#a4885c]specialized[/color] modules are available, granting capabilities like scanning anomalies, constructing walls, reviving crew mates, or cleaning a space lube spill. These modules are typically colored with the same palette as the department [italic](or occupation)[/italic] they relate to. These modules [italic](with exception to [color=#D381C9]science[/color] modules, which can fit any chassis,)[/italic] can only be fitted in their associated borg chassis. [bold]The specialized borg chassis, being the engineering, janitorial, service, medical, and mining chassis, can fit up to three additional modules.[/bold]
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<Box>
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<GuideEntityEmbed Entity="BorgModuleAnomaly" Caption="Anomaly"/>
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<GuideEntityEmbed Entity="BorgModuleRCD" Caption="RCD"/>
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<GuideEntityEmbed Entity="BorgModuleMining" Caption="Mining"/>
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<GuideEntityEmbed Entity="BorgModuleCleaning" Caption="Cleaning"/>
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<GuideEntityEmbed Entity="BorgModuleService" Caption="Service"/>
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<GuideEntityEmbed Entity="BorgModuleTreatment" Caption="Treatment"/>
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</Box>
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<Box>
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[italic]Examples of specialized modules. Note the housing and circuit board colors.
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</Box>
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Additional modules with advanced or novel capabilities can be acquired through new [textlink="technologies" link="Technologies"] researched by scientists.
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</Document>
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