Adds Research cyborgs [Modularish] (oh no)
About The Pull Request
This PR added a new module for cyborgs it also ~~replaces the malfunctioning AI cyborg factory~~ with the ability when hacked to manufacture cyborgs manually (Cyborg building CO-OP) Malfunctioning AI cyborg factory was added back.
The PR also adds a research cyborg exclusive jaunting module, much like the ninja energy sword and hierophant, when they are emagged or hacked.
An alterative way was added to remove cells on cyborgs to allow for cyborgs to upgrade ONLY cells. Other upgrades are restricted to balance them.
This comes with a few base sprites for the research cyborgs more will be added later or in a future PR.
Why It's Good For The Game
I've always wondered why the research department never had cyborgs of their own, but own them.
Research cyborgs are for a dedicated cyborg type assisting the research department.
~~Disabling the robot factory was done because the printer would just shit 3 to 4 cyborgs at once and make them out of nothing.~~
It was added with and optional Cyborg CO-OP to encourage the cyborgs and the AI to make cyborgs them self if they wish for more cyborgs.
Research cyborgs were given jaunting and a stun arm to hopefully allow them to evade capture. In other words they are to run when hunted as they are mostly defenseless (fighting back is a bad idea.)
Proof Of Testing
NOTE: These images taken were during development and may be missing a few items. Also some items may have been removed wile testing.
LIST OF ITEMS REMOVED: Dropper Syringe Mech gripper
Stock
Fully upgraded
Emagged
Note: NO EMAG
Changelog
:cl: add: Research cyborgs add: ability to pry cyborg cells out del: ~~disabled malf cyborg factory~~ qol: made an alt method removing cells balance: rebalanced cyborg making image: Sprites for research cyborgs code: what ever needed to get the cyborgs working /:cl:
upstream merge has caused new bugs and will have to put this on hold
oh uh, it's ready
qol: made an alt method removing cells balance: rebalanced cyborg making image: Sprites for research cyborgs code: what ever needed to get the cyborgs working
Don't entirely need this in the changelog.
qol: made an alt method removing cells balance: rebalanced cyborg making image: Sprites for research cyborgs code: what ever needed to get the cyborgs working
Don't entirely need this in the changelog.
I'm just used to doing that since I was required to where I last made PRs at.
Got a round in to test my stuff. The module mostly works only problem ran into seems to being unable to pick up rods or eject some stuff, mainly cells, I will be adding rods as a pick up and synth repairs are kinda scuffed, but I will be looking more into it the more I test in real rounds (I can not add any more items kinda at the limit). Other than those two issues seems my local tests all worked as intended.
Why does it need the needle and the dropper?
Also synths have this issue where some of the surgeriesmight require medical tools for surgery. But they should be capable of basic repair and revival
Why does it need the needle and the dropper?
For assisting with Xenobio duties, I'd assume.
Also synths have this issue where some of the surgeries_might_ require medical tools for surgery. But they should be capable of basic repair and revival
I can add the tools required but do know if i do it the inventory will take half of the screen and also would pretty much make Medi borgs useless
Why does it need the needle and the dropper?
For assisting with Xenobio duties, I'd assume.
yes I was told to do such I will be taking suggestions to what items I should remove to cut bloat down
Added rods to be picked up by the sheet apparatus.
~~Stock RPED is broken this seems to be an issue upstream.~~
Initial thoughts is that malf changes should be atomised
The borg model itself also seems like fairly ludicrous power creep, being able to build more borgs and mechs and take out the robotics middle man is bonkers
It's almost all the best parts of engi and medborg plus a ton more
Also "it's defenseless when emagged" but bro you can teleport and stun, that's the most powerful combo outside of "literally a gun"
Initial thoughts is that malf changes should be atomised
The borg model itself also seems like fairly ludicrous power creep, being able to build more borgs and mechs and take out the robotics middle man is bonkers
Mech building is allowed but you can not move them so good luck. Mod building is allowed but is very slow.
Borg building is locked be hind illegal tech and emag.
It's almost all the best parts of engi and medborg plus a ton more
Jessie what are you talking about
Also "it's defenseless when emagged" but bro you can teleport and stun, that's the most powerful combo outside of "literally a gun"
The stun arm is really useless it has a cool off of 4 seconds.
Jaunting is not able to go though walls and has a penalty on using it 3200 KJ of power along with a reasonable cool down for recharge.
Initial thoughts is that malf changes should be atomised
No.
As a gut reaction it doesn't feel really great that they can do most of robotics outside of moving the mechs. Roboticist is already a very limited job that sometimes feels crowded with two people. Sure, there's 'butting in and telling them to buzz off' but that's not fun for anyone to do. It doesn't feel good to be replaced, borgs should be able to help, sure. But being replaced doesn't feel great.
Added cyborg printing back since wow is it painful. Cyborg making is now optional.
Borgs having that power is cool in theory but in practice it ends up being way way too powerful. One of the main weaknesses of borgs is requiring them to have a human to do basic maintence. I think the battery swap thing should take a long period of time to do(something like 10 seconds) as removing their batteries is a big way to gimp borgs. I do think it fits the servers style and vibe but I fear it might be abused hard by Malfs or anyone with a Law Board and a dream.
Idk what the other maintainers think but I don't like this at all.
fuck oops. also yes it's ready.
Waiting on https://github.com/Bubberstation/Bubberstation/pull/1609 to do the changes.