From baec2469487c275ea9891dde15c9a7b06fca47c5 Mon Sep 17 00:00:00 2001 From: Peperos Date: Fri, 13 Mar 2026 17:58:51 +0100 Subject: [PATCH 01/12] [VERY WIP] Cyborg modules guidelines --- .../departments/silicon/modules guideline.md | 50 +++++++++++++++++++ .../departments/{ => silicon}/silicon.md | 0 2 files changed, 50 insertions(+) create mode 100644 src/en/space-station-14/departments/silicon/modules guideline.md rename src/en/space-station-14/departments/{ => silicon}/silicon.md (100%) diff --git a/src/en/space-station-14/departments/silicon/modules guideline.md b/src/en/space-station-14/departments/silicon/modules guideline.md new file mode 100644 index 0000000000..7e9bc0fbc7 --- /dev/null +++ b/src/en/space-station-14/departments/silicon/modules guideline.md @@ -0,0 +1,50 @@ +||VERY WIP|| +||I'm not sure how to write comments so i might be just doing those lines|| +||It currently contains the info i think should be put in to this doc, and later it shall be discussed with #silicon maintainers|| +||TODO:|| +- Specialized modules - what they are and what is specialization +- Modules philosophy - just what borgs modules should do and shouldn't +- Module clusters - how many slots should be in each modules, how to split all the items/slots for a borg for each module, how many modules slots borg should have +- +||Ideas and drafts:|| +|| +- If a slot allows for carrying a lot of diverse materials, it should be whitelisted (produce, materials, tiles, yada yada) +- If a slot holds unique borg tooling (upgraded buckets, stronger versions of items that are not possible to acquire by crew) it should be a unremovable +- a small amount of whitelisted hands for things like tools may be allowed, but only if having hand-per-tool would cause the amount of hands to be unreasonably big +- Any whitelisted hand should only allow for items from a single category, a whitelist hand cannot for example hold materials AND tiles, those would have to be 2 seperate hands + +explain what the doc is about +explain why the doc is needed and what issues it is meant to solve +present the solution +how the solution addresses the problems +borg hand whitelisted +the doc is written because borg hand whitelisting currently has no guidelines which leads to a lot of microbalancing with no way to properly continue forward +the solution is whatever i wrote above +it allows borgs to have whitelisted hands without being overwhelming and dealing with microbalancing yada yada +|| + +||Actualy start of the document:|| + +# Cyborg modules guideline + +This document is about guidelines on how to create or modify borg modules +It was created because of the lack of consistency and quality between borg modules +Those guidelines are to help figuring out how to structure singular modules or structure whole specialized borg modules. + +## Module slots + +Modules slot ||explain what module slots are?|| +There are 2 types of slots in a module: +- An item slot which is an item permanently attached to that slot and cannot be removed from it +- A hand slot which is often an empty slot in which only whitelisted items can be picked up in to it and removed + +Here are the things you should think about when deciding what slot to add. +For items: +- If it is a tool that doesn't require to be placed on the floor, is reusable it should be +- ||add more examples|| + +For hands: +- If an item is removed on use (it is usually better to create a regenerating item or a tool that uses that item) +- ||Add more examples|| + +## Module clusters \ No newline at end of file diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon/silicon.md similarity index 100% rename from src/en/space-station-14/departments/silicon.md rename to src/en/space-station-14/departments/silicon/silicon.md From ba810a968a283aab22d18bd4f72a880b65fc947b Mon Sep 17 00:00:00 2001 From: Peperos Date: Fri, 13 Mar 2026 19:24:12 +0100 Subject: [PATCH 02/12] More stuff, still not all --- .../departments/silicon/modules guideline.md | 61 ++++++++++++++----- 1 file changed, 45 insertions(+), 16 deletions(-) diff --git a/src/en/space-station-14/departments/silicon/modules guideline.md b/src/en/space-station-14/departments/silicon/modules guideline.md index 7e9bc0fbc7..69c66715a0 100644 --- a/src/en/space-station-14/departments/silicon/modules guideline.md +++ b/src/en/space-station-14/departments/silicon/modules guideline.md @@ -2,10 +2,12 @@ ||I'm not sure how to write comments so i might be just doing those lines|| ||It currently contains the info i think should be put in to this doc, and later it shall be discussed with #silicon maintainers|| ||TODO:|| -- Specialized modules - what they are and what is specialization -- Modules philosophy - just what borgs modules should do and shouldn't - Module clusters - how many slots should be in each modules, how to split all the items/slots for a borg for each module, how many modules slots borg should have -- +- Evil modules - Antag modules: xenoborg, syndiborg modules +- what items can be whitelisted +- when to use a hand slot and alternativly make it an item +- unique borg items and when you should add them/ make them + ||Ideas and drafts:|| || - If a slot allows for carrying a lot of diverse materials, it should be whitelisted (produce, materials, tiles, yada yada) @@ -13,14 +15,6 @@ - a small amount of whitelisted hands for things like tools may be allowed, but only if having hand-per-tool would cause the amount of hands to be unreasonably big - Any whitelisted hand should only allow for items from a single category, a whitelist hand cannot for example hold materials AND tiles, those would have to be 2 seperate hands -explain what the doc is about -explain why the doc is needed and what issues it is meant to solve -present the solution -how the solution addresses the problems -borg hand whitelisted -the doc is written because borg hand whitelisting currently has no guidelines which leads to a lot of microbalancing with no way to properly continue forward -the solution is whatever i wrote above -it allows borgs to have whitelisted hands without being overwhelming and dealing with microbalancing yada yada || ||Actualy start of the document:|| @@ -31,20 +25,55 @@ This document is about guidelines on how to create or modify borg modules It was created because of the lack of consistency and quality between borg modules Those guidelines are to help figuring out how to structure singular modules or structure whole specialized borg modules. -## Module slots +## Cyborg modules +Cybrog modules are an item that is designed to inserted in to a cyborg that grants them items or slots they can use. +Most modules are already build into a borg when selecting a chasie or spawning in in casees of direlects, xenoborgs and +syndiborgs. Some modules have to be fabricated in exosuit fabricator usually located in robotics/science department, +fabricated in xenoborg core or bought through an uplink. Cyborgs drop all their modules on the floor when destroyed. +Modules can be looked at, added or removed from a cyborg if their mentaince panel is open. + +### Module slots +Modules have slots compared to humanoid hands, but are much more restricted, but there are many more of them ||better wording needed|| + -Modules slot ||explain what module slots are?|| There are 2 types of slots in a module: - An item slot which is an item permanently attached to that slot and cannot be removed from it - A hand slot which is often an empty slot in which only whitelisted items can be picked up in to it and removed Here are the things you should think about when deciding what slot to add. For items: -- If it is a tool that doesn't require to be placed on the floor, is reusable it should be +- Tool that don't require to be placed on the floor, and is reusable - ||add more examples|| For hands: -- If an item is removed on use (it is usually better to create a regenerating item or a tool that uses that item) +- Cyborgs should never have unrestricted hand slots ||specify why|| +- Item is removable on use (it is usually better to create a regenerating item or a tool that uses that item) ||might want to split this|| +- If there are many items of similar usage and are interchangeable (like instruments) - ||Add more examples|| -## Module clusters \ No newline at end of file +### Normal and Specialized modules +Normal modules, often depicted as gay, fit in to any chasie as long as there is an empty slot ||is it true with syndi modules?|| +Specialized modules are modules that are only designed to fit in to one type of borg chasie. +Overall normal modules should usually contain items that a passager could get without added acess and +specialized modules should contain items usually found in their chosen department. + +Normal modules: +- They should be universal and not specialized in to any department +- ||add more examples|| + +Specailized modules: +- Should fit the theme of the department in which they are specialized in +- Should include the tools that department usually use ||maybe add examples|| +- ||add more examples|| + +### Upgrade modules +Some research unlocks an upgraded version of modules. Those modules are only specialized and that is the only upgrade +to them. +Upgraded modules should do everything that previous module could or more. It can also contain items that can be better +than a humanoid counterpart + +### Module slots and how to slice them +Borg usually have all their items seperated in to groups which are then put in to modules. +Each module should contain 6 or less items, otherwise the slots are put on top of each other, exeption to this rule +might be hand slots for storing things. +Each module should fallow a theme ||might want to rewrite this|| \ No newline at end of file From 377cfb99ed899fe01afca25a4a8c926759c336ba Mon Sep 17 00:00:00 2001 From: Peperos Date: Fri, 13 Mar 2026 23:11:09 +0100 Subject: [PATCH 03/12] gay modules are not real... --- .../modules guideline.md => cyborg modules guidlines.md} | 2 +- src/en/space-station-14/departments/{silicon => }/silicon.md | 0 2 files changed, 1 insertion(+), 1 deletion(-) rename src/en/space-station-14/departments/{silicon/modules guideline.md => cyborg modules guidlines.md} (97%) rename src/en/space-station-14/departments/{silicon => }/silicon.md (100%) diff --git a/src/en/space-station-14/departments/silicon/modules guideline.md b/src/en/space-station-14/departments/cyborg modules guidlines.md similarity index 97% rename from src/en/space-station-14/departments/silicon/modules guideline.md rename to src/en/space-station-14/departments/cyborg modules guidlines.md index 69c66715a0..6de8c477ce 100644 --- a/src/en/space-station-14/departments/silicon/modules guideline.md +++ b/src/en/space-station-14/departments/cyborg modules guidlines.md @@ -52,7 +52,7 @@ For hands: - ||Add more examples|| ### Normal and Specialized modules -Normal modules, often depicted as gay, fit in to any chasie as long as there is an empty slot ||is it true with syndi modules?|| +Normal modules, often depicted as gray, fit in to any chasie as long as there is an empty slot ||is it true with syndi modules?|| Specialized modules are modules that are only designed to fit in to one type of borg chasie. Overall normal modules should usually contain items that a passager could get without added acess and specialized modules should contain items usually found in their chosen department. diff --git a/src/en/space-station-14/departments/silicon/silicon.md b/src/en/space-station-14/departments/silicon.md similarity index 100% rename from src/en/space-station-14/departments/silicon/silicon.md rename to src/en/space-station-14/departments/silicon.md From 659eed1731d95bec36b6184b3a4b400eb6529124 Mon Sep 17 00:00:00 2001 From: Peperos Date: Fri, 13 Mar 2026 23:35:34 +0100 Subject: [PATCH 04/12] scar bug fixes --- .../departments/cyborg modules guidlines.md | 35 ++++++++++--------- 1 file changed, 18 insertions(+), 17 deletions(-) diff --git a/src/en/space-station-14/departments/cyborg modules guidlines.md b/src/en/space-station-14/departments/cyborg modules guidlines.md index 6de8c477ce..e53c8ea853 100644 --- a/src/en/space-station-14/departments/cyborg modules guidlines.md +++ b/src/en/space-station-14/departments/cyborg modules guidlines.md @@ -17,7 +17,7 @@ || -||Actualy start of the document:|| +||Actual start of the document:|| # Cyborg modules guideline @@ -26,11 +26,12 @@ It was created because of the lack of consistency and quality between borg modul Those guidelines are to help figuring out how to structure singular modules or structure whole specialized borg modules. ## Cyborg modules -Cybrog modules are an item that is designed to inserted in to a cyborg that grants them items or slots they can use. -Most modules are already build into a borg when selecting a chasie or spawning in in casees of direlects, xenoborgs and +Cyborg modules are an item that is designed to inserted in to a cyborg that grants them items or slots they can use. +Most modules are already build into a borg when selecting a chassis or spawning in, in cases of direlects, xenoborgs and syndiborgs. Some modules have to be fabricated in exosuit fabricator usually located in robotics/science department, fabricated in xenoborg core or bought through an uplink. Cyborgs drop all their modules on the floor when destroyed. -Modules can be looked at, added or removed from a cyborg if their mentaince panel is open. +Modules can be looked at or added from a cyborg if their maintenance panel is open, but not always remove them +Some modules provide items that are strictly better than humanoid counterpart and usually have infinite uses with regenerative delay ### Module slots Modules have slots compared to humanoid hands, but are much more restricted, but there are many more of them ||better wording needed|| @@ -51,17 +52,16 @@ For hands: - If there are many items of similar usage and are interchangeable (like instruments) - ||Add more examples|| -### Normal and Specialized modules -Normal modules, often depicted as gray, fit in to any chasie as long as there is an empty slot ||is it true with syndi modules?|| -Specialized modules are modules that are only designed to fit in to one type of borg chasie. -Overall normal modules should usually contain items that a passager could get without added acess and -specialized modules should contain items usually found in their chosen department. +### Generic and Specialized modules +Generic modules, often depicted as gray, fit in to any chassis as long as there is an empty slot ||is it true with syndi modules?|| +(tools, jet modules for space movement, module for carrying materials without an ability to use them) +Specialized modules are modules that are only designed to fit in to one type of borg chassis. -Normal modules: -- They should be universal and not specialized in to any department +Generic modules: +- should contain item/slots that aren't department locked and are of general use ||what is general use|| to cyborgs. (tools, jet modules for space movement) - ||add more examples|| -Specailized modules: +Specialized modules: - Should fit the theme of the department in which they are specialized in - Should include the tools that department usually use ||maybe add examples|| - ||add more examples|| @@ -69,11 +69,12 @@ Specailized modules: ### Upgrade modules Some research unlocks an upgraded version of modules. Those modules are only specialized and that is the only upgrade to them. -Upgraded modules should do everything that previous module could or more. It can also contain items that can be better -than a humanoid counterpart +- Upgraded modules should do everything that its predecessor could do or more. ### Module slots and how to slice them Borg usually have all their items seperated in to groups which are then put in to modules. -Each module should contain 6 or less items, otherwise the slots are put on top of each other, exeption to this rule -might be hand slots for storing things. -Each module should fallow a theme ||might want to rewrite this|| \ No newline at end of file +- Each module should contain 6 or less items, otherwise the slots are put on top of each other, exception to this rule +might be hand slots for storing things. ||might want to rewrite this|| +- Every module should have a theme it tries to achieve, and shouldn't try to fit several themes at once +(gardening module over a module that has both gardening tools and chemistry tools) + From 2b7ccb33bab04cfeb7dbca0786b455bbb3410c77 Mon Sep 17 00:00:00 2001 From: Peperos Date: Fri, 13 Mar 2026 23:36:51 +0100 Subject: [PATCH 05/12] forgor --- .../departments/{ => silicon}/cyborg modules guidlines.md | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename src/en/space-station-14/departments/{ => silicon}/cyborg modules guidlines.md (100%) diff --git a/src/en/space-station-14/departments/cyborg modules guidlines.md b/src/en/space-station-14/departments/silicon/cyborg modules guidlines.md similarity index 100% rename from src/en/space-station-14/departments/cyborg modules guidlines.md rename to src/en/space-station-14/departments/silicon/cyborg modules guidlines.md From a2361fa37cfcff229c1f80e57095b02bda2a13a6 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Sat, 23 May 2026 01:28:25 -0700 Subject: [PATCH 06/12] le doc --- .../proposals/silicon_hand_whitelist.md | 41 +++++++++++++++++++ 1 file changed, 41 insertions(+) create mode 100644 src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md diff --git a/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md b/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md new file mode 100644 index 0000000000..53c89c5e65 --- /dev/null +++ b/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md @@ -0,0 +1,41 @@ +# Cyborg Whitelisted 'Hands' + +| Designers | Implemented | GitHub Links | +|------------|-------------|---------------------------------------------------------------------------| +| ThatGuyUSA | YES | [PR #38668](https://github.com/space-wizards/space-station-14/pull/38668) | + +## What are whitelisted Cyborg 'hand' slots? + +Whitelisted hand slots are the solution to future proofing Cyborg inventories. + +Essentially it is a traditional 'hand' you would find on a humanoid, that can only hold items of the corresponding tag or component that we tell it to. + +## Before its implementation + +Cyborgs were given 'empty stack' prototypes that could exclusively hold the item assigned to it. + +Before [PR #38668](https://github.com/space-wizards/space-station-14/pull/38668), Cyborgs were given slots that could only hold one specific item, indicated by a silhouette of that item. It had a shortcoming of scaling terribly, making for a poor user experience the more 'hands' someone had to interface with in a single module. + +If a Cyborg wanted to hold reinforced uranium glass, a `reinforced uranium glass hand` would have been created to be placed into a module. While it accomplished what we needed, it would a huge commitment for an uncommon material that one might not even interact with in most rounds. + +Due to how Cyborgs navigate their inventory, swapping between larger lists of slots and tools can become tedious quickly leading to a diminished user experience. + +## Implementation + +Whitelisted Cyborg 'hands' aim to generalize things a cyborg can hold utilizing Tags and Components, while still limiting their freedom. + +Instead of having one slot each for gauze, bruise packs, and ointment, you have 3 slots that can hold any topical medication. If someone wants to exclusively stack up on gauze and blood packs, they may do so as they please. + +This allows the Cyborg player to fill their inventory to better suit their needs, while maintaining the restrictions of whatever module the hand is part of. + +## What a whitelisted 'hand' slot IS: + +- A way to compliment and empower Cyborg's embedded toolkit. + +- A way to condense cluttered modules by merging redundant slots together. + +## What a whitelisted 'hand' slot ISN'T: + +- A fully identical, normal hand but on a Cyborg instead. + +- A shortcut to alleviate or negate a Cyborg's inventory restrictions. \ No newline at end of file From f8c82101e7210fbe8f8e4e7d11558d9b2fa214a4 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Sat, 23 May 2026 16:28:44 -0700 Subject: [PATCH 07/12] addressed a few things, i think --- src/SUMMARY.md | 1 + .../proposals/silicon_hand_whitelist.md | 38 +++++++++++++++---- 2 files changed, 32 insertions(+), 7 deletions(-) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 70ce6f0fc7..1133b738c7 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -288,6 +288,7 @@ Space Station 14 - [Proposals]() - [Lawset Modification](en/space-station-14/departments/silicon/proposals/lawset_modification.md) + - [Cyborg Whitelisted 'Hands'](en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md) General Proposals ================ diff --git a/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md b/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md index 53c89c5e65..61d59d0479 100644 --- a/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md +++ b/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md @@ -6,7 +6,7 @@ ## What are whitelisted Cyborg 'hand' slots? -Whitelisted hand slots are the solution to future proofing Cyborg inventories. +Whitelisted 'hand' slots are the solution to future proofing Cyborg inventories. Essentially it is a traditional 'hand' you would find on a humanoid, that can only hold items of the corresponding tag or component that we tell it to. @@ -28,14 +28,38 @@ Instead of having one slot each for gauze, bruise packs, and ointment, you have This allows the Cyborg player to fill their inventory to better suit their needs, while maintaining the restrictions of whatever module the hand is part of. -## What a whitelisted 'hand' slot IS: +## Empowering embedded tools -- A way to compliment and empower Cyborg's embedded toolkit. +Embedded tools should not be obsoleted by 'hands', they should compliment each other's existence. -- A way to condense cluttered modules by merging redundant slots together. +The centerpiece of a cyborg module should never be the 'hands', the embedded tools should be the main reason a Cyborg would want a certain module. It is important for keeping Cyborgs exclusive tools the reason a player would want to be a Cyborg. -## What a whitelisted 'hand' slot ISN'T: +If the 'hands' are too versatile, then it undermines the limitations of being a Cyborg. For this reason they must be limited in what they can carry. If a Cyborg needs to carry tools it is preferred they are made into embedded slots rather than whitelisted 'hands'. -- A fully identical, normal hand but on a Cyborg instead. +## Broad categories -- A shortcut to alleviate or negate a Cyborg's inventory restrictions. \ No newline at end of file +Whitelisted items for slots must be contextually related. + +If there are too many options in a category to make into embedded slots, whitelisted slots may be used in place of them. However, the items must be related both functionally and contextually. + +Giving a Cyborg a "machine construction" 'hand' that can hold machine parts, all cable types, batteries, igniters, and beakers may seem like a good idea as they are all related to constructing / upgrading machines. But giving the slot so much versatility has inadvertently made other modules redundant. + +That slot can pour drinks, splash people, lay cables, and replace batteries in devices. Some of which have entire modules centered around doing so, such as the wiring module. It is a common pitfall to make a 'hand' overly useful, so development should be done with extreme caution. + +## Dos and Don'ts + +### What whitelisted 'hands' should be: + +- A slot that can hold produce and seeds. + +- A slot that can only hold various types of glass. + +- A slot that can exclusively hold gardening tools. + +### What a whitelisted 'hand' SHOULDN'T be: + +- A functionally identical, and nearly indistinguishable single humanoid hand. + +- A slot that can hold all construction materials ranging from Wood to Uranium. + +- A slot that can hold functionally similar but very unrelated things, such as both knives and swords. \ No newline at end of file From 7cda99e3c048732770b483f578c1d64018fb0de6 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Sat, 23 May 2026 23:17:22 -0700 Subject: [PATCH 08/12] I got it twisted, but it should be ok now --- .../proposals/silicon_hand_whitelist.md | 30 ++++++++++++------- 1 file changed, 19 insertions(+), 11 deletions(-) diff --git a/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md b/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md index 61d59d0479..bd682ced54 100644 --- a/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md +++ b/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md @@ -1,8 +1,8 @@ # Cyborg Whitelisted 'Hands' -| Designers | Implemented | GitHub Links | -|------------|-------------|---------------------------------------------------------------------------| -| ThatGuyUSA | YES | [PR #38668](https://github.com/space-wizards/space-station-14/pull/38668) | +| Designers | Implemented | GitHub Links | +|------------|-------------|---------------------------------------------------------------------------------------------------------| +| ThatGuyUSA | Yes | [Borg hands & hand whitelisting](https://github.com/space-wizards/space-station-14/pull/38668), [Cyborg module guidelines](https://github.com/space-wizards/docs/pull/615) | ## What are whitelisted Cyborg 'hand' slots? @@ -10,13 +10,17 @@ Whitelisted 'hand' slots are the solution to future proofing Cyborg inventories. Essentially it is a traditional 'hand' you would find on a humanoid, that can only hold items of the corresponding tag or component that we tell it to. +They must follow the [Cyborg module guidelines](https://github.com/space-wizards/docs/pull/615)* like any other module slot in order to maintain consistency amongst Cyborgs design choices. + +\* At the time of writing, the Cyborg module guideline design document is incomplete. + ## Before its implementation Cyborgs were given 'empty stack' prototypes that could exclusively hold the item assigned to it. Before [PR #38668](https://github.com/space-wizards/space-station-14/pull/38668), Cyborgs were given slots that could only hold one specific item, indicated by a silhouette of that item. It had a shortcoming of scaling terribly, making for a poor user experience the more 'hands' someone had to interface with in a single module. -If a Cyborg wanted to hold reinforced uranium glass, a `reinforced uranium glass hand` would have been created to be placed into a module. While it accomplished what we needed, it would a huge commitment for an uncommon material that one might not even interact with in most rounds. +If a Cyborg wanted to hold reinforced uranium glass, a "reinforced uranium glass hand" would have been created to be placed into a module. While it accomplished what we needed, it would a huge commitment for an uncommon material that one might not even interact with in most rounds. Due to how Cyborgs navigate their inventory, swapping between larger lists of slots and tools can become tedious quickly leading to a diminished user experience. @@ -38,13 +42,13 @@ If the 'hands' are too versatile, then it undermines the limitations of being a ## Broad categories -Whitelisted items for slots must be contextually related. +Whitelisted items for slots must be contextually related to the module they are a part of. -If there are too many options in a category to make into embedded slots, whitelisted slots may be used in place of them. However, the items must be related both functionally and contextually. +If there are too many options in a category to make into a reasonable amount of embedded slots, whitelisted slots may be used in place of them. However, the items must be related both functionally and contextually. Giving a Cyborg a "machine construction" 'hand' that can hold machine parts, all cable types, batteries, igniters, and beakers may seem like a good idea as they are all related to constructing / upgrading machines. But giving the slot so much versatility has inadvertently made other modules redundant. -That slot can pour drinks, splash people, lay cables, and replace batteries in devices. Some of which have entire modules centered around doing so, such as the wiring module. It is a common pitfall to make a 'hand' overly useful, so development should be done with extreme caution. +That slot can pour drinks, and lay cables. Both of which have modules dedicated to doing so, and should be avoided. It is a common pitfall to make a 'hand' overly useful, so development should be done with extreme caution. ## Dos and Don'ts @@ -52,14 +56,18 @@ That slot can pour drinks, splash people, lay cables, and replace batteries in d - A slot that can hold produce and seeds. -- A slot that can only hold various types of glass. +- A slot that can hold all construction materials ranging from Wood to Uranium, but not tiles. -- A slot that can exclusively hold gardening tools. +- A slot that can hold flatpacks. + +- A slot that can hold reagent containers such as beakers, vials, small bottles and jugs. ### What a whitelisted 'hand' SHOULDN'T be: - A functionally identical, and nearly indistinguishable single humanoid hand. -- A slot that can hold all construction materials ranging from Wood to Uranium. +- A slot that can hold machine components such as boards and batteries, but also things like beakers and cables. + +- A slot that can hold functionally similar things such as knives and swords, when it should be an embedded slot instead. -- A slot that can hold functionally similar but very unrelated things, such as both knives and swords. \ No newline at end of file +- A whitelisted slot that holds a piece of unique cyborg tech, which can be dropped and exchanged for something else. \ No newline at end of file From 8c3face7b468b5de6b008c27cfd9bad2b8362478 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Mon, 25 May 2026 02:23:09 -0700 Subject: [PATCH 09/12] saving --- .../silicon/cyborg modules guidlines.md | 55 ++++++++++--------- 1 file changed, 28 insertions(+), 27 deletions(-) diff --git a/src/en/space-station-14/departments/silicon/cyborg modules guidlines.md b/src/en/space-station-14/departments/silicon/cyborg modules guidlines.md index e53c8ea853..4c973902bf 100644 --- a/src/en/space-station-14/departments/silicon/cyborg modules guidlines.md +++ b/src/en/space-station-14/departments/silicon/cyborg modules guidlines.md @@ -1,19 +1,19 @@ ||VERY WIP|| -||I'm not sure how to write comments so i might be just doing those lines|| -||It currently contains the info i think should be put in to this doc, and later it shall be discussed with #silicon maintainers|| +||I'm not sure how to write comments, so I might be just doing those lines|| +||It currently contains the info I think should be put in to this doc, and later it shall be discussed with #silicon maintainers|| ||TODO:|| -- Module clusters - how many slots should be in each modules, how to split all the items/slots for a borg for each module, how many modules slots borg should have -- Evil modules - Antag modules: xenoborg, syndiborg modules +- Module clusters - how many slots should be in each module, how to split all the items/slots for a Cyborg for each module, how many modules slots Cyborg should have +- Evil modules - Antagonist exclusive modules: Xenoborg, Syndicate Cyborg modules - what items can be whitelisted -- when to use a hand slot and alternativly make it an item -- unique borg items and when you should add them/ make them +- when to use a hand slot and alternatively make it an item +- unique Cyborg items and when you should add them/ make them ||Ideas and drafts:|| || -- If a slot allows for carrying a lot of diverse materials, it should be whitelisted (produce, materials, tiles, yada yada) -- If a slot holds unique borg tooling (upgraded buckets, stronger versions of items that are not possible to acquire by crew) it should be a unremovable -- a small amount of whitelisted hands for things like tools may be allowed, but only if having hand-per-tool would cause the amount of hands to be unreasonably big -- Any whitelisted hand should only allow for items from a single category, a whitelist hand cannot for example hold materials AND tiles, those would have to be 2 seperate hands +- If a slot allows for carrying a lot of diverse materials, it should be whitelisted (produce, materials, tiles, etc.) +- If a slot holds unique Cyborg tooling (upgraded buckets, stronger versions of items that are not possible to acquire by crew) it should be an unremovable +- A small amount of whitelisted hands for things like tools may be allowed, but only if having hand-per-tool would cause the amount of hands to be unreasonably big +- Any whitelisted hand should only allow for items from a single category, a whitelist hand cannot for example hold materials AND tiles, those would have to be 2 separate hands || @@ -21,15 +21,15 @@ # Cyborg modules guideline -This document is about guidelines on how to create or modify borg modules -It was created because of the lack of consistency and quality between borg modules -Those guidelines are to help figuring out how to structure singular modules or structure whole specialized borg modules. +This document is about guidelines on how to create or modify Cyborg modules +It was created because of the lack of consistency and quality between Cyborg modules +Those guidelines are to help figuring out how to structure singular modules or structure whole specialized Cyborg modules. ## Cyborg modules Cyborg modules are an item that is designed to inserted in to a cyborg that grants them items or slots they can use. -Most modules are already build into a borg when selecting a chassis or spawning in, in cases of direlects, xenoborgs and -syndiborgs. Some modules have to be fabricated in exosuit fabricator usually located in robotics/science department, -fabricated in xenoborg core or bought through an uplink. Cyborgs drop all their modules on the floor when destroyed. +Most modules are already build into a Cyborg when selecting a chassis or spawning in, in cases of derelicts, Xenoborgs and +Syndicate Cyborgs. Some modules have to be fabricated in exosuit fabricator usually located in robotics/science department, +fabricated in Xenoborg core or bought through an uplink. Cyborgs drop all their modules on the floor when destroyed. Modules can be looked at or added from a cyborg if their maintenance panel is open, but not always remove them Some modules provide items that are strictly better than humanoid counterpart and usually have infinite uses with regenerative delay @@ -38,24 +38,25 @@ Modules have slots compared to humanoid hands, but are much more restricted, but There are 2 types of slots in a module: -- An item slot which is an item permanently attached to that slot and cannot be removed from it -- A hand slot which is often an empty slot in which only whitelisted items can be picked up in to it and removed +- An embedded tool that and cannot be removed from the module. +- A whitelisted 'hand' slot in which only specific items can be picked up and dropped. -Here are the things you should think about when deciding what slot to add. -For items: -- Tool that don't require to be placed on the floor, and is reusable -- ||add more examples|| +Here are the things you should consider when deciding what slot to add. +For embedded tools: +- Items that do not require deployment. +- Items that are not consumable or have limited use. +- Tools that For hands: -- Cyborgs should never have unrestricted hand slots ||specify why|| +- Cyborgs should never have unrestricted hand slots, as it undermines their restrictions ||specify why|| - Item is removable on use (it is usually better to create a regenerating item or a tool that uses that item) ||might want to split this|| - If there are many items of similar usage and are interchangeable (like instruments) - ||Add more examples|| ### Generic and Specialized modules -Generic modules, often depicted as gray, fit in to any chassis as long as there is an empty slot ||is it true with syndi modules?|| +Generic modules, often depicted as gray, fit in to any chassis as long as there is an empty slot. ||is it true with Syndicate modules?|| (tools, jet modules for space movement, module for carrying materials without an ability to use them) -Specialized modules are modules that are only designed to fit in to one type of borg chassis. +Specialized modules are modules that are only designed to fit in to one type of Cyborg chassis. Generic modules: - should contain item/slots that aren't department locked and are of general use ||what is general use|| to cyborgs. (tools, jet modules for space movement) @@ -72,8 +73,8 @@ to them. - Upgraded modules should do everything that its predecessor could do or more. ### Module slots and how to slice them -Borg usually have all their items seperated in to groups which are then put in to modules. -- Each module should contain 6 or less items, otherwise the slots are put on top of each other, exception to this rule +Borg usually have all their items separated in to groups, which are then put in to modules. +- Each module should contain 6 or fewer items, otherwise the slots are put on top of each other, exception to this rule might be hand slots for storing things. ||might want to rewrite this|| - Every module should have a theme it tries to achieve, and shouldn't try to fit several themes at once (gardening module over a module that has both gardening tools and chemistry tools) From fc6f50cde862f841cfc658e9b062314d5db42e9c Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Tue, 26 May 2026 00:36:07 -0700 Subject: [PATCH 10/12] I'm eating doc PR 615 and putting it in this one --- src/SUMMARY.md | 1 + .../cyborg_modules_guidelines.md} | 37 +++++++++++-------- .../proposals/silicon_hand_whitelist.md | 4 +- 3 files changed, 24 insertions(+), 18 deletions(-) rename src/en/space-station-14/departments/silicon/{cyborg modules guidlines.md => proposals/cyborg_modules_guidelines.md} (64%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 1133b738c7..c2a6ee40ef 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -288,6 +288,7 @@ Space Station 14 - [Proposals]() - [Lawset Modification](en/space-station-14/departments/silicon/proposals/lawset_modification.md) + - [Cyborg Module Guidelines](en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md) - [Cyborg Whitelisted 'Hands'](en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md) General Proposals diff --git a/src/en/space-station-14/departments/silicon/cyborg modules guidlines.md b/src/en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md similarity index 64% rename from src/en/space-station-14/departments/silicon/cyborg modules guidlines.md rename to src/en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md index 4c973902bf..0dd7b73703 100644 --- a/src/en/space-station-14/departments/silicon/cyborg modules guidlines.md +++ b/src/en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md @@ -33,28 +33,33 @@ fabricated in Xenoborg core or bought through an uplink. Cyborgs drop all their Modules can be looked at or added from a cyborg if their maintenance panel is open, but not always remove them Some modules provide items that are strictly better than humanoid counterpart and usually have infinite uses with regenerative delay -### Module slots -Modules have slots compared to humanoid hands, but are much more restricted, but there are many more of them ||better wording needed|| +## Module slots +Module slots are the primary way Cyborgs interact with their environment. +Slots are the Cyborg equivalent of humanoid hands, but unlike hands, they are fixed loadouts that the Cyborg must cycle through to use. Since Cyborgs lack conventional equipment slots for additional inventories like humanoids, this is the main way they "store" items for them to use around their environment. -There are 2 types of slots in a module: -- An embedded tool that and cannot be removed from the module. +There are two types of slots in a module: +- An embedded tool that cannot be removed from the module. - A whitelisted 'hand' slot in which only specific items can be picked up and dropped. -Here are the things you should consider when deciding what slot to add. -For embedded tools: -- Items that do not require deployment. -- Items that are not consumable or have limited use. -- Tools that +When making slots, a few precautions must be taken: -For hands: -- Cyborgs should never have unrestricted hand slots, as it undermines their restrictions ||specify why|| -- Item is removable on use (it is usually better to create a regenerating item or a tool that uses that item) ||might want to split this|| -- If there are many items of similar usage and are interchangeable (like instruments) -- ||Add more examples|| +### For embedded slots: +- Ensure the item is thematically related to the module it is a part of, filling a "gardening module" with a crowbar does not make sense as the crowbar has no gardening functionality. +- Do not use items that require deployment to function, the point of the tool is that it integrated into the Cyborg, if it must be detachable, a whitelisted 'hand' is better suited for it. +- Do not use items that are consumable or have limited use, if the item gets exhausted, the slot would be rendered useless for the remainder of the slot's installation. +- If an existing exhaustable item is a perfect candidate for a slot, make a new self-sufficient or renewable variant for Cyborg exclusive use. -### Generic and Specialized modules -Generic modules, often depicted as gray, fit in to any chassis as long as there is an empty slot. ||is it true with Syndicate modules?|| +### For 'hands': +- Ensure the 'hand' slots are restricted in what they can hold, if a hand lacks any restriction, it bypasses limitations that Cyborgs are designed around. +- Do not use categories that are too broad, having a "medical" 'hand' is too vague and involves whitelisting many functionally unrelated items. +- Use narrow item categories that have too many options to be embedded in a reasonable amount of slots, like instruments, topical medicine, and construction materials. +- Never put Cyborg exclusive technology in a whitelisted 'hand', even if a superior version of it exists, Cyborg exclusive items are meant to stay in the modules. + +## Generic modules +Generic modules are modules that can fit into any chassis, regardless of model. + +A generic module can be fit into any Cyborg and come in a variety of designs, (tools, jet modules for space movement, module for carrying materials without an ability to use them) Specialized modules are modules that are only designed to fit in to one type of Cyborg chassis. diff --git a/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md b/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md index bd682ced54..cd0e507346 100644 --- a/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md +++ b/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md @@ -8,7 +8,7 @@ Whitelisted 'hand' slots are the solution to future proofing Cyborg inventories. -Essentially it is a traditional 'hand' you would find on a humanoid, that can only hold items of the corresponding tag or component that we tell it to. +Essentially it is a traditional 'hand' that would be on a humanoid, that can only hold items of the corresponding tag or component that we tell it to. They must follow the [Cyborg module guidelines](https://github.com/space-wizards/docs/pull/615)* like any other module slot in order to maintain consistency amongst Cyborgs design choices. @@ -28,7 +28,7 @@ Due to how Cyborgs navigate their inventory, swapping between larger lists of sl Whitelisted Cyborg 'hands' aim to generalize things a cyborg can hold utilizing Tags and Components, while still limiting their freedom. -Instead of having one slot each for gauze, bruise packs, and ointment, you have 3 slots that can hold any topical medication. If someone wants to exclusively stack up on gauze and blood packs, they may do so as they please. +Instead of having one slot each for gauze, bruise packs, and ointment, they can have 3 slots that can hold any topical medication. If someone wants to exclusively stack up on gauze and blood packs, they may do so as they please. This allows the Cyborg player to fill their inventory to better suit their needs, while maintaining the restrictions of whatever module the hand is part of. From 1f8af828c44930bd522962e687a37464647c4721 Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Thu, 28 May 2026 02:47:36 -0700 Subject: [PATCH 11/12] hoch oben am himmel~ uber der kargen erde~ we live our best lives, in diesem robotemparadies! --- src/SUMMARY.md | 2 +- ..._whitelist.md => cyborg_hand_whitelist.md} | 2 +- .../proposals/cyborg_modules_guidelines.md | 60 ++++++++++--------- 3 files changed, 35 insertions(+), 29 deletions(-) rename src/en/space-station-14/departments/silicon/proposals/{silicon_hand_whitelist.md => cyborg_hand_whitelist.md} (99%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index c2a6ee40ef..5d3b13c1b0 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -289,7 +289,7 @@ Space Station 14 - [Proposals]() - [Lawset Modification](en/space-station-14/departments/silicon/proposals/lawset_modification.md) - [Cyborg Module Guidelines](en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md) - - [Cyborg Whitelisted 'Hands'](en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md) + - [Whitelisted Cyborg 'hands'](en/space-station-14/departments/silicon/proposals/cyborg_hand_whitelist.md) General Proposals ================ diff --git a/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md b/src/en/space-station-14/departments/silicon/proposals/cyborg_hand_whitelist.md similarity index 99% rename from src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md rename to src/en/space-station-14/departments/silicon/proposals/cyborg_hand_whitelist.md index cd0e507346..02a0b7388b 100644 --- a/src/en/space-station-14/departments/silicon/proposals/silicon_hand_whitelist.md +++ b/src/en/space-station-14/departments/silicon/proposals/cyborg_hand_whitelist.md @@ -1,4 +1,4 @@ -# Cyborg Whitelisted 'Hands' +# Whitelisted Cyborg 'hands' | Designers | Implemented | GitHub Links | |------------|-------------|---------------------------------------------------------------------------------------------------------| diff --git a/src/en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md b/src/en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md index 0dd7b73703..b48c28723b 100644 --- a/src/en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md +++ b/src/en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md @@ -13,8 +13,6 @@ - If a slot allows for carrying a lot of diverse materials, it should be whitelisted (produce, materials, tiles, etc.) - If a slot holds unique Cyborg tooling (upgraded buckets, stronger versions of items that are not possible to acquire by crew) it should be an unremovable - A small amount of whitelisted hands for things like tools may be allowed, but only if having hand-per-tool would cause the amount of hands to be unreasonably big -- Any whitelisted hand should only allow for items from a single category, a whitelist hand cannot for example hold materials AND tiles, those would have to be 2 separate hands - || ||Actual start of the document:|| @@ -27,7 +25,7 @@ Those guidelines are to help figuring out how to structure singular modules or s ## Cyborg modules Cyborg modules are an item that is designed to inserted in to a cyborg that grants them items or slots they can use. -Most modules are already build into a Cyborg when selecting a chassis or spawning in, in cases of derelicts, Xenoborgs and +Most modules are already built into a Cyborg when selecting a chassis or spawning in, in cases of derelicts, Xenoborgs and Syndicate Cyborgs. Some modules have to be fabricated in exosuit fabricator usually located in robotics/science department, fabricated in Xenoborg core or bought through an uplink. Cyborgs drop all their modules on the floor when destroyed. Modules can be looked at or added from a cyborg if their maintenance panel is open, but not always remove them @@ -36,7 +34,7 @@ Some modules provide items that are strictly better than humanoid counterpart an ## Module slots Module slots are the primary way Cyborgs interact with their environment. -Slots are the Cyborg equivalent of humanoid hands, but unlike hands, they are fixed loadouts that the Cyborg must cycle through to use. Since Cyborgs lack conventional equipment slots for additional inventories like humanoids, this is the main way they "store" items for them to use around their environment. +Slots are the Cyborg equivalent of humanoid hands, but unlike hands, they are an array of slots that the Cyborg must cycle through to use. Since Cyborgs lack conventional equipment slots for additional inventories like humanoids, this is the main way they "store" items for them to use around their environment. There are two types of slots in a module: - An embedded tool that cannot be removed from the module. @@ -45,42 +43,50 @@ There are two types of slots in a module: When making slots, a few precautions must be taken: ### For embedded slots: -- Ensure the item is thematically related to the module it is a part of, filling a "gardening module" with a crowbar does not make sense as the crowbar has no gardening functionality. - Do not use items that require deployment to function, the point of the tool is that it integrated into the Cyborg, if it must be detachable, a whitelisted 'hand' is better suited for it. - Do not use items that are consumable or have limited use, if the item gets exhausted, the slot would be rendered useless for the remainder of the slot's installation. - If an existing exhaustable item is a perfect candidate for a slot, make a new self-sufficient or renewable variant for Cyborg exclusive use. -### For 'hands': +### For whitelisted 'hands': - Ensure the 'hand' slots are restricted in what they can hold, if a hand lacks any restriction, it bypasses limitations that Cyborgs are designed around. - Do not use categories that are too broad, having a "medical" 'hand' is too vague and involves whitelisting many functionally unrelated items. - Use narrow item categories that have too many options to be embedded in a reasonable amount of slots, like instruments, topical medicine, and construction materials. - Never put Cyborg exclusive technology in a whitelisted 'hand', even if a superior version of it exists, Cyborg exclusive items are meant to stay in the modules. ## Generic modules -Generic modules are modules that can fit into any chassis, regardless of model. +Generic modules are all-around helpful modules that can fit into any chassis, regardless of model. + +Most generic modules can be manufactured at an Exosuit fabricator found in Science's robotics branch, while others may need to be purchased by a Syndicate up-link. Items in these modules are generally helpful to have on any chassis they are installed on, not favoring any specific chassis should it be installed. -A generic module can be fit into any Cyborg and come in a variety of designs, -(tools, jet modules for space movement, module for carrying materials without an ability to use them) -Specialized modules are modules that are only designed to fit in to one type of Cyborg chassis. +Generic modules should contain: +- Items that are not departmentally locked contraband, if an item is exclusive to a department, it does not belong in a generic module. +- Items that have a wide variety of applications, a set of basic tools such as a crowbar, wrench, screwdriver, wire cutters, welder and a multitool have universal utility in many areas of the game. +- A set of specific items that would not be role altering, items like art supplies, or navigational equipment are narrow in category, but do not fundamentally alter a Cyborg's primary specialty. -Generic modules: -- should contain item/slots that aren't department locked and are of general use ||what is general use|| to cyborgs. (tools, jet modules for space movement) -- ||add more examples|| +## Specialized modules: +Specialized modules are chassis specific modules that grant Cyborgs powerful abilities. -Specialized modules: -- Should fit the theme of the department in which they are specialized in -- Should include the tools that department usually use ||maybe add examples|| -- ||add more examples|| +Most specialized modules are integrated into their respective chassis, they provide powerful, themed, utilities to a Cyborg and are the primary tools that make the specialized chassis exceed at their purpose. These should be the primary draw when playing a specific chassis, meaning their contents should have exclusive and powerful technology. + +Specialized modules should contain: +- Items that are heavily themed around the chassis' chosen specialization, the more synonymous, the better. +- Items that have specific use cases, it does not matter how narrow the category may seem, the chassis the module will occupy has one area of expertise, it should exceed at it. +- Powerful, Cyborg exclusive technology. These should be the reason someone will choose a certain chassis, and are one of the primary perks to playing a Cyborg over a humanoid. ### Upgrade modules -Some research unlocks an upgraded version of modules. Those modules are only specialized and that is the only upgrade -to them. -- Upgraded modules should do everything that its predecessor could do or more. - -### Module slots and how to slice them -Borg usually have all their items separated in to groups, which are then put in to modules. -- Each module should contain 6 or fewer items, otherwise the slots are put on top of each other, exception to this rule -might be hand slots for storing things. ||might want to rewrite this|| -- Every module should have a theme it tries to achieve, and shouldn't try to fit several themes at once -(gardening module over a module that has both gardening tools and chemistry tools) +Upgrade modules are a way to further improve a Cyborg's abilities. + +Much like the rest of the station, Cyborgs can be improved in various ways such as research done through the Science department or through resource investments. As the name implies, they are upgrades to existing versions of modules that should surpass the capabilities of the original. +- Upgraded modules should do everything that its predecessor could do and more. +- If there is no way to improve a contents of a module, it may be given new equipment as long as it improves upon the theme in some form. +- Upgraded modules are fabricated, and should come at a slightly premium price such as costing gold, bananium, a fair amount of common material or some other uncommon material. + +### Module slot management +Cyborgs have their equipment separated into reasonably-sized, themed, groups of items. + +For ease of access, a Cyborg's tool kit is split into groups that the Cyborg can swap between. One module could be filled with every item in a Cyborg's tool kit, however this would be at the detriment to the Cyborg. Due to the slots being listed and how a Cyborg swaps between them, larger modules become tedious to swap through. So limiting how many items can be in one module helps keep the 'inventory' of the Cyborg organized and usable. + +Slots should follow these guidelines: +- On average, a module should contain 6 or fewer items, if they have more, additional slots are placed above the existing 6 slots on the UI. Exceptions may be made in which six slots would be too few for a module, common reasons being categories that are too large such as material sheets allow for this. (Steel, glass, plastic, wood, uranium, gold, silver, etc.) +- Ensure the slot is thematically related to the module it is a part of, filling a "gardening module" with a crowbar does not make sense as the crowbar has no gardening functionality. From 5d34a2fc7d3b7400311cb810558e2597bb4c649c Mon Sep 17 00:00:00 2001 From: ThatGuyUSA Date: Sun, 31 May 2026 02:06:42 -0700 Subject: [PATCH 12/12] worlds finest italian chef --- .../proposals/cyborg_hand_whitelist.md | 2 +- .../proposals/cyborg_modules_guidelines.md | 54 +++++++++---------- 2 files changed, 25 insertions(+), 31 deletions(-) diff --git a/src/en/space-station-14/departments/silicon/proposals/cyborg_hand_whitelist.md b/src/en/space-station-14/departments/silicon/proposals/cyborg_hand_whitelist.md index 02a0b7388b..dc73af9803 100644 --- a/src/en/space-station-14/departments/silicon/proposals/cyborg_hand_whitelist.md +++ b/src/en/space-station-14/departments/silicon/proposals/cyborg_hand_whitelist.md @@ -10,7 +10,7 @@ Whitelisted 'hand' slots are the solution to future proofing Cyborg inventories. Essentially it is a traditional 'hand' that would be on a humanoid, that can only hold items of the corresponding tag or component that we tell it to. -They must follow the [Cyborg module guidelines](https://github.com/space-wizards/docs/pull/615)* like any other module slot in order to maintain consistency amongst Cyborgs design choices. +They must follow the [Cyborg module guidelines](en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md)* like any other module slot in order to maintain consistency amongst Cyborgs design choices. \* At the time of writing, the Cyborg module guideline design document is incomplete. diff --git a/src/en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md b/src/en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md index b48c28723b..db3fe6c2f2 100644 --- a/src/en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md +++ b/src/en/space-station-14/departments/silicon/proposals/cyborg_modules_guidelines.md @@ -1,41 +1,30 @@ -||VERY WIP|| -||I'm not sure how to write comments, so I might be just doing those lines|| -||It currently contains the info I think should be put in to this doc, and later it shall be discussed with #silicon maintainers|| -||TODO:|| -- Module clusters - how many slots should be in each module, how to split all the items/slots for a Cyborg for each module, how many modules slots Cyborg should have -- Evil modules - Antagonist exclusive modules: Xenoborg, Syndicate Cyborg modules -- what items can be whitelisted -- when to use a hand slot and alternatively make it an item -- unique Cyborg items and when you should add them/ make them - -||Ideas and drafts:|| -|| -- If a slot allows for carrying a lot of diverse materials, it should be whitelisted (produce, materials, tiles, etc.) -- If a slot holds unique Cyborg tooling (upgraded buckets, stronger versions of items that are not possible to acquire by crew) it should be an unremovable -- A small amount of whitelisted hands for things like tools may be allowed, but only if having hand-per-tool would cause the amount of hands to be unreasonably big -|| - -||Actual start of the document:|| - -# Cyborg modules guideline - -This document is about guidelines on how to create or modify Cyborg modules -It was created because of the lack of consistency and quality between Cyborg modules -Those guidelines are to help figuring out how to structure singular modules or structure whole specialized Cyborg modules. +# Cyborg modules guideline + +This document has been created in hopes of explaining what a Cyborg module is, what their contents should be, and how they should be implemented in the context of the whole game. + +It was written in response to a large influx of microbalance pull requests following the implementation of whitelisted Cyborg 'hands', leading to designs that would infringe on a Cyborg's desired limitations or inadvertently obsolete existing modules. ## Cyborg modules -Cyborg modules are an item that is designed to inserted in to a cyborg that grants them items or slots they can use. -Most modules are already built into a Cyborg when selecting a chassis or spawning in, in cases of derelicts, Xenoborgs and -Syndicate Cyborgs. Some modules have to be fabricated in exosuit fabricator usually located in robotics/science department, -fabricated in Xenoborg core or bought through an uplink. Cyborgs drop all their modules on the floor when destroyed. -Modules can be looked at or added from a cyborg if their maintenance panel is open, but not always remove them -Some modules provide items that are strictly better than humanoid counterpart and usually have infinite uses with regenerative delay +Cyborg modules are items that grant a variety of unique abilities to Cyborgs. + +A majority of modules are given to a Cyborg when they choose a model. The rest are obtained through fabrication at various workstations or purchased through Syndicate up-links. + +To install a module into a Cyborg, it must be unlocked via an assigned access or damaged into a state beyond movement. After it has been unlocked, its maintenance panel can be opened with a screwdriver. In the case of forced maintenance, a prying tool may be used once the Cyborg has been damaged sufficiently. + +With the panel open, modules may be freely removed or added, as long as the chassis has space for the slotted module. +- For embedded modules, they can not be removed through the maintenance panel. + +Upon a Cyborg's destruction, it will drop all their installed modules, allowing for a reinstallation into a new chassis, dependent on its model specifications. + +A Cyborg may only be installed with a limited amount of modules, this is to prevent a Cyborg from becoming an all-in-one solution. ## Module slots Module slots are the primary way Cyborgs interact with their environment. Slots are the Cyborg equivalent of humanoid hands, but unlike hands, they are an array of slots that the Cyborg must cycle through to use. Since Cyborgs lack conventional equipment slots for additional inventories like humanoids, this is the main way they "store" items for them to use around their environment. +A module should rarely ever be one slot, exceptions may apply for certain modules such as the martyr module, but to prevent modules from being too one-off in their scope, it should be avoided. A low slot count is fine, as long as the items in it are powerful enough to warrant it. + There are two types of slots in a module: - An embedded tool that cannot be removed from the module. - A whitelisted 'hand' slot in which only specific items can be picked up and dropped. @@ -81,6 +70,11 @@ Much like the rest of the station, Cyborgs can be improved in various ways such - If there is no way to improve a contents of a module, it may be given new equipment as long as it improves upon the theme in some form. - Upgraded modules are fabricated, and should come at a slightly premium price such as costing gold, bananium, a fair amount of common material or some other uncommon material. +### Passive modules +Passive modules are modules that grant Cyborgs passive abilities. + +As the name suggests, passive modules grants persistant abilities to a Cyborg for having them installed. Because of this persistence, passive abilities should be relatively tame in their capabilities. + ### Module slot management Cyborgs have their equipment separated into reasonably-sized, themed, groups of items.