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 new file mode 100644 index 0000000000..e53c8ea853 --- /dev/null +++ b/src/en/space-station-14/departments/silicon/cyborg modules guidlines.md @@ -0,0 +1,80 @@ +||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 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) +- 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 + +|| + +||Actual 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. + +## 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. +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|| + + +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: +- Tool that don't require to be placed on the floor, and is reusable +- ||add more examples|| + +For hands: +- 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|| + +### 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. + +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: +- 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 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 +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) +