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The 132005th Cybernetics PR #5745

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merged 20 commits into from
Mar 24, 2025

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Gw0sty
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@Gw0sty Gw0sty commented Mar 2, 2025

About The Pull Request

image
Pictured. Everything affected in this PR (That could visually be shown). Minor or big.
Row 1: Adjustments to Medical ERT All Codes Equipment. Janitor ERT Code Red Equipment, and three idiots showing off the Advanced Limbs sprites.
Row 2: Fidget Spinner antirot, GOD, 1.0, 2.0, Terran, Cybersun cyberlinks colours. Meson Eyes.
Row 2: Barber's toolset/default sprite, security toolsets, syndicate toolsets, Botanists toolset, janitor toolsets, Atmospheric toolset, Detective toolset.
Row 3: Science Hud, Pathology Hud, Servlink, Hacked Serverlink, Nanotrasen Serverlink, Powercord Implant, Paramedic toolset.

Additions

  • Meson Eyes (From Paradise)
  • Barber toolset
  • Science hud implant (Sprite from Paradise)
  • Pathology hud implant
  • Barbers, scientists, detectives, pathologists and explorer's get Barber toolset's, science huds implants, dective toolarms, pathology hud implant, and Meson eyes respectivley during a cybernetic revolution.
  • Photon Projectors and armmounted tasers are now researchable.
  • Advanced Limbs have been added (From TG)

Fixes/improvements

  • Cybernetic traits items now use a organ trait flag.
  • Made the syndicate organ version of the autosurgeon act and look like a syndicate version.
  • Gyrotrons have had their sandevestian button removed
  • Fidget spinners are now considered synthetic and won't rot.
  • Cyberlinks and serverlinks will now be coloured based on their encryption level
    Yellow - Low
    Orange - High
    Blood Red - Syndicate
    Dark Blue - Terran
    White - GOD
    Blue - Serverlink
    Light Blue - Perfect serverlink
    Purple - Syndicate serverlink
  • Emag Surgerical arms. (The preset created ones.) now use CYBERSUN access for nukie connivence.
  • Toolarms will now have colour coded sprites.
    Syndicate, Janotorial, Security, Botanical, Power cord sprites are from Paradise.
    Rest were just custom colour jobs.

Changes

  • Shield Arm's now use terran cyberlink.

  • Cybernetic HUD's implants now have a chat text when you toggle it.

  • Adjust progression items of janitor and medical ERT's.

  • Introduced more gamba into the nukies cyberwear kit. Now including
    Mantis blades
    Razorblades
    Esword arms
    Laser arms
    Deep vein Rebooters

  • Medical Code Green and above get serverlinks

  • Medical Code Red gets a Nanotrasen perfect serverlink. Nightvision goggles have been replaced with pathology nightvision for chemical/pathogen analysis. And naturally is a perfect surgeon, allowing their hands to be free for combat gloves akin to the rest of the ERT.

  • Engineer Code Blue gets the insulated tackle gloves like the rest of their team. instead of the basic Insuls.

Why It's Good For The Game

Meson Eyes
Meson's eye's the (idea at the very least) is a idea taken from Paradise. A early research its a comparable option to welding eyes for function for early game cybernetics.
Barber's toolset.
A toolset of the five most basic tools I'd argue for the barber to do their work. Clippers, comb, quantum hair dye, hair dye, razor. For all the griefing and other needs.
High intensity photon projector.
Just an arm mounted flash. Overall a weaker version of the combat, as such its a jobset allowing for a early research.
Arm mounted taser
Unlocked with combat implants with mantis blades and combat arms, it serves as a consistent nonlethal option for security. Providing a slowly recharging basic taser at the cost of lethality of its alternatives.
Advanced Limbs
Adjusted to be unlocked after IPC Replacement parts is researched. The main reason I wanted them is because they looked cool. Functionally they serve as a tier of progression as akin to the cybernetic limbs. Prostetics are t1, cyborg are t2, and advanced t3. Each better than the last. Despite being the most expensive model gain damage reduction and some extra limb health. Stats are currently ported raw/equivlant from TG. Which may be the unbalanced, but we shall see.

Also
Yes
They do glow in the dark
Screenshot 2025-03-10 065250

Shield Arm's Terran Link
Theres two avenues to take this. Functionality/lore perspective the armblades should not be running on the most basic of access's. They are meant for combat and access should reflect that.

Functionality this is a slight buff as their capable of using 2.0 cybernetics, but they have to forgo their shield arm's to use any terran cybernetic (All use arm slot) and get help hacking to use 1.0's.

Hud activation text
Just pleases my brain. And dia huds where you can go a bit without seeing hud relevant information lets you know if its actually on or not.
Gyrotron
It has a button labeled Sandevestian. This button is linked to nothing. Its the greatest troll of all time. Rather than attaching it to a 500 credit sandevestian import item Im removing it. It's description doesn't serve well its purpose so this is the conclusion I'm reaching.
Nukie cybernetic lootbox
The box of cybernetics overall is a underwhelming item. You get 5 of four cyberentics. Two of which take the eye slot meaning your gauranteed to have two cybernetics you cant use. At best. This doesnt fix that. But rather adds more cybernetics so your guaranteed more variety. I threw in some of the syndicate cybernetics that were either really effective. Or don't see much use overall. (Or at all in the eswords case.)

Changelog

🆑
add: Added Meson eyes, Barber's toolarms, Pathologist Hud's, Scientist huds, High intensity Photo Projector, and Arm Mounted tasers as a printable cybernetics.
add: Explorers and Barbers now have roundstart cybernetics during a cybernetic revolution.
add: Cyberlinks and toolarms now have colours/spirtes to help differentiate them at a glance (Sprites mainly from Paradise)
add: The box of cybernetics now has more gamba, rejoyce.
add: Advanced limbs are now researchable, and printable
del: Deleted the pointless "Sandevestian" button from the gyrotron. It's just not a import sande from all appearances. And god help us if it was.
qol: Hud implants now have a message when you toggle them.
balance: hacked surgical arms are now Syndicate access
balance: S.A.Y.A Shieldblade's now use Terran Access
balance: Detectives, scientists, and pathologists now will have more job fitting cybernetics during a cybernetic revolution
balance: Medical and Janitor gear has been touched up slightly.
fix: Suspicious auto surgeons, will now appear and act suspicious.
fix: Fidget spinners are now considered synthetic and won't rot. I don't want to consider the implications of the alternative being.
fix: Plasmaman Detectives will no longer perish for existing during a cybernetic revolution.
/:cl:

@Gw0sty Gw0sty changed the title Cybernetics PR #132005 The 132005th Cybernetics PR Mar 2, 2025
@Gw0sty Gw0sty added Feature: Expansion Some addons for a big new thing Balance perfectly balanced as all things should be labels Mar 2, 2025
@Gw0sty Gw0sty marked this pull request as ready for review March 2, 2025 21:28
@Veth-s Veth-s added the Approval: admin approved PR is approved by admins label Mar 8, 2025
@flleeppyy
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God this looks SO cool

@github-actions github-actions bot added the Merge Conflict DO NOT RENAME THIS LABEL label Mar 18, 2025
@github-actions github-actions bot removed the Merge Conflict DO NOT RENAME THIS LABEL label Mar 19, 2025
@tired-wired tired-wired merged commit 92d8dff into Monkestation:master Mar 24, 2025
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github-actions bot added a commit that referenced this pull request Mar 24, 2025
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4 participants