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Cyborg Fixes #4790
Cyborg Fixes #4790
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Can you also make janitor bots start with full advanced lights replacer? |
I'd also suggest giving the Rescue module inhalers, nothing else, though. They should have them more than the Medical module IMO. However! if you do that, make them stuck with the default cartridge or whatever, and not able to trade it out for different regents. I heard you could do that. Only the Medical Module should be able to swap out cartridges. |
Give a mouse a cookie, and they'll ask for a glass of milk. |
This is a bugfix PR. Any additional developments would require a developmental PR. |
src.emag = new /obj/item/weapon/hand_tele(src) | ||
src.modules += new /obj/item/weapon/storage/bag/slimes(src) | ||
src.modules += new /obj/item/device/slime_scanner(src) | ||
src.modules += new /obj/item/weapon/weldingtool/experimental(src) |
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This is a lot of modules, and seems an awful bit like powercreep and not even an insidious kind. With the addition of hemostat and retractors, along with slime bags and slime scanners, it seems like the science cyborg is capable of pretty much doing every science job perfectly, which imo is not ideal. There is nothing worse than coming on shift and finding a robot has already done your job for you. Not to mention the design philosophy that cyborgs should be limited in their versatility - specialists and not generalists.
Either way, these changes aren't particularly suitable for a master-targeted PR.
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I'll remove the slime scanners and the extra surgery equipment. NanoPaste is still a bug tbh.
changes: | ||
- bugfix: "Broken cyborg syringes can now be repaired inside the cyborg charger." | ||
- balance: "Science Cyborgs now have multitools, wires, and a welder, instead of NanoPaste. Missing Hemostat and Retractor for cyborgifcation were also added. A slime bag and slime scanner were also added. Science Grippers can now carry slime cores, slime potions, and Exosuit parts." | ||
- bugfix: "Added missing Kelotane from borg hypospray. Medical cyborgs have their own inhalers. Medical crippers can now grab blood packs, chem dispensers, and inhaler cartridges." |
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grippers
instead of crippers
And how is adding an inhaler a bugfix? I don't remember the actual crunch of inhalers particularly well. Are they necessary for cyborgs now?
God forbid people exercise their right to make additional suggestions to a QOL pr |
Updated to bypass develop but this PR doesn't fit criteria. Only first and potentially third point are fit for merge into master. The rest are unimportant balance changes and go into dev. |
I'll close this then and put it on dev next cycle. |
Overview
Cyborgs were missing a lot of things they should be able to do, such as carry slime cores or mech parts, for the science module. The medical module hypospray was missing kelotane, for some reason.
Changelog
(If you accidentally broke a syringe as a cyborg, there was no way to repair it unless you had a module reset.)
(Nanopaste is incredibly fucking OP for a cyborg to have, especially when it regenerates. Even then, I think the charge check is broken and you can have unlimited nanopaste. Literally in XenoBiology, I could tank slimes/creatures easily and just give myself nanopaste and all would be fine. I know it feels like that should be in development, but this is honestly a bugfix that is needed. The science cyborg needs the hemostat, retractor, and multitool in order to perform cyborgication as well as some IPC related repairs. The welder tool and wires replace the nanopaste for repairs and assembly.)
(Medical borgs didn't have kelotane for some reason in their hyposprays)
(For the Unathi, I guess.)