Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upImplementation of bionics slots system #15774
Conversation
illi-kun
added some commits
Feb 19, 2016
This comment has been minimized.
This comment has been minimized.
|
I look forward to seeing this completed |
This comment has been minimized.
This comment has been minimized.
|
Nice! |
This comment has been minimized.
This comment has been minimized.
|
I like the idea, but I'd start with a more restricted system at first. It's easier to loosen the restrictions than to tighten them. Having each item specify one body part would be a better start, as it would prevent weird interactions. For example, installing toolset in legs or eye mods in torso. I'd leave mutation interactions for much later. At this point it could only lead to exploits like installing bionics while mutated, then losing mutation but retaining bionics. |
This comment has been minimized.
This comment has been minimized.
|
Great idea! And yeah, leave mutation interactions for later. |
This comment has been minimized.
This comment has been minimized.
I definitely plan to do this, I want something like a list of allowed bodyparts & cost defined for each bionic.
Sure, I've added this as demo of such possibility but yeah, it's easier to remove this entirely for now and return to this point later. |
illi-kun
added some commits
Mar 13, 2016
This comment has been minimized.
This comment has been minimized.
|
How did you plan on dealing with the junk augmentations? Some backgrounds start absolutely covered in them. |
This comment has been minimized.
This comment has been minimized.
|
@Soadreqm I don't see any difference between junk cbms & regular cbms - junk ones also can occupy some space in the dedicated bodypart. |
This comment has been minimized.
This comment has been minimized.
|
@illi-kun I was mostly thinking of the Broken Cyborg start, which loads your body down with a whopping 26 bionics. That sounds like way too many bionics to actually fit inside a body. |
This comment has been minimized.
This comment has been minimized.
|
OK, thanks, I'll keep it in mind as a test case. |
This comment has been minimized.
This comment has been minimized.
articulateSPLINE
commented
Mar 14, 2016
|
I really like this idea, your new bionics menu alone will be well worth the effort! The limit on bionic capacity would be especially cool if it leads to replacing weak meatbag limbs with shiny metal ones that can accommodate more/less bionics with more/less movement penalties respectively. My one critique would be that I'd like to see the bionics listed alphabetically under each limb if at all possible. The current system in game lists them in the order they were installed in, making it pretty hard to find the bionic I want to activate. This is purely a quality of life suggestion however, I don't imagine it will be as much of a problem when I can't fill my characters up with every possible CBM! |
This comment has been minimized.
This comment has been minimized.
|
Sometimes I think Constitution should be added as a stat, it could affect how many Bionics per bodypart you can have, your health points per bodypart, base healthyness and resistance to poison, radiation, infections and parasites. |
This comment has been minimized.
This comment has been minimized.
|
How do you intend to handle power storage bionics under this system? Are they going to count toward available volume but be unrestricted regarding limbs? |
This comment has been minimized.
This comment has been minimized.
ZombiesAreUs
commented
Mar 14, 2016
|
@vache I personally would actually prefer if power storage capacity was limited (and you could with relative ease replace Mk1 with Mk2 to increase it) |
Coolthulhu
reviewed
Mar 22, 2016
| "occupied_bodyparts": [ | ||
| [ "HAND_L", 1 ], | ||
| [ "HAND_R", 1 ] | ||
| ], | ||
| "act_cost": 75, | ||
| "description": "The index fingers of both hands have powerful fire starters which extend from the tip." |
This comment has been minimized.
This comment has been minimized.
Coolthulhu
Mar 22, 2016
Contributor
I just realized how stupid this bionic is. Index-finger sized flamethrower creating raging fires in no time? Using what to create the fire?
Would make sense to move it to the arm instead.
Coolthulhu
reviewed
Mar 22, 2016
| "act_cost": 75, | ||
| "description": "A filtration system in your heart allows you to actively filter out chemical impurities, primarily drugs. It will have limited impact on viruses. Note that it is not a targeted filter; ALL drugs in your system will be affected." | ||
| },{ | ||
| "type": "bionic", | ||
| "id": "bio_alarm", | ||
| "name": "Alarm System", | ||
| "occupied_bodyparts": [ | ||
| [ "TORSO", 5 ], | ||
| [ "HEAD", 1 ] |
This comment has been minimized.
This comment has been minimized.
Coolthulhu
Mar 22, 2016
Contributor
The alarm system is relatively useless, it can have tiny slot cost.
Coolthulhu
reviewed
Mar 22, 2016
| "act_cost": 50, | ||
| "description": "A stimulator system has been implanted alongside your adrenal glands, allowing you to trigger your body's adrenaline response at the cost of some bionic power." | ||
| },{ | ||
| "type": "bionic", | ||
| "id": "bio_blood_filter", | ||
| "name": "Blood Filter", | ||
| "occupied_bodyparts": [ | ||
| [ "TORSO", 6 ] |
This comment has been minimized.
This comment has been minimized.
Coolthulhu
Mar 22, 2016
Contributor
Less than blood analysis? It has a much more powerful (and much less subtle) function.
Coolthulhu
reviewed
Mar 22, 2016
| "act_cost": 25, | ||
| "description": "Small sensors have been implanted in your heart, allowing you to analyze your blood. This will detect many illnesses, drugs, and other conditions." | ||
| },{ | ||
| "type": "bionic", | ||
| "id": "bio_geiger", | ||
| "name": "Integrated Dosimeter", | ||
| "occupied_bodyparts": [ | ||
| [ "TORSO", 2 ], |
This comment has been minimized.
This comment has been minimized.
Coolthulhu
Mar 22, 2016
Contributor
Would make sense to have 1 in the head (it does display and alarm).
This comment has been minimized.
This comment has been minimized.
illi-kun
Mar 22, 2016
Author
Member
Thanks for all of these notes, I'll take them into account.
BTW, I'll gather slots data for all bionics a little bit later and provide it in this PR for better balancing of the entire system.
Coolthulhu
reviewed
Mar 22, 2016
| @@ -337,18 +526,36 @@ | |||
| "type": "bionic", | |||
| "id": "bio_painkiller", | |||
| "name": "Sensory Dulling", | |||
| "occupied_bodyparts": [ | |||
| [ "TORSO", 10 ] | |||
This comment has been minimized.
This comment has been minimized.
Coolthulhu
reviewed
Mar 22, 2016
| @@ -57,6 +72,10 @@ | |||
| "type": "bionic", | |||
| "id": "bio_metabolics", | |||
| "name": "Metabolic Interchange", | |||
| "occupied_bodyparts": [ | |||
| [ "TORSO", 5 ], | |||
| [ "HEAD", 2 ] | |||
This comment has been minimized.
This comment has been minimized.
Coolthulhu
Mar 22, 2016
Contributor
Why head?
Also, it has a much lower cost than other recharger bionics, despite being (arguably) the best one.
Coolthulhu
reviewed
Mar 22, 2016
| "act_cost": 100, | ||
| "description": "Mounted in the palms of your hand are small parabolic EMP field generators. You may use power to fire a short-ranged blast which will disable electronics and robots." | ||
| },{ | ||
| "type": "bionic", | ||
| "id": "bio_hydraulics", | ||
| "name": "Hydraulic Muscles", | ||
| "occupied_bodyparts": [ | ||
| [ "ARM_L", 3 ], | ||
| [ "ARM_R", 3 ], |
This comment has been minimized.
This comment has been minimized.
Coolthulhu
Mar 22, 2016
Contributor
Should be much more - both for balance (it is one of the best things to install in your arms) and realism.
Coolthulhu
reviewed
Mar 22, 2016
| @@ -523,6 +845,10 @@ | |||
| "type": "bionic", | |||
| "id": "bio_power_armor_interface_mkII", | |||
| "name": "Power Armor Interface Mk. II", | |||
| "occupied_bodyparts": [ | |||
| [ "TORSO", 3 ], | |||
| [ "HEAD", 1 ] | |||
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
illi-kun
Mar 22, 2016
Author
Member
It's not less, it's 2+2 vs. 3+1 (just for variety, in some cases you will not migrate from one to another due to lack of one of bodyparts). BTW, it's probably better to switch the numbers and require 2+2 slots for MkII version: head slots "worth" more than "torso" one.
Coolthulhu
reviewed
Mar 22, 2016
| "faulty": true, | ||
| "description": "A malfunctioning bionic. It will occasionally emit a loud burst of noise." | ||
| "description": "A functioning bionic. It will occasionally emit a loud burst of noise." |
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
illi-kun
added some commits
Mar 22, 2016
This comment has been minimized.
This comment has been minimized.
|
Issue: installing Anti-glare Compensators required 1 |
This comment has been minimized.
This comment has been minimized.
|
Allow some bionics to consume no slots. In particular, malfunctioning bionics shouldn't consume slots - they're bad enough on their own. This will make effects of bionic installation more predictable. Otherwise you'd need to handle the cases where installation can cause the capacity of some body parts to be exceeded. |
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
This comment has been minimized.
|
Sorry for the answering on my own question but it seems that these hardcoded pairs of bionics should be simply merged into one CBM. |
This comment has been minimized.
This comment has been minimized.
|
@illi-kun Well, the reason they're separate, if I recall correctly, is to allow you to toggle them independently -- they are intended to be a single bionic with two functions. Can you make that happen, if you still intend to re-merge them? Also do recall there's a similar pair of bionics for the ears. |
This comment has been minimized.
This comment has been minimized.
|
@narc0tiq AFAIK anti-glare CBM is a passive one so it shouldn't be toggled. |
This comment has been minimized.
This comment has been minimized.
|
|
illi-kun
changed the title
[WIP] Implementation of bionics slots system
Implementation of bionics slots system
Mar 26, 2016
This comment has been minimized.
This comment has been minimized.
|
Oh gosh, the latest commit messed things up badly. The actual merge conflict happens due to addition of It's 5 am now, so I need take some rest for further fight with git. |
illi-kun
closed this
Mar 26, 2016
illi-kun
referenced this pull request
Mar 26, 2016
Closed
[WIP] Basic implementation of bionics slots system #15937
This comment has been minimized.
This comment has been minimized.
|
What was the outcome of this PR? |
This comment has been minimized.
This comment has been minimized.
|
Well, I will re-implement core functionality this weekend, this time without UI (with minimum changes of interfaces, actually). Stay tuned ;-) |

illi-kun commentedMar 13, 2016
It's in [WIP] status but I want to announce the changes I'm working on and receive some preliminary feedback.
As it was discussed previously, current CBM system allows you to install all stuff you found without any thinking about their actual necessity. Application of some limitations to CBM system should add some depth to the game, so finite number of slots (points, available internal volume, name it whatever you want) for CBMs installation could be a good limitation factor.
I've started from this sketch of UI (pure text editor results, no coding) with slots available for bionics installation in each body part:

Screens from the game showing actual progress are (Mar, 20):
TODO: