From baec2469487c275ea9891dde15c9a7b06fca47c5 Mon Sep 17 00:00:00 2001 From: Peperos Date: Fri, 13 Mar 2026 17:58:51 +0100 Subject: [PATCH 1/5] [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 2/5] 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 3/5] 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 4/5] 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 5/5] 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