Skip to content

Science Cyborg Model + Engineering Cyborg RPED Basekit#11724

Merged
SirNightKnight merged 83 commits into
Monkestation:masterfrom
Runian:science-cyborg-model-v2
Jun 3, 2026
Merged

Science Cyborg Model + Engineering Cyborg RPED Basekit#11724
SirNightKnight merged 83 commits into
Monkestation:masterfrom
Runian:science-cyborg-model-v2

Conversation

@Runian

@Runian Runian commented May 28, 2026

Copy link
Copy Markdown
Contributor

About The Pull Request

Cyborgs can now transform into a science cyborg model roundstart.
image

Science cyborgs have a total of 3 skins that they can shoot from.
scienceCyborgSkins

The science cyborg upgrades are locked behind a new techweb node called "Cyborg Upgrades: Research" which is locked behind "Cyborg Upgrades: Engineering & Mining", "Cyborg Upgrades: Medical", and a 80 point cost.
(Image outdated, now 4 upgrades instead).
image

Science cyborgs begins with enough items that allows them to:

  • Do genetics (fire ext)
  • Handle anomalies (remote signaller + analyzer)
  • Complete experiments (experi-scanner + material manipulator + rped)
  • Interact with artifacts (tools + items for basic stimulus)
  • Repair and revive cyborgs (tools + circuit manipulator)
  • Scan nanites (nanite scanner)

Certain things cannot be done roundstart and will require upgrades:

  • Ranch slimes at xenobiology
  • Explode ordinances
  • Upgrade or create cyborgs
  • Remote nanites
  • Create circuits

They cannot at all:

  • Use xenobiology fun stuff (no using intelligence potion, etc)
  • Create mechs
  • Unlock or lock cyborg covers
image image

Emagged science cyborgs get access to an item that lets them create a temporary wormhole that teleports them to a location of their choice. Others can follow through the wormhole, but organic beings will be affected with some negative effects.
image
teleport

Engineering Cyborgs (along with Saboteur Cyborgs) now have their variant of the RPED by default.
image

The cyborg upgrade for RPED has been replaced with the BRPED variant which has changed to have the same material cost of a regular BRPED.
image
image

Accordingly, the techweb node "Cyborg Upgrades: Engineering & Mining" now requires "Applied Bluespace Research" as a prerequisite.
image

Various typos (e.g. "posess") and repeated words (e.g. "the the vacuum pack nozzle") have been corrected when receiving feedback from using xenobiology's vacuum pack.

Xenobiology's vacuum pack has been refactored in order to allow for its use without requiring a backpack; this was done because cyborgs cannot wear backpacks. The backpack vacuum pack is still the only obtainable vacuum pack for non-cyborgs.

In addition, you can now directly install vacuum upgrades to the nozzle's vacuum pack by hitting the vacuum upgrade with the nozzle.

Other minor changes:

  • Modular cyborg model sprites have been moved to main.
  • The old vacuum backpack has been changed to /obj/item/vacuum_pack/backpack
  • Changing z-levels while as a cyborg who has never turned on their eye lights will no longer cause a runtime.

Closes #11731
Closes #11732
Closes #11733

Why It's Good For The Game

Engineering cyborg has been lagged behind in terms of doing their function of building machines. Giving engineering cyborgs a RPED could almost be considered QOL if you consider that they can hold stock parts with their manipulator and build machines that way. But aside that, the techweb node to getting access to a normal RPED takes about a minute into the round if you do the experiment giving a 60% discount (120 points). I don't see why they need to wait 10x as long to get a very simple tool.

It seems odd to me that science is the only department that doesn't have a cyborg model for. Maybe there is a good reason for it, but I don't know that reason. Thus, it seems nice to have something for the department just like how cargo has their own cyborg model. It does the job good enough and doesn't take away much from science until much later in the shift where it doesn't really matter since everything is done and everyone is just doing their little project.

Testing

Tested as seen in the images above.

The slime vacuum uses as intended for both the cyborg variant and the original backpack variant.
All four upgrades do in fact grant the power to manipulate robotic limbs and MMIs (for robotics), TTVs and oxygen tanks (for ordinance), slime nozzle (for xenobiology), circuits and circuit multitool (for circuits) and replace the dropper and the syringe (for hypospray).

Changelog

🆑
add: Science Cyborg model and various upgrades for it.
add: New techweb node containing science cyborg upgrades.
qol: Vacuum pack's nozzle can now directly install upgrades to the vacuum pack by interacting with the upgrade with the nozzle.
balance: Silicons now can use the tank dispenser if they're adjacent to it.
balance: Engineering and Saboteur Cyborg now starts with a RPED.
balance: Engineering & Mining Cyborg Upgrades are now locked behind Applied Bluespace Research.
balance: RPED cyborg upgrade has been renamed, replaced, and cost adjusted to be a BRPED cyborg upgrade.
image: Science Cyborg Skins (default + 2), Module, and Upgrade Sprite
spellcheck: Corrected various typos and culled repeated words from xenobiology vacuum pack's feedback.
refactor: Xenobiology's vacuum pack has been refactored so that it can be used without requiring a backpack if needed.
/:cl:

Pre-Merge Checklist

  • You tested this on a local server.
  • This code did not runtime during testing.
  • You documented all of your changes.

@Runian

Runian commented May 30, 2026

Copy link
Copy Markdown
Contributor Author

this seems to have broken the ability to make crossbreeds in xenobio

Fixed.

@Runian Runian requested a review from CheffieGithub May 30, 2026 17:24
@AitorLogedo

Copy link
Copy Markdown
Contributor

this might broken ttv interactions you can't open them to attach signalers etc or it might be me being stupid

@Runian

Runian commented Jun 1, 2026

Copy link
Copy Markdown
Contributor Author

this might broken ttv interactions you can't open them to attach signalers etc or it might be me being stupid

As far as I am aware, nothing in this PR changes TTV's interaction.

Comment thread code/game/objects/items/robot/items/tools.dm
@SirNightKnight SirNightKnight merged commit 0927553 into Monkestation:master Jun 3, 2026
50 of 52 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

Development

Successfully merging this pull request may close these issues.

Science cyborg cant pick up anomaly cores. Science cyborg's manipulation module cant pick up artifact wands Sciborg xenobio

10 participants