Science Cyborg Model + Engineering Cyborg RPED Basekit#11724
Merged
SirNightKnight merged 83 commits intoJun 3, 2026
Conversation
Contributor
Author
Fixed. |
This was referenced May 30, 2026
Contributor
|
this might broken ttv interactions you can't open them to attach signalers etc or it might be me being stupid |
Contributor
Author
As far as I am aware, nothing in this PR changes TTV's interaction. |
This was referenced Jun 1, 2026
This was referenced Jun 2, 2026
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
About The Pull Request
Cyborgs can now transform into a science cyborg model roundstart.

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

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(Image outdated, now 4 upgrades instead).
Science cyborgs begins with enough items that allows them to:
Certain things cannot be done roundstart and will require upgrades:
They cannot at all:
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.


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

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.


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

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:
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