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Things we still need to do for Bionic Limbs #71550

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@anoobindisguise

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Is your feature request related to a problem? Please describe.

This is half planning for myself, half "hey does anyone else want to work on this too".
I've done a bit on bionic limbs with #70828 but there's still more work to be done.
This maybe belongs in Projects but i don't have those perms lol.

Solution you would like.

  • There is no way to repair bionic limbs. Solutions include a dedicated NPC repair interface (tell the NPC how many repairs you want done, then they open a barter menu and charge you money according to how many HP points they're restoring - say $1 per hit point or something for the Exodii. In addition, the Repair Nanobots system could be modified to no longer repair organic parts, and take an input material to repair bionic parts automatically, although this is very sci fi (not that the bionic wasn't already)
  • Bionic slots should probably be made a map of integers per bodypart for each bodypart instead of an integer for each bodypart. This way bionic arms could give extra slots etc. currently if you install a bionic right arm you can no longer install bionics because you no longer have human arm_r and hand_r slots.
  • The ability to wear clothing on multiple types of limbs. Currently clothing only fits one limb each. Ideally we'd say "this hoodie can be worn on the torso and anything that's suitably arm like". I assume if you were some kind of 4-armed cyborg it should be able to handle choosing which 2 of your >2 arms to wear the sleeves on. As is you can only wear the specific integrated armor on your bionic limbs, but you can also equip items for free - for example the swag bag only encumbers the left arm and left hand, but the bionic left arm isn't an arm_l or hand_l, so you "phantom wear" the swag bag for free. This functionality is great for integrated skin armors but there needs to be a workaround for regular clothing which would fit a bionic limb.
  • Sprites for the bionic limbs. We can probably just reuse the alloy platings for the standard bionic limbs, but I wanted to include some more weird bionic limbs like tank treads or Doc Ock arms that would need brand new sprites.
  • We probably want a way to calculate strength based on the strength of bionic limbs in some way. For the regular bionic limbs they'd be strength limited if they were attached to a mostly human torso and head so it's not a massive issue but your musculature should probably stop mattering when you have robo arms and legs except for the purposes of shouting and other weird special cased strength stuff.
  • This is out of scope for bionic limbs specifically but we do need to refine our mutation/bionic conflict system.

Describe alternatives you have considered.

If anyone else has things in mind that need to happen please comment them.

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    (P5 - Long-term)Long-term WIP, may stay on the list for a while.<Suggestion / Discussion>Talk it out before implementingBionicsCBM (Compact Bionic Modules)Help WantedNot particularly urgent or easy (see Good First Issue for this), but help is appreciated with this!LimbsLimbs, mutable limbs, and code related to them.

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