---
# System prepended metadata

title: Augments

---

# Augments

just some thoughts on a modular cyberware system for usage with future potential character-level persistence

## augment-organs

cyberware will like most other complex objects that require insertion be an internal organ
cyberware anchor into a specific limb

for now, this luckily is simpler than rendering system for items or sprite accessories 

organs also need a synchronized

`/inserted(mob/living/carbon/C, flags)`
`/removed(mob/living/carbon/C, flags)`

```
// removed/inserted via surgery
#define ORGAN_OP_SURGERY
// removed/inserted forcefully
#define ORGAN_OP_VIOLENT
// removed/inserted roundstart
#define ORGAN_OP_ROUNDSTART
// removed/inserted by species change
#deifne ORGAN_OP_SET_SPECIES
```

organs also need, for future human ability panel/whatnot, tgui keys
on `/obj/item/organ/`
`.../var/ui_key`
`.../var/ui_name`
`.../ui_data(mob/user)`
`.../ui_static_data(mob/user)`

finally, cyberware
on `/obj/item/organ/internal/cyberware`
determine if it can be used in organic limbs, robotic limbs, or both
`.../var/robotics_compatibility`
which limb
`.../var/intended_bodypart`
can limbs like legs/arms be swapped with screwdriver?
`.../var/swappable_bodyparts = [AUGMENT_BP_SWAP_NONE | AUGMENT_BP_SWAP_SIDE | AUGMENT_BP_SWAP_LIMB | AUGMENT_BP_SWAP_ALL]`

## augment-system

semantically, cyberware are just organs/augments with a certain set of semi-unified functions
these functions include
- networking/interoperability systems between augments
- standardized handling of energy usage, wear/tear
- standardizing (potentially to /organ level) the ability to have an organ, by default, have a triggering action button (/datum/action) for the user

code functions should probably include
on `/obj/item/organ/internal/cyberware`
`.../proc/check_energy`
`.../proc/use_energy`
`.../proc/synchronization_efficiency(obj/item/organ/internal/cyberware/other)`
`.../proc/connectivity_efficiency(obj/item/organ/internal/cyberware/other)`
`.../var/augment_role = [AUGMENT_ROLE_NORMAL | AUGMENT_ROLE_SYNCHRONIZER | AUGMENT_ROLE_CONNECTOR]`

### special augments
while most augments simply provide the user function, there are some special types
synchronizers increase augment cohesion, when well connected, and overall effectiveness
connectors provide backplanes for power load balancing, and all in all higher effectiveness of everything that requires connectivity

things like auto-dodge, tooling implants, agility, close combat, etc, all won't work well without being synchronized and properly connected due to the host's neural network being inefficient for complex signalling

full synthetics contain a built in abstract-level synchronizer + connector, that being their normal endoskeleton and circuitry. this may be upgraded as needed.

### synchronicity
augments contain their own microcontrollers and logic and are overall somewhat disorganized
instead, you can install a synchronizing augment (usually a brain implant) that, with the help of high connectivity, networks all your augments together and provides a more robust ability to control their functions

some synchronizing agents act autonomously, potentially much to the host's displeasure.

### connectivity
augments usually have to ride the neural network of the host to be controlled or establish an internal radio network
this is atrocious from an efficiency standpoint

instead, connectivity-class augments can connect one or more (mostly this will be installed backplanes which connect all) augments to each other with machine-like efficiency

## augment-damage

most usable augments will be vulnerable to external or internal damage, or general wear and tear
- things like welding shields should be worn down very gradually through usage
- most augments are disrupted and worn down by EMP bursts and disruption
- extensive damage to the limb may damage internal augments
- deploy-type augments, like arm toolsets, may be damaged if deployed when being attacked externally (if the attack hits that limb)

damage is either
- temporary (disruption)
- wear/tear (losing effectiveness)
- permanent (can break augments)

augments are repairable through many ways including but not limited to
- nanopaste, welders, cable coils to repair damaged toolset mounts
- special repair nanites that gradually **stabilize** (not repair) augments for a while
- surgical repair
- replacement
- nanite suites (likely non-persisting, for event characters)

damage will
- obviously cause malfunctions, sometimes even disabling augments or severely reducing their effectiveness
- often be unpleasant for the host
- potentially worsen + trigger augment psychosis events

## augment-availability

in general, combat-focused augments and powerful indirect-combat-utility augments (e.g. laser welders) should not be available to the crew, especially as a persisting object

in general, powerful augments will break down quicker during persistence 'decay'

in general, combat augments should not be on the crew 99% of the time, or i will replace your eyelids with one lemon for each extra 1% because fuck powergamers, fuck edgy characters, and fuck your "i wanna be the anime protagonist with the sword arm ecks dee"

no offense :3c

## augment-persist

organs in general will be made able to use standardized persistence interfaces to save/load their data
some powerful augmentations will not persist at all (fluff: removed on arrival at demeter control)
other augments will decay over time while persisting, to disincentivize "leaving characters in storage" to use during an event.
still others will decay with permanent, rather than wear-out damage.

## augment-compatibility

everyone gets a hidden compatibility stat.
you can view this IC but it's usually going to be inferred
this stat can be modified by species, traits, genetics, etc.
this affects how effective augments are in you to a small degree, but moreso how well you can naturally support augments without bad side effects

compatibility is additive-multiplicative with a score of default 100%; things can either +- percentage or * it.

augments have a complexity score/load that counts against this. limb augments contribute less to compatibility usage on some limbs, etc etc.
synchronizers like a head computer + backplane can be beneficial to decrease overall load, but at the same time are a hefty chunk of systemic load themselves.

## augment-psychosis
<!--  -->
not everyone in the world is able to handle augments very well
augment psychosis results from the perception of body being distorted from either too much augmentation, or malfunctioning augments subconsiously disrupting senses

load is calculated with complexity / compatibility. if load > a certain value, some augments may start ticking up a hidden psychosis-budget value, either every so often or when damaged

when this value gets too high, bad events may occur, which results in
- annoying messages
- being floored for a moment
- involuntary limb twitches
- nausea
- augment malfunctions
- false activations
- flat out damage at very high values

event rolls depend on load value, rate of gain, stored psychosis, and can be set off by damage
heavily damaged augments contribute far more to this than undamaged ones. welcome to CDDA.

tl;dr, intended mechanisms:
- psychosis is mostly non-problematic if you use a small number of things or a very simple set of things
- psychosis can build up and occurs in events
- psychosis can be suppressed with a certain medicine or just by doing things like not being too active/utilzing augments too much
- overly damaged augments are very bad for someone who's unprepared for them
- this is a self-balancing system against too much augment usage for nonantag crew using persistence

## augment-examples

researchable (techwebs?)
- all
    - endoskeletal synchronizer (provides basic augmented motion + senses in a bodypart needed by certain things to work, like dodge implants, special soulcatcher interactions, etc)
- head
    - soulcatcher
    - commlink (link to headset, no internal antenna)
    - system framework (synchronizer, the new NIF)
- eyes
    - welding shield
- mouth/throat
    - maskless internal usage
- chest/groin
    - synthetic organs
    - metabolic siphon
    - artificial backplane (synchronizer/network)
- arm-mounted
    - toolset
    - surgical suite
    - health analyzer
- hand-mounted
    - finger-lighter
    - laser pointer
    - wound scanner
    - construction assist
- leg-mounted
    - shock absorber

event only/adminspawn/non-persisting
- all
    - dermal armor
    - pressure/thermal shielding (synth?)
- head
    - CNS rebooter (stims)
    - anti-drop implant
    - reflex enhancer (auto dodge)
- eyes
    - scanner system
    - flash protection
- ears
    - sonar
- mouth/throat
    - respirocytes
- chest
    - regenerative nanites
    - repair nanites
- arm-mounted
    - energy projector
    - punch enhancement
    - CQC module
- hand-mounted
    - monofilament claws
- leg-mounted
    - load enhancer
    - sprinter

## augment-surgery

augments require certain amounts of space. while some may be unrestricted, the following generally apply:
- a specific type of augment takes a certain organ slot, meaning that slot cannot be occupied by another augment in that limb
- most augments that are not arm/leg specific may not be duplicated
- more powerful augments should be limited by both space and complexity/power constraints, such as not being able to be installed in synthetics
- most augments should not be usable on proteans; they have their own systems to contend with.

assuming space permits:
augments can be installed into organics through organ manipulation surgery; removal is similar to regular removal.
augments can be installed into synthetics by opening their panels to slot it into their limbs.
augments can be directly slotted into proteans.

## NIFs

NIFs should be fully removed by such a cyberware update.
Soulcatchers will become a cheap, implantable augment requiring almost no maintenance and minimal power.
Commlinks will become pathed through headsets. Their messages, much like communicators, will be routed through logged exonet channels. 
