---
# System prepended metadata

title: Design Core
tags: [Design Document, WIP]

---

![image](https://hackmd.io/_uploads/HkvUMlDB1e.png)

:::info
This is a rough and internal document, this is primarily for myself, this is not a representation of the final or current product. Do not share this document.
:::

https://github.com/DrDuckedGoose/BeeStation-Hornet/tree/robo-changes

[toc]

# Design Core

The core of the overall design, what I'm imagining in my head.

The roboticist makes robots to generate research. The fun comes from the roboticist improving and experimenting on their creations, observing fun effects and being challenged with situations they're responsible for.

The roboticist starts with two premium robo chassis. These are generic, they take any kind of part, and have a generic requirement of two arms, two legs, one chest, and one head. More of these chassis cannot be made, but can be bought through cargo for a painfully steep price. This is because roboticists can find and make their own chassis that do unknown things. Making chassis involve other departments!

Generic robo arms, legs, chests, and heads can be printed from science, and a mid-ish game research node provides access to more unique limbs, like tracks.

Experiment parts can be found where?

Repairing robots is also a key part of the roboticist experience, as simply welding robots wont always fix them. Sometimes a roboticist will need to diagnose the issue, and apply a fix. These problems should be intuative to understand, like wired limbs becoming unwired when taking too much (fire?) damage.

# Robot Parts
Parts that make up a robot

## Part Compatability
:::info
Probably scrapped
:::
A chassis will have a list of part-brands it is compatible with. A given part can have one or several brands associated with. 

A chassis that supports star and triangle brands can have star and triangle branded arms used on it, but not circle brand arms, unless they also contain atleast a star or triangle brand

## Law Circuit
The law circuit is an item inserted into the borgs head. This item can either be synced to an AI, or independant. This controls the borgs laws. A lack of this will leave the borg with no laws...

## Experimental Parts
:::info
Probably scrapped
:::
Experimental parts can be ordered from a listong console in robotics, like the listing console in the artifact lab. Experimental parts generate with random characteristics and, sometimes, special traits. Successfully installing and using these parts on a robot will yield rewards for science, including research & discovery points.

## Endoskeletons
Endoskeletons are the bare mechanical underneath of robots. These can be covered up, or left bare. Bare endoskeletons are faster, but less armored.

### Chassis
An endoskeleton chassis is the base-most component of a robot. Various parts can be attached to a chassis.

### Endolimbs
Endo limbs can be connected to endo-chassie. Limbs fall into several categories, such as arms, legs, chest, head, etc. 

Different limbs provide different benehfits and drawbacks. Generic leg limbs provide neither, but tank-track legs provide the robot with an added speed boost, at the cost of something.

### Operation Core
The operation core operates much like a backpack, but for robots. This component holds all the tools a robot needs, specific to their job. There are engineering, mining, etc. cores.

### Organs
Inserting human organs 

# The scoop
:::info
This feature is probably scrapped 
:::

The scoop is a machine that roboticists can use to skin various mobs, to create a endo-glove. An endo-glove can be but over an endoskeleton to give the robot the appearance of a mob, with some obvious tells it's actually a robot

# Salvage

To acquire new parts outside of basic methods, like research and maint loot, science's main method is by salvaging old robots. Similar to xenoarch, robotics has a dedicated console to purchase salvage robots, and have them delivered to cargo. 

Salvage robots are assembled robots, mobs. To dissasemble them, a series of steps must be taken to admin override the cyborg maintainance lock. Trying to kill the robot to dissassemble it will destroy all the parts.

When parts are salvaged, robotics can make more.

Salvage parts come in two categories, authored and random. Authored parts have designed stats, features, and appearances. Random parts have randomized stats, features, and appearances.
Low tier / safe salvages spawn entirely with authored parts the player can anticipate and plan around. High tier / dangerous salvages contain mostly random parts.

## The play
Every salvage starts locked. To unlock a salvage, to disasemble for parts, it must be defused. Defusing is a set of several steps, amount based on difficulty, that requires various tools. Each step will offer X(based of difficulty) amount of choices for action, wether that be scredriver, welder, or wrench. Choosing the wrong option will increase agro. When agro reaches 100%, the salvage will attack. The correct options can be deduced based on something idk.

# Chassis Fabricator
:::info
This feature is probably scrapped or to be changed
:::
The chassis fabricator is a machine that allows roboticists to design and make custom chassis.

When designing a chassis, a budget of ``10`` structural points is provided to afford customizations. These points can be spent on giving the chassis more limbs, defenses, or unique features. Most of these customizations will change how the chassis looks.

# Player Interaction & Socialization

## generic bots
:::info
Probably scrapped
:::
Roboticists can construct generic bots. These can be given tools, and a program. When a bot sucessfully uses its tools and program, science gets rewards. This typically requires the bot does something for someone. Like watering plants in botany. This encourages the roboticist to interact with the crew.

# Ghost Interaction

## Ghost Polling
:::info
Probably scrapped
:::
Every 30 mins, all ghosts will be prompted to select a job / robot module, but this is completely optional. After the polling has finished, cargo will recieve a shipment with all the modules, MMIs containing prisoner brains, which the ghosts play as, and some other randomized misc parts. When the prisoner MMI is successfully put into a body, rewards

