# BEESTATION - FLESHMED details and draft 3 this is a 3rd draft for fleshmed that dwells deeper into details in certain fields. requires the reading of fleshmed 1 overview https://hackmd.io/doDN3FPUR56ozy38Ms-Y9g some conrtadictions are possible from that MD. they are to be considered outdated. compared to this MD ## mechanical biology each organism is a lego combination of layers - organism consists of layers. layers may have diffrent properties with each layer having one or some biotypes. and several properties. including blood and wounds blood is defined at a given layer. and the layer defined will be the layer that bleeds for example - here is a theoretical human define human * biotype - organic (biotype is a preset of defines on what the bodyparts need and how they react on certain damage types). usually diffrent biotypes are incompatable and an organism will need to integrate organs that support said biotype to use its organs (example. an IPC will need to integrate a circulatory system,blood and organs to use biological limbs. and fleshlings will need to ingegrate a powersource in them for nonprosthetic mechanical limbs) * emp stun = false (will the parts take stagger damage from emp's) * emp burn = false (will the parts take burn damage from emp's) * toxin effects = all types * radiation poisoning = true (will radiation cause poisoning and tumors) * radiation burns = true (will radiation cause) * sustainer = blood oxygenation,bodyheat (the default sustainer property. various child objects of this biotype (mainly organs) may have additional, bodyheat determines the organism isnt temp proof) * generic wound list - flesh, all (accepts wounds from the flesh list under all damage types. if a damage type is excluded that organism is effectively immune to that damage type) * concousness part - brain (the part,organ,property that determines concousness... could be anything from leg, a random organ output property. a flesh layer or even blood volume) * neural type 1 (neurons) (bodyparts from diffrent biotypes must have the same neural type to interface directly. otherwise they require external adapters attached to the brain or limbs to link them. may have multiple values and be acceptable by multiple. or a universal true value that makes it acceptable by all. such as protshetic organs and limbs) * special properties = null * human flesh layer 1 - flesh * layer health = 60 (this layer provides 60% of the total health. individual bodyparts such as head may overide theese values) * no special effects * organs on layer = null * circulatory system = closed (a type of circulatory. system. if a carbon wishes to have blood capacity it needs one. there may be any number of systems on any layer. no duplicates. the flesh layer that has the circulatory system will be the one that bleeds. diffrent circulatory systems have diffrent properties) * blood type = human blood * outputs = blood pressure * effitiency output 100 (this layer determines 100% of the effitiency of bodyparts) * human flesh layer 2 - bone * layer health - 40 * special effects = (slash resistant, minimal damage required to aquire wound = 5) * organs on layer = null * circulatory system = null * human flesh layer 3 - cavity * layer health - 0 * special effects = inventoriable (has slots for items and organs) * organs on layer = all (organ location is definer on per bodypart basis) * circulatory system = null (organs bleed define is on per organ basis) example 2 IPC IPC define - * biotype - mechanical * emp stun = true * emp burn = mechanical burn wounds (organs only) * toxin effects = null * radiation poisoning = null * radiation burns = mechanical burn wounds (organs only) * sustainer = power output,bodyheat * generic wound list - mechanical, all * concousness part - IPC brain * neural type - 2 (digital signal) * special properties = wounds do not heal, if concousness is above 20% revives automatically, reagents dont affect * ipc flesh layer 1 - metal shell (multiple variants for IPC's exist) * layer health - 40 * special effects = (slash resistant,fireproof, minimal damage required to aquire wound = 5,removable and swappable) * organs on layer = null * circulatory system = null * ipc flesh layer 2 - motor skeleton * layer health - 60 * special effects = (slash resistant) * organs on layer = all (ipc brain,powerbank,power capacitor,heatsink) * circulatory system = tubed * oil * outputs processes = limb effitiency,heat dissapation ## blood defined at the flesh layers. it must be compatable with the organism. bloodtypes work as is. defined at the race's code picked at random only accepting the proper blood type. an organism MAY have multiple blood volumes to supply multiple otherwise incompatable limb types. that's done by having multiple vein defines at fleshtypes. for example an IPC skeleton inside living flesh will have 2 blood types. a human blood and an ipc oil. one at flesh layer and the other at the motor layer. in speperate vein types. blood volume directly affects blood pressure. above 100% increases it bellow 100% decreases it each veintype only accepts blood of its own type others will be inserted as reagents. reagent processing is done via livers. IPC's do not digest reagents and need manually to be removed... granted they arent affected by most... having no veintype means 0 blood capacity and no blood at all a part/property is defined as blood generator. for example in humans that'd be fleshlayer 2 bone. who's total health/effitiency determines blood regen rate. for oozeligns it would be the stmoach or the blood itself with speical code that converts exess nutrition into blood. for IPC's its NULL ## more details on the various body properties * sight. bellow 100% 2 radial effects begin to close in on the player. firstly a blur and secondly blinding darkness as the color continues to fade away until the target is fully blind * sight above 100% allows the target to read and "interact passively" with concoles from further away. effetively reading them from far away. above 150% grants binocular vision ability that extends visual range with every 20% adding 1 tile * hearing - bellow 100% all game audio becomes increasingly muffled as all audio text (chat,beeps,ect) become increasingly garbled until they are removed. at 20% the player goes in random bouts of deafness at 0% they are utterly deaf * above 100% the player can hear wispers from further away. at 150% the player gains visual audio simuar to post psyoza blind people (blind races and players have natural 200% hearing) at +300% the player can see visual indicators at screen edge of offscreen audio cues ## organs and bodyparts how do they work. organs have properties inherited from their biotype that they can overide. and have certain custom properties such as bleed = true/false(does the organ bleed if injured) input = property (what are the organ's input properties) output = property (what are the organ's output properties) default effitiency = what's the organ's standard effitiency by default... usually 100 softcap effitiency = what's the safe range of effitiency the organ can reach before begining to take ocasional damage. the more over the limit the more frequent and severe the damage. hardcap effitiency = what's the absolute limit the organ effitiency can reach special properties - custom code for shenanigans bodyparts have properties inherited form their biotype and fleshtype they can overide. alongside bodypart health = int bodypart organs = organs (what organs are in this bodypart) default effitiency = what's the bodypart's standard effitiency by default... usually 100. unless its a shitty limb like monkey softcap effitiency = what's the safe range of effitiency the bodypart can reach before begining to take damage when preforming actions. the more over the limit the more severe the damage. hardcap effitiency = what's the absolute limit the organ effitiency can reach limb dexterity - weather the limb can use weapons,concoles,crafting,ect special properties - special code for special people (note, as a part's health drops its default,softcap and hardcap effitiency is lowered) ## even more bodyparts,prostetics,items and defines for variety this tab exists as example and sudgestion for new variety for race customization various bodyparts with theorized properties. all is example * generic bodyparts * byped leg - default * digitigrade leg -(lizard default) cannot wear shoes, crawling speed +30% * clawed leg - cannot wear shoes,immune to stubbing or stepping on painfull objects,more kicking damage,knockdown resist,reduced movement speed * spindly leg - +10% movement speed, -20% health * lizard tail - resistance to falling,faster fall recovery, adds 10% to overal leg effitiency * weak wings (moth wings) - faster valuting and getup speeds * wings - act as is ingame granting flight * prostetics prostetics posses the integrated mechanical biotype. allowing them to be integrated into ANY organism without the need of power supply or type 2 neurals. they posses a internal battery and grant the user a charge ability to recharge them. may tap into power supply if any is present in the organism. prostetics no longer stun their user when emp'd but their effitiency is lowered temporarily depending on EMP strengh. and even burnt somewhat on very high EMP levels. (fear and service tie in) all mechanical parts have the manually controllable trait. when a carbon has a part with that trait they gain a window that lists all parts with said trait... thier effitiency may be forced to any level. * for organics with prostetics this could be usefull to lower the power intake if the battery is low and or there's no powersource to power it. * for IPC's this property is used both for power managment and to handle reduced "mood" processing power. as lowering bodypart effitiencies alongisde some body functions and programms better outlined in fear&service (https://hackmd.io/u2ArepQcT8mMcRIGqaO-Mw?both#:~:text=stamdamage%20recovery%20boost-,IPC,-MOOD%20AND%20STRESS) until it recovers or is fixed externally * in both cases it can be used to boost parts for improved effitiency at the cost of power and potentiall damage to said parts. and for IPC's increased "mood" preformance load * robotics nonsence * neural adapter (formerly MMI) - can now attach to all organs and bodyparts. if attached to a concousness holder the attached part can then contorl otherwise incompatable bodies... provided the body can sustain the bodypart (add some synthetic lungs, heart and blood vein if you plan to put the HOS in an IPC body) * prostetic adaptation coil - allows nonlimb items to be inserted as limbs. such as chainsaws axes, toolboxes?... ect the item is stuck to the arm and acts as normal. if the "arm" the arm no longer has wounds but simply buidds up damage like old system. once it takes max damage the item drops and the adaptation coil breaks. rendering the user disarmed once more. can be fixed with wire and a wielder * IPC chasis (chest head only,no organs) - can be fitted with limbs and mechanical parts and organs to act as a new IPC body * gen 2 AI borg brain (time for lore. what's the diffrence between IPC and borg. Borg brains have lawsets,AI link prebuilt in them) * laswet enslaver - can have a lawset written in on it may be used to enslave a neural adapted brain or IPC brain to a lawest and AI. technically converting them into a borg. may be conisdered a warcrime in all countries as only borgs were designed natively to be enslaved by laws * station remote adapter - for security purposes only brains with lawset enslaver may have this brain attachment - allows borg/AI level remote control. * AI shell - automatically slaves the brain inserted with a lawset. comes with a station remote adapter (yes that does mean borgs can now have IPC or even human bodies. but they will still be slaved to laws) * circuits * circuit chasis - generic chasis that can have mechanical bodyparts and organs inserted. it has inputs to move, read tile, swap arm and left/rightclick use items inhand. as long as it can see or use arms. it has health like a carbon. provdies output on powerlevel,active limb status,detected audio * circuit brain - insert with neural adapter to any body to create a remote controlled flesh puppet... horrifying... same controls as circuit chasis. as long as it can see or has arms, outputs audio and pecieved bodily sensations like pain and other warning messages a player would get * brain controller - connect to circuit chasis OR circuit brain with a ID code to remotely control recieve output * medical items and machines * biological and mechanical veins - used in vein threading surgery. or when replacing organs * biological and mechnaical neural tissue - used in some organ replacment surgeries * iron lung - a machine much smaller than its namesake contemporary this machine can artefitially keep the blood oxygenation above 60% even if lungs are compleatly missing. can only attach to 1 patient. the machine consumes a lot of power and cannot stustain the patient forever * silver heart - a machine that artefitially keeps blood pumping at 60% even if the heart has fully stopped. can only attach to 1 patient. the machine consumes a lot of power and cannot stustain the patient forever * medical examiner - a older set of medical tools to examine the health of a target its deffenetly not a all in 1 but its better than nothing * makeshift medical examiner - a unreliable version made with simple items. not very reilable * tribal medical examiner - very rough primitive tech made from materials found on lavaland and iceland. not very reliable but still usefull * medical procedures * vein slicing - extracts veins from organic entity to use on another. creates a bleeding wound. must target a bodypart with blood circulation part. so no golems * vein splicing - used to heal certain badly bleeding wounds * neural extraction - extracts neural tissue for the use in certain surgeries * organ placment surgery - now require s veins in one of its steps * invasive organ placment - places an organ in a body where an organ does not natively resides like a second pair of lungs or a organic organ in a otherwise inorganic IPC body. requires vein and neural tissue in its steps * medical observations and diagnosies. for when you dont have the funny omnitool in medical * sight - shine light in eye. observe results,ask patient how far they can read a paper from,ask patient if they seening poorly(lol) * hearing - witness if they struggle to understand what you are saying them * talking - you will probably know without any diagnosis needed * pulse - use sthetoscope or medical examiner on chest to get exact blood pumping %. can detect heart conditions * pulse makeshift - agro grab, aim arm/head use help intent to messure pulse. you'll get a rough estimate. cannot detect heart conditions * blood oxygenation - get blood sample and examine with a medical examiner * blood oxygenation makeshift - extract blood in a container and examine it. darker is worse * bloiod oxygenation observation - is the subject pale... that's bad * blood toxicity - use medical examiner on subject blood to detect general toxicity. you wont get any detail of reagents * makeshift blood toxicity - examine blood from the patient... the more offcolor the worse * toxicity observation - is the subject wierdly discolored... that's bad * pain responce - use medical examiner on any limb. witness strengh fo responce * pain responce makeshift - punch patient... level of pissed off patient is semi proportional to pain sensation ## race theoretics due to the more involved way carbons now work some races will need some rework to even function *coughGolems,pirates&plasmamemescough* while others may need to be investigated if they need rebalancing note due to the way old medical worked all carbons NEEDED brains and organs to function. however it is unlikely those were the cannonical compositions of the carbons... races who make no sence to bleed or have orans did so anyway. so their oldmed direct organ biology will not be inherently taken at face value * races that need rework to function * plasmamen - things to note from curent plasmamen functions * breathe/eat plasma,burn. do not need food * have 1 known layer (plasmabone) * unkown organ composition if any * unkown concousness bodypart holder (could be brain) * biology lore (on TG they are a fungal colony holding up a skeleton but many promenent bee plasmamains do not like that interpretation. there is no well recognized bee interpretation) * sudgested biological rework - none could be taken * resulting balance changes - null * golems - things to note from curent golem functions * do not breathe, clearly inorganic, made from a adamatite skeleton surounded by a shell made of a certain material * have 2 known layers (material shell, adamatite skeleton) * unkown organ composition if any * unkown concousness bodypart holder (could be a core or the adamantite skeleton) * biology lore (metalic golem made from xenobio magic metal) * sudgested biological rework - the adamantite skeleton layer produces (life force) body process that fuels the concusness holder organ (to be determined). the golem has no blood holding systems in any layer. the shell layer holds the properties of the golem type and most do not heal on their own. are healed with the material they were made of. the skeleton wounds dont heal on their own but can be healed by adamantite. * resulting balance changes - * the golem is no longer affected by radiation,bloodloss * the golem cannot process reagents (no liver) nor is it aftected by most reagents (inorganic) * more exotic material golems heal harder as they need material from their type to heal. * golems are tough to harm but hard to heal as they need material to heal their shell and adamantite to heal their skeleton. the more damaged their skeleton is the worse their concousness is and the clsoer they are to death * pirate skeleton - things to note from curent plasmamen functions * do not breathe, spaceproof, seemingly dead, the bone layer is semingly alive as its healed by calcium, do not bleed * have 1 known layer (skeletal bone) * unkown organ composition if any (for sure do not have most organs) * unkown concousness bodypart holder * biology lore (borderline halloween noncannon race wtf) * sudgested biological rework - no clue * resulting balance changes - none * races with some changes to note * moths - insectoid life - small changes * biology lore (big moff) * flesh layer is clearly fluffy exoskeleeton and therefore have diffrent damage resistances and properties * open circulatory system for sure * 3 layers (exoskeleton,flesh,organs) * balance changes to note * more resilient to slash. blunt wounds are more severe. exoskeleton layer heals hader and more slowly. surgery is harder as even basic wound treatment needs bone removal step to open up the exoskeleton. making recovery from surgeries slower and harder * all bleeding wounds are more severe * catches fire more easily and harder to put out. BUT more resilient to cold (due to fluff) * apids - insectoid life 2 - small changes * biology lore (big bee/wasp) * flesh layer is clearly exoskeleeton and therefore have diffrent damage resistances and properties * open circulatory system for sure * 3 layers (exoskeleton,flesh,organs) * balance changes to note * more resilient to slash. blunt wounds are more severe. exoskeleton layer heals hader and more slowly. surgery is harder as even basic wound treatment needs bone removal step to open up the exoskeleton. making recovery from surgeries slower and harder * all bleeding wounds are more severe * oozelings - shenanigans - made even more extreme may need rebalancing * precieved biology lore (membrane surounding a soft jelly or liquid oozeblood with some organs inside. blood has properties simular to asbestos utterly fireproof but quite toxic. melts in water. can be considered an extremophile in heat and radiation) * flesh layer is more resilient to blunt the cost of slash * **no bone layer making surgeries easier but severe weakness when it comes to defending the organs from damage (this is a very major nerf)** * the two interpretations of the insides of an oozeling will determine how it an its blood work * oozeling is a soft jelly in a membrane. with this interpretation the oozeling regains a layer. rather than bone layer oozeling has inner jelly layer. not as good as bone but the blunt resistance just jumped yet another level. oozelings will be exeptionally resilient to blunt damage * oozeling is a pressurized membrane baloon full of toxic blood and some organs the more extreme interpretation that will make oozelings even more unique and add another (power at the cost of challenge). * oozelings's entire body is determined by their blood. an oozeling's second layer is nothing BUT bloodvolume as this volume drops **ALL** bodypart effitiency drops and vise versa. the best way to kill oozeing will become to bleed it dry. as you both weaken its limbs and make it easier to hit its organs * additionaly the oozeling will get open circulatory system compounded by very high pressure bloodflow. causing MASSIVE bleeding form any wounds even blunt wounds may have bleeding. higher blood volume (above 100%) also increases bloodloss and lower bloodvolume (bellow 100%) does decrease it somewhat * on the upside higher oozeling blood volume will psotively impact their limb effitiency. (bloodvolume above 150% runs the risk of randomly opeing wounds due to the pressure) * the blood layer will absorb damage the more blood an oozeling has the harder it is to harm its organs. and will be damage utterly lost * IPCs - mechanical mayhem - mostly buffed may need nerfs * biology lore (machine) * flesh layer becomes tougher metalic shell that serves no purpouse other than armor. bone layer becomes motor layer that determines limb effitiency and holds "organs" * bloodloss lowers cooling and limb effitiency but low bloodloss doesnt directly kill if temp can be handled * 2 layers (shell,motor electronics) * balance changes to note - mostly buffed may need nerfs * more resilient to slash and pierce at the cost of blunt having more severe wounds * self healing is the fastest of all races having mainly instant curing of wounds. BUT wounds do not heal naturally and the methoods ARE harder than before * made more modular due to limb swaping with prostetics being possible now. and new parts and flesh layers being avilable as options * emp's are less instant death. and more severe weakening and maybe even stunning at high strenght. * powerloss varies on overal part effitiency and part type/tier. may be modified by IPC at any time * powerloss is more severe now (SLOW AND PAINFULL DEATH) * due to the way pain functions. and ipc's being painless. ipc's dont go into crit from pain only from their processes failing them. HOWEVER injured IPC's can hurt themselves by accident as 0% pain runs the risk of agrovating wounds when preforming actions * balance change sudgestions * fear and service note - from fear and service the mood update. "mood" of IPCs is changed into system preformance. that must be managed. ipc may overclock or lower processes and bodyparts for power boost in various body functions or maintain system preformance. Radiation,emp's,powerloss,combat,damage,oveheating and some other may lower system preformance. causing the IPC player to experience artefitial lag. to restore preformance visit robiticist, wait a long time for system refractoring or lower body process and bodypart effitiency temporarily until it recovers * races with insgnificant changes to note races who wont change much * humans,lizards,felinds - will be considered as baseline and nearbaseline for new fleshmed * races that make my head hurt * ethereals it unkown what they are, or how they work. it is unkown what their fleshlayers will be what their concousness holder organ is. it is unkown what bodily processes they need. all we know is they breathe, have blood, eat energy. * suspected balance changes - unkowable we need a commitie of etheral mains for this one