# Abstract
This aims to replace borg's immunity from tempature to instead responding to it visually and health wise. Borgs will now have thermal conductivity and minimum tempature to take damage, this will be dependant on what parts the borg uses. Heavier borg parts will have lower thermal conductivity and higher tempature thresholds to take damage. Cyborgs above a certain threshold will begin glowing, with brightness and color scaling with their tempature.
# Goals
1. Differentiate heavier borg parts from lighter ones in order to give them more of a usage. Currently, the trade off of higher health compared to mobility is not a viable trade off as mobility is almost always better. Having borg parts effect enviromental resistance should make a lower mobility more viable.
2. Use pre existing mob tempature code as much as possible.
3. Have glowing be cool, borgs should feel good when they're blowing bright blue after killing every staffie who walks into their fire. Part of this should also be having borgs be able to glow for long periods of time, a borg should be able to glow around the station for a few minutes because they spent some time in the combustion chamber.
4. Have borgs still be way better at high tempatures compared to humans. While this doesnt make them immune to this type of enviromental damage, they should still be resistant.
5. Give the heat shield upgrade more usage, right now the thing is useless, these changes should allow it to fill more of a niche.
# Non-Goals
1. Make plasma flooding non viable. While this will weaken it, it should still be a very effective method for silicons.
2. Significantly reduce silicon quality of life, this is more relevant for the potiental cold changes.
3. Make being hot feel bad, glowing should make being hot feel good despite the fact that it hurts you.
# Content
The two simple things will be that glow will scale according to blackbody radiation. It is likely that in order to make bright blue borgs possible, the thermodynamic spectrum of borgs will need to get blue quicker then realistic behavior. This glow may be componentized. Heat shield upgrade will also need to be heavily reworked, since this is a suprisingly complicated topic, this will be discussed in alternatives.
The more complicated thing, and the core focus of this change, is how they interact with heat. It is important to note, that with the current application of bodytemp, heating/cooling is a one way process. A borg that is 70000 C will sadly/thankfully will not be able to light plasma fires with just their bodies.
First, how they take damage. Each part will have it's own tempature threshold, heavier parts will have a higher threshold. The higher tempature the entire silicon is, the more damage a part will take, this will need to be clamped in order to prevent borgs from instantly dying when stepping into a hellburn.
Secondly, how bodytemp processing will work. Each part will have its own thermal conductivity value (ie a light arm may have a value of 98% while a standard chest will be 99.5%). This correlates to the cold and heat protection of the borg. Currently the plan is for these values to be the same, testing may need that to be changed. These thermal conductivities values would then be added together then divided by the sum of them. Chests would contribute twice (thrice?) as much to thermal conductivity compared to other parts.
This value would be set as borgs cold and heat prot. It should be possible to just run these through mobs standard bodytemp processing, however it may be optimal to have a seperate proc for borgs for code cleanliness and performance. The max amount of thermal transfer may need to be clamped in order to make borgs be able to deal with hellburns.
# Alternatives
The next three paragraphs will be dedicated solely to how a heat shield upgrade would be reworked under this system, if you do not care do not read those paragraphs. This rework would not remove current behavior when it comes to explosions/lasers, for the third approach, this behavior would go to the thermal insulator upgrade.
The first approach would be to have a thermal insulator upgrade, this upgrade would reduce thermal conductivity by a fraction (ie halving thermal conductivity). The advantages of this approach would be that it is good for not only keeping heat out, but also keeping heat in. If you want to be GLOWBORG, keeping this thing on after you leave a combustion chamber would be highly valuble.
The second approach would be to have a thermal balancer upgrade. This upgrade would try to return borg tempatures to room tempature. The advantage of this approach would be versatility, if the cold approach is done in the future, this upgrade would be useful there. This would also be useful from a survival perspective for both being in the flames and out of it.
The third approach would be to have both upgrades be a thing. This approach would contribute to part bloat, however I think they're sufficently distinct to make this viable. If this is done, the thermal balancer upgrade likely shouldn't work when the tempature of your enviroment is too high, this is to incentivize switching from the thermal balancer to the thermal insulator when out of and inside of fires respectively.
You could have max tempature reduce cell charge, I'd be against this as I don't think it'd feel good.
You could have being too cold effect how fast a borg is. This would have to have a lot of care taken for this, as being cold is much more common. Since the goal of these changes is to make heavier borg parts more viable. This change will be outside of the scope of this pr.
# Potiental Changes
1. Apply this to all robotic creatures. I don't think this will be needed as eyebots and AI being immune from plasma sounds like it'll be fine as these changes shouldn't effect borgs with standard and above parts too much.
2. Have borgs cool down faster then they heat up, I think this would be less cool glow wise but this may be needed to make staying in plasma fires feel viable.