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Medical Borg Improvements


Surrealistik

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My wishlist for new Medical Borg modules/additions:

 

 

Integrated Floodlights: This should be default for all borgs; a light that can be toggled on/off in the Robot menu.

Why: Because having to devote one of your limited models to a flashlight with a one tile light radius is complete ass.

 

Crowbar: Obvious.

Why: For saving crew in depowered areas.

 

ChemVac Module: Replaces the dropper. Essentially works as a dropper that can hold and transfer up to 120 units.

Why: Because transferring chemicals via a syringe, or worse yet, a dropper, takes way too fucking long; ain't nobody got time for that.

 

Space Cleaner/Sterilizine Spray Bottle: 300 capacity spray bottle. For cleaning and disinfecting surgery areas and equipment. Synthesizes a 50/50 mixture of Space Cleaner and Sterilizine.

Why: Medbay can get supernasty and contaminated superfast, and the Mediborg has no way to keep it clean and sterile which is important to prevent the spread of disease.

 

Medical Mask & Anesthetic Tank: Obvious.

Why: So the cyborg can actually apply anesthetic.

 

Med Storage: 7 storage slot container for storing pills, meat (biomass), food (to feed patients), organs, body parts, body/stasis bags, iv bags, patches and pill bottles only. Collects pills and pill bottles it's used on if there's room. Clicking on the pill storage module toggles its inventory open or closed; it remains open even when deselected, so long as it's equipped. The medigripper can retrieve objects from the module's inventory.

Why: So the Medborg can actually use non-liquid medications and other med supplies.

 

Medigripper: Allows the cyborg to manipulate anything that it can put into Medstorage as well as oxygen and anesthetic tanks and medical masks. It is also capable of buckling and unbuckling the cyborg and other creatures while active. Very similar to the Engineering gripper. Essentially acts like a hand for a subset of items/functions.

Why: Allows the cyborg to do organ/limb transplants, feed biomass into the cloner and other essential medical tasks it currently can't do, like anesthetize people without giving them a Morphine addiction by attaching the anesthetic tank and medical mask to them.

 

Biomass Processor: Turns corpses, organs, body parts, food, plants and meat into biomass which can be transferred into cloning tanks and other machines. Using it on one of these will loudly blend/grind the inserted substance. Using it on a tile covered in cream, vomit, blood, gibs or other organic substance will clean the tile and process them into small amounts of biomass. Using it on machinery that can accept biomass will deposit the biomass. Its transfer rate can be set via right click menu. Blood from syringes can be injected into the processor to yield small amounts of biomass. 300 unit capacity.

Why: So the Medical Borg can resupply the cloner; I have noticed serious problems with Medbay keeping this thing stocked and I can't do a damn thing about it except provide access to the gibber (which I can't even feed people into).

 

Integrated Crew Monitor: Obvious. Add it to the Robotics menu in a manner similar to the AI.

Why: Allows the Medical Borg to more effectively provide emergency treatment; something it is especially good at due to its immunities. Crew already have access to this capability with the handheld monitor.

 

 

Nanopaste: This should repair artificial limbs; not sure why it doesn't.

 

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Got the Medigripper coded, sprited and tested; works well.

 

Chemvac is done; sprited.

 

Replaced Biomass Processor with Matter Decompiler that can decompile more organic materials. Might create a separate stackable biomass resource or just have it store and deposit accumulated biomass directly.

 

Changed the cloner so that it can accept organs and body parts; now makes a nice squelching/gibbing sound when stuff is fed into it.

 

Space Cleaner/Sterilizine Spray I'm unsure about since it might tread on the Janiborg a little too much; might just give the Mediborg soap instead.

 

Medstorage I'm concerned about as borgs aren't normally supposed to have inventories; might create bugs/screw with other things.

 

Integrated crew monitoring and lights are done.

 

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Mediborg isn't meant to be a one-man medbay team, nor have all the supplies on him; even the CMO isn't capable of most of these things you have here.

 

 

Cyborgs are meant to assist the crew, not replace them. They're currently capable of basic doctoring and surgery and are even capable of cloning and cryoing people. A number of these additions out and out makes the borg more or less like a doctor with hands--again; that's not a borgs purpose and they're meant to have downsides and nuances about them.

 

Medical borgs are already incredibly strong in their current state; they don't need additional buffs.

 

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Crew can have pretty much all the supplies a Medborg has and more; and they can carry vastly more heal chems. As is any individual crew member can cover all of Medbay's functions; the Medborg doesn't even come close. Even after these improvements, properly equipped organic crew are still better at healing than the Medborg, and the Medborg is _specialized_ at healing!

 

Further, most of these additions allow the Medborg only to do and gain access to things that Medcrew already can. Integrated Crew Monitor = handheld crew monitor. Medgripper = use IV bags, restock the cloner, feed people and apply patches/pills, and perform several important surgeries (like brain transplants); all essential/important functions.

 

Of these things, the only capability the Medborg would get that its organic counterparts wouldn't is the matter decompiler for harvesting biomass.

 

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Matter decompiler has been vastly improved to actually restock supplies and provide notice of salvage retrieved and salvage added to stack/sheet stores. Plasteel and Biomass resources have been added to resources it can salvage.

 

The matter decompiler can now convert corpses, vermin, organs, blood, puke, dirt, and most other organic floor decals/waste into a Biomass stack/sheet resource for deposit into the cloner and biogenerator.

 

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Replaced the buggy stack items (nanopaste/splints/trauma & burn kits) with custom borg items that do their functions at the cost of 100 charge per use.

 

The nanopaste has a 5 second cooldown to moderate self-heal during MalfAI.

 

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Added two functions to the matter decompiler:

 

Check Salvage Levels: Shows you how many units of each resource you have stored in the matter decompiler.

Recompile Matter: Turns resource units stored in the matter decompiler of a type of your choice into sheets of raw material at your location.

 

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