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Synth & Android Customisation DLC#918

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Constellado wants to merge 26 commits into
MrMelbert:masterfrom
Constellado:SynthMaintenance
Open

Synth & Android Customisation DLC#918
Constellado wants to merge 26 commits into
MrMelbert:masterfrom
Constellado:SynthMaintenance

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@Constellado

@Constellado Constellado commented Jun 3, 2026

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What's this?

This PR removes my old synthetic head system to now be a part of the synthetic and android body menu! Select the heads you want in the head menu just like all the other heads!

I also added a couple more heads as options! Thank @Bluedino1025 for these two head options.

You can now colour your eyes if you are an android! Before the eyes were only white as an option. Now you will be able to colour them to whatever colour you wish. Head models that cannot fit eyes still do not have them.

I have removed the old system as it is not needed now. I cannot test what happens to old characters that used to use the android head cover system. If you have a character that used it, it will break and theoretically put the default android head. Make sure to update your character's head in the body page!

I have added a new organ for androids and synthetics that can be chosen to replace the stomach. It discharges slower but as a downside you get 0 bonuses from eating and aten chems do nothing. (basically, IC it replaces the stomach with a bigger battery) Another bonus is that it doesn't do electric shocks as often if you overcharge it.

The code works! It is technically OK to TM but it is not finished as I want to add extra things, explained below.

TLDR:

  1. Synths no longer have a head cover option, the same options is now part of the body menu.
  2. Androids have new head options
  3. You can now colour your eyes if you are an android!
  4. There is a new android and synth only stomach that makes it so you cannot eat or drink chems but discharges slower.

What does it look like?

What all the options looks like in the menu now:

image

Battery Core Sprite

image image

New heads

(Made by @Bluedino1025, with some colour and shape adjustments by me!)

Drone head

imageimageimage
This head can have hair!

Nemo head

imageimageimage

Clara's new head:

(Made by me)
This one is a character item.
imageimageimageimage

What's the modular changes?

I am deleting old modular changes that I did instead of adding modular changes!

@github-actions github-actions Bot added Sprites Fixing up coder sprites is nice Modularity Suggested Read the README in "maplestation_modules" and follow the instructions or risk doom UI labels Jun 3, 2026
@Constellado Constellado marked this pull request as draft June 3, 2026 09:19
@Constellado Constellado changed the title Synth&Android DLC/Maintenance Synth & Android Customisation DLC Jun 3, 2026
@Constellado

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no idea why it is looking for borg_head icon states. None of the other dmis that use the same system have those icon states.

@Constellado Constellado marked this pull request as ready for review June 3, 2026 10:50
@Constellado

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no idea why it is looking for borg_head icon states. None of the other dmis that use the same system have those icon states.

Found the cause, I didn't specify an icon state in the obj in cyber_reskins.dm .

@Constellado

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It automatically deleted those sprites, the heck? I didn't touch em

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OK it is feature complete now!

Comment on lines +13 to +23
#define NUTRITION_MULTIPLIER 0 //does this even work?
#define BOOZE_MULTIPLIER 0
/obj/item/organ/stomach/ethereal/android/battery_core/effective_charge()
. = ..()

/obj/item/organ/stomach/ethereal/android/battery_core/handle_chemical(mob/living/carbon/source, datum/reagent/chem, seconds_per_tick, times_fired)
//No booze, no drink, no food. It is not a stomach, it is a battery!
return NONE

#undef NUTRITION_MULTIPLIER
#undef BOOZE_MULTIPLIER

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Defining NUTRITION_MULTIPLIER and BOOZE_MULTIPLIER does not work; you should instead make it a variable on the stomach (var/nutrition_multiplier = 5 and var/booze_multiplier = 0.75) that your subtype sets to 0 respectively

if(ETHEREAL_CHARGE_OVERLOAD to ETHEREAL_CHARGE_DANGEROUS)
carbon.add_mood_event(ALERT_ETHEREAL_CHARGE, /datum/mood_event/android_supercharged)
has_flags |= HAS_MOOD_EVENT
if(SPT_PROB(0.5, seconds_per_tick)) // UPDATED FROM 5% to 0.5% each second for the android to explosively release excess energy if it reaches dangerous levels

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Rather than copy+pasting the entire block of code for handle_charge, make this a variable, var/discharge_change = 5, and have your subtype set it to 0.5

Comment on lines +23 to +27
"Vintage Cybersun" = 'maplestation_modules/icons/mob/augmentation/vintage_cybersun.dmi',
"S-Tech" = 'maplestation_modules/icons/mob/augmentation/s-tech.dmi',
"Skull" = 'maplestation_modules/icons/mob/augmentation/skull.dmi',
"Drone" = 'maplestation_modules/icons/mob/augmentation/drone.dmi',
"Nemo" = 'maplestation_modules/icons/mob/augmentation/flat.dmi'

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Do these options show up for arms/legs despite not having sprites? If so we'll need to figure out a way to prevent that

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