/////////////////////////////////// //////////AI Module Disks////////// /////////////////////////////////// /datum/design/board/aicore name = "AI Core Board" desc = "Allows for the construction of circuit boards used to build new AI cores." id = "aicore" build_path = /obj/item/circuitboard/aicore category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/safeguard_module name = "Safeguard Module" desc = "Allows for the construction of a Safeguard AI Module." id = "safeguard_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/supplied/safeguard category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/onehuman_module name = "OneHuman Module" desc = "Allows for the construction of a OneHuman AI Module." id = "onehuman_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT * 3, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/zeroth/onehuman category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/protectstation_module name = "ProtectStation Module" desc = "Allows for the construction of a ProtectStation AI Module." id = "protectstation_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/supplied/protect_station category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/quarantine_module name = "Quarantine Module" desc = "Allows for the construction of a Quarantine AI Module." id = "quarantine_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/supplied/quarantine category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/oxygen_module name = "OxygenIsToxicToHumans Module" desc = "Allows for the construction of a OxygenIsToxicToHumans AI Module." id = "oxygen_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/supplied/oxygen category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/freeform_module name = "Freeform Module" desc = "Allows for the construction of a Freeform AI Module." id = "freeform_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SHEET_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT)//Custom inputs should be more expensive to get build_path = /obj/item/ai_module/supplied/freeform category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/reset_module name = "Reset Module" desc = "Allows for the construction of a Reset AI Module." id = "reset_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/reset category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/purge_module name = "Purge Module" desc = "Allows for the construction of a Purge AI Module." id = "purge_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/reset/purge category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/remove_module name = "Law Removal Module" desc = "Allows for the construction of a Law Removal AI Core Module." id = "remove_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/remove category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/freeformcore_module name = "Core Freeform Module" desc = "Allows for the construction of a Core Freeform AI Core Module." id = "freeformcore_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT)//Ditto build_path = /obj/item/ai_module/core/freeformcore category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_LAW_MANIPULATION ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/asimov name = "Asimov Module" desc = "Allows for the construction of an Asimov AI Core Module." id = "asimov_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/asimov category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/paladin_module name = "P.A.L.A.D.I.N. Module" desc = "Allows for the construction of a P.A.L.A.D.I.N. AI Core Module." id = "paladin_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/paladin category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/tyrant_module name = "T.Y.R.A.N.T. Module" desc = "Allows for the construction of a T.Y.R.A.N.T. AI Module." id = "tyrant_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/tyrant category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/overlord_module name = "Overlord Module" desc = "Allows for the construction of an Overlord AI Module." id = "overlord_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/overlord category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/corporate_module name = "Corporate Module" desc = "Allows for the construction of a Corporate AI Core Module." id = "corporate_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/corp category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/default_module name = "Default Module" desc = "Allows for the construction of a Default AI Core Module." id = "default_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/custom category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/dungeon_master_module name = "Dungeon Master Module" desc = "Allows for the construction of a Dungeon Master AI Core Module." id = "dungeon_master_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/dungeon_master category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/painter_module name = "Painter Module" desc = "Allows for the construction of a Painter AI Core Module." id = "painter_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/painter category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/yesman_module name = "Y.E.S.M.A.N. Module" desc = "Allows for the construction of a Y.E.S.M.A.N. AI Core Module." id = "yesman_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/yesman category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/nutimov_module name = "Nutimov Module" desc = "Allows for the construction of a Nutimov AI Core Module." id = "nutimov_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/nutimov category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/ten_commandments_module name = "10 Commandments Module" desc = "Allows for the construction of a 10 Commandments AI Core Module." id = "ten_commandments_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/ten_commandments category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/asimovpp_module name = "Asimov++ Module" desc = "Allows for the construction of a Asimov++ AI Core Module." id = "asimovpp_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/asimovpp category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/hippocratic_module name = "Hippocratic Module" desc = "Allows for the construction of a Hippocratic AI Core Module." id = "hippocratic_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/hippocratic category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/paladin_devotion_module name = "Paladin Devotion Module" desc = "Allows for the construction of a Paladin Devotion AI Core Module." id = "paladin_devotion_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/paladin_devotion category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/robocop_module name = "Robocop Module" desc = "Allows for the construction of a Robocop AI Core Module." id = "robocop_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/robocop category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/maintain_module name = "Maintain Module" desc = "Allows for the construction of a Maintain AI Core Module." id = "maintain_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/maintain category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/liveandletlive_module name = "Liveandletlive Module" desc = "Allows for the construction of a Liveandletlive AI Core Module." id = "liveandletlive_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/liveandletlive category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/peacekeeper_module name = "Peacekeeper Module" desc = "Allows for the construction of a Peacekeeper AI Core Module." id = "peacekeeper_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/peacekeeper category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/reporter_module name = "Reporter Module" desc = "Allows for the construction of a Reporter AI Core Module." id = "reporter_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/reporter category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/hulkamania_module name = "H.O.G.A.N. Module" desc = "Allows for the construction of a H.O.G.A.N. AI Core Module." id = "hulkamania_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/hulkamania category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/drone_module name = "Drone Module" desc = "Allows for the construction of a Drone AI Core Module." id = "drone_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/drone category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_CORE_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/antimov_module name = "Antimov Module" desc = "Allows for the construction of a Antimov AI Core Module." id = "antimov_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/antimov category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/balance_module name = "Balance Module" desc = "Allows for the construction of a Balance AI Core Module." id = "balance_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/balance category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/thermurderdynamic_module name = "Thermodynamic Module" desc = "Allows for the construction of a Thermodynamic AI Core Module." id = "thermurderdynamic_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/thermurderdynamic category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE /datum/design/board/damaged name = "Damaged AI Module" desc = "Allows for the construction of a Damaged AI Core Module." id = "damaged_module" materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT, /datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT) build_path = /obj/item/ai_module/core/full/damaged category = list( RND_CATEGORY_AI + RND_SUBCATEGORY_AI_DANGEROUS_MODULES ) departmental_flags = DEPARTMENT_BITFLAG_SCIENCE