Files
b535552bd3 Cybernetic Reshuffling (#5271)
## About The Pull Request
Moves combat cybernetics to the combat cybernetic techweb node, and
section in the fab.
## Why It's Good For The Game
Things that are illegal, dont look illegal, and thats bad. This makes
the combat implants visible and undeniable.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="616" height="204" alt="image"
src="https://github.com/user-attachments/assets/9cc5ae4f-7c2a-487b-b586-4264ddaa2bc0"
/>

<img width="617" height="151" alt="image"
src="https://github.com/user-attachments/assets/761a05b1-6542-43cf-b330-4de47f8dc812"
/>

<img width="447" height="322" alt="image"
src="https://github.com/user-attachments/assets/6add6153-de4a-480e-8339-62246a25a239"
/>

</details>

## Changelog
🆑
fix: Combat implants are in the combat implant section. Where you would
think they would be.
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-02-25 20:35:50 +01:00
..
2026-02-25 20:35:50 +01:00

PUT THE LINK HERE!!!!!!!

Title: Implant time bitch

MODULE ID: IMPLANTS

Description:

Ports over the implant expansion from the old base.

TG Proc Changes:

N/A

Defines:

  • #define ORGAN_SLOT_SCANNER "scanner"

Master file additions

  • N/A

Included files that are not contained in this module:

  • Master_Files now has a sound folder. Currently only holds the bloodyslice.ogg sound effect for the arm blade, but it can be used by anyone really.

Credits:

ShadeAware - Code, Sprites