Files
Bubberstation/code/modules/research/designs/medical_designs.dm
carlarctg 85d32d85a0 Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request

Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
## Why It's Good For The Game

> Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

During the time flipping was bugged to have no cooldown or delay, it was
really funny seeing people flip at increasingly higher speeds. Many
people miss it, and to be honest, so do I. But everything needs limits
or it stops being funny and ends up being overdone. To this end this
skillchip lets people relive those days of glory, until they go out in a
beautiful explosion. The chip will last a very long while if well taken
care of, and there are plenty of warning signs before it gets too risky
to use, but we know what players are actually gonna do, and I am looking
forward to it.

> Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Chips can be kind of neat sometimes, and I think always having one as
part of your character can make for some fun things as the consistency
of it makes it more likely to stick in your mind to do stuff with.
> 'but can't you just go to the vendor at the start of every shift?'
Sure. But we have loadouts. We have tagger, musician, and many other
things that are 'roundstart bloat', and while that by itself is not an
excuse, it's part of the design of character setup: Minimizing the time
spent running around the station for things your character is supposed
to have for their personality/roleplay/gimmick. They're paying the cost
of quirk points for it, anyways.

> Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

I like the idea of having a gross usb drive on the back of your brain
that you shove chips into and out of, especially if it drops pieces of
your brain when malfunctioning. It also adds a little bit of extra
relevance to skillchips now that you don't need to spend 15 (!!!)
seconds inside a skillstation to add one. The cost is, as stated, quite
literally losing your brain on EMP's and the moderately expensive sum of
4 points.

> Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

It annoys me that there were organ slots for 'anti drop implant'. Now
they're just slots for anything meant to connect to the
cerebellum/central nervous system, making it less brute forcey and also
adding the start of some fun exclusivity between brain implants.
## Changelog
🆑
add: Added the FOSBURY skillchip, found in hacked toy vendors. This
skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's integrity
and cause malfunctions.
add: Added the Chipped quirk. It allows you to spawn with one base
skillchip. (not the one above)
add: Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time.
code: Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
# Conflicts:
#	code/datums/emotes.dm
2024-11-16 00:42:13 -08:00

1317 lines
56 KiB
Plaintext

/////////////////////////////////////////
////////////Medical Tools////////////////
/////////////////////////////////////////
/datum/design/healthanalyzer
name = "Health Analyzer"
id = "healthanalyzer"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5)
build_path = /obj/item/healthanalyzer
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/autopsy_scanner
name = "Autopsy Scanner"
id = "autopsyscanner"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5, /datum/material/glass = SMALL_MATERIAL_AMOUNT)
build_path = /obj/item/autopsy_scanner
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/bluespacebeaker
name = "Bluespace Beaker"
desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units."
id = "bluespacebeaker"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =HALF_SHEET_MATERIAL_AMOUNT)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
build_path = /obj/item/reagent_containers/cup/beaker/bluespace
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/noreactbeaker
name = "Cryostasis Beaker"
desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units."
id = "splitbeaker"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
build_path = /obj/item/reagent_containers/cup/beaker/noreact
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/xlarge_beaker
name = "X-large Beaker"
id = "xlarge_beaker"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT*2.5, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 1.5)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
build_path = /obj/item/reagent_containers/cup/beaker/plastic
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/meta_beaker
name = "Metamaterial Beaker"
id = "meta_beaker"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT*2.5, /datum/material/plastic =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
build_path = /obj/item/reagent_containers/cup/beaker/meta
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/ph_meter
name = "Chemical Analyzer"
id = "ph_meter"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT*2.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/ph_meter
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/bluespacesyringe
name = "Bluespace Syringe"
desc = "An advanced syringe that can hold 60 units of chemicals"
id = "bluespacesyringe"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/reagent_containers/syringe/bluespace
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/dna_disk
name = "Genetic Data Disk"
desc = "Produce additional disks for storing genetic data."
id = "dna_disk"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass =SMALL_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT*0.5)
build_path = /obj/item/disk/data
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GENETICS
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/piercesyringe
name = "Piercing Syringe"
desc = "A diamond-tipped syringe that pierces armor when launched at high velocity. It can hold up to 10 units."
id = "piercesyringe"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/reagent_containers/syringe/piercing
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/bluespacebodybag
name = "Bluespace Body Bag"
desc = "A bluespace body bag, powered by experimental bluespace technology. It can hold loads of bodies and the largest of creatures."
id = "bluespacebodybag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SMALL_MATERIAL_AMOUNT*5, /datum/material/bluespace =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/bodybag/bluespace
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_TOOLS_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/plasmarefiller
name = "Plasmaman Jumpsuit Refill"
desc = "A refill pack for the auto-extinguisher on Plasma-man suits."
id = "plasmarefiller" //Why did this have no plasmatech
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/extinguisher_refill
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GAS_TANKS_EQUIPMENT
)
departmental_flags = ALL
/datum/design/crewpinpointer
name = "Crew Pinpointer"
desc = "Allows tracking of someone's location if their suit sensors are turned to tracking beacon."
id = "crewpinpointer"
build_type = PROTOLATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/pinpointer/crew
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/defibrillator
name = "Defibrillator"
desc = "A portable defibrillator, used for resuscitating recently deceased crew."
id = "defibrillator"
build_type = PROTOLATHE | AWAY_LATHE
build_path = /obj/item/defibrillator
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*4, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/defibrillator_mount
name = "Defibrillator Wall Mount"
desc = "A mounted frame for holding defibrillators, providing easy security."
id = "defibmountdefault"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/wallframe/defib_mount
category = list(
RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MOUNTS
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/defibrillator_mount_charging
name = "PENLITE Defibrillator Wall Mount"
desc = "An all-in-one mounted frame for holding defibrillators, complete with ID-locked clamps and recharging cables. The PENLITE version also allows for slow recharging of the defib's battery."
id = "defibmount"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/wallframe/defib_mount/charging
category = list(
RND_CATEGORY_CONSTRUCTION + RND_SUBCATEGORY_CONSTRUCTION_MOUNTS
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/defibrillator_compact
name = "Compact Defibrillator"
desc = "A compact defibrillator that can be worn on a belt."
id = "defibrillator_compact"
build_type = PROTOLATHE | AWAY_LATHE
build_path = /obj/item/defibrillator/compact
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6, /datum/material/glass = SHEET_MATERIAL_AMOUNT*4, /datum/material/silver = SHEET_MATERIAL_AMOUNT*3, /datum/material/gold =SHEET_MATERIAL_AMOUNT * 1.5)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/genescanner
name = "Genetic Sequence Analyzer"
desc = "A handy hand-held analyzers for quickly determining mutations and collecting the full sequence."
id = "genescanner"
build_path = /obj/item/sequence_scanner
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_GENETICS
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/healthanalyzer_advanced
name = "Advanced Health Analyzer"
desc = "A hand-held body scanner able to distinguish vital signs of the subject with high accuracy."
id = "healthanalyzer_advanced"
build_path = /obj/item/healthanalyzer/advanced
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/medigel
name = "Medical Gel"
desc = "A medical gel applicator bottle, designed for precision application, with an unscrewable cap."
id = "medigel"
build_path = /obj/item/reagent_containers/medigel
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/surgical_drapes
name = "Surgical Drapes"
id = "surgical_drapes"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/surgical_drapes
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL | DEPARTMENT_BITFLAG_SCIENCE
/datum/design/laserscalpel
name = "Laser Scalpel"
desc = "A laser scalpel used for precise cutting."
id = "laserscalpel"
build_path = /obj/item/scalpel/advanced
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =SMALL_MATERIAL_AMOUNT * 2, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*2)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/mechanicalpinches
name = "Mechanical Pinches"
desc = "These pinches can be either used as retractor or hemostat."
id = "mechanicalpinches"
build_path = /obj/item/retractor/advanced
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/searingtool
name = "Searing Tool"
desc = "Used to mend tissue together. Or drill tissue away."
id = "searingtool"
build_path = /obj/item/cautery/advanced
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/uranium =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 1.5)
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL_ADVANCED
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/medical_spray_bottle
name = "Medical Spray Bottle"
desc = "A traditional spray bottle used to generate a fine mist. Not to be confused with a medspray."
id = "med_spray_bottle"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/reagent_containers/spray/medical
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/chem_pack
name = "Intravenous Medicine Bag"
desc = "A plastic pressure bag for IV administration of drugs."
id = "chem_pack"
build_type = PROTOLATHE | AWAY_LATHE
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/reagent_containers/chem_pack
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/blood_pack
name = "Blood Pack"
desc = "Is used to contain blood used for transfusion. Must be attached to an IV drip."
id = "blood_pack"
build_type = PROTOLATHE | AWAY_LATHE
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
materials = list(/datum/material/plastic =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/reagent_containers/blood
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/portable_chem_mixer
name = "Portable Chemical Mixer"
desc = "A portable device that dispenses and mixes chemicals. Reagents have to be supplied with beakers."
id = "portable_chem_mixer"
build_type = PROTOLATHE | AWAY_LATHE
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/storage/portable_chem_mixer
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/medical_bed
name = "Medical Bed"
desc = "A bed made of sterile materials ideal for use in the medical field. Patient assistance or joyriding, it'll do it all!"
id = "medicalbed"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 2.7, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 1.7)
build_path = /obj/structure/bed/medical
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/emergency_bed
name = "Medical Bed (Emergency)"
desc = "A portable, foldable version of the medical bed. Perfect for paramedics or whenever you have mass casualties!"
id = "medicalbed_emergency"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 2.7, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 1.7)
build_path = /obj/item/emergency_bed
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/penlight
name = "Penlight"
id = "penlight"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5)
build_path = /obj/item/flashlight/pen
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/penlight_paramedic
name = "Paramedic Penlight"
id = "penlight_paramedic"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*1)
build_path = /obj/item/flashlight/pen/paramedic
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_MEDICAL
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/////////////////////////////////////////
//////////Cybernetic Implants////////////
/////////////////////////////////////////
/datum/design/cyberimp_breather
name = "Breathing Tube Implant"
desc = "This simple implant adds an internals connector to your back, allowing you to use internals without a mask and protecting you from being choked."
id = "ci-breather"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 3.5 SECONDS
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*6, /datum/material/glass = SMALL_MATERIAL_AMOUNT*2.5)
build_path = /obj/item/organ/internal/cyberimp/mouth/breathing_tube
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_surgical
name = "Surgical Arm Implant"
desc = "A set of surgical tools hidden behind a concealed panel on the user's arm."
id = "ci-surgery"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
materials = list (
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.25,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
)
construction_time = 2 SECONDS
build_path = /obj/item/organ/internal/cyberimp/arm/surgery
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_toolset
name = "Toolset Arm Implant"
desc = "A stripped-down version of engineering cyborg toolset, designed to be installed on subject's arm."
id = "ci-toolset"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
materials = list (
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.25,
/datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
)
construction_time = 2 SECONDS
build_path = /obj/item/organ/internal/cyberimp/arm/toolset
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_medical_hud
name = "Medical HUD Implant"
desc = "These cybernetic eyes will display a medical HUD over everything you see. Wiggle eyes to control."
id = "ci-medhud"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 5 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
/datum/material/silver =SMALL_MATERIAL_AMOUNT*5,
/datum/material/gold =SMALL_MATERIAL_AMOUNT*5,
)
build_path = /obj/item/organ/internal/cyberimp/eyes/hud/medical
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_security_hud
name = "Security HUD Implant"
desc = "These cybernetic eyes will display a security HUD over everything you see. Wiggle eyes to control."
id = "ci-sechud"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 5 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
/datum/material/silver = SMALL_MATERIAL_AMOUNT*7.5,
/datum/material/gold = SMALL_MATERIAL_AMOUNT*7.5,
)
build_path = /obj/item/organ/internal/cyberimp/eyes/hud/security
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_diagnostic_hud
name = "Diagnostic HUD Implant"
desc = "These cybernetic eyes will display a diagnostic HUD over everything you see. Wiggle eyes to control."
id = "ci-diaghud"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 5 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
/datum/material/silver = SMALL_MATERIAL_AMOUNT*6,
/datum/material/gold = SMALL_MATERIAL_AMOUNT*6,
)
build_path = /obj/item/organ/internal/cyberimp/eyes/hud/diagnostic
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_xray
name = "X-ray Eyes"
desc = "These cybernetic eyes will give you X-ray vision. Blinking is futile."
id = "ci-xray"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 6 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
/datum/material/silver = SMALL_MATERIAL_AMOUNT*6,
/datum/material/gold = SMALL_MATERIAL_AMOUNT*6,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/eyes/robotic/xray
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_COMBAT
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_xray/moth
name = "Moth X-ray Eyes"
id = "ci-xray-moth"
build_path = /obj/item/organ/internal/eyes/robotic/xray/moth
/datum/design/cyberimp_thermals
name = "Thermal Eyes"
desc = "These cybernetic eyes will give you Thermal vision. Vertical slit pupil included."
id = "ci-thermals"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 6 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
/datum/material/silver = SMALL_MATERIAL_AMOUNT*6,
/datum/material/gold = SMALL_MATERIAL_AMOUNT*6,
/datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond =SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/eyes/robotic/thermals
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_COMBAT
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_thermals/moth
name = "Moth Thermal Eyes"
id = "ci-thermals-moth"
build_path = /obj/item/organ/internal/eyes/robotic/thermals/moth
/datum/design/cyberimp_antidrop
name = "Anti-Drop Implant"
desc = "This cybernetic brain implant will allow you to force your hand muscles to contract, preventing item dropping. Twitch ear to toggle."
id = "ci-antidrop"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 6 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
/datum/material/silver = SMALL_MATERIAL_AMOUNT*4,
/datum/material/gold = SMALL_MATERIAL_AMOUNT*4,
)
build_path = /obj/item/organ/internal/cyberimp/brain/anti_drop
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_antistun
name = "CNS Rebooter Implant"
desc = "This implant will automatically give you back control over your central nervous system, reducing downtime when stunned."
id = "ci-antistun"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 6 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
/datum/material/silver =SMALL_MATERIAL_AMOUNT*5,
/datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/cyberimp/brain/anti_stun
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_COMBAT
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_herculean
name = "Herculean Gravitronic Spinal Implant"
desc = "This gravitronic spinal interface allows the user to reduce the impact of gravity on their body, effectively improving athletic performance."
id = "ci-herculean"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron =SMALL_MATERIAL_AMOUNT*5,
/datum/material/titanium=SMALL_MATERIAL_AMOUNT*3,
/datum/material/gold=SMALL_MATERIAL_AMOUNT*3,
/datum/material/diamond =SMALL_MATERIAL_AMOUNT*5,
)
build_path = /obj/item/organ/internal/cyberimp/chest/spine
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_connector
name = "CNS Skillchip Connector Implant"
desc = "This cybernetic adds a port to the back of your head, where you can remove or add skillchips at will."
id = "ci-connector"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 6 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
/datum/material/titanium = SMALL_MATERIAL_AMOUNT*3,
)
build_path = /obj/item/organ/internal/cyberimp/brain/connector
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_MISC
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_nutriment
name = "Nutriment Pump Implant"
desc = "This implant will synthesize and pump into your bloodstream a small amount of nutriment when you are starving."
id = "ci-nutriment"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron =SMALL_MATERIAL_AMOUNT*5,
/datum/material/glass =SMALL_MATERIAL_AMOUNT*5,
/datum/material/gold =SMALL_MATERIAL_AMOUNT*5,
)
build_path = /obj/item/organ/internal/cyberimp/chest/nutriment
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_nutriment_plus
name = "Nutriment Pump Implant PLUS"
desc = "This implant will synthesize and pump into your bloodstream a small amount of nutriment when you are hungry."
id = "ci-nutrimentplus"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 5 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
/datum/material/gold =SMALL_MATERIAL_AMOUNT*5,
/datum/material/uranium = SMALL_MATERIAL_AMOUNT*7.5,
)
build_path = /obj/item/organ/internal/cyberimp/chest/nutriment/plus
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_reviver
name = "Reviver Implant"
desc = "This implant will attempt to revive you if you lose consciousness. For the faint of heart!"
id = "ci-reviver"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 6 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*8,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*8,
/datum/material/gold =SMALL_MATERIAL_AMOUNT * 3,
/datum/material/uranium =SMALL_MATERIAL_AMOUNT*5,
)
build_path = /obj/item/organ/internal/cyberimp/chest/reviver
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_thrusters
name = "Thrusters Set Implant"
desc = "This implant will allow you to use gas from environment or your internals for propulsion in zero-gravity areas."
id = "ci-thrusters"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 8 SECONDS
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT*2,
/datum/material/glass =SHEET_MATERIAL_AMOUNT,
/datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/cyberimp/chest/thrusters
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_UTILITY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/////////////////////////////////////////
////////////Regular Implants/////////////
/////////////////////////////////////////
/datum/design/implanter
name = "Implanter"
desc = "A sterile automatic implant injector."
id = "implanter"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*6, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/implanter
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY | DEPARTMENT_BITFLAG_MEDICAL
/datum/design/implantcase
name = "Implant Case"
desc = "A glass case for containing an implant."
id = "implantcase"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/implantcase
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_TOOLS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY | DEPARTMENT_BITFLAG_MEDICAL
/datum/design/implant_sadtrombone
name = "Sad Trombone Implant Case"
desc = "Makes death amusing."
id = "implant_trombone"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/bananium =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/implantcase/sad_trombone
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_HEALTH
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/implant_chem
name = "Chemical Implant Case"
desc = "A glass case containing a chemical implant."
id = "implant_chem"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT * 7)
build_path = /obj/item/implantcase/chem
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_SECURITY
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY | DEPARTMENT_BITFLAG_MEDICAL
/datum/design/implant_tracking
name = "Tracking Implant Case"
desc = "A glass case containing a tracking implant."
id = "implant_tracking"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5)
build_path = /obj/item/implantcase/tracking
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_SECURITY
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY | DEPARTMENT_BITFLAG_MEDICAL
/datum/design/implant_beacon
name = "Beacon Implant Case"
desc = "A glass case containing a beacon implant."
id = "implant_beacon"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3)
build_path = /obj/item/implantcase/beacon
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_SECURITY
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/implant_bluespace
name = "Bluespace Grounding Implant Case"
desc = "A glass case containing a teleport blocker implant."
id = "implant_bluespace"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/bluespace = SMALL_MATERIAL_AMOUNT * 3)
build_path = /obj/item/implantcase/teleport_blocker
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_SECURITY
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/implant_exile
name = "Exile Implant Case"
desc = "A glass case containing an exile implant."
id = "implant_exile"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 3)
build_path = /obj/item/implantcase/exile
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_SECURITY
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
//Cybernetic organs
/datum/design/cybernetic_liver
name = "Basic Cybernetic Liver"
desc = "A basic cybernetic liver."
id = "cybernetic_liver"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/liver/cybernetic
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_liver/tier2
name = "Cybernetic Liver"
desc = "A cybernetic liver."
id = "cybernetic_liver_tier2"
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/liver/cybernetic/tier2
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_liver/tier3
name = "Upgraded Cybernetic Liver"
desc = "An upgraded cybernetic liver."
id = "cybernetic_liver_tier3"
construction_time = 5 SECONDS
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/liver/cybernetic/tier3
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_heart
name = "Basic Cybernetic Heart"
desc = "A basic cybernetic heart."
id = "cybernetic_heart"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/heart/cybernetic
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_heart/tier2
name = "Cybernetic Heart"
desc = "A cybernetic heart."
id = "cybernetic_heart_tier2"
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/heart/cybernetic/tier2
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_heart/tier3
name = "Upgraded Cybernetic Heart"
desc = "An upgraded cybernetic heart."
id = "cybernetic_heart_tier3"
construction_time = 5 SECONDS
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/heart/cybernetic/tier3
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_heart/anomalock
name = "Voltaic combat cyberheart"
desc = "A cutting-edge cyberheart, originally designed for Nanotrasen killsquad usage but later declassified for normal research. Voltaic technology allows the heart to keep the body upright in dire circumstances, alongside redirecting anomalous flux energy to fully shield the user from shocks and electro-magnetic pulses. Does nothing without a flux anomaly core."
id = "cybernetic_heart_anomalock"
construction_time = 5 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/diamond = SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/organ/internal/heart/cybernetic/anomalock
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/cybernetic_lungs
name = "Basic Cybernetic Lungs"
desc = "A basic pair of cybernetic lungs."
id = "cybernetic_lungs"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/lungs/cybernetic
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_lungs/tier2
name = "Cybernetic Lungs"
desc = "A pair of cybernetic lungs."
id = "cybernetic_lungs_tier2"
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/lungs/cybernetic/tier2
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_lungs/tier3
name = "Upgraded Cybernetic Lungs"
desc = "A pair of upgraded cybernetic lungs."
id = "cybernetic_lungs_tier3"
construction_time = 5 SECONDS
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/lungs/cybernetic/tier3
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_stomach
name = "Basic Cybernetic Stomach"
desc = "A basic cybernetic stomach."
id = "cybernetic_stomach"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/stomach/cybernetic
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_stomach/tier2
name = "Cybernetic Stomach"
desc = "A cybernetic stomach."
id = "cybernetic_stomach_tier2"
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/stomach/cybernetic/tier2
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_stomach/tier3
name = "Upgraded Cybernetic Stomach"
desc = "An upgraded cybernetic stomach."
id = "cybernetic_stomach_tier3"
construction_time = 5 SECONDS
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/organ/internal/stomach/cybernetic/tier3
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_ears
name = "Basic Cybernetic Ears"
desc = "A Basic pair of cybernetic ears."
id = "cybernetic_ears"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 3 SECONDS
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*2.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT*4)
build_path = /obj/item/organ/internal/ears/cybernetic
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_ears_u
name = "Cybernetic Ears"
desc = "A pair of cybernetic ears."
id = "cybernetic_ears_u"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*5,
/datum/material/silver = SMALL_MATERIAL_AMOUNT*5,
)
build_path = /obj/item/organ/internal/ears/cybernetic/upgraded
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_ears_whisper
name = "Whisper-sensitive Cybernetic Ears"
desc = "A pair of whisper-sensitive cybernetic ears."
id = "cybernetic_ears_whisper"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*5,
/datum/material/silver = SMALL_MATERIAL_AMOUNT*5,
)
build_path = /obj/item/organ/internal/ears/cybernetic/whisper
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_ears_xray
name = "Wall-penetrating Cybernetic Ears"
desc = "A pair of wall-penetrating cybernetic ears."
id = "cybernetic_ears_xray"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*5,
/datum/material/silver = SMALL_MATERIAL_AMOUNT*5,
)
build_path = /obj/item/organ/internal/ears/cybernetic/xray
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_eyes
name = "Basic Cybernetic Eyes"
desc = "A basic pair of cybernetic eyes."
id = "cybernetic_eyes"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 3 SECONDS
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*2.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT*4)
build_path = /obj/item/organ/internal/eyes/robotic/basic
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_1
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_eyes/moth
name = "Basic Cybernetic Moth Eyes"
id = "cybernetic_eyes_moth"
build_path = /obj/item/organ/internal/eyes/robotic/basic/moth
/datum/design/cybernetic_eyes/improved
name = "Cybernetic Eyes"
desc = "A pair of cybernetic eyes."
id = "cybernetic_eyes_improved"
build_path = /obj/item/organ/internal/eyes/robotic
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_2
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cybernetic_eyes/improved/moth
name = "Cybernetic Moth Eyes"
id = "cybernetic_eyes_improved_moth"
build_path = /obj/item/organ/internal/eyes/robotic/moth
/datum/design/cyberimp_welding
name = "Welding Shield Eyes"
desc = "These reactive micro-shields will protect you from welders and flashes without obscuring your vision."
id = "ci-welding"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*6, /datum/material/glass = SMALL_MATERIAL_AMOUNT*4)
build_path = /obj/item/organ/internal/eyes/robotic/shield
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_welding/moth
name = "Welding Shield Moth Eyes"
id = "ci-welding-moth"
build_path = /obj/item/organ/internal/eyes/robotic/shield/moth
/datum/design/cyberimp_gloweyes
name = "Luminescent Eyes"
desc = "A pair of cybernetic eyes that can emit multicolored light"
id = "ci-gloweyes"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 4 SECONDS
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*6, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/organ/internal/eyes/robotic/glow
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_ORGANS_3
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_gloweyes/moth
name = "Luminescent Moth Eyes"
id = "ci-gloweyes-moth"
build_path = /obj/item/organ/internal/eyes/robotic/glow/moth
/////////////////////
///Surgery Designs///
/////////////////////
/datum/design/surgery
name = "Surgery Design"
desc = "what"
id = "surgery_parent"
research_icon = 'icons/obj/medical/surgery_ui.dmi'
research_icon_state = "surgery_any"
var/surgery
/datum/design/surgery/lobotomy
name = "Lobotomy"
desc = "An invasive surgical procedure which guarantees removal of almost all brain traumas, but might cause another permanent trauma in return."
id = "surgery_lobotomy"
surgery = /datum/surgery/advanced/lobotomy
research_icon_state = "surgery_head"
/datum/design/surgery/lobotomy/mechanic
name = "Wetware OS Destructive Defragmentation"
desc = "A destructive robotic defragmentation method which guarantees removal of almost all brain traumas, but might cause another permanent trauma in return."
id = "surgery_lobotomy_mechanic"
surgery = /datum/surgery/advanced/lobotomy/mechanic
/datum/design/surgery/pacify
name = "Pacification"
desc = "A surgical procedure which permanently inhibits the aggression center of the brain, making the patient unwilling to cause direct harm."
id = "surgery_pacify"
surgery = /datum/surgery/advanced/pacify
research_icon_state = "surgery_head"
/datum/design/surgery/pacify/mechanic
name = "Aggression Suppression Programming"
desc = "Malware which permanently inhibits the aggression programming of the patient's neural network, making the patient unwilling to cause direct harm."
id = "surgery_pacify_mechanic"
surgery = /datum/surgery/advanced/pacify/mechanic
/datum/design/surgery/viral_bonding
name = "Viral Bonding"
desc = "A surgical procedure that forces a symbiotic relationship between a virus and its host. The patient must be dosed with spaceacillin, virus food, and formaldehyde."
id = "surgery_viral_bond"
surgery = /datum/surgery/advanced/viral_bonding
research_icon_state = "surgery_chest"
/datum/design/surgery/healing //PLEASE ACCOUNT FOR UNIQUE HEALING BRANCHES IN THE hptech HREF (currently 2 for Brute/Burn; Combo is bonus)
name = "Tend Wounds"
desc = "An upgraded version of the original surgery."
id = "surgery_healing_base" //holder because CI cries otherwise. Not used in techweb unlocks.
surgery = /datum/surgery/healing
research_icon_state = "surgery_chest"
/datum/design/surgery/healing/brute_upgrade
name = "Tend Wounds (Brute) Upgrade"
surgery = /datum/surgery/healing/brute/upgraded
id = "surgery_heal_brute_upgrade"
/datum/design/surgery/healing/brute_upgrade_2
name = "Tend Wounds (Brute) Upgrade"
surgery = /datum/surgery/healing/brute/upgraded/femto
id = "surgery_heal_brute_upgrade_femto"
/datum/design/surgery/healing/burn_upgrade
name = "Tend Wounds (Burn) Upgrade"
surgery = /datum/surgery/healing/burn/upgraded
id = "surgery_heal_burn_upgrade"
/datum/design/surgery/healing/burn_upgrade_2
name = "Tend Wounds (Burn) Upgrade"
surgery = /datum/surgery/healing/burn/upgraded/femto
id = "surgery_heal_burn_upgrade_femto"
/datum/design/surgery/healing/combo
name = "Tend Wounds (Physical)"
desc = "A surgical procedure that repairs both bruises and burns. Repair efficiency is not as high as the individual surgeries but it is faster."
surgery = /datum/surgery/healing/combo
id = "surgery_heal_combo"
/datum/design/surgery/healing/combo_upgrade
name = "Tend Wounds (Physical) Upgrade"
surgery = /datum/surgery/healing/combo/upgraded
id = "surgery_heal_combo_upgrade"
/datum/design/surgery/healing/combo_upgrade_2
name = "Tend Wounds (Physical) Upgrade"
desc = "A surgical procedure that repairs both bruises and burns faster than their individual counterparts. It is more effective than both the individual surgeries."
surgery = /datum/surgery/healing/combo/upgraded/femto
id = "surgery_heal_combo_upgrade_femto"
/datum/design/surgery/brainwashing
name = "Brainwashing"
desc = "A surgical procedure which directly implants a directive into the patient's brain, making it their absolute priority. It can be cleared using a mindshield implant."
id = "surgery_brainwashing"
surgery = /datum/surgery/advanced/brainwashing
research_icon_state = "surgery_head"
/datum/design/surgery/brainwashing/mechanic
name = "Reprogramming"
desc = "Malware which directly implants a directive into the robotic patient's operating system, making it their absolute priority. It can be cleared using a mindshield implant."
id = "surgery_brainwashing_mechanic"
surgery = /datum/surgery/advanced/brainwashing/mechanic
/datum/design/surgery/nerve_splicing
name = "Nerve Splicing"
desc = "A surgical procedure which splices the patient's nerves, making them more resistant to stuns."
id = "surgery_nerve_splice"
surgery = /datum/surgery/advanced/bioware/nerve_splicing
research_icon_state = "surgery_chest"
/datum/design/surgery/nerve_splicing/mechanic
name = "System Automatic Reset Subroutine"
desc = "A robotic upgrade which upgrades a robotic patient's automatic systems, making them more resistant to stuns."
id = "surgery_nerve_splice_mechanic"
surgery = /datum/surgery/advanced/bioware/nerve_splicing/mechanic
/datum/design/surgery/nerve_grounding
name = "Nerve Grounding"
desc = "A surgical procedure which makes the patient's nerves act as grounding rods, protecting them from electrical shocks."
id = "surgery_nerve_ground"
surgery = /datum/surgery/advanced/bioware/nerve_grounding
research_icon_state = "surgery_chest"
/datum/design/surgery/nerve_grounding/mechanic
name = "System Shock Dampening"
desc = "A robotic upgrade which installs grounding rods into the robotic patient's system, protecting them from electrical shocks."
id = "surgery_nerve_ground_mechanic"
surgery = /datum/surgery/advanced/bioware/nerve_grounding/mechanic
/datum/design/surgery/vein_threading
name = "Vein Threading"
desc = "A surgical procedure which severely reduces the amount of blood lost in case of injury."
id = "surgery_vein_thread"
surgery = /datum/surgery/advanced/bioware/vein_threading
research_icon_state = "surgery_chest"
/datum/design/surgery/vein_threading/mechanic
name = "Hydraulics Routing Optimization"
desc = "A robotic upgrade which severely reduces the amount of hydraulic fluid lost in case of injury."
id = "surgery_vein_thread_mechanic"
surgery = /datum/surgery/advanced/bioware/vein_threading/mechanic
/datum/design/surgery/muscled_veins
name = "Vein Muscle Membrane"
desc = "A surgical procedure which adds a muscled membrane to blood vessels, allowing a patient to pump blood without a heart."
id = "surgery_muscled_veins"
surgery = /datum/surgery/advanced/bioware/muscled_veins
research_icon_state = "surgery_chest"
/datum/design/surgery/muscled_veins/mechanic
name = "Hydraulics Redundancy Subroutine"
desc = "A robotic upgrade which adds sophisticated hydraulics redundancies, allowing a patient to pump hydraulic fluid without an engine."
id = "surgery_muscled_veins_mechanic"
surgery = /datum/surgery/advanced/bioware/muscled_veins/mechanic
/datum/design/surgery/ligament_hook
name = "Ligament Hook"
desc = "A surgical procedure which reshapes the connections between torso and limbs, making it so limbs can be attached manually if severed. \
However this weakens the connection, making them easier to detach as well."
id = "surgery_ligament_hook"
surgery = /datum/surgery/advanced/bioware/ligament_hook
research_icon_state = "surgery_chest"
/datum/design/surgery/ligament_hook/mechanic
name = "Anchor Point Snaplocks"
desc = "A robotic upgrade which installs rapid detachment anchor points, making it so limbs can be attached manually if detached. \
However this weakens the connection, making them easier to detach as well."
id = "surgery_ligament_hook_mechanic"
surgery = /datum/surgery/advanced/bioware/ligament_hook/mechanic
/datum/design/surgery/ligament_reinforcement
name = "Ligament Reinforcement"
desc = "A surgical procedure which adds a protective tissue and bone cage around the connections between the torso and limbs, preventing dismemberment. \
However, the nerve connections as a result are more easily interrupted, making it easier to disable limbs with damage."
id = "surgery_ligament_reinforcement"
surgery = /datum/surgery/advanced/bioware/ligament_reinforcement
research_icon_state = "surgery_chest"
/datum/design/surgery/ligament_reinforcement/mechanic
name = "Anchor Point Reinforcement"
desc = "A surgical procedure which adds reinforced limb anchor points to the patient's chassis, preventing dismemberment. \
However, the nerve connections as a result are more easily interrupted, making it easier to disable limbs with damage."
id = "surgery_ligament_reinforcement_mechanic"
surgery = /datum/surgery/advanced/bioware/ligament_reinforcement/mechanic
/datum/design/surgery/cortex_imprint
name = "Cortex Imprint"
desc = "A surgical procedure which modifies the cerebral cortex into a redundant neural pattern, making the brain able to bypass damage caused by minor brain traumas."
id = "surgery_cortex_imprint"
surgery = /datum/surgery/advanced/bioware/cortex_imprint
research_icon_state = "surgery_head"
/datum/design/surgery/cortex_imprint/mechanic
name = "Wetware OS Ver 2.0"
desc = "A surgical procedure which updates the patient's operating system to the 'latest version', whatever that means, making the brain able to bypass damage caused by minor brain traumas. \
Shame about all the adware."
id = "surgery_cortex_imprint_mechanic"
surgery = /datum/surgery/advanced/bioware/cortex_imprint/mechanic
/datum/design/surgery/cortex_folding
name = "Cortex Folding"
desc = "A surgical procedure which modifies the cerebral cortex into a complex fold, giving space to non-standard neural patterns."
id = "surgery_cortex_folding"
surgery = /datum/surgery/advanced/bioware/cortex_folding
research_icon_state = "surgery_head"
/datum/design/surgery/cortex_folding/mechanic
name = "Wetware OS Labyrinthian Programming"
desc = "A robotic upgrade which reprograms the patient's neural network in a downright eldritch programming language, giving space to non-standard neural patterns."
id = "surgery_cortex_folding_mechanic"
surgery = /datum/surgery/advanced/bioware/cortex_folding/mechanic
/datum/design/surgery/necrotic_revival
name = "Necrotic Revival"
desc = "An experimental surgical procedure that stimulates the growth of a Romerol tumor inside the patient's brain. Requires zombie powder or rezadone."
id = "surgery_zombie"
surgery = /datum/surgery/advanced/necrotic_revival
research_icon_state = "surgery_head"
/datum/design/surgery/wing_reconstruction
name = "Wing Reconstruction"
desc = "An experimental surgical procedure that reconstructs the damaged wings of moth people. Requires Synthflesh."
id = "surgery_wing_reconstruction"
surgery = /datum/surgery/advanced/wing_reconstruction
research_icon_state = "surgery_chest"
/datum/design/surgery/advanced_plastic_surgery
name = "Advanced Plastic Surgery"
desc = "An advanced form of the plastic surgery, allowing oneself to remodel someone's face and voice based off a picture of someones face"
surgery = /datum/surgery/plastic_surgery/advanced
id = "surgery_advanced_plastic_surgery"
research_icon_state = "surgery_head"
/datum/design/surgery/experimental_dissection
name = "Experimental Dissection"
desc = "An experimental surgical procedure that dissects bodies in exchange for research points at ancient R&D consoles."
id = "surgery_oldstation_dissection"
surgery = /datum/surgery/advanced/experimental_dissection
research_icon_state = "surgery_chest"