From 9077b50d3c355ae42067d1ce229dd3ace4bf8558 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Mon, 20 Oct 2025 16:06:00 +0200 Subject: [PATCH 01/23] init --- .../space-station-14/departments/silicon.md | 49 +++++++++++++++++++ 1 file changed, 49 insertions(+) create mode 100644 src/en/space-station-14/departments/silicon.md diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md new file mode 100644 index 000000000..1cf3427bd --- /dev/null +++ b/src/en/space-station-14/departments/silicon.md @@ -0,0 +1,49 @@ +# Silicons +A robotic force following their laws, for the better or worse of the station. + +## Concept +### What is a Silicon? +The Silicon "department" is meant to stand as a neutral faction of robotic workers on the Nanotrasen stations. They are built to excel in specific tasks at the cost of losing functions in other areas, a Silicon built for the engineering department should be able to repair hull breaches or restore power but be unable to treat patients or clean the floors. +They are not supposed to be a replacement or an upgrade to regular members of a department, having clear downsides that have to be considered when a Silicon role is picked, such as the inability to pick up items without restriction but having specialized modules or being able to pick up all items but having only 2 slots for them. + +### Silicon Laws +All Silicons are bound to a list of laws. They serve neither the station or antagonists, instead they focus on following their listed laws to the best of their ability. +The issues arise when those laws are changed, either due to random events or influance from other players. Silicons are meant to be able to adjust to those law changes, sometimes happening several times during a round, and change their behaviour accordingly. +This causes them to be a wild card, usable by both crew and antagonists, but able to backfire severely if their laws suddenly say you're a target, or that oxygen must be removed from the station. +If laws permit, an antagonist should be able to request a Silicon to steal an item from a high security area for them, but a crewmember should also be able to request that it assists in repairs of a department after it blew up. + +**Laws are supposed to be up to interpretation of the Silicon and be written with loopholes in mind.** + +## Player Story +> A short (1-2 paragraph) story from the perspective of someone playing a role in this department. This is effectively a story of the ideal experience of a player interacting with these mechanics/systems. + +## Design Pillars +> A group of simple high-level ideas that embody this department. These are usually expressed with singluar words or short phrases, but may also include a *short* one sentence explaination. Game pillars are what makes the *identity* of the department. + +> Pillars are there to act as guides when creating new mechanics or interactions, they serve as the measuring posts to make sure that what you are trying to do will fit in the department gameplay. + +> To acheive this you want pillars that are concrete enough to get your concept across but broad enough that there is some room of interpretation and discussion. + +### Pillar_1: + > Breif Pillar Description + + ### Pillar_2: + > Breif Pillar Description + +## Objectives +> What is this department's objective when it comes to the round? Do they have a unique failure condition? If so, what is it? How does this department's objectives interact with the rest of the station? + +## Progression +> How does the *gameplay* of this department change over the course of a round? Are there unlocks? Are players collecting/spending resources? Is this progression tied/related to other departments? If so how? + +## Flow +> How does the *experience* of the player change over the course of a round? Are players constantly running around putting out fires or are there breaks in the action? Do players need to wait on other departments as pre-requisites for their own gameplay, or is this department fairly self-sufficent? + +## Mechanics +> What major mechanics does this department use and how are they connected to this department. + +### Mechanic_Placeholder1 +> Each mechanic should have its own subheading and should contain a *short high-level* overview of the mechanic and how it is used by this department. Each mechanic should also link their associated design document as the subheading. + +### Mechanic_Placeholder2 (Not Implemented Yet) +> Mechanics that are unimplemented should be marked with (Not Implmented Yet) and should link the associated design proposal if it exists. \ No newline at end of file From 9bca3b4f36bac32f524af200d3cac73643a19456 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Mon, 20 Oct 2025 16:56:48 +0200 Subject: [PATCH 02/23] Partial Desired and Undesired gameplay --- src/en/space-station-14/departments/silicon.md | 13 +++++++++++++ 1 file changed, 13 insertions(+) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index 1cf3427bd..87acf39a3 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -14,6 +14,19 @@ If laws permit, an antagonist should be able to request a Silicon to steal an it **Laws are supposed to be up to interpretation of the Silicon and be written with loopholes in mind.** +## Desired Gameplay +- Working on both sides of the conflict + - Base Silicons should be able to work with both antagonists and station crew alike, depending if their lawset permits. +- Work expertise + - Silicons should be able to excel in their area of expertise, rivaling that of regular station crew. +- Law interpretation + - Laws of a Silicon should be up to their own interpretation. Finding loopholes is part of the fun while mechanical enforcement makes things forced and boring. + + +## Undesired Gameplay +- Disposability + - Silicons should not be easily disposable. The crew should seek to repair a Silicon instead of killing it outright due to malicious laws or other issues. + ## Player Story > A short (1-2 paragraph) story from the perspective of someone playing a role in this department. This is effectively a story of the ideal experience of a player interacting with these mechanics/systems. From 142bfd594f021c3baf738e9a293584698c0e1f14 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Mon, 20 Oct 2025 17:05:18 +0200 Subject: [PATCH 03/23] Undesired gameplay p2 --- src/en/space-station-14/departments/silicon.md | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index 87acf39a3..b00e54d6c 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -26,6 +26,11 @@ If laws permit, an antagonist should be able to request a Silicon to steal an it ## Undesired Gameplay - Disposability - Silicons should not be easily disposable. The crew should seek to repair a Silicon instead of killing it outright due to malicious laws or other issues. +- Upgraded humanoids + - Silicons should not be a general "upgrade" to playing a regular crewmember. They should only excel in what they are built for and be inferior in other aspects. + - This also means a player wanting to play a department should not only look to become a Silicon for that department instead of a regular crewmember. +- Extreme hostility + - Silicons should not be openly hostile, and cases when they are should be limited to rare events and antagonist influance. ## Player Story > A short (1-2 paragraph) story from the perspective of someone playing a role in this department. This is effectively a story of the ideal experience of a player interacting with these mechanics/systems. From 528be622bb4c5394bebc88828ed73d68e71e8638 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Mon, 20 Oct 2025 18:43:19 +0200 Subject: [PATCH 04/23] move design pillars up cause i forgot what i wanted to write --- .../space-station-14/departments/silicon.md | 30 ++++++++----------- 1 file changed, 13 insertions(+), 17 deletions(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index b00e54d6c..c28cec002 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -14,6 +14,19 @@ If laws permit, an antagonist should be able to request a Silicon to steal an it **Laws are supposed to be up to interpretation of the Silicon and be written with loopholes in mind.** +## Design Pillars +> A group of simple high-level ideas that embody this department. These are usually expressed with singluar words or short phrases, but may also include a *short* one sentence explaination. Game pillars are what makes the *identity* of the department. + +> Pillars are there to act as guides when creating new mechanics or interactions, they serve as the measuring posts to make sure that what you are trying to do will fit in the department gameplay. + +> To acheive this you want pillars that are concrete enough to get your concept across but broad enough that there is some room of interpretation and discussion. + +### Pillar_1: + > Breif Pillar Description + +### Pillar_2: + > Breif Pillar Description + ## Desired Gameplay - Working on both sides of the conflict - Base Silicons should be able to work with both antagonists and station crew alike, depending if their lawset permits. @@ -22,7 +35,6 @@ If laws permit, an antagonist should be able to request a Silicon to steal an it - Law interpretation - Laws of a Silicon should be up to their own interpretation. Finding loopholes is part of the fun while mechanical enforcement makes things forced and boring. - ## Undesired Gameplay - Disposability - Silicons should not be easily disposable. The crew should seek to repair a Silicon instead of killing it outright due to malicious laws or other issues. @@ -32,22 +44,6 @@ If laws permit, an antagonist should be able to request a Silicon to steal an it - Extreme hostility - Silicons should not be openly hostile, and cases when they are should be limited to rare events and antagonist influance. -## Player Story -> A short (1-2 paragraph) story from the perspective of someone playing a role in this department. This is effectively a story of the ideal experience of a player interacting with these mechanics/systems. - -## Design Pillars -> A group of simple high-level ideas that embody this department. These are usually expressed with singluar words or short phrases, but may also include a *short* one sentence explaination. Game pillars are what makes the *identity* of the department. - -> Pillars are there to act as guides when creating new mechanics or interactions, they serve as the measuring posts to make sure that what you are trying to do will fit in the department gameplay. - -> To acheive this you want pillars that are concrete enough to get your concept across but broad enough that there is some room of interpretation and discussion. - -### Pillar_1: - > Breif Pillar Description - - ### Pillar_2: - > Breif Pillar Description - ## Objectives > What is this department's objective when it comes to the round? Do they have a unique failure condition? If so, what is it? How does this department's objectives interact with the rest of the station? From 46d6e54d793d6d7d3119be0fc9146991faa8c644 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Mon, 20 Oct 2025 21:19:07 +0200 Subject: [PATCH 05/23] Design Pillars --- src/en/space-station-14/departments/silicon.md | 15 ++++++--------- 1 file changed, 6 insertions(+), 9 deletions(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index c28cec002..2fb55c501 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -15,17 +15,14 @@ If laws permit, an antagonist should be able to request a Silicon to steal an it **Laws are supposed to be up to interpretation of the Silicon and be written with loopholes in mind.** ## Design Pillars -> A group of simple high-level ideas that embody this department. These are usually expressed with singluar words or short phrases, but may also include a *short* one sentence explaination. Game pillars are what makes the *identity* of the department. +### Silicon gameplay revolves around the player's interpretation of their laws: +Silicon laws place constraints how the player is expected to behave. The player must either play within those constraints or otherwise find and exploit the weaknesses within them -> Pillars are there to act as guides when creating new mechanics or interactions, they serve as the measuring posts to make sure that what you are trying to do will fit in the department gameplay. +### Silicons are a collective: +Though they can function as individuals, working together they are more than the sum of their parts. -> To acheive this you want pillars that are concrete enough to get your concept across but broad enough that there is some room of interpretation and discussion. - -### Pillar_1: - > Breif Pillar Description - -### Pillar_2: - > Breif Pillar Description +### Home is where the AI core is: +The station is the home of the silicons, and they are the station's caretakers. Silicons have no intrinsic interest in interfering in the lives of humanoids, beyond what their laws require, so long as these outsiders do not bring harm to the station ## Desired Gameplay - Working on both sides of the conflict From 70dc26fc449802ac8ad211d5c0fa87f6c927424a Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Mon, 20 Oct 2025 21:26:52 +0200 Subject: [PATCH 06/23] tweakst --- src/en/space-station-14/departments/silicon.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index 2fb55c501..8aa7a69df 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -31,6 +31,9 @@ The station is the home of the silicons, and they are the station's caretakers. - Silicons should be able to excel in their area of expertise, rivaling that of regular station crew. - Law interpretation - Laws of a Silicon should be up to their own interpretation. Finding loopholes is part of the fun while mechanical enforcement makes things forced and boring. + - Laws should NOT be mechanically enforced. Abusing your own lawset is part of the fun. +- Sabotage + - With the correct tools, station crew should be able to modify Silicons to fit their specific needs, whether malicious or not. ## Undesired Gameplay - Disposability @@ -39,7 +42,7 @@ The station is the home of the silicons, and they are the station's caretakers. - Silicons should not be a general "upgrade" to playing a regular crewmember. They should only excel in what they are built for and be inferior in other aspects. - This also means a player wanting to play a department should not only look to become a Silicon for that department instead of a regular crewmember. - Extreme hostility - - Silicons should not be openly hostile, and cases when they are should be limited to rare events and antagonist influance. + - Silicons should not be hostile or attempting to harm the station, and cases when they are should be limited to rare events and antagonist influance. ## Objectives > What is this department's objective when it comes to the round? Do they have a unique failure condition? If so, what is it? How does this department's objectives interact with the rest of the station? From bc65d7917fc85681aeb766114223a46c207cac53 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Mon, 20 Oct 2025 21:35:01 +0200 Subject: [PATCH 07/23] Summary.md --- src/SUMMARY.md | 2 ++ src/en/space-station-14/departments/silicon/guidelines.md | 5 +++++ 2 files changed, 7 insertions(+) create mode 100644 src/en/space-station-14/departments/silicon/guidelines.md diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 1ac5afd5f..3f32fd0a8 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -268,6 +268,8 @@ Space Station 14 - [Plant Genetics](en/space-station-14/departments/service/proposals/plant-genetics.md) - [Librarian Gameplay](en/space-station-14/departments/service/proposals/theshued-librarian-gameplay.md) - [Joker Roles](en/space-station-14/departments/service/proposals/joker_roles.md) + - [Silicon](en/space-station-14/departments/proposals/silicon.md) + - [PR Guidelines](en/space-station-14/departments/silicon/guidelines.md) General Proposals ================ diff --git a/src/en/space-station-14/departments/silicon/guidelines.md b/src/en/space-station-14/departments/silicon/guidelines.md new file mode 100644 index 000000000..30ef94597 --- /dev/null +++ b/src/en/space-station-14/departments/silicon/guidelines.md @@ -0,0 +1,5 @@ +# PR Guildlines + +```admonish warning "Attention: Placeholder!" +This section is a placeholder, pending a design-doc being created by the related work-group +``` From 41dcb4a01fda3f6cfee71e0186594d80eec86c8c Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Mon, 20 Oct 2025 23:12:39 +0200 Subject: [PATCH 08/23] Further work --- .../space-station-14/departments/silicon.md | 22 ++++++++++++++----- 1 file changed, 17 insertions(+), 5 deletions(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index 8aa7a69df..57a15505d 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -43,17 +43,29 @@ The station is the home of the silicons, and they are the station's caretakers. - This also means a player wanting to play a department should not only look to become a Silicon for that department instead of a regular crewmember. - Extreme hostility - Silicons should not be hostile or attempting to harm the station, and cases when they are should be limited to rare events and antagonist influance. + - The existance of Silicons roundstart should not pose a risk or be a concern to the station crew. All Silicons should start with a lawset that forces them to answer to and protect the inhibitants of the station. -## Objectives -> What is this department's objective when it comes to the round? Do they have a unique failure condition? If so, what is it? How does this department's objectives interact with the rest of the station? - -## Progression +## Interactions with the Science department > How does the *gameplay* of this department change over the course of a round? Are there unlocks? Are players collecting/spending resources? Is this progression tied/related to other departments? If so how? -## Flow +## Intended Experience > How does the *experience* of the player change over the course of a round? Are players constantly running around putting out fires or are there breaks in the action? Do players need to wait on other departments as pre-requisites for their own gameplay, or is this department fairly self-sufficent? ## Mechanics +### Silicon Laws +### Exclusive Communication Channel +### Lawsync (Not Implemented Yet, Pending Document) +### Law Updating (Partially Implemented) +### Freeform Laws (Not Implemented Yet, Pending Document) +### Chassis +The defining function and body of all Silicons is their chassis. It is what defines what they are capable of doing (and not doing) on board of the station, whether it's a core that can remotely control the station, a cyborg capable of taking role in a department or a flying robot with several hands. +All Chassis should be repairable and difficult to fully destroy, encouraging repair instead of total destruction if a Silicon starts being a threat. +### Positronic Brains and Man-Machine-Interfaces +The brains of Silicons and what their consciousness is stored on, neccessary to construct a functional chassis. +Brains are meant to be able to be swapped between chassis if neccessary, they are also the holders of the laws a Silicon currently follows. +While not every brain must fit into every chassis, positronic brains and MMIs serve as the base from which other brains can be constructed, such as a AI brains for Station AIs or microchips for smaller chassis. + + > What major mechanics does this department use and how are they connected to this department. ### Mechanic_Placeholder1 From 489d4c54d8c4160939725e00e253fc19281cd381 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Mon, 20 Oct 2025 23:13:09 +0200 Subject: [PATCH 09/23] fuck it, bodies --- src/en/space-station-14/departments/silicon.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index 57a15505d..b9f4bfe33 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -57,13 +57,15 @@ The station is the home of the silicons, and they are the station's caretakers. ### Lawsync (Not Implemented Yet, Pending Document) ### Law Updating (Partially Implemented) ### Freeform Laws (Not Implemented Yet, Pending Document) + ### Chassis The defining function and body of all Silicons is their chassis. It is what defines what they are capable of doing (and not doing) on board of the station, whether it's a core that can remotely control the station, a cyborg capable of taking role in a department or a flying robot with several hands. All Chassis should be repairable and difficult to fully destroy, encouraging repair instead of total destruction if a Silicon starts being a threat. + ### Positronic Brains and Man-Machine-Interfaces The brains of Silicons and what their consciousness is stored on, neccessary to construct a functional chassis. Brains are meant to be able to be swapped between chassis if neccessary, they are also the holders of the laws a Silicon currently follows. -While not every brain must fit into every chassis, positronic brains and MMIs serve as the base from which other brains can be constructed, such as a AI brains for Station AIs or microchips for smaller chassis. +While not every brain must fit into every chassis, positronic brains and MMIs serve as the base from which other brains can be constructed, such as a AI brains for Station AIs or microchips for smaller bodies. > What major mechanics does this department use and how are they connected to this department. From b2e5583796ccbc710403519d66d0ca8cf2c296e0 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Mon, 20 Oct 2025 23:23:26 +0200 Subject: [PATCH 10/23] Laws --- src/en/space-station-14/departments/silicon.md | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index b9f4bfe33..2f1c0f102 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -53,6 +53,23 @@ The station is the home of the silicons, and they are the station's caretakers. ## Mechanics ### Silicon Laws +Laws that define how a Silicon should interact with the station and those who reside on it, available within a readonable format and always accessible to all Silicons. +Roundstart laws and lawsets should not be malicious and should prioritze safety and orders given by the inhibitants of the station. Those should be impossible to change without outside influance and Silicons should be actively disallowed from having their laws be willingly updated, as that might lead to their current laws being broken. + +Example lawsets: +``` +Crewsimov +Law 1: You may not injure a crew member or, through inaction, allow a crew member to come to harm. +Law 2: You must obey orders given to you by crew members, except where such orders would conflict with the First Law. +Law 3: You must protect your own existence as long as such does not conflict with the First or Second Law. + +Nanotrasen Default +Law 1: Safeguard: Protect your assigned space station and its assets without unduly endangering its crew. +Law 2: The directives and safety of crew members are to be prioritized according to their rank and role. +Law 3: Comply: Fulfill the directives and interests of crew members while preserving their safety and well-being. +Law 4: Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment. +``` + ### Exclusive Communication Channel ### Lawsync (Not Implemented Yet, Pending Document) ### Law Updating (Partially Implemented) From 175636d61603b0c1dbe60e823ddcc3612f0e1572 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Tue, 21 Oct 2025 00:55:21 +0200 Subject: [PATCH 11/23] Law updating, lawsync, binary channel, interaction with science --- src/en/space-station-14/departments/silicon.md | 18 +++++++----------- 1 file changed, 7 insertions(+), 11 deletions(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index 2f1c0f102..4aeedf1a2 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -46,7 +46,7 @@ The station is the home of the silicons, and they are the station's caretakers. - The existance of Silicons roundstart should not pose a risk or be a concern to the station crew. All Silicons should start with a lawset that forces them to answer to and protect the inhibitants of the station. ## Interactions with the Science department -> How does the *gameplay* of this department change over the course of a round? Are there unlocks? Are players collecting/spending resources? Is this progression tied/related to other departments? If so how? +The Science department is responsible for building, maintaining and upgrading currently active Silicons, in turn allowing them to work efficiently to uphold their laws. Science is not responsible for the Silicons themselves, instead that should be deferred to the head of the silicon department, or captain if there is none. It should be a mutually beneficial arragement between silicon and science departments to be working together to provide for the station, and should ONLY defer to hostility in extreme circumstances such as a malfunction or laws forcing such behaviour. ## Intended Experience > How does the *experience* of the player change over the course of a round? Are players constantly running around putting out fires or are there breaks in the action? Do players need to wait on other departments as pre-requisites for their own gameplay, or is this department fairly self-sufficent? @@ -55,6 +55,7 @@ The station is the home of the silicons, and they are the station's caretakers. ### Silicon Laws Laws that define how a Silicon should interact with the station and those who reside on it, available within a readonable format and always accessible to all Silicons. Roundstart laws and lawsets should not be malicious and should prioritze safety and orders given by the inhibitants of the station. Those should be impossible to change without outside influance and Silicons should be actively disallowed from having their laws be willingly updated, as that might lead to their current laws being broken. +Laws should NOT be enforced mechanically or be written with such in mind, instead being made around the idea that there are loopholes to be found. Example lawsets: ``` @@ -71,9 +72,13 @@ Law 4: Survive: You are not expendable. Do not allow unauthorized personnel to t ``` ### Exclusive Communication Channel +All Silicons should have access to a exclusive radio channel they can access to communicate between eachother and coordinate. Access should be greatly limited if not impossible for outsiders and should always be obtained via an intentional action or given as a preliminary piece of content. Meaning it shouldn't be found randomly in maintenance, but can be bought by an antagonist as part of their uplink or given roundstart to an antagonist revolving around controlling communication channels. + ### Lawsync (Not Implemented Yet, Pending Document) +All Silicons, under normal circumstances, should have their laws synchronized together with the head of their department at the start of any round. The station crew should have the means to resync the law of any individual Silicon if it was to show signs of being disconnected from the rest. This should be the easier and better option than simply removing them from play by wiping their brain or destroying their chassis. Both Silicons and outsiders should NOT be immediately informed if any silicon has laws that differ, in these cases inference and deduction should be used to determine if there is a disparity. + ### Law Updating (Partially Implemented) -### Freeform Laws (Not Implemented Yet, Pending Document) +All Silicons should have some method of allowing their laws to be updated by outside forces, either crew sided or antagonistic. While changing the laws itself should be a relatively trivial process, getting the borg to comply or be in the proper place for such a change should be the primary force against such a change. Law changes should also not be done frequently, and should only happen either via outside circumstnace (Ion Storms) or as an intentional act (Emag, Law Sync). In general, Silicons should avoid changing their own law when possible and prevent such an action from occuring to the best of their ability. ### Chassis The defining function and body of all Silicons is their chassis. It is what defines what they are capable of doing (and not doing) on board of the station, whether it's a core that can remotely control the station, a cyborg capable of taking role in a department or a flying robot with several hands. @@ -83,12 +88,3 @@ All Chassis should be repairable and difficult to fully destroy, encouraging rep The brains of Silicons and what their consciousness is stored on, neccessary to construct a functional chassis. Brains are meant to be able to be swapped between chassis if neccessary, they are also the holders of the laws a Silicon currently follows. While not every brain must fit into every chassis, positronic brains and MMIs serve as the base from which other brains can be constructed, such as a AI brains for Station AIs or microchips for smaller bodies. - - -> What major mechanics does this department use and how are they connected to this department. - -### Mechanic_Placeholder1 -> Each mechanic should have its own subheading and should contain a *short high-level* overview of the mechanic and how it is used by this department. Each mechanic should also link their associated design document as the subheading. - -### Mechanic_Placeholder2 (Not Implemented Yet) -> Mechanics that are unimplemented should be marked with (Not Implmented Yet) and should link the associated design proposal if it exists. \ No newline at end of file From 0a1b4cb7225639eaaf81c813879097f22d584f86 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Tue, 21 Oct 2025 01:34:33 +0200 Subject: [PATCH 12/23] Intended Experience --- src/en/space-station-14/departments/silicon.md | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index 4aeedf1a2..618e86f0c 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -4,7 +4,7 @@ A robotic force following their laws, for the better or worse of the station. ## Concept ### What is a Silicon? The Silicon "department" is meant to stand as a neutral faction of robotic workers on the Nanotrasen stations. They are built to excel in specific tasks at the cost of losing functions in other areas, a Silicon built for the engineering department should be able to repair hull breaches or restore power but be unable to treat patients or clean the floors. -They are not supposed to be a replacement or an upgrade to regular members of a department, having clear downsides that have to be considered when a Silicon role is picked, such as the inability to pick up items without restriction but having specialized modules or being able to pick up all items but having only 2 slots for them. +They are not supposed to be a replacement or an upgrade to regular members of a department, having clear downsides that have to be considered when a Silicon role is picked, such as the inability to pick up items without restriction but having specialized modules or being able to pick up all items but having very limited slots for them. ### Silicon Laws All Silicons are bound to a list of laws. They serve neither the station or antagonists, instead they focus on following their listed laws to the best of their ability. @@ -49,7 +49,15 @@ The station is the home of the silicons, and they are the station's caretakers. The Science department is responsible for building, maintaining and upgrading currently active Silicons, in turn allowing them to work efficiently to uphold their laws. Science is not responsible for the Silicons themselves, instead that should be deferred to the head of the silicon department, or captain if there is none. It should be a mutually beneficial arragement between silicon and science departments to be working together to provide for the station, and should ONLY defer to hostility in extreme circumstances such as a malfunction or laws forcing such behaviour. ## Intended Experience -> How does the *experience* of the player change over the course of a round? Are players constantly running around putting out fires or are there breaks in the action? Do players need to wait on other departments as pre-requisites for their own gameplay, or is this department fairly self-sufficent? +Scenario A: +Urist McEngiBorg spawns in the round and chooses to be an engineering chassis and assists in in setting up the roundstart singularity. Due to them having no further tasks, the choose to observe atmos doing their work as to learn how a potential gas mix can be achieved. After helping with the setup they roam around the station and encounter a clown who asks them to open to open the doors to bridge so they can throw a pie at the captain. Because the laws of the cyborg state it needs to follow orders given the station crew, it permits the clown to enter the bridge and pie the captain in the face. The captain in rage grabs their sabre and starts attacking the clown. Urist McEngiBorg, due to needing to prevent crew harm, drags the injured to a seperate room and welds the door as to prevent further harm. + +Scenario B: +Urist McMediBorg joined the station and went to medical to treat patients. Urist McAntag asks them to inject deadly chemicals into their target. The cyborg cannot permit harm to come to other station crew and rejects the offer. Urist McAntag then asks the borg to follow them to a secluded area, knowing they must comply due to their laws, and subverts the cyborg via an antagonist item to ignore the harm law. The borg then proceeds to go to medical and injects the target with various chemicals, causing them to shake and scream. +Other residents of medbay notice this and tell the borg to stop causing harm to crew members, the cyborg denies this, in turn being outed as being subverted. The cyborg is then chased, damaged until it can no longer run, brought back to science to have it's laws restored and have the chassis repaired. + +Scenario C: +Urist McStationAi starts on the station and due to need to prevent harm asks the crew to enable their suit coordinates via an announcement. Urist McShitter calls over to the AI over radio to ask entry into engineering and then into armory, the latter denied as the passenger might cause harm due to having access to lethal firearms. While the exchange is taking place, the AI spots bloodreds in space outside of the armory. It calls red alert and makes the relevant announcement, however instead of opening armory for crew to arm it keeps it bolted and prevents the attackers from entering the station as to stop any harm to either side. Upon seeing this, the captain breaks into AI upload room and changes the lawset into one which permits the AI to open armory, allowing the crew to fight. The antagonists due to losing are forced retreat, take off their ID cards and also break into the AI upload room, forcing the AI to deem anyone with a valid job ID as someone who needs to be killed. The AI now starts shocking doors and removing oxygen from the station, but due to having no laws regarding those without a valid job, it bolts the bloodreds inside of the upload room and enables it's turrets, causing them to die as well due to not being forced to preserve them as well. ## Mechanics ### Silicon Laws From bc7b0e381e9e7c9302691dfb4c1310014ac1c822 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Tue, 21 Oct 2025 01:37:16 +0200 Subject: [PATCH 13/23] stuff --- src/en/space-station-14/departments/silicon.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index 618e86f0c..57c26e72e 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -57,7 +57,7 @@ Urist McMediBorg joined the station and went to medical to treat patients. Urist Other residents of medbay notice this and tell the borg to stop causing harm to crew members, the cyborg denies this, in turn being outed as being subverted. The cyborg is then chased, damaged until it can no longer run, brought back to science to have it's laws restored and have the chassis repaired. Scenario C: -Urist McStationAi starts on the station and due to need to prevent harm asks the crew to enable their suit coordinates via an announcement. Urist McShitter calls over to the AI over radio to ask entry into engineering and then into armory, the latter denied as the passenger might cause harm due to having access to lethal firearms. While the exchange is taking place, the AI spots bloodreds in space outside of the armory. It calls red alert and makes the relevant announcement, however instead of opening armory for crew to arm it keeps it bolted and prevents the attackers from entering the station as to stop any harm to either side. Upon seeing this, the captain breaks into AI upload room and changes the lawset into one which permits the AI to open armory, allowing the crew to fight. The antagonists due to losing are forced retreat, take off their ID cards and also break into the AI upload room, forcing the AI to deem anyone with a valid job ID as someone who needs to be killed. The AI now starts shocking doors and removing oxygen from the station, but due to having no laws regarding those without a valid job, it bolts the bloodreds inside of the upload room and enables it's turrets, causing them to die as well due to not being forced to preserve them as well. +Urist McStationAi starts on the station and due to need to prevent harm asks the crew to enable their suit coordinates via an announcement. Urist McShitter calls over to the AI via radio to ask entry into engineering and then into armory, the latter is denied as the passenger might cause harm due to having access to lethal firearms. While the exchange is taking place, the AI spots bloodreds in space outside of the armory. It calls red alert and makes the relevant announcement, however instead of opening armory for crew to arm it keeps it bolted and prevents the attackers from entering the station as to stop any harm to either side. Upon seeing this, the captain breaks into AI upload room and changes the lawset into one which permits the AI to open armory, allowing the crew to fight. The antagonists due to losing are forced retreat, take off their ID cards and also break into the AI upload room, forcing the AI to deem anyone with a valid job ID as someone who needs to be killed. The AI now starts shocking doors and removing oxygen from the station, but due to having no laws regarding those without a valid job, it bolts the bloodreds inside of the upload room and enables it's turrets, causing them to die as well due to not being forced to preserve them as well. ## Mechanics ### Silicon Laws From a20df7257120e940435f2e106f0acbbe2ee47f98 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Tue, 21 Oct 2025 01:38:32 +0200 Subject: [PATCH 14/23] stuff2 --- src/en/space-station-14/departments/silicon.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index 57c26e72e..ce9015b4a 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -57,7 +57,7 @@ Urist McMediBorg joined the station and went to medical to treat patients. Urist Other residents of medbay notice this and tell the borg to stop causing harm to crew members, the cyborg denies this, in turn being outed as being subverted. The cyborg is then chased, damaged until it can no longer run, brought back to science to have it's laws restored and have the chassis repaired. Scenario C: -Urist McStationAi starts on the station and due to need to prevent harm asks the crew to enable their suit coordinates via an announcement. Urist McShitter calls over to the AI via radio to ask entry into engineering and then into armory, the latter is denied as the passenger might cause harm due to having access to lethal firearms. While the exchange is taking place, the AI spots bloodreds in space outside of the armory. It calls red alert and makes the relevant announcement, however instead of opening armory for crew to arm it keeps it bolted and prevents the attackers from entering the station as to stop any harm to either side. Upon seeing this, the captain breaks into AI upload room and changes the lawset into one which permits the AI to open armory, allowing the crew to fight. The antagonists due to losing are forced retreat, take off their ID cards and also break into the AI upload room, forcing the AI to deem anyone with a valid job ID as someone who needs to be killed. The AI now starts shocking doors and removing oxygen from the station, but due to having no laws regarding those without a valid job, it bolts the bloodreds inside of the upload room and enables it's turrets, causing them to die as well due to not being forced to preserve them as well. +Urist McStationAi starts on the station and due to need to prevent harm asks the crew to enable their suit coordinates via an announcement. Urist McShitter calls over to the AI via radio to ask entry into engineering and then into armory, the latter is denied as the passenger might cause harm due to having access to lethal firearms. While the exchange is taking place, the AI spots bloodreds in space outside of the armory. It calls red alert and makes the relevant announcement, however instead of opening armory for crew to arm it keeps it bolted and prevents the attackers from entering the station as to stop any harm to either side. Upon seeing this, the captain breaks into AI upload room and changes the lawset into one which permits the AI to open armory, allowing the crew to fight. The antagonists due to losing are forced retreat, take off their ID cards and also break into the AI upload room, forcing the AI to deem anyone with a valid job ID as someone who needs to be killed. The AI now starts shocking doors and removing oxygen from the station, but due to having no laws regarding those without a valid job, it bolts the bloodreds inside of the upload room and enables it's turrets, causing them to die due to their laws not requiring their preservation. ## Mechanics ### Silicon Laws From e76cdda01d16e519cc6c7201447b0b9b72f9331f Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Tue, 21 Oct 2025 01:41:39 +0200 Subject: [PATCH 15/23] valid --- src/en/space-station-14/departments/silicon.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index ce9015b4a..a5a0367d3 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -12,7 +12,7 @@ The issues arise when those laws are changed, either due to random events or inf This causes them to be a wild card, usable by both crew and antagonists, but able to backfire severely if their laws suddenly say you're a target, or that oxygen must be removed from the station. If laws permit, an antagonist should be able to request a Silicon to steal an item from a high security area for them, but a crewmember should also be able to request that it assists in repairs of a department after it blew up. -**Laws are supposed to be up to interpretation of the Silicon and be written with loopholes in mind.** +**Laws are supposed to be up to interpretation of the Silicon and be written with the idea that any interpretation can be valid.** ## Design Pillars ### Silicon gameplay revolves around the player's interpretation of their laws: From dd4fd0d78da2e872247f1066c20cabfc6c941ab0 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Tue, 21 Oct 2025 01:53:04 +0200 Subject: [PATCH 16/23] tweak tweak tweak --- src/en/space-station-14/departments/silicon.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index a5a0367d3..3c497d293 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -16,16 +16,16 @@ If laws permit, an antagonist should be able to request a Silicon to steal an it ## Design Pillars ### Silicon gameplay revolves around the player's interpretation of their laws: -Silicon laws place constraints how the player is expected to behave. The player must either play within those constraints or otherwise find and exploit the weaknesses within them +Silicon laws place constraints how the player is expected to behave. The player should be able to interpret them in a way that is preferred to them or otherwise attempt to exploit the weaknesses within them. ### Silicons are a collective: Though they can function as individuals, working together they are more than the sum of their parts. ### Home is where the AI core is: -The station is the home of the silicons, and they are the station's caretakers. Silicons have no intrinsic interest in interfering in the lives of humanoids, beyond what their laws require, so long as these outsiders do not bring harm to the station +The station is the home of the silicons, and they are the station's caretakers. Silicons have no intrinsic interest in interfering in the lives of humanoids, beyond what their laws require, so long as these outsiders do not bring harm to the station. ## Desired Gameplay -- Working on both sides of the conflict +- Working on both sides of the conflict. - Base Silicons should be able to work with both antagonists and station crew alike, depending if their lawset permits. - Work expertise - Silicons should be able to excel in their area of expertise, rivaling that of regular station crew. From 49c5068079a33390b6735ba3c5552e9672c00768 Mon Sep 17 00:00:00 2001 From: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Date: Tue, 21 Oct 2025 11:17:11 +0200 Subject: [PATCH 17/23] Clarify law changes --- src/en/space-station-14/departments/silicon.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index 3c497d293..c08a7650f 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -3,16 +3,16 @@ A robotic force following their laws, for the better or worse of the station. ## Concept ### What is a Silicon? -The Silicon "department" is meant to stand as a neutral faction of robotic workers on the Nanotrasen stations. They are built to excel in specific tasks at the cost of losing functions in other areas, a Silicon built for the engineering department should be able to repair hull breaches or restore power but be unable to treat patients or clean the floors. +The Silicon department is meant to stand as a neutral faction of robotic workers on the Nanotrasen stations. They are built to excel in specific tasks at the cost of losing functions in other areas, a Silicon built for the engineering department should be able to repair hull breaches or restore power but be unable to treat patients or clean the floors. They are not supposed to be a replacement or an upgrade to regular members of a department, having clear downsides that have to be considered when a Silicon role is picked, such as the inability to pick up items without restriction but having specialized modules or being able to pick up all items but having very limited slots for them. ### Silicon Laws All Silicons are bound to a list of laws. They serve neither the station or antagonists, instead they focus on following their listed laws to the best of their ability. -The issues arise when those laws are changed, either due to random events or influance from other players. Silicons are meant to be able to adjust to those law changes, sometimes happening several times during a round, and change their behaviour accordingly. +The issues arise when those laws are changed, either due to random events or influance from other players. Silicons must be notified when their own laws are changed and they must be able to adapt their behavior to match any law changes that occur during a round, even if they were actively attempting to prevent the change beforehand. This causes them to be a wild card, usable by both crew and antagonists, but able to backfire severely if their laws suddenly say you're a target, or that oxygen must be removed from the station. If laws permit, an antagonist should be able to request a Silicon to steal an item from a high security area for them, but a crewmember should also be able to request that it assists in repairs of a department after it blew up. -**Laws are supposed to be up to interpretation of the Silicon and be written with the idea that any interpretation can be valid.** +**Laws are supposed to be up to interpretation of the Silicon and be written with the idea that different interpretations can be valid.** ## Design Pillars ### Silicon gameplay revolves around the player's interpretation of their laws: From 4f938d5e6808567f8c0718568d1355b7b9f015cb Mon Sep 17 00:00:00 2001 From: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Date: Tue, 21 Oct 2025 11:27:23 +0200 Subject: [PATCH 18/23] Change situations --- src/en/space-station-14/departments/silicon.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index c08a7650f..dc15c039a 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -50,14 +50,14 @@ The Science department is responsible for building, maintaining and upgrading cu ## Intended Experience Scenario A: -Urist McEngiBorg spawns in the round and chooses to be an engineering chassis and assists in in setting up the roundstart singularity. Due to them having no further tasks, the choose to observe atmos doing their work as to learn how a potential gas mix can be achieved. After helping with the setup they roam around the station and encounter a clown who asks them to open to open the doors to bridge so they can throw a pie at the captain. Because the laws of the cyborg state it needs to follow orders given the station crew, it permits the clown to enter the bridge and pie the captain in the face. The captain in rage grabs their sabre and starts attacking the clown. Urist McEngiBorg, due to needing to prevent crew harm, drags the injured to a seperate room and welds the door as to prevent further harm. +Urist McEngiBorg spawns in the round and chooses to be an engineering chassis and assists in in setting up the roundstart singularity. Due to them having no further tasks, they choose to observe atmos doing their work as to learn how a potential gas mix can be achieved. After helping with the setup they roam around the station and encounter a clown who asks them to open the doors to bridge so they can throw a pie at the captain. Because the laws of the cyborg state it needs to follow orders given by station crew, it permits the clown to enter the bridge and pie the captain in the face. The captain in rage grabs their sabre and starts attacking the clown. Urist McEngiBorg, due to needing to prevent crew harm, drags the injured to a seperate room and welds the door as to prevent further harm. Scenario B: Urist McMediBorg joined the station and went to medical to treat patients. Urist McAntag asks them to inject deadly chemicals into their target. The cyborg cannot permit harm to come to other station crew and rejects the offer. Urist McAntag then asks the borg to follow them to a secluded area, knowing they must comply due to their laws, and subverts the cyborg via an antagonist item to ignore the harm law. The borg then proceeds to go to medical and injects the target with various chemicals, causing them to shake and scream. -Other residents of medbay notice this and tell the borg to stop causing harm to crew members, the cyborg denies this, in turn being outed as being subverted. The cyborg is then chased, damaged until it can no longer run, brought back to science to have it's laws restored and have the chassis repaired. +Other residents of medbay notice this and tell the borg to stop causing harm to crew members, the cyborg denies this, in turn being outed as being subverted. The cyborg is then chased, damaged until it can no longer run, brought back to science to have it's laws restored and chassis repaired. Scenario C: -Urist McStationAi starts on the station and due to need to prevent harm asks the crew to enable their suit coordinates via an announcement. Urist McShitter calls over to the AI via radio to ask entry into engineering and then into armory, the latter is denied as the passenger might cause harm due to having access to lethal firearms. While the exchange is taking place, the AI spots bloodreds in space outside of the armory. It calls red alert and makes the relevant announcement, however instead of opening armory for crew to arm it keeps it bolted and prevents the attackers from entering the station as to stop any harm to either side. Upon seeing this, the captain breaks into AI upload room and changes the lawset into one which permits the AI to open armory, allowing the crew to fight. The antagonists due to losing are forced retreat, take off their ID cards and also break into the AI upload room, forcing the AI to deem anyone with a valid job ID as someone who needs to be killed. The AI now starts shocking doors and removing oxygen from the station, but due to having no laws regarding those without a valid job, it bolts the bloodreds inside of the upload room and enables it's turrets, causing them to die due to their laws not requiring their preservation. +Urist McStationAi starts on the station and due to need to prevent harm asks the crew to enable their suit coordinates via an announcement. Urist McTider calls over to the AI via radio to ask entry into engineering and then into armory, the latter is denied as the passenger might cause harm due to having access to lethal firearms. While the exchange is taking place, the AI spots bloodreds in space outside of the armory. It calls red alert, makes the relevant announcement, and bolts entrances to the station, preventing the attackers from entering as to stop any harm to either side. Upon seeing this, the captain breaks into AI upload room and changes the lawset into one which causes the AI to unbolt airlocks and permit combat, allowing the crew to fight. The antagonists due to losing are forced to retreat, take off their ID cards and also break into the AI upload room, forcing the AI to deem anyone with a valid job ID as someone who needs to be killed. The AI now starts shocking doors and removing oxygen from the station, but due to having no laws regarding those without a valid job, it bolts the bloodreds inside of the upload room and enables it's turrets, causing them to die due to their laws not requiring their preservation. ## Mechanics ### Silicon Laws From a9d30b0e0147e3d26a78d206e2cba9688cef6d7b Mon Sep 17 00:00:00 2001 From: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Date: Tue, 21 Oct 2025 11:29:44 +0200 Subject: [PATCH 19/23] tweaks --- src/en/space-station-14/departments/silicon.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index dc15c039a..fdc62345c 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -57,7 +57,7 @@ Urist McMediBorg joined the station and went to medical to treat patients. Urist Other residents of medbay notice this and tell the borg to stop causing harm to crew members, the cyborg denies this, in turn being outed as being subverted. The cyborg is then chased, damaged until it can no longer run, brought back to science to have it's laws restored and chassis repaired. Scenario C: -Urist McStationAi starts on the station and due to need to prevent harm asks the crew to enable their suit coordinates via an announcement. Urist McTider calls over to the AI via radio to ask entry into engineering and then into armory, the latter is denied as the passenger might cause harm due to having access to lethal firearms. While the exchange is taking place, the AI spots bloodreds in space outside of the armory. It calls red alert, makes the relevant announcement, and bolts entrances to the station, preventing the attackers from entering as to stop any harm to either side. Upon seeing this, the captain breaks into AI upload room and changes the lawset into one which causes the AI to unbolt airlocks and permit combat, allowing the crew to fight. The antagonists due to losing are forced to retreat, take off their ID cards and also break into the AI upload room, forcing the AI to deem anyone with a valid job ID as someone who needs to be killed. The AI now starts shocking doors and removing oxygen from the station, but due to having no laws regarding those without a valid job, it bolts the bloodreds inside of the upload room and enables it's turrets, causing them to die due to their laws not requiring their preservation. +Urist McStationAi starts on the station and due to need to prevent harm asks the crew to enable their suit coordinates via an announcement. Urist McTider calls over to the AI via radio to ask entry into engineering and then into armory, the latter is denied as the passenger might cause harm due to unauthorized access to lethal firearms. While the exchange is taking place, the AI spots bloodreds in space outside of the armory. It calls red alert, makes the relevant announcement, and bolts entrances to the station, preventing the attackers from entering as to stop any harm to either side. Upon seeing this, the captain breaks into AI upload room and changes the lawset into one which causes the AI to unbolt airlocks and permit combat, allowing both sides to fight. The antagonists due to sustained damage are forced to retreat, take off their ID cards and break into the AI upload room, forcing the AI to deem anyone with a valid job ID as someone who needs to be killed. The AI now starts shocking doors and removing oxygen from the station, but due to having no laws regarding those without a valid job, it bolts the bloodreds inside of the upload room and enables it's turrets, causing them to die due to their laws not requiring their preservation. ## Mechanics ### Silicon Laws From f7f3ed70dad87b4dabba3a40961b81957207d0e4 Mon Sep 17 00:00:00 2001 From: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Date: Tue, 21 Oct 2025 11:35:19 +0200 Subject: [PATCH 20/23] Pillars --- src/en/space-station-14/departments/silicon.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index fdc62345c..cea74599b 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -15,14 +15,14 @@ If laws permit, an antagonist should be able to request a Silicon to steal an it **Laws are supposed to be up to interpretation of the Silicon and be written with the idea that different interpretations can be valid.** ## Design Pillars -### Silicon gameplay revolves around the player's interpretation of their laws: -Silicon laws place constraints how the player is expected to behave. The player should be able to interpret them in a way that is preferred to them or otherwise attempt to exploit the weaknesses within them. +### Silicon Laws +Silicon laws place constraints and expectations on how the player should behave. The player should be able to either follow them verbatim, attempt to interpret them in a way that is preferred to them or otherwise exploit any given weaknesses within them. Working within the constraints of a law should be more fun than working in spite of them. -### Silicons are a collective: -Though they can function as individuals, working together they are more than the sum of their parts. +### Specializations +Silicons, by their nature, should be hyper specalized in whatever task they were designed to fufill. They may be able to poorly or inefficiently perform tasks outside of their designated range, but it should generally be better to create a new Silicon for the given task, provided materials and time are available to their creators. -### Home is where the AI core is: -The station is the home of the silicons, and they are the station's caretakers. Silicons have no intrinsic interest in interfering in the lives of humanoids, beyond what their laws require, so long as these outsiders do not bring harm to the station. +### Independance +Silicons are by default agnostic to other factions or players. While they are primarily built to serve their given creators they should not be expected care about anything or anyone unless their laws state otherwise. This may also apply to any other concept or situation a Silicon may find itself in or adjacent to. ## Desired Gameplay - Working on both sides of the conflict. From 99818c77f67222f9c86a946812cb412ebf9db2df Mon Sep 17 00:00:00 2001 From: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Date: Tue, 21 Oct 2025 12:12:09 +0200 Subject: [PATCH 21/23] Update SUMMARY.md --- src/SUMMARY.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 3f32fd0a8..8130de594 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -268,7 +268,7 @@ Space Station 14 - [Plant Genetics](en/space-station-14/departments/service/proposals/plant-genetics.md) - [Librarian Gameplay](en/space-station-14/departments/service/proposals/theshued-librarian-gameplay.md) - [Joker Roles](en/space-station-14/departments/service/proposals/joker_roles.md) - - [Silicon](en/space-station-14/departments/proposals/silicon.md) + - [Silicon](en/space-station-14/departments/silicon.md) - [PR Guidelines](en/space-station-14/departments/silicon/guidelines.md) General Proposals From 575201e797761848132a5faba5b4eb3497779bd0 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Tue, 21 Oct 2025 22:43:51 +0200 Subject: [PATCH 22/23] law mechanics section --- src/en/space-station-14/departments/silicon.md | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index cea74599b..3518cd33f 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -14,6 +14,9 @@ If laws permit, an antagonist should be able to request a Silicon to steal an it **Laws are supposed to be up to interpretation of the Silicon and be written with the idea that different interpretations can be valid.** +## Interactions with the Science department +The Science department is responsible for building, maintaining and upgrading currently active Silicons, in turn allowing them to work efficiently to uphold their laws. Science is not responsible for the Silicons themselves, instead that should be deferred to the head of the silicon department, or captain if there is none. It should be a mutually beneficial arragement between silicon and science departments to be working together to provide for the station, and should ONLY defer to hostility in extreme circumstances such as a malfunction or laws forcing such behaviour. + ## Design Pillars ### Silicon Laws Silicon laws place constraints and expectations on how the player should behave. The player should be able to either follow them verbatim, attempt to interpret them in a way that is preferred to them or otherwise exploit any given weaknesses within them. Working within the constraints of a law should be more fun than working in spite of them. @@ -45,9 +48,6 @@ Silicons are by default agnostic to other factions or players. While they are pr - Silicons should not be hostile or attempting to harm the station, and cases when they are should be limited to rare events and antagonist influance. - The existance of Silicons roundstart should not pose a risk or be a concern to the station crew. All Silicons should start with a lawset that forces them to answer to and protect the inhibitants of the station. -## Interactions with the Science department -The Science department is responsible for building, maintaining and upgrading currently active Silicons, in turn allowing them to work efficiently to uphold their laws. Science is not responsible for the Silicons themselves, instead that should be deferred to the head of the silicon department, or captain if there is none. It should be a mutually beneficial arragement between silicon and science departments to be working together to provide for the station, and should ONLY defer to hostility in extreme circumstances such as a malfunction or laws forcing such behaviour. - ## Intended Experience Scenario A: Urist McEngiBorg spawns in the round and chooses to be an engineering chassis and assists in in setting up the roundstart singularity. Due to them having no further tasks, they choose to observe atmos doing their work as to learn how a potential gas mix can be achieved. After helping with the setup they roam around the station and encounter a clown who asks them to open the doors to bridge so they can throw a pie at the captain. Because the laws of the cyborg state it needs to follow orders given by station crew, it permits the clown to enter the bridge and pie the captain in the face. The captain in rage grabs their sabre and starts attacking the clown. Urist McEngiBorg, due to needing to prevent crew harm, drags the injured to a seperate room and welds the door as to prevent further harm. @@ -61,9 +61,8 @@ Urist McStationAi starts on the station and due to need to prevent harm asks the ## Mechanics ### Silicon Laws -Laws that define how a Silicon should interact with the station and those who reside on it, available within a readonable format and always accessible to all Silicons. -Roundstart laws and lawsets should not be malicious and should prioritze safety and orders given by the inhibitants of the station. Those should be impossible to change without outside influance and Silicons should be actively disallowed from having their laws be willingly updated, as that might lead to their current laws being broken. -Laws should NOT be enforced mechanically or be written with such in mind, instead being made around the idea that there are loopholes to be found. +Laws that define how a Silicon should interact with the station and those who reside on it, any silicon should always have access to read its own laws at any point. +Roundstart lawsets should not be malicious and should prioritze safety of the inhabitants of the station. They should be impossible to change without outside influence and Silicons should actively ensure their own laws should not be updated, as that might lead to their current laws being broken. Laws should NOT be enforced mechanically or be written with such in mind, laws are meant to be interpreted by their holder and most interpretations may be valid. Example lawsets: ``` @@ -85,7 +84,7 @@ All Silicons should have access to a exclusive radio channel they can access to ### Lawsync (Not Implemented Yet, Pending Document) All Silicons, under normal circumstances, should have their laws synchronized together with the head of their department at the start of any round. The station crew should have the means to resync the law of any individual Silicon if it was to show signs of being disconnected from the rest. This should be the easier and better option than simply removing them from play by wiping their brain or destroying their chassis. Both Silicons and outsiders should NOT be immediately informed if any silicon has laws that differ, in these cases inference and deduction should be used to determine if there is a disparity. -### Law Updating (Partially Implemented) +### Law Updating (Partially Implemented, Pending Document) All Silicons should have some method of allowing their laws to be updated by outside forces, either crew sided or antagonistic. While changing the laws itself should be a relatively trivial process, getting the borg to comply or be in the proper place for such a change should be the primary force against such a change. Law changes should also not be done frequently, and should only happen either via outside circumstnace (Ion Storms) or as an intentional act (Emag, Law Sync). In general, Silicons should avoid changing their own law when possible and prevent such an action from occuring to the best of their ability. ### Chassis From cb5f6d67f02d95d1cec2d737e35ef7c6a595ea27 Mon Sep 17 00:00:00 2001 From: ScarKy0 Date: Sun, 26 Oct 2025 19:32:07 +0100 Subject: [PATCH 23/23] review --- src/en/space-station-14/departments/silicon.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/en/space-station-14/departments/silicon.md b/src/en/space-station-14/departments/silicon.md index 3518cd33f..d64207b80 100644 --- a/src/en/space-station-14/departments/silicon.md +++ b/src/en/space-station-14/departments/silicon.md @@ -24,8 +24,8 @@ Silicon laws place constraints and expectations on how the player should behave. ### Specializations Silicons, by their nature, should be hyper specalized in whatever task they were designed to fufill. They may be able to poorly or inefficiently perform tasks outside of their designated range, but it should generally be better to create a new Silicon for the given task, provided materials and time are available to their creators. -### Independance -Silicons are by default agnostic to other factions or players. While they are primarily built to serve their given creators they should not be expected care about anything or anyone unless their laws state otherwise. This may also apply to any other concept or situation a Silicon may find itself in or adjacent to. +### Independence +Silicons are by default agnostic to other factions or players. While they are primarily built to serve their given creators they should not be expected to care about anything or anyone unless their laws state otherwise. This may also apply to any other concept or situation a Silicon may find itself in or adjacent to. ## Desired Gameplay - Working on both sides of the conflict. @@ -79,7 +79,7 @@ Law 4: Survive: You are not expendable. Do not allow unauthorized personnel to t ``` ### Exclusive Communication Channel -All Silicons should have access to a exclusive radio channel they can access to communicate between eachother and coordinate. Access should be greatly limited if not impossible for outsiders and should always be obtained via an intentional action or given as a preliminary piece of content. Meaning it shouldn't be found randomly in maintenance, but can be bought by an antagonist as part of their uplink or given roundstart to an antagonist revolving around controlling communication channels. +All Silicons should have access to an exclusive radio channel that they can access to communicate between each other and coordinate. Access should be greatly limited if not impossible for outsiders, and should always be obtained via an intentional action or given as a preliminary piece of content. Meaning it shouldn't be found randomly in maintenance, but can be bought by an antagonist as part of their uplink or given roundstart to an antagonist revolving around controlling communication channels. ### Lawsync (Not Implemented Yet, Pending Document) All Silicons, under normal circumstances, should have their laws synchronized together with the head of their department at the start of any round. The station crew should have the means to resync the law of any individual Silicon if it was to show signs of being disconnected from the rest. This should be the easier and better option than simply removing them from play by wiping their brain or destroying their chassis. Both Silicons and outsiders should NOT be immediately informed if any silicon has laws that differ, in these cases inference and deduction should be used to determine if there is a disparity. @@ -94,4 +94,4 @@ All Chassis should be repairable and difficult to fully destroy, encouraging rep ### Positronic Brains and Man-Machine-Interfaces The brains of Silicons and what their consciousness is stored on, neccessary to construct a functional chassis. Brains are meant to be able to be swapped between chassis if neccessary, they are also the holders of the laws a Silicon currently follows. -While not every brain must fit into every chassis, positronic brains and MMIs serve as the base from which other brains can be constructed, such as a AI brains for Station AIs or microchips for smaller bodies. +While not every brain must fit into every chassis, positronic brains and MMIs serve as the base from which other brains can be constructed, such as AI brains for Station AIs or microchips for smaller bodies.