#Modular Components
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modularmedia · 2 years ago
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Knowing Your Worth as a Creator Feat. @vangeluscentral - Modular Components Episode One Hundred & Five
The Gang are joined by one of the OG YouTube Toy Reviewers to discuss the evolutions of being a online content creator, a Transformers fan & a Tokusatsu fan in the west.
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Modular operating theaters, also known as modular OTs, are innovative and flexible solutions for healthcare facilities that offer a more efficient and adaptable approach to operating room design and construction. Get from Top brands and lowest price talk to our EXPERTS at Healthproductdirectory.com
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camarilla-arts · 1 year ago
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I cleaned up my paperdoll file for Cnidaria! all canon outfits to the campaign so far, Lv 1-4 Chainmail, Lv 5-current Splint, the Faewilds Party Dress she almost died in, BALD, undies she does wear around the house, and an a no armor look. mostly its soooo fun to make different hairstyles and makeup looks for her so I'll probably do more later!!!
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angorwhosebabyisthis · 10 months ago
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trying to find ways to organize my game notes better and oh i think i found one i like
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quasi-normalcy · 2 years ago
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You know what, fuck it, I don't *want* some frivolous, artisanal, lighter-than-air computer with no customizability, no upgradeability, no reparability, no ports, and a lifetime of *maybe* 3 years if you're lucky. I want a fucking great BEAST of a computer that's designed to last a minimum of 50 years, with ports up the wazoo and optional drives for every kind of media! I want modular components that you can drop in a bog for a year, dry them off, and have them still work fine! I want them to make a noise like "ker-chunk!" when you slide them into place! I want a switch that you pull to turn it on! And I don't want software that constantly forces you to get a pointless, cosmetic "upgrade" every few months either! I want durability! I want longevity! I want satisfying haptics! I want Silicon Valley to go fuck itself!
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thoughtportal · 1 year ago
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There are two configurations available: one with 6GB of RAM and 128GB of storage for $599 and another with 8GB of RAM and 256GB of storage for $679. The storage of both models can be expanded via microSD, and the phone features a modular design that can be easily disassembled using a standard Phillips #00 screwdriver to replace broken components. It also has an IP54 rating, meaning the device is protected against dust and water sprays.
The Murena Fairphone 4 will ship to US customers with 5G and dual SIM support, a removable 3905mAh battery, a 48-megapixel main camera, a 48-megapixel ultrawide, and a 25-megapixel selfie camera. The phones will be available to order exclusively from Murena’s webstore starting today. 
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convergencegameparts · 1 year ago
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Convergence Game Parts
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Website: https://www.convergencegameparts.com/
Address: Colorado Springs, Colorado, USA
Convergence Game Parts specializes in crafting high-quality 3D printed terrain and accessories to enhance your tabletop wargaming experience. From medieval kingdoms for Settlers of Catan to modular palisade wall segments, our products are designed to bring your gaming world to life. Our services include limited runs, custom orders, and educational events on 3D printing to help you personalize your gaming setup.
Facebook: https://www.facebook.com/ConvergenceGameParts
Twitter: https://twitter.com/PartsGame
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crlos2eith · 1 year ago
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https://www.futureelectronics.com/p/interconnect--connector-tools-contacts-accessories/0462-005-20141-te-connectivity-3076065
Cable connectors, Modular jack, circular connector, circular wire connector,
16-18 AWG Size 20 Nickel Plated Crimp Automotive Terminal Contact Socket
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prokopetz · 4 months ago
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Doesn't Hasbro have a strong incentive to make a "lite" version of D&D with a pared-down paperback rulebook and sell it as a casual-friendly overpriced starter kit with a bunch of dice, figures, treasure cards, etc.? It could be a strict subset of the normal 5E rules (I guess - not that knowledgeable about TTRPG design). That way they could sell you all the same books. Seems like a slam dunk
Hasbro's present marketing strategy for Dungeons & Dragons is to try to position every D&D group as potential purchasers of every D&D product. Among other things, this is one of the main reasons that every campaign setting other than the Forgotten Realms is being repackaged as a series of tourist destinations for Forgotten Realms based campaigns to visit, and why there's been a strong move away from focused, topical sourcebooks and toward big, messy "book of everything"-style anthologies that consciously avoid focusing too much on any one type of character or campaign. It's also why the core books make a lot of noise about how wonderfully modular the rules are without actually providing any meaningful modularity in practice – if the game was designed to make it easy to pick and choose modular components, they'd risk fracturing the player base into distinct subsets with different preferred sets of modules.
All this in mind, it's fairly easy to see why there's currently no official "light" version of D&D. Under the paradigm of every single D&D group as a potential purchaser of every single D&D product, a version of Dungeons & Dragons 5th Edition that was actually, meaningfully simpler than the core product would function in practice as a competing game (what if people decide they like the simpler version better and just play that instead?), and the last thing you want is to compete with yourself. TSR learned that the hard way! With substantive simplification off the table, the only introductory version of Dungeons & Dragons Hasbro can offer is one with exactly the same rules which simply has less content, and tells people to buy the full version if they want more – which is exactly what they're selling in the various starter sets that are presently available.
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modularmedia · 1 year ago
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THE SAG AFTRA STRIKE IS OVER! - Modular Components Episode One Hundred and Fifteen
It's time to get down with our #1 Victory Royale and talk about Ahsoka. Also, BEAR!
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technicalfika · 2 years ago
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Event-Driven Design Demystified: Concepts and Examples
🚀 Discover how this cutting-edge architecture transforms software systems with real-world examples. From e-commerce efficiency to smart home automation, learn how to create responsive and scalable applications #EventDrivenDesign #SoftwareArchitecture
In the world of software architecture, event-driven design has emerged as a powerful paradigm that allows systems to react and respond to events in a flexible and efficient manner. Whether you’re building applications, microservices, or even IoT devices, understanding event-driven design can lead to more scalable, responsive, and adaptable systems. In this article, we’ll delve into the core…
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markrosewater · 8 months ago
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The Nadu Situation
This has become a big topic in the community this week, so I wanted to add my thoughts to the discussion. My focus isn’t on the banning, but on the behind-the-scenes processes that led to it. I’m Head Designer, so I want to focus on the design elements of the situation.
When we make Magic there are a few things we do to try and make it the best it can be. First, we design in what we call an iterative loop. That is, we make something, we playtest it, we get feedback, we make changes on that feedback, and begin the next iteration of the loop. We try to get as many iterative loops in as we can before the set is locked (aka “no more changes”).
No matter where we set that line, there’s a last day to make changes. Moving that line earlier doesn’t change anything other than giving us less iterative loops to improve things. Also, we make lots and lots of last minute changes. The vast majority of them make the game better. I understand there’s more focus on the times we make a mistake, but it represents a truly small percentage of the changes.
Also, whenever we design a card, we ask ourselves, who is this card for? If we’re trying to make game play the best it can be, it helps to understand who will use the card, where they will use it, and what they will do with it. Obviously, in a game as modular as Magic, the players can often zig when we expect them to zag, but in general, this process leads to the best design.
We have two play design teams, one focused on competitive play and one focused on casual play. The competitive play design teams determines which cards they think have a shot at competitive play (remember we’re making predictions as where we think the environment might go,we don’t definitively know; we need to make an environment complex enough as to entertain tens of millions of players). The casual play design team then looks as the cards that don’t play a competitive role to see what casual role they can play.
With that said, let me respond to a few popular lines this week:
“Stop designing for Commander” - The nature of competitive formats is that only so many cards can be relevant. As you start making more competitive relevant cards, they displace the weakest of the existing relevant cards. That’s how a trading card game works. That means that not every card in a set (or even just the rares and mythic rares as the commons and uncommons have a big role making the limited environment work) has a competitive role. As such, we examine how they will play in more casual settings. There’s no reason not to do that. And when you think of casual settings, you are remiss if you don’t consider Commander. It’s the 800-pound gorilla of tabletop play (aka the most played, heavily dominant format). Us considering the casual ramifications of a card that we didn’t feel was competitively viable is not what broke the card. Us missing the interaction with a component of the game we consider broken and have stopped doing (0 cost activations), but still lives on in older formats is the cause.
“Stop making late changes” - Whenever you see an airplane on the news, something bad has happened. It crashed, or caught on fire, or had an emergency landing, or a door fell off. Why do we still make planes? Because planes are pretty useful and what’s being highlighted is the worst element. That focus can lead people to false assumptions. Magic would not be better if we stopped making last changes. A lot *more* broken things would get through (things we caught and changed), and many more cards just wouldn’t be playable. Our process of fixing things up to the last minute does lots and lots of good. Maybe it doesn’t get the focus of the screw ups, but it leads to better design.
“Everything needs to get playtested” - My, and my team’s, job is to take a blank piece of paper and make something that doesn’t exist exist. That’s not an easy thing to do. I believe play design’s job is even harder. They’re trying to make a balanced environment with thousands of moving pieces a year in the future. And if we’re able to solve it on our end, that means the playerbase will crack it in minute one of playing with it. One minute, by the way, is the time it takes the Magic playerbase to play with a set as much as we can. There are tens of millions of you and a handful of us. There simply isn’t time in the day to test everything, so the play design team tests what they think has the highest chance of mattering. They take calculated gambles (based on years of experience) and test the things most likely to cause problems. Will things slip through? There’s no way they can’t. The system is too complex to not miss things.That doesn’t mean we don’t continually improve our processes to lower the chances of mistakes, but nothing we’re going to do can completely eliminate them.
Designing Magic is difficult. Next year is my thirtieth year working on the game, and I think we have the most talented team we’ve ever had. Plus, just as we iterate on the designs in a set, we iterate on design processes of making Magic. How we make Magic today is light years different, and I believe better, than how we made Magic when I started. (”If I have seen further, it’s because I stand on the shoulder of giants.”)
One final thing. I’ve always pushed for transparency in Magic design. No one on the planet has written/spoken about it more than me. I truly believe Magic is better as a game because its players have the insight to understand what we, the people making it, are doing. We do ask for one thing in exchange. Please treat the designers who take the time to share with you the behind-the-scenes workings of Magic design with kindness. We are all human beings with feelings. There’s nothing wrong with feedback, but it can be delivered with common courtesy.
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hazel-coryl · 18 days ago
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anyways here's an over analysis of the guns of love bullet.
Starting with the GOAT, Koharu.
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Despite it being the main character Koharu's weapon was the hardest to pin down. This is solely because there's like 50 models of Glock pistols. And this is very clearly a Glock, but which Glock? Its clearly not a subcompact, leaving the full-sized and compact models. Based on the placement of the slot in the lower frame, just below the front sight, we can discount the full-sized pistols, leaving only the compact. From there we can use the number of pins in the lower receiver, shape of the slide and the placement of the slots on the slide to narrow it down to the Glock 23 and 19, generation 3.
Its a little hard to pin down the exact make since a lot of the Glock series look almost identical. The drawings (esp early on) aren't always consistent, which is understandable given the level of detail. The 23 is a slightly more accurate match, however the detail is small, simply the shape of the front and rear sights. The Glock 23 is a compact pistol chambered in .40 S&W, the pistol is almost identical with the Glock 19 save for the aforementioned difference in the shape of the sights. The Glock 19 is likewise a compact pistol but it is chambered in 9x19mm. The Glock 19 is much more popular and widely issued and is chambered in the world's most common pistol cartridge. It is for these reasons it would make more sense for it to be a Glock 19, however the visuals lean towards the more uncommon Glock 23. Glocks, and especially the Glock 19 is kind of a "default gun", widely issued by police and military forces and popular in the civilian market it lacks an identity in its ubiquity. Therefore I think its very fitting for Koharu who is a recently born cupid and hasn't had the opportunity to carve her own identity as a cupid.
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Next, we have this image from Chapter 7. She hasn't used this rifle yet, so its probably not canon but whatever. This one is pretty easy, this is a M24 Sniper Weapon System. The M24 is derived from the popular Remington Model 700 rifle by the US Army. Its identifiable by its adjustable butt stock and bipod. Somewhat interestingly its fitted here with a suppressor, which would suggest a later variant, however the pictured rifle has an original model stock.
Now, Kanna.
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This was one of the easiest, this is a Milkor M32A1 Multiple Grenade Launcher. It differs externally from the earlier M32 by its shortened barrel. The M32A1 fires 40x46mm grenades from a six-round revolving cylinder. The M32A1 can fire a wealth of specialized ammunition types, however we've only seen what I believe to be high explosive so far. Somewhat notably the reflex sight that the M32A1 comes standard with is deleted. Perhaps this explains her lack of accuracy. In addition to launched grenades Kanna uses hand grenades.
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Helpfully one of these comes with a label! This is clearly based on the M67 hand grenade, the other is a M84 stun grenade. Both are American models.
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Lastly in the chapter 8 cover we see her with some make of landmine. There's a lot of these and they aren't that well documented from what I could find. Its mildly reminiscent of a soviet TM-62, however the vertical ribs along the rim suggest some manner of Italian made model. Whatever it is, based on its size its probably an anti-tank landmine.
Kanna has an obvious bias toward explosives, at first this clashes with her somewhat reserved personality. However there are some angles where it makes sense. Explosives tend to get the job quickly, which favors her laziness. There is also the notable component that all of these weapons possess the capability to fight an opponent without direct confrontation.
Ena.
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Ena is... Kind of boring, weapon wise. This is a M4A1, one of the many, many makes and models of the M4/AR15/M16 family. Together these represent the 2nd most produced rifle in the world, just below the omnipresent AK family. The AR15 is known for its modularity and massive potential for personalization. The rifle, or carbine more accurately, is chambered in 5.56x45mm. This intermediate rifle cartridge is standard across NATO nations. If you have a keen eye "556" is a number that comes up as an easter egg throughout love bullet. Ena's M4 is fitted with a KAC vertical foregrip and ACOG TA31 assault scope. This set of attachments play towards the M4's strengths, allowing it to reach out to its maximum effective range with the scope while preserving its CCQ capabilities. In short, its versatile and utilitarian, and while we haven't gotten to know Ena that well, this seems to pair well with her personality. And for why I said it was kind of boring, these are not unique accessories by any means, in fact there are probably hundreds of photos of US soldiers with this exact set up.
Last and certainly not least is Chiyo!
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This one was difficult, but I'm pretty certain this is a MAC M10, as opposed to the smaller M11. Both are nearly identical with only size and a few minor details being different. The M10 comes in two variants, one chambered in .45 caliber and the other chambered in 9mm. Chiyo's weapons posses features of both the .45 and 9mm models, so who's to say. Next to Kanna, Chiyo might have the most unique loadout. The M10, more commonly known as the "MAC-10" is a very popular weapon in action movies and video games. Because its possible to be held with one hand and its high rate of fire the weapon comes off as very cool. Its interesting to note in reality the M10 was made to be fitted with a large suppressor and nylon foregrips as a kind of commando weapon. Chiyo fits none of these and with her dual wielding style is clearly playing into the movie hero image.
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Chapter 9 gives us this striking image. She's kitted out with a M60A1 and an RPG-7. The M60 is a General Purpose Machinegun chambered in 7.62x51mm, NATO's full sized rifle cartridge. It became famous and almost indictive of, the Vietnam war and also in movies like Rambo. The RPG is the first non-us weapon we see the girls use. Likewise it also made its debut in the Vietnam war, although the RPG's iconic image extends well beyond that conflict. Because of the heart shapeification of the weapons its hard to say what rocket its using, but its likely PG-7 or PG-7M. Both of these weapons play well into Chiyo's action hero trappings while also giving a mercenary impression.
As a whole, she breaks from the others as the M10's are not standard issue with the US military. I think that fits with her independent attitude. Which brings up an interesting throughline, outside of Chiyo all the other girls field weapons that are standard in the US military or police forces. There also appears to be a trend towards weapons that were popular in the Gulf and Afghanistan wars. Whether this trend reflects only Inee's personal preferences or something deeper is currently mysterious, but may remain something to watch as chapters come out.
Thanks for reading this far.
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arro-now · 9 months ago
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Introducing DarkM: A Fresh Take on The Sims 3 UI by Arro
What is DarkM?
DarkM is my attempt to redesign The Sims 3 UI with a familiar layout but in a new style. The design is modular, allowing you to download only specific components like the main menu or loading screen if you prefer. Modules avaliable:
Arro_DarkM_MainMenu.package Arro_DarkM_AppLoading.package Arro_DarkM_LoadingScreen.package
Folder on SimsFileShare containg all of them:
LINK
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tinydefector · 7 months ago
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Kinktober Day 2
Frame Modification- Rodimus x Reader
Word count: 1.3k
Warnings: Nsfw, smut, genital modification, strap ons?, human/ Cybertronian.
@tf-kinktober2024
Day 1
Day 3
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The human stares at Rodimus for a moment with a raised eyebrow looking at the boxes of equipment. "So what exactly is all of this?" They ask looking over the different components in them. Rodimus scratches his helm sheepishly. "Well, uh, you know my size can be, heh, problematic when it comes to interfacing with you. Don't want to accidentally hurt you due to the size" 
He offers a lopsided grin. "So Perceptor and I have been tinkering. These doodads should decrease my, um, girth and increase sensitivity without compromising structure or function, if his calculations hold up." 
Rodimus clutches a box hopefully. "I care for you and I know how much you like what we have going on but i want you to be able to have more" His field radiates shy affection. 
"Your... downgrading, for me?" They nearly whisper while looking over the three boxes. There were more than one spike mod in the boxes and it made them wonder just how long Rodimus had been planning this.
Rodimus rubs the back of his helm sheepishly. "Well, yeah. This is important to me too, you know?" He gestures to the boxes. "Perceptor and I have been working on different prototypes for a while now. Wanna make sure we get it just right, so they are interchangeable."
Chuckling softly, Rodimus adds, "We may have gone a little overboard with the sampling options." Taking his lover's hands in his gently, Rodimus meets their gaze. "I love you. Your happiness and safety with me means everything to me. If modifying myself helps ensure that, it's a small price." 
Squeezing softly, he smiles. "So what d'you say we try 'em out, see which fits and what you like?" He's hoping he hadn't scared them with this information, but he did truly love them and wanted to give them the best he could. 
It makes them laugh. "I'd love to. Do all of the pieces interchange?" They inquire while pulling one of the spike mods out looking it over. This one had bright pink lights up the underside but was a bit too large in their hands larger than their arm. Rodimus perks up at the sound of their laughter, fia warm smile falling onto his face. "Sure do!" he replies. "Perce made 'em with modularity in mind." 
Leaning in, he points out how the piece in their servos connects. "That one plugs into my panel port. Then the shaft and tip snap together for a secure fit, each piece will fit to the others to integrate." Rodimus smiles before continuing "Pink light show's a bit flashy for me though. what'd you think of the sleek navy or copper ones?" Ever keen to please, he holds them up for his loger to look at.   
In truth they never thought they would be sitting there with Rodimus looking at essentially Strap-ons. " I do like the top part of the silver one there, the rest of it is just a little too thick. Might work nicely with the shaft of the Orange one which I do like the lights on and it doesn't look as long as my forearm" they laugh while pointing over to the spike as Rodimus picks it up. The tip wasn't as wide as some of the others. "How do you pull them apart and put them together? Can you show me?"
Rodimus chuckles, field pulsing with affection as he examines the proposed frankenspike. "Good eye! I think you're right - silver tip and orange shaft could be a winner." He deftly twists the pieces apart to demonstrate. "The connector ports are threaded, see? Just twist counter-clockwise to separate, then clockwise to join another piece securely." 
Reassembling the hybrid mod, Rodimus presents it proudly. "Well? What do you think - looks like it'll hit all the right nodes but still leave your ports feeling snug?" They laugh at his wording of it but in truth they were enjoying every moment of this. 
"Never thought I'd be saying that this looks so pretty. Do they connect up with your bio-lights and pulse the same colour? And how exactly do you attach it to yourself?" As much as they were loving the fact that they and Rodimus would be able to be intimate they are so curious over how it all works.
Rodimus grins, field alight. "Never think I'd be so pleased by a compliment on my crotch accessory collection!" It makes them both burst into laughter wheezing. " but Yea, the light circuits sync right up with my biolights so it'll pulse and change colours"
Rodimus releases his interface panel which at the moment didn't have an attachment, he's rather swift with reattaching the chosen mod in its place. pressurises his lines, watching struts and panels adjust flawlessly around the new appendage. "Seamless integration. The connection anchors it securely while also transferring sensory feedback in real time." Rodimus smiles shyly. "Wanna touch it?." He teases revving his engine. 
"Ready for a test drive when you are, sweetspark. I'll go slow and you tell me what you think. Your feelings are my top priority here.” He excitedly remarks. "Can we keep the other pieces too, I think this would be something fun to try and test other pieces over time." Rodimus lights up at their question, excitement filling him. "A collection? I like the way you think!" 
"Now then, shall we?" He radiates eager anticipation, "I'm primed and ready to make you sing, sweetspark. Just give me the word." He slowly strokes the smaller mod as the sensation jolts through him. 
"Eager are we" they tease, It was strange seeing the new one when they were so used to Rodimus' original Spike but in truth it suited him well. "Sure thing hot shot. I want a show" they giggle sitting back eager to watch.
Carefully he braces himself before encircling the new modification digit rubbing across the tip. Slow, steady pumps elicit delightful shivers up his struts as sensory feedback loops. The lights along the spike light up in the deep orange colour and pulse with each stroke. 
A loud moan falls from his vocalizer. His engine purrs louder, Optics half-shuttering, Rodimus meets their gaze with a loving smirk. "Like what you see? gorgeous - just say the word and I'm yours all night."
They shake their heads in amusement. "I want to watch you work that spike Roddy, I like watching you come undone with your servo, dial up the sensitivity" they instruct. Eager to just watch the mech touch himself.
Rodimus chuckles. "As you wish." He begins stroking it much quicker, the sound of his joints popping and grinding join the mix of noises he makes.  "How's it feel?" Rodimus vented softly, digits exploring the synthetic spike's sensory net with increasing awe, he had never had one which felt like this and it was making his joints weak from how quickly it had over charged his system, hot air blasting through his fans.
 "Incredible... it feels so sensitive." Another moan slips from him sounding more like a whimpered whine of bliss. He gazed at his partner in a haze of affection. "Primus i cant wait to see how you feel clenched around my spike, bet you'll be so warm and soft. Might just be overloaded thinking about it."  
"You going to overload, thought you had better stamina roddy" They tease watching the way his plating shutters as he quickened his pace. Rodimus whimpers out while his voice goes rather static. "Hey, cut me some slack - this new array packs way more sensation than the old one. Gonna take some getting used to!" 
He overloads into his servo rather quickly. Their eyes focus on the fluid that runs down his servo, it wasn't the light pink one they were used to seeing come from him. “ Did you also change your fluids?” they hum moving closer to brush their hand against his spike. It makes Rodimus jolt as he loudly moans. “Frag!” he calls out platting, shuttering and overheating as he tries to come down from the overwhelming sensation. 
“mmmm, yea.. wanted something a little more body safe for you” he admits,it earns him a kiss from them. 
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theangrycomet-art · 4 months ago
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Sparks and Optics, What the heck do they have to do with an Alien Robot’s Health: A Minor Set of Headcannons on how Sparks work in TFA
A long winded and doodled brain worm that has been haunting yours truly because I got an ask about optic colors :)
This takes @paradimeart orbabies au/"how were more bots built without the allspark" headcannon/au into account so check that for some context on the exact details of Protorbs/Protomechs and the whole “Vector Sigma is now in charge of repopulating cybertron in place of the Allspark”
Alright, enough dilly dallying, let’s dive into this headcannon turned into a Chapter in a high school science textbook
First Off, Sparks
Each Cybertronian requires their spark to live, it powers their bodies and serves as a “soul”. Basic Transformers lore there.
Though with the whole Headmaster thing, there is evidence to argue that a transformer of any faction can theoretically survive being separated from their spark chamber for some time, as Bulkhead, Sentinel, and Starscream all were able to operate and function just as heads. I believe that there IS a time limit for this determined by how much power their heads can store. There is also the fact that some bots such as Blitzwing, Lugnut, and Wasp (and maybe Bumblebee- I don’t remember 100% for him) have more “modular “ frames that allow them to move their body parts independently when seperate d drone them. Both of which aspects are another interesting topic to explore but THAT’S a topic for a whole ‘nother post.
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Transcript: The default color of a Cybertronian’s optic is determined on their spark. Pre-War, when customizations were more readily available, there were far more Optic Colors. This trend , however, has all but died in present day. End of Transcript.
As read on the tin, the optic color of a bot is shown to match the colors of the charged lining of the interior of a bot, blue for Autobots, red for Decepticons, purple in Wasp’s case. Given the the uniformity of eye colors in TFA, the inverse explanation I believe is that getting Optic Mods is considered a faux pas.
Between the strained resources from the war, Autobot propaganda, and the Decepticons’ limited access to such amenities, wasting materials on such minor modifications would not only seen as wasteful but highly suspicious. Those outliers with optic colors outside the typical hues of their faction likely face scrutiny from their peers on both sides.
But what is the difference between an autobots and a deceticon’s spark?
I believe that the critical difference is their ability to process and store energon.
Spark Anatomy
The spark is built into three major components, the shield dome, the outer core, and the inner core. Each is critical to maintaining a Cybertronian’s health and ensure their long lifetimes.
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Transcript 1: a Healthy “Autobot-Typical” Spark. Shield Dome -serves as defense for the spark, EXTREMELY sensitive. Inner core: -extremely dense,innermost energon, made of multiple spheres contracted together, individual spheres CAN be removed. Outer core: -CRITICAL FOR SPARK STABILITY, keeps inner core safely in place.
Transcript 2: a Healthy “Decepticon-Typical” Spark. Shield Dome -serves as defense for the spark, EXTREMELY sensitive. Inner core: -larger energon deposits, tho (avg) the same amount, red tint indicates (here there are three upward facing arrows indicating “increased”) endurance. Outer Core: - more prone to breaking down but recovers quickly.
As shown above, the concentrations of energon that build up the inner cores of a transformers spark are significantly larger in Decepticons than in Autobots, allowing them to handle larger frames with ease, but also generate greater forces of strength without tiring themselves out as easily. It’s’ built for higher endurance and energy out body, which allows them to carry heavier duty tools (and weapons) naturally without easily exhausting themselves.
However, this comes at a cost, as the outer core, or this sparks “lining” is at a higher risk of warping or or worse damage.
Which leads us to OverCharged Sparks.
Overcharged Sparks
Overcharged sparks, or O.Sparks, have occurred for as long as the Allspark has been granting life, a minor glitch in the system. They are varied, but they’re all sparks who generate high maintenance cores with very limited outlets for the excess energy they generate. They come in two major types, depending on the source of their “overcharge”.
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Transcript: Overcharged Sparks: Type 1. -sparks creation had too much energy output -> hence the name, excess charge cases the inner core to be over stimulated and lash out, bashing into the outer core, warping it, or worse tearing it.
Type 1 O.Sparks’ inner cores are permanently disrupted. They cannot stabilize nor can the individual energon spheres concentrate together on their own. There is very little treatment for grown frames with this condition, with protorbs/protomechs there is a limited window during which one can encourage the spark to concentrate its excess energy into developing an outlier. HOW one is supposed to go about this is completely unknown, and though Yoketron had some theoreys, his focus was more on making sure the protorbs/protomechs in his care survived into adulthood.
Due to this fact, there was an attempt made to force more outliers out of the latest batch of Protorbs by overstimulating their Sparks at creation. This experiment forced a generation of “experimental frames” to acquire with O.Sparks.
The experiment was a complete failure.
With 60% of the frames not surviving outside the proto-mold (so many little puddles of shiny melted baby goo to mop up), only half of the remaining batch not making it past the Protorb stage. Out of the surviving batch- a little more than a 200 grew to full maturity. With all that carnage, only 7% of the survivors developed any desirably outliers l.
The rest continue to suffer a lifetime of symptoms that few doctors could diagnose, much less treat with no gain. Most of these models aren’t expected to life so much as a fraction as the average expected lifespan for an autobot.
This was done without Yoketron’s knowledge, as he did not directly interact with the Vector Sigma when it was doing its thing and left the maintenance of VS to it’s keepers. But when he found exactly WHY so many of the children in his care kept suffering… let’s just say few have ever had the misfortune to see the cyber-ninja master terrifying fury. The already limited amount of outsiders allowed access to the “Daycare” went down to exactly 1 (and it certainly wasn’t Ultra Magnus or any of his lackeys) and the bots selected for “babysitting” were run over with a fine toothed comb.
After this, the Autobots focused on standardizing models. Two of the selected models were the smaller, more energy efficient, “scout” protoform model that Bumbleebee has and the sturdy, reliable truck model that Ratchet and Ironhide share.
Hence why there are so many younger bots share frame types.
The “Success” Stories
Despite the tragedy of the Council’s meddling, there are a few notable survivors success stories of the Outliers Experiment, some who even live with minimal symptoms and some desirable outliers.
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Transcript: Notable Bots with O. Type 1 Sparks: Blurr. Blurr’s spark channeld his excess “charge” into his speed. Since his spark figured this out as a protomech & stableized some, his optics were able to settle closer to a healthy cyan.
Most well known amongst the Elite Guard would be Blurr, with his outlier being, of course, his speed. His spark used the excess charge to increase his processor efficiency and in turn encouraged charge release through movement. Holding still for extended periods of time is not an option, leading to limited and short recharges, which in turn lead to increase in irritability.
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Transcript: Notable Bots with O. Type 1 Sparks: Bulkhead is an anomaly amongst the O!Sparks. His spark addressed his excess charge by enforcing his frame to a heavy duty build and "grow" until his frame could better handle it. He literally "broke the mold".
Bulkhead is the only bot with an O!Spark who's excess charge was directed to re-enforce his frame. According to his specs, he is supposed half his size (and a quarter of his weight). With this re-enforced frame, he is also the asymptomatic O!Spark.
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Transcript 1: Moonracer is an atypical O!Spark. Her spark tuned her excess energy to a gravity manipulator. However her small frame still struggles to compensate for the remaining charge, resulting in her going into stasis at random.
Moonracer, like Blurr, proved to be an outlier with her built in Gravitic Adjuster. However, like Blurr, her spark does not allow Moonracer to stay still for long periods of time. Her charge builds up and leads to forced reboots to re-stabilize her energy levels. (ie if she stops moving for too long than she passes out) While not the worst of the potential side effects, it has impeded her desire to be a pilot.
Transcript 2: Most Cybertronians with O!Sparks don't adapt to the excess charge. These unlucky frames life spans are much shorter due to their sparks literally burning out their frame. Their lives can be extended through extensive modding and in some cases a complete frame change but their symptoms will always remain.
Most of the survivors of the Outlier experiments do not make it to 10,000. In fact, their lucky to make it to 3,000.
Typical Side Effects for Type 1 Overcharged Sparks
Eye Rings/cracked optics
poor vision
insomnia
higher core temperature
joint stripping (can be treated with regular oiling)
chronic pain
slow self-repair nanite response (can be supplemented)
Type 2 O!Sparks
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Transcrpit: Type 2 is the most common type of O!Spark, and is typically the result of severe physical trauma, whether from combat, medical procedures, just plain bad luck.
These are the result of an Outer Spark Core failure, damaging the inner core and resulting in instability. As such, Type 2 O.Sparks are rarely found in Decepticons.
Most importantly, they are Treatable.
There are 3 sub types; 2-a, 2-b, and 2-c.
Type 2-a
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Type 2-a O!Sparks are typically the result of poor mental health.
Long-term emotional distress can cause the Outer Spark Core to breakdown and weaken, causing instability within the Innermost Spark Core.
The most obvious symptom is a yellow tint to the Optics. The stronger the yellow tones, the worse state the Inner Core is.
The spark must repair itself on its own but in order for that to occur the patient must address the root problem. Treatment focuses on restoring the Outer Core and minimizing stimulation of the Inner Core.
Though uncommon, many veterans of the great war have develop some degree of Type 2-a O!Sparks.
Side Effects
memory purges
poor recharge cycles
lethargy
limited EM Field extentsion
chronic fatigue
Type 2-B
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Type 2-B is the result of the Spark Chamber being damaged, BUT the spark core remained intact.
Research in Type 2 Overcharged Sparks began anew when the ailing Ultra Magnus's spark stability was under question.
In his case, his Innermost Energon was severely destabilized within the InnerCore, but the cores themselves remained intact. Until the cores are stabilized and the Innermost Energon stabilized, it is best to keep the patient in a medically induced coma.
Often times the circumstances of this kind of spark damage are in an unsalvageable frame, so there is not much research in long-term treatment, but First Aid believes it to be curable with the right treatment. How much of that assessment is First Aid being overly optimistic and under a lot of pressure is left to be decided
Side Effects
Optic Cracking (permanent)
lethargy
limited EM Field extentsion
chronic fatigue
chronic pain (though this could be due to the frame damage associated with such injuries)
Type 2-C, a recent discovery
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Type 2-c O!Sparks have only recently been reclassified as a separate subset with the Autobots Aerial project.
Not much is known about them, and with only 2 known surviving holders of 2-c sparks, the data pool is extremely limited.
Type 2-c damage seems to be the result of the spark overextending itself to it's breaking point. It is believed to occur during medical procedures or extreme physical trauma, or in the Jettwins cases, both. The running theory is that the sparks are so desperate to live they open themselves up to any possibility of survival.
As a result, Type 2-c sparks can be artificially stimulated into developing outliers.
Optic notes: a second pupil ring developed in the optics after the Spark is manually/medically stabilized, geometric cracks are develop. A case of nearsightedness has developed in one of the subjects though this has easily corrected with a visor.
Symptoms: None. Then again 2-C overcharged sparks typically result in short but extremely painful deaths.
Medical Notes: The Jettwins have shown none of the typical symptoms associated with Overcharged Sparks outside their optic color changing and their inner core scattering. This requires more research, but Wheeljack's running theory is that the decpeticon coding taught their sparks outer core to repair itself, and in the process somehow stabilized the center core.
Waiting for comparisons with Blurr's Spark (one of the only "stabilized" overcharged sparks known) for comparison.
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