Guide to Robotics: Difference between revisions
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=Cyborgs= | =Cyborgs= | ||
'''See also [[ | '''See also [[Guide to Paperwork#Robotics|Cyborgification Contracts]].''' | ||
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it! | These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it! | ||
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==Making a Cyborg== | ==Making a Cyborg== | ||
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold. | |||
# Click on the Exosuit Fabricator to open its menu. Select '''Add all parts to queue''' beside the '''Cyborg''' option, and then click '''Process Queue''' in the right sidebar (with a recent update, please note that adding "all parts" will print four extra components that are only used for repair, not construction). | #Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold. | ||
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish. | #Click on the Exosuit Fabricator to open its menu. Select '''Add all parts to queue''' beside the '''Cyborg''' option, and then click '''Process Queue''' in the right sidebar (with a recent update, please note that adding "all parts" will print four extra components that are only used for repair, not construction). | ||
# When putting the parts together, use the [[File:Cyborg endoskeleton.png]] Cyborg Endoskeleton as a base. | #Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish. | ||
#* The Cyborg Head will need 2x [[File:Flash.png]] Flash. | #When putting the parts together, use the [[File:Cyborg endoskeleton.png]] Cyborg Endoskeleton as a base. | ||
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell. | #*The Cyborg Head will need 2x [[File:Flash.png]] Flash. | ||
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton. | #*The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell. | ||
#*The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton. | |||
===Extract a brain for the Cyborg=== | ===Extract a brain for the Cyborg=== | ||
'''Note: The roboticist should not be performing surgery on an organic! The actual surgery and brain removal should be done by the medical staff, whilst the roboticist handles creating and installing the MMI. These instructions are here for the medical staff.''' | |||
'''Note:''' Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw. Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue. | '''Note:''' Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw. Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue. | ||
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]]. | #(Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]]. | ||
# Aim for the organ's location in the [[File:Damage zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney) | #Aim for the organ's location in the [[File:Damage zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney) | ||
# Use a [[File:Scalpel.png]] '''scalpel''' to cut back the flesh. | #Use a [[File:Scalpel.png]] '''scalpel''' to cut back the flesh. | ||
# Use the [[File:Hemostat.png]] '''hemostat''' to stop any potential bleeding. | #Use the [[File:Hemostat.png]] '''hemostat''' to stop any potential bleeding. | ||
# Use your [[File:Retractor.png]] '''retractors''' to lift up the skin. | #Use your [[File:Retractor.png]] '''retractors''' to lift up the skin. | ||
# | #Use the [[File:Saw.png]] '''saw''' to cut through the bones. | ||
# | #Use the [[File:Retractor.png]] '''retractor''' to separate the bones. | ||
# | #Use the [[File:Scalpel.png]] '''scalpel'''. This will open up a window asking you which organ you'd like to cut loose. Select the Brain. | ||
# | #Use the [[File:Hemostat.png]] '''hemostat''. This will open up a window asking you which loose organ you'd like to remove. Select the Brain again. | ||
# | #Place the brain in an [[File:MMI empty.png]] MMI. | ||
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable. | #(Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable. | ||
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg. | #Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg. | ||
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time. | You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time. | ||
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Don't panic just yet! You can still complete the brain extraction by placing their head on the operating table and following the same steps as above. You should probably apologize to them after putting their brain in an MMI, though. | Don't panic just yet! You can still complete the brain extraction by placing their head on the operating table and following the same steps as above. You should probably apologize to them after putting their brain in an MMI, though. | ||
== Cyborg Maintenance == | ==Cyborg Maintenance== | ||
You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time. | You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time. | ||
=== Repair === | ===Repair=== | ||
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple: | When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple: | ||
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. | |||
#* ''Note: Be sure to remember this step or you could go blind!'' | #Equip a [[File:WeldingHelmet.png]] welding helmet on your head. | ||
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this. | #*''Note: Be sure to remember this step or you could go blind!'' | ||
#Place a [[File:Welderon.gif]] welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this. | |||
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case: | Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case: | ||
=== Cyborg Component Repair === | #[[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel. | ||
#[[File:Crowbar.png]] Crowbar open the panel. | |||
#[[File:Power cell.png]] Remove the cyborg's power cell by switching to grab intent clicking on it with an empty hand. | |||
#[[File:Screwdriver tool.png]] Use a screwdriver to expose the wires. | |||
#[[File:CableCoils.png]] Use a cable coil to replace damaged wires. | |||
#[[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires. | |||
#[[File:Power cell.png]] Reinsert the power cell by clicking on the cyborg. | |||
#[[File:Crowbar.png]] Crowbar the panel shut. | |||
#[[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover. | |||
===Cyborg Component Repair=== | |||
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward. | Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward. | ||
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel. | |||
# [[File:Crowbar.png]] Crowbar open the panel. | #[[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel. | ||
# [[File:Power cell.png]] Remove the cyborg's power cell by clicking on it with an empty hand. | #[[File:Crowbar.png]] Crowbar open the panel. | ||
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires. | #[[File:Power cell.png]] Remove the cyborg's power cell by switching to grab intent clicking on it with an empty hand. | ||
# [[File:Crowbar.png]] Crowbar out the desired component. | #[[File:Screwdriver tool.png]]Use a screwdriver to expose the wires. | ||
#[[File:Crowbar.png]] Crowbar out the desired component. | |||
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps. | Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps. | ||
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel. | |||
# [[File:Crowbar.png]] Crowbar open the panel. | #[[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel. | ||
# [[File:Power cell.png]] Remove the cyborg's power cell by clicking on it with an empty hand. | #[[File:Crowbar.png]] Crowbar open the panel. | ||
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires. | #[[File:Power cell.png]] Remove the cyborg's power cell by switching to grab intent clicking on it with an empty hand. | ||
# [[File:Wirecutters.png]] Cut all five wires with wirecutters. | #[[File:Screwdriver tool.png]] Use a screwdriver to expose the wires. | ||
# [[File:Crowbar.png]] Use a crowbar to remove the MMI. | #[[File:Wirecutters.png]] Cut all five wires with wirecutters. | ||
#[[File:Crowbar.png]] Use a crowbar to remove the MMI. | |||
When finished, be sure to reinsert the power cell into the cyborg and close them back up with your crowbar. | When finished, be sure to reinsert the power cell into the cyborg and close them back up with your crowbar. | ||
=== Upgrading the Power Cell === | ===Upgrading the Power Cell=== | ||
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order): | Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order): | ||
=== Resetting Modules === | #[[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel. | ||
#[[File:Crowbar.png]] Crowbar open the panel. | |||
#Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell. | |||
#*''Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.'' | |||
#[[File:Crowbar.png]] Crowbar the panel shut. | |||
#[[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover. | |||
===Resetting Modules=== | |||
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order: | Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order: | ||
=== | #[[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel. | ||
''''' | #[[File:Crowbar.png]] Crowbar open the panel. | ||
#[[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg. | |||
#[[File:Crowbar.png]] Crowbar the panel shut. | |||
#[[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover. | |||
===Cyborg Upgrades=== | |||
There are several cyborg upgrade modules that can be printed from the prosthetics fabricator in Robotics, assuming sufficient research has been done beforehand. | |||
To apply an upgrade, open the cyborgs access panel and insert the upgrade inside it. | |||
*'''Emergency Restart Module''' | |||
The least expensive way to revive a cyborg that has fully died. After repairing sufficient damage to the cyborgs body, applying this upgrade will reactivate it. | |||
*'''Reclassification Board''' | |||
When applied, changes the cyborgs name to one chosen by the user. The name is modified by activating the upgrade module inhand. | |||
*'''Module Reset Board''' | |||
Removes the cyborgs current module, allowing it to reselect a new one. | |||
*'''VTEC Module''' | |||
Kicks in a cyborgs VTEC systems, allowing them to move faster. | |||
*'''Rapid Taser Cooling Module''' | |||
Increases the recharge rate of a security module cyborg's taser. Two can be applied before further ones will have no effect. | |||
*'''Mining Robot Jetpack''' | |||
Despite the name, can be applied to any type of cyborg. Gives the cyborg a CO2-filled jetpack. | |||
*'''Advanced Health Analyzer Module''' | |||
Gives the cyborg an advanced health analyzer. While it can be applied to any cyborg, it is of limited use to non-medical modules. | |||
*'''Scrambled Equipment Module''' | |||
Unlocks a cyborg module's hidden equipment, which is normally activated with an emag. These are universally either lethal or disabling weaponry. | |||
*'''Language Module''' | |||
Allows a cyborg to speak nearly any language, instead of only understanding them. Clerical and Service module cyborgs have this function by default. | |||
===Modifications=== | |||
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire. | Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire. | ||
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There are three lights in the cyborg with three corresponding wires: | There are three lights in the cyborg with three corresponding wires: | ||
* '''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status. | *'''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status. | ||
**''Pulsing'' does nothing. | **''Pulsing'' does nothing. | ||
**''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws. | **''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws. | ||
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Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work. | Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work. | ||
= Synthmorphs = | =Synthmorphs= | ||
The [[Synthmorph]] is something the Roboticist may encounter as well. This is essentially a person inside a bipedal mechanical body. They may have been referred to as '''IPC''' in the past, short for ''Integrated Positronic Chassis'', though not all favored this designation. Roboticists are not 'responsible' for these in the same way they are for Cyborgs, as Synthmorphs are effectively normal people with a different body. They may play doctor for them, however, as synthmorph repairs are within the robotics department domain. | The [[Synthmorph]] is something the Roboticist may encounter as well. This is essentially a person inside a bipedal mechanical body. They may have been referred to as '''IPC''' in the past, short for ''Integrated Positronic Chassis'', though not all favored this designation. Roboticists are not 'responsible' for these in the same way they are for Cyborgs, as Synthmorphs are effectively normal people with a different body. They may play doctor for them, however, as synthmorph repairs are within the robotics department domain. | ||
== Creating a Synthmorph == | ==Creating a Synthmorph== | ||
While you can assemble a synthmorph's body, putting a mind in it is a whole other matter. Moving a previously-lawed entity (cyborg, AI) into a synthmorph body typically requires paperwork to be completed. Assembling the body is fairly straight-forward however, assuming you have the materials: | While you can assemble a synthmorph's body, putting a mind in it is a whole other matter. Moving a previously-lawed entity (cyborg, AI) into a synthmorph body typically requires paperwork to be completed. Assembling the body is fairly straight-forward however, assuming you have the materials: | ||
Most of the work is done at the [[File:Bioprinter.png]] Prosthetics Fabricator. | Most of the work is done at the [[File:Bioprinter.png]] Prosthetics Fabricator. | ||
# Ensure R&D has performed enough research to allow you to create prosthetic torsos, heads, and eyes. You may wish to re-sync the Prosthetics Fabricator to make sure you're up to date. | #Ensure R&D has performed enough research to allow you to create prosthetic torsos, heads, and eyes. You may wish to re-sync the Prosthetics Fabricator to make sure you're up to date. | ||
# Print all parts of a synthmorph, including torso, both hands and feet, both arms and legs, a head, and optical sensors. Make sure to select the manufacturer you want ahead of time. If you do not see the manufacturer you want, contact Cargo to order you blueprint discs. | #Print all parts of a synthmorph, including torso, both hands and feet, both arms and legs, a head, and optical sensors. Make sure to select the manufacturer you want ahead of time. If you do not see the manufacturer you want, contact Cargo to order you blueprint discs. | ||
# Place the torso onto a surgical table in robotics, and attach each limb one at a time, finishing with the head. | #Place the torso onto a surgical table in robotics, and attach each limb one at a time, finishing with the head. | ||
# Use a screwdriver, then a crowbar to open the head's maintenance panel and install the optical sensors into the head. | #Use a screwdriver, then a crowbar to open the head's maintenance panel and install the optical sensors into the head. | ||
# At this time, you can also install a brain in an MMI or a Positronic Brain. Synthmorphs do not support having a normal organic brain. | #At this time, you can also install a brain in an MMI or a Positronic Brain. Synthmorphs do not support having a normal organic brain. | ||
# Use a crowbar to close the maintenance panel when done. | #Use a crowbar to close the maintenance panel when done. | ||
# Congratulations, you've given someone a new lease on life. | #Congratulations, you've given someone a new lease on life. | ||
== Prosthetic/Synthmorph Repair == | ==Prosthetic/Synthmorph Repair== | ||
You may be asked to repair damage to the artificial limbs of your fellow crew members. | You may be asked to repair damage to the artificial limbs of your fellow crew members. | ||
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To fix '''burn damage''', use a cable coil on the damaged area to replace the melted wiring. | To fix '''burn damage''', use a cable coil on the damaged area to replace the melted wiring. | ||
=== Internal Repairs === | ===Internal Repairs=== | ||
Sometimes the damage to a humanoid with prosthetics or a synthmorph may be severe enough to require internal repairs. This is akin to requiring surgery for an organic limb. Follow the steps below to perform these repairs. | Sometimes the damage to a humanoid with prosthetics or a synthmorph may be severe enough to require internal repairs. This is akin to requiring surgery for an organic limb. Follow the steps below to perform these repairs. | ||
# Have the subject '''lay flat''' on a table, preferably an operating table in the robotics lab. | #Have the subject '''lay flat''' on a table, preferably an operating table in the robotics lab. | ||
# Use a '''screwdriver''' on the damaged limb to gain access to the maintenance panel. | #Use a '''screwdriver''' on the damaged limb to gain access to the maintenance panel. | ||
# Use a '''crowbar''' to pry the panel open to gain access to the limb's internals. | #Use a '''crowbar''' to pry the panel open to gain access to the limb's internals. | ||
# Apply either '''welding''' or '''cable coils''' as needed to the internals. | #Apply either '''welding''' or '''cable coils''' as needed to the internals. | ||
# Use the '''crowbar''' to shut the maintenance panel when done. It will latch back into place. | #Use the '''crowbar''' to shut the maintenance panel when done. It will latch back into place. | ||
==== | ===Eye Repair=== | ||
=== In A Pinch === | #Have the subject '''lay flat''' on a table, preferably an operating table. | ||
#Make sure aim is set to head. | |||
#Use a '''screwdriver'''. | |||
#Use a '''crowbar''' to pry the panel open to gain access to the limb's internals. | |||
#Recalibrate the optical lenses with a '''screwdriver'''. | |||
#Use the '''crowbar''' to shut the maintenance panel when done. It will latch back into place. | |||
====Removing Internal Organs==== | |||
You might sometimes need to remove an organ from the body of a synth. The most common occurrence of this is removing a MMI or posibrain from a heavily damaged synth so it can be placed into the newly printed body. To remove any internal organ in a synth: | |||
#Use a '''screwdriver''' and crowbar to open your patient up. | |||
#Use a '''multitool''' on them, this will bring up a window asking you which organ you want to prepare for removal. | |||
#Select the organ and hit okay, this will cause a progress bar to appear. | |||
#Once that bar is filled, you'll be able to use a '''hemostat''' on the patient to bring up a window asking you which organ you want to remove. | |||
#Select the organ you want and hit okay, then wait for the progress bar to finish like before. With the '''hemostat''' you might have to try more than once, but failing 'to grab something' doesn't damage the patient. | |||
#With that, the organ should be out! | |||
===In A Pinch=== | |||
Sometimes you might need to get repairs done urgently and lack the usual tools to do so, or perhaps have one that might help speed things along, two of which are: | Sometimes you might need to get repairs done urgently and lack the usual tools to do so, or perhaps have one that might help speed things along, two of which are: | ||
===== Nanopaste ===== | =====Nanopaste===== | ||
A nanite swarm in a bottle. Has ten uses and heals 20 burn damage and 20 brute damage if the patient is opened up properly. This healing applies to internal organs as well. If the patient isn't opened, it only does heals 10 brute and 10 burn damage and doesn't heal internal organs. | A nanite swarm in a bottle. Has ten uses and heals 20 burn damage and 20 brute damage if the patient is opened up properly. This healing applies to internal organs as well. If the patient isn't opened, it only does heals 10 brute and 10 burn damage and doesn't heal internal organs. | ||
===== Screwdriver ===== | =====Screwdriver===== | ||
If you lack nanopaste, the screwdriver can be used to repair internal organ damage with a 30% chance of failure which will damage the patient, so only use this if you lack nanopaste! | If you lack nanopaste, the screwdriver can be used to repair internal organ damage with a 30% chance of failure which will damage the patient, so only use this if you lack nanopaste! | ||
And remember: if you lack a surgery table, any old table will do. Using an ordinary table has a 34% chance of your surgery failing though, so do try to find a surgery table if possible. | And remember: if you lack a surgery table, any old table will do. Using an ordinary table has a 34% chance of your surgery failing though, so do try to find a surgery table if possible. | ||
== NIF Surgeries for Synthmorphs == | ==NIF Surgeries for Synthmorphs== | ||
Sometimes you’ll get a synth in who either wants a [[Nanite implant framework|NIF]] installed, or one taken out for repairs. The two surgeries you'll find yourself doing are: | Sometimes you’ll get a synth in who either wants a [[Nanite implant framework|NIF]] installed, or one taken out for repairs. The two surgeries you'll find yourself doing are: | ||
==== NIF Installation ==== | ====NIF Installation==== | ||
# Target the patient’s head and use a screwdriver. | |||
# Use a crowbar to open their head up. | #Target the patient’s head and use a screwdriver. | ||
# Use the surgical drill to create a cavity. | #Use a crowbar to open their head up. | ||
# With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity. | #Use the surgical drill to create a cavity. | ||
# Use a crowbar to close them up again. | #With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity. | ||
#Use a crowbar to close them up again. | |||
Be sure to inform your patient about the after affects of the surgery before it's done. These effects can be seen [https://wiki.vore-station.net/Nanite_implant_framework#Installing_a_NIF here]. | Be sure to inform your patient about the after affects of the surgery before it's done. These effects can be seen [https://wiki.vore-station.net/Nanite_implant_framework#Installing_a_NIF here]. | ||
==== NIF Maintenance ==== | ====NIF Maintenance==== | ||
# Target the patient’s head and use a screwdriver. | |||
# Use a crowbar to open their head up. | #Target the patient’s head and use a screwdriver. | ||
# Use the hemostat to get the NIF out (may take more than one attempt). | #Use a crowbar to open their head up. | ||
# [https://wiki.vore-station.net/Nanite_implant_framework#Maintaining_the_NIF Repair the NIF]. | #Use the hemostat to get the NIF out (may take more than one attempt). | ||
# Use the surgical drill to recreate the cavity. | #[https://wiki.vore-station.net/Nanite_implant_framework#Maintaining_the_NIF Repair the NIF]. | ||
# With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity. | #Use the surgical drill to recreate the cavity. | ||
# Use a crowbar to close them up again. | #With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity. | ||
#Use a crowbar to close them up again. | |||
== Resleeving a Synthmorph == | ==Resleeving a Synthmorph== | ||
Synths can be resleeved using the resleeving console next to the SynthFab 3000 machine. The SynthFab machine itself requires metal and glass to function (though it comes with an amount already provided) and the synth must have received a backup implant previously in the shift for their mind to be present in the database. | Synths can be resleeved using the resleeving console next to the SynthFab 3000 machine. The SynthFab machine itself requires metal and glass to function (though it comes with an amount already provided) and the synth must have received a backup implant previously in the shift for their mind to be present in the database. | ||
If both a body and mind backup are present, a roboticist can follow the [[Guide to Resleeving]] to resleeve the synth. | If both a body and mind backup are present, a roboticist can follow the [[Guide to Resleeving]] to resleeve the synth. | ||
= Bots = | ==Reconstituing a Protean== | ||
[[File:Protean Reconstitutor.png|alt=|frame|The machine that reconstitutes incoherent proteans.]] | |||
[[Proteans]] are pretty easy to "kill", but surprisingly hard to ''kill''; if they take enough damage, they'll leave behind a protean positronic brain, an orchestrator module, and refactory module. Fortunately, they can be 'reconstituted' into humanoid form after this happens; simply look for the Protean Reconstitutor located your local Robotics lab! The machine requires an active protean positronic brain, orchestrator module, and 150 units of 'nanomass' before it can reconstitute the protean. The refactory module can also be provided and will carry over any materials that were stored in it. Nanomass can be acquired by simply using nanopaste on the reconstitutor; advanced nanopaste will grant a lot more nanomass than regular nanopaste, so it's worth using it if you can make it. | |||
The machine can hold 300 nanomass by default, and can be upgraded to increase its capacity by replacing the matter bin. Replacing its manipulator with higher tier variants will increase the amount of nanomass gained from inserting nanopaste. | |||
Note that the machine will not accept idle/inert protean positronic brains or non-protean positronic brains, and the process cannot be started (or will automatically abort) if the brain has gone inactive since it was placed in the machine. Protean components can be retrieved from the machine by using a wrench on it. | |||
The revive process takes around five minutes to complete once initiated, but requires minimal supervision until completed. Once it's done, the protean should be restored to their basic shape and be ready to get back to work! | |||
=Bots= | |||
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows: | As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows: | ||
==[[File:Medibot.gif]] Medibot== | ==[[File:Medibot.gif]] Medibot== | ||
A small automated medical unit that can use a built-in medicine synthesizer to provide tricordrazine to wounded personnel nearby. Alternately, a beaker can be installed to provide alternative medicines or other chemicals. In either case the medibot will try to avoid overdosing patients. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject "patients" with toxins instead, worsening their condition on top of any injuries they've sustained. | |||
Interacting with them on ''Disarm'' intent will tip them over, preventing them from rendering aid. They can be righted by interacting with them on ''Help'' intent, or they'll automatically right themselves after a short time. If they automatically right themselves, they will also report whoever tipped them to the Medical staff over the Medical comms channel. | |||
# | Medibots cannot diagnose anything more complicated than the four basic damage types, so using them to treat serious injuries (radiation poisoning, broken bones, organ/brain damage, etc.) won't work. | ||
#* ''Note: Differently colored medkits will also change the resulting color of your Medibot.'' | |||
# (Optional) | Instructions: | ||
# [[File:Healthanalyzer.png]] | |||
# [[File:Proximitysensor.png]] | #[[File:SMed.png]]Start with an Empty Medkit. | ||
# [[File:Beaker.png]] beaker filled with the medicine of your choice. | #*''Note: Differently colored medkits will also change the resulting color of your Medibot.'' | ||
#Add a Cyborg Right or Left Arm. | |||
#(Optional) [[File:Pen.png]]Name the bot with a pen. | |||
#[[File:Healthanalyzer.png]]Add a Health Analyzer. | |||
#[[File:Proximitysensor.png]]Add a Proximity Sensor. | |||
#(Optional) [[File:Beaker.png]]Add a beaker filled with the medicine of your choice. | |||
==[[File:Cleanbot.gif]] Cleanbot== | ==[[File:Cleanbot.gif]] Cleanbot== | ||
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything! | Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything! | ||
# [[File:Bucket.png]] | |||
# [[File:Proximitysensor.png]] proximity sensor. | Instructions: | ||
# (Optional) | |||
# Cyborg Right or Left Arm. | #[[File:Bucket.png]] Bucket (Grab it from the [[Janitor]] or make with [[Autolathe]]) | ||
#[[File:Proximitysensor.png]] Add a proximity sensor. | |||
#(Optional) [[File:Pen.png]]Name the bot with a pen. | |||
#Cyborg Right or Left Arm. | |||
==[[File:Farmbot.png]] Farmbot== | ==[[File:Farmbot.png]] Farmbot== | ||
# [[File:Watertank.png]] on a watertank, use: | Farmbots are quite handy, as they can care for plants on their own. | ||
# Prosthetic Right or Left Arm; | |||
# [[File:Plant_analyzer.png]] Plant analyser; | Instructions: | ||
# [[File:Bucket.png]] Bucket; | |||
# [[File:Minihoe.png]] Mini hoe; | #[[File:Watertank.png]] on a watertank, use: | ||
# [[File:Proximitysensor.png]] proximity sensor. | #Prosthetic Right or Left Arm; | ||
#[[File:Plant_analyzer.png]] Plant analyser; | |||
#[[File:Bucket.png]] Bucket; | |||
#[[File:Minihoe.png]] Mini hoe; | |||
#[[File:Proximitysensor.png]] proximity sensor. | |||
==[[File:Floorbot.gif]] Floorbot== | ==[[File:Floorbot.gif]] Floorbot== | ||
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. | Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. | ||
# | Instructions: | ||
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it's in your hand to open a menu for making these) | |||
# [[File:Proximitysensor.png]] proximity sensor. | #[[File:btoolbox.png]]Empty toolbox (Must be a blue one) | ||
# (Optional) | #[[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it's in your hand to open a menu for making these) | ||
# Cyborg Right or Left Arm. | #[[File:Proximitysensor.png]] proximity sensor. | ||
#(Optional)[[File:Pen.png]] Name the bot with a pen. | |||
#Cyborg Right or Left Arm. | |||
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel. | Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel. | ||
==[[File:Securitron.gif|I AM THE LAW]] Securitron== | ==[[File:Securitron.gif|I AM THE LAW]] Securitron== | ||
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a | Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a Electromagnetic Card, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked. | ||
To make: | To make: | ||
* Use a | |||
* Combine with a | *Use a Screwdriver on a Remote Signaling Device | ||
* | *Combine with a Helmet (Get these from Security) | ||
* Add a | *Hand Welder them together | ||
* Toss in a | *Add a Proximity Sensor and a Robot Arm | ||
*Toss in a Stun Baton (or use a Slime Baton to make the xenobio helpful version, i really need to find what the name is) | |||
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright. | Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright. | ||
==[[File:ED209.png]] ED-209== | ==[[File:ED209.png]] ED-209== | ||
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack. | Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack. | ||
* Use a | Instructions: | ||
* Add two Robot Legs and a | |||
* | *Use a metal sheet on a Cyborg Endoskeleton to reinforce it. | ||
* Add in a security | *Add two Robot Legs and a security vest | ||
* Attach a | *Weld everything together | ||
* Insert wires | *Add in a security Helmet | ||
* Add a | *Attach a Proximity Sensor to the assembly | ||
* Insert a | *Insert wires | ||
*Add a Taser and attach it with a Screwdriver | |||
*Insert a Power cell. Your own mecha is complete! | |||
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. | A emagged ED-209 fires deadly lasers AND attacks anyone on sight. | ||
== | ==[[File:EDCLN.png]] ED-CLN== | ||
An alternative version of the ED-209, used for janitor-work. Far faster and more efficient than a normal clean-bot. | |||
Instructions: | |||
* Robot | *Use a metal sheet on a bucket to reinforce it. | ||
* | *Add two Robot Legs | ||
* | *Add in a bucket | ||
*Weld everything together | |||
*Attach a Proximity Sensor to the assembly | |||
*Insert wires | |||
*Insert a mop (or an advanced mop). | |||
*Use a screwdriver | |||
*Insert a Power cell. Your own mecha is complete! | |||
= Mechs = | =Mechs= | ||
Construction of mechs are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console. | Construction of mechs are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console. | ||
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==Ripley APLU== | ==Ripley APLU== | ||
[[File:Ripley.png| | [[File:Ripley.png|64px]]<br> | ||
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas) | The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas) | ||
Instructions: | |||
* Build all of the Ripley parts using the exosuit fabricator. | |||
* Build a Hydraulic Clamp and Drill | *Build all of the Ripley parts using the exosuit fabricator. | ||
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill) | *Build a Hydraulic Clamp and Drill | ||
* | *Attach all of the parts to the Ripley chassis (Except the Clamp and Drill) | ||
* | *Wrench | ||
* Cable Coil | *Screwdriver | ||
* | *Cable Coil | ||
* Ripley central control module | *Wirecutters | ||
* | *Ripley central control module | ||
* Ripley Peripherals control module | *Screwdriver | ||
* | *Ripley Peripherals control module | ||
* 5 pieces of metal | *Screwdriver | ||
* | *5 pieces of metal | ||
* | *Wrench | ||
* 5 pieces of plasteel | *Welder | ||
* | *5 pieces of plasteel | ||
* | *Wrench | ||
* Add the Hydraulic Clamp and Drill to the finished Ripley | *Welder | ||
*Add the Hydraulic Clamp and Drill to the finished Ripley | |||
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the mech. Click finish, then right-click to enter. | The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the mech. Click finish, then right-click to enter. | ||
==Firefighter APLU== | ==Firefighter APLU== | ||
[[File:Firefighter.png| | [[File:Firefighter.png|64px]] | ||
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment. | |||
* Create all parts of the Ripley APLU except for the chassis. | Standart APLU chassis was refitted with additional thermal protection and cistern. | ||
* Assemble all of the Ripley parts to the Firefighter chassis. | |||
* Add a firesuit | Instructions: | ||
* | |||
* | *Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment. | ||
* Cable Coil | *Create all parts of the Ripley APLU except for the chassis. | ||
* | *Assemble all of the Ripley parts to the Firefighter chassis. | ||
* Ripley central control module | *Add a firesuit | ||
* | *Wrench | ||
* Ripley peripherals control module | *Screwdriver | ||
* | *Cable Coil | ||
* 5 pieces of plasteel | *Wirecutters | ||
* | *Ripley central control module | ||
* | *Screwdriver | ||
* 5 pieces of plasteel | *Ripley peripherals control module | ||
* 5 pieces of plasteel | *Screwdriver | ||
* | *5 pieces of plasteel | ||
* | *Wrench | ||
*Welder | |||
*5 pieces of plasteel | |||
*5 pieces of plasteel | |||
*Wrench | |||
*Welder | |||
*'''Optimal Loadouts''' | *'''Optimal Loadouts''' | ||
**Hull Repairs: Clamp, RCD, Cable Layer | **Hull Repairs: Clamp, RCD, Cable Layer | ||
**Firefighting: Clamp, Extinguisher, Repair Droid | **Firefighting: Clamp, Extinguisher, Repair Droid | ||
== Odysseus == | ==Odysseus== | ||
[[File:Mecha odysseus.png| | [[File:Mecha odysseus.png|64px]]<br>These exosuits are developed and produced by Vey-Med. | ||
* Create all of the Odysseus parts using the exosuit fabricator. | |||
* Assemble all of the Odysseus parts to the chassis | Instructions: | ||
* | |||
* | *Create all of the Odysseus parts using the exosuit fabricator. | ||
* Cable coil | *Assemble all of the Odysseus parts to the chassis | ||
* | *Wrench | ||
* Odysseus main board | *Screwdriver | ||
* | *Cable coil | ||
* Odysseus peripherals board | *Wirecutters | ||
* | *Odysseus main board | ||
* 5 pieces of metal | *Screwdriver | ||
* | *Odysseus peripherals board | ||
* | *Screwdriver | ||
* 5 pieces of plasteel | *5 pieces of metal | ||
* | *Wrench | ||
* | *Welder | ||
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun | *5 pieces of plasteel | ||
*Wrench | |||
*Welder | |||
*Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun | |||
==Gygax== | ==Gygax== | ||
[[File:Gygax.png| | [[File:Gygax.png|64px]]<br> | ||
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete. | Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete. | ||
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3) | *Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3) | ||
Instructions | Instructions: | ||
*Create all of the Gygax parts using the exosuit fabricator. | *Create all of the Gygax parts using the exosuit fabricator. | ||
*Assemble all of the Gygax parts to the chassis (Except the Armor plates) | *Assemble all of the Gygax parts to the chassis (Except the Armor plates) | ||
* | *Wrench | ||
* | *Screwdriver | ||
*Cable Coil | *Cable Coil | ||
* | *Wirecutters | ||
*Gygax Main circuit board (Bug R&D to research it) | *Gygax Main circuit board (Bug R&D to research it) | ||
* | *Screwdriver | ||
*Gygax Peripherals circuit board (Bug R&D to research it) | *Gygax Peripherals circuit board (Bug R&D to research it) | ||
* | *Screwdriver | ||
*Gygax Targeting circuit board (Bug R&D to research it) | *Gygax Targeting circuit board (Bug R&D to research it) | ||
* | *Screwdriver | ||
*Add an Advanced Scanning Module (Bug R&D) | *Add an Advanced Scanning Module (Bug R&D) | ||
* | *Screwdriver | ||
*Add an Advanced Capacitor (Bug R&D) | *Add an Advanced Capacitor (Bug R&D) | ||
* | *Screwdriver | ||
*Add some metal | *Add some metal | ||
* | *Wrench | ||
* | *Welder | ||
*Add Gygax Armor Plates (Made in the exosuit fabricator) | *Add Gygax Armor Plates (Made in the exosuit fabricator) | ||
* | *Wrench | ||
*[[ | *Welder | ||
==Gygax: Serenity== | |||
[[File:Serenity-Gygax.png|64px]]<br> | |||
A lightweight exosuit made from a modified Gygax chassis combined with proprietary VeyMed medical tech. It's faster and sturdier than most medical mechs, but much of the armor plating has been stripped out, leaving it more vulnerable than a regular Gygax. | |||
(optimal loadout: Sleeper, Bl3p gun and syringe gun/sleeper) | |||
Instructions | |||
*Create all of the Gygax parts using the exosuit fabricator. (Note you should make the Serenity Chassis. You also will not need to make Gygax Armor Plates.) | |||
*Assemble all of the Gygax parts to the chassis. | |||
*Wrench | |||
*Screwdriver | |||
*Cable Coil | |||
*Wirecutters | |||
*Gygax Main circuit board (Bug R&D to research it) | |||
*Screwdriver | |||
*Gygax Peripherals circuit board (Bug R&D to research it) | |||
*Screwdriver | |||
*Serenity Targeting circuit board (Bug R&D to research it) | |||
*Screwdriver | |||
*Add an Advanced Scanning Module (Bug R&D) | |||
*Screwdriver | |||
*Add an Advanced Capacitor (Bug R&D) | |||
*Screwdriver | |||
*Add some metal | |||
*Wrench | |||
*Welder | |||
*Add five sheets of plasteel. | |||
*Wrench | |||
*Welder | |||
<br /> | |||
==Durand== | ==Durand== | ||
[[File:Durand.png| | [[File:Durand.png|64px]]<br> | ||
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete. | A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete. | ||
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn) | *Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn) | ||
Instructions | Instructions: | ||
*Create all of the Durand parts using the exosuit fabricator. | *Create all of the Durand parts using the exosuit fabricator. | ||
*Assemble all of the Durand parts to the chassis (Except the Armor plates) | *Assemble all of the Durand parts to the chassis (Except the Armor plates) | ||
* | *Wrench | ||
* | *Screwdriver | ||
*Cable Coil | *Cable Coil | ||
* | *Wirecutters | ||
*Durand Main circuit board (Bug R&D to research it) | *Durand Main circuit board (Bug R&D to research it) | ||
* | *Screwdriver | ||
*Durand Peripherals circuit board (Bug R&D to research it) | *Durand Peripherals circuit board (Bug R&D to research it) | ||
* | *Screwdriver | ||
*Durand Targeting circuit board (Bug R&D to research it) | *Durand Targeting circuit board (Bug R&D to research it) | ||
* | *Screwdriver | ||
*Add an Advanced Scanning Module (Bug R&D) | *Add an Advanced Scanning Module (Bug R&D) | ||
* | *Screwdriver | ||
*Add an Advanced Capacitor (Bug R&D) | *Add an Advanced Capacitor (Bug R&D) | ||
* | *Screwdriver | ||
*Add some metal | *Add some metal | ||
* | *Wrench | ||
* | *Welder | ||
*Add Durand Armor Plates (Made in the exosuit fabricator) | *Add Durand Armor Plates (Made in the exosuit fabricator) | ||
* | *Wrench | ||
* | *Welder | ||
==Marauder== | ==Marauder== | ||
[[File:Marauder.png| | [[File:Marauder.png|64px]]<br> | ||
Cannot be built, used by [[Asset Protection]] if the admins spawn them one. A Marauder is equipped with: | |||
*Heavy Pulse Rifle | *Heavy Pulse Rifle | ||
*Missile launcher (8 missiles) | *Missile launcher (8 missiles) | ||
Line 410: | Line 554: | ||
==Hoverpod== | ==Hoverpod== | ||
[[File:Hoverpod.png| | [[File:Hoverpod.png|64px]]<br> | ||
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer's quest. | Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer's quest. | ||
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with: | A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with: | ||
*A passenger compartment | *A passenger compartment | ||
*A hydraulic clamp | *A hydraulic clamp | ||
Line 418: | Line 563: | ||
*Internal Airtank | *Internal Airtank | ||
== | ==Gopher== | ||
[[File:Gopher.png|64px]]<br> | |||
The Gopher is a mining mech created for micro crew members that has the same functions of the ripley in a smaller, faster package with the drawback of no cargo hold for holding things that arent ore | |||
Instructions: | |||
*Build all of the Gopher parts using the exosuit fabricator. | |||
*Build a Miniature Drill and Mounted Ore Box | |||
*Attach all of the parts to the Ripley chassis (Except the Scoop and Drill) | |||
*Wrench | |||
*Screwdriver | |||
*Cable Coil | |||
*Wirecutters | |||
*Gopher central control module (Ordered from the [[Quartermaster]]) | |||
*Screwdriver | |||
*Gopher Peripherals control module (Ordered from the [[Quartermaster]]) | |||
*Screwdriver | |||
*3 pieces of metal | |||
*Wrench | |||
*Welder | |||
*2 pieces of plasteel | |||
*Wrench | |||
*Welder | |||
*Add the Mounted Ore Box and Drill to the finished Ripley | |||
The Gopher should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the mech. Click finish, then right-click to enter. | |||
==Polecat== | |||
[[File:Polecat.png|64px]]<br> | |||
A slow and armored mech for micros. | |||
Instructions: | |||
*Create all of the Polecat parts using the exosuit fabricator. | |||
*Assemble all of the Polecat parts to the chassis (Except the Armor plates) | |||
*Wrench | |||
( | *Screwdriver | ||
*Cable Coil | |||
*Wirecutters | |||
*Polecat Main circuit board (Bug R&D to research it) | |||
*Screwdriver | |||
*Polecat Peripherals circuit board (Bug R&D to research it) | |||
*Screwdriver | |||
*Polecat Targeting circuit board (Bug R&D to research it) | |||
*Screwdriver | |||
*Add an Advanced Scanning Module (Bug R&D) | |||
*Screwdriver | |||
*Add an Advanced Capacitor (Bug R&D) | |||
*Screwdriver | |||
*Add some metal | |||
*Wrench | |||
*Welder | |||
*Add Polecat Armor Plates (Made in the exosuit fabricator) | |||
*Wrench | |||
*Welder | |||
==Weasel== | |||
[[File:Weasel.png|64px]]<br> | |||
A fast combat mech for micros with little armor. | |||
Instructions: | |||
*Create all of the Weasel parts using the exosuit fabricator. | |||
*Assemble all of the Weasel parts to the chassis | |||
( | *Wrench | ||
*Screwdriver | |||
*Cable Coil | |||
*Wirecutters | |||
*Weasel Main circuit board (Bug R&D to research it) | |||
*Screwdriver | |||
*Weasel Peripherals circuit board (Bug R&D to research it) | |||
*Screwdriver | |||
*Weasel Targeting circuit board (Bug R&D to research it) | |||
*Screwdriver | |||
*Add an Advanced Scanning Module (Bug R&D) | |||
*Screwdriver | |||
*Add an Advanced Capacitor (Bug R&D) | |||
*Screwdriver | |||
*Add some metal | |||
*Wrench | |||
*Welder | |||
*Add some Plasteel | |||
*Wrench | |||
*Welder | |||
==Phazon== | |||
[[File:Phazon.png|64px]] | |||
' | The Phazon is the big brother to the Janus, replacing armour for more lightweight parts, as well as a safer phase shift. You need a cargo console with its circuit's frequency set to BROAD to order the parts. | ||
*Phase Shift Function (Allows the Phazon to pass through walls, at the cost of significant power consumption.) | |||
Instructions: | |||
*Create all of the Phazon parts using the exosuit fabricator. | |||
*Assemble all of the Phazon parts to the chassis | |||
( | *Wrench | ||
*Screwdriver | |||
*Cable Coil | |||
*Wirecutters | |||
*Phazon Main circuit board (Not Printable) | |||
*Screwdriver | |||
*Phazon Peripherals circuit board (Not Printable) | |||
*Screwdriver | |||
*Phazon Targeting circuit board (Not Printable) | |||
*Screwdriver | |||
*Power capacitance coil (Bug Cargo) | |||
*Screwdriver | |||
*Hand teleporter (Bug the Site Manager) | |||
*Screwdriver | |||
*Add some metal | |||
*Wrench | |||
*Welder | |||
*Add some plasteel | |||
*Wrench | |||
*Welder | |||
==Mech Equipment== | |||
Various tools and weapons can be attached to mechs, providng them with ability to perform different tasks. Mech Equipment is built by Mech Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on mecha. Most mechs can hold no more than three equipment pieces. | |||
Mirco mechs cannot hold normal mech equipment, and normal mechs cannot hold micro mech equipment. Both mechs can hold all equipment of their size, but mechs will only gain certain benefits from their equipment if it fits their general "role" (e.g. All normal mechs can hold the drill, but only a Ripley holding a drill will be able to drill out a three wide hole; all other mechs drill out a one wide hole). | |||
( | |||
''' | ===Normal Mech Equipment=== | ||
{| class="wikitable sortable" | |||
|- | |||
! style="width:20em;" |Equipment | |||
! style="width:20em;" |Description | |||
! style="width:20em;" |Mechs that gain Special Function | |||
|- | |||
| align="center" |[[File:Mecha_drill.png|32px]]'''Drill''' | |||
|The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor. | |||
''' | When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box. | ||
( | |'''RIPLEY''','''FIREFIGHTER''' | ||
|- | |||
| align="center" |[[File:Mecha_diamond_drill.png|32px]]'''Diamond Drill''' | |||
|Essentially an upgraded drill. Isn't any stronger, but it is faster (all you need for mining really). Bug R&D to sync their servers and in no time mining can obliterate the {{strike|asteroid}} underdark (provided that they bring you diamonds first). | |||
|'''RIPLEY''','''FIREFIGHTER''' | |||
|- | |||
| align="center" |[[File:Mecha_clamp.png|32px]]'''Hydraulic Clamp''' | |||
|Gives it an ability to load objects into cargo compartment, or lets you crush people with it. | |||
|'''RIPLEY''','''FIREFIGHTER''' | |||
|- | |||
| align="center" |[[File:Mecha_exting.png|32px]]'''Extinguisher''' | |||
|Mecha-mounted extinguisher. Can be refilled by clicking on a Water Tank. | |||
|'''RIPLEY''','''FIREFIGHTER''' | |||
|- | |||
| align="center" |[[File:Mecha_teleport.png|32px]]'''Teleporter''' | |||
|Mecha-mounted teleporter. Can teleport mecha to any location in view. | |||
Must be researched first (Requires: 'Blue-space' Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don't bother, really. <small>Or steal it from the Centcomm mechs. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the mech bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it's what you want to do. Do it. Do it. Do it.</small>) | |||
|'''ANY''' | |||
|- | |||
| align="center" |[[File:Mecha_teleport.png|32px]]'''Gravitational Catapult''' | |||
|Can be used to throw objects around (S mode) or move them away from target (P mode). | |||
Must be researched first (Requires: 'Blue-space' Research 2; Electromagnetic Spectrum Research 3; Engineering 3). | |||
|'''ANY''' | |||
|- | |||
| align="center" |[[File:Mecha_wholegen.png|32px]]'''Wormhole Generator''' | |||
|As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location. | |||
Must be researched first (Requires: 'Blue-space' Research 4). | |||
|'''ANY''' | |||
|- | |||
| align="center" |[[File:Mecha_rcd.png|32px]]'''Mounted RCD''' | |||
|An exosuit-mounted Rapid Construction Device. | |||
|'''ANY''' | |||
|- | |||
| align="center" |[[File:Mecha_abooster_ccw.png|32px]]'''Armor Booster Module (Close Combat Weaponry)''' | |||
|Boosts exosuit armor against armed melee attacks. Requires energy to operate. | |||
|'''ANY''' | |||
|- | |||
| align="center" |[[File:Mecha_abooster_proj.png|32px]]'''Armor Booster Module (Ranged Weaponry)''' | |||
|Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. | |||
|'''ANY''' | |||
|- | |||
| align="center" |[[File:Repair_droid.gif|32px]]'''Repair Droid''' | |||
|Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. | |||
|'''ANY''' | |||
|- | |||
| align="center" |[[File:Tesla.png|32px]]'''Energy Relay''' | |||
|Wirelessly drains energy from any available power channel in area. The performance index is quite low. | |||
|'''ANY''' | |||
|- | |||
| align="center" |[[File:Tesla.png|32px]]'''Plasma Converter''' | |||
|Generates power using solid phoron as fuel. Pollutes the environment. | |||
|'''ANY''' | |||
|- | |||
| align="center" |[[File:Tesla.png|32px]]'''ExoNuclear Reactor''' | |||
|Generates power using uranium. Pollutes the environment. | |||
|'''ANY''' | |||
|- | |||
| align="center" |[[File:Mecha_wire.png|32px]]'''Cable Layer''' | |||
|Lays cables, presumably. | |||
|'''RIPLEY''','''FIREFIGHTER''' | |||
|- | |||
| align="center" |[[File:Syringegun.png|32px]]'''Syringe Gun''' | |||
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur. | |||
|'''ODYSSEUS''' | |||
|- | |||
| align="center" |[[File:Sleeper_0(0).png|32px]]'''Mounted Sleeper''' | |||
|Allows the mech to carry a passenger and administer drugs to that passenger. | |||
|'''ODYSSEUS''' | |||
|- | |||
| align="center" |[[File:Medbeam.png|32px]]'''BL-3 'Phoenix'''' | |||
|A device used to treat injuries from afar. Virgo's twist on the medigun. | |||
|'''ANY''' | |||
|- | |||
|} | |||
===Micro Mech Equipment=== | |||
{| class="wikitable sortable" | |||
|- | |||
! style="width:20em;" |Equipment | |||
! style="width:20em;" |Description | |||
! style="width:20em;" |Mechs that gain Special Function | |||
|- | |||
| align="center" |'''Mounted Ore Box''' | |||
|Lets you store mined ore. | |||
|'''GOPHER''' | |||
|- | |||
|} | |||
==Mech Weapons== | ==Mech Weapons== | ||
Line 530: | Line 821: | ||
(Can be attached to: '''Any combat mech (Durand, Gygax, Marauder and Phazon)''') | (Can be attached to: '''Any combat mech (Durand, Gygax, Marauder and Phazon)''') | ||
== Mech Maintenance== | ==Mech Maintenance== | ||
=== Replacing Batteries === | |||
===Servicing internal damage:=== | |||
To fix some internal damage, you may need to open the securing bolts to access the internals. However a good portion of it is only fixable in the mech panel. For example something like the loss of coordination. | |||
[[File:Mech Maintenance Panel.png|thumb|right|The mech maintenance panel as seen when the internals are open.]] | |||
'''Accessing internals:''' | |||
#Make sure the ID upload panel is closed. | |||
#Active maintenance mode by clicking on the mech with your ID (or a PDA that has a ID inside it). | |||
#Click on mech with wrench on help intent to undo securing bolts. | |||
#'''Temperature/Life support''' are fixed by clicking with a screw driver. | |||
#'''short circuits''' are fixed by clicking with cables. | |||
'''Closing internals:''' | |||
#Ensure the mechs battery is screwed in (screwdriver) and the panel is closed (crowbar); | |||
#Click on mech with wrench on help intent to re-secure securing bolts; | |||
#Use your ID (or ID inside of a PDA) and press "initiate maintenance protocol" again in order to turn it off. | |||
*You can typically tell if maintenance mode is active, if it allows you to set the cabin pressure. | |||
===Replacing Batteries=== | |||
*Make sure the ID upload panel is closed. | *Make sure the ID upload panel is closed. | ||
* | *click the mech with your ID card or PDA with one inside to activate maintenance mode. | ||
* | *Wrench | ||
* | *Crowbar | ||
* | *Screwdriver | ||
*Replace cell. | *Replace cell. | ||
* | *Screwdriver | ||
* | *Crowbar | ||
* | *Wrench | ||
*ID | *ID | ||
''Note:'' The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). | ''Note:'' The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). | ||
=== Repair === | ===Repair=== | ||
* | |||
** ''Note: Be sure to remember this step or you could go blind!'' | *[[File:WeldingHelmet.png]]Equip a welding helmet on your head. | ||
* | **''Note: Be sure to remember this step or you could go blind!'' | ||
*[[File:Welderon.gif]]Place a welder in your hand, click on it while it's in your hand to light it, then click on the Mech repeatedly to repair it. | |||
=== Removal of jammed user === | ===Removal of jammed user=== | ||
If the driver of a mecha is unconscious in his mech; you are able to remove him/her by following a series of steps. | If the driver of a mecha is unconscious in his mech; you are able to remove him/her by following a series of steps. | ||
* Make sure maintenance protocols are enabled. | |||
* | *Make sure maintenance protocols are enabled. | ||
* | *Wrench | ||
* [[ | *Crowbar | ||
*Multitool | |||
=Vehicles= | |||
Robotics can also construct a couple of kinds of vehicles! | |||
==Quadbike== | |||
A quick four wheeled all terrain vehicle. | |||
Instructions | |||
*Create the Quadbike Chassis from the exosuit fabricator | |||
*Create a Console Screen, a Spring, and a Motor from the autolathe | |||
*Then apply plastic to the Quadbike Chassis | |||
*Console Screen | |||
*Spring | |||
*Cable Coil | |||
*A Power Cell | |||
*Motor | |||
*Plasteel | |||
*Wrench | |||
==Trailer== | |||
A trailer to latch to the Quadbike. | |||
Instructions | |||
*Create the Quadbike Chassis from the exosuit fabricator | |||
*Create a console screen from the autolathe | |||
*Then apply plastic to the Quadbike Chassis | |||
*Console Screen | |||
*Steel | |||
*Cable Coil | |||
*Screwdriver | |||
==Spacebike== | |||
A hovering vehicle to get around quickly in. | |||
Instructions | |||
*Create the Spacebike Chassis from the exosuit fabricator | |||
*Create a or acquire a jetpack, or create a jetpack upgrade motule from the prosthetics fabricator | |||
*Create a console screen, and a spring from the autolathe | |||
*Then apply the jetpack to the Quadbike Chassis | |||
*Cable Coil | |||
*Plastic | |||
*Console Screen | |||
*Spring | |||
*A Power Cell | |||
*Wrench | |||
=pAI= | |||
See also: [[Personal AI]] | |||
pAI's are generally activated from numerous pAI devices around the station, or those that crew have brought with them. They can also be printed by science. However, they do have some components that a roboticist should be aware of in the event that one is damaged. | |||
==Components== | |||
pAI cards have parts, and these parts can be damaged or removed! If a critical component is removed or damaged, the pAI will die. | |||
With the maintenance panel open, a pAI card can be examined with a cyborg analyzer or a multitool to figure out what is wrong. When the critical components are all replaced, a pAI card can be put into a recharger to be revived! | |||
This also makes it so that, when their health is under 90, pAIs have a small chance to take parts damage when taking damage. The chance to damage a critical part is even smaller, but! This will make it easier to potentially kill pAIs if something's looking to do that. | |||
At present pAIs have 7 parts! If any of the critical parts break or are missing, the pAI will immediately die, the non-critical parts correspond to different pAI functions. | |||
'''Critical parts:''' | |||
*Cell | |||
*Processor | |||
*Board | |||
*Capacitor | |||
'''Non-critical parts:''' | |||
*Projector | |||
*Emitter | |||
*Speech synthesizer | |||
==Reviving pAI's== | |||
pAIs can now also be repaired and revived from death: | |||
Instructions: | |||
*Screwdriver to open the panel | |||
*Cyborg analyzer or a multitool to figure out wat parts are broken | |||
*Use the open card in your hand to remove parts | |||
*Use the prosthetics fabricator to print replacement parts | |||
*Use the new parts on the card | |||
*Close the panel again | |||
*Insert the card into a standard device recharger | |||
The prosthetics fabricator can print all of the parts at round start for a trivial amount of steel and glass. | |||
If the card still has damaged critical components when put into the recharger, that will damage other components in the device, and cause the device to be ejected from the recharger | |||
The card will need to stay in the recharger until the pAI's integrity is restored, at which time the pAI's ghost will be notified that they are being revived and given the option to re-enter their body. | |||
[[Category:Guides]] | |||
{{Gameplay guides}} | {{Gameplay guides}} |
Latest revision as of 03:25, 5 December 2023
For the aspiring Roboticist, this guide will explain the creation and maintenance of Cyborg, Bots, and Mechs.
Cyborgs
See also Cyborgification Contracts. These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!
The Cyborg is the Roboticist's primary creation and upkeep. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is insane. Each cyborg is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists.
Making a Cyborg
- Fill the Exosuit Fabricator with as much metal as it will hold.
- Click on the Exosuit Fabricator to open its menu. Select Add all parts to queue beside the Cyborg option, and then click Process Queue in the right sidebar (with a recent update, please note that adding "all parts" will print four extra components that are only used for repair, not construction).
- Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.
- When putting the parts together, use the Cyborg Endoskeleton as a base.
Extract a brain for the Cyborg
Note: The roboticist should not be performing surgery on an organic! The actual surgery and brain removal should be done by the medical staff, whilst the roboticist handles creating and installing the MMI. These instructions are here for the medical staff.
Note: Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw. Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.
- (Optional) Complete Prepping for Surgery.
- Aim for the organ's location in the Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)
- Use a scalpel to cut back the flesh.
- Use the hemostat to stop any potential bleeding.
- Use your retractors to lift up the skin.
- Use the saw to cut through the bones.
- Use the retractor to separate the bones.
- Use the scalpel. This will open up a window asking you which organ you'd like to cut loose. Select the Brain.
- Use the 'hemostat. This will open up a window asking you which loose organ you'd like to remove. Select the Brain again.
- Place the brain in an MMI.
- (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.
- Carry the MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.
So You Decapitated Your Patient
Don't panic just yet! You can still complete the brain extraction by placing their head on the operating table and following the same steps as above. You should probably apologize to them after putting their brain in an MMI, though.
Cyborg Maintenance
You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time.
Repair
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple:
- Equip a welding helmet on your head.
- Note: Be sure to remember this step or you could go blind!
- Place a welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's power cell by switching to grab intent clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Use a cable coil to replace damaged wires.
- Screwdriver the cyborg to unexpose the wires.
- Reinsert the power cell by clicking on the cyborg.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Cyborg Component Repair
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's power cell by switching to grab intent clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Crowbar out the desired component.
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's power cell by switching to grab intent clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Cut all five wires with wirecutters.
- Use a crowbar to remove the MMI.
When finished, be sure to reinsert the power cell into the cyborg and close them back up with your crowbar.
Upgrading the Power Cell
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Click on the Cyborg with an empty hand to take out the power cell and replace it with the higher-capacity power cell.
- Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Resetting Modules
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Print out a reset upgrade in the fabricator, and insert it into the cyborg.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Cyborg Upgrades
There are several cyborg upgrade modules that can be printed from the prosthetics fabricator in Robotics, assuming sufficient research has been done beforehand. To apply an upgrade, open the cyborgs access panel and insert the upgrade inside it.
- Emergency Restart Module
The least expensive way to revive a cyborg that has fully died. After repairing sufficient damage to the cyborgs body, applying this upgrade will reactivate it.
- Reclassification Board
When applied, changes the cyborgs name to one chosen by the user. The name is modified by activating the upgrade module inhand.
- Module Reset Board
Removes the cyborgs current module, allowing it to reselect a new one.
- VTEC Module
Kicks in a cyborgs VTEC systems, allowing them to move faster.
- Rapid Taser Cooling Module
Increases the recharge rate of a security module cyborg's taser. Two can be applied before further ones will have no effect.
- Mining Robot Jetpack
Despite the name, can be applied to any type of cyborg. Gives the cyborg a CO2-filled jetpack.
- Advanced Health Analyzer Module
Gives the cyborg an advanced health analyzer. While it can be applied to any cyborg, it is of limited use to non-medical modules.
- Scrambled Equipment Module
Unlocks a cyborg module's hidden equipment, which is normally activated with an emag. These are universally either lethal or disabling weaponry.
- Language Module
Allows a cyborg to speak nearly any language, instead of only understanding them. Clerical and Service module cyborgs have this function by default.
Modifications
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
There are three lights in the cyborg with three corresponding wires:
- LawSync: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
- Pulsing does nothing.
- Cutting will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
- Mending this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
- AI Link: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
- Pulsing this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
- Cutting this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
- Mending this wire does nothing. You need to pulse it to reconnect it to an AI.
- Module Lock: If this light is on, the module of the cyborg cannot be changed.
- Pulsing this will reset the module of a cyborg and allow it to pick a new one.
- Cutting this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.
- Mending this wire will allow the cyborg to change modules.
An emagged cyborg will have no LawSync or AI link and cannot be reset.
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
Synthmorphs
The Synthmorph is something the Roboticist may encounter as well. This is essentially a person inside a bipedal mechanical body. They may have been referred to as IPC in the past, short for Integrated Positronic Chassis, though not all favored this designation. Roboticists are not 'responsible' for these in the same way they are for Cyborgs, as Synthmorphs are effectively normal people with a different body. They may play doctor for them, however, as synthmorph repairs are within the robotics department domain.
Creating a Synthmorph
While you can assemble a synthmorph's body, putting a mind in it is a whole other matter. Moving a previously-lawed entity (cyborg, AI) into a synthmorph body typically requires paperwork to be completed. Assembling the body is fairly straight-forward however, assuming you have the materials:
Most of the work is done at the Prosthetics Fabricator.
- Ensure R&D has performed enough research to allow you to create prosthetic torsos, heads, and eyes. You may wish to re-sync the Prosthetics Fabricator to make sure you're up to date.
- Print all parts of a synthmorph, including torso, both hands and feet, both arms and legs, a head, and optical sensors. Make sure to select the manufacturer you want ahead of time. If you do not see the manufacturer you want, contact Cargo to order you blueprint discs.
- Place the torso onto a surgical table in robotics, and attach each limb one at a time, finishing with the head.
- Use a screwdriver, then a crowbar to open the head's maintenance panel and install the optical sensors into the head.
- At this time, you can also install a brain in an MMI or a Positronic Brain. Synthmorphs do not support having a normal organic brain.
- Use a crowbar to close the maintenance panel when done.
- Congratulations, you've given someone a new lease on life.
Prosthetic/Synthmorph Repair
You may be asked to repair damage to the artificial limbs of your fellow crew members.
To fix brute damage, target the specific area that requires fixing, and use a welding tool on the area.
To fix burn damage, use a cable coil on the damaged area to replace the melted wiring.
Internal Repairs
Sometimes the damage to a humanoid with prosthetics or a synthmorph may be severe enough to require internal repairs. This is akin to requiring surgery for an organic limb. Follow the steps below to perform these repairs.
- Have the subject lay flat on a table, preferably an operating table in the robotics lab.
- Use a screwdriver on the damaged limb to gain access to the maintenance panel.
- Use a crowbar to pry the panel open to gain access to the limb's internals.
- Apply either welding or cable coils as needed to the internals.
- Use the crowbar to shut the maintenance panel when done. It will latch back into place.
Eye Repair
- Have the subject lay flat on a table, preferably an operating table.
- Make sure aim is set to head.
- Use a screwdriver.
- Use a crowbar to pry the panel open to gain access to the limb's internals.
- Recalibrate the optical lenses with a screwdriver.
- Use the crowbar to shut the maintenance panel when done. It will latch back into place.
Removing Internal Organs
You might sometimes need to remove an organ from the body of a synth. The most common occurrence of this is removing a MMI or posibrain from a heavily damaged synth so it can be placed into the newly printed body. To remove any internal organ in a synth:
- Use a screwdriver and crowbar to open your patient up.
- Use a multitool on them, this will bring up a window asking you which organ you want to prepare for removal.
- Select the organ and hit okay, this will cause a progress bar to appear.
- Once that bar is filled, you'll be able to use a hemostat on the patient to bring up a window asking you which organ you want to remove.
- Select the organ you want and hit okay, then wait for the progress bar to finish like before. With the hemostat you might have to try more than once, but failing 'to grab something' doesn't damage the patient.
- With that, the organ should be out!
In A Pinch
Sometimes you might need to get repairs done urgently and lack the usual tools to do so, or perhaps have one that might help speed things along, two of which are:
Nanopaste
A nanite swarm in a bottle. Has ten uses and heals 20 burn damage and 20 brute damage if the patient is opened up properly. This healing applies to internal organs as well. If the patient isn't opened, it only does heals 10 brute and 10 burn damage and doesn't heal internal organs.
Screwdriver
If you lack nanopaste, the screwdriver can be used to repair internal organ damage with a 30% chance of failure which will damage the patient, so only use this if you lack nanopaste!
And remember: if you lack a surgery table, any old table will do. Using an ordinary table has a 34% chance of your surgery failing though, so do try to find a surgery table if possible.
NIF Surgeries for Synthmorphs
Sometimes you’ll get a synth in who either wants a NIF installed, or one taken out for repairs. The two surgeries you'll find yourself doing are:
NIF Installation
- Target the patient’s head and use a screwdriver.
- Use a crowbar to open their head up.
- Use the surgical drill to create a cavity.
- With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity.
- Use a crowbar to close them up again.
Be sure to inform your patient about the after affects of the surgery before it's done. These effects can be seen here.
NIF Maintenance
- Target the patient’s head and use a screwdriver.
- Use a crowbar to open their head up.
- Use the hemostat to get the NIF out (may take more than one attempt).
- Repair the NIF.
- Use the surgical drill to recreate the cavity.
- With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity.
- Use a crowbar to close them up again.
Resleeving a Synthmorph
Synths can be resleeved using the resleeving console next to the SynthFab 3000 machine. The SynthFab machine itself requires metal and glass to function (though it comes with an amount already provided) and the synth must have received a backup implant previously in the shift for their mind to be present in the database.
If both a body and mind backup are present, a roboticist can follow the Guide to Resleeving to resleeve the synth.
Reconstituing a Protean
Proteans are pretty easy to "kill", but surprisingly hard to kill; if they take enough damage, they'll leave behind a protean positronic brain, an orchestrator module, and refactory module. Fortunately, they can be 'reconstituted' into humanoid form after this happens; simply look for the Protean Reconstitutor located your local Robotics lab! The machine requires an active protean positronic brain, orchestrator module, and 150 units of 'nanomass' before it can reconstitute the protean. The refactory module can also be provided and will carry over any materials that were stored in it. Nanomass can be acquired by simply using nanopaste on the reconstitutor; advanced nanopaste will grant a lot more nanomass than regular nanopaste, so it's worth using it if you can make it.
The machine can hold 300 nanomass by default, and can be upgraded to increase its capacity by replacing the matter bin. Replacing its manipulator with higher tier variants will increase the amount of nanomass gained from inserting nanopaste.
Note that the machine will not accept idle/inert protean positronic brains or non-protean positronic brains, and the process cannot be started (or will automatically abort) if the brain has gone inactive since it was placed in the machine. Protean components can be retrieved from the machine by using a wrench on it.
The revive process takes around five minutes to complete once initiated, but requires minimal supervision until completed. Once it's done, the protean should be restored to their basic shape and be ready to get back to work!
Bots
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:
Medibot
A small automated medical unit that can use a built-in medicine synthesizer to provide tricordrazine to wounded personnel nearby. Alternately, a beaker can be installed to provide alternative medicines or other chemicals. In either case the medibot will try to avoid overdosing patients. They can also be Emagged to repeatedly inject "patients" with toxins instead, worsening their condition on top of any injuries they've sustained.
Interacting with them on Disarm intent will tip them over, preventing them from rendering aid. They can be righted by interacting with them on Help intent, or they'll automatically right themselves after a short time. If they automatically right themselves, they will also report whoever tipped them to the Medical staff over the Medical comms channel.
Medibots cannot diagnose anything more complicated than the four basic damage types, so using them to treat serious injuries (radiation poisoning, broken bones, organ/brain damage, etc.) won't work.
Instructions:
- Start with an Empty Medkit.
- Note: Differently colored medkits will also change the resulting color of your Medibot.
- Add a Cyborg Right or Left Arm.
- (Optional) Name the bot with a pen.
- Add a Health Analyzer.
- Add a Proximity Sensor.
- (Optional) Add a beaker filled with the medicine of your choice.
Cleanbot
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!
Instructions:
- Bucket (Grab it from the Janitor or make with Autolathe)
- Add a proximity sensor.
- (Optional) Name the bot with a pen.
- Cyborg Right or Left Arm.
Farmbot
Farmbots are quite handy, as they can care for plants on their own.
Instructions:
- on a watertank, use:
- Prosthetic Right or Left Arm;
- Plant analyser;
- Bucket;
- Mini hoe;
- proximity sensor.
Floorbot
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.
Instructions:
- Empty toolbox (Must be a blue one)
- Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
- proximity sensor.
- (Optional) Name the bot with a pen.
- Cyborg Right or Left Arm.
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.
Securitron
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a Electromagnetic Card, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked. To make:
- Use a Screwdriver on a Remote Signaling Device
- Combine with a Helmet (Get these from Security)
- Hand Welder them together
- Add a Proximity Sensor and a Robot Arm
- Toss in a Stun Baton (or use a Slime Baton to make the xenobio helpful version, i really need to find what the name is)
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
ED-209
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
Instructions:
- Use a metal sheet on a Cyborg Endoskeleton to reinforce it.
- Add two Robot Legs and a security vest
- Weld everything together
- Add in a security Helmet
- Attach a Proximity Sensor to the assembly
- Insert wires
- Add a Taser and attach it with a Screwdriver
- Insert a Power cell. Your own mecha is complete!
A emagged ED-209 fires deadly lasers AND attacks anyone on sight.
ED-CLN
An alternative version of the ED-209, used for janitor-work. Far faster and more efficient than a normal clean-bot.
Instructions:
- Use a metal sheet on a bucket to reinforce it.
- Add two Robot Legs
- Add in a bucket
- Weld everything together
- Attach a Proximity Sensor to the assembly
- Insert wires
- Insert a mop (or an advanced mop).
- Use a screwdriver
- Insert a Power cell. Your own mecha is complete!
Mechs
Construction of mechs are restricted by ID, so they are typically the product of roboticists and the Research Director. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.
The current list of mechs is as follows.
Ripley APLU
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)
Instructions:
- Build all of the Ripley parts using the exosuit fabricator.
- Build a Hydraulic Clamp and Drill
- Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley central control module
- Screwdriver
- Ripley Peripherals control module
- Screwdriver
- 5 pieces of metal
- Wrench
- Welder
- 5 pieces of plasteel
- Wrench
- Welder
- Add the Hydraulic Clamp and Drill to the finished Ripley
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the mech. Click finish, then right-click to enter.
Firefighter APLU
Standart APLU chassis was refitted with additional thermal protection and cistern.
Instructions:
- Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.
- Create all parts of the Ripley APLU except for the chassis.
- Assemble all of the Ripley parts to the Firefighter chassis.
- Add a firesuit
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley central control module
- Screwdriver
- Ripley peripherals control module
- Screwdriver
- 5 pieces of plasteel
- Wrench
- Welder
- 5 pieces of plasteel
- 5 pieces of plasteel
- Wrench
- Welder
- Optimal Loadouts
- Hull Repairs: Clamp, RCD, Cable Layer
- Firefighting: Clamp, Extinguisher, Repair Droid
Odysseus
These exosuits are developed and produced by Vey-Med.
Instructions:
- Create all of the Odysseus parts using the exosuit fabricator.
- Assemble all of the Odysseus parts to the chassis
- Wrench
- Screwdriver
- Cable coil
- Wirecutters
- Odysseus main board
- Screwdriver
- Odysseus peripherals board
- Screwdriver
- 5 pieces of metal
- Wrench
- Welder
- 5 pieces of plasteel
- Wrench
- Welder
- Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun
Gygax
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.
- Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)
Instructions:
- Create all of the Gygax parts using the exosuit fabricator.
- Assemble all of the Gygax parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Gygax Main circuit board (Bug R&D to research it)
- Screwdriver
- Gygax Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Gygax Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add an Advanced Scanning Module (Bug R&D)
- Screwdriver
- Add an Advanced Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welder
- Add Gygax Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welder
Gygax: Serenity
A lightweight exosuit made from a modified Gygax chassis combined with proprietary VeyMed medical tech. It's faster and sturdier than most medical mechs, but much of the armor plating has been stripped out, leaving it more vulnerable than a regular Gygax.
(optimal loadout: Sleeper, Bl3p gun and syringe gun/sleeper)
Instructions
- Create all of the Gygax parts using the exosuit fabricator. (Note you should make the Serenity Chassis. You also will not need to make Gygax Armor Plates.)
- Assemble all of the Gygax parts to the chassis.
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Gygax Main circuit board (Bug R&D to research it)
- Screwdriver
- Gygax Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Serenity Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add an Advanced Scanning Module (Bug R&D)
- Screwdriver
- Add an Advanced Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welder
- Add five sheets of plasteel.
- Wrench
- Welder
Durand
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.
- Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)
Instructions:
- Create all of the Durand parts using the exosuit fabricator.
- Assemble all of the Durand parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Durand Main circuit board (Bug R&D to research it)
- Screwdriver
- Durand Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Durand Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add an Advanced Scanning Module (Bug R&D)
- Screwdriver
- Add an Advanced Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welder
- Add Durand Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welder
Marauder
Cannot be built, used by Asset Protection if the admins spawn them one. A Marauder is equipped with:
- Heavy Pulse Rifle
- Missile launcher (8 missiles)
- Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)
- Thrusters for EVA use
- Internal Airtank
Hoverpod
Orderable by cargo, hoverpods are handy for space exploration, and are a necessary part of any adventurer's quest.
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:
- A passenger compartment
- A hydraulic clamp
- Thrusters for EVA use
- Internal Airtank
Gopher
The Gopher is a mining mech created for micro crew members that has the same functions of the ripley in a smaller, faster package with the drawback of no cargo hold for holding things that arent ore
Instructions:
- Build all of the Gopher parts using the exosuit fabricator.
- Build a Miniature Drill and Mounted Ore Box
- Attach all of the parts to the Ripley chassis (Except the Scoop and Drill)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Gopher central control module (Ordered from the Quartermaster)
- Screwdriver
- Gopher Peripherals control module (Ordered from the Quartermaster)
- Screwdriver
- 3 pieces of metal
- Wrench
- Welder
- 2 pieces of plasteel
- Wrench
- Welder
- Add the Mounted Ore Box and Drill to the finished Ripley
The Gopher should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the mech. Click finish, then right-click to enter.
Polecat
A slow and armored mech for micros.
Instructions:
- Create all of the Polecat parts using the exosuit fabricator.
- Assemble all of the Polecat parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Polecat Main circuit board (Bug R&D to research it)
- Screwdriver
- Polecat Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Polecat Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add an Advanced Scanning Module (Bug R&D)
- Screwdriver
- Add an Advanced Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welder
- Add Polecat Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welder
Weasel
A fast combat mech for micros with little armor.
Instructions:
- Create all of the Weasel parts using the exosuit fabricator.
- Assemble all of the Weasel parts to the chassis
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Weasel Main circuit board (Bug R&D to research it)
- Screwdriver
- Weasel Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Weasel Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add an Advanced Scanning Module (Bug R&D)
- Screwdriver
- Add an Advanced Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welder
- Add some Plasteel
- Wrench
- Welder
Phazon
The Phazon is the big brother to the Janus, replacing armour for more lightweight parts, as well as a safer phase shift. You need a cargo console with its circuit's frequency set to BROAD to order the parts.
- Phase Shift Function (Allows the Phazon to pass through walls, at the cost of significant power consumption.)
Instructions:
- Create all of the Phazon parts using the exosuit fabricator.
- Assemble all of the Phazon parts to the chassis
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Phazon Main circuit board (Not Printable)
- Screwdriver
- Phazon Peripherals circuit board (Not Printable)
- Screwdriver
- Phazon Targeting circuit board (Not Printable)
- Screwdriver
- Power capacitance coil (Bug Cargo)
- Screwdriver
- Hand teleporter (Bug the Site Manager)
- Screwdriver
- Add some metal
- Wrench
- Welder
- Add some plasteel
- Wrench
- Welder
Mech Equipment
Various tools and weapons can be attached to mechs, providng them with ability to perform different tasks. Mech Equipment is built by Mech Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on mecha. Most mechs can hold no more than three equipment pieces.
Mirco mechs cannot hold normal mech equipment, and normal mechs cannot hold micro mech equipment. Both mechs can hold all equipment of their size, but mechs will only gain certain benefits from their equipment if it fits their general "role" (e.g. All normal mechs can hold the drill, but only a Ripley holding a drill will be able to drill out a three wide hole; all other mechs drill out a one wide hole).
Normal Mech Equipment
Equipment | Description | Mechs that gain Special Function |
---|---|---|
Drill | The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor.
When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box. |
RIPLEY,FIREFIGHTER |
Diamond Drill | Essentially an upgraded drill. Isn't any stronger, but it is faster (all you need for mining really). Bug R&D to sync their servers and in no time mining can obliterate the Template:Strike underdark (provided that they bring you diamonds first). | RIPLEY,FIREFIGHTER |
Hydraulic Clamp | Gives it an ability to load objects into cargo compartment, or lets you crush people with it. | RIPLEY,FIREFIGHTER |
Extinguisher | Mecha-mounted extinguisher. Can be refilled by clicking on a Water Tank. | RIPLEY,FIREFIGHTER |
Teleporter | Mecha-mounted teleporter. Can teleport mecha to any location in view.
Must be researched first (Requires: 'Blue-space' Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don't bother, really. Or steal it from the Centcomm mechs. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the mech bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it's what you want to do. Do it. Do it. Do it.) |
ANY |
Gravitational Catapult | Can be used to throw objects around (S mode) or move them away from target (P mode).
Must be researched first (Requires: 'Blue-space' Research 2; Electromagnetic Spectrum Research 3; Engineering 3). |
ANY |
Wormhole Generator | As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.
Must be researched first (Requires: 'Blue-space' Research 4). |
ANY |
Mounted RCD | An exosuit-mounted Rapid Construction Device. | ANY |
Armor Booster Module (Close Combat Weaponry) | Boosts exosuit armor against armed melee attacks. Requires energy to operate. | ANY |
Armor Booster Module (Ranged Weaponry) | Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. | ANY |
Repair Droid | Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. | ANY |
Energy Relay | Wirelessly drains energy from any available power channel in area. The performance index is quite low. | ANY |
Plasma Converter | Generates power using solid phoron as fuel. Pollutes the environment. | ANY |
ExoNuclear Reactor | Generates power using uranium. Pollutes the environment. | ANY |
Cable Layer | Lays cables, presumably. | RIPLEY,FIREFIGHTER |
Syringe Gun | Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur. | ODYSSEUS |
Mounted Sleeper | Allows the mech to carry a passenger and administer drugs to that passenger. | ODYSSEUS |
BL-3 'Phoenix' | A device used to treat injuries from afar. Virgo's twist on the medigun. | ANY |
Micro Mech Equipment
Equipment | Description | Mechs that gain Special Function |
---|---|---|
Mounted Ore Box | Lets you store mined ore. | GOPHER |
Mech Weapons
CH-PS "Immolator" Laser
Fires a Laser bolt, identical to the "laser gun".
(Can be attached to: Any combat mech (Durand, Gygax, Marauder and Phazon))
CH-LC "Solaris" Laser Cannon
Fires a Heavy Laser bolt, identical to the "laser cannon".
(Can be attached to: Any combat mech (Durand, Gygax, Marauder and Phazon))
mkIV Ion Heavy Cannon
Fires a Ion bolt, identical to the "Ion rifle".
(Can be attached to: Any combat mech (Durand, Gygax, Marauder and Phazon))
eZ-13 mk2 Heavy pulse rifle
Fires a heavy pulse laser.
(Can be attached to: Any combat mech (Durand, Gygax, Marauder and Phazon))
PBT "Pacifier" Mounted Taser
Fires a taser bolt, identical to the security taser.
(Can be attached to: Any combat mech (Durand, Gygax, Marauder and Phazon))
LBX AC 10 "Scattershot"
Fires a medium sized bullet, similar damage as the Mini-UZI.
(Can be attached to: Any combat mech (Durand, Gygax, Marauder and Phazon))
Ultra AC 2
Fires a weak bullet, similar damage as the Submachine Gun.
(Can be attached to: Any combat mech (Durand, Gygax, Marauder and Phazon))
SRM-8 Missile Rack
Fires a missile which will explode on impact.
(Can be attached to: Any combat mech (Durand, Gygax, Marauder and Phazon))
SGL-6 Grenade Launcher
Shoots out a flashbang at medium range.
(Can be attached to: Any combat mech (Durand, Gygax, Marauder and Phazon))
Mech Maintenance
Servicing internal damage:
To fix some internal damage, you may need to open the securing bolts to access the internals. However a good portion of it is only fixable in the mech panel. For example something like the loss of coordination.
Accessing internals:
- Make sure the ID upload panel is closed.
- Active maintenance mode by clicking on the mech with your ID (or a PDA that has a ID inside it).
- Click on mech with wrench on help intent to undo securing bolts.
- Temperature/Life support are fixed by clicking with a screw driver.
- short circuits are fixed by clicking with cables.
Closing internals:
- Ensure the mechs battery is screwed in (screwdriver) and the panel is closed (crowbar);
- Click on mech with wrench on help intent to re-secure securing bolts;
- Use your ID (or ID inside of a PDA) and press "initiate maintenance protocol" again in order to turn it off.
- You can typically tell if maintenance mode is active, if it allows you to set the cabin pressure.
Replacing Batteries
- Make sure the ID upload panel is closed.
- click the mech with your ID card or PDA with one inside to activate maintenance mode.
- Wrench
- Crowbar
- Screwdriver
- Replace cell.
- Screwdriver
- Crowbar
- Wrench
- ID
Note: The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000).
Repair
- Equip a welding helmet on your head.
- Note: Be sure to remember this step or you could go blind!
- Place a welder in your hand, click on it while it's in your hand to light it, then click on the Mech repeatedly to repair it.
Removal of jammed user
If the driver of a mecha is unconscious in his mech; you are able to remove him/her by following a series of steps.
- Make sure maintenance protocols are enabled.
- Wrench
- Crowbar
- Multitool
Vehicles
Robotics can also construct a couple of kinds of vehicles!
Quadbike
A quick four wheeled all terrain vehicle.
Instructions
- Create the Quadbike Chassis from the exosuit fabricator
- Create a Console Screen, a Spring, and a Motor from the autolathe
- Then apply plastic to the Quadbike Chassis
- Console Screen
- Spring
- Cable Coil
- A Power Cell
- Motor
- Plasteel
- Wrench
Trailer
A trailer to latch to the Quadbike.
Instructions
- Create the Quadbike Chassis from the exosuit fabricator
- Create a console screen from the autolathe
- Then apply plastic to the Quadbike Chassis
- Console Screen
- Steel
- Cable Coil
- Screwdriver
Spacebike
A hovering vehicle to get around quickly in.
Instructions
- Create the Spacebike Chassis from the exosuit fabricator
- Create a or acquire a jetpack, or create a jetpack upgrade motule from the prosthetics fabricator
- Create a console screen, and a spring from the autolathe
- Then apply the jetpack to the Quadbike Chassis
- Cable Coil
- Plastic
- Console Screen
- Spring
- A Power Cell
- Wrench
pAI
See also: Personal AI
pAI's are generally activated from numerous pAI devices around the station, or those that crew have brought with them. They can also be printed by science. However, they do have some components that a roboticist should be aware of in the event that one is damaged.
Components
pAI cards have parts, and these parts can be damaged or removed! If a critical component is removed or damaged, the pAI will die.
With the maintenance panel open, a pAI card can be examined with a cyborg analyzer or a multitool to figure out what is wrong. When the critical components are all replaced, a pAI card can be put into a recharger to be revived!
This also makes it so that, when their health is under 90, pAIs have a small chance to take parts damage when taking damage. The chance to damage a critical part is even smaller, but! This will make it easier to potentially kill pAIs if something's looking to do that.
At present pAIs have 7 parts! If any of the critical parts break or are missing, the pAI will immediately die, the non-critical parts correspond to different pAI functions.
Critical parts:
- Cell
- Processor
- Board
- Capacitor
Non-critical parts:
- Projector
- Emitter
- Speech synthesizer
Reviving pAI's
pAIs can now also be repaired and revived from death:
Instructions:
- Screwdriver to open the panel
- Cyborg analyzer or a multitool to figure out wat parts are broken
- Use the open card in your hand to remove parts
- Use the prosthetics fabricator to print replacement parts
- Use the new parts on the card
- Close the panel again
- Insert the card into a standard device recharger
The prosthetics fabricator can print all of the parts at round start for a trivial amount of steel and glass.
If the card still has damaged critical components when put into the recharger, that will damage other components in the device, and cause the device to be ejected from the recharger
The card will need to stay in the recharger until the pAI's integrity is restored, at which time the pAI's ghost will be notified that they are being revived and given the option to re-enter their body.
Guide Table | ||||||||
Starter | VORE-Specific | Medical | Engineering | Science | Security | Other | Development | |