Guide to Robotics: Difference between revisions
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# [[File:Wirecutters.png]] Cut all five wires with wirecutters. | # [[File:Wirecutters.png]] Cut all five wires with wirecutters. | ||
# [[File:Crowbar.png]] Use a crowbar to remove the MMI. | # [[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. | |||
=== Upgrading the Power Cell === | === Upgrading the Power Cell === | ||
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* [[Multitool]] | * [[Multitool]] [[Category:Guides]] | ||
{{Gameplay guides}} | {{Gameplay guides}} |
Revision as of 23:15, 2 January 2018
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: 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 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 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 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.
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.
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.
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
These will only inject chemicals if the chemical helps with the target's damage by default. They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don't synthesise their own chemicals, except inaprovaline.
Combine the following ingredients in order:
- Cyborg Right or Left Arm.
- Empty Medkit.
- Note: Differently colored medkits will also change the resulting color of your Medibot.
- (Optional) Name the bot with a pen.
- health analyzer.
- proximity sensor.
- beaker filled with the medicine of your choice.
- Note: Tricordrazine beakers are available in the Robotics lab for this purpose.
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!
- bucket (Grab it from the Janitor or make with Autolathe)
- proximity sensor.
- (Optional) Name the bot with a pen.
- Cyborg Right or Left Arm.
Farmbot
- 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. To make:
- 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
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. To make:
- 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.
Spiderbot
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests.
Combine the following:
- Robot head.
- Manipulator.
- Occupied MMI or positronic brain.
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)
To make:
- 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 (Ordered from the Quartermaster)
- Screwdriver
- Ripley Peripherals control module (Ordered from the Quartermaster)
- Screwdriver
- 5 pieces of metal
- Wrench
- Weldingtool
- 5 pieces of plasteel
- Wrench
- Weldingtool
- 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
- 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
- Weldingtool
- 5 pieces of plasteel
- 5 pieces of plasteel
- Wrench
- Weldingtool
- Optimal Loadouts
- Hull Repairs: Clamp, RCD, Cable Layer
- Firefighting: Clamp, Extinguisher, Repair Droid
Odysseus
- 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
- Weldingtool
- Add Gygax Armor Plates (Made in the exosuit fabricator)
- Wrench
- Weldingtool
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
- Weldingtool
- Add Durand Armor Plates (Made in the exosuit fabricator)
- Wrench
- Weldingtool
Marauder
Used by the Deathsquad if the Admins want them to. 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
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.
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.
(Can be attached to: RIPLEY)
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 asteroid (provided that they bring you diamonds first)
(Can be attached to: RIPLEY)
Hydraulic Clamp
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.
(Can be attached to: Any Non-medical mech)
Extinguisher
Mecha-mounted extinguisher. Can be refilled by clicking on the Water Tank.
(Can be attached to: Any Non-medical(?) mech)
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.)
(Can be attached to: Any mech)
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).
(Can be attached to: Any Non-medical(?) mech)
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).
(Can be attached to: Any Non-medical(?) mech)
Mounted RCD
An exosuit-mounted Rapid Construction Device.
(Can be attached to: Any mech)
Armor Booster Module (Close Combat Weaponry)
Boosts exosuit armor against armed melee attacks. Requires energy to operate.
(Can be attached to: Any mech except honker)
Armor Booster Module (Ranged Weaponry)
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
(Can be attached to: Any mech except honker)
Repair Droid
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
(Can be attached to: Any mech)
Energy Relay
Wirelessly drains energy from any available power channel in area. The performance index is quite low.
(Can be attached to: Any mech)
Plasma Converter
Generates power using solid plasma as fuel. Pollutes the environment.
(Can be attached to: Any mech)
ExoNuclear Reactor
Generates power using uranium. Pollutes the environment.
(Can be attached to: Any mech)
Cable Layer
(Can be attached to: Any mech)
Syringe Gun
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.
(Can be attached to: Any medical mech (Odysseus))
Mounted Sleeper
(Can be attached to: Any medical mech (Odysseus))
Mech Weapons
CH-PS "Immolator" Laser
Fires a Laser bolt, identical to the "laser gun".
(Can be attached to: Any combat mech (Durand, Gygax, Honker, 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, Honker, 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, Honker, Marauder and Phazon))
eZ-13 mk2 Heavy pulse rifle
Fires a heavy pulse laser.
(Can be attached to: Any combat mech (Durand, Gygax, Honker, 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, Honker, 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, Honker, 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, Honker, Marauder and Phazon))
SRM-8 Missile Rack
Fires a missile which will explode on impact.
(Can be attached to: Any combat mech (Durand, Gygax, Honker, Marauder and Phazon))
SGL-6 Grenade Launcher
Shoots out a flashbang at medium range.
(Can be attached to: Any combat mech (Durand, Gygax, Honker, Marauder and Phazon))
Banana Mortar
Shoots out a banana peel. Very annoying, thus, fun.
(Can be attached to: Honker)
Mousetrap Mortar
Shoots out a armed mousetrap.
(Can be attached to: Honker)
HoNkER BlAsT 5000
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.
(Can be attached to: Honker)
Mech Maintenance
Replacing Batteries
- Make sure the ID upload panel is closed.
- Hit the mech with your ID card or PDA with one inside.
- 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.
Guide Table | ||||||||
Starter | VORE-Specific | Medical | Engineering | Science | Security | Other | Development | |