Guide to Robotics: Difference between revisions
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{{JobScience}} | {{JobScience}} | ||
{{JobSynthetic}} | {{JobSynthetic}} | ||
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Another very handy machine you don't start with. Once you have an Autolathe, simply print a Protolathe circuit board on the Circuit Imprinter, add stock parts from the Autolathe and you're done. Place it close to your R&D Console, then simply link the devices in the R&D Console's device linkage menu. | Another very handy machine you don't start with. Once you have an Autolathe, simply print a Protolathe circuit board on the Circuit Imprinter, add stock parts from the Autolathe and you're done. Place it close to your R&D Console, then simply link the devices in the R&D Console's device linkage menu. | ||
<span style="font-size:1.2em;">[[File:RnD_Console.png|64px]] '''[[Research_Items#Research_Computers|Robotics R&D Console]]'''</span> | |||
The Robotics R&D Console allows you to operate both your Protolathe and Circuit Printer. Once R&D completes their work, ensure to sync on the console before syncing on the exosuit fabricator so you can enjoy your new fancy tools! | |||
==You and your Tools== | ==You and your Tools== | ||
As a roboticist, you start off the shift with a belt of tools essential to do your job. The tools can range in usefulness but useful nevertheless. | As a roboticist, you start off the shift with a belt of tools essential to do your job. The tools can range in usefulness but useful nevertheless. | ||
{| class="wikitable mw-collapsible" width="65%" style="background-color: # | {| class="wikitable mw-collapsible" width="65%" style="background-color: #E0D3E2;" | ||
|- style="font-weight: bold; background-color: | |- style="font-weight: bold; background-color: #64487F; color: white;" | ||
| style="width: 15%;" | Item | | style="width: 15%;" | Item | ||
| style="width: 85%; text-align:left;" | Description | | style="width: 85%; text-align:left;" | Description | ||
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|Contains 7 slots and holds all standard tools you will need to assemble, fix, and deconstruct machines. | |Contains 7 slots and holds all standard tools you will need to assemble, fix, and deconstruct machines. | ||
|- | |- | ||
!Cable Coil <br> [[File:CableCoils.png]] {{Anchor|Cable Coil}} | ! style="background:#F9FCFF;" | Cable Coil <br> [[File:CableCoils.png]] {{Anchor|Cable Coil}} | ||
|Used in construction of Exosuits and Cyborgs, also used to heal burns inflicted on Cyborgs and IPCs. | | style="background:#EFE8F0;" | Used in construction of Exosuits and Cyborgs, also used to heal burns inflicted on Cyborgs and IPCs. | ||
|- | |- | ||
!Welding Tool <br> [[File:Welderon.gif]] | !Welding Tool <br> [[File:Welderon.gif]] | ||
|A handy tool used for repairs and deconstruction, make sure it's fueled and lit before use. Commonly used to repair damages on Bots, Cyborgs, Exosuits, and IPCs. Contains 20 Fuel and can be refilled at a welding tank. | |A handy tool used for repairs and deconstruction, make sure it's fueled and lit before use. Commonly used to repair damages on Bots, Cyborgs, Exosuits, and IPCs. Contains 20 Fuel and can be refilled at a welding tank. | ||
|- | |- | ||
!Wirecutters <br> [[File:Wirecutters.png]] | ! style="background:#F9FCFF;" | Wirecutters <br> [[File:Wirecutters.png]] | ||
|Used for hacking, removing cables, and cutting grilles. Wirecutters are used to trim wires in | | style="background:#EFE8F0;" | Used for hacking, removing cables, and cutting grilles. Wirecutters are used to trim wires in [[MODsuits]] and hacking Cyborgs. | ||
|- | |- | ||
!Wrench <br> [[File:Wrench.png]] | !Wrench <br> [[File:Wrench.png]] | ||
|Wrenches are usually used to take things apart, like wall-girders or tables. Wrenches can be used in the construction of Exosuits and [[MODsuits]]. | |Wrenches are usually used to take things apart, like wall-girders or tables. Wrenches can be used in the construction of Exosuits and [[MODsuits]]. | ||
|- | |- | ||
!Screwdriver <br> [[File:Screwdriver tool.png]] | ! style="background:#F9FCFF;" | Screwdriver <br> [[File:Screwdriver tool.png]] | ||
|Screwdrivers are used to unscrew panels on IPCs and Cyborgs. They can also be used in construction of Exosuits. | | style="background:#EFE8F0;" | Screwdrivers are used to unscrew panels on IPCs and Cyborgs. They can also be used in construction of Exosuits. | ||
|- | |- | ||
!Crowbar <br> [[File:Red crowbar.png]] | !Crowbar <br> [[File:Red crowbar.png]] | ||
|The crowbar can pry open things and is used in de-constructing objects like computers and airlocks. Crowbars can be used in opening up cyborgs and surgery on IPCs. | |The crowbar can pry open things and is used in de-constructing objects like computers and airlocks. Crowbars can be used in opening up cyborgs and surgery on IPCs. | ||
|- | |- | ||
!Multitool <br> [[File:Multitool.png]] | ! style="background:#F9FCFF;" | Multitool <br> [[File:Multitool.png]] | ||
|The multitool is for [[hacking]]. You pulse wires in cyborgs to test their useage. It's also used in IPC surgery. | | style="background:#EFE8F0;" | The multitool is for [[hacking]]. You pulse wires in cyborgs to test their useage. It's also used in IPC surgery. | ||
|- | |- | ||
! | !Machine Analyzer <br> [[File:Cyborg analyzer.png]] | ||
|The | |The machine analyzer can be quite useful in repairing Cyborgs and IPCs allowing easy diagnosing of damages. It even fits in biomechanical engineer labcoats! | ||
|- | |||
! style="background:#F9FCFF;" | Nanopaste <br> [[File:nanopaste.png]] | |||
| style="background:#EFE8F0;" | Nanopaste can be printed from a [[Protolathe]] and can quickly and easily repair damaged machinery including Cyborgs, exosuits and IPCs. It is also used when repairing robotic internal organs found in the crew such as robotic lungs or positronic brains. | |||
|} | |} | ||
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<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
[[File:cyborg_exoskeleton_debug_UI.png|frame|right|The cyborg exoskeleton debugging UI]] | |||
# Fill the [[File:Exofab.png|32px]] Exosuit Fabricator with 50 sheets of [[File:Metal.png|32px]] metal. | # Fill the [[File:Exofab.png|32px]] Exosuit Fabricator with 50 sheets of [[File:Metal.png|32px]] metal. | ||
# Click on the Exosuit Fabricator to open its menu. Select '''Add To Queue''' for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head, then click on '''Process Queue''' in the right side. | # Click on the Exosuit Fabricator to open its menu. Select '''Add To Queue''' for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head, then click on '''Process Queue''' in the right side. | ||
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#* The Cyborg Torso will need 1x [[File:CableCoils.png|32px]] wires and 1x [[File:Powercell.png|32px]] power cell. It is recommended you apply the best powercell you can manufacture for the cyborg as the cell determines their maximum charge. | #* The Cyborg Torso will need 1x [[File:CableCoils.png|32px]] wires and 1x [[File:Powercell.png|32px]] power cell. It is recommended you apply the best powercell you can manufacture for the cyborg as the cell determines their maximum charge. | ||
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton. | #* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton. | ||
# (Optional) You can configure the cyborgs default settings by using a [[file:multitool.png|32px]] multitool on the fully assembled exoskeleton. This can be useful when changing the AI the cyborg would be synced to, or to ensure the cyborg is locked when assembled. | |||
# The last step is installing either a [[File:MMI.png|32px]] MMI, a [[File:Positronicbrain.gif|32px]] posibrain, or [[File:Robotic_brain.png|32px]] robotic brain. | # The last step is installing either a [[File:MMI.png|32px]] MMI, a [[File:Positronicbrain.gif|32px]] posibrain, or [[File:Robotic_brain.png|32px]] robotic brain. | ||
#* Posibrains and robotic brains need to be active. If you got it from a destroyed Cyborg or removed it from an IPC or IRC, that shouldn't be an issue, but a freshly printed one must first be activated, which gives ghosts a chance to enter the brain and rejoin the round. If the activation failed, then no ghost wanted to enter the brain, try again later. Printing and activating more than one Robotic Brain does not increase the odds a player will join as a robotic brain. | #* Posibrains and robotic brains need to be active. If you got it from a destroyed Cyborg or removed it from an IPC or IRC, that shouldn't be an issue, but a freshly printed one must first be activated, which gives ghosts a chance to enter the brain and rejoin the round. If the activation failed, then no ghost wanted to enter the brain, try again later. Printing and activating more than one Robotic Brain does not increase the odds a player will join as a robotic brain. | ||
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<span style="font-size:1.2em;">'''Cyborg Component Repair'''</span> | <span style="font-size:1.2em;">'''Cyborg Component Repair'''</span> | ||
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward. To find which component is the damaged one, you can use a handy tool called the | Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward. To find which component is the damaged one, you can use a handy tool called the Machine Analyzer. The most common part to be replaced will be the armour, as this is the first part that takes damage before the other, more important parts, start taking damage. | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
# [[File:ID_ROB.png|32px]] '''Swipe an ID''' with Robotics access to unlock the panel. | # [[File:ID_ROB.png|32px]] '''Swipe an ID''' with Robotics access to unlock the panel. | ||
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* '''Engineering Cyborg Abductor Upgrade''': An experimental upgrade that replaces an engineering cyborg's tools with the abductor version. | * '''Engineering Cyborg Abductor Upgrade''': An experimental upgrade that replaces an engineering cyborg's tools with the abductor version. | ||
* '''Medical Cyborg Abductor Upgrade''': An experimental upgrade that replaces a medical cyborg's tools with the abductor version. | * '''Medical Cyborg Abductor Upgrade''': An experimental upgrade that replaces a medical cyborg's tools with the abductor version. | ||
* '''Rapid Part Exchange Device Upgrade''': An upgrade for engineering cyborgs that contains a modified rapid part exchange device, able to pull parts in and out of itself in order to upgrade machinery. | |||
To apply any of these modules: | To apply any of these modules: | ||
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# Unlock the Bot with an appropriate [[File:ID_ROB.png|32px]] ID. | # Unlock the Bot with an appropriate [[File:ID_ROB.png|32px]] ID. | ||
# Screw open the maintenance panel with a [[File:Screwdriver_tool.png|32px]] '''Screwdriver'''. | # Screw open the maintenance panel with a [[File:Screwdriver_tool.png|32px]] '''Screwdriver'''. | ||
# | # [[File:Welderon.gif|32px]] '''Weld''' the bot until it is fixed. | ||
# Screw close the maintenance panel with a [[File:Screwdriver_tool.png|32px]] '''Screwdriver'''. | # Screw close the maintenance panel with a [[File:Screwdriver_tool.png|32px]] '''Screwdriver'''. | ||
# Lock the Bot with an appropriate [[File:ID_ROB.png|32px]] ID. | # Lock the Bot with an appropriate [[File:ID_ROB.png|32px]] ID. | ||
*''[[Roboticist|Roboticists]] can unlock the Non-Security Designs alone with their ID, but a [[Medical Doctor]] can unlock the medical bots and so on.'' | *''[[Roboticist|Roboticists]] can unlock the Non-Security Designs alone with their ID, but a [[Medical Doctor]] can unlock the medical bots and so on.'' | ||
==Maintenance Drones== | |||
[[File:Maintenance drone.png|frame|right|A drone.]] | |||
'''Maintenance Drones''' are tasked to carry out basic repairs without altering the station's course. They cannot be built by robotics and are in fact created through the "drone fabricator" in engineering. Engineers can control them remotely using the default maintenance drone control console, allowing for remote shutdown if necessary. | |||
Drones operate independently and are not linked or controlled by the AI. They adhere to their own set of laws, which prohibits them from interacting with the crew. For more detailed information, refer to the [[drone|Maintenance Drone page]]. | |||
===Drone Repair=== | |||
Sometimes you'll be tasked with fixing a dead drone, as they are still a synthetic worker. Don't worry, it is quite easy and doesn't require an ID, unlike bots, meaning anyone can repair the drone. | |||
#[[File:Welderon.gif|32px]] '''Weld''' the drone until it is fixed. Yes that's it! | |||
===Disabling a Drone=== | |||
In the rare occasion of an aberrant drone displaying unusual behavior, such as engaging in uninitiated station decorations and interacting with the crew, you have the option to disable it. | |||
# Swipe your [[File:ID_ROB.png|32px]] ID on the drone. | |||
# Upon doing so, a confirmation prompt will appear. Press "Yes," and voila, the misbehaving drone is deactivated! | |||
The deactivation will deal just enough brute damage to render it non-functional. You can reactivate it afterwards by welding the drone. However, you could decide to inflect enough damages with a weapon to permanantly destroy it. | |||
==Integrated Robotic Species== | ==Integrated Robotic Species== | ||
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#Assemble the '''IPC head, Microbattery, Charger, Optical Sensor,''' and '''Microphone,''' along with a''' cyborg right arm, left arm, right leg, and left leg.''' | #Assemble the '''IPC head, Microbattery, Charger, Optical Sensor,''' and '''Microphone,''' along with a''' cyborg right arm, left arm, right leg, and left leg.''' | ||
#Once all parts are ready, '''attach them to the torso''' by targeting the corresponding body part on the [[File:Damage_zone.png|32px]] and clicking on the torso. | #Once all parts are ready, '''attach them to the torso''' by targeting the corresponding body part on the [[File:Damage_zone.png|32px]] and clicking on the torso. | ||
# For the IPC head, you need to use a screwdriver on the head and do '''Synthetic Limb Reattachment''', then attach it on. | |||
#Perform the '''IPC Internal Cybernetic Manipulation surgery on the upper body''' to install the IPC Microbattery and Robotic Brain. | #Perform the '''IPC Internal Cybernetic Manipulation surgery on the upper body''' to install the IPC Microbattery and Robotic Brain. | ||
#'''Repeat the surgery on the head''' and install the IPC Optical Sensor and IPC Microphone. | #'''Repeat the surgery on the head''' and install the IPC Optical Sensor and IPC Microphone. | ||
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As the Medbay for IPCs, it's commonplace for you to undertake repairs. Healing IPCs, usually done using a welder and cable coil, is simpler than healing organics. Upgraded cyborg chargers can heal minor brute and burn damage. For extensive damage, refer to the detailed cybernetic repair surgery process. Organ damage, mainly caused by [[EMP effects#Silicons|EMPs]], can be treated with Internal Component Manipulation surgery using Nanopaste or a screwdriver. Brain damage can be healed using [[Guide_to_Chemistry#Liquid_Solder|Liquid Solder]]. | As the Medbay for IPCs, it's commonplace for you to undertake repairs. Healing IPCs, usually done using a welder and cable coil, is simpler than healing organics. Upgraded cyborg chargers can heal minor brute and burn damage. For extensive damage, refer to the detailed cybernetic repair surgery process. Organ damage, mainly caused by [[EMP effects#Silicons|EMPs]], can be treated with Internal Component Manipulation surgery using Nanopaste or a screwdriver. Brain damage can be healed using [[Guide_to_Chemistry#Liquid_Solder|Liquid Solder]]. | ||
An IPC in critical condition takes brute damage over time. This can be halted by extracting its robotic brain. | An IPC in critical condition takes brute damage over time. This can be halted by extracting its robotic brain. As a bonus, while repairing the body, you and the IPC can conversate. Reviving an IPC requires repairing them past -50 health and the IPC stabilizes above 0 health. If after stabilization damage over time occurs, harmful chemicals like [[Guide_to_Chemistry#Ultra_Lube|Ultra Lube]] or [[Guide_to_Chemistry#Surge|Surge]] might be present and should be removed using [[Guide_to_Chemistry#Degreaser|Degreaser]]. | ||
===IPC Surgery=== | ===IPC Surgery=== | ||
IPCs, immune to pain and infections, undergo several surgical procedures. Always remember that an IPC's brain is located in its chest, not its head. If available, [[File:Nanopaste.png|32px]] Nanopaste can be obtained from RnD for use. | IPCs, immune to pain and infections, undergo several surgical procedures. Always remember that an IPC's brain is located in its chest, not its head. If available, [[File:Nanopaste.png|32px]] Nanopaste can be obtained from RnD for use. | ||
<div class=" | <!-- Robotics Surgeries goes here --> | ||
<div class="mw-collapsible" id="mw-customcollapsible-Synthetic_Surgery"> | |||
{| class="wikitable" style="width: 60%; height: 400px; text-align: center; margin: 0px; background-color: #f0e8f0;" | |||
| colspan='4' style="background-color: purple; color: white;" |'''Mechanical Surgeries''' | |||
|- style="color: blue; text-align: right;" | |||
| style="width:25%" | <div class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Bio_chip_Removal_S"><u>'''[Expand]'''</u></div> | |||
{| style="margin: 0px; width:100%; height:90%; padding 0px; text-align: center; color:black;" | |||
|- style="vertical-align:top;" | |||
| '''{{anchor|Bio-chip Removal (Synthethics)}}Bio-chip Removal (Synthethics)'''<br>[[file:BioChip_Case.png|64px]] | |||
|- style="vertical-align:bottom;" | |||
| <small>''Removing bio-chips from the body.''</small> | |||
|} | |||
| style="width:25%" | <div class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Cybernetic_Appearance_Customization"><u>'''[Expand]'''</u></div> | |||
{| style="margin: 0px; width:100%; height:90%; padding 0px; text-align: center; color:black;" | |||
|- style="vertical-align:top;" | |||
| '''{{anchor|Cybernetic Appearance Customization}}Cybernetic Appearance Customization'''<br>[[file:Reagentscanbasic.png|64px]] <!-- used reagent scanner because it's the icon for IPCs ability to change their monitors display --> | |||
|- style="vertical-align:bottom;" | |||
| <small>''For when the Unbranded style doesn't look good after all.''</small> | |||
|} | |||
| style="width:25%" | <div class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Cybernetic_Repair"><u>'''[Expand]'''</u></div> | |||
{| style="margin: 0px; width:100%; height:90%; padding 0px; text-align: center; color:black;" | |||
|- style="vertical-align:top;" | |||
| '''{{anchor|Cybernetic Repair}}Cybernetic Repair'''<br>[[file:welderon.gif|64px]] | |||
|- style="vertical-align:bottom;" | |||
| <small>''Fixing mechanical arms, legs, hands and feet.''</small> | |||
|} | |||
| style="width:25%" | <div class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Identity_Configuration"><u>'''[Expand]'''</u></div> | |||
{| style="margin: 0px; width:100%; height:90%; padding 0px; text-align: center; color:black;" | |||
|- style="vertical-align:top;" | |||
| '''{{anchor|Identity Configuration}}Identity Configuration'''<br>[[file:Cyborg_analyzer.png|64px]] | |||
|- style="vertical-align:bottom;" | |||
| <small>''Renaming and Re-Gendering.''</small> | |||
|} | |||
'''{{anchor| | |- style="color: blue; text-align: right;" | ||
<small>'' | | style="width:25%" | <div class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Internal_Component_Manipulation"><u>'''[Expand]'''</u></div> | ||
{| style="margin: 0px; width:100%; height:90%; padding 0px; text-align: center; color:black;" | |||
|- style="vertical-align:top;" | |||
| '''{{anchor|Internal Component Manipulation}}Internal Component Manipulation'''<br>[[file:Positronicbrain.gif|64px]] | |||
|- style="vertical-align:bottom;" | |||
| <small>''Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.''</small> | |||
|} | |||
<div class="mw- | | style="width:25%" | <div class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Robotic_Cavity_Implant"><u>'''[Expand]'''</u></div> | ||
{| style="margin: 0px; width:100%; height:90%; padding 0px; text-align: center; color:black;" | |||
|- style="vertical-align:top;" | |||
| '''{{anchor|Robotic Cavity Implant/Removal}}Robotic Cavity Implant/Removal'''<br>[[file:Red crowbar.png|64px]] | |||
|- style="vertical-align:bottom;" | |||
| <small>''Removal of items from robotic body cavities.'''Not for implants or bio-chips.'''''</small> | |||
|} | |||
</ | |||
<div class=" | | style="width:25%" | <div class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Robotic_Limb_Amputation"><u>'''[Expand]'''</u></div> | ||
{| style="margin: 0px; width:100%; height:90%; padding 0px; text-align: center; color:black;" | |||
|- style="vertical-align:top;" | |||
| '''{{anchor|Robotic Limb Amputation}}Robotic Limb Amputation'''<br>[[file:Multitool.png]] | |||
|- style="vertical-align:bottom;" | |||
| <small>''The removal of Mechanical limbs.''</small> | |||
|} | |||
'''{{anchor| | | style="width:25%" | <div class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Robotic_Limb_Attachment"><u>'''[Expand]'''</u></div> | ||
<small>'' | {| style="margin: 0px; width:100%; height:90%; padding 0px; text-align: center; color:black;" | ||
|- style="vertical-align:top;" | |||
| '''{{anchor|Robotic Limb Attachment}}Robotic Limb Attachment'''<br>[[file:Cyborg_Left_Arm.png|64px]] | |||
|- style="vertical-align:bottom;" | |||
| <small>''Application of Mechanical limbs.''</small> | |||
|} | |||
|} | |||
</div> | |||
<div class="mw-collapsible- | <div class="toccolours mw-collapsible mw-collapsed" style="width: 60%; height: 400px; padding: 0px; background-color: #f0e8f0;" id="mw-customcollapsible-Bio_chip_Removal_S"> | ||
<div style="float: right; color: orange; margin: 10px 10px 0px 0px;" class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Bio_chip_Removal_S"> | |||
<u>'''[Exit]'''</u> | |||
</div> | |||
<div style="text-align: center; background-color: purple; color: white;"> | |||
'''Bio-chip Removal (Synthethics)'''<br> | |||
<small>''Removing bio-chips from the body.''</small> | |||
</ | </div> | ||
# Aim for the bio-chip location on the [[File:Damage_zone.png|32px]] Damage Zone. | |||
# Use the [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to select the "Bio-chip Removal" Surgery. | |||
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to unlock the hatch on the limb. | |||
# Use a [[File:Red crowbar.png|32px]] '''Crowbar''' to open the hatch on the limb. | |||
# Use your [[File:Wirecutters.png|32px]] '''Wirecutters''' to extract the bio-chip. This may take several goes. | |||
# Use [[File:Red crowbar.png|32px]] '''Crowbar''' to close the hatch on the limb. | |||
</div> | |||
''' | <div class="toccolours mw-collapsible mw-collapsed" style="width: 60%; height: 400px; padding: 0px; background-color: #f0e8f0;" id="mw-customcollapsible-Cybernetic_Appearance_Customization"> | ||
<div style="float: right; color: orange; margin: 10px 10px 0px 0px;" class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Cybernetic_Appearance_Customization"> | |||
<u>'''[Exit]'''</u> | |||
</div> | |||
<div style="text-align: center; background-color: purple; color: white;"> | |||
'''Cybernetic Appearance Customization'''<br> | |||
<small>''For when the Unbranded style doesn't look good after all.''</small> | <small>''For when the Unbranded style doesn't look good after all.''</small> | ||
</div> | |||
# Aim for the patient's correct [[File:Damage_zone.png|32px]] Damage Zone. | |||
# Aim for the patient's correct [[File:Damage_zone.png|32px]] Damage Zone | # Use the [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to select the "Cybernetic Appearance Customization" Surgery. | ||
# Use the [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to select the "Cybernetic Appearance Customization" Surgery | # Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to unlock the hatch on the limb. | ||
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to unlock the hatch on the limb | # Use a [[File:Red crowbar.png|32px]]''' Crowbar''' to open the hatch on the limb. | ||
# Use a [[File:Red crowbar.png|32px]]''' Crowbar''' to open the hatch on the limb | # Use a [[File:Multitool.png|32px]] '''Multitool''' to reprogram the limbs appearance. | ||
# Use a [[File:Multitool.png|32px]] '''Multitool''' to reprogram the limbs appearance | # Select the company appearance. The most common appearance among IPCs being Morpheus Cybernetics. | ||
# Select the company appearance. The most common appearance among IPCs being Morpheus Cybernetics | # Use a [[File:Red crowbar.png|32px]] '''Crowbar''' to close the hatch on the limb. | ||
# Use a [[File:Red crowbar.png|32px]] '''Crowbar''' to close the hatch on the limb | </div> | ||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: 60%; height: 400px; padding: 0px; background-color: #f0e8f0;" id="mw-customcollapsible-Cybernetic_Repair"> | |||
<div style="float: right; color: orange; margin: 10px 10px 0px 0px;" class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Cybernetic_Repair"> | |||
<u>'''[Exit]'''</u> | |||
</div> | |||
<div style="text-align: center; background-color: purple; color: white;"> | |||
'''Cybernetic Repair'''<br> | |||
<small>''Fixing mechanical arms, legs, hands and feet.''</small> | |||
</div> | |||
# Aim for the patient's correct [[File:Damage_zone.png|32px]] Damage Zone. | |||
# Use the [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to select the "Cybernetic Repair" Surgery. | |||
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to unlock the hatch on the limb. | |||
# Use a [[File:Red crowbar.png|32px]] '''Crowbar''' to open the hatch on the limb. | |||
# Use a [[File:Welder.png|32px]] '''Welding tool''' to repair Brute damage and use [[File:CableCoils.png|32px]] '''Cable coil''' to repair burn damage. | |||
# Use a [[File:Red crowbar.png|32px]] '''Crowbar''' to close the hatch on the limb. | |||
</div> | |||
''' | <div class="toccolours mw-collapsible mw-collapsed" style="width: 60%; height: 400px; padding: 0px; background-color: #f0e8f0;" id="mw-customcollapsible-Identity_Configuration"> | ||
<small>''Renaming and Re-Gendering''</small> | <div style="float: right; color: orange; margin: 10px 10px 0px 0px;" class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Identity_Configuration"> | ||
<u>'''[Exit]'''</u> | |||
</div> | |||
<div style="text-align: center; background-color: purple; color: white;"> | |||
'''Identity Configuration'''<br> | |||
<small>''Renaming and Re-Gendering.''</small> | |||
</div> | |||
# Aim for the patient's head on the [[File:Damage_zone.png|32px]] Damage Zone. | |||
# Aim for the patient's | # Use the [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to select the "Identity Reconfiguration" Surgery. | ||
# Use the [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to select the "Identity Reconfiguration" Surgery | # Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to unlock the hatch on the limb. | ||
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to unlock the hatch on the limb | # Use a [[File:Red crowbar.png|32px]]''' Crowbar''' to open the hatch on the limb. | ||
# Use a [[File:Red crowbar.png|32px]]''' Crowbar''' to open the hatch on the limb | # Use a [[File:Multitool.png|32px]] '''Multitool''' to reprogram the identity. | ||
# Use a [[File:Multitool.png|32px]] '''Multitool''' to reprogram the identity | |||
# Type in a new name and select the correct Gender. | # Type in a new name and select the correct Gender. | ||
# Use a [[File:Red crowbar.png|32px]] '''Crowbar''' to close the hatch on the limb | # Use a [[File:Red crowbar.png|32px]] '''Crowbar''' to close the hatch on the limb. | ||
</div> | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width: | <div class="toccolours mw-collapsible mw-collapsed" style="width: 60%; padding: 0px; background-color: #f0e8f0;" id="mw-customcollapsible-Internal_Component_Manipulation"> | ||
<div style="float: right; color: orange; margin: 10px 10px 0px 0px;" class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Internal_Component_Manipulation"> | |||
''' | <u>'''[Exit]'''</u> | ||
</div> | |||
<div style="text-align: center; background-color: purple; color: white;"> | |||
'''Internal Component Manipulation'''<br> | |||
<small>''Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.''</small> | <small>''Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.''</small> | ||
</div> | |||
# Aim for the patient's correct [[File:Damage_zone.png|32px]] Damage Zone. | |||
# Aim for the patient's correct [[File:Damage_zone.png|32px]] Damage Zone | # Use the [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to select the "Internal Cybernetic Manipulation" Surgery. | ||
# Use the [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to select the "Internal Cybernetic Manipulation" Surgery | # Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to unlock the hatch on the limb. | ||
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to unlock the hatch on the limb | # Use a [[File:Red crowbar.png|32px]]''' Crowbar''' to open the hatch on the limb. | ||
# Use a [[File:Red crowbar.png|32px]]''' Crowbar''' to open the hatch on the limb | |||
# (Optional) Use a [[File:Multitool.png|32px]] '''Multitool''' to remove Components. For Borgification simply remove the [[file:Positronicbrain.gif|32px]] '''Positronic brain''' and place the positronic brain in an empty cyborg exoskeleton, or give the positronic brain to a Roboticist. | # (Optional) Use a [[File:Multitool.png|32px]] '''Multitool''' to remove Components. For Borgification simply remove the [[file:Positronicbrain.gif|32px]] '''Positronic brain''' and place the positronic brain in an empty cyborg exoskeleton, or give the positronic brain to a Roboticist. | ||
# (Optional) While holding a Component or Implant: Insert the Component inside | # (Optional) While holding a Component or Implant: Insert the Component inside. | ||
# (Optional) While holding a [[file:Positronicbrain.gif|32px]] '''Positronic Brain''', or a [[File:MMI.png|32px]] '''Man Machine Interface''': Insert the brain inside; | # (Optional) While holding a [[file:Positronicbrain.gif|32px]] '''Positronic Brain''', or a [[File:MMI.png|32px]] '''Man Machine Interface''': Insert the brain inside; | ||
# Repair the affected component with [[File:Nanopaste.png|32px]] '''Nanopaste''', or alternatively use a [[File:Screwdriver tool.png|32px]] '''Screwdriver'''. | # (Optional) Repair the affected component with [[File:Nanopaste.png|32px]] '''Nanopaste''', or alternatively use a [[File:Screwdriver tool.png|32px]] '''Screwdriver'''. | ||
# (Optional) Use a [[File:Welder.png|32px]] '''Welding tool''' to repair Brute damage and use [[File:CableCoils.png|32px]] '''Cable coil''' to repair burn damage | # (Optional) Use a [[File:Welder.png|32px]] '''Welding tool''' to repair Brute damage and use [[File:CableCoils.png|32px]] '''Cable coil''' to repair burn damage. | ||
# Use a [[File:Red crowbar.png|32px]] '''Crowbar''' to close the hatch on the limb | # Use a [[File:Red crowbar.png|32px]] '''Crowbar''' to close the hatch on the limb. | ||
< | <br></div> | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width: | <div class="toccolours mw-collapsible mw-collapsed" style="width: 60%; height: 400px; padding: 0px; background-color: #f0e8f0;" id="mw-customcollapsible-Robotic_Cavity_Implant"> | ||
<div style="float: right; color: orange; margin: 10px 10px 0px 0px;" class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Robotic_Cavity_Implant"> | |||
<u>'''[Exit]'''</u> | |||
</div> | |||
<div style="text-align: center; background-color: purple; color: white;"> | |||
'''Robotic Cavity Implant/Removal'''<br> | |||
<small>''Removal of items from robotic body cavities.''</small> | |||
</div> | |||
''' | # Aim for the implant location on the [[File:Damage_zone.png|32px]] Damage Zone. | ||
# Use the [[File:Screwdriver_tool.png|32px]] '''Screwdriver''' to select the "Robotic Cavity Implant/Removal" Surgery. | |||
# Use a [[File:Screwdriver_tool.png|32px]] '''Screwdriver''' to unlock the hatch on the limb. | |||
# Use a [[File:Red crowbar.png|32px]] '''Crowbar''' to open the hatch on the limb. | |||
# (Insertion) While holding an Item: Insert the item inside. | |||
# (Extraction) With an open hand: Click the patient to check for items inside the cavity. | |||
# Use a [[File:Welder.png|32px]] '''Welder''' to mend the cavity. | |||
# Use a [[File:Red crowbar.png|32px]] '''Crowbar''' to close the hatch on the limb. | |||
</div> | |||
<div class="mw-collapsible- | <div class="toccolours mw-collapsible mw-collapsed" style="width: 60%; height: 400px; padding: 0px; background-color: #f0e8f0;" id="mw-customcollapsible-Robotic_Limb_Amputation"> | ||
<div style="float: right; color: orange; margin: 10px 10px 0px 0px;" class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Robotic_Limb_Amputation"> | |||
<u>'''[Exit]'''</u> | |||
</div> | |||
<div style="text-align: center; background-color: purple; color: white;"> | |||
'''Robotic Limb Amputation'''<br> | |||
<small>''The removal of Mechanical limbs.''</small> | |||
</div> | |||
</ | |||
# Aim for the patient's correct [[File:Damage_zone.png|32px]] Damage Zone. | |||
# Use the [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to select the "Robotic Limb Amputation" Surgery. | |||
# Use a [[File:Multitool.png|32px]] '''Multitool''' to remove the targeted limb. | |||
</div> | |||
''' | <div class="toccolours mw-collapsible mw-collapsed" style="width: 60%; height: 400px; padding: 0px; background-color: #f0e8f0;" id="mw-customcollapsible-Robotic_Limb_Attachment"> | ||
<small>'' | <div style="float: right; color: orange; margin: 10px 10px 0px 0px;" class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Robotic_Limb_Attachment"> | ||
<u>'''[Exit]'''</u> | |||
</div> | |||
<div style="text-align: center; background-color: purple; color: white;"> | |||
'''Robotic Limb Attachment'''<br> | |||
<small>''Application of Mechanical limbs.''</small> | |||
</div> | |||
# Aim for the patient's correct [[File:Damage_zone.png|32px]] Damage Zone. | |||
# Aim for the patient's correct [[File:Damage_zone.png|32px]] Damage Zone | # (Optional) Use the [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to select the "Apply Robotic or Synthetic Limb" Surgery. | ||
# Apply the robotic limb, or a new limb printed from your [[File:Exofab.png|32px]] Exosuit Fabricator. | |||
</div> | |||
# (Optional) Use the [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to select the "Apply Robotic or Synthetic Limb" Surgery | |||
# Apply the robotic limb, or a new limb printed from your [[File:Exofab.png|32px]] Exosuit Fabricator | |||
== Mechanized Exosuits == | == Mechanized Exosuits == | ||
Line 582: | Line 708: | ||
Before initiating exosuit construction, ensure you have sufficient materials at hand. The table below lists the raw materials required for each mech. For each level of laser part, multiply the total material amounts by a specified factor: | Before initiating exosuit construction, ensure you have sufficient materials at hand. The table below lists the raw materials required for each mech. For each level of laser part, multiply the total material amounts by a specified factor: | ||
:'''[[file:Micro-laser.png|32px]] Micro- | :'''[[file:Micro-laser.png|32px]] Micro-Laser -> 1''' | ||
:'''[[file:High_micro_laser.png|32px]] High- | :'''[[file:High_micro_laser.png|32px]] High-Power Micro-Laser -> 0.85''' | ||
:'''[[file:Ultra_high_micro_laser.png|32px]] Ultra- | :'''[[file:Ultra_high_micro_laser.png|32px]] Ultra-High-Power Micro-Laser -> 0.7''' | ||
:'''[[file: | :'''[[file:Quad Ultra Micro Laser.png|32px]] Quad-Ultra Micro-Laser -> 0.55''' | ||
'''Note''': The Micro- | '''Note''': The Micro-Laser is the default laser part in your fabricator. | ||
</div> | </div> | ||
</div> | </div> | ||
</blockquote> | </blockquote> | ||
<tabs> | <tabs container="width:55%"> | ||
<tab name="Micro- | <tab name="Micro-Laser"> | ||
{|class="wikitable | {|class="wikitable" width:"100%" style="background-color:#E0D3E2;margin:10pt;" | ||
|- style=" | |- style="color:white;text-align:center;" | ||
!style= | ! style="background-color:#64487F; | Exosuit name | ||
!style= | ! style="background-color:#64487F; | Metal [[File:Metal.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Glass [[File:Glass.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Silver [[File: Silver.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Titanium [[File:Titanium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Diamond [[File:Diamond.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Uranium [[File:Uranium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Plasma [[File:Plasma.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Bananium [[File:Bananium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Tranquilite [[File:Tranquillite.png|32px]] | ||
|- | |- | ||
|Ripley/Firefighter APLU | |Ripley/Firefighter APLU||100,000||7,500||0||0||0||0||0||0||0 | ||
|100,000 | |- style="background-color:#EFE8F0" | ||
|7,500 | |Odysseus||65,000||10,000||0||0||0||0||0||0||0 | ||
|0 | |- | ||
|0 | |Gygax||125,000||15,000||0||10,000||20,000||0||0||0||0 | ||
| | |- style="background-color:#EFE8F0" | ||
|0 | |Durand||140,000||25,000||28,000||20,000||0||25,000||0||0||0 | ||
|0 | |||
|0 | |||
|0 | |||
|- | |- | ||
| | |Phazon||175,000||15,000||0||20,000||0||0||90,000||0||0 | ||
| | |- style="background-color:#EFE8F0" | ||
| | |HONK MECH||120,000||15,000||0||0||0||0||0||35,000||0 | ||
| | |||
| | |||
| | |||
|0 | |||
| | |||
|20,000 | |||
| | |||
|0 | |||
| | |||
|0 | |||
| | |||
| | |||
| | |||
|0 | |||
| | |||
|0 | |||
|- | |||
|HONK MECH | |||
|120,000 | |||
|15,000 | |||
|0 | |||
| | |||
|0 | |||
| | |||
|0 | |||
| | |||
|0 | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
|Reticence||120,000||15,000||0||0||0||0||0||0||35,000 | |||
</tab> | </tab> | ||
<tab name="High- | <tab name="High-Power Micro-Laser"> | ||
{|class="wikitable | {|class="wikitable" width:"100%" style="background-color:#E0D3E2;margin:10pt;" | ||
|- style=" | |- style=" color:white;text-align:center;" | ||
!style= | ! style="background-color:#64487F; | Exosuit name | ||
!style= | ! style="background-color:#64487F; | Metal [[File:Metal.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Glass [[File:Glass.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Silver [[File: Silver.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Titanium [[File:Titanium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Diamond [[File:Diamond.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Uranium [[File:Uranium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Plasma [[File:Plasma.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Bananium [[File:Bananium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Tranquilite [[File:Tranquillite.png|32px]] | ||
|- | |- | ||
| | |Ripley/Firefighter APLU||85,000||6,375||0||0||0||0||0||0||0 | ||
| | |- style="background-color:#EFE8F0" | ||
| | |Odysseus||55,250||8,500||0||0||0||0||0||0||0 | ||
| | |||
| | |||
|0 | |||
| | |||
|0 | |||
|0 | |||
|0 | |||
|- | |- | ||
| | |Gygax||106,250||12,750||0||8,500||17,000||0||0||0||0 | ||
| | |- style="background-color:#EFE8F0" | ||
|12,750 | |Durand||119,000||21,250||23,800||17,000||0||21,250||0||0||0 | ||
|0 | |||
|17,000 | |||
| | |||
|0 | |||
| | |||
|0 | |||
|0 | |||
|- | |- | ||
| | |Phazon||148,750||12,750||0||17,000||0||0||76,500||0||0 | ||
| | |- style="background-color:#EFE8F0" | ||
|12,750 | |HONK MECH||102,000||12,750||0||0||0||0||0||29,750||0 | ||
|0 | |||
|0 | |||
|0 | |||
| | |||
|0 | |||
| | |||
|0 | |||
|- | |||
| | |||
|102,000 | |||
|12,750 | |||
|0 | |||
|0 | |||
|0 | |||
|0 | |||
|0 | |||
| | |||
|29,750 | |||
|- | |- | ||
|Reticence||102,000||12,750||0||0||0||0||0||0||29,750 | |||
</tab> | </tab> | ||
<tab name="Ultra- | <tab name="Ultra-High-Power Micro-Laser"> | ||
{|class="wikitable | {|class="wikitable" width:"100%" style="background-color:#E0D3E2;margin:10pt;" | ||
|- style=" | |- style="color:white;text-align:center;" | ||
!style= | ! style="background-color:#64487F; | Exosuit name | ||
!style= | ! style="background-color:#64487F; | Metal [[File:Metal.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Glass [[File:Glass.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Silver [[File: Silver.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Titanium [[File:Titanium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Diamond [[File:Diamond.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Uranium [[File:Uranium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Plasma [[File:Plasma.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Bananium [[File:Bananium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Tranquilite [[File:Tranquillite.png|32px]] | ||
|- | |- | ||
|Ripley/Firefighter APLU | |Ripley/Firefighter APLU||70,000||5,250||0||0||0||0||0||0||0 | ||
|70,000 | |- style="background-color:#EFE8F0" | ||
|5,250 | |Odysseus||45,500||7,000||0||0||0||0||0||0||0 | ||
|0 | |||
|0 | |||
|0 | |||
|0 | |||
|0 | |||
|0 | |||
|0 | |||
|- | |- | ||
| | |Gygax||87,500||10,500||0||7,000||14,000||0||0||0||0 | ||
| | |- style="background-color:#EFE8F0" | ||
|7,000 | |Durand||98,000||17,500||19,600||14,000||0||17,500||0||0||0 | ||
|0 | |||
|0 | |||
| | |||
|0 | |||
|0 | |||
|0 | |||
|0 | |||
|- | |- | ||
| | |Phazon||122,500||10,500||0||14,000||0||0||63,000||0||0 | ||
| | |- style="background-color:#EFE8F0" | ||
|10,500 | |HONK MECH||84,000||10,500||0||0||0||0||0||24,500||0 | ||
|0 | |||
| | |||
|14,000 | |||
| | |||
|0 | |||
| | |||
|0 | |||
| | |||
| | |||
| | |||
|0 | |||
| | |||
|0 | |||
|- | |||
|HONK MECH | |||
|84,000 | |||
|10,500 | |||
|0 | |||
| | |||
|0 | |||
| | |||
|0 | |||
| | |||
|0 | |||
| | |||
| | |||
| | |||
| | |||
| | |||
|0 | |||
|- | |- | ||
|Reticence||84,000||10,500||0||0||0||0||0||0||24,500 | |||
</tab> | </tab> | ||
<tab name="Quad- | <tab name="Quad-Ultra Micro-Laser"> | ||
{|class="wikitable | {|class="wikitable" width:"100%" style="background-color:#E0D3E2;margin:10pt;" | ||
|- style=" | |- style=" color:white;text-align:center;" | ||
!style= | ! style="background-color:#64487F; | Exosuit name | ||
!style= | ! style="background-color:#64487F; | Metal [[File:Metal.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Glass [[File:Glass.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Silver [[File: Silver.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Titanium [[File:Titanium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Diamond [[File:Diamond.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Uranium [[File:Uranium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Plasma [[File:Plasma.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Bananium [[File:Bananium.png|32px]] | ||
!style= | ! style="background-color:#64487F; | Tranquilite [[File:Tranquillite.png|32px]] | ||
|- | |- | ||
| | |Ripley/Firefighter APLU||55,000||4,125||0||0||0||0||0||0||0 | ||
| | |- style="background-color:#EFE8F0" | ||
| | |Odysseus||35,750||5,500||0||0||0||0||0||0||0 | ||
| | |||
|5,500 | |||
| | |||
|0 | |||
|0 | |||
|0 | |||
|0 | |||
|- | |- | ||
|Durand | |Gygax||68,750||8,250||0||5,500||11,000||0||0||0||0 | ||
|77,000 | |- style="background-color:#EFE8F0" | ||
|13,750 | |Durand||77,000||13,750||15,400||11,000||0||13,750||0||0||0 | ||
|15,400 | |||
|11,000 | |||
|0 | |||
|13,750 | |||
|0 | |||
|0 | |||
|0 | |||
|- | |- | ||
|Phazon | |Phazon||96,250||8,250||0||11,000||0||0||49,500||0||0 | ||
|96,250 | |- style="background-color:#EFE8F0" | ||
|8,250 | |HONK MECH||66,000||8,250||0||0||0||0||0||19,250||0 | ||
|0 | |||
|11,000 | |||
|0 | |||
|0 | |||
|49,500 | |||
|0 | |||
|0 | |||
|- | |||
|HONK MECH | |||
|66,000 | |||
|8,250 | |||
|0 | |||
| | |||
|0 | |||
| | |||
|0 | |||
| | |||
|0 | |||
| | |||
| | |||
| | |||
| | |||
| | |||
|0 | |||
|- | |- | ||
|Reticence||66,000||8,250||0||0||0||0||0||0||19,250 | |||
|}</tab> | |}</tab> | ||
</tabs> | </tabs> | ||
Line 968: | Line 838: | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Usually, it can destroy Gygax due to the sheer power of the drill, but it is not a good combat exosuit as it is slow and has no range. It is best used as an engineering or space mech due to the largest module capacity. It is also ideal against changelings, for stealing nuclear warheads (and everything else) and against blobs, tearing down walls in front of it and the crew with its super powerful RCD. Metal plate is highly recommended, as this mech are useless to miners, and other armor is only mined on lavaland. | |||
Instructions | Instructions | ||
Line 988: | Line 858: | ||
<span style="font-size:1.2em;">[[File:Firefighter.png|32px]] '''Firefighter APLU'''</span> | <span style="font-size:1.2em;">[[File:Firefighter.png|32px]] '''Firefighter APLU'''</span> | ||
The Firefighter APLU (Autonomous Power Loading Unit) is a | The Firefighter APLU (Autonomous Power Loading Unit) is a perfect all-terrain Lavaland venicle due to his ability to freely walk on lava. | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
The | The firefighter's ability to walk on lava makes it the perfect vehicle for Lavaland. Any connoisseur will appreciate his enhanced armor specs, which when paired with Goliath hide make him significantly stronger than Gygax, and with dragon hide, stronger than even Durand. This means that metal armor is highly discouraged for the Firefighter, as better pieces can easily be found on Lavaland. | ||
The basis of a good Firefighter is a claw, an ore scanner, a drill (always better diamond), and a plasma generator. Then, according to the miner's taste, you can add a cutter or RCD (in the case of Chasmland its necessary if you want miner to live). | |||
Instructions | Instructions | ||
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<span style="font-size:1.2em;">[[File:Gygax.png|32px]] '''Gygax'''</span> | <span style="font-size:1.2em;">[[File:Gygax.png|32px]] '''Gygax'''</span> | ||
Rather fast security exosuit with | Rather fast security exosuit with bad overall protection. | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Perfect anti-human exosuit thanks to his high speed, paired with shotgun, strong melee punch and drill(to gib changelings). Not tanky and easily get destroyed by .357 gun, but still require more than 1 full energy gun to die. | |||
Leg Actuators Overload Function (Movement speed | |||
Melee capable (this mech can use its mecha arms to punch and smash) | Leg Actuators Overload Function (Movement speed increased to match Methamphetamine one and a 1 damage dealt with each step. Disables when Gygax integrity drops below 2/3. Also consume HUGE amount of energy.) | ||
Melee capable (this mech can use its mecha arms to punch and smash 30 damage per hit.) | |||
Instructions | Instructions | ||
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<span style="font-size:1.2em;">[[File:Durand.png|32px]] '''Durand'''</span> | <span style="font-size:1.2em;">[[File:Durand.png|32px]] '''Durand'''</span> | ||
A Durand is | A Durand is slow, but extremely tanky combat exosuit. | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Defence Mode Function (Boosts Durand | Where as Gygax is great for catching humanoids, Durand is conversely designed to destroy fauna or defend positions, taking and dealing massive damage. Due to its slowness, it requires infantry support to realize its full potential. | ||
Melee capable (this mech can use its mecha arms to punch and smash) | |||
Defence Mode Function (Boosts Durand deflect chance from 15% to 35% with the penalty of not being able to move or turn) | |||
Melee capable (this mech can use its mecha arms to punch and smash 35 damage per hit.) | |||
Instructions | Instructions | ||
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# Apply an [[file:Super_scanning_module.gif|32px]] Phasic Scanning Module to the Phazon exosuit frame and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Part made in the Protolathe). | # Apply an [[file:Super_scanning_module.gif|32px]] Phasic Scanning Module to the Phazon exosuit frame and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Part made in the Protolathe). | ||
# Apply an [[file:Super_capacitor.png|32px]] Super Capacitor to the Phazon exosuit frame and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Part made in the Protolathe). | # Apply an [[file:Super_capacitor.png|32px]] Super Capacitor to the Phazon exosuit frame and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Part made in the Protolathe). | ||
# Apply 5 (Artificial) [[ | # Apply 5 (Artificial) [[File:Bluespace_Crystal.png|32px]] Bluespace Crystal (Found in the ORM or made in the Protolathe) to the Phazon exosuit, Apply [[file:CableCoils.png|32px]] Cable Coil, and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver'''. | ||
# Apply [[file:Plasteel.png|32px]] 5 pieces of plasteel to the Exosuit and secure it with a [[file:Wrench.png|32px]] '''Wrench'''. | # Apply [[file:Plasteel.png|32px]] 5 pieces of plasteel to the Exosuit and secure it with a [[file:Wrench.png|32px]] '''Wrench'''. | ||
# Weld the frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''. | # Weld the frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''. | ||
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<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Requires bananium sheets to complete. The mech has a Clown Office ID lock by default. '''This mech requires clear permission from both the Captain and RD before construction.''' | Requires bananium sheets to complete. The mech has a Clown Office ID lock by default. '''This mech requires clear permission from both the Captain and RD before construction.''' | ||
Melee capable (this mech can use its mecha arms to punch and smash) | |||
Instructions | Instructions | ||
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<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Requires Tranquilite sheets to complete. The mech has a Mime Office ID lock by default. The Reticence moves silently. | Requires Tranquilite sheets to complete. The mech has a Mime Office ID lock by default. The Reticence moves silently. | ||
Melee capable (this mech can use its mecha arms to punch and smash) | |||
When emoting at a mech you ''have'' to use an audible emote. <code>*crack</code> is a great example | When emoting at a mech you ''have'' to use an audible emote. <code>*crack</code> is a great example | ||
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# Apply a [[file:Mime_Mask.png|32px]] mime's mask to the mech and emote at the mech again. | # Apply a [[file:Mime_Mask.png|32px]] mime's mask to the mech and emote at the mech again. | ||
# Apply a [[file:Suspenders.png|32px]] mime's suspenders to it and emote at the mech again. | # Apply a [[file:Suspenders.png|32px]] mime's suspenders to it and emote at the mech again. | ||
</div></div> | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%"> | |||
<span style="font-size:1.2em;">[[File:Nkarrdem.png|32px]] '''Nkarrdem'''</span> | |||
The Nkarrdem is a cleaning exosuit. | |||
<div class="mw-collapsible-content"> | |||
The Nkarrdem is an older-generation CBRN mech developed jointly by Interdyne and Shellguard for rapid decontamination during a period where biological weapons are frequently used, though it suffered from several cost-cutting measures that exposes the operator to the hazardous environments. Surplus units are then sold for cleaning purposes. | |||
The name 'Nkarrdem' comes from Skrellian legend, meaning 'Turquoise Fields'. The Turquoise Fields are an algae plataeu, where the kings of old would go to their final rest. | |||
Instructions | |||
# Manufacture all of the Nkarrdem parts using the Exosuit fabricator and attach the parts to the Nkarrdem exosuit frame. | |||
# Use a [[file:Wrench.png|32px]] '''Wrench''' to connect the Exosuits Hydraulic Systems and use a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' to activate it. | |||
# Use [[file:CableCoils.png|32px]] '''Cable Coil''' to wire up the Exosuit and trim the wires using [[file:Wirecutters.png|32px]] '''Wirecutters'''. | |||
# Apply a [[file:Mainboard.png|32px]] Nkarrdem Central control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]). | |||
# Apply a [[file:Mech_circuit.png|32px]] Nkarrdem Peripherals control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]). | |||
# Apply a [[file:Floor buffer.png|32px]] Janitorial Floor Buffer Upgrade and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Made in the [[Research_Items#Exosuit_Fabricator|Exosuit Fabricator]]). | |||
# Apply [[file:Metal.png|32px]] 5 pieces of metal and secure it with a [[file:Wrench.png|32px]] '''Wrench'''. | |||
# Weld the frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''. | |||
# Apply [[file:Plasteel.png|32px]] 5 pieces of plasteel to the Exosuit and secure it with a [[file:Wrench.png|32px]] '''Wrench'''. | |||
# Weld the outer frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''. | |||
The Nkarrdem 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 exosuit. Click finish, then drag your sprite onto the exosuit to enter. | |||
</div></div> | </div></div> | ||
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<div class="toccolours mw-collapsible mw-collapsed" style="width:99%"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:99%"> | ||
<span style="font-size:1.2em;">'''Removal of | <span style="font-size:1.2em;">'''Removal of MMI'''</span> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Works upon MMIs and Positronic Brains which you wish to remove from exosuits. | |||
# Make sure maintenance protocols are enabled. | # Make sure maintenance protocols are enabled. | ||
# [[file:Wrench.png|32px]] '''Wrench''' | # [[file:Wrench.png|32px]] '''Wrench''' | ||
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'''Air Tank Rupture''' - Your mech will no longer pump air into the cabin of your mech. This does not matter if you are not running on internal air. To fix this, simply repair the mech with a welder. | '''Air Tank Rupture''' - Your mech will no longer pump air into the cabin of your mech. This does not matter if you are not running on internal air. To fix this, simply repair the mech with a welder. | ||
'''Short Circuit''' - Causes your mech to take damage over time. To repair, enable maintenance mode, use a wrench, then a crowbar to open up the electronics of the mech, then use a cable coil to mend the damage. | |||
</div></div> | </div></div> | ||
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*'''General:''' Equipment that can be attached to any exosuit. | *'''General:''' Equipment that can be attached to any exosuit. | ||
*'''Industrial:''' Equipment solely attachable to '''APLUs'''. | |||
*'''Medical:''' Equipment that can exclusively be attached to the '''Odysseus'''. | *'''Medical:''' Equipment that can exclusively be attached to the '''Odysseus'''. | ||
*'''Combat:''' Equipment meant for '''Durand''', '''Gygax''', '''Marauder''', '''Phazon''', and other combat mechs. | *'''Combat:''' Equipment meant for '''Durand''', '''Gygax''', '''Marauder''', '''Phazon''', and other combat mechs. | ||
*'''Special:''' Unique equipment reserved for the '''H.O.N.K''' or '''Reticence''' mechs. | *'''Special:''' Unique equipment reserved for the '''H.O.N.K''' or '''Reticence''' mechs. | ||
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|Exosuit Module (Reactive Armor Booster Module) | |Exosuit Module (Reactive Armor Booster Module) | ||
|An exosuit-mounted armor booster that decreases melee damage taken. | |An exosuit-mounted armor booster that decreases melee damage taken. | ||
|5 Materials<br> | |5 Materials<br>5 Combat<br>3 Engineering<br> | ||
|[[File:Metal.png|32px]]20000 Metal<br>[[File:Silver.png|32px]]5000 Silver<br> | |[[File:Metal.png|32px]]20000 Metal<br>[[File:Silver.png|32px]]5000 Silver<br> | ||
|- | |- | ||
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|2 Bluespace<br>3 EM Spectrum<br>3 Engineering<br> | |2 Bluespace<br>3 EM Spectrum<br>3 Engineering<br> | ||
|[[File:Metal.png|32px]]10000 Metal<br> | |[[File:Metal.png|32px]]10000 Metal<br> | ||
|- | |||
![[File:Mecha_teleport.png]] | |||
|Exosuit Module (Teleporter Module) | |||
|An exosuit module that allows exosuits to teleport to any position in view | |||
|5 EM Spectrum<br>8 Bluespace<br> | |||
|[[File:Metal.png|32px]]10000 Metal<br>[[File:Diamond.png|32px]]10000 Diamond<br> | |||
|- | |||
![[File:Tesla.png]] | |||
|Exosuit Module (Heavy-duty Ion Thruster) | |||
|Allows for further control in zero gravity environments | |||
|5 EM Spectrum<br>5 Materials<br>6 Engineering<br> | |||
|[[File:Metal.png|32px]]15000 Metal<br>[[File:Plasma.png|32px]]3000 Plasma<br> | |||
|- | |- | ||
</tab> | </tab> | ||
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|A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demolishing solid obstacles. Useful for mining mecha. | |A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demolishing solid obstacles. Useful for mining mecha. | ||
|5 Materials<br>4 Engineering<br>4 Plasma<br> | |5 Materials<br>4 Engineering<br>4 Plasma<br> | ||
|[[File:Metal.png|32px]]10000 Metal<br>[[File:Glass.png|32px]]2000 Glass<br>[[File:Plasma.png|32px]]6000 | |[[File:Metal.png|32px]]10000 Metal<br>[[File:Glass.png|32px]]2000 Glass<br>[[File:Plasma.png|32px]]6000 Plasma<br> | ||
|- | |||
![[File:Mining_Grenade_Launcher.png]] | |||
|"Little boy" Mining Grenade Launcher | |||
|A grenade launcher that launches mining grenades in low pressure enviroments. Acquired in the Mining Vendor for 25000 points. Useful for mining mecha. | |||
|None | |||
|None | |||
|- | |- | ||
![[File:Mecha_Plate.png]] | |||
|Exosuit Mining Armor Plate | |||
|This piece of metal can be attached to the mech itself, enhancing its protective characteristics. Unfortunately, only working class exosuits have notches for such armor. Useful for mining mecha. | |||
|5 Materials<br>5 Engineering<br>3 Combat<br> | |||
|[[File:Metal.png|32px]]20000 Metal<br>[File:Titanium.png|32px]]5000 Titanium<br> | |||
</tab> | </tab> | ||
<tab name="Medical Equipment"> | <tab name="Medical Equipment"> | ||
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! style='background-color:#A06DA0' width:200px; |Required Materials | ! style='background-color:#A06DA0' width:200px; |Required Materials | ||
|- | |- | ||
![[File: | ![[File:Mecha_Immolator.png]] | ||
|Exosuit Weapon (ZFI Immolation Beam Gun) | |Exosuit Weapon (ZFI Immolation Beam Gun) | ||
|A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire. | |A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire. | ||
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|[[File:Metal.png|32px]]10000 Metal<br> | |[[File:Metal.png|32px]]10000 Metal<br> | ||
|- | |- | ||
![[File: | ![[File:Mecha_Solaris.png]] | ||
|Exosuit Weapon (CH-LC "Solaris" Laser Cannon) | |Exosuit Weapon (CH-LC "Solaris" Laser Cannon) | ||
|A heavy laser cannon that deals a large amount of damage at the cost of slow fire rate and high power consumption. Excellent against Blobs. | |A heavy laser cannon that deals a large amount of damage at the cost of slow fire rate and high power consumption. Excellent against Blobs. | ||
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|[[File:Metal.png|32px]]20000 Metal<br>[[File:Silver.png|32px]]6000 Silver<br>[[File:Uranium.png|32px]]2000 Uranium<br> | |[[File:Metal.png|32px]]20000 Metal<br>[[File:Silver.png|32px]]6000 Silver<br>[[File:Uranium.png|32px]]2000 Uranium<br> | ||
|- | |- | ||
![[File: | ![[File:Mecha_TeslaCannon.png]] | ||
|Exosuit Weapon (P-X Tesla Cannon) | |Exosuit Weapon (P-X Tesla Cannon) | ||
|A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine. | |A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine. | ||
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|[[File:Metal.png|32px]]20000 Metal<br>[[File:Silver.png|32px]]8000 Silver<br> | |[[File:Metal.png|32px]]20000 Metal<br>[[File:Silver.png|32px]]8000 Silver<br> | ||
|- | |- | ||
![[File: | ![[File:Mecha_Disabler.png]] | ||
|Exosuit Weapon (CH-PD Disabler "Peacemaker") | |Exosuit Weapon (CH-PD Disabler "Peacemaker") | ||
|A weapon for combat exosuits. Shoots basic disablers. | |A weapon for combat exosuits. Shoots basic disablers. | ||
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|A mech mounted light machine gun. Fires in three-shot bursts. | |A mech mounted light machine gun. Fires in three-shot bursts. | ||
|4 Combat<br> | |4 Combat<br> | ||
|[[File:Metal.png|32px]]10000 Metal<br> | |||
|- | |||
![[File:Mecha_Carbine.png]] | |||
|Exosuit Weapon (FNX-66 "Hades" Carbine) | |||
|A mech mounted carbine that fires dragonsbreath round. Leaves a trail of burning fire in it's path and burns whoever it hits. Capable of firing 24 rounds before needing to reload. | |||
|5 Combat<br>4 Materials<br> | |||
|[[File:Metal.png|32px]]10000 Metal<br> | |[[File:Metal.png|32px]]10000 Metal<br> | ||
|- | |- | ||
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![[File:Mecha_Bola.png]] | ![[File:Mecha_Bola.png]] | ||
|Exosuit Weapon Design (PCMK-6 Bola Launcher) | |Exosuit Weapon Design (PCMK-6 Bola Launcher) | ||
|A mech mounted bola launcher useful for slowing criminals down. Effective at keeping criminals from otherwise easily outrunning your mech. | |A mech mounted bola launcher useful for slowing criminals down. Effective at keeping criminals from otherwise easily outrunning your mech. Takes two equipment slots. | ||
|3 | |3 Combat<br> | ||
|[[File:Metal.png|32px]]10000 Metal<br> | |[[File:Metal.png|32px]]10000 Metal<br> | ||
|- | |||
![[File:Mecha_sgl.png]] | |||
|Exosuit Module (SOB-3 Clusterbang Launcher) | |||
|A weapon that violates the Geneva Convention at 3 rounds per minute. Shots out powerful clusterbang grenades, which turns into multiple regular flashbang grenades. | |||
|5 Combat<br>5 Materials<br>3 Illegals | |||
|[[File:Metal.png|32px]]20000 Metal<br>[[File:Gold.png|32px]]10000 Gold<br>[[File:Uranium.png|32px]]10000 Silver<br> | |||
|- | |- | ||
</tab> | </tab> |
Latest revision as of 14:10, 15 October 2024
Departmental Head
Research Director
R&D • R&D Breakdown List • | Adv. Construction • | Robotics • | MODsuits • | Chemical Research • | Xenobiology • | Toxins • | Genetics • | Teleportation • | Research Items • | Autolathe • | Anomalies • | Science SOP |
Departmental Head
Current Lawset
AI Modules • | Construction • | Medical • | Surgery • | Engineering • | Robotics • | Mining • | Chain of Command |
For the aspiring Roboticist, this guide will explain the creation and maintenance of Bots, Cyborgs, Exosuits and IPCs. For MODsuits and everything related to maintaining them, go here.
Robotics Machines
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later.

It can be upgraded with stock parts.
- Upgrading the Laser will increase material efficiency, reducing the number of materials you require to build things.
- Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts.
- Upgrading the Matter Bins will allow it to store more materials.
The Circuit Imprinter is where you print all the circuits you need for exosuits or Robotics related machinery, you feed sulphuric acid into it, along with glass. It cannot create upgrade boards for cyborgs, it can create all legal boards related to the AI though. Like the Exosuit Fabricator, many of these advanced borgs must first be unlocked.
It can be upgraded with stock parts.
- Upgrading the Matter Bins will allow it to store more materials.
- Upgrading the Manipulators will increase material efficiency, reducing the number of materials you require to build things.
You don't start with one of those, but they are very useful both for you and for the scientists in RnD next door. It can make the various parts you need for bots, tools in case you need spares and much more. You have access to tech storage, so it's usually a good idea to go there, get the circuit board and set one up in an area both you and the scientists can reach. To get the stock parts, just deconstruct one of your exosuit fabbers, then use the Autolathe to print more stock parts and rebuild the fabber.
Another very handy machine you don't start with. Once you have an Autolathe, simply print a Protolathe circuit board on the Circuit Imprinter, add stock parts from the Autolathe and you're done. Place it close to your R&D Console, then simply link the devices in the R&D Console's device linkage menu.
The Robotics R&D Console allows you to operate both your Protolathe and Circuit Printer. Once R&D completes their work, ensure to sync on the console before syncing on the exosuit fabricator so you can enjoy your new fancy tools!
You and your Tools
As a roboticist, you start off the shift with a belt of tools essential to do your job. The tools can range in usefulness but useful nevertheless.
Item | Description |
Tool Belt ![]() |
Contains 7 slots and holds all standard tools you will need to assemble, fix, and deconstruct machines. |
---|---|
Cable Coil ![]() |
Used in construction of Exosuits and Cyborgs, also used to heal burns inflicted on Cyborgs and IPCs. |
Welding Tool ![]() |
A handy tool used for repairs and deconstruction, make sure it's fueled and lit before use. Commonly used to repair damages on Bots, Cyborgs, Exosuits, and IPCs. Contains 20 Fuel and can be refilled at a welding tank. |
Wirecutters ![]() |
Used for hacking, removing cables, and cutting grilles. Wirecutters are used to trim wires in MODsuits and hacking Cyborgs. |
Wrench ![]() |
Wrenches are usually used to take things apart, like wall-girders or tables. Wrenches can be used in the construction of Exosuits and MODsuits. |
Screwdriver ![]() |
Screwdrivers are used to unscrew panels on IPCs and Cyborgs. They can also be used in construction of Exosuits. |
Crowbar ![]() |
The crowbar can pry open things and is used in de-constructing objects like computers and airlocks. Crowbars can be used in opening up cyborgs and surgery on IPCs. |
Multitool ![]() |
The multitool is for hacking. You pulse wires in cyborgs to test their useage. It's also used in IPC surgery. |
Machine Analyzer ![]() |
The machine analyzer can be quite useful in repairing Cyborgs and IPCs allowing easy diagnosing of damages. It even fits in biomechanical engineer labcoats! |
Nanopaste ![]() |
Nanopaste can be printed from a Protolathe and can quickly and easily repair damaged machinery including Cyborgs, exosuits and IPCs. It is also used when repairing robotic internal organs found in the crew such as robotic lungs or positronic brains. |
Cyborgs
See also Cyborgification Contracts. These contracts are important - without a signed contract making a man into a machine is technically murder - no matter how much they want 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 if more than one exists.
It is generally a good idea to have one or two empty cyborg bodies built and ready for people that want to become cyborgs and to let dead players rejoin the round as borgs. Make sure you have a positronic or robotic brain lying around (robotic brains can be made in the medical section of the exosuit fabricator with sufficient research levels) and keep activating it from time to time. If a player's positronic or robotic brain is "dead" (completely inactive), use it in hand to reboot it.
Note: Remember to label body bags as being cyborgified, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.
Mechanical 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
Cyborg Component Repair
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward. To find which component is the damaged one, you can use a handy tool called the Machine Analyzer. The most common part to be replaced will be the armour, as this is the first part that takes damage before the other, more important parts, start taking damage.
Human Prosthetic Repair
You may be asked to repair damage to the artificial limbs of your fellow crew members.
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.
Upgrade Modules
Not only can you build and repair Cyborgs, but they also come to you to get upgrades installed once RnD has them researched. These have their category in the exosuit fabricator.
Modifications and Deconstruction
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.
Bots
As a Roboticist, you serve another important purpose, making NPC Bots. Bots can benefit the station in many ways and are easy to create. There are two ways to craft these bots. The first being through using the crafting menu, which requires you to have all of the materials present near you or in your possession. Using this will completely build the bot, but will always create a default version of that bot. The other method is manual assembly, the process to do so is listed below. This method allows you to name the bot with a pen during the assembly process and lets you create bots of different colour depending on the colour of the toolbox/health kit used. The current list of bots, and how to make them, are as follows:
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.
It's annoying and useless, but the clown might bug you to make one of this in the absence of a H.O.N.K. mech. God forbid if a traitor emags the thing.
pAI-Controlled Bots
The NPC bot not doing it enough for you, not enough personality? You can now place pAIs into bots, excluding the Security designs, to wander around and assist! Take your wanted bot and simply click on it with an active pAI, you now have a pAI Bot.
- pAI Bots still spout automated messages if they weren't turned off.
- Emagging a pAI Bot causes the pAI to be ejected out.
To Insert a PAI into a bot you must
- Unlock the Bot with an appropriate
ID.
- Apply the PAI to the Bot.
- Lock the Bot with an appropriate
ID.
Bot Repair
In the case your bot has some how been injured but not destroyed you can repair it in 5 easy steps.
- Unlock the Bot with an appropriate
ID.
- Screw open the maintenance panel with a
Screwdriver.
Weld the bot until it is fixed.
- Screw close the maintenance panel with a
Screwdriver.
- Lock the Bot with an appropriate
ID.
- Roboticists can unlock the Non-Security Designs alone with their ID, but a Medical Doctor can unlock the medical bots and so on.
Maintenance Drones

Maintenance Drones are tasked to carry out basic repairs without altering the station's course. They cannot be built by robotics and are in fact created through the "drone fabricator" in engineering. Engineers can control them remotely using the default maintenance drone control console, allowing for remote shutdown if necessary.
Drones operate independently and are not linked or controlled by the AI. They adhere to their own set of laws, which prohibits them from interacting with the crew. For more detailed information, refer to the Maintenance Drone page.
Drone Repair
Sometimes you'll be tasked with fixing a dead drone, as they are still a synthetic worker. Don't worry, it is quite easy and doesn't require an ID, unlike bots, meaning anyone can repair the drone.
Disabling a Drone
In the rare occasion of an aberrant drone displaying unusual behavior, such as engaging in uninitiated station decorations and interacting with the crew, you have the option to disable it.
- Swipe your
ID on the drone.
- Upon doing so, a confirmation prompt will appear. Press "Yes," and voila, the misbehaving drone is deactivated!
The deactivation will deal just enough brute damage to render it non-functional. You can reactivate it afterwards by welding the drone. However, you could decide to inflect enough damages with a weapon to permanantly destroy it.
Integrated Robotic Species
Integrated Robotic Chassis (IRCs)
IRCs, crafted in the Robotics lab, are player-controlled assistants akin to IPCs but with a crucial difference: they're bound to serve their creator, who imprinted on their robotic brain. However, IRCs made with MMIs aren't tied to a master as they lack an imprinted brain.
Building an IRC
- Initiate the construction by crafting an Integrated Robotic Chassis on the Misc tab in the Exosuit Fabricator. The torso of the IRC is made first.
- Move it to the surgery table.
- Assemble the IPC head, Microbattery, Charger, Optical Sensor, and Microphone, along with a cyborg right arm, left arm, right leg, and left leg.
- Once all parts are ready, attach them to the torso by targeting the corresponding body part on the
and clicking on the torso.
- For the IPC head, you need to use a screwdriver on the head and do Synthetic Limb Reattachment, then attach it on.
- Perform the IPC Internal Cybernetic Manipulation surgery on the upper body to install the IPC Microbattery and Robotic Brain.
- Repeat the surgery on the head and install the IPC Optical Sensor and IPC Microphone.
- Perform the surgery on either arm and install the IPC Charger.
- A functional IRC assistant is ready once all steps are completed.
IPC Repair
As the Medbay for IPCs, it's commonplace for you to undertake repairs. Healing IPCs, usually done using a welder and cable coil, is simpler than healing organics. Upgraded cyborg chargers can heal minor brute and burn damage. For extensive damage, refer to the detailed cybernetic repair surgery process. Organ damage, mainly caused by EMPs, can be treated with Internal Component Manipulation surgery using Nanopaste or a screwdriver. Brain damage can be healed using Liquid Solder.
An IPC in critical condition takes brute damage over time. This can be halted by extracting its robotic brain. As a bonus, while repairing the body, you and the IPC can conversate. Reviving an IPC requires repairing them past -50 health and the IPC stabilizes above 0 health. If after stabilization damage over time occurs, harmful chemicals like Ultra Lube or Surge might be present and should be removed using Degreaser.
IPC Surgery
IPCs, immune to pain and infections, undergo several surgical procedures. Always remember that an IPC's brain is located in its chest, not its head. If available, Nanopaste can be obtained from RnD for use.
Mechanized Exosuits
Constructing exosuits is a privilege mainly limited to Roboticists and the Research Director, requiring specific access rights. Depending on the user, these exosuits can prove to be either exceptionally useful or remarkably troublesome.
Exosuit production demands more effort than robots and necessitates special circuits, sourced from either the Quartermaster or produced in the Circuit Imprinter. Models like the Gygax and Durand require additional stock parts from the Protolathe (post adequate R&D) and a mech core from the Quartermaster. The Phazon model, the most challenging to construct, requires a rare anomaly core, often a point of contention in science.
Per the Roboticist's SOP, utility mechs (Ripleys, Firefighting Ripleys, and Odysseus') can be made irrespective of the code status. However, combat mechs require the Captain or HoS' approval during green code, but can be freely produced during blue and red codes, provided they're delivered to the armoury upon completion. SOP also mandates that all mechs should have tracking beacons and must be DNA-locked until they reach their respective departments.
Before initiating exosuit construction, ensure you have sufficient materials at hand. The table below lists the raw materials required for each mech. For each level of laser part, multiply the total material amounts by a specified factor:
Micro-Laser -> 1
High-Power Micro-Laser -> 0.85
Ultra-High-Power Micro-Laser -> 0.7
Quad-Ultra Micro-Laser -> 0.55
Note: The Micro-Laser is the default laser part in your fabricator.
Exosuit name | Metal ![]() |
Glass ![]() |
Silver ![]() |
Titanium ![]() |
Diamond ![]() |
Uranium ![]() |
Plasma ![]() |
Bananium ![]() |
Tranquilite ![]() |
---|---|---|---|---|---|---|---|---|---|
Ripley/Firefighter APLU | 100,000 | 7,500 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Odysseus | 65,000 | 10,000 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Gygax | 125,000 | 15,000 | 0 | 10,000 | 20,000 | 0 | 0 | 0 | 0 |
Durand | 140,000 | 25,000 | 28,000 | 20,000 | 0 | 25,000 | 0 | 0 | 0 |
Phazon | 175,000 | 15,000 | 0 | 20,000 | 0 | 0 | 90,000 | 0 | 0 |
HONK MECH | 120,000 | 15,000 | 0 | 0 | 0 | 0 | 0 | 35,000 | 0 |
Reticence | 120,000 | 15,000 | 0 | 0 | 0 | 0 | 0 | 0 | 35,000 |
Exosuit name | Metal ![]() |
Glass ![]() |
Silver ![]() |
Titanium ![]() |
Diamond ![]() |
Uranium ![]() |
Plasma ![]() |
Bananium ![]() |
Tranquilite ![]() |
---|---|---|---|---|---|---|---|---|---|
Ripley/Firefighter APLU | 85,000 | 6,375 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Odysseus | 55,250 | 8,500 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Gygax | 106,250 | 12,750 | 0 | 8,500 | 17,000 | 0 | 0 | 0 | 0 |
Durand | 119,000 | 21,250 | 23,800 | 17,000 | 0 | 21,250 | 0 | 0 | 0 |
Phazon | 148,750 | 12,750 | 0 | 17,000 | 0 | 0 | 76,500 | 0 | 0 |
HONK MECH | 102,000 | 12,750 | 0 | 0 | 0 | 0 | 0 | 29,750 | 0 |
Reticence | 102,000 | 12,750 | 0 | 0 | 0 | 0 | 0 | 0 | 29,750 |
Exosuit name | Metal ![]() |
Glass ![]() |
Silver ![]() |
Titanium ![]() |
Diamond ![]() |
Uranium ![]() |
Plasma ![]() |
Bananium ![]() |
Tranquilite ![]() |
---|---|---|---|---|---|---|---|---|---|
Ripley/Firefighter APLU | 70,000 | 5,250 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Odysseus | 45,500 | 7,000 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Gygax | 87,500 | 10,500 | 0 | 7,000 | 14,000 | 0 | 0 | 0 | 0 |
Durand | 98,000 | 17,500 | 19,600 | 14,000 | 0 | 17,500 | 0 | 0 | 0 |
Phazon | 122,500 | 10,500 | 0 | 14,000 | 0 | 0 | 63,000 | 0 | 0 |
HONK MECH | 84,000 | 10,500 | 0 | 0 | 0 | 0 | 0 | 24,500 | 0 |
Reticence | 84,000 | 10,500 | 0 | 0 | 0 | 0 | 0 | 0 | 24,500 |
Exosuit name | Metal ![]() |
Glass ![]() |
Silver ![]() |
Titanium ![]() |
Diamond ![]() |
Uranium ![]() |
Plasma ![]() |
Bananium ![]() |
Tranquilite ![]() |
---|---|---|---|---|---|---|---|---|---|
Ripley/Firefighter APLU | 55,000 | 4,125 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Odysseus | 35,750 | 5,500 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Gygax | 68,750 | 8,250 | 0 | 5,500 | 11,000 | 0 | 0 | 0 | 0 |
Durand | 77,000 | 13,750 | 15,400 | 11,000 | 0 | 13,750 | 0 | 0 | 0 |
Phazon | 96,250 | 8,250 | 0 | 11,000 | 0 | 0 | 49,500 | 0 | 0 |
HONK MECH | 66,000 | 8,250 | 0 | 0 | 0 | 0 | 0 | 19,250 | 0 |
Reticence | 66,000 | 8,250 | 0 | 0 | 0 | 0 | 0 | 0 | 19,250 |
Exosuit Construction
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.
The Firefighter APLU (Autonomous Power Loading Unit) is a perfect all-terrain Lavaland venicle due to his ability to freely walk on lava.
Phazons are the most advanced mechs on the market. While it doesn't have as much health as the Gygax or Durand, it allows users to move through solid objects at a very high speed.
Bring the HONK power of the HONKmother to the crew! HONK! Cry when you are arrested for making this.
Exosuit Maintenance
Replacing Batteries
Repair
Removal of MMI
Critical Damage
Exosuit Equipment
Exosuits can be enhanced with various tools and weapons, providing them with the capability to perform diverse tasks.
These augmentations, categorized as Exosuit Equipment, can be built via the Exosuit Fabricator (under the "Exosuit Equipment" menu).
To install a tool or weapon, simply click on an Exosuit with it. Note that Exosuits have equipment space limitations based on their specific type.
Exosuit Equipment is classified into several categories:
- General: Equipment that can be attached to any exosuit.
- Industrial: Equipment solely attachable to APLUs.
- Medical: Equipment that can exclusively be attached to the Odysseus.
- Combat: Equipment meant for Durand, Gygax, Marauder, Phazon, and other combat mechs.
- Special: Unique equipment reserved for the H.O.N.K or Reticence mechs.
Icon | Name | Description | Required Tech Levels | Required Materials |
---|---|---|---|---|
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Exosuit Module (Tesla Energy Relay) | A tesla energy relay system that passively recharges a mech using power from nearby APCs. | 4 EM Spectrum 3 Power Storage |
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Exosuit Equipment (Plasma Generator) | An exosuit module that generates power using solid plasma as fuel. Pollutes the environment. | None |
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Exosuit Module (ExoNuclear Reactor) | A compact nuclear reactor that efficiently turns uranium sheets into electricity. Irradiates everything in an around the mech, including the pilot. | 3 Power Storage 3 Engineering 3 Materials |
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Exosuit Module (Repair Droid Module) | An automated Repair Droid. Consumes power to repair your mech. | 3 EM Spectrum 3 Data Theory 3 Engineering |
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Exosuit Module (Reactive Armor Booster Module) | An exosuit-mounted armor booster that decreases melee damage taken. | 5 Materials 5 Combat 3 Engineering |
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Exosuit Module (Reflective Armor Booster Module) | An exosuit-mounted armor booster that decreases damage taken from ranged weapons. | 5 Materials 5 Combat 3 Engineering |
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Exosuit Module (Gravitational Catapult Module) | An exosuit mounted gravity catapult. Can be used to fling objects and people around. Has two modes, S and P. S mode will select an object, then fling it towards a point. P mode will push all nearby objects away from a point. | 2 Bluespace 3 EM Spectrum 3 Engineering |
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Exosuit Module (Teleporter Module) | An exosuit module that allows exosuits to teleport to any position in view | 5 EM Spectrum 8 Bluespace |
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Exosuit Module (Heavy-duty Ion Thruster) | Allows for further control in zero gravity environments | 5 EM Spectrum 5 Materials 6 Engineering |
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Icon | Name | Description | Required Tech Levels | Required Materials |
---|---|---|---|---|
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Exosuit Engineering Equipment (Extinguisher) | Equipment for engineering exosuits. A rapid-firing high capacity fire extinguisher. | None |
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Exosuit Engineering Equipment (Cable Layer) | Equipment for engineering exosuits. Lays cable along the exosuit's path. | None |
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Exosuit Engineering Equipment (Hydraulic Clamp) | Equipment for engineering exosuits. Lifts objects and loads them into cargo. Essential for mining mecha. | None |
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Exosuit Engineering Equipment (Drill) | Equipment for engineering and combat exosuits. This is the drill that'll pierce the heavens! Essential for mining mecha. | None |
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Exosuit Module (Diamond Mining Drill) | An upgraded version of the standard drill. Capable of piercing Reinforced Walls. | 4 Materials 3 Engineering |
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Exosuit Engineering Equipment (Mining Scanner) | Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals. Essential for mining mecha. | None |
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Exosuit Module (RCD Module) | An exosuit-mounted Rapid Construction Device. | 4 Materials 3 Bluespace 4 EM Spectrum 4 Power Storage 4 Engineering |
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Exosuit Module Design (217-D Heavy Plasma Cutter) | A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demolishing solid obstacles. Useful for mining mecha. | 5 Materials 4 Engineering 4 Plasma |
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"Little boy" Mining Grenade Launcher | A grenade launcher that launches mining grenades in low pressure enviroments. Acquired in the Mining Vendor for 25000 points. Useful for mining mecha. | None | None |
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Exosuit Mining Armor Plate | This piece of metal can be attached to the mech itself, enhancing its protective characteristics. Unfortunately, only working class exosuits have notches for such armor. Useful for mining mecha. | 5 Materials 5 Engineering 3 Combat |
![]() [File:Titanium.png|32px]]5000 Titanium |
Icon | Name | Description | Required Tech Levels | Required Materials |
---|---|---|---|---|
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Exosuit Medical Equipment (Mounted Sleeper) | A mounted sleeper that stabilizes patients and can inject reagents in the exosuit's reserves. | 3 Engineering 2 Plasma 3 Biotech |
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Exosuit Medical Equipment (Syringe Gun) | A chem synthesizer, scanner, and syringe gun all in one! Reagents inside are held in stasis, so no reactions will occur. Must be equipped to scan reagents for the Mounted Sleeper. Has two modes. S will scan reagents from nearby containers. F will "throw" syringes loaded with whatever mixture the internal chemical reserve contains at a target. | 4 Materials 4 Biotech 3 Combat 4 EM Spectrum |
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Exosuit Medical Equipment (Rescue Jaw) | Emergency rescue jaws, designed to help first responders reach their patients. Opens doors and removes obstacles. | 4 Materials 6 Engineering 6 EM Spectrum |
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Icon | Name | Description | Required Tech Levels | Required Materials |
---|---|---|---|---|
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Exosuit Weapon (ZFI Immolation Beam Gun) | A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire. | 5 Materials 6 Combat 5 EM Spectrum |
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Exosuit Weapon (CH-PL "Firedart" laser) | A light laser cannon that fires quickly and consumes little power, but does less damage than the Solaris. | 3 Engineering 3 Combat 3 EM Spectrum |
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Exosuit Weapon (CH-LC "Solaris" Laser Cannon) | A heavy laser cannon that deals a large amount of damage at the cost of slow fire rate and high power consumption. Excellent against Blobs. | 4 Engineering 4 Combat 4 EM Spectrum |
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Exosuit Weapon (MKIV Ion Heavy Cannon) | A mech-mounted weapon that fires a projectile identical to the Ion Rifle. Slow fire rate. | 6 Combat 5 EM Spectrum 5 Materials |
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Exosuit Weapon (P-X Tesla Cannon) | A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine. | 5 Materials 6 Combat 5 EM Spectrum |
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Exosuit Weapon (CH-PD Disabler "Peacemaker") | A weapon for combat exosuits. Shoots basic disablers. | 3 Combat |
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Exosuit Weapon (LBX AC 10 "Scattershot") | A mech-mounted shotgun. This weapon fires four projectiles in a spread, which also deal stamina damage. Very effective against creatures that take stamina damage, but poor against those that do not. | 4 Combat |
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Exosuit Weapon ("Ultra AC 2" LMG) | A mech mounted light machine gun. Fires in three-shot bursts. | 4 Combat |
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Exosuit Weapon (FNX-66 "Hades" Carbine) | A mech mounted carbine that fires dragonsbreath round. Leaves a trail of burning fire in it's path and burns whoever it hits. Capable of firing 24 rounds before needing to reload. | 5 Combat 4 Materials |
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Exosuit Weapon (SRM-8 Missile Rack) | A mech-mounted missle rack capable of firing eight rockets before reloading. These rockets have a small blast radius, and usually will not penetrate hull. | 6 Combat 6 Materials |
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Exosuit Weapon (SGL-6 Flashbang Launcher) | A rotary-cylinder flashbang launcher, capable of firing six flashbangs before reloading. Annoying and debilitating on the scale of a HONK mech if used without discretion. | 3 Combat |
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Exosuit Weapon Design (PCMK-6 Bola Launcher) | A mech mounted bola launcher useful for slowing criminals down. Effective at keeping criminals from otherwise easily outrunning your mech. Takes two equipment slots. | 3 Combat |
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Exosuit Module (SOB-3 Clusterbang Launcher) | A weapon that violates the Geneva Convention at 3 rounds per minute. Shots out powerful clusterbang grenades, which turns into multiple regular flashbang grenades. | 5 Combat 5 Materials 3 Illegals |
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Icon | Name | Description | Required Tech Levels | Required Materials |
---|---|---|---|---|
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H.O.N.K Banana Mortar | A specialized exosuit banana mortar used for delivering bananas where needed. | None |
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H.O.N.K Mousetrap Mortar | Fairly tame for the H.O.N.K, this weapon fires primed mousetraps. | None |
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HoNkER BlAsT 5000 | A massive air horn capable of causing deafness, weakness, and to those nearrby while also knocking them down. | None |
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Exosuit Module (Mime RCD Module) | Used for quick and silent construction. | None |
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S.H.H "Quietus" Carbine | A completely silent carbine that can be fitted onto a mech. Fires silencing rounds that drain the power of H.O.N.K mechs and the stamina of people. | None |
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