Difference between revisions of "Guide to Robotics"

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[[File:Robotics.png|frame|right|Robotics and the Mech Bay]]
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For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits.  
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For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of Bots, [[Cyborg]]s, Exosuits and [[IPC]]s. For MODsuits and everything related to maintaining them, [[MODsuits|go here]].


=Robotics Equipment=
==Robotics Machines==


==Machines==
<span style="font-size:1.2em;">[[File:Exofab.png|64px]] '''[[Exosuit Fabricator]]'''</span>
 
===[[File:Exofab.png|64px]] [[Exosuit Fabricator]]===
 
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly 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.


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.
[[File:Robotics.png|frame|right|Robotics and the Mech Bay]]
It can be upgraded with stock parts.
It can be upgraded with stock parts.
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.
*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 Manipulators will increase speed efficiency, reducing the time required to build various parts.
*Upgrading the Matter Bins will allow it to store more materials.
*Upgrading the Matter Bins will allow it to store more materials.


===[[File:Circuit imprinter.png|64px]] [[Circuit Imprinter]]===
<span style="font-size:1.2em;">[[File:Circuit imprinter.png|64px]] '''[[Circuit Imprinter]]'''</span>


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.
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.
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It can be upgraded with stock parts.
It can be upgraded with stock parts.
*Upgrading the Matter Bins will allow it to store more materials.
*Upgrading the Matter Bins will allow it to store more materials.
*Upgrading the Manipulators will increase material efficiency, reducing the quantity of materials you require to build things.
*Upgrading the Manipulators will increase material efficiency, reducing the number of materials you require to build things.


===[[File:Autolathe.png|64px]] [[Autolathe]]===
<span style="font-size:1.2em;">[[File:Autolathe.png|64px]] '''[[Autolathe]]'''</span>


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.
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.


===[[File:Protolathe.png|64px]] [[Protolathe]]===
<span style="font-size:1.2em;">[[File:Protolathe.png|64px]] '''[[Protolathe]]'''</span>


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.


=Cyborgs=
<span style="font-size:1.2em;">[[File:RnD_Console.png|64px]] '''[[Research_Items#Research_Computers|Robotics R&D Console]]'''</span>
'''See also [[Example_Paperwork#Science_Paperwork|Cyborgification Contracts]].'''
 
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.
{| class="wikitable mw-collapsible" width="65%" style="background-color: #E0D3E2;"
|- style="font-weight: bold; background-color: #64487F; color: white;"
| style="width: 15%;"                      | Item
| style="width: 85%; text-align:left;"    | Description
|-
!Tool Belt <br> [[File:Toolbelt.png]]
|Contains 7 slots and holds all standard tools you will need to assemble, fix, and deconstruct machines.
|-
! style="background:#F9FCFF;" | Cable Coil <br> [[File:CableCoils.png]] {{Anchor|Cable Coil}}
| 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]]
|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.
|-
! style="background:#F9FCFF;" | Wirecutters <br> [[File:Wirecutters.png]]
| 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]]
|Wrenches are usually used to take things apart, like wall-girders or tables. Wrenches can be used in the construction of Exosuits and [[MODsuits]].
|-
! style="background:#F9FCFF;" | Screwdriver <br> [[File:Screwdriver tool.png]]
| 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]]
|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.
|-
! style="background:#F9FCFF;" | Multitool <br> [[File:Multitool.png]]
| 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 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.
|}
 
==Cyborgs==
'''See also [[Example Paperwork#Science Paperwork|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!
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 in the event that more than one exists.
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 posibrain lying around and keep activating it from time to time.
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.  


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===[[File:Cyborg.png|64px]] Making a Cyborg===
<span style="font-size:1.2em;">[[File:Cyborg.png|32px]] '''Making a Cyborg'''</span>


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# Fill the [[File:Exofab.png|32px]] Exosuit Fabricator with as much [[File:Metal.png|32px]] metal as it will hold.
[[File:cyborg_exoskeleton_debug_UI.png|frame|right|The cyborg exoskeleton debugging UI]]
# 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, Head, Camera and Law Computer, then click on '''Process Queue''' in the right side.
# Fill the [[File:Exofab.png|32px]] Exosuit Fabricator with 50 sheets of [[File:Metal.png|32px]] metal.
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.
# Click on the Exosuit Fabricator to open its menu. Select '''Add 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.
# Wait for a short time for the pieces to be built.
# When putting the parts together, use the [[File:Cyborg endoskeleton.png|32px]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.  
# When putting the parts together, use the [[File:Cyborg endoskeleton.png|32px]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.  
#* Add 2x [[File:Flash.png|32px]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. .  
#* Add 2x [[File:Flash.png|32px]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head.  
#* The Cyborg Torso will need 1x [[File:CableCoils.png|32px]] wires and 1x [[File:Powercell.png|32px]] power cell.
#* 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.
# The last step is installing either an [[File:MMI.png|32px]]MMI or a [[File:Posibrain.png|32px]] posibrain. Posibrains need to be active. If you got it from a destroyed Cyborg or removed it from an IPC, 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.
# (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.  
#* 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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===[[File:MMI.png|64px]] Extract a brain for the Cyborg===
<span style="font-size:1.2em;">[[File:MMI.png|32px]] '''Extracting a Brain'''</span>


'''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.
'''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.
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# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].
# (Optional) Complete [[Surgery#Prepping for Surgery|Prepping for Surgery]].
# Aim for the organ's location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)
# Aim for the Head [[File:Damage_zone.png|32px]] Damage Zone.
# Use a [[File:Scalpel.png]] '''scalpel''' on the patient, and choose Organ Manipulation.
# Use a [[File:Scalpel.png|32px]] '''Scalpel''' on the patient, and choose Organ Manipulation.
# Use a [[File:Scalpel.png]] '''scalpel''' to cut back the flesh.
# Use a [[File:Scalpel.png|32px]] '''Scalpel''' to cut back the flesh.
# Use the [[File:Hemostat.png]] '''hemostat''' to stop any potential bleeding.
# Use the [[File:Hemostat.png|32px]] '''Hemostat''' to stop any potential bleeding.
# Use your [[File:Retractor.png]] '''retractors''' to lift up the skin.
# Use your [[File:Retractor.png|32px]] '''Retractors''' to lift up the skin.
# Use the [[File:Saw.png]] '''saw''' to cut through the bones.
# Use the [[File:Saw.png|32px]] '''Saw''' to cut through the bones.
# Use the [[File:Retractor.png]] '''retractor''' to separate the bones.
# Use the [[File:Retractor.png|32px]] '''Retractor''' to separate the bones.
# Use the [[File:Hemostat.png]] '''hemostat'''. This will open up a window asking you which loose organ you'd like to remove. Select the Brain.
# Use the [[File:Hemostat.png|32px]] '''Hemostat'''. This will open up a window asking you which loose organ you'd like to remove. Select the Brain.
# Place the brain in an [[File:MMI empty.png]] MMI.
# Place the brain in an [[File:MMI empty.png|32px]] MMI.
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.
# Carry the [[File:MMI.png|32px]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.


You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.
You can also use a normal table instead of an operating table, but this makes operations have a 20% chance of failing.


'''So You Decapitated Your Patient?'''
'''So You Decapitated Your Patient?'''
Don't panic just yet!  You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] '''scalpel''', then a [[File:Retractor.png]] '''retractor''', then a [[File:Hemostat.png]] '''hemostat'''.
Don't panic just yet!  You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png|32px]] '''Scalpel''' to extract the Decapitated heads organs.
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===[[File:Spiderbot.png|32px]] Spiderbot===
<span style="font-size:1.2em;">[[File:Spiderbot.png|32px]] '''Spiderbot'''</span>


Spiderbots are temporary bodies for brains.  
Spiderbots are temporary bodies for brains.  
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Combine the following:
Combine the following:
* Robot head.
# Print a [[file:Cyborg_Head.png|32px]] Robot Head.
* Manipulator.
# Apply a [[file:Micro_Manipulator.png|32px]] Manipulator to the Robot Head.
* Occupied MMI or positronic brain.
# Use a occupied [[file:MMI.png|32px]] MMI or [[File:Positronicbrain.gif|32px]] Positronic brain to the Spiderbot assembly.
 
When you need to remove the brain from the spider bot, you just swipe your ID to pop out the brain.


An emagged spiderbot gains a more powerful shock and increased health, while also binding it to the command of who emagged it. If the spiderbot is to die, it will detonate, destroying the occupant and maiming those around it.
An emagged spiderbot gains a more powerful shock and increased health, while also binding it to the command of who emagged it. If the spiderbot is to die, it will detonate, destroying the occupant and maiming those around it.
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==Cyborg Maintenance==
===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.
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.


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===Repair===
<span style="font-size:1.2em;">'''Repair'''</span>


When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple
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# Equip a [[File:WeldingHelmet.png]] welding helmet on your head.
# With a [[File:Welderon.gif|32px]] '''Welder''' in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it.  
#* ''Note: Be sure to remember this step or you could go blind!''
* Engineer cyborgs can also repair other cyborgs like this, though not theirselves.
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.
 
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
# [[File:Id_regular.png]] 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.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Red_crowbar.png|32px]] '''Crowbar''' open the panel.
# [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# Remove the cyborg's [[File:Powercell.png|32px]] '''Power cell''' by clicking on it with an '''empty hand'''.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wires.
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.
# Use a [[File:CableCoils.png|32px]] '''Cable coil''' to replace damaged wires.
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.
# [[File:Screwdriver tool.png|32px]] '''Screwdriver''' the cyborg to hide the wires.
# [[File:Crowbar.png]] Crowbar the panel shut.
# Reinsert the cyborg's [[File:Powercell.png|32px]] '''Power cell'''.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.
# [[File:Red_crowbar.png|32px]] '''Crowbar''' the panel shut.
# [[File:ID_ROB.png|32px]] '''Swipe an ID with Robotics access to relock the cover.'''
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=== Cyborg Component Repair ===
<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.
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.
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# [[File:Id_regular.png]] 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.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Red_crowbar.png|32px]] '''Crowbar''' open the panel.
# [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# Remove the cyborg's [[File:Powercell.png|32px]] '''Power cell''' by clicking on it with an '''empty hand'''.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Red_crowbar.png|32px]] '''Crowbar''' out the desired components.
# [[File:Crowbar.png]] Crowbar out the desired component.
# Reinsert the cyborg's [[File:Powercell.png|32px]] '''Power cell'''.
# [[File:Red_crowbar.png|32px]] '''Crowbar''' the panel shut.
# [[File:ID_ROB.png|32px]] '''Swipe an ID with Robotics access to relock the cover.'''
   
   
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:ID_ROB.png|32px]] '''Swipe an ID''' with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Red_crowbar.png|32px]] '''Crowbar''' open the panel.
# [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# Remove the cyborg's [[File:Powercell.png|32px]] '''Power cell''' by clicking on it with an '''empty hand'''.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' to expose the wires.
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.
# Cut all five wires with [[File:Wirecutters.png|32px]] '''Wirecutters'''.
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.
# Use a [[File:Red_crowbar.png|32px]] '''Crowbar''' to remove the MMI.
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=== Human Prosthetic Repair ===
<span style="font-size:1.2em;">'''Human Prosthetic Repair'''</span>


You may be asked to repair damage to the artificial limbs of your fellow crew members.
You may be asked to repair damage to the artificial limbs of your fellow crew members.
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<div class="mw-collapsible-content">
To fix brute damage:
To fix '''brute''' damage:
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.
# Use a [[File:Welderon.gif|32px]] '''Welding tool''' on the damaged area.
To fix burn damage:
* Using a Welder on an intent that is not '''Help''' will instead '''burn''' the limb.
# [[File:CableCoils.png]] Use a cable coil on the damaged area.
To fix '''burn''' damage:
# Use a [[File:CableCoils.png|32px]] '''Cable coil''' on the damaged area.
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=== Upgrading the Power Cell ===
<span style="font-size:1.2em;">'''Upgrading the Power Cell'''</span>


Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.
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Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):
# [[File:Id_regular.png]] 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.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Red_crowbar.png|32px]] '''Crowbar''' open the panel.
# Click on the Cyborg with an empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.
# Click on the Cyborg with an '''empty hand''' to take out the [[File:Powercell.png|32px]] '''Power cell''' and replace it with the higher-capacity power cell.
#* ''Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.''
#* ''Note: The default power cell capacity in Cyborgs is 10,000. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000, and Xenobiology can make slime core cells which self-recharge.''
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Red_crowbar.png|32px]] '''Crowbar''' the panel shut.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.
# [[File:ID_ROB.png|32px]] '''Swipe an ID with Robotics access to relock the cover.'''
</div></div>
</div></div>


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<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===Upgrade Modules===
<span style="font-size:1.2em;">'''Upgrade Modules'''</span>


Not only can you build and repair Cybrogs, they also come to you to get upgrades installed once RnD has them researched. These have their own category in the exosuit fabricator.  
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.  
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The available upgrade modules are:
The available upgrade modules are:
* Reset Module: Not really an upgrade at all, this simply resets a borg's module, letting it change from one specialization to another.
* '''Reset Module''': Not an upgrade at all, this simply resets a borg's module, letting it change from one specialization to another.
* Rename Module: Allows for the names of borgs to be changed.
* '''Rename Module''': Allows for the names of borgs to be changed.
* Restart Module: Use this module to restart a borg that was destroyed and has since been repaired.
* '''Restart Module''': Use this module to restart a borg that was destroyed and has since been repaired.
* VTEC Module: Increases the speed of a borg, rather useful.
* '''VTEC Module''': Increases the speed of a borg, rather useful. It can also be applied to vehicles such as the [[paramedic|Paramedics Ambulance]].
* Disabler Cooler: Increases the cooling of a cyborg's disabler, enabling it to shoot faster. Only useful on cyborgs with a disabler, which means security models.
* '''Ion Thrusters''': A jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.
* Ion Thrusters: Basically a jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.
* '''Safety Override Module''': Unlocks a cyborg's illegal and more dangerous equipment, similar to the equipment that's unlocked by [[Cryptographic_Sequencer#Silicons|emagging]], except engineering borgs get a proto emitter gun with the module.
* Diamond Mining Drill: Upgrades the built-in mining drill, letting it drill faster. Only works on mining cyborgs.
* '''Self Repair Module''': Allows a cyborg to slowly repair damage to itself.
* Mining Satchel of Holding: Upgrades the cyborg's mining storage, allowing it to hold more minerals. Only works on mining cyborgs.
 
* Illegal Equipment Upgrade: Unlocks a cyborg's illegal and more dangerous equipment, the same equipment that's unlocked by emagging.
Module Specific Upgrades:
* Self Repair Module: Allows a cyborg to slowly repair damage to itself.
* '''Mining Lavaproof Chassis''': An upgrade kit to apply specialized coolant systems and insulation layers to a mining cyborg's chassis, enabling them to withstand exposure to molten rock.
* '''Diamond Mining Drill''': An upgrade for mining cyborgs that upgrades the built-in mining drill, letting it drill faster.
* '''Mining Satchel of Holding''': An upgrade for mining cyborgs that upgrades the cyborg's mining storage, allowing it to hold more minerals.
* '''Floor Buffer Module''': An upgrade for janitor cyborgs that lets them clean floors by simply moving over the offending stain. Movement speed is decreased while active.
* '''Trash Bag of Holding Module''': An upgrade for janitor cyborgs that equips them with a trashbag of holding.
* '''Syndicate Soap Module''': An upgrade for janitor cyborgs that equips them with a bar of syndicate soap.
* '''Rapid Construction Device Upgrade''': An upgrade for engineering cyborgs that contains a modified rapid construction device, able to pull energy directly from the cyborgs internal power cell.
* '''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.
* '''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:
# [[File:Id_regular.png]] 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.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Red_crowbar.png|32px]] '''Crowbar''' open the panel.
# [[File:Cyborg upgrade1.png]] Print out the upgrade in the fabricator, and insert it into the cyborg.
# [[File:Cyborg upgrade2.png|32px]] '''Print out''' the upgrade in the fabricator and '''insert''' it into the cyborg.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Red_crowbar.png|32px]] '''Crowbar''' the panel shut.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.
# [[File:ID_ROB.png|32px]] '''Swipe an ID with Robotics access to relock the cover.'''
</div></div>
</div></div>


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===Modifications===
<span style="font-size:1.2em;">'''Modifications and Deconstruction'''</span>


Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.
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In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
In the unlikely event that an AI [[AI#Laws_updated|goes crazy]], a trained [[Roboticist]] or another technician should be able to sever the connection to the AI entirely by cutting the correct wire.


There are three lights in the cyborg with three corresponding wires:
Cutting all wires allows you to deconstruct a cyborg completely with a [[File:Crowbar.png|32px]] crowbar.


* '''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
There are four lights in the cyborg with four corresponding wires, as well as a dud wire without a light:
**''Pulsing'' does nothing.
{| class="wikitable mw-collapsible" width="90%" style="background-color: #f0e8f0;"
**''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
|- style="font-weight: bold; background-color: purple; color: white;"
**''Mending'' this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
|
 
|Description
*'''AI Link''': If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.  
|Pulsing
**''Pulsing'' this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
|Cutting
**''Cutting'' this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
|Mending
**''Mending'' this wire does nothing. You need to pulse it to reconnect it to an AI.
|-
 
|'''LawSync'''
*'''Module Lock''': If this light is on, the module of the cyborg cannot be changed.
| If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
**''Pulsing'' this will reset the module of a cyborg and allow it to pick a new one.
| does nothing.
**''Cutting'' this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.
| will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with its laws.
**''Mending'' this wire will allow the cyborg to change modules.
| this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
 
|-
An emagged cyborg will have no LawSync or AI link and cannot be reset.
|'''AI Link'''
| If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.  
| this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
| this wire will cause the Cyborg to no longer be enslaved under the AI and bound only by its laws. This also turns off LawSync, as the cyborg has no AI to sync to.
| this wire does nothing. You need to pulse it to reconnect it to an AI.
|-
|'''Camera'''
| If this light is on, the cyborg's vision is linked to the AI's cameras.
| this wire will loudly focus the cyborg's cameras, displaying a message in the chat, kicking anyone watching from the cyborg's cameras out, and disable the camera link to the AI. It will not enable the cameras once disabled.
| this wire will disable the cyborg's cameras.
| this wire will reconnect the cyborg's cameras to the AI if they are disabled.
|-
|'''Lockdown'''
| If this light is on, the cyborg is unable to move. They are still able to remotely activate devices.
| this wire will toggle lockdown function on the cyborg, similar to using the Robotics Control Console.
| this wire will lock the cyborg down, similar to pulsing.
| this wire will activate the cyborg's movement once again.
|-
|}
An emagged cyborg will have no LawSync or AI link and cannot be reset, meaning that deconstructing and placing into a new body is necessary.


'''Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.'''
'''Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.'''
</div></div>
</div></div>


=IPC Surgery=
==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:


There are are also a number of procedures that can be performed on IPCs. IPCs don't feel pain and can't get infections, so don't worry about administering anesthetics or washing your hands. If RnD has the tech for it, bug them for a [[File:Nanopaste.png]] Nanopaste, or if you have a Protolathe yourself, make one. Remember that IPC brains are in their chest, not their head.
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<span style="font-size:1.2em;">[[File:Medibot.png|32px]] '''Medibot'''</span>
 
These will only inject chemicals if the chemical helps with the target's damage by default.  
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Note that these don't synthesize their chemicals, except Saline-Glucose Solution, Charcoal, and Spaceacillin.


==Internal Cybernetic Manipulation==
To make:
<small><i>Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.</i></small>
# Empty a [[File:First Aid Kit.png|32px]] '''First Aid Kit'''.
# Apply a '''Robot Arm'''
# (Optional) Name the bot with a [[File:Pen.png|32px]] '''Pen'''.
# Apply a [[File:Health Analyzer.gif|32px]] '''Health analyzer'''.
# Finish it with a [[File:Proximitysensor.png|32px]] '''Proximity sensor'''.
# (Optional) [[File:Beaker.png|32px]] Beaker filled with the medicine of your choice.
* ''Note: Differently coloured medkits will also change the resulting colour of your Medibot.


<div class="mw-collapsible-content">
They can also be Emagged to repeatedly inject anyone with harmful chemicals.
# Aim for the patient's correct [[File:Damage_zone.png]] Damage Zone.
# Use the [[File:Screwdriver tool.png]] screwdriver to select the "Internal Cybernetic Manipulation" Surgery.
# Use a [[File:Screwdriver tool.png]] screwdriver to unlock the hatch on the limb;
# Use a [[File:Crowbar.png]] crowbar to open the hatch on the limb;
# [REMOVAL Option] Use a [[File:Multitool.png]] '''multitool''' to Remove the organ.
# [REMOVAL] Dispose of the organ. For Borgification simply place the [[file:Posibrain.png]] '''Posibrain''' in an empty cyborg exoskeleton, or give the posibrain to a Roboticist.
# [TRANSPLANTATION Option] Use the organ you intend to transplant on the patient.
# [HEALING Option] Repair the affected organ with [[File:Nanopaste.png]] Nanopaste.
# Use a [[File:Crowbar.png]] crowbar to close the hatch on the limb
</div></div>
</div></div>


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==Shadowling Dethrall (Synthethics)==
<span style="font-size:1.2em;">[[File:Cleanbot.png|32px]] '''Cleanbot'''</span>
<small><i>Turning a thralled IPC back into a normal crewmember</i></small>


Cleanbots are great, as they serve the exact same purpose as the Janitor.
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<div class="mw-collapsible-content">
# Aim for the upper body in the [[File:Damage_zone.png]] Damage Zone.
# Use the [[File:Screwdriver tool.png]] screwdriver to select the "Cleanse Contaminants" Surgery.
# Use a [[File:Screwdriver tool.png]] screwdriver to unlock the hatch on the limb;
# Use a [[File:Crowbar.png]] crowbar to open the hatch on the upper body;
# Use a [[file:Flashlight.png]] '''flashlight''' or nearby handheld light-source to remove the shadowling tumor.
# Use a [[File:Crowbar.png]] crowbar to close the hatch on the upper body
</div></div>


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Even better is that it uses Space Cleaner to mop, so no slipping on everything!


==Implant Removal (Synthethics)==
To make:
<small><i>Removing implants from the body. Also removal of things from body cavities.</i></small>
# Get a [[File:Bucket.png|32px]] '''Bucket''' (Ask for cargo to make you one or make with an [[Autolathe]] you or Research and Development may have made.)
# Apply a [[File:Proximitysensor.png|32px]] '''Proximity sensor'''.
# (Optional) Name the bot with a [[File:Pen.png|32px]] '''Pen'''.
# Finish it with a '''Robot Arm'''.


<div class="mw-collapsible-content">
An emagged cleanbot will spray slippery foam around it, while still responding to any mess in visual range, or continuing its patrol.
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.
# Use the [[File:Screwdriver tool.png]] screwdriver to select the "Implant Removal" Surgery.
# Use a [[File:Screwdriver tool.png]] screwdriver to unlock the hatch on the limb;
# Use a [[File:Crowbar.png]] crowbar to open the hatch on the limb;
# Use your [[File:Hemostat.png]] '''hemostat''' to extract the implant. This may take several goes.
# Use a [[File:Crowbar.png]] crowbar to close the hatch on the limb
</div></div>
</div></div>


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==Robotic Limb Repair==
<span style="font-size:1.2em;">[[File:Floorbot.png|32px]] '''Floorbot'''</span>
<small><i>Fixing mechanical arms, legs, hands and feet. Also performs facial reconstruction if aiming for head.</i></small>


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.
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
# Use the [[File:Screwdriver tool.png]] screwdriver to select the "Cybernetic Repair" Surgery.
# Use a [[File:Screwdriver tool.png]] screwdriver to unlock the hatch on the limb;
# Use a [[File:Crowbar.png]] crowbar to open the hatch on the limb;
# Use a [[File:Welder.png]] welding tool to repair Brute damage then [[File:CableCoils.png]] cable coil to repair burn damage;
# Use a [[File:Crowbar.png]] crowbar to close the hatch on the limb
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
They zoom around and repair busted floor tiles. Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.


==Robotic Limb Amputation==
To make:
<small><i>"173. IPC interns are not to be punished for incompetence by having their "limb privileges" revoked." - Things Comms Officer Jenkins is Not Allowed To Do in CentCom</i></small>
# Empty a [[File:Blue Toolbox.png|32px]] '''Toolbox'''
# Make and apply [[File:Floor_Tiles.png|32px]] 10 floor tiles (click on a stack of metal while it's in your hand to open a menu for making these)
# Apply a [[File:Proximitysensor.png|32px]] '''Proximity sensor'''.
# (Optional) Name the bot with a [[File:Pen.png|32px]] '''Pen'''.
# Finish it with a '''Robot Arm'''.


<div class="mw-collapsible-content">
Emagged Floorbots will tear apart floor panels and plating, usually exposing the area to space. Great if you don't need to worry about being in a vacuum.
# Use the [[File:Screwdriver tool.png]] screwdriver to select the "Robotic Limb Amputation" Surgery.
# Use a [[File:Multitool.png]] '''multitool''' to remove the targeted limb.
</div></div>
</div></div>


=Bots=
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As a Roboticist, you serve another important purpose, making NPC Bots. Bots can benefit the station in many ways, and are really easy to create. The current list of bots, and how to make them, is as follows:


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<span style="font-size:1.2em;">[[File:Securitron.png|I AM THE LAW|32px]] '''Securitron'''</span>
===[[File:Medibot.png|32px]] Medibot===


These will only inject chemicals if the chemical helps with the target's damage by default.  
Basically, Officer Beepsky without the personality.  
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<div class="mw-collapsible-content">


Note that these don't synthesize their own chemicals, except Saline-Glucose Solution, Charcoal, and Spaceacillin.
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person, you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.


To make:
To make:
# Cyborg Right or Left Arm.
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' on a [[Remote Signaling Device]]
# Empty [[File:Firstaidkit.png]] Medkit.
# Combine with a [[File:Helmet.png|32px]] '''Helmet''' (Get these from Security)
#* ''Note: Differently colored medkits will also change the resulting color of your Medibot.
# [[File:Welderon.gif|32px]] '''Weld''' them together
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Add a [[File:Proximitysensor.png|32px]] '''Proximity Sensor''' and a '''Robot Arm'''.
# [[File:Healthanalyzer.png]] health analyzer.
# Toss in a [[File:Stun Baton.gif|32px]] '''Stun Baton''' (Get these from Security)
# [[File:Proximitysensor.png]] proximity sensor.
# [[File:Beaker.png]] beaker filled with the medicine of your choice.


They can also be Emagged to repeatedly inject anyone with harmful chemicals.
You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer (E-mag), as they tend to run around stunning and cuffing everyone in sight. Problem is, hacked Securitrons report a Level 10 Infraction when spotting people, giving a clear sign that they're hacked.
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===[[File:Cleanbot.png|32px]] Cleanbot===
<span style="font-size:1.2em;">[[File:ED209.png|32px]] '''ED-209'''</span>


Cleanbots are great, as they serve the exact same purpose as the Janitor.  
Beepsky's bigger brother.  
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">


Even better is that it uses Space Cleaner to mop, so no slipping on everything!
Has all of the abilities of a standard Securitron, with the addition of a ranged attack.


To make:
To make:
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])
# Use a [[File:Metal.png|32px]] '''Metal sheet''' on a '''Cyborg Endoskeleton''' to reinforce it.
# [[File:Proximitysensor.png]] proximity sensor.
# Add two Robot Legs and a [[File:Normalarmor.png|32px]] '''Security vest''' (Get these from Security).
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# [[File:Welderon.gif|32px]] '''Weld''' everything together.
# Cyborg Right or Left Arm.
# Add in a security [[File:Helmet.png|32px]] '''Helmet''' (Get these from Security).
# Attach a [[File:Proximitysensor.png|32px]] '''Proximity Sensor''' to the assembly.
# Insert [[File:CableCoils.png|32px]] '''Wires'''.
# Add a [[File:Disabler.png|32px]] '''disabler''' and attach it with a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' (Get these from Security).
# Insert a [[File:Powercell.png|32px]] '''Power cell'''. Your own murder-robot is complete!


An emagged cleanbot will spray slippery foam around it, while still responding to any mess in visual range, or continuing its patrol.
An emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging an ED-209 is advised to run like crazy.
</div></div>
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===[[File:Floorbot.gif|32px]] Floorbot===
<span style="font-size:1.2em;">[[File:Griefsky.png|32px]] '''General Griefsky'''</span>


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.
A Securitron with 4 energy swords.
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
They zoom around and repair busted floor tiles. Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.


To make:
To make:
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)
# Use a [[File:Screwdriver tool.png|32px]] '''Screwdriver''' on a [[Remote Signaling Device]]
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
# Combine with a [[File:Helmet.png|32px]] '''Helmet''' (Get these from Security)
# [[File:Proximitysensor.png]] proximity sensor.
# [[File:Welderon.gif|32px]] '''Weld''' them together
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Add a [[File:Proximitysensor.png|32px]] '''Proximity Sensor''' and a '''Robot Arm'''.
# Cyborg Right or Left Arm.
# Use a [[File:Wrench.png|32px]] '''Wrench'''
# Add four [[File:Sword.gif|32px]] '''Energy Swords''' ''or'' '''Toy Energy Swords'''.


Emagged Floorbots will tear apart floor panels and plating, usually exposing the area to space. Great if don't need to worry about being in a vacuum.
Extremely lethal.
</div></div>
</div></div>


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<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Securitron.png|I AM THE LAW|32px]] Securitron===
<span style="font-size:1.2em;">[[File:honkbot.png|32px]] '''Honkbot'''</span>


Basically, Officer Beepsky without the personality.  
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.
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.


To make:
To make:
# [[File:Screwdriver tool.png|32px]] Use a '''Screwdriver''' on a [[Remote Signaling Device]]
# Construct a [[File:Clownbox.png|32px]] Clown Box (Get the [[Clown]] to stamp a piece of cardboard with the clown stamp).
# Combine with a [[File:Helmet.png]]Helmet (Get these from Security)
# Add a '''robotic right arm'''.
# [[File:Welderon.gif|32px]]Weld them together
# Add a [[File:Proximitysensor.png|32px]] '''Proximity sensor'''.
# Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.
# Add a [[File:HonkHorn.png|32px]] '''Clown bikehorn'''.
# Toss in a [[File:StunBaton.gif]]Stun Baton
# Add a '''Trombone''' (you'll probably need to order a Musical Instruments crate from Cargo).


You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a Electromagnetic Card (E-mag), as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
Emagged Honkbots make random noises, airhorn unsuspecting crew, and laugh at their misery.
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===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 [[File:ID_ROB.png|32px]] ID.
# Apply the PAI to the Bot.
# Lock the Bot with an appropriate [[File:ID_ROB.png|32px]] 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 [[File:ID_ROB.png|32px]] ID.
# 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'''.
# 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.''
 
==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 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 [[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.
#'''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 [[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. 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===
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.
 
<!-- 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>
|}
 
|- style="color: blue; text-align: right;"
| 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>
|}
 
| 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>
|}
 
| 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>
|}
 
| style="width:25%" | <div class="mw-customtoggle-Synthetic_Surgery mw-customtoggle-Robotic_Limb_Attachment"><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 Attachment}}Robotic Limb Attachment'''<br>[[file:Cyborg_Left_Arm.png|64px]]
|- style="vertical-align:bottom;"
| <small>''Application of Mechanical limbs.''</small>
|}
|}
</div>
 
<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>
</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 Appearance Customization" 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:Multitool.png|32px]] '''Multitool''' to reprogram the limbs appearance.
# 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.
</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">
<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.
# 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:Red crowbar.png|32px]]''' Crowbar''' to open the hatch on the limb.
# Use a [[File:Multitool.png|32px]] '''Multitool''' to reprogram the identity.
# 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.
</div>
 
<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>
</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 "Internal Cybernetic Manipulation" 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.
# (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 [[file:Positronicbrain.gif|32px]] '''Positronic Brain''', or a [[File:MMI.png|32px]] '''Man Machine Interface''': Insert the brain inside;
# (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.
# 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: 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="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>


===[[File:ED209.png|32px]] ED-209===
<div class="toccolours mw-collapsible mw-collapsed" style="width: 60%; height: 400px; padding: 0px; background-color: #f0e8f0;" id="mw-customcollapsible-Robotic_Limb_Attachment">
<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>


Beepsky's bigger brother.  
# Aim for the patient's correct [[File:Damage_zone.png|32px]] Damage Zone.
<div class="mw-collapsible-content">
# (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>


Has all of the abilities of a standard Securitron, with the addition of a ranged attack.
== Mechanized Exosuits ==


To make:
Constructing exosuits is a privilege mainly limited to '''[[Roboticist]]s''' and the '''[[Research Director]]''', requiring specific access rights. Depending on the user, these exosuits can prove to be either exceptionally '''[[miner|useful]]''' or remarkably '''[[clown|troublesome]]'''.
# Use a [[File:Metal.png|32px]] metal sheet on a Cyborg Endoskeleton to reinforce it.
# Add two Robot Legs and a [[File:Normalarmor.png]]security vest.
# [[File:Welderon.gif|32px]]Weld everything together
# Add in a security [[File:Helmet.png]]Helmet
# Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly
# Insert wires
# Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png|32px]]Screwdriver.
# Insert a [[File:Powercell.png|32px]]Power cell. Your own murder-robot is complete!


A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.
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.
</div></div>


===pAI-controlled bots===
Per the '''[[Standard_Operating_Procedure_(Science)#Roboticist|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.
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 a 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.


=Exosuits=
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:
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.


Make sure you have the required materials to finish an exosuit before you begin construction. The amount of raw material required for each mech can be found in the following table, assuming an unupgraded exosuit fabricator. For each level of laser part (micro-laser -> high-power micro-laser -> ultra-high-power micro-laser -> quad-ultra micro-laser) multiply the total material amounts by (1 -> 0.85 -> 0.7 -> 0.55).
:'''[[file:Micro-laser.png|32px]] Micro-Laser -> 1'''
:'''[[file:High_micro_laser.png|32px]] High-Power Micro-Laser -> 0.85'''
:'''[[file:Ultra_high_micro_laser.png|32px]] Ultra-High-Power Micro-Laser -> 0.7'''
:'''[[file:Quad Ultra Micro Laser.png|32px]] Quad-Ultra Micro-Laser -> 0.55'''


{| border="1" cellspacing="0" cellpadding="2" align="center"
'''Note''': The Micro-Laser is the default laser part in your fabricator.
|Exosuit name
</div>
|Metal
</div>
|Glass
</blockquote>
|Silver
<tabs container="width:55%">
|Diamond
<tab name="Micro-Laser">
|Uranium
{|class="wikitable" width:"100%" style="background-color:#E0D3E2;margin:10pt;"
|Plasma
|- style="color:white;text-align:center;"
|Bananium
! style="background-color:#64487F; | Exosuit name
|Tranquilite
! style="background-color:#64487F; | Metal        [[File:Metal.png|32px]]
! style="background-color:#64487F; | Glass        [[File:Glass.png|32px]]
! style="background-color:#64487F; | Silver      [[File: Silver.png|32px]]
! style="background-color:#64487F; | Titanium    [[File:Titanium.png|32px]]
! style="background-color:#64487F; | Diamond      [[File:Diamond.png|32px]]
! style="background-color:#64487F; | Uranium      [[File:Uranium.png|32px]]
! style="background-color:#64487F; | Plasma      [[File:Plasma.png|32px]]
! style="background-color:#64487F; | Bananium    [[File:Bananium.png|32px]]
! style="background-color:#64487F; | Tranquilite  [[File:Tranquillite.png|32px]]
|-
|Ripley/Firefighter APLU||100,000||7,500||0||0||0||0||0||0||0
|- style="background-color:#EFE8F0"
|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
|- style="background-color:#EFE8F0"
|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
|- style="background-color:#EFE8F0"
|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
</tab>
<tab name="High-Power Micro-Laser">
{|class="wikitable" width:"100%" style="background-color:#E0D3E2;margin:10pt;"
|- style=" color:white;text-align:center;"
! style="background-color:#64487F; | Exosuit name
! style="background-color:#64487F; | Metal       [[File:Metal.png|32px]]
! style="background-color:#64487F; | Glass       [[File:Glass.png|32px]]
! style="background-color:#64487F; | Silver       [[File: Silver.png|32px]]
! style="background-color:#64487F; | Titanium    [[File:Titanium.png|32px]]
! style="background-color:#64487F; | Diamond     [[File:Diamond.png|32px]]
! style="background-color:#64487F; | Uranium     [[File:Uranium.png|32px]]
! style="background-color:#64487F; | Plasma       [[File:Plasma.png|32px]]
! style="background-color:#64487F; | Bananium     [[File:Bananium.png|32px]]
! 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
|-
|Gygax||106,250||12,750||0||8,500||17,000||0||0||0||0
|- style="background-color:#EFE8F0"
|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
|- style="background-color:#EFE8F0"
|HONK MECH||102,000||12,750||0||0||0||0||0||29,750||0
|-
|-
|Ripley/Firefighter APLU
|Reticence||102,000||12,750||0||0||0||0||0||0||29,750
|100,000
</tab>
|7,500
<tab name="Ultra-High-Power Micro-Laser">
|0
{|class="wikitable" width:"100%" style="background-color:#E0D3E2;margin:10pt;"
|0
|- style="color:white;text-align:center;"
|0
! style="background-color:#64487F; | Exosuit name
|0
! style="background-color:#64487F; | Metal        [[File:Metal.png|32px]]
|0
! style="background-color:#64487F; | Glass        [[File:Glass.png|32px]]
|0
! style="background-color:#64487F; | Silver      [[File: Silver.png|32px]]
! style="background-color:#64487F; | Titanium    [[File:Titanium.png|32px]]
! style="background-color:#64487F; | Diamond      [[File:Diamond.png|32px]]
! style="background-color:#64487F; | Uranium      [[File:Uranium.png|32px]]
! style="background-color:#64487F; | Plasma      [[File:Plasma.png|32px]]
! style="background-color:#64487F; | Bananium    [[File:Bananium.png|32px]]
! style="background-color:#64487F; | Tranquilite  [[File:Tranquillite.png|32px]]
|-
|-
|Odysseus
|Ripley/Firefighter APLU||70,000||5,250||0||0||0||0||0||0||0
|65,000
|- style="background-color:#EFE8F0"
|10,000
|Odysseus||45,500||7,000||0||0||0||0||0||0||0
|0
|0
|0
|0
|0
|0
|-
|-
|Gygax
|Gygax||87,500||10,500||0||7,000||14,000||0||0||0||0
|135,000
|- style="background-color:#EFE8F0"
|15,000
|Durand||98,000||17,500||19,600||14,000||0||17,500||0||0||0
|0
|20,000
|0
|0
|0
|0
|-
|-
|Durand
|Phazon||122,500||10,500||0||14,000||0||0||63,000||0||0
|160,000
|- style="background-color:#EFE8F0"
|25,000
|HONK MECH||84,000||10,500||0||0||0||0||0||24,500||0
|28,000
|0
|30,000
|0
|0
|0
|-
|-
|Phazon
|Reticence||84,000||10,500||0||0||0||0||0||0||24,500
|195,000
</tab>
|15,000
<tab name="Quad-Ultra Micro-Laser">
|0
{|class="wikitable" width:"100%" style="background-color:#E0D3E2;margin:10pt;"
|0
|- style=" color:white;text-align:center;"
|0
! style="background-color:#64487F; | Exosuit name
|100,000
! style="background-color:#64487F; | Metal        [[File:Metal.png|32px]]
|0
! style="background-color:#64487F; | Glass        [[File:Glass.png|32px]]
|0
! style="background-color:#64487F; | Silver      [[File: Silver.png|32px]]
! style="background-color:#64487F; | Titanium    [[File:Titanium.png|32px]]
! style="background-color:#64487F; | Diamond      [[File:Diamond.png|32px]]
! style="background-color:#64487F; | Uranium      [[File:Uranium.png|32px]]
! style="background-color:#64487F; | Plasma      [[File:Plasma.png|32px]]
! style="background-color:#64487F; | Bananium    [[File:Bananium.png|32px]]
! style="background-color:#64487F; | Tranquilite  [[File:Tranquillite.png|32px]]
|-
|-
|HONK MECH
|Ripley/Firefighter APLU||55,000||4,125||0||0||0||0||0||0||0
|120,000
|- style="background-color:#EFE8F0"
|15,000
|Odysseus||35,750||5,500||0||0||0||0||0||0||0
|0
|0
|0
|0
|35,000
|0
|-
|-
|Reticence
|Gygax||68,750||8,250||0||5,500||11,000||0||0||0||0
|120,000
|- style="background-color:#EFE8F0"
|15,000
|Durand||77,000||13,750||15,400||11,000||0||13,750||0||0||0
|0
|0
|0
|0
|0
|35,000
|-
|-
|}
|Phazon||96,250||8,250||0||11,000||0||0||49,500||0||0
 
|- style="background-color:#EFE8F0"
==Exosuit Construction==
|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
|}</tab>
</tabs>
===Exosuit Construction===
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Ripley.png|32px]] Ripley APLU===
<span style="font-size:1.2em;">[[File:Ripley.png|32px]] '''Ripley APLU'''</span>


The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">


Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)
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
* Build all of the Ripley parts using the exosuit fabricator.
# Manufacture all of the Ripley parts using the Exosuit fabricator and attach the parts to the Ripley exosuit frame.
* Build a Hydraulic Clamp and Drill
# 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.
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
# Use [[file:CableCoils.png|32px]] '''Cable Coil''' to wire up the Exosuit and trim the wires using [[file:Wirecutters.png|32px]] '''Wirecutters'''.
* Wrench
# Apply a [[file:Mainboard.png|32px]] Ripley Central control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board ordered from the [[Quartermaster]] or made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]).
* Screwdriver
# Apply a [[file:Mech_circuit.png|32px]] Ripley Peripherals control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Ordered from the [[Quartermaster]] or made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]).
* Cable Coil
# Apply [[file:Metal.png|32px]] 5 pieces of metal and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
* Wirecutters
# Weld the frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
* Ripley central control module (Ordered from the [[Quartermaster]] or made by R&D)
# Apply [[file:Plasteel.png|32px]] 5 pieces of plasteel to the Exosuit and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
* Screwdriver
# Weld the outer frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
* Ripley Peripherals control module (Ordered from the [[Quartermaster]] or made by R&D)
# Build and apply the [[file:Mecha_clamp.png|32px]] Hydraulic Clamp and [[file:Mecha_drill.png|32px]] Drill.
* Screwdriver
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit. Click finish, then drag your sprite onto the exosuit to enter.
* 5 pieces of metal
* Wrench
* Welding tool
* 5 pieces of plasteel
* Wrench
* Welding tool
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Firefighter.png|32px]] Firefighter APLU===


The Firefighter APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit with extra fire resistance.
<span style="font-size:1.2em;">[[File:Firefighter.png|32px]] '''Firefighter APLU'''</span>
 
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 only unique part is the Firefighter chassis and firesuit, otherwise it uses the same Ripley APLU parts and materials.
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
* Build all Firefighter parts using the exosuit fabricator.
# Manufacture all of the Firefighter parts using the Exosuit fabricator and attach the parts to the Firefighter exosuit frame.
* Assemble all of the Ripley parts to the Firefighter chassis.
# Apply a [[file:Firesuit.png|32px]] firesuit to the Firefighter exosuit frame.
* Add a firesuit
# 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.
* Wrench
# Use [[file:CableCoils.png|32px]] '''Cable Coil''' to wire up the Exosuit and trim the wires using [[file:Wirecutters.png|32px]] '''Wirecutters'''.
* Screwdriver
# Apply a [[file:Mainboard.png|32px]] Ripley Central control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board ordered from the [[Quartermaster]] or made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]).
* Cable Coil
# Apply a [[file:Mech_circuit.png|32px]] Ripley Peripherals control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Ordered from the [[Quartermaster]] or made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]).
* Wirecutters
# Apply [[file:Plasteel.png|32px]] 5 pieces of plasteel to the Exosuit and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
* Ripley central control module  
# Weld the frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
* Screwdriver
# Apply [[file:Plasteel.png|32px]] 10 pieces of plasteel to the Exosuit (You will need to click twice) and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
* Ripley peripherals control module
# Weld the outer frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
* Screwdriver
* 5 pieces of plasteel
* Wrench
* Welding tool
* 5 pieces of plasteel
* 5 pieces of plasteel
* Wrench
* Welding tool
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Mecha odysseus.png|32px]] Odysseus ===
 
<span style="font-size:1.2em;">[[File:Mecha odysseus.png|32px]] '''Odysseus'''</span>


This mech can save multiple crewmembers while on the run.
This mech can save multiple crewmembers while on the run.
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">


The only medical mech available unlike the dozens of variations of the APLU and Combat series, maybe coders just consider BIG GUNZ better than syringes?
Is the only medical mech available unlike the dozens of variations of the APLU and Combat series, maybe coders just consider BIG GUNZ better than syringes?


Instructions
Instructions
* Create all of the Odysseus parts using the exosuit fabricator.
# Manufacture all of the Odysseus parts using the Exosuit fabricator and attach the parts to the Odysseus exosuit frame.
* Assemble all of the Odysseus parts to the chassis
# 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.
* Wrench
# Use [[file:CableCoils.png|32px]] '''Cable Coil''' to wire up the Exosuit and trim the wires using [[file:Wirecutters.png|32px]] '''Wirecutters'''.
* Screwdriver
# Apply a [[file:Mainboard.png|32px]] Odysseus 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]]).
* Cable coil
# Apply a [[file:Mech_circuit.png|32px]] Odysseus Peripherals control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]).
* Wirecutters
# Apply [[file:Metal.png|32px]] 5 pieces of metal and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
* Odysseus main board
# Weld the frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
* Screwdriver
# Apply [[file:Plasteel.png|32px]] 5 pieces of plasteel to the Exosuit and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
* Odysseus peripherals board
# Weld the outer frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
* Screwdriver
* 5 pieces of metal
* Wrench
* Welding tool
* 5 pieces of plasteel
* Wrench
* Welding tool
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Gygax.png|32px]] Gygax===


Rather fast security exosuit with good overall protection.
<span style="font-size:1.2em;">[[File:Gygax.png|32px]] '''Gygax'''</span>
 
Rather fast security exosuit with bad overall protection.
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">


Very low battery life, so be sure to watch it. Requires diamond sheets to complete.
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 doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)
 
  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
*Create all of the Gygax parts using the exosuit fabricator.
# Manufacture all of the Gygax parts using the Exosuit fabricator and attach the parts to the Gygax exosuit frame (Except the armor plates).
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)
# 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.
*Wrench
# Use [[file:CableCoils.png|32px]] '''Cable Coil''' to wire up the Exosuit and trim the wires using [[file:Wirecutters.png|32px]] '''Wirecutters'''.
*Screwdriver
# Apply a [[file:Mainboard.png|32px]] Gygax 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]]).
*Cable Coil
# Apply a [[file:Mech_circuit.png|32px]] Gygax Peripherals control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]).
*Wirecutters
# Apply a [[file:Mech_circuit.png|32px]] Gygax Weapons & Targeting control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]).
*Gygax Main circuit board (Bug R&D to research it)
# Apply an [[file:Advanced_scanning_module.gif|32px]]Advanced Scanning Module to the Gygax exosuit frame and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Part made in the Protolathe).
*Screwdriver
# Apply a [[file:Mech_power_core.png|32px]] Mech Power Core and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Core found inside your workplace and orderable from cargo).
*Gygax Peripherals circuit board (Bug R&D to research it)
# Apply [[file:Metal.png|32px]] 5 pieces of metal and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
*Screwdriver
# Weld the frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
*Gygax Targeting circuit board (Bug R&D to research it)
# Apply [[file:Gygax.png|32px]] Gygax Armor Plates and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
*Screwdriver
# Weld the outer frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
*Add an Advanced Scanning Module (Bug R&D)
*Screwdriver
*Add an Advanced Capacitor (Bug R&D)
*Screwdriver
*Add some metal
*Wrench
*Welding tool
*Add Gygax Armor Plates (Made in the exosuit fabricator)
*Wrench
*Welding tool
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Durand.png|32px]] Durand===


A Durand is more powerful than Gygax, it has more health and better armored, but slower.
<span style="font-size:1.2em;">[[File:Durand.png|32px]] '''Durand'''</span>
 
A Durand is slow, but extremely tanky combat exosuit.
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
Requires silver sheets to complete.
 
  Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)
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
* Create all of the Durand parts using the exosuit fabricator.
# Manufacture all of the Durand parts using the Exosuit fabricator and attach the parts to the Durand exosuit frame (Except the armor plates).
* Assemble all of the Durand parts to the chassis (Except the Armor plates)
# 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.
* Wrench
# Use [[file:CableCoils.png|32px]] '''Cable Coil''' to wire up the Exosuit and trim the wires using [[file:Wirecutters.png|32px]] '''Wirecutters'''.
* Screwdriver
# Apply a [[file:Mainboard.png|32px]] Durand 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]]).
* Cable Coil
# Apply a [[file:Mech_circuit.png|32px]] Durand Peripherals control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]).
* Wirecutters
# Apply a [[file:Mech_circuit.png|32px]] Durand Weapons & Targeting control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]).
* Durand Main circuit board (Bug R&D to research it)
# Apply an [[file:Super_scanning_module.gif|32px]] Phasic Scanning Module to the Durand exosuit frame and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Part made in the Protolathe).
* Screwdriver
# Apply a [[file:Mech_power_core.png|32px]] Mech Power Core and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Core found inside your workplace and orderable from cargo).
* Durand Peripherals circuit board (Bug R&D to research it)
# Apply [[file:Metal.png|32px]] 5 pieces of metal and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
* Screwdriver
# Weld the frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
* Durand Targeting circuit board (Bug R&D to research it)
# Apply [[file:Durand.png|32px]] Durand Armor Plates and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
* Screwdriver
# Weld the outer frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
* Add a Phasic Scanner (Bug R&D)
* Screwdriver
* Add a Super Capacitor (Bug R&D)
* Screwdriver
* Add some metal
* Wrench
* Welding tool
* Add Durand Armor Plates (Made in the exosuit fabricator)
* Wrench
* Welding tool
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Phazon.png|32px]] Phazon===
 
<span style="font-size:1.2em;">[[File:Phazon.png|32px]] '''Phazon'''</span>


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.
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.
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Requires an anomaly core to build which comes from a random event.
Requires a anomaly core to build which comes from a random event.
  Phasing Function (Allows the Phazon to move through any solid object at high speed)
  Phasing Function (Allows the Phazon to move through any solid object at high speed)
  Change melee damage type (Allows the Phazon to either deal brute, fire or toxic damage)
  Change melee damage type (Allows the Phazon to either deal brute, fire or toxic damage)


Instructions
Instructions
*Create all of the Phazon parts using the exosuit fabricator.
# Manufacture all of the Phazon parts using the Exosuit fabricator and attach the parts to the Phazon exosuit frame (Except the armor plates).
*Assemble all of the Phazon parts to the chassis (Except the Armor plates)
# 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.
*Wrench
# Use [[file:CableCoils.png|32px]] '''Cable Coil''' to wire up the Exosuit and trim the wires using [[file:Wirecutters.png|32px]] '''Wirecutters'''.
*Screwdriver
# Apply a [[file:Mainboard.png|32px]] Phazon 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]]).
*Cable Coil
# Apply a [[file:Mech_circuit.png|32px]] Phazon Peripherals control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]).
*Wirecutters
# Apply a [[file:Mech_circuit.png|32px]] Phazon Weapons & Targeting control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]).
*Phazon Main circuit board (Bug R&D to research it)
# 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).
*Screwdriver
# 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).
*Phazon Peripherals circuit board (Bug R&D to research it)
# 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'''.
*Screwdriver
# Apply [[file:Plasteel.png|32px]] 5 pieces of plasteel to the Exosuit and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
*Phazon Targeting circuit board (Bug R&D to research it)
# Weld the frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
*Screwdriver
# Apply [[file:Phazon.png|32px]] Phazon Armor Plates and secure it with a [[file:Wrench.png|32px]] '''Wrench'''.
*Add a Phasic Sensor Module (Bug R&D)
# Weld the outer frame on the Exosuit with a [[file:Welder.png|32px]] '''Welding tool'''.
*Screwdriver
# Apply a [[file:BluespaceCore.gif|32px]] Bluespace anomaly core ([[file:orb.gif|32px]]A normal anomaly core won't work![[file:orb.gif|32px]]).
*Add a Super Capacitor (Bug R&D)
*Screwdriver
*Add a (Artificial) Bluespace Crystal (Bug R&D)
*Cable Coil
*Screwdriver
*Add some plasteel
*Wrench
*Welding Tool
*Add Phazon Armor Plates (Made in the exosuit fabricator)
*Wrench
*Welding Tool
*Add an anomaly core.
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==='''[[File:HONK MECH.png|32px]] HONK MECH'''===
 
<span style="font-size:1.2em;">[[File:HONK MECH.png|32px]] '''HONK MECH'''</span>


Bring the HONK power of the HONKmother to the crew! HONK! Cry when you are arrested for making this.
Bring the HONK power of the HONKmother to the crew! HONK! Cry when you are arrested for making this.
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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.
Melee capable (this mech can use its mecha arms to punch and smash)


Instructions
Instructions
*Create all of the H.O.N.K. mech parts in the Exosuit Fabricator.
# Create and Attach all of the H.O.N.K. mech parts in the Exosuit Fabricator then HONK at the mech with a [[file:HonkHorn.png|32px]]bike horn to secure it.
*Attach all of the H.O.N.K. mech parts to the H.O.N.K. mech chassis.
# Apply a [[file:Mainboard.png|32px]] H.O.N.K. Central control module and HONK at the mech again to secure it.
*HONK at the mech with a bike horn.
# Apply a [[file:Mech_circuit.png|32px]] H.O.N.K. Peripherals control module and HONK at the mech again to secure it.
*Add the main circuit board.
# Apply a [[file:Mech_circuit.png|32px]] H.O.N.K. Weapons & Targeting control module and HONK at the mech again to secure it.
*HONK at the mech again.
# Apply a [[file:Clownmask.png|32px]] clown's mask to the mech and HONK at the mech again to secure it.
*Add the peripherals circuit board.
# Apply [[file:Shoesclown.png|32px]] clown shoes to it and HONK at the mech again to secure it.
*HONK at the mech again.
*Add the targeting circuit board.
*HONK at the mech again.
*Add the clown's mask to the mech.
*HONK at the mech again.
*Add clown shoes to it.
*HONK at the mech again.
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===[[File:Mime_mech.png|32px]] Reticence===
 
<span style="font-size:1.2em;">[[File:Mime_mech.png|32px]] '''Reticence'''</span>


...
...
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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)


Requires Tranquilite sheets to complete. The mech has a Mime Office ID lock by default. The Recitence moves silently moving forward, but creates a loud noise when turning.
When emoting at a mech you ''have'' to use an audible emote. <code>*crack</code> is a great example


Instructions
Instructions
*Create all of the Recitence parts in the Exosuit Fabricator.
# Create and Attach all of the Reticence mech parts in the Exosuit Fabricator.
*Attach all of the Recitence parts to the Recitence chassis.
# Apply a [[file:Mainboard.png|32px]] Reticence Central control module.
*Add the main circuit board.
# Apply a [[file:Mech_circuit.png|32px]] Reticence Peripherals control module.
*Add the peripherals circuit board.
# Apply a [[file:Mech_circuit.png|32px]] Reticence Weapons & Targeting control module.
*Add the targeting circuit board.
# Apply a [[file:Beret_red.png|32px]]mime's beret to the mech and emote at the mech.
*Add the mime's beret to the mech.
# Apply a [[file:Mime_Mask.png|32px]] mime's mask to the mech and emote at the mech again.
*Emote at the mech.  
# Apply a [[file:Suspenders.png|32px]] mime's suspenders to it and emote at the mech again.
*Add the mime's mask to the mech.
*Emote at the mech again.  
*Add the mime's suspenders to it.
*Emote at the mech again.
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===[[File:Mecha marauder.png|32px]] Marauder===
<span style="font-size:1.2em;">[[File:Nkarrdem.png|32px]] '''Nkarrdem'''</span>


Used by the ERT.  
The Nkarrdem is a cleaning exosuit.
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Cannot be constructed.
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.


Thrusters for EVA use
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.
Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)


A Central Command Marauder is already equipped with:
Instructions
*eZ-13 mk2 Heavy pulse rifle
# Manufacture all of the Nkarrdem parts using the Exosuit fabricator and attach the parts to the Nkarrdem exosuit frame.
*SRM-8 Light Missile Rack (8 missiles)
# 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.
*S-1 X-Ray Projector
# Use [[file:CableCoils.png|32px]] '''Cable Coil''' to wire up the Exosuit and trim the wires using [[file:Wirecutters.png|32px]] '''Wirecutters'''.
*Exosuit energy relay
# 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]]).
*Armor Booster Module (Ranged Weaponry)
# 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.
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==Exosuit Maintenance==
===Exosuit Maintenance===


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===Replacing Batteries===
 
<span style="font-size:1.2em;">'''Replacing Batteries'''</span>


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*Make sure the ID upload panel is closed and ensure Maintenance Mode is not forbidden in the Exosuit's internal settings.  
# Make sure the ID upload panel is closed and ensure Maintenance Mode is not forbidden in the Exosuit's internal settings.  
*Hit the exosuit with your ID card or PDA with one inside and enable Maintenance Mode.  
# Hit the exosuit with your [[file:ID_ROB.png|32px]] ID card or [[file:Pda.png|32px]] PDA with one inside and enable Maintenance Mode.  
*Wrench
# Unsecure the beams with a [[file:Wrench.png|32px]] '''Wrench'''.
*Crowbar
# Use a [[file:Red_crowbar.png|32px]] '''Crowbar''' to open the panel.
*Screwdriver
# Screw the cell out with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver'''.
*Replace cell.
# Apply a [[file:Power_cell.png|32px]]Replacement cell
*Screwdriver
# Secure the new cell with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver'''.
*Crowbar
# Use a [[file:Red_crowbar.png|32px]] '''Crowbar''' to close the panel.
*Wrench
# Use a [[file:Wrench.png|32px]] '''Wrench''' to wrench the beams back.
*ID
# Use a [[file:ID_ROB.png|32px]] ID to disable maintenance mode.


''Note:'' The default capacity of a power cell in any of the civilian exosuits is
''Note:'' The default capacity of a power cell in any of the civilian exosuits is a High-Capacity Power Cell+ (15,000)
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===Repair===
 
<span style="font-size:1.2em;">'''Repair'''</span>


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* Equip a [[File:WeldingHelmet.png|32px]] welding helmet on your head.  
* Equip a [[File:WeldingHelmet.png|32px]] welding helmet on your head.  
** ''Note: Be sure to remember this step or you could go blind!''
** ''Note: Be sure to remember this step or you could go blind!''
* Place a [[File:Welderon.gif|32px]] welder in your hand, click on it while it's in your hand to light it, then click on the Exosuit repeatedly to repair it.
* Place a [[File:Welderon.gif|32px]] '''Welding tool''' in your hand, click on it while it's in your hand to light it, then click on the Exosuit repeatedly to repair it.
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===Removal of jammed user===


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<span style="font-size:1.2em;">'''Removal of MMI'''</span>
 
If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps. This also works upon MMIs and Positronic Brains which you wish to remove.
* Make sure maintenance protocols are enabled.
* Wrench
* Crowbar
* Multitool
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{{wip
|assign = None}}
'''NOTE: All info below is incorrect in some form.''' Please do not refer to it to anything more than to learn basic functions and mechanics of a piece of equipment, do not refer to listed stats.
 
==Exosuit Equipment==
Various tools and weapons can be attached to Exosuits, providing them with ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on an Exosuit. Exosuits have limited equipment space depending on their type.
 
Exosuit Equipment comes in several categories:
*General: Can be attached to any exosuit.
*Medical: Can only be attached to the Odysseus.
*Industrial: Can only be attached to APLUs.
*Combat: Can only be attached to Durand, Gygax, Marauder, HONK Mech, Recitence, Phazon, and other combat mechs.
 
Some equipment fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.


There are some equipment that are also limited to single specific exosuits, those will be named in the category too where that's the case.
Please note that most of the information taken on these comes from a different code-base, and may be similar albeit possibly incorrect.
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===General Equipment===
Energy Relay - Plasma Generator - ExoNuclear Reactor - Repair Droid - Reactive Armor (Melee) - Reactive Armor (Ranged) - Teleporter - Wormhole Generator - Gravitational Catapult
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{{ExosuitEquipmentTemplate
Works upon MMIs and Positronic Brains which you wish to remove from exosuits.  
|Equipment = Tesla Energy Relay
# Make sure maintenance protocols are enabled.
|Category = General
# [[file:Wrench.png|32px]] '''Wrench'''
|Power = N/A
# [[file:Red_crowbar.png|32px]] '''Crowbar'''
|Image = Tesla
# [[file:Screwdriver_tool.png|32px]] '''Screwdriver'''
|Tech =*Electromagnetic Spectrum Research: 4
# [[file:Red_crowbar.png|32px]] '''Crowbar'''
*Power Manipulation Technology: 5
*Engineering Research: 4
|Cost = *Metal: 10000
*Gold: 2000
*Silver: 3000
*Glass: 2000
|Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.
|Function =
*Generates 20W of power to recharge the battery.
*Drains from the nearest APC.
|Notes =
*This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.
*Still drains power from an APC even when the cell is fully charged.
}}
 
{{ExosuitEquipmentTemplate
|Equipment = Plasma Generator
|Category = General
|Power = N/A
|Image = Tesla
|Cost = *Metal: 10000
*Silver: 2000
*Plasma: 5000
*Glass: 1000
|Description = An exosuit module that generates power using solid plasma as fuel. Pollutes the environment.
|Function =
*Burns Plasma Sheets to produce power.
**To pickup a plasma, activate the generator as the active module, then click a plasma sheet on the ground.
*Consumes 100 cm^3 of plasma per second to charge up the power cell
**Consumes 10 cm^3 of plasma per second instead, when the power cell is full.  Does not auto deactivate.
**Each plasma sheet contains 2000cm^3 of plasma, and so will run the generator for 4 seconds per sheet.
*While running, produces 30W of power per second.
|Notes =
*This generator consumes plasma rapidly.
}}
 
{{ExosuitEquipmentTemplate
|Equipment = ExoNuclear Reactor
|Category = General
|Power = N/A
|Image = Tesla
|Tech =
*Power Manipulation Technology: 5
*Engineering Research: 4
*Materials Research: 3
|Cost = *Metal: 10000
*Silver: 500
*Glass: 1000
|Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.
|Function =
*Burns Uranium Sheets inserted into it to produce power.
**To pickup a uranium sheet, activate the generator as the active module, then click a uranium sheet on the ground.
*Consumes 30 cm^3 of Uranium per second to charge up the power cell.
**Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.
**Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.
*While running, produces 50W of power per second.
*Irradiates everyone nearby while running, 0.3 radiation per second.
**This affects people inside the exosuit too, making it extremely dangerous to use.
|Notes =
*Wear radiation-proof gear when piloting an exosuit with this module.
*It can be useful as a weapon to irradiate people around you that you don't like.
}}
 
{{ExosuitEquipmentTemplate
|Equipment = Repair Droid
|Category = General
|Power = 50
|Image = Repair_droid
|Tech =
*Electromagnetic Spectrum Research: 3
*Data Theory Research: 3
*Engineering Research: 5
|Cost = *Metal: 10000
*Silver: 2000
*Gold: 1000
*Glass: 5000
|Description = Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
|Function =
*Automatically fixes damage to the exosuit, both internal and external.
*Remember to turn it on after taking damage.
|Notes =
*The repair droid is visible, being added to the sprite of the mech.
*Uses quite a bit of power when turned on.
*Remember to retreat when damaged to give it time to work.
*It turns off automatically once all damage has been fixed.
}}
 
{{ExosuitEquipmentTemplate
|Equipment = Reactive Armor Booster Module (Close Combat Weaponry)
|Category = General
|Power = 50
|Image = Mecha_aboost_ccw
|Tech =*Materials Research: 5
*Combat Systems Research: 4
|Cost = *Metal: 20000
*Silver: 5000
|Description = Boosts exosuit armor against armed melee attacks. Requires energy to operate.
|Function =
*Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.
|Notes =
*Reduces taken damage by roughly 20%.
}}
 
{{ExosuitEquipmentTemplate
|Equipment = Reactive Armor Booster Module (Ranged Weaponry)
|Category = General
|Power = 50
|Image = Mecha_aboost_rng
|Tech =*Materials Research: 5
*Combat Systems Research: 5
*Engineering Research: 3
|Cost = *Metal: 20000
*Silver: 5000
|Description = Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
|Function =
*Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.
|Notes =
*Reduces taken damage by roughly 20%.
}}
 
{{ExosuitEquipmentTemplate
|Equipment = Teleporter
|Category = General
|Power = 8000
|Image = Mecha_teleport
|Tech =*Bluespace Research: 8
*Electromagnetic Spectrum Research: 5
|Cost = *Metal: 10000
*Diamond: 10000
|Description = An exosuit-mounted teleportation device.
|Function = *Simply click where you want to go to teleport.
*Has a large cooldown.
|Notes = *Requires very high research level in Bluespace Research.
*Uses a LOT of energy. A standard-issue powercell has only enough power for one teleport.
*Teleport is fairly imprecise, expect to land a few tiles away from your intended target.
}}
 
{{ExosuitEquipmentTemplate
|Equipment = Wormhole Generator
|Category = General
|Power = 300
|Image = Mecha_teleport
|Tech =*Bluespace Research: 4
*Electromagnetic Spectrum Research: 4
*Plasma Research: 3
|Cost = *Metal: 10000
|Description = A device that creates quasi-stable wormholes.
|Function = *Simply click where you want the wormholes to go.
**You don't control their destination, though.
|Notes = *Work very similar to the wormholes spawned as an event.
*Can potentially get you into dangerous situations, or out of them.
}}
 
{{ExosuitEquipmentTemplate
|Equipment = Gravitational Catapult
|Category = General
|Power = 100
|Image = Mecha_teleport
|Tech =*Bluespace Research: 4
*Engineering Research: 4
*Electromagnetic Spectrum Research: 3
|Cost = *Metal: 10000
|Description = An exosuit mounted Gravitational Catapult.
|Function = *Has two modes, sling and push.
**In sling mode, lets you lock onto an object and then throw said object around.
**In push mode, pushes everything away from a target location.
|Notes = *Though not technically a weapon, this can still cause quite a lot of chaos and havoc.
}}
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===Industrial Equipment===
<span style="font-size:1.2em;">'''Critical Damage'''</span>


Extinguisher - Cable Layer - Hydraulic clamp - Drill - Diamond drill - Mining Scanner - RCD
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{{ExosuitEquipmentTemplate
When the mech takes approx. 50% damage, there is a chance for the mech to take 'Critical Damage.' This usually is the failure of a system within the mech itself. Each failure has a different way to repair it.
|Equipment = Extinguisher
|Category = Industrial
|Power = 0
|Image = Mecha_exting
|Cost = *Metal: 10000
|Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.
|Function =
*Sprays 3 tiles in an arc infront of the exosuit .
**Sprays 5u of water onto each of those tiles.
**Then, twice,sprays an additional 5u onto one of those tiles at random.
***This can pick the same tile both times.
*Consumes 25u of water per use.
**Has a cooldown of 0.5 seconds between sprays.
*Holds 1000u of water.
*When used on a water tank:
**Transfers 200u of water from the water tank, to refill the Exosuit's extinguisher
|Notes =
*This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires
*This equipment uses no power.
*Starts off full, allowing you oddly to turn metal into water.
}}
 
{{ExosuitEquipmentTemplate
|Equipment = Cable Layer
|Category = Industrial
|Power = 0
|Image = Mecha_wire
|Cost = *Metal: 10000
|Description = A cable layer, can be used to lay down cables.
|Function =
*Needs to be filled with cables first by picking it as the active equipment and clicking on cables on the floor.
|Notes =
*Can eject cable again by clicking on 'cut'.
}}
 
{{ExosuitEquipmentTemplate
|Equipment = Hydraulic clamp
|Category = Industrial
|Power = 10
|Image = Mecha_clamp
|Cost = *Metal: 10000
|Description = Gives it an ability to load objects into cargo compartment, or lets you crush people with it.
|Function =
*Can pick up certain objects
**Can store crates into it's cargo hold
**Cannot pick up living organisms
*Has a cooldown of 1.5 seconds between actions
*Can be used to push people out of the way
**Alternativly, can be used to crush people, causing 20 brute damage
}}
{{ExosuitEquipmentTemplate
|Equipment = Drill
|Category = Industrial
|Power = 10
|Image = Mecha_drill
|Cost = *Metal: 10000
|Description = The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.
|Function =
*Can be attached to the ripley and combat mechs
*Can drill various items
**Drilling a sand floor on the astroid produces a heap of sand
**Naturally designed for drilling rock walls. Drops resources in piles
***Can also drill right trough anomalies, destroying them
**Can drill trough walls, making it an antag favorite
**Can drill trough floors, creating breaches
***Cannot drill trough reinforced walls
**Can attack people for 15 brute damage
*Has a cooldown of 3 seconds between actions
}}
 
{{ExosuitEquipmentTemplate
|Equipment = Diamond drill
|Category = Industrial
|Power = 10
|Image = mecha_diamond_drill
|Tech =*Materiels research: 5
*Engineering Research: 4
|Cost = *Metal: 10000
*Diamond: 6500
|Description = A diamond version of the exosuit drill. It's harder, better, faster, stronger.
|Function =
*It is almost identical to the normal drill, but drills faster.
*Can drill trough reinforced walls.
*Has a cooldown of 2 seconds.
}}


{{ExosuitEquipmentTemplate
'''Calibration Failure''' - Causes your mech to move around, usually in a large circle, rather than move in the direction of your input. The mech can and will move diagonals while this is in effect. To repair, open 'View Stats', and at the top of the page is a button labelled something along the lines of 'Recalibrate.' Click it, and wait for the recalibration to complete, and your mech will move as normal.
|Equipment = Mining Scanner
|Category = Industrial
|Power = 0
|Image = Mecha_analyzer
|Cost = *Metal: 5000
*Glass: 2500
|Description = Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals.
|Function =
*Basically a combination of optical meson scanners and mining scanners.
*Allows you to see structures through walls, though it doesn't show people and the like.
*Automatically scans for minerals periodically.
}}
{{ExosuitEquipmentTemplate
|Equipment = Rapid Construction Device
|Category = Industrial
|Power = 250
|Image = mecha_rcd
|Tech =*Materials Research: 5
*Bluespace Research: 3
*Electromagnetic Spectrum Research: 4
*Power Manipulation Research: 4
*Engineering Research: 5
|Cost = *Metal: 30000
*Plasma: 25000
*Silver: 20000
*Gold: 20000
|Description = An exosuit-mounted Rapid Construction Device.
|Function =
*Can build walls, floors and airlocks
**Can also remove walls, floors and airlocks
**Each usage consumes power
**Created airlocks are standard all-access airlocks
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
}}
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
'''Internal Fire''' - Causes your mech to take damage over time. This lasts for about 15–30 seconds and will go away on its own. It will cause the cabin air to heat up, burning the pilot. The internal air tank may also rupture from heat.


===Medical Equipment===
'''Life Support Failure''' - Renders your internal life support useless. This won't matter much in a pressurized environment, but if you're fighting a fire in a Firefighting Ripley, you're going to die. To fix this, enable your maintenance protocols, and perform the same steps to replace a battery. This will fix the error.


Mounted Sleeper - Syringe Gun
'''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.
<div class="mw-collapsible-content">
{{ExosuitEquipmentTemplate
|Equipment = Mounted Sleeper
|Category = Medical
|Power = 20
|Image = Sleeper_0
|Tech=*Biological Technology: 3
*Plasma Research: 2
*Engineering Research: 3
|Cost = *Metal: 5000
*Glass: 10000
|Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed 'Ambulance'.
|Function =
*Used to scoop up patients, while facing them.
*Patients inside the sleeper are kept on life support, which does the following:
**Provides them with air from the internal oxygen tank
**Heals 0.5 Suffocation damage per second, if the patient is not critical
**Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.
**Injects Inaprovaline, and keeps the patient with at least 5u of it.
*Deactivates if power runs out.
|Notes = *Only uses power while a patient is inside
*Each Mounted Sleeper holds a single patient
}}


{{ExosuitEquipmentTemplate
'''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.
|Equipment = Syringe Gun
|Category = Medical
|Power = 10
|Image = Syringegun
|Tech=*Electromagnetic Spectrum Research: 4
*Biological Technology: 4
*Combat Systems Research: 3
*Materials Research: 4
|Cost = *Metal: 3000
*Glass: 2000
|Description = A Syringe gun with integrated Synthesizer that can produce chemicals once a sample has been analyzed
|Function =
*Click on syringes to load them into the gun, can hold up to 10.
*Set to analyze, then simply click on a container with chemicals to analyze them and save them to the internal database.
*Click reagent list to see a list of saved reagents and pick which ones to synthesize for the syringes. Remember to clear the internal storage when you want to switch to a new, better reagent.
*Set to launch the syringes to quickly inject patients with life saving (or deadly) chemicals.
**Each syringe injects 15u of reagents.
|Notes = *Up to 5 different reagents can be added to a syringe at once.
*Even hard or normally impossible to produce reagents can be quickly produced once a sample has been scanned.
**Convince the CMO to let you scan his hypospray for easy Omnizine production.
**If you're a traitor, use it to create large amounts of poisons you ordered from your uplink.
}}
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
== Exosuit Equipment ==
===Combat Equipment===
Exosuits can be enhanced with various '''tools''' and '''weapons''', providing them with the capability to perform diverse tasks.<br>These augmentations, categorized as '''Exosuit Equipment''', can be built via the '''Exosuit Fabricator''' (under the "Exosuit Equipment" menu).<br>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.


ZFI Immolation Beam Gun - CH-PS "Firedart" Laser - CH-LC "Solaris" laser cannon - mkIV Ion Heavy Cannon - P-X Tesla Cannon - CH-PD Disabler - PBT "Pacifier" Mounted Taser - LBX AC 10 "Scattershot" - Ultra AC 2 - FNX-99 "Hades" Carbine - SRM-8 Light Missile Rack
Exosuit Equipment is classified into several categories:
<div class="mw-collapsible-content">
{{ExosuitEquipmentTemplate
|Equipment = ZFI Immolation Beam Gun
|Category = Combat
|Power = 80
|Image = mecha_laser
|Tech =*Combat Systems Research: 6
*Electromagnetic Spectrum Research: 6
*Materials Research: 4
*Engineering Research: 4
|Cost = *Metal: 4000
*Glass: 1000
*Silver: 3000
*Plasma: 2000
|Description = A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire.
|Function =
*Sets targets on fire.
*Consumes the listed power cost with each shot.
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
}}


{{ExosuitEquipmentTemplate
*'''General:''' Equipment that can be attached to any exosuit.
|Equipment = CH-PS "Firedart" Laser
*'''Industrial:''' Equipment solely attachable to '''APLUs'''.
|Category = Combat
*'''Medical:''' Equipment that can exclusively be attached to the '''Odysseus'''.
|Power = 30
*'''Combat:''' Equipment meant for '''Durand''', '''Gygax''', '''Marauder''', '''Phazon''', and other combat mechs.
|Image = mecha_laser
*'''Special:''' Unique equipment reserved for the '''H.O.N.K''' or '''Reticence''' mechs.
|Tech =*Combat Systems Research: 3
*Electromagnetic Spectrum Research: 3
*Engineering Research: 3
|Cost = *Metal: 10000
|Description = A standard-issue laser for use on Exosuits.
|Function =
*Fires a laser which deals 20 burn damage
**Has a cooldown of 0.8 seconds per shot.
**Consumes the listed power cost with each shot
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
*Is identical in damage to a handheld laser.
}}


{{ExosuitEquipmentTemplate
<tabs>
|Equipment = CH-LC "Solaris" laser cannon
<tab name="General Equipment">
|Category = Combat
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#f0e8f0;margin:10pt;"
|Power = 60
|- style="background-color:#A06DA0;font-weight:bold; color: white;text-align:center;"
|Image = mecha_laser
! style='background-color:#A06DA0' width:64px;                  |Icon
|Tech =*Combat Systems Research: 4
! style='background-color:#A06DA0' width:150px;                |Name
*Electromagnetic Spectrum Research: 4
! class="unsortable" style='background-color:#A06DA0'          |Description
*Engineering Research: 4
! style='background-color:#A06DA0' width:150px;                |Required Tech Levels
|Cost = *Metal: 10000
! style='background-color:#A06DA0' width:200px;                |Required Materials
|Description = An experimental Exosuit-mounted laser cannon. A heavy laser that deals more damage but has a longer cooldown and uses more energy per shot.
|-
|Function =
![[File:Tesla.png]]
*Fires a laser which deals 40 burn damage
|Exosuit Module (Tesla Energy Relay)
**Has a cooldown of 1 seconds per shot
|A tesla energy relay system that passively recharges a mech using power from nearby APCs.
**Consumes the listed power cost with each shot
|4 EM Spectrum<br>3 Power Storage<br>
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
|[[File:Metal.png|32px]]10000 Metal<br>[[File:Glass.png|32px]]2000 Glass<br>[[File:Gold.png|32px]]2000 Gold<br>[[File:Silver.png|32px]]3000 Silver<br>
*Less efficient than the immolator in damage/power ratio, but interestingly has higher DPS.
|-
}}
![[File:Tesla.png]]
 
|Exosuit Equipment (Plasma Generator)
{{ExosuitEquipmentTemplate
|An exosuit module that generates power using solid plasma as fuel. Pollutes the environment.
|Equipment = mkIV Ion Heavy Cannon
|None<br>
|Category = Combat
|[[File:Metal.png|32px]]10000 Metal<br>[[File:Glass.png|32px]]1000 Glass<br>[[File:Silver.png|32px]]2000 Silver<br>[[File:plasma.png|32px]]5000 Plasma<br>
|Power = 120
|-
|Image = mecha_ion
![[File:Tesla.png]]
|Tech =*Combat Systems Research: 6
|Exosuit Module (ExoNuclear Reactor)
*Electromagnetic Spectrum Research: 5
|A compact nuclear reactor that efficiently turns uranium sheets into electricity. Irradiates everything in an around the mech, including the pilot.
*Materials Research: 5
|3 Power Storage<br>3 Engineering<br>3 Materials<br>
|Cost = *Metal: 20000
|[[File:Metal.png|32px]]10000 Metal<br>[[File:Glass.png|32px]]1000 Glass<br>[[File:Silver.png|32px]]500 Silver<br>
*Silver: 6000
|-
*Uranium: 2000
![[File:Repair_droid.png]]
|Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.
|Exosuit Module (Repair Droid Module)
|Function =
|An automated Repair Droid. Consumes power to repair your mech.
*Fires an Ion Bolt, creating a single-tile EM Pulse on impact
|3 EM Spectrum<br>3 Data Theory<br>3 Engineering<br>
**Instantly kills IPCs
|[[File:Metal.png|32px]]10000 Metal<br>[[File:Glass.png|32px]]5000 Glass<br>[[File:Gold.png|32px]]1000 Gold<br>[[File:Silver.png|32px]]2000 Silver<br>
**Damages and stuns Cyborgs
|-
**Cripples all mechanical organs, resulting in rapid death for vox and people with artificial hearts
![[File:Mecha_aboost_rng.png]]
**Cripples prosthetic limbs
|Exosuit Module (Reactive Armor Booster Module)
**Disables radios, energy weapons, stun batons, HUDs, etc
|An exosuit-mounted armor booster that decreases melee damage taken.
**Opens secure lockers and crates
|5 Materials<br>5 Combat<br>3 Engineering<br>
**Shuts down cameras, computers, APCs, alarms and almost any kind of machine
|[[File:Metal.png|32px]]20000 Metal<br>[[File:Silver.png|32px]]5000 Silver<br>
*Has a 4-second cooldown between shots
|-
**Consumes the listed power cost with each shot
![[File:Mecha_aboost_ccw.png]]
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
|Exosuit Module (Reflective Armor Booster Module)
}}
|An exosuit-mounted armor booster that decreases damage taken from ranged weapons.
 
|5 Materials<br>5 Combat<br>3 Engineering<br>
{{ExosuitEquipmentTemplate
|[[File:Metal.png|32px]]20000 Metal<br>[[File:Gold.png|32px]]5000 Gold<br>
|Equipment = P-X Tesla Cannon
|-
|Category = Combat
![[File:Mecha_teleport.png]]
|Power = 500
|Exosuit Module (Gravitational Catapult Module)
|Image = mecha_laser
|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.
|Tech =*Combat Systems Research: 6
|2 Bluespace<br>3 EM Spectrum<br>3 Engineering<br>
*Electromagnetic Spectrum Research: 5
|[[File:Metal.png|32px]]10000 Metal<br>
*Materials Research: 5
|-
|Cost = *Metal: 10000
![[File:Mecha_teleport.png]]
*Glass: 10000
|Exosuit Module (Teleporter Module)
*Silver: 10000
|An exosuit module that allows exosuits to teleport to any position in view
|Description = A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine
|5 EM Spectrum<br>8 Bluespace<br>
|Function = *Fires deadly balls of electricity. Once they hit a target, they will arc from that target to other nearby objects and people.
|[[File:Metal.png|32px]]10000 Metal<br>[[File:Diamond.png|32px]]10000 Diamond<br>
**Beware of friendly fire.
|-
|Notes = *Needs a lot of power and has a relatively high cooldown. Make each shot count.
![[File:Tesla.png]]
}}
|Exosuit Module (Heavy-duty Ion Thruster)
 
|Allows for further control in zero gravity environments
{{ExosuitEquipmentTemplate
|5 EM Spectrum<br>5 Materials<br>6 Engineering<br>
|Equipment = CH-PD Disabler
|[[File:Metal.png|32px]]15000 Metal<br>[[File:Plasma.png|32px]]3000 Plasma<br>
|Category = Combat
|-
|Power = 30
</tab>
|Image = mecha_laser
<tab name="Industrial Equipment">
|Tech =*Combat Systems Research: 3
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#f0e8f0;margin:10pt;"
*Electromagnetic Spectrum Research: 3
|- style="background-color:#A06DA0;font-weight:bold; color: white;text-align:center;"
|Cost = *Metal: 10000
! style='background-color:#A06DA0' width:64px;                  |Icon
|Description = An exosuit-mounted disabler, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.
! style='background-color:#A06DA0' width:150px;                |Name
|Function =
! class="unsortable" style='background-color:#A06DA0'          |Description
*Fires two disabler shots each time it is used.
! style='background-color:#A06DA0' width:150px;                |Required Tech Levels
*Each shot does 36 stamina damage.
! style='background-color:#A06DA0' width:200px;                |Required Materials
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
|-
}}
![[File:Mecha_exting.png]]
 
|Exosuit Engineering Equipment (Extinguisher)
{{ExosuitEquipmentTemplate
|Equipment for engineering exosuits. A rapid-firing high capacity fire extinguisher.
|Equipment = PBT "Pacifier" Mounted Taser
|None<br>
|Category = Combat
|[[File:Metal.png|32px]]10000 Metal<br>
|Power = 20
|-
|Image = Mecha_taser
![[File:Mecha_wire.png]]
|Tech =*Combat Systems Research: 3
|Exosuit Engineering Equipment (Cable Layer)
|Cost = *Metal: 10000
|Equipment for engineering exosuits. Lays cable along the exosuit's path.
|Description = An exosuit-mounted taser, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.
|None<br>
|Function =
|[[File:Metal.png|32px]]10000 Metal<br>
*Functions like a handheld taser.
|-
*Has a cooldown of 0.8 seconds.
![[File:Mecha_clamp.png]]
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
|Exosuit Engineering Equipment (Hydraulic Clamp)
}}
|Equipment for engineering exosuits. Lifts objects and loads them into cargo. Essential for mining mecha.
 
|None<br>
{{ExosuitEquipmentTemplate
|[[File:Metal.png|32px]]10000 Metal<br>
|Equipment = LBX AC 10 "Scattershot"
|-
|Category = Combat
![[File:Mecha_drill.png]]
|Power = 100
|Exosuit Engineering Equipment (Drill)
|Image = Mecha_scatter
|Equipment for engineering and combat exosuits. This is the drill that'll pierce the heavens! Essential for mining mecha.
|Tech =*Combat Systems Research: 4
|None<br>
|Cost = *Metal: 10000
|[[File:Metal.png|32px]]10000 Metal<br>
|Description = A ballistic weapon firing four bullets in a spread.
|-
|Function = *Fires in a spread before you.
![[File:Mecha_diamond_drill.png]]
*Uses some energy for each shot, doesn't need reloading.
|Exosuit Module (Diamond Mining Drill)
**Can thus fire as long as the suit's powercell lasts.
|An upgraded version of the standard drill. Capable of piercing Reinforced Walls.
|Notes = *Has the usual properties of ballistic weapons.
|4 Materials<br>3 Engineering<br>
*Beware of friendly fire.
|[[File:Metal.png|32px]]10000 Metal<br>[[File:Diamond.png|32px]]6500 Diamond<br>
}}
|-
 
![[File:Mecha_analyzer.png]]
{{ExosuitEquipmentTemplate
|Exosuit Engineering Equipment (Mining Scanner)
|Equipment = Ultra AC 2
|Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals. Essential for mining mecha.
|Category = Combat
|None<br>
|Power = 60
|[[File:Metal.png|32px]]5000 Metal<br>[[File:Glass.png|32px]]2500 Glass<br>
|Image = Mecha_uac2
|-
|Tech =*Combat Systems Research: 4
![[File:Mecha_rcd.png]]
|Cost = *Metal: 10000
|Exosuit Module (RCD Module)
|Description = An exosuit-mounted LMG.
|An exosuit-mounted Rapid Construction Device.
|Function = *Fires bursts of 3 bullets.
|4 Materials<br>3 Bluespace<br>4 EM Spectrum<br>4 Power Storage<br>4 Engineering<br>
*Uses some energy for each burst, doesn't need reloading.
|[[File:Metal.png|32px]]30000 Metal<br>[[File:Gold.png|32px]]20000 Gold<br>[[File:Plasma.png|32px]]25000 Plasma<br>[[File:Silver.png|32px]]20000 Silver<br>
**Can thus fire as long as the suit's powercell lasts.
|-
|Notes = *Has the usual properties of ballistic weapons.
![[File:Mecha_Plasmacutter.png]]
}}
|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.
{{ExosuitEquipmentTemplate
|5 Materials<br>4 Engineering<br>4 Plasma<br>
|Equipment = FNX-99 "Hades" Carbine
|[[File:Metal.png|32px]]10000 Metal<br>[[File:Glass.png|32px]]2000 Glass<br>[[File:Plasma.png|32px]]6000 Plasma<br>
|Category = Combat
|-
|Power = 15
![[File:Mining_Grenade_Launcher.png]]
|Image = Mecha_carbine
|"Little boy" Mining Grenade Launcher
|Tech =*Combat Systems Research: 5
|A grenade launcher that launches mining grenades in low pressure enviroments. Acquired in the Mining Vendor for 25000 points. Useful for mining mecha.
*Materials Research: 4
|None
|Cost = *Metal: 10000
|None
|Description = An exosuit-mounted carbine firing incendiary bullets.
|-
|Function = *Fires the same projectiles as dragonsbreath rounds for shotguns
![[File:Mecha_Plate.png]]
*Sets targets on fire and leaves behind a trail of fire
|Exosuit Mining Armor Plate
|Notes = *Does very little brute damage
|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>
{{ExosuitEquipmentTemplate
</tab>
|Equipment = SRM-8 Light Missile Rack
<tab name="Medical Equipment">
|Category = Combat
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#f0e8f0;margin:10pt;"
|Power = 1000
|- style="background-color:#A06DA0;font-weight:bold; color: white;text-align:center;"
|Image = Mecha_missile
! style='background-color:#A06DA0' width:64px;                  |Icon
|Tech =*Combat Systems Research: 6
! style='background-color:#A06DA0' width:150px;                |Name
*Materials Research: 5
! class="unsortable" style='background-color:#A06DA0'          |Description
*Engineering Research: 5
! style='background-color:#A06DA0' width:150px;                |Required Tech Levels
|Cost = *Metal: 22000
! style='background-color:#A06DA0' width:200px;                |Required Materials
*Gold: 6000
|-
*Silver: 8000
![[File:Sleeper_0.png]]
|Description = An exosuit-mounted missile launcher.
|Exosuit Medical Equipment (Mounted Sleeper)
|Function = *Fires missiles, which explode at the target or when they hit something.
|A mounted sleeper that stabilizes patients and can inject reagents in the exosuit's reserves.
* Explosions are rather small, with limited damage to the station.
|3 Engineering<br>2 Plasma<br>3 Biotech<br>
* Holds 8 missiles before needing to rearm.
|[[File:Metal.png|32px]]5000 Metal<br>[[File:Glass.png|32px]]10000 Glass<br>
** To rearm, simply click the rearm button next to the weapon in the exosuit status window.
|-
|Notes = *Needs 1000 power per missile to be replaced when rearming.
![[File:Syringegun.png]]
}}
|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.
</div></div>
|4 Materials<br>4 Biotech<br>3 Combat<br>4 EM Spectrum<br>
 
|[[File:Metal.png|32px]]3000 Metal<br>[[File:Glass.png|32px]]2000 Glass<br>
===Todo===
|-
 
![[File:Mecha_clamp.png]]
'''SGL-6 Grenade Launcher'''<br>
|Exosuit Medical Equipment (Rescue Jaw)
Shoots out a flashbang at medium range.<br>
|Emergency rescue jaws, designed to help first responders reach their patients. Opens doors and removes obstacles.
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')
|4 Materials<br>6 Engineering<br>6 EM Spectrum<br>
 
|[[File:Metal.png|32px]]5000 Metal<br>[[File:Silver.png|32px]]2000 Silver<br>[[File:Titanium.png|32px]]1500 Titanium<br>
'''Banana Mortar'''<br>
|-
Shoots out a banana peel. Very annoying, thus, fun.<br>
</tab>
(Can be attached to: '''Honker''')
<tab name="Combat Equipment">
 
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#f0e8f0;margin:10pt;"
'''Mousetrap Mortar'''<br>
|- style="background-color:#A06DA0;font-weight:bold; color: white;text-align:center;"
Shoots out a armed mousetrap.<br>
! style='background-color:#A06DA0' width:64px;                  |Icon
(Can be attached to: '''Honker''')
! style='background-color:#A06DA0' width:150px;                |Name
! class="unsortable" style='background-color:#A06DA0'          |Description
! style='background-color:#A06DA0' width:150px;                |Required Tech Levels
! style='background-color:#A06DA0' width:200px;                |Required Materials
|-
![[File:Mecha_Immolator.png]]
|Exosuit Weapon (ZFI Immolation Beam Gun)
|A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire.
|5 Materials<br>6 Combat<br>5 EM Spectrum<br>
|[[File:Metal.png|32px]]10000 Metal<br>[[File:Silver.png|32px]]8000 Silver<br>[[File:Plasma.png|32px]]8000 Plasma<br>
|-
![[File:Mecha_laser.png]]
|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<br>3 Combat<br>3 EM Spectrum<br>
|[[File:Metal.png|32px]]10000 Metal<br>
|-
![[File:Mecha_Solaris.png]]
|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<br>4 Combat<br>4 EM Spectrum<br>
|[[File:Metal.png|32px]]10000 Metal<br>
|-
![[File:Mecha_ion.png]]
|Exosuit Weapon (MKIV Ion Heavy Cannon)
|A mech-mounted weapon that fires a projectile identical to the Ion Rifle. Slow fire rate.
|6 Combat<br>5 EM Spectrum<br>5 Materials<br>
|[[File:Metal.png|32px]]20000 Metal<br>[[File:Silver.png|32px]]6000 Silver<br>[[File:Uranium.png|32px]]2000 Uranium<br>
|-
![[File:Mecha_TeslaCannon.png]]
|Exosuit Weapon (P-X Tesla Cannon)
|A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine.
|5 Materials<br>6 Combat<br>5 EM Spectrum<br>
|[[File:Metal.png|32px]]20000 Metal<br>[[File:Silver.png|32px]]8000 Silver<br>
|-
![[File:Mecha_Disabler.png]]
|Exosuit Weapon (CH-PD Disabler "Peacemaker")
|A weapon for combat exosuits. Shoots basic disablers.
|3 Combat<br>
|[[File:Metal.png|32px]]10000 Metal<br>
|-
![[File:Mecha_scatter.png]]
|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<br>
|[[File:Metal.png|32px]]10000 Metal<br>
|-
![[File:Mecha_uac2.png]]
|Exosuit Weapon ("Ultra AC 2" LMG)
|A mech mounted light machine gun. Fires in three-shot bursts.
|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:Mecha_missile.png]]
|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<br>6 Materials<br>
|[[File:Metal.png|32px]]22000 Metal<br>[[File:Gold.png|32px]]6000 Gold<br>[[File:Silver.png|32px]]8000 Silver<br>
|-
![[File:Mecha_sgl.png]]
|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<br>
|[[File:Metal.png|32px]]22000 Metal<br>[[File:Gold.png|32px]]6000 Gold<br>[[File:Silver.png|32px]]8000 Silver<br>
|-
![[File:Mecha_Bola.png]]
|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<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 name="Special Equipment">
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#f0e8f0;margin:10pt;"
|- style="background-color:#A06DA0;font-weight:bold; color: white;text-align:center;"
! style='background-color:#A06DA0' width:64px;                  |Icon
! style='background-color:#A06DA0' width:150px;                |Name
! class="unsortable" style='background-color:#A06DA0'          |Description
! style='background-color:#A06DA0' width:150px;                |Required Tech Levels
! style='background-color:#A06DA0' width:200px;                |Required Materials
|-
![[File:Mecha_bananam.png]]
|H.O.N.K Banana Mortar
|A specialized exosuit banana mortar used for delivering bananas where needed.
|None<br>
|[[File:Metal.png|32px]]20000 Metal<br>[[File:Bananium.png|32px]]5000 Bananium<br>
|-
![[File:Mecha_mousetrapm.png]]
|H.O.N.K Mousetrap Mortar
|Fairly tame for the H.O.N.K, this weapon fires primed mousetraps.
|None<br>
|[[File:Metal.png|32px]]20000 Metal<br>[[File:Bananium.png|32px]]5000 Bananium<br>
|-
![[File:Mecha_honker.png]]
|HoNkER BlAsT 5000
|A massive air horn capable of causing deafness, weakness, and to those nearrby while also knocking them down.
|None<br>
|[[File:Metal.png|32px]]20000 Metal<br>[[File:Bananium.png|32px]]10000 Bananium<br>
|-
![[File:Mecha_rcd.png]]
|Exosuit Module (Mime RCD Module)
|Used for quick and silent construction.
|None<br>
|[[File:Metal.png|32px]]30000 Metal<br>[[File:Tranquillite.png|32px]]10000 Tranquillite<br>
|-
![[File:Mecha_mimecarb.png]]
|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<br>
|[[File:Metal.png|32px]]20000 Metal<br>[[File:Tranquillite.png|32px]]10000 Tranquillite<br>
|-
|}</tab></tabs>  


'''HoNkER BlAsT 5000'''<br>
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.<br>
(Can be attached to: '''Honker''')




[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 14:10, 15 October 2024


Synthetic Department
SyntheticHeader.png

Departmental Head
Current Lawset

Synthetic Roles
Synthetic Guides


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

Exofab.png Exosuit Fabricator

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.

Robotics and the Mech Bay

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.

Circuit imprinter.png Circuit Imprinter

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.

Autolathe.png Autolathe

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.

Protolathe.png Protolathe

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.

RnD Console.png Robotics R&D Console

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
Toolbelt.png
Contains 7 slots and holds all standard tools you will need to assemble, fix, and deconstruct machines.
Cable Coil
CableCoils.png
Used in construction of Exosuits and Cyborgs, also used to heal burns inflicted on Cyborgs and IPCs.
Welding Tool
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.
Wirecutters
Wirecutters.png
Used for hacking, removing cables, and cutting grilles. Wirecutters are used to trim wires in MODsuits and hacking Cyborgs.
Wrench
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.
Screwdriver
Screwdriver tool.png
Screwdrivers are used to unscrew panels on IPCs and Cyborgs. They can also be used in construction of Exosuits.
Crowbar
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.
Multitool
Multitool.png
The multitool is for hacking. You pulse wires in cyborgs to test their useage. It's also used in IPC surgery.
Machine Analyzer
Cyborg analyzer.png
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.png
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.

Cyborg.png Making a Cyborg

The cyborg exoskeleton debugging UI
  1. Fill the Exofab.png Exosuit Fabricator with 50 sheets of Metal.png metal.
  2. 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.
  3. Wait for a short time for the pieces to be built.
  4. When putting the parts together, use the Cyborg endoskeleton.png Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.
    • Add 2x Flash.png Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head.
    • The Cyborg Torso will need 1x CableCoils.png wires and 1x Powercell.png 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.
  5. (Optional) You can configure the cyborgs default settings by using a Multitool.png 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.
  6. The last step is installing either a MMI.png MMI, a Positronicbrain.gif posibrain, or Robotic brain.png 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.

MMI.png Extracting a Brain

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.

  1. (Optional) Complete Prepping for Surgery.
  2. Aim for the Head Damage zone.png Damage Zone.
  3. Use a Scalpel.png Scalpel on the patient, and choose Organ Manipulation.
  4. Use a Scalpel.png Scalpel to cut back the flesh.
  5. Use the Hemostat.png Hemostat to stop any potential bleeding.
  6. Use your Retractor.png Retractors to lift up the skin.
  7. Use the Saw.png Saw to cut through the bones.
  8. Use the Retractor.png Retractor to separate the bones.
  9. Use the Hemostat.png Hemostat. This will open up a window asking you which loose organ you'd like to remove. Select the Brain.
  10. Place the brain in an MMI empty.png MMI.
  11. Carry the MMI.png MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.

You can also use a normal table instead of an operating table, but this makes operations have a 20% chance of failing.

So You Decapitated Your Patient? Don't panic just yet! You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a Scalpel.png Scalpel to extract the Decapitated heads organs.

Spiderbot.png Spiderbot

Spiderbots are temporary bodies for brains.

They can zap things, move through vents, and generally act like pests.

Combine the following:

  1. Print a Cyborg Head.png Robot Head.
  2. Apply a Micro Manipulator.png Manipulator to the Robot Head.
  3. Use a occupied MMI.png MMI or Positronicbrain.gif Positronic brain to the Spiderbot assembly.

When you need to remove the brain from the spider bot, you just swipe your ID to pop out the brain.

An emagged spiderbot gains a more powerful shock and increased health, while also binding it to the command of who emagged it. If the spiderbot is to die, it will detonate, destroying the occupant and maiming those around it.

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

  1. With a Welderon.gif Welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it.
  • Engineer cyborgs can also repair other cyborgs like this, though not theirselves.

Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:

  1. ID ROB.png Swipe an ID with Robotics access to unlock the panel.
  2. Red crowbar.png Crowbar open the panel.
  3. Remove the cyborg's Powercell.png Power cell by clicking on it with an empty hand.
  4. Screwdriver tool.png Screwdriver to expose the wires.
  5. Use a CableCoils.png Cable coil to replace damaged wires.
  6. Screwdriver tool.png Screwdriver the cyborg to hide the wires.
  7. Reinsert the cyborg's Powercell.png Power cell.
  8. Red crowbar.png Crowbar the panel shut.
  9. ID ROB.png Swipe an ID with Robotics access to relock the cover.

Cyborg Component Repair

Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward. 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.

  1. ID ROB.png Swipe an ID with Robotics access to unlock the panel.
  2. Red crowbar.png Crowbar open the panel.
  3. Remove the cyborg's Powercell.png Power cell by clicking on it with an empty hand.
  4. Red crowbar.png Crowbar out the desired components.
  5. Reinsert the cyborg's Powercell.png Power cell.
  6. Red crowbar.png Crowbar the panel shut.
  7. ID ROB.png Swipe an ID with Robotics access to relock the cover.

Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.

  1. ID ROB.png Swipe an ID with Robotics access to unlock the panel.
  2. Red crowbar.png Crowbar open the panel.
  3. Remove the cyborg's Powercell.png Power cell by clicking on it with an empty hand.
  4. Use a Screwdriver tool.png Screwdriver to expose the wires.
  5. Cut all five wires with Wirecutters.png Wirecutters.
  6. Use a Red crowbar.png Crowbar to remove the MMI.

Human Prosthetic Repair

You may be asked to repair damage to the artificial limbs of your fellow crew members.

To fix brute damage:

  1. Use a Welderon.gif Welding tool on the damaged area.
  • Using a Welder on an intent that is not Help will instead burn the limb.

To fix burn damage:

  1. Use a CableCoils.png Cable coil on the damaged area.

Upgrading the Power Cell

Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.

Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):

  1. ID ROB.png Swipe an ID with Robotics access to unlock the panel.
  2. Red crowbar.png Crowbar open the panel.
  3. Click on the Cyborg with an empty hand to take out the Powercell.png Power cell and replace it with the higher-capacity power cell.
    • Note: The default power cell capacity in Cyborgs is 10,000. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000, and Xenobiology can make slime core cells which self-recharge.
  4. Red crowbar.png Crowbar the panel shut.
  5. ID ROB.png Swipe an ID with Robotics access to relock the cover.

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.

The available upgrade modules are:

  • Reset Module: Not an upgrade at all, this simply resets a borg's module, letting it change from one specialization to another.
  • Rename Module: Allows for the names of borgs to be changed.
  • Restart Module: Use this module to restart a borg that was destroyed and has since been repaired.
  • VTEC Module: Increases the speed of a borg, rather useful. It can also be applied to vehicles such as the Paramedics Ambulance.
  • Ion Thrusters: A jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.
  • Safety Override Module: Unlocks a cyborg's illegal and more dangerous equipment, similar to the equipment that's unlocked by emagging, except engineering borgs get a proto emitter gun with the module.
  • Self Repair Module: Allows a cyborg to slowly repair damage to itself.

Module Specific Upgrades:

  • Mining Lavaproof Chassis: An upgrade kit to apply specialized coolant systems and insulation layers to a mining cyborg's chassis, enabling them to withstand exposure to molten rock.
  • Diamond Mining Drill: An upgrade for mining cyborgs that upgrades the built-in mining drill, letting it drill faster.
  • Mining Satchel of Holding: An upgrade for mining cyborgs that upgrades the cyborg's mining storage, allowing it to hold more minerals.
  • Floor Buffer Module: An upgrade for janitor cyborgs that lets them clean floors by simply moving over the offending stain. Movement speed is decreased while active.
  • Trash Bag of Holding Module: An upgrade for janitor cyborgs that equips them with a trashbag of holding.
  • Syndicate Soap Module: An upgrade for janitor cyborgs that equips them with a bar of syndicate soap.
  • Rapid Construction Device Upgrade: An upgrade for engineering cyborgs that contains a modified rapid construction device, able to pull energy directly from the cyborgs internal power cell.
  • 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.
  • 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:

  1. ID ROB.png Swipe an ID with Robotics access to unlock the panel.
  2. Red crowbar.png Crowbar open the panel.
  3. Cyborg upgrade2.png Print out the upgrade in the fabricator and insert it into the cyborg.
  4. Red crowbar.png Crowbar the panel shut.
  5. ID ROB.png Swipe an ID with Robotics access to relock the cover.

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.

In the unlikely event that an AI goes crazy, a trained Roboticist or another technician should be able to sever the connection to the AI entirely by cutting the correct wire.

Cutting all wires allows you to deconstruct a cyborg completely with a Crowbar.png crowbar.

There are four lights in the cyborg with four corresponding wires, as well as a dud wire without a light:

Description Pulsing Cutting Mending
LawSync If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status. does nothing. will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with its laws. this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
AI Link If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders. this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off. this wire will cause the Cyborg to no longer be enslaved under the AI and bound only by its laws. This also turns off LawSync, as the cyborg has no AI to sync to. this wire does nothing. You need to pulse it to reconnect it to an AI.
Camera If this light is on, the cyborg's vision is linked to the AI's cameras. this wire will loudly focus the cyborg's cameras, displaying a message in the chat, kicking anyone watching from the cyborg's cameras out, and disable the camera link to the AI. It will not enable the cameras once disabled. this wire will disable the cyborg's cameras. this wire will reconnect the cyborg's cameras to the AI if they are disabled.
Lockdown If this light is on, the cyborg is unable to move. They are still able to remotely activate devices. this wire will toggle lockdown function on the cyborg, similar to using the Robotics Control Console. this wire will lock the cyborg down, similar to pulsing. this wire will activate the cyborg's movement once again.

An emagged cyborg will have no LawSync or AI link and cannot be reset, meaning that deconstructing and placing into a new body is necessary.

Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.

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:

Medibot.png Medibot

These will only inject chemicals if the chemical helps with the target's damage by default.

Note that these don't synthesize their chemicals, except Saline-Glucose Solution, Charcoal, and Spaceacillin.

To make:

  1. Empty a First Aid Kit.png First Aid Kit.
  2. Apply a Robot Arm
  3. (Optional) Name the bot with a Pen.png Pen.
  4. Apply a Health Analyzer.gif Health analyzer.
  5. Finish it with a Proximitysensor.png Proximity sensor.
  6. (Optional) Beaker.png Beaker filled with the medicine of your choice.
  • Note: Differently coloured medkits will also change the resulting colour of your Medibot.

They can also be Emagged to repeatedly inject anyone with harmful chemicals.

Cleanbot.png Cleanbot

Cleanbots are great, as they serve the exact same purpose as the Janitor.

Even better is that it uses Space Cleaner to mop, so no slipping on everything!

To make:

  1. Get a Bucket.png Bucket (Ask for cargo to make you one or make with an Autolathe you or Research and Development may have made.)
  2. Apply a Proximitysensor.png Proximity sensor.
  3. (Optional) Name the bot with a Pen.png Pen.
  4. Finish it with a Robot Arm.

An emagged cleanbot will spray slippery foam around it, while still responding to any mess in visual range, or continuing its patrol.

Floorbot.png Floorbot

Floorbots are nice to have around when some asshole starts crowbarring up floor tiles, or some traitor has blown apart a section of the station.

They zoom around and repair busted floor tiles. Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.

To make:

  1. Empty a Blue Toolbox.png Toolbox
  2. Make and apply Floor Tiles.png 10 floor tiles (click on a stack of metal while it's in your hand to open a menu for making these)
  3. Apply a Proximitysensor.png Proximity sensor.
  4. (Optional) Name the bot with a Pen.png Pen.
  5. Finish it with a Robot Arm.

Emagged Floorbots will tear apart floor panels and plating, usually exposing the area to space. Great if you don't need to worry about being in a vacuum.

I AM THE LAW Securitron

Basically, Officer Beepsky without the personality.

Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person, you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.

To make:

  1. Use a Screwdriver tool.png Screwdriver on a Remote Signaling Device
  2. Combine with a Helmet.png Helmet (Get these from Security)
  3. Welderon.gif Weld them together
  4. Add a Proximitysensor.png Proximity Sensor and a Robot Arm.
  5. Toss in a Stun Baton.gif Stun Baton (Get these from Security)

You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer (E-mag), as they tend to run around stunning and cuffing everyone in sight. Problem is, hacked Securitrons report a Level 10 Infraction when spotting people, giving a clear sign that they're hacked.

ED209.png ED-209

Beepsky's bigger brother.

Has all of the abilities of a standard Securitron, with the addition of a ranged attack.

To make:

  1. Use a Metal.png Metal sheet on a Cyborg Endoskeleton to reinforce it.
  2. Add two Robot Legs and a Normalarmor.png Security vest (Get these from Security).
  3. Welderon.gif Weld everything together.
  4. Add in a security Helmet.png Helmet (Get these from Security).
  5. Attach a Proximitysensor.png Proximity Sensor to the assembly.
  6. Insert CableCoils.png Wires.
  7. Add a Disabler.png disabler and attach it with a Screwdriver tool.png Screwdriver (Get these from Security).
  8. Insert a Powercell.png Power cell. Your own murder-robot is complete!

An emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging an ED-209 is advised to run like crazy.

Griefsky.png General Griefsky

A Securitron with 4 energy swords.

To make:

  1. Use a Screwdriver tool.png Screwdriver on a Remote Signaling Device
  2. Combine with a Helmet.png Helmet (Get these from Security)
  3. Welderon.gif Weld them together
  4. Add a Proximitysensor.png Proximity Sensor and a Robot Arm.
  5. Use a Wrench.png Wrench
  6. Add four Sword.gif Energy Swords or Toy Energy Swords.

Extremely lethal.

Honkbot.png Honkbot

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.

To make:

  1. Construct a Clownbox.png Clown Box (Get the Clown to stamp a piece of cardboard with the clown stamp).
  2. Add a robotic right arm.
  3. Add a Proximitysensor.png Proximity sensor.
  4. Add a HonkHorn.png Clown bikehorn.
  5. Add a Trombone (you'll probably need to order a Musical Instruments crate from Cargo).

Emagged Honkbots make random noises, airhorn unsuspecting crew, and laugh at their misery.

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

  1. Unlock the Bot with an appropriate ID ROB.png ID.
  2. Apply the PAI to the Bot.
  3. Lock the Bot with an appropriate ID ROB.png ID.

Bot Repair

In the case your bot has some how been injured but not destroyed you can repair it in 5 easy steps.

  1. Unlock the Bot with an appropriate ID ROB.png ID.
  2. Screw open the maintenance panel with a Screwdriver tool.png Screwdriver.
  3. Welderon.gif Weld the bot until it is fixed.
  4. Screw close the maintenance panel with a Screwdriver tool.png Screwdriver.
  5. Lock the Bot with an appropriate ID ROB.png 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

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 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.

  1. Welderon.gif 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.

  1. Swipe your ID ROB.png ID on the drone.
  2. 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

  1. 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.
  2. Move it to the surgery table.
  3. Assemble the IPC head, Microbattery, Charger, Optical Sensor, and Microphone, along with a cyborg right arm, left arm, right leg, and left leg.
  4. Once all parts are ready, attach them to the torso by targeting the corresponding body part on the Damage zone.png and clicking on the torso.
  5. For the IPC head, you need to use a screwdriver on the head and do Synthetic Limb Reattachment, then attach it on.
  6. Perform the IPC Internal Cybernetic Manipulation surgery on the upper body to install the IPC Microbattery and Robotic Brain.
  7. Repeat the surgery on the head and install the IPC Optical Sensor and IPC Microphone.
  8. Perform the surgery on either arm and install the IPC Charger.
  9. 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.png Nanopaste can be obtained from RnD for use.

Mechanical Surgeries
[Expand]
Bio-chip Removal (Synthethics)
BioChip Case.png
Removing bio-chips from the body.
[Expand]
Cybernetic Appearance Customization
Reagentscanbasic.png
For when the Unbranded style doesn't look good after all.
[Expand]
Cybernetic Repair
Welderon.gif
Fixing mechanical arms, legs, hands and feet.
[Expand]
Identity Configuration
Cyborg analyzer.png
Renaming and Re-Gendering.
[Expand]
Internal Component Manipulation
Positronicbrain.gif
Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.
[Expand]
Robotic Cavity Implant/Removal
Red crowbar.png
Removal of items from robotic body cavities.Not for implants or bio-chips.
[Expand]
Robotic Limb Amputation
Multitool.png
The removal of Mechanical limbs.
[Expand]
Robotic Limb Attachment
Cyborg Left Arm.png
Application of Mechanical limbs.

[Exit]

Bio-chip Removal (Synthethics)
Removing bio-chips from the body.

  1. Aim for the bio-chip location on the Damage zone.png Damage Zone.
  2. Use the Screwdriver tool.png Screwdriver to select the "Bio-chip Removal" Surgery.
  3. Use a Screwdriver tool.png Screwdriver to unlock the hatch on the limb.
  4. Use a Red crowbar.png Crowbar to open the hatch on the limb.
  5. Use your Wirecutters.png Wirecutters to extract the bio-chip. This may take several goes.
  6. Use Red crowbar.png Crowbar to close the hatch on the limb.

[Exit]

Cybernetic Appearance Customization
For when the Unbranded style doesn't look good after all.

  1. Aim for the patient's correct Damage zone.png Damage Zone.
  2. Use the Screwdriver tool.png Screwdriver to select the "Cybernetic Appearance Customization" Surgery.
  3. Use a Screwdriver tool.png Screwdriver to unlock the hatch on the limb.
  4. Use a Red crowbar.png Crowbar to open the hatch on the limb.
  5. Use a Multitool.png Multitool to reprogram the limbs appearance.
  6. Select the company appearance. The most common appearance among IPCs being Morpheus Cybernetics.
  7. Use a Red crowbar.png Crowbar to close the hatch on the limb.

[Exit]

Cybernetic Repair
Fixing mechanical arms, legs, hands and feet.

  1. Aim for the patient's correct Damage zone.png Damage Zone.
  2. Use the Screwdriver tool.png Screwdriver to select the "Cybernetic Repair" Surgery.
  3. Use a Screwdriver tool.png Screwdriver to unlock the hatch on the limb.
  4. Use a Red crowbar.png Crowbar to open the hatch on the limb.
  5. Use a Welder.png Welding tool to repair Brute damage and use CableCoils.png Cable coil to repair burn damage.
  6. Use a Red crowbar.png Crowbar to close the hatch on the limb.

[Exit]

Identity Configuration
Renaming and Re-Gendering.

  1. Aim for the patient's head on the Damage zone.png Damage Zone.
  2. Use the Screwdriver tool.png Screwdriver to select the "Identity Reconfiguration" Surgery.
  3. Use a Screwdriver tool.png Screwdriver to unlock the hatch on the limb.
  4. Use a Red crowbar.png Crowbar to open the hatch on the limb.
  5. Use a Multitool.png Multitool to reprogram the identity.
  6. Type in a new name and select the correct Gender.
  7. Use a Red crowbar.png Crowbar to close the hatch on the limb.

[Exit]

Internal Component Manipulation
Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.

  1. Aim for the patient's correct Damage zone.png Damage Zone.
  2. Use the Screwdriver tool.png Screwdriver to select the "Internal Cybernetic Manipulation" Surgery.
  3. Use a Screwdriver tool.png Screwdriver to unlock the hatch on the limb.
  4. Use a Red crowbar.png Crowbar to open the hatch on the limb.
  5. (Optional) Use a Multitool.png Multitool to remove Components. For Borgification simply remove the Positronicbrain.gif Positronic brain and place the positronic brain in an empty cyborg exoskeleton, or give the positronic brain to a Roboticist.
  6. (Optional) While holding a Component or Implant: Insert the Component inside.
  7. (Optional) While holding a Positronicbrain.gif Positronic Brain, or a MMI.png Man Machine Interface: Insert the brain inside;
  8. (Optional) Repair the affected component with Nanopaste.png Nanopaste, or alternatively use a Screwdriver tool.png Screwdriver.
  9. (Optional) Use a Welder.png Welding tool to repair Brute damage and use CableCoils.png Cable coil to repair burn damage.
  10. Use a Red crowbar.png Crowbar to close the hatch on the limb.

[Exit]

Robotic Cavity Implant/Removal
Removal of items from robotic body cavities.

  1. Aim for the implant location on the Damage zone.png Damage Zone.
  2. Use the Screwdriver tool.png Screwdriver to select the "Robotic Cavity Implant/Removal" Surgery.
  3. Use a Screwdriver tool.png Screwdriver to unlock the hatch on the limb.
  4. Use a Red crowbar.png Crowbar to open the hatch on the limb.
  5. (Insertion) While holding an Item: Insert the item inside.
  6. (Extraction) With an open hand: Click the patient to check for items inside the cavity.
  7. Use a Welder.png Welder to mend the cavity.
  8. Use a Red crowbar.png Crowbar to close the hatch on the limb.

[Exit]

Robotic Limb Amputation
The removal of Mechanical limbs.

  1. Aim for the patient's correct Damage zone.png Damage Zone.
  2. Use the Screwdriver tool.png Screwdriver to select the "Robotic Limb Amputation" Surgery.
  3. Use a Multitool.png Multitool to remove the targeted limb.

[Exit]

Robotic Limb Attachment
Application of Mechanical limbs.

  1. Aim for the patient's correct Damage zone.png Damage Zone.
  2. (Optional) Use the Screwdriver tool.png Screwdriver to select the "Apply Robotic or Synthetic Limb" Surgery.
  3. Apply the robotic limb, or a new limb printed from your Exofab.png Exosuit Fabricator.

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.png Micro-Laser -> 1
High micro laser.png High-Power Micro-Laser -> 0.85
Ultra high micro laser.png Ultra-High-Power Micro-Laser -> 0.7
Quad Ultra Micro Laser.png Quad-Ultra Micro-Laser -> 0.55

Note: The Micro-Laser is the default laser part in your fabricator.

Exosuit name Metal Metal.png Glass Glass.png Silver Silver.png Titanium Titanium.png Diamond Diamond.png Uranium Uranium.png Plasma Plasma.png Bananium Bananium.png Tranquilite Tranquillite.png
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 Metal.png Glass Glass.png Silver Silver.png Titanium Titanium.png Diamond Diamond.png Uranium Uranium.png Plasma Plasma.png Bananium Bananium.png Tranquilite Tranquillite.png
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 Metal.png Glass Glass.png Silver Silver.png Titanium Titanium.png Diamond Diamond.png Uranium Uranium.png Plasma Plasma.png Bananium Bananium.png Tranquilite Tranquillite.png
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 Metal.png Glass Glass.png Silver Silver.png Titanium Titanium.png Diamond Diamond.png Uranium Uranium.png Plasma Plasma.png Bananium Bananium.png Tranquilite Tranquillite.png
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

Ripley.png Ripley APLU

The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.

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

  1. Manufacture all of the Ripley parts using the Exosuit fabricator and attach the parts to the Ripley exosuit frame.
  2. Use a Wrench.png Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver tool.png Screwdriver to activate it.
  3. Use CableCoils.png Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.png Wirecutters.
  4. Apply a Mainboard.png Ripley Central control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board ordered from the Quartermaster or made in the Circuit Imprinter).
  5. Apply a Mech circuit.png Ripley Peripherals control module and secure it with a Screwdriver tool.png Screwdriver (Ordered from the Quartermaster or made in the Circuit Imprinter).
  6. Apply Metal.png 5 pieces of metal and secure it with a Wrench.png Wrench.
  7. Weld the frame on the Exosuit with a Welder.png Welding tool.
  8. Apply Plasteel.png 5 pieces of plasteel to the Exosuit and secure it with a Wrench.png Wrench.
  9. Weld the outer frame on the Exosuit with a Welder.png Welding tool.
  10. Build and apply the Mecha clamp.png Hydraulic Clamp and Mecha drill.png Drill.

The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit. Click finish, then drag your sprite onto the exosuit to enter.

Firefighter.png Firefighter APLU

The Firefighter APLU (Autonomous Power Loading Unit) is a perfect all-terrain Lavaland venicle due to his ability to freely walk on lava.

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

  1. Manufacture all of the Firefighter parts using the Exosuit fabricator and attach the parts to the Firefighter exosuit frame.
  2. Apply a Firesuit.png firesuit to the Firefighter exosuit frame.
  3. Use a Wrench.png Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver tool.png Screwdriver to activate it.
  4. Use CableCoils.png Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.png Wirecutters.
  5. Apply a Mainboard.png Ripley Central control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board ordered from the Quartermaster or made in the Circuit Imprinter).
  6. Apply a Mech circuit.png Ripley Peripherals control module and secure it with a Screwdriver tool.png Screwdriver (Ordered from the Quartermaster or made in the Circuit Imprinter).
  7. Apply Plasteel.png 5 pieces of plasteel to the Exosuit and secure it with a Wrench.png Wrench.
  8. Weld the frame on the Exosuit with a Welder.png Welding tool.
  9. Apply Plasteel.png 10 pieces of plasteel to the Exosuit (You will need to click twice) and secure it with a Wrench.png Wrench.
  10. Weld the outer frame on the Exosuit with a Welder.png Welding tool.

Mecha odysseus.png Odysseus

This mech can save multiple crewmembers while on the run.

Is the only medical mech available unlike the dozens of variations of the APLU and Combat series, maybe coders just consider BIG GUNZ better than syringes?

Instructions

  1. Manufacture all of the Odysseus parts using the Exosuit fabricator and attach the parts to the Odysseus exosuit frame.
  2. Use a Wrench.png Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver tool.png Screwdriver to activate it.
  3. Use CableCoils.png Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.png Wirecutters.
  4. Apply a Mainboard.png Odysseus Central control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  5. Apply a Mech circuit.png Odysseus Peripherals control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  6. Apply Metal.png 5 pieces of metal and secure it with a Wrench.png Wrench.
  7. Weld the frame on the Exosuit with a Welder.png Welding tool.
  8. Apply Plasteel.png 5 pieces of plasteel to the Exosuit and secure it with a Wrench.png Wrench.
  9. Weld the outer frame on the Exosuit with a Welder.png Welding tool.

Gygax.png Gygax

Rather fast security exosuit with bad overall protection.

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 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

  1. Manufacture all of the Gygax parts using the Exosuit fabricator and attach the parts to the Gygax exosuit frame (Except the armor plates).
  2. Use a Wrench.png Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver tool.png Screwdriver to activate it.
  3. Use CableCoils.png Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.png Wirecutters.
  4. Apply a Mainboard.png Gygax Central control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  5. Apply a Mech circuit.png Gygax Peripherals control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  6. Apply a Mech circuit.png Gygax Weapons & Targeting control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  7. Apply an Advanced scanning module.gifAdvanced Scanning Module to the Gygax exosuit frame and secure it with a Screwdriver tool.png Screwdriver (Part made in the Protolathe).
  8. Apply a Mech power core.png Mech Power Core and secure it with a Screwdriver tool.png Screwdriver (Core found inside your workplace and orderable from cargo).
  9. Apply Metal.png 5 pieces of metal and secure it with a Wrench.png Wrench.
  10. Weld the frame on the Exosuit with a Welder.png Welding tool.
  11. Apply Gygax.png Gygax Armor Plates and secure it with a Wrench.png Wrench.
  12. Weld the outer frame on the Exosuit with a Welder.png Welding tool.

Durand.png Durand

A Durand is slow, but extremely tanky combat exosuit.

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.

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

  1. Manufacture all of the Durand parts using the Exosuit fabricator and attach the parts to the Durand exosuit frame (Except the armor plates).
  2. Use a Wrench.png Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver tool.png Screwdriver to activate it.
  3. Use CableCoils.png Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.png Wirecutters.
  4. Apply a Mainboard.png Durand Central control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  5. Apply a Mech circuit.png Durand Peripherals control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  6. Apply a Mech circuit.png Durand Weapons & Targeting control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  7. Apply an Super scanning module.gif Phasic Scanning Module to the Durand exosuit frame and secure it with a Screwdriver tool.png Screwdriver (Part made in the Protolathe).
  8. Apply a Mech power core.png Mech Power Core and secure it with a Screwdriver tool.png Screwdriver (Core found inside your workplace and orderable from cargo).
  9. Apply Metal.png 5 pieces of metal and secure it with a Wrench.png Wrench.
  10. Weld the frame on the Exosuit with a Welder.png Welding tool.
  11. Apply Durand.png Durand Armor Plates and secure it with a Wrench.png Wrench.
  12. Weld the outer frame on the Exosuit with a Welder.png Welding tool.

Phazon.png Phazon

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.

Requires an anomaly core to build which comes from a random event.

Phasing Function (Allows the Phazon to move through any solid object at high speed)
Change melee damage type (Allows the Phazon to either deal brute, fire or toxic damage)

Instructions

  1. Manufacture all of the Phazon parts using the Exosuit fabricator and attach the parts to the Phazon exosuit frame (Except the armor plates).
  2. Use a Wrench.png Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver tool.png Screwdriver to activate it.
  3. Use CableCoils.png Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.png Wirecutters.
  4. Apply a Mainboard.png Phazon Central control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  5. Apply a Mech circuit.png Phazon Peripherals control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  6. Apply a Mech circuit.png Phazon Weapons & Targeting control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  7. Apply an Super scanning module.gif Phasic Scanning Module to the Phazon exosuit frame and secure it with a Screwdriver tool.png Screwdriver (Part made in the Protolathe).
  8. Apply an Super capacitor.png Super Capacitor to the Phazon exosuit frame and secure it with a Screwdriver tool.png Screwdriver (Part made in the Protolathe).
  9. Apply 5 (Artificial) Bluespace Crystal.png Bluespace Crystal (Found in the ORM or made in the Protolathe) to the Phazon exosuit, Apply CableCoils.png Cable Coil, and secure it with a Screwdriver tool.png Screwdriver.
  10. Apply Plasteel.png 5 pieces of plasteel to the Exosuit and secure it with a Wrench.png Wrench.
  11. Weld the frame on the Exosuit with a Welder.png Welding tool.
  12. Apply Phazon.png Phazon Armor Plates and secure it with a Wrench.png Wrench.
  13. Weld the outer frame on the Exosuit with a Welder.png Welding tool.
  14. Apply a BluespaceCore.gif Bluespace anomaly core (Orb.gifA normal anomaly core won't work!Orb.gif).

HONK MECH.png HONK MECH

Bring the HONK power of the HONKmother to the crew! HONK! Cry when you are arrested for making this.

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

  1. Create and Attach all of the H.O.N.K. mech parts in the Exosuit Fabricator then HONK at the mech with a HonkHorn.pngbike horn to secure it.
  2. Apply a Mainboard.png H.O.N.K. Central control module and HONK at the mech again to secure it.
  3. Apply a Mech circuit.png H.O.N.K. Peripherals control module and HONK at the mech again to secure it.
  4. Apply a Mech circuit.png H.O.N.K. Weapons & Targeting control module and HONK at the mech again to secure it.
  5. Apply a Clownmask.png clown's mask to the mech and HONK at the mech again to secure it.
  6. Apply Shoesclown.png clown shoes to it and HONK at the mech again to secure it.

Mime mech.png Reticence

...

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. *crack is a great example

Instructions

  1. Create and Attach all of the Reticence mech parts in the Exosuit Fabricator.
  2. Apply a Mainboard.png Reticence Central control module.
  3. Apply a Mech circuit.png Reticence Peripherals control module.
  4. Apply a Mech circuit.png Reticence Weapons & Targeting control module.
  5. Apply a Beret red.pngmime's beret to the mech and emote at the mech.
  6. Apply a Mime Mask.png mime's mask to the mech and emote at the mech again.
  7. Apply a Suspenders.png mime's suspenders to it and emote at the mech again.

Nkarrdem.png Nkarrdem

The Nkarrdem is a cleaning exosuit.

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

  1. Manufacture all of the Nkarrdem parts using the Exosuit fabricator and attach the parts to the Nkarrdem exosuit frame.
  2. Use a Wrench.png Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver tool.png Screwdriver to activate it.
  3. Use CableCoils.png Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.png Wirecutters.
  4. Apply a Mainboard.png Nkarrdem Central control module and secure it with a Screwdriver tool.png Screwdriver (Circuit Board made in the Circuit Imprinter).
  5. Apply a Mech circuit.png Nkarrdem Peripherals control module and secure it with a Screwdriver tool.png Screwdriver (Made in the Circuit Imprinter).
  6. Apply a Floor buffer.png Janitorial Floor Buffer Upgrade and secure it with a Screwdriver tool.png Screwdriver (Made in the Exosuit Fabricator).
  7. Apply Metal.png 5 pieces of metal and secure it with a Wrench.png Wrench.
  8. Weld the frame on the Exosuit with a Welder.png Welding tool.
  9. Apply Plasteel.png 5 pieces of plasteel to the Exosuit and secure it with a Wrench.png Wrench.
  10. Weld the outer frame on the Exosuit with a Welder.png 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.

Exosuit Maintenance

Replacing Batteries

  1. Make sure the ID upload panel is closed and ensure Maintenance Mode is not forbidden in the Exosuit's internal settings.
  2. Hit the exosuit with your ID ROB.png ID card or Pda.png PDA with one inside and enable Maintenance Mode.
  3. Unsecure the beams with a Wrench.png Wrench.
  4. Use a Red crowbar.png Crowbar to open the panel.
  5. Screw the cell out with a Screwdriver tool.png Screwdriver.
  6. Apply a Power cell.pngReplacement cell
  7. Secure the new cell with a Screwdriver tool.png Screwdriver.
  8. Use a Red crowbar.png Crowbar to close the panel.
  9. Use a Wrench.png Wrench to wrench the beams back.
  10. Use a ID ROB.png ID to disable maintenance mode.

Note: The default capacity of a power cell in any of the civilian exosuits is a High-Capacity Power Cell+ (15,000)

Repair

  • Equip a WeldingHelmet.png welding helmet on your head.
    • Note: Be sure to remember this step or you could go blind!
  • Place a Welderon.gif Welding tool in your hand, click on it while it's in your hand to light it, then click on the Exosuit repeatedly to repair it.

Removal of MMI

Works upon MMIs and Positronic Brains which you wish to remove from exosuits.

  1. Make sure maintenance protocols are enabled.
  2. Wrench.png Wrench
  3. Red crowbar.png Crowbar
  4. Screwdriver tool.png Screwdriver
  5. Red crowbar.png Crowbar

Critical Damage

When the mech takes approx. 50% damage, there is a chance for the mech to take 'Critical Damage.' This usually is the failure of a system within the mech itself. Each failure has a different way to repair it.

Calibration Failure - Causes your mech to move around, usually in a large circle, rather than move in the direction of your input. The mech can and will move diagonals while this is in effect. To repair, open 'View Stats', and at the top of the page is a button labelled something along the lines of 'Recalibrate.' Click it, and wait for the recalibration to complete, and your mech will move as normal.

Internal Fire - Causes your mech to take damage over time. This lasts for about 15–30 seconds and will go away on its own. It will cause the cabin air to heat up, burning the pilot. The internal air tank may also rupture from heat.

Life Support Failure - Renders your internal life support useless. This won't matter much in a pressurized environment, but if you're fighting a fire in a Firefighting Ripley, you're going to die. To fix this, enable your maintenance protocols, and perform the same steps to replace a battery. This will fix the error.

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.

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
Tesla.png 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
Metal.png10000 Metal
Glass.png2000 Glass
Gold.png2000 Gold
Silver.png3000 Silver
Tesla.png Exosuit Equipment (Plasma Generator) An exosuit module that generates power using solid plasma as fuel. Pollutes the environment. None
Metal.png10000 Metal
Glass.png1000 Glass
Silver.png2000 Silver
Plasma.png5000 Plasma
Tesla.png 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
Metal.png10000 Metal
Glass.png1000 Glass
Silver.png500 Silver
Repair droid.png Exosuit Module (Repair Droid Module) An automated Repair Droid. Consumes power to repair your mech. 3 EM Spectrum
3 Data Theory
3 Engineering
Metal.png10000 Metal
Glass.png5000 Glass
Gold.png1000 Gold
Silver.png2000 Silver
Mecha aboost rng.png Exosuit Module (Reactive Armor Booster Module) An exosuit-mounted armor booster that decreases melee damage taken. 5 Materials
5 Combat
3 Engineering
Metal.png20000 Metal
Silver.png5000 Silver
Mecha aboost ccw.png Exosuit Module (Reflective Armor Booster Module) An exosuit-mounted armor booster that decreases damage taken from ranged weapons. 5 Materials
5 Combat
3 Engineering
Metal.png20000 Metal
Gold.png5000 Gold
Mecha teleport.png 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
Metal.png10000 Metal
Mecha teleport.png Exosuit Module (Teleporter Module) An exosuit module that allows exosuits to teleport to any position in view 5 EM Spectrum
8 Bluespace
Metal.png10000 Metal
Diamond.png10000 Diamond
Tesla.png Exosuit Module (Heavy-duty Ion Thruster) Allows for further control in zero gravity environments 5 EM Spectrum
5 Materials
6 Engineering
Metal.png15000 Metal
Plasma.png3000 Plasma
Icon Name Description Required Tech Levels Required Materials
Mecha exting.png Exosuit Engineering Equipment (Extinguisher) Equipment for engineering exosuits. A rapid-firing high capacity fire extinguisher. None
Metal.png10000 Metal
Mecha wire.png Exosuit Engineering Equipment (Cable Layer) Equipment for engineering exosuits. Lays cable along the exosuit's path. None
Metal.png10000 Metal
Mecha clamp.png Exosuit Engineering Equipment (Hydraulic Clamp) Equipment for engineering exosuits. Lifts objects and loads them into cargo. Essential for mining mecha. None
Metal.png10000 Metal
Mecha drill.png Exosuit Engineering Equipment (Drill) Equipment for engineering and combat exosuits. This is the drill that'll pierce the heavens! Essential for mining mecha. None
Metal.png10000 Metal
Mecha diamond drill.png Exosuit Module (Diamond Mining Drill) An upgraded version of the standard drill. Capable of piercing Reinforced Walls. 4 Materials
3 Engineering
Metal.png10000 Metal
Diamond.png6500 Diamond
Mecha analyzer.png 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
Metal.png5000 Metal
Glass.png2500 Glass
Mecha rcd.png Exosuit Module (RCD Module) An exosuit-mounted Rapid Construction Device. 4 Materials
3 Bluespace
4 EM Spectrum
4 Power Storage
4 Engineering
Metal.png30000 Metal
Gold.png20000 Gold
Plasma.png25000 Plasma
Silver.png20000 Silver
Mecha Plasmacutter.png 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
Metal.png10000 Metal
Glass.png2000 Glass
Plasma.png6000 Plasma
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
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
5 Engineering
3 Combat
Metal.png20000 Metal
[File:Titanium.png|32px]]5000 Titanium
Icon Name Description Required Tech Levels Required Materials
Sleeper 0.png 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
Metal.png5000 Metal
Glass.png10000 Glass
Syringegun.png 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
Metal.png3000 Metal
Glass.png2000 Glass
Mecha clamp.png 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
Metal.png5000 Metal
Silver.png2000 Silver
Titanium.png1500 Titanium
Icon Name Description Required Tech Levels Required Materials
Mecha Immolator.png 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
Metal.png10000 Metal
Silver.png8000 Silver
Plasma.png8000 Plasma
Mecha laser.png 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
Metal.png10000 Metal
Mecha Solaris.png 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
Metal.png10000 Metal
Mecha ion.png 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
Metal.png20000 Metal
Silver.png6000 Silver
Uranium.png2000 Uranium
Mecha TeslaCannon.png 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
Metal.png20000 Metal
Silver.png8000 Silver
Mecha Disabler.png Exosuit Weapon (CH-PD Disabler "Peacemaker") A weapon for combat exosuits. Shoots basic disablers. 3 Combat
Metal.png10000 Metal
Mecha scatter.png 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
Metal.png10000 Metal
Mecha uac2.png Exosuit Weapon ("Ultra AC 2" LMG) A mech mounted light machine gun. Fires in three-shot bursts. 4 Combat
Metal.png10000 Metal
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
4 Materials
Metal.png10000 Metal
Mecha missile.png 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
Metal.png22000 Metal
Gold.png6000 Gold
Silver.png8000 Silver
Mecha sgl.png 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
Metal.png22000 Metal
Gold.png6000 Gold
Silver.png8000 Silver
Mecha Bola.png 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
Metal.png10000 Metal
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
5 Materials
3 Illegals
Metal.png20000 Metal
Gold.png10000 Gold
Uranium.png10000 Silver
Icon Name Description Required Tech Levels Required Materials
Mecha bananam.png H.O.N.K Banana Mortar A specialized exosuit banana mortar used for delivering bananas where needed. None
Metal.png20000 Metal
Bananium.png5000 Bananium
Mecha mousetrapm.png H.O.N.K Mousetrap Mortar Fairly tame for the H.O.N.K, this weapon fires primed mousetraps. None
Metal.png20000 Metal
Bananium.png5000 Bananium
Mecha honker.png HoNkER BlAsT 5000 A massive air horn capable of causing deafness, weakness, and to those nearrby while also knocking them down. None
Metal.png20000 Metal
Bananium.png10000 Bananium
Mecha rcd.png Exosuit Module (Mime RCD Module) Used for quick and silent construction. None
Metal.png30000 Metal
Tranquillite.png10000 Tranquillite
Mecha mimecarb.png 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
Metal.png20000 Metal
Tranquillite.png10000 Tranquillite