Difference between revisions of "Guide to Robotics"
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|4 Materials<br>3 Bluespace<br>4 EM Spectrum<br>4 Power Storage<br>4 Engineering<br> | |4 Materials<br>3 Bluespace<br>4 EM Spectrum<br>4 Power Storage<br>4 Engineering<br> | ||
|[[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> | |[[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> | ||
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|5 Materials<br>4 Engineering<br>4 Plasma<br> | |||
|[[File:Metal.png|32px]]10000 Metal<br>[[File:Glass.png|32px]]2000 Glass<br>[[File:Plasma.png|32px]]6000 Plamsa<br> | |||
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Revision as of 11:48, 13 July 2021
For the aspiring Roboticist, this guide will explain the creation and maintenance of Cyborg, Bots, and Exosuits.
Robotics Equipment
Machines
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later.
It can be upgraded with stock parts.
- Upgrading the Laser will increase material efficiency, reducing the number of materials you require to build things.
- Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts.
- Upgrading the Matter Bins will allow it to store more materials.
The Circuit Imprinter is where you print all the circuits you need for exosuits or Robotics related machinery, you feed sulphuric acid into it, along with glass. It cannot create upgrade boards for cyborgs, it can create all legal boards related to the AI though. Like the Exosuit Fabricator, many of these advanced borgs must first be unlocked.
It can be upgraded with stock parts.
- Upgrading the Matter Bins will allow it to store more materials.
- Upgrading the Manipulators will increase material efficiency, reducing the number of materials you require to build things.
You don't start with one of those, but they are very useful both for you and for the scientists in RnD next door. It can make the various parts you need for bots, tools in case you need spares and much more. You have access to tech storage, so it's usually a good idea to go there, get the circuit board and set one up in an area both you and the scientists can reach. To get the stock parts, just deconstruct one of your exosuit fabbers, then use the Autolathe to print more stock parts and rebuild the fabber.
Another very handy machine you don't start with. Once you have an Autolathe, simply print a Protolathe circuit board on the Circuit Imprinter, add stock parts from the Autolathe and you're done. Place it close to your R&D Console, then simply link the devices in the R&D Console's device linkage menu.
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 mech 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.
- Fill the Exosuit Fabricator with as much metal as it will hold.
- 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. You may need to add additional metal to the Fabricator for it to finish.
- When putting the parts together, use the Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.
- The last step is installing either an MMI or aposibrain, or 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.
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.
- (Optional) Complete Prepping for Surgery.
- Aim for the organ's location in the Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)
- Use a Scalpel on the patient, and choose Organ Manipulation.
- Use a Scalpel to cut back the flesh.
- Use the Hemostat to stop any potential bleeding.
- Use your Retractors to lift up the skin.
- Use the Saw to cut through the bones.
- Use the Retractor to separate the bones.
- Use the 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 MMI.
- Carry the MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.
You can also use a normal table instead of an operating table, but this has a chance of missing one-third of the time.
So You Decapitated Your Patient? Don't panic just yet! You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a Scalpel, then a Retractor, then a Hemostat.
Spiderbots are temporary bodies for brains.
They can zap things, move through vents, and generally act like pests.
Combine the following:
- Robot head.
- Manipulator.
- Occupied MMI or positronic 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.
Cyborg Maintenance
You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time.
Repair
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple
- Equip a Welding helmet on your head.
- Note: Be sure to remember this step or you could go blind!
- Place a Welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's power cell by clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Use a cable coil to replace damaged wires.
- Screwdriver the cyborg to hide the wires.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Cyborg Component Repair
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's power cell by clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Crowbar out the desired component.
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.
Human Prosthetic Repair
You may be asked to repair damage to the artificial limbs of your fellow crew members.
Upgrading the Power Cell
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Click on the Cyborg with an empty hand to take out the power cell and replace it with the higher-capacity power cell.
- Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
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.
- 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.
- Diamond Mining Drill: Upgrades the built-in mining drill, letting it drill faster. Only works on mining cyborgs.
- Mining Satchel of Holding: Upgrades the cyborg's mining storage, allowing it to hold more minerals. Only works on mining cyborgs.
- Safety Override Module: Unlocks a cyborg's illegal and more dangerous equipment, the same equipment that's unlocked by emagging.
- Self Repair Module: Allows a cyborg to slowly repair damage to itself.
- Abductor Modules: Upgrades Engineering and Medical tools to abductor versions
To apply any of these modules:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- File:Cyborg upgrade1.png Print out the upgrade in the fabricator and insert it into the cyborg.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Modifications 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.
There are four lights in the cyborg with four corresponding wires, as well as a dud wire without a light:
- LawSync: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
- Pulsing does nothing.
- Cutting will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with its laws.
- Mending this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
- AI Link: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
- Pulsing this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
- Cutting this wire will cause the Cyborg to 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.
- Mending 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.
- Pulsing 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.
- Cutting this wire will disable the cyborg's cameras.
- Mending 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.
- Pulsing this wire will toggle lockdown function on the cyborg, similar to using the Robotics Control Console.
- Cutting this wire will lock the cyborg down, similar to pulsing.
- Mending this wire will activate the cyborg's movement once again.
An emagged cyborg will have no LawSync or AI link and cannot be reset.
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
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:
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:
- Cyborg Right or Left Arm.
- Empty File:Firstaidkit.png Medkit.
- Note: Differently coloured medkits will also change the resulting colour of your Medibot.
- (Optional) Name the bot with a Pen.
- Health analyzer.
- Proximity sensor.
- Beaker filled with the medicine of your choice.
They can also be Emagged to repeatedly inject anyone with harmful chemicals.
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:
- Bucket (Grab it from the Janitor or make with Autolathe)
- Proximity sensor.
- (Optional) Name the bot with a Pen.
- Cyborg Right or Left Arm.
An emagged cleanbot will spray slippery foam around it, while still responding to any mess in visual range, or continuing its patrol.
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:
- Empty Toolbox
- 10 floor tiles (click on a stack of metal while it's in your hand to open a menu for making these)
- Proximity sensor.
- (Optional) Name the bot with a Pen.
- Cyborg Right or Left Arm.
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.
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:
- Use a Screwdriver on a Remote Signaling Device
- Combine with a Helmet (Get these from Security)
- Weld them together
- Add a Proximity Sensor and a Robot Arm.
- Toss in a File:Stunbaton.png Stun Baton
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, any of these that report a Level 10 Infraction when spotting people are hacked.
Beepsky's bigger brother.
Has all of the abilities of a standard Securitron, with the addition of a ranged attack.
To make:
- Use a Metal sheet on a Cyborg Endoskeleton to reinforce it.
- Add two Robot Legs and a Security vest.
- Weld everything together.
- Add in a security Helmet.
- Attach a Proximity Sensor to the assembly.
- Insert Wires.
- Add a File:Taser.png Taser and attach it with a Screwdriver.
- Insert a 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.
A Securitron with 4 energy swords.
To make:
- Use a Screwdriver on a Remote Signaling Device
- Combine with a Helmet (Get these from Security)
- Weld them together
- Add a Proximity Sensor and a Robot Arm.
- Use a Wrench
- Add four Energy Swords or Toy Energy Swords.
Extremely lethal.
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:
- Construct a Clown Box (Get the Clown to stamp a piece of cardboard with the clown stamp).
- Add a robotic right arm.
- Add a Clown bikehorn.
- Add a Proximity sensor.
- Add a Trombone (you'll probably need to order a Musical Instruments crate from Cargo).
Emagged Honkbots make random noises, will airhorn unsuspecting crew and lets out a very evil laugh.
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.
IPC Surgery
There are are also several procedures that can be performed on IPCs. IPCs don't feel pain and can't get infections, so don't worry about administering anaesthetics or washing your hands. If RnD has the tech for it, bug them for a Nanopaste, or if you have a Protolathe yourself, make one. Remember that IPC brains are in their chest, not their head.
Internal Cybernetic Manipulation
Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.
- Aim for the patient's correct Damage Zone.
- Use the Screwdriver to select the "Internal Cybernetic Manipulation" Surgery.
- Use a Screwdriver to unlock the hatch on the limb;
- Use a Crowbar to open the hatch on the limb;
- [REMOVAL Option] Use a Multitool to Remove the organ.
- [REMOVAL] Dispose of the organ. For Borgification simply place the 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 Nanopaste.
- Use a Crowbar to close the hatch on the limb
Shadowling Dethrall (Synthethics)
Turning a thralled IPC back into a normal crewmember
- Aim for the upper body in the Damage Zone.
- Use the Screwdriver to select the "Cleanse Contaminants" Surgery.
- Use a Screwdriver to unlock the hatch on the limb;
- Use a Crowbar to open the hatch on the upper body;
- Use a Flashlight or nearby handheld light-source to remove the shadowling tumor.
- Use a Crowbar to close the hatch on the upper body
Implant Removal (Synthethics)
Removing implants from the body. Also removal of things from body cavities.
- Aim for the implant location on the Damage Zone.
- Use the Screwdriver to select the "Implant Removal" Surgery.
- Use a Screwdriver to unlock the hatch on the limb;
- Use a Crowbar to open the hatch on the limb;
- Use your Multi Tool to extract the implant. This may take several goes.
- Use a Crowbar to close the hatch on the limb
Robotic Limb Repair
Fixing mechanical arms, legs, hands and feet. Also performs facial reconstruction if aiming for head.
Robotic Limb Amputation
"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
IRCs
Robotics can make player-controlled assistants called Integrated Robotic Chassis or IRCs. IRCs are functionally the same as an IPC but with one key difference in that IRCs are bound to serve the one who imprinted onto their Robotic brain and is expected to follow whatever orders they are given.
IRC Construction
- First make the "Integrated Robotic Chassis" on the "Misc" screen in the Exosuit Fabricator. It will then make the torso of the IRC. Drag the torso over to the surgery table and lay it down there.
- Build the IPC Head, Microbattery, Charger, Optical Sensor, and Microphone as well as a cyborg right arm, left arm, right leg, and left leg.
- Once all of these pieces are done, attach the head and limbs to the torso by picking it up and then clicking on the torso with the corresponding body part targeted. (So if cyborg right arm, target the right arm on the ).
- Do IPC Internal Cybernetic Manipulation surgery on the upper body and install the IPC Microbattery and Robotic Brain there.
- Do IPC Internal Cybernetic Manipulation surgery on the head and install the IPC Optical Sensor and IPC Microphone there.
- Do IPC Internal Cybernetic Manipulation surgery on either arm and install the IPC Charger there.
Once all of these steps have been completed you will have a fully functional IRC assistant ready to go.
Exosuits
Construction of exosuits are restricted by ID, so they are typically the product of roboticists and the Research Director. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.
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).
Exosuit Construction
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.
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 gaining clout with the miners. It's also immune to lava in Lavaland.
Instructions
- Build all of the Ripley parts using the exosuit fabricator.
- Build a Hydraulic Clamp and Drill
- Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley central control module (Ordered from the Quartermaster or made by R&D)
- Screwdriver
- Ripley Peripherals control module (Ordered from the Quartermaster or made by R&D)
- Screwdriver
- 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.
The Firefighter APLU (Autonomous Power Loading Unit) is a slow-moving, decently protected exosuit with extra fire resistance.
The unique part is the Firefighter chassis and firesuit, otherwise, it uses the same Ripley APLU parts and materials.
Instructions
- Build all Firefighter parts using the exosuit fabricator.
- Assemble all of the Ripley parts to the Firefighter chassis.
- Add a firesuit
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley central control module (Ordered from the Quartermaster, made by R&D, or Robotics Circuit Fabricator)
- Screwdriver
- Ripley Peripherals control module (Ordered from the Quartermaster, made by R&D, or Robotics Circuit Fabricator)
- Screwdriver
- 5 pieces of plasteel
- Wrench
- Welding tool
- 5 pieces of plasteel
- 5 pieces of plasteel
- Wrench
- Welding tool
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
- Create all of the Odysseus parts using the exosuit fabricator.
- Assemble all of the Odysseus parts to the chassis
- Wrench
- Screwdriver
- Cable coil
- Wirecutters
- Odysseus mainboard
- Screwdriver
- Odysseus peripherals board
- Screwdriver
- 5 pieces of metal
- Wrench
- Welding tool
- 5 pieces of plasteel
- Wrench
- Welding tool
Rather fast security exosuit with good overall protection.
Very low battery life, so be sure to watch it. Requires diamond sheets to complete.
Leg Actuators Overload Function (Movement speed doubled and a 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)
Instructions
- Create all of the Gygax parts using the exosuit fabricator.
- Assemble all of the Gygax parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Gygax Main circuit board (Bug R&D to research it)
- Screwdriver
- Gygax Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Gygax Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add an Advanced Scanning Module (Bug R&D)
- Screwdriver
- Add an Advanced Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welding tool
- Add Gygax Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welding tool
A Durand is more powerful than Gygax, it has more health and better armoured, but slower.
Requires silver sheets to complete.
Defence Mode Function (Boosts Durand armour with the penalty of not being able to move or turn) Melee capable (this mech can use its mecha arms to punch and smash)
Instructions
- Create all of the Durand parts using the exosuit fabricator.
- Assemble all of the Durand parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Durand Main circuit board (Bug R&D to research it)
- Screwdriver
- Durand Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Durand Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add a Phasic Scanning Module (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
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
- Create all of the Phazon parts using the exosuit fabricator.
- Assemble all of the Phazon parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Phazon Main circuit board (Bug R&D to research it)
- Screwdriver
- Phazon Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Phazon Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add a Phasic Scanning Module (Bug R&D)
- Screwdriver
- Add a Super Capacitor (Bug R&D)
- Screwdriver
- Add 5 (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 a bluespace anomaly core (A normal anomaly core wont work!).
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.
Instructions
- Create all of the H.O.N.K. mech parts in the Exosuit Fabricator.
- Attach all of the H.O.N.K. mech parts to the H.O.N.K. mech chassis.
- HONK at the mech with a bike horn.
- Add the main circuit board.
- HONK at the mech again.
- Add the peripherals circuit board.
- 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.
...
Requires Tranquilite sheets to complete. The mech has a Mime Office ID lock by default. The Reticence moves silently.
Instructions
- Create all of the Reticence parts in the Exosuit Fabricator.
- Attach all of the Reticence parts to the Reticence chassis.
- Add the main circuit board.
- Add the peripherals circuit board.
- Add the targeting circuit board.
- Add the mime's beret to the mech.
- Emote at the mech.
- 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.
Exosuit Maintenance
Replacing Batteries
- 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.
- Wrench
- Crowbar
- Screwdriver
- Replace cell.
- Screwdriver
- Crowbar
- Wrench
- ID
Note: The default capacity of a power cell in any of the civilian exosuits is a High-Capacity Power Cell+ (15,000)
Repair
Removal of Jammed User
If the driver of an exosuit is unconscious in his exosuit; you can 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
- Screwdriver
- 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.
Exosuit Equipment
Various tools and weapons can be attached to Exosuits, providing them with the 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, Phazon, and other combat mechs.
- Special: Special equipment reserved for the H.O.N.K or Reticence mechs.
Icon | Name | Description | Required Tech Levels | Required Materials |
---|---|---|---|---|
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 |
10000 Metal 2000 Glass 2000 Gold 3000 Silver | |
Exosuit Equipment (Plasma Generator) | An exosuit module that generates power using solid plasma as fuel. Pollutes the environment. | None |
10000 Metal 1000 Glass 2000 Silver 5000 Plasma | |
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 |
10000 Metal 1000 Glass 500 Silver | |
Exosuit Module (Repair Droid Module) | An automated Repair Droid. Consumes power to repair your mech. | 3 EM Spectrum 3 Data Theory 3 Engineering |
10000 Metal 5000 Glass 1000 Gold 2000 Silver | |
Exosuit Module (Reactive Armor Booster Module) | An exosuit-mounted armor booster that decreases melee damage taken. | 5 Materials 4 Combat |
20000 Metal 5000 Silver | |
Exosuit Module (Reflective Armor Booster Module) | An exosuit-mounted armor booster that decreases damage taken from ranged weapons. | 5 Materials 5 Combat 3 Engineering |
20000 Metal 5000 Gold | |
File:Mecha wormhole.png | Exosuit Module (Localized Wormhole Generator) | An exosuit module that allows generating of small quasi-stable wormholes. | 3 Bluespace 2 EM Spectrum |
10000 Metal |
Exosuit Module (Gravitational Catapult Module) | An exosuit mounted gravity catapult. Can be used to fling objects and people around. | 2 Bluespace 3 EM Spectrum 3 Engineering |
10000 Metal |