Difference between revisions of "Guide to Robotics"

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(Gotten rid of those 1 headers, Added charts reworded and updated minor inconsistencies with the current version of the game.)
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{{Needsrevision|reason=REMOVE THE DAMN LEVEL 1 HEADERS}}
{{JobScience}}
{{JobScience}}
[[File:Robotics.png|frame|right|Robotics and the Mech Bay]]
[[File:Robotics.png|frame|right|Robotics and the Mech Bay]]
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits.  
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of Bots, [[Cyborg]]s, Exosuits and [[IPC]]s.


=Robotics Equipment=
==Robotics Machines==
 
==Machines==


<span style="font-size:1.2em;">[[File:Exofab.png|64px]] '''[[Exosuit Fabricator]]'''</span>
<span style="font-size:1.2em;">[[File:Exofab.png|64px]] '''[[Exosuit Fabricator]]'''</span>
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Another very handy machine you don't start with. Once you have an Autolathe, simply print a Protolathe circuit board on the Circuit Imprinter, add stock parts from the Autolathe and you're done. Place it close to your R&D Console, then simply link the devices in the R&D Console's device linkage menu.
Another very handy machine you don't start with. Once you have an Autolathe, simply print a Protolathe circuit board on the Circuit Imprinter, add stock parts from the Autolathe and you're done. Place it close to your R&D Console, then simply link the devices in the R&D Console's device linkage menu.
==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="90%" style="background-color: #ffb7fc;"
|- style="font-weight: bold; background-color: #bf25b8; 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.
|-
!Cable Coil <br> [[File:CableCoils.png]] {{Anchor|Cable Coil}}
|Used in construction of Exosuits and Cyborgs, also used to heal burns inflicted on Cyborgs and IPCs.
|-
!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.
|-
!Wirecutters <br> [[File:Wirecutters.png]]
|Used for hacking, removing cables, and cutting grilles. Wirecutters are used to trim wires in exosuits and hacking Cyborgs.
|-
!Wrench <br> [[File:Wrench.png]]
|Wrenches are usually used to take things apart, like wall-girders or tables. Wrenches are barely used in the average shift as a roboticist, only being used in the construction of exosuits.
|-
!Screwdriver <br> [[File:Screwdriver tool.png]]
|Screwdrivers are used to unscrew panels on IPCs and Cyborgs. They can also be used in construction of Exosuits.
|-
!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.
|-
!Multitool <br> [[File:Multitool.png]]
|The multitool is for [[hacking]]. You pulse wires in cyborgs to test their useage. It's also used in IPC surgery.
|-
!Cyborg Analyzer <br> [[File:Cyborg analyzer.png]]
|The cyborg analyzer can be quite useful in repairing Cyborgs and IPCs allowing easy diagnosing of damages. It does not however fit within Toolbelts.
|}


=Cyborgs=
==Cyborgs==
'''See also [[Example Paperwork#Science Paperwork|Cyborgification Contracts]].'''
'''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!
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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.
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.  
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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# Fill the [[File:Exofab.png|32px]] Exosuit Fabricator with as much [[File:Metal.png|32px]] metal as it will hold.
# Fill the [[File:Exofab.png|32px]] Exosuit Fabricator with 50 sheets of [[File:Metal.png|32px]] metal.
# Click on the Exosuit Fabricator to open its menu. Select '''Add To Queue''' for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head, then click on '''Process Queue''' in the right side.
# Click on the Exosuit Fabricator to open its menu. Select '''Add To Queue''' for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head, then click on '''Process Queue''' in the right side.
# 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.
# 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:Positronicbrain.gif|32px]]posibrain, 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.
# The last step is installing either an [[File:MMI.png|32px]]MMI or a[[File:Positronicbrain.gif|32px]]posibrain, 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. 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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# (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|32px]] 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|32px]] '''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|32px]] '''Scalpel''' to cut back the flesh.
# Use a [[File:Scalpel.png|32px]] '''Scalpel''' to cut back the flesh.
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# 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.
# 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|32px]] '''Scalpel''', then a [[File:Retractor.png|32px]] '''Retractor''', then a [[File:Hemostat.png|32px]] '''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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==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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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.
# [[File:Welderon.gif|32px]] Use a welding tool on the damaged area.
To fix '''burn''' damage:
To fix '''burn''' damage:
# [[File:CableCoils.png|32px]] Use a cable coil on the damaged area.
# [[File:CableCoils.png|32px]] Use a cable coil on the damaged area.
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There are four lights in the cyborg with four corresponding wires, as well as a dud wire without a light:
There are four lights in the cyborg with four corresponding wires, as well as a dud wire without a light:
 
{| class="wikitable mw-collapsible" width="90%" style="background-color: #ffb7fc;"
* '''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.
|- style="font-weight: bold; background-color: #bf25b8; color: white;"
**''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.
|Description
**''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.
|Pulsing
 
|Cutting
*'''AI Link''': If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.  
|Mending
**''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.
|'''LawSync'''
**''Mending'' this wire does nothing. You need to pulse it to reconnect it to an AI.
| 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.
*'''Camera''': If this light is on, the cyborg's vision is linked to the AI's cameras.
| 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.
**''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.
| 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.
**''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.
|'''AI Link'''
 
| If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.  
*'''Lockdown''': If this light is on, the cyborg is unable to move. They are still able to remotely activate devices.
| 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.
**''Pulsing'' this wire will toggle lockdown function on the cyborg, similar to using the Robotics Control Console.
| 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.
**''Cutting'' this wire will lock the cyborg down, similar to pulsing.
| this wire does nothing. You need to pulse it to reconnect it to an AI.
**''Mending'' this wire will activate the cyborg's movement once again.
|-
 
|'''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.
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.


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* Emagging a pAI Bot causes the pAI to be ejected out.
* Emagging a pAI Bot causes the pAI to be ejected out.


=IPC Repairs=
==Machine People==
 
===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. IRCs made with MMIs are not bound to their creator the same as robotic brains, as they have no master.
 
'''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 [[File:Damage_zone.png|32px]]). 
# 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.


It's not uncommon in robotics for you to have to repair an IPC, as you are their medbay. Healing them is generally much more simple than their organic counterparts, as you can repair most damage with just a welder and a cable coil. As long as the damage to an IPCs limb isn't severe, a few blasts with a welder or adding some new cable will do the trick. For extremely light damage, you can use upgraded cyborg chargers to your advantage, as they can heal some brute and burn damage, almost like a cryotube. Some limbs may be more damaged than others, and you can tell this by once again using a Cyborg Analyzer. It will tell you each limb's individual brute and burn damage, as well as internal component damage. The analyzer also works on humans if they have mechanical limbs, though this is mostly [[Surgery#Internal_Organ_Manipulation_(Non-Synthetics)|organic surgery]] which is not explained here.
===IPC Repair===
It's not uncommon in robotics for you to have to repair an IPC, as you are their [[robotics|Medbay]]. Healing them is generally much more simple than their organic counterparts, as you can repair most damage with just a welder and a cable coil. As long as the damage to an IPCs limb isn't severe, a few blasts with a welder or adding some new cable will do the trick. For extremely light damage, you can use upgraded cyborg chargers to your advantage, as they can heal some brute and burn damage, almost like a cryotube. Some limbs may be more damaged than others, and you can tell this by once again using a Cyborg Analyzer. It will tell you each limb's individual brute and burn damage, as well as internal component damage. The analyzer also works on humans if they have mechanical limbs, though this is mostly [[Surgery#Internal_Organ_Manipulation_(Non-Synthetics)|organic surgery]] which is not explained here.


For more severe damage, it may say that the damage to a limb cannot be repaired externally, in which case you will have to do the cybernetic repair surgery detailed below. For organ damage, something that happens mostly when IPCs get hit by [[EMP effects|EMPs]], that can be fixed by doing Internal Component Manipulation, and healing the organ using either Nanopaste or simply using a screwdriver. Another thing you can do if the damage is specific to the IPC's brain is use [[Guide_to_Chemistry#Liquid_Solder|Liquid Solder]], a chemical which heals exclusively brain damage, similar to mannitol to organics.
For more severe damage, it may say that the damage to a limb cannot be repaired externally, in which case you will have to do the cybernetic repair surgery detailed below. For organ damage, something that happens mostly when IPCs get hit by [[EMP effects|EMPs]], that can be fixed by doing Internal Component Manipulation, and healing the organ using either Nanopaste or simply using a screwdriver. Another thing you can do if the damage is specific to the IPC's brain is use [[Guide_to_Chemistry#Liquid_Solder|Liquid Solder]], a chemical which heals exclusively brain damage, similar to mannitol to organics.


When an IPC goes into crit, which is when it has taken over 100 points of damage, it will rapidly take both brute and burn damage and will only stop once their health gets above 0 again. To combat this, if you cannot get them above that due to the constant damage, one option is to remove the robotic brain, which does kill the IPC, but also means that it won't take the crit damage anymore. You can put the brain on the table while you take your time repairing the body, having a nice chat with them while there before placing it back in the chest when done.
When an IPC goes into crit, which is when it has taken over 100 points of damage, it will rapidly take both brute damage and will only stop once their health gets above 0 again. To combat this, if you cannot get them above that due to the constant damage, one option is to remove the robotic brain, which does kill the IPC, but also means that it won't take the crit damage anymore. You can put the brain on the table while you take your time repairing the body, having a nice chat with them while there before placing it back in the chest when done.


=IPC Surgery=
===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 [[File:Nanopaste.png|32px]] Nanopaste, or if you have a Protolathe yourself, make one. '''Remember that IPC brains are in their chest, not their head.'''
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 [[File:Nanopaste.png|32px]] 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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==Robotic Cavity Implant/Removal==
====Robotic Cavity Implant/Removal====
<small>''Removal of Items from robotic body cavities, sometimes confused with Internal Component Manipulation or Bio-chip Removal.''</small>
<small>''Removal of Items from robotic body cavities, sometimes confused with Internal Component Manipulation or Bio-chip Removal.''</small>
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==Bio-chip Removal (Synthethics)==
====Bio-chip Removal (Synthethics)====
<small>''Removing Bio-chips from the body. Sometimes referred to as Implant Removal.''</small>
<small>''Removing Bio-chips from the body. Sometimes referred to as Implant Removal.''</small>


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==Cybernetic Repair==
====Cybernetic Repair====
<small>''Fixing mechanical arms, legs, hands and feet.''</small>
<small>''Fixing mechanical arms, legs, hands and feet.''</small>


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==Internal Component Manipulation==
====Internal Component Manipulation====
<small>''Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.''</small>
<small>''Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.''</small>


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==Robotic Limb Amputation==
====Robotic Limb Amputation====
<small>''"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''</small>
<small>''"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''</small>


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==Robotic Limb Attachment==
====Robotic Limb Attachment====
<small>''"I can't believe that playing card chopped off my left arm!" - ARMA-732''</small>
<small>''"I can't believe that playing card chopped off my left arm!" - ARMA-732''</small>


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==Cybernetic Appearance Customization==
====Cybernetic Appearance Customization====
<small>''For when the Unbranded style doesn't look good after all.''</small>
<small>''For when the Unbranded style doesn't look good after all.''</small>


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=IRCs=
==Exosuits==
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. IRCs made with MMIs are not bound to their creator the same as robotic brains, as they have no master.
 
'''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 [[File:Damage_zone.png|32px]]). 
# 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 [[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 made in the Circuit Imprinter. Gygax and Durands in addition require stock parts from the Protolathe after R&D has done enough research, and Phazons are the most difficult, requiring an anomaly core, which are rare to get and may be fought over in science.
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 made in the Circuit Imprinter. Gygax and Durands in addition require stock parts from the Protolathe after R&D has done enough research, and Phazons are the most difficult, requiring an anomaly core, which are rare to get and may be fought over in science.


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==Exosuit Construction==
===Exosuit Construction===
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<span style="font-size:1.2em;">[[File:Ripley.png|32px]] '''Ripley APLU'''</span>
<span style="font-size:1.2em;">[[File:Ripley.png|32px]] '''Ripley APLU'''</span>
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==Exosuit Maintenance==
===Exosuit Maintenance===


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==Exosuit Equipment==
===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.
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.



Revision as of 06:39, 30 October 2022

Science Department


Robotics and the Mech Bay

For the aspiring Roboticist, this guide will explain the creation and maintenance of Bots, Cyborgs, Exosuits and IPCs.

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.

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.

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 exosuits and hacking Cyborgs.
Wrench
Wrench.png
Wrenches are usually used to take things apart, like wall-girders or tables. Wrenches are barely used in the average shift as a roboticist, only being used in the construction of exosuits.
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.
Cyborg Analyzer
Cyborg analyzer.png
The cyborg analyzer can be quite useful in repairing Cyborgs and IPCs allowing easy diagnosing of damages. It does not however fit within Toolbelts.

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

  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. The last step is installing either an MMI.pngMMI or aPositronicbrain.gifposibrain, 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. 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:

  • Robot head.
  • Manipulator.
  • Occupied MMI or positronic brain.

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. Equip a WeldingHelmet.png Welding helmet on your head.
    • Note: Be sure to remember this step or you could go blind!
  2. Place 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 regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. Powercell.png Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Screwdriver tool.png Use a screwdriver to expose the wires.
  5. CableCoils.png Use a cable coil to replace damaged wires.
  6. Screwdriver tool.png Screwdriver the cyborg to hide the wires.
  7. Powercell.png Reinsert the cyborg's power cell.
  8. Crowbar.png Crowbar the panel shut.
  9. Id regular.png Swipe an ID with Robotics access to relock the cover.

Cyborg Component Repair

Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward. To find which component is the damaged one, you can use a handy tool called the Cyborg 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 regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. Powercell.png Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Screwdriver tool.png Use a screwdriver to expose the wires.
  5. Crowbar.png Crowbar out the desired component.

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

  1. Id regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. Powercell.png Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Screwdriver tool.png Use a screwdriver to expose the wires.
  5. Wirecutters.png Cut all five wires with wirecutters.
  6. Crowbar.png Use a 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. Welderon.gif Use a welding tool on the damaged area.

To fix burn damage:

  1. CableCoils.png Use a 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 regular.png Swipe an ID with Robotics access to unlock the panel.
  2. 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. Crowbar.png Crowbar the panel shut.
  5. Id regular.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.
  • 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.

To apply any of these modules:

  1. Id regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. File:Cyborg upgrade1.png Print out the upgrade in the fabricator and insert it into the cyborg.
  4. Crowbar.png Crowbar the panel shut.
  5. Id regular.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. Cyborg Right or Left Arm.
  2. Empty First Aid Kit.png First Aid Kit.
    • Note: Differently coloured medkits will also change the resulting colour of your Medibot.
  3. (Optional) Name the bot with a Pen.png Pen.
  4. Healthanalyzer.png Health analyzer.
  5. Proximitysensor.png Proximity sensor.
  6. (Optional) Beaker.png Beaker filled with the medicine of your choice.

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. Bucket.png Bucket (Grab it from the Janitor or make with Autolathe)
  2. Proximitysensor.png Proximity sensor.
  3. (Optional) Name the bot with a Pen.png Pen.
  4. 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.

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 Blue Toolbox.png Toolbox
  2. 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. Proximitysensor.png Proximity sensor.
  4. (Optional) Name the bot with a Pen.png Pen.
  5. Cyborg Right or Left 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. Screwdriver tool.png Use a 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

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.
  3. Welderon.gif Weld everything together.
  4. Add in a security Helmet.png Helmet.
  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.
  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. Screwdriver tool.png Use a 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.

Machine People

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. IRCs made with MMIs are not bound to their creator the same as robotic brains, as they have no master.

IRC Construction

  1. 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.
  2. Build the IPC Head, Microbattery, Charger, Optical Sensor, and Microphone as well as a cyborg right arm, left arm, right leg, and left leg.
  3. 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 Damage zone.png).
  4. Do IPC Internal Cybernetic Manipulation surgery on the upper body and install the IPC Microbattery and Robotic Brain there.
  5. Do IPC Internal Cybernetic Manipulation surgery on the head and install the IPC Optical Sensor and IPC Microphone there.
  6. 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.

IPC Repair

It's not uncommon in robotics for you to have to repair an IPC, as you are their Medbay. Healing them is generally much more simple than their organic counterparts, as you can repair most damage with just a welder and a cable coil. As long as the damage to an IPCs limb isn't severe, a few blasts with a welder or adding some new cable will do the trick. For extremely light damage, you can use upgraded cyborg chargers to your advantage, as they can heal some brute and burn damage, almost like a cryotube. Some limbs may be more damaged than others, and you can tell this by once again using a Cyborg Analyzer. It will tell you each limb's individual brute and burn damage, as well as internal component damage. The analyzer also works on humans if they have mechanical limbs, though this is mostly organic surgery which is not explained here.

For more severe damage, it may say that the damage to a limb cannot be repaired externally, in which case you will have to do the cybernetic repair surgery detailed below. For organ damage, something that happens mostly when IPCs get hit by EMPs, that can be fixed by doing Internal Component Manipulation, and healing the organ using either Nanopaste or simply using a screwdriver. Another thing you can do if the damage is specific to the IPC's brain is use Liquid Solder, a chemical which heals exclusively brain damage, similar to mannitol to organics.

When an IPC goes into crit, which is when it has taken over 100 points of damage, it will rapidly take both brute damage and will only stop once their health gets above 0 again. To combat this, if you cannot get them above that due to the constant damage, one option is to remove the robotic brain, which does kill the IPC, but also means that it won't take the crit damage anymore. You can put the brain on the table while you take your time repairing the body, having a nice chat with them while there before placing it back in the chest when done.

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.png Nanopaste, or if you have a Protolathe yourself, make one. Remember that IPC brains are in their chest, not their head.

Robotic Cavity Implant/Removal

Removal of Items from robotic body cavities, sometimes confused with Internal Component Manipulation or Bio-chip Removal.

  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 Cautery.png Cautery to mend the cavity;
  8. Use a Red crowbar.png Crowbar to close the hatch on the limb

Bio-chip Removal (Synthethics)

Removing Bio-chips from the body. Sometimes referred to as Implant Removal.

  1. Aim for the implant 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 Red crowbar.png Crowbar to extract the Bio-chip. This may take several goes;
  6. Use Retractor.png Retractors to close the hatch on the limb

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

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. Repair the affected component with a Screwdriver tool.png Screwdriver, or alternatively use Nanopaste.png Nanopaste.
  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

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

  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

Robotic Limb Attachment

"I can't believe that playing card chopped off my left arm!" - ARMA-732

  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

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

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 made in the Circuit Imprinter. Gygax and Durands in addition require stock parts from the Protolathe after R&D has done enough research, and Phazons are the most difficult, requiring an anomaly core, which are rare to get and may be fought over in science.

Following the roboticist's SOP, utility mechs such as Ripleys, Firefighting Ripleys, and Odysseus' are free to be made on every code. Combat mechs require the Captain or HoS' permission to be made during green, and can be made freely during blue and red, so long as they are delivered to the armoury when finished (this does not mean that you should make an entire army of Durands as soon as the code goes up to blue). Other parts of SOP say that tracking beacons must be placed on all mechs, and that they must be DNA-locked until thay are delivered to their department.

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 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 Construction

Ripley.png Ripley APLU

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.

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 in the Circuit Imprinter)
  • Screwdriver
  • Ripley Peripherals control module (Ordered from the Quartermaster or made in the Circuit Imprinter)
  • 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.

Firefighter.png Firefighter APLU

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 in the Circuit Imprinter)
  • Screwdriver
  • Ripley Peripherals control module (Ordered from the Quartermaster, made in the Circuit Imprinter)
  • Screwdriver
  • 5 pieces of plasteel
  • Wrench
  • Welding tool
  • 5 pieces of plasteel
  • 5 pieces of plasteel
  • Wrench
  • 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

  • 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 (Made in the Circuit Imprinter)
  • Screwdriver
  • Odysseus peripherals board (Made in the Circuit Imprinter)
  • Screwdriver
  • 5 pieces of metal
  • Wrench
  • Welding tool
  • 5 pieces of plasteel
  • Wrench
  • Welding tool

Gygax.png Gygax

Rather fast security exosuit with good overall protection.

Very low battery life, so be sure to watch it. Requires diamond sheets to complete.

Leg Actuators Overload Function (Movement speed doubled and 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 (Made in the Circuit Imprinter)
  • Screwdriver
  • Gygax Peripherals circuit board (Made in the Circuit Imprinter)
  • Screwdriver
  • Gygax Targeting circuit board (Made in the Circuit Imprinter)
  • Screwdriver
  • Add an Advanced Scanning Module (Made in the Protolathe)
  • Screwdriver
  • Add a Mech Power Core (Obtainable from cargo)
  • Screwdriver
  • Add some metal
  • Wrench
  • Welding tool
  • Add Gygax Armor Plates (Made in the Exosuit Fabricator)
  • Wrench
  • Welding tool

Durand.png Durand

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 (Made in the Circuit Imprinter)
  • Screwdriver
  • Durand Peripherals circuit board (Made in the Circuit Imprinter)
  • Screwdriver
  • Durand Targeting circuit board (Made in the Circuit Imprinter)
  • Screwdriver
  • Add a Phasic Scanning Module (Made in the Protolathe)
  • Screwdriver
  • Add a Mech Power Core (Obtainable from cargo)
  • Screwdriver
  • Add some metal
  • Wrench
  • Welding tool
  • Add Durand Armor Plates (Made in the Exosuit Fabricator)
  • Wrench
  • 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

  • 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 (Made in the Circuit Imprinter)
  • Screwdriver
  • Phazon Peripherals circuit board (Made in the Circuit Imprinter)
  • Screwdriver
  • Phazon Targeting circuit board (Made in the Circuit Imprinter)
  • Screwdriver
  • Add a Phasic Scanning Module (Made in the Protolathe)
  • Screwdriver
  • Add a Super Capacitor (Made in the Protolathe)
  • Screwdriver
  • Add 5 (Artificial) Bluespace Crystal (Found in the ORM or made in the Protolathe)
  • 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 won't work!).

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.

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

Mime mech.png Reticence

...

Requires Tranquilite sheets to complete. The mech has a Mime Office ID lock by default. The Reticence moves silently.

When emoting at a mech you have to use an audible emote. *snap is a great example

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

  • 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 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.

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
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
4 Combat
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
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 Plamsa
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 laser.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 laser.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 laser.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 laser.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 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. 3 Comabt
Metal.png10000 Metal
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 stunning to those nearrby. 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 lethal rounds that drain the power of H.O.N.K mechs. None
Metal.png20000 Metal
Tranquillite.png10000 Tranquillite