Guide to Robotics: Difference between revisions

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Exosuit Equipment: added more missing equipment
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<span style="font-size:1.2em;">'''Medical Equipment'''</span>
<span style="font-size:1.2em;">'''Medical Equipment'''</span>


Mounted Sleeper - Syringe Gun
Mounted Sleeper - Syringe Gun - Rescue Jaws
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
{{ExosuitEquipmentTemplate
{{ExosuitEquipmentTemplate
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**Convince the CMO to let you scan his hypospray for easy Omnizine production.
**Convince the CMO to let you scan his hypospray for easy Omnizine production.
**If you're a traitor, use it to create large amounts of poisons you ordered from your uplink.
**If you're a traitor, use it to create large amounts of poisons you ordered from your uplink.
}}
{{ExosuitEquipmentTemplate
|Equipment = Rescue Jaw
|Category = Medical
|Power = 10
|Image = Mecha_clamp
|Tech=*Electromagnetic Spectrum Research: 6
*Engineering Research: 6
*Materials Research: 4
|Cost = *Metal: 5000
*Silver: 2000
*Titanium: 1500
|Description = A mech-mounted powertool designed to let first responders reach their patients.
|Function =
*Click on a door or firelock to open it.
**Unpowered doors or firelocks open immediately.
**Powered doors will be forced on a short timer, producing a sound
**Bolted doors can't be opened.
*Clicking a mob with the jaw active will gently push them out of the way unless you're in harm intent.
|Notes = *A decent way to break into places if you have to, though not the most subtle.
  }}
  }}
</div></div>
</div></div>
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<span style="font-size:1.2em;">'''Combat Equipment'''</span>
<span style="font-size:1.2em;">'''Combat Equipment'''</span>


ZFI Immolation Beam Gun - CH-PS "Firedart" Laser - CH-LC "Solaris" laser cannon - mkIV Ion Heavy Cannon - P-X Tesla Cannon - CH-PD Disabler - PBT "Pacifier" Mounted Taser - LBX AC 10 "Scattershot" - Ultra AC 2 - FNX-99 "Hades" Carbine - SRM-8 Light Missile Rack
ZFI Immolation Beam Gun - CH-PS "Firedart" Laser - CH-LC "Solaris" laser cannon - mkIV Ion Heavy Cannon - P-X Tesla Cannon - CH-PD Disabler - PBT "Pacifier" Mounted Taser - LBX AC 10 "Scattershot" - Ultra AC 2 - FNX-99 "Hades" Carbine - SRM-8 Light Missile Rack - SGL-6 Flashbang Launcher
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
{{ExosuitEquipmentTemplate
{{ExosuitEquipmentTemplate
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** To rearm, simply click the rearm button next to the weapon in the exosuit status window.
** To rearm, simply click the rearm button next to the weapon in the exosuit status window.
  |Notes = *Needs 1000 power per missile to be replaced when rearming.
  |Notes = *Needs 1000 power per missile to be replaced when rearming.
}}
{{ExosuitEquipmentTemplate
|Equipment = SGL-6 Flashbang Launcher
|Category = Combat
|Power = 1000
|Image = Mecha_grenade
|Tech =*Combat Systems Research: 4
*Materials Research: 5
*Engineering Research: 4
|Cost = *Metal: 22000
*Gold: 6000
*Silver: 8000
|Description = An exosuit-mounted flashbang launcher.
|Function = *Fires flashbangs, which detonate after a short delay
* You are immune to flashbangs inside a mech
* Holds 6 flashbangs before needing to rearm.
** To rearm, simply click the rearm button next to the weapon in the exosuit status window.
|Notes = *Needs 800 power per flashbang to be replaced when rearming.
  }}
  }}


</div></div>
</div></div>
'''SGL-6 Grenade Launcher'''<br>
Shoots out a flashbang at medium range.<br>
(Can be attached to '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')
'''Jaws Of Life'''<br>
Can pry unpowered and powered doors.<br>
(Can be attached to: '''Odysseus''')


'''Banana Mortar'''<br>
'''Banana Mortar'''<br>

Revision as of 08:56, 2 October 2020

Robotics and the Mech Bay

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

Robotics Equipment

Machines

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

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

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

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 posibrain lying around and keep activating it from time to time.

Making a Cyborg

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.

Spiderbot

Spiderbots are temporary bodies for brains.

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

Cyborg Component Repair

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

Human Prosthetic Repair

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

Upgrading the Power Cell

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

Upgrade Modules

Not only can you build and repair Cyborgs, but they also come to you to get upgrades installed once RnD has them researched. These have their category in the exosuit fabricator.

Modifications

Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.

Bots

As a Roboticist, you serve another important purpose, making NPC Bots. Bots can benefit the station in many ways and are easy to create. There are two ways to craft these bots. The first being through using the crafting menu, which requires you to have all of the materials present near you or in your possession. Using this will completely build the bot, but will always create a default version of that bot. The other method is manual assembly, the process to do so is listed below. This method allows you to name the bot with a pen during the assembly process and lets you create bots of different colour depending on the colour of the toolbox/health kit used. The current list of bots, and how to make them, are as follows:

Medibot

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

Cleanbot

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

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.

I AM THE LAW Securitron

Basically, Officer Beepsky without the personality.

ED-209

Beepsky's bigger brother.

General Griefsky

A Securitron with 4 energy swords.

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.

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.

Shadowling Dethrall (Synthethics)

Turning a thralled IPC back into a normal crewmember

Implant Removal (Synthethics)

Removing implants from the body. Also removal of things from body cavities.

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

  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 ).
  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.

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 name Metal Glass Silver Titanium Diamond Uranium Plasma Bananium Tranquilite
Ripley/Firefighter APLU 100,000 7,500 0 0 0 0 0 0 0
Odysseus 65,000 10,000 0 0 0 0 0 0 0
Gygax 125,000 15,000 0 10,000 20,000 0 0 0 0
Durand 140,000 25,000 28,000 20,000 0 25,000 0 0 0
Phazon 175,000 15,000 0 20,000 0 0 90,000 0 0
HONK MECH 120,000 15,000 0 0 0 0 0 35,000 0
Reticence 120,000 15,000 0 0 0 0 0 0 35,000

Exosuit Construction

Ripley APLU

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

Firefighter APLU

The Firefighter APLU (Autonomous Power Loading Unit) is a slow-moving, decently protected exosuit with extra fire resistance.

Odysseus

This mech can save multiple crewmembers while on the run.

Gygax

Rather fast security exosuit with good overall protection.

Durand

A Durand is more powerful than Gygax, it has more health and better armoured, but slower.

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.

HONK MECH

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

Reticence

...

Exosuit Maintenance

Replacing Batteries

Repair

Removal of Jammed User

Critical Damage

This page needs to be reviewed/updated:
REASON:
much/all of the stats/info below is incorrect. This section needs to be re-written.



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, HONK Mech, Recitence, Phazon, and other combat mechs.

Some equipment fit in more than one of the latter three categories. Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.

Some equipment is also limited to single specific exosuits, those will be named in the category too where that's the case.

Please note that most of the information taken on these comes from a different code-base, and maybe similar albeit possibly incorrect.

General Equipment

Energy Relay - Plasma Generator - ExoNuclear Reactor - Repair Droid - Reactive Armor (Melee) - Reactive Armor (Ranged) - Teleporter - Wormhole Generator - Gravitational Catapult

Industrial Equipment

Extinguisher - Cable Layer - Hydraulic clamp - Drill - Diamond drill - Mining Scanner - RCD

Medical Equipment

Mounted Sleeper - Syringe Gun - Rescue Jaws

Combat Equipment

ZFI Immolation Beam Gun - CH-PS "Firedart" Laser - CH-LC "Solaris" laser cannon - mkIV Ion Heavy Cannon - P-X Tesla Cannon - CH-PD Disabler - PBT "Pacifier" Mounted Taser - LBX AC 10 "Scattershot" - Ultra AC 2 - FNX-99 "Hades" Carbine - SRM-8 Light Missile Rack - SGL-6 Flashbang Launcher

Banana Mortar
Shoots out a banana peel. Very annoying, thus, fun.
(Can be attached to: Honker)

Mousetrap Mortar
Shoots out a armed mousetrap.
(Can be attached to: Honker)

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