Guide to Robotics: Difference between revisions
→Exosuit Equipment: Reflects PR changes https://github.com/ParadiseSS13/Paradise/pull/19764 and https://github.com/ParadiseSS13/Paradise/pull/18545 nerfing both Honker and Quietus |
You don’t need a second gygax peripherals board when making a gygax |
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# Apply a [[file:Mech_circuit.png|32px]] Gygax Peripherals control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]). | # Apply a [[file:Mech_circuit.png|32px]] Gygax Peripherals control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]). | ||
# Apply a [[file:Mech_circuit.png|32px]] Gygax Weapons & Targeting control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]). | # Apply a [[file:Mech_circuit.png|32px]] Gygax Weapons & Targeting control module and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Circuit Board made in the [[Research_Items#Circuit_Imprinter|Circuit Imprinter]]). | ||
# Apply an [[file:Advanced_scanning_module.gif|32px]]Advanced Scanning Module to the Gygax exosuit frame and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Part made in the Protolathe). | # Apply an [[file:Advanced_scanning_module.gif|32px]]Advanced Scanning Module to the Gygax exosuit frame and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Part made in the Protolathe). | ||
# Apply a [[file:Mech_power_core.png|32px]] Mech Power Core and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Core found inside your workplace and orderable from cargo). | # Apply a [[file:Mech_power_core.png|32px]] Mech Power Core and secure it with a [[file:Screwdriver_tool.png|32px]] '''Screwdriver''' (Core found inside your workplace and orderable from cargo). |
Revision as of 19:11, 17 January 2023
Departmental Head
Research Director
R&D • R&D Breakdown List • | Adv. Construction • | Robotics • | MODsuits • | Chemical Research • | Xenobiology • | Toxins • | Genetics • | Teleportation • | Research Items • | Autolathe • | Anomalies • | Science SOP |

For the aspiring Roboticist, this guide will explain the creation and maintenance of Bots, Cyborgs, Exosuits and IPCs.
Robotics Machines
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later.
It can be upgraded with stock parts.
- Upgrading the Laser will increase material efficiency, reducing the number of materials you require to build things.
- Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts.
- Upgrading the Matter Bins will allow it to store more materials.
The Circuit Imprinter is where you print all the circuits you need for exosuits or Robotics related machinery, you feed sulphuric acid into it, along with glass. It cannot create upgrade boards for cyborgs, it can create all legal boards related to the AI though. Like the Exosuit Fabricator, many of these advanced borgs must first be unlocked.
It can be upgraded with stock parts.
- Upgrading the Matter Bins will allow it to store more materials.
- Upgrading the Manipulators will increase material efficiency, reducing the number of materials you require to build things.
You don't start with one of those, but they are very useful both for you and for the scientists in RnD next door. It can make the various parts you need for bots, tools in case you need spares and much more. You have access to tech storage, so it's usually a good idea to go there, get the circuit board and set one up in an area both you and the scientists can reach. To get the stock parts, just deconstruct one of your exosuit fabbers, then use the Autolathe to print more stock parts and rebuild the fabber.
Another very handy machine you don't start with. Once you have an Autolathe, simply print a Protolathe circuit board on the Circuit Imprinter, add stock parts from the Autolathe and you're done. Place it close to your R&D Console, then simply link the devices in the R&D Console's device linkage menu.
You and your Tools
As a roboticist, you start off the shift with a belt of tools essential to do your job. The tools can range in usefulness but useful nevertheless.
Item | Description |
Tool Belt ![]() |
Contains 7 slots and holds all standard tools you will need to assemble, fix, and deconstruct machines. |
---|---|
Cable Coil ![]() |
Used in construction of Exosuits and Cyborgs, also used to heal burns inflicted on Cyborgs and IPCs. |
Welding Tool ![]() |
A handy tool used for repairs and deconstruction, make sure it's fueled and lit before use. Commonly used to repair damages on Bots, Cyborgs, Exosuits, and IPCs. Contains 20 Fuel and can be refilled at a welding tank. |
Wirecutters ![]() |
Used for hacking, removing cables, and cutting grilles. Wirecutters are used to trim wires in exosuits and hacking Cyborgs. |
Wrench ![]() |
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 ![]() |
Screwdrivers are used to unscrew panels on IPCs and Cyborgs. They can also be used in construction of Exosuits. |
Crowbar ![]() |
The crowbar can pry open things and is used in de-constructing objects like computers and airlocks. Crowbars can be used in opening up cyborgs and surgery on IPCs. |
Multitool ![]() |
The multitool is for hacking. You pulse wires in cyborgs to test their useage. It's also used in IPC surgery. |
Cyborg Analyzer ![]() |
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.
Note: Remember to label body bags as being cyborgified, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.
Mechanical Maintenance
You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time.
Repair
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple
Cyborg Component Repair
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward. To find which component is the damaged one, you can use a handy tool called the 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.
Human Prosthetic Repair
You may be asked to repair damage to the artificial limbs of your fellow crew members.
Upgrading the Power Cell
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.
Upgrade Modules
Not only can you build and repair Cyborgs, but they also come to you to get upgrades installed once RnD has them researched. These have their category in the exosuit fabricator.
Modifications and Deconstruction
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.
Bots
As a Roboticist, you serve another important purpose, making NPC Bots. Bots can benefit the station in many ways and are easy to create. There are two ways to craft these bots. The first being through using the crafting menu, which requires you to have all of the materials present near you or in your possession. Using this will completely build the bot, but will always create a default version of that bot. The other method is manual assembly, the process to do so is listed below. This method allows you to name the bot with a pen during the assembly process and lets you create bots of different colour depending on the colour of the toolbox/health kit used. The current list of bots, and how to make them, are as follows:
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles, or some traitor has blown apart a section of the station.
It's annoying and useless, but the clown might bug you to make one of this in the absence of a H.O.N.K. mech. God forbid if a traitor emags the thing.
pAI-Controlled Bots
The NPC bot not doing it enough for you, not enough personality? You can now place pAIs into bots, excluding the Security designs, to wander around and assist! Take your wanted bot and simply click on it with an active pAI, you now have a pAI Bot.
- pAI Bots still spout automated messages if they weren't turned off.
- Emagging a pAI Bot causes the pAI to be ejected out.
To Insert a PAI into a bot you must
- Unlock the Bot with an appropriate
ID.
- Apply the PAI to the Bot.
- Unlock the Bot with an appropriate
ID.
Bot Repair
In the case your bot has some how been injured but not destroyed you can repair it in 5 easy steps.
- Unlock the Bot with an appropriate
ID.
- Screw open the maintenance panel with a
Screwdriver.
Emag the bot with your Cryptographic SequencerWeld the bot until it is fixed.
- Screw close the maintenance panel with a
Screwdriver.
- Lock the Bot with an appropriate
ID.
- Roboticists can unlock the Non-Security Designs alone with their ID, but a Medical Doctor can unlock the medical bots and so on.
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
).
- 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.
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 in brute and burn damage, it will rapidly take brute damage and will only stop once their health gets above 0 or below -100. 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. If you are reviving an IPC from the dead state, the IPC will not come back alive and enter critical condition until you repair them past -50 damage.
Sometimes you might get the rare case where an IPC, after revival, shakes for a moment then dies again. This might be the cause of chemicals like Ultra Lube, a chemical similar to Meth but when overdosed deals Significant brain damage, or Surge, a chemical when overdosed causes the IPC to lose control over their body and occasionally let out an arc across their chassis causing a slow death. To remove these harmful chemicals and other chemicals you would need to use Degreaser, an active purging reagrent like charcoal that removes chemicals from IPCs.
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.
Robotic Cavity Implant/Removal
Removal of Items from robotic body cavities, sometimes confused with Internal Component Manipulation or Bio-chip Removal.
Bio-chip Removal (Synthethics)
Removing Bio-chips from the body. Sometimes referred to as Implant Removal.
Cybernetic Repair
Fixing mechanical arms, legs, hands and feet.
Internal Component Manipulation
Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.
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
Robotic Limb Attachment
"I can't believe that playing card chopped off my left arm!" - ARMA-732
Cybernetic Appearance Customization
For when the Unbranded style doesn't look good after all.
Identity Configuration
Renaming and Re-Gendering
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 a mech core from the Quartermaster, 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.
For each level of laser part ( micro-laser ->
high-power micro-laser ->
ultra-high-power micro-laser -> File:Quadultra micro laser.gifquad-ultra micro-laser) multiply the total material amounts by (1 -> 0.85 -> 0.7 -> 0.55).
Note: The default laser part in your fabricator is the Micro-laser.
Exosuit Construction
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.
The Firefighter APLU (Autonomous Power Loading Unit) is a slow-moving, decently protected exosuit with extra fire resistance.
Phazons are the most advanced mechs on the market. While it doesn't have as much health as the Gygax or Durand, it allows users to move through solid objects at a very high speed.
Bring the HONK power of the HONKmother to the crew! HONK! Cry when you are arrested for making this.
Exosuit Maintenance
Replacing Batteries
Repair
Removal of Jammed User
Critical Damage
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.