Guide to Robotics: Difference between revisions
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*''[[Roboticist|Roboticists]] can unlock the Non-Security Designs alone with their ID, but a [[Medical Doctor]] can unlock the medical bots and so on.'' | *''[[Roboticist|Roboticists]] can unlock the Non-Security Designs alone with their ID, but a [[Medical Doctor]] can unlock the medical bots and so on.'' | ||
== | ==Integrated Robotic Species== | ||
===IRCs=== | ===Integrated Robotic Chassis (IRCs)=== | ||
Robotics | IRCs, crafted in the Robotics lab, are player-controlled assistants akin to IPCs but with a crucial difference: they're bound to serve their creator, who imprinted on their robotic brain. However, IRCs made with MMIs aren't tied to a master as they lack an imprinted brain. | ||
'''IRC | '''Building an IRC''' | ||
Once all | #Initiate the construction by crafting an '''Integrated Robotic Chassis''' on the '''Misc''' tab in the Exosuit Fabricator. The '''torso''' of the IRC is made '''first'''. | ||
#Move it to the '''surgery table'''. | |||
#Assemble the '''IPC head, Microbattery, Charger, Optical Sensor,''' and '''Microphone,''' along with a''' cyborg right arm, left arm, right leg, and left leg.''' | |||
#Once all parts are ready, '''attach them to the torso''' by targeting the corresponding body part on the [[File:Damage_zone.png|32px]] and clicking on the torso. | |||
#Perform the '''IPC Internal Cybernetic Manipulation surgery on the upper body''' to install the IPC Microbattery and Robotic Brain. | |||
#'''Repeat the surgery on the head''' and install the IPC Optical Sensor and IPC Microphone. | |||
#'''Perform the surgery on either arm''' and install the IPC Charger. | |||
#A functional IRC assistant is ready once all steps are completed. | |||
===IPC Repair=== | ===IPC Repair=== | ||
As the Medbay for IPCs, it's commonplace for you to undertake repairs. Healing IPCs, usually done using a welder and cable coil, is simpler than healing organics. Upgraded cyborg chargers can heal minor brute and burn damage. For extensive damage, refer to the detailed cybernetic repair surgery process. Organ damage, mainly caused by [[EMP effects#Silicons|EMPs]], can be treated with Internal Component Manipulation surgery, Nanopaste or a screwdriver. Brain damage can be healed using [[Guide_to_Chemistry#Liquid_Solder|Liquid Solder]]. | |||
An IPC that's in crit can be repaired by extracting its robotic brain. While you repair the body, the IPC can engage in conversation. Reviving an IPC requires repairing them past -50 damage. If revival causes further death, harmful chemicals like [[Guide_to_Chemistry#Ultra_Lube|Ultra Lube]] or [[Guide_to_Chemistry#Surge|Surge]] might be present and should be removed using [[Guide_to_Chemistry#Degreaser|Degreaser]]. | |||
===IPC Surgery=== | ===IPC Surgery=== | ||
IPCs, immune to pain and infections, undergo several surgical procedures. Always remember that an IPC's brain is located in its chest, not its head. If available, [[File:Nanopaste.png|32px]] Nanopaste can be obtained from RnD for use. | |||
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Revision as of 11:45, 8 June 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.
- Lock 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.
Integrated Robotic Species
Integrated Robotic Chassis (IRCs)
IRCs, crafted in the Robotics lab, are player-controlled assistants akin to IPCs but with a crucial difference: they're bound to serve their creator, who imprinted on their robotic brain. However, IRCs made with MMIs aren't tied to a master as they lack an imprinted brain.
Building an IRC
- Initiate the construction by crafting an Integrated Robotic Chassis on the Misc tab in the Exosuit Fabricator. The torso of the IRC is made first.
- Move it to the surgery table.
- Assemble the IPC head, Microbattery, Charger, Optical Sensor, and Microphone, along with a cyborg right arm, left arm, right leg, and left leg.
- Once all parts are ready, attach them to the torso by targeting the corresponding body part on the
and clicking on the torso.
- Perform the IPC Internal Cybernetic Manipulation surgery on the upper body to install the IPC Microbattery and Robotic Brain.
- Repeat the surgery on the head and install the IPC Optical Sensor and IPC Microphone.
- Perform the surgery on either arm and install the IPC Charger.
- A functional IRC assistant is ready once all steps are completed.
IPC Repair
As the Medbay for IPCs, it's commonplace for you to undertake repairs. Healing IPCs, usually done using a welder and cable coil, is simpler than healing organics. Upgraded cyborg chargers can heal minor brute and burn damage. For extensive damage, refer to the detailed cybernetic repair surgery process. Organ damage, mainly caused by EMPs, can be treated with Internal Component Manipulation surgery, Nanopaste or a screwdriver. Brain damage can be healed using Liquid Solder.
An IPC that's in crit can be repaired by extracting its robotic brain. While you repair the body, the IPC can engage in conversation. Reviving an IPC requires repairing them past -50 damage. If revival causes further death, harmful chemicals like Ultra Lube or Surge might be present and should be removed using Degreaser.
IPC Surgery
IPCs, immune to pain and infections, undergo several surgical procedures. Always remember that an IPC's brain is located in its chest, not its head. If available, Nanopaste can be obtained from RnD for use.
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, feet and disfigurement.
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.