User:Teyren

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Going to set a personal guide for Synthetics and Robotics upon this page.

  • pAIs may become bots excluding Sec type.
  • Current meta reminder
  • c+p .png of mech equipment and set up item lists.
  • nanomachines can save countless metal stacks and can increase onboard Synthetics 10-fold as many don't do cyborgification due to the inconvenience. Have the RD upgrade the microwaves before doing this. Don't lose the bloody pills or mislabel them or bwoink death. Label them Nanomachines (u) (KILLS YOU DEAD) so there's no misunderstanding.
  • Nanomachines can affect brains, destroying them, posibraining them, or keeping them intact (?). This is unconfirmed and needs to be tested through cyborg dismantling.


Template:WIP

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

Cyborgs

See also Cyborgification Contracts. These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants 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 in the event that more than one exists.

pAI Bots

As a Roboticist, you may create a player-controlled bot by placing an pAI into these bots:

Medibot

These will only inject chemicals if the chemical helps with the target's damage by default. Note that these don't synthesize their own chemicals, except inaprovaline.

Cleanbot

Cleanbots are great, as they serve the exact same purpose as the Janitor, cleaning up messes like dirt, blood and vomit. Quite useful during the station's inevitable decline into violent chaos, as many of these can clean even the biggest mess. Even better is that it uses Space Cleaner to mop, so no slipping on everything!

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.

Mech Equipment

  • I am currently creating a proper list for these instead of the messy list it is now.

Drill
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor.

When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.
(Can be attached to: Any Non-medical(?) mech)

Diamond Drill
Essentially an upgraded drill. Isn't any stronger, but it is faster (all you need for mining really). Bug R&D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)
(Can be attached to: Any Non-medical(?) mech)

Hydraulic Clamp
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.
(Can be attached to: All APLUs)

Extinguisher
Mecha-mounted extinguisher. Can be refilled by clicking on the Water Tank.
(Can be attached to: Any Non-medical(?) mech)

Teleporter
Mecha-mounted teleporter. Can teleport mecha to any location in view. Must be researched first (Requires: 'Blue-space' Research 10, Electromagnetic Spectrum Research 5.
(Can be attached to: Any mech)

Gravitational Catapult
Can be used to throw objects around (S mode) or move them away from target (P mode). Must be researched first (Requires: 'Blue-space' Research 2; Electromagnetic Spectrum Research 3; Engineering 3).
(Can be attached to: Any Non-medical(?) mech)

Wormhole Generator
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location. Must be researched first (Requires: 'Blue-space' Research 4).
(Can be attached to: Any Non-medical(?) mech)

Mounted RCD
An exosuit-mounted Rapid Construction Device.
(Can be attached to: Any mech)

Armor Booster Module (Close Combat Weaponry)
Boosts exosuit armor against armed melee attacks. Requires energy to operate.
(Can be attached to: Any mech except honker)

Armor Booster Module (Ranged Weaponry)
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
(Can be attached to: Any mech except honker)

Repair Droid
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
(Can be attached to: Any mech)

Energy Relay
Wirelessly drains energy from any available power channel in area. The performance index is quite low.
(Can be attached to: Any mech)

Plasma Converter
Generates power using solid plasma as fuel. Pollutes the environment.
(Can be attached to: Any mech)

ExoNuclear Reactor
Generates power using uranium. Pollutes the environment.
(Can be attached to: Any mech)

Cable Layer
(Can be attached to: Any mech)

Syringe Gun
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.
(Can be attached to: Any medical mech (Odysseus))

Mounted Sleeper
(Can be attached to: Any medical mech (Odysseus))

Mech Weapons

CH-PS "Immolator" Laser
Fires a Laser bolt, identical to the "laser gun".
(Can be attached to: Any combat mech (Durand, Gygax, Honker, Marauder and Phazon))

CH-LC "Solaris" Laser Cannon
Fires a Heavy Laser bolt, identical to the "laser cannon".
(Can be attached to: Any combat mech (Durand, Gygax, Honker, Marauder and Phazon))

mkIV Ion Heavy Cannon
Fires a Ion bolt, identical to the "Ion rifle".
(Can be attached to: Any combat mech (Durand, Gygax, Honker, Marauder and Phazon))

eZ-13 mk2 Heavy pulse rifle
Fires a heavy pulse laser.
(Can be attached to: Any combat mech (Durand, Gygax, Honker, Marauder and Phazon))

PBT "Pacifier" Mounted Taser
Fires a taser bolt, identical to the security taser.
(Can be attached to: Any combat mech (Durand, Gygax, Honker, Marauder and Phazon))

LBX AC 10 "Scattershot"
Fires a medium sized bullet, similar damage as the Mini-UZI.
(Can be attached to: Any combat mech (Durand, Gygax, Honker, Marauder and Phazon))

Ultra AC 2
Fires a weak bullet, similar damage as the Submachine Gun.
(Can be attached to: Any combat mech (Durand, Gygax, Honker, Marauder and Phazon))

SRM-8 Missile Rack
Fires a missile which will explode on impact.
(Can be attached to: Any combat mech (Durand, Gygax, Honker, Marauder and Phazon))

SGL-6 Grenade Launcher
Shoots out a flashbang at medium range.
(Can be attached to: Any combat mech (Durand, Gygax, Honker, Marauder and Phazon))

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)

RESEARCH

Superiors: Research Director
Difficulty: Medium
Guides: Guide to Robotics
Access: Robotics, Technical Storage, Morgue, Research Division, Maintenance
Duties: Create and maintain a cybernetic and robotic army and build impressive mech suits.


Primarily, the Roboticist's job is to make cyborg bodies, and generally maintain activated cyborgs. Secondarily, roboticists create helpful robots like Medibots and Floorbots. A skilled set of roboticists can even build a powerful set of mech suits, primarily useful for miners, but sometimes useful for security or medical personnel as well.

Robotics and the Mech Bay

The Assembly Line

Robotics is your home as a Roboticist. It contains the Exosuit Fabricators for the creation of any robotic component you require, a few cyborg recharge stations, a few mech suit recharge stations, a chest with multiple sheets of metal, power cells, and a coil of wire, and scattered tables with a multitool, tool boxes, a few flashes, a crowbar, a proximity sensor, more scattered high capacity power cells, and a cell charger.

For Standard Operating Procedure for this role and other science roles, please see Standard Operating Procedure (Science).

THIS HAND OF MINE GLOWS WITH AN AWESOME POWER

You are going to be building some of the most powerful things on the station. There are a few things you should do once you spawn in your nice and clean Robotics office.

First, before you do anything else, run out of your office and go straight into Tech Storage. Tech Storage is full of things you are going to want to use, and you're going to want to try to grab:

  • Both batteries.
  • The multitool.
  • One coil of wire.
  • Both flashes.
  • The insulated gloves.

It may be a good idea to stop by Primary Tool Storage as well, for the the batteries, the metal, the glass, the proximity sensor and the tool belt. It's usually the first area hit by your rival civilians though, so don't hold your breath.

Return to your den and meet the cyborg, replace its battery for it, and kick it out. It's keeping you from important work.

Now, it's time to start building robots. The first thing you are going to want to build is a cyborg, perhaps two. Fill the Exosuit Fabricators with metal and get them working. Outside of your office, by now you may have 1-2 assistants who want you to 'borg 'em. Oblige, this is what you are here to do after all. Take out their brains after you order Cyborg parts from the cargo department, which you can do with the Requests Console conveniently placed behind the Circuit Fabricator. Once they have been 'borged, it's time to make your first mech.

Assemble your Ripley while you are waiting for the boards, and hopefully by the time they arrive the whole station hasn't gone to shit.

Preparedness is next to Godliness

Build another cyborg. Try to keep at least 1 cyborg body on standby for the inevitable train of corpses that will be coming through your door. Now you can build the fun mechs, assuming Science has been doing their part. If not, keep busy by stealing a bucket from Hydroponics, or making tons of medical droids.

Synchronize up your R&D console to process any new semi-useful designs researched by your useless colleagues, set your Exosuit Fabricators to auto-sync, and get building. Feed the Circuit Fabricator the acid sitting on it. Make sure that mining has brought you the metals you need. You will have a love-hate relationship with the science division. On the one hand they will be inventing fun toys for you, on the other they are taking all that wonderful silver from you that could be going to making a Durand. Once you do get enough ores though, it's smooth sailing. Remember your Mechs are going to be the only thing that can fight some of the powerful things that end up attacking the station, so everyone is counting on you.

Other Tips

  • Keep your metal organized, and understand how much each machine will take. (You will always need more metal.)
  • Glass and flashes are important for your robotics work, as are various devices, security equipment and rare minerals. Don't waste them.
  • Have a plan before you start building anything huge, like a mech suit. (Without the circuitry, they are useless.)
  • Make sure to perform maintenance and power cell upgrades on cyborgs that come in; NanoTrasen usually doesn't load them with anything but the minimum required power cells.
  • Tech Storage is your friend. It has two flashes, two power cells, and insulated gloves. Raiding tech storage can net you an extra cyborg exosuit before having to beg cargo for a robotics assembly. For bonus points, beg the CE/RD/AI to let you into secure tech storage to get a Robotics/Exosuit Control Circuitboard to control what you make, in case it decides to kill everyone.
  • Ensure you have proper eye protection when you weld, or you'll become blind quickly.
  • For the love of Darth Vader, unless you want people to get pissed off and break into your lab, (leading to a scuffle along with death, serious injury, and/or more death) listen for when someone calls you to your desk!

Notes

Do
  • Make cyborg bodies and install MMI's in them.
  • Try to 'borg antagonists instead of the death penalty. They still fail, but are no longer a danger.
  • Cut AI control when the AI is rogue.
  • Make useful bots and leave them around the station.
  • Make a Ripley before combat mechs, mining usually likes this (and hopefully will like you).
  • Put beacons in all mechs lest they get stolen.
  • Make a Cyborg and Exosuit Control Console.
  • Try to make your own boards by getting acid from chemistry and getting R&D to sync the servers.
  • Remember to periodically sync your own R&D console to get the most out of their research data
  • Recognise that the QM might be more inclined to get you some metal/robot assemblies if you don't eat up all of their points with Ripley boards.
Don't
  • Put an MMI in a borg without making sure it isn't braindead (the MMI's can speak, you know).
  • Blow all the borgs because one was emagged.
  • Immediately blow all borgs in malf- instead, tell the RD to remove his console's screen, then lock the borgs and take off your console screen so the AI can't access it.
  • Try to make a mech you don't have materials for, nothing is more useless than a pile Durand limbs while you beg for metal and silver.
  • Go on mech rampages 'because you can'.
  • Be an asshat.
  • Build a mech for anyone who just comes by and asks for one.




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 possibly 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.


In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)

  • Materials research will increase material efficiency, reducing the quantity of materials you require to build things.
  • Data Theory research will increase speed efficiency, reducing the time required to build various parts

It can be upgraded

  • Upgrading the Laser will increase material efficiency, reducing the quantity 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

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 he wants 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 in the event that more than one exists.

Making a Cyborg

Extract a brain for the Cyborg

Note: Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw. Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.

So You Decapitated Your Patient (or someone else did it for you)

Don't panic just yet! You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a scalpel, then a retractor, then a hemostat.

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.

Resetting Modules

Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help.

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.

Creating a Spiderbot

Spiderbots are temporary bodies for brains.

Bots

As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is 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.

File:Floorbot.gif 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.

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.

The current list of exosuits is as follows.

Exosuit Construction

Ripley APLU

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

Firefighter APLU

Odysseus

Gygax

Rather fast security exosuit with good overall protection.

Durand

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

Marauder

Used by the ERT.