Guide to Robotics

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Revision as of 01:15, 4 February 2017 by Teyren (talk | contribs) (Removed certain useless asterisks and added HONK Mech and Recitence.)
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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: 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.

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, 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.

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.

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.

Recitence

...

Marauder

Used by the ERT.

Exosuit Maintenance

Replacing Batteries

Repair

Removal of jammed user

Exosuit Equipment

Various tools and weapons can be attached to Exosuits, providng them with 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. Most Exosuits can hold no more than three equipment pieces.

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, and Phazon

Some equipments 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.

There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that's the case.

General Equipment

Energy Relay - Phoron Generator - ExoNuclear Reactor

Industrial Equipment

Extinguisher - Hydraulic clamp - Drill - Diamond drill - RCD

Medical Equipment

Mounted Sleeper

Combat Equipment

CH-PS "Immolator" Laser - CH-LC "Solaris" laser cannon - mkIV Ion Heavy Cannon

Todo

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

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

SGL-6 Grenade Launcher
Shoots out a flashbang at medium range.
(Can be attached to: Any combat exosuit (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)


Teleporter
Exosuit-mounted teleporter. Can teleport exosuit to any location in view. Must be researched first (Requires: 'Blue-space' Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don't bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it's what you want to do. Do it. Do it. Do it.)
(Can be attached to: Any exosuit )

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(?) exosuit )

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(?) exosuit )

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

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

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

Cable Layer
(Can be attached to: Any exosuit )

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 exosuit (Odysseus))