Difference between revisions of "Roboticist"

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Primarily, the '''Roboticist''''s (Or rather, a '''Biomechanical Engineer''' or '''Mechatronic Engineer''') job is '''to make [[Cyborg|cyborg bodies]]''', and generally '''maintain activated cyborgs'''. Secondarily, roboticists create helpful robots like ''Medibots'' and ''Floorbots''. Roboticists also shoulder the responsibility of providing and maintaining artificial limbs on the crew. Since the regular introduction of [[Integrated Positronic Chassis (IPC)|Integrated Positronic Chassis' (IPCs)]] into the crew, Roboticists often also provide an effective Medbay service for these incredibly squishy yet easily repaired crew. A skilled set of roboticists can even build a powerful set of mech suits, primarily useful for [[Shaft Miner|miners]], but sometimes useful for security or medical personnel as well.
Primarily, the '''Roboticist''''s (Or rather, a '''Biomechanical Engineer''' or '''Mechatronic Engineer''') job is '''to make [[Cyborg|cyborg bodies]]''', and generally '''maintain activated cyborgs'''. Secondarily, roboticists create helpful robots like ''Medibots'' and ''Floorbots''. Roboticists also shoulder the responsibility of providing and maintaining artificial limbs on the crew. Since the regular introduction of [[Integrated Positronic Chassis (IPC)|Integrated Positronic Chassis' (IPCs)]] into the crew, Roboticists often also provide an effective Medbay service for these incredibly squishy yet easily repaired crew. A skilled set of roboticists can even build a powerful set of mech suits, primarily useful for [[Shaft Miner|miners]], but sometimes useful for security or medical personnel as well.
== The Assembly Line ==
== The Assembly Line ==
[[Robotics and Mech Bay|Robotics]] is your home as a Roboticist. It contains the [[Exosuit Fabricator]]s for the creation of any robotic component you require, a few cyborg recharge stations, a few mech suit recharge stations, and scattered across tables you will find multiple sheets of metal, power cells, a coil of wire, multitools, toolboxes, and a few flashes, along with a crowbar, a proximity sensor, more scattered high capacity power cells, and a cell charger.
[[Robotics and Mech Bay|Robotics]] is your home as a Roboticist. Some of the more important contents are the [[Exosuit Fabricator]]s for the creation of any robotic component you require, a [[Circuit Imprinter]], a few cyborg recharge stations, one of few robotic storage (cryostasis chambers), a few mech suit recharge stations, and scattered across tables you will find multiple sheets of metal, power cells, a coil of wire, multitools, and a few flashes, a few proximity sensors, a cell charger, the beginnings of some medibots, and a robotic brain. It contains a small surgery area for IPC repairs, implantation, and brain removal, also equipt with an N2O tank for organics (note: non-oxygen breathing species cannot use this, so you will either have to ask medbay for a bottle of morphine or send the person over to medbay where they have the proper adaptations for those species).


For Standard Operating Procedure for this role and other science roles, please see [[Standard Operating Procedure (Science)#Roboticist|Standard Operating Procedure (Science)]].
For Standard Operating Procedure for this role and other science roles, please see [[Standard Operating Procedure (Science)#Roboticist|Standard Operating Procedure (Science)]].
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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.
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:
Cyborgs, being one of the most important parts of your job, are one of the very first things you should work with at the start of the shift. Take that robotic brain and turn it on, then make a cyborg shell for when the brain gets inhabited, or if someone wants to be borgified. Some cyborgs may also come into robotics to ask for a bigger cell, as the power cells they start with are 10,000, while yours are 15,000 at the start.
* Both batteries.
* The multitool.
* One coil of wire.
* Both flashes.


It may be a good idea to stop by [[Auxiliary Tool Storage]] as well, for the metal, and the glass. It's usually the first area hit by [[assistant]]s though, so don't hold your breath.
After this, R&D will have most likely done some research and uploaded it to the servers. If they haven't, nicely remind them over radio to do so, as research is crucial for your job after a certain point. Without research, you can only make the most basically upgraded mechs, you have no implants which people will want at some point, and you have almost no cyborg upgrades, which will not make the borgs happy when they go an hour and a half without VTEC. Aside from research, there's one other department you rely on, cargo! Without cargo, it's even worse than a lack of research. You can't even make cyborgs or simple bots. Your shift quality can vary greatly depending on mining. No materials in the ORM? Get ready for a shift of sitting around, praying that at least one miner is alive.


Return to your den and meet the cyborg, replace its battery for it, and kick it out. It's keeping you from important work.
To get mining more productive, you can help them out by making an APLU "Ripley". Some miners may prefer this to traditional mining, and possibly motivate them to get some stuff in the ORM for you. If all of mining is dead, you could request that one of the cyborgs that you create takes a mining module, so that you will have a semi-reliable miner who won't spend the whole shift looking for mining gear. Once you get materials, your shift should be smooth-sailing from there.


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 Fabricator]]s 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, put them in an MMI, and then into a finished cyborg shell. Once they have been borged, it's time to make your first mech. (In the event that nobody wishes to be borged early on, robotics always starts with a premade Synthetic Brain. Simply pick it up, and click on it twice to send a ping to all ghosts, allowing them to inhabit the brain. Once inhabited, the brain can be used in place of a regular MMI).
A good thing to do is to make an autolathe for yourself and the rest of science, as it benifits everyone to not have to go all the way to cargo for a single proximity sensor. Other things which are generally good to do are setting up a Protolathe, so that if the scientists forget to upgrade something then you can print the parts, or if you want better tools later in the shift you won't have to wait in line for the rest of the shift also trying to get tools like the whole rest of the crew. Cleaning up surgery, renovating the office, shoving E-N in the locker (or better yet, disposals), all good things you can do at the start of the shift.


Assemble your Ripley, printing the boards from your circuit printer, and hopefully by the time you deliver the mech to Cargo the whole station hasn't gone to shit.
After this, your shift should consist of making the occasional mech, giving implants to people, making and upgrading cyborgs, and trying to not get arrested for that H.O.N.K mech which you completely legally made. If you get bored, making simple bots can be fun, especially the rarely seen honkbot, which will earn you the praise of the clown and the hatred for everyone who isn't the clown.  
 
You can further expand your lab by  [[Guide to Advanced Construction|building an Autolathe]] which can prints some of the parts you need for robots and cyborgs. Print a board from your circuit printer, and ask the science boys in RND for 3 matter bins and a manipulator.
 
== 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 Fabricator]] 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 [[Guide to Robotics#Durand|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.


== Transplanting Brains ==
== Transplanting Brains ==
Cyborgs won't work until the roboticist transplants a brain into them. To do so, you need some basic knowledge of [[Surgery]]. There are two ways to extract brains from a person or victim. You can either amputate the head and then crack open the skull with the bonesetter or if you want to do it properly (and not get questions like "why are there so many corpses with missing heads" from the coroner). You have to make an incision at the head area ([[Surgery#Internal Organ Manipulation (Non-Synthetics)|organ manipulation]]), then follow the guides on the surgery monitor until you get to the part of manipulating organs. Pick up your hemostat and scoop up the brain from the now-empty skull and you have yourself a brain for cyborgification. You don't need to bother yourself with mending the incision as it would only be a waste of your time.
Cyborgs won't work until the roboticist transplants a brain into them. To do so, you need some basic knowledge of [[Surgery]]. There are two ways to extract brains from a person or victim. You can either amputate the head and then crack open the skull with the bonesetter or if you want to do it properly (and not get questions like "why are there so many corpses with missing heads" from the coroner). You have to make an incision at the head area ([[Surgery#Internal Organ Manipulation (Non-Synthetics)|organ manipulation]]), then follow the guides on the surgery monitor until you get to the part of manipulating organs. Pick up your hemostat and scoop up the brain from the now-empty skull and you have yourself a brain for cyborgification. You don't need to bother yourself with mending the incision as it would only be a waste of your time.


When disposing of the corpse it is also a good idea to take out your pen from your PDA and write on the body bag that the person was borged and not murdered in some gruesome fashion.
When taking the corpse to the morgue it is also a good idea to take out your pen from your PDA and write on the body bag that the person was borged and not murdered in some gruesome fashion.


== Job Tasks ==
== Job Tasks ==
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'''Make a Ripley'''
'''Make a Ripley'''
* $600 per unit
* $600 per unit
== Other Tips ==
* People will come to you with requests for artificial limbs if they lose theirs in an accident or on purpose. Borg arms and legs serve as your main prosthetics to transplant onto people and it can be a good idea to make some spare borg parts for missing limbs in advance.
* You might need to repair damaged artificial limbs on people. Cables heal burn damage and you use a welder to heal brute damage. Just make sure that you're targeting their artificial limbs and not their natural limbs.
* You do start with and can make artificial brains. These brains are useful for when a person's head can't be transplanted to a cyborg and this can occur because of many different reasons. You need to activate these and then wait until they "catch" a soul. It can be a good idea to have at least one on hand so you can fill the station with unfeeling, relatively loyal, cybernetic creatures.
* 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 and two power cells. Raiding tech storage can net you an extra cyborg exosuit before having to beg cargo for a robotics assembly.
* Ensure you have proper eye protection when you weld, or you'll become blind quickly.
* Roboticists are usually quite busy during their shifts since there's almost always someone who wants to be borged, needs new limbs, wants a mech suit, or just wants an item from your laboratory. Cyborgs will also periodically roam into your laboratory asking for upgrades. If both of the roboticists work together efficiently it's a good chance that they won't be overwhelmed so make sure that you form a good working relationship with your colleague. It's usually best to split your tasks up with one person being responsible for borgification of the crew and another being responsible for creating mech suits.
* If you're being overwhelmed by people asking for things at your desk, you can, in fact, slow this process down a little by requesting that they fill in and stamp the [[Example Paperwork#Science Paperwork|proper paperwork]] before you begin your procedure. You're supposed to do this anyway but not everyone likes a pencil-pusher and when they come back, with the filled-in paperwork, you pretty much have to drop everything you're doing and take care of their request. Many people who stop by your desk won't know how to create paperwork themselves so you should make some yourself if you want to push paperwork on people.
* 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 ==
== Notes ==
; Do
; Do
* Make cyborg bodies and install MMI's or synthetic brains in them.
* Make cyborg bodies and install MMI's or synthetic brains 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.
* Cut AI control when the AI is rogue.
* Make useful bots and leave them around the station.
* Make useful bots and leave them around the station.
* Make a Ripley before combat mechs, mining usually likes this (and hopefully will like you).
* Make a Ripley before combat mechs, mining usually likes this (and hopefully will like you).
* Put beacons in all mechs lest they get stolen.
* Put beacons in all mechs lest they get stolen.
* Make a Cyborg and Exosuit Control Console.
* Remember to periodically sync your R&D console to get the most out of their research data.
* Try to make your boards by getting acid from chemistry and getting R&D to sync the servers.
* Lock mechs when left outside robotics.
* Remember to periodically sync your R&D console to get the most out of their research data
* Make sure to get the proper paperwork for cyborgification.
* 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
; Don't
* Put an MMI in a borg without making sure it isn't braindead (the MMI's can speak, you know).
* Put an MMI in a borg without making sure it isn't braindead (the MMI's can speak, you know).
* Take every single piece of ore out of the ORM, science needs it too.
* Blow all the borgs because one was emagged.
* Blow all the borgs because one was emagged.
* Immediately blow all borgs in malf- instead, tell the RD to lock down the cyborgs then remove their Robotic's console screen to prevent the AI from unlocking them.
* Immediately blow all borgs in malf- instead, tell the RD to lock down the cyborgs then remove their Robotic's console screen to prevent the AI from unlocking them.
* Try to make a mech you don't have materials for, nothing is more useless than a pile of Durand limbs while you beg for metal and silver.
* Try to make a mech you don't have materials for, nothing is more useless than a pile of Durand limbs while you beg for metal and silver.
* Go on mech rampages 'because you can'.
* Go on mech rampages 'because you can'.
* Make a Cyborg and Exosuit Control Console, 'just in case'.
* Build a mech for anyone who just comes by and asks for one.
* Give combat implants to anyone, including sec, unless they have explicit permission from the HoS or Captain.
* Be an asshat.
* Be an asshat.
* Build a mech for anyone who just comes by and asks for one.
 
== Other Tips ==
* People will come to you with requests for artificial limbs if they lose theirs in an accident or on purpose. Borg arms and legs serve as your main prosthetics to transplant onto people and it can be a good idea to make some spare borg parts for missing limbs in advance.
* You might need to repair damaged artificial limbs on people. Cables heal burn damage and you use a welder to heal brute damage. Just make sure that you're targeting their artificial limbs and not their natural limbs.
* Keep your materials organized, and understand how much each machine will take. (You will always need more materials.)
* Some materials or bot parts are more difficult to get than others, such as security bot parts, or bluespace crystals. Don't waste them.
* Have a plan before you start building anything huge, like a mech suit. (Without the circuitry or materials, 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.
* Ensure you have proper eye protection when you weld, or you'll become blind quickly.
* There can be some shifts which make roboticists very busy (such as [[Revenant|revenants]] going crazy over the IPC crew, or [[Terror Spider|spiders]] killing everything in sight). If both of the roboticists work together efficiently it's a good chance that they won't be overwhelmed so make sure that you form a good working relationship with your colleague. It's usually best to split your tasks up.
* If you're being overwhelmed by people asking for things at your desk, you can, in fact, slow this process down a little by requesting that they fill in and stamp the [[Example Paperwork#Science Paperwork|proper paperwork]] before you begin your procedure. You're supposed to do this anyway but not everyone likes a pencil-pusher and when they come back, with the filled-in paperwork, you pretty much have to drop everything you're doing and take care of their request. Many people who stop by your desk won't know how to create paperwork themselves so you should make some yourself if you want to push paperwork on people.
* 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!'''


== Dr. Ivo "Eggman" Robotnik ==
== Dr. Ivo "Eggman" Robotnik ==
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access and access to tech storage will allow you to get pretty much everywhere, also you have gloves from the get-go. And, of course, [[Syndicate Items#Cryptographic Sequencer|emagging]] any of your basic creations serves to cause havoc and chaos. Emagging the cyborgs can make them do what you want. Some people will ignore, tell others, or attack you.
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access and access to tech storage will allow you to get pretty much everywhere. And, of course, [[Syndicate Items#Cryptographic Sequencer|emagging]] any of your basic creations serves to cause havoc and chaos. Emagging the cyborgs can make them do what you want. If you do this, it's easy all access, plus a slave to do your bidding. All you need to do is "replace their battery", which will get them to willingly let you power them down, making them helpless while you make them yours.


A great way to grab your cyborg, to meet your doom, or to gain a new brain to add to your backpack, is to grab a flash and put it in your pocket or hand. Go ahead and grab some of those cable coils and tie yourself up some cable restraints. When you and somebody else are alone, go ahead and flash the living hell out of them and tie that guy up. Just don't let him scream through the radio immediately afterwards - a screwdriver to the eye is best used for this. (Or you can just take off their headset. That works too.)
Mechs as well, of course, can be a great help, but you need to be careful about how you use them, as there's a thin line between attacking who you must and attacking everyone even slightly in your way, which is not fun. If you want to help your fellow antagonists, [[Traitor|hijackers]] or [[AI#Antagging|malfunctioning AIs]] may appreciate that one extra bit of gear. If it's for a malfunctioning AI, all you need to do is add an AI control beacon, and the AI will have a mobile core with attached guns of choice to defend itsself with incase people are trying to card it and needs to escape.


If all of that feels like too much work, whipping up a Durand, Gygax, or Phazon and attaching a couple of heavy weapons will usually do the trick.
Lastly, the best thing you can do as a traitor roboticist is clearly emagging a honkbot, are you really a good roboticist if you don't do this?


{{JobsTable}}
{{JobsTable}}


[[Category:Jobs]]
[[Category:Jobs]]

Revision as of 18:31, 6 May 2022

RESEARCH

Roboticist.png
Roboticist

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


Science Department


Primarily, the Roboticist's (Or rather, a Biomechanical Engineer or Mechatronic Engineer) job is to make cyborg bodies, and generally maintain activated cyborgs. Secondarily, roboticists create helpful robots like Medibots and Floorbots. Roboticists also shoulder the responsibility of providing and maintaining artificial limbs on the crew. Since the regular introduction of Integrated Positronic Chassis' (IPCs) into the crew, Roboticists often also provide an effective Medbay service for these incredibly squishy yet easily repaired crew. 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.

The Assembly Line

Robotics is your home as a Roboticist. Some of the more important contents are the Exosuit Fabricators for the creation of any robotic component you require, a Circuit Imprinter, a few cyborg recharge stations, one of few robotic storage (cryostasis chambers), a few mech suit recharge stations, and scattered across tables you will find multiple sheets of metal, power cells, a coil of wire, multitools, and a few flashes, a few proximity sensors, a cell charger, the beginnings of some medibots, and a robotic brain. It contains a small surgery area for IPC repairs, implantation, and brain removal, also equipt with an N2O tank for organics (note: non-oxygen breathing species cannot use this, so you will either have to ask medbay for a bottle of morphine or send the person over to medbay where they have the proper adaptations for those species).

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.

Cyborgs, being one of the most important parts of your job, are one of the very first things you should work with at the start of the shift. Take that robotic brain and turn it on, then make a cyborg shell for when the brain gets inhabited, or if someone wants to be borgified. Some cyborgs may also come into robotics to ask for a bigger cell, as the power cells they start with are 10,000, while yours are 15,000 at the start.

After this, R&D will have most likely done some research and uploaded it to the servers. If they haven't, nicely remind them over radio to do so, as research is crucial for your job after a certain point. Without research, you can only make the most basically upgraded mechs, you have no implants which people will want at some point, and you have almost no cyborg upgrades, which will not make the borgs happy when they go an hour and a half without VTEC. Aside from research, there's one other department you rely on, cargo! Without cargo, it's even worse than a lack of research. You can't even make cyborgs or simple bots. Your shift quality can vary greatly depending on mining. No materials in the ORM? Get ready for a shift of sitting around, praying that at least one miner is alive.

To get mining more productive, you can help them out by making an APLU "Ripley". Some miners may prefer this to traditional mining, and possibly motivate them to get some stuff in the ORM for you. If all of mining is dead, you could request that one of the cyborgs that you create takes a mining module, so that you will have a semi-reliable miner who won't spend the whole shift looking for mining gear. Once you get materials, your shift should be smooth-sailing from there.

A good thing to do is to make an autolathe for yourself and the rest of science, as it benifits everyone to not have to go all the way to cargo for a single proximity sensor. Other things which are generally good to do are setting up a Protolathe, so that if the scientists forget to upgrade something then you can print the parts, or if you want better tools later in the shift you won't have to wait in line for the rest of the shift also trying to get tools like the whole rest of the crew. Cleaning up surgery, renovating the office, shoving E-N in the locker (or better yet, disposals), all good things you can do at the start of the shift.

After this, your shift should consist of making the occasional mech, giving implants to people, making and upgrading cyborgs, and trying to not get arrested for that H.O.N.K mech which you completely legally made. If you get bored, making simple bots can be fun, especially the rarely seen honkbot, which will earn you the praise of the clown and the hatred for everyone who isn't the clown.

Transplanting Brains

Cyborgs won't work until the roboticist transplants a brain into them. To do so, you need some basic knowledge of Surgery. There are two ways to extract brains from a person or victim. You can either amputate the head and then crack open the skull with the bonesetter or if you want to do it properly (and not get questions like "why are there so many corpses with missing heads" from the coroner). You have to make an incision at the head area (organ manipulation), then follow the guides on the surgery monitor until you get to the part of manipulating organs. Pick up your hemostat and scoop up the brain from the now-empty skull and you have yourself a brain for cyborgification. You don't need to bother yourself with mending the incision as it would only be a waste of your time.

When taking the corpse to the morgue it is also a good idea to take out your pen from your PDA and write on the body bag that the person was borged and not murdered in some gruesome fashion.

Job Tasks

Additionally, certain tasks will reward the player with credits for completing them.

No extra work is required, the fulfilment of these tasks will immediately reward the player with the stated credit amounts.

Make a Cyborg or Android

  • $100 per unit

Make a Ripley

  • $600 per unit

Notes

Do
  • Make cyborg bodies and install MMI's or synthetic brains in them.
  • 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.
  • Remember to periodically sync your R&D console to get the most out of their research data.
  • Lock mechs when left outside robotics.
  • Make sure to get the proper paperwork for cyborgification.
Don't
  • Put an MMI in a borg without making sure it isn't braindead (the MMI's can speak, you know).
  • Take every single piece of ore out of the ORM, science needs it too.
  • Blow all the borgs because one was emagged.
  • Immediately blow all borgs in malf- instead, tell the RD to lock down the cyborgs then remove their Robotic's console screen to prevent the AI from unlocking them.
  • Try to make a mech you don't have materials for, nothing is more useless than a pile of Durand limbs while you beg for metal and silver.
  • Go on mech rampages 'because you can'.
  • Make a Cyborg and Exosuit Control Console, 'just in case'.
  • Build a mech for anyone who just comes by and asks for one.
  • Give combat implants to anyone, including sec, unless they have explicit permission from the HoS or Captain.
  • Be an asshat.

Other Tips

  • People will come to you with requests for artificial limbs if they lose theirs in an accident or on purpose. Borg arms and legs serve as your main prosthetics to transplant onto people and it can be a good idea to make some spare borg parts for missing limbs in advance.
  • You might need to repair damaged artificial limbs on people. Cables heal burn damage and you use a welder to heal brute damage. Just make sure that you're targeting their artificial limbs and not their natural limbs.
  • Keep your materials organized, and understand how much each machine will take. (You will always need more materials.)
  • Some materials or bot parts are more difficult to get than others, such as security bot parts, or bluespace crystals. Don't waste them.
  • Have a plan before you start building anything huge, like a mech suit. (Without the circuitry or materials, 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.
  • Ensure you have proper eye protection when you weld, or you'll become blind quickly.
  • There can be some shifts which make roboticists very busy (such as revenants going crazy over the IPC crew, or spiders killing everything in sight). If both of the roboticists work together efficiently it's a good chance that they won't be overwhelmed so make sure that you form a good working relationship with your colleague. It's usually best to split your tasks up.
  • If you're being overwhelmed by people asking for things at your desk, you can, in fact, slow this process down a little by requesting that they fill in and stamp the proper paperwork before you begin your procedure. You're supposed to do this anyway but not everyone likes a pencil-pusher and when they come back, with the filled-in paperwork, you pretty much have to drop everything you're doing and take care of their request. Many people who stop by your desk won't know how to create paperwork themselves so you should make some yourself if you want to push paperwork on people.
  • 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!

Dr. Ivo "Eggman" Robotnik

Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access and access to tech storage will allow you to get pretty much everywhere. And, of course, emagging any of your basic creations serves to cause havoc and chaos. Emagging the cyborgs can make them do what you want. If you do this, it's easy all access, plus a slave to do your bidding. All you need to do is "replace their battery", which will get them to willingly let you power them down, making them helpless while you make them yours.

Mechs as well, of course, can be a great help, but you need to be careful about how you use them, as there's a thin line between attacking who you must and attacking everyone even slightly in your way, which is not fun. If you want to help your fellow antagonists, hijackers or malfunctioning AIs may appreciate that one extra bit of gear. If it's for a malfunctioning AI, all you need to do is add an AI control beacon, and the AI will have a mobile core with attached guns of choice to defend itsself with incase people are trying to card it and needs to escape.

Lastly, the best thing you can do as a traitor roboticist is clearly emagging a honkbot, are you really a good roboticist if you don't do this?

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