Difference between revisions of "Implants"
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![[File:Cybernetic Kidneys.png]] {{Anchor|Cybernetic Kidneys}} | ![[File:Cybernetic Kidneys.png]] {{Anchor|Cybernetic Kidneys}} | ||
'''Cybernetic Kidneys''' | '''Cybernetic Kidneys''' | ||
|Just like regular kidneys. | |Just like regular kidneys. Will cause toxin damage if you are hit by an EMP. | ||
|Lower Torso | |Lower Torso | ||
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</tab> | </tab> | ||
==Organic Implants== | ==Organic Implants== | ||
These are unique organs that need to be harvested from organic lifeforms, but can be implanted in regular personnel. | These are unique organs that need to be harvested from organic lifeforms, but can be implanted in regular personnel. |
Revision as of 12:58, 8 May 2023
Implants are prosthetic device implanted into crew-members. They require surgery and can be printed at research and development.
Cybernetic Implants
These Implants can be manufactured at any Exosuit Fabricator or Protolathe at high levels of research. Some of them provide permanent bonuses when implanted, while others serve as cheap and easy, but EMP-vulnerable replacements. Some, such as toolset and anti-drop implants, are activated with HUD buttons.
These are implanted surgically, and can be divided into five categories: cranial, visual, mouth, thoracic, and arm implants.
Name | Description | Body part |
---|---|---|
Anti-Drop Implant |
When activated, locks your active hand so that whatever item is held in it cannot be dropped or removed, even when stunned, short of manual deactivation of the implant, removal of the implant, or, in extreme cases, removal of the appendage. | Head |
CNS Rebooter |
Short for Central Nervous System Rebooter, this implant protects large bursts of stamina damage. | Head |
Neural Jumpstarter |
This implant attempts to wake you up back up if you've been slept or paralyzed, but has a cooldown on how often and quickly it can wake you up. Cannot be installed alongside the CNS Rebooter | Head |
Wire Interface |
This implant allows the user to see the purpose of wires when hacking, similar to the Abductor multitool. | Head |
Cybernetic Ears |
These work like normal ears, but are heavily damaged by EMP. | Head |
Cybernetic Eyes |
These work like normal eyes, but are damaged by EMP. They are also not affected by genetic effects, such as colorblindness. | Head |
Shielded Robotic Eyes: |
Provides protection against eye damage caused by welding, as well as bright flashes. | Head |
Meson Eyes |
Grants you meson vision (can see walls and floors regardless of light or line of sight, useful for engineers to see the station's layout). | Head |
Thermal Eyes |
Grants you thermal vision (can see mobs through walls and other vision-obstructing objects). | Head |
X-Ray Eyes |
Grants you X-ray vision (much like the X-Ray gene, full vision of the 15x15 game window) (Bio 8 required in RnD). | Head |
Flashlight Eyes |
A pair of flashlights that replaces someone's eyes. Why would you do that? | Head |
Medical HUD Implant |
Gives you a permanent Medical HUD, along with all associated features. | Eyes |
Security HUD Implant |
Gives you a permanent Security HUD, along with all associated features. | Eyes |
Diagnostic HUD Implant |
Gives you a permanent Diagnostic HUD, along with all associated features. | Eyes |
Breathing Tube Implant |
Allows you to use internals without a mask. Protects from strangling. | Mouth |
Cybernetic Heart |
As a regular heart, but with the added problem of stopping from any EMP. | Torso |
Upgraded Cybernetic Heart |
As a regular cybernetic heart, but with a chance to automatically resolve cardiac failure and arrest, as well as reduce the duration of stuns and similar effects, in exchange to a chance to fail when shocked (including tasers and batons). Can be emagged in order to significantly boost the anti-stun properties, but increase the chance of failure upon being shocked. | Torso |
Cybernetic Lungs |
Just like regular lungs, but with the added problem of causing the user to stop breathing for a while when subjected to an EMP. | Torso |
Upgraded Cybernetic Lungs |
Similar to normal cybernetic lungs, but make the user more resistant to low temperatures, as well as provide immunity to low concentrations of CO2 and plasma gas. | Torso |
Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). Upon being EMP'd it will cause the user to projectile vomit resulting in a minor stun, loss of nutriment, and a temporary disabling of the implant. | Torso. |
Nutriment Pump Plus Implant |
An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). Upon being EMP'd it will cause the user to projectile vomit resulting in a minor stun, loss of nutriment, and a temporary disabling of the implant. | Torso. |
Hardened Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). | Torso |
Hardened Nutriment Pump Plus Implant |
An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). | Torso |
Reviver Implant |
Will attempt to bring you out of soft critical condition such as having a heart attack or being in shock. Does not actually revive you if you die. Having one of these will instantly kill you via heart attack if you are hit by an EMP. | Torso |
Cybernetic Liver |
Just like a regular liver. | Lower Torso |
Cybernetic Kidneys |
Just like regular kidneys. Will cause toxin damage if you are hit by an EMP. | Lower Torso |
Mechanical Toolset |
Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal mechanical toolset, featuring an advanced welder, wrench, crowbar, screwdriver, wirecutters, and multitool. Emagging it enables a combat knife module. | Arm |
Surgical Toolset |
Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal surgical toolset, featuring an advanced laser scalpel, hemostat, retractors, bone setters, bone gel, cautery, fix-o-vein, and a surgical drill. | Arm |
Janitorial Toolset |
Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal janitorial toolset featuring an advanced mop, soap, light replacer, bottle of space cleaner (that only accepts space cleaner), flyswatter and holosign projector, for all your cleaning needs. | Arm |
Botanical Toolset |
Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal botanical toolset featuring a plant analyzer, cultivator, spade, hatchet, wire cutters and wrench, for all your hydroponics needs. | Arm |
Hacking Toolset |
Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal hacking toolset featuring a screwdriver, wirecutters and alien multitool. This is only available after getting Alien 4 in the RnD Tech Tree. Can not use it with the mechanical toolset implant. | Arm |
Medical Beamgun |
Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal medical beamgun, able to be used to heal other crewmembers. Acts the exact same as a regular medical beamgun while not being able to be dropped. Given to Gamma level ERT medical members, not obtainable by any other means. | Arm |
Integrated Telescopic Baton Implant |
An arm implant that allows the user to extend out a telescopic baton, which cannot be dropped. | Arm |
Integrated High-Intensity Photon Projector Implant |
An arm implant that allows the user to quickly project an area of effect flash without needing to use their hands. | Arm |
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Organic Implants
These are unique organs that need to be harvested from organic lifeforms, but can be implanted in regular personnel.
Name | Description |
---|---|
Thermal Receptors |
Can only be harvested from a Changeling that has the "Augmented Eyesight" ability, and has turned this ability on. When removed and implanted into another individual, grants this individual permanent Thermal Vision, until the Organ is removed.
Can be identified in a full body scan, and thus used to accurately identify Changelings. Keep in mind, if the Changeling turns this ability off, the thermal receptors turn into protective membranes, which grant flash protection instead of thermal vision. In addition, Changelings without the Augmented Eyesight ability do not possess these organs. |
Burning Red Eyes |
Can be harvested from a Shadow Person. These eyes grant the user the benefit of night vision, as well as thermal vision. |
Divine Vocal Chords |
Acquired from a dead Colossus and implanted into the mouth, these vocal cords allow the implantee to utilize the Voice of God. |