Guide to Robotics
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.
Making a Cyborg
- Fill the Exosuit Fabricator with as much metal as it will hold.
- Click on the Exosuit Fabricator to open its menu. Select Add all parts to queue beside the Cyborg option, and then click Process Queue in the right sidebar.
- Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish. Press Try Again once you have loaded in more metal.
- When putting the parts together, use the Cyborg Endoskeleton as a base.
- The Cyborg Head will need 2x Synthetic Flash or Flash inside it before you mount it. Don't waste the green Flashes on this.
- The Cyborg Torso will need 1x wires and 1x power cell. Now it can be mounted to the exoskeleton.
- The arms and legs can be mounted easily by simply picking them up and placing them on the Cyborg Endoskeleton.
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.
- Grab the human.
- Click on the operating table with your grabbed human, causing them to lie down on it.
- Click+drag their body on to yours, which will open their inventory window.
- Remove any head, eyes, or mask gear they are wearing by clicking on the item's link.
- Click on the Damage Zone in the top-right corner of your your HUD to indicate that you want to target the head.
- Use a scalpel to cut back the flesh.
- Use a hemostat to clamp bleeders.
- Use a retractor to peel back the flesh.
- Use a saw to saw open the skull.
- Use a retractor to pry open the skull.
- Use a scalpel to detach the brain.
- Use a hemostat to remove the brain.
- Pop the File:Brain.png brain into the MMI.
And now you have a filled MMI, ready to put into your cyborg.
So You Decapitated Your Patient
Don't panic just yet! You can still complete the brain extraction by placing their head on the operating table and following the same steps as above. You should probably apologize to them after putting their brain in an MMI, though.
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:
- Make sure you have welding protection.
- Note: Be sure to remember this step or you could go blind!
- Place a welder in your hand, click on it (or use the use key hotkey, 'Z') while it's in your active hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Use a screwdriver to expose the wires.
- Use a cable coil to replace damaged wires.
- Screwdriver the the wires back in.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Cyborg Component Repair
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Use a screwdriver to expose the wires.
- Use an empty hand on the Cyborg to remove the power cell.
- Crowbar out the desired component.
- Fabricate the replacement part(s) in the fabricator, listed under Robot Repairs
- Use the replacement part(s) on the Cyborg.
- Screwdriver the wires back in.
- Re-insert the power cell.
- Crowbar shut the panel.
- Swipe an ID with Robotics access to lock the panel.
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Use an empty hand on the Cyborg to remove the power cell.
- Use a screwdriver to expose the wires.
- Cut all five wires with wirecutters.
- Use a crowbar to remove the MMI.
Human Prosthetic Repair
You may be asked to repair damage to the artificial limbs of your fellow crew members. To fix brute damage:
- Make sure you have welding protection.
- Note: Be sure to remember this step or you could go blind!
- Place a welder in your hand, click on it while it's in your hand to light it, then click on the Prosthetic repeatedly to repair it.
To fix burn damage:
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. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Click on the Cyborg with an empty hand to take out the power cell and replace it with the higher-capacity power cell.
- Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Resetting Modules
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- File:Cyborg upgrade1.png Print out a reset upgrade in the fabricator, and insert it into the cyborg.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
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. In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
There are three lights in the cyborg with three corresponding wires:
- LawSync: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
- Pulsing does nothing.
- Cutting will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
- Mending this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
- AI Link: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
- Pulsing this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
- Cutting this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
- Mending this wire does nothing. You need to pulse it to reconnect it to an AI.
- Module Lock: If this light is on, the module of the cyborg cannot be changed.
- Pulsing this will reset the module of a cyborg and allow it to pick a new one.
- Cutting this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.
- Mending this wire will allow the cyborg to change modules.
An emagged cyborg will have no LawSync or AI link and cannot be reset.
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
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. They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don't synthesise their own chemicals, except inaprovaline.
Combine the following ingredients in order:
- Cyborg Right or Left Arm.
- Empty File:Firstaidkit.png Medkit.
- Note: Differently colored medkits will also change the resulting color of your Medibot.
- (Optional) Name the bot with a pen.
- health analyzer.
- proximity sensor.
- beaker filled with the medicine of your choice.
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!
- bucket (Grab it from the Janitor or make with the Autolathe. An autolathe can be found in the Science area.)
- proximity sensor.
- (Optional) Name the bot with a pen.
- Cyborg Right or Left Arm.
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. To make:
- Empty toolbox (Must be a blue one)
- Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
- proximity sensor.
- (Optional) Name the bot with a pen.
- Cyborg Right or Left Arm.
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.
Securitron
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a Electromagnetic Card, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked. To make:
- Use a Screwdriver on a Remote Signaling Device
- Combine with a Helmet (Get these from Security)
- Hand Welder them together
- Add a Proximity Sensor and a Robot Arm
- Toss in a Stun Baton
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
ED-209
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack. To make:
- Use a metal sheet on a Cyborg Endoskeleton to reinforce it.
- Add two Robot Legs and a security vest
- Weld everything together
- Add in a security Helmet
- Attach a Proximity Sensor to the assembly
- Insert wires
- Add a Taser and attach it with a Screwdriver
- Insert a Power cell. Your own mecha is complete!
A emagged ED-209 fires deadly lasers AND attacks anyone on sight.
Spiderbot
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests.
Combine the following:
- Robot head.
- Manipulator.
- Occupied MMI or positronic brain.
Mechs
Construction of mechs 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 mechs is as follows.
Ripley APLU
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)
To make:
- Build all of the Ripley parts using the exosuit fabricator.
- Build a Hydraulic Clamp and Drill
- Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley central control module (Ordered from the Quartermaster)
- Screwdriver
- Ripley Peripherals control module (Ordered from the Quartermaster)
- Screwdriver
- 5 pieces of metal
- Wrench
- Welding Tool
- 5 pieces of plasteel
- Wrench
- Welding Tool
- Add the Hydraulic Clamp and Drill to the finished Ripley
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the mech. Click finish, then right-click to enter.
Firefighter APLU
- Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.
- Create all parts of the Ripley APLU except for the chassis.
- Assemble all of the Ripley parts to the Firefighter chassis.
- Add a firesuit
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley central control module
- Screwdriver
- Ripley peripherals control module
- Screwdriver
- 5 pieces of plasteel
- Wrench
- Welding Tool
- 5 pieces of plasteel
- 5 pieces of plasteel
- Wrench
- Welding Tool
- Optimal Loadouts
- Hull Repairs: Clamp, RCD, Cable Layer
- Firefighting: Clamp, Extinguisher, Repair Droid
Odysseus
This is the medical mecha. It's got a sleeper that patients can be placed in.
- Create all of the Odysseus parts using the exosuit fabricator.
- Assemble all of the Odysseus parts to the chassis
- Wrench
- Screwdriver
- Cable coil
- Wirecutters
- Odysseus main board
- Screwdriver
- Odysseus peripherals board
- Screwdriver
- 5 pieces of metal
- Wrench
- Welder
- 5 pieces of plasteel
- Wrench
- Welder
- Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun
Gygax
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.
- Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)
Instructions
- Create all of the Gygax parts using the exosuit fabricator.
- Assemble all of the Gygax parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Gygax Main circuit board (Bug R&D to research it)
- Screwdriver
- Gygax Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Gygax Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add an Advanced Scanning Module (Bug R&D)
- Screwdriver
- Add an Advanced Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welding Tool
- Add Gygax Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welding tool
Durand
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.
- Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)
Instructions
- Create all of the Durand parts using the exosuit fabricator.
- Assemble all of the Durand parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Durand Main circuit board (Bug R&D to research it)
- Screwdriver
- Durand Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Durand Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add a Phasic Scanning Module (Bug R&D)
- Screwdriver
- Add a Super Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welding Tool
- Add Durand Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welding Tool
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.
- Phasing Function (Allows the Phason to move through any solid object at high speed)
- Change melee damage type (Allows the Phason to either deal brute, fire or toxic damage)
Instructions
- Create all of the Phazon parts using the exosuit fabricator.
- Assemble all of the Phazon parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Phazon Main circuit board (Bug R&D to research it)
- Screwdriver
- Phazon Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Phazon Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add a Phasic Sensor Module (Bug R&D)
- Screwdriver
- Add a Super Capacitor (Bug R&D)
- Screwdriver
- Add a (Artificial) Bluespace Crystal (Bug R&D)
- Cable Coil
- Screwdriver
- Add some plasteel
- Wrench
- Welding Tool
- Add Phazon Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welding Tool
- Add an anomally core.
HONK MECH
Requires bananium sheets to complete. Instructions:
- Create all of the H.O.N.K. mech parts in the Exosuit Fabricator.
- Attach all of the H.O.N.K. mech parts to the H.O.N.K. mech chassis.
- HONK at the mech with a bike horn.
- Add the main circuit board.
- HONK at the mech again.
- Add the peripherals circuit board.
- HONK at the mech again.
- Add the targeting circuit board.
- HONK at the mech again.
- Add the clown's mask to the mech.
- HONK at the mech again.
- Add clown shoes to it.
- HONK at the mech again.
Marauder
Used by the Deathsquad if the Admins want them to. A Marauder is equipped with:
- Heavy Pulse Rifle
- Missile launcher (8 missiles)
- Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)
- Thrusters for EVA use
- Internal Airtank
Mech Equipment
Various tools and weapons can be attached to mechs, providng them with ability to perform different tasks. Mech Equipment is built by Mech Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on mecha. Most mechs can hold no more than three equipment pieces.
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: Ripley)
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. Currently only adminspawnable due to the high research level - don't bother, really. Or steal it from the Centcomm mechs. 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 mech 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 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)
Mech Maintenance
Replacing Batteries
- Make sure the ID upload panel is closed.
- Hit the mech with your ID card or PDA with one inside.
- Wrench
- Crowbar
- Screwdriver
- Replace cell.
- Screwdriver
- Crowbar
- Wrench
- ID
Note: The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000).
Repair
- Equip a welding helmet on your head.
- Note: Be sure to remember this step or you could go blind!
- Place a welder in your hand, click on it while it's in your hand to light it, then click on the Mech repeatedly to repair it.
MMI Mechs
With all mechs, MMI's can be installed as drivers. But remember, mechs are not bound to the AI or its laws, so don't put any subversive elements inside them.
There are a number of disadvantages too:
- They get no remote control like cyborgs.
- They have no access except those given to them by swiping an ID.
- They can be easily shut down from an exosuit control console like cyborgs.
If you and the MMI ever think that it was a bad idea to put them in the mech, you can always have them enable maintenance, open up the power compartment, take out the cell, and crowbar them out.