Guide to Robotics
Departmental Head
Research Director
R&D • | Adv. Construction • | Robotics • | MODsuits • | E.X.P.E.R.I-MENTOR • | Chemical Research • | Xenobiology • | Toxins • | Genetics • | Teleportation • | Research Items • | Autolathe • | Anomalies • | Science SOP |
For the aspiring Roboticist, this guide will explain the creation and maintenance of Bots, Cyborgs, Exosuits and IPCs.
Robotics Machines
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could 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.
It can be upgraded with stock parts.
- Upgrading the Laser will increase material efficiency, reducing the number 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.
The Circuit Imprinter is where you print all the circuits you need for exosuits or Robotics related machinery, you feed sulphuric acid into it, along with glass. It cannot create upgrade boards for cyborgs, it can create all legal boards related to the AI though. Like the Exosuit Fabricator, many of these advanced borgs must first be unlocked.
It can be upgraded with stock parts.
- Upgrading the Matter Bins will allow it to store more materials.
- Upgrading the Manipulators will increase material efficiency, reducing the number of materials you require to build things.
You don't start with one of those, but they are very useful both for you and for the scientists in RnD next door. It can make the various parts you need for bots, tools in case you need spares and much more. You have access to tech storage, so it's usually a good idea to go there, get the circuit board and set one up in an area both you and the scientists can reach. To get the stock parts, just deconstruct one of your exosuit fabbers, then use the Autolathe to print more stock parts and rebuild the fabber.
Another very handy machine you don't start with. Once you have an Autolathe, simply print a Protolathe circuit board on the Circuit Imprinter, add stock parts from the Autolathe and you're done. Place it close to your R&D Console, then simply link the devices in the R&D Console's device linkage menu.
You and your Tools
As a roboticist, you start off the shift with a belt of tools essential to do your job. The tools can range in usefulness but useful nevertheless.
Item | Description |
Tool Belt |
Contains 7 slots and holds all standard tools you will need to assemble, fix, and deconstruct machines. |
---|---|
Cable Coil |
Used in construction of Exosuits and Cyborgs, also used to heal burns inflicted on Cyborgs and IPCs. |
Welding Tool |
A handy tool used for repairs and deconstruction, make sure it's fueled and lit before use. Commonly used to repair damages on Bots, Cyborgs, Exosuits, and IPCs. Contains 20 Fuel and can be refilled at a welding tank. |
Wirecutters |
Used for hacking, removing cables, and cutting grilles. Wirecutters are used to trim wires in exosuits and hacking Cyborgs. |
Wrench |
Wrenches are usually used to take things apart, like wall-girders or tables. Wrenches are barely used in the average shift as a roboticist, only being used in the construction of exosuits. |
Screwdriver |
Screwdrivers are used to unscrew panels on IPCs and Cyborgs. They can also be used in construction of Exosuits. |
Crowbar |
The crowbar can pry open things and is used in de-constructing objects like computers and airlocks. Crowbars can be used in opening up cyborgs and surgery on IPCs. |
Multitool |
The multitool is for hacking. You pulse wires in cyborgs to test their useage. It's also used in IPC surgery. |
Cyborg Analyzer |
The cyborg analyzer can be quite useful in repairing Cyborgs and IPCs allowing easy diagnosing of damages. It does not however fit within Toolbelts. |
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 they want 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 if more than one exists.
It is generally a good idea to have one or two empty cyborg bodies built and ready for people that want to become cyborgs and to let dead players rejoin the round as borgs. Make sure you have a positronic or robotic brain lying around (robotic brains can be made in the medical section of the exosuit fabricator with sufficient research levels) and keep activating it from time to time. If a player's positronic or robotic brain is "dead" (completely inactive), use it in hand to reboot it.
- Fill the Exosuit Fabricator with 50 sheets of metal.
- Click on the Exosuit Fabricator to open its menu. Select Add To Queue for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head, then click on Process Queue in the right side.
- Wait for a short time for the pieces to be built.
- When putting the parts together, use the Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.
- Add 2x Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head.
- The Cyborg Torso will need 1x wires and 1x power cell. It is recommended you apply the best powercell you can manufacture for the cyborg as the cell determines their maximum charge.
- The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.
- The last step is installing either a MMI, a posibrain, or robotic brain.
- Posibrains and robotic brains need to be active. If you got it from a destroyed Cyborg or removed it from an IPC or IRC, that shouldn't be an issue, but a freshly printed one must first be activated, which gives ghosts a chance to enter the brain and rejoin the round. If the activation failed, then no ghost wanted to enter the brain, try again later. Printing and activating more than one Robotic Brain does not increase the odds a player will join as a robotic brain.
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.
- (Optional) Complete Prepping for Surgery.
- Aim for the Head Damage Zone.
- Use a Scalpel on the patient, and choose Organ Manipulation.
- Use a Scalpel to cut back the flesh.
- Use the Hemostat to stop any potential bleeding.
- Use your Retractors to lift up the skin.
- Use the Saw to cut through the bones.
- Use the Retractor to separate the bones.
- Use the Hemostat. This will open up a window asking you which loose organ you'd like to remove. Select the Brain.
- Place the brain in an MMI.
- Carry the MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.
You can also use a normal table instead of an operating table, but this makes operations have a 20% chance of failing.
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 to extract the Decapitated heads organs.
Spiderbots are temporary bodies for brains.
They can zap things, move through vents, and generally act like pests.
Combine the following:
- Print a Robot Head.
- Apply a Manipulator to the Robot Head.
- Use a occupied MMI or Positronic brain to the Spiderbot assembly.
When you need to remove the brain from the spider bot, you just swipe your ID to pop out the brain.
An emagged spiderbot gains a more powerful shock and increased health, while also binding it to the command of who emagged it. If the spiderbot is to die, it will detonate, destroying the occupant and maiming those around it.
Mechanical 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
- With a Welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it.
- Engineer cyborgs can also repair other cyborgs like this, though not theirselves.
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.
- Remove the cyborg's Power cell by clicking on it with an empty hand.
- Screwdriver to expose the wires.
- Use a Cable coil to replace damaged wires.
- Screwdriver the cyborg to hide the wires.
- Reinsert the cyborg's Power cell.
- 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. To find which component is the damaged one, you can use a handy tool called the Cyborg Analyzer. The most common part to be replaced will be the armour, as this is the first part that takes damage before the other, more important parts, start taking damage.
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's Power cell by clicking on it with an empty hand.
- Crowbar out the desired components.
- Reinsert the cyborg's Power cell.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
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.
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.
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 10,000. 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, and Xenobiology can make slime core cells which self-recharge.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Upgrade Modules
Not only can you build and repair Cyborgs, but they also come to you to get upgrades installed once RnD has them researched. These have their category in the exosuit fabricator.
The available upgrade modules are:
- Reset Module: Not an upgrade at all, this simply resets a borg's module, letting it change from one specialization to another.
- Rename Module: Allows for the names of borgs to be changed.
- Restart Module: Use this module to restart a borg that was destroyed and has since been repaired.
- VTEC Module: Increases the speed of a borg, rather useful. It can also be applied to vehicles such as the Paramedics Ambulance.
- Ion Thrusters: A jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.
- Safety Override Module: Unlocks a cyborg's illegal and more dangerous equipment, the same equipment that's unlocked by emagging.
- Self Repair Module: Allows a cyborg to slowly repair damage to itself.
Module Specific Upgrades:
- Diamond Mining Drill: An upgrade for mining cyborgs that upgrades the built-in mining drill, letting it drill faster.
- Mining Satchel of Holding: An upgrade for mining cyborgs that upgrades the cyborg's mining storage, allowing it to hold more minerals.
- Floor Buffer Module: An upgrade for janitor cyborgs that lets them clean floors by simply moving over the offending stain. Movement speed is decreased while active.
- Engineering Cyborg Abductor Upgrade: An experimental upgrade that replaces an engineering cyborgs tools with the abductor version.
- Medical Cyborg Abductor Upgrade: An experimental upgrade that replaces a medical cyborgs tools with the abductor version.
To apply any of these modules:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- File:Cyborg upgrade1.png Print out the 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 and Deconstruction
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 another technician should be able to sever the connection to the AI entirely by cutting the correct wire.
Cutting all wires allows you to deconstruct a cyborg completely with a crowbar.
There are four lights in the cyborg with four corresponding wires, as well as a dud wire without a light:
Description | Pulsing | Cutting | Mending | |
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. | does nothing. | 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 its laws. | 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. | 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. | this wire will cause the Cyborg to no longer be enslaved under the AI and bound only by its laws. This also turns off LawSync, as the cyborg has no AI to sync to. | this wire does nothing. You need to pulse it to reconnect it to an AI. |
Camera | If this light is on, the cyborg's vision is linked to the AI's cameras. | this wire will loudly focus the cyborg's cameras, displaying a message in the chat, kicking anyone watching from the cyborg's cameras out, and disable the camera link to the AI. It will not enable the cameras once disabled. | this wire will disable the cyborg's cameras. | this wire will reconnect the cyborg's cameras to the AI if they are disabled. |
Lockdown | If this light is on, the cyborg is unable to move. They are still able to remotely activate devices. | this wire will toggle lockdown function on the cyborg, similar to using the Robotics Control Console. | this wire will lock the cyborg down, similar to pulsing. | this wire will activate the cyborg's movement once again. |
An emagged cyborg will have no LawSync or AI link and cannot be reset, meaning that deconstructing and placing into a new body is necessary.
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 Bots. Bots can benefit the station in many ways and are easy to create. There are two ways to craft these bots. The first being through using the crafting menu, which requires you to have all of the materials present near you or in your possession. Using this will completely build the bot, but will always create a default version of that bot. The other method is manual assembly, the process to do so is listed below. This method allows you to name the bot with a pen during the assembly process and lets you create bots of different colour depending on the colour of the toolbox/health kit used. The current list of bots, and how to make them, are as follows:
These will only inject chemicals if the chemical helps with the target's damage by default.
Note that these don't synthesize their chemicals, except Saline-Glucose Solution, Charcoal, and Spaceacillin.
To make:
- Empty a First Aid Kit.
- Apply a Robot Arm
- (Optional) Name the bot with a Pen.
- Apply a Health analyzer.
- Finish it with a Proximity sensor.
- (Optional) Beaker filled with the medicine of your choice.
- Note: Differently coloured medkits will also change the resulting colour of your Medibot.
They can also be Emagged to repeatedly inject anyone with harmful chemicals.
Cleanbots are great, as they serve the exact same purpose as the Janitor.
Even better is that it uses Space Cleaner to mop, so no slipping on everything!
To make:
- Get a Bucket (Ask for cargo to make you one or make with an Autolathe you or Research and Development may have made.)
- Apply a Proximity sensor.
- (Optional) Name the bot with a Pen.
- Finish it with a Robot Arm.
An emagged cleanbot will spray slippery foam around it, while still responding to any mess in visual range, or continuing its patrol.
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.
To make:
- Empty a Toolbox
- Make and apply 10 floor tiles (click on a stack of metal while it's in your hand to open a menu for making these)
- Apply a Proximity sensor.
- (Optional) Name the bot with a Pen.
- Finish it with a Robot Arm.
Emagged Floorbots will tear apart floor panels and plating, usually exposing the area to space. Great if you don't need to worry about being in a vacuum.
Basically, Officer Beepsky without the personality.
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.
To make:
- Use a Screwdriver on a Remote Signaling Device
- Combine with a Helmet (Get these from Security)
- Weld them together
- Add a Proximity Sensor and a Robot Arm.
- Toss in a Stun Baton (Get these from Security)
You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer (E-mag), as they tend to run around stunning and cuffing everyone in sight. Problem is, hacked Securitrons report a Level 10 Infraction when spotting people, giving a clear sign that they're hacked.
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 (Get these from Security).
- Weld everything together.
- Add in a security Helmet (Get these from Security).
- Attach a Proximity Sensor to the assembly.
- Insert Wires.
- Add a disabler and attach it with a Screwdriver (Get these from Security).
- Insert a Power cell. Your own murder-robot is complete!
An emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging an ED-209 is advised to run like crazy.
A Securitron with 4 energy swords.
To make:
- Use a Screwdriver on a Remote Signaling Device
- Combine with a Helmet (Get these from Security)
- Weld them together
- Add a Proximity Sensor and a Robot Arm.
- Use a Wrench
- Add four Energy Swords or Toy Energy Swords.
Extremely lethal.
It's annoying and useless, but the clown might bug you to make one of this in the absence of a H.O.N.K. mech. God forbid if a traitor emags the thing.
To make:
- Construct a Clown Box (Get the Clown to stamp a piece of cardboard with the clown stamp).
- Add a robotic right arm.
- Add a Proximity sensor.
- Add a Clown bikehorn.
- Add a Trombone (you'll probably need to order a Musical Instruments crate from Cargo).
Emagged Honkbots make random noises, airhorn unsuspecting crew, and laugh at their misery.
pAI-Controlled Bots
The NPC bot not doing it enough for you, not enough personality? You can now place pAIs into bots, excluding the Security designs, to wander around and assist! Take your wanted bot and simply click on it with an active pAI, you now have a pAI Bot.
- pAI Bots still spout automated messages if they weren't turned off.
- Emagging a pAI Bot causes the pAI to be ejected out.
To Insert a PAI into a bot you must
- Unlock the Bot with an appropriate ID.
- Apply the PAI to the Bot.
- Lock the Bot with an appropriate ID.
Bot Repair
In the case your bot has some how been injured but not destroyed you can repair it in 5 easy steps.
- Unlock the Bot with an appropriate ID.
- Screw open the maintenance panel with a Screwdriver.
Emag the bot with your Cryptographic SequencerWeld the bot until it is fixed.- Screw close the maintenance panel with a Screwdriver.
- Lock the Bot with an appropriate ID.
- Roboticists can unlock the Non-Security Designs alone with their ID, but a Medical Doctor can unlock the medical bots and so on.
Machine People
IRCs
Robotics can make player-controlled assistants called Integrated Robotic Chassis or IRCs. IRCs are functionally the same as an IPC but with one key difference in that IRCs are bound to serve the one who imprinted onto their Robotic brain and is expected to follow whatever orders they are given. IRCs made with MMIs are not bound to their creator the same as robotic brains, as they have no master.
IRC Construction
- First make the "Integrated Robotic Chassis" on the "Misc" screen in the Exosuit Fabricator. It will then make the torso of the IRC. Drag the torso over to the surgery table and lay it down there.
- Build the IPC Head, Microbattery, Charger, Optical Sensor, and Microphone as well as a cyborg right arm, left arm, right leg, and left leg.
- Once all of these pieces are done, attach the head and limbs to the torso by picking it up and then clicking on the torso with the corresponding body part targeted. (So if cyborg right arm, target the right arm on the ).
- Do IPC Internal Cybernetic Manipulation surgery on the upper body and install the IPC Microbattery and Robotic Brain there.
- Do IPC Internal Cybernetic Manipulation surgery on the head and install the IPC Optical Sensor and IPC Microphone there.
- Do IPC Internal Cybernetic Manipulation surgery on either arm and install the IPC Charger there.
Once all of these steps have been completed you will have a fully functional IRC assistant ready to go.
IPC Repair
It's not uncommon in robotics for you to have to repair an IPC, as you are their Medbay. Healing them is generally much more simple than their organic counterparts, as you can repair most damage with just a welder and a cable coil. As long as the damage to an IPCs limb isn't severe, a few blasts with a welder or adding some new cable will do the trick. For extremely light damage, you can use upgraded cyborg chargers to your advantage, as they can heal some brute and burn damage, almost like a cryotube. Some limbs may be more damaged than others, and you can tell this by once again using a Cyborg Analyzer. It will tell you each limb's individual brute and burn damage, as well as internal component damage. The analyzer also works on humans if they have mechanical limbs, though this is mostly organic surgery which is not explained here.
For more severe damage, it may say that the damage to a limb cannot be repaired externally, in which case you will have to do the cybernetic repair surgery detailed below. For organ damage, something that happens mostly when IPCs get hit by EMPs, that can be fixed by doing Internal Component Manipulation, and healing the organ using either Nanopaste or simply using a screwdriver. Another thing you can do if the damage is specific to the IPC's brain is use Liquid Solder, a chemical which heals exclusively brain damage, similar to mannitol to organics.
When an IPC goes into crit, which is when it has taken over 100 points of in brute and burn damage, it will rapidly take brute damage and will only stop once their health gets above 0 or below -100. To combat this, if you cannot get them above that due to the constant damage, one option is to remove the robotic brain, which does kill the IPC, but also means that it won't take the crit damage anymore. You can put the brain on the table while you take your time repairing the body, having a nice chat with them while there before placing it back in the chest when done. If you are reviving an IPC from the dead state, the IPC will not come back alive and enter critical condition until you repair them past -50 damage.
Sometimes you might get the rare case where an IPC, after revival, shakes for a moment then dies again. This might be the cause of chemicals like Ultra Lube, a chemical similar to Meth but when overdosed deals Significant brain damage, or Surge, a chemical when overdosed causes the IPC to lose control over their body and occasionally let out an arc across their chassis causing a slow death. To remove these harmful chemicals and other chemicals you would need to use Degreaser, an active purging reagrent like charcoal that removes chemicals from IPCs.
IPC Surgery
There are are also several procedures that can be performed on IPCs. IPCs don't feel pain and can't get infections, so don't worry about administering anaesthetics or washing your hands. If RnD has the tech for it, bug them for a Nanopaste, or if you have a Protolathe yourself, make one. Remember that IPC brains are in their chest, not their head.
Robotic Cavity Implant/Removal
Removal of Items from robotic body cavities, sometimes confused with Internal Component Manipulation or Bio-chip Removal.
- Aim for the implant location on the Damage Zone;
- Use the Screwdriver to select the "Robotic Cavity Implant/Removal" Surgery;
- Use a Screwdriver to unlock the hatch on the limb;
- Use a Crowbar to open the hatch on the limb;
- (Insertion) While holding an Item: Insert the item inside;
- (Extraction) With an open hand: Click the patient to check for items inside the cavity;
- Use a Cautery to mend the cavity;
- Use a Crowbar to close the hatch on the limb
Bio-chip Removal (Synthethics)
Removing Bio-chips from the body. Sometimes referred to as Implant Removal.
- Aim for the implant location on the Damage Zone;
- Use the Screwdriver to select the "Bio-chip Removal" Surgery;
- Use a Screwdriver to unlock the hatch on the limb;
- Use a Crowbar to open the hatch on the limb;
- Use your Crowbar to extract the Bio-chip. This may take several goes;
- Use Retractors to close the hatch on the limb
Cybernetic Repair
Fixing mechanical arms, legs, hands and feet.
- Aim for the patient's correct Damage Zone;
- Use the Screwdriver to select the "Cybernetic Repair" Surgery;
- Use a Screwdriver to unlock the hatch on the limb;
- Use a Crowbar to open the hatch on the limb;
- Use a Welding tool to repair Brute damage and use Cable coil to repair burn damage;
- Use a Crowbar to close the hatch on the limb
Internal Component Manipulation
Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.
- Aim for the patient's correct Damage Zone;
- Use the Screwdriver to select the "Internal Cybernetic Manipulation" Surgery;
- Use a Screwdriver to unlock the hatch on the limb;
- Use a Crowbar to open the hatch on the limb;
- (Optional) Use a Multitool to remove Components. For Borgification simply remove the Positronic brain and place the positronic brain in an empty cyborg exoskeleton, or give the positronic brain to a Roboticist.
- (Optional) While holding a Component or Implant: Insert the Component inside;
- (Optional) While holding a Positronic Brain, or a Man Machine Interface: Insert the brain inside;
- Repair the affected component with Nanopaste, or alternatively use a Screwdriver.
- (Optional) Use a Welding tool to repair Brute damage and use Cable coil to repair burn damage;
- Use a Crowbar to close the hatch on the limb
Robotic Limb Amputation
"173. IPC interns are not to be punished for incompetence by having their "limb privileges" revoked." - Things Comms Officer Jenkins is Not Allowed To Do in CentCom
Robotic Limb Attachment
"I can't believe that playing card chopped off my left arm!" - ARMA-732
Cybernetic Appearance Customization
For when the Unbranded style doesn't look good after all.
- Aim for the patient's correct Damage Zone;
- Use the Screwdriver to select the "Cybernetic Appearance Customization" Surgery;
- Use a Screwdriver to unlock the hatch on the limb;
- Use a Crowbar to open the hatch on the limb;
- Use a Multitool to reprogram the limbs appearance;
- Select the company appearance. The most common appearance among IPCs being Morpheus Cybernetics;
- Use a Crowbar to close the hatch on the limb
Identity Configuration
Renaming and Re-Gendering
- Aim for the patient's correct Damage Zone;
- Use the Screwdriver to select the "Identity Reconfiguration" Surgery;
- Use a Screwdriver to unlock the hatch on the limb;
- Use a Crowbar to open the hatch on the limb;
- Use a Multitool to reprogram the identity;
- Type in a new name and select the correct Gender.
- Use a Crowbar to close the hatch on the limb
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 made in the Circuit Imprinter. Gygax and Durands in addition require stock parts from the Protolathe after R&D has done enough research and a mech core from the Quartermaster, and Phazons are the most difficult, requiring an anomaly core, which are rare to get and may be fought over in science.
Following the roboticist's SOP, utility mechs such as Ripleys, Firefighting Ripleys, and Odysseus' are free to be made on every code. Combat mechs require the Captain or HoS' permission to be made during green, and can be made freely during blue and red, so long as they are delivered to the armoury when finished (this does not mean that you should make an entire army of Durands as soon as the code goes up to blue). Other parts of SOP say that tracking beacons must be placed on all mechs, and that they must be DNA-locked until thay are delivered to their department.
Make sure you have the required materials to finish an exosuit before you begin construction. The amount of raw material required for each mech can be found in the following table.
For each level of laser part ( micro-laser -> high-power micro-laser -> ultra-high-power micro-laser -> File:Quadultra micro laser.gifquad-ultra micro-laser) multiply the total material amounts by (1 -> 0.85 -> 0.7 -> 0.55).
Note: The default laser part in your fabricator is the Micro-laser.
Exosuit Construction
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.
Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for gaining clout with the miners.
Instructions
- Manufacture all of the Ripley parts using the Exosuit fabricator and attach the parts to the Ripley exosuit frame.
- Use a Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver to activate it.
- Use Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.
- Apply a Ripley Central control module and secure it with a Screwdriver (Circuit Board ordered from the Quartermaster or made in the Circuit Imprinter).
- Apply a Ripley Peripherals control module and secure it with a Screwdriver (Ordered from the Quartermaster or made in the Circuit Imprinter).
- Apply 5 pieces of metal and secure it with a Wrench.
- Weld the frame on the Exosuit with a Welding tool.
- Apply 5 pieces of plasteel to the Exosuit and secure it with a Wrench.
- Weld the outer frame on the Exosuit with a Welding tool.
- Build and apply the Hydraulic Clamp and Drill.
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 exosuit. Click finish, then drag your sprite onto the exosuit to enter.
The Firefighter APLU (Autonomous Power Loading Unit) is a slow-moving, decently protected exosuit with extra fire resistance.
The unique part is the Firefighter chassis and firesuit, otherwise, it uses the same Ripley APLU parts and materials.
Instructions
- Manufacture all of the Firefighter parts using the Exosuit fabricator and attach the parts to the Firefighter exosuit frame.
- Apply a firesuit to the Firefighter exosuit frame.
- Use a Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver to activate it.
- Use Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.
- Apply a Ripley Central control module and secure it with a Screwdriver (Circuit Board ordered from the Quartermaster or made in the Circuit Imprinter).
- Apply a Ripley Peripherals control module and secure it with a Screwdriver (Ordered from the Quartermaster or made in the Circuit Imprinter).
- Apply 5 pieces of plasteel to the Exosuit and secure it with a Wrench.
- Weld the frame on the Exosuit with a Welding tool.
- Apply 10 pieces of plasteel to the Exosuit (You will need to click twice) and secure it with a Wrench.
- Weld the outer frame on the Exosuit with a Welding tool.
This mech can save multiple crewmembers while on the run.
Is the only medical mech available unlike the dozens of variations of the APLU and Combat series, maybe coders just consider BIG GUNZ better than syringes?
Instructions
- Manufacture all of the Odysseus parts using the Exosuit fabricator and attach the parts to the Odysseus exosuit frame.
- Use a Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver to activate it.
- Use Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.
- Apply a Odysseus Central control module and secure it with a Screwdriver (Circuit Board made in the Circuit Imprinter).
- Apply a Odysseus Peripherals control module and secure it with a Screwdriver (Circuit Board made in the Circuit Imprinter).
- Apply 5 pieces of metal and secure it with a Wrench.
- Weld the frame on the Exosuit with a Welding tool.
- Apply 5 pieces of plasteel to the Exosuit and secure it with a Wrench.
- Weld the outer frame on the Exosuit with a Welding tool.
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 a small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3) Melee capable (this mech can use its mecha arms to punch and smash)
Instructions
- Manufacture all of the Gygax parts using the Exosuit fabricator and attach the parts to the Gygax exosuit frame (Except the armor plates).
- Use a Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver to activate it.
- Use Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.
- Apply a Gygax Central control module and secure it with a Screwdriver (Circuit Board made in the Circuit Imprinter).
- Apply a Gygax Peripherals control module and secure it with a Screwdriver (Circuit Board made in the Circuit Imprinter).
- Apply a Gygax Weapons & Targeting control module and secure it with a Screwdriver (Circuit Board made in the Circuit Imprinter).
- Apply an Advanced Scanning Module to the Gygax exosuit frame and secure it with a Screwdriver (Part made in the Protolathe).
- Apply a Mech Power Core and secure it with a Screwdriver (Core found inside your workplace and orderable from cargo).
- Apply 5 pieces of metal and secure it with a Wrench.
- Weld the frame on the Exosuit with a Welding tool.
- Apply Gygax Armor Plates and secure it with a Wrench.
- Weld the outer frame on the Exosuit with a Welding tool.
A Durand is more powerful than Gygax, it has more health and better armoured, but slower.
Requires silver sheets to complete.
Defence Mode Function (Boosts Durand armour with the penalty of not being able to move or turn) Melee capable (this mech can use its mecha arms to punch and smash)
Instructions
- Manufacture all of the Durand parts using the Exosuit fabricator and attach the parts to the Durand exosuit frame (Except the armor plates).
- Use a Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver to activate it.
- Use Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.
- Apply a Durand Central control module and secure it with a Screwdriver (Circuit Board made in the Circuit Imprinter).
- Apply a Durand Peripherals control module and secure it with a Screwdriver (Circuit Board made in the Circuit Imprinter).
- Apply a Durand Weapons & Targeting control module and secure it with a Screwdriver (Circuit Board made in the Circuit Imprinter).
- Apply an Phasic Scanning Module to the Durand exosuit frame and secure it with a Screwdriver (Part made in the Protolathe).
- Apply a Mech Power Core and secure it with a Screwdriver (Core found inside your workplace and orderable from cargo).
- Apply 5 pieces of metal and secure it with a Wrench.
- Weld the frame on the Exosuit with a Welding tool.
- Apply Durand Armor Plates and secure it with a Wrench.
- Weld the outer frame on the Exosuit with a Welding tool.
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.
Requires an anomaly core to build which comes from a random event.
Phasing Function (Allows the Phazon to move through any solid object at high speed) Change melee damage type (Allows the Phazon to either deal brute, fire or toxic damage)
Instructions
- Manufacture all of the Phazon parts using the Exosuit fabricator and attach the parts to the Phazon exosuit frame (Except the armor plates).
- Use a Wrench to connect the Exosuits Hydraulic Systems and use a Screwdriver to activate it.
- Use Cable Coil to wire up the Exosuit and trim the wires using Wirecutters.
- Apply a Phazon Central control module and secure it with a Screwdriver (Circuit Board made in the Circuit Imprinter).
- Apply a Phazon Peripherals control module and secure it with a Screwdriver (Circuit Board made in the Circuit Imprinter).
- Apply a Phazon Weapons & Targeting control module and secure it with a Screwdriver (Circuit Board made in the Circuit Imprinter).
- Apply an Phasic Scanning Module to the Phazon exosuit frame and secure it with a Screwdriver (Part made in the Protolathe).
- Apply an Super Capacitor to the Phazon exosuit frame and secure it with a Screwdriver (Part made in the Protolathe).
- Apply 5 (Artificial) Bluespace Crystal (Found in the ORM or made in the Protolathe) to the Phazon exosuit, Apply Cable Coil, and secure it with a Screwdriver.
- Apply 5 pieces of plasteel to the Exosuit and secure it with a Wrench.
- Weld the frame on the Exosuit with a Welding tool.
- Apply Phazon Armor Plates and secure it with a Wrench.
- Weld the outer frame on the Exosuit with a Welding tool.
- Apply a Bluespace anomaly core (A normal anomaly core won't work!).
Bring the HONK power of the HONKmother to the crew! HONK! Cry when you are arrested for making this.
Requires bananium sheets to complete. The mech has a Clown Office ID lock by default. This mech requires clear permission from both the Captain and RD before construction.
Instructions
- Create and Attach all of the H.O.N.K. mech parts in the Exosuit Fabricator then HONK at the mech with a bike horn to secure it.
- Apply a H.O.N.K. Central control module and HONK at the mech again to secure it.
- Apply a H.O.N.K. Peripherals control module and HONK at the mech again to secure it.
- Apply a H.O.N.K. Weapons & Targeting control module and HONK at the mech again to secure it.
- Apply a clown's mask to the mech and HONK at the mech again to secure it.
- Apply clown shoes to it and HONK at the mech again to secure it.
...
Requires Tranquilite sheets to complete. The mech has a Mime Office ID lock by default. The Reticence moves silently.
When emoting at a mech you have to use an audible emote. *crack
is a great example
Instructions
- Create and Attach all of the Reticence mech parts in the Exosuit Fabricator.
- Apply a Reticence Central control module.
- Apply a Reticence Peripherals control module.
- Apply a Reticence Weapons & Targeting control module.
- Apply a mime's beret to the mech and emote at the mech.
- Apply a mime's mask to the mech and emote at the mech again.
- Apply a mime's suspenders to it and emote at the mech again.
Exosuit Maintenance
Replacing Batteries
- Make sure the ID upload panel is closed and ensure Maintenance Mode is not forbidden in the Exosuit's internal settings.
- Hit the exosuit with your ID card or PDA with one inside and enable Maintenance Mode.
- Unsecure the beams with a Wrench.
- Use a Crowbar to open the panel.
- Screw the cell out with a Screwdriver.
- Apply a Replacement cell
- Secure the new cell with a Screwdriver.
- Use a Crowbar to close the panel.
- Use a Wrench to wrench the beams back.
- Use a ID to disable maintenance mode.
Note: The default capacity of a power cell in any of the civilian exosuits is a High-Capacity Power Cell+ (15,000)
Repair
Removal of Jammed User
Critical Damage
When the mech takes approx. 50% damage, there is a chance for the mech to take 'Critical Damage.' This usually is the failure of a system within the mech itself. Each failure has a different way to repair it.
Calibration Failure - Causes your mech to move around, usually in a large circle, rather than move in the direction of your input. The mech can and will move diagonals while this is in effect. To repair, open 'View Stats', and at the top of the page is a button labelled something along the lines of 'Recalibrate.' Click it, and wait for the recalibration to complete, and your mech will move as normal.
Internal Fire - Causes your mech to take damage over time. This lasts for about 15–30 seconds and will go away on its own. It will cause the cabin air to heat up, burning the pilot. The internal air tank may also rupture from heat.
Life Support Failure - Renders your internal life support useless. This won't matter much in a pressurized environment, but if you're fighting a fire in a Firefighting Ripley, you're going to die. To fix this, enable your maintenance protocols, and perform the same steps to replace a battery. This will fix the error.
Air Tank Rupture - Your mech will no longer pump air into the cabin of your mech. This does not matter if you are not running on internal air. To fix this, simply repair the mech with a welder.
Exosuit Equipment
Various tools and weapons can be attached to Exosuits, providing them with the 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. Exosuits have limited equipment space depending on their type.
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, Phazon, and other combat mechs.
- Special: Special equipment reserved for the H.O.N.K or Reticence mechs.