Guide to robotics: Difference between revisions
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# For final assembly, take each component and apply it to the cyborg endoskeleton | # For final assembly, take each component and apply it to the cyborg endoskeleton | ||
Multitools can be used to give cyborgs names. Simply apply the pen before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it 'PenisShitter 5000'. For some hilarity and general confusion, try giving the borg the same name as the AI. | |||
Once it's complete, it's time for the brain. To extract the brain of a<strike>n un</strike>willing human: | Once it's complete, it's time for the brain. To extract the brain of a<strike>n un</strike>willing human: |
Revision as of 15:01, 24 June 2014
Are you a Roboticist? This guide will explain the creation and maintenance of Cyborgs, bots, and mechs.
Exosuit Fabricators
These are the main machines used in Robotics, with them you can create various mech and cyborg parts and their upgrade modules. Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds.
If one (or more) of the Exosuit Fabricators gets stuck at updating from R&D servers, use a screwdriver on it and then crowbar that fucker! Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the fabricator.
Cyborgs
Requires |
---|
1 x each Cyborg part (made with the fabricators) |
The Cyborg is the Roboticist's primary creation. 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.
Assuming you already have the necessary components:
- Insert a charged power cell into the cyborg's chest
- Insert a coil of wire into the cyborg's chest
- Insert two flashes in the cyborg's head (one for each eye socket)
- For final assembly, take each component and apply it to the cyborg endoskeleton
Multitools can be used to give cyborgs names. Simply apply the pen before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it 'PenisShitter 5000'. For some hilarity and general confusion, try giving the borg the same name as the AI.
Once it's complete, it's time for the brain. To extract the brain of an unwilling human:
- Find a volunteer (or abduct an assistant) and place him on your operating table after grabbing them twice (with hands). You can perform ghetto surgery by placing your volunteer on any old table and then attempt to operate on him, this however has a high chance of missing.
- Pick up your surgical drapes, scalpel, hemostat, retractor and saw.
- Use the surgical drapes on him and choose brain removal. He must not wear any headgear.
- Make sure you are aiming at the head with help intent.
- Use them in the following order: Scalpel, hemostat, retractor, saw, hemostat.
- If you miss you will have to repeat the step again until you succeed at it.
Now put the brain into your MMI, and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the Morgue.
If when you insert the MMI into the cyborg it says "This MMI does not seem to fit." it means the user is job banned from cyborg.
Cyborg Maintenance
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
Cyborg Batteries
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
Cyborg Radios
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.
Reviving Cyborgs
A cyborg that has failed but not been turned into scrap can be repaired back to working order.
- Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules)
- Repair the cyborg with a welder and/or replace wires
Upgrading Cyborgs
Deconstructing Cyborgs
Cyborgs can be deconstructed to remove their MMI and get their parts back.
- ID Card
- Crowbar
- Empty Hand to remove battery
- Screwdriver to open wiring
- Cut every wire until the lockdown light turns on
- Wrench
(Alternatively, for steps 4 and 5, you can use a Robotics console)
Removing Brains
Upgrades
Roboticists can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.
- Reset Board
- Used to reset a borg's module. Destroys any other upgrades applied to the borg.
- Materials to produce: 15000 Metal
- Borg Emergency Restart Module
- Used to force a restart of a disabled-but-repaired borg, bringing it back online.
- Materials to produce: 90000 Metal, 7500 Glass
- Borg VTEC Module
- Used to kick in a borgs VTEC systems, increasing their speed.
- Materials to produce: 120000 Metal, 9000 Glass, 7500 Gold
- Borg Rapid Taser Cooling Module
- Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate.
- Materials to produce: 120000 Metal, 9000 Glass, 3000 Gold, 750 Diamond
- Mining Borg Jetpack
- A carbon dioxide jetpack suitable for low-gravity mining operations.
- Materials to produce: 15000 Metal, 22500 Plasma, 30000 Uranium
An important upgrade is the restart module, as it will allow you to bring a dead, but not blown, Borg back to life.
Remember this when you find an inactive Cyborg that, when examined, says "It looks completely unsalvageable." It can still be brought back to life with a Restart Module.
Another 'Optional' module is the Robot Reclassification Module, which allows you to rename the Borg, however, a bug might occur that reverts the Borg to its original(non-human) name.
Bots
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:
Medibot
Heals anyone nearby. Can be equipped with a beaker to stick people with instead of the default medicine, and when emagged it will inject people with toxins, repeatedly.
To manufacture:
Requires |
---|
1 x Borg Arm (left or right) |
- Attach the Borg Arm (left or right, doesn't matter) to an empty Med-kit. Color of the Med-kit doesn't matter, although it will affect the colour of the Medbot.
- You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your Pen in the other hand and clicking on it, if you wish.
- Add a Medical Analyzer.
- Insert the Proximity Sensor and your Medibot is ready!
Cleanbot
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will drip water and spill gibs wherever it goes.
To make:
Requires |
---|
1 x |
- Grab a bucket from the Janitor or make with Autolathe and insert the Proximity Sensor to it
- Use a Pen to name it if you wish.
- Attach a Borg Arm and your Cleanbot is ready!
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. Honestly, they're niche to the point of uselessness. But they make nice pets.
To manufacture:
Requires |
---|
1 x |
- Attach a Floor tile to the Mechanical Toolbox.
- Add the Proximity Sensor.
- Insert a Borg Arm and your Floorbot is ready!
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 who have invested in a Cryptographic Sequencer, 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 manufacture:
Requires |
---|
1 x |
- Use a Remote Signaling Device on a Helmet.
- Weld them together
- Add a Proximity Sensor.
- Insert a Borg Arm.
- Toss in a Stun Baton and your Securitron is ready!
Note: 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
PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To manufacture:
Requires |
---|
1 x Cyborg Endoskeleton 1 x |
- Use a Metal Sheet on a Cyborg Endoskeleton to reinforce it.
- Add two Robot Legs and a Body Armor
- 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.
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.
With all mechs, MMIs can be installed as drivers. But remember, mechs are not bound to the AI or its laws, so don't put any deranged maniacs inside them.
List of Mechs
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) Expect Mining to constantly be bugging you to make one for them.
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 (Bug R&D to research it or order from the Quartermaster)
- Screwdriver
- Ripley Peripherals Control Module (R&D or QM)
- 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 (Bug R&D to research it or order from the Quartermaster)
- Screwdriver
- Ripley Peripherals Control Module (R&D or QM)
- Screwdriver
- 5 pieces of Plasteel
- Wrench
- Welding Tool
- 10 pieces of Plasteel
- Wrench
- Welding Tool
Odysseus
A very fast medical exosuit.
- Create all of the Odysseus parts using the Exosuit Fabricator.
- Assemble all of the Odysseus parts to the chassis (excluding Carapace)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Odysseus Main Board (Bug R&D to research it or order from the Quartermaster)
- Screwdriver
- Odysseus Peripherals Board (R&D or QM)
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- 5 pieces of Plasteel
- Wrench
- Welding Tool
- Mounted Sleeper
- 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 Central Control module (Bug R&D to research it)
- Screwdriver
- Gygax Peripherals Control module(Bug R&D)
- Screwdriver
- Gygax Weapon Control and Targeting module(Bug R&D)
- Screwdriver
- Add an Advanced Scanning Module (Bug R&D)
- Screwdriver
- Add an Advanced Capacitor (Bug R&D)
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- Add Gygax Armor Plates (Made in the Exosuit Fabricator)
- Wrench
- Welding Tool
H.O.N.K.
A clown's mech. For the love of god and all things holy and sacred, don't give the clown a mech. This WILL be annoying if one is made.
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
- Add the clown's mask to the mech.
- HONK
- Add clown shoes to it.
- HONK
Mech Complete (why are you building this you monster... You probably think stealing ID's is funny too)
Durand
A Durand is more powerful than Gygax. It has more health and is better armored, but it is slower. Requires uranium and 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 Circuitboard (Bug R&D to research it)
- Screwdriver
- Durand Peripherals Circuitboard (Bug R&D)
- Screwdriver
- Durand Targeting Circuitboard (Bug R&D)
- Screwdriver
- Add an Advanced Scanning Module (Bug R&D)
- Screwdriver
- Add an Advanced Capacitor (Bug R&D)
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- Add Durand Armor Plates (Made in the Exosuit Fabricator)
- Wrench
- Welding Tool
Marauder
" Listen here. You are fucked if you ever meet one of those. You will not survive. They are not ordinary mechs. I'm telling you this because I'm now a damn BRAIN IN A MMI. "
Used by the Deathsquad, if the Admins want them to. A Marauder is equipped with:
- Heavy Pulse Rifle Mk 2
- 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
Handling Mechs
Unlocking Mechs
Problem: "Access denied" when trying to enter mechs.
To unlock mechs:
- Unlock ID upload panel
- Exit mech.
- Use ID card/PDA on mech (may need to wrench first).
- Delete all key codes.
- Now anybody can enter the mech.
Mech Batteries
- Make sure the ID upload panel is closed.
- Hit the mech with your ID card or PDA with ID inside.
- Wrench
- Crowbar
- Screwdriver
- Empty Hand to remove old battery
- New Battery
- Screwdriver
- Crowbar
- Wrench
- ID Card
Mech Repairs
Turn maintenance mode on (from the menu when you activiate it with your id), and then use a welder on the mech
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 two equipment pieces.
Mech Weapons
Weapon | Description | Can be attached to |
---|---|---|
File:CH-LC "Solaris" laser cannon.png CH-PS "Immolator" Laser | Fires a Laser bolt, identical to the "laser gun". | Durand, Gygax, Honker and Marauder |
File:CH-LC "Solaris" laser cannon.png CH-LC "Solaris" Laser Cannon | Fires a Heavy Laser bolt, identical to the "laser cannon". | Durand, Gygax, Honker and Marauder |
mkIV Ion Heavy Cannon | Fires a Ion bolt, identical to the "Ion rifle". | Durand, Gygax, Honker and Marauder |
eZ-13 mk2 Heavy pulse rifle | Fires a heavy pulse laser. | Durand, Gygax, Honker and Marauder |
File:PBT "Pacifier" mounted taser.png PBT "Pacifier" Mounted Taser | Fires a taser bolt, identical to the security taser. | Durand, Gygax, Honker and Marauder |
File:LBX AC 10 "Scattershot".png LBX AC 10 "Scattershot" | Fires a medium sized bullet, similar damage as the Mini-UZI. | Durand, Gygax, Honker and Marauder |
Ultra AC 2 | Fires a weak bullet, similar damage as the Submachine Gun. | Durand, Gygax, Honker and Marauder |
SRM-8 Missile Rack | Fires a missile which will explode on impact. | Durand, Gygax, Honker and Marauder |
SGL-6 Grenade Launcher | Shoots out a flashbang at medium range. | Durand, Gygax, Honker and Marauder |
Banana Mortar | Shoots out a banana peel. Very annoying, thus, fun. | H.O.N.K. |
Mousetrap Mortar | Shoots out a armed mousetrap. | H.O.N.K. |
HoNkER BlAsT 5000 | Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around. | H.O.N.K. |