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Are you a [[Roboticist]]? This guide will explain the creation and maintenance of [[Cyborg]]s, bots, and stocky exosuits. | Are you a [[Roboticist]]? This guide will explain the creation and maintenance of [[Cyborg]]s, bots, and stocky exosuits. | ||
[[File:Robotics.png|thumb|400px|alt=Robotics|[[Robotics and Mech Bay]]]]<br> | [[File:Robotics.png|thumb|400px|alt=Robotics|[[Robotics and Mech Bay]]]]<br> | ||
==[[Exosuit Fabricator]]s== | ==[[Exosuit Fabricator]]s== | ||
These are the main machines used in [[Robotics]], with them you can create various exosuit and cyborg parts and their upgrade modules. | [[File:Exofab.png]]These are the main machines used in [[Robotics]], with them you can create various exosuit 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. | ||
Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds. | |||
If an Exosuit Fabricator gets stuck at updating from the R&D servers, use a screwdriver on it and then a crowbar. Remove any metal and glass sheets and then put all the components back into the machine frame. Use a screwdriver at the end to reassemble the Exosuit Fabricator. | |||
==[[Cyborg]]s== | |||
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, unless they aren't synced, and will only be synced to one AI in the event that more than one exists. | |||
===Cyborg Creation=== | |||
'''Total Part Cost:''' 100,000 [[File:Metal.png|Metal]] | |||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Cyborg | |name=Cyborg | ||
Line 19: | Line 14: | ||
|tools= | |tools= | ||
|materials= | |materials= | ||
* 1x each Cyborg part (made with the [[Exosuit Fabricator]]) | *1x each Cyborg part (made with the [[Exosuit Fabricator]]) | ||
* 2x [[File:Flash.gif|Flash]] | *2x [[File:Flash.gif|Flash]]Flashes ([[Exosuit Fabricator]]) | ||
* 1x [[File:CableCoils.png]]Cable Coil | *1x [[File:CableCoils.png]]Cable Coil | ||
* 1x [[File:Power_cell.png]]Power Cell (preferably at least High-Capacity) | *1x [[File:Power_cell.png]]Power Cell (preferably at least High-Capacity) | ||
* 1x [[File:Brain.png|Brain]]→ [[File:MMI.png|MMI]] | *1x [[File:Brain.png|Brain]]→ [[File:MMI.png|MMI]] ''or'' positronic brain[[File:Posibrain.png]] ''or'' a B.O.R.I.S. module[[File:Boris.gif]] | ||
|steps= | |steps= | ||
# [[File:Power_cell.png|Power Cell]] Insert a charged power cell into the cyborg's chest | #[[File:Power_cell.png|Power Cell]] Insert a charged power cell into the cyborg's chest. | ||
# [[File:CableCoils.png|Cable Coil]] Insert a coil of wire into the cyborg's chest | #[[File:CableCoils.png|Cable Coil]] Insert a coil of wire into the cyborg's chest. | ||
# [[File:Flash.gif|Flash]] Insert two flashes in the cyborg's head (one for each eye socket) | #[[File:Flash.gif|Flash]] 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 | #For final assembly, take each component and apply it to the cyborg endoskeleton. | ||
# [[File:Multitool.png|Multitool]] Multitools can be used to give cyborgs names and [[Hacking#Cyborgs|fiddling with the default configuration]]. Simply apply the multitool '''before''' the brain is installed. | #[[File:Multitool.png|Multitool]] Multitools can be used to give cyborgs names and [[Hacking#Cyborgs|fiddling with the default configuration]]. Simply apply the multitool '''before''' the brain is installed. Make sure the given name follows the server [https://forums.yogstation.net/help/rules/ Rules]. If you skip the naming process the name of the borg will be whatever the user configured in his character and if he never did, a Default-### name. | ||
# [[File:Brain.png|Brain]] Once it's complete, it's time for the brain. [[Surgery#Brain|See here how to remove your ''' | #[[File:Brain.png|Brain]] Once it's complete, it's time for the brain. [[Surgery#Brain|See here how to remove your '''willing''' volunteer's brain.]] | ||
# [[File:MMI.png|MMI]] 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]] | #[[File:MMI.png|MMI]] 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. If the brain is damaged, try applying [[mannitol]]. | ||
## Alternatively to the MMI, you can print a Positronic Brain which will be presented for ghosts to occupy after you activate it. | ##Alternatively to the MMI, you can print a Positronic Brain which will be presented for ghosts to occupy after you activate it. | ||
## Another alternative is printing a B.O.R.I.S module after the adequate research, | ##Another alternative is printing a B.O.R.I.S module after the adequate research, turning that borg into an AI Shell. | ||
}} | }} | ||
===Cyborg Maintenance=== | |||
==Cyborg Maintenance== | |||
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it: | In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it: | ||
#[[File:Id_regular.png]] Use an ID Card, [[File:Emag.png]] [[Emag]] it or just ask the Cyborg to unlock its panel | #[[File:Id_regular.png]] Use an ID Card, [[File:Emag.png]] [[Emag]] it or just ask the Cyborg to unlock its panel. | ||
#[[File:Crowbar.png]] Use a | #[[File:Crowbar.png]] Use a crowbar to open the cover. | ||
After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so: | After the maintenance process, use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so: | ||
#[[File:Crowbar.png]] Use a | #[[File:Crowbar.png]] Use a crowbar to close the cover. | ||
#[[File:Id_regular.png]] Use your ID Card to lock the Cyborg. Borgs can't lock their panel. | #[[File:Id_regular.png]] Use your ID Card to lock the Cyborg. Borgs can't lock their panel. An emagged cover can't be locked. | ||
====Cyborg Repairs==== | |||
===Cyborg Repairs=== | |||
Cyborgs will often come to you for repairs if damaged. | Cyborgs will often come to you for repairs if damaged. | ||
For brute damage: | For brute damage: | ||
# [[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents. | #[[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents. | ||
For burn damage: | For burn damage: | ||
# Unlock and open the Cyborg's cover. | #Unlock and open the Cyborg's cover. | ||
# [[File:Hud-hands.gif]] Use an | #[[File:Hud-hands.gif]] Use an empty hand to remove the battery. | ||
# [[File:Screwdriver_tool.png]] Screwdriver to expose wiring. | #[[File:Screwdriver_tool.png]] Screwdriver to expose wiring. | ||
# [[File:CableCoils.png|Cable Coil]] Rewire the damaged circuits. You may have to do this step more than once. | #[[File:CableCoils.png|Cable Coil]] Rewire the damaged circuits. You may have to do this step more than once. | ||
# [[File:Screwdriver_tool.png]] Screwdriver to hide wiring. | #[[File:Screwdriver_tool.png]] Screwdriver to hide wiring. | ||
# Re-insert the old battery or insert a new one. | #Re-insert the old battery or insert a new one. | ||
# Close the cover and lock the Cyborg. | #Close the cover and lock the Cyborg. | ||
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. | Engineering cyborgs can repair dents on themselves (if not critically damaged) and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring. | ||
====Cyborg Batteries==== | |||
===Cyborg Batteries=== | |||
You will often see at least one Cyborg come to your assembly line to ask for an upgrade. | You will often see at least one Cyborg come to your assembly line to ask for an upgrade. | ||
#Unlock and open the Cyborg's cover. | |||
# Unlock and open the Cyborg's cover. | #[[File:Hud-hands.gif]] With an empty hand, remove the old battery. | ||
# [[File:Hud-hands.gif]] With an | #[[File:Power_cell.png]] Insert a new battery. | ||
# [[File:Power_cell.png]] Insert a | #Close the cover and lock the Cyborg. | ||
# Close the cover and lock the Cyborg. | ====Cyborg Radios==== | ||
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels. Using a screwdriver on a headset will remove the encryption keys. | |||
===Cyborg Radios=== | #Unlock and open the Cyborg's cover. | ||
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels. | #[[File:Encryption_key.png]] Insert an encryption key (or screwdriver to remove the current key). | ||
# Unlock and open the Cyborg's cover. | #Close the cover and lock the Cyborg. | ||
# [[File:Encryption_key.png]] Insert | ====Reviving Cyborgs==== | ||
# Close the cover and lock the Cyborg. | |||
===Reviving Cyborgs=== | |||
A cyborg that has failed but not been turned into scrap can be repaired back to working order. | A cyborg that has failed but not been turned into scrap can be repaired back to working order. | ||
# [[File:Exofab.png]] Create an Emergency Restart Module at the [[Guide_to_Research_and_Development#Exosuit_Fabricator|Exosuit Fabricator]] (under Cyborg Upgrade Modules). | #[[File:Exofab.png]] Create an Emergency Restart Module at the [[Guide_to_Research_and_Development#Exosuit_Fabricator|Exosuit Fabricator]] (under Cyborg Upgrade Modules). | ||
# [[File:Welder.png]][[File:CableCoils.png]]Repair the Cyborg with a welder and/or replace wires. | #[[File:Welder.png]][[File:CableCoils.png]]Repair the Cyborg with a welder and/or replace wires. | ||
# Unlock and open the Cyborg's cover. | #Unlock and open the Cyborg's cover. | ||
# [[File:Circuitboard.png]] Insert the Emergency Restart Module. | #[[File:Circuitboard.png]] Insert the Emergency Restart Module. | ||
# Close the cover and lock the Cyborg. | #Close the cover and lock the Cyborg. | ||
====Upgrading Cyborgs ==== | |||
===Upgrading Cyborgs=== | #Unlock and open the Cyborg's cover. | ||
# Unlock and open the Cyborg's cover. | #[[File:Circuitboard.png]] Insert the Upgrade Module (or emag to subvert). | ||
# [[File:Circuitboard.png]] Insert the Upgrade Module (or emag to subvert). | #Close the cover and lock the Cyborg. | ||
# Close the cover and lock the Cyborg. | ====Resetting Cyborg Models==== | ||
===Resetting Cyborg | |||
For info on how to reset a cyborg's model, check out the [[Hacking#Cyborgs|Guide to Hacking]]. | For info on how to reset a cyborg's model, check out the [[Hacking#Cyborgs|Guide to Hacking]]. | ||
====Deconstructing Cyborgs==== | |||
Cyborgs can be deconstructed to remove their MMI/Posibrain and get their parts back. | |||
#Unlock and open the Cyborg's cover. | |||
#[[File:Hud-hands.gif]] Use an empty hand to remove the battery. | |||
#[[File:Screwdriver_tool.png]] Screwdriver to open wiring. | |||
#[[File:Wirecutters.png]] Cut every wire until the '''lockdown''' light turns on. | |||
#[[File:Wrench.png]] Wrench to disassemble. | |||
Alternatively, for steps 4 and 5, you can use a Robotics console. | |||
===Cyborg Upgrades=== | |||
[[Roboticist]]s can construct upgrade modules for cyborgs. Most modules must be researched before they can be printed. Material costs can be lowered by upgrading the Exosuit Fabricator. | |||
In order to change a Cyborg's model, cut and mend their reset wire. | |||
{| class="wikitable" | '''All cyborgs''' | ||
{| class="wikitable sortable mw-collapsible" width="100%" | |||
|- | |- | ||
!Name | ! width="20%" |Name | ||
!Description | ! width="40%" class="unsortable" |Description | ||
!Materials to produce | ! width="40%" class="unsortable" |Materials to produce | ||
|- | |- | ||
! | !Rename Board | ||
| | |Used to rename a cyborg. Use it in-hand to set the name, then apply it to the cyborg. | ||
|[[File:Metal.png]] | |[[File:Metal.png]]5000 Metal | ||
|- | |- | ||
! | !Emergency Reboot Board | ||
|Used to force a | |Used to force a reboot of a disabled-but-repaired cyborg, bringing it back online.<br> | ||
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. | An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. | ||
|[[File:Metal.png]] | |[[File:Metal.png]]20000 Metal,[[File:Glass.png]]5000 Glass | ||
|- | |||
!Ion Thrusters | |||
|An energy-operated thruster system that works like a jetpack for movement in no gravity. | |||
|[[File:Metal.png]]10000 Metal,[[File:Glass.png]]6000 Glass,[[File:Plasmadone.png]]5000 Plasma,[[File:Uraniumdone.png]]6000 Uranium | |||
|- | |||
!Translation Matrix Upgrade | |||
| Increases the translation matrix to include all xeno languages. Allows the cyborg to speak Bonespeak, Draconic, English, Etherean, Felinid, Mothian, Polysmorph and Sylvan. | |||
|[[File:Metal.png]]10000 Metal,[[File:Glass.png]]6000 Glass,[[File:Plasmadone.png]]5000 Plasma | |||
|- | |- | ||
! | !Self-repair | ||
| | |Allows the cyborg to slowly repair itself over time, increasing power consumption. | ||
|[[File:Metal.png]] | |[[File:Metal.png]]15000 Metal,[[File:Glass.png]]15000 Glass | ||
|- | |- | ||
! | !Expand | ||
|A cyborg resizer, it makes a cyborg huge. | |A cyborg resizer, it makes a cyborg huge. | ||
|[[File:Metal.png]] | |[[File:Metal.png]]155000 Metal,[[File:Titaniumdone.png]]5000 Titanium | ||
|- | |- | ||
! | !Piercing Hypospray | ||
| | |Allows cyborg hyposprays to pierce through thick clothing and hardsuits. | ||
|[[File:Metal.png]] | |[[File:Metal.png]]15000 Metal,[[File:Glass.png]]15000 Glass,[[File:Titaniumdone.png]]5000 Titanium,[[File:Diamonddone.png]]3000 Diamond | ||
|- | |- | ||
! | !Clown Module | ||
|Allows | |Allows you to turn a cyborg into a clown, honk. | ||
|[[File:Metal.png]]15000 Metal,[[File:Glass.png]]15000 Glass | |[[File:Metal.png]]15000 Metal,[[File:Glass.png]]15000 Glass,[[File:Bananiumdone.png]]1000 Bananium | ||
|- | |- | ||
! | !Security Module | ||
| | |Allows you to turn a cyborg into a hunter, HALT! | ||
|[[File:Metal.png]]15000 Metal,[[File:Glass.png]]15000 Glass,[[File:Uraniumdone.png]]3000 Uranium | |||
|[[File:Metal.png]] | |||
|- | |- | ||
! | !Illegal Modules | ||
| | | Enables illegal modules, the same that are enabled when cyborgs are emagged.<br> | ||
|[[File:Metal.png]] | Only obtainable through researching illegal tech (deconstruct [[Syndicate Items]]). | ||
|[[File:Metal.png]]15000 Metal,[[File:Glass.png]]15000 Glass,[[File:Diamonddone.png]]10000 Diamond | |||
|} | |||
'''Mining cyborgs''' | |||
[[File:Mborg.png]] | |||
{| class="wikitable sortable mw-collapsible" width="100%" | |||
|- | |- | ||
! | ! width="20%" |Name | ||
| | ! width="40%" class="unsortable" |Description | ||
| | ! width="40%" class="unsortable" |Materials to produce | ||
|- | |- | ||
! | !Ore Satchel of Holding | ||
|Upgrades a mining cyborg's satchel to hold infinite minerals. | |Upgrades a mining cyborg's satchel to hold infinite minerals. | ||
|[[File:Metal.png]]10000 Metal,[[File:Golddone.png]] | |[[File:Metal.png]]10000 Metal,[[File:Golddone.png]]2000 Gold,[[File:Uraniumdone.png]]1000 Uranium | ||
|- | |- | ||
! | !Lavaproof Tracks | ||
|Allows a mining cyborg to walk over lava undamaged. | |Allows a mining cyborg to walk over lava undamaged. | ||
|[[File:Metal.png]]8000 Metal,[[File:Plasmadone.png]] | |[[File:Metal.png]]10000 Metal,[[File:Plasmadone.png]]4000 Plasma,[[File:Titaniumdone.png]]5000 Titanium | ||
|- | |||
!Diamond Drill | |||
|Upgrades a mining cyborg's drill to be faster. | |||
|[[File:Metal.png]]10000 Metal,[[File:Glass.png]]6000 Glass,[[File:Diamonddone.png]]2000 Diamond | |||
|- | |||
!Kinetic Accelerator Damage Mod | |||
|Upgrades a mining cyborg's kinetic accelerator. | |||
|[[File:Metal.png]]2000 Metal,[[File:Glass.png]]1500 Glass,[[File:Golddone.png]]1500 Gold,[[File:Uraniumdone.png]]1000 Uranium | |||
|- | |||
!Kinetic Accelerator Cooldown Mod | |||
|Upgrades a mining cyborg's kinetic accelerator. | |||
|[[File:Metal.png]]2000 Metal,[[File:Glass.png]]1500 Glass,[[File:Golddone.png]]1500 Gold,[[File:Uraniumdone.png]]1000 Uranium | |||
|- | |||
!Kinetic Accelerator Range Mod | |||
| Upgrades a mining cyborg's kinetic accelerator. | |||
|[[File:Metal.png]]2000 Metal,[[File:Glass.png]]1500 Glass,[[File:Golddone.png]]1500 Gold,[[File:Uraniumdone.png]]1000 Uranium | |||
|- | |||
!Kinetic Accelerator Mining AoE Mod | |||
|Upgrades a mining cyborg's kinetic accelerator. | |||
|[[File:Metal.png]]8000 Metal,[[File:Glass.png]]1500 Glass,[[File:Silverdone.png]]2000 Silver,[[File:Golddone.png]]2000 Gold,[[File:Diamonddone.png]]2000 Diamond | |||
|- | |||
!Night Vision Mesons | |||
|An upgrade for cyborgs that replaces their normal meson goggles, if they have them, with a night vision variant. | |||
|[[File:Metal.png]]600 Metal,[[File:Glass.png]]600 Glass,[[File:Plasmadone.png]]350 Plasma,[[File:Uraniumdone.png]]1000 Uranium,[[File:Sheet plastic1.png]]150 Plastic | |||
|- | |||
!Plasma Cutter | |||
|A plasma cutter module for the mining cyborg. | |||
|[[File:Metal.png]]3000 Metal,[[File:Glass.png]]1000 Glass,[[File:Plasmadone.png]]2000 Plasma,[[File:Golddone.png]]500 Gold | |||
|- | |||
!Gem Satchel | |||
|An upgrade that grants mining cyborgs a gem satchel. | |||
|[[File:Metal.png]]5000 Metal | |||
|} | |||
'''Engineering cyborgs'''[[File:Engborg.png]] | |||
{|class="wikitable mw-collapsible" width="100%" | |||
|- | |- | ||
! | !width="20%"|Name | ||
| | !width="40%"|Description | ||
| | !width="40%"|Materials to produce | ||
|- | |- | ||
! | !RPED | ||
| | |A rapid part exchange device for the engineering cyborg. | ||
|[[File:Metal.png]] | |[[File:Metal.png]]8500 Metal,[[File:Glass.png]]5000 Glass | ||
|- | |- | ||
! | !BRPED | ||
| | |A bluespace-variant of the special mechanical module made to store, sort, and apply standard machine parts. | ||
|[[File:Metal.png]]15000 Metal,[[File:Glass.png]] | |[[File:Metal.png]]15000 Metal,[[File:Glass.png]]5000 Glass,[[File:Silverdone.png]]2500 Silver | ||
|- | |- | ||
! | !Advanced Engineering Tools | ||
| | |An upgrade for engineering cyborgs which replaces their basic tools with an advanced version of them. | ||
|[[File:Metal.png]] | |[[File:Metal.png]]10000 Metal,[[File:Silverdone.png]]4300 Silver,[[File:Golddone.png]]300 Gold,[[File:Titaniumdone.png]]6000 Titanium | ||
|- | |- | ||
!Medical | !ATMOS Holofan Projector | ||
|An upgrade that gives engineering cyborgs their own ATMOS holofan projector. | |||
|[[File:Metal.png]]5000 Metal,[[File:Glass.png]]1000 Glass,[[File:Silverdone.png]]1000 Silver,[[File:Golddone.png]]1000 Gold,[[File:Sheet plastic1.png]]500 Plastic | |||
|- | |||
!Night Vision Mesons | |||
|An upgrade for cyborgs that replaces their normal meson goggles, if they have them, with a night vision variant. | |||
|[[File:Metal.png]]600 Metal,[[File:Glass.png]]600 Glass,[[File:Plasmadone.png]]350 Plasma,[[File:Uraniumdone.png]]1000 Uranium,[[File:Sheet plastic1.png]]150 Plastic | |||
|} | |||
'''Janitor cyborgs'''[[File:Janiborg.png]] | |||
{| class="wikitable sortable mw-collapsible" width="100%" | |||
|- | |||
! width="20%" |Name | |||
! width="40%" class="unsortable" |Description | |||
! width="40%" class="unsortable" |Materials to produce | |||
|- | |||
!Autocleaner | |||
|An upgrade to the janitor cyborg that lets them automatically cleans the floor wherever they go. | |||
|[[File:Metal.png]]3000 Metal,[[File:Glass.png]]200 Glass | |||
|- | |||
!Trash Bag of Holding | |||
|A trash bag of holding replacement for the janiborg's standard trash bag. | |||
|[[File:Golddone.png]]2000 Gold,[[File:Uraniumdone.png]]1000 Uranium | |||
|- | |||
!Advanced Mop | |||
|An advanced mop replacement for the janiborg's standard mop. | |||
|[[File:Metal.png]]2000 Metal,[[File:Glass.png]]2000 Glass | |||
|- | |||
!Experimental Push Broom | |||
|An experimental push broom used for efficiently pushing refuse. | |||
|[[File:Metal.png]]4000 Metal, [[File:Glass.png]]500 Glass | |||
|} | |||
'''Medical cyborgs'''[[File:Medborg.png]] | |||
{| class="wikitable sortable mw-collapsible" width="100%" | |||
|- | |||
! width="20%" |Name | |||
! width="40%" class="unsortable" |Description | |||
! width="40%" class="unsortable" |Materials to produce | |||
|- | |||
!Defibrillator | |||
|Gives a Medical Cyborg a defibrillator. | |Gives a Medical Cyborg a defibrillator. | ||
|[[File:Metal.png]]15000 Metal,[[File:Glass.png]]15000 Glass,[[File:Silverdone.png]] | |[[File:Metal.png]]8000 Metal,[[File:Glass.png]]5000 Glass,[[File:Silverdone.png]]4000 Silver,[[File:Golddone.png]]3000 Gold | ||
|- | |||
!Hypospray Expanded Synthesiser | |||
|Adds [[Oculine]], [[Inacusiate]], [[Mutadone]], [[Mannitol]], [[Salicylic Acid]], [[Guide_to_chemistry#Oxandrolone|Oxandrolone]], [[Rezadone]], [[Guide_to_chemistry#Pentetic_Acid|Pentetic Acid]], and [[Guide_to_chemistry#Naloxone|Naloxone]] to a Medical Cyborg's hypospray chemicals. | |||
|[[File:Metal.png]]15000 Metal,[[File:Glass.png]]15000 Glass,[[File:Plasmadone.png]]8000 Plasma,[[File:Uraniumdone.png]]8000 Uranium | |||
|- | |||
!Advanced Analyzer | |||
|An upgrade to the Medical module, loading a more advanced health analyzer into the holder's module, replacing the old one. | |||
|[[File:Metal.png]]5000 Metal,[[File:Glass.png]]2500 Glass,[[File:Silverdone.png]]2000 Silver,[[File:Golddone.png]]1500 Gold,[[File:Sheet plastic1.png]]1000 Plastic | |||
|- | |||
!Advanced Surgical Omnitool | |||
|An upgrade to the Medical module, loading a more advanced array of surgical tools into the holder's module, replacing the old ones. | |||
|[[File:Metal.png]]22000 Metal,[[File:Glass.png]]75000 Glass,[[File:Plasmadone.png]]2000 Plasma,[[File:Uraniumdone.png]]3000 Uranium,[[File:Silverdone.png]]6000 Silver,[[File:Golddone.png]]1500 Gold,[[File:Diamonddone.png]]200 Diamond,[[File:Titaniumdone.png]]12000 Titanium | |||
|- | |- | ||
! | !Medical Gripper | ||
| | |An upgrade for medical cyborgs which grants them a gripper to hold and interact with medical related items. | ||
|[[File:Metal.png]] | |[[File:Metal.png]]1000 Metal,[[File:Golddone.png]]2000 Gold,[[File:Silverdone.png]]500 Silver | ||
|} | |} | ||
'''Service cyborgs'''[[File:Maximillian.png]] | |||
{|class="wikitable sortable mw-collapsible" width="100%" | |||
|- | |||
!width="20%"|Name | |||
!width="40%" class="unsortable"|Description | |||
!width="40%" class="unsortable"|Materials to produce | |||
|- | |||
!Cookbook | |||
|A robot cookbook! Grants the cyborg access to the cooking crafting menu. | |||
|[[File:Metal.png]]15000 Metal,[[File:Diamonddone.png]]3000 Diamond | |||
|- | |||
!Condiment Synthesiser | |||
|An upgrade to the service model cyborg, allowing it to produce solid condiments. | |||
|[[File:Metal.png]]15000 Metal,[[File:Glass.png]]12000 Glass,[[File:Plasmadone.png]]6000 Plasma,[[File:Uraniumdone.png]]6000 Uranium | |||
|} | |||
'''Syndicate: Medical cyborgs'''[[File:Syndiemedborg.gif]] | |||
{|class="wikitable sortable mw-collapsible" width="100%" | |||
|- | |||
!width="20%"|Name | |||
!width="40%" class="unsortable"|Description | |||
!width="40%" class="unsortable"|Materials to produce | |||
|- | |||
!Advanced Analyzer | |||
|An upgrade to the Medical module, loading a more advanced health analyzer into the holder's module, replacing the old one. | |||
|[[File:Metal.png]]5000 Metal,[[File:Glass.png]]2500 Glass,[[File:Silverdone.png]]2000 Silver,[[File:Golddone.png]]1500 Gold,[[File:Sheet plastic1.png]]1000 Plastic | |||
|} | |||
'''Syndicate: Saboteur'''[[File:Saboteurborg.png]] | |||
{|class="wikitable sortable mw-collapsible" width="100%" | |||
|- | |||
!width="20%"|Name | |||
!width="40%" class="unsortable"|Description | |||
!width="40%" class="unsortable"|Materials to produce | |||
|- | |||
!RPED | |||
|A rapid part exchange device for the engineering cyborg. | |||
|[[File:Metal.png]]8500 Metal,[[File:Glass.png]]5000 Glass | |||
|- | |||
!Cyborg Upgrade (ATMOS Holofan Projector) | |||
|An upgrade that gives engineering cyborgs their own ATMOS holofan projector. | |||
|[[File:Metal.png]]5000 Metal,[[File:Glass.png]]1000 Glass,[[File:Silverdone.png]]1000 Silver,[[File:Golddone.png]]1000 Gold,[[File:Sheet plastic1.png]]500 Plastic | |||
|} | |||
==IPC's== | |||
Occasionally a dead or injured IPC might roll in, and it is your job to get them back in tip top condition. | |||
===IPC Repairs=== | |||
IPCs are fairly simple to repair, and follow a similar process to borgs. | |||
====Brute and Burn==== | |||
*[[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents | |||
*[[File:CableCoils.png|Cable Coil]] Use [[cable coil]] on them to fix their burns | |||
====Toxins and Brain Damage==== | |||
*Feed them liquid solder to fix any brain damage, as well as basic traumas. | |||
*Feed them system cleaner to purge any toxin damage. | |||
If an IPC is dead or you cannot get liquid solder, you will have to recalibrate their brain to heal brain damage and traumas. | |||
#[[File:Hud target chest.gif]] Target the chest | |||
#[[File:Screwdriver tool.png]] Using your screwdriver, click on the IPC and select "Positronic Brain Recalibration", then you'll start unscrewing the shell | |||
#[[File:Hud-hands.gif]] With an empty hand, unscrew the hatch | |||
#[[File:Wrench.png]] Use a wrench to unfasten the bolts | |||
#[[File:Multitool.png]] Use a multitool to prepare the electronics within the IPC | |||
#[[File:Multitool.png]] Use a multitool again to recalibrate their brain | |||
#[[File:Wrench.png]] Use a wrench to fasten the bolts | |||
#[[File:Screwdriver tool.png]] Use a screwdriver to fasten the shell | |||
====Death==== | |||
If an IPC is dead, you will have to ensure that the damage (Brute, Burn and Brain damage) done to the IPC is fixed before you can attempt revival. | |||
Once that is done follow these steps | |||
#[[File:Hud target chest.gif]] Target the chest | |||
#[[File:Screwdriver tool.png]] Using your screwdriver, click on the IPC and select "Positronic Brain Revival", then you'll start unscrewing the shell | |||
#[[File:Hud-hands.gif]] With an empty hand, unscrew the hatch | |||
#[[File:Multitool.png]] Use a multitool to reactivate the brain | |||
#[[File:Screwdriver tool.png]] Use a screwdriver to close the shell | |||
==Bots== | ==Bots== | ||
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really | As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really easy to create. | ||
All bots can also be made through the crafting menu[[File:Crafting menu.png]]. This can save a lot of time during construction, especially if Robotics is busy! | |||
You can '''rename incomplete bots''' by using a pen on them! | |||
====Medibot ==== | |||
Heals anyone nearby. Can be equipped with a beaker to stick people with instead of the default medicine, and when [[Syndicate Items#Cryptographic Sequencer|emagged]] it will inject people with [[Guide to Chemistry#Toxin|toxin]], repeatedly. | |||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Medibot | |name=Medibot | ||
Line 195: | Line 346: | ||
|tools= | |tools= | ||
|materials= | |materials= | ||
* 1x [[File:Cyborg_right_arm.png]] | *1x [[File:Cyborg_right_arm.png]]Cyborg Arm (left or right) | ||
* 1x [[File: | *1x [[File:Medikit.png|Med-kit]]Med-kit (empty, any color) | ||
* 1x [[File:Healthanalyzer.png]]Health Analyzer | *1x [[File:Healthanalyzer.png]]Health Analyzer | ||
* 1x [[File:Prox_Sensor.png]]Proximity Sensor | *1x [[File:Prox_Sensor.png]]Proximity Sensor | ||
|steps= | |steps= | ||
# Attach the | #Attach the cyborg arm to an empty [[Med-kit]]. The color of the Med-kit will affect the color of the Medibot. | ||
#Add a [[Medical Analyzer]]. | |||
# Add a [[Medical Analyzer]]. | #Insert the [[Proximity Sensor]] and your Medibot is ready! | ||
# Insert the [[Proximity Sensor]] and your Medibot is ready! | |||
}} | }} | ||
Line 213: | Line 363: | ||
|tools= | |tools= | ||
|materials= | |materials= | ||
* 1x [[File:Bucket.png]]Bucket | *1x [[File:Bucket.png]]Bucket | ||
* 1x [[File:Prox_Sensor.png]]Proximity Sensor | *1x [[File:Prox_Sensor.png]]Proximity Sensor | ||
* 1x [[File:Cyborg_left_arm.png]] | *1x [[File:Cyborg_left_arm.png]]Cyborg Arm (left or right) | ||
|steps= | |steps= | ||
# | #Attach the [[Proximity Sensor]] to a bucket (printable from the [[Autolathe]]). | ||
#Attach a cyborg arm and your Cleanbot is ready! | |||
# Attach a | |||
}} | }} | ||
====Floorbot==== | ====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. Also, if emagged, they will deconstruct the floors into space. | 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. Also, if emagged, they will deconstruct the floors into space. | ||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Floorbot | |name=Floorbot | ||
Line 230: | Line 377: | ||
|tools= | |tools= | ||
|materials= | |materials= | ||
* 1x [[File:BlueToolbox.png]]Any toolbox | *1x [[File:BlueToolbox.png]]Any toolbox | ||
* 10x [[File:Floor_Tiles.png]]Floor Tile | *10x [[File:Floor_Tiles.png]]Floor Tile | ||
* 1x [[File:Prox_Sensor.png]]Proximity Sensor | *1x [[File:Prox_Sensor.png]]Proximity Sensor | ||
* 1x [[File:Cyborg_left_arm.png]] | *1x [[File:Cyborg_left_arm.png]]Cyborg Arm (left or right) | ||
|steps= | |steps= | ||
# Attach | #Attach the [[Floor tile]]s to the [[Storage_items#Mechanical_toolbox|Mechanical Toolbox]]. | ||
# Add the [[Proximity Sensor]]. | #Add the [[Proximity Sensor]]. | ||
# Insert a | #Insert a cyborg arm and your Floorbot is ready! | ||
}} | }} | ||
====Firebot==== | ====Firebot==== | ||
This lil guy will scoot around and try his best to extinguish burning people and gases around him. | This lil guy will scoot around and try his best to extinguish burning people and gases around him. If [[Emag|emagged]] he will spray [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] at anyone who isn't on fire. | ||
If [[Emag|emagged]] he will spray [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] at anyone who isn't on fire. | |||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Firebot | |name=Firebot | ||
Line 249: | Line 393: | ||
|tools= | |tools= | ||
|materials= | |materials= | ||
* 1x [[File:Extinguisher.png]]Fire Extinguisher | *1x [[File:Extinguisher.png]]Fire Extinguisher | ||
* 1x [[File:Prox_Sensor.png]]Proximity Sensor | *1x [[File:Prox_Sensor.png]]Proximity Sensor | ||
* 1x [[File:Fire_Helmet.png]]Fire Helmet | *1x [[File:Fire_Helmet.png]]Fire Helmet | ||
* 1x [[File:Cyborg_right_arm.png]] | *1x [[File:Cyborg_right_arm.png]]Cyborg Arm (left or right) | ||
|steps= | |steps= | ||
# [[File:Cyborg_right_arm.png]] Attach a Borg Arm (left or right) to the [[File:Extinguisher.png]][[Fire Extinguisher]]. | #[[File:Cyborg_right_arm.png]] Attach a Borg Arm (left or right) to the [[File:Extinguisher.png]][[Fire Extinguisher]]. | ||
# [[File:Fire_Helmet.png]] Add a [[Fire Helmet]]. | #[[File:Fire_Helmet.png]] Add a [[Fire Helmet]]. | ||
# [[File:Prox_Sensor.png]] Add a [[Proximity Sensor]] and your Firebot is ready. | #[[File:Prox_Sensor.png]] Add a [[Proximity Sensor]] and your Firebot is ready. | ||
}} | }} | ||
====Honkbot==== | ====Honkbot==== | ||
It's annoying and useless, but the clown might bug you to make one of this in absentia of a H.O.N.K. mech. God forbid if a traitor emags the thing. | It's annoying and useless, but the clown might bug you to make one of this in absentia of a H.O.N.K. mech. God forbid if a traitor emags the thing. | ||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Honkbot | |name=Honkbot | ||
Line 267: | Line 409: | ||
|tools= | |tools= | ||
|materials= | |materials= | ||
* 1x [[File:Cardboard.png]]Cardboard | *1x [[File:Cardboard.png]]Cardboard | ||
* 1x [[File:Stamp-clown.png]]Clown Stamp | *1x [[File:Stamp-clown.png]]Clown Stamp | ||
* 1x [[File:Bike horn.png]]Bike Horn | *1x [[File:Bike horn.png]]Bike Horn or [[File:Air horn.png]] Air horn | ||
* 1x [[File:Prox_Sensor.png]]Proximity Sensor | *1x [[File:Prox_Sensor.png]]Proximity Sensor | ||
* 1x [[File:Cyborg_left_arm.png]] | *1x [[File:Cyborg_left_arm.png]]Cyborg Arm (left or right) | ||
|steps= | |steps= | ||
# [[File:Stamp-clown.png]]Stamp a piece of cardboard with the clown stamp | #[[File:Stamp-clown.png]]Stamp a piece of cardboard with the clown stamp (you may need a clown for this step). | ||
# [[File:Cyborg_left_arm.png]]Insert a | #[[File:Cyborg_left_arm.png]]Insert a Cyborg arm. | ||
# [[File:Prox_Sensor.png]]Add a [[Proximity Sensor]]. | #[[File:Prox_Sensor.png]]Add a [[Proximity Sensor]]. | ||
# [[File:Bike horn.png]]Add a Bike Horn | #[[File:Bike horn.png]]Add a Bike Horn or an [[File:Air horn.png]] Air Horn | ||
}} | }} | ||
====[[Securitron]]==== | ====[[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 [[Syndicate Items#Cryptographic Sequencer|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. | 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 [[Syndicate Items#Cryptographic Sequencer|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. | ||
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. | |||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Securitron | |name=Securitron | ||
|img=Securitron.gif | |img=Securitron.gif | ||
|tools= | |tools= | ||
* [[File:Welder.png]]Welding Tool | *[[File:Welder.png]]Welding Tool | ||
|materials= | |materials= | ||
* 1x [[File:Signaler.png]]Remote Signaling Device | *1x [[File:Signaler.png]]Remote Signaling Device | ||
* 1x [[File:Helmet.png]]Helmet | *1x [[File:Helmet.png]]Helmet | ||
* 1x [[File:Prox_Sensor.png]]Proximity Sensor | *1x [[File:Prox_Sensor.png]]Proximity Sensor | ||
* 1x [[File:Cyborg_right_arm.png]] | *1x [[File:Cyborg_right_arm.png]]Cyborg Arm (left or right) | ||
* 1x [[File:StunBaton.gif]]Stun Baton | *1x [[File:StunBaton.gif]]Stun Baton | ||
|steps= | |steps= | ||
# Use a [[Remote Signaling Device]] on a [[Helmet]]. | #Use a [[Remote Signaling Device]] on a [[Helmet]]. | ||
# [[Welding Tool|Weld]] them together | #[[Welding Tool|Weld]] them together. | ||
# Add a [[Proximity Sensor]]. | #Add a [[Proximity Sensor]]. | ||
# Insert a | #Insert a Cyborg arm. | ||
# Toss in a [[Stun Baton]] and your Securitron is ready! | #Toss in a [[Stun Baton]] and your Securitron is ready! | ||
}} | }} | ||
====AtmosBot==== | |||
This bot looks just like a grenade with legs! It will use foamed metal to secure any breaches it sees. If [[Emag|emagged]] it will explode instead of using foam, creating even more damage to the station. | |||
Also known as the Automatic Station Stabilizer Bot, or A.S.S. Bot for short. | |||
{{GeneralConstruction | |||
|name=AtmosBot | |||
|img=Atmosbot.png | |||
|tools= | |||
|materials= | |||
*1x [[File:Analyzer.png]]Analyzer | |||
*1x [[File:Grenade.png]]Smart Metal Foam Grenade | |||
*1x [[File:Prox_Sensor.png]]Proximity Sensor | |||
*1x [[File:Cyborg_right_arm.png]]Cyborg Arm (left or right) | |||
|steps= | |||
#Use a Cyborg arm on an analyzer. | |||
#Add a smart metal foam grenade. | |||
#Add a [[Proximity Sensor]]. | |||
}} | |||
====General Beepsky==== | ====General Beepsky==== | ||
This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, | This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a [[Traitor|traitor's]] worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with it's rapidly rotating eswords. It gets even worse when a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]] gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target he comes across. | ||
Unlike normal Securitrons, General Beepsky can deflect projectiles with its eswords. Its only true weakness is an EMP. | |||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=General Beepsky | |name=General Beepsky | ||
|img=GeneralBeepsky.png | |img=GeneralBeepsky.png | ||
|tools= | |tools= | ||
* [[File:Welder.png|Welding Tool]]Welding Tool | *[[File:Welder.png|Welding Tool]]Welding Tool | ||
* [[File:Wrench.png|Wrench|link=Wrench]]Wrench | *[[File:Wrench.png|Wrench|link=Wrench]]Wrench | ||
|materials= | |materials= | ||
* 1x [[File:Signaler.png]]Remote Signaling Device | *1x [[File:Signaler.png]]Remote Signaling Device | ||
* 1x [[File:Helmet.png]]Helmet | *1x [[File:Helmet.png]]Helmet | ||
* 1x [[File:Prox_Sensor.png]]Proximity Sensor | *1x [[File:Prox_Sensor.png]]Proximity Sensor | ||
* 1x [[File:Cyborg_left_arm.png]] | *1x [[File:Cyborg_left_arm.png]]Cyborg Arm (left or right) | ||
* 4x [[File:ESword.png]]Energy Sword | *4x [[File:ESword.png]]Energy Sword | ||
|steps= | |steps= | ||
# Use a [[Remote Signaling Device]] on a [[Helmet]]. | #Use a [[Remote Signaling Device]] on a [[Helmet]]. | ||
# [[Welding Tool|Weld]] them together | #[[Welding Tool|Weld]] them together. | ||
# Add a [[Proximity Sensor]]. | #Add a [[Proximity Sensor]]. | ||
# Insert a | #Insert a Cyborg arm. | ||
# Use a [[Wrench]] to adjust the arm slots for extra weapons. | #Use a [[Wrench]] to adjust the arm slots for extra weapons. | ||
# Attach 4 [[Energy Sword|Energy Swords]] and your death machine is ready to maim. | #Attach 4 [[Energy Sword|Energy Swords]] and your death machine is ready to maim. | ||
}} | }} | ||
====[[ED-209]]==== | ====[[ED-209]]==== | ||
'''PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.''' | '''PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.''' | ||
Line 334: | Line 489: | ||
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack. | Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack. | ||
An emagged ED-209 fires deadly lasers AND attacks anyone on sight. | |||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=ED-209 | |name=ED-209 | ||
|img=Ed209.png | |img=Ed209.png | ||
|tools= | |tools= | ||
* [[File:Welder.png|Welding Tool]] | *[[File:Welder.png|Welding Tool]]Welding Tool | ||
* [[File:Screwdriver_tool.png]]Screwdriver | *[[File:Screwdriver_tool.png]]Screwdriver | ||
|materials= | |materials= | ||
* 1x [[File:Cyborg_endoskeleton.png]]Cyborg Endoskeleton | *1x [[File:Cyborg_endoskeleton.png]]Cyborg Endoskeleton | ||
* 1x [[File:Metal.png]]Metal | *1x [[File:Metal.png]]Metal | ||
* 2x [[File:Cyborg_left_leg.png|Cyborg Leg]]Cyborg Leg | *2x [[File:Cyborg_left_leg.png|Cyborg Leg]]Cyborg Leg | ||
* 1x [[File:Armor.png|Body Armor]] Security Vest or [[File:Redtagarmor.png]][[File:Bluetagarmor.png]]Tag armour | *1x [[File:Armor.png|Body Armor]]Security Vest ''or'' [[File:Redtagarmor.png]][[File:Bluetagarmor.png]]Tag armour | ||
* 1x [[File:Helmet.png]] Helmet or [[File:Redtaghelm.png]][[File:Bluetaghelm.png]]Tag helm | *1x [[File:Helmet.png]]Helmet or [[File:Redtaghelm.png]][[File:Bluetaghelm.png]]Tag helm | ||
* 1x [[File:Prox_Sensor.png]]Proximity Sensor | *1x[[File:Prox_Sensor.png]]Proximity Sensor | ||
* 1x [[File:CableCoils.png|Cable Coil]]Cable | *1x [[File:CableCoils.png|Cable Coil]]Cable | ||
* 1x [[File:DRAGnet.png|DRAGnet]] DRAGnet or [[File:Redtag.png]][[File:Bluetag.png]]Tag Laser | *1x [[File:DRAGnet.png|DRAGnet]]DRAGnet ''or'' [[File:Redtag.png]][[File:Bluetag.png]]Tag Laser | ||
* 1x [[File:Power_cell.png]]Power Cell | *1x [[File:Power_cell.png]]Power Cell | ||
|steps= | |steps= | ||
# [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Build a Cyborg Endoskeleton from the Exosuit Fabricator. | #[[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Build a Cyborg Endoskeleton from the Exosuit Fabricator. | ||
# [[File:Metal.png|Metal Sheet]] Use a [[Metal Sheet]] on a Cyborg Endoskeleton to reinforce it. | #[[File:Metal.png|Metal Sheet]] Use a [[Metal Sheet]] on a Cyborg Endoskeleton to reinforce it. | ||
# [[File:Cyborg_left_leg.png|Cyborg Leg]] Add two | #[[File:Cyborg_left_leg.png|Cyborg Leg]] Add two Cyborg legs. | ||
# [[File:Armor.png|Body Armor]] Add a [[Body Armor]] or | #[[File:Armor.png|Body Armor]] Add a [[Body Armor]] ''or'' [[File:Redtagarmor.png]][[File:Bluetagarmor.png]] Laser Tag Armors. | ||
# [[File:Welder.png|Welding Tool]] Weld everything together | #[[File:Welder.png|Welding Tool]] Weld everything together. | ||
# [[File:Helmet.png|Helmet]] Add in a security [[Helmet]] or | #[[File:Helmet.png|Helmet]] Add in a security [[Helmet]] or [[File:Redtaghelm.png]][[File:Bluetaghelm.png]] Laser Tag Helmets. | ||
# [[File:Prox_Sensor.png|Proximity Sensor]] Attach a [[Proximity Sensor]] to the assembly | #[[File:Prox_Sensor.png|Proximity Sensor]] Attach a [[Proximity Sensor]] to the assembly. | ||
# [[File:CableCoils.png|Cable Coil]] Insert wires | #[[File:CableCoils.png|Cable Coil]] Insert wires. | ||
# [[File:DRAGnet.png|DRAGnet]] Add a | #[[File:DRAGnet.png|DRAGnet]] Add a DRAGnet or [[File:Redtag.png]][[File:Bluetag.png]] Laser Tag Lasers. | ||
# [[File:Screwdriver_tool.png|Screwdriver]] Secure it with a [[Screwdriver]] | #[[File:Screwdriver_tool.png|Screwdriver]] Secure it with a [[Screwdriver]]. | ||
# [[File:Power_cell.png|Power Cell]] Insert any [[Power Cell]]. Your 100% safe robot officer is complete! | #[[File:Power_cell.png|Power Cell]] Insert any [[Power Cell]]. Your 100% safe robot officer is complete! | ||
}} | }} | ||
====[[Drone]]==== | |||
====[[ | |||
A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round. | A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round. | ||
{{GeneralConstruction | |||
|name=Drone | |||
|img=Generic drone.png | |||
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station. | |tools= | ||
|materials= | |||
*1x [[File:Power_cell.png]]Power Cell | |||
*1x [[File:Flash.gif|Flash]]Flash | |||
*1x [[File:Crowbar.png|Crowbar]]Crowbar | |||
*1x [[File:Wrench.png|Wrench]]Wrench | |||
*1x [[File:CableCoils.png]]Cable Coil | |||
*1x [[File:Screwdriver_tool.png|Screwdriver]]Screwdriver | |||
*1x [[File:Multitool.png|Multitool]]Multitool | |||
*1x [[File:Welder.png|Welding Tool]]Welding Tool | |||
*1x [[File:Wirecutters.png|Wirecutters]]Wirecutters | |||
*1x [[File:Backpack.png]]Backpack ''or'' Dufflebag ''or'' Satchel | |||
*5x [[File:Metal_r.png|Plasteel]]Plasteel sheets | |||
|steps= | |||
#Go to the Robot tab in the Crafting Menu. | |||
#Craft the Drone. | |||
#That's it! Any ghost can click on the drone shell to take control of it and start repairing the station. | |||
}} | |||
====Spiderbot==== | |||
A disposable drone that can only hold (but not use) one item. Speaks all languages and is able to ventcrawl. | |||
{{GeneralConstruction | |||
|name=Spiderbot | |||
|img=Spiderbot-chassis-posi.gif | |||
|tools= | |||
|materials= | |||
*1x [[File:Cyborg head.png]]Cyborg Head | |||
*1x [[File:Micro Manipulator.png]]Micro Manipulator | |||
*1x [[File:Brain.png|Brain]]→ [[File:MMI.png|MMI]] ''or'' positronic brain[[File:Posibrain.png]] | |||
|steps= | |||
#Attach the manipulator to the cyborg head. | |||
#Attach an [[File:MMI.png|MMI]]MMI or a [[File:Posibrain.png]]posibrain to the chassis. | |||
#Congratulations, you now have a little spiderbot! | |||
}} | |||
==Exosuits== | ==Exosuits== | ||
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. | 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 Exosuits, [[MMI]]s can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any [[Traitor|deranged]] [[Clown|maniacs]] inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them! | With all Exosuits, [[MMI]]s can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any [[Traitor|deranged]] [[Clown|maniacs]] inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them! | ||
===List of Exosuits=== | ===List of Exosuits=== | ||
The current list of exosuits is as follows. | The current list of exosuits is as follows. | ||
---- | ---- | ||
====[[File: | ====[[File:LockerMechClosed.png|64x64px]] Locker Mech==== | ||
'''Equipment slots''': 2 | |||
'''Movement speed''': Fast. | |||
'''Special abilities''': Is fully spaceproof and can function as a ghetto hardsuit for EVA, if a bit slow and unmaneuverable. Can equip the ghetto mech equipment that you can also craft, specifically the ghetto clamp and drill. | |||
'''Armor''': 20 melee, 10 bullet, 10 laser, 10 bomb. 25.000°K max temperature*. | |||
'''Integrity''': 100 | |||
'''Description''': A locker with stolen wires, struts, electronics and airlock servos crudely assembled into something that resembles the functions of a mech. | |||
{{GeneralConstruction | |||
|name=Locker Mech | |||
|img=LockerMechClosed.png | |||
|tools= | |||
* [[File:Welder.png|Welding Tool]]Welding Tool | |||
* [[File:Wirecutters.png|Wirecutters]]Wirecutters | |||
* [[File:Screwdriver_tool.png|Screwdriver]]Screwdriver | |||
|materials= | |||
* 20x [[File:CableCoils.png]]Cable Coil | |||
* 2x [[File:BlueToolbox.png|Toolbox]]Toolbox | |||
* 10x [[File:Metal.png|Metal]]Metal sheets | |||
* 1x [[File:OxygenTank.png]]Oxygen Tank | |||
* 1x [[File:Door electronics.png]] Airlock Electronics | |||
* 1x [[File:Extinguisher.png|32px]] Fire Extinguisher | |||
* 5x [[File:Paper.png]] Paper Sheets | |||
* 1x [[File:Flashlight.png]] Flashlight | |||
* 4x [[File:Rods.png]] Metal Rods | |||
* 2x [[File:Chair.png]] Chair | |||
|steps= | |||
# Gather all necessary materials, parts, and tools. | |||
# Tip over the two chairs (drag the sprite onto yours). | |||
# Place down all materials and parts onto one tile. | |||
# Open the crafting menu. | |||
# Click the Robots tab. | |||
# Click the craft button on Locker Mech. | |||
# Wait until it is finished. | |||
}} | |||
---- | |||
====[[File:Ripley MK-I.png|64px]] Ripley APLU==== | |||
'''Equipment slots''': 6 | '''Equipment slots''': 6 | ||
'''Movement speed''': | '''Movement speed''': Fastest. | ||
'''Special abilities''': | '''Special abilities''': Armor can be upgraded with Goliath plates. You can enter the cockpit in a quarter of the time. | ||
'''Armor''': 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature*. | '''Armor''': 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb, 20 rad. 20.000°K max temperature*. | ||
'''Integrity | '''Integrity''': 200 | ||
'''Description | '''Description''': The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don't expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools. | ||
While it lacks the Firefigher's lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection. | While it lacks the Firefigher's lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection. | ||
<nowiki>*</nowiki>The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards. | <nowiki>*</nowiki>The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards. | ||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Ripley APLU | |name=Ripley APLU | ||
|img= | |img=Ripley MK-I.png | ||
|tools= | |tools= | ||
* [[File:Welder.png|Welding Tool]]Welding Tool | * [[File:Welder.png|Welding Tool]]Welding Tool | ||
Line 444: | Line 662: | ||
}} | }} | ||
---- | ---- | ||
====[[File:Ripley.png|64px]] Ripley APLU MK-II==== | ====[[File:Ripley.png|64px]] Ripley APLU MK-II==== | ||
'''Equipment slots''': 6 | '''Equipment slots''': 6 | ||
Line 452: | Line 669: | ||
'''Special abilities''': Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates. | '''Special abilities''': Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates. | ||
'''Armor''': 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature. | '''Armor''': 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb, 55 rad. 20.000°K max temperature. | ||
''' | '''Integrity''': 200 | ||
The | '''Description:''' The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that's often used for mining, construction or assisting combat mechs. | ||
The MK-II has a pressurized cabin for space operations and covers your face against projectiles, but the added weight halves its movement speed. | |||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Ripley APLU MK-II | |name=Ripley APLU MK-II | ||
Line 465: | Line 681: | ||
|tools= | |tools= | ||
|materials= | |materials= | ||
* 1x [[File:Ripley_MK-I.png|Ripley MK-I]]Ripley APLU MK-I | * 1x [[File:Ripley_MK-I.png|Ripley MK-I]]Ripley APLU MK-I | ||
* 1x [[File:Ripley_conversionkit.png]]MK-I to MK-II Conversion Kit | * 1x [[File:Ripley_conversionkit.png]]MK-I to MK-II Conversion Kit | ||
|steps= | |steps= | ||
# [[File:Ripley_conversionkit.png|MK-I to MK-II Conversion Kit]] The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.<br>'''Once converted to the MK-II design, the exosuit cannot be restored to MK-I.''' | # [[File:Ripley_conversionkit.png|MK-I to MK-II Conversion Kit]] The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator and costs 10 sheets of plasma [[File:Plasmadone.png|Plasma]] and iron [[File:Metal.png|Metal]]. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.<br>'''Once converted to the MK-II design, the exosuit cannot be restored to MK-I.''' | ||
}} | }} | ||
---- | ---- | ||
====[[File:Firefighter.png|64px]] Firefighter APLU==== | ====[[File:Firefighter.png|64px]] Firefighter APLU==== | ||
'''Equipment slots''': 5 | '''Equipment slots''': 5 | ||
'''Movement speed''': Slow. | '''Movement speed''': Slow. | ||
'''Special properties''': Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat | '''Special properties''': Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat, acid and lavaproof. | ||
''' | '''Armor''': 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb, 70 rad. 65.000°K max temperature. | ||
''' | '''Integrity''': 250 | ||
'''Description''': The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley's big brother that has significantly improved armor and can walk on lava unscathed, but is even slower. | |||
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and the survivability of your miner crew! | |||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Firefighter APLU | |name=Firefighter APLU | ||
Line 536: | Line 747: | ||
# [[File:Welder.png|Welding Tool]] Welding Tool | # [[File:Welder.png|Welding Tool]] Welding Tool | ||
}} | }} | ||
---- | |||
====[[File:Clarke.gif|64px]] Clarke==== | |||
'''Equipment slots''': 6, plus an inbuilt non-removable ore box | |||
'''Movement speed''': Fastest. Slightly higher energy drain when moving. | |||
'''Special abilities''': Even faster movement speed in low pressure environments (Lavaland, space, etc.) Unable to strafe but can shoot behind itself. Displays a diagnostic HUD to the pilot. | |||
'''Armor''': 20 melee, 10 bullet, 20 laser, 10 energy, 60 bomb, 70 rad. 65.000°K max temperature. Deflects one out of ten shots. | |||
'''Integrity''': 200 | |||
'''Description''': A quick but clunky to operate mining mech, possesses an inbuilt ore box that will automatically pick up any ores on the ground. Completely heat, acid and lavaproof. | |||
{{GeneralConstruction | |||
|name=Clarke | |||
|img=Clarke.gif | |||
|tools= | |||
* [[File:Welder.png|Welding Tool]]Welding Tool | |||
* [[File:Wrench.png|Wrench]]Wrench | |||
* [[File:Wirecutters.png|Wirecutters]]Wirecutters | |||
* [[File:Screwdriver_tool.png|Screwdriver]]Screwdriver | |||
|materials= | |||
* 76.000 Metal[[File:Metal.png|Metal]] | |||
* 17.500 Glass[[File:Glass.png|Glass]] | |||
* 5x [[File:Metal_r.png|Plasteel]]Plasteel sheets | |||
* 5x [[File:Golddone.png|Gold]] Gold sheets | |||
* 4X [[File:ConveyorBelt.gif|32px|Conveyor Belt]] conveyor belts | |||
* 2x [[File:Circuitboard.png]]Clarke circuit boards | |||
* 1x [[File:Scanning_Module.gif]]Scanning Module (Higher tier = less power consumption) | |||
* 1x [[File:Capacitor.png]]Capacitor (Higher tier = better EMP resistance) | |||
* 1x [[File:CableCoils.png]]Cable Coil | |||
* 1x [[File:Power_cell.png]]Power Cell | |||
|steps= | |||
# Create all of the Clarke parts using the Exosuit Fabricator. | |||
# Assemble all of the Clarke parts to the chassis. | |||
# [[File:ConveyorBelt.gif|32px|Conveyor Belt]] Add 4 conveyor belts | |||
# [[File:Wrench.png|Wrench]] Wrench | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:CableCoils.png|Cable Coil]] Cable Coil | |||
# [[File:Wirecutters.png|Wirecutters]] Wirecutters | |||
# [[File:Circuitboard.png|Clarke Central Control Module]] Clarke Central Control Module | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:Circuitboard.png|Clarke Peripherals Control Module ]] Clarke Peripherals Control Module | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:Power_cell.png|Power Cell]] Power Cell | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel | |||
# [[File:Wrench.png|Wrench]] Wrench | |||
# [[File:Welder.png|Welding Tool]] Welding Tool | |||
# [[File:Golddone.png|Gold]] 5 pieces of Gold | |||
# [[File:Wrench.png|Wrench]] Wrench | |||
# [[File:Welder.png|Welding Tool]] Welding Tool | |||
}} | |||
---- | |||
====[[File:Odysseus.png|64px]] Odysseus==== | ====[[File:Odysseus.png|64px]] Odysseus==== | ||
'''Equipment slots''': 3 | |||
'''Movement speed''': Fast. It has a moderate energy consumption when moving. | |||
'''Movement speed''': Fast. | |||
'''Special abilities''': | '''Special abilities''': It is the only mech that can use medical exosuit equipment. Displays an advanced medical HUD to the pilot. | ||
'''Armor''': 20 melee, 10 bullet. | '''Armor''': 20 melee, 10 bullet. 15.000°K max temperature. | ||
'''Integrity | '''Integrity''': 120. After losing two thirds of its integrity it can suffer internal damage. | ||
'''Description | '''Description''': A fast, lightly armored exosuit that can use unique medical equipment. | ||
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents. | Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents. | ||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Odysseus | |name=Odysseus | ||
Line 595: | Line 861: | ||
# [[File:Welder.png|Welding Tool]] Welding Tool | # [[File:Welder.png|Welding Tool]] Welding Tool | ||
}} | }} | ||
---- | ---- | ||
====[[File:Gygax.png|64px]] Gygax==== | ====[[File:Gygax.png|64px]] Gygax==== | ||
'''Equipment slots''': 3 | '''Equipment slots''': 3 | ||
'''Movement speed''': Average. | '''Movement speed''': Average. It has the lowest energy consumption when moving. | ||
'''Special abilities''': Can overload leg actuators to move at very high speeds and smash through walls, at the cost of extreme energy consumption. | '''Special abilities''': Can overload leg actuators to move at very high speeds and smash through walls, at the cost of extreme energy consumption. | ||
'''Armor''': 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature. | '''Armor''': 25 melee, 20 bullet, 30 laser, 15 energy, 40 rad. 25.000°K max temperature. It can deflect one out of 25 shots. | ||
''' | '''Integrity''': 250. After losing two thirds of its integrity it can suffer internal damage. | ||
'''Description''': While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds. | |||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Gygax | |name=Gygax | ||
Line 623: | Line 885: | ||
* 125.000 Metal[[File:Metal.png|Metal]] | * 125.000 Metal[[File:Metal.png|Metal]] | ||
* 15.000 Glass[[File:Glass.png|Glass]] | * 15.000 Glass[[File:Glass.png|Glass]] | ||
* 20.000 | * 20.000 Uranium[[File:Uraniumdone.png|Uranium]] | ||
* 10.000 Titanium[[File:Titaniumdone.png|Titanium]] | * 10.000 Titanium[[File:Titaniumdone.png|Titanium]] | ||
* 5x [[File:Metal.png|Metal]]Metal sheets | * 5x [[File:Metal.png|Metal]]Metal sheets | ||
Line 660: | Line 922: | ||
---- | ---- | ||
====[[File:Durand.png|64px]] Durand==== | ====[[File:Durand.png|64px]] Durand==== | ||
'''Equipment slots''': 3 | '''Equipment slots''': 3 | ||
Line 669: | Line 929: | ||
'''Special abilities''': Has devastating punches that can knock people out. Can enable defense mode, which increases its armor's deflect chance, but leaves the mech unable to move or turn. | '''Special abilities''': Has devastating punches that can knock people out. Can enable defense mode, which increases its armor's deflect chance, but leaves the mech unable to move or turn. | ||
'''Armor''': 40 melee, 35 bullet, 15 laser | '''Armor''': 40 melee, 35 bullet, 15 laser, 20 bomb, 50 rad. 30.000°K max temperature. Deflects one out of five attacks. | ||
''' | '''Integrity''': 400. After losing half of its integrity it can suffer internal damage. | ||
'''Description''': A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it! | |||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Durand | |name=Durand | ||
Line 686: | Line 945: | ||
* 140.000 Metal[[File:Metal.png|Metal]] | * 140.000 Metal[[File:Metal.png|Metal]] | ||
* 25.000 Glass[[File:Glass.png|Glass]] | * 25.000 Glass[[File:Glass.png|Glass]] | ||
* 28.000 | * 28.000 Diamond[[File:Diamonddone.png|Diamond]] | ||
* 25.000 Uranium[[File:Uraniumdone.png|Uranium]] | * 25.000 Uranium[[File:Uraniumdone.png|Uranium]] | ||
* 20.000 Titanium[[File:Titaniumdone.png|Titanium]] | * 20.000 Titanium[[File:Titaniumdone.png|Titanium]] | ||
Line 721: | Line 980: | ||
# [[File:Welder.png|Welding Tool]] Welding Tool | # [[File:Welder.png|Welding Tool]] Welding Tool | ||
}} | }} | ||
---- | |||
====[[File:Sidewinder.png|64px]] Sidewinder==== | |||
'''Equipment slots''': 3 | |||
'''Movement speed''': Fast. | |||
'''Special abilities''': Can attack in any direction regardless of where it is facing, able to turn with clicking rather than moving. '''Cannot equip ranged weaponry''' | |||
'''Armor''': 40 melee, 20 bullet, 20 laser, 0 energy, 40 bomb, 75 rad. 25.000°K max temperature. After losing three quarters of its integrity it can suffer internal damage. | |||
'''Integrity''': 250 | |||
'''Description''': A very maneuverable exosuit designed for melee combat. | |||
{{GeneralConstruction | |||
|name=Sidewinder | |||
|img=Sidewinder.png | |||
|tools= | |||
* [[File:Welder.png|Welding Tool]]Welding Tool | |||
* [[File:Wrench.png|Wrench]]Wrench | |||
* [[File:Wirecutters.png|Wirecutters]]Wirecutters | |||
* [[File:Screwdriver_tool.png|Screwdriver]]Screwdriver | |||
|materials= | |||
*115000 Iron [[File:Metal.png|Metal]] | |||
*15000 Glass [[File:Glass.png|Glass]] | |||
*33000 Titanium [[File:Titaniumdone.png|Titanium]] | |||
*24000 Plasma [[File:Plasmadone.png|Plasma]] | |||
*4000 Gold [[File:Golddone.png|Gold]] | |||
* 5x [[File:Plastitanium.png|Plastitatnium]] Plastitanium Sheets | |||
* 3x [[File:Circuitboard.png]]Sidewinder circuit boards | |||
* 1x [[File:Scanning_Module.gif|Scanning_Module.gif]]Phasic Scanning Module (Higher tier = less power consumption) | |||
* 1x [[File:Capacitor.png]]Capacitor (Higher tier = better EMP resistance) | |||
* 1x [[File:CableCoils.png|Cable Coil]] | |||
* 1x [[File:Power_cell.png]]Power Cell | |||
|steps= | |||
#Create all of the Sidewinder parts using the exosuit fabricator. | |||
#Assemble all of the Sidewinder parts to the chassis (except the Armor plates) | |||
# [[File:Wrench.png|Wrench]] Wrench | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:CableCoils.png|Cable Coil]] Cable Coil | |||
# [[File:Wirecutters.png|Wirecutters]] Wirecutters | |||
# [[File:Circuitboard.png|Sidewinder Main Circuitboard]] Sidewinder Main Circuitboard | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:Circuitboard.png|Sidewinder Peripherals Circuitboard]] Sidewinder Peripherals Circuitboard | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:Circuitboard.png|Sidewinder Targeting Circuitboard]] Sidewinder Targeting Circuitboard | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:Scanning_Module.gif|Phasic Scanning Module]] Add a Scanning Module | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:Capacitor.png|Super Capacitor]] Add a Capacitor | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:Power_cell.png|Power Cell]] Power Cell | |||
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver | |||
# [[File:Plastitanium.png|Plastitatnium]] 5 pieces of Plastitanium | |||
# [[File:Wrench.png|Wrench]] Wrench | |||
# [[File:Welder.png|Welding Tool]] Welding Tool | |||
# [[File:Sidewinder_armor_plates.png]] Add Sidewinder Armor Plates (Made in the Exosuit Fabricator) | |||
# [[File:Wrench.png|Wrench]] Wrench | |||
# [[File:Welder.png|Welding Tool]] Welding Tool | |||
}} | |||
---- | ---- | ||
====[[File:Phazon.png|64px]] Phazon==== | ====[[File:Phazon.png|64px]] Phazon==== | ||
'''Equipment slots''': 3 | '''Equipment slots''': 3 | ||
Line 732: | Line 1,047: | ||
'''Special abilities''': Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage. | '''Special abilities''': Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage. | ||
'''Armor''': 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb. 25.000°K max temperature. | '''Armor''': 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb, 50 rad. 25.000°K max temperature. | ||
'''Integrity | '''Integrity''': 200 | ||
'''Description | '''Description''': Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology. | ||
Unless you manage to neutralize an anomaly, you won't be able to build one of these. | Unless you manage to neutralize an anomaly, you won't be able to build one of these. | ||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=Phazon | |name=Phazon | ||
Line 793: | Line 1,107: | ||
---- | ---- | ||
====[[File:honk.png|64px]]H.O.N.K.==== | ====[[File:honk.png|64px]]H.O.N.K.==== | ||
'''Equipment slots''': 3 | '''Equipment slots''': 3 | ||
Line 799: | Line 1,112: | ||
'''Movement speed''': Average. | '''Movement speed''': Average. | ||
'''Special abilities''': Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds | '''Special abilities''': Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds. | ||
''' | '''Armor''': -20 melee, 20 rad. 25.000°K max temperature. Incredible deflect chance. | ||
''' | '''Integrity''': 140 | ||
'''Description''': What's worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people. | |||
{{GeneralConstruction | {{GeneralConstruction | ||
|name=H.O.N.K. | |name=H.O.N.K. | ||
Line 812: | Line 1,124: | ||
|tools= | |tools= | ||
* [[File:Bike horn.png]]Bike horn | * [[File:Bike horn.png]]Bike horn | ||
**Alternative: 1x Air Horn | |||
|materials= | |materials= | ||
* 120.000 Metal[[File:Metal.png|Metal]] | * 120.000 Metal[[File:Metal.png|Metal]] | ||
Line 819: | Line 1,132: | ||
* 1x Clown shoes | * 1x Clown shoes | ||
* 1x Bike horn [[File:Bike horn.png]] | * 1x Bike horn [[File:Bike horn.png]] | ||
** Alternative: 1x Air Horn | |||
* 3x H.O.N.K. circuit boards [[File:Circuitboard.png]] | * 3x H.O.N.K. circuit boards [[File:Circuitboard.png]] | ||
* 1x [[File:Scanning_Module.gif]]Phasic Scanning Module (Higher tier = less power consumption) | * 1x [[File:Scanning_Module.gif]]Phasic Scanning Module (Higher tier = less power consumption) | ||
Line 845: | Line 1,159: | ||
#[[File:Bike horn.png|100px]]'''<span style="font-size:130%;color:#ff52c5">I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH</span>'''[[File:Bike horn.png|100px]] | #[[File:Bike horn.png|100px]]'''<span style="font-size:130%;color:#ff52c5">I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH</span>'''[[File:Bike horn.png|100px]] | ||
}} | }} | ||
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself. | Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself. | ||
---- | ---- | ||
===CentCom Exosuits=== | ===CentCom Exosuits=== | ||
If you see these, you know that things have '''really''' gone to shit. These exosuits are typically only found in the repositories of the elite [[Emergency Response Team]] and [[Death Squad]]. | If you see these, you know that things have '''really''' gone to shit. These exosuits are typically only found in the repositories of the elite [[Emergency Response Team]] and [[Death Squad]]. | ||
====[[File:Marauder.png|64px]] Marauder==== | ====[[File:Marauder.png|64px]] Marauder==== | ||
'''Equipment slots''': 4 | '''Equipment slots''': 4 | ||
Line 859: | Line 1,170: | ||
'''Special abilities''': Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof. | '''Special abilities''': Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof. | ||
'''Armor''': 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks. | '''Armor''': 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb, 100 rad. 60.000°K max temperature. Has a chance to deflect attacks. | ||
'''Integrity | '''Integrity''': 500 | ||
'''Description:''' Standard issue exosuit for the [[Death Squad]] when the going gets tough.<br> It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster. | '''Description:''' Standard issue exosuit for the [[Death Squad]] when the going gets tough.<br> It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster. | ||
====[[File:Seraph.png|64px]] Seraph==== | ====[[File:Seraph.png|64px]] Seraph==== | ||
'''Equipment slots''': 5 | '''Equipment slots''': 5 | ||
Line 872: | Line 1,182: | ||
'''Special abilities''': Same as the Marauder's, but punches even harder. | '''Special abilities''': Same as the Marauder's, but punches even harder. | ||
'''Armor''': | '''Armor''': 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb, 100 rad. 60.000°K max temperature. Has a chance to deflect attacks. | ||
'''Integrity | '''Integrity''': 550 | ||
'''Description:''' An advanced [[Death Squad]] exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.<br> It starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster. | '''Description:''' An advanced [[Death Squad]] exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.<br> It starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster. | ||
---- | ---- | ||
===Syndicate Exosuits=== | ===Syndicate Exosuits=== | ||
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed [[Nuclear Operative]]s. | For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed [[Nuclear Operative]]s. | ||
====[[File:DarkGygax.png|64px]] Dark Gygax==== | ====[[File:DarkGygax.png|64px]] Dark Gygax==== | ||
'''Equipment slots''': | '''Equipment slots''': 5 | ||
'''Movement speed''': Average. | '''Movement speed''': Average. | ||
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'''Special abilities''': Same as the Gygax', but with additional thrusters for space navigation. | '''Special abilities''': Same as the Gygax', but with additional thrusters for space navigation. | ||
'''Armor''': 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks. | '''Armor''': 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb, 100 rad. 35.000°K max temperature. Has a low chance to deflect attacks. | ||
''' | '''Integrity''': 300 | ||
'''Description:''' A modified Gygax used for nefarious purposes. Explodes a short while after being destroyed.<br> It starts off with the FNX-99 "Hades" Carbine, the SGL-6 grenade launcher, a Teleporter, a Tesla Energy Relay, and an emergency ejection system. | |||
====[[File:DarkMarauder.png|64px]] Mauler==== | ====[[File:DarkMarauder.png|64px]] Mauler==== | ||
'''Equipment slots''': 5 | '''Equipment slots''': 5 | ||
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'''Special abilities''': Same as the Marauder's. | '''Special abilities''': Same as the Marauder's. | ||
'''Armor''': | '''Armor''': 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb, 100 rad. 60.000°K max temperature. Has a chance to deflect attacks. | ||
'''Integrity''': 500 | |||
''' | '''Description:''' A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower. Explodes a short while after being destroyed.<br> Starts off with the Ultra AC 2 LMG, the LBX AC 10 "Scattershot", the SRM-8 missile rack, a Tesla Energy Relay, an antiprojectile armor booster, and an emergency ejection system. | ||
---- | |||
===<span style="color:white">...</span>=== | |||
====[[File:ReticenceWhiter.png|64px]] <span style="color:white">Reticence</span>==== | |||
'''<span style="color:white">Equipment slots</span>'''<span style="color:white">: 2</span> | |||
''' | '''<span style="color:white">Movement speed</span>'''<span style="color:white">: Fast.</span> | ||
'''<span style="color:white">Armor</span>'''<span style="color:white">: 25 melee, 20 bullet, 30 laser, 15 energy. 15.000°K max temperature.</span> | |||
'''<span style="color:white">Integrity</span>'''<span style="color:white">: 100</span> | |||
'''<span style="color:white">Description</span>'''<span style="color:white">: A nigh invisible, silent, fast assassination mech popular among mimes, equipped with a suppressed S.H.H. "Quietus" Carbine that injects you with mute toxin and a mounted RCD.<br> It distinguishes itself in being incredibly weak, but very hard to see and making no noise when walking or turning. It also packs a punch, knocking back people similarly to the Durand.</span> | |||
==Exosuit operation and maintenance== | ==Exosuit operation and maintenance== | ||
To climb into an exosuit, just drag and drop your character onto it. | To climb into an exosuit, just drag and drop your character onto it. | ||
====Exosuit beacons==== | ====Exosuit beacons==== | ||
Adding a tracking beacon (exofab "Misc" category) to a mech allows the RD's exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary. | Adding a tracking beacon (exofab "Misc" category) to a mech allows the RD's exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary. | ||
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit. | Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit. | ||
====Locking/unlocking Exosuits==== | ====Locking/unlocking Exosuits==== | ||
There are two ways to lock exosuit: A) ID ("keycode") lock or B) DNA lock. | There are two ways to lock exosuit: A) ID ("keycode") lock or B) DNA lock. | ||
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For example: A mech with "bridge" and "robotics" keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter. | For example: A mech with "bridge" and "robotics" keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter. | ||
*Enter the exosuit and unlock the ID upload panel. | |||
* Enter the exosuit and unlock the ID upload panel. | *Exit the exosuit. | ||
* Exit the exosuit. | *Use an ID card/PDA on exosuit and select "Edit operation keycodes". | ||
* Use an ID card/PDA on exosuit and select "Edit operation keycodes". | |||
B) '''DNA lock''': | B) '''DNA lock''': | ||
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech. | DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech. | ||
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies. | This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies. | ||
*Enter the exosuit and open the stats menu. | |||
* Enter the exosuit and open the stats menu. | *Unter Permissions&Logging, click "DNA-lock". | ||
* Unter Permissions&Logging, click "DNA-lock". | *To remove the lock, hit "[ Reset ]" next to your DNA string under "DNA-locked:". | ||
* To remove the lock, hit "[ Reset ]" next to your DNA string under "DNA-locked:". | ====Exosuit Damage and Repairs ==== | ||
====Exosuit Damage and Repairs==== | |||
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window. | For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window. | ||
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'''Short Circuit:''' A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps). | '''Short Circuit:''' A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps). | ||
====Exosuit Battery and Parts Replacement==== | |||
#Make sure maintenance protocols are permitted (Permissions&Logging inside the mech). | |||
#[[File:Id_regular.png]] Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol". | |||
#[[File:Wrench.png|Wrench]] Wrench | |||
#[[File:Crowbar.png|Crowbar]] Crowbar | |||
#[[File:Id_regular.png]] Swipe your ID again and choose to empty the cell or either part. | |||
#[[File:Power_cell.png]][[File:Scanning_Module.gif]][[File:Capacitor.png]] New part | |||
#[[File:Crowbar.png|Crowbar]] Crowbar | |||
#[[File:Wrench.png|Wrench]] Wrench | |||
#[[File:Id_regular.png]] ID Card and select "Initiate maintenance protocol" again. | |||
#Forbid maintenance protocols inside the mech. | |||
====Exosuit Wreckage Repair==== | |||
Depending on the mech's [[File:Capacitor.png]] capacitor tier when it was destroyed, it will be easier/harder to repair. The higher the tier, the faster it will be to repair. | |||
A tier 3 capacitor will retain the [[File:Scanning_Module.gif]] scanning module, while a tier 4 capacitor will retain the power cell, but it will be drained a random amount. | |||
If you expect your mech to be destroyed, it is a good idea to carry a spare [[File:Power_cell.png]] cell in case you have to repair it and cannot get it back to robotics. If the capacitor is below T3, you should also carry a spare scanning module. | |||
To repair a mech wreckage, perform the following steps: | |||
#[[File:Welder.png|Welding Tool]] Weld together the broken parts (costs 5 welding fuel) | |||
#[[File:Welder.png|Welding Tool]] Weld out the dents in the chassis (costs 5 welding fuel) | |||
#[[File:Wrench.png|Wrench]] Tighten the bolts | |||
#[[File:CableCoils.png|Cable Coil]] Repair the wiring (costs 5 cable coil) | |||
==Exosuit Equipment== | ==Exosuit Equipment== | ||
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu). | Various tools and weapons can be attached to exosuits, providng them with 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 the exosuit. | To attach a tool or weapon, simply click with it on the exosuit. | ||
====Generic Exosuit Equipment==== | ====Generic Exosuit Equipment==== | ||
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" | |||
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF; | ! style="background-color:#EEEEEF;" width="20" class="unsortable" |Image | ||
!style="background-color:#EEEEEF;" width=20 class="unsortable"|Image | ! style="background-color:#EEEEEF;" width="200" |Equipment | ||
!style="background-color:#EEEEEF;" width=200 |Equipment | ! style="background-color:#EEEEEF;" class="unsortable" |Description | ||
!style="background-color:#EEEEEF;" class="unsortable" |Description | |||
|- | |- | ||
![[File:Exosuit drill.png]] !! Drill | ![[File:Exosuit drill.png]]!!Drill | ||
|The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.<br> | |The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.<br> | ||
When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.<br> | When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.<br> | ||
Can't be attached to the Odysseus. | Can't be attached to the Odysseus. | ||
|- | |- | ||
![[File:Mecha diamond drill.png]] !! Diamond Drill | ![[File:Mecha diamond drill.png]]!!Diamond Drill | ||
|Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.<br> | |Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.<br> | ||
Can't be attached to the Odysseus. | Can't be attached to the Odysseus. | ||
|- | |- | ||
![[File:MiningScanner.gif]] !! Exosuit Mining Scanner | ![[File:MiningScanner.gif]]!!Exosuit Mining Scanner | ||
|A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached. | |A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached. | ||
|- | |- | ||
![[File:Mecha teleporter.png]] !! Mounted Teleporter | ![[File:Mecha teleporter.png]]!!Mounted Teleporter | ||
|A mounted teleporter that can teleport the exosuit to any location in view. | |A mounted teleporter that can teleport the exosuit to any location in view. | ||
|- | |- | ||
![[File:Mecha teleporter.png]] !! Mounted Gravitational Catapult | ![[File:Mecha teleporter.png]]!!Mounted Gravitational Catapult | ||
|Can be used to throw objects around ('''S'''ling mode) or blast anything away from a targeted area ('''P'''ush mode). | |Can be used to throw objects around ('''S'''ling mode) or blast anything away from a targeted area ('''P'''ush mode). | ||
|- | |- | ||
![[File:Wormhole generator.gif]] !! Exosuit Wormhole Generator | ![[File:Wormhole generator.gif]]!!Exosuit Wormhole Generator | ||
|As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location. | |As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location. | ||
|- | |- | ||
![[File:Mounted RCD.png]] !! Mounted RCD | ![[File:Mounted RCD.png]]!!Mounted RCD | ||
|An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls. | |An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls. | ||
|- | |- | ||
![[File:Armor booster module.png]] !! Armor Booster Module (Close Combat Weaponry) | ![[File:Brokenbottle.png]]!!217-D Heavy Plasma Cutter | ||
|Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.<br>Longer range and higher damage than portable cutters. | |||
|- | |||
![[File:Mecha kineticgun.png]]!!Exosuit Proto-kinetic Accelerator | |||
|Breaks rocks and severely harms anything hit by it. More effective in low pressure environments.<br> Longer range and lower cooldown than portable proto-kinetic accelerators. | |||
|- | |||
![[File:Armor booster module.png]]!!Armor Booster Module (Close Combat Weaponry) | |||
|Boosts exosuit armor against armed melee attacks. Requires energy to operate. | |Boosts exosuit armor against armed melee attacks. Requires energy to operate. | ||
|- | |- | ||
![[File:Armor booster module.png]] !! Armor Booster Module (Ranged Weaponry) | ![[File:Armor booster module.png]]!!Armor Booster Module (Ranged Weaponry) | ||
|Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. | |Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. | ||
|- | |- | ||
![[File:Repair droid.png]] !! Repair Droid | ![[File:Repair droid.png]]!!Repair Droid | ||
|Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. | | Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. | ||
|- | |- | ||
![[File:Energy relay.png]] !! Exosuit Energy Relay | ![[File:Energy relay.png]]!!Exosuit Energy Relay | ||
|Wirelessly drains energy from any APC's available power channel in the area. Not very effective. | |Wirelessly drains energy from any APC's available power channel in the area. Not very effective. | ||
|- | |- | ||
![[File:Energy relay.png]] !! Exosuit Plasma Converter | ![[File:Energy relay.png]]!!Exosuit Plasma Converter | ||
|Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire. | |Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire. | ||
|- | |- | ||
![[File:Energy relay.png]] !! ExoNuclear Reactor | ![[File:Energy relay.png]]!!ExoNuclear Reactor | ||
|Generates power using uranium sheets as fuel. Irradiates the environment. | |Generates power using uranium sheets as fuel. Irradiates the environment. | ||
|} | |} | ||
====Specialized Exosuit Equipment==== | ====Specialized Exosuit Equipment==== | ||
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" | |||
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF; | ! style="background-color:#EEEEEF;" width="20" class="unsortable" |Image | ||
!style="background-color:#EEEEEF;" width=20 class="unsortable"|Image | ! style="background-color:#EEEEEF;" width="200" |Equipment | ||
!style="background-color:#EEEEEF;" width=200 |Equipment | ! style="background-color:#EEEEEF;" class="unsortable" |Description | ||
!style="background-color:#EEEEEF;" class="unsortable" |Description | ! style="background-color:#EEEEEF;" width="200" |Can be attached to | ||
!style="background-color:#EEEEEF;" width=200|Can be attached to | |||
|- | |- | ||
![[File: | ![[File:Hydraulic clamp.png]]!!Hydraulic Clamp | ||
| | | Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.<br> Great in combination with an ore box - nearby minerals will be loaded straight into the box. | ||
!Ripley, Firefighter | !Ripley, Firefighter | ||
|- | |- | ||
![[File:Exosuit extinguisher.png]] !! Exosuit Extinguisher | ![[File:Exosuit extinguisher.png]]!!Exosuit Extinguisher | ||
|Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank. | |Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank. | ||
!Ripley, Firefighter | !Ripley, Firefighter, Clarke | ||
|- | |- | ||
![[File:Cable layer.png]] !! Cable Layer | ![[File:Cable layer.png]]!!Cable Layer | ||
|Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer. | |Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer. | ||
!Ripley, Firefighter | !Ripley, Firefighter, Clarke | ||
|- | |- | ||
![[File:Sgun.png]] !! Exosuit Syringe Gun | ![[File:Sgun.png]]!!Exosuit Syringe Gun | ||
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.<br> Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.<br> Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu. | |Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.<br> Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.<br> Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu. | ||
!Odysseus | !Odysseus | ||
|- | |- | ||
![[File:Sleeper.gif]] !! Mounted Sleeper | ![[File:Sleeper.gif]]!!Mounted Sleeper | ||
|Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.<br> Can also be used to abduct people and keep them sedated. | |Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.<br> Can also be used to abduct people and keep them sedated. | ||
!Odysseus | !Odysseus | ||
|- | |- | ||
![[File:Mecha_medigun.png]] !! Medigun | ![[File:Mecha_medigun.png]]!!Medigun | ||
|Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams! | |Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams! | ||
!Odysseus | !Odysseus | ||
|- | |- | ||
|} | |} | ||
====Exosuit Weapons==== | ====Exosuit Weapons==== | ||
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF; | {| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" | ||
!style="background-color:#EEEEEF;" width=20 class="unsortable"|Image | ! style="background-color:#EEEEEF;" width="20" class="unsortable" |Image | ||
!style="background-color:#EEEEEF;" width=200 |Weapon | ! style="background-color:#EEEEEF;" width="200" | Weapon | ||
!style="background-color:#EEEEEF;" class="unsortable" |Description | ! style="background-color:#EEEEEF;" class="unsortable" |Description | ||
!style="background-color:#EEEEEF;" width=200|Can be attached to | ! style="background-color:#EEEEEF;" width="200" | Can be attached to | ||
|- | |- | ||
![[File:CH- | ![[File:Mecha_disabler.png]]!!CH-DS "Peacemaker" Disabler | ||
|Fires a disabler beam, identical to disablers. | |||
!Durand, Gygax, Honker, and Phazon | |||
|- | |||
![[File:Mecha_laser.png]]!!CH-PS "Immolator" Laser | |||
|Fires a Laser bolt, identical to laser rifles. | |Fires a Laser bolt, identical to laser rifles. | ||
!Durand, Gygax, Honker, and Phazon | !Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File: | ![[File:Mecha_laser.png]]!!CH-LC "Solaris" Laser Cannon | ||
|Fires a Heavy Laser bolt, identical to the laser cannon. | |Fires a Heavy Laser bolt, identical to the laser cannon. | ||
!Durand, Gygax, Honker, and Phazon | !Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File: | ![[File:Mecha_xray.png]]!!CH-XC "Transitum" X-Ray Laser | ||
|Fires | | Fires an xray beam, identical to the xray gun. | ||
!Durand, Gygax, Honker, and Phazon | !Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File: | ![[File:MKIV ion heavy cannon.png]]!!mkIV Ion Heavy Cannon | ||
|Fires | |Fires an Ion bolt, identical to ion rifles. Don't hit yourself! | ||
!Durand, Gygax, Honker, and Phazon | !Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File: | ![[File:EZ-13_MK2_heavy_pulse_rifle.png]]!!eZ-13 mk2 Heavy pulse rifle | ||
|Fires a | |Fires a heavy pulse laser. [[Death Squad]] only. | ||
!Durand, Gygax, Honker, and | !Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File: | ![[File:Mecha_scatter.png]]!!LBX AC 10 "Scattershot" | ||
|Fires | |Fires six bullets in a spread pattern, 16 damage each. | ||
!Durand, Gygax, Honker, and Phazon | !Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File:Ultra AC 2.png]] !! Ultra AC 2 | ![[File:Ultra AC 2.png]]!! Ultra AC 2 | ||
|Fires a three shot burst of 20 damage bullets. | |Fires a three-shot burst of 20 damage bullets. | ||
!Durand, Gygax, Honker, and Phazon | !Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File:SRM-8 missile rack.png]] !! SRM-8 Missile Rack | ![[File:SRM-8 missile rack.png]]!! SRM-8 Missile Rack | ||
|Fires a missile | |Fires a missile that will explode on impact. Deals 30 damage. Despite having 9 slots on the sprite it has 8 shots. Hitting a non-living target makes a 1/2/4 explosion, hitting a living target makes a 0/0/2 one. | ||
! Durand, Gygax, Honker, and Phazon | |||
|- | |||
![[File:BRM-6 missile rack.png]]!! BRM-6 Missile Rack | |||
|Fires a missile that will 0/1/1 explode on the impact of another mech, any closed turf, or any door, and otherwise breaks. Deals 30 damage. | |||
!Durand, Gygax, Honker, and Phazon | !Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File:MKIV ion heavy cannon.png]] !! MKI Tesla Cannon | ![[File:MKIV ion heavy cannon.png]]!!MKI Tesla Cannon | ||
|Fires a tesla ball that arcs off anything it hits. | |Fires a tesla ball that arcs off anything it hits. It causes EMP as well. | ||
!Durand, Gygax, Honker, and Phazon | !Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File:SGL-6 grenade launcher.png]] !! SGL-6 Grenade Launcher | ![[File:SGL-6 grenade launcher.png]]!!SGL-6 Grenade Launcher | ||
|Launches a flashbang at medium range. | |Launches a flashbang at medium range. | ||
!Durand, Gygax, Honker, and Phazon | !Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File:SGL-6 grenade launcher.png]] !! SOB-3 Grenade Launcher | ![[File:SGL-6 grenade launcher.png]]!!SOB-3 Grenade Launcher | ||
|Launches a cluster of flashbangs at medium range. High cooldown. | |Launches a cluster of flashbangs at medium range. High cooldown. | ||
!Durand, Gygax, Honker, and Phazon | ! Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File:Hades-Carbine.png]] !! FNX-99 "Hades" Carbine | ![[File:Hades-Carbine.png]]!!FNX-99 "Hades" Carbine | ||
|Shoots incendiary bullets that leave a burning trail. | |Shoots incendiary bullets that leave a burning trail. | ||
!Durand, Gygax, Honker, and Phazon | !Durand, Gygax, Honker, and Phazon | ||
|- | |- | ||
![[File:Banana mortar.png]] !! Banana Mortar | ![[File:Banana mortar.png]]!!Banana Mortar | ||
|Launches a banana peel. Very annoying, thus, fun. | |Launches a banana peel. Very annoying, thus, fun. | ||
!H.O.N.K. | !H.O.N.K. | ||
|- | |- | ||
![[File:Mousetrap mortar.png]] !! Mousetrap Mortar | ![[File:Mousetrap mortar.png]]!!Mousetrap Mortar | ||
|Launches an armed mousetrap. | |Launches an armed mousetrap. | ||
!H.O.N.K. | !H.O.N.K. | ||
|- | |- | ||
![[File:HoNkER BlAsT 5000.png]] !! HoNkER BlAsT 5000 | ![[File:HoNkER BlAsT 5000.png]]!!HoNkER BlAsT 5000 | ||
|Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around. | | Creates a loud honk sound which will deafen, stun, and paralyze your target and everybody around. | ||
!H.O.N.K. | !H.O.N.K. | ||
|- | |- | ||
![[File:Mecha_punching_glove.png]] !! Oingo Boingo Punch-face | ![[File:Mecha_punching_glove.png]]!!Oingo Boingo Punch-face | ||
|Launches a boxing glove that can punch airlocks right out of their frames. | |Launches a boxing glove that can punch airlocks right out of their frames. | ||
!H.O.N.K. | ! H.O.N.K. | ||
|} | |} | ||
[[Category:Guides]] | [[Category:Guides]] |
Latest revision as of 21:31, 3 July 2024
Are you a Roboticist? This guide will explain the creation and maintenance of Cyborgs, bots, and stocky exosuits.
Exosuit Fabricators
These are the main machines used in Robotics, with them you can create various exosuit 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 an Exosuit Fabricator gets stuck at updating from the R&D servers, use a screwdriver on it and then a crowbar. Remove any metal and glass sheets and then put all the components back into the machine frame. Use a screwdriver at the end to reassemble the Exosuit Fabricator.
Cyborgs
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, unless they aren't synced, and will only be synced to one AI in the event that more than one exists.
Cyborg Creation
Cyborg |
Required Materials | How to build |
---|---|---|
|
| |
Tools | ||
No tools |
Cyborg Maintenance
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
- Use an ID Card, Emag it or just ask the Cyborg to unlock its panel.
- Use a crowbar to open the cover.
After the maintenance process, use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:
- Use a crowbar to close the cover.
- Use your ID Card to lock the Cyborg. Borgs can't lock their panel. An emagged cover can't be locked.
Cyborg Repairs
Cyborgs will often come to you for repairs if damaged.
For brute damage:
- Weld them to fix the dents.
For burn damage:
- Unlock and open the Cyborg's cover.
- Use an empty hand to remove the battery.
- Screwdriver to expose wiring.
- Rewire the damaged circuits. You may have to do this step more than once.
- Screwdriver to hide wiring.
- Re-insert the old battery or insert a new one.
- Close the cover and lock the Cyborg.
Engineering cyborgs can repair dents on themselves (if not critically damaged) 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.
- Unlock and open the Cyborg's cover.
- With an empty hand, remove the old battery.
- Insert a new battery.
- Close the cover and lock the Cyborg.
Cyborg Radios
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels. Using a screwdriver on a headset will remove the encryption keys.
- Unlock and open the Cyborg's cover.
- Insert an encryption key (or screwdriver to remove the current key).
- Close the cover and lock the Cyborg.
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.
- Unlock and open the Cyborg's cover.
- Insert the Emergency Restart Module.
- Close the cover and lock the Cyborg.
Upgrading Cyborgs
- Unlock and open the Cyborg's cover.
- Insert the Upgrade Module (or emag to subvert).
- Close the cover and lock the Cyborg.
Resetting Cyborg Models
For info on how to reset a cyborg's model, check out the Guide to Hacking.
Deconstructing Cyborgs
Cyborgs can be deconstructed to remove their MMI/Posibrain and get their parts back.
- Unlock and open the Cyborg's cover.
- Use an empty hand to remove the battery.
- Screwdriver to open wiring.
- Cut every wire until the lockdown light turns on.
- Wrench to disassemble.
Alternatively, for steps 4 and 5, you can use a Robotics console.
Cyborg Upgrades
Roboticists can construct upgrade modules for cyborgs. Most modules must be researched before they can be printed. Material costs can be lowered by upgrading the Exosuit Fabricator.
In order to change a Cyborg's model, cut and mend their reset wire.
All cyborgs
Name | Description | Materials to produce |
---|---|---|
Rename Board | Used to rename a cyborg. Use it in-hand to set the name, then apply it to the cyborg. | 5000 Metal |
Emergency Reboot Board | Used to force a reboot of a disabled-but-repaired cyborg, bringing it back online. An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. |
20000 Metal,5000 Glass |
Ion Thrusters | An energy-operated thruster system that works like a jetpack for movement in no gravity. | 10000 Metal,6000 Glass,5000 Plasma,6000 Uranium |
Translation Matrix Upgrade | Increases the translation matrix to include all xeno languages. Allows the cyborg to speak Bonespeak, Draconic, English, Etherean, Felinid, Mothian, Polysmorph and Sylvan. | 10000 Metal,6000 Glass,5000 Plasma |
Self-repair | Allows the cyborg to slowly repair itself over time, increasing power consumption. | 15000 Metal,15000 Glass |
Expand | A cyborg resizer, it makes a cyborg huge. | 155000 Metal,5000 Titanium |
Piercing Hypospray | Allows cyborg hyposprays to pierce through thick clothing and hardsuits. | 15000 Metal,15000 Glass,5000 Titanium,3000 Diamond |
Clown Module | Allows you to turn a cyborg into a clown, honk. | 15000 Metal,15000 Glass,1000 Bananium |
Security Module | Allows you to turn a cyborg into a hunter, HALT! | 15000 Metal,15000 Glass,3000 Uranium |
Illegal Modules | Enables illegal modules, the same that are enabled when cyborgs are emagged. Only obtainable through researching illegal tech (deconstruct Syndicate Items). |
15000 Metal,15000 Glass,10000 Diamond |
Name | Description | Materials to produce |
---|---|---|
Defibrillator | Gives a Medical Cyborg a defibrillator. | 8000 Metal,5000 Glass,4000 Silver,3000 Gold |
Hypospray Expanded Synthesiser | Adds Oculine, Inacusiate, Mutadone, Mannitol, Salicylic Acid, Oxandrolone, Rezadone, Pentetic Acid, and Naloxone to a Medical Cyborg's hypospray chemicals. | 15000 Metal,15000 Glass,8000 Plasma,8000 Uranium |
Advanced Analyzer | An upgrade to the Medical module, loading a more advanced health analyzer into the holder's module, replacing the old one. | 5000 Metal,2500 Glass,2000 Silver,1500 Gold,1000 Plastic |
Advanced Surgical Omnitool | An upgrade to the Medical module, loading a more advanced array of surgical tools into the holder's module, replacing the old ones. | 22000 Metal,75000 Glass,2000 Plasma,3000 Uranium,6000 Silver,1500 Gold,200 Diamond,12000 Titanium |
Medical Gripper | An upgrade for medical cyborgs which grants them a gripper to hold and interact with medical related items. | 1000 Metal,2000 Gold,500 Silver |
IPC's
Occasionally a dead or injured IPC might roll in, and it is your job to get them back in tip top condition.
IPC Repairs
IPCs are fairly simple to repair, and follow a similar process to borgs.
Brute and Burn
- Weld them to fix the dents
- Use cable coil on them to fix their burns
Toxins and Brain Damage
- Feed them liquid solder to fix any brain damage, as well as basic traumas.
- Feed them system cleaner to purge any toxin damage.
If an IPC is dead or you cannot get liquid solder, you will have to recalibrate their brain to heal brain damage and traumas.
- Target the chest
- Using your screwdriver, click on the IPC and select "Positronic Brain Recalibration", then you'll start unscrewing the shell
- With an empty hand, unscrew the hatch
- Use a wrench to unfasten the bolts
- Use a multitool to prepare the electronics within the IPC
- Use a multitool again to recalibrate their brain
- Use a wrench to fasten the bolts
- Use a screwdriver to fasten the shell
Death
If an IPC is dead, you will have to ensure that the damage (Brute, Burn and Brain damage) done to the IPC is fixed before you can attempt revival.
Once that is done follow these steps
- Target the chest
- Using your screwdriver, click on the IPC and select "Positronic Brain Revival", then you'll start unscrewing the shell
- With an empty hand, unscrew the hatch
- Use a multitool to reactivate the brain
- Use a screwdriver to close the shell
Bots
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really easy to create.
All bots can also be made through the crafting menu. This can save a lot of time during construction, especially if Robotics is busy!
You can rename incomplete bots by using a pen on them!
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 toxin, repeatedly.
Medibot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
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 spew slippery foam and melt people with acid.
Cleanbot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
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. Also, if emagged, they will deconstruct the floors into space.
Floorbot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
Firebot
This lil guy will scoot around and try his best to extinguish burning people and gases around him. If emagged he will spray Chlorine Trifluoride at anyone who isn't on fire.
Firebot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
Honkbot
It's annoying and useless, but the clown might bug you to make one of this in absentia of a H.O.N.K. mech. God forbid if a traitor emags the thing.
Honkbot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
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.
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.
Securitron |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
AtmosBot
This bot looks just like a grenade with legs! It will use foamed metal to secure any breaches it sees. If emagged it will explode instead of using foam, creating even more damage to the station.
Also known as the Automatic Station Stabilizer Bot, or A.S.S. Bot for short.
AtmosBot |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
No tools |
General Beepsky
This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a traitor's worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with it's rapidly rotating eswords. It gets even worse when a Cryptographic Sequencer gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target he comes across.
Unlike normal Securitrons, General Beepsky can deflect projectiles with its eswords. Its only true weakness is an EMP.
General Beepsky |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
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.
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
ED-209 |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
Drone
A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.
Spiderbot
A disposable drone that can only hold (but not use) one item. Speaks all languages and is able to ventcrawl.
Spiderbot |
Required Materials | How to build |
---|---|---|
Tools | ||
No tools |
Exosuits
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 Exosuits, MMIs can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any deranged maniacs inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!
List of Exosuits
The current list of exosuits is as follows.
Locker Mech
Equipment slots: 2
Movement speed: Fast.
Special abilities: Is fully spaceproof and can function as a ghetto hardsuit for EVA, if a bit slow and unmaneuverable. Can equip the ghetto mech equipment that you can also craft, specifically the ghetto clamp and drill.
Armor: 20 melee, 10 bullet, 10 laser, 10 bomb. 25.000°K max temperature*.
Integrity: 100
Description: A locker with stolen wires, struts, electronics and airlock servos crudely assembled into something that resembles the functions of a mech.
Ripley APLU
Equipment slots: 6
Movement speed: Fastest.
Special abilities: Armor can be upgraded with Goliath plates. You can enter the cockpit in a quarter of the time.
Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb, 20 rad. 20.000°K max temperature*.
Integrity: 200
Description: The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don't expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.
While it lacks the Firefigher's lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.
*The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.
Ripley APLU |
Required Materials | How to build |
---|---|---|
|
| |
Tools | ||
Ripley APLU MK-II
Equipment slots: 6
Movement speed: Slow.
Special abilities: Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.
Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb, 55 rad. 20.000°K max temperature.
Integrity: 200
Description: The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that's often used for mining, construction or assisting combat mechs.
The MK-II has a pressurized cabin for space operations and covers your face against projectiles, but the added weight halves its movement speed.
Firefighter APLU
Equipment slots: 5
Movement speed: Slow.
Special properties: Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat, acid and lavaproof.
Armor: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb, 70 rad. 65.000°K max temperature.
Integrity: 250
Description: The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley's big brother that has significantly improved armor and can walk on lava unscathed, but is even slower.
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and the survivability of your miner crew!
Firefighter APLU |
Required Materials | How to build |
---|---|---|
|
| |
Tools | ||
Clarke
Equipment slots: 6, plus an inbuilt non-removable ore box
Movement speed: Fastest. Slightly higher energy drain when moving.
Special abilities: Even faster movement speed in low pressure environments (Lavaland, space, etc.) Unable to strafe but can shoot behind itself. Displays a diagnostic HUD to the pilot.
Armor: 20 melee, 10 bullet, 20 laser, 10 energy, 60 bomb, 70 rad. 65.000°K max temperature. Deflects one out of ten shots.
Integrity: 200
Description: A quick but clunky to operate mining mech, possesses an inbuilt ore box that will automatically pick up any ores on the ground. Completely heat, acid and lavaproof.
Odysseus
Equipment slots: 3
Movement speed: Fast. It has a moderate energy consumption when moving.
Special abilities: It is the only mech that can use medical exosuit equipment. Displays an advanced medical HUD to the pilot.
Armor: 20 melee, 10 bullet. 15.000°K max temperature.
Integrity: 120. After losing two thirds of its integrity it can suffer internal damage.
Description: A fast, lightly armored exosuit that can use unique medical equipment.
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents.
Odysseus |
Required Materials | How to build |
---|---|---|
| ||
Tools | ||
Gygax
Equipment slots: 3
Movement speed: Average. It has the lowest energy consumption when moving.
Special abilities: Can overload leg actuators to move at very high speeds and smash through walls, at the cost of extreme energy consumption.
Armor: 25 melee, 20 bullet, 30 laser, 15 energy, 40 rad. 25.000°K max temperature. It can deflect one out of 25 shots.
Integrity: 250. After losing two thirds of its integrity it can suffer internal damage.
Description: While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.
Durand
Equipment slots: 3
Movement speed: Slow.
Special abilities: Has devastating punches that can knock people out. Can enable defense mode, which increases its armor's deflect chance, but leaves the mech unable to move or turn.
Armor: 40 melee, 35 bullet, 15 laser, 20 bomb, 50 rad. 30.000°K max temperature. Deflects one out of five attacks.
Integrity: 400. After losing half of its integrity it can suffer internal damage.
Description: A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!
Sidewinder
Equipment slots: 3
Movement speed: Fast.
Special abilities: Can attack in any direction regardless of where it is facing, able to turn with clicking rather than moving. Cannot equip ranged weaponry
Armor: 40 melee, 20 bullet, 20 laser, 0 energy, 40 bomb, 75 rad. 25.000°K max temperature. After losing three quarters of its integrity it can suffer internal damage.
Integrity: 250
Description: A very maneuverable exosuit designed for melee combat.
Phazon
Equipment slots: 3
Movement speed: Fast.
Special abilities: Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.
Armor: 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb, 50 rad. 25.000°K max temperature.
Integrity: 200
Description: Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.
Unless you manage to neutralize an anomaly, you won't be able to build one of these.
H.O.N.K.
Equipment slots: 3
Movement speed: Average.
Special abilities: Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds.
Armor: -20 melee, 20 rad. 25.000°K max temperature. Incredible deflect chance.
Integrity: 140
Description: What's worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.
CentCom Exosuits
If you see these, you know that things have really gone to shit. These exosuits are typically only found in the repositories of the elite Emergency Response Team and Death Squad.
Marauder
Equipment slots: 4
Movement speed: Very slow.
Special abilities: Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.
Armor: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb, 100 rad. 60.000°K max temperature. Has a chance to deflect attacks.
Integrity: 500
Description: Standard issue exosuit for the Death Squad when the going gets tough.
It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.
Seraph
Equipment slots: 5
Movement speed: Average.
Special abilities: Same as the Marauder's, but punches even harder.
Armor: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb, 100 rad. 60.000°K max temperature. Has a chance to deflect attacks.
Integrity: 550
Description: An advanced Death Squad exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.
It starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.
Syndicate Exosuits
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed Nuclear Operatives.
Dark Gygax
Equipment slots: 5
Movement speed: Average.
Special abilities: Same as the Gygax', but with additional thrusters for space navigation.
Armor: 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb, 100 rad. 35.000°K max temperature. Has a low chance to deflect attacks.
Integrity: 300
Description: A modified Gygax used for nefarious purposes. Explodes a short while after being destroyed.
It starts off with the FNX-99 "Hades" Carbine, the SGL-6 grenade launcher, a Teleporter, a Tesla Energy Relay, and an emergency ejection system.
Mauler
Equipment slots: 5
Movement speed: Very slow.
Special abilities: Same as the Marauder's.
Armor: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb, 100 rad. 60.000°K max temperature. Has a chance to deflect attacks.
Integrity: 500
Description: A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower. Explodes a short while after being destroyed.
Starts off with the Ultra AC 2 LMG, the LBX AC 10 "Scattershot", the SRM-8 missile rack, a Tesla Energy Relay, an antiprojectile armor booster, and an emergency ejection system.
...
Reticence
Equipment slots: 2
Movement speed: Fast.
Armor: 25 melee, 20 bullet, 30 laser, 15 energy. 15.000°K max temperature.
Integrity: 100
Description: A nigh invisible, silent, fast assassination mech popular among mimes, equipped with a suppressed S.H.H. "Quietus" Carbine that injects you with mute toxin and a mounted RCD.
It distinguishes itself in being incredibly weak, but very hard to see and making no noise when walking or turning. It also packs a punch, knocking back people similarly to the Durand.
Exosuit operation and maintenance
To climb into an exosuit, just drag and drop your character onto it.
Exosuit beacons
Adding a tracking beacon (exofab "Misc" category) to a mech allows the RD's exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary.
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.
Locking/unlocking Exosuits
There are two ways to lock exosuit: A) ID ("keycode") lock or B) DNA lock.
A) ID lock (keycode):
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.
For example: A mech with "bridge" and "robotics" keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.
- Enter the exosuit and unlock the ID upload panel.
- Exit the exosuit.
- Use an ID card/PDA on exosuit and select "Edit operation keycodes".
B) DNA lock:
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.
- Enter the exosuit and open the stats menu.
- Unter Permissions&Logging, click "DNA-lock".
- To remove the lock, hit "[ Reset ]" next to your DNA string under "DNA-locked:".
Exosuit Damage and Repairs
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.
Internal Fire: An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.
Life Support System Malfunction: A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.
Gas Tank Breach: A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.
Coordination System Calibration Failure: A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. It can be fixed by clicking "Recalibrate" in the damage report.
Short Circuit: A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).
Exosuit Battery and Parts Replacement
- Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
- Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
- Wrench
- Crowbar
- Swipe your ID again and choose to empty the cell or either part.
- New part
- Crowbar
- Wrench
- ID Card and select "Initiate maintenance protocol" again.
- Forbid maintenance protocols inside the mech.
Exosuit Wreckage Repair
Depending on the mech's capacitor tier when it was destroyed, it will be easier/harder to repair. The higher the tier, the faster it will be to repair.
A tier 3 capacitor will retain the scanning module, while a tier 4 capacitor will retain the power cell, but it will be drained a random amount.
If you expect your mech to be destroyed, it is a good idea to carry a spare cell in case you have to repair it and cannot get it back to robotics. If the capacitor is below T3, you should also carry a spare scanning module.
To repair a mech wreckage, perform the following steps:
- Weld together the broken parts (costs 5 welding fuel)
- Weld out the dents in the chassis (costs 5 welding fuel)
- Tighten the bolts
- Repair the wiring (costs 5 cable coil)
Exosuit Equipment
Various tools and weapons can be attached to exosuits, providng them with 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 the exosuit.
Generic Exosuit Equipment
Specialized Exosuit Equipment
Exosuit Weapons
Image | Weapon | Description | Can be attached to |
---|---|---|---|
CH-DS "Peacemaker" Disabler | Fires a disabler beam, identical to disablers. | Durand, Gygax, Honker, and Phazon | |
CH-PS "Immolator" Laser | Fires a Laser bolt, identical to laser rifles. | Durand, Gygax, Honker, and Phazon | |
CH-LC "Solaris" Laser Cannon | Fires a Heavy Laser bolt, identical to the laser cannon. | Durand, Gygax, Honker, and Phazon | |
CH-XC "Transitum" X-Ray Laser | Fires an xray beam, identical to the xray gun. | Durand, Gygax, Honker, and Phazon | |
mkIV Ion Heavy Cannon | Fires an Ion bolt, identical to ion rifles. Don't hit yourself! | Durand, Gygax, Honker, and Phazon | |
eZ-13 mk2 Heavy pulse rifle | Fires a heavy pulse laser. Death Squad only. | Durand, Gygax, Honker, and Phazon | |
LBX AC 10 "Scattershot" | Fires six bullets in a spread pattern, 16 damage each. | Durand, Gygax, Honker, and Phazon | |
Ultra AC 2 | Fires a three-shot burst of 20 damage bullets. | Durand, Gygax, Honker, and Phazon | |
SRM-8 Missile Rack | Fires a missile that will explode on impact. Deals 30 damage. Despite having 9 slots on the sprite it has 8 shots. Hitting a non-living target makes a 1/2/4 explosion, hitting a living target makes a 0/0/2 one. | Durand, Gygax, Honker, and Phazon | |
BRM-6 Missile Rack | Fires a missile that will 0/1/1 explode on the impact of another mech, any closed turf, or any door, and otherwise breaks. Deals 30 damage. | Durand, Gygax, Honker, and Phazon | |
MKI Tesla Cannon | Fires a tesla ball that arcs off anything it hits. It causes EMP as well. | Durand, Gygax, Honker, and Phazon | |
SGL-6 Grenade Launcher | Launches a flashbang at medium range. | Durand, Gygax, Honker, and Phazon | |
SOB-3 Grenade Launcher | Launches a cluster of flashbangs at medium range. High cooldown. | Durand, Gygax, Honker, and Phazon | |
FNX-99 "Hades" Carbine | Shoots incendiary bullets that leave a burning trail. | Durand, Gygax, Honker, and Phazon | |
Banana Mortar | Launches a banana peel. Very annoying, thus, fun. | H.O.N.K. | |
Mousetrap Mortar | Launches an 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. | |
Oingo Boingo Punch-face | Launches a boxing glove that can punch airlocks right out of their frames. | H.O.N.K. |