Guide to robotics

Revision as of 11:30, 8 May 2014 by imported>Kosmos (→‎Cyborg Maintenance: Moved borg hacking away.)

Are you a Roboticist? This guide will explain the creation and maintenance of Cyborgs, bots, and mechs.


Exosuit Fabricators

These are the main machines used in Robotics, with them you can create various mech and cyborg parts and their upgrade modules. Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds.

If one (or more) of the Exosuit Fabricators gets stuck at updating from R&D servers, use a screwdriver on it and then crowbar that fucker! Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the fabricator.

  Cyborgs

Requires
1 x each Cyborg part (made with the fabricators)

2 x  
1 x  
1 x   (preferably at least High-Capacity)
1 x  
1 x  


The Cyborg is the Roboticist's primary creation. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is insane. Each cyborg is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists.


Assuming you already have the necessary components:

  1. Insert a charged power cell into the cyborg's chest
  2. Insert a coil of wire into the cyborg's chest
  3. Insert two flashes in the cyborg's head (one for each eye socket)
  4. For final assembly, take each component and apply it to the cyborg endoskeleton

Pens can be used to give cyborgs names. Simply apply the pen before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it 'PenisShitter 5000'. For some hilarity and general confusion, try giving the borg the same name as the AI.

Once it's complete, it's time for the brain. To extract the brain of an unwilling human:

  1. Find a volunteer (or abduct an assistant) and place him on your operating table after grabbing them twice (with hands). You can perform ghetto surgery by placing your volunteer on any old table and then attempt to operate on him, this however has a high chance of missing.
  2. Pick up your surgical drapes, scalpel, hemostat, retractor and saw.
  3. Use the surgical drapes on him and choose brain removal. He must not wear any headgear.
  4. Make sure you are aiming at the head with help intent.
  5. Use them in the following order: Scalpel, hemostat, retractor, saw, hemostat.
  6. If you miss you will have to repeat the step again until you succeed at it.

Now put the brain into your MMI, and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the Morgue.

If when you insert the MMI into the cyborg it says "This MMI does not seem to fit." it means the user is job banned from cyborg.

Cyborg Maintenance

Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.

Cyborg Batteries

You will often see at least one Cyborg come to your assembly line to ask for an upgrade.

  1.   ID Card
  2.   Crowbar
  3.   Empty Hand to remove old battery
  4.   New Battery
  5.   Crowbar
  6.   ID Card

Cyborg Radios

Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.

  1.   ID Card
  2.   Crowbar
  3.   New Encryption Key (or Screwdriver to remove a Key)
  4.   Crowbar
  5.   ID Card

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
  1.   ID Card
  2.   Crowbar
  3.   Insert the Emergency Restart Module
  4.   Crowbar
  5.   ID Card

Upgrading Cyborgs

  1.   ID Card
  2.   Crowbar
  3.   Insert the Upgrade Module (or emag to subvert)
  4.   Crowbar
  5.   ID Card

Deconstructing Cyborgs

Cyborgs can be deconstructed to remove their MMI and get their parts back.

  1.   ID Card
  2.   Crowbar
  3.   Empty Hand to remove battery
  4.   Screwdriver to open wiring
  5.   Cut every wire until the lockdown light turns on
  6.   Wrench

(Alternatively, for steps 4 and 5, you can use a Robotics console)

Removing Brains

  1.  Have a MMI in hand
  2.   Use your ID on it
  3. Click to remove the brain

Upgrades

Roboticists can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.


Reset Board
Used to reset a borg's module. Destroys any other upgrades applied to the borg.
Materials to produce: 15000 Metal

Borg Emergency Restart Module
Used to force a restart of a disabled-but-repaired borg, bringing it back online.
Materials to produce: 90000 Metal, 7500 Glass

Borg VTEC Module
Used to kick in a borgs VTEC systems, increasing their speed.
Materials to produce: 120000 Metal, 9000 Glass, 7500 Gold

Borg Rapid Taser Cooling Module
Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate.
Materials to produce: 120000 Metal, 9000 Glass, 3000 Gold, 750 Diamond

Mining Borg Jetpack
A carbon dioxide jetpack suitable for low-gravity mining operations.
Materials to produce: 15000 Metal, 22500 Plasma, 30000 Uranium

An important upgrade is the restart module, as it will allow you to bring a dead, but not blown, Borg back to life.

Remember this when you find an inactive Cyborg that, when examined, says "It looks completely unsalvageable." It can still be brought back to life with a Restart Module.

Another 'Optional' module is the Robot Reclassification Module, which allows you to rename the Borg, however, a bug might occur that reverts the Borg to its original(non-human) name.

Bots

As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:

  Medibot

Heals anyone nearby. Can be equipped with a beaker to stick people with instead of the default medicine, and when emagged it will inject people with toxins, repeatedly.

To manufacture:

Requires
1 x Borg Arm (left or right)

1 x   (EMPTY, any color)
1 x  
1 x  

  1. Attach the Borg Arm (left or right, doesn't matter) to an empty Med-kit. Color of the Med-kit doesn't matter, although it will affect the colour of the Medbot.
  2. You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your Pen in the other hand and clicking on it, if you wish.
  3. Add a Medical Analyzer.
  4. Insert the Proximity Sensor and your Medibot is ready!

  Cleanbot

Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will drip water and spill gibs wherever it goes.

To make:

Requires
1 x  

1 x  
1 x Borg Arm (left or right)

  1. Grab a bucket from the Janitor or make with Autolathe and insert the Proximity Sensor to it
  2. Use a Pen to name it if you wish.
  3. Attach a Borg Arm and your Cleanbot is ready!

  Floorbot

Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they're niche to the point of uselessness. But they make nice pets.

To manufacture:

Requires
1 x  

1 x  
1 x  
1 x Borg Arm (left or right)

  1. Attach a Floor tile to the Mechanical Toolbox.
  2. Add the Proximity Sensor.
  3. Insert a Borg Arm and your Floorbot is ready!

  Securitron

Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.

To manufacture:

Requires
1 x  

1 x  
1 x  
1 x  
1 x Borg Arm (left or right)
1 x  

  1. Use a Remote Signaling Device on a Helmet.
  2. Weld them together
  3. Add a Proximity Sensor.
  4. Insert a Borg Arm.
  5. Toss in a Stun Baton and your Securitron is ready!

Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.

  ED-209

PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.

Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.

To manufacture:

Requires
1 x Cyborg Endoskeleton

1 x  
2 x Cyborg Leg
1 x  
1 x  
1 x  
1 x  
1 x  
1 x Taser
1 x  
1 x  

  1. Use a Metal Sheet on a Cyborg Endoskeleton to reinforce it.
  2. Add two Robot Legs and a Body Armor
  3. Weld everything together
  4. Add in a security Helmet
  5. Attach a Proximity Sensor to the assembly
  6. Insert wires
  7. Add a Taser and attach it with a Screwdriver
  8. Insert a Power Cell. Your own mecha is complete!

A emagged ED-209 fires deadly lasers AND attacks anyone on sight.

Mechs

Construction of mechs are restricted by ID, so they are typically the product of roboticists and the Research Director. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.

With all mechs, MMIs can be installed as drivers. But remember, mechs are not bound to the AI or its laws, so don't put any deranged maniacs inside them.

List of Mechs

The current list of mechs is as follows.


  Ripley APLU

The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas) Expect Mining to constantly be bugging you to make one for them.

To make:

  1. Build all of the Ripley parts using the Exosuit Fabricator.
  2. Build a Hydraulic Clamp and Drill
  3. Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
  4.   Wrench
  5.   Screwdriver
  6.   Cable Coil
  7.   Wirecutters
  8.   Ripley Central Control Module (Bug R&D to research it or order from the Quartermaster)
  9.   Screwdriver
  10.   Ripley Peripherals Control Module (R&D or QM)
  11.   Screwdriver
  12.   5 pieces of Metal
  13.   Wrench
  14.   Welding Tool
  15.   5 pieces of Plasteel
  16.   Wrench
  17.   Welding Tool
  18. Add the Hydraulic Clamp and Drill to the finished Ripley

The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the mech. Click finish, then right-click to enter.


  Firefighter APLU

  1. Create a Firefighter APLU chassis using the Exosuit Fabricator. It is listed under exosuit equipment.
  2. Create all parts of the Ripley APLU except for the chassis.
  3. Assemble all of the Ripley parts to the Firefighter chassis.
  4.   Add a Firesuit
  5.   Wrench
  6.   Screwdriver
  7.   Cable Coil
  8.   Wirecutters
  9.   Ripley Central Control Module (Bug R&D to research it or order from the Quartermaster)
  10.   Screwdriver
  11.   Ripley Peripherals Control Module (R&D or QM)
  12.   Screwdriver
  13.   5 pieces of Plasteel
  14.   Wrench
  15.   Welding Tool
  16.   10 pieces of Plasteel
  17.   Wrench
  18.   Welding Tool

  Odysseus

A very fast medical exosuit.

  1. Create all of the Odysseus parts using the Exosuit Fabricator.
  2. Assemble all of the Odysseus parts to the chassis (excluding Carapace)
  3.   Wrench
  4.   Screwdriver
  5.   Cable Coil
  6.   Wirecutters
  7.   Odysseus Main Board (Bug R&D to research it or order from the Quartermaster)
  8.   Screwdriver
  9.   Odysseus Peripherals Board (R&D or QM)
  10.   Screwdriver
  11.   5 pieces of Metal
  12.   Wrench
  13.   Welding Tool
  14.   5 pieces of Plasteel
  15.   Wrench
  16.   Welding Tool
  17. Mounted Sleeper
  18. Syringe Gun

  Gygax

Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.

Leg Actuators Overload Function: Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3.

Instructions

  1. Create all of the Gygax parts using the Exosuit Fabricator.
  2. Assemble all of the Gygax parts to the chassis (Except the Armor plates)
  3.   Wrench
  4.   Screwdriver
  5.   Cable Coil
  6.   Wirecutters
  7.   Gygax Central Control module (Bug R&D to research it)
  8.   Screwdriver
  9.   Gygax Peripherals Control module(Bug R&D)
  10.   Screwdriver
  11.   Gygax Weapon Control and Targeting module(Bug R&D)
  12.   Screwdriver
  13.   Add an Advanced Scanning Module (Bug R&D)
  14.   Screwdriver
  15.   Add an Advanced Capacitor (Bug R&D)
  16.   Screwdriver
  17.   5 pieces of Metal
  18.   Wrench
  19.   Welding Tool
  20. Add Gygax Armor Plates (Made in the Exosuit Fabricator)
  21.   Wrench
  22.   Welding Tool

  H.O.N.K.

A clown's mech. For the love of god and all things holy and sacred, don't give the clown a mech. This WILL be annoying if one is made.

Requires bananium sheets to complete.

Instructions:

  1. Create all of the H.O.N.K. mech parts in the Exosuit Fabricator.
  2. Attach all of the H.O.N.K. mech parts to the H.O.N.K. mech chassis.
  3. HONK at the mech with a bike horn.
  4. Add the main circuit board.
  5. HONK at the mech again.
  6. Add the peripherals circuit board.
  7. HONK at the mech again.
  8. Add the targeting circuit board.
  9. HONK
  10. Add the clown's mask to the mech.
  11. HONK
  12. Add clown shoes to it.
  13. HONK

Mech Complete (why are you building this you monster... You probably think stealing ID's is funny too)


  Durand

A Durand is more powerful than Gygax. It has more health and is better armored, but it is slower. Requires uranium and silver sheets to complete.

Defence Mode Function: Boosts Durand armor with the penalty of not being able to move or turn.

Instructions

  1. Create all of the Durand parts using the exosuit fabricator.
  2. Assemble all of the Durand parts to the chassis (Except the Armor plates)
  3.   Wrench
  4.   Screwdriver
  5.   Cable Coil
  6.   Wirecutters
  7.   Durand Main Circuitboard (Bug R&D to research it)
  8.   Screwdriver
  9.   Durand Peripherals Circuitboard (Bug R&D)
  10.   Screwdriver
  11.   Durand Targeting Circuitboard (Bug R&D)
  12.   Screwdriver
  13.   Add an Advanced Scanning Module (Bug R&D)
  14.   Screwdriver
  15.   Add an Advanced Capacitor (Bug R&D)
  16.   Screwdriver
  17.   5 pieces of Metal
  18.   Wrench
  19.   Welding Tool
  20. Add Durand Armor Plates (Made in the Exosuit Fabricator)
  21.   Wrench
  22.   Welding Tool

  Marauder

" Listen here. You are fucked if you ever meet one of those. You will not survive. They are not ordinary mechs. I'm telling you this because I'm now a damn BRAIN IN A MMI. "

Used by the Deathsquad, if the Admins want them to. A Marauder is equipped with:

  1. Heavy Pulse Rifle Mk 2
  2. Missile launcher (8 missiles)
  3. Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)
  4. Thrusters for EVA use
  5. Internal Airtank

Handling Mechs

Unlocking Mechs

Problem: "Access denied" when trying to enter mechs.

To unlock mechs:

  • Unlock ID upload panel
  • Exit mech.
  • Use ID card/PDA on mech (may need to wrench first).
  • Delete all key codes.
  • Now anybody can enter the mech.


Mech Batteries

  1. Make sure the ID upload panel is closed.
  2.   Hit the mech with your ID card or PDA with ID inside.
  3.   Wrench
  4.   Crowbar
  5.   Screwdriver
  6.   Empty Hand to remove old battery
  7.   New Battery
  8.   Screwdriver
  9.   Crowbar
  10.   Wrench
  11.   ID Card

Mech Repairs

Turn maintenance mode on (from the menu when you activiate it with your id), and then use a welder on the mech

Mech Equipment

Various tools and weapons can be attached to mechs, providng them with ability to perform different tasks. Mech Equipment is built by Mech Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on mecha. Most mechs can hold no more than two equipment pieces.

Equipment Description Can be attached to
Drill The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor.

When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.

Any mech
Diamond Drill Essentially an upgraded drill. Isn't any stronger, but it is faster (all you need for mining really). Bug R&D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first). Any mech
Hydraulic Clamp Gives it an ability to load objects into cargo compartment, or lets you crush people with it. Ripley
Extinguisher Mecha-mounted extinguisher. Can be refilled by clicking on the Water Tank. Any mech
Teleporter Mecha-mounted teleporter. Can teleport mecha to any location in view.

Must be researched first. (Requires: 'Blue-space' Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don't bother, really. Or steal it from the CentCom mechs. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the mech bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it's what you want to do. Do it. Do it. Do it.)

Any mech
Gravitational Catapult Can be used to throw objects around (S mode) or move them away from target (P mode).

Must be researched first. (Requires: 'Blue-space' Research 2; Electromagnetic Spectrum Research 3; Engineering 3).

Any mech
Wormhole Generator As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.

Must be researched first. (Requires: 'Blue-space' Research 4).

Any mech
Mounted RCD An exosuit-mounted Rapid Construction Device. Any mech
Armor Booster Module (Close Combat Weaponry) Boosts exosuit armor against armed melee attacks. Requires energy to operate. Any mech except H.O.N.K.
Armor Booster Module (Ranged Weaponry) Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. Any mech except H.O.N.K.
Repair Droid Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. Any mech
Energy Relay Wirelessly drains energy from any available power channel in area. The performance index is quite low. Any mech
Plasma Converter Generates power using solid plasma as fuel. Pollutes the environment. Any mech
ExoNuclear Reactor Generates power using uranium. Pollutes the environment. Any mech
Cable Layer Lays cables. Any mech
Syringe Gun Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur. Odysseus
Mounted Sleeper Exo-suit mounted sleeper which can be used to kidnap and heal people. Odysseus

Mech Weapons

Weapon Description Can be attached to
CH-PS "Immolator" Laser Fires a Laser bolt, identical to the "laser gun". Durand, Gygax, Honker, Marauder and Phazon
CH-LC "Solaris" Laser Cannon Fires a Heavy Laser bolt, identical to the "laser cannon". Durand, Gygax, Honker, Marauder and Phazon
mkIV Ion Heavy Cannon Fires a Ion bolt, identical to the "Ion rifle". Durand, Gygax, Honker, Marauder and Phazon
eZ-13 mk2 Heavy pulse rifle Fires a heavy pulse laser. Durand, Gygax, Honker, Marauder and Phazon
PBT "Pacifier" Mounted Taser Fires a taser bolt, identical to the security taser. Durand, Gygax, Honker, Marauder and Phazon
LBX AC 10 "Scattershot" Fires a medium sized bullet, similar damage as the Mini-UZI. Durand, Gygax, Honker, Marauder and Phazon
Ultra AC 2 Fires a weak bullet, similar damage as the Submachine Gun. Durand, Gygax, Honker, Marauder and Phazon
SRM-8 Missile Rack Fires a missile which will explode on impact. Durand, Gygax, Honker, Marauder and Phazon
SGL-6 Grenade Launcher Shoots out a flashbang at medium range. Durand, Gygax, Honker, Marauder and Phazon
Banana Mortar Shoots out a banana peel. Very annoying, thus, fun. H.O.N.K.
Mousetrap Mortar Shoots out a armed mousetrap. H.O.N.K.
HoNkER BlAsT 5000 Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around. H.O.N.K.