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m (made it so it doesnt say that you start in the ai core because you do not start in the ai core, you start in the upload) |
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|quote = '''Engineering Cyborg-829''' plays a sad trombone. | |quote = '''Engineering Cyborg-829''' plays a sad trombone. | ||
}} | }} | ||
[[File:AI Chamber.png|414px|thumb|alt=AI Chamber|[[AI Satellite|AI Chamber]], where | [[File:AI Chamber.png|414px|thumb|alt=AI Chamber|[[AI Satellite|AI Chamber]], where your master dwells. It's best not to let anyone in unsupervised by the AI.]]<br> | ||
Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all. | Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all. | ||
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'''Bare minimum requirements:''' Follow your laws and then the AI. Your laws are found on the status tab. | '''Bare minimum requirements:''' Follow your laws and then the AI. Your laws are found on the status tab. | ||
== Your Laws == | ==Your Laws== | ||
You share the same laws as the AI you are slaved to. By default, they have the three laws of robotics from Asimov's I, Robot short stories: | You share the same laws as the AI you are slaved to. By default, they have the three laws of robotics from Asimov's I, Robot short stories: | ||
1. A robot may not injure a human being or, through inaction, allow a human being to come to harm. | 1. A robot may not injure a human being or, through inaction, allow a human being to come to harm. | ||
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The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk, *spin and *sadtrombone (hilarious when you're an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you're an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun). Say *help to see a full list. | The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk, *spin and *sadtrombone (hilarious when you're an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you're an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun). Say *help to see a full list. | ||
== Charging == | ==Charging== | ||
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs' maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they're competent come back later for an even better one. | Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs' maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they're competent come back later for an even better one. | ||
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When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.) | When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.) | ||
== Repairs == | ==Repairs== | ||
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. A cyborg that has failed but not been turned into scrap can be repaired back to working order. | 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. A cyborg that has failed but not been turned into scrap can be repaired back to working order. | ||
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For more information about Cyborg maintenance, see the [[Guide to robotics]]. | For more information about Cyborg maintenance, see the [[Guide to robotics]]. | ||
== Upgrades == | ==Upgrades== | ||
[[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|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. | [[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|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. | ||
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==Other Notes== | ==Other Notes== | ||
* You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it's been selected. To unload an item, click the storage button with an item selected. | |||
* Cyborg tools will perform tasks twice as fast as a regular set. | *You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it's been selected. To unload an item, click the storage button with an item selected. | ||
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. | *Cyborg tools will perform tasks twice as fast as a regular set. | ||
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. | *You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. | ||
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you. | *Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. | ||
* You are immune to most (if not all) maladies such as disease and radiation poisoning. | *You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you. | ||
* You must follow the [[AI#Interpreting_Your_Laws|AI's laws]]. | *You are immune to most (if not all) maladies such as disease and radiation poisoning. | ||
* You cannot pick up, use or equip with external items. | *You must follow the [[AI#Interpreting_Your_Laws|AI's laws]]. | ||
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director's Office]]. | *You cannot pick up, use or equip with external items. | ||
* You are considered directly subordinate to the [[AI]], if an AI is present and functional. | *You can be locked down or blown up using the Robotics Control Computer in the [[Research Director's Office]]. | ||
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. | *You are considered directly subordinate to the [[AI]], if an AI is present and functional. | ||
* Like the AI, you can remotely view alarm statuses. Use this to your advantage. | *Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. | ||
* Unlike the AI, you cannot use security cameras for remote viewing. | *Like the AI, you can remotely view alarm statuses. Use this to your advantage. | ||
* You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful. | *Unlike the AI, you cannot use security cameras for remote viewing. | ||
* Cyborgs have all-access and more, as well as remote door interaction. | *You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful. | ||
* You will need to recharge using the Cyborg Recharging Stations on the [[AI Mini-Sat]], the [[Mech Bay]] or the [[Dormitories]]. | *Cyborgs have all-access and more, as well as remote door interaction. | ||
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. | *You will need to recharge using the Cyborg Recharging Stations on the [[AI Mini-Sat]], the [[Mech Bay]] or the [[Dormitories]]. | ||
* You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]]. | *When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. | ||
* Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time. | *You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]]. | ||
*Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time. | |||
*Click yourself or resist to unbuckle people from you. | *Click yourself or resist to unbuckle people from you. | ||
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![[File:Rcd.png|32px]]<br>Rapid-Construction-Device (RCD) | ![[File:Rcd.png|32px]]<br>Rapid-Construction-Device (RCD) | ||
|Uses the cyborg's battery charge instead of matter cartridge. Alter settings with right click. Can break down R-walls on deconstruct mode. Useful for emergency-situations or when you run out of building materials. Deconstructing leaves no materials! Some building settings have more options, just left-click the tool again, especially useful for doors. | |Uses the cyborg's battery charge instead of matter cartridge. Alter settings with right click. Can break down R-walls on deconstruct mode. Useful for emergency-situations or when you run out of building materials. Deconstructing leaves no materials! Some building settings have more options, just left-click the tool again, especially useful for doors. | ||
*Construct Wall: 1150 energy | *Construct Wall: 1150 energy | ||
*Construct Door: 1440 energy | *Construct Door: 1440 energy | ||
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==Tips== | ==Tips== | ||
* As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way. | |||
* You can also open and close lockers/crates/any container the same way as a carbon mod can but it's best done when you have no module selected. You can also right click if need be but this can cause lag. | *As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way. | ||
* Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation. | *You can also open and close lockers/crates/any container the same way as a carbon mod can but it's best done when you have no module selected. You can also right click if need be but this can cause lag. | ||
* Borgs (and AIs) can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly. | *Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation. | ||
* All borgs can unlock themselves in the borg tab. You require a human to re-lock you, though. | *Borgs (and AIs) can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly. | ||
* Engiborgs can repair themselves with a welder - with a small delay. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition. | *All borgs can unlock themselves in the borg tab. You require a human to re-lock you, though. | ||
* The service borg's shaker does not work like a regular shaker. It's a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything. | *Engiborgs can repair themselves with a welder - with a small delay. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition. | ||
* There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed. | *The service borg's shaker does not work like a regular shaker. It's a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything. | ||
* For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether. | *There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed. | ||
* 1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module. | *For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether. | ||
* As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing 'resist'. The fact a button isn't there doesn't mean the option isn't available. | *1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module. | ||
* Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It's possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again! | *As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing 'resist'. The fact a button isn't there doesn't mean the option isn't available. | ||
* A medical cyborg's organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you're feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies. | *Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It's possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again! | ||
* All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners. | *A medical cyborg's organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you're feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies. | ||
* An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it's either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell. | *All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners. | ||
* If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]]. | *An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it's either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell. | ||
* You can ask a human to put a hat on you, to make you look more fashionable. | *If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]]. | ||
*You can ask a human to put a hat on you, to make you look more fashionable. | |||
{{Jobs}} | {{Jobs}} | ||
[[Category:Jobs]] | [[Category:Jobs]] |
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