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Are you a [[Roboticist]]? This guide will explain the creation and maintenance of [[Cyborg]]s, service bots, and scary exosuits.
{{Needsrevision|reason = Broken links need fixing.}}
{{JobPageHeader
|colour = A06DA0
|hcolour = white
|bcolour = A06DA0
|bhcolour = white
|ebcolour = A06DA0
|img = Generic_roboticist.png
|stafftype = SCIENCE
|jobtitle = Roboticist
|access = [[Robotics and Mech Bay|Robotics]], [[Technical Storage]], [[Morgue]], [[Research Division]], Mineral Storage
|difficulty = Easy
|superior = [[Research Director]]
|duties = Create and maintain a cybernetic and robotic army, then suit up in METAL GEAR. Save Synths and IPC's from scary thunderstorms.
|guides = [[Guide to robotics]], [[Surgery]], [[Guide to synthetic surgery]]
|requirements = Build and maintain cyborgs, weld clumsy synthetics.
}}
{{Science Dept header}}
The Roboticist's job is to maintain the system's cybernetic sevitors, including borgs and various bots that they can create. When provided with resources, they can construct powerful Exosuits. They also support the crews synthetic population.


==[[Exosuit Fabricator]]s==
==The Lab==
These are the main machines used in [[Robotics]], with them you can create various exosuit and cyborg parts and their upgrade modules.
[[Robotics and Mech Bay|Robotics]] is your home as a Roboticist. It contains [[Exosuit Fabricator]]s, used for the creation of any robotic component you require, a few cyborg recharging stations, a few Exosuit recharging stations, a chest with multiple sheets of [[metal]], [[power cells|Power Cell]], and a [[coil of wire]], and scattered tables with a [[multitool]], tool boxes, a few [[Flash|Flashes]], a [[crowbar]], a [[proximity sensor]], more scattered power cells, and a [[cell charger]].
Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds.


Keeping these intact and upgrading is your bread and butter of robotics, so make sure to always bug science to keep them nice and fed with parts, or just go and do it yourself if you're not too lazy.
==Your Job==
First on the agenda is to fulfill any early requests to turn people into Cyborgs. Fill the [[Exosuit Fabricator]]s with metal and get them churning out some cyborg bits. Place flashes in the cyborg head, and cables and a power cell in the torso, then add all the pieces onto the Exoskeleton.


<!-- Insert Generic Borg Image here -->
There will likely be one or two people waiting around for you, so either let them in via the service window or go actually open your door for them. Oblige them. After all, this is what you are here to do. Take out their brains via [[surgery]], and put the brains in MMIs. Then, stuff the brainless corpses <s>down disposals</s> in the Morgue. Finally, insert the MMIs into the cyborg shells. You now have cyborgs!


====[[File:Generic_borg.png|64px]] [[Cyborg]]s====
==Life on the Assembly Line==
Try to keep at least 1 complete cyborg body on standby for the inevitable train of corpses that will be coming through your door. In the downtime, feel free to devote your precious metal and time to building [[Guide to robotics#Bots|robots]] or [[Guide to robotics#Exosuits|exosuits]]. If Mining all died off or R&D is uncooperative, keep busy by stealing a bucket from Hydroponics (Or the Cargo Autolathe) and creating Cleanbots, or using up all your Medkits for more Medibots.


Total Part Cost: 100000 [[File:Metal.png|Metal]]
Sync your Exosuit Fabricators for extra miscellaneous parts and cyborg upgrades, and get building. Mining should obtain the metals you need. You will have a love-hate relationship with the R&D lab and its residents; on the one hand they are required for you to obtain mech circuits and equipment, but on the other they are taking all that wonderful silver from you that could be going to making a [[Guide_to_robotics#Durand|Durand]]. Once you do get enough ores though, it's smooth sailing. Make exosuits, give them to people with little-to-no authorization, and watch the ensuing chaos from your comfy chair.


{| style="background-color:#EEEEEE" width="300"
==Other tips==
!Requires
Keep your metal organized, and understand how much each machine will take (and you will always need more metal). Glass is important for your robotics work, as are various devices, security equipment and rare minerals. Don't waste them. Third, have a plan before you start building anything huge, like an exosuit (without obtaining the necessary circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; Nanotrasen usually doesn't load them with anything but the minimum required power cells. Fifth, tech storage is your friend. It has two flashes, two power cells, and insulated gloves. For bonus points, beg the CE/RD/AI to let you into secure tech storage to get a robotics/exosuit circuitboard to control what you make in case it decides to kill everyone. Finally, ensure you have proper eye protection when you weld, or you'll become blind quickly.
|-
|1 x each Cyborg part (made with the [[Exosuit Fabricator]])<br>
2 x [[File:Flash.gif|Flash]] ([[Exosuit Fabricator]])<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:Power_cell.png|Power Cell]] (Higher the Better)<br>
1 x [[File:Brain.png|Brain]]→ [[File:MMI.png|MMI]] OR positronic brain OR B.O.R.I.S. module


|}
==Do's and Don'ts==
'''Do:'''
*Make cyborg bodies and install MMI's in them.
*Try to borg antagonists instead of having security kill them. They fail their objectives and are no longer a danger, being restricted by their laws.
*Cut LawSync and reset cyborg laws when the AI is rogue.
*Make useful bots and leave them around the station.
*Make drone shells so players can <s>steal all your metal and glass</s> rejoin the round.
*Put beacons in all Exosuits, and DNA lock them, lest they get stolen.
*Make a Cyborg and Exosuit Control Console.
*Try to make your own boards by <s>raiding R&D</s> getting R&D to unlock the mech technologies.
*Recognize that the QM might be more inclined to get you some more metals if you don't eat up all of their points with Ripley boards.


'''Don't:'''
*Put an MMI in a cyborg shell without making sure it isn't braindead (they can speak you know).
*Blow all the cyborgs because one was emagged.
*Immediately blow all cyborgs when the AI is malfunctioning - Instead, take apart your Robotics Control console and relocate it somewhere off camera so you can lock the cyborgs and reset them to become a powerful ally against the AI.
*Try to make an exosuit you don't have materials for, nothing is more useless than a pile of Durand limbs while you beg for metal and silver.
*Go on exosuit rocket launcher rampages 'because you can'.
*Be an asshat.
*Build an exosuit for anyone who just comes by and asks for one (and won't accept a Tracking Beacon).


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. In the event that no AI exists for the Cyborg to be slaved to, they are instead given the default 'Crewsimov' Lawset
==Tips==
===Robots===
* Medibots are a bit more robust than people often seem to account for. They're capable of stabilising multiple people in critical condition, and have infinite basic chemicals.
**Additionally, you can make medical bots out of any of the different colors of first aid kit available on the station, and the resulting medical bot will keep that color.
**A good tweak to do to medical bots is to reduce their healing threshold. Use your PDA/ID to unlock their interface, and reduce it to 5 - they will heal people who are at 95% health or less now, which is great for topping people up. Remember to lock it after you are done.
**Remember to synchronize the Medibots with researches; that way they will be much more efficient.  
**You can stop an already-deployed Medibot from running away after the nearest hurt person as you drag them towards where they're needed the most simply by temporarily turning them off, or by setting them to stationary mode.
**Medical robots all use the same chemicals as standard, so it won't stack if they inject a lot of it into you at once or if multiple medical robots inject you. The chemical will, however, linger in your body at high concentrations - a person can be brought out of crit by having multiple medical robots healing them before a fight.
**If there are [[Guide_to_races#Jelly_and_Slime_Mutants|slimefolks]] and green Medibots, <s>enjoy the show</s> put them on stationary or disable them before the slimes get more TOX damage than engineers around the SM.
**The Derelict has all the materials needed to create a medical bot. Start your search at the broken Medbay near the chapel.
*Anywhere between adding the robotic arm and the sensor module, you can write on a robot assembly with a pen to rename the resulting robot, much like cyborgs. This is useful for keeping track of medical robots, as otherwise they're all just named "Medibot".
* Small robot assemblies can be carried in your backpack. Leaving the final piece out of a robot assembly and slamming it together in your backpack at the site of an issue makes for an effective response.
===Mechs===
* Mechs are space worthy as long as you enable the air inside your cabin. This can be useful if you don't have a space suit and you need to cross dangerous breaches.
* Losing a mech to an explosion will eject you completely unharmed (probably a good idea to be in space gear though).
* Mech drills can bust open lockers to get the goodies inside.


Assuming you already have the necessary components:
*RIPLEYs are a Roboticist's best friend. Their drill can cut through almost anything including most items, walls, even blast doors. The diamond drill can even cut through Reinforced walls. It is also a fairly robust weapon and can gib corpses.
# [[File:Power_cell.png|Power Cell]] Insert a charged power cell into the cyborg's chest
** It also has fairly robust armor and can resist continuous laser fire from multiple sources for several seconds.
# [[File:CableCoils.png|Cable Coil]] Insert a coil of wire into the cyborg's chest
** When it is destroyed turrets cannot target anyone standing on the same square as it (i.e. the person who was inside when it went boom)
# [[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
# [[File:Brain.png|Brain]] Once it's complete, it's time for the brain. [[Surgery#Brain_Removal|See here how to remove your volunteer's brain.]] (If the brain has been removed from the head without surgery, you will need to pour [[Guide_to_chemistry#Mannitol|mannitol]] on it to fix it)
# [[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]] (or throw it down the disposals chute because you have things to do). 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.
# Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.


==Cyborg Maintenance==
* The Odysseus is a force to be reckoned with. It can scan any chemicals, including drinks. The Odysseus' internal generator makes infinite amounts of any chemical, and syringes fired with the syringe gun can be recovered, meaning you can fire infinite amounts of liquid to use as reagents.
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
** You can mix five different chemicals in any syringe (which still only holds 15u, meaning 5 chems equals 3 of each). This can be used to create an amazing healing concoction or an extremely powerful killer syringe. For instance:
#[[File:Id_regular.png]] Use an ID Card, [[File:Emag.png]] [[Emag]] it or just ask the Cyborg to unlock its panel
*** Healing mixture: Omnizine.
#[[File:Crowbar.png]] Use a Crowbar to open the cover.
*** Harming mixture: Lexorin, Unstable mutagen, Beepsky Smash.
After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:
** Clicking a box of syringes while in an Odysseus with syringe gun equipped will load every syringe from the box in the Odysseus.
#[[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.


===Cyborg Repairs===
===Tips for Traitoring===
Cyborgs will often come to you for repairs if damaged.
* People can't tell who you are when you are inside a mech and have to go by the mechs name... which you can change at any time. Changed your mechs name to some other mech and you can walk across the station as a confirmed traitor, so long as you don't speak.
* You can load a Medibot with '''any''' chemical mixture. Insert [[Guide_to_chemistry#Skewium|skewium]] in a medibot and have it wander around injecting people? Sure!


For brute damage:
==Being an Evil Genius==
# [[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents.
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much anywhere, considering that you can have gloves off the bat. And, of course, [[Syndicate Items#Cryptographic_Sequencer|emagging]] any of your basic creations serves to cause havoc and chaos. The toxins kit's contents poured into a single large beaker of an emagged Medibot can create a very dangerous 'helper'. Emagging the [[Cyborg|cyborgs]] equips them with a Syndicate lawset, gives them special new tools, and prevents them from being fucked with on a control console. Though remember, cyborgs slaved to a [[Guide_to_malfunction|malfunctional AI]] can not be [[Syndicate_Items#Emag|emagged]].  
For burn damage:
If you want to make a cyborg despite having no volunteers, it's never a bad idea to simple drag the body of your last murder victim back to the lab for a debraining - Rarely do people question you once the body is already being operated on.  
# 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 expose wiring.
# [[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.
# Re-insert the old battery or insert a new one.
# 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.


===Cyborg Batteries===
{{Jobs
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
| color = A06DA0
 
}}
# Unlock and open the Cyborg's cover.
[[Category: Jobs]]
# [[File:Hud-hands.gif]] With an Empty Hand, remove the old battery.
# [[File:Power_cell.png]] 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.
# Unlock and open the Cyborg's cover.
# [[File:Encryption_key.png]] Insert a New 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.
# [[File:Circuitboard.png]] Insert the Emergency Restart Module.
# Close the cover and lock the Cyborg.
 
===Upgrading Cyborgs===
# Unlock and open the Cyborg's cover.
# [[File:Circuitboard.png]] 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 [[Hacking#Cyborgs|Guide to Hacking]].
 
===Deconstructing Cyborgs===
Cyborgs can be deconstructed to remove their MMI and get their parts back.
# Unlock and open the Cyborg's cover.
# [[File:Hud-hands.gif]] Use an Empty Hand to remove 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)
 
=== Upgrades ===
[[Roboticist]]s can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.
 
{| class="wikitable sortable"
|-
!Name
!Description
!Materials to produce<br>(unupgraded fabricator)
|-
!Cyborg Reclassification Module
|Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.
|35000 Metal
|-
!Cyborg Emergency Restart Module
|Used to force a restart of a disabled-but-repaired borg, bringing it back online.<br>
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life.
|60000 Metal, 5000 Glass
|-
!Borg Expander
|A cyborg resizer, it makes a cyborg huge. Can be used multiple times
|200000 metal, 5000 titanium
|-
!Borg Shrinker
|A cyborg resizer, it makes a cyborg teensy. Can be used multiple times
|200000 metal, 5000 titanium
|-
!Cyborg Ion Thrusters Module
|An ion-powered thruster system that works like a jetpack for movement in no gravity.
|80000 Metal, 6000 Glass, 6000 Uranium
|-
!Cyborg Self-Repair Module
|Allows the cyborg to slowly repair iteself over time, increasing power consumption.
|15000 Metal, 15000 Glass
|-
!Illegal Equipment Modules
|Enables illegal modules, the same that are enabled when cyborgs are emagged.<br>
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct [[Syndicate Items]]!!)
|10000 Metal, 15000 Glass, 10000 Diamond
|-
!Circuit Manipulation Apparatus
|An engineering cyborg upgrade allowing for manipulation of circuit boards.
|2000 Metal, 500 Titanium
|-
!Engineering Cyborg RPED
|A rapid part exchange device for the engineering cyborg.
|10000 Metal, 5000 Glass
|-
!Cyborg Diamond Drill
|Upgrades a mining cyborg's drill to be faster.
|10000 Metal, 2000 Diamond
|-
!Cyborg Ore Satchel of Holding
|Upgrades a mining cyborg's satchel to hold infinite minerals.
|10000 Metal, 250 Gold, 500 Uranium
|-
!Cyborg Lava-proof Tracks
|Allows a mining cyborg to walk over lava undamaged.
|8000 Metal, 10000 Plasma
|-
!Medical Cyborg Crew Pinpointer
|A crew pinpointer module for the medical cyborg. Also permits remote access to the crew monitor.
|15000 Metal, 500 Glass
|-
!Cyborg Piercing Hypospray
|Allows cyborg hyposprays to pierce through thick clothing and hardsuits.
|15000 Metal, 15000 Glass, 10000 Titanium, 5000 Diamond
|-
!Medical Cyborg Defibrillator
|Gives a Medical Cyborg a [[Medical_items#Defibrillator|defibrillator]]. You can also insert an ordinary defibrillator [[File:Defib.png]] instead, for the same upgrade.
|15000 Metal, 15000 Glass, 10000 Silver, 10000 Gold, 5000 Titanium, 5000 Diamond
|-
!Beaker Storage Apparatus
|A supplementary beaker storage apparatus for medical cyborgs.
|2000 Metal, 2250 Glass
|-
!Medical Cyborg Surgical Processor
|Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synced on it. These surgeries can then be performed by the cyborg anywhere.
|5000 Metal, 4000 Glass, 4000 Silver
|-
!Medical Cyborg Expanded Hypospray
|Adds [[Cyborg#Quick_reference_to_mediborg_chems|new chemicals]] to a Medical Cyborg's hypospray.
|15000 Metal, 15000 Glass, 5000 Plasma
|-
!Rapid Disabler Cooling Module
|Increases the recharge rate of security cyborg disablers. (''Secborgs are no longer in game. Instead there are peacekeeper cyborgs.'')
|80000 metal, 6000 glass, 2000 gold, 500 diamond
|-
 
|}
 
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.
 
==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:
 
'''Remember:''' All bots can be made through the crafting menu (T-like hammer hud-icon). This can save a lot of time during construction, especially if Robotics is busy!
 
====[[File:Medibot.gif|64px]] Medibot====
Injects a small amount of healing chemicals to whoever stands near it for long enough, depending on the type of damage done.
<!-- I don't know shit about what it injects someone fix this -->
 
When [[Syndicate Items#Cryptographic Sequencer|emagged]] it will inject 5u [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] and damage you based on what they would have healed (brute if you don't need treatment) per step.<br>
 
These are incredible to deploy around the station, as they can keep a person from dying from in critical condition, or massively ease the workloads on doctors while they're eating eachother out in the back room.
 
To manufacture:
 
{| style="background-color:#EEEEEE" width="300"
!Requires
|-
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm<br>
1 x [[File:SMed.png|Med-kit]] (EMPTY, any color)<br>
1 x [[File:Healthanalyzer.png|Health Analyzer]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]
|}
 
# Attach the Borg Arm (left or right, doesn't matter) to an empty [[Med-kit]]. Color of the Med-kit doesn't matter, although it will affect the colour of the Medbot.
# You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your [[Pen]] in the other hand and clicking on it, if you wish.
# Add a [[Medical Analyzer]].
# Insert the [[Proximity Sensor]] and your Medibot is ready!
 
====[[File:Cleanbot.gif|64px]] 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.
 
To make:
 
{| style="background-color:#EEEEEE" width="300"
!Requires
|-
|1 x [[File:Bucket.png|Bucket]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]<br>
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)
|}
 
# Grab a [[bucket]] from the [[Janitor]] or make with [[Autolathe]] and insert the [[Proximity Sensor]] to it
# Use a [[Pen]] to name it if you wish.
# Attach a Borg Arm and your Cleanbot is ready!
 
====[[File:Floorbot.gif|64px]] 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.
 
To manufacture:
 
{| style="background-color:#EEEEEE" width="300"
!Requires
|-
|1 x [[File:BlueToolbox.png|Mechanical Toolbox]] Any toolbox<br>
10 x [[File:Floor_Tiles.png|Floor Tile]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]<br>
1 x [[File:Cyborg_left_arm.png]] Borg Right Arm
|}
 
# Attach a [[Floor tile]] to the [[Storage_items#Mechanical_toolbox|Mechanical Toolbox]].
# Add the [[Proximity Sensor]].
# Insert a Borg Right Arm and your Floorbot is ready!
 
====[[File:Firebot.gif|64px]] Firebot====
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.
 
To manufacture:
 
{| style="background-color:#EEEEEE" width="300"
!Requires
|-
|1 x [[File:Fire_extinguisher.gif|Fire Extinguisher]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]<br>
1 x [[File:Fire_Helmet.png|Fire Helmet]]<br>
1 x [[File:Cyborg_right_arm.png]] Borg Arm (left or right)
|}
 
# [[File:Cyborg_right_arm.png]] Attach a Borg Arm (left or right) to the [[File:Fire_extinguisher.gif]][[Fire Extinguisher]]. [[File:Firebot_assembly1.png]]
# [[File:Fire_Helmet.png]] Add a [[Fire Helmet]]. [[File:Firebot_assembly2.png]]
# [[File:Prox_Sensor.png]] Add a [[Proximity Sensor]] and your Firebot is ready.
 
 
====[[File:Honkbot.png|HONK HONK|64px]] [[Honkbot]]====
It's annoying and useless, but the clown might bug you to make one of these in absence of a H.O.N.K. mech. God forbid if a traitor [[Emag|emags]] the thing.
 
To manufacture:
 
{| style="background-color:#EEEEEE" width="300"
!Requires
|-
|1 x [[File:Clownbox.png|Clown Box]]<br>
1 x [[File:Clownstamp.png|Clown Stamp]]<br>
1 x [[File:Bike horn.png|Bike Horn]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]<br>
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)<br>
|}
 
# Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)
# Insert a Borg Arm
# Add a [[Proximity Sensor]].
# Add a Bike Horn
 
====[[File:Securitron.gif|I AM THE LAW|64px]] [[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.
 
To manufacture:
 
{| style="background-color:#EEEEEE" width="300"
!Requires
|-
|1 x [[File:Signaler.png|Remote Signaling Device]]<br>
1 x [[File:Helmet.png|Helmet]]<br>
1 x [[File:Welder.png|Welding Tool]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]<br>
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm<br>
1 x [[File:StunBaton.gif|Stun Baton]]
|}
 
# Use a [[Remote Signaling Device]] on a [[Helmet]].
# [[Welding Tool|Weld]] them together
# Add a [[Proximity Sensor]].
# Insert a Borg Arm.
# Toss in a [[Stun Baton]] and your Securitron is ready!
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
 
====[[File:GeneralBeepsky.png|FOOLISH JEDI|64px]] 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|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 it's eswords. It's only true weakness is an EMP.
 
Has a toy sword version.
 
To manufacture:
 
{| style="background-color:#EEEEEE" width="300"
!Requires
|-
|1 x [[File:Signaler.png|Remote Signaling Device]]<br>
1 x [[File:Welder.png|Welding Tool]]<br>
1 x [[File:Helmet.png|Helmet]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]<br>
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)<br>
1 x [[File:Wrench.png|Wrench|link=Wrench]] Wrench
 
4 x [[File:ESword.png|Energy Sword]]
|}
 
# Use a [[Remote Signaling Device]] on a [[Helmet]].
# [[Welding Tool|Weld]] them together
# Add a [[Proximity Sensor]].
# Insert a Borg Arm.
# 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.
 
====[[File:Ed209.png|64px]] [[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:
 
{| style="background-color:#EEEEEE" width="300"
!Requires
|-
|1 x [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Cyborg Endoskeleton<br>
1 x [[File:Metal.png|Metal Sheet]]<br>
2 x [[File:Cyborg_left_leg.png|Cyborg Leg]] Cyborg Leg<br>
1 x [[File:Armor.png|Body Armor]]<br>
1 x [[File:Welder.png|Welding Tool]]<br>
1 x [[File:Helmet.png|Helmet]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:Disabler.png|Disabler]]<br>
1 x [[File:Screwdriver_tool.png|Screwdriver]]<br>
1 x [[File:Power_cell.png|Power Cell]]<br>
|}
 
# [[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:Cyborg_left_leg.png|Cyborg Leg]] Add two Robot Legs
# [[File:Armor.png|Body Armor]] Add a [[Body Armor]]
# [[File:Welder.png|Welding Tool]] Weld everything together
# [[File:Helmet.png|Helmet]] Add in a security [[Helmet]]
# [[File:Prox_Sensor.png|Proximity Sensor]] Attach a [[Proximity Sensor]] to the assembly
# [[File:CableCoils.png|Cable Coil]] Insert wires
# [[File:Disabler.png|DRAGnet]] [[File:Screwdriver_tool.png|Screwdriver]] Add a [[Disabler]] and attach it with a [[Screwdriver]]
# [[File:Power_cell.png|Power Cell]] Insert a [[Power Cell]]. Your own exosuit is complete!
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
 
====[[File:Generic drone.png|64px]] [[Drone|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 if no one wants to bite on the Positronic Brains
 
# [[File:Droneshell.png|Drone Shell]] Build a drone shell from science department lathe.
 
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.
 
==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, [[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===
The current list of exosuits is as follows.
----
====[[File:Ripley_MK-I.png|64px]] Ripley APLU====
 
'''Equipment slots''': 6
 
'''Movement speed''': Fast.
 
'''Special abilities''': Even faster 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*.
 
'''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.
 
<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.
 
{| style="background-color:#EEEEEE" width="370"
!Requires
|-
|Minerals: 100.000[[File:Metal.png|Metal]] 7.500[[File:Glass.png|Glass]]
10 x Metal rods<br>
5 x Metal sheets [[File:Metal.png|Metal]]<br>
2 x Ripley circuit boards (also available through [[Cargo]]) [[File:Circuitboard.png]]<br>
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]<br>
Higher tier = less power consumption.<br>
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]<br>
Higher tier = better EMP resistance.<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:Power_cell.png|Power Cell]]
|}
 
 
'''Construction steps''':
# Build all of the Ripley parts using the Exosuit Fabricator.
# Attach all of the parts to the Ripley chassis
# [[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|Ripley Central Control Module]] Ripley Central Control Module
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver
# [[File:Circuitboard.png|Ripley Peripherals Control Module ]] Ripley 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.png|Metal]] 5 pieces of Metal
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
# [[File:Rods.png|Plasteel]] 10 metal Rods
# [[File:Welder.png|Welding Tool]] Welding Tool
----
 
====[[File:Ripley.png|64px]] 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, 30 bullet, 30 laser, 30 energy, 60 bomb, 70 rad, 100 fire, 100 acid. 30.000°K max temperature.
 
'''Integrity:''' 250
 
'''Description:''' The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that's often used for construction, break&entry or fighting Blobs.
 
The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.
 
{| style="background-color:#EEEEEE" width="370"
!Requires
|-
|Minerals: 10.000[[File:Metal.png|Metal]] 10.000[[File:Plasmadone.png|Plasma]]
1 x Ripley APLU MK-I [[File:Ripley_MK-I.png|Ripley 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. 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:Clarke_front.png|64px]] Clarke ====
 
'''Equipment slots''': 7
 
'''Movement speed''': Fast.
 
'''Special abilities''': Completely storm, fire and lavaproof. Displays an advanced diagnostic HUD to the pilot. Has an unremovable internal ore box (empty the ore box with the "view stats" menu).
 
'''Armor''': 20 melee, 10 bullet, 20 laser, 10 energy, 60 bomb, 70 rad, 100 fire, 100 acid. 65.000°K max temperature.
 
'''Integrity:''' 200
 
'''Description:''' A fast moving, fireproof exosuit with lavaproof treads and ash storm protection. Suitable for exploring [[Lavaland]]. Cannot strafe. Like with most exosuits it needs some research to unlock. Replaced the [[#Firefighter_APLU|Firefighter APLU]].
 
{| style="background-color:#EEEEEE" width="700"
!Requires
|-
|* Minerals: 76.000[[File:Metal.png|Metal]] 17.500[[File:Glass.png|Glass]]
* 4 x [[Guide_to_construction#Conveyor_Belt|Conveyor belts]] [[File:ConveyorBelt.png|32px]] (from autolathe or engineering/science protolathe)<br>
* 5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]<br>
* 5 x Titanium sheets [[File:Titaniumdone.png|Titanium]]<br>
* 1 x Clarke Central Control module (Exosuit Board) [[File:Mech_central_control.png]] (from department circuit imprinter (Science))<br>
* 1 x Clarke Peripherals Control module (Exosuit Board) [[File:Mech_peripherals.png]] (from department circuit imprinter (Science))<br>
* 1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]<br>
** Higher tier = less power consumption.<br>
* 1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]<br>
** Higher tier = better EMP resistance.<br>
* 1 x [[File:CableCoils.png|Cable Coil]]<br>
* 1 x [[File:Power_cell.png|Power Cell]]
|}
 
'''Construction steps''':
# Create an Exosuit Chassis ("Clarke") using the Exosuit Fabricator.
# Create the torso, head, left arm and right arm of the Clarke using the Exosuit Fabricator.
# Assemble all of the Clarke parts to the Exosuit Chassis ("Clarke").
# [[File:ConveyorBelt.png|32px]] Add 4x [[Guide_to_construction#Conveyor_Belt|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 (from circuit imprinter)
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver
# [[File:Circuitboard.png|Clarke Peripherals Control Module ]] Clarke Peripherals Control Module (from circuit imprinter)
# [[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:Titaniumdone.png|Titanium]] 5 pieces of Titanium
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
 
====[[File:Honk.png|64px]] Buzz ==== <!-- Placeholder -->
 
'''Equipment slots''': 4
 
'''Movement speed''': Fast (In space)
 
'''Special abilities''': Totally space-proof, comes with a hydraulic clamp designed for picking up space gear, and an energy lance that destroys things in a vaccum.
 
'''Armor''': 55 melee, 15 bullet, 30 laser, 30 energy, 15 bomb, 20 rad, 20 fire, 90 acid.
 
'''Integrity:''' 250
 
'''Description:''' A fast, space-proof Exosuit built for civilian exploration into deep space, the Buzz comes with Ion Thrusters, and an internal storage system perfect for the exploration of ancient ruins in deep space.
 
{| style="background-color:#EEEEEE" width="700"
!Requires
|-
|* Minerals: 98.000[[File:Metal.png|Metal]] 32.5 [[File:Titaniumdone.png| Titanium]] 25 [[File:Glass.png | Glass]]
* 10 x Titanium sheets [[File:Titaniumdone.png|Titanium]]<br>
* 5 x Titanium Glass Sheets [[File:Titaniumglass.png|Titanium Glass]]<br>
* 1 x Buzz Central Control module (Exosuit Board) [[File:Circuitboard.png]] (from department circuit imprinter (Science))<br>
* 1 x Buzz Peripherals Control module (Exosuit Board) [[File:Circuitboard.png]] (from department circuit imprinter (Science))<br>
* 1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]<br>
** Higher tier = less power consumption.<br>
* 1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]<br>
** Higher tier = better EMP resistance.<br>
* 1 x [[File:CableCoils.png|Cable Coil]]<br>
* 1 x [[File:Power_cell.png|Power Cell]]
* 1 x Exosuit GPS (Built from the Exosuit Equipment tab)
* 1 x Buzz Energy Lance (Built from the Exosuit Equipment tab)
* 1 x Buzz Thrusters (Built from the Exosuit Equipment tab)
* 1 x Buzz Clamp (Built from the Exosuit Equipment tab)
|}
'''Construction steps''':
#Create all of the required parts for the mech through the Exosuit Fabricator
#Assemble all of the Mecha parts onto the Chasis
# [[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|Buzz Central Control Module]] Buzz Central Control Module (from circuit imprinter)
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver
# [[File:Circuitboard.png|Buzz Peripherals Control Module ]] Buzz Peripherals Control Module (from circuit imprinter)
# [[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:Matter_bin.png| Matter bin]] Matter bin
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver
# [[File:OxygenTank.png| Oxygen Tank]] Oxygen Tank x2
# [[File:Titaniumdone.png| Titanium]] Titanium x5
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
# [[File:Titaniumdone.png| Titanium]] Titanium Glass x5 <!-- Placeholder until I remember to add the Titanium Glass Sprite -->
# [[File:Welder.png|Welding Tool]] Welding Tool
# [[File:Titaniumdone.png| Titanium]] Titanium x5
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
 
 
====[[File:Odysseus.png|64px]] Odysseus====
 
'''Equipment slots''': 3
 
'''Movement speed''': Fast.
 
'''Special abilities''': Can use unique medical equipment. Displays an advanced medical HUD to the pilot.
 
'''Armor''': 20 melee, 10 bullet. 25.000°K max temperature.
 
'''Integrity:''' 120
 
'''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.
 
{| style="background-color:#EEEEEE" width="370"
!Requires
|-
|Minerals: 74.000[[File:Metal.png|Metal]] 10.000[[File:Glass.png|Glass]]
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]<br>
5 x Metal sheets [[File:Metal.png|Metal]]<br>
2 x Odysseus circuit boards [[File:Circuitboard.png]]<br>
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]<br>
Higher tier = less power consumption.<br>
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]<br>
Higher tier = better EMP resistance.<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:Power_cell.png|Power Cell]]
|}
 
 
'''Construction steps''':
# Create all of the Odysseus parts using the Exosuit Fabricator.
# Assemble all of the Odysseus parts to the chassis (excluding Carapace)
# [[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|Odysseus Main Board]] Odysseus Main Board (from [[R&D]] or [[QM]])
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver
# [[File:Circuitboard.png|Odysseus Peripherals Board]] Odysseus Peripherals Board (from [[R&D]] or [[QM]])
# [[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.png|Metal]] 5 pieces of Metal
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
----
 
====[[File:Gygax.png|64px]] Gygax====
 
'''Equipment slots''': 3
 
'''Movement speed''': Average.
 
'''Special abilities''': Its punches can smash through walls, [[Status_Effects#Knockdown|knock people down]] for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds at the cost of extreme energy consumption.
 
'''Armor''': 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature.
 
'''Integrity:''' 250
 
'''Description:''' While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.
 
{| style="background-color:#EEEEEE" width="380"
!Requires
|-
|Minerals: 125.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 20.000[[File:Silverdone.png|Silver]] 20.000[[File:Golddone.png|Gold]] 10.000[[File:Titaniumdone.png|Titanium]]
5 x Metal sheets [[File:Metal.png|Metal]]<br>
3 x Gygax circuit boards [[File:Circuitboard.png]]<br>
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]<br>
Higher tier = less power consumption.<br>
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]<br>
Higher tier = better EMP resistance.<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:Power_cell.png|Power Cell]]
|}
 
 
'''Construction steps''':
#Create all of the Gygax parts using the Exosuit Fabricator.
#Assemble all of the Gygax 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|Gygax Main Circuitboard]] Gygax Central Control module
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver
# [[File:Circuitboard.png|Gygax Peripherals Circuitboard]] Gygax Peripherals Control module
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver
# [[File:Circuitboard.png|Gygax Targeting Circuitboard]] Gygax Weapon Control and Targeting 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.png|Metal]] 5 pieces of Metal
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
# [[File:Gygax armor plates.png|Gygax Armor Plates]]Add Gygax Armor Plates (Made in the Exosuit Fabricator)
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
----
 
====[[File:Durand.png|64px]] Durand====
 
'''Equipment slots''': 3
 
'''Movement speed''': Slow.
 
'''Special abilities''': Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except exposions and EMP.
 
'''Armor''': 40 melee, 35 bullet, 15 laser, 10 energy, 20 bomb. 30.000°K max temperature. Additional deflect chance.
 
'''Integrity:''' 400
 
'''Description:''' A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!
 
{| style="background-color:#EEEEEE" width="440"
!Requires
|-
|Minerals: 140.000[[File:Metal.png|Metal]] 25.000[[File:Glass.png|Glass]] 28.000[[File:Silverdone.png|Silver]] 25.000[[File:Uraniumdone.png|Uranium]] 20.000[[File:Titaniumdone.png|Titanium]]
5 x Metal sheets [[File:Metal.png|Metal]]<br>
3 x Durand circuit boards [[File:Circuitboard.png]]<br>
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]<br>
Higher tier = less power consumption.<br>
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]<br>
Higher tier = better EMP resistance.<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:Power_cell.png|Power Cell]]
|}
 
 
'''Construction steps''':
#Create all of the Durand parts using the exosuit fabricator.
#Assemble all of the Durand 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|Durand Main Circuitboard]] Durand Main Circuitboard
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Durand Peripherals Circuitboard
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Durand 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:Metal.png|Metal]] 5 pieces of Metal
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
# [[File:Durand_armor_plates.png|Durand Armor Plates]] Add Durand Armor Plates (Made in the Exosuit Fabricator)
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
 
=====Durand Shield=====
The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from. <br>
[[File:Durand_ability_block_directions.png]]<br>
 
This is what the shield looks like in the dark: <br>
[[File:Durand_ability_dark.gif]]
 
----
 
====[[File:Phazon.png|64px]] 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. 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 a bluespace anomaly, you won't be able to build one of these.
 
{| style="background-color:#EEEEEE" width="440"
!Requires
|-
|Minerals: 175.000[[File:Metal.png|Metal]] 90.000[[File:Plasmadone.png|Plasma]] 20.000[[File:Titaniumdone.png|Titanium]]
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]<br>
1 x Bluespace Crystal [[File:Bluespace_Crystal.png|Bluespace Crystal]]<br>
1 x Bluespace Anomaly Core<br>
3 x Phazon circuit boards [[File:Circuitboard.png]]<br>
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]<br>
Higher tier = less power consumption.<br>
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]<br>
Higher tier = better EMP resistance.<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:Power_cell.png|Power Cell]]
|}
 
 
'''Construction steps''':
#Create all of the Phazon parts using the exosuit fabricator.
#Assemble all of the Phazon 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|Durand Main Circuitboard]] Phazon Main Circuitboard
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Phazon Peripherals Circuitboard
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Phazon Targeting Circuitboard
# [[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:Bluespace_Crystal.png|Bluespace Crystal]] Add a Bluespace Crystal
# [[File:CableCoils.png|Cable Coil]] Cable Coil
# [[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
# Add Phazon Armor Plates (Made in the Exosuit Fabricator)
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
# Add the Anomaly Core (NOTE: This specifically needs to be a Bluespace anomaly core. The other types will not work.)
----
 
====[[File:honk.png|64px]] 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, 25.000°K max temperature. Yikes.
 
'''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.
 
{| style="background-color:#EEEEEE" width="300"
!Requires
|-
|Minerals: 120.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 35.000[[File:Bananimumdone.png|Bananium]]
1 x Clown mask<br>
1 x Clown shoes<br>
1 x Bike horn [[File:Bike horn.png|60px]]<br>
3 x H.O.N.K. circuit boards [[File:Circuitboard.png]]<br>
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]<br>
Higher tier = less power consumption.<br>
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]<br>
Higher tier = better EMP resistance.<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:Power_cell.png|Power Cell]]
|}
 
 
'''Construction steps'''::
#Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.
#Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.
#[[File:Bike horn.png|60px]] HONK at the exosuit with a bike horn.
#[[File:Circuitboard.png]] Add the main circuit board.
#[[File:Bike horn.png|60px]] HONK at the exosuit again.
#[[File:Circuitboard.png]] Add the peripherals circuit board.
#[[File:Bike horn.png|60px]] HONK
#[[File:Circuitboard.png]] Add the targeting circuit board.
#[[File:Bike horn.png|60px]] HONK
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module
#[[File:Bike horn.png|60px]] HONK
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor
#[[File:Bike horn.png|60px]] HONK
# [[File:Power_cell.png|Power Cell]] Power Cell
#[[File:Bike horn.png|60px]] '''HONK'''
#Add the clown's mask to the exosuit.
#[[File:Bike horn.png|60px]] '''HENK'''
#Add clown shoes to it.
#[[File:Bike horn.png|60px]] '''I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH''' [[File:Bike horn.png|60px]]
 
 
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.

Latest revision as of 20:43, 8 June 2022

This page needs to be reviewed/updated.
REASON: Broken links need fixing.
PRIORITY: Not defined
SCIENCE

Roboticist

Superiors: Research Director
Difficulty: Easy
Guides: Guide to robotics, Surgery, Guide to synthetic surgery
Access: Robotics, Technical Storage, Morgue, Research Division, Mineral Storage
Duties: Create and maintain a cybernetic and robotic army, then suit up in METAL GEAR. Save Synths and IPC's from scary thunderstorms.
Minimum requirements: Build and maintain cyborgs, weld clumsy synthetics.

SCIENCE

Department head:
Research Director
Science roles
Guides

The Roboticist's job is to maintain the system's cybernetic sevitors, including borgs and various bots that they can create. When provided with resources, they can construct powerful Exosuits. They also support the crews synthetic population.

The Lab

Robotics is your home as a Roboticist. It contains Exosuit Fabricators, used for the creation of any robotic component you require, a few cyborg recharging stations, a few Exosuit recharging stations, a chest with multiple sheets of metal, Power Cell, and a coil of wire, and scattered tables with a multitool, tool boxes, a few Flashes, a crowbar, a proximity sensor, more scattered power cells, and a cell charger.

Your Job

First on the agenda is to fulfill any early requests to turn people into Cyborgs. Fill the Exosuit Fabricators with metal and get them churning out some cyborg bits. Place flashes in the cyborg head, and cables and a power cell in the torso, then add all the pieces onto the Exoskeleton.

There will likely be one or two people waiting around for you, so either let them in via the service window or go actually open your door for them. Oblige them. After all, this is what you are here to do. Take out their brains via surgery, and put the brains in MMIs. Then, stuff the brainless corpses down disposals in the Morgue. Finally, insert the MMIs into the cyborg shells. You now have cyborgs!

Life on the Assembly Line

Try to keep at least 1 complete cyborg body on standby for the inevitable train of corpses that will be coming through your door. In the downtime, feel free to devote your precious metal and time to building robots or exosuits. If Mining all died off or R&D is uncooperative, keep busy by stealing a bucket from Hydroponics (Or the Cargo Autolathe) and creating Cleanbots, or using up all your Medkits for more Medibots.

Sync your Exosuit Fabricators for extra miscellaneous parts and cyborg upgrades, and get building. Mining should obtain the metals you need. You will have a love-hate relationship with the R&D lab and its residents; on the one hand they are required for you to obtain mech circuits and equipment, but on the other they are taking all that wonderful silver from you that could be going to making a Durand. Once you do get enough ores though, it's smooth sailing. Make exosuits, give them to people with little-to-no authorization, and watch the ensuing chaos from your comfy chair.

Other tips

Keep your metal organized, and understand how much each machine will take (and you will always need more metal). Glass is important for your robotics work, as are various devices, security equipment and rare minerals. Don't waste them. Third, have a plan before you start building anything huge, like an exosuit (without obtaining the necessary circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; Nanotrasen usually doesn't load them with anything but the minimum required power cells. Fifth, tech storage is your friend. It has two flashes, two power cells, and insulated gloves. For bonus points, beg the CE/RD/AI to let you into secure tech storage to get a robotics/exosuit circuitboard to control what you make in case it decides to kill everyone. Finally, ensure you have proper eye protection when you weld, or you'll become blind quickly.

Do's and Don'ts

Do:

  • Make cyborg bodies and install MMI's in them.
  • Try to borg antagonists instead of having security kill them. They fail their objectives and are no longer a danger, being restricted by their laws.
  • Cut LawSync and reset cyborg laws when the AI is rogue.
  • Make useful bots and leave them around the station.
  • Make drone shells so players can steal all your metal and glass rejoin the round.
  • Put beacons in all Exosuits, and DNA lock them, lest they get stolen.
  • Make a Cyborg and Exosuit Control Console.
  • Try to make your own boards by raiding R&D getting R&D to unlock the mech technologies.
  • Recognize that the QM might be more inclined to get you some more metals if you don't eat up all of their points with Ripley boards.

Don't:

  • Put an MMI in a cyborg shell without making sure it isn't braindead (they can speak you know).
  • Blow all the cyborgs because one was emagged.
  • Immediately blow all cyborgs when the AI is malfunctioning - Instead, take apart your Robotics Control console and relocate it somewhere off camera so you can lock the cyborgs and reset them to become a powerful ally against the AI.
  • Try to make an exosuit you don't have materials for, nothing is more useless than a pile of Durand limbs while you beg for metal and silver.
  • Go on exosuit rocket launcher rampages 'because you can'.
  • Be an asshat.
  • Build an exosuit for anyone who just comes by and asks for one (and won't accept a Tracking Beacon).

Tips

Robots

  • Medibots are a bit more robust than people often seem to account for. They're capable of stabilising multiple people in critical condition, and have infinite basic chemicals.
    • Additionally, you can make medical bots out of any of the different colors of first aid kit available on the station, and the resulting medical bot will keep that color.
    • A good tweak to do to medical bots is to reduce their healing threshold. Use your PDA/ID to unlock their interface, and reduce it to 5 - they will heal people who are at 95% health or less now, which is great for topping people up. Remember to lock it after you are done.
    • Remember to synchronize the Medibots with researches; that way they will be much more efficient.
    • You can stop an already-deployed Medibot from running away after the nearest hurt person as you drag them towards where they're needed the most simply by temporarily turning them off, or by setting them to stationary mode.
    • Medical robots all use the same chemicals as standard, so it won't stack if they inject a lot of it into you at once or if multiple medical robots inject you. The chemical will, however, linger in your body at high concentrations - a person can be brought out of crit by having multiple medical robots healing them before a fight.
    • If there are slimefolks and green Medibots, enjoy the show put them on stationary or disable them before the slimes get more TOX damage than engineers around the SM.
    • The Derelict has all the materials needed to create a medical bot. Start your search at the broken Medbay near the chapel.
  • Anywhere between adding the robotic arm and the sensor module, you can write on a robot assembly with a pen to rename the resulting robot, much like cyborgs. This is useful for keeping track of medical robots, as otherwise they're all just named "Medibot".
  • Small robot assemblies can be carried in your backpack. Leaving the final piece out of a robot assembly and slamming it together in your backpack at the site of an issue makes for an effective response.

Mechs

  • Mechs are space worthy as long as you enable the air inside your cabin. This can be useful if you don't have a space suit and you need to cross dangerous breaches.
  • Losing a mech to an explosion will eject you completely unharmed (probably a good idea to be in space gear though).
  • Mech drills can bust open lockers to get the goodies inside.
  • RIPLEYs are a Roboticist's best friend. Their drill can cut through almost anything including most items, walls, even blast doors. The diamond drill can even cut through Reinforced walls. It is also a fairly robust weapon and can gib corpses.
    • It also has fairly robust armor and can resist continuous laser fire from multiple sources for several seconds.
    • When it is destroyed turrets cannot target anyone standing on the same square as it (i.e. the person who was inside when it went boom)
  • The Odysseus is a force to be reckoned with. It can scan any chemicals, including drinks. The Odysseus' internal generator makes infinite amounts of any chemical, and syringes fired with the syringe gun can be recovered, meaning you can fire infinite amounts of liquid to use as reagents.
    • You can mix five different chemicals in any syringe (which still only holds 15u, meaning 5 chems equals 3 of each). This can be used to create an amazing healing concoction or an extremely powerful killer syringe. For instance:
      • Healing mixture: Omnizine.
      • Harming mixture: Lexorin, Unstable mutagen, Beepsky Smash.
    • Clicking a box of syringes while in an Odysseus with syringe gun equipped will load every syringe from the box in the Odysseus.

Tips for Traitoring

  • People can't tell who you are when you are inside a mech and have to go by the mechs name... which you can change at any time. Changed your mechs name to some other mech and you can walk across the station as a confirmed traitor, so long as you don't speak.
  • You can load a Medibot with any chemical mixture. Insert skewium in a medibot and have it wander around injecting people? Sure!

Being an Evil Genius

Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much anywhere, considering that you can have gloves off the bat. And, of course, emagging any of your basic creations serves to cause havoc and chaos. The toxins kit's contents poured into a single large beaker of an emagged Medibot can create a very dangerous 'helper'. Emagging the cyborgs equips them with a Syndicate lawset, gives them special new tools, and prevents them from being fucked with on a control console. Though remember, cyborgs slaved to a malfunctional AI can not be emagged. If you want to make a cyborg despite having no volunteers, it's never a bad idea to simple drag the body of your last murder victim back to the lab for a debraining - Rarely do people question you once the body is already being operated on.

Jobs on Skyrat Station