Guide to robotics: Difference between revisions

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{{Needsrevision|reason = Icons/images need fixing, tables need styling and broken links need to be fixed}}
{{Needsrevision|reason = Icons/images need fixing and broken links need to be fixed}}
{{Science Dept header}}
Are you a [[Roboticist]]? This guide will explain the creation and maintenance of [[Cyborg]]s, bots, and stocky exosuits.
Are you a [[Roboticist]]? This guide will explain the creation and maintenance of [[Cyborg]]s, bots, and stocky exosuits.


[[File:Robotics.png|thumb|400px|alt=Robotics|[[Robotics and Mech Bay]]]]<br>


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


====[[File:Generic_borg.png|64px]] [[Cyborg]]s====
====[[File:Generic_borg.png|64px|class=pixelart]] [[Cyborg]]s====


Total Part Cost: 100000 [[File:Metal.png|Metal]]
Total Part Cost: 100000 [[File:Metal.png|Metal]]
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# 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.
# 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==
=Cyborg Maintenance=
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
#[[File:Id_regular.png]] Use an ID Card, [[File:Emag.png]] [[Emag]] it or just ask the Cyborg to unlock its panel
#[[File:Id_regular.png]] Use an ID Card, [[File:Emag.png]] [[Emag]] it or just ask the Cyborg to unlock its panel
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#[[File:Id_regular.png]] Use your ID Card to lock the Cyborg. Borgs can't lock their panel.
#[[File:Id_regular.png]] Use your ID Card to lock the Cyborg. Borgs can't lock their panel.


===Cyborg Repairs===
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
Cyborgs will often come to you for repairs if damaged.
==Cyborg Repairs==
 
<span style="font-size:1.2em;">Cyborgs will often come to you for repairs if damaged.</span>
<div class="mw-collapsible-content">
For brute damage:
For brute damage:
# [[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents.
# [[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents.
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# Close the cover and lock the Cyborg.  
# Close the cover and lock the Cyborg.  
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
</div></div>


===Cyborg Batteries===
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
==Cyborg Batteries==
 
<span style="font-size:1.2em;">You will often see at least one Cyborg come to your assembly line to ask for an upgrade of this sort.</span>
<div class="mw-collapsible-content">
# Unlock and open the Cyborg's cover.
# Unlock and open the Cyborg's cover.
# [[File:Hud-hands.gif]] With an Empty Hand, remove the old battery.
# [[File:Hud-hands.gif]] With an Empty Hand, remove the old battery.
# [[File:Power_cell.png]] Insert a New Battery.
# [[File:Power_cell.png]] Insert a New Battery.
# Close the cover and lock the Cyborg.  
# Close the cover and lock the Cyborg.  
</div></div>


===Cyborg Radios===
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.
==Cyborg Radios==
<span style="font-size:1.2em;">Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.</span>
<div class="mw-collapsible-content">
# Unlock and open the Cyborg's cover.
# Unlock and open the Cyborg's cover.
# [[File:Encryption_key.png]] Insert a New Encryption Key (or Screwdriver to remove the current Key).
# [[File:Encryption_key.png]] Insert a New Encryption Key (or Screwdriver to remove the current Key).
# Close the cover and lock the Cyborg.
# Close the cover and lock the Cyborg.
</div></div>


===Reviving Cyborgs===
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
A cyborg that has failed but not been turned into scrap can be repaired back to working order.
==Reviving Cyborgs==
<span style="font-size:1.2em;">A cyborg that has failed but not been turned into scrap can be repaired back to working order.</span>
<div class="mw-collapsible-content">
# Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).
# Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).
# Repair the Cyborg with a welder and/or replace wires.
# Repair the Cyborg with a welder and/or replace wires.
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# [[File:Circuitboard.png]] Insert the Emergency Restart Module.
# [[File:Circuitboard.png]] Insert the Emergency Restart Module.
# Close the cover and lock the Cyborg.
# Close the cover and lock the Cyborg.
</div></div>


===Upgrading Cyborgs===
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
==Upgrading Cyborgs==
<span style="font-size:1.2em;">The procedure for upgrading cyborgs</span>
<div class="mw-collapsible-content">
# Unlock and open the Cyborg's cover.
# Unlock and open the Cyborg's cover.
# [[File:Circuitboard.png]] Insert the Upgrade Module (or emag to subvert).
# [[File:Circuitboard.png]] Insert the Upgrade Module (or emag to subvert).
# Close the cover and lock the Cyborg.
# Close the cover and lock the Cyborg.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
==Resetting Cyborg models==
<span style="font-size:1.2em;">Cyborgs can at any point ask to have their module changed or reset</span>
<div class="mw-collapsible-content">
Use these tools in this order to reset a borg module:
#[[File:Id_regular.png]] ID Card, [[File:Emag.png]] [[Emag]] or just ask the Cyborg to unlock its panel
#[[File:Crowbar.png]] Crowbar the panel open
#[[File:Emag.png]] Optional: [[Emag]] the cyborg and skip to "Afterwards" (does not work if its AI is [[Guide_to_malfunction|malfunctional]])
#[[File:Hud-hands.gif]] Remove the power cell by clicking the borg with an empty hand
#[[File:Screwdriver_tool.png]] Screwdriver to expose wires
#[[File:Wirecutters.png]] Wirecutters or [[File:Multitool.png]] Multitool to manipulate wires
Afterwards:
#[[File:Screwdriver_tool.png]] Screwdriver to cover wires
#[[File:Power_cell.png]] Replace the power cell
#[[File:Crowbar.png]] Crowbar the panel shut
#[[File:Id_regular.png]] Lock the panel with an ID Card. Cyborgs cannot lock their own panel.
Borgs have seven wires; five working ones and two duds:


===Resetting Cyborg models===
The [[Hacking#Cyborgs|Guide to Hacking]] also has some information on how to do this.
For info on how to reset a cyborg's model, check out the [[Hacking#Cyborgs|Guide to Hacking]].
</div></div>


===Deconstructing Cyborgs===
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
Cyborgs can be deconstructed to remove their MMI and get their parts back.
==Deconstructing Cyborgs==
<span style="font-size:1.2em;">Cyborgs can be deconstructed to remove their MMI and get their parts back.</span>
<div class="mw-collapsible-content">
# Unlock and open the Cyborg's cover.
# Unlock and open the Cyborg's cover.
# [[File:Hud-hands.gif]] Use an Empty Hand to remove battery.
# [[File:Hud-hands.gif]] Use an Empty Hand to remove battery.
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# [[File:Wrench.png]] Wrench to disassemble.
# [[File:Wrench.png]] Wrench to disassemble.
(Alternatively, for steps 4 and 5, you can use a Robotics console)
(Alternatively, for steps 4 and 5, you can use a Robotics console)
</div></div>


=== Upgrades ===
=== Upgrades ===
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Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.


==Surgery==
=Surgery=


To initiate most surgeries, first place [[File:Drapes.png|Drapes]]'''drapes''' over the part of the body you are operating on.  
To initiate most surgeries, first place [[File:Drapes.png|Drapes]]'''drapes''' over the part of the body you are operating on.  
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</div></div>
</div></div>


==Bots==
=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:
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!
'''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!
 
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
====[[File:Medibot.gif|64px]] Medibot====
==[[File:Medibot.gif|64px|class=pixelart]]Medibot==
Performs a baby version of [[Surgery#Tend_Wounds|tend wounds]]. The surgery works through clothes and without the patient having to lie down. Amount healed scales with [[Surgery#Tend_Wounds|tend wounds surgeries]] researched. Each researched upgrade of [[Surgery#Tend_Wounds|tend wounds]] increases health healed. Requires a "refresh" similarly to operating computers to benefit from research.  
<span style="font-size:1.2em;">Performs a baby version of [[Surgery#Tend_Wounds|tend wounds]].</span>
<div class="mw-collapsible-content">
The surgery works through clothes and without the patient having to lie down. Amount healed scales with [[Surgery#Tend_Wounds|tend wounds surgeries]] researched. Each researched upgrade of [[Surgery#Tend_Wounds|tend wounds]] increases health healed. Requires a "refresh" similarly to operating computers to benefit from research.  


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>
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>
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# Add a [[Medical Analyzer]].
# Add a [[Medical Analyzer]].
# Insert the [[Proximity Sensor]] and your Medibot is ready!
# Insert the [[Proximity Sensor]] and your Medibot is ready!
 
</div></div>
====[[File:Cleanbot.gif|64px]] Cleanbot====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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.
==[[File:Cleanbot.gif|64px|class=pixelart]]Cleanbot==
<span style="font-size:1.2em;">Cleanbots are great, as they serve the exact same purpose as the Janitor.</span>
<div class="mw-collapsible-content">
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 manufacture:
To manufacture:
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# Use a [[Pen]] to name it if you wish.
# Use a [[Pen]] to name it if you wish.
# Attach a Borg Arm and your Cleanbot is ready!
# Attach a Borg Arm and your Cleanbot is ready!
 
</div></div>
====[[File:Floorbot.gif|64px]] Floorbot====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
==[[File:Floorbot.gif|64px|class=pixelart]]Floorbot==
<span style="font-size:1.2em;">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.</span>
<div class="mw-collapsible-content">
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they're niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they're niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.


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# Add the [[Proximity Sensor]].
# Add the [[Proximity Sensor]].
# Insert a Borg Right Arm and your Floorbot is ready!
# Insert a Borg Right Arm and your Floorbot is ready!
 
</div></div>
====[[File:Firebot.gif|64px]] Firebot====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
This lil guy will scoot around and try his best to extinguish burning people and gases around him.
==[[File:Firebot.gif|64px|class=pixelart]]Firebot==
<span style="font-size:1.2em;">This little guy will scoot around and try his best to extinguish burning people and gases around him.</span>
<div class="mw-collapsible-content">
If [[Emag|emagged]] he will spray [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] at anyone who isn't on fire.
If [[Emag|emagged]] he will spray [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] at anyone who isn't on fire.


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# [[File:Fire_Helmet.png]] Add a [[Fire Helmet]]. [[File:Firebot_assembly2.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:Prox_Sensor.png]] Add a [[Proximity Sensor]] and your Firebot is ready.
 
</div></div>
====[[File:Honkbot.png|HONK HONK|64px]] [[Honkbot]]====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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.
==[[File:Honkbot.png|HONK HONK|64px|class=pixelart]]Honkbot==
<span style="font-size:1.2em;"> 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.</span>
<div class="mw-collapsible-content">
God forbid if a traitor [[Emag|emags]] the thing.


To manufacture:
To manufacture:
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# Add a [[Proximity Sensor]].
# Add a [[Proximity Sensor]].
# Add a Bike Horn
# Add a Bike Horn
 
</div></div>
====[[File:Vibebot.png|64px]] Vibebot====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
It's just out here vibing.
==[[File:Vibebot.png|64px|class=pixelart]]Vibebot==
 
<span style="font-size:1.2em;"> It's just out here vibing.</span>
<div class="mw-collapsible-content">
To manufacture:
To manufacture:


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# Gather up the building materials.
# Gather up the building materials.
# Use the crafting menu to assemble.
# Use the crafting menu to assemble.
 
</div></div>
====[[File:Hygienebot.gif|64px]] Hygienebot====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
Flying bot which showers people covered in blood, with force if necessary.  
==[[File:Hygienebot.gif|64px|class=pixelart]]Hygienebot==
 
<span style="font-size:1.2em;"> Flying bot which showers people covered in blood, with force if necessary.</span>
<div class="mw-collapsible-content">
To manufacture:
To manufacture:


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# [[File:Prox_Sensor.png]] Add a [[Proximity Sensor]].
# [[File:Prox_Sensor.png]] Add a [[Proximity Sensor]].
# [[File:Nduct_n_w.png]] Add a [[Plumbing#Fluid_Ducts|Fluid Duct]].
# [[File:Nduct_n_w.png]] Add a [[Plumbing#Fluid_Ducts|Fluid Duct]].
 
</div></div>
====[[File:Securitron.gif|I AM THE LAW|64px]] [[Securitron]]====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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.
==[[File:Securitron.gif|I AM THE LAW|64px|class=pixelart]]Securitron==
<span style="font-size:1.2em;"> Basically, Officer Beepsky without the personality.</span>
<div class="mw-collapsible-content">
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:
To manufacture:
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# Toss in a [[Stun Baton]] and your Securitron is ready!
# 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.
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.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">


====[[File:GeneralBeepsky.png|FOOLISH JEDI|64px]] General Beepsky====
==[[File:GeneralBeepsky.png|FOOLISH JEDI|64px|class=pixelart]]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.
<span style="font-size:1.2em;">  This is General Beepsky (or General Grieffous, your pick).</span>
<div class="mw-collapsible-content">
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.
Unlike normal Securitrons, General Beepsky can deflect projectiles with it's eswords. It's only true weakness is an EMP.
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# Use a [[Wrench]] to adjust the arm slots for extra weapons.
# Use a [[Wrench]] to adjust the arm slots for extra weapons.
# Attach 4 [[Energy Sword|Energy Swords]] and your death machine is ready to maim.
# Attach 4 [[Energy Sword|Energy Swords]] and your death machine is ready to maim.
 
</div></div>
====[[File:Ed209.png|64px]] [[ED-209]]====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
'''PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.'''
==[[File:Ed209.png|64px|class=pixelart]]ED-209==
 
<span style="font-size:1.2em;"> '''PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.'''</span>
<div class="mw-collapsible-content">
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.


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# [[File:Power_cell.png|Power Cell]] Insert a [[Power Cell]]. Your own exosuit is complete!
# [[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.
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
 
</div></div>
====[[File:Generic drone.png|64px]] [[Drone|Drone]]====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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.
==[[File:Generic drone.png|64px|class=pixelart]][[Drone|Drone]]==
<span style="font-size:1.2em;"> A disposable little drone that runs around and repairs things.</span>
<div class="mw-collapsible-content">
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.


# [[File:Droneshell.png|Drone Shell]] Build a drone shell from the Exosuit Fabricator.
# [[File:Droneshell.png|Drone Shell]] Build a drone shell from the Exosuit Fabricator.


That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.
 
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
====[[File:Vimbot.png|64px]] Vim====
==[[File:Vimbot.png|64px|class=pixelart]]Vim==
Minature little mecha for critters (tiny simple animals) to ride around in. Comes with headlights, and the ability to chime or buzz (in case you can't speak galactic common).
<span style="font-size:1.2em;">Minature little mecha for critters (tiny simple animals) to ride around in.</span>
<div class="mw-collapsible-content">
Comes with headlights, and the ability to chime or buzz (in case you can't speak galactic common).


To manufacture:
To manufacture:
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# Attach a flashlight to the Vim assembly.
# Attach a flashlight to the Vim assembly.
# Use a screwdriver to attach the flashlight.
# Use a screwdriver to attach the flashlight.
# Use a [[Pen]] to name it if you wish.
# Use a Pen to name it if you wish.
# Attach the [[Voice Analyzer]] to the assembly.
# Attach the [[Voice Analyzer]] to the assembly.


Your mini mech is now ready for Ian to take a joyride in!
Your mini mech is now ready for Ian to take a joyride in!
</div></div>


==Exosuits==
={{anchor|Exosuits}}Exosuits=
These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.
These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.


With all Exosuits, [[MMI]]s can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any [[Traitor|deranged]] [[Clown|maniacs]] inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!
With all Exosuits, MMIs can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any [[Traitor|deranged]] [[Clown|maniacs]] inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!


===List of Exosuits===
===List of Exosuits===
The current list of exosuits is as follows.
The current list of exosuits is as follows.
----
====[[File:Ripley_MK-I.png|64px]] Ripley APLU====


<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
====[[File:Ripley_MK-I.png|64px|class=pixelart]] Ripley APLU====
<div class="mw-collapsible-content">
'''Equipment slots''': 6
'''Equipment slots''': 6


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# [[File:Welder.png|Welding Tool]] Welding Tool
# [[File:Welder.png|Welding Tool]] Welding Tool
----
----
 
</div></div>
====[[File:Ripley.png|64px]] Ripley APLU MK-II====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
====[[File:Ripley.png|64px|class=pixelart]] Ripley APLU MK-II====
<div class="mw-collapsible-content">
'''Equipment slots''': 6
'''Equipment slots''': 6


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[[File:Ripley_conversionkit.png|MK-I to MK-II Conversion Kit]] The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.<br>'''Once converted to the MK-II design, the exosuit cannot be restored to MK-I.'''
[[File:Ripley_conversionkit.png|MK-I to MK-II Conversion Kit]] The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. 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.'''
----
----
 
</div></div>
====[[File:Clarke_front.png|64px]] Clarke ====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
====[[File:Clarke_front.png|64px|class=pixelart]] Clarke ====
<div class="mw-collapsible-content">
'''Equipment slots''': 7
'''Equipment slots''': 7


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# [[File:Wrench.png|Wrench]] Wrench
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
# [[File:Welder.png|Welding Tool]] Welding Tool
 
</div></div>
====[[File:Firefighter.png|64px]] <s>Firefighter APLU</s> (removed)====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
====[[File:Firefighter.png|64px|class=pixelart]] <s>Firefighter APLU</s> (removed)====
{{Anchor|Firefighter APLU}}Firefighter APLU was removed in March, 2020 and replaced with [[#Clarke|Clarke]].  
{{Anchor|Firefighter APLU}}Firefighter APLU was removed in March, 2020 and replaced with [[#Clarke|Clarke]].  
 
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
Click expand for outdated construction steps and other information.  
Click expand for outdated construction steps and other information.  
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</div>
</div>
</div>
</div>
 
</div></div>
====[[File:Odysseus.png|64px]] Odysseus====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
====[[File:Odysseus.png|64px|class=pixelart]] Odysseus====
<div class="mw-collapsible-content">
'''Equipment slots''': 3
'''Equipment slots''': 3


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# [[File:Welder.png|Welding Tool]] Welding Tool
# [[File:Welder.png|Welding Tool]] Welding Tool
----
----
 
</div></div>
====[[File:Gygax.png|64px]] Gygax====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
====[[File:Gygax.png|64px|class=pixelart]] Gygax====
<div class="mw-collapsible-content">
'''Equipment slots''': 3
'''Equipment slots''': 3


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# [[File:Welder.png|Welding Tool]] Welding Tool
# [[File:Welder.png|Welding Tool]] Welding Tool
----
----
 
</div></div>
====[[File:Durand.png|64px]] Durand====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
====[[File:Durand.png|64px|class=pixelart]] Durand====
<div class="mw-collapsible-content">
'''Equipment slots''': 3
'''Equipment slots''': 3


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----
----
 
</div></div>
====[[File:Phazon.png|64px]] Phazon====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
====[[File:Phazon.png|64px|class=pixelart]] Phazon====
<div class="mw-collapsible-content">
'''Equipment slots''': 3
'''Equipment slots''': 3


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----
----
 
</div></div>
====[[File:Savannah-ivanov.png|64px]] Savannah-Ivanov====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
====[[File:Savannah-ivanov.png|64px|class=pixelart]] Savannah-Ivanov====
<div class="mw-collapsible-content">
'''Equipment slots''': 0
'''Equipment slots''': 0


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----
----
 
</div></div>
====[[File:honk.png|64px]] H.O.N.K.====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
====[[File:honk.png|64px|class=pixelart]] H.O.N.K.====
<div class="mw-collapsible-content">
'''Equipment slots''': 3
'''Equipment slots''': 3


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Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.
----
----
</div></div>


===CentCom Exosuits===
===CentCom Exosuits===
If you see these, you know that things have '''really''' gone to shit. These exosuits are typically only found in the repositories of the elite [[Emergency Response Team]] and [[Death Squad]].
If you see these, you know that things have '''really''' gone to shit. These exosuits are typically only found in the repositories of the elite [[Emergency Response Team]] and [[Death Squad]].
 
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
====[[File:Marauder.png|64px]] Marauder====
====[[File:Marauder.png|64px|class=pixelart]] Marauder====
<div class="mw-collapsible-content">
'''Equipment slots''': 4
'''Equipment slots''': 4


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'''Description:''' Standard issue exosuit for the [[Death Squad]] when the going gets tough.<br> It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.
'''Description:''' Standard issue exosuit for the [[Death Squad]] when the going gets tough.<br> It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.
 
</div></div>
====[[File:Seraph.png|64px]] Seraph====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
====[[File:Seraph.png|64px|class=pixelart]] Seraph====
<div class="mw-collapsible-content">
'''Equipment slots''': 5
'''Equipment slots''': 5


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'''Description:''' An advanced [[Death Squad]] exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.<br> It starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.
'''Description:''' An advanced [[Death Squad]] exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.<br> It starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.
 
</div></div>
----
 


===Syndicate Exosuits===
===Syndicate Exosuits===
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed [[Nuclear Operative]]s.
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed [[Nuclear Operative]]s.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
====[[File:DarkGygax.png|64px]] Dark Gygax====
====[[File:DarkGygax.png|64px|class=pixelart]] Dark Gygax====
<div class="mw-collapsible-content">
'''Equipment slots''': 4
'''Equipment slots''': 4


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'''Description:''' A modified Gygax used for nefarious purposes.<br> It starts off with the LBX AC 10 "Scattershot", an antiprojectile and antimelee armor booster, and a Tesla Energy Relay.
'''Description:''' A modified Gygax used for nefarious purposes.<br> It starts off with the LBX AC 10 "Scattershot", an antiprojectile and antimelee armor booster, and a Tesla Energy Relay.
 
</div></div>
====[[File:DarkMarauder.png|64px]] Mauler====
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
====[[File:DarkMarauder.png|64px|class=pixelart]] Mauler====
<div class="mw-collapsible-content">
'''Equipment slots''': 5
'''Equipment slots''': 5


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'''Description:''' A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.<br> Starts off with the Ultra AC 2 LMG, the LBX AC 10 "Scattershot", the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.
'''Description:''' A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.<br> Starts off with the Ultra AC 2 LMG, the LBX AC 10 "Scattershot", the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.
</div></div>


----
=Exosuit operation and maintenance=
 
==Exosuit operation and maintenance==
To climb into an exosuit, just drag and drop your character onto it.
To climb into an exosuit, just drag and drop your character onto it.


Line 1,200: Line 1,281:
'''Short Circuit:''' A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).
'''Short Circuit:''' A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).


[[File:Exosuit_maintenance_menu.png|thumb|400px|right|This is the menu that pops up after using the following on the mech: 1. A valid robotics access ID, 2. wrench, 3. crowbar, 4. a valid ID again.]]
<div class="toccolours mw-collapsible mw-uncollapsed" style="width: 72%;">
====Exosuit Battery, Capacitor and Scanning Module Replacement====
====Exosuit Battery, Capacitor and Scanning Module Replacement====
{{Anchor|Exosuit Battery Replacement}}
{{Anchor|Exosuit Battery Replacement}}
[[File:Exosuit_maintenance_menu.png|thumb|400px|right|This is the menu that pops up after using the following on the mech: 1. A valid robotics access ID, 2. wrench, 3. crowbar, 4. a valid ID again.]]
<div class="mw-collapsible-content">
# Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
# Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
# [[File:Id_regular.png]] Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
# [[File:Id_regular.png]] Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
Line 1,214: Line 1,297:
# [[File:Id_regular.png]] ID Card and select "Terminate maintenance protocol".
# [[File:Id_regular.png]] ID Card and select "Terminate maintenance protocol".
# Optional: Forbid maintenance protocol from inside the mech.
# Optional: Forbid maintenance protocol from inside the mech.
</div></div>


==Exosuit Equipment==
=Exosuit Equipment=
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu).
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu).


To attach a tool or weapon, simply click with it on the exosuit.  
To attach a tool or weapon, simply click with it on the exosuit.  
<tabs style="width:85%">
<tab name="Generic Exosuit Equipment">


====Generic Exosuit Equipment====
{| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0";
 
|-style="font-weight:bold; color: white;text-align:center;"
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"
! style='background-color:#A06DA0' width='125px'    |Equipment
!style="background-color:#EEEEEF;" width=200|Equipment
! class='unsortable'style='background-color:#A06DA0'|Description
!style="background-color:#EEEEEF;" |Description
|-
|-
![[File:Exosuit drill.png]] Drill
![[File:Exosuit drill.png|64px|class=pixelart]]<br>Drill
|The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.<br>
|The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.<br>
When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.<br>
When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.<br>
Can't be attached to the Odysseus.
Can't be attached to the Odysseus.
|-
|-
![[File:Mecha diamond drill.png]] Diamond Drill
![[File:Mecha diamond drill.png|64px|class=pixelart]]<br>Diamond Drill
|Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.<br>
|Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.<br>
Can't be attached to the Odysseus.
Can't be attached to the Odysseus.
|-
|-
![[File:MiningScanner.png]] Exosuit Mining Scanner
![[File:MiningScanner.png|64px|class=pixelart]]<br>Exosuit Mining Scanner
|A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached.
|A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached.
|-
|-
![[File:Mecha teleporter.png]] Mounted Teleporter
![[File:Mecha teleporter.png|64px|class=pixelart]]<br>Mounted Teleporter
|A mounted teleporter that can teleport the exosuit to any location in view.
|A mounted teleporter that can teleport the exosuit to any location in view.
|-
|-
![[File:Mecha teleporter.png]] Mounted Gravitational Catapult
![[File:Mecha teleporter.png|64px|class=pixelart]]<br>Mounted Gravitational Catapult
|Can be used to throw objects around ('''S'''ling mode) or blast anything away from a targeted area ('''P'''ush mode).
|Can be used to throw objects around ('''S'''ling mode) or blast anything away from a targeted area ('''P'''ush mode).
|-
|-
![[File:Wormhole generator.gif]] Exosuit Wormhole Generator
![[File:Wormhole generator.gif|64px|class=pixelart]]<br>Exosuit Wormhole Generator
|As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location.
|As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location.
|-
|-
![[File:Mounted RCD.png]] Mounted RCD
![[File:Mounted RCD.png|64px|class=pixelart]]<br>Mounted RCD
|An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls.
|An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls.
|-
|-
![[File:Armor booster module.png]] Armor Booster Module (Close Combat Weaponry)
![[File:Armor booster module.png|64px|class=pixelart]]<br>Armor Booster Module (Close Combat Weaponry)
|Boosts exosuit armor against armed melee attacks. Requires energy to operate.
|Boosts exosuit armor against armed melee attacks. Requires energy to operate.
|-
|-
![[File:Armor booster module.png]] Armor Booster Module (Ranged Weaponry)
![[File:Armor booster module.png|64px|class=pixelart]]<br>Armor Booster Module (Ranged Weaponry)
|Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
|Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
|-
|-
![[File:Repair droid.png]] Repair Droid
![[File:Repair droid.png|64px|class=pixelart]]<br>Repair Droid
|Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
|Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
|-
|-
![[File:Energy relay.png]] Exosuit Energy Relay
![[File:Energy relay.png|64px|class=pixelart]]<br>Exosuit Energy Relay
|Wirelessly drains energy from any APC's available power channel in the area. Not very effective.
|Wirelessly drains energy from any APC's available power channel in the area. Not very effective.
|-
|-
![[File:Energy relay.png]] Exosuit Plasma Converter
![[File:Energy relay.png|64px|class=pixelart]]<br>Exosuit Plasma Converter
|Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire.
|Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire.
|-
|-
![[File:Energy relay.png]] ExoNuclear Reactor
![[File:Energy relay.png|64px|class=pixelart]]<br>ExoNuclear Reactor
|Generates power using uranium sheets as fuel. Irradiates the environment.
|Generates power using uranium sheets as fuel. Irradiates the environment.
|}
|}
</tab>


====Specialized Exosuit Equipment====
<tab name="Specialized Exosuit Equipment">
 
{| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0";
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"
|-style="font-weight:bold; color: white;text-align:center;"
!style="background-color:#EEEEEF;" width=200|Equipment
! style='background-color:#A06DA0' width='125px'    |Equipment
!style="background-color:#EEEEEF;" |Description
! style='background-color:#A06DA0'                  |Can be attached to
!style="background-color:#EEEEEF;" width=200|Can be attached to
! class='unsortable'style='background-color:#A06DA0' |Description
|-
|-
![[File:Hydraulic clamp.png]] Hydraulic Clamp
![[File:Hydraulic clamp.png|64px|class=pixelart]]<br>Hydraulic Clamp
|Ripley, Firefighter
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.<br> Great in combination with an ore box - nearby minerals will be loaded straight into the box.
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.<br> Great in combination with an ore box - nearby minerals will be loaded straight into the box.
!Ripley, Firefighter
|-
|-
![[File:Mecha_plasmacutter.png]] 217-D Heavy Plasma Cutter
![[File:Mecha_plasmacutter.png|64px|class=pixelart]]<br>217-D Heavy Plasma Cutter
|Ripley, Firefighter
|Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.<br> Longer range and higher damage than portable cutters.
|Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.<br> Longer range and higher damage than portable cutters.
!Ripley, Firefighter
|-
|-
![[File:Exosuit extinguisher.png]] Exosuit Extinguisher
![[File:Exosuit extinguisher.png|64px|class=pixelart]]<br>Exosuit Extinguisher
|Ripley, Firefighter
|Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank.
|Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank.
!Ripley, Firefighter
|-
|-
![[File:Cable layer.png]] Cable Layer
![[File:Cable layer.png|64px|class=pixelart]]<br>Cable Layer
|Ripley, Firefighter
|Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer.
|Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer.
!Ripley, Firefighter
|-
|-
![[File:Sgun.png]] Exosuit Syringe Gun
![[File:Sgun.png|64px|class=pixelart]]<br>Exosuit Syringe Gun
|Odysseus
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.<br> Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.<br> Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu.
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.<br> Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.<br> Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu.
!Odysseus
|-
|-
![[File:Sleeper.gif]] Mounted Sleeper
![[File:Sleeper.gif|64px|class=pixelart]]<br>Mounted Sleeper
|Odysseus
|Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.<br> Can also be used to abduct people and keep them sedated.
|Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.<br> Can also be used to abduct people and keep them sedated.
!Odysseus
|-
|-
![[File:Mecha_medigun.png]] Medigun
![[File:Mecha_medigun.png|64px|class=pixelart]]<br>Medigun
|Odysseus
|Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams!
|Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams!
!Odysseus
|-
|-
|}
|}
</tab>


====Exosuit Weapons====
<tab name="Exosuit Weapons">
Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security [[Guide_to_Research_and_Development#Techfab|techfab]], and then use them on the fininished mech. Each ammo box will fill the weapon with the same amount as the "starting ammo".  
Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security [[Guide_to_Research_and_Development#Techfab|techfab]], and then use them on the fininished mech. Each ammo box will fill the weapon with the same amount as the "starting ammo".  
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" class="wikitable sortable"
 
!style="background-color:#EEEEEF;" width=200|Weapon
{| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0";
!style="background-color:#EEEEEF;" |Description
|-style="font-weight:bold; color: white;text-align:center;"
!style="background-color:#EEEEEF;" |Energy drain or starting ammo/max ammo
! style='background-color:#A06DA0' width='125px'    |Weapon
!style="background-color:#EEEEEF;" |Cooldown in seconds
! style='background-color:#A06DA0' width='125px'    |Can be attached to
!style="background-color:#EEEEEF;" width=200|Can be attached to
! style='background-color:#A06DA0'                  |Energy drain or starting ammo/max ammo
! style='background-color:#A06DA0'                  |Cooldown in seconds
! class='unsortable'style='background-color:#A06DA0'|Description
|-
|-
![[File:CH-LC "Solaris" laser cannon.png]] CH-PS "Immolator" Laser
![[File:CH-LC "Solaris" laser cannon.png|64px|class=pixelart]]<br>CH-PS "Immolator" Laser
|Fires a Laser bolt, identical to laser rifles.
|Durand, Gygax, Honker, and Phazon
|30 energy per shot
|30 energy per shot
|0.8
|0.8
!Durand, Gygax, Honker, and Phazon
|Fires a Laser bolt, identical to laser rifles.
|-
|-
![[File:CH-LC "Solaris" laser cannon.png]] CH-LC "Solaris" Laser Cannon
![[File:CH-LC "Solaris" laser cannon.png|64px|class=pixelart]]<br>CH-LC "Solaris" Laser Cannon
|Fires a Heavy Laser bolt, identical to the laser cannon.
|Durand, Gygax, Honker, and Phazon
|60 energy per shot
|60 energy per shot
|1.5
|1.5
!Durand, Gygax, Honker, and Phazon
|Fires a Heavy Laser bolt, identical to the laser cannon.
|-
|-
![[File:MKIV ion heavy cannon.png]] mkIV Ion Heavy Cannon
![[File:MKIV ion heavy cannon.png|64px|class=pixelart]]<br>mkIV Ion Heavy Cannon
|Fires a Ion bolt, identical to ion rifles. Don't hit yourself!
|Durand, Gygax, Honker, and Phazon
|120 energy per shot
|120 energy per shot
|2
|2
!Durand, Gygax, Honker, and Phazon
|Fires a Ion bolt, identical to ion rifles. Don't hit yourself!
|-
|-
![[File:EZ-13_MK2_heavy_pulse_rifle.png]] eZ-13 mk2 Heavy pulse rifle
![[File:EZ-13_MK2_heavy_pulse_rifle.png|64px|class=pixelart]]<br>eZ-13 mk2 Heavy pulse rifle
|Fires a heavy pulse laser. [[Death Squad]] only.
|Durand, Gygax, Honker, and Phazon
|120 energy per shot
|120 energy per shot
|3
|3
!Durand, Gygax, Honker, and Phazon
|Fires a heavy pulse laser. [[Death Squad]] only.
|-
|-
![[File:Mecha_disabler.png]] "Peacemaker" Disabler
![[File:Mecha_disabler.png|64px|class=pixelart]]<br>"Peacemaker" Disabler
|Fires basic disabler beams.
|Durand, Gygax, Honker, and  Phazon
|30 energy per shot
|30 energy per shot
|0.8
|0.8
!Durand, Gygax, Honker, and  Phazon
|Fires basic disabler beams.
|-
|-
![[File:LBX AC 10 "Scattershot".png]] LBX AC 10 "Scattershot"
![[File:LBX AC 10 "Scattershot".png|64px|class=pixelart]]<br>LBX AC 10 "Scattershot"
|Fires four bullets in a spread pattern, 20 damage each.
|Durand, Gygax, Honker, and Phazon
|40 / 160
|40 / 160
|2
|2
!Durand, Gygax, Honker, and Phazon
|Fires four bullets in a spread pattern, 20 damage each.
|-
|-
![[File:Ultra AC 2.png]] Ultra AC 2
![[File:Ultra AC 2.png|64px|class=pixelart]]<br>Ultra AC 2
|Fires a three shot burst of 20 damage bullets.
|Durand, Gygax, Honker, and Phazon
|300 / 1200
|300 / 1200
|1
|1
!Durand, Gygax, Honker, and Phazon
|Fires a three shot burst of 20 damage bullets.
|-
|-
![[File:SRM-8 missile rack.png]] SRM-8 Missile Rack
![[File:SRM-8 missile rack.png|64px|class=pixelart]]<br>SRM-8 Missile Rack
|Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by station.
|Durand, Gygax, Honker, and Phazon
|8 / 8
|8 / 8
|6
|6
!Durand, Gygax, Honker, and Phazon
|Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by station.
|-
|-
![[File:BRM-6_missile_rack.png]] BRM-6 Missile Rack
![[File:BRM-6_missile_rack.png|64px|class=pixelart]]<br>BRM-6 Missile Rack
|Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside.
|Durand, Gygax, Honker, and Phazon
|6 / 6
|6 / 6
|6
|6
!Durand, Gygax, Honker, and Phazon
|Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside.
|-
|-
![[File:MKIV ion heavy cannon.png]] MKI Tesla Cannon
![[File:MKIV ion heavy cannon.png|64px|class=pixelart]]<br>MKI Tesla Cannon
|Fires a tesla ball that arcs off anything it hits. Causes EMP as well.
|Durand, Gygax, Honker, and Phazon
|500 energy per shot
|500 energy per shot
|3.5
|3.5
!Durand, Gygax, Honker, and Phazon
|Fires a tesla ball that arcs off anything it hits. Causes EMP as well.
|-
|-
![[File:SGL-6 grenade launcher.png]] SGL-6 Grenade Launcher
![[File:SGL-6 grenade launcher.png|64px|class=pixelart]]<br>SGL-6 Grenade Launcher
|Launches a flashbang at medium range.
|Durand, Gygax, Honker, and Phazon
|6 / 24
|6 / 24
|6
|6
!Durand, Gygax, Honker, and Phazon
|Launches a flashbang at medium range.
|-
|-
![[File:SGL-6 grenade launcher.png]] SOB-3 Grenade Launcher
![[File:SGL-6 grenade launcher.png|64px|class=pixelart]]<br>SOB-3 Grenade Launcher
|Launches a cluster of flashbangs at medium range. Must be reloaded from the outside.
|Durand, Gygax, Honker, and Phazon
|3 / 3
|3 / 3
|9
|9
!Durand, Gygax, Honker, and Phazon
|Launches a cluster of flashbangs at medium range. Must be reloaded from the outside.
|-
|-
![[File:Hades-Carbine.png]] FNX-99 "Hades" Carbine
![[File:Hades-Carbine.png|64px|class=pixelart]]<br>FNX-99 "Hades" Carbine
|Shoots incendiary bullets that leave a burning trail.
|Durand, Gygax, Honker, and Phazon
|24 / 96
|24 / 96
|1
|1
!Durand, Gygax, Honker, and Phazon
|Shoots incendiary bullets that leave a burning trail.
|-
|-
![[File:Banana mortar.png]] Banana Mortar
![[File:Banana mortar.png|64px|class=pixelart]]<br>Banana Mortar
|Launches a banana peel. Very annoying, thus, fun.
|H.O.N.K.
|100 energy per shot, 15 shots
|100 energy per shot, 15 shots
|2
|2
!H.O.N.K.
|Launches a banana peel. Very annoying, thus, fun.
|-
|-
![[File:Mousetrap mortar.png]] Mousetrap Mortar
![[File:Mousetrap mortar.png|64px|class=pixelart]]<br>Mousetrap Mortar
|Launches an armed mousetrap.
|H.O.N.K.
|100 energy per shot, 15 shots
|100 energy per shot, 15 shots
|2
|2
!H.O.N.K.
|Launches an armed mousetrap.
|-
|-
![[File:HoNkER BlAsT 5000.png]] HoNkER BlAsT 5000
![[File:HoNkER BlAsT 5000.png|64px|class=pixelart]]<br>HoNkER BlAsT 5000
|Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.
|H.O.N.K.
|200 energy per shot
|200 energy per shot
|15
|15
!H.O.N.K.
|Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.
|-
|-
![[File:Mecha punching glove.png]] Oingo Boingo Punch-face
![[File:Mecha punching glove.png|64px|class=pixelart]]<br>Oingo Boingo Punch-face
|Launches a boxing glove that can punch airlocks right out of their frames.
|H.O.N.K.
|250 energy per punch or 500 per shot, 10 shots
|250 energy per punch or 500 per shot, 10 shots
|2
|2
!H.O.N.K.
|Launches a boxing glove that can punch airlocks right out of their frames.
|}
|}
</tab>
</tabs>
{{Guides
|color = #A06DA0
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[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 07:51, 2 October 2022

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SCIENCE

Department head:
Research Director
Science roles
Guides

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


Exosuit Fabricators

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

If 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 Exosuit Fabricator.

Cyborgs

Total Part Cost: 100000 Metal

Requires
1 x each Cyborg part (made with the Exosuit Fabricator)

2 x Flash (Exosuit Fabricator)
1 x Cable Coil
1 x Power Cell (preferably at least High-Capacity)
1 x BrainMMI OR positronic brain OR B.O.R.I.S. module


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. Power Cell Insert a charged power cell into the cyborg's chest
  2. Cable Coil Insert a coil of wire into the cyborg's chest
  3. Flash 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
  5. Multitool Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however.
  6. Brain Once it's complete, it's time for the brain. 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 mannitol on it to fix it)
  7. 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 because ROBOTICS!). 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.
  8. 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

In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:

  1. Use an ID Card, Emag it or just ask the Cyborg to unlock its panel
  2. Use a Crowbar to open the cover.

After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:

  1. Use a Crowbar to close the cover.
  2. Use your ID Card to lock the Cyborg. Borgs can't lock their panel.

Cyborg Repairs

Cyborgs will often come to you for repairs if damaged.

For brute damage:

  1. Weld them to fix the dents.

For burn damage:

  1. Unlock and open the Cyborg's cover.
  2. Use an Empty Hand to remove the battery.
  3. Screwdriver to expose wiring.
  4. Cable Coil Rewire the damaged circuits. You may have to do this step more than once.
  5. Screwdriver to hide wiring.
  6. Re-insert the old battery or insert a new one.
  7. 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

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

  1. Unlock and open the Cyborg's cover.
  2. With an Empty Hand, remove the old battery.
  3. Insert a New Battery.
  4. 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.

  1. Unlock and open the Cyborg's cover.
  2. Insert a New Encryption Key (or Screwdriver to remove the current Key).
  3. 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.

  1. Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).
  2. Repair the Cyborg with a welder and/or replace wires.
  3. Unlock and open the Cyborg's cover.
  4. Insert the Emergency Restart Module.
  5. Close the cover and lock the Cyborg.

Upgrading Cyborgs

The procedure for upgrading cyborgs

  1. Unlock and open the Cyborg's cover.
  2. Insert the Upgrade Module (or emag to subvert).
  3. Close the cover and lock the Cyborg.

Resetting Cyborg models

Cyborgs can at any point ask to have their module changed or reset

Use these tools in this order to reset a borg module:

  1. ID Card, Emag or just ask the Cyborg to unlock its panel
  2. Crowbar the panel open
  3. Optional: Emag the cyborg and skip to "Afterwards" (does not work if its AI is malfunctional)
  4. Remove the power cell by clicking the borg with an empty hand
  5. Screwdriver to expose wires
  6. Wirecutters or Multitool to manipulate wires

Afterwards:

  1. Screwdriver to cover wires
  2. Replace the power cell
  3. Crowbar the panel shut
  4. Lock the panel with an ID Card. Cyborgs cannot lock their own panel.

Borgs have seven wires; five working ones and two duds:

The Guide to Hacking also has some information on how to do this.

Deconstructing Cyborgs

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

  1. Unlock and open the Cyborg's cover.
  2. Use an Empty Hand to remove battery.
  3. Screwdriver to open wiring.
  4. Cut every wire until the lockdown light turns on.
  5. Wrench to disassemble.

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

Upgrades

Roboticists 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.

Name Description Materials to produce
(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.

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. 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.

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 defibrillator. You can also insert an ordinary defibrillator 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 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
Experimental Push Broom An experimental push broom used for efficiently pushing refuse. 4000 iron, 500 glass
Plating Repair Tool Gives janitor cyborgs a tool that can repair damaged floor tiles. 2500 iron, 750 glass
Clown Module The borg module picker (Clown) allows you to to turn a cyborg into a clown. This is how you create a Clown cyborg. 15000 iron, 15000 glass, 1000 bananium

Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.

Surgery

To initiate most surgeries, first place Drapesdrapes over the part of the body you are operating on.

Removing Brains

Procedure Ghetto Analogues
Step 1: Scalpel Scalpel: make an incision. Kitchen Knife (65%) Shard (45%) Energy Sword (75%) Any other sharp item (30%)
Step 2: Retractor Retractor: retract the skin. Screwdriver (45%) Wirecutters (35%)
Step 3: Circular Saw Circular Saw: saw through bones. Chainsaw (arm-mounted) (65%) Fire Axe (50%) Chainsaw (unmounted) (50%) Hatchet (35%) Butcher's Knife (25%) Changeling's Arm Blade (75%)
Step 4: Hemostat Hemostat: clamp the bleeders. Wirecutters (60%) Package Wrap (35%) Cable (15%)
Step 5: Scalpel Scalpel: make an incision. Kitchen Knife (65%) Shard (45%) Energy Sword (75%) Any other sharp item (30%)
Step 6: Hemostat Hemostat: remove the brain. Crowbar (55%)
Step 7: Have an MMI in hand.
Step 8: Click to remove the brain.

Despite what some old-timer Roboticists may tell you, DO NOT JUST TAKE THE BONESAW AND CUT THEIR HEAD OFF WITHOUT SURGERY. Removing a brain without surgery will damage it and may result in the immediate death of the brain.

In case this happens, you will need to ask the Chemist to make some Mannitol to fix it. Once you have a beaker of it, just splash it on the brain and it should be good to go. You can always examine the brain to see if it is still damaged.


If a head is not attached to a body, you can simply use a Scalpelscalpel or some other slicing/cutting item on it to cut the brain out. No need for drapes or table.

Limb Augmentation

Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.
Robot limbs are tougher. They need welding to "heal" brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.

Cyborg head
Cyborg torso
Cyborg arm

We can rebuild him. We have the technology.

Target Target: Head, chest, legs or arms

Procedure Ghetto Analogues
Step 0: Create the cyborg limb(s) using an Exosuit Fabricator.
Step 1: Scalpel Scalpel: make an incision. Kitchen Knife (65%) Shard (45%) Energy Sword (75%) Any other sharp item (30%)
Step 2: Hemostat Hemostat: clamp bleeders. Wirecutters (60%) Package Wrap (35%) Cable (15%)
Step 3: Retractor Retractor: retract the skin. Screwdriver (45%) Wirecutters (35%)
Step 4: Cyborg limb: augment the limb.

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!

Medibot

Performs a baby version of tend wounds.

The surgery works through clothes and without the patient having to lie down. Amount healed scales with tend wounds surgeries researched. Each researched upgrade of tend wounds increases health healed. Requires a "refresh" similarly to operating computers to benefit from research.

When emagged it will inject 5u chloral hydrate and damage you based on what they would have healed (brute if you don't need treatment) per step.

What damage types the medibot can heal depends on medkit used. If they can heal multiple types the damage type healed will be random per treatment:

  • Advanced first aid kit: All 4 basic damage types.
  • Brute kit: 10% extra brute. (other types?)
  • Burn kit: ?
  • Toxin kit: ?
  • Suffocation kit: ?

To manufacture:

Requires
1 x Borg Right Arm

1 x Med-kit (EMPTY, any color)
1 x Health Analyzer
1 x Proximity Sensor

  1. Attach the Borg Arm (left or right, doesn't matter) to an empty Med-kit. The color of the Med-kit determines what damage it will heal, as well as its future color (white and pink kits are both for brute dmg).
  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 spew slippery foam and melt people with acid.

To manufacture:

Requires
1 x Bucket

1 x Proximity Sensor
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.

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:

Requires
1 x Mechanical Toolbox Any toolbox

10 x Floor Tile
1 x Proximity Sensor
1 x Borg Right Arm

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

Firebot

This little guy will scoot around and try his best to extinguish burning people and gases around him.

If emagged he will spray Chlorine Trifluoride at anyone who isn't on fire.

To manufacture:

Requires
1 x Fire Extinguisher

1 x Proximity Sensor
1 x Fire Helmet
1 x Borg Arm (left or right)

  1. Attach a Borg Arm (left or right) to the Fire Extinguisher.
  2. Add a Fire Helmet.
  3. Add a Proximity Sensor and your Firebot is ready.

HONK HONKHonkbot

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 emags the thing.

To manufacture:

Requires
1 x Clown Box

1 x Clown Stamp
1 x Bike Horn
1 x Proximity Sensor
1 x Borg Arm (left or right)

  1. Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)
  2. Insert a Borg Arm
  3. Add a Proximity Sensor.
  4. Add a Bike Horn

Vibebot

It's just out here vibing.

To manufacture:

Requires
2 x Light bulb

1 x Cyborg head
1 x Proximity Sensor
1 x Crayon

  1. Gather up the building materials.
  2. Use the crafting menu to assemble.

Hygienebot

Flying bot which showers people covered in blood, with force if necessary.

To manufacture:

Requires
2 x Metal

1 x Welding Tool
1 x Proximity Sensor
1 x Fluid Duct

  1. Metal Use metal in hand to craft an incomplete hygienebot assembly.
  2. Weld a hole in the incomplete hygienebot assembly.
  3. Add a Proximity Sensor.
  4. Add a Fluid Duct.

I AM THE LAWSecuritron

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 Remote Signaling Device

1 x Helmet
1 x Welding Tool
1 x Proximity Sensor
1 x Borg Right Arm
1 x Stun Baton

  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.

FOOLISH JEDIGeneral Beepsky

This is General Beepsky (or General Grieffous, your pick).

A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a traitor's worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with it's rapidly rotating eswords. It gets even worse when a Cryptographic Sequencer gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target he comes across.

Unlike normal Securitrons, General Beepsky can deflect projectiles with it's eswords. It's only true weakness is an EMP.

Has a toy sword version.

To manufacture:

Requires
1 x Remote Signaling Device

1 x Welding Tool
1 x Helmet
1 x Proximity Sensor
1 x Borg Arm (left or right)
1 x Wrench Wrench

4 x Energy Sword

  1. Use a Remote Signaling Device on a Helmet.
  2. Weld them together
  3. Add a Proximity Sensor.
  4. Insert a Borg Arm.
  5. Use a Wrench to adjust the arm slots for extra weapons.
  6. Attach 4 Energy Swords and your death machine is ready to maim.

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 Cyborg Endoskeleton

1 x Metal Sheet
2 x Cyborg Leg Cyborg Leg
1 x Body Armor
1 x Welding Tool
1 x Helmet
1 x Proximity Sensor
1 x Cable Coil
1 x Disabler
1 x Screwdriver
1 x Power Cell

  1. Cyborg Endoskeleton Build a Cyborg Endoskeleton from the Exosuit Fabricator.
  2. Metal Sheet Use a Metal Sheet on a Cyborg Endoskeleton to reinforce it.
  3. Cyborg Leg Add two Robot Legs
  4. Body Armor Add a Body Armor
  5. Welding Tool Weld everything together
  6. Helmet Add in a security Helmet
  7. Proximity Sensor Attach a Proximity Sensor to the assembly
  8. Cable Coil Insert wires
  9. DRAGnet Screwdriver Add a Disabler and attach it with a Screwdriver
  10. Power Cell Insert a Power Cell. Your own exosuit is complete!

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

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.

  1. Drone Shell Build a drone shell from the Exosuit Fabricator.

That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.

Vim

Minature little mecha for critters (tiny simple animals) to ride around in.

Comes with headlights, and the ability to chime or buzz (in case you can't speak galactic common).

To manufacture:

Requires
1 x EVA Helmet

2 x Borg Leg (left or right)
1 x Flashlight
1 x Screwdriver
1 x Voice Analyzer

  1. Attack two Borg Legs to your EVA Helmet.
  2. Attach a flashlight to the Vim assembly.
  3. Use a screwdriver to attach the flashlight.
  4. Use a Pen to name it if you wish.
  5. Attach the Voice Analyzer to the assembly.

Your mini mech is now ready for Ian to take a joyride in!

Exosuits

These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.

With all Exosuits, MMIs can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any deranged maniacs inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!

List of Exosuits

The current list of exosuits is as follows.

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.

*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.

Requires
Minerals: 100.000Metal 7.500Glass

10 x Metal rods
5 x Metal sheets Metal
2 x Ripley circuit boards (also available through Cargo)
1 x Scanning Module. Advanced Scanning Module
Higher tier = less power consumption.
1 x Capacitor. Advanced Capacitor
Higher tier = better EMP resistance.
1 x Cable Coil
1 x Power Cell


Construction steps:

  1. Build all of the Ripley parts using the Exosuit Fabricator.
  2. Attach all of the parts to the Ripley chassis
  3. Wrench Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Ripley Central Control Module Ripley Central Control Module
  8. Screwdriver Screwdriver
  9. Ripley Peripherals Control Module Ripley Peripherals Control Module
  10. Screwdriver Screwdriver
  11. Advanced Scanning Module Add a Scanning Module
  12. Screwdriver Screwdriver
  13. Advanced Capacitor Add a Capacitor
  14. Screwdriver Screwdriver
  15. Power Cell Power Cell
  16. Screwdriver Screwdriver
  17. Metal 5 pieces of Metal
  18. Wrench Wrench
  19. Welding Tool Welding Tool
  20. Plasteel 10 metal Rods
  21. Welding Tool Welding Tool

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.

Requires
Minerals: 10.000Metal 10.000Plasma

1 x Ripley APLU MK-I Ripley MK-I

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.
Once converted to the MK-II design, the exosuit cannot be restored to MK-I.


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.

Requires
* Minerals: 76.000Metal 17.500Glass
  • 4 x Conveyor belts (from autolathe or engineering/science protolathe)
  • 5 x Plasteel sheets Plasteel
  • 5 x Gold sheets Gold
  • 1 x Clarke Central Control module (Exosuit Board) File:Mech central control.png (from department circuit imprinter (Science))
  • 1 x Clarke Peripherals Control module (Exosuit Board) File:Mech peripherals.png (from department circuit imprinter (Science))
  • 1 x Scanning Module. Advanced Scanning Module
    • Higher tier = less power consumption.
  • 1 x Capacitor. Advanced Capacitor
    • Higher tier = better EMP resistance.
  • 1 x Cable Coil
  • 1 x Power Cell

Construction steps:

  1. Create an Exosuit Chassis ("Clarke") using the Exosuit Fabricator.
  2. Create the torso, head, left arm and right arm of the Clarke using the Exosuit Fabricator.
  3. Assemble all of the Clarke parts to the Exosuit Chassis ("Clarke").
  4. Add 4x conveyor belts
  5. Wrench Wrench
  6. Screwdriver Screwdriver
  7. Cable Coil Cable Coil
  8. Wirecutters Wirecutters
  9. Clarke Central Control Module Clarke Central Control Module (from circuit imprinter)
  10. Screwdriver Screwdriver
  11. Clarke Peripherals Control Module Clarke Peripherals Control Module (from circuit imprinter)
  12. Screwdriver Screwdriver
  13. Advanced Scanning Module Add a Scanning Module
  14. Screwdriver Screwdriver
  15. Advanced Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Power Cell Power Cell
  18. Screwdriver Screwdriver
  19. Plasteel 5 pieces of Plasteel
  20. Wrench Wrench
  21. Welding Tool Welding Tool
  22. Gold 5 pieces of Gold
  23. Wrench Wrench
  24. Welding Tool Welding Tool

Firefighter APLU (removed)

Firefighter APLU was removed in March, 2020 and replaced with Clarke.

Click expand for outdated construction steps and other information.

Equipment slots: 5

Movement speed: Slow.

Special properties: Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat- and lavaproof.

Armor: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb. 65.000°K max temperature.

Integrity: 250

Description: The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley's big brother that has significantly improved armor and can walk on lava unscathed.

Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and slaying Megafauna - miners love it!

Requires
Minerals: 100.000Metal 7.500Glass

15 x Plasteel sheets Plasteel
5 x Metal sheets Metal
2 x Ripley circuit boards (also available through Cargo)
1 x Firesuit Firesuit
1 x Scanning Module. Advanced Scanning Module
Higher tier = less power consumption.
1 x Capacitor. Advanced Capacitor
Higher tier = better EMP resistance.
1 x Cable Coil
1 x Power Cell

Construction steps:

  1. Create a Firefighter APLU chassis using the Exosuit Fabricator.
  2. Create all parts of the Ripley APLU except for the chassis.
  3. Assemble all of the Ripley parts to the Firefighter chassis.
  4. Firesuit Add a Firesuit
  5. Wrench Wrench
  6. Screwdriver Screwdriver
  7. Cable Coil Cable Coil
  8. Wirecutters Wirecutters
  9. Ripley Central Control Module Ripley Central Control Module (from R&D or QM)
  10. Screwdriver Screwdriver
  11. Ripley Peripherals Control Module Ripley Peripherals Control Module (from R&D or QM)
  12. Screwdriver Screwdriver
  13. Advanced Scanning Module Add a Scanning Module
  14. Screwdriver Screwdriver
  15. Advanced Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Power Cell Power Cell
  18. Screwdriver Screwdriver
  19. Plasteel 5 pieces of Plasteel
  20. Wrench Wrench
  21. Welding Tool Welding Tool
  22. Plasteel 5 pieces of Plasteel
  23. Plasteel 5 pieces of Plasteel
  24. Wrench Wrench
  25. Welding Tool Welding Tool

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.

Requires
Minerals: 74.000Metal 10.000Glass

5 x Plasteel sheets Plasteel
5 x Metal sheets Metal
2 x Odysseus circuit boards
1 x Scanning Module. Advanced Scanning Module
Higher tier = less power consumption.
1 x Capacitor. Advanced Capacitor
Higher tier = better EMP resistance.
1 x Cable Coil
1 x Power Cell


Construction steps:

  1. Create all of the Odysseus parts using the Exosuit Fabricator.
  2. Assemble all of the Odysseus parts to the chassis.
  3. Wrench Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Odysseus Main Board Odysseus Main Board (from R&D or QM)
  8. Screwdriver Screwdriver
  9. Odysseus Peripherals Board Odysseus Peripherals Board (from R&D or QM)
  10. Screwdriver Screwdriver
  11. Advanced Scanning Module Add a Scanning Module
  12. Screwdriver Screwdriver
  13. Advanced Capacitor Add a Capacitor
  14. Screwdriver Screwdriver
  15. Power Cell Power Cell
  16. Screwdriver Screwdriver
  17. Metal 5 pieces of Metal
  18. Wrench Wrench
  19. Welding Tool Welding Tool
  20. Plasteel 5 pieces of Plasteel
  21. Wrench Wrench
  22. Welding Tool Welding Tool

Gygax

Equipment slots: 3

Movement speed: Average or extremely fast

Special abilities: Its punches can smash through walls, 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.

Requires
Minerals: 125.000Metal 15.000Glass 20.000Silver 20.000Gold 10.000Titanium

5 x Metal sheets Metal
3 x Gygax circuit boards
1 x Scanning Module. Advanced Scanning Module
Higher tier = less power consumption.
1 x Capacitor. Advanced Capacitor
Higher tier = better EMP resistance.
1 x Cable Coil
1 x Power Cell


Construction steps:

  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 Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Gygax Main Circuitboard Gygax Central Control module
  8. Screwdriver Screwdriver
  9. Gygax Peripherals Circuitboard Gygax Peripherals Control module
  10. Screwdriver Screwdriver
  11. Gygax Targeting Circuitboard Gygax Weapon Control and Targeting module
  12. Screwdriver Screwdriver
  13. Advanced Scanning Module Add a Scanning Module
  14. Screwdriver Screwdriver
  15. Advanced Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Power Cell Power Cell
  18. Screwdriver Screwdriver
  19. Metal 5 pieces of Metal
  20. Wrench Wrench
  21. Welding Tool Welding Tool
  22. Gygax Armor PlatesAdd Gygax Armor Plates (Made in the Exosuit Fabricator)
  23. Wrench Wrench
  24. Welding Tool Welding Tool

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 explosions and EMPs.

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!

Requires
Minerals: 140.000Metal 25.000Glass 28.000Silver 25.000Uranium 20.000Titanium

5 x Metal sheets Metal
3 x Durand circuit boards
1 x Scanning Module Phasic Scanning Module
Higher tier = less power consumption.
1 x Capacitor Super Capacitor
Higher tier = better EMP resistance.
1 x Cable Coil
1 x Power Cell


Construction steps:

  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 Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Durand Main Circuitboard Durand Main Circuitboard
  8. Screwdriver Screwdriver
  9. Durand Peripherals Circuitboard Durand Peripherals Circuitboard
  10. Screwdriver Screwdriver
  11. Durand Targeting Circuitboard Durand Targeting Circuitboard
  12. Screwdriver Screwdriver
  13. Phasic Scanning Module Add a Scanning Module
  14. Screwdriver Screwdriver
  15. Super Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Power Cell Power Cell
  18. Screwdriver Screwdriver
  19. Metal 5 pieces of Metal
  20. Wrench Wrench
  21. Welding Tool Welding Tool
  22. Durand Armor Plates Add Durand Armor Plates (Made in the Exosuit Fabricator)
  23. Wrench Wrench
  24. 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.

This is what the shield looks like in the dark:


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.

Requires
Minerals: 175.000Metal 90.000Plasma 20.000Titanium

5 x Plasteel sheets Plasteel
1 x Bluespace Crystal Bluespace Crystal
1 x Bluespace Anomaly Core
3 x Phazon circuit boards
1 x Scanning Module Phasic Scanning Module
Higher tier = less power consumption.
1 x Capacitor Super Capacitor
Higher tier = better EMP resistance.
1 x Cable Coil
1 x Power Cell


Construction steps:

  1. Create all of the Phazon parts using the exosuit fabricator.
  2. Assemble all of the Phazon parts to the chassis (except for the Armor Plates)
  3. Wrench Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Durand Main Circuitboard Phazon Main Circuitboard
  8. Screwdriver Screwdriver
  9. Durand Peripherals Circuitboard Phazon Peripherals Circuitboard
  10. Screwdriver Screwdriver
  11. Durand Targeting Circuitboard Phazon Targeting Circuitboard
  12. Screwdriver Screwdriver
  13. Advanced Scanning Module Add a Scanning Module
  14. Screwdriver Screwdriver
  15. Advanced Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Bluespace Crystal Add a Bluespace Crystal
  18. Cable Coil Cable Coil
  19. Screwdriver Screwdriver
  20. Power Cell Power Cell
  21. Screwdriver Screwdriver
  22. Plasteel 5 pieces of Plasteel
  23. Wrench Wrench
  24. Welding Tool Welding Tool
  25. Add Phazon Armor Plates (Made in the Exosuit Fabricator)
  26. Wrench Wrench
  27. Welding Tool Welding Tool
  28. Add the Anomaly Core (NOTE: This specifically needs to be a Bluespace anomaly core. The other types will not work.)

Savannah-Ivanov

Equipment slots: 0

Movement speed: 3

Special abilities: Seats not one, but TWO pilots! Rise up into the air and crash down on kaiju with skyfall, or shoot from the gunner's seat with an Ivanov strike.

Armor: 45 melee, 40 bullet, 30 laser, 30 energy, 40 bomb, 80 rad, 100 fire, 100 acid. 30.000°K max temperature.

Integrity: 450

Description: An insanely overbulked mecha that handily crushes single-pilot opponents. The price is that you need two pilots to use it.

Requires
Minerals: 206.000Metal 42.500Glass 26.000Silver 25.000Uranium 20.000Titanium

10 x Plasteel sheets Plasteel
3 x Savannah-Ivanov circuit boards
1 x Scanning Module. Advanced Scanning Module
Higher tier = less power consumption.
1 x Capacitor. Advanced Capacitor
Higher tier = better EMP resistance.
1 x Cable Coil
1 x Power Cell


Construction steps:

  1. Build all of the Savannah-Ivanov parts using the Exosuit Fabricator.
  2. Attach all of the parts to the Savannah-Ivanov chassis
  3. Wrench Wrench
  4. Screwdriver Screwdriver
  5. Cable Coil Cable Coil
  6. Wirecutters Wirecutters
  7. Ripley Central Control Module Combination Control Lock Module
  8. Screwdriver Screwdriver
  9. Ripley Peripherals Control Module Savannah Peripherals Control Module
  10. Screwdriver Screwdriver
  11. Ripley Peripherals Control Module Ivanov Weapon Control and Targeting Module
  12. Screwdriver Screwdriver
  13. Advanced Scanning Module Add a Scanning Module
  14. Screwdriver Screwdriver
  15. Advanced Capacitor Add a Capacitor
  16. Screwdriver Screwdriver
  17. Power Cell Power Cell
  18. Screwdriver Screwdriver
  19. Plasteel 10 pieces of Plasteel
  20. Wrench Wrench
  21. Welding Tool Welding Tool
  22. Savannah-Ivanov Armor Plates Add Savannah-Ivanov Armor Plates (Made in the Exosuit Fabricator)
  23. Wrench Wrench
  24. Welding Tool Welding Tool

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.

Requires
Minerals: 120.000Metal 15.000Glass 35.000Bananium

1 x Clown mask
1 x Clown shoes
1 x Bike horn
3 x H.O.N.K. circuit boards
1 x Scanning Module Phasic Scanning Module
Higher tier = less power consumption.
1 x Capacitor Super Capacitor
Higher tier = better EMP resistance.
1 x Cable Coil
1 x Power Cell


Construction steps::

  1. Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.
  2. Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.
  3. HONK at the exosuit with a bike horn.
  4. Add the main circuit board.
  5. HONK at the exosuit again.
  6. Add the peripherals circuit board.
  7. HONK
  8. Add the targeting circuit board.
  9. HONK
  10. Advanced Scanning Module Add a Scanning Module
  11. HONK
  12. Advanced Capacitor Add a Capacitor
  13. HONK
  14. Power Cell Power Cell
  15. HONK
  16. Add the clown's mask to the exosuit.
  17. HENK
  18. Add clown shoes to it.
  19. I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH


Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.


CentCom Exosuits

If you see these, you know that things have really gone to shit. These exosuits are typically only found in the repositories of the elite Emergency Response Team and Death Squad.

Marauder

Equipment slots: 4

Movement speed: Very slow.

Special abilities: Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.

Armor: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.

Integrity: 500

Description: Standard issue exosuit for the Death Squad when the going gets tough.
It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.

Seraph

Equipment slots: 5

Movement speed: Average.

Special abilities: Same as the Marauder's, but punches even harder.

Armor: Same as the Marauder's.

Integrity: 550

Description: An advanced Death Squad exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.
It starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.

Syndicate Exosuits

For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed Nuclear Operatives.

Dark Gygax

Equipment slots: 4

Movement speed: Average.

Special abilities: Same as the Gygax', but with additional thrusters for space navigation.

Armor: 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.

Integrity: 300

Description: A modified Gygax used for nefarious purposes.
It starts off with the LBX AC 10 "Scattershot", an antiprojectile and antimelee armor booster, and a Tesla Energy Relay.

Mauler

Equipment slots: 5

Movement speed: Very slow.

Special abilities: Same as the Marauder's.

Armor: Same as the Marauder's.

Integrity: 500

Description: A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.
Starts off with the Ultra AC 2 LMG, the LBX AC 10 "Scattershot", the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.

Exosuit operation and maintenance

To climb into an exosuit, just drag and drop your character onto it.

Exosuit beacons

Adding a tracking beacon (exofab "Misc" category) to a mech allows the RD's exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary. The EMP is reusable after a cooldown of 10 seconds.

Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.

EMP

When an exosuit is hit by an EMP-effect it will take burn damage, lose some battery charge and have all its equipment disabled for 3 seconds.

Locking/unlocking Exosuits

There are two ways to lock exosuit: A) ID ("keycode") lock or B) DNA lock.

A) ID lock (keycode):

Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.

For example: A mech with "bridge" and "robotics" keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.

  • Enter the exosuit and unlock the ID upload panel.
  • Exit the exosuit.
  • Use an ID card/PDA on exosuit and select "Edit operation keycodes".

B) DNA lock:

DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.

This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.

  • Enter the exosuit and open the stats menu.
  • Unter Permissions&Logging, click "DNA-lock".
  • To remove the lock, hit "[ Reset ]" next to your DNA string under "DNA-locked:".

Exosuit Damage and Repairs

For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.


Internal Fire: An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.

Life Support System Malfunction: A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.

Gas Tank Breach: A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.

Coordination System Calibration Failure: A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. It can be fixed by clicking "Recalibrate" in the damage report.

Short Circuit: A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).

This is the menu that pops up after using the following on the mech: 1. A valid robotics access ID, 2. wrench, 3. crowbar, 4. a valid ID again.

Exosuit Battery, Capacitor and Scanning Module Replacement

  1. Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
  2. Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
  3. Wrench Wrench
  4. Crowbar Crowbar
  5. Click "Drop power cell", "Drop capacitor" or "Drop scanning module" in the menu, depending on which part you want to replace.
  6. Pick up the old part from the floor and discard it.
  7. New Battery, capacitor or scanning module
  8. Crowbar Crowbar
  9. Wrench Wrench
  10. ID Card and select "Terminate maintenance protocol".
  11. Optional: Forbid maintenance protocol from inside the mech.

Exosuit Equipment

Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu).

To attach a tool or weapon, simply click with it on the exosuit.

Equipment Description

Drill
The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.

When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.
Can't be attached to the Odysseus.


Diamond Drill
Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.

Can't be attached to the Odysseus.


Exosuit Mining Scanner
A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached.

Mounted Teleporter
A mounted teleporter that can teleport the exosuit to any location in view.

Mounted Gravitational Catapult
Can be used to throw objects around (Sling mode) or blast anything away from a targeted area (Push mode).

Exosuit Wormhole Generator
As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location.

Mounted RCD
An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls.

Armor Booster Module (Close Combat Weaponry)
Boosts exosuit armor against armed melee attacks. Requires energy to operate.

Armor Booster Module (Ranged Weaponry)
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.

Repair Droid
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.

Exosuit Energy Relay
Wirelessly drains energy from any APC's available power channel in the area. Not very effective.

Exosuit Plasma Converter
Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire.

ExoNuclear Reactor
Generates power using uranium sheets as fuel. Irradiates the environment.
Equipment Can be attached to Description

Hydraulic Clamp
Ripley, Firefighter Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.
Great in combination with an ore box - nearby minerals will be loaded straight into the box.

217-D Heavy Plasma Cutter
Ripley, Firefighter Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.
Longer range and higher damage than portable cutters.

Exosuit Extinguisher
Ripley, Firefighter Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank.

Cable Layer
Ripley, Firefighter Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer.

Exosuit Syringe Gun
Odysseus Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.
Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.
Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu.

Mounted Sleeper
Odysseus Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.
Can also be used to abduct people and keep them sedated.

Medigun
Odysseus Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams!

Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security techfab, and then use them on the fininished mech. Each ammo box will fill the weapon with the same amount as the "starting ammo".

Weapon Can be attached to Energy drain or starting ammo/max ammo Cooldown in seconds Description

CH-PS "Immolator" Laser
Durand, Gygax, Honker, and Phazon 30 energy per shot 0.8 Fires a Laser bolt, identical to laser rifles.

CH-LC "Solaris" Laser Cannon
Durand, Gygax, Honker, and Phazon 60 energy per shot 1.5 Fires a Heavy Laser bolt, identical to the laser cannon.

mkIV Ion Heavy Cannon
Durand, Gygax, Honker, and Phazon 120 energy per shot 2 Fires a Ion bolt, identical to ion rifles. Don't hit yourself!

eZ-13 mk2 Heavy pulse rifle
Durand, Gygax, Honker, and Phazon 120 energy per shot 3 Fires a heavy pulse laser. Death Squad only.

"Peacemaker" Disabler
Durand, Gygax, Honker, and Phazon 30 energy per shot 0.8 Fires basic disabler beams.

LBX AC 10 "Scattershot"
Durand, Gygax, Honker, and Phazon 40 / 160 2 Fires four bullets in a spread pattern, 20 damage each.

Ultra AC 2
Durand, Gygax, Honker, and Phazon 300 / 1200 1 Fires a three shot burst of 20 damage bullets.

SRM-8 Missile Rack
Durand, Gygax, Honker, and Phazon 8 / 8 6 Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by station.

BRM-6 Missile Rack
Durand, Gygax, Honker, and Phazon 6 / 6 6 Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside.

MKI Tesla Cannon
Durand, Gygax, Honker, and Phazon 500 energy per shot 3.5 Fires a tesla ball that arcs off anything it hits. Causes EMP as well.

SGL-6 Grenade Launcher
Durand, Gygax, Honker, and Phazon 6 / 24 6 Launches a flashbang at medium range.

SOB-3 Grenade Launcher
Durand, Gygax, Honker, and Phazon 3 / 3 9 Launches a cluster of flashbangs at medium range. Must be reloaded from the outside.

FNX-99 "Hades" Carbine
Durand, Gygax, Honker, and Phazon 24 / 96 1 Shoots incendiary bullets that leave a burning trail.

Banana Mortar
H.O.N.K. 100 energy per shot, 15 shots 2 Launches a banana peel. Very annoying, thus, fun.

Mousetrap Mortar
H.O.N.K. 100 energy per shot, 15 shots 2 Launches an armed mousetrap.

HoNkER BlAsT 5000
H.O.N.K. 200 energy per shot 15 Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.

Oingo Boingo Punch-face
H.O.N.K. 250 energy per punch or 500 per shot, 10 shots 2 Launches a boxing glove that can punch airlocks right out of their frames.
Guides
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