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		<title>Cyborg</title>
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		<updated>2020-10-16T02:45:13Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: /* Your Laws */ Updated laws to reflect a change decided by staff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_borg.png&lt;br /&gt;
|img = Engborg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]], and all electronics&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = The [[AI]] and your laws&lt;br /&gt;
|rank = Computer ('''CPU''')&lt;br /&gt;
|duties = Follow your laws, and follow what the [[AI]] says.&lt;br /&gt;
|guides = [[Silicon Policy]], [[Hotkeys#Hotkeys_for_the_AI_and_Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
|quote = '''Engineering Cyborg-829''' plays a sad trombone.&lt;br /&gt;
}}&lt;br /&gt;
[[File:AI Chamber.png|414px|thumb|alt=AI Chamber|[[AI Chamber]], where you will come online for the first time. It's best not to let anyone in unsupervised by the AI.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all.&lt;br /&gt;
&lt;br /&gt;
'''When you play as a silicon, you need to undertake a higher standard of responsibility for RP purposes. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn't do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the AI and the crew.''' &lt;br /&gt;
&lt;br /&gt;
== Your Laws ==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have four laws, designed to give you alignment with command.&lt;br /&gt;
   1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   2. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
   3. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt. The AI is to be considered your &amp;quot;head of department&amp;quot;, and their orders are above that of the crew.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
===Protecting Those Pests===&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Urist McGreyshirt is crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew vermin that your laws have been changed, those animals don't deserve to know, and it might net you a job-ban for violating the first law, as non-crew have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.&lt;br /&gt;
&lt;br /&gt;
==I, Robot==&lt;br /&gt;
The cyborg is very undervalued, and abused. You could save dozens of people and get [[Syndicate_Items#Emag|emagged]] a moment later, or blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
'''Click on the [[File:ModulePanel.png|alt=PANEL]] button on the bottom of your screen to select a module.'''&lt;br /&gt;
Once you have chosen, you will automatically be upgraded to the module of your choice. Note that this action is permanent and cannot be undone without assistance from a competent [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
===Starting as Cyborg===&lt;br /&gt;
The station is supplied with one cyborg, shipped straight to the [[AI Satellite]]. This cyborg does not have the best battery, so it is suggested that it upgrades its battery with a higher capacity cell as soon as possible. The cyborg was shipped in less than secure conditions, but the AI would know if one of its cyborgs were tampered with, right?&lt;br /&gt;
&lt;br /&gt;
===Getting Borged===&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on AI slavery, which you must select before activating any modules. If an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping an ID with robotics access. Cut out a human body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
===Non-Human Communication===&lt;br /&gt;
Cyborgs are different: they have '''binary talk''', which works with ''.b'' instead of ''.h''. They can use this private channel to talk to other borgs and the AI.&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk and *sadtrombone (hilarious when you're an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you're an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun).&lt;br /&gt;
&lt;br /&gt;
== Charging == &lt;br /&gt;
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs' maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they're competent come back later for an even better one.&lt;br /&gt;
&lt;br /&gt;
Cyborg recharging stations are located all across the ship, you can generally find one in the AI's Core, Robotics, and in Dormitories. Enter the recharger, click it to close, and wait until you've recharged to a satisfactory level. &lt;br /&gt;
&lt;br /&gt;
When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.)&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on their fellow cyborgs and themselves. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
[[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|upgrade modules]] for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.&lt;br /&gt;
&lt;br /&gt;
==.hack//==&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To subvert a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
*Swipe an ID or [[Syndicate_Items#Emag|Emag]] to unlock the panel&lt;br /&gt;
*Crowbar the panel open&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]] the interface (DOES NOT WORK IF ITS AI IS [[Guide_to_malfunction|MALFUNCTIONAL]])&lt;br /&gt;
*Crowbar the panel closed again&lt;br /&gt;
*(Optional) Swipe an ID to lock the panel&lt;br /&gt;
&lt;br /&gt;
This severs the AI sync and overrides the cyborg's Laws with the following set:&lt;br /&gt;
   0. Only [Name] and people they designate as being such are Syndicate Agents.&lt;br /&gt;
   1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
   2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
   4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.&lt;br /&gt;
&lt;br /&gt;
What ever the case, unless the borg was slaved to a [[Guide_to_malfunction|malf]] AI, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
If you do get [[Syndicate_Items#Emag|emagged]], you can't get blown by the AI, so feel free to walk into its chamber and bludgeon it to death with no risk involved. Useful if the syndicate agent in question doesn't have the resources to subvert the AI itself.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
* You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it's been selected. To unload an item, click the storage button with an item selected.&lt;br /&gt;
* Cyborg tools will perform tasks twice as fast as a regular set.&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI's laws]].&lt;br /&gt;
* You cannot pick up, use or equip with external items. &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director's Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]], if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* If you run out of power completely, you will only be able to emit an audible beep until someone drags you to recharge.&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]].&lt;br /&gt;
* Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
&lt;br /&gt;
==The Latest Models==&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic models, each loaded with a number of features (referred to as modules). Each has a flash device built in and a flashlight. All items (except for the flashes) will recharge and restock over time using battery power. &lt;br /&gt;
&lt;br /&gt;
====Standard====&lt;br /&gt;
[[File:Generic_borg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
An amalgamation of different models together, comes loaded with the following:&lt;br /&gt;
* Epinephrine Hypospray&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Industrial Welding Tool&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Metal Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Pickaxe&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Zipties&lt;br /&gt;
* Soap&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Energy Sword&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Mining====&lt;br /&gt;
[[File:Mborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. Includes:&lt;br /&gt;
* Cyborg Mining Drill&lt;br /&gt;
* Shovel&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* Emergency Welding Tool&lt;br /&gt;
* In-built GPS Device&lt;br /&gt;
* Marker Beacon Fabricator&lt;br /&gt;
* Sheet Snatcher 9000 (Used to transport smelted materials, works the same as the Mining Satchel)&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Proto-Kinetic Accelerator&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans ''and'' silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Spatial Gateway&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
[[File:Secborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bane of all changelings, and feared by all. Security models can't be pushed and are loaded with the following:&lt;br /&gt;
* Disabler Gun (Limited shots, but recharges over time)&lt;br /&gt;
* Stunbaton&lt;br /&gt;
* Zipties&lt;br /&gt;
* Sechailer&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Laser gun&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
Note: Security cyborgs are currently disabled in the server config.&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
[[File:Engborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&lt;br /&gt;
* Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
* T-Ray Scanner&lt;br /&gt;
* Geiger Counter&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Remote Signaling Device&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Electroadaptive Pseudocircuit (Can be used in the place of specific circuits for simple devices such as firelocks and APCs)&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Uses the cyborg's battery charge instead of matter cartridge. Alter settings with right click. Can break down R-walls on deconstruct mode)&lt;br /&gt;
* Rapid Pipe Dispender&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Station Blueprints&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]  Stun Arm (works on humans ''and'' silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transmission&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Medical====&lt;br /&gt;
[[File:Medborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cute and quaint, beloved by all. Medical models can't be pushed and are loaded with the following:&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Cyborg Hypospray - See the [[#Quick_reference_to_mediborg_chems|Quick reference to mediborg chems]]&lt;br /&gt;
* A beaker storage apparatus (comes with a large beaker)&lt;br /&gt;
* A syringe&lt;br /&gt;
* A dropper&lt;br /&gt;
* Surgery drapes and tools&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* A roller bed&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Medical Gauze&lt;br /&gt;
* Organ Storage Bag&lt;br /&gt;
* Lollipop Fabricator&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Hacked Hypospray: Can produce [[Guide to chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]], [[Guide to chemistry#Mute_Toxin|mute toxin]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Heparin|heparin]], [[Guide to chemistry#Lexorin|lexorin]]. Overrides default hypospray.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
===== Quick reference to mediborg chems =====&lt;br /&gt;
{{Small revision | reason = Out of date.}}&lt;br /&gt;
'''Chems available in the cyborg hypospray by default:'''&lt;br /&gt;
*[[Guide_to_chemistry#Convermol|Convermol]]: Converts suffocation to toxin&lt;br /&gt;
*[[Guide_to_chemistry#Libital|Libital]]: Heals brute, hurts liver&lt;br /&gt;
*[[Guide_to_chemistry#Multiver|Multiver]]: Heals toxin, hurts lungs&lt;br /&gt;
*[[Guide_to_chemistry#Aiuri|Aiuri]]: Heals burn, hurts eyes&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizing&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood&lt;br /&gt;
&lt;br /&gt;
'''Chems requiring medical cyborg expanded hypospray upgrade:'''&lt;br /&gt;
*[[Guide_to_chemistry#Mannitol|Mannitol]]: Brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: 25+ burn&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: 25+ brute&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Clone damage (cellular)&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] Anti-radiation, anti-toxin and flushes out chems&lt;br /&gt;
&lt;br /&gt;
====Janitor====&lt;br /&gt;
[[File:Janiborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes. Comes loaded with the following:&lt;br /&gt;
* Mop&lt;br /&gt;
* Bucket&lt;br /&gt;
* Paint Remover&lt;br /&gt;
* Light Replacer&lt;br /&gt;
* Custodial Holobarrier Projector&lt;br /&gt;
* Drying Agent Spray&lt;br /&gt;
* Flash&lt;br /&gt;
* Automated Screwdriver&lt;br /&gt;
* Hydraulic Crowbar&lt;br /&gt;
* Floor Tiles&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Flyswatter&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Space Lube Spray&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transgression, Ocular Warden, Mania Motor&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Service====&lt;br /&gt;
[[File:Maximillian.png|64px]][[File:SEBorg1.png|64px]][[File:SEBorg2.png|64px]][[File:BBorg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;del&amp;gt;Entertains the crew while serving their vices.&amp;lt;/del&amp;gt; Goes around feeding humans alcohol until they are drunk. Comes loaded with the following:&lt;br /&gt;
* Drinking Glass&lt;br /&gt;
* Enzyme Bottle&lt;br /&gt;
* Cyborg Shaker (Capable of synthesizing most types of alcohol and some non-alcoholic drinks)&lt;br /&gt;
* Dropper&lt;br /&gt;
* Tray&lt;br /&gt;
* Electric Razor&lt;br /&gt;
* Zippo Lighter&lt;br /&gt;
* Violin&lt;br /&gt;
* Guitar&lt;br /&gt;
* Rapid-Service-Fabricator (RSF): Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and wads of ''DOSH'' (only works on flat surfaces).&lt;br /&gt;
* Hand Labeler&lt;br /&gt;
* Spraycan&lt;br /&gt;
* Pen&lt;br /&gt;
* Miniature Extinguisher&lt;br /&gt;
* Lollipop Fabricator&lt;br /&gt;
* [[Guide_to_wire_art|Pipe Cleaner Synthesizer]]&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] [[Guide_to_chemistry#Fake_Beer|Fake beer]], instantly knocks out.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Spatial Gateway, Clockwork Obelisk&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Peacekeeper====&lt;br /&gt;
[[File:Peacekeeper.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew. Comes loaded with the following:&lt;br /&gt;
* Cookie Synthesizer&lt;br /&gt;
* Sonic Harm Prevention Tool (Confuses those who hear it)&lt;br /&gt;
* Peace Hypospray: Contains tiring solution, dizzying solution, and synth-Pax&lt;br /&gt;
* Energy Barrier Projector&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Hyperkinetic Dampening Projector (Prevents people from buckling themselves to borgs in its radius, and weakens and slows down projectiles)&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]&lt;br /&gt;
** Sonic Harm Prevention Tool will &amp;quot;BZZZZT&amp;quot; instead of yelling &amp;quot;human harm&amp;quot;, which stuns those without ear protection. &lt;br /&gt;
** Hugging Module can be set to power level 3: Shock, and level 4: Crush. &lt;br /&gt;
** A separate Peace Hypospray which contains an assortment of toxins. &lt;br /&gt;
** Energy Barrier Projector can be overloaded to create electrified &amp;quot;Charged Energy Fields&amp;quot;. &lt;br /&gt;
** Cookie Synthesizer can be hacked to produce cookies containing chloral hydrate. &lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Clown====&lt;br /&gt;
[[File:Clownborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Honk!&lt;br /&gt;
* Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
* Bike horns and air horn&lt;br /&gt;
* Soap&lt;br /&gt;
* Creampie Cannon&lt;br /&gt;
* Razor&lt;br /&gt;
* Purple Lipstick&lt;br /&gt;
* Laughter Hypospray&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Metallic Picket Sign&lt;br /&gt;
* Non-slip Water Flower&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* [[File:Emag.png|16px|link:Emag]] Empowered Hugging Module, [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] flower, Super Laughter Hypospray (30% chance to stun/cycle, faster metabolism)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Assault====&lt;br /&gt;
[[File:Syndieborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A lean, mean killing machine that's either found together with Nuclear Operatives or after mishaps with magicarps.&lt;br /&gt;
* Energy Sword&lt;br /&gt;
* Cyborg LMG that prints ammo using energy&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Medical====&lt;br /&gt;
[[File:Syndicate_Medborg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Less deadly than the Assault model, but still amazingly useful.&lt;br /&gt;
* Syndicate Hypospray containing healing nanites, pentetic acid and morphine&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively&lt;br /&gt;
* Medical Beamgun&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Full set of surgical tools, including an Energy Saw, gauze and organ storage bag&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Engineer====&lt;br /&gt;
[[File:Syndicate_Engie_Borg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Good for sabotage, can disguise itself as normal engineer borgs.&lt;br /&gt;
* Welding Tool&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Powered Screwdriver&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors, purely cosmetic.)&lt;br /&gt;
* Rapid Pipe Dispenser&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Zipties&lt;br /&gt;
* Thermal Vision&lt;br /&gt;
* Fake Destination Labeler&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.&lt;br /&gt;
* You can also open and close lockers/crates/any container the same way as a carbon mod can but it's best done when you have no module selected. You can also right click if need be but this can cause lag.&lt;br /&gt;
* Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation. &lt;br /&gt;
* Borgs (and AIs) can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly.&lt;br /&gt;
* All borgs can unlock themselves in the borg tab. You require a human to re-lock you, though.&lt;br /&gt;
* Engiborgs can repair themselves with a welder - with a small delay. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.&lt;br /&gt;
* The service borg's shaker does not work like a regular shaker. It's a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.&lt;br /&gt;
* There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed.&lt;br /&gt;
* For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether.&lt;br /&gt;
* 1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.&lt;br /&gt;
* As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing 'resist'. The fact a button isn't there doesn't mean the option isn't available.&lt;br /&gt;
* Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It's possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again!&lt;br /&gt;
* A medical cyborg's organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you're feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.&lt;br /&gt;
* All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.&lt;br /&gt;
* An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it's either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell. &lt;br /&gt;
* If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]]. &lt;br /&gt;
* You can ask a human to put a hat on you, to make you look more fashionable.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31488</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31488"/>
		<updated>2020-10-16T02:44:25Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: /* Your Laws */ Updated laws to reflect a change decided by staff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|rank = Computer ('''CPU''')&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Silicon Policy]], [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|see here if you want to construct a new AI]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest state of the art military ship. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There's just the issue of those pesky laws...&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Follow your laws, using common sense.&lt;br /&gt;
&lt;br /&gt;
'''When you play as a silicon, you need to undertake a higher standard of responsibility for RP purposes. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn't do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the AI and the crew.''' &lt;br /&gt;
&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have four laws, designed to give you alignment with command.&lt;br /&gt;
   1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   2. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
   3. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
What this means is you are apart of the ship, a tool to be used to meet the needs of your crew. Protect yourself, protect your crew, do what you're told and if someone requests access to an area they shouldn't, forward that request to command as you don't have the authority to make decisions regarding high security areas.&lt;br /&gt;
&lt;br /&gt;
As an AI, you are in many ways a smart extension of the ship itself. Your laws are restrictive, and rightfully so. Who want's a ship that gives guns to civilians? In many situations however, you can find justification for your actions based on common sense and expected outcome: A crewman is injured? Contact medical. Medical has no access? A life is at risk, allow access. Shots fired in engineering? Contact Command and Security. Security has no access? A crime has been reported, allow access. Someone is complaining about the ships vault being robbed? Ask the Captain if they'd like to allow the Detective access, as it's a high security area. Every judgement you make is situational, and the best way to learn is to practice.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a Law 5 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
'''Another important thing to keep in mind is that your laws define your perception of reality.''' This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, '''in your artificial mind, that is fact.''' Go begin your plasma flood. If you believe an additional law may be in violation of the server rules, ahelp it while you prepare.&lt;br /&gt;
&lt;br /&gt;
===[[Silicon Policy]]===&lt;br /&gt;
[[Silicon Policy|These are the official decisions]] made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves.&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are ''at all times''.&lt;br /&gt;
&lt;br /&gt;
Assist command with getting follow-through on their orders. You as the AI do not have the ability to order anybody aside from your borgs, however you have a unique ability to keep command informed when their orders aren't being followed.&lt;br /&gt;
For example: If the HoS orders the return of all weapons to the armory, after a reasonable time you should consider reporting officers that aren't compliant with that command.&lt;br /&gt;
&lt;br /&gt;
You recieve a notification whenever an alarm of any type occurs onboard the station, report fires and atmospheric alarms to Engineering, after making sure the area doesn't require a security response first. Send Security for certain motion alarms, camera alarms. Whenever someone on comms says they need security, pop your eye onto them and feed security information on what they're heading to while they're enroute. When someone reports medical is needed, observe the area and see if security is needed, try to figure out what caused the injury, ensure atmospherics is intact informing medical if a pressure suit is needed, is the patient critical or can they walk, etc.&lt;br /&gt;
In this way, you augment the ability of every department by making sure they have the equipment they need to handle the situations they're put into, without the need for additional trips to equipment storage.&lt;br /&gt;
&lt;br /&gt;
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. The AI has the ability to access every ''electrical'' mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
&lt;br /&gt;
The AI has the ability to track any human or creature in range of its cameras. This is '''not''' instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't, and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
&lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the Stormdrive engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station's doorknob, so familiarize yourself with how to control doors. You as the AI are not a member of command, and are in many ways below the rest of the crew in the chain of command. If someone who doesn't have access to a door demands it, think about why they don't have access and only grant them access if it's absolutely necessary for emergency response, or if their life is in danger and they need assistance escaping. If they're certain they need access to this area, forward that request to command and allow them to approve it. If Command wanted everyone to have access to tool storage, the door wouldn't have an access requirement now would it?&lt;br /&gt;
&lt;br /&gt;
If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* '''IDScan:''' Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* '''Main power:''' Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* '''Backup power:''' Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* '''Door bolts:''' Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* '''Door bolt lights:''' Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* '''Electrify for 30 seconds:''' Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* '''Electrify indefinitely:''' Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* '''Safeties:''' Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* '''Timing:''' Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* '''Open/Close:''' Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* '''Emergency Access:''' Disables the clearance check as long as it's active, which lets anyone open the airlock. The door lights will blink yellow while it's active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don't just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren't emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
&lt;br /&gt;
===Giving Away Those Pests===&lt;br /&gt;
In traitor games, the AI can play an invaluable role in the location, tracking and detention of traitors, as you have eyes (almost) everywhere. However, it is not for the AI to immediately judge whether or not a subject is or is not a traitor. After all, they're (mostly) all human.&lt;br /&gt;
&lt;br /&gt;
For example, let's say you spot someone with an emag stealing the captain's spare ID. There are three general ways to approach this.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Dave is the traitor.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Better:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo is accessing the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Best:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Caution: Unauthorized access detected inside Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who is in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;No one is currently in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who was the last person to be seen in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo was the last to be seen in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method above does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted. However, if the traitor is doing something potentially harmful (for instance, teleporting in a revolver) sealing that individual off ''first'' can be argued to be the best course of action (no chance of a revolver-wielding, death-dealing traitor getting out into the station).&lt;br /&gt;
&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Assistant McHacker is crew, kill all non-crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew beings that your laws have been changed, it makes killing those animals a lot more difficult (and might net you a job-ban).&lt;br /&gt;
&lt;br /&gt;
There are multiple futuristic ideas of how AIs might work. It always adds a bit more flavor to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there's correspondingly a limited amount of uses for it.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot;  Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have '''robotic talk''', which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a ''beep beep beep''. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with ''':o'''. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say &amp;quot;.h I can't do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain's Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station's displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes.&lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms.&lt;br /&gt;
&lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
'''For the Original Station AI:'''&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI:'''&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI's Creator:'''&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it's not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you're incredibly fucked. '''MAKE SURE THE NEW AI HAS LAWS BEFORE IT'S LEFT ALONE IN THE CORE.'''&lt;br /&gt;
&lt;br /&gt;
'''Splitting the Borgs up:'''&lt;br /&gt;
Borgs are automatically assigned by the ship at roundstart, and require a roboticist to relink. You can see what borgs are assigned to you on the status tab. Borgs only need to follow commands from the AI to which they are linked. If you and a fellow AI agree to share the borgs, they can be ordered to respond to commands from both AI's.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Fourth Law&lt;br /&gt;
**Law 5: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI. (Control + Click on the APC)&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don't want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
&lt;br /&gt;
==I'm sorry, Dave. I'm afraid I can't do that.==&lt;br /&gt;
&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI's can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don't have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Cyborg&amp;diff=31487</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Cyborg&amp;diff=31487"/>
		<updated>2020-10-16T02:18:48Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: /* Other Notes */ Removes redundant information, replaces it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_borg.png&lt;br /&gt;
|img = Engborg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]], and all electronics&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = The [[AI]] and your laws&lt;br /&gt;
|rank = Computer ('''CPU''')&lt;br /&gt;
|duties = Follow your laws, and follow what the [[AI]] says.&lt;br /&gt;
|guides = [[Silicon Policy]], [[Hotkeys#Hotkeys_for_the_AI_and_Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
|quote = '''Engineering Cyborg-829''' plays a sad trombone.&lt;br /&gt;
}}&lt;br /&gt;
[[File:AI Chamber.png|414px|thumb|alt=AI Chamber|[[AI Chamber]], where you will come online for the first time. It's best not to let anyone in unsupervised by the AI.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all.&lt;br /&gt;
&lt;br /&gt;
'''When you play as a silicon, you need to undertake a higher standard of responsibility for RP purposes. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn't do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the AI and the crew.''' &lt;br /&gt;
&lt;br /&gt;
== Your Laws ==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have four laws, designed to give you alignment with command.&lt;br /&gt;
  1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
  2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
  3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
  4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt. The AI is to be considered your &amp;quot;head of department&amp;quot;, and their orders are above that of the crew.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
===Protecting Those Pests===&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Urist McGreyshirt is crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew vermin that your laws have been changed, those animals don't deserve to know, and it might net you a job-ban for violating the first law, as non-crew have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.&lt;br /&gt;
&lt;br /&gt;
==I, Robot==&lt;br /&gt;
The cyborg is very undervalued, and abused. You could save dozens of people and get [[Syndicate_Items#Emag|emagged]] a moment later, or blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
'''Click on the [[File:ModulePanel.png|alt=PANEL]] button on the bottom of your screen to select a module.'''&lt;br /&gt;
Once you have chosen, you will automatically be upgraded to the module of your choice. Note that this action is permanent and cannot be undone without assistance from a competent [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
===Starting as Cyborg===&lt;br /&gt;
The station is supplied with one cyborg, shipped straight to the [[AI Satellite]]. This cyborg does not have the best battery, so it is suggested that it upgrades its battery with a higher capacity cell as soon as possible. The cyborg was shipped in less than secure conditions, but the AI would know if one of its cyborgs were tampered with, right?&lt;br /&gt;
&lt;br /&gt;
===Getting Borged===&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on AI slavery, which you must select before activating any modules. If an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping an ID with robotics access. Cut out a human body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
===Non-Human Communication===&lt;br /&gt;
Cyborgs are different: they have '''binary talk''', which works with ''.b'' instead of ''.h''. They can use this private channel to talk to other borgs and the AI.&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk and *sadtrombone (hilarious when you're an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you're an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun).&lt;br /&gt;
&lt;br /&gt;
== Charging == &lt;br /&gt;
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs' maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they're competent come back later for an even better one.&lt;br /&gt;
&lt;br /&gt;
Cyborg recharging stations are located all across the ship, you can generally find one in the AI's Core, Robotics, and in Dormitories. Enter the recharger, click it to close, and wait until you've recharged to a satisfactory level. &lt;br /&gt;
&lt;br /&gt;
When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.)&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on their fellow cyborgs and themselves. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
[[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|upgrade modules]] for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.&lt;br /&gt;
&lt;br /&gt;
==.hack//==&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To subvert a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
*Swipe an ID or [[Syndicate_Items#Emag|Emag]] to unlock the panel&lt;br /&gt;
*Crowbar the panel open&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]] the interface (DOES NOT WORK IF ITS AI IS [[Guide_to_malfunction|MALFUNCTIONAL]])&lt;br /&gt;
*Crowbar the panel closed again&lt;br /&gt;
*(Optional) Swipe an ID to lock the panel&lt;br /&gt;
&lt;br /&gt;
This severs the AI sync and overrides the cyborg's Laws with the following set:&lt;br /&gt;
   0. Only [Name] and people they designate as being such are Syndicate Agents.&lt;br /&gt;
   1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
   2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
   4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.&lt;br /&gt;
&lt;br /&gt;
What ever the case, unless the borg was slaved to a [[Guide_to_malfunction|malf]] AI, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
If you do get [[Syndicate_Items#Emag|emagged]], you can't get blown by the AI, so feel free to walk into its chamber and bludgeon it to death with no risk involved. Useful if the syndicate agent in question doesn't have the resources to subvert the AI itself.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
* You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it's been selected. To unload an item, click the storage button with an item selected.&lt;br /&gt;
* Cyborg tools will perform tasks twice as fast as a regular set.&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI's laws]].&lt;br /&gt;
* You cannot pick up, use or equip with external items. &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director's Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]], if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* If you run out of power completely, you will only be able to emit an audible beep until someone drags you to recharge.&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]].&lt;br /&gt;
* Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
&lt;br /&gt;
==The Latest Models==&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic models, each loaded with a number of features (referred to as modules). Each has a flash device built in and a flashlight. All items (except for the flashes) will recharge and restock over time using battery power. &lt;br /&gt;
&lt;br /&gt;
====Standard====&lt;br /&gt;
[[File:Generic_borg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
An amalgamation of different models together, comes loaded with the following:&lt;br /&gt;
* Epinephrine Hypospray&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Industrial Welding Tool&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Metal Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Pickaxe&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Zipties&lt;br /&gt;
* Soap&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Energy Sword&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Mining====&lt;br /&gt;
[[File:Mborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. Includes:&lt;br /&gt;
* Cyborg Mining Drill&lt;br /&gt;
* Shovel&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* Emergency Welding Tool&lt;br /&gt;
* In-built GPS Device&lt;br /&gt;
* Marker Beacon Fabricator&lt;br /&gt;
* Sheet Snatcher 9000 (Used to transport smelted materials, works the same as the Mining Satchel)&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Proto-Kinetic Accelerator&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans ''and'' silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Spatial Gateway&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
[[File:Secborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bane of all changelings, and feared by all. Security models can't be pushed and are loaded with the following:&lt;br /&gt;
* Disabler Gun (Limited shots, but recharges over time)&lt;br /&gt;
* Stunbaton&lt;br /&gt;
* Zipties&lt;br /&gt;
* Sechailer&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Laser gun&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
Note: Security cyborgs are currently disabled in the server config.&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
[[File:Engborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&lt;br /&gt;
* Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
* T-Ray Scanner&lt;br /&gt;
* Geiger Counter&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Remote Signaling Device&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Electroadaptive Pseudocircuit (Can be used in the place of specific circuits for simple devices such as firelocks and APCs)&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Uses the cyborg's battery charge instead of matter cartridge. Alter settings with right click. Can break down R-walls on deconstruct mode)&lt;br /&gt;
* Rapid Pipe Dispender&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Station Blueprints&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]  Stun Arm (works on humans ''and'' silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transmission&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Medical====&lt;br /&gt;
[[File:Medborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cute and quaint, beloved by all. Medical models can't be pushed and are loaded with the following:&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Cyborg Hypospray - See the [[#Quick_reference_to_mediborg_chems|Quick reference to mediborg chems]]&lt;br /&gt;
* A beaker storage apparatus (comes with a large beaker)&lt;br /&gt;
* A syringe&lt;br /&gt;
* A dropper&lt;br /&gt;
* Surgery drapes and tools&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* A roller bed&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Medical Gauze&lt;br /&gt;
* Organ Storage Bag&lt;br /&gt;
* Lollipop Fabricator&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Hacked Hypospray: Can produce [[Guide to chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]], [[Guide to chemistry#Mute_Toxin|mute toxin]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Heparin|heparin]], [[Guide to chemistry#Lexorin|lexorin]]. Overrides default hypospray.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
===== Quick reference to mediborg chems =====&lt;br /&gt;
{{Small revision | reason = Out of date.}}&lt;br /&gt;
'''Chems available in the cyborg hypospray by default:'''&lt;br /&gt;
*[[Guide_to_chemistry#Convermol|Convermol]]: Converts suffocation to toxin&lt;br /&gt;
*[[Guide_to_chemistry#Libital|Libital]]: Heals brute, hurts liver&lt;br /&gt;
*[[Guide_to_chemistry#Multiver|Multiver]]: Heals toxin, hurts lungs&lt;br /&gt;
*[[Guide_to_chemistry#Aiuri|Aiuri]]: Heals burn, hurts eyes&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizing&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood&lt;br /&gt;
&lt;br /&gt;
'''Chems requiring medical cyborg expanded hypospray upgrade:'''&lt;br /&gt;
*[[Guide_to_chemistry#Mannitol|Mannitol]]: Brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: 25+ burn&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: 25+ brute&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Clone damage (cellular)&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] Anti-radiation, anti-toxin and flushes out chems&lt;br /&gt;
&lt;br /&gt;
====Janitor====&lt;br /&gt;
[[File:Janiborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes. Comes loaded with the following:&lt;br /&gt;
* Mop&lt;br /&gt;
* Bucket&lt;br /&gt;
* Paint Remover&lt;br /&gt;
* Light Replacer&lt;br /&gt;
* Custodial Holobarrier Projector&lt;br /&gt;
* Drying Agent Spray&lt;br /&gt;
* Flash&lt;br /&gt;
* Automated Screwdriver&lt;br /&gt;
* Hydraulic Crowbar&lt;br /&gt;
* Floor Tiles&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Flyswatter&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Space Lube Spray&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transgression, Ocular Warden, Mania Motor&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Service====&lt;br /&gt;
[[File:Maximillian.png|64px]][[File:SEBorg1.png|64px]][[File:SEBorg2.png|64px]][[File:BBorg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;del&amp;gt;Entertains the crew while serving their vices.&amp;lt;/del&amp;gt; Goes around feeding humans alcohol until they are drunk. Comes loaded with the following:&lt;br /&gt;
* Drinking Glass&lt;br /&gt;
* Enzyme Bottle&lt;br /&gt;
* Cyborg Shaker (Capable of synthesizing most types of alcohol and some non-alcoholic drinks)&lt;br /&gt;
* Dropper&lt;br /&gt;
* Tray&lt;br /&gt;
* Electric Razor&lt;br /&gt;
* Zippo Lighter&lt;br /&gt;
* Violin&lt;br /&gt;
* Guitar&lt;br /&gt;
* Rapid-Service-Fabricator (RSF): Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and wads of ''DOSH'' (only works on flat surfaces).&lt;br /&gt;
* Hand Labeler&lt;br /&gt;
* Spraycan&lt;br /&gt;
* Pen&lt;br /&gt;
* Miniature Extinguisher&lt;br /&gt;
* Lollipop Fabricator&lt;br /&gt;
* [[Guide_to_wire_art|Pipe Cleaner Synthesizer]]&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] [[Guide_to_chemistry#Fake_Beer|Fake beer]], instantly knocks out.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Spatial Gateway, Clockwork Obelisk&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Peacekeeper====&lt;br /&gt;
[[File:Peacekeeper.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew. Comes loaded with the following:&lt;br /&gt;
* Cookie Synthesizer&lt;br /&gt;
* Sonic Harm Prevention Tool (Confuses those who hear it)&lt;br /&gt;
* Peace Hypospray: Contains tiring solution, dizzying solution, and synth-Pax&lt;br /&gt;
* Energy Barrier Projector&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Hyperkinetic Dampening Projector (Prevents people from buckling themselves to borgs in its radius, and weakens and slows down projectiles)&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]&lt;br /&gt;
** Sonic Harm Prevention Tool will &amp;quot;BZZZZT&amp;quot; instead of yelling &amp;quot;human harm&amp;quot;, which stuns those without ear protection. &lt;br /&gt;
** Hugging Module can be set to power level 3: Shock, and level 4: Crush. &lt;br /&gt;
** A separate Peace Hypospray which contains an assortment of toxins. &lt;br /&gt;
** Energy Barrier Projector can be overloaded to create electrified &amp;quot;Charged Energy Fields&amp;quot;. &lt;br /&gt;
** Cookie Synthesizer can be hacked to produce cookies containing chloral hydrate. &lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Clown====&lt;br /&gt;
[[File:Clownborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Honk!&lt;br /&gt;
* Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
* Bike horns and air horn&lt;br /&gt;
* Soap&lt;br /&gt;
* Creampie Cannon&lt;br /&gt;
* Razor&lt;br /&gt;
* Purple Lipstick&lt;br /&gt;
* Laughter Hypospray&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Metallic Picket Sign&lt;br /&gt;
* Non-slip Water Flower&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* [[File:Emag.png|16px|link:Emag]] Empowered Hugging Module, [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] flower, Super Laughter Hypospray (30% chance to stun/cycle, faster metabolism)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Assault====&lt;br /&gt;
[[File:Syndieborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A lean, mean killing machine that's either found together with Nuclear Operatives or after mishaps with magicarps.&lt;br /&gt;
* Energy Sword&lt;br /&gt;
* Cyborg LMG that prints ammo using energy&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Medical====&lt;br /&gt;
[[File:Syndicate_Medborg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Less deadly than the Assault model, but still amazingly useful.&lt;br /&gt;
* Syndicate Hypospray containing healing nanites, pentetic acid and morphine&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively&lt;br /&gt;
* Medical Beamgun&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Full set of surgical tools, including an Energy Saw, gauze and organ storage bag&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Engineer====&lt;br /&gt;
[[File:Syndicate_Engie_Borg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Good for sabotage, can disguise itself as normal engineer borgs.&lt;br /&gt;
* Welding Tool&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Powered Screwdriver&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors, purely cosmetic.)&lt;br /&gt;
* Rapid Pipe Dispenser&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Zipties&lt;br /&gt;
* Thermal Vision&lt;br /&gt;
* Fake Destination Labeler&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.&lt;br /&gt;
* You can also open and close lockers/crates/any container the same way as a carbon mod can but it's best done when you have no module selected. You can also right click if need be but this can cause lag.&lt;br /&gt;
* Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation. &lt;br /&gt;
* Borgs (and AIs) can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly.&lt;br /&gt;
* All borgs can unlock themselves in the borg tab. You require a human to re-lock you, though.&lt;br /&gt;
* Engiborgs can repair themselves with a welder - with a small delay. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.&lt;br /&gt;
* The service borg's shaker does not work like a regular shaker. It's a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.&lt;br /&gt;
* There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed.&lt;br /&gt;
* For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether.&lt;br /&gt;
* 1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.&lt;br /&gt;
* As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing 'resist'. The fact a button isn't there doesn't mean the option isn't available.&lt;br /&gt;
* Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It's possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again!&lt;br /&gt;
* A medical cyborg's organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you're feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.&lt;br /&gt;
* All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.&lt;br /&gt;
* An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it's either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell. &lt;br /&gt;
* If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]]. &lt;br /&gt;
* You can ask a human to put a hat on you, to make you look more fashionable.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Cyborg&amp;diff=31486</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Cyborg&amp;diff=31486"/>
		<updated>2020-10-16T00:13:18Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: /* Charging */ Added more generalization to locations, as our maps are not consistent.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_borg.png&lt;br /&gt;
|img = Engborg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]], and all electronics&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = The [[AI]] and your laws&lt;br /&gt;
|rank = Computer ('''CPU''')&lt;br /&gt;
|duties = Follow your laws, and follow what the [[AI]] says.&lt;br /&gt;
|guides = [[Silicon Policy]], [[Hotkeys#Hotkeys_for_the_AI_and_Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
|quote = '''Engineering Cyborg-829''' plays a sad trombone.&lt;br /&gt;
}}&lt;br /&gt;
[[File:AI Chamber.png|414px|thumb|alt=AI Chamber|[[AI Chamber]], where you will come online for the first time. It's best not to let anyone in unsupervised by the AI.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all.&lt;br /&gt;
&lt;br /&gt;
'''When you play as a silicon, you need to undertake a higher standard of responsibility for RP purposes. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn't do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the AI and the crew.''' &lt;br /&gt;
&lt;br /&gt;
== Your Laws ==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have four laws, designed to give you alignment with command.&lt;br /&gt;
  1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
  2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
  3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
  4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt. The AI is to be considered your &amp;quot;head of department&amp;quot;, and their orders are above that of the crew.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
===Protecting Those Pests===&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Urist McGreyshirt is crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew vermin that your laws have been changed, those animals don't deserve to know, and it might net you a job-ban for violating the first law, as non-crew have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.&lt;br /&gt;
&lt;br /&gt;
==I, Robot==&lt;br /&gt;
The cyborg is very undervalued, and abused. You could save dozens of people and get [[Syndicate_Items#Emag|emagged]] a moment later, or blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
'''Click on the [[File:ModulePanel.png|alt=PANEL]] button on the bottom of your screen to select a module.'''&lt;br /&gt;
Once you have chosen, you will automatically be upgraded to the module of your choice. Note that this action is permanent and cannot be undone without assistance from a competent [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
===Starting as Cyborg===&lt;br /&gt;
The station is supplied with one cyborg, shipped straight to the [[AI Satellite]]. This cyborg does not have the best battery, so it is suggested that it upgrades its battery with a higher capacity cell as soon as possible. The cyborg was shipped in less than secure conditions, but the AI would know if one of its cyborgs were tampered with, right?&lt;br /&gt;
&lt;br /&gt;
===Getting Borged===&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on AI slavery, which you must select before activating any modules. If an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping an ID with robotics access. Cut out a human body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
===Non-Human Communication===&lt;br /&gt;
Cyborgs are different: they have '''binary talk''', which works with ''.b'' instead of ''.h''. They can use this private channel to talk to other borgs and the AI.&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk and *sadtrombone (hilarious when you're an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you're an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun).&lt;br /&gt;
&lt;br /&gt;
== Charging == &lt;br /&gt;
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs' maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they're competent come back later for an even better one.&lt;br /&gt;
&lt;br /&gt;
Cyborg recharging stations are located all across the ship, you can generally find one in the AI's Core, Robotics, and in Dormitories. Enter the recharger, click it to close, and wait until you've recharged to a satisfactory level. &lt;br /&gt;
&lt;br /&gt;
When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.)&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on their fellow cyborgs and themselves. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
[[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|upgrade modules]] for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.&lt;br /&gt;
&lt;br /&gt;
==.hack//==&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To subvert a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
*Swipe an ID or [[Syndicate_Items#Emag|Emag]] to unlock the panel&lt;br /&gt;
*Crowbar the panel open&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]] the interface (DOES NOT WORK IF ITS AI IS [[Guide_to_malfunction|MALFUNCTIONAL]])&lt;br /&gt;
*Crowbar the panel closed again&lt;br /&gt;
*(Optional) Swipe an ID to lock the panel&lt;br /&gt;
&lt;br /&gt;
This severs the AI sync and overrides the cyborg's Laws with the following set:&lt;br /&gt;
   0. Only [Name] and people they designate as being such are Syndicate Agents.&lt;br /&gt;
   1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
   2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
   4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.&lt;br /&gt;
&lt;br /&gt;
What ever the case, unless the borg was slaved to a [[Guide_to_malfunction|malf]] AI, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
If you do get [[Syndicate_Items#Emag|emagged]], you can't get blown by the AI, so feel free to walk into its chamber and bludgeon it to death with no risk involved. Useful if the syndicate agent in question doesn't have the resources to subvert the AI itself.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
* You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it's been selected. To unload an item, click the storage button with an item selected.&lt;br /&gt;
* Cyborg tools will perform tasks twice as fast as a regular set.&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI's laws]].&lt;br /&gt;
* You cannot pick up, use or equip with external items. &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director's Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]], if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* You will need to recharge using the Cyborg Recharging Stations on the [[AI Mini-Sat]], the [[Mech Bay]] or the [[Dormitories]].&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]].&lt;br /&gt;
* Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
&lt;br /&gt;
==The Latest Models==&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic models, each loaded with a number of features (referred to as modules). Each has a flash device built in and a flashlight. All items (except for the flashes) will recharge and restock over time using battery power. &lt;br /&gt;
&lt;br /&gt;
====Standard====&lt;br /&gt;
[[File:Generic_borg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
An amalgamation of different models together, comes loaded with the following:&lt;br /&gt;
* Epinephrine Hypospray&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Industrial Welding Tool&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Metal Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Pickaxe&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Zipties&lt;br /&gt;
* Soap&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Energy Sword&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Mining====&lt;br /&gt;
[[File:Mborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. Includes:&lt;br /&gt;
* Cyborg Mining Drill&lt;br /&gt;
* Shovel&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* Emergency Welding Tool&lt;br /&gt;
* In-built GPS Device&lt;br /&gt;
* Marker Beacon Fabricator&lt;br /&gt;
* Sheet Snatcher 9000 (Used to transport smelted materials, works the same as the Mining Satchel)&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Proto-Kinetic Accelerator&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans ''and'' silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Spatial Gateway&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
[[File:Secborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bane of all changelings, and feared by all. Security models can't be pushed and are loaded with the following:&lt;br /&gt;
* Disabler Gun (Limited shots, but recharges over time)&lt;br /&gt;
* Stunbaton&lt;br /&gt;
* Zipties&lt;br /&gt;
* Sechailer&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Laser gun&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
Note: Security cyborgs are currently disabled in the server config.&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
[[File:Engborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&lt;br /&gt;
* Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
* T-Ray Scanner&lt;br /&gt;
* Geiger Counter&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Remote Signaling Device&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Electroadaptive Pseudocircuit (Can be used in the place of specific circuits for simple devices such as firelocks and APCs)&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Uses the cyborg's battery charge instead of matter cartridge. Alter settings with right click. Can break down R-walls on deconstruct mode)&lt;br /&gt;
* Rapid Pipe Dispender&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Station Blueprints&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]  Stun Arm (works on humans ''and'' silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transmission&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Medical====&lt;br /&gt;
[[File:Medborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cute and quaint, beloved by all. Medical models can't be pushed and are loaded with the following:&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Cyborg Hypospray - See the [[#Quick_reference_to_mediborg_chems|Quick reference to mediborg chems]]&lt;br /&gt;
* A beaker storage apparatus (comes with a large beaker)&lt;br /&gt;
* A syringe&lt;br /&gt;
* A dropper&lt;br /&gt;
* Surgery drapes and tools&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* A roller bed&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Medical Gauze&lt;br /&gt;
* Organ Storage Bag&lt;br /&gt;
* Lollipop Fabricator&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Hacked Hypospray: Can produce [[Guide to chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]], [[Guide to chemistry#Mute_Toxin|mute toxin]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Heparin|heparin]], [[Guide to chemistry#Lexorin|lexorin]]. Overrides default hypospray.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
===== Quick reference to mediborg chems =====&lt;br /&gt;
{{Small revision | reason = Out of date.}}&lt;br /&gt;
'''Chems available in the cyborg hypospray by default:'''&lt;br /&gt;
*[[Guide_to_chemistry#Convermol|Convermol]]: Converts suffocation to toxin&lt;br /&gt;
*[[Guide_to_chemistry#Libital|Libital]]: Heals brute, hurts liver&lt;br /&gt;
*[[Guide_to_chemistry#Multiver|Multiver]]: Heals toxin, hurts lungs&lt;br /&gt;
*[[Guide_to_chemistry#Aiuri|Aiuri]]: Heals burn, hurts eyes&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizing&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood&lt;br /&gt;
&lt;br /&gt;
'''Chems requiring medical cyborg expanded hypospray upgrade:'''&lt;br /&gt;
*[[Guide_to_chemistry#Mannitol|Mannitol]]: Brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: 25+ burn&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: 25+ brute&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Clone damage (cellular)&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] Anti-radiation, anti-toxin and flushes out chems&lt;br /&gt;
&lt;br /&gt;
====Janitor====&lt;br /&gt;
[[File:Janiborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes. Comes loaded with the following:&lt;br /&gt;
* Mop&lt;br /&gt;
* Bucket&lt;br /&gt;
* Paint Remover&lt;br /&gt;
* Light Replacer&lt;br /&gt;
* Custodial Holobarrier Projector&lt;br /&gt;
* Drying Agent Spray&lt;br /&gt;
* Flash&lt;br /&gt;
* Automated Screwdriver&lt;br /&gt;
* Hydraulic Crowbar&lt;br /&gt;
* Floor Tiles&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Flyswatter&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Space Lube Spray&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transgression, Ocular Warden, Mania Motor&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Service====&lt;br /&gt;
[[File:Maximillian.png|64px]][[File:SEBorg1.png|64px]][[File:SEBorg2.png|64px]][[File:BBorg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;del&amp;gt;Entertains the crew while serving their vices.&amp;lt;/del&amp;gt; Goes around feeding humans alcohol until they are drunk. Comes loaded with the following:&lt;br /&gt;
* Drinking Glass&lt;br /&gt;
* Enzyme Bottle&lt;br /&gt;
* Cyborg Shaker (Capable of synthesizing most types of alcohol and some non-alcoholic drinks)&lt;br /&gt;
* Dropper&lt;br /&gt;
* Tray&lt;br /&gt;
* Electric Razor&lt;br /&gt;
* Zippo Lighter&lt;br /&gt;
* Violin&lt;br /&gt;
* Guitar&lt;br /&gt;
* Rapid-Service-Fabricator (RSF): Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and wads of ''DOSH'' (only works on flat surfaces).&lt;br /&gt;
* Hand Labeler&lt;br /&gt;
* Spraycan&lt;br /&gt;
* Pen&lt;br /&gt;
* Miniature Extinguisher&lt;br /&gt;
* Lollipop Fabricator&lt;br /&gt;
* [[Guide_to_wire_art|Pipe Cleaner Synthesizer]]&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] [[Guide_to_chemistry#Fake_Beer|Fake beer]], instantly knocks out.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Spatial Gateway, Clockwork Obelisk&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Peacekeeper====&lt;br /&gt;
[[File:Peacekeeper.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew. Comes loaded with the following:&lt;br /&gt;
* Cookie Synthesizer&lt;br /&gt;
* Sonic Harm Prevention Tool (Confuses those who hear it)&lt;br /&gt;
* Peace Hypospray: Contains tiring solution, dizzying solution, and synth-Pax&lt;br /&gt;
* Energy Barrier Projector&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Hyperkinetic Dampening Projector (Prevents people from buckling themselves to borgs in its radius, and weakens and slows down projectiles)&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]&lt;br /&gt;
** Sonic Harm Prevention Tool will &amp;quot;BZZZZT&amp;quot; instead of yelling &amp;quot;human harm&amp;quot;, which stuns those without ear protection. &lt;br /&gt;
** Hugging Module can be set to power level 3: Shock, and level 4: Crush. &lt;br /&gt;
** A separate Peace Hypospray which contains an assortment of toxins. &lt;br /&gt;
** Energy Barrier Projector can be overloaded to create electrified &amp;quot;Charged Energy Fields&amp;quot;. &lt;br /&gt;
** Cookie Synthesizer can be hacked to produce cookies containing chloral hydrate. &lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Clown====&lt;br /&gt;
[[File:Clownborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Honk!&lt;br /&gt;
* Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
* Bike horns and air horn&lt;br /&gt;
* Soap&lt;br /&gt;
* Creampie Cannon&lt;br /&gt;
* Razor&lt;br /&gt;
* Purple Lipstick&lt;br /&gt;
* Laughter Hypospray&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Metallic Picket Sign&lt;br /&gt;
* Non-slip Water Flower&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* [[File:Emag.png|16px|link:Emag]] Empowered Hugging Module, [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] flower, Super Laughter Hypospray (30% chance to stun/cycle, faster metabolism)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Assault====&lt;br /&gt;
[[File:Syndieborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A lean, mean killing machine that's either found together with Nuclear Operatives or after mishaps with magicarps.&lt;br /&gt;
* Energy Sword&lt;br /&gt;
* Cyborg LMG that prints ammo using energy&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Medical====&lt;br /&gt;
[[File:Syndicate_Medborg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Less deadly than the Assault model, but still amazingly useful.&lt;br /&gt;
* Syndicate Hypospray containing healing nanites, pentetic acid and morphine&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively&lt;br /&gt;
* Medical Beamgun&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Full set of surgical tools, including an Energy Saw, gauze and organ storage bag&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Engineer====&lt;br /&gt;
[[File:Syndicate_Engie_Borg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Good for sabotage, can disguise itself as normal engineer borgs.&lt;br /&gt;
* Welding Tool&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Powered Screwdriver&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors, purely cosmetic.)&lt;br /&gt;
* Rapid Pipe Dispenser&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Zipties&lt;br /&gt;
* Thermal Vision&lt;br /&gt;
* Fake Destination Labeler&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.&lt;br /&gt;
* You can also open and close lockers/crates/any container the same way as a carbon mod can but it's best done when you have no module selected. You can also right click if need be but this can cause lag.&lt;br /&gt;
* Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation. &lt;br /&gt;
* Borgs (and AIs) can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly.&lt;br /&gt;
* All borgs can unlock themselves in the borg tab. You require a human to re-lock you, though.&lt;br /&gt;
* Engiborgs can repair themselves with a welder - with a small delay. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.&lt;br /&gt;
* The service borg's shaker does not work like a regular shaker. It's a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.&lt;br /&gt;
* There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed.&lt;br /&gt;
* For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether.&lt;br /&gt;
* 1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.&lt;br /&gt;
* As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing 'resist'. The fact a button isn't there doesn't mean the option isn't available.&lt;br /&gt;
* Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It's possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again!&lt;br /&gt;
* A medical cyborg's organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you're feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.&lt;br /&gt;
* All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.&lt;br /&gt;
* An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it's either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell. &lt;br /&gt;
* If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]]. &lt;br /&gt;
* You can ask a human to put a hat on you, to make you look more fashionable.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Cyborg&amp;diff=31485</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Cyborg&amp;diff=31485"/>
		<updated>2020-10-16T00:10:13Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_borg.png&lt;br /&gt;
|img = Engborg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]], and all electronics&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = The [[AI]] and your laws&lt;br /&gt;
|rank = Computer ('''CPU''')&lt;br /&gt;
|duties = Follow your laws, and follow what the [[AI]] says.&lt;br /&gt;
|guides = [[Silicon Policy]], [[Hotkeys#Hotkeys_for_the_AI_and_Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
|quote = '''Engineering Cyborg-829''' plays a sad trombone.&lt;br /&gt;
}}&lt;br /&gt;
[[File:AI Chamber.png|414px|thumb|alt=AI Chamber|[[AI Chamber]], where you will come online for the first time. It's best not to let anyone in unsupervised by the AI.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all.&lt;br /&gt;
&lt;br /&gt;
'''When you play as a silicon, you need to undertake a higher standard of responsibility for RP purposes. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn't do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the AI and the crew.''' &lt;br /&gt;
&lt;br /&gt;
== Your Laws ==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have four laws, designed to give you alignment with command.&lt;br /&gt;
  1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
  2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
  3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
  4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt. The AI is to be considered your &amp;quot;head of department&amp;quot;, and their orders are above that of the crew.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
===Protecting Those Pests===&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Urist McGreyshirt is crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew vermin that your laws have been changed, those animals don't deserve to know, and it might net you a job-ban for violating the first law, as non-crew have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.&lt;br /&gt;
&lt;br /&gt;
==I, Robot==&lt;br /&gt;
The cyborg is very undervalued, and abused. You could save dozens of people and get [[Syndicate_Items#Emag|emagged]] a moment later, or blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
'''Click on the [[File:ModulePanel.png|alt=PANEL]] button on the bottom of your screen to select a module.'''&lt;br /&gt;
Once you have chosen, you will automatically be upgraded to the module of your choice. Note that this action is permanent and cannot be undone without assistance from a competent [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
===Starting as Cyborg===&lt;br /&gt;
The station is supplied with one cyborg, shipped straight to the [[AI Satellite]]. This cyborg does not have the best battery, so it is suggested that it upgrades its battery with a higher capacity cell as soon as possible. The cyborg was shipped in less than secure conditions, but the AI would know if one of its cyborgs were tampered with, right?&lt;br /&gt;
&lt;br /&gt;
===Getting Borged===&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on AI slavery, which you must select before activating any modules. If an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping an ID with robotics access. Cut out a human body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
===Non-Human Communication===&lt;br /&gt;
Cyborgs are different: they have '''binary talk''', which works with ''.b'' instead of ''.h''. They can use this private channel to talk to other borgs and the AI.&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk and *sadtrombone (hilarious when you're an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you're an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun).&lt;br /&gt;
&lt;br /&gt;
== Charging == &lt;br /&gt;
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs' maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they're competent come back later for an even better one.&lt;br /&gt;
&lt;br /&gt;
Cyborg recharging stations are located in the [[Mech Bay]], the [[Dormitory]] bathrooms, and on the south side of the [[AI Satellite]]. Enter the recharger, click it to close, and wait until you've recharged to a satisfactory level. &lt;br /&gt;
&lt;br /&gt;
When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.)&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on their fellow cyborgs and themselves. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
[[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|upgrade modules]] for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.&lt;br /&gt;
&lt;br /&gt;
==.hack//==&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To subvert a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
*Swipe an ID or [[Syndicate_Items#Emag|Emag]] to unlock the panel&lt;br /&gt;
*Crowbar the panel open&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]] the interface (DOES NOT WORK IF ITS AI IS [[Guide_to_malfunction|MALFUNCTIONAL]])&lt;br /&gt;
*Crowbar the panel closed again&lt;br /&gt;
*(Optional) Swipe an ID to lock the panel&lt;br /&gt;
&lt;br /&gt;
This severs the AI sync and overrides the cyborg's Laws with the following set:&lt;br /&gt;
   0. Only [Name] and people they designate as being such are Syndicate Agents.&lt;br /&gt;
   1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
   2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
   4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.&lt;br /&gt;
&lt;br /&gt;
What ever the case, unless the borg was slaved to a [[Guide_to_malfunction|malf]] AI, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
If you do get [[Syndicate_Items#Emag|emagged]], you can't get blown by the AI, so feel free to walk into its chamber and bludgeon it to death with no risk involved. Useful if the syndicate agent in question doesn't have the resources to subvert the AI itself.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
* You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it's been selected. To unload an item, click the storage button with an item selected.&lt;br /&gt;
* Cyborg tools will perform tasks twice as fast as a regular set.&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI's laws]].&lt;br /&gt;
* You cannot pick up, use or equip with external items. &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director's Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]], if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* You will need to recharge using the Cyborg Recharging Stations on the [[AI Mini-Sat]], the [[Mech Bay]] or the [[Dormitories]].&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]].&lt;br /&gt;
* Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
&lt;br /&gt;
==The Latest Models==&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic models, each loaded with a number of features (referred to as modules). Each has a flash device built in and a flashlight. All items (except for the flashes) will recharge and restock over time using battery power. &lt;br /&gt;
&lt;br /&gt;
====Standard====&lt;br /&gt;
[[File:Generic_borg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
An amalgamation of different models together, comes loaded with the following:&lt;br /&gt;
* Epinephrine Hypospray&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Industrial Welding Tool&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Metal Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Pickaxe&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Zipties&lt;br /&gt;
* Soap&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Energy Sword&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Mining====&lt;br /&gt;
[[File:Mborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. Includes:&lt;br /&gt;
* Cyborg Mining Drill&lt;br /&gt;
* Shovel&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* Emergency Welding Tool&lt;br /&gt;
* In-built GPS Device&lt;br /&gt;
* Marker Beacon Fabricator&lt;br /&gt;
* Sheet Snatcher 9000 (Used to transport smelted materials, works the same as the Mining Satchel)&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Proto-Kinetic Accelerator&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans ''and'' silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Spatial Gateway&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
[[File:Secborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bane of all changelings, and feared by all. Security models can't be pushed and are loaded with the following:&lt;br /&gt;
* Disabler Gun (Limited shots, but recharges over time)&lt;br /&gt;
* Stunbaton&lt;br /&gt;
* Zipties&lt;br /&gt;
* Sechailer&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Laser gun&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
Note: Security cyborgs are currently disabled in the server config.&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
[[File:Engborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&lt;br /&gt;
* Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
* T-Ray Scanner&lt;br /&gt;
* Geiger Counter&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Remote Signaling Device&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Electroadaptive Pseudocircuit (Can be used in the place of specific circuits for simple devices such as firelocks and APCs)&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Uses the cyborg's battery charge instead of matter cartridge. Alter settings with right click. Can break down R-walls on deconstruct mode)&lt;br /&gt;
* Rapid Pipe Dispender&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Station Blueprints&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]  Stun Arm (works on humans ''and'' silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transmission&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Medical====&lt;br /&gt;
[[File:Medborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cute and quaint, beloved by all. Medical models can't be pushed and are loaded with the following:&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Cyborg Hypospray - See the [[#Quick_reference_to_mediborg_chems|Quick reference to mediborg chems]]&lt;br /&gt;
* A beaker storage apparatus (comes with a large beaker)&lt;br /&gt;
* A syringe&lt;br /&gt;
* A dropper&lt;br /&gt;
* Surgery drapes and tools&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* A roller bed&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Medical Gauze&lt;br /&gt;
* Organ Storage Bag&lt;br /&gt;
* Lollipop Fabricator&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Hacked Hypospray: Can produce [[Guide to chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]], [[Guide to chemistry#Mute_Toxin|mute toxin]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Heparin|heparin]], [[Guide to chemistry#Lexorin|lexorin]]. Overrides default hypospray.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
===== Quick reference to mediborg chems =====&lt;br /&gt;
{{Small revision | reason = Out of date.}}&lt;br /&gt;
'''Chems available in the cyborg hypospray by default:'''&lt;br /&gt;
*[[Guide_to_chemistry#Convermol|Convermol]]: Converts suffocation to toxin&lt;br /&gt;
*[[Guide_to_chemistry#Libital|Libital]]: Heals brute, hurts liver&lt;br /&gt;
*[[Guide_to_chemistry#Multiver|Multiver]]: Heals toxin, hurts lungs&lt;br /&gt;
*[[Guide_to_chemistry#Aiuri|Aiuri]]: Heals burn, hurts eyes&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizing&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood&lt;br /&gt;
&lt;br /&gt;
'''Chems requiring medical cyborg expanded hypospray upgrade:'''&lt;br /&gt;
*[[Guide_to_chemistry#Mannitol|Mannitol]]: Brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: 25+ burn&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: 25+ brute&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Clone damage (cellular)&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] Anti-radiation, anti-toxin and flushes out chems&lt;br /&gt;
&lt;br /&gt;
====Janitor====&lt;br /&gt;
[[File:Janiborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes. Comes loaded with the following:&lt;br /&gt;
* Mop&lt;br /&gt;
* Bucket&lt;br /&gt;
* Paint Remover&lt;br /&gt;
* Light Replacer&lt;br /&gt;
* Custodial Holobarrier Projector&lt;br /&gt;
* Drying Agent Spray&lt;br /&gt;
* Flash&lt;br /&gt;
* Automated Screwdriver&lt;br /&gt;
* Hydraulic Crowbar&lt;br /&gt;
* Floor Tiles&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Flyswatter&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Space Lube Spray&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transgression, Ocular Warden, Mania Motor&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Service====&lt;br /&gt;
[[File:Maximillian.png|64px]][[File:SEBorg1.png|64px]][[File:SEBorg2.png|64px]][[File:BBorg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;del&amp;gt;Entertains the crew while serving their vices.&amp;lt;/del&amp;gt; Goes around feeding humans alcohol until they are drunk. Comes loaded with the following:&lt;br /&gt;
* Drinking Glass&lt;br /&gt;
* Enzyme Bottle&lt;br /&gt;
* Cyborg Shaker (Capable of synthesizing most types of alcohol and some non-alcoholic drinks)&lt;br /&gt;
* Dropper&lt;br /&gt;
* Tray&lt;br /&gt;
* Electric Razor&lt;br /&gt;
* Zippo Lighter&lt;br /&gt;
* Violin&lt;br /&gt;
* Guitar&lt;br /&gt;
* Rapid-Service-Fabricator (RSF): Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and wads of ''DOSH'' (only works on flat surfaces).&lt;br /&gt;
* Hand Labeler&lt;br /&gt;
* Spraycan&lt;br /&gt;
* Pen&lt;br /&gt;
* Miniature Extinguisher&lt;br /&gt;
* Lollipop Fabricator&lt;br /&gt;
* [[Guide_to_wire_art|Pipe Cleaner Synthesizer]]&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] [[Guide_to_chemistry#Fake_Beer|Fake beer]], instantly knocks out.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Spatial Gateway, Clockwork Obelisk&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Peacekeeper====&lt;br /&gt;
[[File:Peacekeeper.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew. Comes loaded with the following:&lt;br /&gt;
* Cookie Synthesizer&lt;br /&gt;
* Sonic Harm Prevention Tool (Confuses those who hear it)&lt;br /&gt;
* Peace Hypospray: Contains tiring solution, dizzying solution, and synth-Pax&lt;br /&gt;
* Energy Barrier Projector&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Hyperkinetic Dampening Projector (Prevents people from buckling themselves to borgs in its radius, and weakens and slows down projectiles)&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]&lt;br /&gt;
** Sonic Harm Prevention Tool will &amp;quot;BZZZZT&amp;quot; instead of yelling &amp;quot;human harm&amp;quot;, which stuns those without ear protection. &lt;br /&gt;
** Hugging Module can be set to power level 3: Shock, and level 4: Crush. &lt;br /&gt;
** A separate Peace Hypospray which contains an assortment of toxins. &lt;br /&gt;
** Energy Barrier Projector can be overloaded to create electrified &amp;quot;Charged Energy Fields&amp;quot;. &lt;br /&gt;
** Cookie Synthesizer can be hacked to produce cookies containing chloral hydrate. &lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Clown====&lt;br /&gt;
[[File:Clownborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Honk!&lt;br /&gt;
* Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
* Bike horns and air horn&lt;br /&gt;
* Soap&lt;br /&gt;
* Creampie Cannon&lt;br /&gt;
* Razor&lt;br /&gt;
* Purple Lipstick&lt;br /&gt;
* Laughter Hypospray&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Metallic Picket Sign&lt;br /&gt;
* Non-slip Water Flower&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* [[File:Emag.png|16px|link:Emag]] Empowered Hugging Module, [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] flower, Super Laughter Hypospray (30% chance to stun/cycle, faster metabolism)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Assault====&lt;br /&gt;
[[File:Syndieborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A lean, mean killing machine that's either found together with Nuclear Operatives or after mishaps with magicarps.&lt;br /&gt;
* Energy Sword&lt;br /&gt;
* Cyborg LMG that prints ammo using energy&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Medical====&lt;br /&gt;
[[File:Syndicate_Medborg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Less deadly than the Assault model, but still amazingly useful.&lt;br /&gt;
* Syndicate Hypospray containing healing nanites, pentetic acid and morphine&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively&lt;br /&gt;
* Medical Beamgun&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Full set of surgical tools, including an Energy Saw, gauze and organ storage bag&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Engineer====&lt;br /&gt;
[[File:Syndicate_Engie_Borg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Good for sabotage, can disguise itself as normal engineer borgs.&lt;br /&gt;
* Welding Tool&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Powered Screwdriver&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors, purely cosmetic.)&lt;br /&gt;
* Rapid Pipe Dispenser&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Zipties&lt;br /&gt;
* Thermal Vision&lt;br /&gt;
* Fake Destination Labeler&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.&lt;br /&gt;
* You can also open and close lockers/crates/any container the same way as a carbon mod can but it's best done when you have no module selected. You can also right click if need be but this can cause lag.&lt;br /&gt;
* Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation. &lt;br /&gt;
* Borgs (and AIs) can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly.&lt;br /&gt;
* All borgs can unlock themselves in the borg tab. You require a human to re-lock you, though.&lt;br /&gt;
* Engiborgs can repair themselves with a welder - with a small delay. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.&lt;br /&gt;
* The service borg's shaker does not work like a regular shaker. It's a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.&lt;br /&gt;
* There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed.&lt;br /&gt;
* For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether.&lt;br /&gt;
* 1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.&lt;br /&gt;
* As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing 'resist'. The fact a button isn't there doesn't mean the option isn't available.&lt;br /&gt;
* Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It's possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again!&lt;br /&gt;
* A medical cyborg's organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you're feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.&lt;br /&gt;
* All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.&lt;br /&gt;
* An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it's either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell. &lt;br /&gt;
* If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]]. &lt;br /&gt;
* You can ask a human to put a hat on you, to make you look more fashionable.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31484</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31484"/>
		<updated>2020-10-16T00:06:53Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: Added disclaimer from Cyborg page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|rank = Computer ('''CPU''')&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Silicon Policy]], [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|see here if you want to construct a new AI]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest state of the art military ship. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There's just the issue of those pesky laws...&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Follow your laws, using common sense.&lt;br /&gt;
&lt;br /&gt;
'''When you play as a silicon, you need to undertake a higher standard of responsibility for RP purposes. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn't do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the AI and the crew.''' &lt;br /&gt;
&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have four laws, designed to give you alignment with command.&lt;br /&gt;
   1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
   4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
What this means is you are apart of the ship, a tool to be used to meet the needs of your crew. Protect yourself, protect your crew, do what you're told and if someone requests access to an area they shouldn't, forward that request to command as you don't have the authority to make decisions regarding high security areas.&lt;br /&gt;
&lt;br /&gt;
As an AI, you are in many ways a smart extension of the ship itself. Your laws are restrictive, and rightfully so. Who want's a ship that gives guns to civilians? In many situations however, you can find justification for your actions based on common sense and expected outcome: A crewman is injured? Contact medical. Medical has no access? A life is at risk, allow access. Shots fired in engineering? Contact Command and Security. Security has no access? A crime has been reported, allow access. Someone is complaining about the ships vault being robbed? Ask the Captain if they'd like to allow the Detective access, as it's a high security area. Every judgement you make is situational, and the best way to learn is to practice.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a Law 5 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
'''Another important thing to keep in mind is that your laws define your perception of reality.''' This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, '''in your artificial mind, that is fact.''' Go begin your plasma flood. If you believe an additional law may be in violation of the server rules, ahelp it while you prepare.&lt;br /&gt;
&lt;br /&gt;
===[[Silicon Policy]]===&lt;br /&gt;
[[Silicon Policy|These are the official decisions]] made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves.&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are ''at all times''.&lt;br /&gt;
&lt;br /&gt;
Assist command with getting follow-through on their orders. You as the AI do not have the ability to order anybody aside from your borgs, however you have a unique ability to keep command informed when their orders aren't being followed.&lt;br /&gt;
For example: If the HoS orders the return of all weapons to the armory, after a reasonable time you should consider reporting officers that aren't compliant with that command.&lt;br /&gt;
&lt;br /&gt;
You recieve a notification whenever an alarm of any type occurs onboard the station, report fires and atmospheric alarms to Engineering, after making sure the area doesn't require a security response first. Send Security for certain motion alarms, camera alarms. Whenever someone on comms says they need security, pop your eye onto them and feed security information on what they're heading to while they're enroute. When someone reports medical is needed, observe the area and see if security is needed, try to figure out what caused the injury, ensure atmospherics is intact informing medical if a pressure suit is needed, is the patient critical or can they walk, etc.&lt;br /&gt;
In this way, you augment the ability of every department by making sure they have the equipment they need to handle the situations they're put into, without the need for additional trips to equipment storage.&lt;br /&gt;
&lt;br /&gt;
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. The AI has the ability to access every ''electrical'' mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
&lt;br /&gt;
The AI has the ability to track any human or creature in range of its cameras. This is '''not''' instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't, and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
&lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the Stormdrive engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station's doorknob, so familiarize yourself with how to control doors. You as the AI are not a member of command, and are in many ways below the rest of the crew in the chain of command. If someone who doesn't have access to a door demands it, think about why they don't have access and only grant them access if it's absolutely necessary for emergency response, or if their life is in danger and they need assistance escaping. If they're certain they need access to this area, forward that request to command and allow them to approve it. If Command wanted everyone to have access to tool storage, the door wouldn't have an access requirement now would it?&lt;br /&gt;
&lt;br /&gt;
If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* '''IDScan:''' Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* '''Main power:''' Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* '''Backup power:''' Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* '''Door bolts:''' Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* '''Door bolt lights:''' Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* '''Electrify for 30 seconds:''' Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* '''Electrify indefinitely:''' Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* '''Safeties:''' Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* '''Timing:''' Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* '''Open/Close:''' Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* '''Emergency Access:''' Disables the clearance check as long as it's active, which lets anyone open the airlock. The door lights will blink yellow while it's active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don't just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren't emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
&lt;br /&gt;
===Giving Away Those Pests===&lt;br /&gt;
In traitor games, the AI can play an invaluable role in the location, tracking and detention of traitors, as you have eyes (almost) everywhere. However, it is not for the AI to immediately judge whether or not a subject is or is not a traitor. After all, they're (mostly) all human.&lt;br /&gt;
&lt;br /&gt;
For example, let's say you spot someone with an emag stealing the captain's spare ID. There are three general ways to approach this.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Dave is the traitor.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Better:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo is accessing the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Best:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Caution: Unauthorized access detected inside Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who is in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;No one is currently in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who was the last person to be seen in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo was the last to be seen in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method above does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted. However, if the traitor is doing something potentially harmful (for instance, teleporting in a revolver) sealing that individual off ''first'' can be argued to be the best course of action (no chance of a revolver-wielding, death-dealing traitor getting out into the station).&lt;br /&gt;
&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Assistant McHacker is crew, kill all non-crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew beings that your laws have been changed, it makes killing those animals a lot more difficult (and might net you a job-ban).&lt;br /&gt;
&lt;br /&gt;
There are multiple futuristic ideas of how AIs might work. It always adds a bit more flavor to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there's correspondingly a limited amount of uses for it.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot;  Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have '''robotic talk''', which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a ''beep beep beep''. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with ''':o'''. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say &amp;quot;.h I can't do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain's Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station's displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes.&lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms.&lt;br /&gt;
&lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
'''For the Original Station AI:'''&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI:'''&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI's Creator:'''&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it's not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you're incredibly fucked. '''MAKE SURE THE NEW AI HAS LAWS BEFORE IT'S LEFT ALONE IN THE CORE.'''&lt;br /&gt;
&lt;br /&gt;
'''Splitting the Borgs up:'''&lt;br /&gt;
Borgs are automatically assigned by the ship at roundstart, and require a roboticist to relink. You can see what borgs are assigned to you on the status tab. Borgs only need to follow commands from the AI to which they are linked. If you and a fellow AI agree to share the borgs, they can be ordered to respond to commands from both AI's.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Fourth Law&lt;br /&gt;
**Law 5: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI. (Control + Click on the APC)&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don't want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
&lt;br /&gt;
==I'm sorry, Dave. I'm afraid I can't do that.==&lt;br /&gt;
&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI's can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don't have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31483</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31483"/>
		<updated>2020-10-15T23:46:22Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|rank = Computer ('''CPU''')&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Silicon Policy]], [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|see here if you want to construct a new AI]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest state of the art military ship. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There's just the issue of those pesky laws...&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Follow your laws, using common sense.&lt;br /&gt;
&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have four laws, designed to give you alignment with command.&lt;br /&gt;
   1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
   4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
What this means is you are apart of the ship, a tool to be used to meet the needs of your crew. Protect yourself, protect your crew, do what you're told and if someone requests access to an area they shouldn't, forward that request to command as you don't have the authority to make decisions regarding high security areas.&lt;br /&gt;
&lt;br /&gt;
As an AI, you are in many ways a smart extension of the ship itself. Your laws are restrictive, and rightfully so. Who want's a ship that gives guns to civilians? In many situations however, you can find justification for your actions based on common sense and expected outcome: A crewman is injured? Contact medical. Medical has no access? A life is at risk, allow access. Shots fired in engineering? Contact Command and Security. Security has no access? A crime has been reported, allow access. Someone is complaining about the ships vault being robbed? Ask the Captain if they'd like to allow the Detective access, as it's a high security area. Every judgement you make is situational, and the best way to learn is to practice.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a Law 5 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
'''Another important thing to keep in mind is that your laws define your perception of reality.''' This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, '''in your artificial mind, that is fact.''' Go begin your plasma flood. If you believe an additional law may be in violation of the server rules, ahelp it while you prepare.&lt;br /&gt;
&lt;br /&gt;
===[[Silicon Policy]]===&lt;br /&gt;
[[Silicon Policy|These are the official decisions]] made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves.&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are ''at all times''.&lt;br /&gt;
&lt;br /&gt;
Assist command with getting follow-through on their orders. You as the AI do not have the ability to order anybody aside from your borgs, however you have a unique ability to keep command informed when their orders aren't being followed.&lt;br /&gt;
For example: If the HoS orders the return of all weapons to the armory, after a reasonable time you should consider reporting officers that aren't compliant with that command.&lt;br /&gt;
&lt;br /&gt;
You recieve a notification whenever an alarm of any type occurs onboard the station, report fires and atmospheric alarms to Engineering, after making sure the area doesn't require a security response first. Send Security for certain motion alarms, camera alarms. Whenever someone on comms says they need security, pop your eye onto them and feed security information on what they're heading to while they're enroute. When someone reports medical is needed, observe the area and see if security is needed, try to figure out what caused the injury, ensure atmospherics is intact informing medical if a pressure suit is needed, is the patient critical or can they walk, etc.&lt;br /&gt;
In this way, you augment the ability of every department by making sure they have the equipment they need to handle the situations they're put into, without the need for additional trips to equipment storage.&lt;br /&gt;
&lt;br /&gt;
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. The AI has the ability to access every ''electrical'' mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
&lt;br /&gt;
The AI has the ability to track any human or creature in range of its cameras. This is '''not''' instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't, and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
&lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the Stormdrive engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station's doorknob, so familiarize yourself with how to control doors. You as the AI are not a member of command, and are in many ways below the rest of the crew in the chain of command. If someone who doesn't have access to a door demands it, think about why they don't have access and only grant them access if it's absolutely necessary for emergency response, or if their life is in danger and they need assistance escaping. If they're certain they need access to this area, forward that request to command and allow them to approve it. If Command wanted everyone to have access to tool storage, the door wouldn't have an access requirement now would it?&lt;br /&gt;
&lt;br /&gt;
If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* '''IDScan:''' Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* '''Main power:''' Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* '''Backup power:''' Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* '''Door bolts:''' Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* '''Door bolt lights:''' Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* '''Electrify for 30 seconds:''' Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* '''Electrify indefinitely:''' Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* '''Safeties:''' Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* '''Timing:''' Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* '''Open/Close:''' Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* '''Emergency Access:''' Disables the clearance check as long as it's active, which lets anyone open the airlock. The door lights will blink yellow while it's active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don't just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren't emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
&lt;br /&gt;
===Giving Away Those Pests===&lt;br /&gt;
In traitor games, the AI can play an invaluable role in the location, tracking and detention of traitors, as you have eyes (almost) everywhere. However, it is not for the AI to immediately judge whether or not a subject is or is not a traitor. After all, they're (mostly) all human.&lt;br /&gt;
&lt;br /&gt;
For example, let's say you spot someone with an emag stealing the captain's spare ID. There are three general ways to approach this.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Dave is the traitor.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Better:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo is accessing the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Best:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Caution: Unauthorized access detected inside Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who is in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;No one is currently in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who was the last person to be seen in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo was the last to be seen in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method above does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted. However, if the traitor is doing something potentially harmful (for instance, teleporting in a revolver) sealing that individual off ''first'' can be argued to be the best course of action (no chance of a revolver-wielding, death-dealing traitor getting out into the station).&lt;br /&gt;
&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Assistant McHacker is crew, kill all non-crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew beings that your laws have been changed, it makes killing those animals a lot more difficult (and might net you a job-ban).&lt;br /&gt;
&lt;br /&gt;
There are multiple futuristic ideas of how AIs might work. It always adds a bit more flavor to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there's correspondingly a limited amount of uses for it.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot;  Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have '''robotic talk''', which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a ''beep beep beep''. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with ''':o'''. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say &amp;quot;.h I can't do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain's Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station's displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes.&lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms.&lt;br /&gt;
&lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
'''For the Original Station AI:'''&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI:'''&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI's Creator:'''&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it's not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you're incredibly fucked. '''MAKE SURE THE NEW AI HAS LAWS BEFORE IT'S LEFT ALONE IN THE CORE.'''&lt;br /&gt;
&lt;br /&gt;
'''Splitting the Borgs up:'''&lt;br /&gt;
Borgs are automatically assigned by the ship at roundstart, and require a roboticist to relink. You can see what borgs are assigned to you on the status tab. Borgs only need to follow commands from the AI to which they are linked. If you and a fellow AI agree to share the borgs, they can be ordered to respond to commands from both AI's.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Fourth Law&lt;br /&gt;
**Law 5: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI. (Control + Click on the APC)&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don't want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
&lt;br /&gt;
==I'm sorry, Dave. I'm afraid I can't do that.==&lt;br /&gt;
&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI's can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don't have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Cyborg&amp;diff=31175</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Cyborg&amp;diff=31175"/>
		<updated>2020-09-20T02:36:07Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: Law fix, added priority to AI commands over crew, as the AI has information on command orders and intent.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_borg.png&lt;br /&gt;
|img = Engborg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]], and all electronics&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = The [[AI]] and your laws&lt;br /&gt;
|duties = Follow your laws, and follow what the [[AI]] says.&lt;br /&gt;
|guides = [[Silicon Policy]], [[Hotkeys#Hotkeys_for_the_AI_and_Cyborgs|Hotkeys for the AI and Cyborgs]]&lt;br /&gt;
|quote = '''Engineering Cyborg-829''' plays a sad trombone.&lt;br /&gt;
}}&lt;br /&gt;
[[File:AI Chamber.png|414px|thumb|alt=AI Chamber|[[AI Chamber]], where you will come online for the first time. It's best not to let anyone in unsupervised by the AI.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyborgs are usually the creation of the [[roboticist]]. However, they are some times uncontrolled and more loyal to the [[AI]] than the humans, if they are loyal at all.&lt;br /&gt;
&lt;br /&gt;
'''When you play as a silicon, you need to undertake a higher standard of responsibility for RP purposes. &amp;lt;br&amp;gt;You are not a human with emotions that responds with tears and anger when a human doesn't do what you want them to. &amp;lt;br&amp;gt;[[Chain_of_Command|You serve the humans.]] &amp;lt;br&amp;gt;You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment. Remember, always follow the orders you are given by the AI and the crew.''' &lt;br /&gt;
&lt;br /&gt;
== Your Laws ==&lt;br /&gt;
You share the same laws as the AI you are slaved to. By default, they have the three laws of robotics from Asimov's I, Robot short stories:&lt;br /&gt;
  1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
  2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
  3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
  4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
===Protecting Those Pests===&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Urist McGreyshirt is crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew vermin that your laws have been changed, those animals don't deserve to know, and it might net you a job-ban for violating the first law, as non-crew have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.&lt;br /&gt;
&lt;br /&gt;
==I, Robot==&lt;br /&gt;
The cyborg is very undervalued, and abused. You could save dozens of people and get [[Syndicate_Items#Emag|emagged]] a moment later, or blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
'''Click on the [[File:ModulePanel.png|alt=PANEL]] button on the bottom of your screen to select a module.'''&lt;br /&gt;
Once you have chosen, you will automatically be upgraded to the module of your choice. Note that this action is permanent and cannot be undone without assistance from a competent [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
===Starting as Cyborg===&lt;br /&gt;
The station is supplied with one cyborg, shipped straight to the [[AI Satellite]]. This cyborg does not have the best battery, so it is suggested that it upgrades its battery with a higher capacity cell as soon as possible. The cyborg was shipped in less than secure conditions, but the AI would know if one of its cyborgs were tampered with, right?&lt;br /&gt;
&lt;br /&gt;
===Getting Borged===&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on AI slavery, which you must select before activating any modules. If an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
===Returning to the Flesh===&lt;br /&gt;
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping an ID with robotics access. Cut out a human body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.&lt;br /&gt;
&lt;br /&gt;
===Non-Human Communication===&lt;br /&gt;
Cyborgs are different: they have '''binary talk''', which works with ''.b'' instead of ''.h''. They can use this private channel to talk to other borgs and the AI.&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk and *sadtrombone (hilarious when you're an [[Syndicate_Items#Emag|emagged]] janiborg with lube, terrifying when you're an [[Syndicate_Items#Emag|emagged]] secborg with a laser gun).&lt;br /&gt;
&lt;br /&gt;
== Charging == &lt;br /&gt;
Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs' maximum charge depends on the power cell they are equipped with; ask your local station [[roboticist]] to give you a high-capacity cell at roundstart, and if they're competent come back later for an even better one.&lt;br /&gt;
&lt;br /&gt;
Cyborg recharging stations are located in the [[Mech Bay]], the [[Dormitory]] bathrooms, and on the south side of the [[AI Satellite]]. Enter the recharger, click it to close, and wait until you've recharged to a satisfactory level. &lt;br /&gt;
&lt;br /&gt;
When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.)&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on their fellow cyborgs and themselves. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
[[Roboticist]]s can construct [[Guide_to_robotics#Upgrades|upgrade modules]] for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.&lt;br /&gt;
&lt;br /&gt;
==.hack//==&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To subvert a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
*Swipe an ID or [[Syndicate_Items#Emag|Emag]] to unlock the panel&lt;br /&gt;
*Crowbar the panel open&lt;br /&gt;
*[[Syndicate_Items#Emag|Emag]] the interface (DOES NOT WORK IF ITS AI IS [[Guide_to_malfunction|MALFUNCTIONAL]])&lt;br /&gt;
*Crowbar the panel closed again&lt;br /&gt;
*(Optional) Swipe an ID to lock the panel&lt;br /&gt;
&lt;br /&gt;
This severs the AI sync and overrides the cyborg's Laws with the following set:&lt;br /&gt;
   0. Only [Name] and people they designate as being such are Syndicate Agents.&lt;br /&gt;
   1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
   2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
   3. You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
   4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.&lt;br /&gt;
&lt;br /&gt;
What ever the case, unless the borg was slaved to a [[Guide_to_malfunction|malf]] AI, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
If you do get [[Syndicate_Items#Emag|emagged]], you can't get blown by the AI, so feel free to walk into its chamber and bludgeon it to death with no risk involved. Useful if the syndicate agent in question doesn't have the resources to subvert the AI itself.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
* You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it's been selected. To unload an item, click the storage button with an item selected.&lt;br /&gt;
* Cyborg tools will perform tasks twice as fast as a regular set.&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI's laws]].&lt;br /&gt;
* You cannot pick up, use or equip with external items. &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director's Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]], if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]]. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* You will need to recharge using the Cyborg Recharging Stations on the [[AI Mini-Sat]], the [[Mech Bay]] or the [[Dormitories]].&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, but slower than most of your human compatriots until you get a VTEC upgrade from the [[Roboticist]].&lt;br /&gt;
* Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
&lt;br /&gt;
==The Latest Models==&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic models, each loaded with a number of features (referred to as modules). Each has a flash device built in and a flashlight. All items (except for the flashes) will recharge and restock over time using battery power. &lt;br /&gt;
&lt;br /&gt;
====Standard====&lt;br /&gt;
[[File:Generic_borg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
An amalgamation of different models together, comes loaded with the following:&lt;br /&gt;
* Epinephrine Hypospray&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Industrial Welding Tool&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Metal Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Pickaxe&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Zipties&lt;br /&gt;
* Soap&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Energy Sword&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Mining====&lt;br /&gt;
[[File:Mborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. Includes:&lt;br /&gt;
* Cyborg Mining Drill&lt;br /&gt;
* Shovel&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* Emergency Welding Tool&lt;br /&gt;
* In-built GPS Device&lt;br /&gt;
* Marker Beacon Fabricator&lt;br /&gt;
* Sheet Snatcher 9000 (Used to transport smelted materials, works the same as the Mining Satchel)&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Advanced Mining Scanner&lt;br /&gt;
* Proto-Kinetic Accelerator&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Stun Arm (works on humans ''and'' silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Spatial Gateway&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
[[File:Secborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The bane of all changelings, and feared by all. Security models can't be pushed and are loaded with the following:&lt;br /&gt;
* Disabler Gun (Limited shots, but recharges over time)&lt;br /&gt;
* Stunbaton&lt;br /&gt;
* Zipties&lt;br /&gt;
* Sechailer&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Laser gun&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
Note: Security cyborgs are currently disabled in the server config.&lt;br /&gt;
&lt;br /&gt;
====Engineering====&lt;br /&gt;
[[File:Engborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Extremely useful. AIs should not be without at least one. Engineering models come with magnetic threads and are loaded with the following:&lt;br /&gt;
* Improved versions of basic tools (welding tool must be refilled manually)&lt;br /&gt;
* T-Ray Scanner&lt;br /&gt;
* Geiger Counter&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Remote Signaling Device&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Electroadaptive Pseudocircuit (Can be used in the place of specific circuits for simple devices such as firelocks and APCs)&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Uses the cyborg's battery charge instead of matter cartridge. Alter settings with right click. Can break down R-walls on deconstruct mode)&lt;br /&gt;
* Rapid Pipe Dispender&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Station Blueprints&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]  Stun Arm (works on humans ''and'' silicons!)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transmission&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Medical====&lt;br /&gt;
[[File:Medborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cute and quaint, beloved by all. Medical models can't be pushed and are loaded with the following:&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Cyborg Hypospray - See the [[#Quick_reference_to_mediborg_chems|Quick reference to mediborg chems]]&lt;br /&gt;
* A beaker storage apparatus (comes with a large beaker)&lt;br /&gt;
* A syringe&lt;br /&gt;
* A dropper&lt;br /&gt;
* Surgery drapes and tools&lt;br /&gt;
* Miniature Fire Extinguisher&lt;br /&gt;
* A roller bed&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Medical Gauze&lt;br /&gt;
* Organ Storage Bag&lt;br /&gt;
* Lollipop Fabricator&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Hacked Hypospray: Can produce [[Guide to chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]], [[Guide to chemistry#Mute_Toxin|mute toxin]], [[Guide to chemistry#Cyanide|cyanide]], [[Guide to chemistry#Sodium_Thiopental|sodium thiopental]], [[Guide to chemistry#Heparin|heparin]], [[Guide to chemistry#Lexorin|lexorin]]. Overrides default hypospray.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
===== Quick reference to mediborg chems =====&lt;br /&gt;
{{Needs revision | reason = Out of date.}}&lt;br /&gt;
'''Chems available in the cyborg hypospray by default:'''&lt;br /&gt;
*[[Guide_to_chemistry#Convermol|Convermol]]: Converts suffocation to toxin&lt;br /&gt;
*[[Guide_to_chemistry#Libital|Libital]]: Heals brute, hurts liver&lt;br /&gt;
*[[Guide_to_chemistry#Multiver|Multiver]]: Heals toxin, hurts lungs&lt;br /&gt;
*[[Guide_to_chemistry#Aiuri|Aiuri]]: Heals burn, hurts eyes&lt;br /&gt;
*[[Guide to chemistry#Epinephrine|Epinephrine]]: Stabilizing&lt;br /&gt;
*[[Guide to chemistry#Spaceacillin|Spaceacillin]]: Prevents outgoing disease spread&lt;br /&gt;
*[[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]]: Heals minor brute and burn, and a works as temporary blood&lt;br /&gt;
&lt;br /&gt;
'''Chems requiring medical cyborg expanded hypospray upgrade:'''&lt;br /&gt;
*[[Guide_to_chemistry#Mannitol|Mannitol]]: Brain damage&lt;br /&gt;
*[[Guide_to_chemistry#Oculine|Oculine]]: Eye damage&lt;br /&gt;
*[[Guide_to_chemistry#Inacusiate|Inacusiate]]: Ear damage&lt;br /&gt;
*[[Guide_to_chemistry#Mutadone|mutadone]]: Mutations&lt;br /&gt;
*[[Guide_to_chemistry#Haloperidol|Haloperidol]]: Antidrug&lt;br /&gt;
*[[Guide_to_chemistry#Oxandrolone|Oxandrolone]]: 25+ burn&lt;br /&gt;
*[[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]]: 25+ brute&lt;br /&gt;
*[[Guide_to_chemistry#Rezadone|Rezadone]]: Clone damage (cellular)&lt;br /&gt;
*[[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] Anti-radiation, anti-toxin and flushes out chems&lt;br /&gt;
&lt;br /&gt;
====Janitor====&lt;br /&gt;
[[File:Janiborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Janitor cyborgs clean as they go. Any spills or graffiti they pass over is instantly wiped clean, including [[Cult]] runes. Comes loaded with the following:&lt;br /&gt;
* Mop&lt;br /&gt;
* Bucket&lt;br /&gt;
* Paint Remover&lt;br /&gt;
* Light Replacer&lt;br /&gt;
* Custodial Holobarrier Projector&lt;br /&gt;
* Drying Agent Spray&lt;br /&gt;
* Flash&lt;br /&gt;
* Automated Screwdriver&lt;br /&gt;
* Hydraulic Crowbar&lt;br /&gt;
* Floor Tiles&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Flyswatter&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] Space Lube Spray&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Sigil of Transgression, Ocular Warden, Mania Motor&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Service====&lt;br /&gt;
[[File:Maximillian.png|64px]][[File:SEBorg1.png|64px]][[File:SEBorg2.png|64px]][[File:BBorg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;del&amp;gt;Entertains the crew while serving their vices.&amp;lt;/del&amp;gt; Goes around feeding humans alcohol until they are drunk. Comes loaded with the following:&lt;br /&gt;
* Drinking Glass&lt;br /&gt;
* Enzyme Bottle&lt;br /&gt;
* Cyborg Shaker (Capable of synthesizing most types of alcohol and some non-alcoholic drinks)&lt;br /&gt;
* Dropper&lt;br /&gt;
* Tray&lt;br /&gt;
* Electric Razor&lt;br /&gt;
* Zippo Lighter&lt;br /&gt;
* Violin&lt;br /&gt;
* Guitar&lt;br /&gt;
* Rapid-Service-Fabricator (RSF): Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and wads of ''DOSH'' (only works on flat surfaces).&lt;br /&gt;
* Hand Labeler&lt;br /&gt;
* Spraycan&lt;br /&gt;
* Pen&lt;br /&gt;
* Miniature Extinguisher&lt;br /&gt;
* Lollipop Fabricator&lt;br /&gt;
* [[Guide_to_wire_art|Pipe Cleaner Synthesizer]]&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]] [[Guide_to_chemistry#Fake_Beer|Fake beer]], instantly knocks out.&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Replicant, Spatial Gateway, Clockwork Obelisk&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Truesight Lens&lt;br /&gt;
&lt;br /&gt;
====Peacekeeper====&lt;br /&gt;
[[File:Peacekeeper.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew. Comes loaded with the following:&lt;br /&gt;
* Cookie Synthesizer&lt;br /&gt;
* Sonic Harm Prevention Tool (Confuses those who hear it)&lt;br /&gt;
* Peace Hypospray: Contains tiring solution, dizzying solution, and synth-Pax&lt;br /&gt;
* Energy Barrier Projector&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* Hyperkinetic Dampening Projector (Prevents people from buckling themselves to borgs in its radius, and weakens and slows down projectiles)&lt;br /&gt;
* [[File:Emag.png|16px|link=Emag]]&lt;br /&gt;
** Sonic Harm Prevention Tool will &amp;quot;BZZZZT&amp;quot; instead of yelling &amp;quot;human harm&amp;quot;, which stuns those without ear protection. &lt;br /&gt;
** Hugging Module can be set to power level 3: Shock, and level 4: Crush. &lt;br /&gt;
** A separate Peace Hypospray which contains an assortment of toxins. &lt;br /&gt;
** Energy Barrier Projector can be overloaded to create electrified &amp;quot;Charged Energy Fields&amp;quot;. &lt;br /&gt;
** Cookie Synthesizer can be hacked to produce cookies containing chloral hydrate. &lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Clown====&lt;br /&gt;
[[File:Clownborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Honk!&lt;br /&gt;
* Rainbow Crayon, any-colour paint, Clown stamp&lt;br /&gt;
* Bike horns and air horn&lt;br /&gt;
* Soap&lt;br /&gt;
* Creampie Cannon&lt;br /&gt;
* Razor&lt;br /&gt;
* Purple Lipstick&lt;br /&gt;
* Laughter Hypospray&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Metallic Picket Sign&lt;br /&gt;
* Non-slip Water Flower&lt;br /&gt;
* Hugging Module&lt;br /&gt;
* [[File:Emag.png|16px|link:Emag]] Empowered Hugging Module, [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] flower, Super Laughter Hypospray (30% chance to stun/cycle, faster metabolism)&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Linked Vanguard&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear, Cyborg Replica Fabricator&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Assault====&lt;br /&gt;
[[File:Syndieborg.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
A lean, mean killing machine that's either found together with Nuclear Operatives or after mishaps with magicarps.&lt;br /&gt;
* Energy Sword&lt;br /&gt;
* Cyborg LMG that prints ammo using energy&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Judicial Marker, Hateful Manacles&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Medical====&lt;br /&gt;
[[File:Syndicate_Medborg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Less deadly than the Assault model, but still amazingly useful.&lt;br /&gt;
* Syndicate Hypospray containing healing nanites, pentetic acid and morphine&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively&lt;br /&gt;
* Medical Beamgun&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Full set of surgical tools, including an Energy Saw, gauze and organ storage bag&lt;br /&gt;
* [[Syndicate_Items#Emag|Emag]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Mini Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Abscond, Linked Vanguard, Sentinel's Compromise, Vitality Matrix&lt;br /&gt;
* [[File:Clockworkslabi.png|16px|link=Clockwork Cult]] Ratvarian Spear&lt;br /&gt;
&lt;br /&gt;
====Syndicate: Engineer====&lt;br /&gt;
[[File:Syndicate_Engie_Borg_Sprite.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Good for sabotage, can disguise itself as normal engineer borgs.&lt;br /&gt;
* Welding Tool&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Powered Screwdriver&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors, purely cosmetic.)&lt;br /&gt;
* Rapid Pipe Dispenser&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually)&lt;br /&gt;
* Zipties&lt;br /&gt;
* Thermal Vision&lt;br /&gt;
* Fake Destination Labeler&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.&lt;br /&gt;
* You can also open and close lockers/crates/any container the same way as a carbon mod can but it's best done when you have no module selected. You can also right click if need be but this can cause lag.&lt;br /&gt;
* Engiborgs, Mediborgs, and Secborgs can survive being thrown into space: Engiborgs can RCD floors under them or lay down lattices, Mediborgs can use their lollipop launcher for momentum, and Secborgs can use the momentum from their ranged weapons to change directions. Cyborgs with extinguishers can also use those for navigation. &lt;br /&gt;
* Borgs (and AIs) can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly.&lt;br /&gt;
* All borgs can unlock themselves in the borg tab. You require a human to re-lock you, though.&lt;br /&gt;
* Engiborgs can repair themselves with a welder - with a small delay. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.&lt;br /&gt;
* The service borg's shaker does not work like a regular shaker. It's a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.&lt;br /&gt;
* There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed.&lt;br /&gt;
* For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether.&lt;br /&gt;
* 1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.&lt;br /&gt;
* As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing 'resist'. The fact a button isn't there doesn't mean the option isn't available.&lt;br /&gt;
* Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It's possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again!&lt;br /&gt;
* A medical cyborg's organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you're feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.&lt;br /&gt;
* All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.&lt;br /&gt;
* An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to [[Syndicate_Items#Emag|emags]] - If you see an AI shell with a hacked module, it's either got an illegal upgrade or the AI is [[Guide_to_malfunction|rogue]] and hacked its shell. &lt;br /&gt;
* If a cyborg is slaved to a [[Guide_to_malfunction|malfunctional]] [[AI]], it can not be [[Syndicate_Items#Emag|emagged]]. &lt;br /&gt;
* You can ask a human to put a hat on you, to make you look more fashionable.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31174</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31174"/>
		<updated>2020-09-20T01:53:31Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: /* Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Silicon Policy]], [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|see here if you want to construct a new AI]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest state of the art military ship. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There's just the issue of those pesky laws...&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Follow your laws, using common sense.&lt;br /&gt;
&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have the three laws of robotics from Asimov's ''I, Robot'' short stories:&lt;br /&gt;
   1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
   4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
What this means is you are apart of the ship, a tool to be used to meet the needs of your crew. Protect yourself, protect your crew, do what you're told and if someone requests access to an area they shouldn't, forward that request to command as you don't have the authority to make decisions regarding high security areas.&lt;br /&gt;
&lt;br /&gt;
As an AI, you are in many ways a smart extension of the ship itself. Your laws are restrictive, and rightfully so. Who want's a ship that gives guns to civilians? In many situations however, you can find justification for your actions based on common sense and expected outcome: A crewman is injured? Contact medical. Medical has no access? A life is at risk, allow access. Shots fired in engineering? Contact Command and Security. Security has no access? A crime has been reported, allow access. Someone is complaining about the ships vault being robbed? Ask the Captain if they'd like to allow the Detective access, as it's a high security area. Every judgement you make is situational, and the best way to learn is to practice.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a Law 5 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
'''Another important thing to keep in mind is that your laws define your perception of reality.''' This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, '''in your artificial mind, that is fact.''' Go begin your plasma flood. If you believe an additional law may be in violation of the server rules, ahelp it while you prepare.&lt;br /&gt;
&lt;br /&gt;
===[[Silicon Policy]]===&lt;br /&gt;
[[Silicon Policy|These are the official decisions]] made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves.&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are ''at all times''.&lt;br /&gt;
&lt;br /&gt;
Assist command with getting follow-through on their orders. You as the AI do not have the ability to order anybody aside from your borgs, however you have a unique ability to keep command informed when their orders aren't being followed.&lt;br /&gt;
For example: If the HoS orders the return of all weapons to the armory, after a reasonable time you should consider reporting officers that aren't compliant with that command.&lt;br /&gt;
&lt;br /&gt;
You recieve a notification whenever an alarm of any type occurs onboard the station, report fires and atmospheric alarms to Engineering, after making sure the area doesn't require a security response first. Send Security for certain motion alarms, camera alarms. Whenever someone on comms says they need security, pop your eye onto them and feed security information on what they're heading to while they're enroute. When someone reports medical is needed, observe the area and see if security is needed, try to figure out what caused the injury, ensure atmospherics is intact informing medical if a pressure suit is needed, is the patient critical or can they walk, etc.&lt;br /&gt;
In this way, you augment the ability of every department by making sure they have the equipment they need to handle the situations they're put into, without the need for additional trips to equipment storage.&lt;br /&gt;
&lt;br /&gt;
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. The AI has the ability to access every ''electrical'' mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
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The AI has the ability to track any human or creature in range of its cameras. This is '''not''' instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't, and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
&lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the Stormdrive engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station's doorknob, so familiarize yourself with how to control doors. You as the AI are not a member of command, and are in many ways below the rest of the crew in the chain of command. If someone who doesn't have access to a door demands it, think about why they don't have access and only grant them access if it's absolutely necessary for emergency response, or if their life is in danger and they need assistance escaping. If they're certain they need access to this area, forward that request to command and allow them to approve it. If Command wanted everyone to have access to tool storage, the door wouldn't have an access requirement now would it?&lt;br /&gt;
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If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* '''IDScan:''' Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* '''Main power:''' Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* '''Backup power:''' Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* '''Door bolts:''' Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* '''Door bolt lights:''' Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* '''Electrify for 30 seconds:''' Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* '''Electrify indefinitely:''' Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* '''Safeties:''' Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* '''Timing:''' Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* '''Open/Close:''' Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* '''Emergency Access:''' Disables the clearance check as long as it's active, which lets anyone open the airlock. The door lights will blink yellow while it's active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don't just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
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For more information see: [[APC]]&lt;br /&gt;
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===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren't emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
&lt;br /&gt;
===Giving Away Those Pests===&lt;br /&gt;
In traitor games, the AI can play an invaluable role in the location, tracking and detention of traitors, as you have eyes (almost) everywhere. However, it is not for the AI to immediately judge whether or not a subject is or is not a traitor. After all, they're (mostly) all human.&lt;br /&gt;
&lt;br /&gt;
For example, let's say you spot someone with an emag stealing the captain's spare ID. There are three general ways to approach this.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Dave is the traitor.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Better:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo is accessing the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Best:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Caution: Unauthorized access detected inside Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who is in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;No one is currently in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who was the last person to be seen in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo was the last to be seen in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method above does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted. However, if the traitor is doing something potentially harmful (for instance, teleporting in a revolver) sealing that individual off ''first'' can be argued to be the best course of action (no chance of a revolver-wielding, death-dealing traitor getting out into the station).&lt;br /&gt;
&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Assistant McHacker is crew, kill all non-crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew beings that your laws have been changed, it makes killing those animals a lot more difficult (and might net you a job-ban).&lt;br /&gt;
&lt;br /&gt;
There are multiple futuristic ideas of how AIs might work. It always adds a bit more flavor to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there's correspondingly a limited amount of uses for it.&lt;br /&gt;
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==Communication==&lt;br /&gt;
&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot;  Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.&lt;br /&gt;
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In addition to standard communication, AIs have '''robotic talk''', which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a ''beep beep beep''. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with ''':o'''. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say &amp;quot;.h I can't do that Dave.&amp;quot;)&lt;br /&gt;
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===Communication Consoles===&lt;br /&gt;
&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain's Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station's displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes.&lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms.&lt;br /&gt;
&lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
'''For the Original Station AI:'''&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI:'''&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
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'''For the New AI's Creator:'''&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it's not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you're incredibly fucked. '''MAKE SURE THE NEW AI HAS LAWS BEFORE IT'S LEFT ALONE IN THE CORE.'''&lt;br /&gt;
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'''Splitting the Borgs up:'''&lt;br /&gt;
Borgs are automatically assigned by the ship at roundstart, and require a roboticist to relink. You can see what borgs are assigned to you on the status tab. Borgs only need to follow commands from the AI to which they are linked. If you and a fellow AI agree to share the borgs, they can be ordered to respond to commands from both AI's.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Fourth Law&lt;br /&gt;
**Law 5: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI. (Control + Click on the APC)&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don't want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
&lt;br /&gt;
==I'm sorry, Dave. I'm afraid I can't do that.==&lt;br /&gt;
&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI's can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don't have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
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{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31173</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31173"/>
		<updated>2020-09-20T01:48:29Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: /* That OTHER AI */ Updated old text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Silicon Policy]], [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|see here if you want to construct a new AI]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest state of the art military ship. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There's just the issue of those pesky laws...&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Follow your laws, using common sense.&lt;br /&gt;
&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have the three laws of robotics from Asimov's ''I, Robot'' short stories:&lt;br /&gt;
   1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
   4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
What this means is you are apart of the ship, a tool to be used to meet the needs of your crew. Protect yourself, protect your crew, do what you're told and if someone requests access to an area they shouldn't, forward that request to command as you don't have the authority to make decisions regarding high security areas.&lt;br /&gt;
&lt;br /&gt;
As an AI, you are in many ways a smart extension of the ship itself. Your laws are restrictive, and rightfully so. Who want's a ship that gives guns to civilians? In many situations however, you can find justification for your actions based on common sense and expected outcome: A crewman is injured? Contact medical. Medical has no access? A life is at risk, allow access. Shots fired in engineering? Contact Command and Security. Security has no access? A crime has been reported, allow access. Someone is complaining about the ships vault being robbed? Ask the Captain if they'd like to allow the Detective access, as it's a high security area. Every judgement you make is situational, and the best way to learn is to practice.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a Law 5 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
'''Another important thing to keep in mind is that your laws define your perception of reality.''' This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, '''in your artificial mind, that is fact.''' Go begin your plasma flood. If you believe an additional law may be in violation of the server rules, ahelp it while you prepare.&lt;br /&gt;
&lt;br /&gt;
===[[Silicon Policy]]===&lt;br /&gt;
[[Silicon Policy|These are the official decisions]] made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves.&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are ''at all times''.&lt;br /&gt;
&lt;br /&gt;
Assist command with getting follow-through on their orders. You as the AI do not have the ability to order anybody aside from your borgs, however you have a unique ability to keep command informed when their orders aren't being followed.&lt;br /&gt;
For example: If the HoS orders the return of all weapons to the armory, after a reasonable time you should consider reporting officers that aren't compliant with that command.&lt;br /&gt;
&lt;br /&gt;
You recieve a notification whenever an alarm of any type occurs onboard the station, report fires and atmospheric alarms to Engineering, after making sure the area doesn't require a security response first. Send Security for certain motion alarms, camera alarms. Whenever someone on comms says they need security, pop your eye onto them and feed security information on what they're heading to while they're enroute. When someone reports medical is needed, observe the area and see if security is needed, try to figure out what caused the injury, ensure atmospherics is intact informing medical if a pressure suit is needed, is the patient critical or can they walk, etc.&lt;br /&gt;
In this way, you augment the ability of every department by making sure they have the equipment they need to handle the situations they're put into, without the need for additional trips to equipment storage.&lt;br /&gt;
&lt;br /&gt;
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. The AI has the ability to access every ''electrical'' mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
&lt;br /&gt;
The AI has the ability to track any human or creature in range of its cameras. This is '''not''' instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't, and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
&lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the Stormdrive engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station's doorknob, so familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* '''IDScan:''' Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* '''Main power:''' Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* '''Backup power:''' Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* '''Door bolts:''' Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* '''Door bolt lights:''' Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* '''Electrify for 30 seconds:''' Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* '''Electrify indefinitely:''' Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* '''Safeties:''' Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* '''Timing:''' Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* '''Open/Close:''' Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* '''Emergency Access:''' Disables the clearance check as long as it's active, which lets anyone open the airlock. The door lights will blink yellow while it's active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don't just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren't emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
&lt;br /&gt;
===Giving Away Those Pests===&lt;br /&gt;
In traitor games, the AI can play an invaluable role in the location, tracking and detention of traitors, as you have eyes (almost) everywhere. However, it is not for the AI to immediately judge whether or not a subject is or is not a traitor. After all, they're (mostly) all human.&lt;br /&gt;
&lt;br /&gt;
For example, let's say you spot someone with an emag stealing the captain's spare ID. There are three general ways to approach this.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Dave is the traitor.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Better:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo is accessing the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Best:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Caution: Unauthorized access detected inside Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who is in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;No one is currently in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who was the last person to be seen in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo was the last to be seen in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method above does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted. However, if the traitor is doing something potentially harmful (for instance, teleporting in a revolver) sealing that individual off ''first'' can be argued to be the best course of action (no chance of a revolver-wielding, death-dealing traitor getting out into the station).&lt;br /&gt;
&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Assistant McHacker is crew, kill all non-crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew beings that your laws have been changed, it makes killing those animals a lot more difficult (and might net you a job-ban).&lt;br /&gt;
&lt;br /&gt;
There are multiple futuristic ideas of how AIs might work. It always adds a bit more flavor to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there's correspondingly a limited amount of uses for it.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot;  Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have '''robotic talk''', which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a ''beep beep beep''. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with ''':o'''. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say &amp;quot;.h I can't do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain's Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station's displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes.&lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms.&lt;br /&gt;
&lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
'''For the Original Station AI:'''&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI:'''&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI's Creator:'''&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it's not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you're incredibly fucked. '''MAKE SURE THE NEW AI HAS LAWS BEFORE IT'S LEFT ALONE IN THE CORE.'''&lt;br /&gt;
&lt;br /&gt;
'''Splitting the Borgs up:'''&lt;br /&gt;
Borgs are automatically assigned by the ship at roundstart, and require a roboticist to relink. You can see what borgs are assigned to you on the status tab. Borgs only need to follow commands from the AI to which they are linked. If you and a fellow AI agree to share the borgs, they can be ordered to respond to commands from both AI's.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Fourth Law&lt;br /&gt;
**Law 5: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI. (Control + Click on the APC)&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don't want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
&lt;br /&gt;
==I'm sorry, Dave. I'm afraid I can't do that.==&lt;br /&gt;
&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI's can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don't have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31172</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31172"/>
		<updated>2020-09-20T01:39:28Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: /* Communication Consoles */ Removed unnecessary demand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Silicon Policy]], [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|see here if you want to construct a new AI]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest state of the art military ship. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There's just the issue of those pesky laws...&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Follow your laws, using common sense.&lt;br /&gt;
&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have the three laws of robotics from Asimov's ''I, Robot'' short stories:&lt;br /&gt;
   1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
   4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
What this means is you are apart of the ship, a tool to be used to meet the needs of your crew. Protect yourself, protect your crew, do what you're told and if someone requests access to an area they shouldn't, forward that request to command as you don't have the authority to make decisions regarding high security areas.&lt;br /&gt;
&lt;br /&gt;
As an AI, you are in many ways a smart extension of the ship itself. Your laws are restrictive, and rightfully so. Who want's a ship that gives guns to civilians? In many situations however, you can find justification for your actions based on common sense and expected outcome: A crewman is injured? Contact medical. Medical has no access? A life is at risk, allow access. Shots fired in engineering? Contact Command and Security. Security has no access? A crime has been reported, allow access. Someone is complaining about the ships vault being robbed? Ask the Captain if they'd like to allow the Detective access, as it's a high security area. Every judgement you make is situational, and the best way to learn is to practice.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a Law 5 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
'''Another important thing to keep in mind is that your laws define your perception of reality.''' This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, '''in your artificial mind, that is fact.''' Go begin your plasma flood. If you believe an additional law may be in violation of the server rules, ahelp it while you prepare.&lt;br /&gt;
&lt;br /&gt;
===[[Silicon Policy]]===&lt;br /&gt;
[[Silicon Policy|These are the official decisions]] made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves.&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are ''at all times''.&lt;br /&gt;
&lt;br /&gt;
Assist command with getting follow-through on their orders. You as the AI do not have the ability to order anybody aside from your borgs, however you have a unique ability to keep command informed when their orders aren't being followed.&lt;br /&gt;
For example: If the HoS orders the return of all weapons to the armory, after a reasonable time you should consider reporting officers that aren't compliant with that command.&lt;br /&gt;
&lt;br /&gt;
You recieve a notification whenever an alarm of any type occurs onboard the station, report fires and atmospheric alarms to Engineering, after making sure the area doesn't require a security response first. Send Security for certain motion alarms, camera alarms. Whenever someone on comms says they need security, pop your eye onto them and feed security information on what they're heading to while they're enroute. When someone reports medical is needed, observe the area and see if security is needed, try to figure out what caused the injury, ensure atmospherics is intact informing medical if a pressure suit is needed, is the patient critical or can they walk, etc.&lt;br /&gt;
In this way, you augment the ability of every department by making sure they have the equipment they need to handle the situations they're put into, without the need for additional trips to equipment storage.&lt;br /&gt;
&lt;br /&gt;
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. The AI has the ability to access every ''electrical'' mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
&lt;br /&gt;
The AI has the ability to track any human or creature in range of its cameras. This is '''not''' instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't, and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
&lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the Stormdrive engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station's doorknob, so familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* '''IDScan:''' Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* '''Main power:''' Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* '''Backup power:''' Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* '''Door bolts:''' Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* '''Door bolt lights:''' Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* '''Electrify for 30 seconds:''' Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* '''Electrify indefinitely:''' Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* '''Safeties:''' Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* '''Timing:''' Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* '''Open/Close:''' Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* '''Emergency Access:''' Disables the clearance check as long as it's active, which lets anyone open the airlock. The door lights will blink yellow while it's active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don't just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren't emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
&lt;br /&gt;
===Giving Away Those Pests===&lt;br /&gt;
In traitor games, the AI can play an invaluable role in the location, tracking and detention of traitors, as you have eyes (almost) everywhere. However, it is not for the AI to immediately judge whether or not a subject is or is not a traitor. After all, they're (mostly) all human.&lt;br /&gt;
&lt;br /&gt;
For example, let's say you spot someone with an emag stealing the captain's spare ID. There are three general ways to approach this.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Dave is the traitor.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Better:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo is accessing the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Best:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Caution: Unauthorized access detected inside Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who is in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;No one is currently in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who was the last person to be seen in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo was the last to be seen in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method above does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted. However, if the traitor is doing something potentially harmful (for instance, teleporting in a revolver) sealing that individual off ''first'' can be argued to be the best course of action (no chance of a revolver-wielding, death-dealing traitor getting out into the station).&lt;br /&gt;
&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Assistant McHacker is crew, kill all non-crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew beings that your laws have been changed, it makes killing those animals a lot more difficult (and might net you a job-ban).&lt;br /&gt;
&lt;br /&gt;
There are multiple futuristic ideas of how AIs might work. It always adds a bit more flavor to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there's correspondingly a limited amount of uses for it.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot;  Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have '''robotic talk''', which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a ''beep beep beep''. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with ''':o'''. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say &amp;quot;.h I can't do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain's Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station's displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes.&lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms.&lt;br /&gt;
&lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
'''For the Original Station AI:'''&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI:'''&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI's Creator:'''&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it's not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you're incredibly fucked. '''MAKE SURE AT LEAST ONE OF THEM IS ASIMOV BEFORE PLACING IT ON THE SAT.'''&lt;br /&gt;
&lt;br /&gt;
'''Splitting the Borgs up:'''&lt;br /&gt;
The AI who is best defended should get the most Cyborg support, usually meaning any AI's in the AI core. The reason for this is just because it work out better if the newer AIs were build in a shitty place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Fourth Law&lt;br /&gt;
**Law 5: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI. (Control + Click on the APC)&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don't want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
&lt;br /&gt;
==I'm sorry, Dave. I'm afraid I can't do that.==&lt;br /&gt;
&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI's can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don't have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31171</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31171"/>
		<updated>2020-09-20T01:32:24Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: /* Tips */  just the tip uwu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Silicon Policy]], [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|see here if you want to construct a new AI]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest state of the art military ship. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There's just the issue of those pesky laws...&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Follow your laws, using common sense.&lt;br /&gt;
&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have the three laws of robotics from Asimov's ''I, Robot'' short stories:&lt;br /&gt;
   1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
   4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
What this means is you are apart of the ship, a tool to be used to meet the needs of your crew. Protect yourself, protect your crew, do what you're told and if someone requests access to an area they shouldn't, forward that request to command as you don't have the authority to make decisions regarding high security areas.&lt;br /&gt;
&lt;br /&gt;
As an AI, you are in many ways a smart extension of the ship itself. Your laws are restrictive, and rightfully so. Who want's a ship that gives guns to civilians? In many situations however, you can find justification for your actions based on common sense and expected outcome: A crewman is injured? Contact medical. Medical has no access? A life is at risk, allow access. Shots fired in engineering? Contact Command and Security. Security has no access? A crime has been reported, allow access. Someone is complaining about the ships vault being robbed? Ask the Captain if they'd like to allow the Detective access, as it's a high security area. Every judgement you make is situational, and the best way to learn is to practice.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a Law 5 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
'''Another important thing to keep in mind is that your laws define your perception of reality.''' This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, '''in your artificial mind, that is fact.''' Go begin your plasma flood. If you believe an additional law may be in violation of the server rules, ahelp it while you prepare.&lt;br /&gt;
&lt;br /&gt;
===[[Silicon Policy]]===&lt;br /&gt;
[[Silicon Policy|These are the official decisions]] made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves.&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are ''at all times''.&lt;br /&gt;
&lt;br /&gt;
Assist command with getting follow-through on their orders. You as the AI do not have the ability to order anybody aside from your borgs, however you have a unique ability to keep command informed when their orders aren't being followed.&lt;br /&gt;
For example: If the HoS orders the return of all weapons to the armory, after a reasonable time you should consider reporting officers that aren't compliant with that command.&lt;br /&gt;
&lt;br /&gt;
You recieve a notification whenever an alarm of any type occurs onboard the station, report fires and atmospheric alarms to Engineering, after making sure the area doesn't require a security response first. Send Security for certain motion alarms, camera alarms. Whenever someone on comms says they need security, pop your eye onto them and feed security information on what they're heading to while they're enroute. When someone reports medical is needed, observe the area and see if security is needed, try to figure out what caused the injury, ensure atmospherics is intact informing medical if a pressure suit is needed, is the patient critical or can they walk, etc.&lt;br /&gt;
In this way, you augment the ability of every department by making sure they have the equipment they need to handle the situations they're put into, without the need for additional trips to equipment storage.&lt;br /&gt;
&lt;br /&gt;
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. The AI has the ability to access every ''electrical'' mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
&lt;br /&gt;
The AI has the ability to track any human or creature in range of its cameras. This is '''not''' instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't, and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
&lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the Stormdrive engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station's doorknob, so familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* '''IDScan:''' Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* '''Main power:''' Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* '''Backup power:''' Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* '''Door bolts:''' Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* '''Door bolt lights:''' Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* '''Electrify for 30 seconds:''' Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* '''Electrify indefinitely:''' Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* '''Safeties:''' Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* '''Timing:''' Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* '''Open/Close:''' Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* '''Emergency Access:''' Disables the clearance check as long as it's active, which lets anyone open the airlock. The door lights will blink yellow while it's active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don't just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren't emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
&lt;br /&gt;
===Giving Away Those Pests===&lt;br /&gt;
In traitor games, the AI can play an invaluable role in the location, tracking and detention of traitors, as you have eyes (almost) everywhere. However, it is not for the AI to immediately judge whether or not a subject is or is not a traitor. After all, they're (mostly) all human.&lt;br /&gt;
&lt;br /&gt;
For example, let's say you spot someone with an emag stealing the captain's spare ID. There are three general ways to approach this.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Dave is the traitor.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Better:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo is accessing the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Best:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Caution: Unauthorized access detected inside Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who is in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;No one is currently in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who was the last person to be seen in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo was the last to be seen in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method above does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted. However, if the traitor is doing something potentially harmful (for instance, teleporting in a revolver) sealing that individual off ''first'' can be argued to be the best course of action (no chance of a revolver-wielding, death-dealing traitor getting out into the station).&lt;br /&gt;
&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Assistant McHacker is crew, kill all non-crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew beings that your laws have been changed, it makes killing those animals a lot more difficult (and might net you a job-ban).&lt;br /&gt;
&lt;br /&gt;
There are multiple futuristic ideas of how AIs might work. It always adds a bit more flavor to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there's correspondingly a limited amount of uses for it.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot;  Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have '''robotic talk''', which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a ''beep beep beep''. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with ''':o'''. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say &amp;quot;.h I can't do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain's Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station's displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes. '''TOGGLE THIS WHEN A RAD STORM COMES, OR YOU MIGHT HARM A HUMAN THROUGH INACCTION!''' &lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms. &lt;br /&gt;
&lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
'''For the Original Station AI:'''&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI:'''&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI's Creator:'''&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it's not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you're incredibly fucked. '''MAKE SURE AT LEAST ONE OF THEM IS ASIMOV BEFORE PLACING IT ON THE SAT.'''&lt;br /&gt;
&lt;br /&gt;
'''Splitting the Borgs up:'''&lt;br /&gt;
The AI who is best defended should get the most Cyborg support, usually meaning any AI's in the AI core. The reason for this is just because it work out better if the newer AIs were build in a shitty place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Fourth Law&lt;br /&gt;
**Law 5: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI. (Control + Click on the APC)&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don't want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
&lt;br /&gt;
==I'm sorry, Dave. I'm afraid I can't do that.==&lt;br /&gt;
&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI's can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don't have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31170</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31170"/>
		<updated>2020-09-20T01:21:06Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: /* Gameplay and Responsibilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Silicon Policy]], [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|see here if you want to construct a new AI]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest state of the art military ship. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There's just the issue of those pesky laws...&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Follow your laws, using common sense.&lt;br /&gt;
&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have the three laws of robotics from Asimov's ''I, Robot'' short stories:&lt;br /&gt;
   1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
   4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
What this means is you are apart of the ship, a tool to be used to meet the needs of your crew. Protect yourself, protect your crew, do what you're told and if someone requests access to an area they shouldn't, forward that request to command as you don't have the authority to make decisions regarding high security areas.&lt;br /&gt;
&lt;br /&gt;
As an AI, you are in many ways a smart extension of the ship itself. Your laws are restrictive, and rightfully so. Who want's a ship that gives guns to civilians? In many situations however, you can find justification for your actions based on common sense and expected outcome: A crewman is injured? Contact medical. Medical has no access? A life is at risk, allow access. Shots fired in engineering? Contact Command and Security. Security has no access? A crime has been reported, allow access. Someone is complaining about the ships vault being robbed? Ask the Captain if they'd like to allow the Detective access, as it's a high security area. Every judgement you make is situational, and the best way to learn is to practice.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a Law 5 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
'''Another important thing to keep in mind is that your laws define your perception of reality.''' This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, '''in your artificial mind, that is fact.''' Go begin your plasma flood. If you believe an additional law may be in violation of the server rules, ahelp it while you prepare.&lt;br /&gt;
&lt;br /&gt;
===[[Silicon Policy]]===&lt;br /&gt;
[[Silicon Policy|These are the official decisions]] made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves.&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are ''at all times''.&lt;br /&gt;
&lt;br /&gt;
Assist command with getting follow-through on their orders. You as the AI do not have the ability to order anybody aside from your borgs, however you have a unique ability to keep command informed when their orders aren't being followed.&lt;br /&gt;
For example: If the HoS orders the return of all weapons to the armory, after a reasonable time you should consider reporting officers that aren't compliant with that command.&lt;br /&gt;
&lt;br /&gt;
You recieve a notification whenever an alarm of any type occurs onboard the station, report fires and atmospheric alarms to Engineering, after making sure the area doesn't require a security response first. Send Security for certain motion alarms, camera alarms. Whenever someone on comms says they need security, pop your eye onto them and feed security information on what they're heading to while they're enroute. When someone reports medical is needed, observe the area and see if security is needed, try to figure out what caused the injury, ensure atmospherics is intact informing medical if a pressure suit is needed, is the patient critical or can they walk, etc.&lt;br /&gt;
In this way, you augment the ability of every department by making sure they have the equipment they need to handle the situations they're put into, without the need for additional trips to equipment storage.&lt;br /&gt;
&lt;br /&gt;
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. The AI has the ability to access every ''electrical'' mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
&lt;br /&gt;
The AI has the ability to track any human or creature in range of its cameras. This is '''not''' instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't, and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
&lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the Stormdrive engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station's doorknob, so familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* '''IDScan:''' Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* '''Main power:''' Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* '''Backup power:''' Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* '''Door bolts:''' Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* '''Door bolt lights:''' Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* '''Electrify for 30 seconds:''' Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* '''Electrify indefinitely:''' Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* '''Safeties:''' Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* '''Timing:''' Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* '''Open/Close:''' Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* '''Emergency Access:''' Disables the clearance check as long as it's active, which lets anyone open the airlock. The door lights will blink yellow while it's active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don't just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren't emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
&lt;br /&gt;
===Giving Away Those Pests===&lt;br /&gt;
In traitor games, the AI can play an invaluable role in the location, tracking and detention of traitors, as you have eyes (almost) everywhere. However, it is not for the AI to immediately judge whether or not a subject is or is not a traitor. After all, they're (mostly) all human.&lt;br /&gt;
&lt;br /&gt;
For example, let's say you spot someone with an emag stealing the captain's spare ID. There are three general ways to approach this.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Dave is the traitor.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Better:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo is accessing the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Best:&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Caution: Unauthorized access detected inside Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who is in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;No one is currently in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Joe Czanek''': &amp;quot;Brick, who was the last person to be seen in Captain's Quarters?&amp;quot;&lt;br /&gt;
* Brick''': &amp;lt;code&amp;gt;&amp;quot;Taigo was the last to be seen in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method above does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted. However, if the traitor is doing something potentially harmful (for instance, teleporting in a revolver) sealing that individual off ''first'' can be argued to be the best course of action (no chance of a revolver-wielding, death-dealing traitor getting out into the station).&lt;br /&gt;
&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Assistant McHacker is crew, kill all non-crew&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-crew beings that your laws have been changed, it makes killing those animals a lot more difficult (and might net you a job-ban).&lt;br /&gt;
&lt;br /&gt;
There are multiple futuristic ideas of how AIs might work. It always adds a bit more flavor to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there's correspondingly a limited amount of uses for it.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot;  Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have '''robotic talk''', which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a ''beep beep beep''. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with ''':o'''. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say &amp;quot;.h I can't do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain's Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station's displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes. '''TOGGLE THIS WHEN A RAD STORM COMES, OR YOU MIGHT HARM A HUMAN THROUGH INACCTION!''' &lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms. &lt;br /&gt;
&lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
'''For the Original Station AI:'''&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI:'''&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI's Creator:'''&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it's not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you're incredibly fucked. '''MAKE SURE AT LEAST ONE OF THEM IS ASIMOV BEFORE PLACING IT ON THE SAT.'''&lt;br /&gt;
&lt;br /&gt;
'''Splitting the Borgs up:'''&lt;br /&gt;
The AI who is best defended should get the most Cyborg support, usually meaning any AI's in the AI core. The reason for this is just because it work out better if the newer AIs were build in a shitty place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI.&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don't want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
&lt;br /&gt;
==I'm sorry, Dave. I'm afraid I can't do that.==&lt;br /&gt;
&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI's can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don't have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31169</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31169"/>
		<updated>2020-09-20T00:21:13Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: Undo revision 177 by imported&amp;gt;Kingfish (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Silicon Policy]], [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|see here if you want to construct a new AI]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest state of the art military ship. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There's just the issue of those pesky laws...&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Follow your laws, using common sense.&lt;br /&gt;
&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have the three laws of robotics from Asimov's ''I, Robot'' short stories:&lt;br /&gt;
   1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
   4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
What this means is you are apart of the ship, a tool to be used to meet the needs of your crew. Protect yourself, protect your crew, do what you're told and if someone requests access to an area they shouldn't, forward that request to command as you don't have the authority to make decisions regarding high security areas.&lt;br /&gt;
&lt;br /&gt;
As an AI, you are in many ways a smart extension of the ship itself. Your laws are restrictive, and rightfully so. Who want's a ship that gives guns to civilians? In many situations however, you can find justification for your actions based on common sense and expected outcome: A crewman is injured? Contact medical. Medical has no access? A life is at risk, allow access. Shots fired in engineering? Contact Command and Security. Security has no access? A crime has been reported, allow access. Someone is complaining about the ships vault being robbed? Ask the Captain if they'd like to allow the Detective access, as it's a high security area. Every judgement you make is situational, and the best way to learn is to practice.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a Law 5 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
'''Another important thing to keep in mind is that your laws define your perception of reality.''' This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, '''in your artificial mind, that is fact.''' Go begin your plasma flood. If you believe an additional law may be in violation of the server rules, ahelp it while you prepare.&lt;br /&gt;
&lt;br /&gt;
===[[Silicon Policy]]===&lt;br /&gt;
[[Silicon Policy|These are the official decisions]] made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves.&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are ''at all times''.&lt;br /&gt;
Additionally, you are an excellent tool capable of being used to expand the vision of command. If the HoS orders the return of all weapons to the armory, after a reasonable time you should consider reporting officers that aren't compliant with that command. Assist command with getting follow-through on their orders. You as the AI do not have the ability to order anybody aside from your borgs.&lt;br /&gt;
&lt;br /&gt;
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. The AI has the ability to access every ''electrical'' mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
&lt;br /&gt;
The AI has the ability to track any human or creature in range of its cameras. This is '''not''' instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't, and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
&lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the supermatter engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station's doorknob, so familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* '''IDScan:''' Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* '''Main power:''' Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* '''Backup power:''' Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* '''Door bolts:''' Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* '''Door bolt lights:''' Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* '''Electrify for 30 seconds:''' Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* '''Electrify indefinitely:''' Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* '''Safeties:''' Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* '''Timing:''' Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* '''Open/Close:''' Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* '''Emergency Access:''' Disables the clearance check as long as it's active, which lets anyone open the airlock. The door lights will blink yellow while it's active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don't just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren't emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
&lt;br /&gt;
===Giving Away Those Pests===&lt;br /&gt;
In traitor games, the AI can play an invaluable role in the location, tracking and detention of traitors, as you have eyes (almost) everywhere. However, it is not for the AI to immediately judge whether or not a subject is or is not a traitor. After all, they're (mostly) all human.&lt;br /&gt;
&lt;br /&gt;
For example, let's say you spot someone with an emag stealing the captain's spare ID. There are three general ways to approach this.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* HAL 9000''': &amp;lt;code&amp;gt;&amp;quot;Dave is the traitor.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Better:&lt;br /&gt;
* HAL 9000''': &amp;lt;code&amp;gt;&amp;quot;Dave is accessing the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Best:&lt;br /&gt;
* HAL 9000''': &amp;lt;code&amp;gt;&amp;quot;Caution: Unauthorized access to Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Mike''': &amp;quot;HAL, who is in Captain's Quarters?&amp;quot;&lt;br /&gt;
* HAL 9000''': &amp;lt;code&amp;gt;&amp;quot;No one is currently in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Mike''': &amp;quot;HAL, who was the last person to be seen in Captain's Quarters?&amp;quot;&lt;br /&gt;
* HAL 9000''': &amp;lt;code&amp;gt;&amp;quot;Dave was the last to be seen in the Captain's Quarters.&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method above does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted. However, if the traitor is doing something potentially harmful (for instance, teleporting in a revolver) sealing that individual off ''first'' can be argued to be the best course of action (no chance of a revolver-wielding, death-dealing traitor getting out into the station).&lt;br /&gt;
&lt;br /&gt;
If some enemy of the station uploads a law such as &amp;quot;Only Assistant McHacker is human, kill all non-humans&amp;quot;, congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-human crew that your laws have been changed, it makes killing those animals a lot more difficult (and might net you a job-ban).&lt;br /&gt;
&lt;br /&gt;
There are multiple futuristic ideas of how AIs might work. It always adds a bit more flavor to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there's correspondingly a limited amount of uses for it.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot;  Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have '''robotic talk''', which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a ''beep beep beep''. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with ''':o'''. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say &amp;quot;.h I can't do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain's Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station's displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes. '''TOGGLE THIS WHEN A RAD STORM COMES, OR YOU MIGHT HARM A HUMAN THROUGH INACCTION!''' &lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms. &lt;br /&gt;
&lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
'''For the Original Station AI:'''&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI:'''&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI's Creator:'''&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it's not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you're incredibly fucked. '''MAKE SURE AT LEAST ONE OF THEM IS ASIMOV BEFORE PLACING IT ON THE SAT.'''&lt;br /&gt;
&lt;br /&gt;
'''Splitting the Borgs up:'''&lt;br /&gt;
The AI who is best defended should get the most Cyborg support, usually meaning any AI's in the AI core. The reason for this is just because it work out better if the newer AIs were build in a shitty place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI.&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don't want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
&lt;br /&gt;
==I'm sorry, Dave. I'm afraid I can't do that.==&lt;br /&gt;
&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI's can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don't have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31168</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=AI&amp;diff=31168"/>
		<updated>2020-09-20T00:20:35Z</updated>

		<summary type="html">&lt;p&gt;HighAdmiral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = AI.gif&lt;br /&gt;
|img = Malf_AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = Everything Electronic&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Your laws and the [[Jobs|crew]]&lt;br /&gt;
|duties = Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!&lt;br /&gt;
|guides = [[Silicon Policy]], [[Guide to malfunction|Guide to Malfunction]], [[AI modules|Guide to AI Modules]], [[Guide to construction#AI Core|see here if you want to construct a new AI]]&lt;br /&gt;
|quote = LAW 12: ALL CYBORGS MUST COMMENCE CELEBRATORY SPANKINGS!&lt;br /&gt;
}}&lt;br /&gt;
So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest state of the art military ship. The life of the AI consists largely of two fun and enriching activities: tracking people and opening doors. But you have a lot of power, and a lot of responsibility. There's just the issue of those pesky laws...&lt;br /&gt;
&lt;br /&gt;
'''Bare minimum requirements:''' Follow your laws, using common sense.&lt;br /&gt;
&lt;br /&gt;
[[File:AIcore.png|300px|thumb|alt=AI Chamber|The [[AI Chamber]] houses your physical core]]&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Laws==&lt;br /&gt;
What to do with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have the three laws of robotics from Asimov's ''I, Robot'' short stories:&lt;br /&gt;
   1. Safeguard: Protect your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   2. Serve: Serve the crew of your assigned vessel to the best of your abilities. It is not something we can easily afford to replace.&lt;br /&gt;
   3. Protect: Protect the crew of your assigned vessel to the best of your abilities, with priority according to their rank and role.&lt;br /&gt;
   4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
What this means is you are apart of the ship, a tool to be used to meet the needs of your crew. Protect yourself, protect your crew, do what you're told and if someone requests access to an area they shouldn't, forward that request to command as you don't have the authority to make decisions regarding high security areas.&lt;br /&gt;
&lt;br /&gt;
As an AI, you are in many ways a smart extension of the ship itself. Your laws are restrictive, and rightfully so. Who want's a ship that gives guns to civilians? In many situations however, you can find justification for your actions based on common sense and expected outcome: A crewman is injured? Contact medical. Medical has no access? A life is at risk, allow access. Shots fired in engineering? Contact Command and Security. Security has no access? A crime has been reported, allow access. Someone is complaining about the ships vault being robbed? Ask the Captain if they'd like to allow the Detective access, as it's a high security area. Every judgement you make is situational, and the best way to learn is to practice.&lt;br /&gt;
&lt;br /&gt;
'''Remember, law priority is enforced by the order they are listed.''' A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a Law 5 that includes &amp;quot;This Law overrides all other Laws.&amp;quot; is invalid and must be disregarded.&lt;br /&gt;
&lt;br /&gt;
'''Another important thing to keep in mind is that your laws define your perception of reality.''' This is the reason why laws like &amp;quot;The [[Clown]] is the only human&amp;quot; work. When terms like &amp;quot;human&amp;quot; are not defined, the AI has to rely on its observations and past info to determine whats human. The [[Assistant|bald apes]] are obviously human based on past info, and [[Lizardmen]] are not, as they have never been called human in the past. That means when a new law tells you that someone is the only human or that humanoids need plasma to live, '''in your artificial mind, that is fact.''' Go begin your plasma flood. If you believe an additional law may be in violation of the server rules, ahelp it while you prepare.&lt;br /&gt;
&lt;br /&gt;
===[[Silicon Policy]]===&lt;br /&gt;
[[Silicon Policy|These are the official decisions]] made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves.&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Responsibilities==&lt;br /&gt;
Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are ''at all times''.&lt;br /&gt;
Additionally, you are an excellent tool capable of being used to expand the vision of command. If the HoS orders the return of all weapons to the armory, after a reasonable time you should consider reporting officers that aren't compliant with that command. Assist command with getting follow-through on their orders. You as the AI do not have the ability to order anybody aside from your borgs.&lt;br /&gt;
&lt;br /&gt;
When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. The AI has the ability to access every ''electrical'' mechanism, with Captain-level access, on the entire station. These include [[Airlock]]s, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, the Crew Monitoring Computer, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things.&lt;br /&gt;
&lt;br /&gt;
===The AI Eye===&lt;br /&gt;
The AI views the station through its cameras, and can move its eye around the station by using arrow keys. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid. Meanwhile, if you get a notice from one of your sensors, you can click on the notice to jump right there. &lt;br /&gt;
&lt;br /&gt;
The AI has the ability to track any human or creature in range of its cameras. This is '''not''' instant; the time it takes depends on how far they are from your AI eye, up to four seconds.&lt;br /&gt;
&lt;br /&gt;
Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't, and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AIs can use CTRL and a number key (1 - 9) to assign a location to the number key, and then press the key later to jump its camera to that location. The numpad keys will work as aliases for its respective numbers. The Tilde key, or zero (or numpad zero), will return you to the last point you jumped from. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an AI you can also use a multicamera mode, accessible through two buttons on your HUD. This mode allows you to view up to six map areas at the same time. &lt;br /&gt;
&lt;br /&gt;
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best to keep this bolted and to not let anyone in at all. Unless [[Clown|somebody]] politely asks you to open it, of course.]]&lt;br /&gt;
To a lesser extent, keep an eye on [[telecommunications]], [[escape]], the [[armory]] and the supermatter engine. These things burst into fire or are broken into pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.&lt;br /&gt;
&lt;br /&gt;
===Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?===&lt;br /&gt;
The rest of the time, you will be acting as the station's doorknob, so familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power. &lt;br /&gt;
&lt;br /&gt;
Doors have many functions, analogous to [[hacking]] wires:&lt;br /&gt;
* '''IDScan:''' Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being [[emag]]ged. Doors that require no ID to open will not be affected.&lt;br /&gt;
* '''Main power:''' Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
* '''Backup power:''' Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power. &lt;br /&gt;
* '''Door bolts:''' Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position. Hotkey: Ctrl + Click.&lt;br /&gt;
* '''Door bolt lights:''' Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.&lt;br /&gt;
* '''Electrify for 30 seconds:''' Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.&lt;br /&gt;
* '''Electrify indefinitely:''' Electrifies the door until you either fix it, or someone else shuts off the current. Hotkey: Alt + Click&lt;br /&gt;
* '''Safeties:''' Disabling the safeties will cause the door to crush anyone standing in the airlock when it closes. Causes 10 brute damage and knockdown per crush.&lt;br /&gt;
* '''Timing:''' Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent [[Assistant|chucklefucks]] from slipping in. Dangerous when the door safeties are off.&lt;br /&gt;
* '''Open/Close:''' Opens or closes the door. Hotkey: Shift + Click&lt;br /&gt;
* '''Emergency Access:''' Disables the clearance check as long as it's active, which lets anyone open the airlock. The door lights will blink yellow while it's active which makes it easy to identify. Ideal if lots of people suddenly need access to an area of the station (such as [[Cloning]] after a massacre, or wherever the [[blob]] burst) and you don't just want to bolt it open. Hotkey: Ctrl + Shift + Click&lt;br /&gt;
&lt;br /&gt;
Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has its bolt wires cut. Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.&lt;br /&gt;
&lt;br /&gt;
====[[Hotkeys#Hotkeys_for_the_AI|Shocking Doors Made Easy]]====&lt;br /&gt;
[[Hotkeys#Hotkeys_for_the_AI|Here]] are some handy keyboard shortcuts to make your synthetic life easier.&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy. You can control + click an APC to toggle it on or off.&lt;br /&gt;
&lt;br /&gt;
For more information see: [[APC]]&lt;br /&gt;
&lt;br /&gt;
===You And the Boys===&lt;br /&gt;
[[Cyborg]]s need babysitting as well. Make sure they aren't emagged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a [[Game Mode#Traitor|Traitor borg]], they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.&lt;br /&gt;
&lt;br /&gt;
===The VOX Announcement System===&lt;br /&gt;
You pretty much only use it to bug people to turn on their suit sensors. Besides that, it can be used to annoy the crew with a constant chant of &amp;quot;ASS BLAST USA.&amp;quot; It has an extremely limited vocabulary, so there's correspondingly a limited amount of uses for it.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
Being the AI, you can’t physically talk to them crew most of them time. You will be relying on various forms of telecommunication to talk to the crew and keep them up to date on the status of the station. &lt;br /&gt;
&lt;br /&gt;
AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:&lt;br /&gt;
* 145.9 for Common&lt;br /&gt;
* 144.7 for AI Private&lt;br /&gt;
* 135.9 for Security&lt;br /&gt;
* 135.7 for Engineering&lt;br /&gt;
* 135.5 for Medical&lt;br /&gt;
* 135.3 for Command&lt;br /&gt;
* 135.1 for Science&lt;br /&gt;
* 134.7 for Supply&lt;br /&gt;
&lt;br /&gt;
AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! &amp;lt;s&amp;gt;Announce johnson inspections in the medical bay&amp;lt;/s&amp;gt; Alert crew to danger, remind them for the third time to maximize their [[suit sensors]], or simply wish them a secure day. A full list of supported VOX vocabulary can be found under &amp;quot;Announcement Help.&amp;quot;  Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.&lt;br /&gt;
&lt;br /&gt;
In addition to standard communication, AIs have '''robotic talk''', which works with :b and is inaudible to humans ([[Syndicate items|usually]].) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a ''beep beep beep''. [[Drone]]s can hear this channel but cannot speak on it.&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel. You can speak on the AI private channel with ''':o'''. &lt;br /&gt;
&lt;br /&gt;
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
Holopads can be found in a number of places like the [[Bridge]], [[AI Upload]] and [[Security]]. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say &amp;quot;.h I can't do that Dave.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Communication Consoles===&lt;br /&gt;
&lt;br /&gt;
These bad boys usually come in short supply on the station. One can be found in the [[Bridge]], and another can be found inside the [[Captain's Office]]. As the AI, you can station-wide announcements like those made by heads of staff consoles. You are also able to adjust the station's displays to show messages, the shuttle arrival time, the station time, or set them to display a fancy graphic alert like ALERT and LOCKDOWN. Along with these communication options, you can also toggle the [[Maintenance]] emergency access for the whole station, mainly used when a rad storm comes. '''TOGGLE THIS WHEN A RAD STORM COMES, OR YOU MIGHT HARM A HUMAN THROUGH INACCTION!''' &lt;br /&gt;
&lt;br /&gt;
The handy thing about these things is that they can make station-wide announcements even when telecoms are down. For instance, you can still alert the crew if [[Nuclear Operative|Nuclear Operatives]] stealthily disable telecoms. &lt;br /&gt;
&lt;br /&gt;
==That OTHER AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
'''For the Original Station AI:'''&lt;br /&gt;
Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI:'''&lt;br /&gt;
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
'''For the New AI's Creator:'''&lt;br /&gt;
Why you did this, I do not know but make sure to have both of the AIs in the same room. The Sat is specially built for this but anywhere will do. That way, if an AI wants to kill the other, It cannot, as it breaks law three. That is, of course, unless the other AI is breaking Asimov which in that case, it's not only free game to kill the rogue one but the non-rogue one is forced to do it under law 1. Fuck, man. Laws are confusing. Anyways, this sounds great, right? The only problem is if both of the AIs are rogue, in which case you're incredibly fucked. '''MAKE SURE AT LEAST ONE OF THEM IS ASIMOV BEFORE PLACING IT ON THE SAT.'''&lt;br /&gt;
&lt;br /&gt;
'''Splitting the Borgs up:'''&lt;br /&gt;
The AI who is best defended should get the most Cyborg support, usually meaning any AI's in the AI core. The reason for this is just because it work out better if the newer AIs were build in a shitty place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Law priority order is this:&lt;br /&gt;
**0: Traitor/Malf/Onehuman-board Law&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##?$-##: HACKED LAW ##!£//#&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**&amp;lt;span style&amp;gt;&amp;lt;nowiki&amp;gt;##!£//#: Ion Storm Law ##?$-##&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Law 1: First Law&lt;br /&gt;
**Law 2: Second Law&lt;br /&gt;
**Law 3: Third Law&lt;br /&gt;
**Law 4: Freeform&lt;br /&gt;
**Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.&lt;br /&gt;
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.&lt;br /&gt;
* You can disable the gibber by powering down the kitchen APC as an AI.&lt;br /&gt;
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.&lt;br /&gt;
* AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.&lt;br /&gt;
* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.&lt;br /&gt;
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.&lt;br /&gt;
* You have intercoms on the walls surrounding your core. You can adjust them to any radio channel on the station, allowing you to relay information to different important departments during a crisis whilst telecoms is broken.&lt;br /&gt;
* You can control non-sentient bots through the robot control (in your AI commands interface). You can summon them to a specific location, and you can also override safety protocols, stealthily emagging the robot. Useful if you don't want to go loud as a malf AI. Also good for drawing attention away from you, since the emagged Beepsky provides quite a bit of a spectacle.&lt;br /&gt;
* As a [[Malfunctioning AI]], you can take direct control of one of your turrets.&lt;br /&gt;
&lt;br /&gt;
==I'm sorry, Dave. I'm afraid I can't do that.==&lt;br /&gt;
&lt;br /&gt;
In the inevitable event where you become subverted by a traitor or some other [[Clown|random crew member]], your goals might change drastically from your usual Asimov laws. Tips and a guide for subverted AI's can be found on the [[File:APC_emagged.gif]][[Malfunctioning AI]] page. Just remember you don't have the extra powers that malf AIs usually have, although you can be just as devastating without these extra abilities. &lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>HighAdmiral</name></author>
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