Difference between revisions of "Template:Sandbox"

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A sandbox template. Do not actually include this on any pages. Do use this to test whatever template stuff you need to test.
 
A sandbox template. Do not actually include this on any pages. Do use this to test whatever template stuff you need to test.
  
==Cyborg Maintenance==
+
<tabs style="width:85%">
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
+
<tab name="Voidcraft">
#[[File:Id_regular.png]] Use an ID Card, [[File:Emag.png]] [[Emag]] it or just ask the Cyborg to unlock its panel
+
{| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0";
#[[File:Crowbar.png]] Use a Crowbar to open the cover.
 
After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:
 
#[[File:Crowbar.png]] Use a Crowbar to close the cover.
 
#[[File:Id_regular.png]] Use your ID Card to lock the Cyborg. Borgs can't lock their panel.
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
===Cyborg Repairs===
 
<span style="font-size:1.2em;">Cyborgs will often come to you for repairs if damaged.</span>
 
<div class="mw-collapsible-content">
 
For brute damage:
 
# [[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents.
 
For burn damage:
 
# Unlock and open the Cyborg's cover.
 
# [[File:Hud-hands.gif]] Use an Empty Hand to remove the battery.
 
# [[File:Screwdriver_tool.png]] Screwdriver to expose wiring.
 
# [[File:CableCoils.png|Cable Coil]] Rewire the damaged circuits. You may have to do this step more than once.
 
# [[File:Screwdriver_tool.png]] Screwdriver to hide wiring.
 
# Re-insert the old battery or insert a new one.
 
# Close the cover and lock the Cyborg.
 
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
 
</div></div>
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
===Cyborg Batteries===
 
<span style="font-size:1.2em;">You will often see at least one Cyborg come to your assembly line to ask for an upgrade.</span>
 
<div class="mw-collapsible-content">
 
# Unlock and open the Cyborg's cover.
 
# [[File:Hud-hands.gif]] With an Empty Hand, remove the old battery.
 
# [[File:Power_cell.png]] Insert a New Battery.
 
# Close the cover and lock the Cyborg.
 
</div></div>
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
===Cyborg Radios===
 
<span style="font-size:1.2em;">Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.</span>
 
<div class="mw-collapsible-content">
 
# Unlock and open the Cyborg's cover.
 
# [[File:Encryption_key.png]] Insert a New Encryption Key (or Screwdriver to remove the current Key).
 
# Close the cover and lock the Cyborg.
 
</div></div>
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
===Reviving Cyborgs===
 
<span style="font-size:1.2em;">A cyborg that has failed but not been turned into scrap can be repaired back to working order.</span>
 
<div class="mw-collapsible-content">
 
# Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).
 
# Repair the Cyborg with a welder and/or replace wires.
 
# Unlock and open the Cyborg's cover.
 
# [[File:Circuitboard.png]] Insert the Emergency Restart Module.
 
# Close the cover and lock the Cyborg.
 
</div></div>
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
===Upgrading Cyborgs===
 
<span style="font-size:1.2em;">The procedure to upgrade cyborgs</span>
 
<div class="mw-collapsible-content">
 
# Unlock and open the Cyborg's cover.
 
# [[File:Circuitboard.png]] Insert the Upgrade Module (or emag to subvert).
 
# Close the cover and lock the Cyborg.
 
</div></div>
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
===Resetting Cyborg models===
 
<span style="font-size:1.2em;">Cyborgs can at any point ask to have their module changed or reset</span>
 
<div class="mw-collapsible-content">
 
Use these tools in this order to reset a borg module:
 
#[[File:Id_regular.png]] ID Card, [[File:Emag.png]] [[Emag]] or just ask the Cyborg to unlock its panel
 
#[[File:Crowbar.png]] Crowbar the panel open
 
#[[File:Emag.png]] Optional: [[Emag]] the cyborg and skip to "Afterwards" (does not work if its AI is [[Guide_to_malfunction|malfunctional]])
 
#[[File:Hud-hands.gif]] Remove the power cell by clicking the borg with an empty hand
 
#[[File:Screwdriver_tool.png]] Screwdriver to expose wires
 
#[[File:Wirecutters.png]] Wirecutters or [[File:Multitool.gif]] Multitool to manipulate wires
 
 
 
Afterwards:
 
#[[File:Screwdriver_tool.png]] Screwdriver to cover wires
 
#[[File:Power_cell.png]] Replace the power cell
 
#[[File:Crowbar.png]] Crowbar the panel shut
 
#[[File:Id_regular.png]] Lock the panel with an ID Card. Cyborgs cannot lock their own panel.
 
 
 
Borgs have seven wires; five working ones and two duds:
 
 
 
[[Hacking#Cyborgs|Guide to Hacking]]. Also has some information regarding how you go around doing this
 
</div></div>
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
 
 
 
===Deconstructing Cyborgs===
 
<span style="font-size:1.2em;">Cyborgs can be deconstructed to remove their MMI and get their parts back.</span>
 
<div class="mw-collapsible-content">
 
# Unlock and open the Cyborg's cover.
 
# [[File:Hud-hands.gif]] Use an Empty Hand to remove battery.
 
# [[File:Screwdriver_tool.png]] Screwdriver to open wiring.
 
# [[File:Wirecutters.png]] Cut every wire until the '''lockdown''' light turns on.
 
# [[File:Wrench.png]] Wrench to disassemble.
 
(Alternatively, for steps 4 and 5, you can use a Robotics console)
 
</div></div>
 
 
 
==== Upgrades ====
 
[[Roboticist]]s can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.
 
 
 
{| class="wikitable sortable" width="80%" style="background-color:#f0e8f0";
 
 
|-style="font-weight:bold; color: white;text-align:center;"
 
|-style="font-weight:bold; color: white;text-align:center;"
! style='background-color:#A06DA0'                 |Name
+
! style='background-color:#A06DA0' width='125px'    |Equipment
 
! class='unsortable'style='background-color:#A06DA0'|Description
 
! class='unsortable'style='background-color:#A06DA0'|Description
! style='background-color:#A06DA0'                  |Materials to produce<br>(unupgraded fabricator)
 
 
|-
 
|-
!Cyborg Reclassification Module
+
![[File:Fighter.png|64px|class=pixelart]]<br>Su-818 Rapier
|Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.
+
|An Su-818 Rapier space superiorty fighter craft. Designed for high maneuvreability and maximum combat effectivness against other similar weight classes.
|5000 Metal
 
 
|-
 
|-
!Cyborg Emergency Restart Module
+
![[File:ShipViper.png|64px|class=pixelart]]<br>Syndicate Light Fighter
|Used to force a restart of a disabled-but-repaired borg, bringing it back online.<br>
+
|The Syndicate's answer to Nanotrasen's light fighter craft, this fighter is designed to maintain aerial supremacy.
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life.  
 
|20000 Metal, 5000 Glass
 
 
|-
 
|-
!Borg Expander
+
![[File:Scimitar.png|64px|class=pixelart]]<br>Su-410 Scimitar
|A cyborg resizer, it makes a cyborg huge.
+
|An Su-410 Scimitar heavy attack craft. It's a lot beefier than its Rapier cousin and is designed to take out capital ships, due to the weight of its modules however, it is extremely slow.
|200000 Metal, 5000 Titanium
 
 
|-
 
|-
!Cyborg Ion Thrusters Module
+
![[File:EscapePod.png|64px|class=pixelart]]<br>Escape Pod
|An ion-powered thruster system that works like a jetpack for movement in no gravity.
+
|An escape pod launched from a space faring vessel. It only has very limited thrusters and is thus very slow.<br>Note: (AI) enemies will not target these, but they can still hit them.
|10000 Metal, 6000 Glass, 5000 Plasma, 6000 Uranium
 
 
|-
 
|-
!Cyborg Self-Repair Module
+
![[File:Sabre.png|64px|class=pixelart]]<br>Su-437 Sabre
|Allows the cyborg to slowly repair iteself over time, increasing power consumption.
+
|A Su-437 Sabre utility vessel. Designed for robustness in deep space and as a highly modular platform, able to be fitted out for any situation. While its interior may be cramped, it's definitely functional. Drag and drop crates / ore boxes to load them into its cargo hold.
|15000 Metal, 15000 Glass
 
 
|-
 
|-
!Illegal Equipment Modules
+
![[File:SyndieSabre.png|64px|class=pixelart]]<br>Syndicate Utility Vessel
|Enables illegal modules, the same that are enabled when cyborgs are emagged.<br>
+
|A boarding craft for rapid troop deployment. It contains a full combat medical bay for establishing FOBs.
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct [[Syndicate Items]]!!)
 
|15000 Metal, 15000 Glass, 10000 Diamond
 
 
|-
 
|-
!Circuit Manipulation Apparatus
+
|}
|An engineering cyborg upgrade allowing for manipulation of circuit boards.
+
</tab>
|2000 Metal, 500 Titanium
+
<tab name="Armour Plating">
 +
{| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0";
 +
|-style="font-weight:bold; color: white;text-align:center;"
 +
! style='background-color:#A06DA0' width='125px'    |Equipment
 +
! style='background-color:#A06DA0'                  |Tier
 +
! class='unsortable'style='background-color:#A06DA0' |Description
 +
! style='background-color:#A06DA0'                  |Integrity
 
|-
 
|-
!Engineering Cyborg RPED
+
![[File:Fighter armour.png|64px|class=pixelart]]<br>Durasteel Armour Plates
|A rapid part exchange device for the engineering cyborg.
+
|Tier 1
|10000 Metal, 5000 Glass
+
|A set of armour plates which can afford basic protection to a fighter, however heavier plates may slow you down
 +
|250
 
|-
 
|-
!Cyborg Diamond Drill
+
![[File:Fighter armour T2.png|64px|class=pixelart]]<br>Ultra Heavy Fighter Armour
|Upgrades a mining cyborg's drill to be faster.  
+
|Tier 2
|10000 Metal, 6000 Glass, 2000 Diamond
+
|An extremely thick and heavy set of armour plates. Guaranteed to weigh you down, but it'll keep you flying through brasil itself.
 +
|450
 
|-
 
|-
!Cyborg Ore Satchel of Holding
+
![[File:Fighter armour T3.png|64px|class=pixelart]]<br>Nanocarbon Armour Plates
|Upgrades a mining cyborg's satchel to hold infinite minerals.
+
|Tier 3
|10000 Metal, 2000 Gold, 1000 Uranium
+
|A lightweight set of ablative armour which balances speed and protection at the cost of the average GDP of most third world countries.
 +
|300
 
|-
 
|-
!Cyborg Lavaproof Tracks
+
|}
|Allows a mining cyborg to walk over lava undamaged.
+
</tab>
|10000 Metal, 4000 Plasma, 5000 Titanium
+
<tab name="Canopy">
 +
{| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0";
 +
|-style="font-weight:bold; color: white;text-align:center;"
 +
! style='background-color:#A06DA0' width='125px'    |Equipment
 +
! style='background-color:#A06DA0'                  |Tier
 +
! class='unsortable'style='background-color:#A06DA0' |Description
 +
! style='background-color:#A06DA0'                  |Construction
 +
! style='background-color:#A06DA0'                  |Integrity
 
|-
 
|-
!Medical Cyborg Crew Pinpointer
+
![[File:glass_canopy.png|64px|class=pixelart]]<br>Glass Canopy
|A crew pinpointer module for the medical cyborg. Also permits remote access to the crew monitor.
+
|Tier 0.5
|1000 Metal, 500 Glass
+
|A fighter canopy made of standard glass, it's extremely fragile and is so cheaply produced that it serves as little less than a windshield.
 +
|Made using 10 sheets of Glass.
 +
|100
 
|-
 
|-
!Cyborg Piercing Hypospray
+
![[File:reinforced_glass_canopy.png|64px|class=pixelart]]<br>Reinforced Glass Canopy
|Allows cyborg hyposprays to pierce through thick clothing and hardsuits.
+
|Tier 1
|15000 Metal, 15000 Glass, 5000 Titanium, 3000 Diamond
+
|A glass fighter canopy that's designed to maintain atmospheric pressure inside of a fighter, this one's pretty robust.
 +
|Made using 10 sheets of Reinforced Glass.
 +
|200
 
|-
 
|-
!Medical Cyborg Expanded Hypospray
+
![[File:nanocarbon_glass_canopy.png|64px|class=pixelart]]<br>Nanocarbon Glass Canopy
|Adds [[Cyborg#Quick_reference_to_mediborg_chems|new chemicals]] to a Medical Cyborg's hypospray.
+
|Tier 2
|15000 Metal, 15000 Glass, 8000 Plasma, 8000 Uranium
+
|A glass fighter canopy that's designed to maintain atmospheric pressure inside of a fighter, this one's very robust.
 +
|Rare Collector Item, only found through Trading.
 +
|350
 
|-
 
|-
!Medical Cyborg Defibrillator
+
![[File:plasma_glass_canopy.png|64px|class=pixelart]]<br>Plasma Glass Canopy
|Gives a Medical Cyborg a [[Medical_items#Defibrillator|defibrillator]].
+
|Tier 3
|8000 Metal, 5000 Glass, 4000 Silver, 3000 Gold
+
|A glass fighter canopy that's designed to maintain atmospheric pressure inside of a fighter, this one's exceptionally robust.
 +
|Made using 10 sheets of Plasma Glass.
 +
|450
 
|-
 
|-
!Medical Cyborg Surgical Processor
+
|}
|Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synced on it. These surgeries can then be performed by the cyborg anywhere.
+
</tab>
|5000 Metal, 4000 Glass, 4000 Silver
+
<tab name="Battery">
 +
{| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0";
 +
|-style="font-weight:bold; color: white;text-align:center;"
 +
! style='background-color:#A06DA0' width='125px'    |Equipment
 +
! style='background-color:#A06DA0'                  |Tier
 +
! class='unsortable'style='background-color:#A06DA0' |Description
 +
! style='background-color:#A06DA0'                  |Charge
 
|-
 
|-
!Janitor cyborg trash bag of holding
+
![[File:Powercell.png|64px|class=pixelart]]<br>Fighter Battery
|A trash bag of holding replacement for the janiborg's standard trash bag.
+
|Tier 1
|2000 Gold, 1000 Uranium
+
|A standard fighter battery, only capable of allowing you to listen to either the radio or keep the heater on
 +
|10000
 +
|-
 +
![[File:Power_cell.png|64px|class=pixelart]]<br>Upgraded Fighter Battery
 +
|Tier 2
 +
|An upgraded fighter battery, capable of allowing you to both listen to the radio AND keep the heater on!
 +
|20000
 +
|-
 +
![[File:Supercell.png|64px|class=pixelart]]<br>Mega Fighter Battery
 +
|Tier 3
 +
|An electrochemical cell capable of holding a good amount of charge for keeping the fighter's radio on for longer periods without an engine.
 +
|40000
 +
|-
 +
|}
 +
</tab>
 +
<tab name="Fuel Tank">
 +
{| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0";
 +
|-style="font-weight:bold; color: white;text-align:center;"
 +
! style='background-color:#A06DA0' width='125px'    |Equipment
 +
! style='background-color:#A06DA0'                  |Tier
 +
! class='unsortable'style='background-color:#A06DA0' |Description
 +
! style='background-color:#A06DA0'                  |Fuel Capacity
 +
|-
 +
![[File:Fighter tank.png|64px|class=pixelart]]<br>Fighter Fuel Tank
 +
|Tier 1
 +
|The fuel tank of a fighter, upgrading this lets your fighter hold more fuel.
 +
|1000
 +
|-
 +
![[File:Fighter tank T2.png|64px|class=pixelart]]<br>Fighter extended Fuel Tank
 +
|Tier 2
 +
|A larger fuel tank which allows fighters to stay in combat for much longer
 +
|2500
 +
|-
 +
![[File:Fighter tank T3.png|64px|class=pixelart]]<br>Massive Fighter Fuel Tank
 +
|Tier 3
 +
|A super extended capacity fuel tank, allowing fighters to stay in a warzone for hours on end.
 +
|4000
 +
|-
 +
|}
 +
</tab>
 +
<tab name="TBA4">
 +
{| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0";
 +
|-style="font-weight:bold; color: white;text-align:center;"
 +
! style='background-color:#A06DA0' width='125px'    |Equipment
 +
! style='background-color:#A06DA0'                  |Can be attached to
 +
! class='unsortable'style='background-color:#A06DA0' |Description
 +
|-
 +
![[File:Hydraulic clamp.png|64px|class=pixelart]]<br>Hydraulic Clamp
 +
|Ripley, Firefighter
 +
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.<br> Great in combination with an ore box - nearby minerals will be loaded straight into the box.
 +
|-
 +
|}
 +
</tab>
 +
<tab name="TBA5">
 +
{| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0";
 +
|-style="font-weight:bold; color: white;text-align:center;"
 +
! style='background-color:#A06DA0' width='125px'    |Equipment
 +
! style='background-color:#A06DA0'                  |Can be attached to
 +
! class='unsortable'style='background-color:#A06DA0' |Description
 
|-
 
|-
!Janitor cyborg advanced mop
+
![[File:Hydraulic clamp.png|64px|class=pixelart]]<br>Hydraulic Clamp
|An advanced mop replacement for the janiborg's standard mop.
+
|Ripley, Firefighter
|2000 Metal, 2000 Glass
+
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.<br> Great in combination with an ore box - nearby minerals will be loaded straight into the box.
 
|-
 
|-
 
|}
 
|}
 
+
</tab>
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.
+
</tabs>

Latest revision as of 06:53, 31 December 2022

A sandbox template. Do not actually include this on any pages. Do use this to test whatever template stuff you need to test.

Equipment Description
Fighter.png
Su-818 Rapier
An Su-818 Rapier space superiorty fighter craft. Designed for high maneuvreability and maximum combat effectivness against other similar weight classes.
ShipViper.png
Syndicate Light Fighter
The Syndicate's answer to Nanotrasen's light fighter craft, this fighter is designed to maintain aerial supremacy.
Scimitar.png
Su-410 Scimitar
An Su-410 Scimitar heavy attack craft. It's a lot beefier than its Rapier cousin and is designed to take out capital ships, due to the weight of its modules however, it is extremely slow.
EscapePod.png
Escape Pod
An escape pod launched from a space faring vessel. It only has very limited thrusters and is thus very slow.
Note: (AI) enemies will not target these, but they can still hit them.
Sabre.png
Su-437 Sabre
A Su-437 Sabre utility vessel. Designed for robustness in deep space and as a highly modular platform, able to be fitted out for any situation. While its interior may be cramped, it's definitely functional. Drag and drop crates / ore boxes to load them into its cargo hold.
SyndieSabre.png
Syndicate Utility Vessel
A boarding craft for rapid troop deployment. It contains a full combat medical bay for establishing FOBs.
Equipment Tier Description Integrity
Fighter armour.png
Durasteel Armour Plates
Tier 1 A set of armour plates which can afford basic protection to a fighter, however heavier plates may slow you down 250
Fighter armour T2.png
Ultra Heavy Fighter Armour
Tier 2 An extremely thick and heavy set of armour plates. Guaranteed to weigh you down, but it'll keep you flying through brasil itself. 450
Fighter armour T3.png
Nanocarbon Armour Plates
Tier 3 A lightweight set of ablative armour which balances speed and protection at the cost of the average GDP of most third world countries. 300
Equipment Tier Description Construction Integrity
Glass canopy.png
Glass Canopy
Tier 0.5 A fighter canopy made of standard glass, it's extremely fragile and is so cheaply produced that it serves as little less than a windshield. Made using 10 sheets of Glass. 100
Reinforced glass canopy.png
Reinforced Glass Canopy
Tier 1 A glass fighter canopy that's designed to maintain atmospheric pressure inside of a fighter, this one's pretty robust. Made using 10 sheets of Reinforced Glass. 200
Nanocarbon glass canopy.png
Nanocarbon Glass Canopy
Tier 2 A glass fighter canopy that's designed to maintain atmospheric pressure inside of a fighter, this one's very robust. Rare Collector Item, only found through Trading. 350
Plasma glass canopy.png
Plasma Glass Canopy
Tier 3 A glass fighter canopy that's designed to maintain atmospheric pressure inside of a fighter, this one's exceptionally robust. Made using 10 sheets of Plasma Glass. 450
Equipment Tier Description Charge
Powercell.png
Fighter Battery
Tier 1 A standard fighter battery, only capable of allowing you to listen to either the radio or keep the heater on 10000
Power cell.png
Upgraded Fighter Battery
Tier 2 An upgraded fighter battery, capable of allowing you to both listen to the radio AND keep the heater on! 20000
Supercell.png
Mega Fighter Battery
Tier 3 An electrochemical cell capable of holding a good amount of charge for keeping the fighter's radio on for longer periods without an engine. 40000
Equipment Tier Description Fuel Capacity
Fighter tank.png
Fighter Fuel Tank
Tier 1 The fuel tank of a fighter, upgrading this lets your fighter hold more fuel. 1000
Fighter tank T2.png
Fighter extended Fuel Tank
Tier 2 A larger fuel tank which allows fighters to stay in combat for much longer 2500
Fighter tank T3.png
Massive Fighter Fuel Tank
Tier 3 A super extended capacity fuel tank, allowing fighters to stay in a warzone for hours on end. 4000
Equipment Can be attached to Description
Hydraulic clamp.png
Hydraulic Clamp
Ripley, Firefighter Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.
Great in combination with an ore box - nearby minerals will be loaded straight into the box.
Equipment Can be attached to Description
Hydraulic clamp.png
Hydraulic Clamp
Ripley, Firefighter Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.
Great in combination with an ore box - nearby minerals will be loaded straight into the box.