Difference between revisions of "Template:Sandbox"

From NSV13
Jump to navigationJump to search
m
m
 
(15 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
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.
+
|-style="font-weight:bold; color: white;text-align:center;"
After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:
+
! style='background-color:#A06DA0' width='125px'    |Equipment
#[[File:Crowbar.png]] Use a Crowbar to close the cover.
+
! class='unsortable'style='background-color:#A06DA0'|Description
#[[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"
 
 
|-
 
|-
!Name
+
![[File:Fighter.png|64px|class=pixelart]]<br>Su-818 Rapier
!Description
+
|An Su-818 Rapier space superiorty fighter craft. Designed for high maneuvreability and maximum combat effectivness against other similar weight classes.
 
|-
 
|-
!Cyborg Reclassification Module
+
![[File:ShipViper.png|64px|class=pixelart]]<br>Syndicate Light Fighter
|Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.
+
|The Syndicate's answer to Nanotrasen's light fighter craft, this fighter is designed to maintain aerial supremacy.
 
|-
 
|-
!Cyborg Emergency Restart Module
+
![[File:Scimitar.png|64px|class=pixelart]]<br>Su-410 Scimitar
|Used to force a restart of a disabled-but-repaired borg, bringing it back online.<br>
+
|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.
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life.  
 
 
|-
 
|-
!Borg Expander
+
![[File:EscapePod.png|64px|class=pixelart]]<br>Escape Pod
|A cyborg resizer, it makes a cyborg huge.
+
|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.
 
|-
 
|-
!Cyborg Ion Thrusters Module
+
![[File:Sabre.png|64px|class=pixelart]]<br>Su-437 Sabre
|An ion-powered thruster system that works like a jetpack for movement in no gravity.
+
|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.
 
|-
 
|-
!Cyborg Self-Repair Module
+
![[File:SyndieSabre.png|64px|class=pixelart]]<br>Syndicate Utility Vessel
|Allows the cyborg to slowly repair iteself over time, increasing power consumption.
+
|A boarding craft for rapid troop deployment. It contains a full combat medical bay for establishing FOBs.
 
|-
 
|-
!Illegal Equipment Modules
+
|}
|Enables illegal modules, the same that are enabled when cyborgs are emagged.<br>
+
</tab>
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct [[Syndicate Items]]!!)
+
<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
 +
|-
 +
![[File:Fighter armour.png|64px|class=pixelart]]<br>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
 +
|-
 +
![[File:Fighter armour T2.png|64px|class=pixelart]]<br>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
 +
|-
 +
![[File:Fighter armour T3.png|64px|class=pixelart]]<br>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
 +
|-
 +
|}
 +
</tab>
 +
<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
 +
|-
 +
![[File:glass_canopy.png|64px|class=pixelart]]<br>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
 +
|-
 +
![[File:reinforced_glass_canopy.png|64px|class=pixelart]]<br>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
 +
|-
 +
![[File:nanocarbon_glass_canopy.png|64px|class=pixelart]]<br>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
 +
|-
 +
![[File:plasma_glass_canopy.png|64px|class=pixelart]]<br>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
 +
|-
 +
|}
 +
</tab>
 +
<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
 +
|-
 +
![[File:Powercell.png|64px|class=pixelart]]<br>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
 
|-
 
|-
!Engineering Cyborg RPED
+
![[File:Power_cell.png|64px|class=pixelart]]<br>Upgraded Fighter Battery
|A rapid part exchange device for the engineering cyborg.
+
|Tier 2
 +
|An upgraded fighter battery, capable of allowing you to both listen to the radio AND keep the heater on!
 +
|20000
 
|-
 
|-
!Cyborg Diamond Drill
+
![[File:Supercell.png|64px|class=pixelart]]<br>Mega Fighter Battery
|Upgrades a mining cyborg's drill to be faster.  
+
|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
 
|-
 
|-
!Cyborg Ore Satchel of Holding
+
|}
|Upgrades a mining cyborg's satchel to hold infinite minerals.
+
</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
 
|-
 
|-
!Cyborg Lava-proof Tracks
+
![[File:Fighter tank.png|64px|class=pixelart]]<br>Fighter Fuel Tank
|Allows a mining cyborg to walk over lava undamaged.
+
|Tier 1
 +
|The fuel tank of a fighter, upgrading this lets your fighter hold more fuel.
 +
|1000
 
|-
 
|-
!Medical Cyborg Crew Pinpointer
+
![[File:Fighter tank T2.png|64px|class=pixelart]]<br>Fighter extended Fuel Tank
|A crew pinpointer module for the medical cyborg.
+
|Tier 2
 +
|A larger fuel tank which allows fighters to stay in combat for much longer
 +
|2500
 
|-
 
|-
!Medical Cyborg Expanded Hypospray
+
![[File:Fighter tank T3.png|64px|class=pixelart]]<br>Massive Fighter Fuel Tank
|Adds [[Oculine]], [[Inacusiate]], [[Mutadone]], [[Mannitol]], and [[Haloperidol]] to a Medical Cyborg's hypospray chemicals.
+
|Tier 3
 +
|A super extended capacity fuel tank, allowing fighters to stay in a warzone for hours on end.
 +
|4000
 
|-
 
|-
!Medical Cyborg High-Strength Hypospray
+
|}
|Adds [[Salicyclic Acid]], [[Oxandrolone]], [[Rezadone]], and [[Pentetic Acid]] to a Medical Cyborg's hypospray chemicals.
+
</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
 
|-
 
|-
!Cyborg Piercing Hypospray
+
![[File:Hydraulic clamp.png|64px|class=pixelart]]<br>Hydraulic Clamp
|Allows cyborg hyposprays to pierce through thick clothing and hardsuits.
+
|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.
 
|-
 
|-
!Medical Cyborg Defibrillator
+
|}
|Gives a Medical Cyborg a defibrillator.
+
</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
 
|-
 
|-
!Medical Cyborg Surgical Processor
+
![[File:Hydraulic clamp.png|64px|class=pixelart]]<br>Hydraulic Clamp
|Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synched on it. These surgeries can then be performed by the cyborg anywhere.  
+
|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.
 
|-
 
|-
!Rapid Disabler Cooling Module
 
|Increases the recharge rate of security cyborg disablers. (''Secborgs are no longer in game. Instead there are peacekeeper cyborgs.'')
 
 
|}
 
|}
 
+
</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.