Difference between revisions of "Guide to robotics"
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To attach a tool or weapon, simply click with it on the exosuit. | To attach a tool or weapon, simply click with it on the exosuit. | ||
− | ==Generic Exosuit Equipment | + | <tabs style="width:85%"> |
+ | <tab name="Generic Exosuit Equipment"> | ||
− | {| | + | {| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0"; |
− | !style= | + | |-style="font-weight:bold; color: white;text-align:center;" |
− | !style= | + | ! style='background-color:#A06DA0' width='125px' |Equipment |
+ | ! class='unsortable'style='background-color:#A06DA0'|Description | ||
|- | |- | ||
− | ![[File:Exosuit drill.png]] Drill | + | ![[File:Exosuit drill.png|64px|class=pixelart]]<br>Drill |
|The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.<br> | |The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.<br> | ||
When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.<br> | When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.<br> | ||
Can't be attached to the Odysseus. | Can't be attached to the Odysseus. | ||
|- | |- | ||
− | ![[File:Mecha diamond drill.png]] Diamond Drill | + | ![[File:Mecha diamond drill.png|64px|class=pixelart]]<br>Diamond Drill |
|Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.<br> | |Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.<br> | ||
Can't be attached to the Odysseus. | Can't be attached to the Odysseus. | ||
|- | |- | ||
− | ![[File:Mecha analyzer.png]] Exosuit Mining Scanner | + | ![[File:Mecha analyzer.png|64px|class=pixelart]]<br>Exosuit Mining Scanner |
|A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached. | |A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached. | ||
|- | |- | ||
− | ![[File:Mecha teleporter.png]] Mounted Teleporter | + | ![[File:Mecha teleporter.png|64px|class=pixelart]]<br>Mounted Teleporter |
|A mounted teleporter that can teleport the exosuit to any location in view. | |A mounted teleporter that can teleport the exosuit to any location in view. | ||
|- | |- | ||
− | ![[File:Mecha teleporter.png]] Mounted Gravitational Catapult | + | ![[File:Mecha teleporter.png|64px|class=pixelart]]<br>Mounted Gravitational Catapult |
|Can be used to throw objects around ('''S'''ling mode) or blast anything away from a targeted area ('''P'''ush mode). | |Can be used to throw objects around ('''S'''ling mode) or blast anything away from a targeted area ('''P'''ush mode). | ||
|- | |- | ||
− | ![[File:Wormhole generator.gif]] Exosuit Wormhole Generator | + | ![[File:Wormhole generator.gif|64px|class=pixelart]]<br>Exosuit Wormhole Generator |
|As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location. | |As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location. | ||
|- | |- | ||
− | ![[File:Mounted RCD.png]] Mounted RCD | + | ![[File:Mounted RCD.png|64px|class=pixelart]]<br>Mounted RCD |
|An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls. | |An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls. | ||
|- | |- | ||
− | ![[File:Armor booster module.png]] Armor Booster Module (Close Combat Weaponry) | + | ![[File:Armor booster module.png|64px|class=pixelart]]<br>Armor Booster Module (Close Combat Weaponry) |
|Boosts exosuit armor against armed melee attacks. Requires energy to operate. | |Boosts exosuit armor against armed melee attacks. Requires energy to operate. | ||
|- | |- | ||
− | ![[File:Armor booster module.png]] Armor Booster Module (Ranged Weaponry) | + | ![[File:Armor booster module.png|64px|class=pixelart]]<br>Armor Booster Module (Ranged Weaponry) |
|Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. | |Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. | ||
|- | |- | ||
− | ![[File:Repair droid.png]] Repair Droid | + | ![[File:Repair droid.png|64px|class=pixelart]]<br>Repair Droid |
|Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. | |Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. | ||
|- | |- | ||
− | ![[File:Energy relay.png]] Exosuit Energy Relay | + | ![[File:Energy relay.png|64px|class=pixelart]]<br>Exosuit Energy Relay |
|Wirelessly drains energy from any APC's available power channel in the area. Not very effective. | |Wirelessly drains energy from any APC's available power channel in the area. Not very effective. | ||
|- | |- | ||
− | ![[File:Energy relay.png]] Exosuit Plasma Converter | + | ![[File:Energy relay.png|64px|class=pixelart]]<br>Exosuit Plasma Converter |
|Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire. | |Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire. | ||
|- | |- | ||
− | ![[File:Energy relay.png]] ExoNuclear Reactor | + | ![[File:Energy relay.png|64px|class=pixelart]]<br>ExoNuclear Reactor |
|Generates power using uranium sheets as fuel. Irradiates the environment. | |Generates power using uranium sheets as fuel. Irradiates the environment. | ||
|} | |} | ||
+ | </tab> | ||
− | |||
− | + | <tab name="Specialized Exosuit Equipment"> | |
− | !style= | + | {| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0"; |
− | !style= | + | |-style="font-weight:bold; color: white;text-align:center;" |
− | !style= | + | ! 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]] Hydraulic Clamp | + | ![[File:Hydraulic clamp.png|64px|class=pixelart]]<br>Hydraulic Clamp |
+ | |Ripley, Firefighter | ||
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.<br> Great in combination with an ore box - nearby minerals will be loaded straight into the box. | |Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.<br> Great in combination with an ore box - nearby minerals will be loaded straight into the box. | ||
− | |||
|- | |- | ||
− | ![[File:Mecha plasma cutter.png]] 217-D Heavy Plasma Cutter | + | ![[File:Mecha plasma cutter.png|64px|class=pixelart]]<br>217-D Heavy Plasma Cutter |
+ | |Ripley, Firefighter | ||
|Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.<br> Longer range and higher damage than portable cutters. | |Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.<br> Longer range and higher damage than portable cutters. | ||
− | |||
|- | |- | ||
− | ![[File:Exosuit extinguisher.png]] Exosuit Extinguisher | + | ![[File:Exosuit extinguisher.png|64px|class=pixelart]]<br>Exosuit Extinguisher |
+ | |Ripley, Firefighter | ||
|Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank. | |Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank. | ||
− | |||
|- | |- | ||
− | ![[File:Cable layer.png]] Cable Layer | + | ![[File:Cable layer.png|64px|class=pixelart]]<br>Cable Layer |
+ | |Ripley, Firefighter | ||
|Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer. | |Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer. | ||
− | |||
|- | |- | ||
− | ![[File:Sgun.png]] Exosuit Syringe Gun | + | ![[File:Sgun.png|64px|class=pixelart]]<br>Exosuit Syringe Gun |
+ | |Odysseus | ||
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.<br> Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.<br> Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu. | |Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.<br> Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.<br> Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu. | ||
− | |||
|- | |- | ||
− | ![[File:Sleeper.gif]] Mounted Sleeper | + | ![[File:Sleeper.gif|64px|class=pixelart]]<br>Mounted Sleeper |
+ | |Odysseus | ||
|Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.<br> Can also be used to abduct people and keep them sedated. | |Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.<br> Can also be used to abduct people and keep them sedated. | ||
− | |||
|- | |- | ||
− | ![[File:Mecha_medigun.png]] Medigun | + | ![[File:Mecha_medigun.png|64px|class=pixelart]]<br>Medigun |
+ | |Odysseus | ||
|Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams! | |Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams! | ||
− | |||
|- | |- | ||
|} | |} | ||
+ | </tab> | ||
− | = | + | <tab name="Exosuit Weapons"> |
− | Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security [[Guide_to_Research_and_Development#Techfab|techfab]], and then use them on the | + | Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security [[Guide_to_Research_and_Development#Techfab|techfab]], and then use them on the finished mech. Each ammo box will fill the weapon with the same amount as the "starting ammo". |
− | {| | + | |
− | !style= | + | {| class="wikitable sortable mw-collapsible" style="background-color:#f0e8f0"; |
− | !style= | + | |-style="font-weight:bold; color: white;text-align:center;" |
− | !style= | + | ! style='background-color:#A06DA0' width='125px' |Weapon |
− | !style= | + | ! style='background-color:#A06DA0' width='125px' |Can be attached to |
− | !style= | + | ! style='background-color:#A06DA0' |Energy drain or starting ammo/max ammo |
+ | ! style='background-color:#A06DA0' |Cooldown in seconds | ||
+ | ! class='unsortable'style='background-color:#A06DA0'|Description | ||
|- | |- | ||
− | ![[File:CH-LC ?Solaris? laser cannon.png]] CH-PS "Immolator" Laser | + | ![[File:CH-LC ?Solaris? laser cannon.png|64px|class=pixelart]]<br>CH-PS "Immolator" Laser |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|30 energy per shot | |30 energy per shot | ||
|0.8 | |0.8 | ||
− | + | |Fires a Laser bolt, identical to laser rifles. | |
|- | |- | ||
− | ![[File:CH-LC ?Solaris? laser cannon.png]] CH-LC "Solaris" Laser Cannon | + | ![[File:CH-LC ?Solaris? laser cannon.png|64px|class=pixelart]]<br>CH-LC "Solaris" Laser Cannon |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|60 energy per shot | |60 energy per shot | ||
|1.5 | |1.5 | ||
− | + | |Fires a Heavy Laser bolt, identical to the laser cannon. | |
|- | |- | ||
− | ![[File:MKIV ion heavy cannon.png]] mkIV Ion Heavy Cannon | + | ![[File:MKIV ion heavy cannon.png|64px|class=pixelart]]<br>mkIV Ion Heavy Cannon |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|120 energy per shot | |120 energy per shot | ||
|2 | |2 | ||
− | ! | + | |Fires a Ion bolt, identical to ion rifles. Don't hit yourself! |
|- | |- | ||
− | ![[File:EZ-13_MK2_heavy_pulse_rifle.png]] eZ-13 mk2 Heavy pulse rifle | + | ![[File:EZ-13_MK2_heavy_pulse_rifle.png|64px|class=pixelart]]<br>eZ-13 mk2 Heavy pulse rifle |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|120 energy per shot | |120 energy per shot | ||
|3 | |3 | ||
− | + | |Fires a heavy pulse laser. [[Death Squad]] only. | |
|- | |- | ||
− | ![[File:Mecha_disabler.png]] "Peacemaker" Disabler | + | ![[File:Mecha_disabler.png|64px|class=pixelart]]<br>"Peacemaker" Disabler |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|30 energy per shot | |30 energy per shot | ||
|0.8 | |0.8 | ||
− | + | |Fires basic disabler beams. | |
|- | |- | ||
− | ![[File:LBX AC 10 ?Scattershot?.png]] LBX AC 10 "Scattershot" | + | ![[File:LBX AC 10 ?Scattershot?.png|64px|class=pixelart]]<br>LBX AC 10 "Scattershot" |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|40 / 160 | |40 / 160 | ||
|2 | |2 | ||
− | + | |Fires four bullets in a spread pattern, 20 damage each. | |
|- | |- | ||
− | ![[File:Ultra AC 2.png]] Ultra AC 2 | + | ![[File:Ultra AC 2.png|64px|class=pixelart]]<br>Ultra AC 2 |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|300 / 1200 | |300 / 1200 | ||
|1 | |1 | ||
− | + | |Fires a three shot burst of 20 damage bullets. | |
|- | |- | ||
− | ![[File:SRM-8 missile rack.png]] SRM-8 Missile Rack | + | ![[File:SRM-8 missile rack.png|64px|class=pixelart]]<br>SRM-8 Missile Rack |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|8 / 8 | |8 / 8 | ||
|6 | |6 | ||
− | + | |Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by the ship. | |
|- | |- | ||
− | ![[File:BRM-6_missile_rack.png]] BRM-6 Missile Rack | + | ![[File:BRM-6_missile_rack.png|64px|class=pixelart]]<br>BRM-6 Missile Rack |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|6 / 6 | |6 / 6 | ||
|6 | |6 | ||
− | + | |Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside. | |
|- | |- | ||
− | ![[File:MKIV ion heavy cannon.png]] MKI Tesla Cannon | + | ![[File:MKIV ion heavy cannon.png|64px|class=pixelart]]<br>MKI Tesla Cannon |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|500 energy per shot | |500 energy per shot | ||
|3.5 | |3.5 | ||
− | + | |Fires a tesla ball that arcs off anything it hits. Causes EMP as well. | |
|- | |- | ||
− | ![[File:SGL-6 grenade launcher.png]] SGL-6 Grenade Launcher | + | ![[File:SGL-6 grenade launcher.png|64px|class=pixelart]]<br>SGL-6 Grenade Launcher |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|6 / 24 | |6 / 24 | ||
|6 | |6 | ||
− | + | |Launches a flashbang at medium range. | |
|- | |- | ||
− | ![[File:SGL-6 grenade launcher.png]] SOB-3 Grenade Launcher | + | ![[File:SGL-6 grenade launcher.png|64px|class=pixelart]]<br>SOB-3 Grenade Launcher |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|3 / 3 | |3 / 3 | ||
|9 | |9 | ||
− | + | |Launches a cluster of flashbangs at medium range. Must be reloaded from the outside. | |
|- | |- | ||
− | ![[File:Hades-Carbine.png]] FNX-99 "Hades" Carbine | + | ![[File:Hades-Carbine.png|64px|class=pixelart]]<br>FNX-99 "Hades" Carbine |
− | | | + | |Durand, Gygax, Honker, and Phazon |
|24 / 96 | |24 / 96 | ||
|1 | |1 | ||
− | + | |Shoots incendiary bullets that leave a burning trail. | |
|- | |- | ||
− | ![[File:Banana mortar.png]] Banana Mortar | + | ![[File:Banana mortar.png|64px|class=pixelart]]<br>Banana Mortar |
− | | | + | |H.O.N.K. |
|100 energy per shot, 15 shots | |100 energy per shot, 15 shots | ||
|2 | |2 | ||
− | + | |Launches a banana peel. Very annoying, thus, fun. | |
|- | |- | ||
− | ![[File:Mousetrap mortar.png]] Mousetrap Mortar | + | ![[File:Mousetrap mortar.png|64px|class=pixelart]]<br>Mousetrap Mortar |
− | | | + | |H.O.N.K. |
|100 energy per shot, 15 shots | |100 energy per shot, 15 shots | ||
|2 | |2 | ||
− | + | |Launches an armed mousetrap. | |
|- | |- | ||
− | ![[File:HoNkER BlAsT 5000.png]] HoNkER BlAsT 5000 | + | ![[File:HoNkER BlAsT 5000.png|64px|class=pixelart]]<br>HoNkER BlAsT 5000 |
− | | | + | |H.O.N.K. |
|200 energy per shot | |200 energy per shot | ||
|15 | |15 | ||
− | + | |Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around. | |
|- | |- | ||
− | ![[File:Mecha punching glove.png]] Oingo Boingo Punch-face | + | ![[File:Mecha punching glove.png|64px|class=pixelart]]<br>Oingo Boingo Punch-face |
− | | | + | |H.O.N.K. |
|250 energy per punch or 500 per shot, 10 shots | |250 energy per punch or 500 per shot, 10 shots | ||
|2 | |2 | ||
− | + | |Launches a boxing glove that can punch airlocks right out of their frames. | |
|} | |} | ||
+ | </tab> | ||
+ | </tabs> | ||
+ | |||
+ | {{Guides | ||
+ | |color = #A06DA0 | ||
+ | }} | ||
[[Category:Guides]] | [[Category:Guides]] |
Revision as of 05:02, 28 December 2022
Are you a Roboticist? This guide will explain the creation and maintenance of Cyborgs, bots, and stocky exosuits.
Exosuit Fabricators
These are the main machines used in Robotics, with them you can create various exosuit and cyborg parts and their upgrade modules. Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds.
If one (or more) of the Exosuit Fabricators gets stuck at updating from R&D servers, use a screwdriver on it and then crowbar that fucker! Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the Exosuit Fabricator.
Cyborgs
Requires |
---|
1 x each Cyborg part (made with the Exosuit Fabricator) 2 x |
The Cyborg is the Roboticist's primary creation. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is insane. Each cyborg is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists.
Assuming you already have the necessary components:
Insert a charged power cell into the cyborg's chest
Insert a coil of wire into the cyborg's chest
Insert two flashes in the cyborg's head (one for each eye socket)
- For final assembly, take each component and apply it to the cyborg endoskeleton
Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it 'PenisShitter 5000'. For some hilarity and general confusion, try giving the borg the same name as the AI.
Once it's complete, it's time for the brain. See here how to remove your volunteer's brain. (If the brain has been removed from the head without surgery, you will need to pour mannitol on it to fix it)
Now put the brain into your MMI, and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the Morgue (or throw it down the disposals because ROBOTICS!). If when you insert the MMI into the cyborg it says "This MMI does not seem to fit." it means the user is job banned from cyborg.
- Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.
Cyborg Maintenance
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
Use an ID Card,
Emag it or just ask the Cyborg to unlock its panel
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:
Use a Crowbar to close the cover.
Use your ID Card to lock the Cyborg. Borgs can't lock their panel.
Cyborg Repairs
Cyborgs will often come to you for repairs if damaged.
For brute damage:
Weld them to fix the dents.
For burn damage:
- Unlock and open the Cyborg's cover.
Use an Empty Hand to remove the battery.
Screwdriver to expose wiring.
Rewire the damaged circuits. You may have to do this step more than once.
Screwdriver to hide wiring.
- Re-insert the old battery or insert a new one.
- Close the cover and lock the Cyborg.
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
Cyborg Batteries
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
Cyborg Radios
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.
Reviving Cyborgs
A cyborg that has failed but not been turned into scrap can be repaired back to working order.
Upgrading Cyborgs
The procedure to upgrade cyborgs
Resetting Cyborg models
Cyborgs can at any point ask to have their module changed or reset
Use these tools in this order to reset a borg module:
ID Card,
Emag or just ask the Cyborg to unlock its panel
Crowbar the panel open
Optional: Emag the cyborg and skip to "Afterwards" (does not work if its AI is malfunctional)
Remove the power cell by clicking the borg with an empty hand
Screwdriver to expose wires
Wirecutters or
Multitool to manipulate wires
Afterwards:
Screwdriver to cover wires
Replace the power cell
Crowbar the panel shut
Lock the panel with an ID Card. Cyborgs cannot lock their own panel.
Borgs have seven wires; five working ones and two duds:
Guide to Hacking. Also has some information regarding how you go around doing this
Deconstructing Cyborgs
Cyborgs can be deconstructed to remove their MMI and get their parts back.
Upgrades
Roboticists can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.
Name | Description | Materials to produce (unupgraded fabricator) |
---|---|---|
Cyborg Reclassification Module | Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg. | 5000 Metal |
Cyborg Emergency Restart Module | Used to force a restart of a disabled-but-repaired borg, bringing it back online. An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. |
20000 Metal, 5000 Glass |
Borg Expander | A cyborg resizer, it makes a cyborg huge. | 200000 Metal, 5000 Titanium |
Cyborg Ion Thrusters Module | An ion-powered thruster system that works like a jetpack for movement in no gravity. | 10000 Metal, 6000 Glass, 5000 Plasma, 6000 Uranium |
Cyborg Self-Repair Module | Allows the cyborg to slowly repair iteself over time, increasing power consumption. | 15000 Metal, 15000 Glass |
Illegal Equipment Modules | Enables illegal modules, the same that are enabled when cyborgs are emagged. Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct Syndicate Items!!) |
15000 Metal, 15000 Glass, 10000 Diamond |
Circuit Manipulation Apparatus | An engineering cyborg upgrade allowing for manipulation of circuit boards. | 2000 Metal, 500 Titanium |
Engineering Cyborg RPED | A rapid part exchange device for the engineering cyborg. | 10000 Metal, 5000 Glass |
Cyborg Diamond Drill | Upgrades a mining cyborg's drill to be faster. | 10000 Metal, 6000 Glass, 2000 Diamond |
Cyborg Ore Satchel of Holding | Upgrades a mining cyborg's satchel to hold infinite minerals. | 10000 Metal, 2000 Gold, 1000 Uranium |
Cyborg Lavaproof Tracks | Allows a mining cyborg to walk over lava undamaged. | 10000 Metal, 4000 Plasma, 5000 Titanium |
Medical Cyborg Crew Pinpointer | A crew pinpointer module for the medical cyborg. Also permits remote access to the crew monitor. | 1000 Metal, 500 Glass |
Cyborg Piercing Hypospray | Allows cyborg hyposprays to pierce through thick clothing and hardsuits. | 15000 Metal, 15000 Glass, 5000 Titanium, 3000 Diamond |
Medical Cyborg Expanded Hypospray | Adds new chemicals to a Medical Cyborg's hypospray. | 15000 Metal, 15000 Glass, 8000 Plasma, 8000 Uranium |
Medical Cyborg Defibrillator | Gives a Medical Cyborg a defibrillator. | 8000 Metal, 5000 Glass, 4000 Silver, 3000 Gold |
Medical Cyborg Surgical Processor | Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synced on it. These surgeries can then be performed by the cyborg anywhere. | 5000 Metal, 4000 Glass, 4000 Silver |
Janitor cyborg trash bag of holding | A trash bag of holding replacement for the janiborg's standard trash bag. | 2000 Gold, 1000 Uranium |
Janitor cyborg advanced mop | An advanced mop replacement for the janiborg's standard mop. | 2000 Metal, 2000 Glass |
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.
Surgery
To initiate most surgeries, first place drapes over the part of the body you are operating on.
Removing Brains
Despite what some old-timer Roboticists may tell you, DO NOT JUST TAKE THE BONESAW AND CUT THEIR HEAD OFF WITHOUT SURGERY. Removing a brain without surgery will damage it and may result in the immediate death of the brain.
In case this happens, you will need to ask the Chemist to make some Mannitol to fix it. Once you have a beaker of it, just splash it on the brain and it should be good to go. You can always examine the brain to see if it is still damaged.
If a head is not attached to a body, you can simply use a scalpel or some other slicing/cutting item on it to cut the brain out. No need for drapes or table.
Limb Augmentation
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.
Robot limbs are tougher. They need welding to "heal" brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.
We can rebuild him. We have the technology.
Target: Head, chest, legs or arms
Bots
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:
Remember: All bots can be made through the crafting menu . This can save a lot of time during construction, especially if Robotics is busy!
Medibot
Performs a baby version of tend wounds.
The surgery works through clothes and without the patient having to lie down. Amount healed scales with tend wounds surgeries researched. Each researched upgrade of tend wounds increases health healed. Requires a "refresh" similarly to operating computers to benefit from research.
When emagged it will inject 5u chloral hydrate and damage you based on what they would have healed (brute if you don't need treatment) per step.
What damage types the medibot can heal depends on medkit used. If they can heal multiple types the damage type healed will be random per treatment:
- Advanced first aid kit: All 4 basic damage types.
- Brute kit: 10% extra brute. (other types?)
- Burn kit: ?
- Toxin kit: ?
- Suffocation kit: ?
To manufacture:
Requires |
---|
1 x ![]() |
- Attach the Borg Arm (left or right, doesn't matter) to an empty Med-kit. The color of the Med-kit determines what damage it will heal, as well as its future color (white and pink kits are both for brute dmg).
- You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your Pen in the other hand and clicking on it, if you wish.
- Add a Medical Analyzer.
- Insert the Proximity Sensor and your Medibot is ready!
Cleanbot
Cleanbots are great, as they serve the exact same purpose as the Janitor.
What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.
To manufacture:
Requires |
---|
1 x ![]() |
- Grab a bucket from the Janitor or make with Autolathe and insert the Proximity Sensor to it
- Use a Pen to name it if you wish.
- Attach a Borg Arm and your Cleanbot is ready!
Floorbot
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station.
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they're niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.
To manufacture:
Requires |
---|
1 x ![]() |
- Attach a Floor tile to the Mechanical Toolbox.
- Add the Proximity Sensor.
- Insert a Borg Right Arm and your Floorbot is ready!
Firebot
This little guy will scoot around and try his best to extinguish burning people and gases around him.
If emagged he will spray Chlorine Trifluoride at anyone who isn't on fire.
To manufacture:
Requires |
---|
1 x ![]() |
Attach a Borg Arm (left or right) to the
Fire Extinguisher.
Add a Fire Helmet.
Add a Proximity Sensor and your Firebot is ready.
Honkbot
It's annoying and useless, but the clown might bug you to make one of these in absence of a H.O.N.K. mech.
God forbid if a traitor emags the thing.
To manufacture:
Requires |
---|
1 x ![]() |
- Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)
- Insert a Borg Arm
- Add a Proximity Sensor.
- Add a Bike Horn
Securitron
Basically, Officer Beepsky without the personality.
You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
To manufacture:
Requires |
---|
1 x ![]() |
- Use a Remote Signaling Device on a Helmet.
- Weld them together
- Add a Proximity Sensor.
- Insert a Borg Arm.
- Toss in a Stun Baton and your Securitron is ready!
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
General Beepsky
This is General Beepsky (or General Grieffous, your pick).
A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a traitor's worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with it's rapidly rotating eswords. It gets even worse when a Cryptographic Sequencer gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target he comes across.
Unlike normal Securitrons, General Beepsky can deflect projectiles with it's eswords. It's only true weakness is an EMP.
Has a toy sword version.
To manufacture:
Requires |
---|
1 x ![]() |
- Use a Remote Signaling Device on a Helmet.
- Weld them together
- Add a Proximity Sensor.
- Insert a Borg Arm.
- Use a Wrench to adjust the arm slots for extra weapons.
- Attach 4 Energy Swords and your death machine is ready to maim.
ED-209
PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To manufacture:
Requires |
---|
1 x ![]() |
Build a Cyborg Endoskeleton from the Exosuit Fabricator.
Use a Metal Sheet on a Cyborg Endoskeleton to reinforce it.
Add two Robot Legs
Add a Body Armor
Weld everything together
Add in a security Helmet
Attach a Proximity Sensor to the assembly
Insert wires
Add a Disabler and attach it with a Screwdriver
Insert a Power Cell. Your own exosuit is complete!
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
Drone
A disposable little drone that runs around and repairs things.
Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.
Exosuits
These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.
With all Exosuits, MMIs can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any deranged maniacs inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!
List of Exosuits
The current list of exosuits is as follows.
Ripley APLU
Equipment slots: 6
Movement speed: Fast.
Special abilities: Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.
Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature*.
Integrity: 200
Description: The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don't expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.
While it lacks the Firefigher's lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.
*The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.
Requires |
---|
Minerals: 100.000![]() ![]() 10 x Metal rods |
Construction steps:
- Build all of the Ripley parts using the Exosuit Fabricator.
- Attach all of the parts to the Ripley chassis
Wrench
Screwdriver
Cable Coil
Wirecutters
Ripley Central Control Module
Screwdriver
Ripley Peripherals Control Module
Screwdriver
Add a Scanning Module
Screwdriver
Add a Capacitor
Screwdriver
Power Cell
Screwdriver
5 pieces of Metal
Wrench
Welding Tool
10 metal Rods
Welding Tool
Ripley APLU MK-II
Equipment slots: 6
Movement speed: Slow.
Special abilities: Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.
Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb, 100 fire, 100 acid. 20.000°K max temperature.
Integrity: 200
Description: The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that's often used for construction, break&entry or fighting Blobs.
The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.
Requires |
---|
Minerals: 10.000![]() ![]() |
The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.
Once converted to the MK-II design, the exosuit cannot be restored to MK-I.
Firefighter APLU
Equipment slots: 5
Movement speed: Slow.
Special properties: Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat- and lavaproof.
Armor: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb. 65.000°K max temperature.
Integrity: 250
Description: The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley's big brother that has significantly improved armor and can walk on lava unscathed.
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and slaying Megafauna - miners love it!
Requires |
---|
Minerals: 100.000![]() ![]() 15 x Plasteel sheets |
Construction steps:
- Create a Firefighter APLU chassis using the Exosuit Fabricator.
- Create all parts of the Ripley APLU except for the chassis.
- Assemble all of the Ripley parts to the Firefighter chassis.
Add a Firesuit
Wrench
Screwdriver
Cable Coil
Wirecutters
Ripley Central Control Module (from R&D or QM)
Screwdriver
Ripley Peripherals Control Module (from R&D or QM)
Screwdriver
Add a Scanning Module
Screwdriver
Add a Capacitor
Screwdriver
Power Cell
Screwdriver
5 pieces of Plasteel
Wrench
Welding Tool
5 pieces of Plasteel
5 pieces of Plasteel
Wrench
Welding Tool
Odysseus
Equipment slots: 3
Movement speed: Fast.
Special abilities: Can use unique medical equipment. Displays an advanced medical HUD to the pilot.
Armor: 20 melee, 10 bullet. 25.000°K max temperature.
Integrity: 120
Description: A fast, lightly armored exosuit that can use unique medical equipment.
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents.
Construction steps:
- Create all of the Odysseus parts using the Exosuit Fabricator.
- Assemble all of the Odysseus parts to the chassis (excluding Carapace)
Wrench
Screwdriver
Cable Coil
Wirecutters
Odysseus Main Board (from R&D or QM)
Screwdriver
Odysseus Peripherals Board (from R&D or QM)
Screwdriver
Add a Scanning Module
Screwdriver
Add a Capacitor
Screwdriver
Power Cell
Screwdriver
5 pieces of Metal
Wrench
Welding Tool
5 pieces of Plasteel
Wrench
Welding Tool
Gygax
Equipment slots: 3
Movement speed: Average.
Special abilities: Its punches can smash through walls, knock people down for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds at the cost of extreme energy consumption.
Armor: 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature.
Integrity: 250
Description: While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.
Construction steps:
- Create all of the Gygax parts using the Exosuit Fabricator.
- Assemble all of the Gygax parts to the chassis (except the Armor plates)
Wrench
Screwdriver
Cable Coil
Wirecutters
Gygax Central Control module
Screwdriver
Gygax Peripherals Control module
Screwdriver
Gygax Weapon Control and Targeting module
Screwdriver
Add a Scanning Module
Screwdriver
Add a Capacitor
Screwdriver
Power Cell
Screwdriver
5 pieces of Metal
Wrench
Welding Tool
Add Gygax Armor Plates (Made in the Exosuit Fabricator)
Wrench
Welding Tool
Durand
Equipment slots: 3
Movement speed: Slow.
Special abilities: Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except exposions and EMP.
Armor: 40 melee, 35 bullet, 15 laser, 10 energy, 20 bomb. 30.000°K max temperature. Additional deflect chance.
Integrity: 400
Description: A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!
Construction steps:
- Create all of the Durand parts using the exosuit fabricator.
- Assemble all of the Durand parts to the chassis (except the Armor plates)
Wrench
Screwdriver
Cable Coil
Wirecutters
Durand Main Circuitboard
Screwdriver
Durand Peripherals Circuitboard
Screwdriver
Durand Targeting Circuitboard
Screwdriver
Add a Scanning Module
Screwdriver
Add a Capacitor
Screwdriver
Power Cell
Screwdriver
5 pieces of Metal
Wrench
Welding Tool
Add Durand Armor Plates (Made in the Exosuit Fabricator)
Wrench
Welding Tool
Durand Shield
The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from.
This is what the shield looks like in the dark:
Phazon
Equipment slots: 3
Movement speed: Fast.
Special abilities: Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.
Armor: 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb. 25.000°K max temperature.
Integrity: 200
Description: Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.
Unless you manage to neutralize an anomaly, you won't be able to build one of these.
Construction steps:
- Create all of the Phazon parts using the exosuit fabricator.
- Assemble all of the Phazon parts to the chassis (except the Armor plates)
Wrench
Screwdriver
Cable Coil
Wirecutters
Phazon Main Circuitboard
Screwdriver
Phazon Peripherals Circuitboard
Screwdriver
Phazon Targeting Circuitboard
Screwdriver
Add a Scanning Module
Screwdriver
Add a Capacitor
Screwdriver
Add a Bluespace Crystal
Cable Coil
Screwdriver
Power Cell
Screwdriver
5 pieces of Plasteel
Wrench
Welding Tool
- Add Phazon Armor Plates (Made in the Exosuit Fabricator)
Wrench
Welding Tool
- Add the Anomaly Core
H.O.N.K.
Equipment slots: 3
Movement speed: Average.
Special abilities: Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds.
Armor: -20 melee, 25.000°K max temperature. Yikes.
Integrity: 140
Description: What's worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.
Construction steps::
- Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.
- Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.
HONK at the exosuit with a bike horn.
Add the main circuit board.
HONK at the exosuit again.
Add the peripherals circuit board.
HONK
Add the targeting circuit board.
HONK
Add a Scanning Module
HONK
Add a Capacitor
HONK
Power Cell
HONK
- Add the clown's mask to the exosuit.
HENK
- Add clown shoes to it.
I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.
CentCom Exosuits
If you see these, you know that things have really gone to shit. These exosuits are typically only found in the repositories of the elite Emergency Response Team and Death Squad.
Marauder
Equipment slots: 4
Movement speed: Very slow.
Special abilities: Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.
Armor: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.
Integrity: 500
Description: Standard issue exosuit for the Death Squad when the going gets tough.
It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.
Seraph
Equipment slots: 5
Movement speed: Average.
Special abilities: Same as the Marauder's, but punches even harder.
Armor: Same as the Marauder's.
Integrity: 550
Description: An advanced Death Squad exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.
It starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.
Syndicate Exosuits
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed Nuclear Operatives.
Dark Gygax
Equipment slots: 4
Movement speed: Average.
Special abilities: Same as the Gygax', but with additional thrusters for space navigation.
Armor: 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.
Integrity: 300
Description: A modified Gygax used for nefarious purposes.
It starts off with the FNX-99 "Hades" Carbine, the SGL-6 grenade launcher, a Teleporter, and a Tesla Energy Relay.
Mauler
Equipment slots: 5
Movement speed: Very slow.
Special abilities: Same as the Marauder's.
Armor: Same as the Marauder's.
Integrity: 500
Description: A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.
Starts off with the Ultra AC 2 LMG, the LBX AC 10 "Scattershot", the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.
Exosuit operation and maintenance
To climb into an exosuit, just drag and drop your character onto it.
Exosuit beacons
Adding a tracking beacon (exofab "Misc" category) to a mech allows the RD's exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary. The EMP is reusable after a cooldown of 10 seconds.
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.
EMP
When an exosuit is hit by an EMP-effect it will take burn damage, lose some battery charge and have all its equipment disabled for 3 seconds.
Locking/unlocking Exosuits
There are two ways to lock exosuit: A) ID ("keycode") lock or B) DNA lock.
A) ID lock (keycode):
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.
For example: A mech with "bridge" and "robotics" keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.
- Enter the exosuit and unlock the ID upload panel.
- Exit the exosuit.
- Use an ID card/PDA on exosuit and select "Edit operation keycodes".
B) DNA lock:
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.
- Enter the exosuit and open the stats menu.
- Unter Permissions&Logging, click "DNA-lock".
- To remove the lock, hit "[ Reset ]" next to your DNA string under "DNA-locked:".
Exosuit Damage and Repairs
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.
Internal Fire: An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.
Life Support System Malfunction: A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.
Gas Tank Breach: A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.
Coordination System Calibration Failure: A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. It can be fixed by clicking "Recalibrate" in the damage report.
Short Circuit: A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).
Exosuit Battery, Capacitor and Scanning Module Replacement
- Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
Wrench
Crowbar
Screwdriver
Pick the old battery up from the floor
New Battery
Screwdriver
Crowbar
Wrench
ID Card and select "Initiate maintenance protocol" again.
- Optional: Forbid maintenance protocols inside the mech.
Exosuit Equipment
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu).
To attach a tool or weapon, simply click with it on the exosuit.
Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security techfab, and then use them on the finished mech. Each ammo box will fill the weapon with the same amount as the "starting ammo".
Weapon | Can be attached to | Energy drain or starting ammo/max ammo | Cooldown in seconds | Description |
---|---|---|---|---|
![]() CH-PS "Immolator" Laser |
Durand, Gygax, Honker, and Phazon | 30 energy per shot | 0.8 | Fires a Laser bolt, identical to laser rifles. |
![]() CH-LC "Solaris" Laser Cannon |
Durand, Gygax, Honker, and Phazon | 60 energy per shot | 1.5 | Fires a Heavy Laser bolt, identical to the laser cannon. |
![]() mkIV Ion Heavy Cannon |
Durand, Gygax, Honker, and Phazon | 120 energy per shot | 2 | Fires a Ion bolt, identical to ion rifles. Don't hit yourself! |
![]() eZ-13 mk2 Heavy pulse rifle |
Durand, Gygax, Honker, and Phazon | 120 energy per shot | 3 | Fires a heavy pulse laser. Death Squad only. |
![]() "Peacemaker" Disabler |
Durand, Gygax, Honker, and Phazon | 30 energy per shot | 0.8 | Fires basic disabler beams. |
![]() LBX AC 10 "Scattershot" |
Durand, Gygax, Honker, and Phazon | 40 / 160 | 2 | Fires four bullets in a spread pattern, 20 damage each. |
![]() Ultra AC 2 |
Durand, Gygax, Honker, and Phazon | 300 / 1200 | 1 | Fires a three shot burst of 20 damage bullets. |
![]() SRM-8 Missile Rack |
Durand, Gygax, Honker, and Phazon | 8 / 8 | 6 | Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by the ship. |
![]() BRM-6 Missile Rack |
Durand, Gygax, Honker, and Phazon | 6 / 6 | 6 | Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside. |
![]() MKI Tesla Cannon |
Durand, Gygax, Honker, and Phazon | 500 energy per shot | 3.5 | Fires a tesla ball that arcs off anything it hits. Causes EMP as well. |
![]() SGL-6 Grenade Launcher |
Durand, Gygax, Honker, and Phazon | 6 / 24 | 6 | Launches a flashbang at medium range. |
![]() SOB-3 Grenade Launcher |
Durand, Gygax, Honker, and Phazon | 3 / 3 | 9 | Launches a cluster of flashbangs at medium range. Must be reloaded from the outside. |
![]() FNX-99 "Hades" Carbine |
Durand, Gygax, Honker, and Phazon | 24 / 96 | 1 | Shoots incendiary bullets that leave a burning trail. |
![]() Banana Mortar |
H.O.N.K. | 100 energy per shot, 15 shots | 2 | Launches a banana peel. Very annoying, thus, fun. |
![]() Mousetrap Mortar |
H.O.N.K. | 100 energy per shot, 15 shots | 2 | Launches an armed mousetrap. |
![]() HoNkER BlAsT 5000 |
H.O.N.K. | 200 energy per shot | 15 | Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around. |
![]() Oingo Boingo Punch-face |
H.O.N.K. | 250 energy per punch or 500 per shot, 10 shots | 2 | Launches a boxing glove that can punch airlocks right out of their frames. |
The NSV13 Library ![]() | |||||||||
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