Guide to robotics
Are you a Roboticist? This guide will explain the creation and maintenance of Cyborgs, bots, and stocky exosuits.
Exosuit Fabricators[edit | edit source]
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[edit | edit source]
Requires |
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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[edit | edit source]
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 Batteries[edit | edit source]
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
Cyborg Radios[edit | edit source]
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.
Reviving Cyborgs[edit | edit source]
A cyborg that has failed but not been turned into scrap can be repaired back to working order.
Resetting Cyborg models[edit | edit source]
Cyborgs can at any point ask to have their module changed or reset
Deconstructing Cyborgs[edit | edit source]
Cyborgs can be deconstructed to remove their MMI and get their parts back.
Upgrades[edit | edit source]
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[edit | edit source]
To initiate most surgeries, first place drapes over the part of the body you are operating on.
Removing Brains[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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!
Cleanbot[edit | edit source]
Cleanbots are great, as they serve the exact same purpose as the Janitor.
Larry[edit | edit source]
Larries are great, as they serve the exact same purpose as a cleanbot.
Atmosbot[edit | edit source]
Atmosbots are good for when some idiot decides to a canister of nasty stuff in the main hall.
Floorbot[edit | edit source]
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.
Firebot[edit | edit source]
This little guy will scoot around and try his best to extinguish burning people and gases around him.
Honkbot[edit | edit source]
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.
General Beepsky[edit | edit source]
This is General Beepsky (or General Grieffous, your pick).
Exosuits[edit | edit source]
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[edit | edit source]
The current list of exosuits is as follows.
Ripley APLU[edit | edit source]
Ripley APLU MK-II[edit | edit source]
Firefighter APLU[edit | edit source]
Odysseus[edit | edit source]
Gygax[edit | edit source]
Durand[edit | edit source]
Phazon[edit | edit source]
H.O.N.K.[edit | edit source]
CentCom Exosuits[edit | edit source]
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[edit | edit source]
Seraph[edit | edit source]
Syndicate Exosuits[edit | edit source]
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed Nuclear Operatives.
Dark Gygax[edit | edit source]
Mauler[edit | edit source]
Exosuit operation and maintenance[edit | edit source]
To climb into an exosuit, just drag and drop your character onto it.
Exosuit beacons[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
- 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
Hit the exosuit with your ID card or PDA with ID inside and select "Drop Power cell".
Pick the old battery up from the floor.
New Battery
Crowbar
Wrench
ID Card and select "Terminate maintenance protocol".
- Optional: Forbid maintenance protocols inside the mech.
Exosuit Equipment[edit | edit source]
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu).
To attach a tool or weapon, simply click with it on the exosuit.
Equipment | CollapseDescription |
---|---|
![]() Drill |
The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds. When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available. |
![]() Diamond Drill |
Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls. Can't be attached to the Odysseus. |
![]() Exosuit Mining Scanner |
A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached. |
![]() Mounted Teleporter |
A mounted teleporter that can teleport the exosuit to any location in view. |
![]() Mounted Gravitational Catapult |
Can be used to throw objects around (Sling mode) or blast anything away from a targeted area (Push mode). |
![]() Exosuit Wormhole Generator |
As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location. |
![]() Mounted RCD |
An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls. |
![]() Armor Booster Module (Close Combat Weaponry) |
Boosts exosuit armor against armed melee attacks. Requires energy to operate. |
![]() Armor Booster Module (Ranged Weaponry) |
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. |
![]() Repair Droid |
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. |
![]() Exosuit Energy Relay |
Wirelessly drains energy from any APC's available power channel in the area. Not very effective. |
![]() Exosuit Plasma Converter |
Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire. |
![]() ExoNuclear Reactor |
Generates power using uranium sheets as fuel. Irradiates the environment. |
Equipment | Can be attached to | CollapseDescription |
---|---|---|
![]() Hydraulic Clamp |
Ripley, Firefighter | Gives it an ability to load objects into a cargo compartment, or lets you crush people with it. Great in combination with an ore box - nearby minerals will be loaded straight into the box. |
![]() 217-D Heavy Plasma Cutter |
Ripley, Firefighter | Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments. Longer range and higher damage than portable cutters. |
![]() Exosuit Extinguisher |
Ripley, Firefighter | Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank. |
![]() Cable Layer |
Ripley, Firefighter | Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer. |
![]() Exosuit Syringe Gun |
Odysseus | Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone. Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected. Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu. |
![]() Mounted Sleeper |
Odysseus | Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun. Can also be used to abduct people and keep them sedated. |
![]() Medigun |
Odysseus | Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams! |
Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security techfab, and then use them on the 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 | CollapseDescription |
---|---|---|---|---|
![]() 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. |
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