Guide to Robotics
Guide to Robotics
For the aspiring Roboticist, this guide will explain the creation and maintenance of Cyborg, Bots, and Mechs.
Roboticist starting equipment
When you spawn as a Roboticist (or Robotics Intern), you start with the following.
On your person (outfit)
- Clothing: Robotics headset, roboticist uniform, robotech jacket, science PDA (in pocket), and science ID.
- Tool belt (roboticist utility belt) — pre-loaded with:
- Electric screwdriver
- Big wrench
- Plasma torch (loaded; used for welding and advanced assembly)
- Crowbar
- Wirecutters
- Multitool
- Cable coil
The belt can also hold a robot analyzer, hydrogen/plasma tools, cable coils, and other robotics- and maintenance-related items.
In your locker
Your personal Vesalius-Andra roboticist's locker (requires Robotics access) contains:
- Storage: Backpack or satchel (purple, scientist style)
- Clothing: Expedition overseer uniform, robotech jacket, brown shoes, science wintercoat, jackboots, regular glasses, membrane gloves
- EVA / safety: Air tank, gas mask
- Comms: Science headset
- Tools: Science belt, science tool, robot analyzer (for scanning FBPs and prosthetics to diagnose damage), hydrogen fuel cell (for refilling your plasma torch and other hydrogen tools)
Use the robot analyzer on FBPs or prosthetic limbs to see integrity and internal damage before repairing. The hydrogen fuel cell refills your plasma torch so you can weld without running to atmos or cargo.
Cyborgs
See also Cyborgification Contracts. These contracts are important — without a signed, stamped contract, making a man into a machine is technically murder — no matter how much he wants it!
The Cyborg is the Roboticist's primary creation and upkeep. They are tasked with helping the colony'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.
Making a Cyborg
- Fill the Exosuit Fabricator with as much metal as it will hold.
- Click on the Exosuit Fabricator to open its menu. Select Add all parts to queue beside the Cyborg option, and then click Process Queue in the right sidebar. (Note: adding "all parts" will print four extra components that are only used for repair, not construction.)
- Wait for the pieces to be built. You will likely need to add additional metal to the Fabricator for it to finish.
- When putting the parts together, use the Cyborg Endoskeleton as a base.
- The Cyborg Head will need 2× Flash.
- The Cyborg Torso will need 1× cable coil (wires) and 1× power cell.
- The arms and legs can be done by picking them up and placing them on the Cyborg Endoskeleton.
Extract a brain for the Cyborg
Note: Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw. Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.
- Perform the Organ Extraction surgery on the head to remove the brain of the patient.
- Place the brain in an MMI.
- (Optional) Before you give the Cyborg a new brain, you can name it. Grab a pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.
- Carry the MMI over to your finished Cyborg construct and click on it to add the brain into the Cyborg.
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.
So You Decapitated Your Patient
Don't panic just yet! You can still complete the brain extraction by placing their head on the operating table and following the same steps as above. You should probably apologize to them after putting their brain in an MMI, though.
Cyborg Maintenance
You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time.
Repair
When Cyborgs get dented, they'll come to you for repairs. Most repairs are simple:
- Equip a welding helmet on your head. Note: Be sure to remember this step or you could go blind!
- Place a welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's power cell by clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Use a cable coil to replace damaged wires.
- Use a screwdriver to unexpose the wires.
- Reinsert the power cell by clicking on the cyborg.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Cyborg Component Repair
Sometimes robots will have damaged components that need to be removed and replaced.
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's power cell by clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Crowbar out the desired component.
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Remove the cyborg's power cell by clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Cut all five wires with wirecutters.
- Use a crowbar to remove the MMI.
When finished, reinsert the power cell into the cyborg and close them back up with your crowbar.
Upgrading the Power Cell
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes. Help them out by upgrading their power cell. Click on the Cyborg with the following items (in order):
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Click on the Cyborg with an empty hand to take out the power cell and replace it with the higher-capacity power cell. Note: The default power cell capacity in Cyborgs is 7,500. Power cells in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Resetting Modules
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc.) they cannot change the module without your help. You can manually reset its module to allow it to choose a new one:
- Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Print out a reset upgrade in the fabricator, and insert it into the cyborg.
- Crowbar the panel shut.
- Swipe an ID with Robotics access to relock the cover.
Cyborg Upgrades
There are several cyborg upgrade modules that can be printed from the prosthetics fabricator in Robotics, assuming sufficient research has been done beforehand. To apply an upgrade, open the cyborg's access panel and insert the upgrade inside it.
- Emergency Restart Module — The least expensive way to revive a cyborg that has fully died. After repairing sufficient damage to the cyborg's body, applying this upgrade will reactivate it.
- Reclassification Board — When applied, changes the cyborg's name to one chosen by the user. The name is modified by activating the upgrade module in hand.
- Module Reset Board — Removes the cyborg's current module, allowing it to reselect a new one.
- VTEC Module — Kicks in a cyborg's VTEC systems, allowing them to move faster.
- Rapid Taser Cooling Module — Increases the recharge rate of a security module cyborg's taser. Two can be applied before further ones will have no effect.
- Mining Robot Jetpack — Despite the name, can be applied to any type of cyborg. Gives the cyborg a CO2-filled jetpack.
- Advanced Health Analyzer Module — Gives the cyborg an advanced health analyzer. While it can be applied to any cyborg, it is of limited use to non-medical modules.
- Scrambled Equipment Module — Unlocks a cyborg module's hidden equipment, which is normally activated with an emag. These are universally either lethal or disabling weaponry.
- Language Module — Allows a cyborg to speak nearly any language, instead of only understanding them. Clerical and Service module cyborgs have this function by default.
Modifications
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
There are three lights in the cyborg with three corresponding wires:
- LawSync: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
- Pulsing does nothing.
- Cutting will do nothing as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with its laws.
- Mending this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
- AI Link: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
- Pulsing this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
- Cutting this wire will cause the Cyborg to be unslaved from the AI and bound only by its laws. This also turns off LawSync, as the cyborg has no AI to sync to.
- Mending this wire does nothing. You need to pulse it to reconnect it to an AI.
- Module Lock: If this light is on, the module of the cyborg cannot be changed.
- Pulsing this will reset the module of a cyborg and allow it to pick a new one.
- Cutting this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.
- Mending this wire will allow the cyborg to change modules.
An emagged cyborg will have no LawSync or AI link and cannot be reset.
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
Full Body Prosthetics / Synthetics
Full Body Prosthetics, or Synthetics, are fully robotic people. As such, it is up to you to repair and operate on them.
Do note that some people will have robotic limbs while still being mostly organic, but those prosthetic limbs work the same as their FBP counterparts.
Repairing Damage
As a roboticist, you will start with everything needed to repair damage to FBP limbs and organs.
First, use the Robot Analyzer to scan an FBP or someone with prosthetics to determine the damage. You can also examine them, but then you won't be aware of any possible internal damage.
If the damage is not too severe, simply using a welder for brute damage or cable coils for burn damage while aiming for the damaged limb will be enough.
If the damage is too severe or internal, you will have to open them up to fix the damage.
Prosthetic Surgical Procedures
Contrary to popular belief, prosthetic surgical procedures are very simple compared to their biological ones; most failures that aren't organ repair will most likely not damage the integrity of a limb when failed. While repairing external damage is as easy as using a length of cable or a welder to repair integrity, it isn't as fuel-efficient as taking your time to perform maintenance through these easy "surgical" steps.
Opening/Closing the Hatch
The standard procedure for starting to work on the innards of a prosthetic limb.
- Target the prosthetic bodypart you wish to perform maintenance on# Use a Screwdriver or tool with Screwdriving quality to open the hatch. The Surgical UI window should open up instantly on succeeding.
To close the hatch on a Prosthetic's open panel, simply Screwdriver it again.
Brute/Burn Maintenance Repairs
The most useful procedure you'll ever use. Time consuming, but saves on fuel and wire!
- Open the hatch of the damaged Prosthetic limb# On the Surgery UI window, on the right side should be the limb's overall integrity diagnosed, along with a Conditions tab with buttons to "Repair" the Brute integrity damage, or "Replace" damaged wiring on the limb.
- For Brute damage, click on the corresponding "Repair" button with your turned on Welding Tool or tool with Welding quality in hand. Make sure you have enough welding fuel, and that your eyes are properly covered!#* For Burnt wiring, click on the corresponding "Replace" button with a stack of Cable Coil in hand. Make sure you have enough wiring!
- Close the hatch.
Both procedures can also be done with Nanopaste as well.
Prosthetic Limb Attachment
How to insert a prosthetic limb on a body.
IMPORTANT NOTE: If the "parent" bodypart of the limb you wish to install is organic, leave limb replacement to the Medical Doctors instead.
- Open the hatch of the corresponding parent bodypart of the limb you wish to replace: for the Arms/Head, target the Chest; for the Legs, target the Groin# Scroll down to the bottom of the Surgery UI window and click Insert with your desired limb in hand# Close the hatch.
Prosthetic Organ Removal/Installation
The same procedure we employ for fleshy organs.
- Open the hatch of the bodypart that contains (or should contain) the organ you wish to manipulate#* Refer to Organ Extraction/Transplant for location of organs.
Removing a Robotic Organ:
- Click on "Disconnect" with a Screwdriver or tool with Screwdriving quality in hand.
- Then click on "Extract" with a Crowbar or tool of Prying quality in hand to remove it.
- Close the hatch.
Installing a Robotic organ
- Scroll to the bottom of the Surgery UI window and click on "Insert" with the desired Robotic organ in hand.
- Click on "Connect" with a Screwdriver or tool of Screwdriving quality in hand.
- Close the hatch.
Prosthetic Limb Amputation
How to disconnect prosthetic limbs from a body.
- Open the hatch of the limb you wish to remove# On the Surgery UI window, scroll down to the bottom and hit the red "Amputate" button while holding a Wrench or tool with Bolt Turning quality in hand.
- The limb should fall off. Manually close the Surgery UI window at this point.
Prosthetic Organ Repair
Mending damaged organs such as lungs, liver, kidneys, stomach and brain. This also applies for Muscles, Nerves and Blood Veins.
- Open the hatch on the body part with a damaged organ.# Locate the damaged organ and click the Repair button while holding either a Screwdriver or Nanopaste
- Close the hatch.
Resurrection
So an FBP died, and it is now your job to bring it back to the land of the living. It may seem like a daunting task but, as with everything concerning prosthetics, it is easier than for organic people.
Unlike normal people, dead FBP do not decay or lose stats when dying, so you do not have to worry about a time limit or the organs decaying.
After you get the unmoving hunk of metal, start by repairing it completely.
Once that is done, open the chest panel, disconnect and extract the microbattery sitting in there.
After that, put it back in and connect it; the previously-dead FBP should now twitch back to life.
Miscellaneous info
- The Metal Skeleton of prosthetic limbs cannot be reinforced with plasteel.
- Hydraulic Muscles don't do anything and can be safely removed (for now).
- Removing Nerve Wires in an arm will cause you to drop objects.
Bots
As a Roboticist, you serve another important purpose: making NPC robots. Robots can benefit the colony in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:
Medibot
These will only inject chemicals if the chemical helps with the target's damage by default. They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these have a very limited selection of medicines by default: Tricordrazine for all damage, and Spaceacillin for detected Viruses.
Combine the following in order:
- Start with an empty first aid medkit. Add a Cyborg Right or Left Arm to create the assembly.
- Differently colored medkits (e.g. fire, toxin, O2) will change the resulting skin of your Medibot.
- (Optional) Name the bot with a pen.
- Add a Health Analyzer.
- Add a Proximity Sensor.
- (Optional) Add a beaker filled with the medicine of your choice (when building from certain medkit types).
Cleanbot
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!
- Bucket (get from the Janitor or make with Autolathe)
- Add a Proximity Sensor to the bucket to create the bucket/sensor assembly.
- (Optional) Name the bot with a pen.
- Add a Cyborg Right or Left Arm.
Farmbot
- On a water tank, add a Cyborg Right or Left Arm to create the assembly.
- Add a Plant analyser.
- Add a Bucket.
- Add a Mini hoe.
- Add a Proximity sensor.
- (Optional) Name the bot with a pen at any time during assembly.
Floorbot
Floorbots are nice to have around when someone starts crowbarring up floor tiles or a section gets blown apart. They zoom around and repair busted floor tiles.
To make:
- Empty mechanical toolbox (must be a blue one). Use 10 floor tiles on the empty toolbox to get the tiles-and-toolbox assembly. (Floor tiles can be made from a stack of metal via the menu, or obtained from cargo/lathe.)
- Add a Proximity sensor.
- (Optional) Name the bot with a pen.
- Add a Cyborg Right or Left Arm.
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.
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 an Electromagnetic Card, 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 make:
- Secure the Remote Signaling Device with a screwdriver (if not already secured).
- Use the Remote Signaling Device on a Helmet (get these from Security) to create the assembly.
- Weld the assembly with a Hand Welder (to make a hole).
- Add a Proximity Sensor.
- Add a Cyborg Right or Left Arm (Robot Arm).
- Add a Stun Baton (or use a Slime Baton to make the xenobio-helpful version).
Note that 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.
ED-209
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To make:
- Use a metal sheet (steel) on a Cyborg Endoskeleton (empty robot frame) to create the ED-209 assembly.
- Add two Robot Legs and a security vest.
- Weld everything together.
- Add a security Helmet.
- Attach a Proximity Sensor.
- Use a cable coil to wire the assembly.
- Add a Taser and attach it with a Screwdriver.
- Insert a Power cell. Your ED-209 is complete!
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
Spiderbot
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests.
Combine the following:
- Robot head (from the Exosuit Fabricator).
- Add a Manipulator (from the circuit printer or protolathe) to the robot head to create a spiderbot chassis.
- Add an occupied MMI or positronic brain to give it a pilot.
Mechs
Construction of mechs is restricted by ID, so they are typically the product of Roboticists and the Chief Research Overseer. These can be tremendously helpful or tremendously annoying depending on who uses them. They take more work to make than robots and require special circuits, which are obtained through the Chief Executive Officer or the Research and Development console.
The current list of mechs is as follows.
Ripley APLU
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Used mainly for cargo and mining, but in a pinch can be used as a combat mech with the addition of either a lead repeater or flak cannon. Note that possessing the makeshift lead repeater and flak cannon is a crime when not on red alert!
Material Needed (Where to get it):
- Ripley Chassis (Exosuit Fabricator)
- Ripley Torso, Left Arm, Right Arm, Left Leg, Right Leg (Exosuit Fabricator)
- Central Control Board, Peripheral Control Board (Circuit Printer)
- Heavy Cell Mount Toolmod, Hydraulic Circuits, High Power Motor, Heatsink (Protolathe or Guild)
- 5 Steel Sheets, 5 Plastic Sheets, 5 Plasteel Sheets, 5 Glass Sheets, 5 Cable Coils
Ripley Assembling Steps: Attach all parts to the Ripley chassis, then: Screwdriver → Heavy Cell Mount → Hydraulic Circuits → High Power Motor → Wrench → Screwdriver → Cable Coil → Wirecutters → Central Control Board → Screwdriver → Peripherals Control Board → Screwdriver → Metal → Wrench → Plastic → Welding Tool → Plasteel → Heatsink → Wrench → Glass → Screwdriver → Welding Tool. The Ripley should be complete; you can now install the equipment you want and use it.
- Loadouts Suggestions Mining: Clamp, Drill.
Firefighter APLU
Standard APLU chassis refitted with additional thermal protection and cistern. As the name implies, useful for firefighting.
Material Needed: Firefighter Chassis (Exosuit Fabricator), Ripley Torso and limbs; Central and Peripheral Control Boards; Heavy Cell Mount, Hydraulic Circuits, High Power Motor, Heatsink; 5 Steel, 5 Gold, 5 Silver, 5 Plastic, 5 Plasteel, 5 Reinforced Glass, 5 Cable Coils; Firesuit.
Assembling: Attach all parts to the Firefighter chassis and the firesuit, then follow the same style of construction steps as the Ripley.
- Loadouts Suggestions Hull Repairs: Clamp, RCD, Cable Layer. Firefighting: Clamp, Extinguisher, Repair Droid.
Odysseus
These exosuits are developed and produced by the Soteria Institute.
Material Needed: Odysseus Chassis, Torso, arms and legs (Exosuit Fabricator); Central and Peripheral Control Boards; Heavy Cell Mount, Hydraulic Circuits, Heatsink; Hardsuit Medical Scanner Module (Protolathe); 5 Steel, 5 Plastic, 5 Plasteel, 10 Cable Coils.
Assembling: Attach all parts to the Odysseus chassis, then follow construction (screwdriver, Heavy Cell Mount, Hydraulic Circuits, wrench, screwdriver, Cable Coil, wirecutters, Central then Peripherals Control Board, screwdriver each, Metal, wrench, Plastic, Welding Tool, Hardsuit Medical Scanner, Cable Coil, Plasteel, Heatsink, wrench, Welding Tool).
- Loadouts Suggestions Medical: 3 Sleepers. Medical (Alt): 2 Sleeper, Syringe Gun.
Gygax
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it.
- Leg Actuators Overload Function: Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3.
Material Needed: Gygax Chassis, Torso, arms, legs; Gygax Armour Plates; RW and CCW Armor Boosters; Central, Peripheral, and Weapon Control and Targeting Boards; Advanced Scanning Module, Advanced Capacitor, Heavy Cell Mount, Hydraulic Circuits, High Power Motor; Anti-stain Paint, SMES Coil (Protolathe); Booster (Guild); 5 Plasteel, 5 Reinforced Glass, 5 Cable Coils.
Assembling: Attach all parts to the Gygax chassis including the Paint and the Coil, then follow the construction steps.
- Loadouts Suggestions Combat: Install weapons.
Durand
A Durand is more powerful than Gygax: more health and better armored, but slower.
- Defence Mode Function: Boosts Durand armor with the penalty of not being able to move or turn.
Material Needed: Durand Chassis, Torso, arms, legs; Durand Armour Plates; RW and CCW Armor Boosters; Central, Peripheral, and Weapon Control and Targeting Boards; Advanced Scanning Module, Advanced Capacitor, Heavy Cell Mount, Hydraulic Circuits, High Power Motor; Reinforced Plating; 4 Brace Bars; Magboots; 5 Plasteel, 5 Reinforced Glass, 5 Cable Coils.
Assembling: Attach all parts to the Durand chassis, the Brace Bars and the magboots, then follow the construction steps.
It starts with an unloaded Ultra AC2 and a loaded LBX AC 10 "Scattershot". *Loadouts Suggestions Combat: Install weapons.
Phazon
A mech empowered by bluespace with high speeds and temporal movement to go through solid objects at the cost of high amounts of power; weak compared to most other mechs.
Material Needed: Phazon Chassis, Torso, arms, legs; Phazon Armour Plates; Central, Peripheral, and Weapon Control and Targeting Boards; Phasic Scanning Module, Super Capacitor; Subspace Crystal, Large Atomcell, Super Capacity SMES Coil, Artificial Bluespace Crystal, Tesla Overdrive Chip (Protolathe); 5 Plasteel, 10 Cable Coils; Hand Teleporter.
Assembling: Attach all parts to the Phazon chassis and the Overdrive Chip, Bluespace Crystal, Atomcell and Coil, then follow construction (wrench, screwdriver, Cable Coil, wirecutters, boards, Phasic Scanning Module, Super Capacitor, Subspace Crystal, Cable Coil, screwdriver, Plasteel, wrench, Welding Tool, Phazon Armour Plates, wrench, Welding Tool, Hand Teleporter).
- Loadouts Suggestions Combat: Install weapons.
Marauder
Used by players if the Admins want them to. A Marauder is equipped with: Heavy Pulse Rifle; Missile launcher (8 missiles); Zoom Function (see twice as far, cannot move or turn); Thrusters for EVA use; Internal Airtank.
Hoverpod
Orderable by cargo or found in Maintenance. Hoverpods are handy for space exploration and are a necessary part of any adventurer's quest.
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with: A passenger compartment; A hydraulic clamp; Thrusters for EVA use; Internal Airtank.
Mech Equipment
Various tools and weapons can be attached to mechs, providing them with the ability to perform different tasks. Mech Equipment is built by the Mech Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on the mech. Most mechs can hold no more than three equipment pieces.
- Drill — Can destroy most objects (except reinforced walls) in a few seconds. Using the drill on someone will gib them. (Can be attached to: Utility and Combat mechs.)
- Diamond Drill — Upgraded drill; faster. (Utility and Combat mechs.)
- Hydraulic Clamp — Load objects into cargo compartment, or crush people. (Any non-medical mech.)
- Extinguisher — Mecha-mounted extinguisher. Refill by clicking on the Water Tank. (Any non-medical mech.)
- Teleporter — Teleport mecha to any location in view. Requires research (Bluespace 10, Electromagnetic Spectrum 5). Contraband; bluespace can maim. (Any mech.)
- Gravitational Catapult — Throw objects (S mode) or push them away (P mode). Requires research (Bluespace 2, Electromagnetic Spectrum 3, Engineering 3). (Any non-medical mech.)
- Wormhole Generator — Creates a wormhole at target location. Requires research (Bluespace 4). (Any non-medical mech.)
- Mounted RCD — Exosuit-mounted Rapid Construction Device. (Any mech.)
- Armor Booster Module (CCW) — Boosts armor against melee attacks. Uses energy. (Any mech.)
- Armor Booster Module (RW) — Boosts armor against ranged attacks. Blocks taser shots. Uses energy. (Any mech.)
- Repair Droid — Scans and repairs exosuit damage. (Any mech.)
- Energy Relay — Wirelessly drains energy from power channels. Low performance. (Any mech.)
- Plasma Converter — Generates power from solid plasma. Pollutes. (Any mech.)
- ExoNuclear Reactor — Generates power from uranium. Pollutes. (Any mech.)
- Cable Layer — (Any mech.)
- Syringe Gun — Exosuit-mounted chem synthesizer with syringe gun. Reagents held in stasis. (Medical mechs only, e.g. Odysseus.)
- Mounted Sleeper — (Medical mechs only, e.g. Odysseus.)
Mech Weapons
- CH-PS "Immolator" Laser — Laser bolt, like the laser gun. (Combat mechs: Durand, Gygax, Marauder, Phazon.)
- CH-LC "Solaris" Laser Cannon — Heavy laser bolt. (Combat mechs.)
- mkIV Ion Heavy Cannon — Ion bolt, like the Ion rifle. (Combat mechs.)
- eZ-13 mk2 Heavy pulse rifle — Heavy pulse laser. (Combat mechs.)
- PBT "Pacifier" Mounted Taser — Taser bolt, like the security taser. (Combat mechs.)
- LBX AC 10 "Scattershot" — Medium bullet, similar damage to Mini-UZI. (Combat mechs.)
- Ultra AC 2 — Weak bullet, similar to Submachine Gun. (Combat mechs.)
- SRM-8 Missile Rack — Missile, explodes on impact. (Combat mechs.)
- SGL-6 Grenade Launcher — Flashbang at medium range. (Combat mechs.)
Locking Mechs
Making sure no one can run off with that brand new mech you just built is important and can keep the marshals off your back.
There are two ways to lock a mech: ID Locks and Genetic (DNA) Locks.
DNA Locks
The best way to make sure only you can use the mech is to use your DNA to prevent anyone else from entering.
Climb inside and open the Stats panel. In Permission you should see an option to genetically lock the mech. You will feel a small prick as the mech takes your DNA, and the DNA-Lock should appear at the top.
To remove a DNA lock: go to the status menu; at the top there should be the DNA the mech is locked to, and next to it a button to clear it. Alternatively, slap your ID on it, initiate maintenance protocols, and use the option to reset the DNA lock (requires CRO Access).
If you lock your mech this way and you need to go back to the lower colony, make sure to unlock your mech beforehand so that others can use it. Nothing is more useless than a locked mech with no way of unlocking it!
ID Locks
This type of lock checks the ID permissions of the user trying to climb in. It allows roboticists to restrict use to certain persons without limiting to a single person or allowing everyone.
A newly built mech starts with its ID Upload panel unlocked. Slap your ID on it and click Edit Operation Keycode to get a list of the access on your card that you can upload or remove. When done, click Finished to lock the ID panel.
To unlock the ID Panel: go inside the mech, open the status panel, and in the permission section click Unlock ID Upload Panel. Leave the mech and slap your ID on it. The upload section will show the current restrictions and the option to remove them.
Mech Maintenance
Replacing Batteries
- Ensure Maintenance Protocols are unlocked.
- Hit the mech with your ID card or PDA (with one inside) and enable Maintenance Protocol.
- Wrench → Crowbar → Screwdriver → Replace cell → Screwdriver → Crowbar → Wrench.
- Use ID and disable Maintenance Protocol.
Note: Installing self-charging power cells such as Atomcells and Posicells is not recommended; they only charge when not in use, and the mech constantly uses power when piloted.
Repair
- Equip a welding helmet on your head. Note: Be sure to remember this step or you could go blind!
- Place a welder in your hand, light it, then click on the Mech repeatedly to repair it.
Removal of jammed user
If the driver of a mech is unconscious inside it, you can remove them by:
- Ensure maintenance protocols are enabled.
- Wrench → Crowbar → Multitool.