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=Guide to Robotics=
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Mechs.  
 
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=
=Cyborgs=
'''See also [[Guide to Paperwork#Robotics|Cyborgification Contracts]].'''
'''See also [[Guide to Paperwork#Robotics|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!
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 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.
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==
==Making a Cyborg==
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] 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 (with a recent update, please note that adding "all parts" will print four extra components that are only used for repair, not construction).
# Fill the Exosuit Fabricator with as much metal as it will hold.
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.
# 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.)
# When putting the parts together, use the [[File:Cyborg endoskeleton.png]] Cyborg Endoskeleton as a base.
# Wait for the pieces to be built. You will likely need to add additional metal to the Fabricator for it to finish.
#* The Cyborg Head will need 2x [[File:Flash.png]] Flash.
# When putting the parts together, use the Cyborg Endoskeleton as a base.
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.
#* The Cyborg Head will need Flash.
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.
#* The Cyborg Torso will need 1× cable coil (wires) and 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===
===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.
 
'''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 [[Surgery#Organ_Extraction.2FTransplant|Organ Extraction]] surgery on the head to remove the brain of the patient.
# Perform the [[Surgery#Organ_Extraction.2FTransplant|Organ Extraction]] surgery on the head to remove the brain of the patient.
# Place the brain in an [[File:MMI empty.png]] MMI.
# Place the brain in an MMI.
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] 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.
# (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 [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.
# 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.
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===
===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 ==
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.
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 ===
===Repair===
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple:
 
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head.  
When Cyborgs get dented, they'll come to you for repairs. Most repairs are simple:
#* ''Note: Be sure to remember this step or you could go blind!''
 
# Place a [[File:EWelder.png]] 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.
# 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:
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
# [[File:ID sci.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Ecrowbar.png]] Crowbar open the panel.
# [[File:Power cell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# [[File:EScrewdriver.png]] Use a screwdriver to expose the wires.
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.
# [[File:EScrewdriver.png]] Screwdriver the cyborg to unexpose the wires.
# [[File:Power cell.png]] Reinsert the power cell by clicking on the cyborg.
# [[File:Ecrowbar.png]] Crowbar the panel shut.
# [[File:ID sci.png]] Swipe an ID with Robotics access to relock the cover.


=== Cyborg Component Repair ===
# Swipe an ID with Robotics access to unlock the panel.
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.
# Crowbar open the panel.
# [[File:ID sci.png]] Swipe an ID with Robotics access to unlock the panel.
# Remove the cyborg's power cell by clicking on it with an empty hand.
# [[File:Ecrowbar.png]] Crowbar open the panel.
# Use a screwdriver to expose the wires.
# [[File:Power cell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# Use a cable coil to replace damaged wires.
# [[File:EScrewdriver.png]] Use a screwdriver to expose the wires.
# Use a screwdriver to unexpose the wires.
# [[File:Ecrowbar.png]] Crowbar out the desired component.
# Reinsert the power cell by clicking on the cyborg.
# Crowbar the panel shut.
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 relock the cover.
# [[File:ID sci.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Ecrowbar.png]] Crowbar open the panel.
# [[File:Power cell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# [[File:EScrewdriver.png]] Use a screwdriver to expose the wires.
# [[File:EWirecutters.png]] Cut all five wires with wirecutters.
# [[File:Ecrowbar.png]] Use a crowbar to remove the MMI.
When finished, be sure to reinsert the power cell into the cyborg and close them back up with your crowbar.


=== Upgrading the Power Cell ===
===Cyborg Component Repair===
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):
# [[File:ID sci.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Ecrowbar.png]] Crowbar open the panel.
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.
#* ''Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.''
# [[File:Ecrowbar.png]] Crowbar the panel shut.
# [[File:ID sci.png]] Swipe an ID with Robotics access to relock the cover.


=== Resetting Modules ===
Sometimes robots will have damaged components that need to be removed and replaced.
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 the option of choosing a new one by following this order:
# [[File:ID sci.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Ecrowbar.png]] Crowbar open the panel.
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.
# [[File:Ecrowbar.png]] Crowbar the panel shut.
# [[File:ID sci.png]] Swipe an ID with Robotics access to relock the cover.


=== Cyborg Upgrades ===
# Swipe an ID with Robotics access to unlock the panel.
There are several cyborg upgrade modules that can be printed from the prosthetics fabricator in Robotics, assuming sufficient research has been done beforehand.
# Crowbar open the panel.
To apply an upgrade, open the cyborgs access panel and insert the upgrade inside it.
# 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.


*'''Emergency Restart Module'''
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:
  The least expensive way to revive a cyborg that has fully died. After repairing sufficient damage to the cyborgs body, applying this upgrade will reactivate it.


*'''Reclassification Board'''
# Swipe an ID with Robotics access to unlock the panel.
  When applied, changes the cyborgs name to one chosen by the user. The name is modified by activating the upgrade module inhand.
# 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.


*'''Module Reset Board'''
When finished, reinsert the power cell into the cyborg and close them back up with your crowbar.
  Removes the cyborgs current module, allowing it to reselect a new one.


*'''VTEC Module'''
===Upgrading the Power Cell===
  Kicks in a cyborgs VTEC systems, allowing them to move faster.


*'''Rapid Taser Cooling Module'''
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):
  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'''
# Swipe an ID with Robotics access to unlock the panel.
  Despite the name, can be applied to any type of cyborg. Gives the cyborg a CO2-filled jetpack.
# 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.


*'''Advanced Health Analyzer Module'''
===Resetting Modules===
  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'''
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:
  Unlocks a cyborg module's hidden equipment, which is normally activated with an emag. These are universally either lethal or disabling weaponry.


*'''Language Module'''
# Swipe an ID with Robotics access to unlock the panel.
  Allows a cyborg to speak nearly any language, instead of only understanding them. Clerical and Service module cyborgs have this function by default.
# 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.


=== Modifications ===
===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.
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.
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There are three lights in the cyborg with three corresponding wires:
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.
*'''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.
**''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 it's laws.
**''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.
**''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.  
*'''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.
**''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 it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
**''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.
**''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.
*'''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.
**''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.
**''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.
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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.
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 Prosthetic =
=Full Body Prosthetics / Synthetics=
Full Body Prosthetics, or FBP for short, are fully robotic people. As such, it is up to you to repair and operate on them.<br>
Do note that some people will have robotic limbs while still being mostly organic, but those prostetic limbs work the same as their FBP counterparts.


== Repairing Damage ==
Full Body Prosthetics, or Synthetics, are fully robotic people. As such, it is up to you to repair and operate on them.<br>
As a roboticist, you will start with everything needed to repair damage to FBP's limbs and organ.<br>
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.<br>
<br>
<br>
First, use a the Robot Analyzer to scan an FBP or someone with prosthetic to determine the damage. You can also examine them, but then you won't be aware of any possible internal damage.<br>
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.<br>
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.<br>
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.<br>
In case the damage is too severe or internal, you will have to open them up to fix the damage.<br>
If the damage is too severe or internal, you will have to open them up to fix the damage.


== Prosthetic Surgical Procedures ==
==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. And 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.
 
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.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== Opening/Closing the Hatch ===
===Opening/Closing the Hatch===
<small><i>The standard procedure for starting to work on the innars of a prosthetic limb.</small></i>
<small><i>The standard procedure for starting to work on the innards of a prosthetic limb.</i></small>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
# Target the Prosthetic bodypart you wish to perform maintenance to [[File:Targethud.gif]]
# 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.
# Use a [[File: Screwdriver.png]] '''Screwdriver''' or tool with Screwdriving quality to open the hatch.
To close the hatch on a Prosthetic's open panel, simply '''Screwdriver''' it again.
#* The Surgical UI window should open up instantly on succeeding.
</div></div>
To close the hatch on a Prosthetic's open panel, simply [[File: Screwdriver.png]] '''Screwdriver''' it again.
</div> </div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== Brute/Burn Maintenance Repairs ===
===Brute/Burn Maintenance Repairs===
<small><i>The most useful procedure you'll ever use. Time consuming, but saves on fuel and wire!</small></i>
<small><i>The most useful procedure you'll ever use. Time consuming, but saves on fuel and wire!</i></small>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
#[[Guide_to_Robotics#Opening/Closing_the_Hatch|Open the hatch]] of the damaged Prosthetic limb [[File: Targethud.gif]]
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|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.
# 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!
#* For Brute damage, click on the corresponding "Repair" button with your '''turned on''' [[File: Welder.png]] '''Welding Tool''' or tool with Welding quality in hand. Make sure you have enough welding fuel, and that your eyes are properly covered! [[File: Weldingmask.png]]
#* For Burnt wiring, click on the corresponding "Replace" button with a stack of [[File: Cablecoil.png]] '''Cable Coil''' in hand. Make sure you have enough wiring!
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Close the hatch]].
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Close the hatch]].
<br>
<br>
[[File:Damagedprosthetic.png|center|frame|An example of a damaged prosthetic limb.]]
Both procedures can also be done with '''Nanopaste''' as well.
<br>
Both procedures can also be done with [[File: Nanopaste.png]] '''Nanopaste''' as well.
 
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
===Prosthetic Limb Attachment===
=== Prosthetic Limb Attachment ===
<small><i>How to insert a prosthetic limb on a body.</i></small>
<small><i>How to insert a prosthetic limb on a body.</small></i>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
'''IMPORTANT NOTE:''' If the "parent" bodypart of the limb you wish to install is '''organic''', leave [[Surgery#Limb_Replacement|this procedure]] to the [[Medical_Doctor|Medical Doctors]] instead.
'''IMPORTANT NOTE:''' If the "parent" bodypart of the limb you wish to install is '''organic''', leave [[Surgery#Limb_Replacement|limb replacement]] to the [[Medical_Doctor|Medical Doctors]] instead.
#[[Guide_to_Robotics#Opening/Closing_the_Hatch|Open the hatch]] of the corresponding parent bodypart of the limb you wish to replace:
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|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# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Close the hatch]].
#* For the Arms/Head, target the Chest [[File: Chest.png]]
#* For the Legs, target the Groin [[File: Groin.png]]
# Scroll down to the bottom of the Surgery UI window and click Insert with your desired limb in hand [[File: Robolimb.png]]
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Close the hatch]].
 
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==Prosthetic Organ Removal/Installation==
===Prosthetic Organ Removal/Installation===
<small><i>The same procedure we employ for fleshy organs.</small></i>
<small><i>The same procedure we employ for fleshy organs.</i></small>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Open the hatch]] of the bodypart that contains (or should contain) the organ you wish to manipulate [[File: Targethud.gif]]
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Open the hatch]] of the bodypart that contains (or should contain) the organ you wish to manipulate#* Refer to [[Surgery#Organ_Extraction/Transplant|Organ Extraction/Transplant]] for location of organs.
#* Refer to [[Surgery#Organ_Extraction/Transplant|Organ Extraction/Transplant]] for location of organs.


'''Removing a Robotic Organ:'''
'''Removing a Robotic Organ:'''
# Click on "Disconnect" with a [[File: Screwdriver.png]] '''Screwdriver''' or tool with Screwdriving quality in hand.
# Click on "Disconnect" with a '''Screwdriver''' or tool with Screwdriving quality in hand.
#* Then click on "Extract" with a [[File: Freeman.png]] '''Crowbar''' or tool of Prying quality in hand to remove it.
#* Then click on "Extract" with a '''Crowbar''' or tool of Prying quality in hand to remove it.
#[[Guide_to_Robotics#Opening/Closing_the_Hatch|Close the hatch]].
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Close the hatch]].


'''Installing a Robotic organ'''
'''Installing a Robotic organ'''
# Scroll to the bottom of the Surgery UI window and click on "Insert" with the desired Robotic organ in hand.
# 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 [[File: Screwdriver.png]] '''Screwdriver''' or tool of Screwdriving quality in hand.
# Click on "Connect" with a '''Screwdriver''' or tool of Screwdriving quality in hand.
#[[Guide_to_Robotics#Opening/Closing_the_Hatch|Close the hatch]].
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Close the hatch]].
</div> </div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== Prosthetic Limb Amputation ===
===Prosthetic Limb Amputation===
<small><i>How to disconnect prosthetic limbs from a body.</small></i>
<small><i>How to disconnect prosthetic limbs from a body.</i></small>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Open the hatch]] of the limb you wish to remove [[File: Targethud.gif]]
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|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.
# On the Surgery UI window, scroll down to the bottom and hit the red "Amputate" button while holding a <br> [[File: Wrench.png]] '''Wrench''' or tool with Bolt Turning quality in hand.
# The limb should fall off. Manually close the Surgery UI window at this point.
# The limb should fall off. Manually close the Surgery UI window at this point, we're done.
</div></div>
</div> </div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== Prosthetic Organ Repair ===
===Prosthetic Organ Repair===
<small><i>Mending damaged organs such as lungs, liver, kidneys, stomach and brain. This also applies for Muscles, Nerves and Blood Veins.</i></small>
<small><i>Mending damaged organs such as lungs, liver, kidneys, stomach and brain. This also applies for Muscles, Nerves and Blood Veins.</i></small>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Open the hatch]] on the body part with a damaged organ. [[File:Targethud.gif]]
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|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'''
# Locate the damaged organ and click the Repair button while holding either a [[File:Screwdriver.png]] '''Screwdriver''' or [[File:Nanopaste.png]] '''Nanopaste'''
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Close the hatch]].
# [[Guide_to_Robotics#Opening/Closing_the_Hatch|Close the hatch]].
</div>
</div></div>
</div>


== Resurrection ==
==Resurrection==
So an FBP died, and it is now your job to bring it back to the land of the living. It may seems like a daunting task but, as with everything concerning prosthetics, it is easier than for organic people.<br>
 
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.<br>
<br>
<br>
First thing first, 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.<br>
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.<br>
After you get the unmoving hunk of metal, start by repairing it completly.<br>
After you get the unmoving hunk of metal, start by repairing it completely.<br>
Once that is done, open the chest panel, disconnect and extract the microbattery sitting in there.<br>
Once that is done, open the chest panel, disconnect and extract the microbattery sitting in there.<br>
After that, put it back in and connect it, the previously-dead FBP should now twitch back to life.<br>
After that, put it back in and connect it; the previously-dead FBP should now twitch back to life.
 
==Miscellaneous info==


== Miscellaneous info ==
* The Metal Skeleton of prosthetic limbs cannot be reinforced with plasteel.
* The Metal Skeleton of prosthetic limbs cannot be reinforced with plasteel.
* Hydraulic Muscles don't do anything and can be safely removed (For now).
* 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.
* Removing Nerve Wires in an arm will cause you to drop objects.


= Bots =
=Bots=
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:
 
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:


==[[File:Medibot.gif]] Medibot==
==Medibot==
These will only inject chemicals if the chemical helps with the target's damage by default. They can also be [[Syndicate Items#Electromagnetic Card|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 Spaceaccilin for detected Viruses.


Combine the following ingredients in order:
These will only inject chemicals if the chemical helps with the target's damage by default. They can also be [[Syndicate Items#Electromagnetic Card|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.
# Start with an Empty [[File:SMed.png]] Medkit.
 
#* ''Note: Differently colored medkits will also change the resulting color of your Medibot.''
Combine the following in order:
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# 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.
# Add a Cyborg Right or Left Arm.
# Add a Health[[File:Healthanalyzer.png]]Analyzer.
# Add a Proximity[[File:Proximitysensor.png]]Sensor.
# (Optional) Add a[[File:Beaker.png]]beaker filled with the medicine of your choice.


==[[File:Cleanbot.gif]] Cleanbot==
==Farmbot==
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!
 
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])
# On a '''water tank''', add a Cyborg Right or Left Arm to create the assembly.
# [[File:Proximitysensor.png]] proximity sensor.
# Add a Plant analyser.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Add a Bucket.
# Cyborg Right or Left Arm.
# Add a Mini hoe.
# Add a Proximity sensor.
# (Optional) Name the bot with a pen at any time during assembly.
 
==Floorbot==


==[[File:Farmbot.png]] Farmbot==
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.
# [[File:Watertank.png]] on a watertank, use:
# Cyborg Right or Left Arm;
# [[File:Plant_analyzer.png]] Plant analyser;
# [[File:Bucket.png]] Bucket;
# [[File:Minihoe.png]] Mini hoe;
# [[File:Proximitysensor.png]] proximity sensor.


==[[File:Floorbot.gif]] 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. They zoom around and repair busted floor tiles.
To make:
To make:
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)
# 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.)
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
# Add a Proximity sensor.
# [[File:Proximitysensor.png]] proximity sensor.
# (Optional) Name the bot with a pen.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Add a Cyborg Right or Left Arm.
# 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.
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.


==[[File:Securitron.gif|I AM THE LAW]] Securitron==
==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 whom have invested in a [[Syndicate Items#Electromagnetic Card|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.
 
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 [[Syndicate Items#Electromagnetic Card|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:
To make:
* Use a [[Screwdriver]] on a [[Remote Signaling Device]]
# '''Secure''' the [[Remote Signaling Device]] with a screwdriver (if not already secured).
* Combine with a [[Helmet]] (Get these from Security)
# Use the Remote Signaling Device on a '''Helmet''' (get these from Security) to create the assembly.
* [[Welding Tool|Hand Welder]] them together
# '''Weld''' the assembly with a [[Welding Tool|Hand Welder]] (to make a hole).
* Add a [[Proximity Sensor]] and a Robot Arm
# Add a Proximity Sensor.
* Toss in a [[Stun Baton]] (or use a Slime Baton to make the xenobio helpful version, i really need to find what the name is)
# 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.
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.


==[[File:ED209.png]] ED-209==
==ED-209==
 
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To make:
To make:
* Use a [[metal sheet]] on a Cyborg Endoskeleton to reinforce it.
# 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]]
# Add two Robot Legs and a security vest.
* [[Welding Tool|Weld]] everything together
# [[Welding Tool|Weld]] everything together.
* Add in a security [[Helmet]]
# Add a security Helmet.
* Attach a [[Proximity Sensor]] to the assembly
# Attach a Proximity Sensor.
* Insert wires
# Use a cable coil to wire the assembly.
* Add a [[Taser]] and attach it with a [[Screwdriver]]
# Add a Taser and attach it with a Screwdriver.
* Insert a [[Power cell]]. Your own mecha is complete!
# Insert a Power cell. Your ED-209 is complete!
A emagged ED-209 fires deadly lasers AND attacks anyone on sight.
 
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
 
==Spiderbot==


== Spiderbot ==
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests.
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:
Combine the following:
* Robot head.
* '''Robot head''' (from the Exosuit Fabricator).
* Manipulator.
* Add a '''Manipulator''' (from the circuit printer or protolathe) to the robot head to create a spiderbot chassis.
* Occupied MMI or positronic brain.
* Add an '''occupied MMI''' or '''positronic brain''' to give it a pilot.


= Mechs =
=Mechs=
Construction of mechs are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Chief Research Overseer]]. 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 [[Chief Executive Officer]] or the Research and Development console.
 
Construction of mechs is restricted by ID, so they are typically the product of [[Roboticist]]s 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.
The current list of mechs is as follows.


==Ripley APLU==
==Ripley APLU==
[[File:Ripley.png|64px]]<br>
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) :
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 Chassis (Exosuit Fabricator)
* Ripley Torso (Exosuit Fabricator)
* Ripley Torso, Left Arm, Right Arm, Left Leg, Right Leg (Exosuit Fabricator)
* Ripley Left Arm (Exosuit Fabricator)
* Central Control Board, Peripheral Control Board (Circuit Printer)
* Ripley Right Arm (Exosuit Fabricator)
* Heavy Cell Mount Toolmod, Hydraulic Circuits, High Power Motor, Heatsink (Protolathe or Guild)
* Ripley Left Leg (Exosuit Fabricator)
* 5 Steel Sheets, 5 Plastic Sheets, 5 Plasteel Sheets, 5 Glass Sheets, 5 Cable Coils
* Ripley Right Leg (Exosuit Fabricator)
 
* Central Control Board (Circuit Printer)
'''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.
* Peripheral Control Board (Circuit Printer)
* Heavy Cell Mount Toolmod (Protolathe or Guild)
* Hydraulic Circuits (Protolathe or Guild)
* High Power Motor (Protolathe or Guild)
* Heatsink (Protolathe or Guild)
* 5 Steel Sheets
* 5 Plastic Sheets
* 5 Plasteel Sheets
* 5 Glass Sheets
* 5 Cable Coils


Ripley Assembling Steps :
*'''Loadouts Suggestions''' Mining: Clamp, Drill.
* Attach all of the parts to the Ripley chassis.
* 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==
==Firefighter APLU==
[[File:Firefighter.png|64px]]<br>
 
Standard APLU chassis refitted with additional thermal protection and cistern. As the name implies, useful for firefighting.
Standard APLU chassis refitted with additional thermal protection and cistern. As the name implies, useful for firefighting.


Material Needed (Where to get it) :
'''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.
* Firefighter Chassis (Exosuit Fabricator)
* Ripley Torso (Exosuit Fabricator)
* Ripley Left Arm (Exosuit Fabricator)
* Ripley Right Arm (Exosuit Fabricator)
* Ripley Left Leg (Exosuit Fabricator)
* Ripley Right Leg (Exosuit Fabricator)
* Central Control Board (Circuit Printer)
* Peripheral Control Board (Circuit Printer)
* Heavy Cell Mount Toolmod (Protolathe or Guild)
* Hydraulic Circuits (Protolathe or Guild)
* High Power Motor (Protolathe or Guild)
* Heatsink (Protolathe or Guild)
* 5 Steel Sheets
* 5 Gold Sheets
* 5 Silver Sheets
* 5 Plastic Sheets
* 5 Plasteel Sheets
* 5 Reinforced Glass Sheets
* 5 Cable Coils
* Firesuit


Firefighter Ripley Assembling Steps :
'''Assembling:''' Attach all parts to the Firefighter chassis and the firesuit, then follow the same style of construction steps as the Ripley.
* Attach all of the parts to the Firefighter chassis.
* Attach the firesuit
* Screwdriver
* Heavy Cell Mount
* Hydraulic Circuits
* High Power Motor
* Wrench
* Screwdriver
* Cable Coil
* Wirecutters
* Central Control Board
* Screwdriver
* Peripherals Control Board
* Screwdriver
* Metal
* Wrench
* Gold
* Silver
* Plastic
* Welding Tool
* Plasteel
* Heatsink
* Wrench
* Reinforced Glass
* Screwdriver
* Welding Tool
The Firefighter Ripley should be complete, you can now install the equipment you want and use it.
*'''Loadouts Suggestions'''
** Hull Repairs: Clamp, RCD, Cable Layer
** Firefighting: Clamp, Extinguisher, Repair Droid


== Odysseus ==
*'''Loadouts Suggestions''' Hull Repairs: Clamp, RCD, Cable Layer. Firefighting: Clamp, Extinguisher, Repair Droid.
[[File:Mecha odysseus.png|64px]]<br>
These exosuits are developed and produced by the Soteria Institute.


Material Needed (Where to get it) :
==Odysseus==
* Odysseus Chassis (Exosuit Fabricator)
* Odysseus Torso (Exosuit Fabricator)
* Odysseus Left Arm (Exosuit Fabricator)
* Odysseus Right Arm (Exosuit Fabricator)
* Odysseus Left Leg (Exosuit Fabricator)
* Odysseus Right Leg (Exosuit Fabricator)
* Central Control Board(Circuit Printer)
* Peripheral Control Board (Circuit Printer)
* Heavy Cell Mount Toolmod (Protolathe or Guild)
* Hydraulic Circuits (Protolathe or Guild)
* Heatsink (Protolathe or Guild)
* Hardsuit Medical Scanner Module (Protolathe)
* 5 Steel Sheets
* 5 Plastic Sheets
* 5 Plasteel Sheets
* 10 Cable Coils


Odysseus Assembling Steps :
These exosuits are developed and produced by the Soteria Institute.
* Attach all of the parts to the Odysseus chassis.
* Screwdriver
* Heavy Cell Mount
* Hydraulic Circuits
* Wrench
* Screwdriver
* Cable Coil
* Wirecutters
* Central Control Board
* Screwdriver
* Peripherals Control Board
* Screwdriver
* Metal
* Wrench
* Plastic
* Welding Tool
* Hardsuit Medical Scanner
* Cable Coil
* Plasteel
* Heatsink
* Wrench
* Welding Tool
The Odysseus should be complete, you can now install the equipment you want and use it.
*'''Loadouts Suggestions'''
** Medical : 3 Sleepers
** Medical (Alt) : 2 Sleeper, Syringe Gun
 
==Gygax==
[[File:Gygax.png|64px]]<br>
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 (Where to get it) :
'''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.
* Gygax Chassis (Exosuit Fabricator)
* Gygax Torso (Exosuit Fabricator)
* Gygax Left Arm (Exosuit Fabricator)
* Gygax Right Arm (Exosuit Fabricator)
* Gygax Left Leg (Exosuit Fabricator)
* Gygax Right Leg (Exosuit Fabricator)
* Gygax Armour Plates (Exosuit Fabricator)
* RW Armor Booster (Exosuit Fabricator)
* CCW Armor Booster (Exosuit Fabricator)
* Central Control Board (Circuit Printer)
* Peripheral Control Board (Circuit Printer)
* Weapon Control and Targeting Board (Circuit Printer)
* Advanced Scanning Module (Protolathe or Guild)
* Advanced Capacitor (Protolathe or Guild)
* Heavy Cell Mount Toolmod (Protolathe or Guild)
* Hydraulic Circuits (Protolathe or Guild)
* High Power Motor (Protolathe or Guild)
* Anti-stain Paint (Protolathe)
* SMES Coil (Protolathe)
* Booster (Guild)
* 5 Plasteel Sheets
* 5 Reinforced Glass Sheets
* 5 Cable Coils


Gygax Assembling Steps :
'''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).
* Attach all of the parts to the Gygax chassis, including the Paint and the Coil.
* Screwdriver
* Heavy Cell Mount
* Hydraulic Circuits
* High Power Motor
* Wrench
* Screwdriver
* Cable Coil
* Wirecutters
* Central Control Board
* Screwdriver
* Peripherals Control Board
* Screwdriver
* Weapon Control and Targeting Board
* Screwdriver
* Advanced Scanning Module
* Screwdriver
* Advanced Capacitor
* Screwdriver
* Plasteel
* Wrench
* RW Armor Booster
* Wrench
* CCW Armor Booster
* Welding Tool
* Gygax Armour Plates
* Wrench
* Reinforced Glass
* Screwdriver
* Booster
* Welding Tool
The Gygax should be complete, you can now install the equipment you want and use it.
*'''Loadouts Suggestions'''
**Combat: Install Weapons.


==Durand==
*'''Loadouts Suggestions''' Medical: 3 Sleepers. Medical (Alt): 2 Sleeper, Syringe Gun.
[[File:Durand.png|64px]]<br>
A Durand is more powerful than Gygax, it has 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 (Where to get it) :
==Gygax==
* Durand Chassis (Exosuit Fabricator)
* Durand Torso (Exosuit Fabricator)
* Durand Left Arm (Exosuit Fabricator)
* Durand Right Arm (Exosuit Fabricator)
* Durand Left Leg (Exosuit Fabricator)
* Durand Right Leg (Exosuit Fabricator)
* Durand Armour Plates (Exosuit Fabricator)
* RW Armor Booster (Exosuit Fabricator)
* CCW Armor Booster (Exosuit Fabricator)
* Central Control Board (Circuit Printer)
* Peripheral Control Board (Circuit Printer)
* Weapon Control and Targeting Board (Circuit Printer)
* Advanced Scanning Module (Protolathe or Guild)
* Advanced Capacitor (Protolathe or Guild)
* Heavy Cell Mount Toolmod (Protolathe or Guild)
* Hydraulic Circuits (Protolathe or Guild)
* High Power Motor (Protolathe or Guild)
* Reinforced Plating (Protolathe or Guild)
* 4 Brace Bars (Protolathe or Guild)
* Magboots
* 5 Plasteel Sheets
* 5 Reinforced Glass Sheets
* 5 Cable Coils


Durand Assembling Steps :
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it.<br>
* Attach all of the parts to the Durand chassis, the Brace Bars and the magboots.
*Leg Actuators Overload Function: Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3.
* Screwdriver
* Heavy Cell Mount
* Hydraulic Circuits
* High Power Motor
* Wrench
* Screwdriver
* Cable Coil
* Wirecutters
* Central Control Board
* Screwdriver
* Peripherals Control Board
* Screwdriver
* Weapon Control and Targeting Board
* Screwdriver
* Advanced Scanning Module
* Screwdriver
* Advanced Capacitor
* Screwdriver
* Plasteel
* Wrench
* RW Armor Booster
* Wrench
* CCW Armor Booster
* Welding Tool
* Durand Armour Plates
* Wrench
* Reinforced Glass
* Screwdriver
* Reinforced Plating
* Welding Tool
The Durand should be complete, you can now install the equipment you want and use it.
It start an '''unloaded''' Ultra AC2 and a '''loaded''' LBX AC 10 "Scattershot".
*'''Loadouts Suggestions'''
** Combat: Install Weapons.


==Phazon==
'''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.
[[File:Phazon.png|64px]]<br>
A mech empowered by bluespace with high speeds and temporal movement to go though solid objects at the cost of high amounts of power, weak compared to most other mechs.


Material Needed (Where to get it) :
'''Assembling:''' Attach all parts to the Gygax chassis including the Paint and the Coil, then follow the construction steps.
* Phazon Chassis (Exosuit Fabricator)
* Phazon Torso (Exosuit Fabricator)
* Phazon Left Arm (Exosuit Fabricator)
* Phazon Right Arm (Exosuit Fabricator)
* Phazon Left Leg (Exosuit Fabricator)
* Phazon Right Leg (Exosuit Fabricator)
* Phazon Armour Plates (Exosuit Fabricator)
* Central Control Board (Circuit Printer)
* Peripheral Control Board (Circuit Printer)
* Weapon Control and Targeting Board (Circuit Printer)
* Phasic Scanning Module (Protolathe or Guild)
* Super Capacitor (Protolathe or Guild)
* Subspace Crystal (Protolathe)
* Large Atomcell (Protolathe)
* Super Capacity SMES Coil (Protolathe)
* Artifical Bluespace Crystal (Protolathe)
* Tesla Overdrive Chip (Protolathe)
* 5 Plasteel Sheets
* 10 Cable Coils
* Hand Teleporter


Phazon Assembling Steps :
*'''Loadouts Suggestions''' Combat: Install weapons.
* Attach all of the parts to the Phazon chassis and the Overdrive Chip, the Bluespace Crystal, the Atomcell and the Coil.
* Wrench
* Screwdriver
* Cable Coil
* Wirecutters
* Central Control Board
* Screwdriver
* Peripherals Control Board
* Screwdriver
* Weapon Control and Targeting Board
* Screwdriver
* Phasic Scanning Module
* Screwdriver
* Super Capacitor
* Screwdriver
* Subspace Crystal
* Cable Coil
* Screwdriver
* Plasteel
* Wrench
* Welding Tool
* Phazon Armour Plates
* Wrench
* Welding Tool
* Hand Teleporter
The Phazon should be complete, you can now install the equipment you want and use it.
*'''Loadouts Suggestions'''
** Combat: Install Weapons.


==Marauder==
==Durand==
[[File:Marauder.png|64px]]<br>
Used by players if the Admins want them to. A Marauder is equipped with:
*Heavy Pulse Rifle
*Missile launcher (8 missiles)
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)
*Thrusters for EVA use
*Internal Airtank


==Hoverpod==
A Durand is more powerful than Gygax: more health and better armored, but slower.<br>
[[File:Hoverpod.png|64px]]<br>
*Defence Mode Function: Boosts Durand armor with the penalty of not being able to move or turn.
Orderable by [[Supply Crates|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==
'''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.
Various tools and weapons can be attached to mechs, providng them with ability to perform different tasks. Mech Equipment is built by Mech Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on mecha. Most mechs can hold no more than three equipment pieces.  


'''Drill'''<br>
'''Assembling:''' Attach all parts to the Durand chassis, the Brace Bars and the magboots, then follow the construction steps.
The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor.


When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.<br>
It starts with an '''unloaded''' Ultra AC2 and a '''loaded''' LBX AC 10 "Scattershot". *'''Loadouts Suggestions''' Combat: Install weapons.
(Can be attached to: '''Utility and Combat mechs''')


'''Diamond Drill'''<br>
==Phazon==
Essentially an upgraded drill. Isn't any stronger, but it is faster (all you need for mining really). Bug R&D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)<br>
(Can be attached to: '''Utility and Combat mechs''')


'''Hydraulic Clamp'''<br>
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.
Gives it an ability to load objects into cargo compartment, or lets you crush people with it.<br>
(Can be attached to: '''Any Non-medical mech''')


'''Extinguisher'''<br>
'''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.
Mecha-mounted extinguisher. Can be refilled by clicking on the Water Tank.<br>
(Can be attached to: '''Any Non-medical(?) mech''')


'''Teleporter'''<br>
'''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).
Mecha-mounted teleporter. Can teleport mecha to any location in view.
Must be researched first (Requires: 'Blue-space' Research 10, Electromagnetic Spectrum Research 5. Note that this is considered contraband and has the potential to maim you, due to bluespace being highly unstable.<br>
(Can be attached to: '''Any mech''')


'''Gravitational Catapult'''<br>
*'''Loadouts Suggestions''' Combat: Install weapons.
Can be used to throw objects around (S mode) or move them away from target (P mode).
Must be researched first (Requires: 'Blue-space' Research 2; Electromagnetic Spectrum Research 3; Engineering 3).<br>
(Can be attached to: '''Any Non-medical(?) mech''')


'''Wormhole Generator'''<br>
==Marauder==
As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.
Must be researched first (Requires: 'Blue-space' Research 4).<br>
(Can be attached to: '''Any Non-medical(?) mech''')


'''Mounted RCD'''<br>
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.
An exosuit-mounted Rapid Construction Device.<br>
(Can be attached to: '''Any mech''')


'''Armor Booster Module (Close Combat Weaponry)'''<br>
==Hoverpod==
Boosts exosuit armor against armed melee attacks. Requires energy to operate.<br>
(Can be attached to: '''Any mech''')


'''Armor Booster Module (Ranged Weaponry)'''<br>
Orderable by [[Supply Crates|cargo]] or found in Maintenance. Hoverpods are handy for space exploration and are a necessary part of any adventurer's quest.<br>
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.<br>
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.
(Can be attached to: '''Any mech''')


'''Repair Droid'''<br>
==Mech Equipment==
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.<br>
(Can be attached to: '''Any mech''')
 
'''Energy Relay'''<br>
Wirelessly drains energy from any available power channel in area. The performance index is quite low.<br>
(Can be attached to: '''Any mech''')
 
'''Plasma Converter'''<br>
Generates power using solid plasma as fuel. Pollutes the environment.<br>
(Can be attached to: '''Any mech''')
 
'''ExoNuclear Reactor'''<br>
Generates power using uranium. Pollutes the environment.<br>
(Can be attached to: '''Any mech''')
 
'''Cable Layer'''<br>
(Can be attached to: '''Any mech''')


'''Syringe Gun'''<br>
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.
Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.<br>
(Can be attached to: '''Any medical mech (Odysseus)''')


'''Mounted Sleeper'''<br>
*'''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.''')
(Can be attached to: '''Any medical mech (Odysseus)''')
*'''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==
==Mech Weapons==


'''CH-PS "Immolator" Laser'''<br>
*'''CH-PS "Immolator" Laser''' Laser bolt, like the laser gun. ('''Combat mechs: Durand, Gygax, Marauder, Phazon.''')
Fires a Laser bolt, identical to the "laser gun".<br>
*'''CH-LC "Solaris" Laser Cannon''' Heavy laser bolt. ('''Combat mechs.''')
(Can be attached to: '''Any combat mech (Durand, Gygax, Marauder and Phazon)''')
*'''mkIV Ion Heavy Cannon''' Ion bolt, like the Ion rifle. ('''Combat mechs.''')
 
*'''eZ-13 mk2 Heavy pulse rifle''' — Heavy pulse laser. ('''Combat mechs.''')
'''CH-LC "Solaris" Laser Cannon'''<br>
*'''PBT "Pacifier" Mounted Taser''' — Taser bolt, like the security taser. ('''Combat mechs.''')
Fires a Heavy Laser bolt, identical to the "laser cannon".<br>
*'''LBX AC 10 "Scattershot"''' — Medium bullet, similar damage to Mini-UZI. ('''Combat mechs.''')
(Can be attached to: '''Any combat mech (Durand, Gygax, Marauder and Phazon)''')
*'''Ultra AC 2''' — Weak bullet, similar to Submachine Gun. ('''Combat mechs.''')
 
*'''SRM-8 Missile Rack''' — Missile, explodes on impact. ('''Combat mechs.''')
'''mkIV Ion Heavy Cannon'''<br>
*'''SGL-6 Grenade Launcher''' — Flashbang at medium range. ('''Combat mechs.''')
Fires a Ion bolt, identical to the "Ion rifle".<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Marauder and Phazon)''')
 
'''eZ-13 mk2 Heavy pulse rifle'''<br>
Fires a heavy pulse laser.<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Marauder and Phazon)''')
 
'''PBT "Pacifier" Mounted Taser'''<br>
Fires a taser bolt, identical to the security taser.<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Marauder and Phazon)''')


'''LBX AC 10 "Scattershot"'''<br>
==Locking Mechs==
Fires a medium sized bullet, similar damage as the Mini-UZI.<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Marauder and Phazon)''')


'''Ultra AC 2'''<br>
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.<br>
Fires a weak bullet, similar damage as the Submachine Gun.<br>
There are two ways to lock a mech: ID Locks and Genetic (DNA) Locks.
(Can be attached to: '''Any combat mech (Durand, Gygax, Marauder and Phazon)''')


'''SRM-8 Missile Rack'''<br>
===DNA Locks===
Fires a missile which will explode on impact.<br>
(Can be attached to: '''Any combat mech (Durand, Gygax, Marauder and Phazon)''')


'''SGL-6 Grenade Launcher'''<br>
The best way to make sure only you can use the mech is to use your DNA to prevent anyone else from entering.<br>
Shoots out a flashbang at medium range.<br>
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.
(Can be attached to: '''Any combat mech (Durand, Gygax, Marauder and Phazon)''')


== Locking Mechs ==
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).
Making sure no one can run off with that brand new mech you just built is important and can get the marshals out of your back.
There are currently two ways to lock a mech : ID Locks and Genetic Locks.


=== DNA Locks ===
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!
The best way to make sure only you can use the mech, it use your DNA to prevent anyone else to enter it.
To lock your mech this way, 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 take your DNA, and the DNA-Lock should appear at the top.


To remove a DNA lock, go to the status menu, and at the top there should be the DNA the mech is locked to, and next to it, a button to clear it.
===ID Locks===
Alternatively, you can slap your ID on it, initiate maintenance protocols, and see an option to reset the DNA lock. However this option require CRO Access.


If you do 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!
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.


=== ID Locks ===
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.
The more acceptable option, this type of lock check the ID Permission of the user trying to climb into it. This type of lock allow roboticists to make sure only certain persons can use it without allowing everyone nor a single person to use it.


A newly built mech start with its ID Upload panel unlocked. Simply slapping your ID on it and clicking 'Edit Operation Keycode' will give you a list of the access on your card that you can upload or remove. After you are done, clicking 'Finished' will 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.


To unlock the ID Panel, go inside the mech, to the status panel, and in the permission section, there should be an 'Unlock ID Upload Panel' button.
==Mech Maintenance==
Leave the mech and slap your ID on it. Going back to the upload section will show you a list of the current restrictions as well as the option to remove them.


== Mech Maintenance==
===Replacing Batteries===
=== Replacing Batteries ===
*Make sure that 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
* ID and disable Maintenance Protocol


''Note:'' Installing self-charging powercells such as Atomcells and Posicells are not recommend, due to them only charging when not in use and the mech constantly using them unless when not being piloted.
# 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.


=== Repair ===
''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.
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head.
** ''Note: Be sure to remember this step or you could go blind!''
* Place a [[File:EWelder.png]] welder in your hand, click on it while it's in your hand to light it, then click on the Mech repeatedly to repair it.


===Repair===


=== Removal of jammed user ===
# Equip a welding helmet on your head. ''Note: Be sure to remember this step or you could go blind!''
If the driver of a mecha is unconscious in his mech; you are able to remove him/her by following a series of steps.
# Place a welder in your hand, light it, then click on the Mech repeatedly to repair it.
* Make sure maintenance protocols are enabled.
* Wrench
* Crowbar
* Multitool


<br><br><br>
===Removal of jammed user===


[[Category:Guides]]
If the driver of a mech is unconscious inside it, you can remove them by:
{{Gameplay guides}}
# Ensure maintenance protocols are enabled.
# Wrench → Crowbar → Multitool.

Latest revision as of 16:43, 4 March 2026

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

  1. Fill the Exosuit Fabricator with as much metal as it will hold.
  2. 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.)
  3. Wait for the pieces to be built. You will likely need to add additional metal to the Fabricator for it to finish.
  4. 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.

  1. Perform the Organ Extraction surgery on the head to remove the brain of the patient.
  2. Place the brain in an MMI.
  3. (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.
  4. 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:

  1. Equip a welding helmet on your head. Note: Be sure to remember this step or you could go blind!
  2. 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:

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Use a screwdriver to expose the wires.
  5. Use a cable coil to replace damaged wires.
  6. Use a screwdriver to unexpose the wires.
  7. Reinsert the power cell by clicking on the cyborg.
  8. Crowbar the panel shut.
  9. 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.

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Use a screwdriver to expose the wires.
  5. 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:

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Use a screwdriver to expose the wires.
  5. Cut all five wires with wirecutters.
  6. 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):

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. 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.
  4. Crowbar the panel shut.
  5. 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:

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Print out a reset upgrade in the fabricator, and insert it into the cyborg.
  4. Crowbar the panel shut.
  5. 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.

  1. 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!

  1. 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!
  2. 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.

  1. 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.

  1. 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:

  1. 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.
  2. Close the hatch.

Installing a Robotic organ

  1. Scroll to the bottom of the Surgery UI window and click on "Insert" with the desired Robotic organ in hand.
  2. Click on "Connect" with a Screwdriver or tool of Screwdriving quality in hand.
  3. Close the hatch.

Prosthetic Limb Amputation

How to disconnect prosthetic limbs from a body.

  1. 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.
  2. 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.

  1. 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
  2. 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:

  1. 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.
  2. (Optional) Name the bot with a pen.
  3. Add a Health Analyzer.
  4. Add a Proximity Sensor.
  5. (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!

  1. Bucket (get from the Janitor or make with Autolathe)
  2. Add a Proximity Sensor to the bucket to create the bucket/sensor assembly.
  3. (Optional) Name the bot with a pen.
  4. Add a Cyborg Right or Left Arm.

Farmbot

  1. On a water tank, add a Cyborg Right or Left Arm to create the assembly.
  2. Add a Plant analyser.
  3. Add a Bucket.
  4. Add a Mini hoe.
  5. Add a Proximity sensor.
  6. (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:

  1. 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.)
  2. Add a Proximity sensor.
  3. (Optional) Name the bot with a pen.
  4. 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:

  1. Secure the Remote Signaling Device with a screwdriver (if not already secured).
  2. Use the Remote Signaling Device on a Helmet (get these from Security) to create the assembly.
  3. Weld the assembly with a Hand Welder (to make a hole).
  4. Add a Proximity Sensor.
  5. Add a Cyborg Right or Left Arm (Robot Arm).
  6. 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:

  1. Use a metal sheet (steel) on a Cyborg Endoskeleton (empty robot frame) to create the ED-209 assembly.
  2. Add two Robot Legs and a security vest.
  3. Weld everything together.
  4. Add a security Helmet.
  5. Attach a Proximity Sensor.
  6. Use a cable coil to wire the assembly.
  7. Add a Taser and attach it with a Screwdriver.
  8. 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

  1. Ensure Maintenance Protocols are unlocked.
  2. Hit the mech with your ID card or PDA (with one inside) and enable Maintenance Protocol.
  3. Wrench → Crowbar → Screwdriver → Replace cell → Screwdriver → Crowbar → Wrench.
  4. 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

  1. Equip a welding helmet on your head. Note: Be sure to remember this step or you could go blind!
  2. 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:

  1. Ensure maintenance protocols are enabled.
  2. Wrench → Crowbar → Multitool.