Guide to Robotics
Are you a Roboticist? This guide will explain the creation and maintenance of Cyborgs, prosthesis, bots, and stocky exosuits.
Contents
- 1 Exosuit Fabricators
- 2 Cyborg Maintenance
- 3 Bots
- 4 Prosthetics
- 5 Exosuits
- 6 Vehicles
Exosuit Fabricators
These are the main machines used in Robotics, with them you can create various exosuit and cyborg parts and their upgrade modules. Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds.
If one (or more) of the Exosuit Fabricators gets stuck at updating from R&D servers, use a screwdriver on it and then crowbar that fucker! Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the Exosuit Fabricator.
Synthetic Shells
Requires |
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1 x each Cyborg part (made with the Exosuit Fabricator) |
The industrial Robot shell, often anachronistically referred to as a 'cyborg' is the Roboticist's primary creation. They are tasked with helping the station's inhabitants in their daily life, though whether they are slaved to an AI is dependent entirely on whether they are a humanoid brain in an MMI, Positronic Brain, or a simple Drone.
Assuming you already have the necessary components:
-
Insert a charged power cell into the cyborg's chest
-
Insert a coil of wire into the cyborg's chest
-
Insert two flashes in the cyborg's head (one for each eye socket)
- For final assembly, take each component and apply it to the cyborg endoskeleton
-
Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed.
-
Once it's complete, it's time for the brain. See here how to remove your volunteer's brain.
-
Now put the brain into your MMI, and then the MMI into the cyborg shell, or the Posibrain directly into the shell. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the Morgue. If when you insert the MMI into the cyborg it says "This MMI does not seem to fit." it means the user is job banned from cyborg.
Cyborg Maintenance
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:
Cyborg Batteries
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
- Unlock and open the Cyborg's cover.
-
With an Empty Hand on GRAB intent, remove the old battery.
-
Insert a New Battery.
- Close the cover and lock the Cyborg.
Cyborg Radios
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.
- Unlock and open the Cyborg's cover.
-
Insert a New Encryption Key (or Screwdriver to remove the current Key).
- Close the cover and lock the Cyborg.
Reviving Cyborgs
A cyborg that has failed but not been turned into scrap can be repaired back to working order.
- Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).
- Repair the Cyborg with a welder and/or replace wires.
- Unlock and open the Cyborg's cover.
-
Insert the Emergency Restart Module.
- Close the cover and lock the Cyborg.
Upgrading Cyborgs
- Unlock and open the Cyborg's cover.
-
Insert the Upgrade Module (or emag to subvert).
- Close the cover and lock the Cyborg.
Deconstructing Cyborgs
Cyborgs can be deconstructed to remove their MMI/Posibrain and get their parts back.
- Unlock and open the Cyborg's cover.
-
Use an Empty Hand to remove battery.
-
Screwdriver to open wiring.
-
Cut every wire until the lockdown light turns on.
-
Wrench to disassemble.
(Alternatively, for steps 4 and 5, you can use a Robotics console)
Removing Brains
Bots
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:
Remember: All bots can be made by placing all the parts on a table and click-dragging it to yourself. This can save a lot of time during construction, especially if Robotics is busy!
Medibot
Heals anyone nearby. Can be equipped with a beaker to stick people with instead of the default medicine, and when emagged it will inject people with toxins, repeatedly.
To manufacture:
Requires |
---|
1 x ![]() |
- Attach the Borg Arm (left or right, doesn't matter) to an empty Med-kit. Color of the Med-kit doesn't matter, although it will affect the colour of the Medbot.
- You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your Pen in the other hand and clicking on it, if you wish.
- Add a Medical Analyzer.
- Insert the Proximity Sensor and your Medibot is ready!
Cleanbot
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.
To make:
Requires |
---|
1 x ![]() |
- Grab a bucket from the Janitor or make with Autolathe and insert the Proximity Sensor to it
- Use a Pen to name it if you wish.
- Attach a Borg Arm and your Cleanbot is ready!
Floorbot
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they're niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.
To manufacture:
Requires |
---|
1 x ![]() |
- Attach a Floor tile to the Mechanical Toolbox.
- Add the Proximity Sensor.
- Insert a Borg Arm and your Floorbot is ready!
Farmbot
A farmbot is a useful tool for growing plants. It takes care of most of the basic parts of gardening, automatically.
To manufacture:
Requires |
---|
1 x ![]() |
- Attach a Borg Arm to a Water Tank.
- Attach a Plant Analyzer.
- Attach a Bucket.
- (Optional) Name the bot with a pen.
- Attach a Mini-Hoe.
- Attach a Proximity Sensor.
Securitron
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
To manufacture:
Requires |
---|
1 x ![]() |
- Use a Remote Signaling Device on a Helmet.
- Weld them together
- Add a Proximity Sensor.
- Insert a Borg Arm.
- Toss in a Stun Baton and your Securitron is ready!
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
ED-209
PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To manufacture:
Requires |
---|
1 x ![]() |
-
Build a Cyborg Endoskeleton from the Exosuit Fabricator.
-
Use a Metal Sheet on a Cyborg Endoskeleton to reinforce it.
-
Add two Robot Legs
-
Add a Body Armor
-
Weld everything together
-
Add in a security Helmet
-
Attach a Proximity Sensor to the assembly
-
Insert wires
-
Add a Hybrid Taser and attach it with a Screwdriver
-
Insert a Power Cell. Your own exosuit is complete!
A emagged ED-209 fires deadly lasers AND attacks anyone on sight.
Prosthetics
Another of your important jobs aboard the station is the construction, assembly and maintenance of prosthetics, ranging from simple limb replacements to expensive Full Body Prosthetics which can house any kind of Synthetic, though Positronics are the most common as humanoids are forbidden by SolGov law to be transferred to such bodies without good reason, such as catastrophic physical damage or impending body death, and it is often not cost effective to house any but the most specialist Drones in such shells.
Construction
Individual parts may be fabricated at the relevant machine as required. Specific brands may be chosen, the specializations of their parent companies often influencing the design principles behind each type, though to the layman the differences are largely cosmetic. A Full Body Prosthetic may be assembled by combining the individual parts on your surgical table.
Maintenance
Common surgeries required by synthetics and individuals with prosthetic parts may be found in the Guide to Surgery. In this regard you are something of a doctor, with less blood involved.
Internal Components
Hydraulic Hub: The 'heart' of an FBP, despite the cell's arguable higher importance. This device pumps coolant, oil, and other fluids throughout the chassis, and determines the efficiency of other systems.
Reagent Cycler: The 'stomach' of an FBP. Filters fluids into the hydraulic hub for distribution.
Heatsink: Manages the internal temperature of an FBP in standard atmosphere. Damage will cause overheating, and eventual shutdown.
Diagnostic Controller: Maintains data on all prosthetic or assisted components in a body. Allows for Self-Diagnostics. Can be implanted into organics for aid in diagnosing prosthetic faults.
Exosuits
Construction of Exosuit are restricted by ID, so they are typically the product of roboticists and the Research Director. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.
With all Exosuits, Positronic and MMIs can be installed as drivers. But remember, positronics and organic brains are not bound to the AI or its laws, so don't put any deranged maniacs inside them. Remember to grant the suit access keys, because they don't have anything by default!
List of Exosuits
The current list of exosuits is as follows.
Ripley APLU
Total Part Cost: 100000 , 7500
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas) Expect Mining to constantly be bugging you to make one for them.
It has good melee armor to protect it from mining mobs, which can be further upgraded by adding Goliath plates to it.
Has 6 equipment slots.
To make:
- Build all of the Ripley parts using the Exosuit Fabricator.
- Attach all of the parts to the Ripley chassis
-
Wrench
-
Screwdriver
-
Cable Coil
-
Wirecutters
-
Ripley Central Control Module (from R&D or QM)
-
Screwdriver
-
Ripley Peripherals Control Module (from R&D or QM)
-
Screwdriver
-
5 pieces of Metal
-
Wrench
-
Welding Tool
-
5 pieces of Plasteel
-
Wrench
-
Welding Tool
-
Add a Hydraulic Clamp and/or an Exosuit Drill to the finished Ripley
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the Exosuit. Click finish, then drag yourself inside to begin entering.
Firefighter APLU
Total Part Cost: 100000 , 7500
The Firefighter APLU (Autonomous Power Loading Unit) is the big brother of the Ripley, and has significantly more armor against heat and laser damage, and can walk on lava unscathed.
- Available hull slots: 2
- Available weapon slots: 0
- Available utility slots: 2
- Available universal slots: 1
- Available special slots: 1
- Create a Firefighter APLU chassis using the Exosuit Fabricator.
- Create all parts of the Ripley APLU except for the chassis.
- Assemble all of the Ripley parts to the Firefighter chassis.
-
Add a Firesuit
-
Wrench
-
Screwdriver
-
Cable Coil
-
Wirecutters
-
Ripley Central Control Module (from R&D or QM)
-
Screwdriver
-
Ripley Peripherals Control Module (from R&D or QM)
-
Screwdriver
-
5 pieces of Plasteel
-
Wrench
-
Welding Tool
-
10 pieces of Plasteel
-
Wrench
-
Welding Tool
Odysseus
Total Part Cost: 74000 , 10000
A very fast medical exosuit. When loaded with a syringe gun can scan and replicate almost any reagent, and either shoot it in syringes or apply it with a sleeper.
Has 3 equipment slots.
- Create all of the Odysseus parts using the Exosuit Fabricator.
- Assemble all of the Odysseus parts to the chassis (excluding Carapace)
-
Wrench
-
Screwdriver
-
Cable Coil
-
Wirecutters
-
Odysseus Main Board (from R&D or QM)
-
Screwdriver
-
Odysseus Peripherals Board (from R&D or QM)
-
Screwdriver
-
5 pieces of Metal
-
Wrench
-
Welding Tool
-
5 pieces of Plasteel
-
Wrench
-
Welding Tool
Serenity
![]() | Under Construction - This page is under construction and subject to change at any time |
Total Part Cost: 178,750 , 22,500
, 4000
, 10000
The bastard child of the Odysseus and the Gygax. A fast medical Mech with a big power drain and comparable fragile, but still a straight improvement over the prerunning model.
- Available hull slots: 1
- Available weapon slots: 1
- Available utility slots: 2
- Available universal slots: 1
- Available special slots: 1
Instructions
- Create a Serenity Chassis and all of the Gygax parts using the Exosuit Fabricator. (except the Armor plates)
- Assemble all of the Gygax parts to the chassis
-
Wrench
-
Screwdriver
-
Cable Coil
-
Wirecutters
-
Gygax Central Control module (from R&D)
-
Screwdriver
-
Gygax Peripherals Control module(from R&D)
-
Screwdriver
-
Serenity Medical Control module(from R&D)
-
Screwdriver
-
Add an Advanced Scanning Module (from R&D)
-
Screwdriver
-
Add an Advanced Capacitor (from R&D)
-
Screwdriver
-
5 pieces of Metal
-
Wrench
-
Welding Tool
-
5 pieces of Plasteel
-
Wrench
-
Welding Tool
Gygax
Total Part Cost: 125000 , 15000
, 20000
, 10000
Rather fast combat exosuit with good overall protection.
Leg Actuators Overload Function: Movement speed doubled and high amount of energy with each step. This also allows the mech to smash through walls.
Has 3 equipment slots.
Instructions
- Create all of the Gygax parts using the Exosuit Fabricator.
- Assemble all of the Gygax parts to the chassis (except the Armor plates)
-
Wrench
-
Screwdriver
-
Cable Coil
-
Wirecutters
-
Gygax Central Control module (from R&D)
-
Screwdriver
-
Gygax Peripherals Control module(from R&D)
-
Screwdriver
-
Gygax Weapon Control and Targeting module(from R&D)
-
Screwdriver
-
Add an Advanced Scanning Module (from R&D)
-
Screwdriver
-
Add an Advanced Capacitor (from R&D)
-
Screwdriver
-
5 pieces of Metal
-
Wrench
-
Welding Tool
-
Add Gygax Armor Plates (Made in the Exosuit Fabricator)
-
Wrench
-
Welding Tool
Durand
Total Part Cost: 140000 , 25000
, 28000
, 25000
, 20000
A Durand is more powerful than Gygax. It has more health and is better armored, but is slower. Requires uranium and silver sheets to complete.
Defence Mode Function: Boosts Durand armor with the penalty of not being able to move or turn.
Has 3 equipment slots.
Instructions
- Create all of the Durand parts using the exosuit fabricator.
- Assemble all of the Durand parts to the chassis (except the Armor plates)
-
Wrench
-
Screwdriver
-
Cable Coil
-
Wirecutters
-
Durand Main Circuitboard (from R&D)
-
Screwdriver
-
Durand Peripherals Circuitboard (from R&D)
-
Screwdriver
-
Durand Targeting Circuitboard (from R&D)
-
Screwdriver
-
Add an Advanced Scanning Module (from R&D)
-
Screwdriver
-
Add an Advanced Capacitor (from R&D)
-
Screwdriver
-
5 pieces of Metal
-
Wrench
-
Welding Tool
-
Add Durand Armor Plates (Made in the Exosuit Fabricator)
-
Wrench
-
Welding Tool
Janus
Total Part Cost: UNKNOWN. Durasteel, Plasteel, Verdantium, Morphium, and a Supermatter chunk may be required during attempted construction.
A highly advanced exosuit prototype built with components from the Durand, Gygax, and unearthed black-box technology.
Three ancient circuits, an ancient phase drive, Gygax and Durand Peripherals will be required during construction.
Exotic Materials
Modifying a singularity generator with a SMES coil, loading a mesh of Verdantium into it, and bombarding it with a particle accelerator may allow you to produce such a strange alloy.
Supermatter may also be produceable in a similar manner, utilizing a large amount of liquid and solid phoron in the particle smasher created previously.
Exosuit Internals
The current list of exosuit internal components.
Hull Component
Vital: Yes
Standard
Emp_resistance: 0
Advised Exotype: None
Max Health: 50
Weight: 2
Durable
Emp_resistance: 0
Advised Exotype: None
Max Health: 100
Weight: 4
Lightweight
Emp_resistance: 0
Advised Exotype: None
Max Health: 50
Weight: 1
Armor Component
Vital: No
Standard
Emp_resistance: 4
Max_integrity: 120
Weight: 1
Damage Mult:
- Brute: 0.8 - Fire: 1.2 - Bullet: 0.9 - Laser: 1 - Energy: 1 - Bomb: 1 - Bio: 1 - Rad: 1
Deflect Change: 10
Minimum Damage: 10
Minimum Pen: 0
Blast
Emp_resistance: 4
Max_integrity: 80
Weight: 2
Damage Mult:
- Brute: 0.8 - Fire: 0.8 - Bullet: 1.2 - Laser: 1.2 - Energy: 1 - Bomb: 0.5 - Bio: 1 - Rad: 1
Deflect Change: 10
Minimum Damage: 10
Minimum Pen: 0
Lightweight
Emp_resistance: 4
Max_integrity: 50
Weight: 0
Damage Mult:
- Brute: 1 - Fire: 1.4 - Bullet: 1.1 - Laser: 1.2 - Energy: 1 - Bomb: 1 - Bio: 1 - Rad: 1
Deflect Change: 10
Minimum Damage: 10
Minimum Pen: 0
Reinforced
Emp_resistance: 4
Max_integrity: 80
Weight: 4
Damage Mult:
- Brute: 0.7 - Fire: 1 - Bullet: 0.7 - Laser: 0.85 - Energy: 1 - Bomb: 0.8 - Bio: 0 - Rad: 0
Deflect Change: 10
Minimum Damage: 10
Minimum Pen: 10
Military
Emp_resistance: 2
Max_integrity: 100
Weight: 6, 2 on Combat.
Damage Mult:
- Brute: 0.5 - Fire: 1.1 - Bullet: 0.65 - Laser: 0.85 - Energy: 0.9 - Bomb: 0.8 - Bio: 0 - Rad: 0
Deflect Change: 10
Minimum Damage: 15
Minimum Pen: 25
Marshal
Emp_resistance: 3
Max_integrity: 100
Weight: 5, 1 on Combat
Damage Mult:
- Brute: 0.75 - Fire: 1 - Bullet: 0.8 - Laser: 0.7 - Energy: 0.85 - Bomb: 1 - Bio: 0 - Rad: 0
Deflect Change: 15
Minimum Damage: 10
Minimum Pen: 10
Blackops
Emp_resistance: 3
Max_integrity: 100
Weight: 5, 1 on Combat
Damage Mult:
- Brute: 0.6 - Fire: 0.8 - Bullet: 0.6 - Laser: 0.5 - Energy: 0.65 - Bomb: 0.8 - Bio: 0 - Rad: 0
Deflect Change: 15
Minimum Damage: 10
Minimum Pen: 10
Cutting Edge
Emp_resistance: 3
Max_integrity: 150
Weight: 4, 1 on Marauder
Damage Mult:
- Brute: 0.5 - Fire: 0.7 - Bullet: 0.45 - Laser: 0.6 - Energy: 0.7 - Bomb: 0.7 - Bio: 0 - Rad: 0
Deflect Change: 25
Minimum Damage: 30
Minimum Pen: 25
Alien
Emp_resistance: 4
Max_integrity: 120
Weight: 3, -1 on Janus, -3 on Phazon
Damage Mult:
- Brute: 0.7 - Fire: 0.7 - Bullet: 0.7 - Laser: 0.7 - Energy: 0.7 - Bomb: 0.7 - Bio: 0 - Rad: 0
Deflect Change: 10
Minimum Damage: 10
Minimum Pen: 0
Life Support Component
Vital: No
Standard
Emp_resistance: 1
Max_integrity: 40
Weight: 0
Reinforced
Emp_resistance: 2
Max_integrity: 80
Weight: 0
Electrical Harness Component
Vital: Yes
Standard
Emp_resistance: 1
Max_integrity: 40
Weight: 0
Charge Cost Mult: 1
Efficient
Emp_resistance: 0
Max_integrity: 30
Weight: 0
Charge Cost Mult: 0.6
Actuator Component
Vital: Well no, but actually yes. (It sucks)
Standard
Emp_resistance: 1
Max_integrity: 50
Weight: 0
Strafing Speed Multiplier: 1.5
Overclock
Emp_resistance: -1
Max_integrity: 60
Weight: -1
Strafing Speed Multiplier: 1.2
Handling Exosuits
To climb into an exosuit, just drag and drop your character onto it. If you would like to strafe, you may alt+left click your exosuit while piloting to enable or disable strafing.
Unlocking Exosuits
Problem: "Access denied" when trying to enter an exosuit.
To unlock an exosuit:
- Unlock ID upload panel
- Exit exosuit.
- Use ID card/PDA on exosuit (may need to wrench first).
- Delete all key codes.
- Now anybody can enter the exosuit.
Exosuit Repairs
Chassis Integrity
Internal Fires
-
Swipe your ID over the exosuit.
- Initiate maintenance protocols to expose the bolts.
-
Wrench open the bolts.
-
Crowbar open the access panel.
-
Snuff out the fires with the welder.
-
Close the panel again.
-
Secure the bolts again.
Short Circuit
-
Swipe your ID over the exosuit.
- Initiate maintenance protocols to expose the bolts.
-
Wrench open the bolts.
-
Crowbar open the access panel.
-
Patch the damaged wiring with a cable coil.
-
Close the panel again.
-
Secure the bolts again.
- Open the Exosuit Status window.
- Click 'Recalibrate' next to the error.
Exosuit Battery Replacement
- Make sure the ID upload panel is closed.
-
Hit the exosuit with your ID card or PDA with ID inside.
-
Wrench
-
Crowbar
-
Screwdriver
-
Empty Hand to remove old battery
-
New Battery
-
Screwdriver
-
Crowbar
-
Wrench
-
ID Card
Exosuit Equipment
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on the exosuit. Most exosuits can hold no more than two equipment pieces.
Vehicles
Generally lightly-armored, land-based vehicles produced from the exosuit fabricator.
Quadbike
Where we're going, we don't need roads!
An all terrain vehicle used by exploration, excavation, or search and rescue teams.
To manufacture:
Required Steps |
---|
Quadbike Trailer
Where we're going, we don't need roads! But we do need an engine.
A trailer that is pulled behind an ATV, for carrying cargo, machinery, or persons.
To manufacture:
Required Steps |
---|
Spacebike
Where we're going, we don't need gravity!
A small hovercraft that can fit one person, essentially a jet-pack you sit on!
To manufacture:
Required Steps |
---|