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For the aspiring Roboticist, this guide will explain the creation and maintenance of Prosthetics, Robots, augments, exosuits, and bots.
Cybernetic Repairs - FBPs, IPCs, and Prosthetics
For lore on prosthetics and FBPs, see Prosthetics.
Part of the duty of the ship’s Roboticist is the repair and maintenance of the Torch’s mechanical crew: IPCs, FBPs (i.e. “Full Body Prosthetics”), and the various prosthetics used by the crew.
In order to diagnose a robotic patient, scan them them with your robot analyzer — this will give you a readout of their health, including brute damage and electronic damage (i.e. burns), as well as any damage to internal parts.
Most damage to prosthetic limbs can simply be repaired with a welder (for brute damage) or cable coil (for burns). However, if the damage becomes too severe or damage to internal parts becomes an issue, you will need to bring the patient to an operating table and perform repairs there.
Mechanically, Robotics procedures function the same way as Surgery, except that you’re operating on mechanical patients rather than organic ones. See the Guide to Surgery for more details on surgical setup.
Working with robotic patients simplifies operations in a few ways — your patients don't feel pain and don't need to be unconscious during surgery, have fewer “organs” to worry about, and are (usually) stable enough that they won't die on your table. Robotic repairs follow a different system than organic medical procedures, however, as detailed below.
For conducting internal repairs, IPCs and FBPs have the following internal parts:
Additionally, you may encounter the following:
- Augments: Various mechanical devices designed to provide the user with additional skills or capabilities. Usable by both organic and mechanical patients, and can be taken in character setup or installed by a Roboticist — see the Augments section.
- Prosthetic organs: Synthetic organs designed to replace missing ones in otherwise organic patients. Due to the nature of prosthetic organs (i.e. you need to saw into a meat-person to get at them), repairing prosthetic organs is usually the responsibility of the Physicians — you might still be called up to advise, however.
Tools
When conducting robotic repairs, you'll want the following tools available:
Depending on the task at hand, you may find yourself needing other tools as well — spare cells and parts, MMIs (empty or otherwise), and advanced trauma kits may all be needed depending on the surgery. Consult the List of Procedures below to determine what extra parts you'll need for a given surgery.
You might also find it useful to carry a roller bed. This lets you perform on-the-spot surgery without needing to bring your patient back to the Operating Table, and also lets you move your patients safely — just like organic patients, dragging damaged robots (including Bound Synthetics) around on the ground can cause serious injury!
Skills
Like standard surgery, robotic surgery is — in-character, at least — a complicated process and requires certain skills in order to perform successfully. Robotic surgery requires the following:
- For metal-on-metal (e.g. FBP or working on robotic internal organs inside robotic body part) Experienced Complex Devices is needed.
- For metal-on-meat (e.g. installing robotic parts inside organic bodies) both Basic Complex Devices and Trained Anatomy are needed.
Each missing skill level in either Complex Devices or Anatomy applies a stacking chance of failure, so it's not advisable to attempt unskilled robotics procedures unless the situation is very dire.
Higher levels of Complex Devices increases the speed at which you perform robotic surgery steps. Additionally, you may want to invest in Construction and/or Electrical Engineering — these skills determine how effective you are at repairing brute and burn damage, respectively.
List of Procedures
Certain tools incur a penalty to success chances when used in a surgery step, marked in parentheses. Base success chance is also affected by Complex Devices skill. For a full list of tools capable of performing each repair step (including some inadvisable ones), see the Improvised Repairs table.
Improvised Repairs | |
---|---|
Repair Type | Equivalents |
Opening/Closing a Maintenance Hatch | Unscrew/Secure Maintenance Hatch – Hand Drill (100%), Screwdriver (60%), Coin (30%), Knife (40%) |
Open/Close Maintenance Hatch – Hydraulic Prying Tool (80%), Crowbar (60%), Retractor (40%), Fork (30%), Spoon (30%), Spork (30%), Foon (30%) | |
Robotic Limb Repair | Repair damage to prosthetic - Arc Welder (50%), Welding Tool (35%), Plasma Cutter (25%), Psiblade (Master+) (100%) |
Repair burns on prosthetic - Cable Coil (50%) | |
Structural Support Repair | Begin/Finish structural support repair – Welding Tool (50%), Duct Tape (30%), Bone Gel (30%) |
Realign support – Wrench (70%), Bone Setter (50%) | |
Amputation | Amputate limb – Circular Saw (100%), Hatchet (75%) |
Limb Replacement Surgery | Connect limb – Hemostat (100%), Cable Coil (75%), Mousetrap (20%) |
Reinforce Robotic Limb | Reinforce Limb – Nanopaste (50%) |
Robotic Organ Repair | Repair prosthetic organ – Nanopaste (60%), Hand Drill (50%), Screwdriver (30%), Bone Gel (20%) |
Robotic Organ Removal | Decouple prosthetic organ – Multitool (70%) |
Remove internal organ – Hemostat (100%), Wirecutters (75%), Knife (75%), Hydraulic Prying Tool (50%), Fork (20%) | |
Remove MMI – Hemostat (100%), Wirecutters (75%), Fork (20%) | |
Robotic Organ Transplantation | Reattach prosthetic organ – Hand Drill (70%), Screwdriver (50%) |
Note: Often prosthetic-users will have taken damage on several parts at once. For ease of repair and speed, remember to use the numpad body-part selection hotkeys.
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Full Body Prosthetics and Man-Machine Interfaces
Sometimes the unthinkable happens: a person is so catastrophically injury that only their brain can be salvaged. All is not lost, however — we can rebuild them!
In the event of such an injury, the brain can be placed in an Man-Machine Interface (MMI), a complex life support system that keeps the brain alive outside the body. The Roboticist is then responsible for the construction of a Full Body Prosthetic (FBP): a new, cybernetic body for the patient. Unlike bound synthetics, FBPs keep their free will and personalities intact. To construct an FBP:
- Print the following parts from the Exosuit Fabricator, under the “Cyborg” tab:
- Cyborg Head
- Cyborg Torso
- 2x Cyborg Legs (one left, one right)
- 2x Cyborg Arms (one left, one right)
- Insert cable coil and a power cell into the Cyborg Torso. The torso will serve as the base for your FBP.
- Insert 2x Flash into the Cyborg Head.
- Attach the head to the torso. You will be prompted to choose a source species and a name for the body.
- Attach the arms and legs to the torso as usual for prosthetic repairs (see Limb Replacement Surgery).
- Finally, you will need an MMI for the machine. Open up the head and install the MMI (see Robotic Organ Transplantation).
On some occasions, you may need to remove a brain from its MMI — mainly, if the patient has decided they'd rather die than live with the existential horror of being a brain-jar. To do so, swipe your ID through the MMI in order to unlock it (you'll need either Robotics or Medical access), then remove the brain. Just be sure to get this cleared with your higher-ups first so you're not charged with murder.
Bound Synthetics - Robots, Borgs, and Drones
Similarly, the Roboticist is in charge of repairing, upgrading, and occasionally constructing the ship's bound synthetics: the station-bound robots, borgs, and drones tasked with helping the station's inhabitants in their daily life. Like some IPCs, each bound synthetic is shackled to a set of laws which they must follow (except when they're not).
Bound Synthetic Maintenance
Bound synthetics may come to you with any number of problems. Here's how to deal with them most of the time.
Diagnosing a bound synthetic functions the same as diagnosing any other robotic patient — scan them with the robot analyzer to get a readout of the synthetic's health.
Bound synthetics can receive two types of damage: brute (from physical trauma) and electronics (i.e. burns). Unlike IPCs and FBPs, who can take both internal and external damage, damage to bound synthetics is simply the sum of electronics and brute damage on all parts. If a part becomes too damaged, it may be destroyed — it will be unable to be repaired and must be replaced with a new part from the Exosuit Fabricator, though destroyed parts still contribute to the overall damage on the synthetic.
Conducting repairs (or upgrades) on a bound synthetic is a matter of opening their internal mechanisms, applying whatever modifications you intend to do, and resealing them. Steps for each degree of opening a bound synthetic, as well as the repairs/upgrades that can be applied at that step, are listed below.
- Externally, you can use a welding tool to repair brute damage to the bound synthetic (so long as the damaged parts aren't totally destroyed). This does not require the robot's maintenance panel to be opened. Be sure to use protective eyewear while welding if you like not being blind.
- Likewise, you can externally apply nanopaste to the synthetic to repair both brute and electronics damage. Bear in mind that nanopaste is limited use.
- Swipe an ID with Robotics access to unlock the panel to begin opening the bound synthetic.
- Crowbar open the panel.
- Here, you can apply upgrade modules by printing them from the Exosuit Fabricator and inserting them in the bound synthetic. See the Upgrades section for a list of upgrade modules. Two modules of note are:
- Reset Module: Once a bound synthetic chooses a module (Engineer, Janitor, Security, etc.), they cannot change the module without your help. Applying the Reset upgrade allows you to manually reset the synthetic's module and allow it the option of choosing a new one.
- Emergency Restart Module: Used to force a restart of a disabled-but-repaired robot, bringing it back online. Effectively, if a synthetic has been “killed”, this will attempt to pull the player's ghost back into the robot body.
- Here, you can apply upgrade modules by printing them from the Exosuit Fabricator and inserting them in the bound synthetic. See the Upgrades section for a list of upgrade modules. Two modules of note are:
- Remove the bound synthetic's power cell by clicking on it with an empty hand.
- You can upgrade the synthetic's power cell at this point by swapping the cell with a higher-capacity cell. Note: The default power cell in bound synthetics is an advanced power cell with a rating of 1,000Wh. The Science Department can research power cells that exceed 3,000Wh.
- Use a screwdriver to expose the wires.
- Using cable coil at this point repairs electronics damage (i.e. burns) on any parts that aren't destroyed.
- Using wirecutters and/or a multitool allows you to access the synthetic's wiring panel, including the LawSync, AI Link, and Module Lock. See the Wiring Panel section for details.
- Using a crowbar at this point allows you to remove parts from the synthetic, letting you replace damaged and destroyed parts with new ones from the Exosuit Fabricator. To add a part, simply click on the synthetic with the new part in-hand. Robot parts are as follows:
- Actuator: Allows the robot to move.
- Armour plating: Protects the robot from damage. Usually first module to be damaged. Flying synthetics can instead only use light armour plating, which offers less protection with about half the health. Non-flying robots can be equipped with light armour plating, but gain no benefit from doing so.
- Binary communication device: Enables communications over the binary channel, allowing the robot to speak with with other bound synthetics and any AIs.
- Camera: Enables cyborg vision.
- Power cell: Stores power. Without it, the robot is forced to emergency backup power and can't function. Unlike the other components, the power cell is removed by hand at Step 3.
- Radio: Enables radio communications over the common channel and any other channels the robot may have access to.
- Self-diagnosis unit: Analyses cyborg's modules, providing damage readouts and basic information.
- Use wirecutters to cut all five wires in the synthetic's wiring panel.
- Use a crowbar at this step to dismantle the synthetic, removing their brain (positronic, MMI, or ai-circuit, depending on the type of synthetic) and destroying the head. Useful if the synthetic has been damaged beyond all repair, or if you plan on transferring the brain to another chassis for whatever reason.
To close the synthetic, simply repeat your steps in reverse order: mend the wires, un-expose the wiring panel with the screwdriver, return the power cell, crowbar the maintenance panel shut, and re-swipe your ID in order to lock the maintenance panel.
Wiring Panel
Bound synthetics 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 bound synthetic. The bound synthetic 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 bound synthetic 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 bound synthetic 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 bound synthetic is slaved to an AI and must follow that AI's orders.
- Pulsing this wire allows you to pick an AI for the bound synthetic 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 bound synthetic to it, if it is off.
- Cutting this wire will cause the synthetic 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 bound synthetic 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 bound synthetic 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 bound synthetic to change modules.
An emagged bound synthetic will have no LawSync or AI link and cannot be reset.
Remember, bound synthetics 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.
Upgrades
Bound synthetics can have various upgrades applied to them. Upgrades can be printed from the fabricator, and can be applied to a synthetic that has an open panel. Note that some upgrades can only be applied to certain types of synthetic.
Upgrade | Description | Materials Needed | R&D Requirements |
---|---|---|---|
Emergency restart module | Used to force a restart of a disabled-but-repaired robot, bringing it back online. | 60000 Steel
5000 Glass |
– |
Floodlight module | Used to boost cyborg's integrated light intensity. | 10000 Steel | – |
Optical matrix shielding | Provides shielding for the optical matrix, rendering the robot immune to flashes. | 80000 Steel
6000 Glass 5000 Gold |
– |
Rename module | Used to rename a cyborg. | 10000 Steel | – |
Reset module | Used to reset a cyborg's module. Destroys any other upgrades applied to the robot. | 10000 Steel | – |
VTEC module | Used to kick in a robot's VTEC systems, increasing their speed. | 80000 Steel
6000 Glass 5000 Gold |
– |
Jetpack module | A carbon dioxide jetpack suitable for low-gravity mining operations.
Only available to mining borgs. |
10000 Steel
15000 Phoron 20000 Uranium |
– |
Rapid weapon cooling module | Used to cool a mounted energy gun, increasing the potential current in it and thus its recharge rate.
Only available to security borgs (non-flying only). Note: Security borgs are not available during normal gameplay. |
80000 Steel
6000 Glass 2000 Gold 500 Diamond |
– |
RCD module | A rapid construction device module for use during construction operations.
Only available to engineering borgs (non-flying only). |
25000 Steel
10000 Phoron 1000 Gold 1000 Silver |
– |
Illegal Upgrade | Allows for the construction of lethal upgrades for cyborgs. | 10000 Steel
15000 Glass 10000 Diamond |
Esoteric 3
Combat 4 |
Uncertified module: PRTY | Schematics for a robotic module, scraped from seedy parts of the net. Who knows what it does? | 7500 Steel
5000 Aluminum 2000 Diamond |
Esoteric 2
Data Theory 2 |
Making a Bound Synthetic
- Fill the Exosuit Fabricator with as much metal as it will hold.
- Click on the Exosuit Fabricator to open its menu. Select “Add all parts to queue” beside the “Cyborg” option, and then click “Process Queue” in the right sidebar. Note that adding "all parts" will print several extra components that are only used for repair, not construction.
- Wait for a few minutes for the pieces to be built. You may need to add additional metal to the Fabricator in order for it to finish.
- When putting the parts together, use the Robot Frame as a base.
- The Cyborg Head will need 2x Flash.
- The Cyborg Torso will need cable coil and a power cell.
- The arms and legs can be attached by simply picking them up and placing them on the Robot Frame.
- Finally you will need a mind for the machine. Active positronic brains, their non-sentient ai-circuit counterparts or MMIs are all possible choices.
Note: MMI-ing a living person for no reason is highly illegal and tantamount to murder, as is “borg-ing” them. While an MMI can be installed in a bound synthetic, don't — unless you're an Antagonist, anyways.
Augments
Augments are organs designed to provide the user with additional skills or capabilities. The process to install and remove them is the same as for any other organ (see Organ Transplantation in the Guide to Surgery). If the target organ is prosthetic the procedure is slightly different, as described for prosthetic repairs and organ installation (see Robotic Organ Transplantation in the List of Cybernetic Procedures above).
As a Roboticist, you're able to produce and install these augments from your Exosuit Fabricator. Some augments may have certain research requirements that need to be reached before you'll be able to produce them – be sure to talk to Science if there's a certain augment you're trying to make. Note that, without the skills to perform surgery, you'll be limited to installing augments in metal body parts only – for augments in organic parts, try coordinating with a Surgeon.
Each body part can only fit one augment with the exception of the upper body, which can fit two: one standard augment, and one “armor” type augment. Some augments can fit in multiple different body parts (for example, the left arm or right arm) - to adjust target location, use a Screwdriver on the augment. Some augments are only compatible with organic limbs or synthetic limbs, as detailed in the table below.
Certain augments, specified below, can also be taken in the loadout section of Character Setup.
List of Augments in the Exosuit Fabricator
Augment | Icon | Description | Slot | Materials Needed | R&D Requirements | Works on Flesh? | Works on Metal? |
---|---|---|---|---|---|---|---|
Adaptive binoculars | Retractable binoculars that can be deployed over the user's eyes. | Head | 100 Diamond
100 Gold 2000 Glass |
Materials 4
Engineering 4 Combat 4 |
Y | Y | |
Armblade | A handy, retractable utility blade for the discerning augmentee. Warranty void if used for cutting. | Arms (Either) | 4000 Steel
750 Glass |
EM Spectrum 3
Combat 2 Materials 4 Biological 3 |
N | Y | |
Concealed wrist blade | A thin, sharp folding blade specially made for combat. Its light weight allows for rapid slashing attacks. | Arms (Either) | 4000 Silver
250 Diamond |
Esoteric 4
Combat 5 Biological 3 |
Y | Y | |
Corrective lenses | Retractable, ultrathin lenses that function as prescription glasses.
Available in loadout. |
Head | 500 Steel
1000 Glass |
Materials 2 | Y | N | |
Cyberclaws | An unusual type of cybernetic weaponry, these sharp blades are bound to turn heads. | Hands (Either) | 6000 Steel
250 Diamond |
EM Spectrum 3
Combat 4 Materials 4 Biological 3 |
N | Y | |
Engineering toolset | A retractable set of engineering tools, including a screwdriver, wrench, welder, crowbar, wirecutters, and multitool. | Hands (Either) | 3000 Steel
1000 Glass |
– | N | Y | |
Glare dampeners | Thick, tinted lenses that can deploy over your eyes. Functions as retractable sunglasses.
Available in loadout. |
Head | 100 Steel
2000 Glass |
Materials 3
Engineering 3 |
Y | N | |
Gunnery booster | An AIM-4 implant that improves gun accuracy by filtering unnecessary nerve signals.
Increases your Weapons Expertise skill by +1. |
Head | 750 Steel
750 Glass 100 Silver |
Materials 5
Combat 5 Biological 4 |
Y | Y | |
Iatric monitor | A small computer system that tracks your vitals. A muscle gesture can be used to receive a diagnostic report, similar to that of a health analyzer. | Head | 100 Steel
2000 Glass |
Biological 3 | Y | N | |
Integrated circuit frame | A DIY modular assembly, courtesy of Xion Industrial. Circuitry not included. | Arms (Either) | 3000 Steel | – | N | Y | |
Integrated filth HUD | An implantable HUD. This one functions as a janiHUD.
Available in loadout. |
Head | 250 Steel
250 Glass |
Biological 1
EM Spectrum 3 |
Y | Y | |
Integrated health HUD | An implantable HUD. This one functions as a medHUD.
Available in loadout. |
Head | 250 Steel
250 Glass |
Biological 2
EM Spectrum 3 |
Y | Y | |
Integrated sciHUD | An implantable HUD. This one functions as a sciHUD.
Available in loadout. |
Head | 250 Steel
250 Glass |
Biological 1
EM Spectrum 3 |
Y | Y | |
Integrated security HUD | An implantable HUD. This one functions as a secHUD.
Available in loadout. |
Head | 250 Steel
250 Glass |
Combat 2
EM Spectrum 3 |
Y | Y | |
Internal air system | A flexible air sac, installed in the respiratory system. Acts as an in-built source of internals — replenishes itself from the surrounding environment. | Upper Body | 500 Steel
2000 Glass 100 Uranium |
Materials 5
Biological 5 |
Y | N | |
Leukocyte breeder | A stimulator that boosts the body's immune system, helping against infections.
Available in loadout. |
Upper Body | 2000 Steel
1000 Glass |
EM Spectrum 4
Data Theory 4 Biological 6 |
Y | N | |
Mechanical muscles | Nanofiber tendons which increase the speed and agility of the user.
Increases your Athletics skill by +1. Must have mechanical muscles installed in each leg to work. |
Legs (Either) | 5000 Steel
1000 Glass |
– | Y | Y | |
Nanite MCU | A swarm of nanomachines that will attempt to protect the user and harden in response to physical trauma. May become brittle if overly-damaged. | Upper body | 5000 Steel
1000 Glass 100 Gold 500 Uranium |
Materials 5
Combat 5 Biological 5 Engineering 5 |
Y | Y | |
Pop-out shotgun | A galvanized shotgun that replaces most of the flesh below the elbow. Opens to reveal a 12-gauge shotgun with room for a single shell. | Arms (Either) | 5000 Steel
500 Silver |
Esoteric 5
Combat 6 Biological 4 |
Y | Y | |
Pneumatic powerfist | A strong, pneumatic powerfist. Powered by a replaceable internal air-tank. Force depends on tank's output pressure. | Arms (Either) | 6000 Steel
1000 Phoron 500 Uranium |
EM Spectrum 3
Combat 4 Materials 4 Biological 3 |
N | Y | |
Subdermal armor | A flexible composite mesh designed to prevent tearing and puncturing of underlying tissue. | Upper body (Armor) | 10000 Steel
750 Glass |
– | Y | Y | |
Surgical toolset | A retractable set of surgical tools, including a bonesetter, cautery, circular saw, hemostat, retractor, scalpel, and surgical drill. | Hands (Either) | 2000 Steel
2000 Glass |
– | N | Y | |
Synapse interceptor | A primitive AI that uses predictive algorithms to provide near-instant response to any close combat situation.
Increases your Close Combat skill by +1. |
Head | 750 Steel
750 Glass 100 Silver |
Materials 5
Combat 4 Biological 4 EM Spectrum 5 |
Y | Y |
Fluff Augments
Additionally, there are a number of additional “fluff” augments that can be taken in the loadout section of Character Setup. These augments have no mechanical impact, and cannot be produced by the Exosuit Fabricator - however, you may encounter them in the line of your work.
Augment | Description | Slot | Works on Flesh? | Works on Metal? |
---|---|---|---|---|
Circadian conditioner | A small brain implant that carefully regulates the output of certain hormones to assist in controlling the sleep-wake cycle of its owner. May be an effective counter to insomnia, jet lag, and late-night work shifts. | Head | Y | N |
Codex access chip | A neuro-memetic implant or retinal chip used to grant realtime access to the Codex – a distributed encyclopedia of sorts, with editorial offices based in Venusian orbit – either via a server connection or local backups of relevant information. | Head | Y | Y |
Neurostimulator Implant | An expensive implant attached to the brain's cortex, this network of signal relays sees mixed success as a treatment to lessen the impact of neurological problems such as Parkinson's disease, epilepsy, and paralysis. It can't prevent or heal brain damage on its own, and simply serves to make the life of its owner easier. | Head | Y | N |
Pain assistant | This brain implant blocks the impulses of certain nerves – usually tailored between individuals – and is used to lessen chronic pain from worn joints, headaches, and so on. It does nothing for pain that it isn't specifically tuned to handle, and is ineffective against anything stronger than a tummyache. | Head | Y | N |
Genetic backup | This implant is a compact and resilient solid-state drive. It does nothing on its own, but contains the complete DNA sequence of its owner – whether it be to aid in medical treatment, serve for research purposes, or even be used as a template for vat-grown humans in the future. | Head | Y | Y |
Data chip | These durable chips can contain nonspecific data for a variety of potential uses, such as record lookups, work portfolios, authentication codes, contact information, and more. They're useful for carrying information without needing extraneous hardware, and some even see use as high-tech dog tags for private security firms or mercenary coalitions. | Head | Y | Y |
Emergency battery | A small emergency power supply. It provides no protection from power loss on its own, but might help keep your brain ticking through an otherwise critical failure. | Upper body | N | Y |
Skeletal bracing | Mechanical hinges and springs made from titanium or some other bio-compatible metal reinforce your joints, generally making strenuous activity less painful for you and allowing you to carry weight that would normally be unbearable. It provides no increase on strength on its own, unless you have weak bones to begin with. | Upper body (Armor) | Y | Y |
Ultraviolet shielding | Some parts of your epidermis have been replaced with a bio-engineered substitute that's resistant to harmful solar radiation - a common factor in the lives of spacers or inhabitants of planets with a weak magnetosphere. | Upper body (Armor) | Y | N |
Recycler suite | In extreme environments where natural resources are limited or even nonexistent, it may be prudent to recycle nutrients and fluids the body would usually discard. This system reclaims any usable material in the digestive tract that would otherwise be lost to waste. | Lower body | Y | N |
Bots
As a Roboticist, you serve another important purpose: making NPC bots. Bots can benefit the station in many ways, and are relatively easy to create. The current list of bots, and how to make them, is displayed below.
You can name your bots at any point before finishing them – simply use a pen on the incomplete bot, and name them what you please.
Exosuits
Construction of exosuits is restricted by ID, so they are typically the product of the Roboticist. 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 Circuit Imprinter.
Exosuits are fully modular and consist of a number of parts. You can mix and match part sets of as you wish. Each has different stats!
Construction:
- Build a set of motivators, a set of manipulators, a chassis, an exosuit frame, some exosuit armor, an exosuit control module and a set of sensors.
- Paint the parts with a floor painter if you want to.
- Head now to the "Cyborg" category. You will need a camera, 2 actuators, 1 diagnosis unit and 1 robot radio
- Procure 10x material sheets to reinforce the exosuit (melting point is most important value here).
- Obtain a power cell and cable coil
- Print up to two software boards and insert them in the exosuit control module (IMPORTANT; DO IT BEFORE INSERTING IT IN THE SENSORS)
- Examine each of the exosuit parts and insert in them the required components.
- Attach the exosuit parts to the frame.
- (Use whatever material you prefer)
- Wrench
- Weld
- Cable Coil
- Wirecutters
- If you haven't painted the individual parts, you can still paint the entire exosuit now.
- Screwdriver
Construction of the exosuit is sped up by the Devices and Electrical Engineering skills.
Exosuit Equipment
Various tools and weapons can be attached to exosuits, providing them with ability to perform different tasks. Exosuit equipment is built by the Exosuit Fabricator (in the "Exosuit Equipment" menu). To attach piece of exosuit equipment, simply click on the exosuit with the equipment in-hand. Examine both the equipment and the exosuit to see if they have a common slot free for the installation to take place. An exosuit must have the appropriate software installed in order for a piece of equipment to be used.
Exosuit Maintenance
- You can remove installed equipment using a multitool. You can also remove them using Ctrl + click on the UI from inside the exosuit.
- When in maintenance mode you can remove the power cell using a screwdriver.
TO DISASSEMBLE
Having done this, simply reverse the steps used to create the exosuit (and apply crowbar when in doubt) to take out existing parts and replace them.
Repair
- Repair damage with a welder or cable coil, or move the exosuit to an upgraded exosuit dock or simply replace damaged parts through maintenance procedure.
Removal of jammed user
An exosuit pilot can be removed from their exosuit by using aggressive intent on the exosuit (unless they locked themselves in). You may first need to open the canopy. Help intent on the exosuit will work.
If the canopy is locked however, you will need to force the emergency release with a crowbar.
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Cooking ∙ Drinks ∙ Hydroponics | |
Antagonist Uplinks ∙ Psionics | |
Appeals and Complaints ∙ Coding with NanoUI ∙ Server Moderation ∙ How to Apply: Moderator ∙ How to Apply: Species Apps ∙ Wiki Contribution |