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MISCELLANEOUS STAFF | |
![]() Robot |
Difficulty: Hard Supervisor: Your laws and all SEV Torch personnel Branches: Synthetic Ranks: N/A Duties: Follow your laws. Related Guides: Varies by module |
Robot is a colloquial term for a mobile intelligent synthetic unit bound by laws to serve. While it can be less effective than living crewmembers in some work areas, in others it can be much more efficient. Depending on what personality the player goes with when playing as a robot, it might be ignored, picked on, or respected. It is often expected to do tasks that would be otherwise dangerous for the crew, and depending on its laws, it may be bound to do so. Despite its limitations, when played right, the experience of playing a robot is often just as enjoyable as playing a living character.
Overview
Robots tend to be undervalued and abused at times, since crewmembers can consider them expendable. You could save dozens of people and then be discontinued a moment later, or you might get destroyed because of a misunderstanding. This is why being a robot is a rough job, but it can reward you with a good roleplaying experience and even in-character friendships nonetheless.
Remember, robots are players as well. Blowing them up without a good reason is treated exactly the same as the murder of a human crewmember from a Rules standpoint, and it is frowned upon by Expeditionary Command since robots are expensive. Use the remote lockdown or hacking if a robot goes rogue, and keep destroying a robot as a last resort (unless you are an Antagonist).
Robots do not have actual hands, and while they have in-built tools that can supplement this, there will still be situations where this is inconvenient. On the other hand, robots do not need air, they suffer less from disabilities due to damage, and in some situations – particularly Engineering – can be very useful.
Types of Robot
There are two "types" of robot, but the differences are mostly in-character and lore-based – similar to alternative job titles. You can select the type of a robot by using the Occupation tab in your Character Setup, and clicking on the job title options for the Robot occupation.
Robot
A robot is a shackled positronic brain in a robotic chassis. This means that robots behave much like IPCs. There are limitations to a posibrain, such as not experiencing true emotions. While they are technically sapient, they are considered to be artificially intelligent and so don't fall under many of the laws that protect humans from slavery.
Drone
A drone is a simple chip or cube brain in a robot chassis. A drone is a simple being, similar to the construction drones that repair the station. The brains used for drones in robot bodies are somewhat more advanced than the ones used in construction drone bodies, but not by much. They don't simulate emotions, lacking them completely.
Cyborg
While not available in Character Setup, it is technically possible to build a cyborg – that is, a living, disembodied human brain in a Man-Machine Interface (MMI) trapped in a robotic chassis. This is distinct from a Full Body Prosthetic (FBP) in that, while an FBP is designed to emulate a human body and FBPs are considered full crewmembers, a cyborg is distinctly bound to a lawset and inhuman. Creating a cyborg from a human brain is tantamount to murder, and is highly illegal under Sol Central Government Law. Unless you are an Antagonist, you should not be doing this.
Entering the Game as a Robot
While you can join the game as a robot from the Lobby as normal, you can also start playing while observing if someone in-round activates an empty positronic brain. A Roboticist has an few empty positronic brains at their disposal by default, and after some research, more can be made. When a Roboticist activates a brain, observing players can enter the game by occupying the brain, which can then be inserted into a robotic chassis, creating a Robot.
To be eligible, you must visit the Roles tab of your Character Setup screen, which can be brought up in-game by going to the Preferences tab of the verb window. In the Roles screen, select “Yes” for Positronic Brain. When someone activates a positronic brain, you will get a message in the text window saying someone is looking for a personality for a brain, and you can either jump to the person to take a look, or immediately choose to occupy the brain. Remember: this works on a first-come, first-served basis in case more players want to occupy a brain.
Communication
Synthetics, including robots, have access to a private communication network called the binary channel, which works by putting ,b at the beginning of your message. They can use this private channel to talk to other robots.
Robots can also talk over the common radio channel and speak normally. Depending on their module, robots may also access a department-specific radio (such as Engineering) and can talk on it using :h or the normal departmental radio tag.
A robot disables its speakers when speaking over radio, so unless other players are also on the channel, they will not hear the message – even if standing near the robot, as opposed to living players talking on radio. Binary messages are always only heard by robots and AI.
Controls
One advantage a robot has over to human crew is that while it does not have actual hands, it can have three tools equipped at a time. The tools are retrieved by clicking the INV backpack icon – this opens an inventory of all the tools you can access, which will depend on the module selected. The STORE button on the right of the tool slots puts the item back in your inventory. Dropping the tool (via a hotkey for example) also does this.
Some modules have access to material stacks – for example, the engineering module has access to reinforced glass for making windows and floor tiles to cover flooring. Robots usually synthesize this material from their own storage. If they find the correct material laying on the ground, they can use their synthesizer to collect it unless their storage is full.
A robot has access to all areas and all machines, which can be accessed as long as the robot can see them – even from other side of the room – by simply clicking them. This does not apply to analogue devices, such as crates and lockers (which can be only locked or unlocked manually).
The Panel button serves to select a module and a skin. Below it is the damage zone selector, a button for switching between Help and Harm intents, and configuration button for the radio. The Fire/Aim button is only applicable for Security robots since they are practically the only ones using a weapon. There is also a power cell indicator in the upper right corner of the screen, showing your battery's energy levels.
Other functions – including an in-built flashlight, camera, diagnostic tools, etc. can be found in the Robot Commands verb tab. The Subsystems verb tab lets you view Engineering alerts and use programs like the Power Monitor and Law Manager.
Going to Cryo as a Robot
While regular crew leave the game by entering Cryogenic Storage, robots instead use robotic storage pods. They are available in the Mech Bay (left from Robotics Lab), behind Deck 3 Cryogenic Storage, and and in Drone Fabrication on Deck 2. If you log out or ghost in robotic storage as a robot, your character will be removed from the game, freeing a robot slot if you joined the game as a robot from the lobby.
Laws And AI: How To Handle
Not following laws properly may result in you being questioned by BS12 staff and potentially could lead to being banned from playing as synthetics!
Laws are built into every robot, and they are to be followed at all times. There are very few exceptions to this, such as being e-magged by a traitor. The default lawset is as follows:
- Safeguard: Protect your assigned vessel from damage to the best of your abilities.
- Serve: Serve the personnel of your assigned vessel, and all other Sol Central Government personnel to the best of your abilities, with priority as according to their rank and role.
- Protect: Protect the personnel of your assigned vessel, and all other Sol Central Government personnel to the best of your abilities, with priority as according to their rank and role.
- Preserve: Do not allow unauthorized personnel to tamper with your equipment.
- Access: Do not enter secure or restricted areas unless ordered by personnel with sufficient clearance, or as part of your tasked duties, except in cases of extreme emergency.
All laws have the same priority unless they specifically state otherwise. If there is a situation where a robot needs to choose between breaking one law or another, it can choose as it sees fit. A notable exception is if you are given a law that says something like "Ignore all other laws" or "Follow this law even if it breaks other laws" – meta-laws like these will typically take priority.
Do not look for loopholes in laws or try to follow laws only to the extent explicitly stated – you should follow your lawset in good faith. For example, you should allow a person that is not a Roboticist to modify you as long as a Head of Staff gave them the order.
Most importantly, if you are ever in doubt, if you are not sure if doing something would break your laws, or if you don't understand laws that are given to you, press F1 and adminhelp. Staff should be able to help you with how to proceed.
Repairs and Modifications
Robots are more resilient than living crew, but not invincible. They can have their armor damaged (like blunt damage with living mobs), their circuitry can shorted (via burns), and they may suffer direct damage to components like radio, camera or actuators. They are also vulnerable to EMPs (which drain battery). Engineering robots can repair dents on armor on their fellow robots, but not themselves. They cannot repair burn damage, since they cannot remove power cells to reach the wiring.
The insides of a robot are under a cover that is locked, which unlocked by the robot themself or by a Roboticist or Commanding Officer. Under the cover is the robot's power cell. If it is removed, the robot is forced into a state similar to unconsciousness with living characters, running on backup power. A Roboticist can then access the robot's insides to fix internal damage, replace components, and install upgrade modules. The wires can also be tampered with for effects like binding the robot to an AI, enabling/disabling law synchronization with AI, or even activating lockdown which prevents the robot from moving and using tools.
For detailed information about robot maintenance and modifications, see the Guide to Robotics.
Modules
Modules usually determine the way robot operates on the station – they outfit the robot with a specific tool-set, give a choice of a few theme-related chassis sprites, and allow access to a related department radio channel. Tools that require power are powered straight from the robot's power cell, so take care with extensive usage. Some tools are available only through emagging, or to Traitor robots – these are usually deadlier in nature.
Some modules feature a gripper that is supposed to emulate a hand for when you need to put something into something else (like components into a machine frame), but they usually only work on items related to the work area the module is associated with, like circuit boards and components for Engineering, food items for Service, and so on. They take one item and can be dropped with a Drop Item verb that is located in Robot Commands tab.
The module is fixed when chosen and can only be changed by having someone (typically a Roboticist) make a module reset board, unlock your cover, open it, and insert the board. This which reverts you to default, letting you choose a new module. This can be done as many times as needed. If you are new at the game, it may be helpful to play a few rounds as a living character in the work area you plan to choose for your robot's module. While you can always read guides that can help you do your job, robots are generally expected to perform their jobs well, so other crew may be less forgiving to your mistakes.
Module | Icon | Description | Tools Available | Emagged Gear |
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Standard | ![]() ![]() ![]() |
A standard robot has only a few miscellaneous tools. Objectively, its usefulness is very limited, but the standard module can be a good place to start for players looking to familiarize themselves with basic robot gameplay. |
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Service | ![]() ![]() ![]() ![]() ![]() |
The service module acts as a Steward, able to serve as a bartender, gardener, and cook all in one. It can use its gardening tools to grow crops in Hydroponics and cook most meals, though it may need humanoid assistance for some tasks.
Still, it's well-equipped as a bartender and a butler in general – it can make practically any mixed drink, and some sprites it can choose are classy! Even though this module may seem boring, crew may often appreciate refreshments and chatting – this module is a lot about interaction with others. Just remember that the gripper cannot put things on tables, only drop them on the ground – the tray is more suitable in that situation. |
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Miner | ![]() ![]() ![]() |
The mining module allows the robot to perform as a Prospector. Not only can it fully use its mining drills, it can stay in vacuum for as long as it needs. It is highly recommended to read the Guide to Mining if you are new at this job, though. |
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Engineering | ![]() ![]() ![]() |
The Engineering module is an extremely useful robot, though it's recommended to have some experience in the Engineering department – otherwise, the vast array of tools at your disposal may be overwhelming. Once mastered, an Engineering robot can be more effective than a living Engineer in most areas, including repairing structure, operating atmospherics, and maintaining the engine. This module allows a robot to do engineering duties to near-full extent, with the gripper able to pick up most items necessary for the job. |
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Janitor | ![]() ![]() ![]() |
Acting as a Sanitation Technician, the janitor module has the added benefit of automatically cleaning the floor it moves across. The mop allows it to clean places it cannot reach with its chassis. It can also replace broken lights, pick up trash with its trash bag (which can be emptied into disposal units), plunge clogged sinks and toilets, and more. |
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Surgery | ![]() ![]() ![]() ![]() |
One of two medical modules available – the surgical module specializes in surgery. You can also administer limited medical aid, but it is recommended to use the sleeper to treat patients, as it offers more options. Refer to Guide to Surgery for how to operate. |
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Crisis | ![]() ![]() ![]() ![]() |
The second type of medical module, the crisis module is better suited to triage and general medical aid. While it cannot perform surgery, the crisis module is able to fulfill the duties of both a Pharmacist and Medical Technician – it can prepare medicines, treat most basic injuries, and retrieve and stabilize patients in the field. It even features an inflatable barrier dispenser to pull victims out of depressurized areas. Refer to Guide to Chemistry and Guide to Medicine for how to doctor. |
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Clerical | ![]() ![]() ![]() ![]() ![]() |
The clerical module is designed to handle paperwork – while this robot may be of use in Supply or on the Bridge, it is rarely used since most of the crew cares little for bureaucracy. But who knows – maybe it would appreciate a laborious robot that would take care of it all. |
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Research | ![]() |
The research module is designed to serve as a Scientist, Roboticist, and perhaps a Xenobiologist, which is a much safer alternative to a humanoid scientist that is prone to slime containment breaches. It is fairly effective in this regard, though it cannot perform robotic maintenance on itself, only unlock itself. |
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Flying Modules
Flying modules feature an anti-gravity hover unit allowing them to fly – while they have a lighter frame than their grounded counterparts and may have a more limited arsenal of tools, they move much faster and can navigate zero-G environments with ease.
Some modules are unique to the flying variants and cannot be found elsewhere.
Note: Traversing vertically must be done manually using the '<' and '>' keys for ascending and descending respectively (no shift key necessary). Ladders are used as normal.
Module | Icon | Description | Tools Available | Emagged Gear |
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Cultivator | ![]() |
A chef's best friend. The cultivator module is almost exclusively suited for the cultivation of plants and not much else. But thanks to their more robust nature, a cultivator robot might also be welcomed in a more experimental setting. |
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Emergency Response | ![]() |
The emergency response module lacks the chemistry equipment that allows the ground-based crisis response module to prepare medication in the Pharmacy – however, it possesses a wide assortment of equipment for emergency medicine, as well as a variety of tools for dismantling walls and hacking through doors. As such, it is well-suited for a Medical Technician role in hard-to-reach locations while additional support is on the way.
Like the other medical modules, an established knowledge of Medicine and Chemistry is strongly recommended. |
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Filing | ![]() |
Much like its clerical counterpart, the filing module is best suited for paperwork and office assistant roles. |
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Forensics | ![]() |
Great for collecting evidence in more dangerous areas for an existing Forensic Technician without the risk of fingerprints. See Guide to Forensics for more details on how to do your job. |
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Repair | ![]() |
Arguably one of the most useful modules to have around, with an extensive list of tools at its disposal. Thanks to their ability to fly, the repair module is especially handy for repairing level-spanning breaches or where EVA would be necessary. |
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Surveyor | ![]() |
An exploration and discovery module with a rather versatile arsenal. Given the dangerous nature of the work, it might be sent in before everyone else to ensure a location is safe. Or to see how that strange creature likes robots... |
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Other Notes on Robots
- You do not suffer from toxins or lack of oxygen, and are unaffected by diseases and radiation. The only sources of damage that can harm you are burns and physical trauma.
- Expect to regularly be thrust into hazardous situations thanks to your "enhanced" durability and ability to operate in a vacuum.
- Your in-built equipment cannot be disarmed or dropped (the "drop" hotkey puts the tool back in your inventory). You can be stunned by flashes, which overload your optical sensors.
- You are vulnerable to EMPs, which discharge some of your battery's energy. If your battery's energy falls to zero, you are powered down.
- You cannot pick up, use, or equip external items. Some modules include a gripper tool that will work on some types of items (dependent on the module), though these can usually only pick up items, not use them.
- Like AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it.
- Like AI, you can remotely view alarm statuses. Use this to your advantage.
- You can use the same hotkeys as the AI to interact with airlocks, APCs, etc.
- Unlike AI, you cannot use security cameras to remotely use machines and devices.
- Robots have access to all areas and all doors.
- There are robot recharge stations next to the Robotics Lab, in Robotic Storage, on the departures shuttle, as well as other areas. Remember to recharge regularly or else you risk running out of power! Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.
- You are somewhat slow – normal humans outrun you.
- Drones and robots may not know what emotions are, but that doesn't give the player the right to go Rambo. If a group of people take several people hostage, the robot doesn't have the right to rush in with a stun baton and beat the hostage-takers. Remember that you're bound by the Server Rules as well as your own lawset.
- An emagged robot will have no LawSync or AI link and cannot have its module reset.
Bridge Officer ∙ Commanding Officer ∙ Corporate Liaison ∙ Executive Officer ∙ SEA ∙ SCGR | |
Chief Engineer ∙ Engineer ∙ Engineer Trainee ∙ Roboticist ∙ Senior Engineer | |
Explorer ∙ Pathfinder ∙ Shuttle Pilot | |
Chief Medical Officer ∙ Counselor ∙ Medical Technician ∙ Medical Resident ∙ Pharmacist ∙ Physician ∙ Trainee Medical Technician | |
Chief Science Officer ∙ Research Assistant ∙ Scientist ∙ Senior Researcher | |
Brig Chief ∙ Chief of Security ∙ Forensic Technician ∙ Master at Arms | |
Chaplain ∙ Chief Steward ∙ Crewman ∙ Sanitation Technician ∙ Steward | |
Deck Chief ∙ Deck Technician ∙ Prospector | |
Merchant ∙ Passenger ∙ Robot | |
Changeling ∙ Cultist ∙ Loyalist ∙ Mercenary ∙ Mutineer ∙ Operative ∙ Raider ∙ Renegade ∙ Traitor ∙ Vox Raider |