Guide to Robotics: различия между версиями

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>Chada1
м (Norepenephrine update. Will roll back if I find this to be incorrect.)
>Kyres1
(rewrites mech everything)
Строка 414: Строка 414:
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s 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.
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s 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.


The current list of exosuits is as follows.
Exosuits are wholly modular, meaning what you make can (mostly) be mixed and matched to create whatever vehicle you desire. From chicken-legged brawling mecha to tread-based taxis, the possibilities are endless.
 
The current list of exosuit parts is as follows.
==Exosuit Construction==
==Exosuit Construction==
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===[[File:Ripley.png|50px]] Ripley APLU===
===[[File:Mechframe.png]] The Frame===


The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.
The backbone of the mech itself, this can be modified at any stage of construction.
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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)
To finish:
 
* Apply 15 steel sheets to the frame.
To make:
* Wrench the steel sheets in place.
* Build all of the Ripley parts using the exosuit fabricator.
* Weld the steel sheets in place.
* Build a Hydraulic Clamp and Drill
* Wire the frame.
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
* Wire cutters to neaten the wiring.
* Wrench
* The following is the limitation and requirement for the frame's finished parts :
* Screwdriver
* - Motivators
* Cable Coil
* - Sensors
* Wirecutters
* - Manipulators
* Ripley central control module (Ordered from the [[Quartermaster]] or made by R&D)
* - Chassis
* Screwdriver
* Once it's all applied, screwdriver to complete.
* Ripley Peripherals control module (Ordered from the [[Quartermaster]] or made by R&D)
* Screwdriver
* 5 pieces of metal
* Wrench
* Weldingtool
* 5 pieces of plasteel
* Wrench
* Weldingtool
* Add the Hydraulic Clamp and 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 right-click to enter.
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===[[File:Firefighter.png|50px]] Firefighter APLU===
===[[File:Robotarmor.png]] The Parts===
 
The Firefighter APLU is designed for various Engineering-related tasks such as hull repairs and firefighting.


The actual defining features of the mech, appearance and performance wise.
Each part has unique attributes that make them superior or inferior to the other parts, depending on situation.
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Individual parts of the mech require various, smaller parts from the mech fabricator to finish. Robot parts are found under the "robot" tab specifically, not the exosuit tab itself.


* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.
To finish the '''motivators and manipulators''':
* Create all parts of the Ripley APLU except for the chassis.
* Apply one robot actuator.
* Assemble all of the Ripley parts to the Firefighter chassis.
* Add a firesuit
* Wrench
* Screwdriver
* Cable Coil
* Wirecutters
* Ripley central control module
* Screwdriver
* Ripley peripherals control module
* Screwdriver
* 5 pieces of plasteel
* Wrench
* Weldingtool
* 5 pieces of plasteel
* 5 pieces of plasteel
* Wrench
* Weldingtool
*'''Optimal Loadouts'''
**Hull Repairs: Clamp, RCD, Cable Layer
**Firefighting: Clamp, Extinguisher, Repair Droid
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To finish the '''sensors''':
===[[File:Mecha odysseus.png|50px]] Odysseus ===
* Apply one robot camera.
* Apply one robot radio.
* Apply one ''exosuit control module'', this is among the most important parts of the mech.
To finish the '''chassis''':
* Apply the exosuit armor of your choice. This is very important as it judges the durability of your mech.
* Apply one power cell of your choice.
* Apply one robot diagnostic unit.


The Odyssesus is a mobile medical exosuit. In a pinch, it can be used as a really nice taxi.


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* Once it's all done, place the parts on the mech frame.


* Create all of the Odysseus parts using the exosuit fabricator.
====The Exosuit Control Module====
* Assemble all of the Odysseus parts to the chassis
The Exosuit Control Module takes very specific boards, but only two of any variety. This marks the limitation for modules that mecha can use. Theoretically, any mech can be used for any purpose with this system. The boards can be seen below.
* Wrench
* Basic Weapon Control - Controls the majority of weapons found in the exosuit fabricator. Without it, none of these can be utilized.
* Screwdriver
* Advanced Weapon Control - Controls the higher-end weaponry, such as X-RAYs and pulse cannons. Doesn't work for basic weapons without also using the basic weapon board.
* Cable coil
* Utility Systems Control - Controls almost every utility system, such as clamps, drills and floodlights.
* Wirecutters
* Engineering Systems Control - Controls engineering systems such as the mounted RFD or fire extinguisher.
* Odysseus main board
* Medical Systems Control - Controls medical systems such as sleepers, health analyzers and crisis drones.
* Screwdriver
* Odysseus peripherals board
* Screwdriver
* 5 pieces of metal
* Wrench
* Welder
* 5 pieces of plasteel
* Wrench
* Welder
* Optimal Loadout: 3 Mounted Sleepers or 2 Mounted Sleepers, 1 Syringe Gun
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===[[File:Hermes.png|50px]] Hermes ===
===[[File:Robotradio.png]] The Details===
 
 


The specifics on each frame available to robotics.
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====Exosuit Frames====
[[File:ModularAPLU.png]]'''Powerloader''' - Parts for an industrial-grade power loader. The modular mecha adaptation of the APLU "Ripley," tends to be utilized for mining and heavy lifting.
* Has decent armor across the board.
* Has an open chassis, not protected against the environment. Can carry two people inside of it.
* Powerful, heavy manipulators with substantial damage per swing.
* Slow and bulky but hard to damage motivators.


* Create all of the Hermes parts using the exosuit fabricator.
[[File:ModularLight.png]]'''Light Chassis''' - Parts for a light, maneuverable and fragile mech. The modular mecha adaptation of the Odysseus, tends to be utilized for medical response and scouting.
* Assemble all of the Hermes parts to the chassis
* Has terrible armor, generally.
* Wrench
* Has a sealed chassis, protected from the environment.
* Screwdriver
* Light, nigh harmless manipulators that are unable to damage windows or doors.
* Cable coil
* Fast and agile motivators basically made of glass.
* Wirecutters
* Hermes main board
* Screwdriver
* Hermes peripherals board
* Screwdriver
* 5 pieces of metal
* Wrench
* Welder
* 5 pieces of plasteel
* Wrench
* Welder
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===[[File:Gygax.png|50px]] Gygax===
 
Rather fast security exosuit with good overall protection.
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Very low battery life, so be sure to watch it. Requires diamond sheets to complete.
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)
 
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 Main circuit board (Bug R&D to research it)
* Screwdriver
* Gygax Peripherals circuit board (Bug R&D to research it)
* Screwdriver
* Gygax Targeting circuit board (Bug R&D to research it)
* Screwdriver
* Add an Advanced Scanning Module (Bug R&D)
* Screwdriver
* Add an Advanced Capacitor (Bug R&D)
* Screwdriver
* Add some metal
* Wrench
* Weldingtool
* Add Gygax Armor Plates (Made in the exosuit fabricator)
* Wrench
* Weldingtool
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===[[File:Durand.png|50px]] Durand===
 
A Durand is more powerful than Gygax, it has more health and better armored, but slower.
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Requires silver sheets to complete.
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)
 
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 circuit board (Bug R&D to research it)
* Screwdriver
* Durand Peripherals circuit board (Bug R&D to research it)
* Screwdriver
* Durand Targeting circuit board (Bug R&D to research it)
* Screwdriver
* Add an Advanced Sensor Module (Bug R&D)
* Screwdriver
* Add an Advanced Capacitor (Bug R&D)
* Screwdriver
* Add some metal
* Wrench
* Weldingtool
* Add Durand Armor Plates (Made in the exosuit fabricator)
* Wrench
* Weldingtool
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===[[File:Mecha marauder.png|50px]] Marauder===
 
Used by the ERT.  
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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
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===[[File:Pod.png|50px]] Hoverpod===
 
Orderable by cargo, hoverpods are handy for space exploration, and are a necessary part of any adventurer's quest.
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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
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== Exosuit Maintenance==
 
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=== Replacing Batteries ===
 
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* Make sure the ID upload panel is closed.
* Hit the exosuit  with your ID card or PDA with one inside.
* Wrench
* Crowbar
* Screwdriver
* Replace cell.
* Screwdriver
* Crowbar
* Wrench
* ID
 
''Note:'' The default capacity of a power cell in any of the civilian exosuits is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000). The power cells in military exosuits cannot be removed or replaced.
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=== Repair ===
 
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* 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:Welderon.gif]] welder in your hand, click on it while it's in your hand to light it, then click on the Exosuit repeatedly to repair it.
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[[File:ModularHeavy.png]]'''Heavy Chassis''' - Parts for an absurdly large, heavy-duty mech. The modular mecha adaptation of the Durand, tends to be utilized for really big problem solving.
=== Removal of jammed user ===
* Has phenomenal armor, generally.
* Has a sealed chassis, protected from the environment.
* Extremely heavy and equally slow motivators.
* The heaviest duty manipulators available, presumably carries the impact of a train.


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[[File:ModularCombat.png]]'''Combat Chassis''' - Parts for a well-balanced combat mech. The modular mecha adaptation of the Gygax, tends to be utilized for dynamic combat situations.
* Has relatively good armor.
* Has a sealed chassis, protected from the environment.
* Moderately armored motivators, still quite fast.
* Quick, but light manipulators that don't have much force behind them.


If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps.
====Miscellaneous Parts====
* Make sure maintenance protocols are enabled.
* Armored Treads - The fastest traditionally available motivators, very durable with terrible turning delay. Not good for maneuverable mechs, but great for straight lines.
* Wrench
* Hover Thrusters - A set of thruster motivators that permit flight and the total disregard of holes.
* Crowbar
* Quadruped Motivators - A set of stable motivators that permit the scaling of walls and have instant turn speed.
* Multitool
* Spherical Pod Chassis - A spherical hoverpod chassis, in modular mech form! About as useless as its predecessor and only a little prettier.
====Exosuit Armor====
[[File:Robotarmor.png]] '''Armor''' - The armor of your mech determines a plethora of things and can be changed depending on the specialty you expect for your mech. Some available are listed below.
* Basic exosuit armor - Simple enough, durable armor with no special attributes.
* Radiation-proof armor - Exactly what the name says, this will protect the user entirely from the threat of radiation.
* EM-resistant armor - EMP proofing, for your mech in effect.
* Combat armor - Extremely durable without the special attributes of the former plating.
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==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 an Exosuit. Most Exosuits can hold no more than three equipment pieces.
Exosuit Equipment comes in several categories:
* General: Can be attached to any exosuit.
* Medical: Can only be attached to the Odysseus
* Industrial: Can only be attached to Ripley and Hoverpod
* Military: Can only be attached to Durand, Gygax, Marauder, and Phazon
Some equipments fit in more than one of the latter three categories.  Where this is the case, that equipment can be used on any of the specifically named Exosuits in those categories.
There are some equipments that are also limited to single specific exosuits, those will be named in the category too where that's the case.
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===General Equipment===
===[[File:ModularRFD.png]] The Equipment===


Passenger compartment - Energy Relay - Phoron Generator - ExoNuclear Reactor
The wielded equipment, utilities and weapons of the mech available to robotics.
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====Weapons====
* Electro-laser carbine - An electrode-based taser that doesn't pass through windows but does a mighty amount of pain to whoever it hits.
* Heavy Ion Cannon - A mech-mounted duplicate of the ion rifle. Two modes : stun, and lethal. Stun has ten shots, lethal has six. Can't be fitted onto shoulder slots.
* Mounted laser carbine - A laser rifle fitted onto a mech. Ten shots, all lethal. Can't be fitted onto shoulder slots.
* Mounted machine gun - A very robust ballistic autocannon for mech usage, very lethal.


{{ExosuitEquipmentTemplate
====Utilities====
|Equipment = Passenger Compartment
* Mounted Clamp - A sturdy clamp that can carry pretty much anything that isn't bolted down. Great for securely moving loaded crates. When loaded with an ore box, this automatically picks up anything you drill.
|Category = General
* Mounted Drill - A drill with an interchangeable head that excels at destroying pretty much anything in the game, from rocks to killer monsters to people to rocks again. More efficient the harder the head's material is.
|Power = 0
* Floodlight - Very bright headlamps for exosuit mounting. Wonderful for just about any mech.
|Image = Mecha_abooster_ccw
* Mounted Plasma Cutter - A robust plasma cutter for mech usage.
|Tech =*N/A
* Gravitational Catapult - A grav-pult with two modes ; area, and targeted selection. Utilizing either, you're able to push, pull or shove any object not bolted down.
|Cost = *Steel: 5000
====Engineering====
*Glass: 5000
* Mounted RFD - An RFD with three modes ; construct wall/plating, deconstruct wall/plating/airlock, and construct airlock.
|Description = An internal sealed and seated compartment for passengers to comfortably sit and ride along, with a sturdy lock on it to prevent people entering if the driver doesn't want them to. Can only be entered willingly by the passenger, and has an emergency release on the inside to allow escape even if locked
* Extinguisher - A very high capacity fire extinguisher.
|Function =
====Medical====
* Allows the exosuit to carry a passenger, they can climb into a compartment via a rightclick option from outside.
* Mounted sleeper - A sleeper that permits the operator to scoop up people quickly, it's also fitted onto the back of the mech and comes with a variety of beneficial chemicals.
* The passenger recieves oxygen from the internal air tank.
* Health analyzer - A health analyzer. That's it.  
* The passenger is fully conscious, able to speak, use radio etc, and can eject whenever they want.
* Crisis Drone - Automatically attempts to stabilize people nearby when activated.
** Unlike the driver, the passenger can use items while inside the exosuit, but cannot drop them.
** The passenger cannot use items on things outside the exosuit , and cannot fire guns out.
* The passenger compartment can be locked and unlocked from the stats panel in the Exosuit Interface
** It always starts off locked by default
** An unlocked compartment can be entered by anyone.
* A passenger inside the exosuit cannot be ejected by the driver. To get them out, you must Initiate Maintenance Protocols from outside the exosuit , and use the Remove Passenger option in the maintenance panel.
|Notes = *A passenger can eject even if the door is locked
* Each Passenger Compartment holds a single passenger
* There is no way to put someone into the passenger compartment, they must enter willingly and manually
* This equipment uses no power even if a passenger is inside.
}}
 
 
{{ExosuitEquipmentTemplate
|Equipment = Energy Relay
|Category = General
|Power = N/A
|Image = Tesla
|Tech =*Electromagnetic Spectrum Research: 4
* Illigal research: 2
|Cost = *Steel: 10000
* Gold: 2000
* Silver: 3000
* Glass: 2000
|Description = Wirelessly drains energy from any available power channel in area. The performance index is quite low.
|Function =
* Generates 12w of power per second, to recharge the battery
* Drains 2-3Kw per from the nearest APC
 
|Notes =
* This will usually not be enough to stop power loss when moving around, but will greatly slow it. And the exosuit will usually recharge when standing still.
* Still drains power from an APC even when the cell is fully charged.
}}
 
 
{{ExosuitEquipmentTemplate
|Equipment = Phoron Generator
|Category = General
|Power = N/A
|Image = Tesla
|Tech =*Phoron Research: 2
* Power Manipulation Technology: 2
* Engineering Research: 2
|Cost = *Steel: 10000
*Silver: 500
*Glass: 1000
|Description = A Clean-Burning reactor that uses phoron as a fuel source to recharge the power cell. Terribly inefficient.
|Function =  
* Burns Phoron Crystals inserted into it to produce power
** To pickup a phoron crystal, activate the generator as the active module, then click a phoron crystal on the ground.
* Consumes 500 cm^3 of phoron per second to charge up the power cell
** Consumes 100 cm^3 of phoron per second instead, when the power cell is full.  Does not auto deactivate.
** Each Phoron crystal contains 2000cm^3 of phoron, and so will run the generator for 4 seconds per sheet.
* While running, produces 20w of power per second.
|Notes =  
* This generator consumes phoron rapidly, and is only really useful for mining, where you have access to an abundant supply of phoron sheets.
}}
 
 
{{ExosuitEquipmentTemplate
|Equipment = ExoNuclear Reactor
|Category = General
|Power = N/A
|Image = Tesla
|Tech =
* Power Manipulation Technology: 3
* Engineering Research: 3
|Cost = *Steel: 10000
* Silver: 500
* Glass: 1000
|Description = A high-pollution reactor that uses uranium as a fuel source to recharge the power cell. Pretty efficient, but irradiates everyone in and near the exosuit, making it dangerous to use.
|Function =
* Steel: 10000
* Silver: 500
* Glass: 1000
Function:
* Burns Uranium Sheets inserted into it to produce power
** To pickup a Uranium sheet, activate the generator as the active module, then click a phoron sheet on the ground.
* Consumes 30 cm^3 of Uranium per second to charge up the power cell
** Consumes 10 cm^3 of Uranium per second instead, when the power cell is full.  Does not auto deactivate.
** Each Uranium sheet contains 2000cm^3 of Uranium, and so will run the generator for 66 seconds per sheet.
* While running, produces 20w of power per second.
* Irradiates everyone nearby while running, 0.9 radiation per second.
** This affects people inside the exosuit too, making it extremely dangerous to use
|Notes =
* Wear radiation-proof gear when piloting an exosuit with this module.
* It can be useful as a weapon to irradiate people around you that you don't like
}}
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===Industrial Equipment===
===[[File:Examplemech.png]] Mech Piloting===
 
Simple tips to piloting your new death robot.
Extinguisher - Hydraulic clamp - Drill - Diamond drill - Jury-rigged Welder Laser - RCD
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====Basics====
Mechs are pretty much larger versions of your own character in operation, meaning that, mechanically speaking (not RP wise) it's as simple as utilizing normal hotkeys once you've climbed into the mech to navigate.


{{ExosuitEquipmentTemplate
To climb into the mech, drag your character's sprite onto the mech. Provided the canopy is open, you'll simply enter the mech after a brief delay. Any action will interrupt this process, especially being knocked over or pushed.
|Equipment = Extinguisher
|Category = Industrial
|Power = 0
|Image = Mecha_exting
|Cost = *Steel: 10000
|Description = Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank.
|Function =
* Sprays 3 tiles in an arc infront of the exosuit .
** Sprays 5u of water onto each of those tiles
** Then, twice,sprays an additional 5u onto one of those tiles at random.
*** This can pick the same tile both times.
* Consumes 25u of water per use
** Has a cooldown of 0.5 seconds between sprays
* Holds 1000u of water
* When used on a water tank:
** Transfers 200u of water from the water tank, to refill the Exosuit's extinguisher
|Notes =
* This actually sprays a lot less than a normal fire extinguisher per usage, about half. But it can fire 6x as fast. use it repeatedly to deal with larger fires
* This equipment uses no power
* Starts off full, allowing you oddly to turn metal into water.
}}


{{ExosuitEquipmentTemplate
If the hatch/canopy/roll cage/etc. is closed, simply click on the mecha itself to swing it open.
|Equipment = Hydraulic clamp
|Category = Industrial
|Power = 10
|Image = Mecha_clamp
|Cost = *Steel: 10000
|Description = Gives it an ability to load objects into cargo compartment, or lets you crush people with it.
|Function =
* Can pick up certain objects
** Can store crates into it's cargo hold
** Cannot pick up living organisms
* Has a cooldown of 1.5 seconds between actions
* Can be used to push people out of the way
** Alternativly, can be used to crush people, causing 20 brute damage
}}
{{ExosuitEquipmentTemplate
|Equipment = Drill
|Category = Industrial
|Power = 10
|Image = Mecha_drill
|Cost = *Steel: 10000
|Description = 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.
|Function =
* Can be attached to the ripley and combat mechs
* Can drill various items
** Drilling a sand floor on the astroid produces a heap of sand
** Naturally designed for drilling rock walls. Drops resources in piles
*** Can also drill right trough anomalies, destroying them
** Can drill trough walls, making it an antag favorite
** Can drill trough floors, creating breaches
*** Cannot drill trough reinforced walls
** Can attack people for 15 brute damage
* Has a cooldown of 3 seconds between actions
}}


{{ExosuitEquipmentTemplate
Once you're inside, you ought to have full access to your inventory with the exception of using some items, using RIG modules, etc.  
|Equipment = Diamond drill
|Category = Industrial
|Power = 0
|Image = mecha_diamond_drill
|Tech =*Materiels research: 4
* Engineering Research: 3
|Cost = *Steel: 10000
* Diamond: 6500
|Description = A diamond version of the exosuit drill. It's harder, better, faster, stronger.
|Function =
* It is almost identical to the normal drill, but drills faster
* Can drill trough reinforced walls
* Has a cooldown of 2 seconds
}}
{{ExosuitEquipmentTemplate
|Equipment = Jury-rigged Welder Laser
|Category = Industrial, Military
|Power = 80
|Image = mecha_laser
|Tech =*Combat Systems Research: 2
* Electromagnetic Spectrum Research: 2
|Cost = *Steel: 10000
|Description = While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.
|Function =
* Fires a laser which deals 40 burn damage
** Has a cooldown of 3 seconds per shot
** Consumes the listed power cost with each shot
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
* This is mostly similar to the Immolator laser, except that its able to be attached to industrial exosuits as well as military ones.
** It is also much slower, and consumes much more power
}}
{{ExosuitEquipmentTemplate
|Equipment = Rapid Construction Device
|Category = Industrial
|Power = 250
|Image = mecha_rcd
|Tech =*Materials research: 4
* Bluespace research: 3
* Electromagnetic Spectrum Research: 4
* Power manipulation research: 4
|Cost = *Steel: 30000
* Phoron: 25000
* Silver: 20000
* Gold: 20000
|Description = An exosuit-mounted Rapid Construction Device.
|Function =
* Can build walls, floors and airlocks
** Can also remove walls, floors and airlocks
** Each usage consumes power
** Created airlocks are standard all-access airlocks
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
}}
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
[[File:MechaInterface.png]]
===Medical Equipment===


Mounted Sleeper
The interface of the mech starts here. This is where basic functions are controlled.  
<div class="mw-collapsible-content">
* '''The MAINT button''' toggles the maintenance protocol on/off. Maintenance protocol permits the manipulation/deconstruction of the completed mecha, regardless of the presence of a pilot.
{{ExosuitEquipmentTemplate
* '''The EJECT button''' ejects you, provided the canopy is unlocked.
|Equipment = Mounted Sleeper
* '''The CLEAR button''' toggles the hardpoint access system, permitting or forbidding editing of hardpoints from outside of the mech.
|Category = Medical
* '''The LOCK button''' locks the canopy once it's closed.
|Power = 20
* '''The CLOSE/OPEN button''' opens/closes the canopy.
|Image = Sleeper_0
* '''The RADIO button''' permits configuration of the exosuit's internal radio.
|Tech =*N/A
* '''The CAMERA button''' does god-knows-what.
|Cost = *Steel: 5000
* '''The RENAME button''' permits the relabeling of the exosuit to whatever hilarious or cool thing you can come up with.
* Glass: 10000
[[File:Mechainterface2.png]]
|Description = An internal sleeper bed equipped with a life support system, designed to collect patients from dangerous situations and carry them to safety back at medical. This causes the Odysseus to often be nicknamed 'Ambulance'
|Function =
* Used to scoop up patients, while facing them.
* Patients inside the sleeper are kept on life support, which does the following:
** Provides them with air from the internal oxygen tank
** Heals 0.5 Suffocation damage per second, if the patient is not critical
** Paralyses, weakens and stuns the occupant, preventing them from waking or speaking, they are kept unconscious.
** Injects Norepinephrine, and keeps the patient with at least 5u of it.
* Deactivates if power runs out.
|Notes = *Only uses power while a patient is inside
* Each Mounted Sleeper holds a single patient
}}
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
The next part of the exosuit interface is seen here. Basically, clicking on the background of the icon in question permits you to select the specific module that occupies that slot. Alt+clicking on the icon activates one of its utilities, like setting something to burst fire or dropping something from a clamp. Ctrl+clicking on the icon's background will eject the module entirely from your mech. To the right of this, ammunition/drill integrity/clamp contents can be seen.
===Military Equipment===


CH-PS "Immolator" Laser - CH-LC "Solaris" laser cannon - mkIV Ion Heavy Cannon
[[File:Mechainterface3.png]]
<div class="mw-collapsible-content">
{{ExosuitEquipmentTemplate
|Equipment = CH-PS "Immolator" Laser
|Category = Military
|Power = 30
|Image = mecha_laser
|Tech =*Combat Systems Research: 3
* Electromagnetic Spectrum Research: 3
|Cost = *Steel: 10000
|Description = A powerful mounted laser that runs from the internal power cell. Has similar functionality to an infantry Laser Carbine, but can go for a lot longer before recharging
|Function =
* Fires a laser which deals 40 burn damage
** Has a cooldown of 0.8 seconds per shot
** Consumes the listed power cost with each shot
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
}}


The final piece is seen here, this displays the integrity of your mech. Damage will display on various specific parts, like motivators/manipulators/sensors/etc as it comes.


{{ExosuitEquipmentTemplate
====Repairing Your Mech====
|Equipment = CH-LC "Solaris" laser cannon
Repairing a mech is a complex procedure, one that tends to involve activating maintenance protocols, wrenching the frame to dismantle it, and taking it apart piece by piece to fix the parts. Welder+wire will be needed in excess to fix damaged parts, and at higher damage thresholds, entire components will require replacement. This makes field repair of mechs rather difficult without a lot of spare parts on hand, so mechs aren't that sustainable running about aimlessly.
|Category = Military
|Power = 60
|Image = mecha_laser
|Tech =*Combat Systems Research: 4
* Electromagnetic Spectrum Research: 4
|Cost = *Steel: 10000
|Description = An experimental Exosuit-mounted laser cannon. Designed as a successor to the Immolator, but scrapped due to some technical flaws.
|Function =
* Fires a laser which deals 60 burn damage
** Has a cooldown of 1.5 seconds per shot
** Consumes the listed power cost with each shot
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
* Less efficient than the immolator in damage/power ratio, and overall weaker in damage output over time. An inferior choice.
}}


====Replacing the Cell====
Replacing the cell of a mech is simple - just crowbar it out with maintenance protocols enabled, and place a new (hopefully charged) one inside.


{{ExosuitEquipmentTemplate
|Equipment = mkIV Ion Heavy Cannon
|Category = Military
|Power = 120
|Image = mecha_ion
|Tech =*Combat Systems Research: 4
* Electromagnetic Spectrum Research: 4
|Cost = *Steel: 10000
|Description = An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits.
|Function =
* Fires an Ion Bolt, creating a single-tile EM Pulse on impact
** Instantly kills IPCs
** Damages and stuns Cyborgs
** Cripples all mechanical organs, resulting in rapid death for vaurca and people with artificial hearts
** Cripples prosthetic limbs
** Disables radios, energy weapons, stun batons, HUDs, etc
** Opens secure lockers and crates
** Shuts down cameras, computers, APCs, alarms and almost any kind of machine
* Has a 4-second cooldown between shots
** Consumes the listed power cost with each shot
|Notes = *It can fire endlessly as long as the suit's power cell lasts.
}}
</div></div>
</div></div>


===Todo===
'''eZ-13 mk2 Heavy pulse rifle'''<br>
Fires a heavy pulse laser.<br>
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')
'''PBT "Pacifier" Mounted Taser'''<br>
Fires a taser bolt, identical to the security taser.<br>
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')
'''LBX AC 10 "Scattershot"'''<br>
Fires a medium sized bullet, similar damage as the Mini-UZI.<br>
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')
'''Ultra AC 2'''<br>
Fires a weak bullet, similar damage as the Submachine Gun.<br>
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')
'''SRM-8 Missile Rack'''<br>
Fires a missile which will explode on impact.<br>
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')
'''SGL-6 Grenade Launcher'''<br>
Shoots out a flashbang at medium range.<br>
(Can be attached to: '''Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon)''')
'''Banana Mortar'''<br>
Shoots out a banana peel. Very annoying, thus, fun.<br>
(Can be attached to: '''Honker''')
'''Mousetrap Mortar'''<br>
Shoots out a armed mousetrap.<br>
(Can be attached to: '''Honker''')
'''HoNkER BlAsT 5000'''<br>
Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.<br>
(Can be attached to: '''Honker''')
'''Teleporter'''<br>
Exosuit-mounted teleporter. Can teleport exosuit  to any location in view.
Must be researched first (Requires: 'Blue-space' Research 10, Electromagnetic Spectrum Research 5. Currently only adminspawnable due to the high research level - don't bother, really. Or steal it from the Centcomm exosuits. You know you want to just hijack the deathsquad shuttles after taking their IDs off their burnt corpses, charge out the doors with your stolen weapons in hand, hack your way through the multitudinous doors as more security rushes in with murder in mind and pulse cannons and power armour at hand, until you finally get to your prizes, the exosuit bay - only to steal the teleporters mounted on them and scarper back to the station to use them in the destructive analyser. You know it's what you want to do. Do it. Do it. Do it.)<br>
(Can be attached to: '''Any exosuit ''')
'''Gravitational Catapult'''<br>
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(?) exosuit ''')
'''Wormhole Generator'''<br>
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(?) exosuit ''')
'''Mounted RCD'''<br>
An exosuit-mounted Rapid Construction Device.<br>
(Can be attached to: '''Any exosuit ''')
'''Armor Booster Module (Close Combat Weaponry)'''<br>
Boosts exosuitrmor against armed melee attacks. Requires energy to operate.<br>
(Can be attached to: '''Any exosuit except honker''')
'''Armor Booster Module (Ranged Weaponry)'''<br>
Boosts exosuitrmor against ranged attacks. Completely blocks taser shots. Requires energy to operate.<br>
(Can be attached to: '''Any exosuit except honker''')
'''Repair Droid'''<br>
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 exosuit ''')
'''Cable Layer'''<br>
(Can be attached to: '''Any exosuit ''')
'''Syringe Gun'''<br>
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 exosuit (Odysseus)''')


= Hardsuits =
= Hardsuits =

Версия от 01:37, 9 января 2020

Шаблон:WIP

For the aspiring Roboticist, this guide will explain the creation and maintenance of Cyborg, Bots, and Exosuits.

Robotics Equipment

Machines

Exosuit Fabricator

The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later.


In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)

  • Materials research will increase material efficiency, reducing the quantity of materials you require to build things.
  • Data Theory research will increase speed efficiency, reducing the time required to build various parts

It can be upgraded

  • Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.
  • Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts
  • Upgrading the Matter Bins will allow it to store more materials

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 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.

Making a 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.

So You Decapitated Your Patient

Don't panic just yet! You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a scalpel, then a retractor, then a hemostat.

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. Luckily, most repairs are simple

Cyborg Component Repair

Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.

Human Prosthetic Repair

You may be asked to repair damage to the artificial limbs of your fellow crew members.

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 of the game.

Modules

Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help.

This also works with any other module - just replace the "reset module" with the module of your choosing.

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.

Creating a Spiderbot

Spiderbots are temporary bodies for brains.

IPCs

Sometimes, you will need to repair synthetics other than Cyborgs, such as IPCs. The procedures for repairing an IPC are quite different from that of cyborgs, and are as follows:

Opening and Closing Surgical Sites

The first and last steps of most repairs.

Exterior repair

In the case that any damage is only external (Anything less than "Severe" or "A lot of"), damage can be repaired.

Advanced interior repair

IPCs possess their own set of internal organs, the locations and identities of which are as follows (Organs with their name in bold are vital - removing it will kill the IPC!):

  1. Microbattery - chest
  2. Optical sensor - head
  3. IPC identification tag - head
  4. Positronic brain - head (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain.)

Organ repair

Organ removal

Organ attachment

Positronic brain installation

Voice mending surgery

IPC revival

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:

Medibot

These will only inject chemicals if the chemical helps with the target's damage by default.

Cleanbot

Cleanbots are great, as they serve the exact same purpose as the Janitor.

Farmbot

A relatively useful bot that helps with the mundane aspects of Hydroponics and Xenobotany.

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.

I AM THE LAW Securitron

Basically, Officer Beepsky without the personality.

ED-209

Beepsky's bigger brother.

Exosuits

Construction of exosuits 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.

Exosuits are wholly modular, meaning what you make can (mostly) be mixed and matched to create whatever vehicle you desire. From chicken-legged brawling mecha to tread-based taxis, the possibilities are endless.

The current list of exosuit parts is as follows.

Exosuit Construction

The Frame

The backbone of the mech itself, this can be modified at any stage of construction.

The Parts

The actual defining features of the mech, appearance and performance wise. Each part has unique attributes that make them superior or inferior to the other parts, depending on situation.

The Details

The specifics on each frame available to robotics.

The Equipment

The wielded equipment, utilities and weapons of the mech available to robotics.

Mech Piloting

Simple tips to piloting your new death robot.


Hardsuits

Файл:Amisuit.png Civilian Hardsuit Assembly

Combat Hardsuit Assembly

Research Department
Head of department Research Director
Personnel Scientist - Xenobiologist - Xenoarcheologist - Roboticist
Useful guides Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Integrated Electronics - Guide to Telescience - Guide to Modular Weaponry

Шаблон:Special Guides Шаблон:Gameplay Guides

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