Guide to Robotics

Материал из FIJTeam Project Wiki
Перейти к навигации Перейти к поиску
{{#widget:YaWidget}}

This section or article is not up to desired standards.

This page is currently not up to quality standards, but has no one assigned. Please contact a wiki maintainer on discord if you are willing to help.

For the aspiring Machinist, this guide will explain the creation and maintenance of Cyborg, Bots, and Exosuits, as well as the repair of IPCs.

If you need to carry out surgery on a living person, and not a machine, check out this guide to Surgery instead.

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 Machinist'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, Service, 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.

General repair

In the case that any damage is only external (Anything less than "Severe" or "A lot of") and brute in nature, damage can be repaired without opening the part up.

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 however you will be unable to re-activate the frame which the positronic was removed from!.)

Organ repair

Organ removal

Organ attachment

Positronic brain installation

Voice mending surgery

IPC revival

Augments

Machinists will be asked to perform maintenance or repair augments from time to time. Please keep in mind that nanopaste and surgical knowledge is required to do such and characters finding themselves lacking should consult a doctor. More information on augments can be found in the respective guide here.

Bots

As a Machinist, 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.

Exosuits

Construction of exosuits are restricted by ID, so they are typically the product of machinists 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 Operations Manager 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.

Remote Piloting

How to setup and remotely control a mech.

Voice Commands

Controlling a mech with only voice commands.

Hardsuits

Hardsuits are wacky pieces of equipment that fit on your back and deploy to give you protection from vacuum and grants you integrated tools to use, assuming they're installed. There aren't many hardsuits around the station but you're able to build new ones here in robotics via the exosuit fabricators. Note that you may need to press Sync before the hardsuit categories appear. Below will describe how to assemble different suits.

Civilian Hardsuits

Most departmental RIGs can be fabricated and assembled, though the CE rig will need some research done in RND.

  1. Fabricate the hardsuit assembly of your choosing
  2. Apply cable to the assembly to wire it
  3. Adjust the wiring with wirecutters
  4. Fabricate the appropriate central circuit board from the circuit imprinter - you can do this from the console
  5. Insert the central circuit board into the assembly - the module and assembly model must be the same
  6. Secure the central circuit board with a screwdriver
  7. Install steel sheets onto the assembly
  8. Secure the steel with a wrench
  9. Weld it all together to finish the assembly

Combat Hardsuits

Combat hardsuits mostly refers to the Hazard and Combat hardsuits, though you won't see these unless extensive research has gone into combat technologies. Additionally, their assembly is a bit more involved:

  1. Fabricate the hardsuit assembly of your choosing
  2. Apply cable to the assembly to wire it
  3. Adjust the wiring with wirecutters
  4. Fabricate the appropriate central circuit board from the circuit imprinter
  5. Insert the central circuit board into the assembly
  6. Secure the central circuit board with a screwdriver
  7. Fabricate the appropriate control and targeting board from the circuit imprinter
  8. Insert the control and targeting board into the assembly
  9. Secure the control and targeting board with a screwdriver
  10. Print an advanced scanning module from the protolathe in RND
  11. Insert the advanced scanning module into the assembly
  12. Secure the advanced scanning module with a screwdriver
  13. Install steel sheets onto the assembly
  14. Secure the steel with a wrench
  15. Weld the steel onto the assembly
  16. Install plasteel sheets onto the assembly
  17. Secure the plasteel with a wrench
  18. Weld the plasteel onto the assembly


Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
{{#widget:YaWidgetDown}}