User:Rootoo807

From Baystation 12
Jump to: navigation, search

For the aspiring Roboticist, this guide will explain the creation and maintenance of Prosthetics, Robots, bots, augments and exosuits.

IPCs, FBPs, and Prosthetics

As the ship's roboticist, one of your duties is to maintain the synthetic crew aboard the SEV Torch. This includes IPCs, as well FBPs (i.e., Full Body Prosthetics - organic beings that for any number of reasons required their brains be transplanted into a new, synthetic shell) and other prosthetic users. You may also be tasked with the construction and installation of new prosthetic parts, up to and including FBPs - see Prosthetics for more information on branding and other RP considerations.

Repairs and Maintenance

External synthetic body parts can be affected by two types of damage: brute (physical trauma) and electronic (i.e. burns, as well as damage from EMPs). Minor damage can simply be repaired by using a Welderon 32px.gif welder (for brute) or CableCoils.png cable coil (for burns) on the limb in question. More serious injuries will require you to perform internal repairs or replacement of irreparable parts (see List of Operations).

You may also need to deal with internal synthetic parts - damage works the same as with external parts, except that repairs must always be conducted internally.

Fully-synthetic patients have the following internal parts:

  • File:X.png Optical Sensor: Essentially the eyes. Located in the head. Damage causes trouble seeing or blindness.
  • File:X.png Microbattery: Keeps IPCs and FBPs charged and running. Located in the upper body. Damage reduces maximum charge - a patient with a fully-broken or missing microbattery won't be able to hold any charge and will fall unconscious. Having no charge will continuously damage the brain, rapidly causing death - be sure to repair or replace a dead battery ASAP!
  • File:X.png Positronic Brain (IPCs) or File:X.png Man-Machine Interface (FBPs): The brain of the patient, where all the bits that make them "them" are stored. Positronic brains are located in the upper body, while MMIs are located in the head. If the positronic brain or MMI dies, the patient is gone for good.

Other internal parts you might deal with include:

  • Prosthetic Organs: Various mechanical devices used by organic beings to replace various organs. Considering the surgical expertise needed to cut open a meat-person, prosthetic organs are probably best handled by Physicians, but see Surgery if you find yourself needing to make repairs.
  • Augments: Cybernetic enhancements which can be installed in meat-people and synthetics alike - see Augments.

Overview

Mechanically, synthetic repairs function much the same as Surgery on organic patients.

To operate on a robotic patient, place the patient on an operating table (such as the one in the Robotics Theater) or other surface (roller beds, chairs, and regular tables all work, though with a reduced chance of success at each step), then click on them while on the help intent as you hold the appropriate surgery tool. At each step, there will be a short delay before the action completes. After it does, move on to the next step with the next tool - complete each step in order to successfully complete the surgery. Don't click on anything else, move, or change hands while this is happening, or your hand will slip and the patient will be harmed. Bulky outer gear (such as voidsuits and hardsuits) will prevent surgery, so be sure to strip or remove it beforehand.

Unlike organic patients, prosthetics and robotic patients do not feel pain - therefore, there is no need to anesthetize them. Likewise, a robotic patient will remain stable unless they are continuously taking damage. Thus, except in the case of a dead or missing microbattery (which can and will kill your patient), you usually won't need to worry about your patient dying on the table - the only clock you're racing against is whether or not the player ghosts before you repair them.

Tools

Prior to performing robotic surgery, you'll need the following:

  • File:X.png A robot analyzer
  • BlueToolbox.png A full set of tools, including:
    • Screwdriver4.png A screwdriver
    • Crowbar.png A crowbar
    • Welderon 32px.gif A welding tool
    • CableCoils.png Cable coils(prepare to go through a few sets)
    • Wirecutters.png A pair of wirecutters
    • Wrench.png A wrench
    • Multitool.png A multitool
  • Surgerykit.png A set of surgical tools(available in the Robotics Theater), including an Traumakit.png advanced trauma kit
  • Nanopaste.png A tube of nanopaste
  • Welding-g.png Welding goggles or some other form of eye protection (so you don't fry your eyes out while welding)
  • MMI empty.png A man-machine interface (Optional)

You will also need any replacement limbs or parts you intend to use. These can be printed from the Exosuit Fabricator.

In some cases, you will not have the proper tools available to you - under these extreme circumstances, it is possible to use alternative equipment to perform "ghetto" repairs, albeit with a reduced chance of success at each step. A list of ghetto repair tools and their success rates can be found below.

Skills

Like organic surgery, robotic surgery is an intricate and finicky process (at least, in-character) which requires the roboticist to have the appropriate skills. To perform:

  • For metal-on-metal (e.g. FBP or working on robotic internal organs inside robotic bodypart) Trained Complex Devices is needed.
  • For metal-on-meat (e.g. installing robotic parts inside organic bodies) both Trained Complex Devices and Trained Anatomy are needed

Additionally, if you're installing robotic parts in an organic body (or performing any entirely non-robotic surgeries, like amputation), you'll need:

  • For simple surgery steps (amputations and incision operations mostly), you need both Trained Medicine and Experienced Anatomy.
  • For complex surgery steps (anything inside the patient), you need both Experienced Medicine and Experienced Anatomy.

Finally, while not necessary, the Electrical Engineering and Construction skills determine how effective you are at repairing burn and brute damage, respectively, so you may find it worthwhile to invest in them.

Prepping for Repairs

List of Operations


Note: Often patients will have taken damage on several parts at once. For ease of repair and speed, remember to use the numpad body-part selection hotkeys to perform the same step on multiple body parts at once.


Construction

FBP:

  1. Fill the Fabricator.png Exosuit Fabricator with as much Metal.png metal as it will hold.
  2. Click on the Exosuit Fabricator to open its menu. You will need all the same parts you'd need for a Bound Synthetic except the endoskeleton.
  3. Wait for a few minutes for the pieces to be built.
  4. When putting the parts together, use the Cyborg Torso as a base.
    • The Cyborg Head will need 2x Flash.png Flash.
    • The Cyborg Torso will need 1x CableCoils.png wires and 1x Power cell.png power cell.
    • At this point you can attach the head to the torso, you will be prompted to choose a source species and a name for the body.
    • The arms and legs can then be attached as usual for prosthetic repairs.
    • Finally you will need a mind for the machine. Usually you will want an MMI put inside it. Open up the head using surgery and install the MMI.

Bound Synthetics

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 Bound Synthetic 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 Bound Synthetic is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists.

Repairs and Maintenance

Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.

  1. Id regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel. This takes a moderate amount of time.
  3. Power cell.png Remove the bound synthetic's power cell by clicking on it with an empty hand.
  4. Screwdriver4.png Use a screwdriver to expose the wires.
  5. Wirecutters.png Cut all five wires with wirecutters.
  6. Crowbar.png Use a crowbar to remove the MMI/Posibrain/circuit.

Construction

  1. Fill the Fabricator.png Exosuit Fabricator with as much Metal.png metal as it will hold.
  2. 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 (with a recent update, please note that adding "all parts" will print four extra components that are only used for repair, not construction).
  3. Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.
  4. When putting the parts together, use the Cyborg endoskeleton.png Cyborg Endoskeleton as a base.
    • The Cyborg Head will need 2x Flash.png Flash.
    • The Cyborg Torso will need 1x CableCoils.png wires and 1x Power cell.png power cell.
    • The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.
  5. (Optional) Before you give the Bound Synthetic a new brain, you can name it anything you or your client wants. Grab a Pen.png pen and use the pen on the Bound Synthetic to rename it. Once you place the brain in the Bound Synthetic, this step will not be completable.
    • Finally you will need a mind for the machine. Active positronic brains, their non-sentient ai-circuit counterparts or MMIs are all valid choices.

Upgrades

Upgrading the Power Cell

Bound synthetics that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Bound Synthetic with the following items (in order):

  1. Id regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. Click on the bound synthetic with an R hand active.pngL hand active.png empty hand to take out the Power cell.png power cell and replace it with the higher-capacity power cell.
    • Note: The default power cell in Bound Synthetics is an advanced power cell with a rating of 1,000 wh. The Science Department can research power cells that even exceed 3,000 Wh.
  4. Crowbar.png Crowbar the panel shut.
  5. Id regular.png Swipe an ID with Robotics access to relock the cover.

Resetting Modules

Once a player bound synthetic chooses a module (Engineer, Janitor, Security, etc.) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:

  1. Id regular.png Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar.png Crowbar open the panel.
  3. Robotics reset module circuit.png Print out a reset upgrade in the fabricator, and insert it into the bound synthetic.
  4. Crowbar.png Crowbar the panel shut.
  5. Id regular.png Swipe an ID with Robotics access to relock the cover.

Modifications

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 Bound 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.

Upgrade Modules

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 cannot be applied to certain types of synthetics (Standard or Flying).

Modules Description Allowed Robot Types Materials Cost Research Requirements
Emergency Restart Module Used to force a restart of a disabled-but-repaired robot, bringing it back online. All 60000 Steel
5000 Glass
N/A
Floodlight Module Used to boost cyborg's integrated light intensity. All 10000 Steel N/A
Illegal Upgrade Allows for the construction of lethal upgrades for cyborgs. All 10000 Steel
15000 Glass
10000 Diamond
Combat Systems: 4
Esoteric: 3
Jetpack Module A carbon dioxide jetpack suitable for low-gravity mining operations. Mining (Standard Only) 10000 Steel
15000 Phoron
20000 Uranium
N/A
Rapid Weapon Cooling Module Used to cool a mounted energy gun, increasing the potential current in it and thus its recharge rate.
Note: The Security module is not available during normal gameplay. This upgrade will not be usable under normal circumstances.
Security (Standard Only) 80000 Steel
6000 Glass
2000 Gold
500 Diamond
N/A
RCD Module A rapid construction device module for use during construction operations. Engineering (Standard Only) 25000 Steel
10000 Phoron
1000 Gold
1000 Silver
N/A
Rename Module Used to rename a cyborg. All 10000 Steel N/A
Reset Module Used to reset a cyborg's module. Destroys any other upgrades applied to the robot. All 10000 Steel N/A
VTEC Module Used to kick in a robot's VTEC systems, increasing their speed. All 80000 Steel
6000 Glass
5000 Gold
N/A

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:

Bot Icon Description Construction
Cleanbot Cleanbot.gif A little janitorial bot that will automatically clean up any messes it finds. You can toggle whether it cleans blood or not (helpful for your local Forensic Technician) and whether it patrols the station or stays put. Also has a few odd buttons - who knows what they do!

Sprays blood and gore when emagged.

  1. Obtain a Bucket.png bucket (Grab it from the Janitor or make with Autolathe)
  2. Attach a Proximitysensor.png proximity sensor.
  3. (Optional) Name the bot with a Pen.png pen.
  4. Attach a robot arm (cyborg right or left arm) to finish.
ED-209 ED209.png A bigger, tougher version of the Securitron with twice the health and a ranged electrolaser (set to stun). Otherwise, behaves the same as a standard Securitron.

When emagged, the electrolaser becomes lethal and the bot attacks anyone on sight.
Note: The odds of Security lending you the materials needed to create an ED-209 are slim to none, unless you get creative.

  1. Use a 5x Metal.png metal sheets on a Cyborg endoskeleton.png cyborg endoskeleton to reinforce it.
  2. Add a pair of robot legs (cyborg legs, one right and one left).
  3. Attach an Armor light.png armor plate, which can be found in the back of the armory.
  4. Welderon 32px.gif Weld everything together.
  5. Add in a Helmet.png security helmet,
  6. Attach a Proximitysensor.png proximity sensor.
  7. Insert CableCoils.png wires.
  8. Add an Taser100.png electrolaser gun.
    • Note: Electrolasers are not normally stocked aboard the ship, but can be ordered from Supply via the "Weapons - Security Basic" crate.
  9. Use a Screwdriver4.png screwdriver on the assembly.
  10. Insert a Power cell.png power cell to finish the bot.
Farmbot Farmbot.png An agricultural model that helps with the mundane aspects of Hydroponics and Xenobotany. Can be set to water, weed, harvest, and fertilize plants, as well as remove dead plants - settings can be adjusted using its control panel.

When emagged, will attack nearby people with its minihoe and splash them with the contents of its water reserve.

  1. Attach a robot arm (cyborg right or left arm) to a WatertankNew.png water tank.
  2. Attach a Plantanalyzer.png plant analyzer.
  3. Attach a Bucket.png bucket.
  4. (Optional) Name the bot with a Pen.png pen.
  5. Attach a Hoe.png mini-hoe.
  6. Attach a Proximitysensor.png proximity sensor to finish.
Floorbot Floorbot.gif Zooms around repairing busted floor tiles and replacing missing ones. Floorbots have a limited number of floor tiles, which can be observed in their control panel - they can be toggled to collect more tiles or make more tiles from stacks of materials in order to refill their supply.

When emagged, will run around tearing up floors instead.

  1. Start with a BlueToolbox.png toolbox.
    • Note: Differently colored toolboxes will change the resulting colour of your Floorbot.
  2. Add at least 10x Floor Tiles.png floor tiles (can be crafted from material sheets).
  3. Attach a Proximitysensor.png proximity sensor.
  4. (Optional) Name the bot with a Pen.png pen.
  5. Attach a robot arm (cyborg right or left arm) to finish.
Medibot Medibot.gif Will inject people with chemicals when they are damaged more than the set healing threshold. Their control panel can be opened to adjust the healing threshold, the amount of reagent injected (from 5u to 15u), and the reagent source used, as well as whether the treatment is reported (which notifies everyone wearing a medHUD) and whether the bot speaks.

By default, medibots will synthesize and inject Tricordrazine. If set to use a beaker, they will instead inject patients with whatever chemical is in the beaker added.
When emagged, will instead inject everyone around them (injured or not) with toxin.

  1. Start with an Empty SMed.png Medkit.
    • Note: Differently colored medkits will also change the resulting colour of your Medibot.
  2. Attach a robot arm (cyborg right or left arm).
  3. (Optional) Name the bot with a Pen.png pen.
  4. Attach a Healthanalyzer.png health analyzer.
  5. Attach a Proximitysensor.png proximity sensor to finish.
  6. (Optional) Beaker.png Insert beaker filled with the medicine of your choice.
    • Note: When skipped, medibot will synthesize Tricordrazine on their own.
Securitron Securitron.gif A security drone, which will attempt to arrest criminals by stunning and cuffing them. By default, they will only attempt to arrest people with an active arrest warrant - using the control panel, you can set the bot to arrest people without records or people carrying weapons without authorization. You can also set whether the bot reports arrests (which notifies anyone wearing a secHUD) and whether it patrols automatically. If a Securitron is attacked, it will report the attack to secHUDS regardless of whether arrest reporting is enabled.

When emagged, will stun and cuff everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.

  1. Use a Screwdriver4.png screwdriver on a Signaler.png remote signaling device.
  2. Combine with a Helmet.png security helmet. (Get these from Security.)
  3. Welderon 32px.gif Weld them together.
  4. Add a Proximitysensor.png proximity sensor.
  5. Attach a robot arm (cyborg right or left arm.
  6. Attach a Stunbaton.png stun baton to finish.

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. If the target organ is prosthetic the procedure is slightly different, as described for prosthetic repairs and organ installation.

To adjust target location, use a Screwdriver4.png screwdriver on the augment. Any augment can be implanted in a robotic limb (or in an FBP or IPC), but some augments won't fit on organic limbs, as listed below.

Steps for conducting augment installation (or removal) are listed below.

Note: Without appropriate Anatomy and Medicine skills, you will not be able to conduct surgery or install augments in organic body parts. Consider handing your augment over to the Medical Department for installation instead.

List of Augments

Augment Icon Description Implantable Locations Works on Flesh Limbs? Materials Cost Research Requirements
Armblade Augment Armblade.png A handy utility blade for the discerning augmentee. Warranty void if used for cutting Right arm, left arm No 4000 Steel
750 Glass
Electromagnetic Spectrum Technology: 3
Combat Systems: 2
Materials: 4
Biological Technology: 3
Combat Claws Augment Wolverine.png An unusual type of cybernetic weaponry, these sharp blades are bound to turn heads. These do not grow back. Right hand, left hand No 6000 Steel
250 Diamond
Electromagnetic Spectrum Technology: 3
Combat Systems: 4
Materials: 4
Biological Technology: 3
Engineering Toolset Augment Multitool.png A lightweight augmentation for the engineer on-the-go. This one comes with a series of common tools.

Augment contains an integrated digital screwdriver, wrench, welding tool, crowbar, multitool, and pair of wirecutters.

Right hand, left hand No 3000 Steel
1000 Glass
N/A
Gunnery Booster Augment Booster.gif Hephaestus Industries' AIM-4 model improves gun accuracy by filtering unnecessary nerve signals.

Effectively increases your Weapons Expertise skill by +1.

Head Yes 750 Steel
750 Glass
100 Silver
Materials: 5
Combat Systems: 5
Biological Technology: 4
Integrated Circuit Frame Augment Circuit.png A DIY modular assembly, courtesy of Xion Industrial. Circuitry not included.

You need to add integrated circuitry to the augment for it to do anything or be installable. You can remove existing circuitry from the augment using a crowbar. See Integrated Circuits for details.

Right arm, left arm No 3000 Steel N/A
Integrated Health HUD Augment Booster.gif The Vey-Med H-27 is an implantable HUD, designed to interface directly with the user's optic nerve and display information about patient vitals.

Acts like a medical HUD, but in your eyeballs. Toggle-able.

Head Yes 250 Steel
250 Glass
Biological Technology: 2
Electromagnetic Spectrum Technology: 3
Integrated Security HUD Augment Booster.gif The Hephaestus Industries C-VSR is an implantable HUD, designed to interface directly with the user's optic nerve and local databases to display security information.

Acts like a security HUD, but in your eyeballs. Toggle-able.

Head Yes 250 Steel
250 Glass
Electromagnetic Spectrum Technology: 3
Combat Systems: 2
Mechanical Muscles Augment Muscle.png Nanofiber tendons powered by an array of actuators increase the speed and agility of the user. You may want to install these in pairs to see a result.

Effectively increases your Athletics skill by +1. Also makes you jump super far. Requires a set of mechanical muscles to be installed in each leg to take effect.

Right leg, left leg Yes 5000 Steel
1000 Glass
N/A
Nanite MCU Augment ArmorChest.png A defensive nanite shield which hardens in response to trauma, protecting the user to a degree. Keeping it online after critical damage can yield negative results. Chest Yes 1000 Glass
100 Gold
500 Uranium
Materials: 5
Combat Systems: 5
Biological Technology: 5
Engineering: 5
Surgical Toolset Augment Multitool.png Part of Zeng-Hu Pharmaceutical's line of biomedical augmentations, this device contains the full set of tools any surgeon would ever need.

Augment contains an integrated digital bonesetter, cautery, circular saw, hemostat, retractor, scalpel, and surgical drill.

Right hand, left hand No 2000 Steel
2000 Glass
N/A
Subdermal Armor Augment ArmorChest.png A flexible composite mesh designed to prevent tearing and puncturing of underlying tissue. Chest Yes 10000 Steel
750 Glass
N/A
Synapse Interceptor Augment Booster.gif A miniature computer with a primitive AI, this piece of engineering uses predictive algorithms and machine learning to provide near-instant response to any close combat situation.

Effectively increases your Close Combat skill by +1.

Head Yes 750 Steel
750 Glass
100 Silver
Materials: 5
Combat Systems: 4
Biological Technology: 4
Electromagnetic Spectrum Technology: 5

Exosuits

Construction of exosuits is restricted by ID, so they are typically the product of 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:

  1. 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.
  2. Paint the parts with a floor painter if you want to.
  3. Head now to the "Robot" category. You will need a camera, 2 actuators, 1 diagnosis unit and 1 robot radio
  4. Procure Metal.png 10 material sheets to reinforce the exosuit (melting point is most important value here).
  5. Obtain a Power cell and Cable coil
  6. Print up to two software boards and insert them in the exosuit control module (IMPORTANT; DO IT BEFORE INSERTING IT IN THE SENSORS)
  7. Examine each of the exosuit parts and insert in them the required components.
  8. Attach the exosuit parts to the frame.
  9. Metal.png (Use whatever material you prefer)
  10. Wrench
  11. Weld
  12. Cable Coil
  13. Wirecutters
  14. If you haven't painted the individual parts, you can still paint the entire exosuit now.
  15. Screwdriver

Construction of the exosuit is sped up by the Devices and Electrical Engineering skills.

Exosuit Components

Exosuit Component Icon Description Part Type Mech Set Materials Cost Research Requirements
Armored Treads File:X.png These Hephaestus-brand Landmaster tracks are impervious to most damage and can maintain top speed regardless of load. Struggles with sharp turns. Motivators N/A 25000 Steel Materials: 4
Basic Exosuit Armour File:X.png A pair of flexible armor plates, used to protect the internals of exosuits and its pilot.

Provides decent protection against physical attacks and laser weaponry, but leaves the pilot vulnerable to EMPs and radiation.

Armor N/A 7500 Steel Materials: 4
Combat Exosuit Armour File:X.png Heavy combat plating - designed to deflect incoming ballistic attacks and explosions.

Overall more protective than the basic exosuit armor, though still vulnerable to EMPs and radiation.

Armor N/A 20000 Steel
5000 Diamond
N/A
Combat Exosuit Chassis File:X.png Chassis Combat 45000 Steel Combat Systems: 2
Combat Exosuit Manipulators File:X.png Manipulators Combat 15000 Steel Combat Systems: 2
Combat Exosuit Motivators File:X.png A set of sleek hydraulic legs for combat usage. Fairly speedy. Motivators Combat 15000 Steel Combat Systems: 2
EM-Shielded Exosuit Armour File:X.png A shielded plating that surrounds the exosuit's electronics.

Sacrifices some defense against physical and laser weaponry in exchange for EMP protection.

Armor N/A 12500 Steel
1000 Silver
Materials: 2
Exosuit Control Module File:X.png Control Module N/A 5000 Steel N/A
Exosuit Frame File:X.png Frame N/A 20000 Steel N/A
Heavy Exosuit Chassis File:X.png Chassis Heavy 70000 Steel
10000 Uranium
N/A
Heavy Exosuit Manipulators File:X.png Manipulators Heavy 20000 Steel N/A
Heavy Exosuit Motivators File:X.png A set of heavily-armored, bulky hydraulic legs. Extremely tough, but quite slow. Motivators Heavy 20000 Steel N/A
Heavy Exosuit Sensors File:X.png A well-armoured solitary sensor inside a recessed slit. Offers no special functionality, but very durable. Sensors Heavy 16000 Steel Combat Systems: 2
Light Exosuit Chassis File:X.png Chassis Light 30000 Steel Materials: 1
Light Exosuit Manipulators File:X.png Manipulators Light 10000 Steel Materials: 1
Light Exosuit Motivators File:X.png A set of aerodynamic electromechanic legs - extremely fast and nimble, but not particularly durable. Motivators Light 10000 Steel Materials: 1
Light Exosuit Sensors File:X.png A series of high resolution optical sensors, which can yield an image overlay even in total darkness (much like mesons). Fairly fragile. Sensors Light 8000 Steel Materials: 1
Power Loader Chassis File:X.png Chassis Power Loader 20000 Steel N/A
Power Loader Manipulators File:X.png Manipulators Power Loader 6000 Steel N/A
Power Loader Motivators File:X.png A pair of reinforced hydraulic legs - wide and stable, but not particularly fast. Motivators Power Loader 6000 Steel N/A
Power Loader Sensors File:X.png A tough, basic set of sensors designed for practical use. No special functionality, but can take a beating. Sensors Power Loader 5000 Steel N/A
Quadruped Motivators File:X.png A hydraulic, spider-like set of legs produced by Xion Industrial. While not especially fast, these motivators can turn on a dime. Motivators N/A 12000 Steel Engineering: 2
Radiation-Proof Exosuit Armour File:X.png A fully enclosed radiation hardened armor shell.

Nearly as effective as basic exosuit armor in terms of physical defenses, and fully shields the pilot from radiation.

Armor N/A 12500 Steel Materials: 2
Spherical Chassis File:X.png Chassis N/A 18000 Steel N/A

Exosuit Equipment

Various tools and weapons can be attached to mechs, providing them with ability to perform different tasks. Exosuit equipment is built by the Robotics Fabricator (under the "Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on exosuit.

Examine both the module and the exosuit to see if they have a common slot free for the installation to take place. Most equipment requires the relevant exosuit software to be installed in the mech before it can be attached.

Exosuit Equipment Icon Description Slots Software Materials Cost Research Requirements
Drill File:X.png An industrial mining drill which can chew through most objects in a few seconds (including humans). The drill head will wear out with use, but is replaceable - more drill heads can be made with material sheets. Drill speed and power is dependent on the type of material used.

When used for mining, the drill will mine the targeted tile and two adjacent mineral deposits. If the exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.

Right hand left hand Utility 10000 Steel N/A
Energy Shield Drone File:X.png A Hephaestus-brand energy deflector system designed to stop any projectile before it has a chance to become a threat. Will deflect some damage while active. Back Combat 20000 Steel
12000 Silver
12000 Gold
Materials: 4
Electromagnetic Spectrum Technology: 4
Power Manipulation Technology: 4
Combat Systems: 2
Exosuit Flash File:X.png An exosuit-mounted flash - useful for non-lethally taking down an assailant. Right shoulder, left shoulder Combat 10000 Steel Combat Systems: 1
Exosuit Manouvering Unit File:X.png A pair of electric resonance boosters which allow exosuits to move in microgravity and can even provide brief speed boosts. The stabilizers can be toggled with ctrl-click. Back Utility 20000 Steel
10000 Aluminium
2500 Phoron
Engineering: 2
Electromagnetic Spectrum Technology: 2
Floodlight File:X.png An exosuit-mounted light. Like a flashlight, but bigger. Head N/A 10000 Steel Engineering: 1
Gravity Catapult File:X.png An exosuit-mounted gravitational catapult. Can be used to throw objects around (Pull mode) or move them away from target (Push mode). Right hand, left hand Utility 10000 Steel N/A
Hydraulic Clamp File:X.png A large, heavy industrial cargo loading clamp.

Used to load and deploy bulky cargo - the mech's storage can fit up to five pieces of cargo at a time. Can also be used to force airlocks open (breaking the airlock in the process) and squish your enemies.

Right hand, left hand Utility 10000 Steel N/A
Mechete File:X.png A massive, exosuit-sized machete. Does what it sounds like. Right hand, left hand Utility 10000 Steel Combat Systems: 2
Mounted Electrolaser File:X.png A dual fire mode electrolaser system connected to the exosuit's targetting system. Analogous to a standard-issue smartgun in terms of firepower. Right hand, left hand Combat 10000 Steel Combat Systems: 1
Mounted Extinguisher File:X.png A mech-mounted extinguisher. Starts with 4000 units of water - can be refilled by clicking on the Water Tank. Right hand, left hand Engineering 10000 Steel N/A
Mounted Ion Rifle File:X.png An exosuit-mounted ion rifle. Analogous to a standard-issue ion rifle in terms of firepower. Right hand, left hand Combat 10000 Steel Combat Systems: 4
Electromagnetic Spectrum Technology: 4
Mounted Laser Gun File:X.png A CH-PS "Immolator" laser rifle, fitted for an exosuit. Analogous to a standard-issue laser carbine in terms of firepower. Right hand, left hand Combat 10000 Steel Combat Systems: 4
Electromagnetic Spectrum Technology: 4
Mounted Plasma Cutter File:X.png An industrial plasma cutter mounted onto the chassis of the mech. For mining, salvage, and sniping the occasional xeno. Right hand, left hand, right shoulder, left shoulder Utility 20000 Steel Combat Systems: 2
Materials: 4
Engineering: 3
Mounted Rotatory Plasma Cutter File:X.png A state of the art rotating, variable intensity, sequential-cascade plasma cutter. Resist the urge to aim this at your coworkers.

A more advanced version of the mounted plasma cutter. Can be set to "single shot" or "full auto" mode.

Right hand, left hand Utility 20000 Steel
2000 Silver
2000 Gold
Combat Systems: 3
Materials: 5
Engineering: 3
Mounted Sleeper File:X.png An exosuit-mounted sleeper designed to mantain patients stabilized on their way to medical facilities. Back Medical 10000 Steel N/A
Plasteel Mech Shield File:X.png A Hephaestus-brand exosuit-mounted ballistic shield - used in both planetary peacekeeping operations and military formations alike.

Provides a hefty amount of protection. You can also whack people with it.

Right hand, left hand Utility 40000 Steel
5000 Aluminium
Materials: 3
RCD File:X.png An exosuit-mounted Rapid Construction Device. Uses the exosuit's power reserve in order to synthesis construction materials. Right hand, left hand Engineering 30000 Steel
25000 Phoron
15000 Silver
15000 Gold
Materials: 4
Bluespace Technology: 3
Electromagnetic Spectrum Technology: 4
Power Manipulation Technology: 4
Engineering: 4

Exosuit UI

Having constructed your new exosuit, you're probably going to want to know how to operate and maintain it.



Exosuit Maintenance

  • You can remove installed equipment using 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 Screwdriver4.png.

TO DISASSEMBLE

  • Enable maintenance protocols on exosuit
  • Use wrench to disassemble the exosuit.

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 or move the exosuit to an upgraded exosuit dock or simply replace damaged parts through maintenance procedure.

Removal of jammed user

If the driver of a mecha is unconscious in his mech; you are able to remove them by using aggressive intent on the exosuit (unless they locked themselves in).

You may first need to open the canopy. Help intent on exosuit will work.

If the canopy is locked however, you will need to force the emergency release with a crowbar Crowbar.png.

Misc. items

TV camera

Bring the news of the station directly to the screens of the crew. The journalist will thank you for providing them with this piece of entertainment technology.

  • Get Robot head
  • Infrared sensor -> Makes the assembly. Looks like robot head.
  • Add robot camera
  • Add Tape recorder
  • Add 3 CableCoils.png wires
  • Use Wirecutters.png wirecutters on assembly
  • Add 1 Metal sheets steel plate