Difference between revisions of "Guide to Moebius Labs ErisEn"

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==Exosuit Construction==
 
==Exosuit Construction==
 
<p>
 
<p>
  +
# print a exosuit frame
Former exosuit construction guide was completely inaccurate and out of date. Exosuit building is now modular. Please refer to robotics tech tree for what roles certain parts play for now. I will be testing different parts and asking coders to instead make this a parts catalog.
 
  +
# add wire
  +
# adjust it with any wire cutting tool
  +
# add a reinforcement material (10 sheets) presumably this affects speed and health.
  +
# wrench the frame
  +
# weld frame
  +
# print out chassis
  +
# add a large cell to chassis
  +
# add exosuit control computer to chassis
  +
# add desired armor plating to chassis
  +
# add chassis to frame
  +
# print out desired sensors
  +
# add robot camera to sensors
  +
# add robot radio to sensors
  +
# add sensors to chassis
  +
# print out desired arms
  +
# add robot Actuator to arms
  +
# add arms to frame
  +
# print out desired legs
  +
# add robot Actuator to legs
  +
# add legs to frame
  +
# screwdriver the frame to finish it.
  +
<p>
  +
* certain equipment types need circuit systems installed not arm types.
 
Please refer to robotics tech tree for what roles certain parts play for now. I will be testing different parts and asking coders to instead make this a parts catalog.
 
<p>
 
<p>
 
==Exosuit Maintenance==
 
==Exosuit Maintenance==

Revision as of 04:46, 3 June 2021

Robots and Mechs

For the aspiring Moebius Roboticist, Researcher and even the Overseer, this guide will explain the equipment of Moebius Laboratories, their functions, and guide you on how to create devices to better your Expedition.


Moebius Lab Equipment

These are the devices you will need to create powerful exosuits, helpful bots, slaved cyborgs, or further the development of technology.

Image Description

Fabricator.png

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.

It can be upgraded by doing the following:

  • 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.

Circuit Imprinter.png

Circuit Imprinter - The Circuit Imprinter is where you print all the circuits you need for exosuits, consoles, or devices.

It can be upgraded by doing the following:

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

Autolathe.png

Autolathe - The Autolathe reads data disks and fabricates whatever is on the disk, so long you provide the needed resources. It can be upgraded to hold more materials, and use less materials to fabricate items.

It can be upgraded by doing the following:

  • 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.

Protolathe.png

Protolathe - Using the RnD console, you can print items that you have researched using the Protolathe. These can range from more powerful matter bins, or manipulators to upgrade the Protolathe, Autolathe, Circuit Imprinter, and the Exosuit Fabricators.

Destructive Analyzer.png

Destructive Analyzer - The machine used to take apart, recycle, and analyze items. It can be accessed through the nearby RnD Console. Each item analyzed will grant points to research new technologies. Higher research levels will allow additional items to be created at the protolathe, exosuit fabricator, and circuit imprinter. The Analyzer WILL destroy the item upon analyzing, hence the name, Destructive Analyzer.

RnD Console.png

Research and Development Console - The console that controls the destructive analyzer, Protolathe, and Circuit Imprinter. Use this console to check on your research levels and update the core RnD server that hosts all research completed.

Design Disk.png

Design/Data Disk - Items can be downloaded onto this design disk to be sold to crew members, who can then place these disks into autolathes to print items Moebius has researched.

Research and Development

RnDmenu3.png

Increasing your research levels to better the Expedition is mandatory, if you wish to further the developments of science and technology that is.

To begin researching, you must familiarize yourself with your equipment. The table above explains what each piece of equipment is and what it can be used for. Afterwards, simply place items into the destructive analyzer and analyze them for SCIENCE!

By destroying items, you will yield a specific amount of research points, which can be used to research what you want in the research tree. Destroying high tech items yield more points while lower end items less points. Duplicate items will give you a percentage of what the original tech was worth, and each duplicate will lower the amount of points given per destruction.

Tips

  • Tech storage in the engineering section of CEV "Eris" (Fourth Section) contains many items that can jump start your research levels.
  • Using the spare power cells placed around the Moebius Laboratories can be used to further research on power manipulation or place them into the autolathe to create silver.
  • You can create design disks with chosen items to print for autolathes by using the RnD console. Selling these with items crew members or other departments want can generate money the Overseer, or a scientist, can use to purchase needed materials from either the Maintenance diving Assistants or the Asters Guild Merchant.

Robotics and Cyborgs

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 free. Each cyborg is required to follow the AI's laws, so long it is slaved to the AI. Otherwise it will follow the laws inputted at creation.

It is generally a good idea to have one or two empty cyborg bodies built and ready for people that want to become borgs, or when someone dies; then they can become useful for Moebius by being borged. Make sure you have a posibrain lying around and keep activating it from time to time.

Borg.png Making a Cyborg

  1. Fill the Exosuit Fabricator with as much metal as it will hold.
  2. Click on the Exosuit Fabricator to open its menu and create a Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head.
  3. Wait for a short time for the pieces to be built. You may need to add additional metal to the Fabricator in order for it to finish.
  4. When putting the parts together, use the Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.
    • Add 2x Flashes to the Head before attaching it. You do this by picking up the flashes and then clicking on the head.
    • The Cyborg Torso will need 1x wires and 1x power cell.
    • The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.
  5. The last step is installing either an MMI, Posibrain, or Robotic brain. Posibrains and robotic brains need to be active. If you got it from a destroyed Cyborg or removed it from an IPC or IRC, that shouldn't be an issue, but a freshly printed one must first be activated, which gives ghosts a chance to enter the brain and rejoin the round. If the activation failed, then no ghost wanted to enter the brain, try again later.

Brain2.PNG Extracting a Brain

Note: Remember to label body bags as being cyborgified, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.

  1. (Optional) Complete Preparations for Surgery.
  2. Aim for the head
  3. Use a scalpel to cut back the flesh.
  4. Use the hemostat to stop any potential bleeding.
  5. Use your retractors to lift up the skin.
  6. Use the saw to cut through the bones.
  7. Use the retractor to separate the bones.
  8. Use the hemostat. This will open up a window asking you which loose organ you'd like to remove. Select the Brain.
  9. Place the brain in an MMI. MMI.png
  10. Carry the MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.

You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.

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

Cyborgs may run into all sorts of problems while on Eris. As such it is responsible to conduct maintenance on those borgs that go maintenance diving or fight off the Serbian invaders.

Repair

When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple

  1. Equip a welding helmet on your head.
    • Note: Be sure to remember this step or you could go blind!
  2. Place a welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.

Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Use a screwdriver to expose the wires.
  5. Use a cable coil to replace damaged wires.
  6. Screwdriver the cyborg to unexpose the wires.
  7. Crowbar the panel shut.
  8. Swipe an ID with Robotics access to relock the cover.

Cyborg Component Repair

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

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Use a screwdriver to expose the wires.
  5. Crowbar out the desired component.

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. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand.
  4. Use a screwdriver to expose the wires.
  5. Cut all five wires with wirecutters.
  6. Use a crowbar to remove the MMI.

Human Prosthetic Repair

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

To fix brute damage:

  1. Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.

To fix burn damage:

  1. Use a cable coil on the damaged area.

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.

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 Cyborg with the following items (in order):

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Click on the Cyborg with an empty hand to take out the power cell and replace it with the new one.
    • Note: The default power cell capacity in Cyborgs is 7,500. If RnD is capable, Atom cells do not need to be recharged as they are self charging.
  4. Crowbar the panel shut.
  5. Swipe an ID with Robotics access to relock the cover.

Upgrade Modules

Not only can you build and repair Cybrogs, they also come to you to get upgrades installed once RnD has them researched. These have their own category in the exosuit fabricator.

The available upgrade modules are:

  • Reset Module: Not really an upgrade at all, this simply resets a borg's module, letting it change from one specialization to another.
  • Rename Module: Allows for the names of borgs to be changed.
  • Restart Module: Use this module to restart a borg that was destroyed and has since been repaired.
  • VTEC Module: Increases the speed of a borg, rather useful.
  • Disabler Cooler: Increases the cooling of a cyborg's disabler, enabling it to shoot faster. Only useful on cyborgs with a disabler, which means security models.
  • Ion Thrusters: Basically a jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.
  • Diamond Mining Drill: Upgrades the built-in mining drill, letting it drill faster. Only works on mining cyborgs.
  • Mining Satchel of Holding: Upgrades the cyborg's mining storage, allowing it to hold more minerals. Only works on mining cyborgs.
  • Illegal Equipment Upgrade: Unlocks a cyborg's illegal and more dangerous equipment, the same equipment that's unlocked by emagging.
  • Self Repair Module: Allows a cyborg to slowly repair damage to itself.

To apply any of these modules:

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Insert the module card into the cyborg.
  4. Crowbar the panel shut.
  5. Swipe an ID with Robotics access to relock the cover.

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.

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 cyborg. The cyborg 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 cyborg to be slaved to an AI, but not synced with it's laws.
    • Mending this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg 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 Cyborg is slaved to an AI and must follow that AI's orders.
    • Pulsing this wire allows you to pick an AI for the cyborg 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 cyborg to it, if it is off.
    • Cutting this wire will cause the Cyborg to be unslaved from the AI and bound only by it's 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 cyborg 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 cyborg 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 cyborg to change modules.

An emagged cyborg will have no LawSync or AI link and cannot be reset.

Remember, cyborgs 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.

Repairing Humans

See Robotics Related Surgery & Augmentations

Bots

As a Roboticist of Moebius, your goal is to create bots to suit the needs of your Expedition; be that a cleaning bot to replace the useless Janitor who is dying by roaches or ignoring your requests to clean Moebius facilities and the medibot can convince the crew they do not need a medical check up every time they cut themselves on rusted lockers or were swirlied by Jeff.

Medibot.png Medibot

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

The medibot can be added with a beaker, however they will synthesize their own chemicals.

To make:

  • Cyborg Right or Left Arm.
  • Empty Medkit. Different colored kits will change the bot color.
  • (Optional) Name the bot with a pen.
  • Health analyzer.
  • Proximity sensor.
  • (Optional) Beaker

They can also be Emagged to repeatedly inject anyone with harmful chemicals.

Cleanbot.png Cleanbot

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

Even better is that it uses Space Cleaner to mop, so no slipping on everything!

To make:

  • Bucket.
  • Proximity sensor.
  • (Optional) Name the bot with a pen.
  • Cyborg Right or Left Arm.

An emagged cleanbot will spray slippery foam around it, while still responding to any mess in visual range, or continuing its patrol.

Floorbot.png 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.

They zoom around and repair busted floor tiles. Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.

To make:

  • Empty toolbox (Must be a blue one)
  • Floor tile
  • Proximity sensor.
  • (Optional) Name the bot with a pen.
  • Cyborg Right or Left Arm.

Emagged Floorbots will tear apart floor panels and plating, usually exposing the area to space. Great if don't need to worry about being in a vacuum.

Farmbot.png Farmbot

A farm bot can be useful in watering plants, refilling fertilizer, deweeding, and harvesting. Just leave it near some plants and it will take care of the rest.

  • Attach a robot arm (cyborg right or left arm) to a water tank.
  • Attach a plant analyzer.
  • Attach a bucket.
  • (Optional) Name the bot with a pen.
  • Attach a mini-hoe.
  • Proximity sensor.

Beepsky.gif Securitron

A securitron bot will attempt to stun and arrest anyone with an arrest warrant if you choose to set that option on. Equipped with a stun baton, this is a trusty companion and a loyal guard.

  • Combine Remote Signaling Device with a standard Ironhammer Helmet (found in armory)
  • Weld them together
  • Add a Proximity Sensor
  • Add a Robot Arm
  • Add a Stun Baton

Beepsky.gif ED-209

An ED-209 is a variation of the securitron equipped with an NT SP “Counselor”. Made to dole out swift justice, these bots will attempt to detain and arrest any wanted criminals, slightly more efficiently than their older model.

  • Use a metal sheet on a Cyborg Endoskeleton to reinforce it.
  • Add two Robot Legs and a Robot Arm
  • Weld everything together
  • Add in an Ironhammer Helmet(found in armory)
  • Attach a Proximity Sensor to the assembly
  • Insert wires
  • Add a NT SP “Counselor” and attach it with a screwdriver
  • Insert a Large power cell.

Exosuits

When preparing for an Expedition off the ship, it is always good to build mech as it isn't wise to trust your security to Ironhammer.


Exosuit Construction

  1. print a exosuit frame
  2. add wire
  3. adjust it with any wire cutting tool
  4. add a reinforcement material (10 sheets) presumably this affects speed and health.
  5. wrench the frame
  6. weld frame
  7. print out chassis
  8. add a large cell to chassis
  9. add exosuit control computer to chassis
  10. add desired armor plating to chassis
  11. add chassis to frame
  12. print out desired sensors
  13. add robot camera to sensors
  14. add robot radio to sensors
  15. add sensors to chassis
  16. print out desired arms
  17. add robot Actuator to arms
  18. add arms to frame
  19. print out desired legs
  20. add robot Actuator to legs
  21. add legs to frame
  22. screwdriver the frame to finish it.

  • certain equipment types need circuit systems installed not arm types.

Please refer to robotics tech tree for what roles certain parts play for now. I will be testing different parts and asking coders to instead make this a parts catalog.

Exosuit Maintenance

Replacing Batteries

  • Make sure the ID upload panel is closed and ensure Maintenance Mode is not forbidden in the Exosuit's internal settings.
  • Hit the exosuit with your ID card or PDA with one inside and enable Maintenance Mode.
  • Wrench
  • Crowbar
  • Screwdriver
  • Replace cell.
  • Screwdriver
  • Crowbar
  • Wrench
  • ID

Note: The default capacity of a power cell in any of the exosuits is 15000L

Repair

  • Equip a welding helmet on your head.
    • Note: Be sure to remember this step or you could go blind!
  • Place a 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.

Removal of Jammed User

If the driver of an exosuit is unconscious in his exosuit ; you are able to remove him/her by following a series of steps. This also works upon MMIs and Positronic Brains which you wish to remove.

  • Make sure maintenance protocols are enabled.
  • Wrench
  • Crowbar
  • Screwdriver
  • Crowbar

Critical Damage

When the mech takes approx. 50% damage, there is a chance for the mech to take 'Critical Damage.' This usually is the failure of a system within the mech itself. Each failure has a different way to repair it.

Calibration Failure-This causes your mech to move around, usually in large circle, rather than move in the direction of your input. The mech can and will move diagonals while this is in effect. To repair, open 'View Stats', and at the top of the page is a button labeled something along the lines of 'Recalibrate.' Click it, and wait for the recalibration to complete, and your mech will move as normal.

Internal Fire-This causes your mech to take damage upon movement. (It may cause damage while you are not moving, this has not been thoroughly tested.) This lasts for about 15-30 seconds, and will go away on its own. (I am unsure of the exact % damage it causes. I am unsure if you are able to put this out with a fire extinguisher.)

Life Support Failure-This renders your internal life support useless. This won't matter much in a pressurized environment, but if you're fighting a Fire in a Firefighting Ripley, you're going to die. To fix this, enable your maintenance protocols, and perform the same steps to replace a battery. This will fix the error.

Air Tank Rupture (Unsure if correct name.)-This means your mech will no longer pump air into the cabin of your mech. This does not matter if you are not running on internal air. In order to fix this, simply repair the mech with a welder.

Template:Wip NOTE: All info below is incorrect in some form. Please do not refer to it to anything more than to learn basic functions and mechanics of a piece of equipment, do not refer to listed stats. NOTE: A good majority of this equipment has been removed mostly different combat equipment

Exosuit Equipment

Various tools and weapons can be attached to Exosuits, providing 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. Exosuits have limited equipment space depending on their type.

Exosuit Equipment comes in several categories:

  • General: Can be attached to any exosuit.
  • Medical: Can only be attached to a exosuit with a medical system circuit installed.
  • Industrial: Can only be attached to a exosuit with utility system circuit installed.
  • Combat: Can only be attached to exosuits with combat circuits installed.

Some equipment 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 equipment that are also limited to single specific exosuits, those will be named in the category too where that's the case.

Please note that most of the information taken on these comes from a different code-base, and may be similar albeit possibly incorrect.

General Equipment

Energy Relay - Plasma Generator - ExoNuclear Reactor - Repair Droid - Reactive Armor (Melee) - Reactive Armor (Ranged) - Teleporter - Wormhole Generator - Gravitational Catapult


Tesla Energy Relay
Category: General Power Consumption: N/A 80px
Tech Requirements:
  • Electromagnetic Spectrum Research: 4
  • Power Manipulation Technology: 5
  • Engineering Research: 4
Construction Costs:
  • Metal: 10000
  • Gold: 2000
  • Silver: 3000
  • Glass: 2000
Wirelessly drains energy from any available power channel in area. The performance index is quite low.
Function:
  • Generates 20W of power to recharge the battery.
  • Drains 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.



Plasma Generator
Category: General Power Consumption: N/A 80px
Tech Requirements:
  • None
Construction Costs:
  • Metal: 10000
  • Silver: 2000
  • Plasma: 5000
  • Glass: 1000
An exosuit module that generates power using solid plasma as fuel. Pollutes the environment.
Function:
  • Burns Plasma Sheets to produce power.
    • To pickup a plasma, activate the generator as the active module, then click a plasma sheet on the ground.
  • Consumes 100 cm^3 of plasma per second to charge up the power cell
    • Consumes 10 cm^3 of plasma per second instead, when the power cell is full. Does not auto deactivate.
    • Each plasma sheet contains 2000cm^3 of plasma, and so will run the generator for 20 seconds per sheet.
  • While running, produces 30W of power per second.
Notes:
  • This generator consumes plasma rapidly.



ExoNuclear Reactor
Category: General Power Consumption: N/A 80px
Tech Requirements:
  • Power Manipulation Technology: 5
  • Engineering Research: 4
  • Materials Research: 3
Construction Costs:
  • Metal: 10000
  • Silver: 500
  • Glass: 1000
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:
  • Burns Uranium Sheets inserted into it to produce power.
    • To pickup a uranium sheet, activate the generator as the active module, then click a uranium 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 50W of power per second.
  • Irradiates everyone nearby while running, 0.3 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.



Repair Droid
Category: General Power Consumption: 50 80px
Tech Requirements:
  • Electromagnetic Spectrum Research: 3
  • Data Theory Research: 3
  • Engineering Research: 5
Construction Costs:
  • Metal: 10000
  • Silver: 2000
  • Gold: 1000
  • Glass: 5000
Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
Function:
  • Automatically fixes damage to the exosuit, both internal and external.
  • Remember to turn it on after taking damage.
Notes:
  • The repair droid is visible, being added to the sprite of the mech.
  • Uses quite a bit of power when turned on.
  • Remember to retreat when damaged to give it time to work.
  • It turns off automatically once all damage has been fixed.



Reactive Armor Booster Module (Close Combat Weaponry)
Category: General Power Consumption: 50 80px
Tech Requirements:
  • Materials Research: 5
  • Combat Systems Research: 4
Construction Costs:
  • Metal: 20000
  • Silver: 5000
Boosts exosuit armor against armed melee attacks. Requires energy to operate.
Function:
  • Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.
Notes:
  • Reduces taken damage by roughly 20%.



Reactive Armor Booster Module (Ranged Weaponry)
Category: General Power Consumption: 50 80px
Tech Requirements:
  • Materials Research: 5
  • Combat Systems Research: 5
  • Engineering Research: 3
Construction Costs:
  • Metal: 20000
  • Silver: 5000
Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
Function:
  • Does not need to be toggled on or off to work. Just install it and it will work, if you have enough power.
Notes:
  • Reduces taken damage by roughly 20%.



Teleporter
Category: General Power Consumption: 8000 80px
Tech Requirements:
  • Bluespace Research: 8
  • Electromagnetic Spectrum Research: 5
Construction Costs:
  • Metal: 10000
  • Diamond: 10000
An exosuit-mounted teleportation device.
Function:
  • Simply click where you want to go to teleport.
  • Has a large cooldown.
Notes:
  • Requires very high research level in Bluespace Research.
  • Uses a LOT of energy. A standard-issue powercell has only enough power for one teleport.
  • Teleport is fairly imprecise, expect to land a few tiles away from your intended target.



Wormhole Generator
Category: General Power Consumption: 300 80px
Tech Requirements:
  • Bluespace Research: 4
  • Electromagnetic Spectrum Research: 4
  • Plasma Research: 3
Construction Costs:
  • Metal: 10000
A device that creates quasi-stable wormholes.
Function:
  • Simply click where you want the wormholes to go.
    • You don't control their destination, though.
Notes:
  • Work very similar to the wormholes spawned as an event.
  • Can potentially get you into dangerous situations, or out of them.



Gravitational Catapult
Category: General Power Consumption: 100 80px
Tech Requirements:
  • Bluespace Research: 4
  • Engineering Research: 4
  • Electromagnetic Spectrum Research: 3
Construction Costs:
  • Metal: 10000
An exosuit mounted Gravitational Catapult.
Function:
  • Has two modes, sling and push.
    • In sling mode, lets you lock onto an object and then throw said object around.
    • In push mode, pushes everything away from a target location.
Notes:
  • Though not technically a weapon, this can still cause quite a lot of chaos and havoc.


Industrial Equipment

Extinguisher - Cable Layer - Hydraulic clamp - Drill - Diamond drill - Mining Scanner - RCD


Extinguisher
Category: Industrial Power Consumption: 0 80px
Tech Requirements:
  • None
Construction Costs:
  • Metal: 10000
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.



Cable Layer
Category: Industrial Power Consumption: 0 80px
Tech Requirements:
  • None
Construction Costs:
  • Metal: 10000
A cable layer, can be used to lay down cables.
Function:
  • Needs to be filled with cables first by picking it as the active equipment and clicking on cables on the floor.
Notes:
  • Can eject cable again by clicking on 'cut'.



Hydraulic clamp
Category: Industrial Power Consumption: 10 80px
Tech Requirements:
  • None
Construction Costs:
  • Metal: 10000
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
Notes:
  • ----



Drill
Category: Industrial Power Consumption: 10 80px
Tech Requirements:
  • None
Construction Costs:
  • Metal: 10000
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
Notes:
  • ----



Diamond drill
Category: Industrial Power Consumption: 10 80px
Tech Requirements:
  • Materiels research: 5
  • Engineering Research: 4
Construction Costs:
  • Metal: 10000
  • Diamond: 6500
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.
Notes:
  • ----


Mining Scanner
Category: Industrial Power Consumption: 0 80px
Tech Requirements:
  • None
Construction Costs:
  • Metal: 5000
  • Glass: 2500
Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals.
Function:
  • Basically a combination of optical meson scanners and mining scanners.
  • Allows you to see structures through walls, though it doesn't show people and the like.
  • Automatically scans for minerals periodically.
Notes:
  • ----



Rapid Construction Device
Category: Industrial Power Consumption: 250 80px
Tech Requirements:
  • Materials Research: 5
  • Bluespace Research: 3
  • Electromagnetic Spectrum Research: 4
  • Power Manipulation Research: 4
  • Engineering Research: 5
Construction Costs:
  • Metal: 30000
  • Plasma: 25000
  • Silver: 20000
  • Gold: 20000
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.


Medical Equipment

Mounted Sleeper - Syringe Gun

Mounted Sleeper
Category: Medical Power Consumption: 20 80px
Tech Requirements:
  • Biological Technology: 3
  • Plasma Research: 2
  • Engineering Research: 3
Construction Costs:
  • Metal: 5000
  • Glass: 10000
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, providing a minor buffer against Suffocation damage.
  • Can also to be used to inject 10u increments of chemicals known to the Odyyseus. By default, Epinephrine. Use the Scanner mode on the Mounted Syringe Gun to learn more.
  • Deactivates if power runs out.
Notes:
  • Only uses power while a patient is inside
  • Each Mounted Sleeper holds a single patient.
  • The Sleeper is not space-proof, so you will need to inject your patient with chemicals if going EVA.



Syringe Gun
Category: Medical Power Consumption: 10 80px
Tech Requirements:
  • Electromagnetic Spectrum Research: 4
  • Biological Technology: 4
  • Combat Systems Research: 3
  • Materials Research: 4
Construction Costs:
  • Metal: 3000
  • Glass: 2000
A Syringe gun with integrated Synthesizer that can produce chemicals once a sample has been analyzed
Function:
  • Click on syringes to load them into the gun, can hold up to 10.
  • Set to analyze, then simply click on a container with chemicals to analyze them and save them to the internal database.
  • Click reagent list to see a list of saved reagents and pick which ones to synthesize for the syringes. Remember to clear the internal storage when you want to switch to a new, better reagent.
  • Set to launch the syringes to quickly inject patients with life saving (or deadly) chemicals.
    • Each syringe injects 15u of reagents.
Notes:
  • Up to 5 different reagents can be added to a syringe at once.
  • Even hard or normally impossible to produce reagents can be quickly produced once a sample has been scanned.
    • Convince the CMO to let you scan his hypospray for easy Omnizine production.
    • If you're a traitor, use it to create large amounts of poisons you ordered from your uplink.


Combat Equipment

ZFI Immolation Beam Gun - CH-PS "Firedart" Laser - CH-LC "Solaris" laser cannon - mkIV Ion Heavy Cannon - P-X Tesla Cannon - CH-PD Disabler - PBT "Pacifier" Mounted Taser - LBX AC 10 "Scattershot" - Ultra AC 2 - FNX-99 "Hades" Carbine - SRM-8 Light Missile Rack

ZFI Immolation Beam Gun
Category: Combat Power Consumption: 80 80px
Tech Requirements:
  • Combat Systems Research: 6
  • Electromagnetic Spectrum Research: 6
  • Materials Research: 4
  • Engineering Research: 4
Construction Costs:
  • Metal: 4000
  • Glass: 1000
  • Silver: 3000
  • Plasma: 2000
A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire.
Function:
  • Sets targets on fire.
  • Consumes the listed power cost with each shot.
Notes:
  • It can fire endlessly as long as the suit's power cell lasts.



CH-PS "Firedart" Laser
Category: Combat Power Consumption: 30 80px
Tech Requirements:
  • Combat Systems Research: 3
  • Electromagnetic Spectrum Research: 3
  • Engineering Research: 3
Construction Costs:
  • Metal: 10000
A standard-issue laser for use on Exosuits.
Function:
  • Fires a laser which deals 20 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.
  • Is identical in damage to a handheld laser.



CH-LC "Solaris" laser cannon
Category: Combat Power Consumption: 60 80px
Tech Requirements:
  • Combat Systems Research: 4
  • Electromagnetic Spectrum Research: 4
  • Engineering Research: 4
Construction Costs:
  • Metal: 10000
An experimental Exosuit-mounted laser cannon. A heavy laser that deals more damage but has a longer cooldown and uses more energy per shot.
Function:
  • Fires a laser which deals 40 burn damage
    • Has a cooldown of 1 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, but interestingly has higher DPS.



mkIV Ion Heavy Cannon
Category: Combat Power Consumption: 120 80px
Tech Requirements:
  • Combat Systems Research: 6
  • Electromagnetic Spectrum Research: 5
  • Materials Research: 5
Construction Costs:
  • Metal: 20000
  • Silver: 6000
  • Uranium: 2000
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 vox 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.



P-X Tesla Cannon
Category: Combat Power Consumption: 500 80px
Tech Requirements:
  • Combat Systems Research: 6
  • Electromagnetic Spectrum Research: 5
  • Materials Research: 5
Construction Costs:
  • Metal: 10000
  • Glass: 10000
  • Silver: 10000
A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine
Function:
  • Fires deadly balls of electricity. Once they hit a target, they will arc from that target to other nearby objects and people.
    • Beware of friendly fire.
Notes:
  • Needs a lot of power and has a relatively high cooldown. Make each shot count.



CH-PD Disabler
Category: Combat Power Consumption: 30 80px
Tech Requirements:
  • Combat Systems Research: 3
  • Electromagnetic Spectrum Research: 3
Construction Costs:
  • Metal: 10000
An exosuit-mounted disabler, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.
Function:
  • Fires two disabler shots each time it is used.
  • Each shot does 36 stamina damage.
Notes:
  • It can fire endlessly as long as the suit's power cell lasts.


PBT "Pacifier" Mounted Taser
Category: Combat Power Consumption: 20 80px
Tech Requirements:
  • Combat Systems Research: 3
Construction Costs:
  • Metal: 10000
An exosuit-mounted taser, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit.
Function:
  • Functions like a handheld taser.
  • Has a cooldown of 0.8 seconds.
Notes:
  • It can fire endlessly as long as the suit's power cell lasts.



LBX AC 10 "Scattershot"
Category: Combat Power Consumption: 100 80px
Tech Requirements:
  • Combat Systems Research: 4
Construction Costs:
  • Metal: 10000
A ballistic weapon firing four bullets in a spread.
Function:
  • Fires in a spread before you.
  • Uses some energy for each shot, doesn't need reloading.
    • Can thus fire as long as the suit's powercell lasts.
Notes:
  • Has the usual properties of ballistic weapons.
  • Beware of friendly fire.



Ultra AC 2
Category: Combat Power Consumption: 60 80px
Tech Requirements:
  • Combat Systems Research: 4
Construction Costs:
  • Metal: 10000
An exosuit-mounted LMG.
Function:
  • Fires bursts of 3 bullets.
  • Uses some energy for each burst, doesn't need reloading.
    • Can thus fire as long as the suit's powercell lasts.
Notes:
  • Has the usual properties of ballistic weapons.



FNX-99 "Hades" Carbine
Category: Combat Power Consumption: 15 80px
Tech Requirements:
  • Combat Systems Research: 5
  • Materials Research: 4
Construction Costs:
  • Metal: 10000
An exosuit-mounted carbine firing incendiary bullets.
Function:
  • Fires the same projectiles as dragonsbreath rounds for shotguns
  • Sets targets on fire and leaves behind a trail of fire
Notes:
  • Does very little brute damage



SRM-8 Light Missile Rack
Category: Combat Power Consumption: 1000 80px
Tech Requirements:
  • Combat Systems Research: 6
  • Materials Research: 5
  • Engineering Research: 5
Construction Costs:
  • Metal: 22000
  • Gold: 6000
  • Silver: 8000
An exosuit-mounted missile launcher.
Function:
  • Fires missiles, which explode at the target or when they hit something.
  • Explosions are rather small, with limited damage to the station.
  • Holds 8 missiles before needing to rearm.
    • To rearm, simply click the rearm button next to the weapon in the exosuit status window.
Notes:
  • Needs 1000 power per missile to be replaced when rearming.


SGL-6 Grenade Launcher
Shoots out a flashbang at medium range.
(Can be attached to: Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon))