Difference between revisions of "Guide to Moebius Labs ErisEn"
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[[File:Robotics.png|frame|right|Robotics and the Mech Bay]] |
[[File:Robotics.png|frame|right|Robotics and the Mech Bay]] |
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For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. |
For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Exosuits. |
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+ | '''Everything here is incorrect.''' |
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=Robotics Equipment= |
=Robotics Equipment= |
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An emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy. |
An emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy. |
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− | </div></div> |
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− | <div class="toccolours mw-collapsible mw-collapsed" style="width:99%"> |
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− | <span style="font-size:1.2em;">[[File:honkbot.png|32px]] '''Honkbot'''</span> |
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− | It's annoying and useless, but the clown might bug you to make one of this in the absence of a H.O.N.K. mech. God forbid if a traitor emags the thing. |
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− | <div class="mw-collapsible-content"> |
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− | |||
− | To make: |
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− | # Construct a [[File:Clownbox.png|32px]] Clown Box (Get the [[Clown]] to stamp a piece of cardboard with the clown stamp). |
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− | # Add a robotic right arm. |
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− | # Add a [[File:HonkHorn.png]] Clown bikehorn. |
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− | # Add a [[File:Proximitysensor.png|32px]] Proximity sensor. |
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− | # Add a Trombone (you'll probably need to order a Musical Instruments crate from Cargo). |
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− | Emagged Honkbots make random noises, will airhorn unsuspecting crew and lets out a very evil laugh. |
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|90,000 |
|90,000 |
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|0 |
|0 |
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− | |- |
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− | |HONK MECH |
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− | |120,000 |
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− | |15,000 |
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− | |0 |
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− | |0 |
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− | |0 |
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− | |0 |
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− | |0 |
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− | |35,000 |
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|0 |
|0 |
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*Welding Tool |
*Welding Tool |
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*Add an anomaly core. |
*Add an anomaly core. |
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− | </div></div> |
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− | <div class="toccolours mw-collapsible mw-collapsed" style="width:99%"> |
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− | <span style="font-size:1.2em;">[[File:HONK MECH.png|32px]] '''HONK MECH'''</span> |
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− | Bring the HONK power of the HONKmother to the crew! HONK! Cry when you are arrested for making this. |
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− | <div class="mw-collapsible-content"> |
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− | Requires bananium sheets to complete. The mech has a Clown Office ID lock by default. |
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− | |||
− | Instructions |
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− | *Create all of the H.O.N.K. mech parts in the Exosuit Fabricator. |
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− | *Attach all of the H.O.N.K. mech parts to the H.O.N.K. mech chassis. |
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− | *HONK at the mech with a bike horn. |
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− | *Add the main circuit board. |
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− | *HONK at the mech again. |
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− | *Add the peripherals circuit board. |
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− | *HONK at the mech again. |
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− | *Add the targeting circuit board. |
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− | *HONK at the mech again. |
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− | *Add the clown's mask to the mech. |
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− | *HONK at the mech again. |
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− | *Add clown shoes to it. |
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− | *HONK at the mech again. |
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</div></div> |
</div></div> |
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Revision as of 22:26, 2 March 2019
For the aspiring Roboticist, this guide will explain the creation and maintenance of Cyborg, Bots, and Exosuits.
Everything here is incorrect.
Robotics Equipment
Machines
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.
It can be upgraded with stock parts.
- 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.
The Circuit Imprinter is where you print all the circuits you need for exosuits or Robotics related machinery, you feed sulphuric acid into it, along with glass. It cannot create upgrade boards for cyborgs, it can create all legal boards related to the AI though. Like the Exosuit Fabricator, many of these advanced borgs must first be unlocked.
It can be upgraded with stock parts.
- 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.
You don't start with one of those, but they are very useful both for you and for the scientists in RnD next door. It can make the various parts you need for bots, tools in case you need spares and much more. You have access to tech storage, so it's usually a good idea to go there, get the circuit board and set one up in an area both you and the scientists can reach. To get the stock parts, just deconstruct one of your exosuit fabbers, then use the Autolathe to print more stock parts and rebuild the fabber.
Another very handy machine you don't start with. Once you have an Autolathe, simply print a Protolathe circuit board on the Circuit Imprinter, add stock parts from the Autolathe and you're done. Place it close to your R&D Console, then simply link the devices in the R&D Console's device linkage menu.
Cyborgs
See also Cyborgification Contracts. These contracts are important - without a signed contract making a man into a machine is technically murder - no matter how much they want it!
The Cyborg is the Roboticist's primary creation and upkeep. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is insane. Each cyborg is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists.
It is generally a good idea to have one or two empty cyborg bodies built and ready for people that want to become cyborgs and to let dead players rejoin the round as borgs. Make sure you have a posibrain lying around and keep activating it from time to time.
32px Making a Cyborg
- Fill the 32px Exosuit Fabricator with as much 32px metal as it will hold.
- Click on the Exosuit Fabricator to open its menu. Select Add To Queue for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head, then click on Process Queue in the right side.
- 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.
- When putting the parts together, use the 32px Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.
- Add 2x Synthetic Flash 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 32px power cell.
- The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.
- The last step is installing either an MMI, 32px 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.
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.
- (Optional) Complete Prepping for Surgery.
- Aim for the organ's location in the File:Damage zone.png Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)
- Use a scalpel on the patient, and choose Organ Manipulation.
- Use a scalpel to cut back the flesh.
- Use the hemostat to stop any potential bleeding.
- Use your retractors to lift up the skin.
- Use the File:Saw.png saw to cut through the bones.
- Use the retractor to separate the bones.
- Use the hemostat. This will open up a window asking you which loose organ you'd like to remove. Select the Brain.
- Place the brain in an File:MMI empty.png MMI.
- 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.
32px Spiderbot
Spiderbots are temporary bodies for brains.
They can zap things, move through vents, and generally act like pests.
Combine the following:
- Robot head.
- Manipulator.
- Occupied MMI or positronic brain.
An emagged spiderbot gains a more powerful shock and increased health, while also binding it to the command of who emagged it. If the spiderbot is to die, it will detonate, destroying the occupant and maiming those around it.
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
- Equip a File:WeldingHelmet.png welding helmet on your head.
- Note: Be sure to remember this step or you could go blind!
- Place a File:Welderon.gif welder in your hand, click on it while it's in your hand to light it, then click on the 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:
- File:Id regular.png Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- File:Powercell.png Remove the cyborg's power cell by clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Use a cable coil to replace damaged wires.
- Screwdriver the cyborg to unexpose the wires.
- Crowbar the panel shut.
- File:Id regular.png 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.
- File:Id regular.png Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- File:Powercell.png Remove the cyborg's power cell by clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- 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.
- File:Id regular.png Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- File:Powercell.png Remove the cyborg's power cell by clicking on it with an empty hand.
- Use a screwdriver to expose the wires.
- Cut all five wires with wirecutters.
- 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.
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):
- File:Id regular.png Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- Click on the Cyborg with an empty hand to take out the File:Powercell.png power cell and replace it with the higher-capacity power cell.
- Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.
- Crowbar the panel shut.
- File:Id regular.png 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:
- File:Id regular.png Swipe an ID with Robotics access to unlock the panel.
- Crowbar open the panel.
- File:Cyborg upgrade1.png Print out the upgrade in the fabricator, and insert it into the cyborg.
- Crowbar the panel shut.
- File:Id regular.png 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.
Bots
As a Roboticist, you serve another important purpose, making NPC Bots. Bots can benefit the station in many ways, and are really easy to create. The current list of bots, and how to make them, is as follows:
These will only inject chemicals if the chemical helps with the target's damage by default.
Note that these don't synthesize their own chemicals, except Saline-Glucose Solution, Charcoal, and Spaceacillin.
To make:
- Cyborg Right or Left Arm.
- Empty File:Firstaidkit.png Medkit.
- Note: Differently colored medkits will also change the resulting color of your Medibot.
- (Optional) Name the bot with a pen.
- File:Healthanalyzer.png health analyzer.
- File:Proximitysensor.png proximity sensor.
- File:Beaker.png beaker filled with the medicine of your choice.
They can also be Emagged to repeatedly inject anyone with harmful chemicals.
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 (Grab it from the Janitor or make with Autolathe)
- File:Proximitysensor.png 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.
32px 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 File:Btoolbox.png toolbox (Must be a blue one)
- File:Floor Tiles.png Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
- File:Proximitysensor.png 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.
32px Securitron
Basically, Officer Beepsky without the personality.
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
To make:
- Use a Screwdriver on a Remote Signaling Device
- Combine with a File:Helmet.pngHelmet (Get these from Security)
- 32pxWeld them together
- Add a File:Proximitysensor.pngProximity Sensor and a Robot Arm.
- Toss in a File:StunBaton.gifStun Baton
You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a Electromagnetic Card (E-mag), as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
32px ED-209
Beepsky's bigger brother.
Has all of the abilities of a standard Securitron, with the addition of a ranged attack.
To make:
- Use a 32px metal sheet on a Cyborg Endoskeleton to reinforce it.
- Add two Robot Legs and a File:Normalarmor.pngsecurity vest.
- 32pxWeld everything together
- Add in a security File:Helmet.pngHelmet
- Attach a File:Proximitysensor.pngProximity Sensor to the assembly
- Insert wires
- Add a File:Taser.pngTaser and attach it with a Screwdriver.
- Insert a 32pxPower cell. Your own murder-robot is complete!
An emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.
pAI-Controlled Bots
The NPC bot not doing it enough for you, not enough personality? You can now place pAIs into bots, excluding the Security designs, to wander around and assist! Take your wanted bot and simply click on it with a active pAI, you now have a pAI Bot.
- pAI Bots still spout automated messages if they weren't turned off.
- Emagging a pAI Bot causes the pAI to be ejected out.
Exosuits
Construction of exosuits are restricted by ID, so they are typically the product of roboticists and the Research Director. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.
Make sure you have the required materials to finish an exosuit before you begin construction. The amount of raw material required for each mech can be found in the following table, assuming an unupgraded exosuit fabricator. For each level of laser part (micro-laser -> high-power micro-laser -> ultra-high-power micro-laser -> quad-ultra micro-laser) multiply the total material amounts by (1 -> 0.85 -> 0.7 -> 0.55).
Exosuit name | Metal | Glass | Silver | Titanium | Diamond | Uranium | Plasma | Bananium | Tranquilite |
Ripley/Firefighter APLU | 100,000 | 7,500 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Odysseus | 65,000 | 10,000 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Gygax | 125,000 | 15,000 | 0 | 10,000 | 20,000 | 0 | 0 | 0 | 0 |
Durand | 140,000 | 25,000 | 28,000 | 20,000 | 0 | 25,000 | 0 | 0 | 0 |
Phazon | 175,000 | 15,000 | 0 | 20,000 | 0 | 0 | 90,000 | 0 | 0 |
Reticence | 120,000 | 15,000 | 0 | 0 | 0 | 0 | 0 | 0 | 35,000 |
Exosuit Construction
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.
Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat exosuit because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)
Instructions
- Build all of the Ripley parts using the exosuit fabricator.
- Build a Hydraulic Clamp and Drill
- Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley central control module (Ordered from the Quartermaster or made by R&D)
- Screwdriver
- Ripley Peripherals control module (Ordered from the Quartermaster or made by R&D)
- Screwdriver
- 5 pieces of metal
- Wrench
- Welding tool
- 5 pieces of plasteel
- Wrench
- Welding tool
The Ripley should be complete, to access it use your ID card on it. The codes on the system mean that you have to have access to those places on your ID to use the exosuit . Click finish, then right-click to enter.
32px Firefighter APLU
The Firefighter APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit with extra fire resistance.
The only unique part is the Firefighter chassis and firesuit, otherwise it uses the same Ripley APLU parts and materials.
Instructions
- Build all Firefighter parts using the exosuit fabricator.
- Assemble all of the Ripley parts to the Firefighter chassis.
- Add a firesuit
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley central control module
- Screwdriver
- Ripley peripherals control module
- Screwdriver
- 5 pieces of plasteel
- Wrench
- Welding tool
- 5 pieces of plasteel
- 5 pieces of plasteel
- Wrench
- Welding tool
32px Odysseus
This mech can save multiple crewmembers while on the run.
The only medical mech available unlike the dozens of variations of the APLU and Combat series, maybe coders just consider BIG GUNZ better than syringes?
Instructions
- Create all of the Odysseus parts using the exosuit fabricator.
- Assemble all of the Odysseus parts to the chassis
- Wrench
- Screwdriver
- Cable coil
- Wirecutters
- Odysseus main board
- Screwdriver
- Odysseus peripherals board
- Screwdriver
- 5 pieces of metal
- Wrench
- Welding tool
- 5 pieces of plasteel
- Wrench
- Welding tool
Rather fast security exosuit with good overall protection.
Very low battery life, so be sure to watch it. Requires diamond sheets to complete.
Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3) Melee capable (this mech can use its mecha arms to punch and smash)
Instructions
- Create all of the Gygax parts using the exosuit fabricator.
- Assemble all of the Gygax parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Gygax Main circuit board (Bug R&D to research it)
- Screwdriver
- Gygax Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Gygax Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add an Advanced Scanning Module (Bug R&D)
- Screwdriver
- Add an Advanced Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welding tool
- Add Gygax Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welding tool
A Durand is more powerful than Gygax, it has more health and better armored, but slower.
Requires silver sheets to complete.
Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn) Melee capable (this mech can use its mecha arms to punch and smash)
Instructions
- Create all of the Durand parts using the exosuit fabricator.
- Assemble all of the Durand parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Durand Main circuit board (Bug R&D to research it)
- Screwdriver
- Durand Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Durand Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add a Phasic Scanning Module (Bug R&D)
- Screwdriver
- Add a Super Capacitor (Bug R&D)
- Screwdriver
- Add some metal
- Wrench
- Welding tool
- Add Durand Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welding tool
Phazons are the most advanced mechs on the market. While it doesn't have as much health as the Gygax or Durand, it allows users to move through solid objects at a very high speed.
Requires a anomaly core to build which comes from a random event.
Phasing Function (Allows the Phazon to move through any solid object at high speed) Change melee damage type (Allows the Phazon to either deal brute, fire or toxic damage)
Instructions
- Create all of the Phazon parts using the exosuit fabricator.
- Assemble all of the Phazon parts to the chassis (Except the Armor plates)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Phazon Main circuit board (Bug R&D to research it)
- Screwdriver
- Phazon Peripherals circuit board (Bug R&D to research it)
- Screwdriver
- Phazon Targeting circuit board (Bug R&D to research it)
- Screwdriver
- Add a Phasic Scanning Module (Bug R&D)
- Screwdriver
- Add a Super Capacitor (Bug R&D)
- Screwdriver
- Add 5 (Artificial) Bluespace Crystal (Bug R&D)
- Cable Coil
- Screwdriver
- Add some plasteel
- Wrench
- Welding Tool
- Add Phazon Armor Plates (Made in the exosuit fabricator)
- Wrench
- Welding Tool
- Add an anomaly core.
32px Reticence
...
Requires Tranquilite sheets to complete. The mech has a Mime Office ID lock by default. The Recitence moves silently.
Instructions
- Create all of the Recitence parts in the Exosuit Fabricator.
- Attach all of the Recitence parts to the Recitence chassis.
- Add the main circuit board.
- Add the peripherals circuit board.
- Add the targeting circuit board.
- Add the mime's beret to the mech.
- Emote at the mech.
- Add the mime's mask to the mech.
- Emote at the mech again.
- Add the mime's suspenders to it.
- Emote at the mech again.
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 civilian exosuits is
Repair
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.
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 the Odysseus.
- Industrial: Can only be attached to APLUs.
- Combat: Can only be attached to Durand, Gygax, Marauder, HONK Mech, Recitence, Phazon, and other combat mechs.
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 |
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Wirelessly drains energy from any available power channel in area. The performance index is quite low. | ||
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Plasma Generator | ||
Category: General | Power Consumption: N/A | 80px |
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An exosuit module that generates power using solid plasma as fuel. Pollutes the environment. | ||
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ExoNuclear Reactor | ||
Category: General | Power Consumption: N/A | 80px |
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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. | ||
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Repair Droid | ||
Category: General | Power Consumption: 50 | 80px |
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Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage. | ||
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Reactive Armor Booster Module (Close Combat Weaponry) | ||
Category: General | Power Consumption: 50 | 80px |
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Boosts exosuit armor against armed melee attacks. Requires energy to operate. | ||
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Reactive Armor Booster Module (Ranged Weaponry) | ||
Category: General | Power Consumption: 50 | 80px |
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Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate. | ||
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Teleporter | ||
Category: General | Power Consumption: 8000 | 80px |
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An exosuit-mounted teleportation device. | ||
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Wormhole Generator | ||
Category: General | Power Consumption: 300 | 80px |
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A device that creates quasi-stable wormholes. | ||
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Gravitational Catapult | ||
Category: General | Power Consumption: 100 | 80px |
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An exosuit mounted Gravitational Catapult. | ||
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Industrial Equipment
Extinguisher - Cable Layer - Hydraulic clamp - Drill - Diamond drill - Mining Scanner - RCD
Extinguisher | ||
Category: Industrial | Power Consumption: 0 | 80px |
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Exosuit-mounted fire extinguisher, an effective anti-slime weapon. Fires in rapid, controlled bursts. Can be refilled by clicking on a Water Tank. | ||
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Cable Layer | ||
Category: Industrial | Power Consumption: 0 | 80px |
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A cable layer, can be used to lay down cables. | ||
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Hydraulic clamp | ||
Category: Industrial | Power Consumption: 10 | 80px |
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Gives it an ability to load objects into cargo compartment, or lets you crush people with it. | ||
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Drill | ||
Category: Industrial | Power Consumption: 10 | 80px |
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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. | ||
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Diamond drill | ||
Category: Industrial | Power Consumption: 10 | 80px |
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A diamond version of the exosuit drill. It's harder, better, faster, stronger. | ||
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Mining Scanner | ||
Category: Industrial | Power Consumption: 0 | 80px |
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Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals. | ||
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Rapid Construction Device | ||
Category: Industrial | Power Consumption: 250 | 80px |
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An exosuit-mounted Rapid Construction Device. | ||
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Medical Equipment
Mounted Sleeper - Syringe Gun
Mounted Sleeper | ||
Category: Medical | Power Consumption: 20 | 80px |
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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'. | ||
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Syringe Gun | ||
Category: Medical | Power Consumption: 10 | 80px |
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A Syringe gun with integrated Synthesizer that can produce chemicals once a sample has been analyzed | ||
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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 |
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A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire. | ||
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CH-PS "Firedart" Laser | ||
Category: Combat | Power Consumption: 30 | 80px |
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A standard-issue laser for use on Exosuits. | ||
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CH-LC "Solaris" laser cannon | ||
Category: Combat | Power Consumption: 60 | 80px |
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An experimental Exosuit-mounted laser cannon. A heavy laser that deals more damage but has a longer cooldown and uses more energy per shot. | ||
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mkIV Ion Heavy Cannon | ||
Category: Combat | Power Consumption: 120 | 80px |
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An exosuit-mounted ion weapon which functions similarly to an infantry Ion Rifle. Exceptionally effective against synthetics, machines, and other exosuits. | ||
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P-X Tesla Cannon | ||
Category: Combat | Power Consumption: 500 | 80px |
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A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine | ||
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CH-PD Disabler | ||
Category: Combat | Power Consumption: 30 | 80px |
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An exosuit-mounted disabler, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit. | ||
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PBT "Pacifier" Mounted Taser | ||
Category: Combat | Power Consumption: 20 | 80px |
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An exosuit-mounted taser, allowing you to non-lethally subdue criminals from the safety and comfort of your exosuit. | ||
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LBX AC 10 "Scattershot" | ||
Category: Combat | Power Consumption: 100 | 80px |
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A ballistic weapon firing four bullets in a spread. | ||
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Ultra AC 2 | ||
Category: Combat | Power Consumption: 60 | 80px |
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An exosuit-mounted LMG. | ||
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FNX-99 "Hades" Carbine | ||
Category: Combat | Power Consumption: 15 | 80px |
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An exosuit-mounted carbine firing incendiary bullets. | ||
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SRM-8 Light Missile Rack | ||
Category: Combat | Power Consumption: 1000 | 80px |
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An exosuit-mounted missile launcher. | ||
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SGL-6 Grenade Launcher
Shoots out a flashbang at medium range.
(Can be attached to: Any combat exosuit (Durand, Gygax, Honker, Marauder and Phazon))