Guide to robotics
Нужен перевод |
Данная статья помечена как не переведенная. Это означает, что информация в статье верна, но требует перевода с иностранного языка. Помните! Часто помимо знания языка требуются специализированные знания в некоторых областях. Если не уверены, что это переводится именно так — не переводите. |
Вы Roboticist? Этот гайд объяснит, как создавать и обслуживать Cyborgs, ботов, и стационарные экзокостюмы.
Exosuit Fabricators
Это основная машина, используемая в Robotics, с помощью нее вы можете создавать различных мехов и части киборгов и их модули апгрейдов. Не забывайте часто синхронизировать его с Р&Д серверами, для получения новой экипировки и увеличения скорости производства.
Если один (или несколько) Фабрикаторов зависают на обновлении с Р&Д серверов, используйте отвертку на них и закончите ломом этого ублюдка! Вытащите все листы металла/стела, после чего вставьте все компоненты обратно в каркас механизма, затем используйте отвертку, чтобы завершить пересборку Фабрикатора.
Cyborgs
Требуется |
---|
1 x все части киборга (сделанные в Exosuit Fabricator) 2 x (Exosuit Fabricator) |
Cyborg это основное создание Робототехника. Им поручено помогать обитателям станции в их ежедневной рутине и пытаться убить всех, когда AI обезумел. Каждый киборг обязан следовать законам ИИ и может выбирать одного из ИИ в событии, когда существует более одного.
Предположим, что у вас уже есть нужные компоненты:
- Вставьте заряженную батарейку в тело киборга
- Вставьте моток провода в тело киборга
- Вставьте два флеш - устройства в голову киборга (одно в каждую глазницу)
- Для окончательной сборки возьмите каждый компонент и присоедините его на эндоскелет киборга
- Мультитул может быть использован, чтобы давать имена киборгам. Просто используйте его перед установкой мозга. Обратите внимание, что если назвать борга 'PenisShitter 5000', то это не добавит вам интернет друзей, однако
- Как только все готово, то пришло время для мозга. Посмотрите здесь, как удалить мозг добровольца. (Если мозг был удален без хирургического вмешательства, то вам нужно будет вылить маннитол на него, чтобы восстановить)
- Теперь положите мозг в интерфейс MMI, затем интерфейс MMI в готового киборга. Поздравляю, ваш киборг готов. Поместите безмозглый труп в мешок для трупов и доставьте его в Morgue (или выбросите его прямо утилизатор, так как РОБОТОТЕХНИКА!). Если вы вставляете интерфейс MMI в киборга и вам выводит "Не похоже, что этот интерфейс MMI подходит.", то это означает, что у пользователя джоб - бан на киборга.
- Вместо обычного мозга, вы можете вставить позитронный мозг (контролируемый умершим игроком) или модуль B.O.R.I.S. (контролируемый ИИ) прямиком в киборга.
Обслуживание киборга
Перед началом процесса, вам необходимо открыть панель техобслуживания. Чтобы это сделать:
- Используйте ID карту, Emag на нем или просто попросите киборга разблокировать панель
- Используйте лом, чтобы открыть панель.
После процесса обслуживания используйте такие же инструменты в обратном порядке, чтобы ваш киборг не бегал вокруг с открой панелью техобслуживания, таким образом:
- Используйте лом, чтобы закрыть панель.
- Используйте вашу ID карту, чтобы заблокировать панель киборга. Борги не могут блокировать ее самостоятельно.
Ремонт киборгов
Киборги часто будут приходить к вам, чтобы починить их повреждения.
Для урона типа "Травмы":
- Используйте сварку, чтобы починить их вмятины.
Для урона типа "Ожоги":
- Разблокируйте и откройте панель киборга.
- Используйте пустую руку, чтобы вытащить батарейку.
- Используйте отвертку, чтобы достать проводку.
- Замените поврежденные микросхемы проводами. Возможно, вам придется сделать этот шаг более одного раза.
- Используйте отвертку, чтобы спрятать проводку.
- Повторно вставьте старую батарейку или новую.
- Закройте панель и заблокируйте киборга.
Инженерные киборги могут чинить собственные вмятины и их товарищей киборгов. Однако, они не могут чинить ожоги, как и не могут удалять батарейки, чтобы добраться до проводки.
Замена батареек киборгам
Вы часто будете наблюдать, что как минимум один киборг будет приходить на ваш сборочный конвейер, чтобы попросить улучшение
- Разблокируйте и откройте панель киборга.
- Используйте пустую руку, чтобы вытащить старую батарейку.
- Вставьте новую батарейку.
- Закройте панель ломом и заблокируйте ID-картой.
Телекоммуникации киборгов
В киборгов можно установить radio encryption keys (ключи шифрования радио), позволяя им связываться с закрытыми каналами отсеков.
- Разблокируйте и откройте панель киборга.
- Вставьте новый ключ шифрования (или отверткой выньте прошлый).
- Закройте панель ломом и заблокируйте ID-картой.
Оживление киборгов
Побежденные киборги но не превратившиеся в металлолом могут быть оживлены дабы вернуться к работе.
- Создайте Emergency Restart Module (модуль экстренного перезапуска) в Exosuit Fabricator (находится под Cyborg Upgrade Modules).
- Почините киборга сваркой и/или замените провода.
- Разблокируйте и откройте панель киборга.
- Вставьте Emergency Restart Module.
- Закройте панель ломом и заблокируйте ID-картой.
Улучшение киборгов
- Разблокируйте и откройте панель киборга.
- Вставьте модуль улучшения (Upgrade Module) (или используйте емаг чтобы подчинить).
- Закройте панель ломом и заблокируйте ID-картой.
Сбрасывание модуля
Для информации о сбросе модуля, ищите в руководстве по взлому.
Деконструирование киборгов
Киборгов можно разобрать дабы извлечь их MMI с мозгом и получить их запчасти.
- Разблокируйте и откройте панель киборга.
- Используйте пустую руку чтобы извлечь батарейку.
- Отверткой откройте проводку.
- Обрежьте все провода пока lockdown лампочка не загорится (turns on).
- Гаечный ключ чтобы разобрать.
(Для альтернативы к шагу 4 и 5 можно использовать Robotics console из офиса РД)
Улучшения
Робототехники могут собирать улучшения для киборгов, которые, например, увеличивают скорость передвижения. Если Вы решите сменить модуль, попросите робототехника обрезать и восстановить Ваш провод сброса.
Название | Описание | Материалы для создания (без улучшений фабрикатора) |
---|---|---|
Cyborg Reclassification Module | Позволяет сменить имя боргу. Используйте его в руке чтобы сменить имя, после нажмите им на борга. | 35000 металла |
Cyborg Emergency Restart Module | Используется дабы перезапустить выключенного но починенного борга, включая его. Важный модуль! Он позволяет оживлять не взорванных киборгов. |
60000 металла, 5000 стекла |
Borg Expander | Увеличитель киборга, позволяет сделать киборга большим. | 200000 металла, 5000 титана. |
Cyborg Ion Thrusters Module | Заряженная ионами двигательная система которая работает как джетпак в среде без гравитации. | 80000 металла, 6000 стекла, 6000 урана. |
Cyborg Self-Repair Module | Позволяет киборгу медленно лечить себя со временем, повышая потребляемую энергию. | 15000 металла, 15000 стекла. |
Illegal Equipment Modules | Включает нелегальные модули, даруя те же функции что и от емага. Доступно только через педальные кнопки или через изучение нелегальных технологий. (разбирание Syndicate Items!!) |
10000 металла, 15000 стекла, 10000 алмазов. |
Circuit Manipulation Apparatus | Улучшение инженерного киборга позволяющее манипулировать с платами. | 2000 металла, 500 титана. |
Engineering Cyborg RPED | Rapid part exchange device для инженерных киборгов. | 10000 металла, 5000 стекла. |
Cyborg Diamond Drill | Улучшение для шахтерного киборга позволяющее бурить быстрее. | 10000 металла, 2000 алмазов |
Cyborg Ore Satchel of Holding | Улучшение для шахтерного киборга позволяющее хранить бесконечное количество руды. | 10000 металла, 250 золота, 500 урана. |
Cyborg Lava-proof Tracks | Позволяет шахтерному киборгу ходить по лаве без урона. | 8000 металла, 10000 плазмы |
Medical Cyborg Crew Pinpointer | Crew pinpointer модуль для медицинского киборга. Также дает дистанционный доступ к crew monitor. | 15000 металла, 500 стекла. |
Cyborg Piercing Hypospray | Дает киборгам гипоспрей дабы вводить медикаменты через плотную одежду и скафандры. | 15000 металла, 15000 стекла, 10000 Titanium, 5000 Diamond |
Medical Cyborg Defibrillator | Дает медицинскому киборгу дефибриллятор. Можно всунуть обычный дефибриллятор для такого же улучшения. | 15000 металла, 15000 стекла, 10000 серебра, 10000 золота, 5000 титана, 5000 алмазов. |
Beaker Storage Apparatus | Дополнительная колбочка для медицинских киборгов. | 2000 металла, 2250 стекла. |
Medical Cyborg Surgical Processor | Дает медицинским киборгам Surgical Processor, который используется на операционном компьютере дабы перманентно изучить все продвинутые операции синхронизированные с ним. Эти операции могут быть воспроизведены киборгом везде. | 5000 металла, 4000 стекла, 4000 серебра. |
Medical Cyborg Expanded Hypospray | Дает новые химикаты гипоспрею киборга. | 15000 металла, 15000 стекла, 5000 плазмы. |
Rapid Disabler Cooling Module | Увеличивает темп перезарядки для дизейблеров охранных киборгов. (Охранных боргов больше нет. Заместо них peacekeeper-борги.) | 80000 металл, 6000 стекло, 2000 золото, 500 алмазы. |
Experimental Push Broom | Экспериментальная швабра используемая чтобы эффективно мыть. | 4000 железа (металла?), 500 стекла. |
Plating Repair Tool | Дает киборгам-уборщикам инструмент который может чинить плитки пола. | 2500 железа (металла?), 750 стекла. |
Clown Module | Позволяет сделать киборга клоуном. Так можно создать клоуно-киборга. | 15000 железа (металла?), 15000 стекла, 1000 бананиума. |
Также шахтерным киборгам можно улучшить kinetic accelerator с помощью kinetic accelerator upgrades (создаются в протолате и покупаются на шахтерном аванпосте).
Surgery
To initiate most surgeries, first place drapes over the part of the body you are operating on.
Removing Brains
Despite what some old-timer Roboticists may tell you, DO NOT JUST TAKE THE BONESAW AND CUT THEIR HEAD OFF WITHOUT SURGERY. Removing a brain without surgery will damage it and may result in the immediate death of the brain.
In case this happens, you will need to ask the Chemist to make some Mannitol to fix it. Once you have a beaker of it, just splash it on the brain and it should be good to go. You can always examine the brain to see if it is still damaged.
If a head is not attached to a body, you can simply use a scalpel or some other slicing/cutting item on it to cut the brain out. No need for drapes or table.
Limb Augmentation
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.
Robot limbs are tougher. They need welding to "heal" brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.
We can rebuild him. We have the technology.
Target: Head, chest, legs or arms
Bots
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:
Remember: All bots can be made through the crafting menu (T-like hammer hud-icon). This can save a lot of time during construction, especially if Robotics is busy!
Medibot
Performs a baby version of tend wounds. The surgery works through clothes and without the patient having to lie down. Amount healed scales with tend wounds surgeries researched. Each researched upgrade of tend wounds increases health healed. Requires a "refresh" similarly to operating computers to benefit from research.
When emagged it will inject 5u chloral hydrate and damage you based on what they would have healed (brute if you don't need treatment) per step.
What damage types the medibot can heal depends on medkit used. If they can heal multiple types the damage type healed will be random per treatment:
- Advanced first aid kit: All 4 basic damage types.
- Brute kit: 10% extra brute. (other types?)
- Burn kit: ?
- Toxin kit: ?
- Suffocation kit: ?
To manufacture:
1 x Borg Right Arm1 x (EMPTY, any color)
1 x
1 x
Requires |
---|
- Attach the Borg Arm (left or right, doesn't matter) to an empty Med-kit. Color of the Med-kit doesn't matter, although it will affect the colour of the Medbot.
- You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your Pen in the other hand and clicking on it, if you wish.
- Add a Medical Analyzer.
- Insert the Proximity Sensor and your Medibot is ready!
Cleanbot
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.
To make:
Requires |
---|
1 x |
- Grab a bucket from the Janitor or make with Autolathe and insert the Proximity Sensor to it
- Use a Pen to name it if you wish.
- Attach a Borg Arm and your Cleanbot is ready!
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. Honestly, they're niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.
To manufacture:
Requires |
---|
1 x Any toolbox |
- Attach a Floor tile to the Mechanical Toolbox.
- Add the Proximity Sensor.
- Insert a Borg Right Arm and your Floorbot is ready!
Firebot
This lil guy will scoot around and try his best to extinguish burning people and gases around him. If emagged he will spray Chlorine Trifluoride at anyone who isn't on fire.
To manufacture:
Requires |
---|
1 x |
- Attach a Borg Arm (left or right) to the Fire Extinguisher.
- Add a Fire Helmet.
- Add a Proximity Sensor and your Firebot is ready.
Honkbot
It's annoying and useless, but the clown might bug you to make one of these in absence of a H.O.N.K. mech. God forbid if a traitor emags the thing.
To manufacture:
Requires |
---|
1 x |
- Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)
- Insert a Borg Arm
- Add a Proximity Sensor.
- Add a Bike Horn
Hygienebot
Flying bot which showers people covered in blood, with force if necessary.
To manufacture:
Requires |
---|
2 x |
- Use metal in hand to craft an incomplete hygienebot assembly.
- Weld a hole in the incomplete hygienebot assembly.
- Add a Proximity Sensor.
- Add a Fluid Duct.
Securitron
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer, 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.
To manufacture:
Requires |
---|
1 x |
- Use a Remote Signaling Device on a Helmet.
- Weld them together
- Add a Proximity Sensor.
- Insert a Borg Arm.
- Toss in a Stun Baton and your Securitron is ready!
Note: 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.
General Beepsky
This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a traitor's worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with it's rapidly rotating eswords. It gets even worse when a Cryptographic Sequencer gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target he comes across.
Unlike normal Securitrons, General Beepsky can deflect projectiles with it's eswords. It's only true weakness is an EMP.
Has a toy sword version.
To manufacture:
Requires |
---|
1 x |
- Use a Remote Signaling Device on a Helmet.
- Weld them together
- Add a Proximity Sensor.
- Insert a Borg Arm.
- Use a Wrench to adjust the arm slots for extra weapons.
- Attach 4 Energy Swords and your death machine is ready to maim.
ED-209
PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To manufacture:
Requires |
---|
1 x Cyborg Endoskeleton |
- Build a Cyborg Endoskeleton from the Exosuit Fabricator.
- Use a Metal Sheet on a Cyborg Endoskeleton to reinforce it.
- Add two Robot Legs
- Add a Body Armor
- Weld everything together
- Add in a security Helmet
- Attach a Proximity Sensor to the assembly
- Insert wires
- Add a Disabler and attach it with a Screwdriver
- Insert a Power Cell. Your own exosuit is complete!
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
Drone
Note that Drones are currently admin spawn only, outside of the three derelict drones.
A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.
Exosuits
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.
With all Exosuits, MMIs can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any deranged maniacs inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!
List of Exosuits
The current list of exosuits is as follows.
Ripley APLU
Equipment slots: 6
Movement speed: Fast.
Special abilities: Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.
Armor: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature*.
Integrity: 200
Description: The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don't expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.
While it lacks the Firefigher's lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.
*The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.
Requires |
---|
Minerals: 100.000 7.500
10 x Metal rods |
Construction steps:
- Build all of the Ripley parts using the Exosuit Fabricator.
- Attach all of the parts to the Ripley chassis
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley Central Control Module
- Screwdriver
- Ripley Peripherals Control Module
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- 10 metal Rods
- Welding Tool
Ripley APLU MK-II
Equipment slots: 6
Movement speed: Slow.
Special abilities: Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.
Armor: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb, 70 rad, 100 fire, 100 acid. 30.000°K max temperature.
Integrity: 250
Description: The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that's often used for construction, break&entry or fighting Blobs.
The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.
Requires |
---|
Minerals: 10.000 10.000 |
The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.
Once converted to the MK-II design, the exosuit cannot be restored to MK-I.
Clarke
Equipment slots: 7
Movement speed: Fast.
Special abilities: Completely storm, fire and lavaproof. Displays an advanced diagnostic HUD to the pilot. Has an unremovable internal ore box (empty the ore box with the "view stats" menu).
Armor: 20 melee, 10 bullet, 20 laser, 10 energy, 60 bomb, 70 rad, 100 fire, 100 acid. 65.000°K max temperature.
Integrity: 200
Description: A fast moving, fireproof exosuit with lavaproof treads and ash storm protection. Suitable for exploring Lavaland. Cannot strafe. Like with most exosuits it needs some research to unlock. Replaced the Firefighter APLU.
Requires |
---|
* Minerals: 76.000 17.500
|
Construction steps:
- Create an Exosuit Chassis ("Clarke") using the Exosuit Fabricator.
- Create the torso, head, left arm and right arm of the Clarke using the Exosuit Fabricator.
- Assemble all of the Clarke parts to the Exosuit Chassis ("Clarke").
- Add 4x conveyor belts
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Clarke Central Control Module (from circuit imprinter)
- Screwdriver
- Clarke Peripherals Control Module (from circuit imprinter)
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Plasteel
- Wrench
- Welding Tool
- 5 pieces of Gold
- Wrench
- Welding Tool
Firefighter APLU (removed)
Firefighter APLU was removed in March, 2020 and replaced with Clarke.
Click expand for outdated construction steps and other information.
Equipment slots: 5
Movement speed: Slow.
Special properties: Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat- and lavaproof.
Armor: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb. 65.000°K max temperature.
Integrity: 250
Description: The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley's big brother that has significantly improved armor and can walk on lava unscathed.
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and slaying Megafauna - miners love it!
Requires |
---|
Minerals: 100.000 7.500
15 x Plasteel sheets |
Construction steps:
- Create a Firefighter APLU chassis using the Exosuit Fabricator.
- Create all parts of the Ripley APLU except for the chassis.
- Assemble all of the Ripley parts to the Firefighter chassis.
- Add a Firesuit
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Ripley Central Control Module (from R&D or QM)
- Screwdriver
- Ripley Peripherals Control Module (from R&D or QM)
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Plasteel
- Wrench
- Welding Tool
- 5 pieces of Plasteel
- 5 pieces of Plasteel
- Wrench
- Welding Tool
Odysseus
Equipment slots: 3
Movement speed: Fast.
Special abilities: Can use unique medical equipment. Displays an advanced medical HUD to the pilot.
Armor: 20 melee, 10 bullet. 25.000°K max temperature.
Integrity: 120
Description: A fast, lightly armored exosuit that can use unique medical equipment.
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents.
Construction steps:
- Create all of the Odysseus parts using the Exosuit Fabricator.
- Assemble all of the Odysseus parts to the chassis (excluding Carapace)
- Wrench
- Screwdriver
- Cable Coil
- Wirecutters
- Odysseus Main Board (from R&D or QM)
- Screwdriver
- Odysseus Peripherals Board (from R&D or QM)
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- 5 pieces of Plasteel
- Wrench
- Welding Tool
Gygax
Equipment slots: 3
Movement speed: Average.
Special abilities: Its punches can smash through walls, knock people down for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds at the cost of extreme energy consumption.
Armor: 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature.
Integrity: 250
Description: While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.
Construction steps:
- 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 Central Control module
- Screwdriver
- Gygax Peripherals Control module
- Screwdriver
- Gygax Weapon Control and Targeting module
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- Add Gygax Armor Plates (Made in the Exosuit Fabricator)
- Wrench
- Welding Tool
Durand
Equipment slots: 3
Movement speed: Slow.
Special abilities: Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except exposions and EMP.
Armor: 40 melee, 35 bullet, 15 laser, 10 energy, 20 bomb. 30.000°K max temperature. Additional deflect chance.
Integrity: 400
Description: A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!
Construction steps:
- 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 Circuitboard
- Screwdriver
- Durand Peripherals Circuitboard
- Screwdriver
- Durand Targeting Circuitboard
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Metal
- Wrench
- Welding Tool
- Add Durand Armor Plates (Made in the Exosuit Fabricator)
- Wrench
- Welding Tool
Durand Shield
The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from.
This is what the shield looks like in the dark:
Phazon
Equipment slots: 3
Movement speed: Fast.
Special abilities: Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.
Armor: 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb. 25.000°K max temperature.
Integrity: 200
Description: Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.
Unless you manage to neutralize a bluespace anomaly, you won't be able to build one of these.
Construction steps:
- 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 Circuitboard
- Screwdriver
- Phazon Peripherals Circuitboard
- Screwdriver
- Phazon Targeting Circuitboard
- Screwdriver
- Add a Scanning Module
- Screwdriver
- Add a Capacitor
- Screwdriver
- Add a Bluespace Crystal
- Cable Coil
- Screwdriver
- Power Cell
- Screwdriver
- 5 pieces of Plasteel
- Wrench
- Welding Tool
- Add Phazon Armor Plates (Made in the Exosuit Fabricator)
- Wrench
- Welding Tool
- Add the Anomaly Core (NOTE: This specifically needs to be a Bluespace anomaly core. The other types will not work.)
H.O.N.K.
Equipment slots: 3
Movement speed: Average.
Special abilities: Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds.
Armor: -20 melee, 25.000°K max temperature. Yikes.
Integrity: 140
Description: What's worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.
Construction steps::
- Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.
- Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.
- HONK at the exosuit with a bike horn.
- Add the main circuit board.
- HONK at the exosuit again.
- Add the peripherals circuit board.
- HONK
- Add the targeting circuit board.
- HONK
- Add a Scanning Module
- HONK
- Add a Capacitor
- HONK
- Power Cell
- HONK
- Add the clown's mask to the exosuit.
- HENK
- Add clown shoes to it.
- I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.
CentCom Exosuits
If you see these, you know that things have really gone to shit. These exosuits are typically only found in the repositories of the elite Emergency Response Team and Death Squad.
Marauder
Equipment slots: 4
Movement speed: Very slow.
Special abilities: Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.
Armor: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.
Integrity: 500
Description: Standard issue exosuit for the Death Squad when the going gets tough.
It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.
Seraph
Equipment slots: 5
Movement speed: Average.
Special abilities: Same as the Marauder's, but punches even harder.
Armor: Same as the Marauder's.
Integrity: 550
Description: An advanced Death Squad exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.
It starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.
Syndicate Exosuits
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed Nuclear Operatives.
Dark Gygax
Equipment slots: 4
Movement speed: Average.
Special abilities: Same as the Gygax', but with additional thrusters for space navigation.
Armor: 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.
Integrity: 300
Description: A modified Gygax used for nefarious purposes.
It starts off with the LBX AC 10 "Scattershot", an antiprojectile and antimelee armor booster, and a Tesla Energy Relay.
Mauler
Equipment slots: 5
Movement speed: Very slow.
Special abilities: Same as the Marauder's.
Armor: Same as the Marauder's.
Integrity: 500
Description: A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.
Starts off with the Ultra AC 2 LMG, the LBX AC 10 "Scattershot", the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.
Exosuit operation and maintenance
To climb into an exosuit, just drag and drop your character onto it.
Exosuit beacons
Adding a tracking beacon (exofab "Misc" category) to a mech allows the RD's exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary. The EMP is reusable after a cooldown of 10 seconds.
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.
EMP
When an exosuit is hit by an EMP-effect it will take burn damage, lose some battery charge and have all its equipment disabled for 3 seconds.
Locking/unlocking Exosuits
There are two ways to lock exosuit: A) ID ("keycode") lock or B) DNA lock.
A) ID lock (keycode):
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.
For example: A mech with "bridge" and "robotics" keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.
- Enter the exosuit and unlock the ID upload panel.
- Exit the exosuit.
- Use an ID card/PDA on exosuit and select "Edit operation keycodes".
B) DNA lock:
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.
- Enter the exosuit and open the stats menu.
- Unter Permissions&Logging, click "DNA-lock".
- To remove the lock, hit "[ Reset ]" next to your DNA string under "DNA-locked:".
Exosuit Damage and Repairs
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.
Internal Fire: An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.
Life Support System Malfunction: A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.
Gas Tank Breach: A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.
Coordination System Calibration Failure: A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. It can be fixed by clicking "Recalibrate" in the damage report.
Short Circuit: A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).
Exosuit Battery, Capacitor and Scanning Module Replacement
- Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
- Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
- Wrench
- Crowbar
- Click "Drop power cell", "Drop capacitor" or "Drop scanning module" in the menu, depending on which part you want to replace.
- Pick up the old part from the floor and discard it.
- New Battery, capacitor or scanning module
- Crowbar
- Wrench
- ID Card and select "Terminate maintenance protocol".
- Optional: Forbid maintenance protocol from inside the mech.
Exosuit Equipment
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu).
To attach a tool or weapon, simply click with it on the exosuit.
Generic Exosuit Equipment
Specialized Exosuit Equipment
Exosuit Weapons
Install a weapon by printing it from an exosuit fabricator and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from an exosuit fabricator or from the security techfab, and then use them on the fininished mech. Each ammo box will fill the weapon with the same amount as the "starting ammo".
Weapon | Description | Energy drain or starting ammo/max ammo | Cooldown in seconds | Can be attached to |
---|---|---|---|---|
Файл:CH-LC "Solaris" laser cannon.png CH-PS "Immolator" Laser | Fires a Laser bolt, identical to laser rifles. | 30 energy per shot | 0.8 | Durand, Gygax, Honker, and Phazon |
Файл:CH-LC "Solaris" laser cannon.png CH-LC "Solaris" Laser Cannon | Fires a Heavy Laser bolt, identical to the laser cannon. | 60 energy per shot | 1.5 | Durand, Gygax, Honker, and Phazon |
mkIV Ion Heavy Cannon | Fires a Ion bolt, identical to ion rifles. Don't hit yourself! | 120 energy per shot | 2 | Durand, Gygax, Honker, and Phazon |
eZ-13 mk2 Heavy pulse rifle | Fires a heavy pulse laser. Death Squad only. | 120 energy per shot | 3 | Durand, Gygax, Honker, and Phazon |
"Peacemaker" Disabler | Fires basic disabler beams. | 30 energy per shot | 0.8 | Durand, Gygax, Honker, and Phazon |
Файл:LBX AC 10 "Scattershot".png LBX AC 10 "Scattershot" | Fires four bullets in a spread pattern, 20 damage each. | 40 / 160 | 2 | Durand, Gygax, Honker, and Phazon |
Ultra AC 2 | Fires a three shot burst of 20 damage bullets. | 300 / 1200 | 1 | Durand, Gygax, Honker, and Phazon |
SRM-8 Missile Rack | Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by station. | 8 / 8 | 6 | Durand, Gygax, Honker, and Phazon |
BRM-6 Missile Rack | Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside. | 6 / 6 | 6 | Durand, Gygax, Honker, and Phazon |
MKI Tesla Cannon | Fires a tesla ball that arcs off anything it hits. Causes EMP as well. | 500 energy per shot | 3.5 | Durand, Gygax, Honker, and Phazon |
SGL-6 Grenade Launcher | Launches a flashbang at medium range. | 6 / 24 | 6 | Durand, Gygax, Honker, and Phazon |
SOB-3 Grenade Launcher | Launches a cluster of flashbangs at medium range. Must be reloaded from the outside. | 3 / 3 | 9 | Durand, Gygax, Honker, and Phazon |
FNX-99 "Hades" Carbine | Shoots incendiary bullets that leave a burning trail. | 24 / 96 | 1 | Durand, Gygax, Honker, and Phazon |
Banana Mortar | Launches a banana peel. Very annoying, thus, fun. | 100 energy per shot, 15 shots | 2 | H.O.N.K. |
Mousetrap Mortar | Launches an armed mousetrap. | 100 energy per shot, 15 shots | 2 | H.O.N.K. |
HoNkER BlAsT 5000 | Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around. | 200 energy per shot | 15 | H.O.N.K. |
Oingo Boingo Punch-face | Launches a boxing glove that can punch airlocks right out of their frames. | 250 energy per punch or 500 per shot, 10 shots | 2 | H.O.N.K. |