Guide to Robotics

For the aspiring Roboticist, this guide will explain the creation and maintenance of Cyborg, Bots, and Mechs.

Cyborgs
See also Cyborgification Contracts. These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!

The Cyborg is the 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.

Making a Cyborg

 * 1) Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.
 * 2) 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, Head, Camera and Law Computer, then click on Process Queue in the right side.
 * 3) Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.
 * 4) When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.
 * 5) * Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head..
 * 6) * The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.
 * 7) * The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.
 * 8) The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.

Making a Shell
While less common then cyborg's, you may be called on to create a new Shell. The construction process for IPC's is almost identical to the process of creating a cyborg. The only difference is that you do not add a Law Computer to the head before installing it.

Extract a brain for the Cyborg
Note: Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw. Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.


 * 1) (Optional) Complete Prepping for Surgery.
 * 2) 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)
 * 3) Use a [[File:Scalpel.png]] scalpel to cut back the flesh.
 * 4) Use the [[File:Hemostat.png]] hemostat to stop any potential bleeding.
 * 5) Use your [[File:Retractor.png]] retractors to lift up the skin.
 * 6)  Use the [[File:Saw.png]] saw to cut through the bones.
 * 7)  Use the [[File:Retractor.png]] retractor to separate the bones.
 * 8)  Use the [[File:Scalpel.png]] scalpel. This will open up a window asking you which organ you'd like to cut loose. Select the Brain.
 * 9)  Use the [[File:Hemostat.png]] hemostat. This will open up a window asking you which loose organ you'd like to remove. Select the Brain again.
 * 10)  Place the brain in an [[File:MMI empty.png]] MMI.
 * 11) (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.
 * 12) Carry the [[File:MMI.png]] 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 (or someone else did it for you)
Don't panic just yet! You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a scalpel, then a  retractor, then a  hemostat.

Cyborg Maintenance
You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time.

Repair
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple:
 * 1) Equip a [[File:WeldingHelmet.png]] welding helmet on your head.
 * 2) * Note: Be sure to remember this step or you could go blind!
 * 3) 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:
 * 1) [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
 * 2) [[File:Crowbar.png]] Crowbar open the panel.
 * 3) [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
 * 4) [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
 * 5) [[File:CableCoils.png]] Use a cable coil to replace damaged wires.
 * 6) [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.
 * 7) [[File:Crowbar.png]] Crowbar the panel shut.
 * 8) [[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. 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) [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
 * 2) [[File:Crowbar.png]] Crowbar open the panel.
 * 3) [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
 * 4) [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
 * 5) [[File:Crowbar.png]] Crowbar out the desired component.
 * 1) [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
 * 2) [[File:Crowbar.png]] Crowbar open the panel.
 * 3) [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
 * 4) [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
 * 5) [[File:Wirecutters.png]] Cut all five wires with wirecutters.
 * 6) [[File:Crowbar.png]] 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: To fix burn damage:
 * 1) Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.
 * 1) [[File:CableCoils.png]] Use a cable coil on the damaged area.

Skin Care for Robots
For Shell's and people with prosthetic limbs, the roboticist is the one who maintains their exterior coverings. When a prothetic limb is badly damaged, it will lose it's covering, whether that be synthetic skin, fur, or paint.

To replace damaged skin, or to modify the appearance of robotic bodyparts, you need a spray-gun and a spray-can for the type of coating, both of which can be constructed at the robotics fabricator in the section for Synthetic Coverings.


 * 1) To set the colour on the spray-can click on it while it's in your hand.
 * 2) * If you're painting another character, it's a good idea to check with them for their desired colours.
 * 3) Put the spray-can in the spray gun and then use the [[File:Damage_zone.png]] Damage Zone selector to pick which bodypart to paint.
 * 4) * Make sure you're on help intent, or you'll thwack them rather than paint them.
 * 5) * Each paint can holds enough paint for nine bodyparts, meaning if you're painting a full body, you'll need two cans.

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) [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
 * 2) [[File:Crowbar.png]] Crowbar open the panel.
 * 3) Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.
 * 4) * 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.
 * 5) [[File:Crowbar.png]] Crowbar the panel shut.
 * 6) [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.

Resetting Modules
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:
 * 1) [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
 * 2) [[File:Crowbar.png]] Crowbar open the panel.
 * 3) [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.
 * 4) [[File:Crowbar.png]] Crowbar the panel shut.
 * 5) [[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.

Spiderbot
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed. Combine the following:
 * Robot head.
 * Manipulator.
 * Occupied MMI or positronic brain.

Bots
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:

[[File:Medibot.gif]] Medibot
These will only inject chemicals if the chemical helps with the target's damage by default. They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don't synthesise their own chemicals, except inaprovaline.

Combine the following ingredients in order:
 * 1) Cyborg Right or Left Arm.
 * 2) Empty [[File:SMed.png]] Medkit.
 * 3) * ''Note: Differently colored medkits will also change the resulting color of your Medibot.
 * 4) (Optional) Name the bot with a [[File:Pen.png]] pen.
 * 5) [[File:Healthanalyzer.png]] health analyzer.
 * 6) [[File:Proximitysensor.png]] proximity sensor.
 * 7) [[File:Beaker.png]] beaker filled with the medicine of your choice.
 * 8) * ''Note: Tricordrazine beakers are available in the Robotics lab for this purpose.

[[File:Cleanbot.gif]] 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!
 * 1) [[File:Bucket.png]] bucket (Grab it from the Janitor or make with Autolathe)
 * 2) [[File:Proximitysensor.png]] proximity sensor.
 * 3) (Optional) Name the bot with a [[File:Pen.png]] pen.
 * 4) Cyborg Right or Left Arm.

[[File:Floorbot.gif]] 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. To make:
 * 1) Empty [[File:btoolbox.png]] toolbox (Must be a blue one)
 * 2) [[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)
 * 3) [[File:Proximitysensor.png]] proximity sensor.
 * 4) (Optional) Name the bot with a [[File:Pen.png]] pen.
 * 5) Cyborg Right or Left Arm.

Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.

Securitron.gif 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 whom have invested in a Electromagnetic Card, 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 make: 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.
 * [[File:Screwdriver tool.png]] Use a Screwdriver on a [[File:remote_signaller.png]]Remote Signaling Device
 * Combine with a [[File:Helmet.png]]Helmet (Get these from Security)
 * [[File:Welderon.gif]]Weld them together
 * Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.
 * Toss in a [[File:StunBaton.gif]]Stun Baton

[[File:ED209.png]] 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 [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.
 * Add two Robot Legs and a [[File:Armor.png]]security vest.
 * [[File:Welderon.gif]]Weld everything together
 * Add in a security [[File:Helmet.png]]Helmet
 * Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly
 * Insert wires
 * Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.
 * Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!

A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.

Mecha
Robotics is also the place where you create mecha.