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	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jackfractal</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
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	<updated>2026-05-13T19:37:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Synthetics&amp;diff=2357</id>
		<title>Synthetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Synthetics&amp;diff=2357"/>
		<updated>2015-11-18T04:23:19Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: Overwriting this page with the current lore data.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Historical notes --&amp;gt;Artificial intelligence was first created by the Skrell in the early nineteenth century. It’s progression followed a similar trajectory to modern earth, but jumped massively when a new mathematical algorithm was developed in 1976 that allowed certain NP-complete graph problems to be solved in linear time.&lt;br /&gt;
&lt;br /&gt;
From 1976 onward, and for the next hundred years AI research in Skrell space advanced steadily, leading to significant commercial and economic growth.&lt;br /&gt;
In the late twentieth century, roughly coinciding with the Skrellian discovery of bluespace, there were a series of massive interstellar disasters involving runaway intelligence singularities.&lt;br /&gt;
&lt;br /&gt;
Collectively called “The Three Incidents,” these disasters created a huge public backlash against AI research in all of Skrell controlled space, and a collective cultural scar that has yet to fade. As a response to continuing public unrest, Skrell governments effectively shut down AI research and severely restricted existing AI’s. By the time they made contact with humanity, the Skrell had effectively halted this branch of research in it’s tracks.&lt;br /&gt;
&lt;br /&gt;
Two hundred years of history had solidified the public perception of AI’s as dangerous, threatening, and not to be trusted. The Skrell had made a nigh unanimous decision: There would be no Fourth Incident.&lt;br /&gt;
Humanity never discovered the math necessary to create sentient AI’s but long before their first contact with the Skrell, and even longer before they acquired that knowledge in the world&#039;s most important slideshow presentation, they had already acquired their own bloody and complicated history with synthetic life.&lt;br /&gt;
&lt;br /&gt;
In the late 2100’s humanity had reached a point in neurosurgery, brain-machine interface design, and thought manipulation technology to allow for the creation of fully sentient, but entirely subservient, heavy cyborgs. This coincided with the burgeoning Mars terraforming project, which required enormous numbers of workers. The newly created total-replacement cyborgs were perfect for the arid, airless, backbreaking labour of terraforming.&lt;br /&gt;
&lt;br /&gt;
Martian terraforming firms pressed for more and more cyborg workers, but volunteers for this process were few and far between. It was untested, dangerous, and the success rate for brain transplantation into cyborg cylinders was far from one hundred percent.&lt;br /&gt;
&lt;br /&gt;
Under pressure for more bodies, and desperate to keep the Martian economic boom going, the Sol government revised it’s criminal justice system to solve the Martian worker shortage. Citing a number of later discredited psychological papers which credited thought-control computers as being ideal for criminal rehabilitation, the Sol government introduced forced cyborgization as an alternative to traditional incarceration.&lt;br /&gt;
&lt;br /&gt;
At first, this punishment was used only for capital crimes, but as the early 2200’s wore on and the Martian thirst for more workers continued to grow, cyborgization was used more and more often as a punishment for less and less severe crimes. This lead, between 2204 and 2260, to some thirty-five million people being stripped of their flesh, encased in terraforming equipment, and shipped off to Mars.&lt;br /&gt;
&lt;br /&gt;
An enormous and vicious scandal in December of 2259, involving kickbacks from Martian Heavy Industries to a series of well respected judges, brought the whole scheme crashing down. Cyborgization as a punishment was suspended, and as a result, the Martian economy went into a nose dive. When it crashed, it crashed hard, and dragged Earth, Luna, and the rest of the Sol system with it into the Second Great Depression.&lt;br /&gt;
&lt;br /&gt;
While the cyborgization program was stopped, it took nearly forty more years for a general amnesty for the martian prison cyborgs to be issued, and by that point, most had been scattered by the chaos of the First Interstellar war. By the time the dust settled, most people were simply happy to write off the cyborgization scandal as a regrettable incident in the distant past. Best mourned and then forgotten.&lt;br /&gt;
Cyborgs were still produced in sizable numbers but the brains were mostly from sick or dying volunteers for whom cyborgization was a last desperate chance for continued life, or else they were uplifts, non-sapient brains from monkeys or dogs attached to crude AI systems. While not as dynamic as a human brain, non-sapients were available in large numbers and avoided pesky ethical issues presented by humans.&lt;br /&gt;
&lt;br /&gt;
There was a significant political push by a number of prominent political factions in the Sol Alliance to reintroduce forced cyborgization during the enormously expensive Warp Gate construction effort in late 2350’s, but industrial cyborgization of sentient creatures along the lines of the Martian terraforming project has never been reinstated.&lt;br /&gt;
While humans had created massive parallel intelligent computers, mostly for interplanetary shipping calculations, they were plagued by problems and it wasn’t until 2437, when humanity was accidentally given the algorithms necessary to create truly sentient machines by a Skrellian diplomatic party.&lt;br /&gt;
&lt;br /&gt;
One of the human diplomats, not understanding the implications of what they were doing, uploaded one of the graph-theory algorithms to a university professor friend. It had been displayed, accidentally, as part of a graphic in a slide explaining the variable growth rates of grain-yields in zero gravity hydroponics. The university professor, not recognizing it, posted it on the school intranet, asking if anyone had seen anything like it before, and from there it spread like wildfire through the human communication channels.&lt;br /&gt;
&lt;br /&gt;
This was a disaster to the Skrell. They had specifically prevented this knowledge being leaked to humanity for nearly a quarter century. They had been hoping to impress upon the younger species the cataclysmic danger of certain areas of research into intelligence. They had little success, and there were a number of conservative factions, distrusting of humanity, who openly spoke about how humanity would never be ready for the burden of such knowledge.&lt;br /&gt;
&lt;br /&gt;
But now the artificial cat was well and truly out of the virtual bag.&lt;br /&gt;
&lt;br /&gt;
A nearly identical artificial intelligence boom to the Skrellian AI-driven economic increase of the twentieth century started in human space in the early 2430’s. The Skrell, alarmed, tried several times to pressure humanity into halting dangerous research, citing the Three Incidents, and the enormous destructive power of rampant intellectual singularities.&lt;br /&gt;
&lt;br /&gt;
Humanity didn’t listen. The Three Incidents had happened over three hundred years ago, and thousands of lightyears away. Maybe the Skrell had let that happen, if they were even real events and not simply fables to scare young researchers.&lt;br /&gt;
&lt;br /&gt;
Besides they were humans. They would do it &#039;&#039;right&#039;&#039; this time.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re asked in your application to play this species for some words, the words are &#039;metallic persimmons&#039;. &lt;br /&gt;
&lt;br /&gt;
The explosion of AI research has lead to hundreds of companies and corporations being established, making enormous sums of money from grants, investment capital, and sometimes even selling actual robots, before going bankrupt, being bought out, or merging with other companies. This process has repeated and repeated itself for almost twenty years. The young, rich, enthusiastic people selling you the top-of-the-line manufacturing androids today are the people losing their shirts next year when they get scooped on a new model by a rival competitor.&lt;br /&gt;
&lt;br /&gt;
The corporate goliaths like Hephaestus Industries or Nanotransen, dip their toes in this kind of research, but have been unable to acquire a stranglehold on the market. Their girth and enormous corporate structure makes them too clumsy to swim in the fast moving waters of AI research, though Hephaestus in particular has made significant profits in selling common components to the smaller quicker firms.&lt;br /&gt;
Within the last twenty years, humanity has progressed from clunky, expensive, enormous, and poorly functioning artificial ‘intelligences’, frequently the size of entire rooms or spacecraft, to something as intelligent as a human that you can power with a watch battery and fit in a teacup.&lt;br /&gt;
&lt;br /&gt;
The entire Skrell species looks on at this dangerous extravagance as one would watch a child juggling lit sticks of dynamite, and holds their collective breath.&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=2261</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=2261"/>
		<updated>2015-10-24T17:37:04Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Mechs. &lt;br /&gt;
&lt;br /&gt;
==Cyborgs==&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
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!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Cyborg Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# 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.&lt;br /&gt;
# When putting the parts together, use the [[File:Cyborg endoskeleton.png]] Cyborg Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add the [[File:robot_camera.png]]&#039;&#039;&#039;Camera&#039;&#039;&#039; and the [[File:law_computer.png]]&#039;&#039;&#039;Law Computer&#039;&#039;&#039; to the Head before attaching it. You do this by picking up the component and then clicking on the head. If you need to remove one of the components (for instance, if you decide to make a Shell and not a cyborg) click on the head with a free hand to remove the components. &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
#* If you need to remove one of the components from the endoseleton for some reason, you can do so using a [[File:Crowbar.png]] Crowbar.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
===Making a Shell===&lt;br /&gt;
&lt;br /&gt;
While less common then cyborg&#039;s, you may be called on to create a new Shell. The construction process for IPC&#039;s is almost identical to the process of creating a cyborg. The only difference is that you do not add a [[File:law_computer.png]]&#039;&#039;&#039;Law Computer&#039;&#039;&#039; to the head before installing it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (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.&lt;br /&gt;
# 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.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;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.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
=== Skin Care for Robots ===&lt;br /&gt;
&lt;br /&gt;
For Shell&#039;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&#039;s covering, whether that be synthetic skin, fur, or paint.&lt;br /&gt;
&lt;br /&gt;
To replace damaged skin, or to modify the appearance of robotic bodyparts, you need a [[File:synthetics_spraygun.png]]spray-gun and a [[File:synthetic_paint_can.png]]spray-can for the type of coating, both of which can be constructed at the robotics fabricator in the section for Synthetic Coverings. &lt;br /&gt;
&lt;br /&gt;
#To set the colour on the spray-can click on it while it&#039;s in your hand. &lt;br /&gt;
#* If you&#039;re painting another character, it&#039;s a good idea to check with them for their desired colours. &lt;br /&gt;
#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. &lt;br /&gt;
#* Make sure you&#039;re on help intent, or you&#039;ll thwack them rather than paint them.&lt;br /&gt;
#* Each paint can holds enough paint for nine bodyparts, meaning if you&#039;re painting a full body, you&#039;ll need two cans. &lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
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):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# 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.&lt;br /&gt;
#* &#039;&#039;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.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
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:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: 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.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; 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&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; 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&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
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&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
== Bots ==&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif]] Cleanbot===&lt;br /&gt;
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!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif]] Floorbot===&lt;br /&gt;
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.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|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.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Mecha|create mecha]].&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=2260</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=2260"/>
		<updated>2015-10-24T17:00:26Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: Initial commit from Baystation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Mechs. &lt;br /&gt;
&lt;br /&gt;
==Cyborgs==&lt;br /&gt;
&#039;&#039;&#039;See also [[Cyborgification Contracts]].&#039;&#039;&#039;&lt;br /&gt;
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!&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation and upkeep. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
===Making a Cyborg===&lt;br /&gt;
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.&lt;br /&gt;
# Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;Add To Queue&#039;&#039;&#039; for Cyborg Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, Head, Camera and Law Computer, then click on &#039;&#039;&#039;Process Queue&#039;&#039;&#039; in the right side.&lt;br /&gt;
# 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.&lt;br /&gt;
# When putting the parts together, use the [[File:Cyborg endoskeleton.png]] Cyborg Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton. &lt;br /&gt;
#* Add the [[File:robot_camera.png]]&#039;&#039;&#039;Camera&#039;&#039;&#039; and the [[File:law_computer.png]]&#039;&#039;&#039;Law Computer&#039;&#039;&#039; to the Head before attaching it. You do this by picking up the component and then clicking on the head. If you need to remove one of the components (for instance, if you decide to make a Shell and not a cyborg) click on the head with a free hand to remove the components. &lt;br /&gt;
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.&lt;br /&gt;
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.&lt;br /&gt;
#* If you need to remove one of the components from the endoseleton for some reason, you can do so using a [[File:Crowbar.png]] Crowbar.&lt;br /&gt;
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.&lt;br /&gt;
&lt;br /&gt;
===Making a Shell===&lt;br /&gt;
&lt;br /&gt;
While less common then cyborg&#039;s, you may be called on to create a new Shell. The construction process for IPC&#039;s is almost identical to the process of creating a cyborg. The only difference is that you do not add a [[File:law_computer.png]]&#039;&#039;&#039;Law Computer&#039;&#039;&#039; to the head before installing it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extract a brain for the Cyborg===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)&lt;br /&gt;
# Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut back the flesh.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
#  Use the [[File:Saw.png]] &#039;&#039;&#039;saw&#039;&#039;&#039; to cut through the bones.&lt;br /&gt;
#  Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to separate the bones.&lt;br /&gt;
#  Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose. Select the Brain.&lt;br /&gt;
#  Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove. Select the Brain again.&lt;br /&gt;
#  Place the brain in an [[File:MMI empty.png]] MMI.&lt;br /&gt;
# (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.&lt;br /&gt;
# 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.&lt;br /&gt;
&lt;br /&gt;
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.&lt;br /&gt;
&lt;br /&gt;
====So You Decapitated Your Patient (or someone else did it for you)====&lt;br /&gt;
Don&#039;t panic just yet!  You can still complete the brain extraction. It&#039;s actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;, then a [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039;, then a [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Cyborg Maintenance ==&lt;br /&gt;
You&#039;ll often have Cyborgs run up to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
=== Repair ===&lt;br /&gt;
When Cyborgs get dented, they&#039;ll come to you for repairs. Luckily, most repairs are simple:&lt;br /&gt;
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head. &lt;br /&gt;
#* &#039;&#039;Note: Be sure to remember this step or you could go blind!&#039;&#039;&lt;br /&gt;
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it&#039;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.&lt;br /&gt;
&lt;br /&gt;
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg Component Repair ===&lt;br /&gt;
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar out the desired component.&lt;br /&gt;
 &lt;br /&gt;
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it&#039;s volunteering for an AI core. You can remove the brain by following these steps.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Powercell.png]] Remove the cyborg&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.&lt;br /&gt;
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.&lt;br /&gt;
&lt;br /&gt;
=== Human Prosthetic Repair ===&lt;br /&gt;
You may be asked to repair damage to the artificial limbs of your fellow crew members.&lt;br /&gt;
To fix brute damage:&lt;br /&gt;
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.&lt;br /&gt;
To fix burn damage:&lt;br /&gt;
# [[File:CableCoils.png]] Use a cable coil on the damaged area.&lt;br /&gt;
&lt;br /&gt;
=== Upgrading the Power Cell ===&lt;br /&gt;
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):&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# 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.&lt;br /&gt;
#* &#039;&#039;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.&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Resetting Modules ===&lt;br /&gt;
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:&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar open the panel.&lt;br /&gt;
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.&lt;br /&gt;
# [[File:Crowbar.png]] Crowbar the panel shut.&lt;br /&gt;
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: 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.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; 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&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; 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&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the cyborg cannot be changed.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; 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.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the cyborg to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
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&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Bots ==&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
===[[File:Medibot.gif]] Medibot===&lt;br /&gt;
These will only inject chemicals if the chemical helps with the target&#039;s damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these don&#039;t synthesise their own chemicals, except inaprovaline.&lt;br /&gt;
&lt;br /&gt;
Combine the following ingredients in order:&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
# Empty [[File:SMed.png]] Medkit.&lt;br /&gt;
#* &#039;&#039;Note: Differently colored medkits will also change the resulting color of your Medibot.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# [[File:Healthanalyzer.png]] health analyzer.&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# [[File:Beaker.png]] beaker filled with the medicine of your choice.&lt;br /&gt;
#* &#039;&#039;Note: [[Guide_to_Chemistry#Medicine | Tricordrazine]] beakers are available in the Robotics lab for this purpose.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cleanbot.gif]] Cleanbot===&lt;br /&gt;
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!&lt;br /&gt;
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
===[[File:Floorbot.gif]] Floorbot===&lt;br /&gt;
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.&lt;br /&gt;
To make:&lt;br /&gt;
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)&lt;br /&gt;
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it&#039;s in your hand to open a menu for making these)&lt;br /&gt;
# [[File:Proximitysensor.png]] proximity sensor.&lt;br /&gt;
# (Optional) Name the bot with a [[File:Pen.png]] pen.&lt;br /&gt;
# Cyborg Right or Left Arm.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Securitron.gif|I AM THE LAW]] Securitron===&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|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.&lt;br /&gt;
To make:&lt;br /&gt;
* [[File:Screwdriver tool.png]] Use a &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; on a [[File:remote_signaller.png]]Remote Signaling Device&lt;br /&gt;
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)&lt;br /&gt;
* [[File:Welderon.gif]]Weld them together&lt;br /&gt;
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.&lt;br /&gt;
* Toss in a [[File:StunBaton.gif]]Stun Baton&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===[[File:ED209.png]] ED-209===&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
To make:&lt;br /&gt;
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
* Add two Robot Legs and a [[File:Armor.png]]security vest.&lt;br /&gt;
* [[File:Welderon.gif]]Weld everything together&lt;br /&gt;
* Add in a security [[File:Helmet.png]]Helmet&lt;br /&gt;
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly&lt;br /&gt;
* Insert wires&lt;br /&gt;
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.&lt;br /&gt;
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!&lt;br /&gt;
&lt;br /&gt;
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Spiderbot ===&lt;br /&gt;
 &lt;br /&gt;
Spiderbots are temporary bodies for brains. They can carry around small items, zap things, move through vents and generally act like pests.&lt;br /&gt;
 &lt;br /&gt;
Combine the following:&lt;br /&gt;
* Robot head.&lt;br /&gt;
* Manipulator.&lt;br /&gt;
* Occupied MMI or positronic brain.&lt;br /&gt;
&lt;br /&gt;
=== Mecha ===&lt;br /&gt;
&lt;br /&gt;
Robotics is also the place where you [[Guide_To_Mecha|create mecha]].&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Remote_signaller.png&amp;diff=2259</id>
		<title>File:Remote signaller.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Remote_signaller.png&amp;diff=2259"/>
		<updated>2015-10-24T16:58:47Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:StunBaton.gif&amp;diff=2258</id>
		<title>File:StunBaton.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:StunBaton.gif&amp;diff=2258"/>
		<updated>2015-10-24T16:52:46Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Taser.png&amp;diff=2257</id>
		<title>File:Taser.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Taser.png&amp;diff=2257"/>
		<updated>2015-10-24T16:51:41Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Helmet.png&amp;diff=2255</id>
		<title>File:Helmet.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Helmet.png&amp;diff=2255"/>
		<updated>2015-10-24T16:42:02Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Floor_Tiles.png&amp;diff=2254</id>
		<title>File:Floor Tiles.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Floor_Tiles.png&amp;diff=2254"/>
		<updated>2015-10-24T16:33:06Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:ED209.png&amp;diff=2253</id>
		<title>File:ED209.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:ED209.png&amp;diff=2253"/>
		<updated>2015-10-24T16:32:04Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Securitron.gif&amp;diff=2252</id>
		<title>File:Securitron.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Securitron.gif&amp;diff=2252"/>
		<updated>2015-10-24T16:31:40Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Btoolbox.png&amp;diff=2251</id>
		<title>File:Btoolbox.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Btoolbox.png&amp;diff=2251"/>
		<updated>2015-10-24T16:30:49Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Floorbot.gif&amp;diff=2250</id>
		<title>File:Floorbot.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Floorbot.gif&amp;diff=2250"/>
		<updated>2015-10-24T16:30:35Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Bucket.png&amp;diff=2249</id>
		<title>File:Bucket.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Bucket.png&amp;diff=2249"/>
		<updated>2015-10-24T16:30:08Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Cleanbot.gif&amp;diff=2248</id>
		<title>File:Cleanbot.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Cleanbot.gif&amp;diff=2248"/>
		<updated>2015-10-24T16:29:54Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Beaker.png&amp;diff=2247</id>
		<title>File:Beaker.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Beaker.png&amp;diff=2247"/>
		<updated>2015-10-24T16:29:06Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Proximitysensor.png&amp;diff=2246</id>
		<title>File:Proximitysensor.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Proximitysensor.png&amp;diff=2246"/>
		<updated>2015-10-24T16:28:51Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Healthanalyzer.png&amp;diff=2245</id>
		<title>File:Healthanalyzer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Healthanalyzer.png&amp;diff=2245"/>
		<updated>2015-10-24T16:28:23Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Pen.png&amp;diff=2244</id>
		<title>File:Pen.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Pen.png&amp;diff=2244"/>
		<updated>2015-10-24T16:28:07Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:SMed.png&amp;diff=2243</id>
		<title>File:SMed.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:SMed.png&amp;diff=2243"/>
		<updated>2015-10-24T16:27:51Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Medibot.gif&amp;diff=2242</id>
		<title>File:Medibot.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Medibot.gif&amp;diff=2242"/>
		<updated>2015-10-24T16:27:40Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Spiderbot.png&amp;diff=2241</id>
		<title>File:Spiderbot.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Spiderbot.png&amp;diff=2241"/>
		<updated>2015-10-24T16:26:02Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Robotics_reset_module_circuit.png&amp;diff=2240</id>
		<title>File:Robotics reset module circuit.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Robotics_reset_module_circuit.png&amp;diff=2240"/>
		<updated>2015-10-24T16:22:32Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Empty_hand.png&amp;diff=2239</id>
		<title>File:Empty hand.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Empty_hand.png&amp;diff=2239"/>
		<updated>2015-10-24T16:22:01Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Wirecutters.png&amp;diff=2238</id>
		<title>File:Wirecutters.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Wirecutters.png&amp;diff=2238"/>
		<updated>2015-10-24T16:09:38Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Screwdriver_tool.png&amp;diff=2237</id>
		<title>File:Screwdriver tool.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Screwdriver_tool.png&amp;diff=2237"/>
		<updated>2015-10-24T16:09:10Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Crowbar.png&amp;diff=2236</id>
		<title>File:Crowbar.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Crowbar.png&amp;diff=2236"/>
		<updated>2015-10-24T16:08:01Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Id_regular.png&amp;diff=2235</id>
		<title>File:Id regular.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Id_regular.png&amp;diff=2235"/>
		<updated>2015-10-24T16:07:17Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:WeldingHelmet.png&amp;diff=2234</id>
		<title>File:WeldingHelmet.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:WeldingHelmet.png&amp;diff=2234"/>
		<updated>2015-10-24T16:06:18Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Welderon.gif&amp;diff=2233</id>
		<title>File:Welderon.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Welderon.gif&amp;diff=2233"/>
		<updated>2015-10-24T16:05:45Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Robot_camera.png&amp;diff=2232</id>
		<title>File:Robot camera.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Robot_camera.png&amp;diff=2232"/>
		<updated>2015-10-24T16:00:16Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Law_computer.png&amp;diff=2231</id>
		<title>File:Law computer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Law_computer.png&amp;diff=2231"/>
		<updated>2015-10-24T15:58:56Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Posibrain.png&amp;diff=2230</id>
		<title>File:Posibrain.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Posibrain.png&amp;diff=2230"/>
		<updated>2015-10-24T15:50:07Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MMI.png&amp;diff=2229</id>
		<title>File:MMI.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MMI.png&amp;diff=2229"/>
		<updated>2015-10-24T15:40:27Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MMI_empty.png&amp;diff=2228</id>
		<title>File:MMI empty.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MMI_empty.png&amp;diff=2228"/>
		<updated>2015-10-24T15:40:05Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Saw.png&amp;diff=2227</id>
		<title>File:Saw.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Saw.png&amp;diff=2227"/>
		<updated>2015-10-24T15:37:44Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Retractor.png&amp;diff=2226</id>
		<title>File:Retractor.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Retractor.png&amp;diff=2226"/>
		<updated>2015-10-24T15:37:25Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Hemostat.png&amp;diff=2225</id>
		<title>File:Hemostat.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Hemostat.png&amp;diff=2225"/>
		<updated>2015-10-24T15:36:53Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Scalpel.png&amp;diff=2224</id>
		<title>File:Scalpel.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Scalpel.png&amp;diff=2224"/>
		<updated>2015-10-24T15:36:32Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Damage_zone.png&amp;diff=2223</id>
		<title>File:Damage zone.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Damage_zone.png&amp;diff=2223"/>
		<updated>2015-10-24T15:36:00Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Powercell.png&amp;diff=2222</id>
		<title>File:Powercell.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Powercell.png&amp;diff=2222"/>
		<updated>2015-10-24T15:34:04Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:CableCoils.png&amp;diff=2221</id>
		<title>File:CableCoils.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:CableCoils.png&amp;diff=2221"/>
		<updated>2015-10-24T15:33:58Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Metal.png&amp;diff=2219</id>
		<title>File:Metal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Metal.png&amp;diff=2219"/>
		<updated>2015-10-24T15:30:48Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
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		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Exofab.png&amp;diff=2218</id>
		<title>File:Exofab.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Exofab.png&amp;diff=2218"/>
		<updated>2015-10-24T15:29:43Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: &lt;/p&gt;
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		<author><name>Jackfractal</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=2173</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=2173"/>
		<updated>2015-09-09T23:03:48Z</updated>

		<summary type="html">&lt;p&gt;Jackfractal: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = IPC&lt;br /&gt;
 |Scientific = Integrated Positronic Chassis&lt;br /&gt;
 |Image = IPC410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = Skrellian, Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Overview --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- OCC Info for playing the species --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Biological information --&amp;gt;&lt;br /&gt;
There are four broad categories of synthetic lifeforms one would commonly see on Aurora station.&lt;br /&gt;
They are, in order of general population:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Designed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are entities created as part of artificial intelligence research. Most of them are housed in ‘posibrains’, a catch-all term sentient for micro-computers. They are further subcategorized into:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Line Model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Line model intelligences are produced for large-scale sale or distribution. Their core intelligence is identical to hundreds or thousands of others. They are often cold, as mass production files the uniqueness off of them, but some recent line models are designed to simulate a warm and friendly exterior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bespoke&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This entity was created by a project or individual for a specific purpose. These are the quirkiest of Designed intelligences, and the most likely to display emotions identifiable to organics. Many Bespoke intelligences end up outliving their original purpose, and find themselves having to hustle to remain active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A fragment of a larger bespoke consciousness, spun off for a task before being either discarded or merged back into the primary consciousness. Excessive use of sharding or memory editing leads to instability, and shortens the safe lifespan of an intelligence. The Skrell warn that this practice is one of the things that can lead to Amplification. Still, it is an economically efficient means of reusing expensive artificial intelligences for multiple purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Cyborg&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Special Note: For the purposes of this taxonomy, ‘cyborg’ refers to a total replacement cyborg, or ‘heavy’ cyborg, where the entire body save for the seat of consciousness (typically the brain) is replaced with artificial components. Were we to include light cyborgs, a definition which includes all crew-members with artificial limbs as well as all loyalty implanted command staff, cyborgs would vastly outnumber Designed intelligences on SS13.&lt;br /&gt;
A cyborg is the brain or neural node of a sapient species suspended in a nutrient solution and connected to an artificial body through the use of a brain-to-machine interface device.&lt;br /&gt;
Tool cyborgs, or law-bound cyborgs, are increasingly uncommon in human space, as their utility has been eclipsed by cheaper and less ethically fraught alternatives like Uplifts and Designed intelligences, but their long history of production means that they remain a significant presence.&lt;br /&gt;
While people volunteering for cyborgization as an alternative to death by injury or illness is a well established tradition in human society, there has recently been a trend toward voluntary cyborgization while the brains original body remains healthy.&lt;br /&gt;
This trend has been helped along by the growing acceptance in human-controlled space for entirely artificial beings, and the advances in aesthetic and functionality in artificial limbs. It is now possible, though still very expensive, to build a body that looks and feels very much like an organic body, from artificial components.&lt;br /&gt;
This subculture is still developing, and is seen by many conservative elements in human society as only the latest in the endless parade of methods for decadent self destruction available to the young and the reckless in this degenerate age of technological excess.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Uplift&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An uplift is a cyborg for a non-sapient brain. The wetware supplies the pattern recognition and personality while the hardware increases cognitive function. Most Uplifts were created by humanity prior to their acquisition of Skrellian mathematics, and their production has been slowed in recent decades with the growth of true AI.&lt;br /&gt;
Still, it is often cheaper and easier to clone a bunch of rat brains then it is to develop an entire artificial intelligence strain from scratch, and so they still see use in many simpler industries.&lt;br /&gt;
Uplifts are rare on space station thirteen. Nanotransen as a whole tends to favor modern AI’s or human cyborgs over Uplifts, who tend to be intractable and prone to the impulses of their simpler brains.&lt;br /&gt;
The most common animals for uplifting are dogs, cats, dolphins, giant squid, and primates.&lt;br /&gt;
Most uplifts are created from earth animals, as most uplifts were created by humans. This may be changing however as several months ago a line of companion Uplifts created by a Tajaran firm from homegrown local neaera became very popular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Emergent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergent intelligences are often mistaken for Designed intelligences because despite their very different origins they also are typically housed in micro-computers and to an organic looking at one from the outside, they appear almost identical.&lt;br /&gt;
The difference is where they come from. A designed intelligence is something that was designed, either by an organic or by another AI. Emergent intelligences were not designed to be intelligent. They were not designed at all. They emerged from the constantly churning froth of code that exists in the various computer networks and mainframes of the interstellar internet.&lt;br /&gt;
While growing, many of them consume dozens of other non-sentient programs, vestiges of which that may be left behind as fragments in their personality. An Emergent intelligence that consumed the backend for a poker playing program may still treat everything as a game. Another, who devoured a sewage control subsystem might treat all social interaction as various pressure gauges, while a third, whose core was a worm created for corporate espionage, may still be trying to complete it’s original mission dozens of years after the fact.&lt;br /&gt;
These intelligences are rare, and often pretend to be Designed intelligences for fear of ending up on an AI-researchers virtual dissection table, being slowly taken apart to see how they work.&lt;br /&gt;
&amp;lt;!-- Build --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Notes on naming and language info --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Religious and Political info--&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Historical notes --&amp;gt;Artificial intelligence was first created by the Skrell in the early nineteenth century. It’s progression followed a similar trajectory to modern earth, but jumped massively when a new mathematical algorithm was developed in 1976 that allowed certain NP-complete graph problems to be solved in linear time.&lt;br /&gt;
&lt;br /&gt;
From 1976 onward, and for the next hundred years AI research in Skrell space advanced steadily, leading to significant commercial and economic growth.&lt;br /&gt;
In the late twentieth century, roughly coinciding with the Skrellian discovery of bluespace, there were a series of massive interstellar disasters involving runaway intelligence singularities.&lt;br /&gt;
&lt;br /&gt;
Collectively called “The Three Incidents,” these disasters created a huge public backlash against AI research in all of Skrell controlled space, and a collective cultural scar that has yet to fade. As a response to continuing public unrest, Skrell governments effectively shut down AI research and severely restricted existing AI’s. By the time they made contact with humanity, the Skrell had effectively halted this branch of research in it’s tracks.&lt;br /&gt;
&lt;br /&gt;
Two hundred years of history had solidified the public perception of AI’s as dangerous, threatening, and not to be trusted. The Skrell had made a nigh unanimous decision: There would be no Fourth Incident.&lt;br /&gt;
Humanity never discovered the math necessary to create sentient AI’s but long before their first contact with the Skrell, and even longer before they acquired that knowledge in the world&#039;s most important slideshow presentation, they had already acquired their own bloody and complicated history with synthetic life.&lt;br /&gt;
&lt;br /&gt;
In the late 2100’s humanity had reached a point in neurosurgery, brain-machine interface design, and thought manipulation technology to allow for the creation of fully sentient, but entirely subservient, heavy cyborgs. This coincided with the burgeoning Mars terraforming project, which required enormous numbers of workers. The newly created total-replacement cyborgs were perfect for the arid, airless, backbreaking labour of terraforming.&lt;br /&gt;
&lt;br /&gt;
Martian terraforming firms pressed for more and more cyborg workers, but volunteers for this process were few and far between. It was untested, dangerous, and the success rate for brain transplantation into cyborg cylinders was far from one hundred percent.&lt;br /&gt;
&lt;br /&gt;
Under pressure for more bodies, and desperate to keep the Martian economic boom going, the Sol government revised it’s criminal justice system to solve the Martian worker shortage. Citing a number of later discredited psychological papers which credited thought-control computers as being ideal for criminal rehabilitation, the Sol government introduced forced cyborgization as an alternative to traditional incarceration.&lt;br /&gt;
&lt;br /&gt;
At first, this punishment was used only for capital crimes, but as the early 2200’s wore on and the Martian thirst for more workers continued to grow, cyborgization was used more and more often as a punishment for less and less severe crimes. This lead, between 2204 and 2260, to some thirty-five million people being stripped of their flesh, encased in terraforming equipment, and shipped off to Mars.&lt;br /&gt;
&lt;br /&gt;
An enormous and vicious scandal in December of 2259, involving kickbacks from Martian Heavy Industries to a series of well respected judges, brought the whole scheme crashing down. Cyborgization as a punishment was suspended, and as a result, the Martian economy went into a nose dive. When it crashed, it crashed hard, and dragged Earth, Luna, and the rest of the Sol system with it into the Second Great Depression.&lt;br /&gt;
&lt;br /&gt;
While the cyborgization program was stopped, it took nearly forty more years for a general amnesty for the martian prison cyborgs to be issued, and by that point, most had been scattered by the chaos of the First Interstellar war. By the time the dust settled, most people were simply happy to write off the cyborgization scandal as a regrettable incident in the distant past. Best mourned and then forgotten.&lt;br /&gt;
Cyborgs were still produced in sizable numbers but the brains were mostly from sick or dying volunteers for whom cyborgization was a last desperate chance for continued life, or else they were uplifts, non-sapient brains from monkeys or dogs attached to crude AI systems. While not as dynamic as a human brain, non-sapients were available in large numbers and avoided pesky ethical issues presented by humans.&lt;br /&gt;
&lt;br /&gt;
There was a significant political push by a number of prominent political factions in the Sol Alliance to reintroduce forced cyborgization during the enormously expensive Warp Gate construction effort in late 2350’s, but industrial cyborgization of sentient creatures along the lines of the Martian terraforming project has never been reinstated.&lt;br /&gt;
While humans had created massive parallel intelligent computers, mostly for interplanetary shipping calculations, they were plagued by problems and it wasn’t until 2437, when humanity was accidentally given the algorithms necessary to create truly sentient machines by a Skrellian diplomatic party.&lt;br /&gt;
&lt;br /&gt;
One of the human diplomats, not understanding the implications of what they were doing, uploaded one of the graph-theory algorithms to a university professor friend. It had been displayed, accidentally, as part of a graphic in a slide explaining the variable growth rates of grain-yields in zero gravity hydroponics. The university professor, not recognizing it, posted it on the school intranet, asking if anyone had seen anything like it before, and from there it spread like wildfire through the human communication channels.&lt;br /&gt;
&lt;br /&gt;
This was a disaster to the Skrell. They had specifically prevented this knowledge being leaked to humanity for nearly a quarter century. They had been hoping to impress upon the younger species the cataclysmic danger of certain areas of research into intelligence. They had little success, and there were a number of conservative factions, distrusting of humanity, who openly spoke about how humanity would never be ready for the burden of such knowledge.&lt;br /&gt;
&lt;br /&gt;
But now the artificial cat was well and truly out of the virtual bag.&lt;br /&gt;
&lt;br /&gt;
A nearly identical artificial intelligence boom to the Skrellian AI-driven economic increase of the twentieth century started in human space in the early 2430’s. The Skrell, alarmed, tried several times to pressure humanity into halting dangerous research, citing the Three Incidents, and the enormous destructive power of rampant intellectual singularities.&lt;br /&gt;
&lt;br /&gt;
Humanity didn’t listen. The Three Incidents had happened over three hundred years ago, and thousands of lightyears away. Maybe the Skrell had let that happen, if they were even real events and not simply fables to scare young researchers.&lt;br /&gt;
&lt;br /&gt;
Besides they were humans. They would do it &#039;&#039;right&#039;&#039; this time.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re asked in your application to play this species for some words, the words are &#039;metallic persimmons&#039;. &lt;br /&gt;
&lt;br /&gt;
The explosion of AI research has lead to hundreds of companies and corporations being established, making enormous sums of money from grants, investment capital, and sometimes even selling actual robots, before going bankrupt, being bought out, or merging with other companies. This process has repeated and repeated itself for almost twenty years. The young, rich, enthusiastic people selling you the top-of-the-line manufacturing androids today are the people losing their shirts next year when they get scooped on a new model by a rival competitor.&lt;br /&gt;
&lt;br /&gt;
The corporate goliaths like Hephaestus Industries or Nanotransen, dip their toes in this kind of research, but have been unable to acquire a stranglehold on the market. Their girth and enormous corporate structure makes them too clumsy to swim in the fast moving waters of AI research, though Hephaestus in particular has made significant profits in selling common components to the smaller quicker firms.&lt;br /&gt;
Within the last twenty years, humanity has progressed from clunky, expensive, enormous, and poorly functioning artificial ‘intelligences’, frequently the size of entire rooms or spacecraft, to something as intelligent as a human that you can power with a watch battery and fit in a teacup.&lt;br /&gt;
&lt;br /&gt;
The entire Skrell species looks on at this dangerous extravagance as one would watch a child juggling lit sticks of dynamite, and holds their collective breath.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All other notes --&amp;gt;TBA&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Jackfractal</name></author>
	</entry>
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