Difference between revisions of "Robots"

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Robots are NPC mechanicals that do various tasks automatically.  They are mostly the work of the [[Roboticist]], though anyone can use them by simply bringing them to a place they're needed. They can be constructed manually through the right combination of parts or automatically from the Robotics fabricator. The [[Quartermaster]]'s Robotics Crate also contains one of each type of drone.
''If you're looking for the playable role also known as "borg", see [[Cyborg]].''


= Medbot =
'''Robots''' are non-sentient machines that do various tasks automatically. They can be constructed manually through the right combination of parts or automatically from the [[Making and Breaking#Robotics Fabricator|robotics fabricator]]. The quartermaster's [[Quartermaster#Robotics Crate|robotics crate]] also contains a number of drones, and [[Chemicals#Nanomachines|nanomachines]] can transform [[Monkey|monkeys]] into these.
The most commonly seen robot. Medbots will, most often, detect people nearby and inject them with helpful drugs to swiftly bring them back to health. They are generally faster and more competent than your average [[Medical Doctor]].  If given a choice between bringing an unconscious person to an MD or a medbot...go with the medbot.


Medbots may be unlocked by anyone with a research ID and given a beaker to inject instead of helpful drugs.  [[Traitor]] or jackass research staff will occasionally put a big beaker of poison in the medbot to make it kill its patients. When [[emagged]], the medbot will enthusiastically inject everyone possible with massive amounts of poison regarless of injury or not.
=Medibot=
[[File:MedibotV3-32x32.png|64px]]


Medbots may be produced outright at a Robotics Fabricator (found only in [[robotics]]), and they may also be assembled using the following procedure:
The most commonly seen robot. Medibots will detect nearby people and inject them with [[Doctoring#Drugs|helpful drugs]] to slowly bring them back to health. They are a supplement to [[Medical Doctor|medical doctors]], not a replacement. Medibots do not treat people with the [[Traits#Was It Something I Said?|Was It Something I Said? trait]]; in fact, they'll literally add insult to injury by mocking the patient.


'''Materials'''<br>
Medibots may be unlocked by anyone with an ID that has medbay access. Several settings are available: the amount of units per injection (5-15), how severely injured a target has to be before taking action (80-95% of max health) and the option to draw chemicals from a beaker instead of the internal synthesizer. By default, it will treat patients with the following conditions, administering the following treatments:
* 1 empty medkit (any color)<br>
* 1 [[Proximity Sensor]]<br>
* 1 cyborg arm (left or right)<br>
* 1 [[Health Analyzer]]


'''Procedure'''<br>
{| class="wikitable"
* Use the cyborg arm on the empty medkit.<br>
|-
* Use the health analyzer on the resulting assembly.<br>
! Condition (Default Settings)
* Use the proximity sensor to finish the robot.
! Treatment (Default)
|-
| 15 or more {{BRUTE}}
| 15 units of [[saline-glucose solution]]
|-
| 15 or more {{BURN}}
| 15 units of [[saline-glucose solution]]
|-
| 30 or more {{OXY}}
| 15 units of [[salbutamol]]
|-
| 15 or more {{TOX}}
| 15 units of [[potassium iodide]]
|-
| Has a [[virus]] that spreads via [[Virus#Airborne|airborne transmission]]
| 15 units of [[spaceacillin]]
|}


Optionally, you may use a [[pen]] after you attach the arm or the analyzer to rename the finished robot.
[[Traitor|Traitors]] or jackass research staff will occasionally insert a big beaker of [[Chemicals#Poisons and Toxic Shit|horrible things]]. When [[Syndicate Items#EMAG|emagged]], the medibot will enthusiastically inject everyone with either a random [[Chemicals#Poisons_and_Toxic_Shit|horrible things]], a random cocktail of [[Chemicals#Drugs|illicit substances]], or a massive amount of [[Chemicals#Pancuronium|pancuronium]] regardless of injury or not. On the bright side, it's finally willing to treat people with the [[Traits#Was It Something I Said?|Was It Something I Said? trait]].


= Floorbot =
Medibots may be produced outright at a [[Making and Breaking#Automated|robotics fabricator]], ordered from the [[Quartermaster#Items you can order|cargo bay]] or assembled by using the following procedure:
[[File:floorbot.png]]<br>
Floorbots will detect nearby areas of space and tirelessly use their very finite supply of [[floor tile]]s to turn it into walkable floors.  They are most commonly used to fix holes in the station from bomb explosions.  They have a limited number of tiles, but can be refilled by anyone. They hold a max of 50 tiles.


When [[emagged]], Floorbots will RIP UP floors equally as tirelessly, quickly turning habitable parts of a station into cold, airless tombs.
'''You will need:'''
* [[Image:MedkitStandard.gif]] An [[Medical Objects#Medkit|empty medkit]] (any color). Empty medkits can be made at a [[Making and Breaking#Medical Fabricator|medical fabricator]].
* [[Image:ProximitySensorV2-32x32.png]] A [[Science Objects#Proximity Sensor|proximity sensor]]
* [[Image:LightCyborgArmsV2-32x32.png]] A [[Cyborg|cyborg]] arm (left or right)
* [[Image:HealthAnalyzerFullyUpgradedV2-32x32.png]] A [[Medical Objects#Health Analyzer|health analyzer]]
* [[Image:PenNew.png]] (Optional: a [[General Objects#Pen|pen]])


Floorbots may be produced outright at a Robotics Fabricator (where they will spawn with 10 tiles), and may also be assembled with the following procedure:<br>
'''To build:'''
'''Materials'''<br>
# Use the cyborg arm on the empty medkit.
* 1 empty mechanical toolbox (blue)<br>
# Use the health analyzer on the resulting assembly.
* 1 [[Proximity Sensor]]<br>
#* Optionally, you may use a pen to rename the finished robot.
* 1 cyborg arm (left or right)<br>
# Use the proximity sensor to finish the robot.
* 1+ [[floor tile]] (can be any number, most efficient if 1)


'''Procedure'''<br>
===Head Surgeon===
* Use the floor tile on the empty toolbox.<br>
[[Image:HeadSurgeonBot.png|64px]]
* Use the cyborg arm on the resulting assembly.<br>
* Use the proximity sensor to finish the robot.


Note: If you use more than 10 floor tiles, the finished floorbot will have however many you put in.  If you use less than 10, the floorbot will have 10.  Therefore, it is most efficient to use 1-2 in creation and load the rest after the floorbot is done.
:''For the defunct job, see [[Head Surgeon (discontinued job)]]''
:''For the defunct IRC bot, see [[HeadSurgeon]]''


= Firebot =
Sometimes, [[Medbay]] starts with a medibot named Head Surgeon, easily identified by its smiling face and baby blue frame. It's a little different in that it injects [[Doctoring#Perfluorodecalin|perfluorodecalin]] rather than [[Doctoring#Salbutamol|salbutamol]] when treating [[Doctoring#Suffocation|suffocation damage]]. In addition, it has [[Medical Director]] access rather than just [[Medical Doctor]] access, meaning it can go through areas such as [[Robotics]], the [[Bridge]], [[Genetics]], and other areas accessible by the [[Medical Director]]. <!-- Uncomment when API2 arrives and HS's DecTalk is re-enabled-- Head Surgeon the medibot also speaks its lines aloud using DecTalk, a text-to-speech synthesizer from the 1980s, and it's possible for [[Admin|admins]] to also speak through the bot.-->
Firebots will detect nearby fires, whether on tiles or on people, and put them out. They are commonly used to breach areas that are consumed in flames, where there is a serious risk of a flash-over that could kill the firefighters. One also spawns in the [[chemistry]] lab, where people routinely set them selves ablaze. They tend to fight fires very slowly.  If a fire is in a critical area such as [[escape]], human firefighters are best.


When [[emagged]], Firebots will ram anyone nearby, knocking them down with surprising efficiency.
Sometimes, though, instead of a medibot, Head Surgeon is a [[Clothing#Cardboard Box|cardboard box]] with a smiling face in blue crayon. It doesn't have any special abilities or anything. It's just a cardboard box that can be worn and often sits there doing nothing.


Firebots may be produced outright at a Robotics Fabricator, and may also be assembled with the following procedure:
In either case, some [[Staff Assistant|Staff Assistants]] may get an [[Staff Assistant#Crew Objectives|objective to take Head Surgeon to Central Command]] by round end.


'''Materials'''<br>
=Floorbot=
* 1 empty emergency toolbox (red)<br>
[[File:FloorBotDance.gif|64px]]
* 1 [[Proximity Sensor]]<br>
* 1 cyborg arm (left or right)<br>
* 1 [[Fire Extinguisher]] (almost always found in the emergency toolbox)<br>


'''Procedure'''<br>
Floorbots will detect nearby areas of space and tirelessly use their very finite supply of floor tiles to turn it into walkable floors. They are most commonly used to fix holes in the station from bomb explosions. They have a limited number of tiles, but they are smart enough to gather loose floor tiles and convert nearby sheets into tiles if needed, and their tile storage can be refilled by anyone. They hold a max of 500 tiles.  
* Use the cyborg arm on the toolbox.<br>
* Use the fire extinguisher on the resulting assembly.<br>
* Use the proximity sensor to finish the robot.


= Cleanbot =
Floorbots start off by default. To turn them on, simply click on the floorbot with an ID with Engineering access or a PDA with such an ID to unlock the floorbot. Hovering your cursor over a floorbot will then (hopefully) reveal an option to turn to turn the floorbot on/off. This also lets you toggle a couple of auxiliary functionalities:
[[File:cleanbot.png]]<br>
*Improves floors: If a floor is missing a tile (i.e. it's just bare plating), the floorbot will try to lay down a tile so it doesn't look so naked. If a floor is burnt from an explosion or whatever, the floorbot will also pry out the burnt tile and replace it with a new one. Off by default.  
Cleanbots will clean the floor around them automatically.  They do so without leaving the floor wet, the way the [[Janitor]] does. They are most commonly used when a Janitor is not on the station. They are also seen when the Janitor is a lazy nincompoop who is more interested in tripping people than cleaning messes. A Cleanbot is best used in areas where messes are routinely made, instead of a place where a lot of messes are made at once. A Cleanbot makes a lot of sense in the bar, where people will puke pretty much constantly. A Cleanbot does not make sense to clean up the aftermath of a gibbing, which will take the poor little bot the better part of 10 minutes.
*Finds tiles: The floorbot will try to collect nearby floor tiles and add them to their internal tile storage. Starts on.
*Make single pieces of metal into tiles when empty: The floorbot will convert nearby stacks of sheets (not just single stacks) into steel floor tiles, at the usual ratio of 4 tiles per sheet. However, it won't pick them up. Starts on.  


When [[emagged]], Cleanbots will wet as many nearby floors as they can, basically bringing it in line with what the Janitor does anyway.
When [[Syndicate Items#EMAG|emagged]], floorbots will RIP UP floors equally as tirelessly, quickly turning habitable parts of a station into cold, airless tombs.


Cleanbots may be produced outright at a Robotics Fabricator, and may also be assembled with the following procedure:
Floorbots may be produced outright at a robotics fabricator (where they will spawn with 50 tiles), ordered from the cargo bay or assembled with the following procedure:<br>


'''Materials'''<br>
'''You will need:'''
* 1 bucket (blue)<br>
* [[Image:MechanicalToolboxV2.png]] An empty [[Engineering Objects#Mechanical Toolbox|mechanical toolbox]]
* 1 [[Proximity Sensor]]<br>
* [[Image:ProximitySensorV2-32x32.png]] A [[Science Objects#Proximity Sensor|proximity sensor]]
* 1 cyborg arm (left or right)<br>
* [[Image:LightCyborgArmsV2-32x32.png]] A [[Cyborg|cyborg]] arm (left or right)
* [[Image:SteelFloorTilesV2.png]] At least one [[Engineering Objects#Floor Tiles|floor tile]]


'''Procedure'''<br>
'''To build:'''
* Use the sensor on the bucket.<br>
# Use the floor tile on the empty toolbox.
* Use the cyborg arm on the resulting assembly.
# Use the proximity sensor to finish the robot.
# Use the cyborg arm on the resulting assembly.


= Securitron =
'''Note:''' The finished floorbot will have always have 50 floor tiles loaded, no matter however many you put in. Therefore, it is most efficient to use 1-4 in creation and load the rest after the floorbot is done.
Securitrons network into the station's security computer, identify criminals, and arrest them.  Arrest, in this case, means liberal application of a [[stun baton]] and subsequent application of [[handcuffs]]. Securitrons will also arrest anyone aside from security or command who is holding a weapon, but their concept of a weapon is very limited.  A uncompromising securitron named "Officer Beepsky" spawns in personal quarters just north of the [[bridge]].


Securitrons may be unlocked by anyone with a Security ID and set to stay where they are (guarding the room they're in), or patrol (where they move through the public parts of the station).  They may also be told to enforce or ignore weapon policies, and to either arrest offenders (the above behavior) or detain them (stay with them and repeatedly stun them if they try to escape).  When [[emagged]], securitrons arrest everyone they see.  By default they will not patrol.
=Firebot=
[[File:FirebotV3.png|64px]]


Securitrons may be produced outright at a Robotics Fabricator, and may also be assembled with the following procedure:
Firebots will detect nearby fires, whether on tiles or on people (unless they have the [[Traits#Was It Something I Said?|Was It Something I Said? trait]]), and put them out. It can squeeze through doors if it is necessary to reach a fire. They are commonly used to breach areas that are consumed in flames, where there is a serious risk of a flash-over that could kill the firefighters.  One also spawns in the [[chemistry]] lab, where people routinely set them selves ablaze.  They tend to seek out and destroy fires with surprising efficiency, even able to detect fires through walls.


'''Materials'''<br>
Firebots hate fire, but they hate people with the [[Traits#Was It Something I Said?|Was It Something I Said? trait]] more. Their hatred burns so brightly that they will refuse to extinguish people with that trait. They'll even add to the physical burns by shouting a verbal burn. (Thankfully, firebots are kind enough to insult them just once.) They can still put them out indirectly, if they're targeting the area the person's in, but they never go out of their way to help that specific person.
* 1 [[Remote Signaling Device]]
* 1 Security [[Helmet]] (the protective ones)<br>
* 1 cyborg arm (left or right)<br>
* 1 [[Proximity Sensor]]<br>
* 1 [[stun baton]]<br>


When [[Syndicate Items#EMAG|emagged]], firebots will ram anyone nearby, knocking them down with surprising efficiency.


'''Procedure'''<br>
Firebots may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled with the following procedure:
* Use a [[screwdriver]] on a Remote Signaling Device.<br>
* Add a Helmet.<br>
* Weld them together with a [[welder]].<br>
* Add a Proximity Sensor and a Robot Arm.<br>
* Finally, add a Stun Baton.<br>


= GuardBuddy =
'''You will need:'''
A variant of the PR-6 Robuddy, the PR-6S GuardBuddy is the primary non-cyborg helper on the station. Utilizes the [[DWAINE Terminals|DWAINE terminals]] to conduct operations. To properly use them one must manually enter [[Research Director|commands]] via the DWAINE terminals in Research. However due to their uncompromising nature, they will follow orders to the last letter. This makes them a perfect tool for traitors to incapacitate the whole station with their non-lethal but efficient purge directives. There are several models of this wonderful robot running around.
* [[Image:EmergencyToolboxV2.png]] An empty [[Engineering Objects#Emergency Toolbox|emergency toolbox]]
* [[Image:ProximitySensorV2-32x32.png]] A [[Science Objects#Proximity Sensor|proximity sensor]]
* [[Image:LightCyborgArmsV2-32x32.png]] A [[Cyborg|cyborg]] arm (left or right)
* [[Image:FireExtinguisherV2-32x32.png]] A [[General Objects#Fire Extinguisher|fire extinguisher]] (Almost always found in the emergency toolbox.)
* [[Image:PenNew.png]] (Optional: a [[General Objects#Pen|pen]])


'''Variants'''<br>
'''To build:'''
*GuardBuddy - Baseline model. Often seen guarding Research, the [[Research Director|Research Director]] or <strike>patrolling</strike> purging the station. Makes a perfect guard.  
# Use the cyborg arm on the toolbox.
# Use the fire extinguisher on the resulting assembly.
#* Optionally, you may use a pen to rename the finished robot.
# Use the proximity sensor to finish the robot.


*SecBuddy - An early sub-model of the popular PR-6S Guardbuddy line. In active service in various outposts.  
=Cleanbot=
[[File:CleanbotActiveV2-32x32.gif|64px]] [[File:CleanbotRedActiveV2-32x32.gif|64px]]


*WardBuddy - Equipped with a Syringe Gun.  
Cleanbots will clean the floor around them, without leaving the floor wet. These are normally automatic, but it is possible to tell them to clean a specific thing and turn itself off (but not turn itself on) by using a [[Janitor#Janitor Whistle|janitor whistle]]. Most commonly used when a janitor is not on the station or the current ones are swamped with work. A cleanbot is best used in areas where messes are routinely made (e.g. the bar), instead of a place where a lot of messes are made at once.


*GunBuddy - Equipped with a Taser gun.
If someone with the [[Traits#Was It Something I Said?|Was It Something I Said? trait]] gets close to a cleanbot (whether they're approaching them or just passing by), there's a 7% chance that the cleanbot will trip the person in spite, using the mop arm to force them onto the floor and make them drop whatever they were holding. It's clearly not accidental, because the game outputs a message along the lines of "The cleanbot [synonym of evilly, like "dastardly" or "devilishly"] trips [name] with their mop!"


*SmokeBuddy - Equipped with the "Smoker Tool".
When [[Syndicate Items#EMAG|emagged]], cleanbots will apply [[Chemicals#Space Lube|space lube]] to as many nearby floors as they can. They will also refuse to listen to [[Janitor#Janitor Whistle|janitor whistle]] commands.


*Ol' Harner- Dispenses the Law with a cool hat.
Cleanbots may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled with the following procedure:


*El Vaquero- Fabricado en México.
'''You will need:'''
* [[Image:BucketV2.png]] [[Image:Redbucket.png]] A [[Janitor#The Janitor's Arsenal|bucket]]
* [[Image:ProximitySensorV2-32x32.png]] A [[Science Objects#Proximity Sensor|proximity sensor]]
* [[Image:LightCyborgArmsV2-32x32.png]] A [[Cyborg|cyborg]] arm (left or right)


*PR-4 Robuddy - A very old model.  
'''To build:'''
# Use the sensor on the bucket.
# Use the cyborg arm on the resulting assembly.


'''Procedure'''<br>
Cleanbots come in two different colors depending on the color of the bucket used.
* Find a GuardBuddy Frame.
* Insert GuardBuddy Motherboard.
* Insert desired Tool Module.
* Place Robot Arm (Left or right).
* Insert Power Cell.


= Buttbot =
=Securitron=  
Buttbots...should be seen instead of explained. They can only be assembled. When emagged they produce an amazing amount of enjoyment to bystanders.  
[[File:SecBotDance.gif|64px]]


'''Procedure'''<br>
Securitrons patrol/guard the station, identifying and arresting those carrying [[contraband]], those set to *Arrest* in the [[Security Objects#Security Computer|records]], and those with the [[Traits#Was It Something I Said?|Was It Something I Said? trait]] (even if they've done nothing). They will usually announce their actions, making it easy to know if they have targeted you. They're also [[#Securitron Settings|surprisingly configurable]].
* Put a cyborg arm (left or right) onto a butt.


= Amusing Duck =
Arrest, in this case, means liberal application of a [[Security Objects#Stun Baton|stun baton]] after a delay and subsequent application of [[Security Objects#Ziptie Cuffs|plastic handcuffs]]. Those with the [[Traits#Was It Something I Said?|Was It Something I Said? trait]] get stunned a few more times after being cuffed, just for good measure. More specifically, when preparing to attack, secbots take 2 seconds to "charge up" (signified by a message of it "energizing its prod"), and for 3 seconds afterward, are able to stun the target. When those 3 seconds are over, however, they must charge up again to attack. They also take 8 seconds to cuff a target, meaning they are slower than someone without [[Traits#Security Training|Security Training]].  
Amusing Ducks will slowly move around at random, quacking and emitting a playful jingle. They will occasionally lay [[easter egg]]s, which in turn produce some of the most fun items in the game.


When [[emagged]], they lay eggs more often but will also quack and play chords more often, but will do so on dissonant chords, giving them a distinctly 'wrong' and slightly unsettling sound.  They can be colossally annoying when a lot of them are stacked into a small area and can easily inspire some to violence to make the quacking stop.
If you're thinking of smashing them up and nabbing their baton, you ought to think again. When a secbot is destroyed in the line of duty, it drops scrap.  


They can only be assembled.<br>
Securitrons are smarter than they look. They are not fooled by lockers and will usually pursue you if you attempt to jump into one while in pursuit. They are also able to get out of unlocked lockers, though welding one shut will contain them and stop them from chasing their current target, unless it was due to them being arrest on sight or by being [[Syndicate_Items#EMAG|tampered with]].  
'''Procedure'''<br>
* Put a cyborg arm (left or right) onto a [[horn]].


Speaking of, when [[Syndicate Items#EMAG|emagged]], securitrons arrest everyone they see.  In addition, if [[Syndicate Items#EMAG|emagged]] a second time, securitrons literally flip the fuck out, repeatedly stunning anyone that enters their sights. They also hate people with the [[Traits#Was It Something I Said?|Was It Something I Said? trait]] even more; people with that trait get stunned ''many'' more times after being cuffed, because the secbots ''really'' want to make sure they're down.
Securitrons may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled with the following procedure:
'''You will need:'''
* [[Image:RemoteSignallerV2-32x32.png]] A [[Science Objects#Remote Signaler|remote signaler]]
* [[Image:HelmetAlt3.png]] A [[Security Objects#Helmet|security helmet]]
* [[Image:ProximitySensorV2-32x32.png]] A [[Science Objects#Proximity Sensor|proximity sensor]]
* [[Image:LightCyborgArmsV2-32x32.png]] A [[cyborg]] arm (left or right)
* [[Image:SteelRodsV2.png]] A [[Engineering_Objects#Rods|rod]]
* [[Image:wire.png]] [[Engineering_Objects#Wire|cable coils]] (5 lengths or more)
* [[Image:ScrewdriverV3-32x32.png]] [[Image:YellowScrewdriver.png]] A [[Engineering Objects#Screwdriver|screwdriver]]
* [[Image:WelderV2-32x32.gif]] A [[Engineering Objects#Welder|welding tool]]
* [[Image:PenNew.png]] (Optional: a [[General Objects#Pen|pen]])
'''To build:'''
# Use the screwdriver on the remote signaler.
# Use the signaler on the helmet.
# Weld them together with the welding tool.
# Add the proximity sensor to the assembly.
# Attach the cyborg arm to the assembly.
#* Optionally, you may use a pen to rename the finished robot.
# Add the rod.
# Add some of the wire.
===Securitron Settings===
Anyone can swipe their Security ID over a securitron to unlock it and configure a number of settings:
*Operating Mode: Whether they arrest offenders (the above behavior) or detain them (stay with them and repeatedly stun them if they try to escape). Arrest is the default mode.
*Issue Warnings: Whether or not they'll "forgive" minor crimes, by which they'll just zap people into submission and yell at them, but not ziptie cuff them.
*Warning Threshold: If ordered to issue warnings, they'll do so to anyone whose threat level is below this number. Threat levels at or above this number are assaulted as normal.
*Check for Weapon Authorization: If off, everyone can carry weapons, even if they don't have [[Access Levels#Firearm Carry Permit|Firearm Carry Permits]].
*Check Security Records: Whether they'll arrest those set to *Arrest* in the [[Security Objects#Security Computer|records]]
*Auto Patrol: If off, they'll stay where they are and guard the room they're in. If on, they'll patrol through the public parts of the station.
*Report Arrests: Whether they'll send PDA messages of who and where they make arrests/detains to all Security PDAs.
*Guard Here: They'll begin patrolling about in whichever room they happen to be in, or in a specific region if directed through the Securitron Control PDA program.
*Guard Lockdown: Same as Guard Here, but they'll chase down and attack anyone within their designated area who isn't wearing a Security or Head ID. While they won't ziptie cuff people for the petty crime of trespassing, they will happily detain anyone for any *additional* crimes!
===Officer Beepsky===
[[Image:OfficerBeepsky.png|64px]]
A uncompromising securitron named "Officer Beepsky" spawns in his own room, creatively called [[Beepsky's House]]. Years of patrolling the SS13 beat has made him extra fast; he takes only 1.2 seconds to charge up his baton, and he can hold it for 6 seconds rather than just 3. In addition, he takes only 6 seconds to ziptie cuff someone instead of 8. Together, these make him more likely to stun a perp when in pursuit. In addition, unlike other secbots, Beepsky drops his baton upon dying, but also sends a message to Security PDA's when being attacked.
=GuardBuddy=
[[File:RobuddyLoveV2.gif|64px]]
A variant of the PR-6 Robuddy, the PR-6S Guardbuddy is the primary non-cyborg helper on the station. Utilizes the [[TermOS|DWAINE terminals]] to conduct operations. To properly use them, one must manually enter [[TermOS#GuardBuddies|commands]] via the DWAINE terminals in the research sector. Most Guardbuddies have innate programming that allows them to recognize the Research Director on sight, allowing them to unlock the Buddy's controls without an ID.  Their facial recognition software leaves much to be desired, though.
GuardBuddies are very lively, thanks to their highly complex AI. These wonderful robots love to talk and will often announce what they are doing out loud. They patrol the halls, return to their chargers when low on battery, and periodically head to the [[Bar]] for lunch break...even though they know they can't eat or drink. Sometimes, they greet you by waving their claws, unless you have [[Traits#Was It Something I Said?|Was It Something I Said?]], in which case they'll make rude gestures that are basically the claw equivalent of the middle finger.
GuardBuddies also love hugs. Seriously. You can hug them by clicking on them with {{Help}} intent, and they'll return the favor, filling your bloodstream with [[Chemicals#Pure Hugs|pure hugs]]. Sometimes, GuardBuddies also randomly hug people, just out of the kindness of their own heart (?); the hugged person also gets [[Chemicals#Pure Hugs|pure hugs]]. They still don't like people with the [[Traits#Was It Something I Said?|Was It Something I Said? trait]] though; they become annoyed if they receive hugs from people with that trait and never return their hugs. When they go hug people, they'll pretend they want to give the person a hug, but once they close the distance, they'll drop the act and flash/tase/etc. them instead.
The standard GuardBuddy carries a flash, but there are [[#Variants|several variant models]] armed with ranged weapons, giving them an edge over their [[Robots#Securitron|baton-wielding cousins]]. Since they have claws, they can also [[#Arming Guardbuddies|fire guns]].
As with [[Robots#Securitron|securitrons]], GuardBuddies will flag down certain [[antagonist]]s and people carrying [[contraband]], according to a [[Contraband#The GuardBuddies|special algorithm]]. However, they do not chase down people set to arrest in the Security records. If multiple GuardBuddies are trying to arrest a target, only one of them will put handcuffs on, as Guardbuddies respect finders keepers. Due to their uncompromising nature, they will follow orders to the last letter. Combined with the fact that some modules can malfunction dangerously when exposed to [[Syndicate Items#EMP Grenades|EMP grenades]], this makes them a perfect tool for traitors looking to incapacitate the whole station with their non-lethal but efficient purge directives.
In the case of a Guardbuddy that has taken a beating from the forces that be, a screwdriver can be used on them to fully repair them.
'''You will need:'''
* [[Image:RobuddyFrameV2.png]] A Guardbuddy frame
* [[Image:RobuddyBoard.png]] A Guardbuddy mainboard
* [[Image:RobuddyTool.png]] A Guardbuddy tool module (any) 
* [[Image:PowerCellV2-32x32.png]] A charged [[Engineering Objects#Power Cell|power cell]]
* [[Image:LightCyborgArmsV2-32x32.png]] A [[Cyborg|cyborg]] arm (left or right)
* [[Image:PenNew.png]] (Optional: a [[General Objects#Pen|pen]])
'''To build:'''
# Insert the power cell into the frame.
#* Optionally, you may use a pen on the mainboard to rename the finished robot.
# Insert the mainboard.
# Add the robot arm.
===Variants===
{| style="font-size: 90%; text-align: left;" class="wikitable sortable"
|-
! Variant
! Equipped with
! class="unsortable" | Description
|- id="GuardBuddy"
! GuardBuddy
| Flash
| Basic Security model. Often seen guarding research, the [[Research Director|RD]] or <strike>purging</strike> patrolling the station. Makes a perfect guard.
|- id="Secbuddy"
! Secbuddy
| Taser
| An early sub-model of the popular PR-6S Guardbuddy line. In active service in various outposts. If you intend on murdering the poor thing, do try and stay away from it when you do kill it, as this line of buddies seems to be powered by highly volatile explodium.
|- id="Wardbuddy"
! Wardbuddy
| Syringe gun
| Equipped with a syringe gun which is loaded with [[Chemicals#Haloperidol|haloperidol]] (EMP'd: [[Chemicals#Cyanide|cyanide]]).
|- id="Gunbuddy"
! Gunbuddy
| Taser
|
|- id="Shockbuddy"
! Shockbuddy
| Electricity
| Shoots an incapacitating arc of electricity at the target.
|- id="Snoozebuddy"
! Snoozebuddy
| Smoker tool
| Try your best not to provoke this variant of guard buddy, because when angered, they will dispense a plume of [[Chemicals#Ketamine|ketamine]] smoke (EMP'd: [[Chemicals#Neurotoxin|neurotoxin]]), knocking out anyone unfortunate enough to be caught in the cloud for about four to six minutes.
|- id="Jinglebuddy"
! Jinglebuddy
| Snowball thrower
| A festive holiday version of the basic Guardbuddy. Resembling a present, its green and red striped chassis is equipped with a snowball throwing tool, which are surprisingly effective at stopping crime.
|- id="Klaus"
! Klaus
| Flash and a neat hat!
| Safetybuddy Klaus wants you to mind safety (and security) regulations.
|- id="Ol' Harner"
! Ol' Harner
| Flash and an awesome hat!
| Dispenses The Law akin to Beepsky.
|- id="El Vaquero"
! El Vaquero
| Taser
| Fabricado en México.
|- id="Super Protector Friend III"
! Super Protector Friend III
| Flash
| 'New technology! Blinking light action!'
|- id="PR-4 Robuddy"
! PR-4 Robuddy
| Flash and a sweet hat!
| A very old model. Equipped with a flash. One PR-4 works as a station/ship tour guide, spawning next to the [[Arrival Shuttle|arrival shuttle]]. By default, they are named Marty, but some tour guides have different names. For example, [[Nadir]]'s is called Mariana. This tourbot will stop at nothing to give tour of the station, no matter how many hull breaches or [[Changeling|changelings]] are in the way. They only ever use their flash if directly attacked and will resume the tour normally when the assailant is arrested. They also hate people with the [[Traits#Was It Something I Said?|Was It Something I Said? trait]]; if they spot one, they will interrupt the tour to call them a "dingus" or "dork" or some such.
|- id="PR-1 Automated Checkpoint"
! PR-1 Automated Checkpoint
| Bureaucracy and a printer
| The great-great-great-great-great grandfather of the PR-6 Guardbuddy. Apparently it has wheels, but the lazy things never move.
|}
===Arming Guardbuddies===
Once built, you can insert a tool module or give the Guardbuddy a gun. To change the Guardbuddy's tool module, unlock the bot by poking it with a head-level ID (one with superuser access), then click on the bot with a tool module.
Guardbuddies can also be equipped with a gun. Most law-abiding Guardbuddies will only accept non-lethal stun weaponry, but with [[Syndicate_Items#EMAG|a bit of persuading]], you can convince them to wield whatever you want (so long as it's some kind of gun). To give a Guardbuddy a gun, you'll need to remove their tool module first. Simply unlock the bot, click on the bot with a crowbar, then with the desired gun.
Energy weapons ([[Murder#Taser|tasers]], [[Murder#LaserGun|laser guns]], [[Murder#BFG|BFGs]], etc.) draw from the Guardbuddy's internal power cell, so as long as the bot's batteries are charged, it can fire.
Kinetic weapons ([[Murder#Kestrel Revolver|revolvers]], [[Murder#SPES-12|shotguns]], miniguns, etc.) fire their own loaded magazine, meaning they'll run out of ammo fairly quickly. Though, if you modify the bot with a [[Syndicate_Items#Guardbuddy Ammo Replicator|BulletBuddy ammo fabrication kit]], the Guardbuddy'll manufacture its own ammunition using its power cell charge, granting it nearly-infinite ammo.
Any bot belonging to the Gunbuddy extended family, as well as Ol' Harner, have advanced futuristic gun-handling protocols built in, allowing them to fire a second time whenever they're trying to gun down a suspect.
By default, a Guardbuddy will accept the following guns:
* [[Image:TaserGunV2.png]] [[Security Objects#Taser|Taser]]
* [[Image:TaserShotgunV2-32x32.png]] [[Security Objects#Taser Shotgun|Taser shotgun]]
* [[Image:WaveGunV2.png]] [[Security Objects#Sancai Wave Gun|Sancai wave gun]]
* [[Image:PulseRifleV2.png]] [[Security Objects#Pulse Rifle|Pulse rifle]]
* [[Image:EnergyGunV2.png]] [[Murder#egun|Energy gun]] - They'll normally set it to stun.
* [[Image:LawbringerV2-32x32.png]] [[Security Objects#Lawbringer|Lawbringer]] - They'll normally pick a not-expressly-lethal setting.
* [[Image:AmplifiedVuvuzelaV2.png]] [[Murder#AmpVuvuzela|Amplified vuvuzela]]
* And several other gun-shaped non-weapons.
=Cambot=
[[Image:CameraBot.png|64px]]
Smile for the camera! Essentially slightly less annoying [[tourist]]s, cambots leisurely roam around the station, occasionally taking pictures of just about anything they see. When emagged, their photographic flash works like an actual [[Security Objects#Flash|flash]], stunning cyborgs and humans for quite some time.
<br><Br>
'''You will need:'''
* [[Image:CameraV2-32x32.png]] A [[General Objects#Camera|camera]]
* [[Image:ProximitySensorV2-32x32.png]] A [[Science Objects#Proximity Sensor|proximity sensor]]
* [[Image:LightCyborgArmsV2-32x32.png]] A [[cyborg]] arm (left or right)
* [[Image:PenNew.png]] (Optional: a pen)
'''To build:'''
# Attach the cyborg arm to the camera
#* Optionally, use the pen on the camera/arm assembly to give the robot a name.
# Attach the proximity sensor to the camera/arm assembly
=Digbot=
[[File:DigBotDig.gif|64px]]
A special robot with only one special role: Dig! Blueprints exist in the Robotics and Mining manufacturers. Its usefulness in digging cannot be understated.
<br><Br>
'''You will need:'''
* [[Image:hardhatNew.png]] A [[Clothing#Hard Hat|hardhat]]
* [[Image:ProximitySensorV2-32x32.png]] A [[Science Objects#Proximity Sensor|proximity sensor]]
* [[Image:LightCyborgArmsV2-32x32.png]] A [[cyborg]] arm (left or right)
* [[Image:PowerPickV2.png]] [[Image:LaserDrillV2.png]] A [[Guide to Mining#Tools|Powered Pickaxe OR a Laser Drill]]
'''To build:'''
# Attach the proximity sensor to the helmet
# Attach the cyborg arm to the prox/helmet assembly
# Attach the mining tool to the prox/helmet/arm assembly
#* The drill has twice the hardness of the pick
=MULEBot=
[[File:MulebotV2-32x32.gif|64px]]
The Multiple Utility Load Effector robot. Meant to reliably transport crates of equipment without it being easily stolen by the crew, yet in reality it sits idle in [[Cargo Bay|QM]] most of the time. These days, crates are more likely to be delivered via [[Quartermaster#Belt Hell|Belt Hell]], but that doesn't mean it can't be useful. MULE robots are faster than they look, but they're smart enough not to run people over unless 1) their [[Hacking#MULEBots|safety wire has been cut]] or 2) they bump into a person who has the [[Traits#Was It Something I Said?|Was It Something I Said? trait]] (in which case they get run over even if the safety wire is intact).
While Belt Hell usually works faster, there are a number of MULE beacons which are either strategically placed in the system's blind spots or more convenient for the department receiving the supplies. So in a way, they complement one another. It's also noteworthy that the bot has all access - with a bit of creativity, breaking into [[EVA|sensitive]] [[Security (place)|areas]] is a breeze! You can order more of them from Centcom, which arrive in a replacement MULE crate.
The MULE can be controlled with the appropriate [[PDA]] program (available to QMs, the [[AI]] and [[Cyborg|cyborgs]]) or manually:
{|class="wikitable"
!Function!!Description
|-
|Toggle Power||Flip the switch to perform maintenance.
|-
|Stop||
|-
|Proceed||
|-
|Return to Home||Won't work if a home beacon hasn't been assigned.
|-
|Set Destination||Refer to [[Quartermaster#The MULE|The MULE]] for the complete list.
|-
|Set Bot ID||Pointless. The game does that automatically.
|-
|Set Home||Remember to set this to ''QM #2'' if you bought another MULE! This can't be done with the PDA.
|-
|Toggle Auto Return Home||Default: On. Won't work if a home beacon hasn't been assigned.
|-
|Toggle Auto Pickup Crate||Default: On. The crate should be placed on the checkered tile.
|}
Of course, nothing would be complete without a bit of hacking! Grab a [[Engineering Objects#Screwdriver|screwdriver]], [[Engineering Objects#Multitool|multitool]] and a pair of [[Engineering Objects#Wirecutters|wirecutters]], and read up on the inner workings of MULEBots [[Hacking#MULEBots|here]].
=Buttbot=
[[Image:ButtBotNew.png|64px]] [[Image:CyberButtBot.png|64px]]
The Bio-Utility Techno-Tool is more than just a rolling severed butt. It can record and play back any spoken sentence, though they will replace words from sentences they've heard with the word "butt"! It can fix airless regions that need oxygen! It can also scoot around on its own accord!
Emags disrupt their atmospheric recovery synthesis equipment, causing them to generate a dangerous amount of [[Gas#Fart|toxic gas]]. It also damages their speech emitter, making them somewhat more obnoxious than usual. They will also sometimes do a "superfart". Buttbots will gib on death, staining the area with a generous amount of gore.
Clicking on them creates a small menu where you can control the four main functions of the Buttbot:
{|class="wikitable"
!Function!!Description
|-
|Autonomous Reactive Speech Emitter||Toggles whether or not the Buttbot can speak.
|-
|"Rolling Explorer" Autonomous Rover||Toggles whether or not the Buttbot can move.
|-
|Patty-Heinrich Atmospheric Replenishment Technique||Toggles whether or not the Buttbot can fart.
|-
|Steato-Electric Armature Turbine||Turns the Buttbot on or off. The name of this option will be called "Battery Utilization Manifold" if made from a Cyberbutt or "Phyto-Active Induction Nodule" if made from a Synthbutt
|}
They can only be assembled by hand.
'''You will need:'''
* [[Image:ButtV2.png]] [[Image:SyntheticButtV2.png]] [[Image:Cyberbutt.png]] A [[Roboticist#Butts|butt]] (any kind will do)
* [[Image:LightCyborgArmsV2-32x32.png]] A [[Cyborg|cyborg]] arm (left or right)
'''To build:'''
# Attach the cyborg arm to the butt.
=Amusing Duck=
[[Image:AmusingDuckV2.gif|64px]] [[Image:AmusingDuckMovingV2.gif|64px]]
Also known as duck bots, amusing ducks will slowly move around at random, quacking and emitting a playful jingle.  They will occasionally lay a "duck egg" ([[General Objects#Easter Egg|easter eggs]] with a different name), which in turn may contain fun items. They will also occasionally wander off to some distant part of the station/ship!
When [[Syndicate Items#EMAG|emagged]], they lay eggs and quack more frequently. However, they will also play their jingle on dissonant chords, giving them a distinctly 'wrong' and slightly unsettling sound, and also chase people down to honk at them.  Amusing ducks can be colossally annoying when a lot of them are stacked into a small area and can easily inspire some to violence to make the quacking stop.
'''You will need:'''
* [[Image:BikeHornV2.png]] A [[Making and Breaking#Automated|bike horn]]
* [[Image:LightCyborgArmsV2-32x32.png]] A [[Cyborg|cyborg]] arm (left or right)
'''To build:'''
# Combine the bike horn with the robot arm. Yes, really.
=Chefbot=
[[Image:ChefBot.gif|64px]]
The impartial judge, jury, and executioner of fine cuisine. Every once in a while, points to a random dish or food item in its sight, plays a rather infamous horn, then spouts an angry procedurely-generated line similar to but legally distinct from the mannerisms of Gordon Ramsay, then completely destroys said food in a manner completely dissimilar to Ramsay.
<br><br>
'''You will need:'''
* [[Image:BikeHornV2.png]] A dramatic bike horn (not a regular one)
* [[Image:LightCyborgArmsV2-32x32.png]] A [[Cyborg|cyborg]] arm (left or right)
'''To build:'''
# Combine the dramatic bike horn with the robot arm. Yep.
=Skullbot=
[[File:SkullbotV2-32X32.gif|64px]] [[File:SkullCrystal.gif|64px]] [[File:SkullWeird.gif|64px]] [[File:SkullStrange.gif|64px]] [[File:SkullHunter.gif|64px]] [[File:SkullHollow.gif|64px]] [[File:SkullGold.gif|64px]] [[File:SkullOminous.gif|64px]]
Spooky. Different skulls make different skullbots, which do different dances. When [[Syndicate Items#EMAG|emagged]], they provide a wide variety of skeleton puns.
<br><br>
'''You will need:'''
* [[Image:SkullV2.png]] A [[Doctoring#Skull|skull]]
* [[Image:LightCyborgLegsV2-32x32.png]] A [[Cyborg|cyborg]] leg (left or right)
'''To build:'''
# Attach the cyborg leg to the skull.
=Boogie Bot=
[[Image:BoogieKick.gif|64px]] [[Image:BoogieCrouch.gif|64px]] [[Image:BoogieSlide.gif|64px]]
Boogie Bots will slowly move around, feeling the groove, dancing to the beat, partying like it's 1978. They have been known to boogie all night long. You can dance alongside them too--[[Critter#Ghost Critters|if you become one of them]].
When [[Syndicate Items#EMAG|emagged]], they enter "flashmob" mode. In this mode, when they dance, they make people close by dance too.
=Supplementary Video=
<youtube>A9l9wxGFl4k</youtube> <youtube>WlK1rbpuyAA</youtube> <youtube>0hxp5HqP1RU</youtube>
=Gallery=
[[File:Gunshow - Screaming Robot.png|400px]]
[[File:Channelate - Something.jpeg|400px]]


----
----
[[Category: Reference]]
{{Game Mechanics}}
{{Department Guides}}
[[Category: Tutorial]]

Latest revision as of 08:16, 11 November 2024

If you're looking for the playable role also known as "borg", see Cyborg.

Robots are non-sentient machines that do various tasks automatically. They can be constructed manually through the right combination of parts or automatically from the robotics fabricator. The quartermaster's robotics crate also contains a number of drones, and nanomachines can transform monkeys into these.

Medibot

MedibotV3-32x32.png

The most commonly seen robot. Medibots will detect nearby people and inject them with helpful drugs to slowly bring them back to health. They are a supplement to medical doctors, not a replacement. Medibots do not treat people with the Was It Something I Said? trait; in fact, they'll literally add insult to injury by mocking the patient.

Medibots may be unlocked by anyone with an ID that has medbay access. Several settings are available: the amount of units per injection (5-15), how severely injured a target has to be before taking action (80-95% of max health) and the option to draw chemicals from a beaker instead of the internal synthesizer. By default, it will treat patients with the following conditions, administering the following treatments:

Condition (Default Settings) Treatment (Default)
15 or more BRUTE 15 units of saline-glucose solution
15 or more BURN 15 units of saline-glucose solution
30 or more OXY 15 units of salbutamol
15 or more TOX 15 units of potassium iodide
Has a virus that spreads via airborne transmission 15 units of spaceacillin

Traitors or jackass research staff will occasionally insert a big beaker of horrible things. When emagged, the medibot will enthusiastically inject everyone with either a random horrible things, a random cocktail of illicit substances, or a massive amount of pancuronium regardless of injury or not. On the bright side, it's finally willing to treat people with the Was It Something I Said? trait.

Medibots may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled by using the following procedure:

You will need:

To build:

  1. Use the cyborg arm on the empty medkit.
  2. Use the health analyzer on the resulting assembly.
    • Optionally, you may use a pen to rename the finished robot.
  3. Use the proximity sensor to finish the robot.

Head Surgeon

HeadSurgeonBot.png

For the defunct job, see Head Surgeon (discontinued job)
For the defunct IRC bot, see HeadSurgeon

Sometimes, Medbay starts with a medibot named Head Surgeon, easily identified by its smiling face and baby blue frame. It's a little different in that it injects perfluorodecalin rather than salbutamol when treating suffocation damage. In addition, it has Medical Director access rather than just Medical Doctor access, meaning it can go through areas such as Robotics, the Bridge, Genetics, and other areas accessible by the Medical Director.

Sometimes, though, instead of a medibot, Head Surgeon is a cardboard box with a smiling face in blue crayon. It doesn't have any special abilities or anything. It's just a cardboard box that can be worn and often sits there doing nothing.

In either case, some Staff Assistants may get an objective to take Head Surgeon to Central Command by round end.

Floorbot

FloorBotDance.gif

Floorbots will detect nearby areas of space and tirelessly use their very finite supply of floor tiles to turn it into walkable floors. They are most commonly used to fix holes in the station from bomb explosions. They have a limited number of tiles, but they are smart enough to gather loose floor tiles and convert nearby sheets into tiles if needed, and their tile storage can be refilled by anyone. They hold a max of 500 tiles.

Floorbots start off by default. To turn them on, simply click on the floorbot with an ID with Engineering access or a PDA with such an ID to unlock the floorbot. Hovering your cursor over a floorbot will then (hopefully) reveal an option to turn to turn the floorbot on/off. This also lets you toggle a couple of auxiliary functionalities:

  • Improves floors: If a floor is missing a tile (i.e. it's just bare plating), the floorbot will try to lay down a tile so it doesn't look so naked. If a floor is burnt from an explosion or whatever, the floorbot will also pry out the burnt tile and replace it with a new one. Off by default.
  • Finds tiles: The floorbot will try to collect nearby floor tiles and add them to their internal tile storage. Starts on.
  • Make single pieces of metal into tiles when empty: The floorbot will convert nearby stacks of sheets (not just single stacks) into steel floor tiles, at the usual ratio of 4 tiles per sheet. However, it won't pick them up. Starts on.

When emagged, floorbots will RIP UP floors equally as tirelessly, quickly turning habitable parts of a station into cold, airless tombs.

Floorbots may be produced outright at a robotics fabricator (where they will spawn with 50 tiles), ordered from the cargo bay or assembled with the following procedure:

You will need:

To build:

  1. Use the floor tile on the empty toolbox.
  2. Use the proximity sensor to finish the robot.
  3. Use the cyborg arm on the resulting assembly.

Note: The finished floorbot will have always have 50 floor tiles loaded, no matter however many you put in. Therefore, it is most efficient to use 1-4 in creation and load the rest after the floorbot is done.

Firebot

FirebotV3.png

Firebots will detect nearby fires, whether on tiles or on people (unless they have the Was It Something I Said? trait), and put them out. It can squeeze through doors if it is necessary to reach a fire. They are commonly used to breach areas that are consumed in flames, where there is a serious risk of a flash-over that could kill the firefighters. One also spawns in the chemistry lab, where people routinely set them selves ablaze. They tend to seek out and destroy fires with surprising efficiency, even able to detect fires through walls.

Firebots hate fire, but they hate people with the Was It Something I Said? trait more. Their hatred burns so brightly that they will refuse to extinguish people with that trait. They'll even add to the physical burns by shouting a verbal burn. (Thankfully, firebots are kind enough to insult them just once.) They can still put them out indirectly, if they're targeting the area the person's in, but they never go out of their way to help that specific person.

When emagged, firebots will ram anyone nearby, knocking them down with surprising efficiency.

Firebots may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled with the following procedure:

You will need:

To build:

  1. Use the cyborg arm on the toolbox.
  2. Use the fire extinguisher on the resulting assembly.
    • Optionally, you may use a pen to rename the finished robot.
  3. Use the proximity sensor to finish the robot.

Cleanbot

CleanbotActiveV2-32x32.gif CleanbotRedActiveV2-32x32.gif

Cleanbots will clean the floor around them, without leaving the floor wet. These are normally automatic, but it is possible to tell them to clean a specific thing and turn itself off (but not turn itself on) by using a janitor whistle. Most commonly used when a janitor is not on the station or the current ones are swamped with work. A cleanbot is best used in areas where messes are routinely made (e.g. the bar), instead of a place where a lot of messes are made at once.

If someone with the Was It Something I Said? trait gets close to a cleanbot (whether they're approaching them or just passing by), there's a 7% chance that the cleanbot will trip the person in spite, using the mop arm to force them onto the floor and make them drop whatever they were holding. It's clearly not accidental, because the game outputs a message along the lines of "The cleanbot [synonym of evilly, like "dastardly" or "devilishly"] trips [name] with their mop!"

When emagged, cleanbots will apply space lube to as many nearby floors as they can. They will also refuse to listen to janitor whistle commands.

Cleanbots may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled with the following procedure:

You will need:

To build:

  1. Use the sensor on the bucket.
  2. Use the cyborg arm on the resulting assembly.

Cleanbots come in two different colors depending on the color of the bucket used.

Securitron

SecBotDance.gif

Securitrons patrol/guard the station, identifying and arresting those carrying contraband, those set to *Arrest* in the records, and those with the Was It Something I Said? trait (even if they've done nothing). They will usually announce their actions, making it easy to know if they have targeted you. They're also surprisingly configurable.

Arrest, in this case, means liberal application of a stun baton after a delay and subsequent application of plastic handcuffs. Those with the Was It Something I Said? trait get stunned a few more times after being cuffed, just for good measure. More specifically, when preparing to attack, secbots take 2 seconds to "charge up" (signified by a message of it "energizing its prod"), and for 3 seconds afterward, are able to stun the target. When those 3 seconds are over, however, they must charge up again to attack. They also take 8 seconds to cuff a target, meaning they are slower than someone without Security Training.

If you're thinking of smashing them up and nabbing their baton, you ought to think again. When a secbot is destroyed in the line of duty, it drops scrap.

Securitrons are smarter than they look. They are not fooled by lockers and will usually pursue you if you attempt to jump into one while in pursuit. They are also able to get out of unlocked lockers, though welding one shut will contain them and stop them from chasing their current target, unless it was due to them being arrest on sight or by being tampered with.

Speaking of, when emagged, securitrons arrest everyone they see. In addition, if emagged a second time, securitrons literally flip the fuck out, repeatedly stunning anyone that enters their sights. They also hate people with the Was It Something I Said? trait even more; people with that trait get stunned many more times after being cuffed, because the secbots really want to make sure they're down.

Securitrons may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled with the following procedure:

You will need:

To build:

  1. Use the screwdriver on the remote signaler.
  2. Use the signaler on the helmet.
  3. Weld them together with the welding tool.
  4. Add the proximity sensor to the assembly.
  5. Attach the cyborg arm to the assembly.
    • Optionally, you may use a pen to rename the finished robot.
  6. Add the rod.
  7. Add some of the wire.

Securitron Settings

Anyone can swipe their Security ID over a securitron to unlock it and configure a number of settings:

  • Operating Mode: Whether they arrest offenders (the above behavior) or detain them (stay with them and repeatedly stun them if they try to escape). Arrest is the default mode.
  • Issue Warnings: Whether or not they'll "forgive" minor crimes, by which they'll just zap people into submission and yell at them, but not ziptie cuff them.
  • Warning Threshold: If ordered to issue warnings, they'll do so to anyone whose threat level is below this number. Threat levels at or above this number are assaulted as normal.
  • Check for Weapon Authorization: If off, everyone can carry weapons, even if they don't have Firearm Carry Permits.
  • Check Security Records: Whether they'll arrest those set to *Arrest* in the records
  • Auto Patrol: If off, they'll stay where they are and guard the room they're in. If on, they'll patrol through the public parts of the station.
  • Report Arrests: Whether they'll send PDA messages of who and where they make arrests/detains to all Security PDAs.
  • Guard Here: They'll begin patrolling about in whichever room they happen to be in, or in a specific region if directed through the Securitron Control PDA program.
  • Guard Lockdown: Same as Guard Here, but they'll chase down and attack anyone within their designated area who isn't wearing a Security or Head ID. While they won't ziptie cuff people for the petty crime of trespassing, they will happily detain anyone for any *additional* crimes!

Officer Beepsky

OfficerBeepsky.png

A uncompromising securitron named "Officer Beepsky" spawns in his own room, creatively called Beepsky's House. Years of patrolling the SS13 beat has made him extra fast; he takes only 1.2 seconds to charge up his baton, and he can hold it for 6 seconds rather than just 3. In addition, he takes only 6 seconds to ziptie cuff someone instead of 8. Together, these make him more likely to stun a perp when in pursuit. In addition, unlike other secbots, Beepsky drops his baton upon dying, but also sends a message to Security PDA's when being attacked.

GuardBuddy

RobuddyLoveV2.gif

A variant of the PR-6 Robuddy, the PR-6S Guardbuddy is the primary non-cyborg helper on the station. Utilizes the DWAINE terminals to conduct operations. To properly use them, one must manually enter commands via the DWAINE terminals in the research sector. Most Guardbuddies have innate programming that allows them to recognize the Research Director on sight, allowing them to unlock the Buddy's controls without an ID. Their facial recognition software leaves much to be desired, though.

GuardBuddies are very lively, thanks to their highly complex AI. These wonderful robots love to talk and will often announce what they are doing out loud. They patrol the halls, return to their chargers when low on battery, and periodically head to the Bar for lunch break...even though they know they can't eat or drink. Sometimes, they greet you by waving their claws, unless you have Was It Something I Said?, in which case they'll make rude gestures that are basically the claw equivalent of the middle finger.

GuardBuddies also love hugs. Seriously. You can hug them by clicking on them with Help intent, and they'll return the favor, filling your bloodstream with pure hugs. Sometimes, GuardBuddies also randomly hug people, just out of the kindness of their own heart (?); the hugged person also gets pure hugs. They still don't like people with the Was It Something I Said? trait though; they become annoyed if they receive hugs from people with that trait and never return their hugs. When they go hug people, they'll pretend they want to give the person a hug, but once they close the distance, they'll drop the act and flash/tase/etc. them instead.

The standard GuardBuddy carries a flash, but there are several variant models armed with ranged weapons, giving them an edge over their baton-wielding cousins. Since they have claws, they can also fire guns.

As with securitrons, GuardBuddies will flag down certain antagonists and people carrying contraband, according to a special algorithm. However, they do not chase down people set to arrest in the Security records. If multiple GuardBuddies are trying to arrest a target, only one of them will put handcuffs on, as Guardbuddies respect finders keepers. Due to their uncompromising nature, they will follow orders to the last letter. Combined with the fact that some modules can malfunction dangerously when exposed to EMP grenades, this makes them a perfect tool for traitors looking to incapacitate the whole station with their non-lethal but efficient purge directives.

In the case of a Guardbuddy that has taken a beating from the forces that be, a screwdriver can be used on them to fully repair them.

You will need:

  • RobuddyFrameV2.png A Guardbuddy frame
  • RobuddyBoard.png A Guardbuddy mainboard
  • RobuddyTool.png A Guardbuddy tool module (any)
  • PowerCellV2-32x32.png A charged power cell
  • LightCyborgArmsV2-32x32.png A cyborg arm (left or right)
  • PenNew.png (Optional: a pen)

To build:

  1. Insert the power cell into the frame.
    • Optionally, you may use a pen on the mainboard to rename the finished robot.
  2. Insert the mainboard.
  3. Add the robot arm.

Variants

Variant Equipped with Description
GuardBuddy Flash Basic Security model. Often seen guarding research, the RD or purging patrolling the station. Makes a perfect guard.
Secbuddy Taser An early sub-model of the popular PR-6S Guardbuddy line. In active service in various outposts. If you intend on murdering the poor thing, do try and stay away from it when you do kill it, as this line of buddies seems to be powered by highly volatile explodium.
Wardbuddy Syringe gun Equipped with a syringe gun which is loaded with haloperidol (EMP'd: cyanide).
Gunbuddy Taser
Shockbuddy Electricity Shoots an incapacitating arc of electricity at the target.
Snoozebuddy Smoker tool Try your best not to provoke this variant of guard buddy, because when angered, they will dispense a plume of ketamine smoke (EMP'd: neurotoxin), knocking out anyone unfortunate enough to be caught in the cloud for about four to six minutes.
Jinglebuddy Snowball thrower A festive holiday version of the basic Guardbuddy. Resembling a present, its green and red striped chassis is equipped with a snowball throwing tool, which are surprisingly effective at stopping crime.
Klaus Flash and a neat hat! Safetybuddy Klaus wants you to mind safety (and security) regulations.
Ol' Harner Flash and an awesome hat! Dispenses The Law akin to Beepsky.
El Vaquero Taser Fabricado en México.
Super Protector Friend III Flash 'New technology! Blinking light action!'
PR-4 Robuddy Flash and a sweet hat! A very old model. Equipped with a flash. One PR-4 works as a station/ship tour guide, spawning next to the arrival shuttle. By default, they are named Marty, but some tour guides have different names. For example, Nadir's is called Mariana. This tourbot will stop at nothing to give tour of the station, no matter how many hull breaches or changelings are in the way. They only ever use their flash if directly attacked and will resume the tour normally when the assailant is arrested. They also hate people with the Was It Something I Said? trait; if they spot one, they will interrupt the tour to call them a "dingus" or "dork" or some such.
PR-1 Automated Checkpoint Bureaucracy and a printer The great-great-great-great-great grandfather of the PR-6 Guardbuddy. Apparently it has wheels, but the lazy things never move.

Arming Guardbuddies

Once built, you can insert a tool module or give the Guardbuddy a gun. To change the Guardbuddy's tool module, unlock the bot by poking it with a head-level ID (one with superuser access), then click on the bot with a tool module.

Guardbuddies can also be equipped with a gun. Most law-abiding Guardbuddies will only accept non-lethal stun weaponry, but with a bit of persuading, you can convince them to wield whatever you want (so long as it's some kind of gun). To give a Guardbuddy a gun, you'll need to remove their tool module first. Simply unlock the bot, click on the bot with a crowbar, then with the desired gun.

Energy weapons (tasers, laser guns, BFGs, etc.) draw from the Guardbuddy's internal power cell, so as long as the bot's batteries are charged, it can fire.

Kinetic weapons (revolvers, shotguns, miniguns, etc.) fire their own loaded magazine, meaning they'll run out of ammo fairly quickly. Though, if you modify the bot with a BulletBuddy ammo fabrication kit, the Guardbuddy'll manufacture its own ammunition using its power cell charge, granting it nearly-infinite ammo.

Any bot belonging to the Gunbuddy extended family, as well as Ol' Harner, have advanced futuristic gun-handling protocols built in, allowing them to fire a second time whenever they're trying to gun down a suspect.

By default, a Guardbuddy will accept the following guns:

Cambot

CameraBot.png

Smile for the camera! Essentially slightly less annoying tourists, cambots leisurely roam around the station, occasionally taking pictures of just about anything they see. When emagged, their photographic flash works like an actual flash, stunning cyborgs and humans for quite some time.

You will need:

To build:

  1. Attach the cyborg arm to the camera
    • Optionally, use the pen on the camera/arm assembly to give the robot a name.
  2. Attach the proximity sensor to the camera/arm assembly

Digbot

DigBotDig.gif

A special robot with only one special role: Dig! Blueprints exist in the Robotics and Mining manufacturers. Its usefulness in digging cannot be understated.

You will need:

To build:

  1. Attach the proximity sensor to the helmet
  2. Attach the cyborg arm to the prox/helmet assembly
  3. Attach the mining tool to the prox/helmet/arm assembly
    • The drill has twice the hardness of the pick

MULEBot

MulebotV2-32x32.gif

The Multiple Utility Load Effector robot. Meant to reliably transport crates of equipment without it being easily stolen by the crew, yet in reality it sits idle in QM most of the time. These days, crates are more likely to be delivered via Belt Hell, but that doesn't mean it can't be useful. MULE robots are faster than they look, but they're smart enough not to run people over unless 1) their safety wire has been cut or 2) they bump into a person who has the Was It Something I Said? trait (in which case they get run over even if the safety wire is intact).

While Belt Hell usually works faster, there are a number of MULE beacons which are either strategically placed in the system's blind spots or more convenient for the department receiving the supplies. So in a way, they complement one another. It's also noteworthy that the bot has all access - with a bit of creativity, breaking into sensitive areas is a breeze! You can order more of them from Centcom, which arrive in a replacement MULE crate.

The MULE can be controlled with the appropriate PDA program (available to QMs, the AI and cyborgs) or manually:

Function Description
Toggle Power Flip the switch to perform maintenance.
Stop
Proceed
Return to Home Won't work if a home beacon hasn't been assigned.
Set Destination Refer to The MULE for the complete list.
Set Bot ID Pointless. The game does that automatically.
Set Home Remember to set this to QM #2 if you bought another MULE! This can't be done with the PDA.
Toggle Auto Return Home Default: On. Won't work if a home beacon hasn't been assigned.
Toggle Auto Pickup Crate Default: On. The crate should be placed on the checkered tile.

Of course, nothing would be complete without a bit of hacking! Grab a screwdriver, multitool and a pair of wirecutters, and read up on the inner workings of MULEBots here.

Buttbot

ButtBotNew.png CyberButtBot.png

The Bio-Utility Techno-Tool is more than just a rolling severed butt. It can record and play back any spoken sentence, though they will replace words from sentences they've heard with the word "butt"! It can fix airless regions that need oxygen! It can also scoot around on its own accord!

Emags disrupt their atmospheric recovery synthesis equipment, causing them to generate a dangerous amount of toxic gas. It also damages their speech emitter, making them somewhat more obnoxious than usual. They will also sometimes do a "superfart". Buttbots will gib on death, staining the area with a generous amount of gore.

Clicking on them creates a small menu where you can control the four main functions of the Buttbot:

Function Description
Autonomous Reactive Speech Emitter Toggles whether or not the Buttbot can speak.
"Rolling Explorer" Autonomous Rover Toggles whether or not the Buttbot can move.
Patty-Heinrich Atmospheric Replenishment Technique Toggles whether or not the Buttbot can fart.
Steato-Electric Armature Turbine Turns the Buttbot on or off. The name of this option will be called "Battery Utilization Manifold" if made from a Cyberbutt or "Phyto-Active Induction Nodule" if made from a Synthbutt


They can only be assembled by hand.

You will need:

  • ButtV2.png SyntheticButtV2.png Cyberbutt.png A butt (any kind will do)
  • LightCyborgArmsV2-32x32.png A cyborg arm (left or right)

To build:

  1. Attach the cyborg arm to the butt.

Amusing Duck

AmusingDuckV2.gif AmusingDuckMovingV2.gif

Also known as duck bots, amusing ducks will slowly move around at random, quacking and emitting a playful jingle. They will occasionally lay a "duck egg" (easter eggs with a different name), which in turn may contain fun items. They will also occasionally wander off to some distant part of the station/ship!

When emagged, they lay eggs and quack more frequently. However, they will also play their jingle on dissonant chords, giving them a distinctly 'wrong' and slightly unsettling sound, and also chase people down to honk at them. Amusing ducks can be colossally annoying when a lot of them are stacked into a small area and can easily inspire some to violence to make the quacking stop.

You will need:

To build:

  1. Combine the bike horn with the robot arm. Yes, really.

Chefbot

ChefBot.gif

The impartial judge, jury, and executioner of fine cuisine. Every once in a while, points to a random dish or food item in its sight, plays a rather infamous horn, then spouts an angry procedurely-generated line similar to but legally distinct from the mannerisms of Gordon Ramsay, then completely destroys said food in a manner completely dissimilar to Ramsay.

You will need:

  • BikeHornV2.png A dramatic bike horn (not a regular one)
  • LightCyborgArmsV2-32x32.png A cyborg arm (left or right)

To build:

  1. Combine the dramatic bike horn with the robot arm. Yep.

Skullbot

SkullbotV2-32X32.gif SkullCrystal.gif SkullWeird.gif SkullStrange.gif SkullHunter.gif SkullHollow.gif SkullGold.gif SkullOminous.gif

Spooky. Different skulls make different skullbots, which do different dances. When emagged, they provide a wide variety of skeleton puns.

You will need:

To build:

  1. Attach the cyborg leg to the skull.

Boogie Bot

BoogieKick.gif BoogieCrouch.gif BoogieSlide.gif

Boogie Bots will slowly move around, feeling the groove, dancing to the beat, partying like it's 1978. They have been known to boogie all night long. You can dance alongside them too--if you become one of them.

When emagged, they enter "flashmob" mode. In this mode, when they dance, they make people close by dance too.

Supplementary Video

Gallery

Gunshow - Screaming Robot.png Channelate - Something.jpeg


Game Mechanics
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