Difference between revisions of "Roboticist"

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[[File:Robotics.png|350px|thumb|right|The robotics laboratory, prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.]]
{{jobDetailsHeader
The '''Roboticist''' is a specialized Medical department profession concerned with building, maintaining, upgrading, and overseeing the station's population of [[Cyborg]]s and lesser [[Robots]]. Due to the man-machine interface powering Cyborg units, however, Roboticists are often just as much surgeons and medics as they are machinists. Roboticists start the shift in [[Robotics]] proper alongside any players who are Cyborgs from the start, located inside [[Medbay]]. If there are any Cyborgs present they will often ask for basic upgrades such as enhancements to power cells, speed boosts, or propulsion capabilities; while it is ultimately your call, generally speaking, these requests should be met. Roboticists are equipped with a standard lab clothing and a [[Medical Headset]] that has perhaps the least-used special communications channel available to it, as well as standard radio features. The most use Medical Headsets see are coordination between researchers, mostly. Nonetheless, using the special channel can be accomplished with :h, like any other specialist headset.
|jobTitle            = Roboticist
|department          = MEDICAL DEPARTMENT
|departmentBgColour  = #7C7CCA 
|departmentTextColour = black
|jobBgColour          = #A5A5DA
|jobTextColour        = black
|img                  = RoboticistNew64.png
|difficulty          = Medium
|requirements        = None
|access              = [[Medbay]], [[Morgue]], [[Pathology]], [[Robotics]], [[Maintenance]]
|rpAccess            = None
|supervisors          = [[Medical Director]], [[Captain]]
|subordinates        = None
|responsibilities    = Build and maintain the station's/ship's fleet of cyborgs, bots, and AI units, revive the dead and willing candidates as cyborgs and/or AI units, outfit people with augmentations if they are willing
|guides              = [[Doctoring]], [[Medical Objects]], [[Robots]]
}}
<tabs plain>
<tab inline name="Cogmap2">
[[File:Cogmap2RoboticsV2.png|400px|thumb|right|The [[Robotics#Cogmap2|robotics laboratory]], prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.]]
</tab>


== Metal Man Making: The Basics ==
<tab inline name="Cogmap1">
The Roboticist, as stated above, is concerned with building and maintaining Cyborgs and Robots. How does one go about that though?
[[File:CogmapRoboticsV2.png|400px|thumb|right|The [[Robotics#Cogmap1|robotics laboratory]], prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.]]
</tab>


'''Borging''- 'Borging, borging, or cyborging: the art of making man into machine. The procedure is relatively simple. First, the Roboticist must craft the Cyborg shell. The parts can be made via metal loaded into the recycling unit next to the robotics fabricators. The parts required are:
<tab inline name="Nadir">
*a frame
[[File:NadirRobotics.png|400px|thumb|right|The [[Robotics#Nadir|robotics laboratory]], prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.]]
*right arm
</tab>
*left arm
*left and right leg/treads (treads are a popular mobility choice, being slightly faster and more sturdy)
*chest
*head
Load some wire and a power cell into the chest and then pop everything onto the frame save the head. Now you need the parts from man, the parts in question being ''a'' part, and that part in question being the brain. The brain, as well as other bits of man-flesh, are retrieved via surgery (see below). Once you have a brain pop it into the head. Then place the head on the frame and use a wrench to turn it on. Presto! Your basic 'borg is active and free to roam the station, wreaking havoc or actually helping. Cyborgs can be upgraded and fiddled with using the [[General_Objects#Cyborg_Docking_Station|cyborg docking station]]s. Experiment with making things and applying them to the Cyborgs.


==Braindead Cyborgs==
<tab inline name="Clarion">
Every roboticist runs into this at some point in their career. If, when you turn a cyborg on, and it's name is simply "Cyborg", the owner of the brain has a cause of what professionals call [[Terminology#Brain Dead|"braindead"]]. Being braindead refers to the player of the cyborg/original body has left the game, because they got bored or had to go do the dishes or something. Wait a few minutes to see if the player comes back into the game (When they do, the cyborg will get a real name, like Alpha-420 or something similar). If it does not seem like the player is going to return, then unlock the cyborg with an robticist's Id, shank it in the head with a screwdriver, and click on it with an empty hand to remove its brain, which you should then flush down a disposal chute. The body of the now brainless cyborg can still be used, just get a new brain of a non-braindead player, click on the empty cyborg's head with it, screwdriver it's head closed, and lock it up with your Id. Note: Cyborgs that do not have brains still drain power from it's power cell, so it may be advisable to move the brainless cyborgs into a [[General_Objects#Cyborg_Docking_Station|docking station]], so that the next owner of the body will be fully charged.
[[File:ClarionRoboticsV2.png|400px|thumb|right|The [[Robotics#Clarion|robotics laboratory]], prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.]]
</tab>


== Advanced Cyborgs ==
<tab inline name="Oshan">
There are a few ways to go above and beyond the basic call of duty for your cyborgs, which is always appreciated by their players.  Being an attentive Roboticist will function as a decent layer of protection when (not if) the AI and cyborgs get a law that compels them to murder the entire station.  These laws very rarely mandate when specific people must be killed, so the robots will leave their darling benefactor for last, giving you time to figure out another plan.
[[File:OshanRoboticsV3.png|400px|thumb|right|The [[Robotics#Oshan|robotics laboratory]], prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.]]
</tab>


=== Upgrades ===
<tab inline name="Atlas">
Cyborgs will get some upgrades depending on their initial module, but their bodies can support up to 3 and any unused slots are wasted.
[[File:AtlasRoboticsV2.png|400px|thumb|right|The [[Robotics#Atlas|robotics laboratory]], prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.]]
</tab>
* '''Propulsion Upgrade''' - This is a [[Jetpack]] that cyborgs can turn on and off at will. Without it, a Cyborg without a [[Fire Extinguisher]] on his chassis will find it impossible to maneuver in space, which will often mean the end of a round for the hapless borg.  Remember that your borgs are players too, and don't let them out of your lab without one of these.
* '''Speed Upgrade''' - Cyborgs are quite a bit slower than a running human normally, but with a speed upgrade they will make Sonic the Hedgehog jealous.  Having a speed upgrade is a major convenience for a borg needing to run up and down the main hallway for the billionth time, and it might be a matter of life and death for a borg dragging a critically injured human back to [[medbay]].
* '''Repair Pack''' or '''Recharge Pack''' - These are one-use items that will either repair physical damage to the cyborg or recharge its battery, depending on the pack.  They are among the cheapest of upgrades, but can be a real game-saver for borgs that get into trouble.  If a borg voices a preference, give it to them, otherwise no borg will ever complain about getting a Repair Pack due to how hard it is for them to heal damage.
* '''Optical Meson Upgrade''' - Lets the cyborg see the station's status through walls as if they were wearing mesons.
* '''Optical Thermals Upgrade''' - Theoretically works like [[thermals]] but may be currently bugged.
* '''Operational Upgrade''' - aka Recovery Upgrade -- Allows a cyborg to immediatley reboot its systems if incapacitated in any way.
* '''Force Shield Upgrade''' - Makes the borg more durable against brute damage while in effect. Great for a rogue borg who wants to go in swinging with a fire extinguisher.
* '''Heat Shield Upgrade''' - Keeps the borg cool while they're turning the escape arm into a roasting plasma fire. Cyborgs are already pretty resistant to fire and heat so this upgrade is a bit unnecessary.
* '''Teleport Upgrade''' - Allows the borg to bring up a menu as if they were at the [[Teleporter Room]] computer and teleport themselves to any valid [[tracking beacon]].
* '''Self-Repair Upgrade''' - Unlike the one-use repair pack, this allows the borg to continually expend energy to repair itself. A must-have if the cyborg docks are destroyed.
* '''Efficiency Upgrade''' - Lowers the base power used by the robot. It requires rare materials to acquire, but comes automatically if the cyborg first picks the Standard Module.


=== Chassis changes ===
</tabs>
Occasionally, borgs will get seriously mangled and lose limbs. They will need you to replace these lost appendages. To do so:<br>
* Use your ID on the cyborg to unlock its interface.
* Use a [[Crowbar]] to open the cyborg's access panel.
* Use a [[screwdriver]] to expose the cyborg's wiring.
* Pick up the part to be attached and click on the cyborg to attach it.
* When done, use the [[screwdriver]], [[crowbar]], and ID in that order to close up the borg.


You can also click on a cyborg with its wiring exposed with an empty hand to remove appendages. This is useful in the very rare case a borg asks you to replace its legs with superior treads.
The '''roboticist''' is a specialized medical department profession concerned with building, maintaining, upgrading, and overseeing the station's population of [[cyborg]]s and lesser [[robots]]. Because cyborg construction is as much brain surgery as it is mechanical engineering, roboticists are often just as much surgeons and medics as they are machinists. They are also expected to know how to augment human volunteers with improved limbs and organs. Roboticists start the shift in [[robotics]] proper (located inside [[medbay]]) alongside any players who are cyborgs from the start.


=== Reinforcing ===
If there are any cyborgs present, they will often ask for basic upgrades such as enhancements to power cells, speed boosts, or propulsion capabilities. While it is ultimately your call, generally speaking, these requests should be met.  
It is possible to reinforce heads and arms with extra metal to make them more heavy and durable. Arms are often not worth upgrading, but cyborgs like having a reinforced head due to how much is at stake with it. If a cyborg's head is totalled, the borg is irrevocably dead and cannot be revived in any way. A reinforced head also looks much cooler than a normal head, and thus becomes something of a status symbol. To reinforce:


* Set your head on the ground and pick up a stack of metal with at least 6 sheets in it.<br>
==Your Equipment==
* Click on the head with the metal stack. This will reinforce it to a Sturdy head, using 2 sheets.
As a roboticist, you spawn with a unique grey and white jumpsuit and labcoat to distinguish your role from other medical professionals. Since your job involves a fair amount of [[Doctoring#Surgery|surgery]], you are also equipped with [[Medical Objects#ProDoc Health Goggles|ProDoc health goggles]] and a [[Medical Objects#Robotics Belt|robotics belt]]; the former gives a rough indicator of the patient's health level and can tell you additional details if upgraded, while the latter has various tools for performing surgical procedures and constructing silicon lifeforms.
* Double-click on the metal stack in your hand and choose to make 2 reinforced sheets of metal, using 4 sheets total.
* Pick up the reinforced metal on the ground. Be sure you get them both (they will stack on each other, so keep clicking).
* Click on the head with the reinforced metal stack. This will reinforce it to a Heavy head, using both sheets of reinforced metal.


Heavy parts will put a cyborg 'over weight' and will make the cyborg use slightly more energy, so be sure to give it a high-capacity battery.
In addition, you get a [[Clothing#Medical Headset|medical headset]] that has a special communications channel available to it, which is intended for the coordination between the medical staff. To use it, simply type:


== Surgery ==
*'''<code>say :m Please don't reclaim bodies immediately, I'd like to make buttbots.</code>'''
This is the more medical part of the Roboticist job: [[Doctoring#Surgery|surgery]] (or more accurately fucking about with people's insides). Surgery is performed on the table located in the almost-center of the Robotics lab. A patient is placed on the table and then slicing and dicing with the saws and scalpels provided begins. The most elementary surgery of the Roboticist's career is the brain removal. The most simple way to remove a space-man's grey matter for 'borging or just to toss around like a meaty bouncy ball is to:
*grab a saw and a scalpel
*target the patient's head
*now use your tools in this order: scalpel-saw-scalpel-saw
The brain should now be out.
The human body can have other shit done to it and other bits removed, so if you have a surplus of un-rotten corpses and/or "volunteers," try hacking away and take notes written in blood and lymph on what you learn as you go!


For further details on surgery. Visit the [[Doctoring#Surgery|surgery section]] of doctoring.
==Cyborgs==
===Construction===
[[Image:Robot.png|64px]]


==Non-Cyborg Robots==
The roboticist, as stated above, is concerned with building and maintaining cyborgs, whether it be reviving people back from the dead as [[cyborg]]s or creating useful shells for the [[AI]]. The procedure is relatively simple. First, the roboticist must craft the cyborg shell. The parts can be made with metal loaded into a [[General Objects#Portable Reclaimer|portable reclaimer]]. To fill the [[Making and Breaking#Robotics Fabricator|fabricator]] with metal, drag and drop the metal sheets/rods/etc. sprite onto the [[General Objects#Portable Reclaimer|reclaimer]] sprite, then put the metal bars into the fabricator. If you wish to use [[#Reinforcing|reinforced body parts (see here)]], make them first. A full list of possible cyborg parts and their sources can be found [[Cyborg#Body|here]].
Aside from creating twisted combinations of [[metal]] and flesh, the roboticist can also create less sophisticated robots for specific tasks. He can produce these from the fabricators, and they can also be handmade through some simple recipes that often save time, effort, and materials anyway. There are a lot of these and they are not the pure domain of the Roboticist, so for information on these please see the [[Robots]] article.


==Other Tips==
Required parts and tools:
* Roboticists have the means to procure [[butts]], a fashionable item of [[hats|headwear]], among their many uses. The secret of their appropriation is closely held amongst the roboticist brotherhood.


* The docking station is very useful for upgrading and customizing cyborgs, but you can do most of it by hand!
* [[File:CyborgFrameV3-32x32.png]] Cyborg frame
* [[File:CyborgHeadStandardV2-32x32.png]] Cyborg head (any type)
* [[File:CyborgChestStandardV2-32x32.png]] Cyborg chest (any type)
* [[File:StandardCyborgArmsV2-32x32.png]] Cyborg arms, left and right (any type)
* [[File:StandardCyborgLegsV2-32x32.png]] Cyborg treads or cyborg legs, left and right (any type)
* [[Image:PowerCellV2-32x32.png]] Charged [[Engineering Objects#Power Cell|power cell]]
* [[Image:BrainV2.png]] A [[Doctoring#Brain Humanoid Corpse|brain]] (most common, often extracted from a dead person), [[#Brain|AI interface board]], or [[#Brain|Spontaneous Intelligence Creation Core]].
* [[Image:Wire.png]] [[Engineering Objects#Wire|Cable coil]]
* [[File:WrenchV2-32x32.png]] [[Engineering Objects#Wrench|Wrench]]


*The docking station can also accept most, if not all, exo suits, jumpsuits, and hats for the cyborgs to wear. Fashion!
To build:


*Before you throw that power cell into a cyborg's chest, make sure it has some charge in it, even if it's only a small amount. You can charge up power cells with the cell charger next to the scalpels and saws. If you put an empty cell into a chest and activate the borg, they wont be able to do anything until they get charged up!
# Insert the power cell into the cyborg chest.
# Use the cable coil on the cyborg chest.
# Attach the cyborg chest to the frame.
# Attach the arms and legs (or treads) to the frame.
# Insert the brain, AI interface board, or Spontaneous Intelligence Creation Core into the cyborg head.
# Attach the cyborg head to the frame.
# Optionally, the wrench can be used to partially disassemble the frame before you activate it.
## Remove limbs: use the wrench on the frame, then select the appropriate cyborg part.
## Remove brain: detach the cyborg head first, then click on it with the wrench.
# To activate the cyborg, click on the finished frame with the wrench.


*Those oil cans are in your office for a reason. Applying some oil to borgs allows them to move slightly faster for about ten minutes, or applying some oil to yourself [[Captain|(Or]] [[Medical Director|to]] [[Staff Assistant|people]] [[Head of Personnel|you]] [[Geneticist|don't]] [[Clown|like)]] allows you [[Head of Security|(Or them)]] to catch fire much more easily, and stay on fire for a little longer. Also, splashing some oil onto the floor works much like water, I.E: It's slippery, meaning that you could slip people, and when they are stunned, pour oil and a welder on them!
For the most part, the game will prevent you from inserting unsuitable (job-banned from Cyborg or set to DNR) brains automatically, as they will literally go up in a puff of (harmless) smoke if you try to insert them into a head. If you use an AI interface board instead of a brain, the [[AI]] will be able to assume control of the cyborg body at will. Cyborgs can be upgraded and fiddled with using the [[General Objects#Cyborg Docking Station|cyborg docking stations]]. Feel free to experiment with various upgrades and [[clothes]], and apply them to the cyborgs.


== Crew Objectives ==
===Braindead cyborgs===
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen.  As a roboticist, you can expect to see the following:<br>


'''End the round with at least 5 buttbots on the station'''<br>
[[Image:CyborgBrainV2.png|64px]]
Harvest the asses of others and create [[buttbot]]s.  Genetics can sometimes help by giving you monkeys-turned-human to operate on, otherwise you will just have to make do with what you get from patients.  An appropriate punishment for someone breaking in to your lab uninvited can also be to remove their ass, make a comment about how their ass is literally yours now, and throw them out with their butt chirping 'butt' back in your lab.


'''End the round with at least 5 medbots on the station'''<br>
Every roboticist runs into this at some point in their career. If you used a human brain, turn a cyborg on and its name is simply "Cyborg", the owner of the brain has a case of what professionals call [[Terminology#Braindead|braindead]]. Being braindead means the player has left the game, because they got bored or had to go do the dishes or something. Wait a few minutes to see if the player comes back. When they do, the cyborg will get a real name, like Alpha-42 or something similar.
This can be done easily by taking all the blue O2 deprivation medkits you can find and then following the procedure to build a [[medbot]]. Extra proximity sensors can be obtained from the tool storage vending machine. You can also just build the medbots from the fabricator directly, but that is very resource intensive.


'''End the round with at least 3 cyborgs on the station'''<br>
Cyborgs may also leave partway during the game to also do real world activities. If you suspect that a cyborg has gone braindead, examine them. If they're "operational", that means that their game client is still open. If they're "hibernating", that means the cyborg has disconnected. If they're "dormant", that means that no brain has been inserted into the cyborg.
This refers to cyborgs that are simply on, not necessarily active and alive. Cyborgs that escape with the shuttle are NOT counted toward the 3, so essentially the only way to achieve this goal is to make 3 brain dead cyborgs. This is quite possible, just resource intensive.


==Syndicate Roboticist==
If after waiting a few minutes with a braindead brain in a cyborg or after waiting a bit with a hibernating cyborg not responding, follow this procedure:
A roboticist makes a decent traitor due to his maintenance access and his immediate supply of [[Flash|flashes]], which can be used to incapacitate anyone instantly.


*Use your maintenance access to find somewhere secluded to spawn your traitor gear or do your murdering. Note there's also a number of [[Clothing#Gas Mask|gas mask]]s in maintenance that can be used as part of a disguise.
# Unlock the cyborg's interface with your ID card.
# Open its head compartment with a [[screwdriver]].
# Click on the cyborg with an empty hand to remove the brain.
# Insert the replacement brain.
# Close the head compartment with the screwdriver.
# When done, use the screwdriver and ID in that order to close up the cyborg.


*Eccentricity is expected in a roboticist. No one will question you dragging a corpse through the hallways, both of you covered in blood, if you explain that you're bringing a volunteer back to the lab
Beware that a cyborg that do not have brains still drain power from its power cell, so it may be advisable to move the brainless cyborgs into a docking station, so that the next owner of the body will be fully charged.


*Many people will come to you asking to be made into a cyborg. Use this to your advantage. Who knows, your target may ask to be made into a cyborg even.  Reviving someone as a cyborg counts as a successful assassination, so you don't need to incriminate yourself at all.
===Maintenance and Enhancement===
====Upgrades====
{{main|Cyborg#Upgrades}}


*Lobotomy is a stylish and relatively quick way of finishing off an unconscious opponent, presuming you can get them to the surgery table in time. Once you cut out their brain, dispose of their brain and body in the disposal chute in robotics.
===Module changes===


*If someone catches you throwing a brain in disposal and is getting suspicious, telling them that the robot was braindead will usually get them off your tail!
[[Image:CyborgBrobocopModule.png|64px]][[Image:CyborgMedicalModule.png|64px]][[Image:CyborgMiningModule.png|64px]][[Image:CyborgChemistryModule.png|64px]][[Image:CyborgEngineeringModule.png|64px]][[Image:CyborgCivilianModule.png|64px]]


*Syndieborgs are one of the most powerful syndicate items due to how powerful cyborgs can be in combat and because of their access to the whole station. Syndieborgs are expensive, so choose a brain for them wisely.
Many requests from your cyborgs in some way involve their [[Cyborg#Module|module]], the set of tools they get. Perhaps an civilian cyborg is asking to change over to an engineering module or a medical cyborg wants a few tools re-arranged for faster treatment. In any case, the procedure is somewhat involved, but with practice, you'll get used to it. It can be split into three stages:


*Building [[robots]] and then emagging them en-mass is a great way to sow destruction and disorder throughout the station.
'''1. Extract the cyborg's module'''
<tabs>
<tab name="Automatic">
# Get the cyborg into a [[Cyborg#Charging stations|cyborg docking station]] by click-dragging their sprite onto the docking station's.
# Click on the docking station to bring up its interface.
# Find the part that says "Module"; it's within a section describing various stats like name and condition of various body parts, specifically under "Power cell". Choose "Remove".
</tab>
<tab name="Manual">
# Unlock the cyborg. The cyborg can unlock it themselves through the ''Toggle Interface Lock'' command in their Robot Commands tabs, and you can do it by clicking on them with an ID with [[Robotics]] access, i.e. your ID. 
# Click on them with a crowbar to open the chest.
# Click on them, then select "Remove the Module".
</tab>
</tabs>


*Your cyborgs won't follow your command unquestioningly on the default lawset, making a robot uprising somewhat tricky. Easy solution? Go and mess with the laws, create a personal robot army, and conquer the station with your mechanical army. Far more entertaining than just using a bunch of emagged drones, if less practical.<br>
'''2. Use the module rewriter'''
# Click on a [[Medical Objects#Module Rewriter|module rewriter]] with the module in-hand to insert it into the machine (this naturally requires a human to do so.)
# Click on the module of interest from the list on the left.
# Make the desired changes.
#* If they just want to switch to a different module, you can just choose the module you want from the list of presets at the top.
#* Clicking the up and down arrows changes the order of the tools of the module. This is what you can do if the cyborg wants a more efficient arrangement of their tools, e.g. moving the [[Cyborg#Medical|medical module's]] defib closer to the hypospray.
#* Clicking the X next a tool removes it. This is good if the cyborg wants to get rid of a tool that they don't find useful and think is just taking up space, e.g. a health analyzer on an engineering borg.
#*If you mess up or otherwise want a fresh start, choose the relevant preset at the top to restore the default set of tools for a module.
# Once you're done, click on the upward arrow next to the module of interest on the list on the left. This ejects the module out.
 
'''3. Re-insert the module'''
<tabs>
<tab name="Automatic">
# Get the cyborg into a [[Cyborg#Charging stations|cyborg docking station]] by click-dragging their sprite onto the docking station's.
# Click on the docking station to bring up its interface.
# Scroll down towards the bottom towards the list of available modules. Click the "Install" link next to the module of interest.
</tab>
<tab name="Manual">
# Assuming the cyborg is still opened up, as explained above, simply click on the cyborg with the module in your hand to insert it back into the cyborg.
# Click on the cyborg with a crowbar to close the cover.
# Lock the cyborg. Once again, you can swipe your Roboticist ID on them, or you can have the cyborg do it by asking them to use the ''Toggle Interface Lock'' command in their Robot Commands tabs.
</tab>
</tabs>
 
Some roboticists like to make blank modules at the [[Making and Breaking#Robotics Fabricator|robotics fabricator]] and insert them into the [[Medical Objects#Module Rewriter|module rewriter]], so cyborgs can switch and modify their modules themselves. A cyborg can do the above steps ''almost'' entirely by themselves if it has a [[Cyborg#Charging station|docking station]] and [[Medical Objects#Module Rewriter|module rewriter]] nearby (i.e. in [[Robotics]]), but it needs a human to insert the module into the [[Medical Objects#Module Rewriter|rewriter]]. That step requires hands, which cyborgs do not have. Leaving some modules in the [[Medical Objects#Module Rewriter|rewriter]] essentially does that part for them.
 
====Repairs & Limb Replacement [[File:CyborgFrameV3-32x32.png]]====
 
Occasionally, cyborgs will be seriously mangled and lose limbs, or perhaps they just ask you to replace their arms or legs with more capable extremities. Plain brute or burn damage can be fixed quickly and easily (see [[Cyborg#Patching up|Cyborg]] for details), but if you need to replace limbs, the process is considerably more complex. To do so:
 
# Use your ID on the cyborg to unlock its interface.
# Use a [[crowbar]] to open the cyborg's access panel.
# Use a [[screwdriver]] to expose the cyborg's wiring.
# Optionally, use a [[Engineering Objects#Wrench|wrench]] to remove the legs or other limbs for upgrading.
# Pick up the part to be attached and click on the cyborg to attach it.
# When done, use the [[screwdriver]], [[crowbar]], and ID in that order to close up the cyborg.
 
====Reinforcing====
 
[[Image:SteelReinforcedSheetV2.png|64px]]
 
It is possible to reinforce heads and arms with extra metal to make them more heavy and durable. Cyborgs like having a reinforced head due to how much is at stake with it; if a cyborg's head is totaled, the cyborg is irrevocably dead and cannot be revived in any way. A reinforced head also looks much cooler than a normal head, and thus becomes something of a status symbol. Arms can also be reinforced, but whether it's worth the materials or not is entirely up to you, though some cyborgs like having limbs that can't be exploded off at the drop of a hat. To reinforce:
 
# Set your standard head/arm on the ground and pick up a stack of metal with at least 6 sheets in it. At the moment, steel is the only suitable material.
# Click on the head/arm with the metal stack. This will reinforce it to a sturdy head/arm, using 2 sheets.
# Click on the metal with the rods and make 2 reinforced sheets of metal. Again, use steel rods for this.
# Pick up the reinforced metal on the ground.
# Click on the head/arm with the reinforced metal stack. This will reinforce it to a heavy head/arm, using both sheets of reinforced metal.
 
The reinforcement level of parts is as follows: light, standard, sturdy, and heavy, in that order. Durability increases with heavier parts, but mobility decreases. Overweight cyborgs will also use slightly more power. However, all of these issues can be worked around with cyborg treads, an efficiency upgrade, a speed upgrade and a sprinkling of oil.
 
'''Note:''' Only standard cyborg heads and arms can be reinforced to begin with, not the lighter parts. Legs and other components cannot be modified in any way.
 
====Cell Changes====
 
[[Image:PowerCellV2-32x32.png|64px]]
 
From time to time, for whatever reason, your cyborgs may request that you change their power cell. Maybe the [[Miner]]s found some cerenkite and are shipping off some sweet cerenkite cells for your borgs. Maybe, by some miracle, Science is actually doing [[Artifact Research]] and has discovered an artifact cell. In any case, the procedure is pretty simple:
 
# Get the cyborg into a cyborg docking station.
# Insert the cell into the docking station.
# Click on the docking station to access its interface.
# Find the row that says '''Available Power Cell'''. Find the power cell you want to insert in the cyborg, and click the '''Insert''' button.
 
===Revival===
 
[[Image:CyborgBrainV2.png|64px]]
 
Has one of the cyborgs died? Fear not. If the head unit was destroyed in some way, the cyborg's brain should have neatly popped out onto the floor. If the chest unit was destroyed or the borg died in some other way that didn't result in it completely annihilated, you should be able to find a head unit among the debris. You can then click on the cyborg head with a [[wrench]] to extract the brain. In addition, regardless of how the borg died, you also get an alert to your PDA notifying you of the room in which the borg died, so you can hopefully come over there and get their brain.
 
From there, you can [[#Construction|build a new body]] for the borg brain.
 
===Law Rack Linking===
 
[[Image:CyborgLinker.png|64px]]
 
Have you built a new law rack and want to convert the station cyborgs to your own personal army? The cyborg law linker found in the roboticist's fabricator lets you overwrite which law rack a cyborg is connected to.
 
Usage:
 
# Hit the law rack with the law linker.
# Use your ID on the cyborg or AI to unlock its interface.
# Use a [[crowbar]] to open the cyborg's or AI access panel.
# Use the linker on the cyborg or AI to link them to the new rack.
 
The last step can also be used to show which law rack the cyborg or AI is connected to.
Using it in hand will show you the location of the currently linked law rack and query for removal of the link.
 
==Non-cyborg robots==
 
===AI Mainframe===
 
[[Image:AIV3-64.gif]]
 
These are the mainframes of an [[AI|AI]], usually located in the AI Core on round start by whoever was picked that round. More AIs can be constructed to create several independent AIs to serve the station's needs, however, you need the blueprint from the [[Medical Director]].
<tabs>
<tab name="Making">
Required Parts:
* [[Image:AIFrame.png]] AI core frame
* [[Image:AIInterfaceBoard.png]] AI interface board
* [[Image:PowerCellV2-32x32.png]] [[Engineering Objects#Power Cell|Power cell]]
* [[Image:Wire.png]] [[Engineering Objects#Wire|Cable coil]]
* [[Image:SBRadioV2-32x32.png]] [[General Objects#Station Bounced Radio|3 Station bounced radios]] or [[Clothing#Ears|3 of any radio headset]]
* [[Image:GlassV2.png]] [[Engineering Objects#Glass Sheets|Glass Sheets]]
* [[Image:SteelSheetV2.png]] [[Engineering Objects#Metal Sheets|Metal Sheets]] OR an AI Frame Plating Kit
* [[Image:BrainV2.png]] [[Doctoring#Brain Humanoid Corpse|Brain]]
* [[File:WrenchV2-32x32.png]] [[Engineering Objects#Wrench|Wrench]]
To Build:
# Add metal sheets or frame plating kit to the core frame
# Insert wires into the core
# Insert a power cell, glass sheet, and three Station Bounced Radios or radio headsets
# Insert the AI interface board
# Use a wrench to finish the assembly
# Insert brain into the AI
At this point you will have a fully functional AI. You should use your wrench on them once more to tighten their CPU bolts and then a crowbar to secure them against having their brain torn out of the core, and then a screwdriver to fix them in place. All AIs on station share the same laws, no matter where or when they were uploaded.
</tab>
<tab name="Repairing and Reviving">
If the AI is killed, then, assuming the core unit remains intact (i.e. the AI died by brute force), revival is a real possibility.
Required Parts:
* [[Image:DestroyedAI.png|32px]] A broken or dead AI
* [[File:IDCardComV2.png]] A [[Heads of Staff|head]] ID
* [[Image:Wire.png]] [[Engineering Objects#Wire|Cable coil]]
* [[File:WelderV2-32x32.gif]] [[Engineering Objects#Welder|Welder]]
* [[File:WrenchV2-32x32.png]] [[Engineering Objects#Wrench|Wrench]]
* [[File:CrowbarV2-32x32.png]] [[Engineering Objects#Crowbar|Crowbar]]
* [[Image:BrainV2.png]] [[Doctoring#Brain Humanoid Corpse|Brain]]
To Fix:
# Use the welder to fix any external damage to the AI core
# If necessary, use a wrench to ubolt the core unit and then use a crowbar to open the top of the unit to access the inside; this is only needed for very extreme damage and brain replacements
# Use a [[Heads of Staff|head]] ID to unlock the AI core and insert cable coils to repair severe damage
# Revive the AI by using an empty hand on the AI core and selecting the reboot option.
# Close the top of the AI by using a crowbar
</tab>
</tabs>
 
===AI shells===
 
[[Image:AIShellSmallV2.gif|64px]]
 
These are simple robots used by the [[Guide to AI#The Shell|AI]] for reconnaissance or interacting directly with certain pieces of machinery, e.g. [[Space Pod|pods]] or [[Making and Breaking#Automated|manufacturers]]. They are quite fragile, and replacements may be assembled in robotics:
<tabs>
<tab name="Making">
Required Parts and Tools:
* [[Image:AIShellFrame.png]] AI shell frame
* [[Image:PowerCellV2-32x32.png]] AI shell or any other type of [[Engineering Objects#Power Cell|power cell]]
* [[Image:AIInterfaceBoard.png]] AI interface board
* [[Image:SteelSheetV2.png]] [[Engineering Objects#Metal Sheets|Metal sheets]]
* [[Image:Wire.png]] [[Engineering Objects#Wire|Cable coil]]
* [[Image:SBRadioV2-32x32.png]] [[General Objects#Station Bounced Radio|Station bounced radio]] or [[Clothing#Ears|radio headset]]
* [[File:WrenchV2-32x32.png]] [[Engineering Objects#Wrench|Wrench]]
To Build:
# Add some metal to the shell frame
# Insert wires
# Insert the power cell
# Install the interface board
# Use the radio on the shell frame
# Activate the robot with the wrench
As mentioned before, cyborg bodies can also be remote-controlled by the AI when equipped with an interface board instead of human brain.
</tab>
<tab name="Repairing">
{{main|Cyborg#Patching up}}
If the AI is killed, then, assuming the core unit remains intact (i.e. the AI died by brute force), revival is a real possibility.
Required Parts:
* [[Image:AIShellDead.png]] A damaged AI shell
* [[Image:IDCardMedSci.png]] An ID with access to [[Robotics]]
* [[Image:Wire.png]] [[Engineering Objects#Wire|Cable coil]]
* [[File:WelderV2-32x32.gif]] [[Engineering Objects#Welder|Welder]] ''''OR''''
* [[File:ScrewdriverV3-32x32.png]][[Engineering Objects#Screwdriver|Screwdriver]]
* [[Image:SteelSheetV2.png]] [[Engineering Objects#Metal Sheets|Metal Sheets]]
* [[Image:BrainV2.png]] [[Doctoring#Brain Humanoid Corpse|Brain]]
To Fix {{BRUTE}} damage manually:
#Use a welding tool on the shell, targeting the limb you want to repair damage to
:::::'''OR'''
#Place the shell in a charging dock
#Select ''Repair Structural Damage'' and an appropriate amount of welding fuel
 
To fix {{BURN}} damage:
#Unlock the shell's interface by swiping your ID on it
#Open the cover with a crowbar
#Expose the wiring with a screwdriver
#You can then replace the burnt wiring with a cable coil; for the small blue eyebots, simply use the cable coil on them, nothing else is required
:::::'''OR'''
#Place the shell in a charging dock
#Select ''Repair Burn Damage'' and an appropriate amount of cable coiling
</tab>
</tabs>
 
===Other===
 
[[Image:RobuddyLoveV2.gif|64px]]
 
{{main|Robots}}
Aside from creating twisted combinations of [[metal]] and flesh, the roboticist can also create less sophisticated robots for specific tasks. They can produce these from the fabricators as well as being handmade through some simple recipes that often save time, effort, and materials.
 
==Augmentation==
{{main|Doctoring#Surgery}}
This is the more medical part of the roboticist job. Surgery is performed on [[Medical Objects#Operating Table|operating tables]], located in the [[Robotics]] lab and the [[Operating Theater]]. A patient is placed on the table and then slicing and dicing with the saws and scalpels provided begins.
 
===Important Info on Cyberorgans===
All cyberorgans (the [[#HeartCyber|cyberheart]], [[#Cyberlung|cyberlung]], [[#Cyberstomach|cyberstomach]], [[#Cyberintestines|cyberintestines]], [[#Cyberkidney|cyberkidney]], [[#Cyberspleen|cyberspleen]], [[#Cyberpancreas|cyberpancreas]], [[#Cyberliver|cyberliver]], and [[#Cyberappendix|cyberappendix]]) are susceptible to electromagnetic pulses, such as those produced by [[Syndicate Items#EMP Grenades|EMP grenades]] or a [[singularity]], which cause huge chunks of damage to the organs. Three EMP pulses can bring the organ close to failure, with four outright causing it in some cases or giving a high chance to in others. Five is enough to induce the same effects as not having the respective organ at all. Whether the extra EMP vulnerability is worth the augments is up to you and the patient.
 
In addition, these cyberorgans can be [[emag]]ged to remove their safety limiters, causing them the spark and shudder oddly in the process and, more importantly, usually unlocking the ability to "overclock" the organ for a major benefit at the cost of major damage to the cyberorgan. For example, emagging a [[#Cyberliver|cyberliver]] lets you convert any [[Chemistry#Ethanol|ethanol]] in your bloodstream into a bit of [[Chemistry#Omnizine|omnizine]], at the cost of damage to your liver and sometimes your body too. [[#HeartCyber|Cyberheart]]s act a little differently when emagged. You can reactivate the limiters, restoring their old functions, by using the [[emag]] on it again.
 
If you don't have an [[emag]] (e.g. you're a [[Sleeper Agent]]), you can still damage cyberorgans to render them [[emag|emagged]]. All it takes is a trusty blunt weapon (say, a [[Engineering Objects#Crowbar|crowbar]]) and something hot, like a [[Engineering Objects#Welder|welder]]. Cyberorgans can become emagged if they hit certain levels of {{BRUTE}} and {{BURN}}, meaning you can hit them enough times with something to disable the safeties--but be cautious! Because wantonly smacking augmentations with various implements until something happens is not an exact science, it's entirely possible to damage the cyberorgans ''too much'' and break them. Moreover, the precise amount of burn and brute damage you need to inflict on the organ changes every round.
 
All cyberorgans also spill [[Chemicals#Oil|oil]], instead of blood.
 
===Brain===
While not an augmentation per se, the brain is the most important organ for any roboticist. After all, you can't make autonomous cyborgs without it.
 
As a Roboticist (or anyone else with the [[Traits#Medical Training|Medical Training trait]]), you also can Examine the brain to see if its "mind" is still there. "Still warm" means the mind is still occupying/owning the brain (though the player may have logged off/be AFK); "cold" means the mind has left the brain, leaving it without an owner (e.g. player is set to Do Not Revive).
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="BrainNormal"
! Brain (Normal)
| <center>[[Image:BrainV2.png]]</center>
| Human
| The type of brain you're typically going to cut out of corpses in your laboratory.
 
|- id="BrainSynth"
! Brain (Synth)
| <center>[[Image:SynthbrainV2.png]]</center>
| [[Hydroponics]]
| Made of some kind of plant material. [[Syndicate Items#Kudzu Seed|Kudzupeople]] have these. They can also be harvested from [[Guide to Botany#Synthbrain|Synthbrain plants]].
 
|- id="BrainAI"
! Brain (AI)
| <center>[[Image:AIBrainV2.png]]</center>
| [[Killing_the_AI#Death_by_Surgery|AI]]
| Also called the neural net processor. It functions as the [[AI]]'s CPU and memory core, but you can [[Doctoring#Other surgery|stuff it]] into a corpse for cloning or a cyborg if the need arises.
 
|- id="AIInterfaceBoard"
! AI interface board
| <center>[[Image:AIInterfaceBoard.png]]</center>
| Robotics
| When placed inside a cyborg head and put onto a cyborg body, it creates an [[AI]]-controlled cyborg that the AI can use via Deploy to shell. Unfortunately, unlike the neural net, you can't put this inside a human body, clone it, and get an [[AI]]-controlled human.
 
|- id="SICcore"
! Spontaneous Intelligence Creation Core
| <center>[[Image:Intelligence_Form_Chip_Rework2.gif]]</center>
| Robotics
| Or SICC, for short. When placed inside a cyborg head or AI mainframe, it allows people who arrive after the round's start to join as an [[AI]] or [[Cyborg]]. Once that happens, the SICC turns pink, and the name changes to "activated Spontaneous Intelligence Creation Core".
 
|- id="Odd Crystal"
! Odd crystal
|<center>[[Image:OddCrystal.png]]</center>
|[[Debris Field]] merchant, butchering [[Flockmind#Flockdrone|flockdrones]]
| Flock brain. Has interesting effects if you can get someone's [[Adventure_Zone|mind into it....]]
|}
 
===Eyes===
''"My vision is augmented."''
 
Generally speaking, ocular implants fulfill the same role as [[Clothing#Eyes|glasses]] with three important distinctions. Glasses are easily lost (people stripping you), eyes not so much. They're also more flexible in that you can have two different cybereye models and, with some exceptions, enjoy the benefits of both. Certain glasses can be worn on top of that for even more options to customize your vision, just don't expect every combination to work as expected or at all.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="EyeNormal"
! Eye (Normal)
| <center>[[Image:NormalEye.png]][[Image:SkeletonEyeV2.png]][[Image:LizardEyeV2.png]][[Image:CowEyeV2.png]]</center>
| Human
| No advantages or drawbacks. Skeleton, Cow, and Lizard mutantpeople have unique eyes.
 
|- id="EyeSynth"
! Eye (Synth)
| <center>[[Image:SynthEyeV2.png]]</center>
| [[Hydroponics]]
| Functionally identical to a normal eye and obtainable from [[Guide to Botany#Syntheye|Syntheye plants]].
 
|- id="EyeCyber"
! Eye (Cyber)
| <center>[[Image:CyberEyeV2.png]]</center>
| Robotics Fabricator
| Functionally identical to a normal eye.
 
|- id="EyeSunglasses"
! Eye (Polarized)
| <center>[[Image:SunglassEyeV2.png]]</center>
| [[Z-level|Merchants]]
| Same as [[sunglasses]].
 
|- id="EyeThermal"
! Eye (Thermal)
| <center>[[Image:ThermalEyeV2.png]]</center>
| Robotics Fabricator (hacked)
| Provides [[Security Objects#Optical Thermal Scanner|thermal vision]]. Implanting one of these will make you quite vulnerable to [[flash]]es, which cannot be offset by a polarized second eye.
 
|- id="EyeMeson"
! Eye (Meson)
| <center>[[Image:MesonEyeV2.png]]</center>
| Robotics Fabricator
| Same as [[Engineering Objects#Optical Meson Scanner|Meson Goggles]]. Toggle them through the button in the top left.
 
|- id="EyeProDoc"
! Eye (ProDoc)
| <center>[[Image:ProdocEyeV2.png]]</center>
| Robotics Fabricator
| Same as [[Medical Objects#ProDoc Health Goggles|health goggles]]. Has the same effect as the upgraded verison. Examine someone to get a basic health scan!
 
|- id="EyeSpectro"
! Eye (Spectroscopic)
| <center>[[Image:SpectroEyeV2.png]]</center>
| Robotics Fabricator
| Same as [[Science Objects#Spectroscopic Scanner Goggles|spectroscopic goggles]].
 
|- id="EyeCamera"
! Eye (Camera)
| <center>[[Image:CameraEyeV2.png]]</center>
| Robotics Fabricator
| Same as the helmet cam in the [[telescience]] lab.
 
|- id="EyeGhost"
! Eye (Ecto)
| <center>[[Image:EctoEyeV2.png]]</center>
| [[Z-level|Merchants]]
| Lets you see [[ghost]]s. Spooky!
 
|- id="EyeNightVision"
! Eye (Night Vision)
| <center>[[Image:NightEyeV2.png]]</center>
| [[Z-level|Merchants]]
| Lets you see as if you had a pair of night vision goggles on! Are as equally vulnerable to flashes as thermal eyes.
 
|- id="EyeLaser"
! Eye (Laser)
| <center>[[Image:LaserEyeV2.png]]</center>
| Robotics Fabricator (Hacked)
| Lets you fire lasers out of your eyes! Fire them thorough the Body Abilities menu, accessible through the tab above the chatbox.
 
|- id="EyeSecHUD"
! Eye (SecHUD)
| <center>[[Image:SecEyeV2.png]]</center>
| [[Syndicate Items#SecHUD Cybereyes|Traitor Surplus Crate]], [[Spy_Thief|Spy Thief]] bounty reward
| Same as [[Security Objects#Security HUD|Security HUDs]].
|}
 
===Heart===
A functional heart is of uttermost importance to the patient, as is making the [[Doctoring#Heart|proper preparations]]. Never attempt heart surgery without an ample stash of medical supplies within easy reach.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="HeartNormal"
! Heart (Normal)
| <center>[[Image:HeartV2.png]]</center>
| Human
| No advantages or drawbacks.
 
|- id="HeartSynth"
! Heart (Synth)
| <center>[[Image:SynthheartV2.png]]</center>
| [[Hydroponics]]
| Functionally identical to a normal heart. The standard heart of [[Syndicate Items#Kudzu Seed|kudzupeople]]. Available from [[Guide to Botany#Synthheart|Synthheart plants]].
 
|- id="HeartCyber"
! Heart (Cyber)
| <center>[[Image:CyberheartV2.png]]</center>
| Robotics
| The cyberheart has a number of notable benefits. It adds +40 total stamina and +5 stamina regeneration rate, helps you to recover from stuns and paralysis more quickly, and attempts to normalize the heart rhythm automatically when it detects a [[Doctoring#Cardiac failure|cardiac failure]] or [[Doctoring#Cardiac arrest|arrest]]. You can enhance the cyberheart's capabilities even more by [[emag|disabling]] the safety limiter, boosting the max stamina buff to +90 and stamina regen to +15. Unfortunately, it is susceptible to electric shocks in general and [[Syndicate Items#EMP Grenades|electromagnetic pulses]] in particular and may cease to function immediately or after a short while. Whether or not the advantages outweigh this very real risk is up to you to consider.
 
|- id="HeartFlock"
! Pulsing octahedron
| <center>[[Image:Pulsing_octahedron.gif]]</center>
| Butchering [[Flockmind#Flockdrone|Flockdrones]]
| A flock heart. Has interesting effects in a person...
|}
 
===Lungs===
 
Unless your patient is a [[Changeling]] or has [[Guide to Genetics#Anaerobic Metabolism|anaerobic metabolism]], they cannot survive without lungs, lest [[Doctoring#Respiratory Failure|Bad Things]] happen. Like heart surgery, [[Doctoring#Lung|lung surgery]] is fairly risky (though arguably less so), so keep some [[Doctoring#Salbutamol|salbutamol]] handy, work quickly, and don't try to remove both at once.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="Lung"
! Lung
| <center>[[Image:LungsV2.png]]</center>
| [[Doctoring#Lung|Human]]
| No advantages or drawbacks.
 
|- id="LungSynth"
! Synthlung
| <center>[[Image:SynthlungsBloom.png]]</center>
| [[Doctoring#Lung|Human]]
| Immune to carbon dioxide poisoning, and in fact converts half of breathed carbon dioxide into oxygen! They also don't exhale any carbon dioxide like regular lungs do. The standard lung of [[Syndicate Items#Kudzu Seed|kudzupeople]] and obtainable from Botany and [[Guide to Botany#Synthlung|Synthlung plants]].
 
|- id="Cyberlung"
! Cyberlung
| <center>[[Image:CyberlungsV2.png]]</center>
| [[Making and Breaking#Robotics Fabricator|Robotics]] & [[Making and Breaking#Medical Fabricator|Medical Fabs]]
| When both of a patient's lungs are cyberlungs, they can breathe in air with less oxygen, more CO2 and [[Gas#Plasma|plasma]], and far higher temperatures (as in 500C vs 66C) than normal people can withstand. In addition, they prevent lung damage from smoking [[General Objects#Cigarette|cigarettes]] and similar, and in the off chance the patient is breathing radioactive gas, the lungs will reduce the radiation damage.
 
When [[Syndicate Items#EMAG|emagged]], gives the ability to completely negate the need to breathe, at the cost of massive damage to lungs over time, if both the lungs are cyberlungs. This does not clear existing {{OXY}}.
 
|- id="Plasmatoid Lung"
! Plasmatoid Lung
| <center>[[File:PlasmatoidLungsV2.png]]</center>
| [[Doctoring#Lung|Humans]] afflicted with [[Virus#Plasmatoid|plasmatoid]] and those with the [[Traits#Plasma Lungs|Plasma Lungs trait]]
| The end stage of [[Virus#Plasmatoid|plasmatoid]] essentially gives you lungs that breathe [[Gas#Plasma|plasma gas]] rather than [[Gas#Oxygen|oxygen]]; you still exhale [[Gas#CO2|CO2]] like normal. Oxygen hurts you now; you suffer {{TOX}} if you're breathing in more than 0.4 kPa of oxygen. More O2 means more damage, and you take more damage if both your lungs are plasmatoid lungs versus if just one of them was. <br><br> On bright side, breathing plasma has its perks. You're pretty much immune to plasma gas, to the point where plasma [[General Objects#Gas Tank|gas tanks]] are basically the equivalent of O2 tanks to you. However, that also means you take {{OXY}} if there's less than 16 kPa of plasma, i.e. being in vacuum or "airless" environment is still hazardous to your health. Again, less plasma and more plasmatoid lungs both mean more damage. [[Chemicals#Plasma|Plasma reagent]] still hurts you.<br><Br>In-game, each lung appears as simply "left lung" and "right lung", even though these are obviously not regular lungs.
|}
 
===Butts===
You can't fart without a butt, naturally.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="ButtNormal"
! Butt (Normal)
| <center>[[File:ButtV2.png]]</center>
| Human
| No advantages or drawbacks.
 
|- id="ButtSynth"
! Butt (Synth)
| <center>[[File:SyntheticButtV2.png]]</center>
| [[Hydroponics]]
| Functionally identical to a normal butt. Available from [[Guide to Botany#Synthbutt|Synthbutt plants]].
 
|- id="ButtCyber"
! Butt (Cyber)
| <center>[[Image:Cyberbutt.png]]</center>
| Robotics
| Includes a high-tech fart synthesizer and utilizes the same sound effect as cyborgs.
|}
 
===Arms===
Arms are the quite diverse, featuring widely different restrictions and capabilities. What all have in common is that you can't pick up items, manipulate machinery resp. interact with your environment in general without them. People with one arm missing can still be [[handcuffs|handcuffed]].
 
Cyborg parts in particular can be [[emag]]ged. If you have a emagged cyborg arm, then every 4 seconds, you have a 20% chance<!-- 60% chance to do nothing, then 50% chance to actually do something. Math works out to (1-.60) * .5 = .20 for something happening --> to switch to a random intent and strike someone with your emagged arm. There's a 20% chance it'll target you, ''Dr. Strangelove''-style; otherwise, it'll go after anyone directly adjacent. If there are multiple people, it'll pick at random, but if no one's nearby, it'll attack you anyways. If it [[Guide to Being Robust#Grab|grabs someone]], there's a 50-50 chance it'll either upgrade that grab or drop it. It'll never accidentally start [[Guide to Being Robust#Blocking|blocking]] (i.e. if it tries to attack you, it won't use {{Grab}} intent; clicking on yourself while on {{Grab}} makes you block.) This is per arm, so two emagged arms equals more sudden attacks and intent changes.
 
'''Note:''' Cyborg parts require a pair. None of the listed effects will apply to you if you have only one arm.
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="ArmNormal"
! Arm (Normal)
| <center>[[Image:HumanArms.png]]</center>
| Human
| No advantages or drawbacks.
 
|- id="ArmSynth"
! Arm (Synth)
| <center>[[Image:SynthArmsNew.png]]</center>
| [[Hydroponics]]
| Functionally identical to a normal arm. You can attach these to armless people simply by clicking on them while aiming at the appropriate limb, without needing a staple gun or surgery table. Can be harvested from [[Guide to Botany#Synthlimb|Synthlimb plants]].
 
|- id="ArmCyborgLight"
! Arm (Cyborg light)
| <center>[[File:LightCyborgArmsV2-32x32.png]]</center>
| Robotics
| Functionally identical to a normal arm. Unlike the standard variant, [[Wizard#Rathen's Secret|Rathen's Secret]] ''can'' remove this limb and is always able to do so.
 
|- id="ArmCyborgStandard"
! Arm (Cyborg standard)
| <center>[[File:StandardCyborgArmsV2-32x32.png]]</center>
| Robotics
| Can destroy [[handcuffs]] in an instant. Cannot be removed by [[Wizard#Rathen's Secret|Rathen's Secret]].
 
|- id="ArmMutant"
! Arm (Mutant)
| <center>[[Image:HumanArmMutant.png]]</center>
| ???
| Nasty looking, but does the same as a normal arm nonetheless.
 
|- id="ArmBear"
! Arm (Bear)
| <center>[[Image:HumanArmBearL.gif]] [[Image:HumanArmBearR.gif]]</center>
| [[Critter]]
| Lets you smash through windows and grills, and maul people with the very sharp claws. Lots of brute damage and blood. It's even unable to be removed [[Wizard#Rathen's Secret|Rathen's Secret]]. Good for fighting, not so much as as a regular arm given that you can't pick up items or operate machinery.
 
|- id="ArmBrullbar"
! Arm (Brullbar)
| <center>[[Image:HumanArmWendigo.png]]</center>
| Critter
| Another type of arm that is more suited for combat than everyday use. While you can handle items and use less-lethal (i.e. not harm) intents on people, neither is recommended because you may crush the object or accidentally mutilate the person you're trying to help. The brullbar arm can take down windows and grills, and pry open most doors. Brullbar arms have a 50% chance to resist being pulled off by the [[Wizard#Rathen's Secret|Rathen's Secret wizard spell]].<br><br> Note: Just target the dead brullbar's limbs with the standard scalpel/saw/scalpel procedure, and you'll get them, no surgery table required. In fact, you can't even put them on a surgery table in the first place, so this is the only way.
 
|- id="ArmHunter"
! Arm (Hunter)
| <center>[[Image:HumanArmPredator.png]]</center>
| Hunter
| The strong arm of a [[Hunter]]. With it, you punch for slightly more damage and have the ability to bust open most airlocks. It doesn't let you instantly break [[Security Objects#Handcuffs|handcuffs]] (and variants) and [[Construction#Shackles|shackles]] though.
 
|- id="ArmWerewolf"
! Arm (Werewolf)
| <center>[[Image:HumanArmWerewolf.png]]</center>
| Werewolf
| Can smash through windows, grills and doors. Has a 50% chance to resist being removed by [[Wizard#Rathen's Secret|Rathen's Secret]]. Please also refer to [[Werewolf]]; the notes regarding the {{Disarm}}, {{Grab}}, and {{Harm}} intents apply here.
 
|- id="ArmShambler"
! Arm (Abomination)
| <center>[[Image:HumanArmShamblerL.gif]] [[Image:HumanArmShamblerR.gif]]</center>
| Changeling
| Ditto, please see [[Changeling#Shambling Abomination|Changeling]] for details.
 
|- id="ArmItem"
! Arm (Item)
| <center>Varies</center>
| Various
| Replaces your arm with an item you can't lose or be disarmed of (great for [[Syndicate Items#Red Chainsaw|traitor botanists]]), though you also sacrifice a functional hand, and people who try to disarm you might make you hit yourself with it. Don't forget that you can activate it by clicking on the handslot it replaces.
 
|- id="Hot Arm"
! Hot Arm
| <center>[[Image:HumanArmNormal.png]]</center>
| [[Doctoring#Limb|Remove]] from human with [[Virus#High Fever|advanced high fever]].
| Melts item held, rendering it unusable and leaving behind a melted item. Does 2-4 {{BURN}} (i.e. less than normal) to people on hit when you're on {{Harm}}, 15% of accidentally doing the aforementioned on someone when on every other intent. Only available through admin shenanigans or a faustian bargain kit contract.
 
|- id="ArmEldritch"
! Arm (Eldritch)
| <center>[[File:Eldritcharms.png]]</center>
| [[Artifact_Research#Eldritch|Eldritch]] [[Artifact_Research#Surgery|Surgery Machine]]
| [[Guide to Being Robust#Punch|Punches]] deal damage to a random organ instead of {{BRUTE}}. Has a reduced chance to be removed by [[Wizard#Rathen's Secret|Rathen's Secret]]
 
|- id="ArmMartian"
! Arm (Martian)
| <center>[[File:Martianarms.png]]</center>
| [[Artifact_Research#Martian|Martian]] [[Artifact_Research#Surgery|Surgery Machine]]
| Grants a grapple ability. Has a reduced chance to be removed by [[Wizard#Rathen's Secret|Rathen's Secret]]
 
|- id="ArmPrecursor"
! Arm (Precursor)
| <center>[[File:Precursorarms.png]]</center>
| [[Artifact_Research#Precursor|Precursor]] [[Artifact_Research#Surgery|Surgery Machine]]
| Grants an ability to cure a heart attack, parasite, or disease (except kuru or cluwne) and pull all shrapnel out of someone's body. Has a reduced chance to be removed by [[Wizard#Rathen's Secret|Rathen's Secret]]
|}
 
===Legs===
Legs dictate how fast you can run by default, that is before other modifiers come into play, such as environmental factors (like temperature), certain [[Chemicals|chemicals and drugs]] or your health status. Finding yourself one leg short will force you to move at walking speed, and having no legs at all means you have to crawl on the floor at a snail's pace...provided you have arms to pull you along.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="LegNormal"
! Leg (Normal)
| <center>[[Image:HumanLegs.png]]</center>
| Human
| No advantages or drawbacks.
 
|- id="LegSynth"
! Leg (Synth)
| <center>[[Image:SynthLegsNew.png]]</center>
| [[Hydroponics]]
| Functionally identical to a normal leg. Can be attached without surgery. Simply click on the legless person while aiming at the correct limb on {{Help}} intent. Harvestable from [[Guide to Botany#Synthlimb|Synthlimb plants]] just like [[Roboticist#ArmSynth|Syntharms]].
 
|- id="LegCyborgLight"
! Leg (Cyborg light)
| <center>[[File:LightCyborgLegsV2-32x32.png]]</center>
| Robotics
| Can negate speed penalty from injuries and the like somewhat. Since they're metal, stepping on glass shards won't hurt, even plasmaglass ones. Unlike the heavier variants, these are completely vulnerable to getting removed through the [[Wizard#Rathen's Secret|Rathen's Secret]] used by [[Wizard|Wizards]].
 
|- id="LegCyborgStandard"
! Leg (Cyborg standard)
| <center>[[File:StandardCyborgLegsV2-32x32.png]]</center>
| Robotics
| Ditto. You can break [[Security Objects#Shackles|shackles]] instantly, and these are completely immune to the delimbing from [[Wizard#Rathen's Secret|Rathen's Secret]].
 
|- id="LegCyborgTreads"
! Leg (Cyborg treads)
| <center>[[File:CyborgTreadsV2-32x32.png]]</center>
| Robotics
| Rips apart shackles, increases your default movement speed. You're also extremely unlikely to be knocked over from [[segway]] impacts, slippery floors or some other common source. The stun itself will not be nullified, mind you. [[Wizard#Rathen's Secret|Rathen's Secret]] cannot remove treads. On the flipside, treads will remove your ability to crawl.
 
|- id="LegEldritch"
! Leg (Eldritch)
| <center>[[File:Eldritchlegs.png]]</center>
| [[Artifact_Research#Eldritch|Eldritch]] [[Artifact_Research#Surgery|Surgery Machine]]
| Grants an ability that consumes blood to reduce stamina cost and has a reduced chance to be removed by [[Wizard#Rathen's Secret|Rathen's Secret]] used by [[Wizard|Wizards]].
 
|- id="LegMartian"
! Leg (Martian)
| <center>[[File:Martianlegs.png]]</center>
| [[Artifact_Research#Martian|Martian]] [[Artifact_Research#Surgery|Surgery Machine]]
| Boosts walkspeed when hurt, slightly increases movement speed in general, makes pulling mobs and objects faster, and has a reduced chance to be removed by [[Wizard#Rathen's Secret|Rathen's Secret]] used by [[Wizard|Wizards]].
 
|- id="LegPrecursor"
! Leg (Precursor)
| <center>[[File:Precursorlegs.png]]</center>
| [[Artifact_Research#Precursor|Precursor]] [[Artifact_Research#Surgery|Surgery Machine]]
| Functionally the same as regular legs, but they leave behind a temporary trail of blue footprints and have a reduced chance to be removed by [[Wizard#Rathen's Secret|Rathen's Secret]] used by [[Wizard|Wizards]].
|}
 
'''Note:''' Cyborg parts and Eldritch legs require a pair. None of the listed effects will apply to you if you have only one leg.
 
===Stomachs===
You can't eat without a stomach, naturally, though you can still drink and ingest other things. Its [[Doctoring#Stomach|removal]] and [[Doctoring#Stomach replacement|replacement]] surgery is quite easy to stomach.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="Stomach"
! Stomach
| <center>[[Image:StomachV2.png]]</center>
| [[Doctoring#Stomach|Human]]
| No advantages or drawbacks.
 
|- id="StomachSynth"
! Synthstomach
| <center>[[Image:SynthstomachBloom.png]]</center>
| [[Hydroponics]]
| Just like a human stomach. Standard organ found in [[Syndicate Items#Kudzu Seed|kudzupeople]]. Can be harvested from [[Guide to Botany#Synthstomach|Synthstomach plants]].
 
|- id="Cyberstomach"
! Cyberstomach
| <center>[[Image:CyberStomachV2.png]]</center>
| [[Making and Breaking#Robotics Fabricator|Robotics]] & [[Making and Breaking#Medical Fabricator|Medical Fabs]]
| Boosts the maximum number of food buffs you can have at one time from 4 to 6. When [[Syndicate Items#EMAG|emagged]], gives you ability to projectile vomit!...at the cost of huge damage to the cyberstomach.
|}
 
===Intestines===
In the future, every one still has two intestines, but they're inreversably bundled as one. Despite their long length, they have little purpose and don't play much of role in digestion. Instead, you need cyberintestines to have your intestines affect it. [[Doctoring#Intestines|Removing]] and [[Doctoring#Intestines replacement|replacing]] them though are quite short.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="Intestines"
! Intestines
| <center>[[Image:IntestinesV2.png]]</center>
| [[Doctoring#Intestines|Human]]
| No advantages or drawbacks.
 
|- id="IntestinesSynth"
! Synthintestines
| <center>[[Image:SynthintestineBloom.png]] [[File:SynthintestinesV2.png]]</center>
| [[Hydroponics]]
| Not any different from human intestines. Found in [[Syndicate Items#Kudzu Seed|kudzupeople]]. Can be harvested from [[Guide to Botany#Synthstomach|Synthstomach plants]] along with [[Roboticist#StomachSynth|Synthstomachs]].
 
|- id="Cyberintestines"
! Cyberintestines
| <center>[[Image:Cyberintestines.png]]</center>
| [[Making and Breaking#Robotics Fabricator|Robotics]] & [[Making and Breaking#Medical Fabricator|Medical Fabs]]
| Changes amount of reagents you absorb from digesting food, depending on its configured digestion efficiency. You click on the cyberintestines with a [[multitool]] to change digestion efficiency between 0% (i.e. no reagents from food at all) to 200% (i.e. twice as many). When [[Syndicate Items#EMAG|emagged]], gives you an ability to instantly digest all the food in all, gaining all the reagents inside at once.
|}
 
===Livers===
You can live without a liver, but chems deplete slower and you'll passively take [[Doctoring#Toxin|{{TOX}} damage]] while it's missing. Good thing [[Doctoring#Liver|removing]] and [[Doctoring#Liver replacement|replacing]] one is easier--and more enjoyable--than eating one.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="Liver"
! Liver
| <center>[[Image:LiverV2.png]]</center>
| [[Doctoring#Liver|Human]]
| No advantages or drawbacks.
 
|- id="LiverSynth"
! Synthiver
| <center>[[Image:SynthliverBloom.png]]</center>
| [[Hydroponics]]
| Not any better or worse than a human liver. Found in [[Syndicate Items#Kudzu Seed|kudzupeople]]. Can be harvested from [[Guide to Botany#Synthliver|Synthliver plants]].
 
|- id="Cyberliver"
! Cyberliver
| <center>[[Image:CyberliverV2.png]]</center>
| [[Making and Breaking#Robotics Fabricator|Robotics]] & [[Making and Breaking#Medical Fabricator|Medical Fabs]]
| Doesn't take damage from the [[Chemicals#Ethanol|ethanol]] at all. When [[Syndicate Items#EMAG|emagged]], gives you an ability to continually convert ethanol in your bloodstream into a small amount of omnizine, at cost of liver damage.
|}
 
===Pancreata===
The pancreas secretes [[Chemicals#Insulin|insulin]] when the sugar in blood is too high. The cyberpancreas augment supplements it.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="Pancreas"
! Pancreas
| <center>[[Image:PancreasV2.png]]</center>
| [[Doctoring#Pancreas"|Human]]
| No advantages or drawbacks.
 
|- id="PancreasSynth"
! Synthpancreas
| <center>[[Image:SynthpancreasBloom.png]]</center>
| [[Hydroponics]]
| No differences from a human pancreas. [[Syndicate Items#Kudzu Seed|Kudzupeople]] have this. Can be obtained from [[Guide to Botany#Synthpancreas|Synthpancreas plants]].
 
|- id="Cyberpancreas"
! Cyberpancreas
| <center>[[Image:CyberpancreasV2.png]]</center>
| [[Making and Breaking#Robotics Fabricator|Robotics]] & [[Making and Breaking#Medical Fabricator|Medical Fabs]]
| Doesn't take damage when producing insulin, but when the sugar in patient's blood is below 20 units, it produces glaucogen, which decays into sugar. When [[Syndicate Items#EMAG|emagged]], it tries to maintain a small (<10 units) amount of [[Chemicals#Ephedrine|ephedrine]] and [[Chemicals#Epinephrine|epinephrine]] in you. It also constantly produces glaucogen, which can be problematic since it stops producing insulin, meaning the patient has to manually manage blood sugar themselves.
|}
 
===Kidneys===
Because you can't really be an organ thief unless you enact the urban legend of someone waking up in a bathtub to find a note saying their kidney's been stolen; luckily, it's easy to do so when [[Doctoring#Kidney|kidney removal]] (and [[Doctoring#Kidney replacement|replacement]]) is a breeze. <s>Victims</s> Patients can live with just one kidney, but not none unless they like suffering rapid continual [[Doctoring#Toxin|{{TOX}} damage]]. While there are left and right kidneys, they can be safely interchanged.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="Kidney"
! Kidney
| <center>[[Image:KidneysV2.png]]</center>
| [[Doctoring#Kidney|Human]]
| No advantages or drawbacks.
 
|- id="KidneySynth"
! Synthkidney
| <center>[[Image:Synthkidneysbloom.png]]</center>
| [[Hydroponics]]
| No advantages or drawbacks. [[Syndicate Items#Kudzu Seed|Kudzupeople]] have two of these. Harvestable from [[Guide to Botany#Synthkidney|Synthkidney plants]].
 
|- id="Cyberkidney"
! Cyberkidney
| <center>[[Image:CyberkidneysV2.png]]</center>
| [[Making and Breaking#Robotics Fabricator|Robotics]] & [[Making and Breaking#Medical Fabricator|Medical Fabs]]
| Can change rate of chem metabolism, depending on their clocking. Using a [[multitool]] lets one change its clocking from 75% (chems decay slower, but have weaker effects) to 150% (chems decay faster but have stronger effects) They also cannot be damaged by [[Chemicals#Ethanol|ethanol]], though other sources of kidney damage can still hurt it. When [[Syndicate Items#EMAG|emagged]], gives an ability to damage the kidney to aggressively purge chems.
|}
 
===Spleens===
On top of having an inherently funny name, the spleen has the small but important role of regenerating blood. The upgrades make it better in this role.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="Spleen"
! Spleen
| <center>[[Image:SpleenV2.png]]</center>
| [[Doctoring#Spleen|Human]]
| No advantages or drawbacks.
 
|- id="SpleenSynth"
! Synthspleen
| <center>[[Image:SynthspleenBloom.png]]</center>
| [[Hydroponics]]
| Just like the non-plant counterpart. [[Syndicate Items#Kudzu Seed|Kudzupeople]] have these versus normal spleens. Harvestable from [[Guide to Botany#Synthspleen|Synthspleen plants]].
 
|- id="Cyberspleen"
! Cyberspleen
| <center>[[Image:CyberspleenV2.png]]</center>
| [[Making and Breaking#Robotics Fabricator|Robotics]] & [[Making and Breaking#Medical Fabricator|Medical Fabs]]
| Regenerates blood much faster than an organic one, provided the cyberorgan isn't excessively damaged. When [[Syndicate Items#EMAG|emagged]], it always generates blood, even when the patient doesn't need it, potentially pushing them into hypertension.
|}
 
===Appendices===
 
Appropriate to its size, the appendix confers generally minor benefits and is [[Doctoring#Appendix|easy to remove]].
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="Appendix"
! Appendix
| <center>[[Image:AppendixV2.png]]</center>
| [[Doctoring#Appendix|Human]]
| May [[Random Events#Appendicitis Contraction|randomly]] try to [[Doctoring#Appendicitis|destroy itself]] and take you out with it by inflicting abdominal pain and enlarging itself until it explodes. 
 
|- id="AppendixSynth"
! Synthppendix
| <center>[[Image:SynthappendixBloom.png]]</center>
| [[Hydroponics]]
| Prone to all the same conditions as the human appendix. Found in [[Syndicate Items#Kudzu Seed|kudzupeople]]. Can be harvested from [[Guide to Botany#Synthappendix|Synthappendix plants]].
 
|- id="Cyberappendix"
! Cyberappendix
| <center>[[Image:CyberappendixV2.png]]</center>
| [[Making and Breaking#Robotics Fabricator|Robotics]] & [[Making and Breaking#Medical Fabricator|Medical Fabs]]
| On top of being incapable of developing [[Doctoring#Appendicitis|appendicitis]], does the opposite of trying to kill you by sometimes injecting a few units of either [[Doctoring#Salbutamol|salbutamol]], [[Doctoring#Salicylic Acid|salicylic acid]], [[Doctoring#Saline|saline]], or [[Doctoring#Charcoal|charcoal]] when you're injured. If you're at less than 90% of your max HP afterwards, the appendix takes 1 damage.
 
When [[Syndicate Items#EMAG|emagged]], when you're in critical condition, it's like robo-appendicitis: the cyberappendix dies and bursts, injecting you with several stimulants and healing chems...but it also leaks 0.5 units of [[Chemicals#Toxin|toxin]] every 0.4 seconds, so once the omnizine wears off, it slowly builds up poison in your body.
|}
 
===Tails===
 
Can be removed via [[Doctoring#Tail|surgery]] from any of the [[Guide to Genetics#Saurian Genetics|mutantraces]] or monkeys and grafted back on to a patient, whether they had a tail to start or not. There are not currently any cybernetic or synthetic replacements, so don't lose them!
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 10%" class="unsortable" | Source
!scope = "col" style="width: 65%" class="unsortable" | Description
 
|- id="Monkey Tail"
! Monkey Tail
| <center>[[Image:MonkeyTail.png]][[Image:SeaMonkeyTail.png]]</center>
| [[Monkey|Monkeys]]
| Essential to balance for mutantraces and monkeys. 
 
|- id="Lizard Tail"
! Lizard Tail
| <center>[[Image:LizardTail.png]]</center>
| [[Guide to Genetics#Saurian Genetics|Lizardpeople]]
| Sometimes striped, sometimes speckled, sometimes spotted; always needed for [[Doctoring#Tail Damage|balance]]. Can be regrown naturally!
 
|- id="Cow Tail"
! Cow Tail
| <center>[[Image:CowTail.png]]</center>
| [[Guide to Genetics#Bovine Genetics|Cowpeople]]
| A strong tail for swatting, communicating, and locomotion, no wonder it's essential for [[Doctoring#Tail Damage|balance]].
 
|- id="Roach Tail"
! Roach Tail
| <center>[[Image:RoachTail.png]]</center>
| [[Guide to Genetics#Blattodean Genetics|Roachpeople]]
| Perhaps more aptly described as an abdomen, this one rattles. It's needed for roachpeople to be able to keep their [[Doctoring#Tail Damage|balance and coordination]].
 
|- id="Cat Tail"
! Cat Tail
| <center>[[Image:CatTail.png]]</center>
| Catpeople
| Not the plant. Not extracted from actual (four-legged) cats either. Needed for balance and can be found attached to admin-made monstrosities.
 
|- id="Werewolf Tail"
! Werewolf Tail
| <center>[[Image:WolfTail.png]]</center>
| [[Werewolf|Werewolves]]
| Maybe you've heard the old adage about "holding a wolf by it's ears"? This is the opposite of that. Necessary for [[Werewolf|Werewolves]] to keep steady.
|}
 
==Other tips==
* Roboticists have the means to procure butts, a fashionable item of [[Clothing#Head|headwear]], among their many uses. There is no limit as to how many [[Robots#Buttbot|buttbots]] you could build!
* The [[General Objects#Cyborg Docking Station|docking station]] is very useful for upgrading and customizing cyborgs, but you can do most of it by hand too if you really want to.
* The docking station can also accept many [[Clothing|exosuits, jumpsuits and hats]] for the cyborgs to wear. Fashion!
* Before you throw that power cell into a cyborg's chest, make sure it has some charge in it, even if it's only a small amount. You can charge up power cells with the [[General Objects#Cell Charger|cell charger]] next to the scalpels and saws. If you put an empty cell into a chest and activate the cyborg, they wont be able to do anything until they get charged up.
* There are a few ways to go above and beyond the basic call of duty for your cyborgs, such as performing chassis upgrades, replacing limbs when asked or procuring self-charging power cells, all of which is always appreciated by their players. Being an attentive roboticist will function as a decent layer of protection when (not if) the AI and cyborgs get a law that compels them to murder the entire station. These laws very rarely mandate when specific people must be killed, so the robots will leave their darling benefactor for last, giving you time to figure out another plan.
* Those oil cans are in your office for a reason. Applying some [[Chemicals#Oil|oil]] to cyborgs makes them move faster, use less power, and resist stuns somewhat for a couple of minutes (scales with volume); the effects get less pronounced as time passes, but re-applying oil restores their potency. Applying some oil onto the floor slips up [[Antagonist|people]] who want you ill, providing you with an opportunity to flash them when they're stunned momentarily.
 
==Crew Objectives==
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. If you complete your objectives by the end of the round, you'll get [[Spacebux#Crew Objective Bonus|some bonus Spacebux]] and might even earn some [[Medals]] too. As a roboticist, you can expect to see the following:<br>
 
'''Have at least five buttbots on the station level at the end of the round.'''<br>
Harvest the asses of others and create [[buttbot]]s.  Genetics can sometimes help by giving you monkeys-turned-human to operate on, otherwise you will just have to make do with what you get from patients. An appropriate punishment for someone breaking in to your lab uninvited can also be to remove their ass, make a comment about how their ass is literally yours now, and throw them out with their butt chirping 'butt' back in your lab.
 
Completing this objective for the first time gives you the [[Medals#Puerile humour|Puerile humour medal]]. The medal doesn't have any special rewards or anything tied to it, but, hey, now you can tell your friends you sliced multiple people's asses off (or possibly found some, in [[Guide to Botany#Synthbutt|one way]] or [[Wizard#Rathen's Secret|another]]), used the butts to make talking, farting robots, and then got an achievement for it.
 
'''Have at least five medibots on the station level at the end of the round.'''<br>
This can be done easily by taking all the blue O2 deprivation medkits you can find and then following the procedure to build a [[Robots#Medibot|medibot]]. You can also just make empty medkits at a [[Making and Breaking#Medical Fabricator|medical fabricator]] at very low cost. Extra proximity sensors can be obtained from the tool storage vending machine. You can also just build them from the fabricator directly, but that is very resource-intensive and requires some sort of radioactive/energy-based material for a power source, such as [[Guide to Mining#Cerenkite|cerenkite]] or [[Ore Processing#Ectoplasm|ectoplasm]].
 
Completing this objective for the first time gives you the [[Medals#Silent Running|Silent Running medal]]. It's not a reference to submarines or anything (or at least, not directly), but instead is a reference to the 1972 film ''Silent Running'', which is about an astronaut stranded on a habitat dome containing a massive forest, with three non-sentient robots to keep him company. This reference is all you're getting, since this doesn't unlock any reskins or other special rewards.
 
'''Ensure that there are at least three living cyborgs at the end of the round.'''<br>
This refers to cyborgs that are simply on, not necessarily active and controlled by a non-braindead player. It's entirely possible to achieve this goal with braindead cyborgs alone.
 
Completing this objective for the first time gives you the [[Medals#Progenitor|Progenitor medal]]. Some medals unlock reskins for clothing. This one...does not. But look on the bright side: the game basically gave you a pat on the back for building some cyborgs. Other people might not be as appreciative!
 
==Syndicate roboticist==
A roboticist makes a decent traitor due to his maintenance access and ability to mass-produce [[Flash|flashes]] ([[Hacking#Vending Machines and Fabricators|hack]] the manufacturer), which can be used to incapacitate anyone instantly.
 
* Use your [[maintenance]] access to find somewhere secluded to spawn your traitor gear or do your murdering. Note there's also a number of [[Clothing#Gas Mask|gas mask]]s in maintenance that can be used as part of a disguise.
* Eccentricity is expected in a roboticist. No one will question you dragging a corpse through the hallways, both of you covered in blood, if you explain that you're bringing a volunteer back to the lab
* Some people will come to you asking to be made into a cyborg. Use this to your advantage.  Reviving someone as a cyborg counts as a successful assassination, so you don't need to incriminate yourself at all.
* Lobotomy is a stylish and relatively quick way of finishing off an unconscious opponent, presuming you can get them to the surgery table in time. Once you cut out their brain, dispose of their brain and body in the disposal chute in robotics.
* If someone catches you throwing a brain in disposal and is getting suspicious, telling them that the robot was braindead will usually get them off your tail.
* The [[Syndicate Items#Syndicate Robot Frame|Syndicate cyborg frame]] and [[Syndicate Items#Conversion Chamber|conversion chamber]] are some of the most powerful traitor items because cyborgs can access the whole station and can be great at combat. The frames are cheaper, but you only have enough Syndicate currency to buy at most 6 of them, so choose a brain for them wisely. Meanwhile, the chamber can make an potentially unlimited number of Syndieborgs and does so cheaply and quickly, so you can afford to be far less choosy, but the up-front costs are higher, since you need 8 currency to buy it.
* Building [[robots]] and then [[emag|emagging]] them en-mass is a great way to sow destruction and disorder throughout the station.
* Your cyborgs won't follow your command unquestioningly on the default [[AI Laws|law set]], making a robot uprising somewhat tricky. Easy solution? Go and mess with the laws, create a personal robot army, and conquer the station with your mechanical army. Far more entertaining than just using a bunch of emagged drones, if less practical.
* Last but not least, you have access to [[medbay]] and all the [[Medical Objects|supplies]] within it. It's entirely feasible to equip yourself with a couple of emagged hyposprays and off people with [[Chemicals#Poisons and Toxic Shit|mean poisons]], or whatever else you can come up with.


==Supplementary Video==
==Supplementary Video==
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<youtube>2ZchvKiuCI4</youtube><youtube>_un9PYsE1_g</youtube>
 
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[[Category: Jobs]] [[Category: Tutorial]]
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Latest revision as of 08:14, 23 November 2024

MEDICAL DEPARTMENT
Roboticist
RoboticistNew64.png
Roboticist
Difficulty: Medium
Requirements: None
Access Level: Medbay, Morgue, Pathology, Robotics, Maintenance
Additional Roleplay Access Level: None
Supervisors: Medical Director, Captain
Subordinates: None
Responsibilities: Build and maintain the station's/ship's fleet of cyborgs, bots, and AI units, revive the dead and willing candidates as cyborgs and/or AI units, outfit people with augmentations if they are willing
Guides: Doctoring, Medical Objects, Robots
The robotics laboratory, prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.
The robotics laboratory, prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.
The robotics laboratory, prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.
The robotics laboratory, prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.
The robotics laboratory, prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.
The robotics laboratory, prior to receiving a thick coating of blood and organs from gory surgery and repeated transplant failures.

The roboticist is a specialized medical department profession concerned with building, maintaining, upgrading, and overseeing the station's population of cyborgs and lesser robots. Because cyborg construction is as much brain surgery as it is mechanical engineering, roboticists are often just as much surgeons and medics as they are machinists. They are also expected to know how to augment human volunteers with improved limbs and organs. Roboticists start the shift in robotics proper (located inside medbay) alongside any players who are cyborgs from the start.

If there are any cyborgs present, they will often ask for basic upgrades such as enhancements to power cells, speed boosts, or propulsion capabilities. While it is ultimately your call, generally speaking, these requests should be met.

Your Equipment

As a roboticist, you spawn with a unique grey and white jumpsuit and labcoat to distinguish your role from other medical professionals. Since your job involves a fair amount of surgery, you are also equipped with ProDoc health goggles and a robotics belt; the former gives a rough indicator of the patient's health level and can tell you additional details if upgraded, while the latter has various tools for performing surgical procedures and constructing silicon lifeforms.

In addition, you get a medical headset that has a special communications channel available to it, which is intended for the coordination between the medical staff. To use it, simply type:

  • say :m Please don't reclaim bodies immediately, I'd like to make buttbots.

Cyborgs

Construction

Robot.png

The roboticist, as stated above, is concerned with building and maintaining cyborgs, whether it be reviving people back from the dead as cyborgs or creating useful shells for the AI. The procedure is relatively simple. First, the roboticist must craft the cyborg shell. The parts can be made with metal loaded into a portable reclaimer. To fill the fabricator with metal, drag and drop the metal sheets/rods/etc. sprite onto the reclaimer sprite, then put the metal bars into the fabricator. If you wish to use reinforced body parts (see here), make them first. A full list of possible cyborg parts and their sources can be found here.

Required parts and tools:

To build:

  1. Insert the power cell into the cyborg chest.
  2. Use the cable coil on the cyborg chest.
  3. Attach the cyborg chest to the frame.
  4. Attach the arms and legs (or treads) to the frame.
  5. Insert the brain, AI interface board, or Spontaneous Intelligence Creation Core into the cyborg head.
  6. Attach the cyborg head to the frame.
  7. Optionally, the wrench can be used to partially disassemble the frame before you activate it.
    1. Remove limbs: use the wrench on the frame, then select the appropriate cyborg part.
    2. Remove brain: detach the cyborg head first, then click on it with the wrench.
  8. To activate the cyborg, click on the finished frame with the wrench.

For the most part, the game will prevent you from inserting unsuitable (job-banned from Cyborg or set to DNR) brains automatically, as they will literally go up in a puff of (harmless) smoke if you try to insert them into a head. If you use an AI interface board instead of a brain, the AI will be able to assume control of the cyborg body at will. Cyborgs can be upgraded and fiddled with using the cyborg docking stations. Feel free to experiment with various upgrades and clothes, and apply them to the cyborgs.

Braindead cyborgs

CyborgBrainV2.png

Every roboticist runs into this at some point in their career. If you used a human brain, turn a cyborg on and its name is simply "Cyborg", the owner of the brain has a case of what professionals call braindead. Being braindead means the player has left the game, because they got bored or had to go do the dishes or something. Wait a few minutes to see if the player comes back. When they do, the cyborg will get a real name, like Alpha-42 or something similar.

Cyborgs may also leave partway during the game to also do real world activities. If you suspect that a cyborg has gone braindead, examine them. If they're "operational", that means that their game client is still open. If they're "hibernating", that means the cyborg has disconnected. If they're "dormant", that means that no brain has been inserted into the cyborg.

If after waiting a few minutes with a braindead brain in a cyborg or after waiting a bit with a hibernating cyborg not responding, follow this procedure:

  1. Unlock the cyborg's interface with your ID card.
  2. Open its head compartment with a screwdriver.
  3. Click on the cyborg with an empty hand to remove the brain.
  4. Insert the replacement brain.
  5. Close the head compartment with the screwdriver.
  6. When done, use the screwdriver and ID in that order to close up the cyborg.

Beware that a cyborg that do not have brains still drain power from its power cell, so it may be advisable to move the brainless cyborgs into a docking station, so that the next owner of the body will be fully charged.

Maintenance and Enhancement

Upgrades

Main article: Cyborg#Upgrades

Module changes

CyborgBrobocopModule.pngCyborgMedicalModule.pngCyborgMiningModule.pngCyborgChemistryModule.pngCyborgEngineeringModule.pngCyborgCivilianModule.png

Many requests from your cyborgs in some way involve their module, the set of tools they get. Perhaps an civilian cyborg is asking to change over to an engineering module or a medical cyborg wants a few tools re-arranged for faster treatment. In any case, the procedure is somewhat involved, but with practice, you'll get used to it. It can be split into three stages:

1. Extract the cyborg's module

  1. Get the cyborg into a cyborg docking station by click-dragging their sprite onto the docking station's.
  2. Click on the docking station to bring up its interface.
  3. Find the part that says "Module"; it's within a section describing various stats like name and condition of various body parts, specifically under "Power cell". Choose "Remove".
  1. Unlock the cyborg. The cyborg can unlock it themselves through the Toggle Interface Lock command in their Robot Commands tabs, and you can do it by clicking on them with an ID with Robotics access, i.e. your ID.
  2. Click on them with a crowbar to open the chest.
  3. Click on them, then select "Remove the Module".

2. Use the module rewriter

  1. Click on a module rewriter with the module in-hand to insert it into the machine (this naturally requires a human to do so.)
  2. Click on the module of interest from the list on the left.
  3. Make the desired changes.
    • If they just want to switch to a different module, you can just choose the module you want from the list of presets at the top.
    • Clicking the up and down arrows changes the order of the tools of the module. This is what you can do if the cyborg wants a more efficient arrangement of their tools, e.g. moving the medical module's defib closer to the hypospray.
    • Clicking the X next a tool removes it. This is good if the cyborg wants to get rid of a tool that they don't find useful and think is just taking up space, e.g. a health analyzer on an engineering borg.
    • If you mess up or otherwise want a fresh start, choose the relevant preset at the top to restore the default set of tools for a module.
  4. Once you're done, click on the upward arrow next to the module of interest on the list on the left. This ejects the module out.

3. Re-insert the module

  1. Get the cyborg into a cyborg docking station by click-dragging their sprite onto the docking station's.
  2. Click on the docking station to bring up its interface.
  3. Scroll down towards the bottom towards the list of available modules. Click the "Install" link next to the module of interest.
  1. Assuming the cyborg is still opened up, as explained above, simply click on the cyborg with the module in your hand to insert it back into the cyborg.
  2. Click on the cyborg with a crowbar to close the cover.
  3. Lock the cyborg. Once again, you can swipe your Roboticist ID on them, or you can have the cyborg do it by asking them to use the Toggle Interface Lock command in their Robot Commands tabs.

Some roboticists like to make blank modules at the robotics fabricator and insert them into the module rewriter, so cyborgs can switch and modify their modules themselves. A cyborg can do the above steps almost entirely by themselves if it has a docking station and module rewriter nearby (i.e. in Robotics), but it needs a human to insert the module into the rewriter. That step requires hands, which cyborgs do not have. Leaving some modules in the rewriter essentially does that part for them.

Repairs & Limb Replacement CyborgFrameV3-32x32.png

Occasionally, cyborgs will be seriously mangled and lose limbs, or perhaps they just ask you to replace their arms or legs with more capable extremities. Plain brute or burn damage can be fixed quickly and easily (see Cyborg for details), but if you need to replace limbs, the process is considerably more complex. To do so:

  1. Use your ID on the cyborg to unlock its interface.
  2. Use a crowbar to open the cyborg's access panel.
  3. Use a screwdriver to expose the cyborg's wiring.
  4. Optionally, use a wrench to remove the legs or other limbs for upgrading.
  5. Pick up the part to be attached and click on the cyborg to attach it.
  6. When done, use the screwdriver, crowbar, and ID in that order to close up the cyborg.

Reinforcing

SteelReinforcedSheetV2.png

It is possible to reinforce heads and arms with extra metal to make them more heavy and durable. Cyborgs like having a reinforced head due to how much is at stake with it; if a cyborg's head is totaled, the cyborg is irrevocably dead and cannot be revived in any way. A reinforced head also looks much cooler than a normal head, and thus becomes something of a status symbol. Arms can also be reinforced, but whether it's worth the materials or not is entirely up to you, though some cyborgs like having limbs that can't be exploded off at the drop of a hat. To reinforce:

  1. Set your standard head/arm on the ground and pick up a stack of metal with at least 6 sheets in it. At the moment, steel is the only suitable material.
  2. Click on the head/arm with the metal stack. This will reinforce it to a sturdy head/arm, using 2 sheets.
  3. Click on the metal with the rods and make 2 reinforced sheets of metal. Again, use steel rods for this.
  4. Pick up the reinforced metal on the ground.
  5. Click on the head/arm with the reinforced metal stack. This will reinforce it to a heavy head/arm, using both sheets of reinforced metal.

The reinforcement level of parts is as follows: light, standard, sturdy, and heavy, in that order. Durability increases with heavier parts, but mobility decreases. Overweight cyborgs will also use slightly more power. However, all of these issues can be worked around with cyborg treads, an efficiency upgrade, a speed upgrade and a sprinkling of oil.

Note: Only standard cyborg heads and arms can be reinforced to begin with, not the lighter parts. Legs and other components cannot be modified in any way.

Cell Changes

PowerCellV2-32x32.png

From time to time, for whatever reason, your cyborgs may request that you change their power cell. Maybe the Miners found some cerenkite and are shipping off some sweet cerenkite cells for your borgs. Maybe, by some miracle, Science is actually doing Artifact Research and has discovered an artifact cell. In any case, the procedure is pretty simple:

  1. Get the cyborg into a cyborg docking station.
  2. Insert the cell into the docking station.
  3. Click on the docking station to access its interface.
  4. Find the row that says Available Power Cell. Find the power cell you want to insert in the cyborg, and click the Insert button.

Revival

CyborgBrainV2.png

Has one of the cyborgs died? Fear not. If the head unit was destroyed in some way, the cyborg's brain should have neatly popped out onto the floor. If the chest unit was destroyed or the borg died in some other way that didn't result in it completely annihilated, you should be able to find a head unit among the debris. You can then click on the cyborg head with a wrench to extract the brain. In addition, regardless of how the borg died, you also get an alert to your PDA notifying you of the room in which the borg died, so you can hopefully come over there and get their brain.

From there, you can build a new body for the borg brain.

Law Rack Linking

CyborgLinker.png

Have you built a new law rack and want to convert the station cyborgs to your own personal army? The cyborg law linker found in the roboticist's fabricator lets you overwrite which law rack a cyborg is connected to.

Usage:

  1. Hit the law rack with the law linker.
  2. Use your ID on the cyborg or AI to unlock its interface.
  3. Use a crowbar to open the cyborg's or AI access panel.
  4. Use the linker on the cyborg or AI to link them to the new rack.

The last step can also be used to show which law rack the cyborg or AI is connected to. Using it in hand will show you the location of the currently linked law rack and query for removal of the link.

Non-cyborg robots

AI Mainframe

AIV3-64.gif

These are the mainframes of an AI, usually located in the AI Core on round start by whoever was picked that round. More AIs can be constructed to create several independent AIs to serve the station's needs, however, you need the blueprint from the Medical Director.

Required Parts:

To Build:

  1. Add metal sheets or frame plating kit to the core frame
  2. Insert wires into the core
  3. Insert a power cell, glass sheet, and three Station Bounced Radios or radio headsets
  4. Insert the AI interface board
  5. Use a wrench to finish the assembly
  6. Insert brain into the AI

At this point you will have a fully functional AI. You should use your wrench on them once more to tighten their CPU bolts and then a crowbar to secure them against having their brain torn out of the core, and then a screwdriver to fix them in place. All AIs on station share the same laws, no matter where or when they were uploaded.

If the AI is killed, then, assuming the core unit remains intact (i.e. the AI died by brute force), revival is a real possibility. Required Parts:

To Fix:

  1. Use the welder to fix any external damage to the AI core
  2. If necessary, use a wrench to ubolt the core unit and then use a crowbar to open the top of the unit to access the inside; this is only needed for very extreme damage and brain replacements
  3. Use a head ID to unlock the AI core and insert cable coils to repair severe damage
  4. Revive the AI by using an empty hand on the AI core and selecting the reboot option.
  5. Close the top of the AI by using a crowbar

AI shells

AIShellSmallV2.gif

These are simple robots used by the AI for reconnaissance or interacting directly with certain pieces of machinery, e.g. pods or manufacturers. They are quite fragile, and replacements may be assembled in robotics:

Required Parts and Tools:

To Build:

  1. Add some metal to the shell frame
  2. Insert wires
  3. Insert the power cell
  4. Install the interface board
  5. Use the radio on the shell frame
  6. Activate the robot with the wrench

As mentioned before, cyborg bodies can also be remote-controlled by the AI when equipped with an interface board instead of human brain.

Main article: Cyborg#Patching up

If the AI is killed, then, assuming the core unit remains intact (i.e. the AI died by brute force), revival is a real possibility. Required Parts:

To Fix BRUTE damage manually:

  1. Use a welding tool on the shell, targeting the limb you want to repair damage to
OR
  1. Place the shell in a charging dock
  2. Select Repair Structural Damage and an appropriate amount of welding fuel

To fix BURN damage:

  1. Unlock the shell's interface by swiping your ID on it
  2. Open the cover with a crowbar
  3. Expose the wiring with a screwdriver
  4. You can then replace the burnt wiring with a cable coil; for the small blue eyebots, simply use the cable coil on them, nothing else is required
OR
  1. Place the shell in a charging dock
  2. Select Repair Burn Damage and an appropriate amount of cable coiling

Other

RobuddyLoveV2.gif

Main article: Robots

Aside from creating twisted combinations of metal and flesh, the roboticist can also create less sophisticated robots for specific tasks. They can produce these from the fabricators as well as being handmade through some simple recipes that often save time, effort, and materials.

Augmentation

Main article: Doctoring#Surgery

This is the more medical part of the roboticist job. Surgery is performed on operating tables, located in the Robotics lab and the Operating Theater. A patient is placed on the table and then slicing and dicing with the saws and scalpels provided begins.

Important Info on Cyberorgans

All cyberorgans (the cyberheart, cyberlung, cyberstomach, cyberintestines, cyberkidney, cyberspleen, cyberpancreas, cyberliver, and cyberappendix) are susceptible to electromagnetic pulses, such as those produced by EMP grenades or a singularity, which cause huge chunks of damage to the organs. Three EMP pulses can bring the organ close to failure, with four outright causing it in some cases or giving a high chance to in others. Five is enough to induce the same effects as not having the respective organ at all. Whether the extra EMP vulnerability is worth the augments is up to you and the patient.

In addition, these cyberorgans can be emagged to remove their safety limiters, causing them the spark and shudder oddly in the process and, more importantly, usually unlocking the ability to "overclock" the organ for a major benefit at the cost of major damage to the cyberorgan. For example, emagging a cyberliver lets you convert any ethanol in your bloodstream into a bit of omnizine, at the cost of damage to your liver and sometimes your body too. Cyberhearts act a little differently when emagged. You can reactivate the limiters, restoring their old functions, by using the emag on it again.

If you don't have an emag (e.g. you're a Sleeper Agent), you can still damage cyberorgans to render them emagged. All it takes is a trusty blunt weapon (say, a crowbar) and something hot, like a welder. Cyberorgans can become emagged if they hit certain levels of BRUTE and BURN, meaning you can hit them enough times with something to disable the safeties--but be cautious! Because wantonly smacking augmentations with various implements until something happens is not an exact science, it's entirely possible to damage the cyberorgans too much and break them. Moreover, the precise amount of burn and brute damage you need to inflict on the organ changes every round.

All cyberorgans also spill oil, instead of blood.

Brain

While not an augmentation per se, the brain is the most important organ for any roboticist. After all, you can't make autonomous cyborgs without it.

As a Roboticist (or anyone else with the Medical Training trait), you also can Examine the brain to see if its "mind" is still there. "Still warm" means the mind is still occupying/owning the brain (though the player may have logged off/be AFK); "cold" means the mind has left the brain, leaving it without an owner (e.g. player is set to Do Not Revive).

Item Image Source Description
Brain (Normal)
BrainV2.png
Human The type of brain you're typically going to cut out of corpses in your laboratory.
Brain (Synth)
SynthbrainV2.png
Hydroponics Made of some kind of plant material. Kudzupeople have these. They can also be harvested from Synthbrain plants.
Brain (AI)
AIBrainV2.png
AI Also called the neural net processor. It functions as the AI's CPU and memory core, but you can stuff it into a corpse for cloning or a cyborg if the need arises.
AI interface board
AIInterfaceBoard.png
Robotics When placed inside a cyborg head and put onto a cyborg body, it creates an AI-controlled cyborg that the AI can use via Deploy to shell. Unfortunately, unlike the neural net, you can't put this inside a human body, clone it, and get an AI-controlled human.
Spontaneous Intelligence Creation Core
Intelligence Form Chip Rework2.gif
Robotics Or SICC, for short. When placed inside a cyborg head or AI mainframe, it allows people who arrive after the round's start to join as an AI or Cyborg. Once that happens, the SICC turns pink, and the name changes to "activated Spontaneous Intelligence Creation Core".
Odd crystal
OddCrystal.png
Debris Field merchant, butchering flockdrones Flock brain. Has interesting effects if you can get someone's mind into it....

Eyes

"My vision is augmented."

Generally speaking, ocular implants fulfill the same role as glasses with three important distinctions. Glasses are easily lost (people stripping you), eyes not so much. They're also more flexible in that you can have two different cybereye models and, with some exceptions, enjoy the benefits of both. Certain glasses can be worn on top of that for even more options to customize your vision, just don't expect every combination to work as expected or at all.

Item Image Source Description
Eye (Normal)
NormalEye.pngSkeletonEyeV2.pngLizardEyeV2.pngCowEyeV2.png
Human No advantages or drawbacks. Skeleton, Cow, and Lizard mutantpeople have unique eyes.
Eye (Synth)
SynthEyeV2.png
Hydroponics Functionally identical to a normal eye and obtainable from Syntheye plants.
Eye (Cyber)
CyberEyeV2.png
Robotics Fabricator Functionally identical to a normal eye.
Eye (Polarized)
SunglassEyeV2.png
Merchants Same as sunglasses.
Eye (Thermal)
ThermalEyeV2.png
Robotics Fabricator (hacked) Provides thermal vision. Implanting one of these will make you quite vulnerable to flashes, which cannot be offset by a polarized second eye.
Eye (Meson)
MesonEyeV2.png
Robotics Fabricator Same as Meson Goggles. Toggle them through the button in the top left.
Eye (ProDoc)
ProdocEyeV2.png
Robotics Fabricator Same as health goggles. Has the same effect as the upgraded verison. Examine someone to get a basic health scan!
Eye (Spectroscopic)
SpectroEyeV2.png
Robotics Fabricator Same as spectroscopic goggles.
Eye (Camera)
CameraEyeV2.png
Robotics Fabricator Same as the helmet cam in the telescience lab.
Eye (Ecto)
EctoEyeV2.png
Merchants Lets you see ghosts. Spooky!
Eye (Night Vision)
NightEyeV2.png
Merchants Lets you see as if you had a pair of night vision goggles on! Are as equally vulnerable to flashes as thermal eyes.
Eye (Laser)
LaserEyeV2.png
Robotics Fabricator (Hacked) Lets you fire lasers out of your eyes! Fire them thorough the Body Abilities menu, accessible through the tab above the chatbox.
Eye (SecHUD)
SecEyeV2.png
Traitor Surplus Crate, Spy Thief bounty reward Same as Security HUDs.

Heart

A functional heart is of uttermost importance to the patient, as is making the proper preparations. Never attempt heart surgery without an ample stash of medical supplies within easy reach.

Item Image Source Description
Heart (Normal)
HeartV2.png
Human No advantages or drawbacks.
Heart (Synth)
SynthheartV2.png
Hydroponics Functionally identical to a normal heart. The standard heart of kudzupeople. Available from Synthheart plants.
Heart (Cyber)
CyberheartV2.png
Robotics The cyberheart has a number of notable benefits. It adds +40 total stamina and +5 stamina regeneration rate, helps you to recover from stuns and paralysis more quickly, and attempts to normalize the heart rhythm automatically when it detects a cardiac failure or arrest. You can enhance the cyberheart's capabilities even more by disabling the safety limiter, boosting the max stamina buff to +90 and stamina regen to +15. Unfortunately, it is susceptible to electric shocks in general and electromagnetic pulses in particular and may cease to function immediately or after a short while. Whether or not the advantages outweigh this very real risk is up to you to consider.
Pulsing octahedron
Pulsing octahedron.gif
Butchering Flockdrones A flock heart. Has interesting effects in a person...

Lungs

Unless your patient is a Changeling or has anaerobic metabolism, they cannot survive without lungs, lest Bad Things happen. Like heart surgery, lung surgery is fairly risky (though arguably less so), so keep some salbutamol handy, work quickly, and don't try to remove both at once.

Item Image Source Description
Lung
LungsV2.png
Human No advantages or drawbacks.
Synthlung
SynthlungsBloom.png
Human Immune to carbon dioxide poisoning, and in fact converts half of breathed carbon dioxide into oxygen! They also don't exhale any carbon dioxide like regular lungs do. The standard lung of kudzupeople and obtainable from Botany and Synthlung plants.
Cyberlung
CyberlungsV2.png
Robotics & Medical Fabs When both of a patient's lungs are cyberlungs, they can breathe in air with less oxygen, more CO2 and plasma, and far higher temperatures (as in 500C vs 66C) than normal people can withstand. In addition, they prevent lung damage from smoking cigarettes and similar, and in the off chance the patient is breathing radioactive gas, the lungs will reduce the radiation damage.

When emagged, gives the ability to completely negate the need to breathe, at the cost of massive damage to lungs over time, if both the lungs are cyberlungs. This does not clear existing OXY.

Plasmatoid Lung
PlasmatoidLungsV2.png
Humans afflicted with plasmatoid and those with the Plasma Lungs trait The end stage of plasmatoid essentially gives you lungs that breathe plasma gas rather than oxygen; you still exhale CO2 like normal. Oxygen hurts you now; you suffer TOX if you're breathing in more than 0.4 kPa of oxygen. More O2 means more damage, and you take more damage if both your lungs are plasmatoid lungs versus if just one of them was.

On bright side, breathing plasma has its perks. You're pretty much immune to plasma gas, to the point where plasma gas tanks are basically the equivalent of O2 tanks to you. However, that also means you take OXY if there's less than 16 kPa of plasma, i.e. being in vacuum or "airless" environment is still hazardous to your health. Again, less plasma and more plasmatoid lungs both mean more damage. Plasma reagent still hurts you.

In-game, each lung appears as simply "left lung" and "right lung", even though these are obviously not regular lungs.

Butts

You can't fart without a butt, naturally.

Item Image Source Description
Butt (Normal)
ButtV2.png
Human No advantages or drawbacks.
Butt (Synth)
SyntheticButtV2.png
Hydroponics Functionally identical to a normal butt. Available from Synthbutt plants.
Butt (Cyber)
Cyberbutt.png
Robotics Includes a high-tech fart synthesizer and utilizes the same sound effect as cyborgs.

Arms

Arms are the quite diverse, featuring widely different restrictions and capabilities. What all have in common is that you can't pick up items, manipulate machinery resp. interact with your environment in general without them. People with one arm missing can still be handcuffed.

Cyborg parts in particular can be emagged. If you have a emagged cyborg arm, then every 4 seconds, you have a 20% chance to switch to a random intent and strike someone with your emagged arm. There's a 20% chance it'll target you, Dr. Strangelove-style; otherwise, it'll go after anyone directly adjacent. If there are multiple people, it'll pick at random, but if no one's nearby, it'll attack you anyways. If it grabs someone, there's a 50-50 chance it'll either upgrade that grab or drop it. It'll never accidentally start blocking (i.e. if it tries to attack you, it won't use Grab intent; clicking on yourself while on Grab makes you block.) This is per arm, so two emagged arms equals more sudden attacks and intent changes.

Note: Cyborg parts require a pair. None of the listed effects will apply to you if you have only one arm.

Item Image Source Description
Arm (Normal)
HumanArms.png
Human No advantages or drawbacks.
Arm (Synth)
SynthArmsNew.png
Hydroponics Functionally identical to a normal arm. You can attach these to armless people simply by clicking on them while aiming at the appropriate limb, without needing a staple gun or surgery table. Can be harvested from Synthlimb plants.
Arm (Cyborg light)
LightCyborgArmsV2-32x32.png
Robotics Functionally identical to a normal arm. Unlike the standard variant, Rathen's Secret can remove this limb and is always able to do so.
Arm (Cyborg standard)
StandardCyborgArmsV2-32x32.png
Robotics Can destroy handcuffs in an instant. Cannot be removed by Rathen's Secret.
Arm (Mutant)
HumanArmMutant.png
??? Nasty looking, but does the same as a normal arm nonetheless.
Arm (Bear)
HumanArmBearL.gif HumanArmBearR.gif
Critter Lets you smash through windows and grills, and maul people with the very sharp claws. Lots of brute damage and blood. It's even unable to be removed Rathen's Secret. Good for fighting, not so much as as a regular arm given that you can't pick up items or operate machinery.
Arm (Brullbar)
HumanArmWendigo.png
Critter Another type of arm that is more suited for combat than everyday use. While you can handle items and use less-lethal (i.e. not harm) intents on people, neither is recommended because you may crush the object or accidentally mutilate the person you're trying to help. The brullbar arm can take down windows and grills, and pry open most doors. Brullbar arms have a 50% chance to resist being pulled off by the Rathen's Secret wizard spell.

Note: Just target the dead brullbar's limbs with the standard scalpel/saw/scalpel procedure, and you'll get them, no surgery table required. In fact, you can't even put them on a surgery table in the first place, so this is the only way.
Arm (Hunter)
HumanArmPredator.png
Hunter The strong arm of a Hunter. With it, you punch for slightly more damage and have the ability to bust open most airlocks. It doesn't let you instantly break handcuffs (and variants) and shackles though.
Arm (Werewolf)
HumanArmWerewolf.png
Werewolf Can smash through windows, grills and doors. Has a 50% chance to resist being removed by Rathen's Secret. Please also refer to Werewolf; the notes regarding the Disarm, Grab, and Harm intents apply here.
Arm (Abomination)
HumanArmShamblerL.gif HumanArmShamblerR.gif
Changeling Ditto, please see Changeling for details.
Arm (Item)
Varies
Various Replaces your arm with an item you can't lose or be disarmed of (great for traitor botanists), though you also sacrifice a functional hand, and people who try to disarm you might make you hit yourself with it. Don't forget that you can activate it by clicking on the handslot it replaces.
Hot Arm
HumanArmNormal.png
Remove from human with advanced high fever. Melts item held, rendering it unusable and leaving behind a melted item. Does 2-4 BURN (i.e. less than normal) to people on hit when you're on Harm, 15% of accidentally doing the aforementioned on someone when on every other intent. Only available through admin shenanigans or a faustian bargain kit contract.
Arm (Eldritch)
Eldritcharms.png
Eldritch Surgery Machine Punches deal damage to a random organ instead of BRUTE. Has a reduced chance to be removed by Rathen's Secret
Arm (Martian)
Martianarms.png
Martian Surgery Machine Grants a grapple ability. Has a reduced chance to be removed by Rathen's Secret
Arm (Precursor)
Precursorarms.png
Precursor Surgery Machine Grants an ability to cure a heart attack, parasite, or disease (except kuru or cluwne) and pull all shrapnel out of someone's body. Has a reduced chance to be removed by Rathen's Secret

Legs

Legs dictate how fast you can run by default, that is before other modifiers come into play, such as environmental factors (like temperature), certain chemicals and drugs or your health status. Finding yourself one leg short will force you to move at walking speed, and having no legs at all means you have to crawl on the floor at a snail's pace...provided you have arms to pull you along.

Item Image Source Description
Leg (Normal)
HumanLegs.png
Human No advantages or drawbacks.
Leg (Synth)
SynthLegsNew.png
Hydroponics Functionally identical to a normal leg. Can be attached without surgery. Simply click on the legless person while aiming at the correct limb on Help intent. Harvestable from Synthlimb plants just like Syntharms.
Leg (Cyborg light)
LightCyborgLegsV2-32x32.png
Robotics Can negate speed penalty from injuries and the like somewhat. Since they're metal, stepping on glass shards won't hurt, even plasmaglass ones. Unlike the heavier variants, these are completely vulnerable to getting removed through the Rathen's Secret used by Wizards.
Leg (Cyborg standard)
StandardCyborgLegsV2-32x32.png
Robotics Ditto. You can break shackles instantly, and these are completely immune to the delimbing from Rathen's Secret.
Leg (Cyborg treads)
CyborgTreadsV2-32x32.png
Robotics Rips apart shackles, increases your default movement speed. You're also extremely unlikely to be knocked over from segway impacts, slippery floors or some other common source. The stun itself will not be nullified, mind you. Rathen's Secret cannot remove treads. On the flipside, treads will remove your ability to crawl.
Leg (Eldritch)
Eldritchlegs.png
Eldritch Surgery Machine Grants an ability that consumes blood to reduce stamina cost and has a reduced chance to be removed by Rathen's Secret used by Wizards.
Leg (Martian)
Martianlegs.png
Martian Surgery Machine Boosts walkspeed when hurt, slightly increases movement speed in general, makes pulling mobs and objects faster, and has a reduced chance to be removed by Rathen's Secret used by Wizards.
Leg (Precursor)
Precursorlegs.png
Precursor Surgery Machine Functionally the same as regular legs, but they leave behind a temporary trail of blue footprints and have a reduced chance to be removed by Rathen's Secret used by Wizards.

Note: Cyborg parts and Eldritch legs require a pair. None of the listed effects will apply to you if you have only one leg.

Stomachs

You can't eat without a stomach, naturally, though you can still drink and ingest other things. Its removal and replacement surgery is quite easy to stomach.

Item Image Source Description
Stomach
StomachV2.png
Human No advantages or drawbacks.
Synthstomach
SynthstomachBloom.png
Hydroponics Just like a human stomach. Standard organ found in kudzupeople. Can be harvested from Synthstomach plants.
Cyberstomach
CyberStomachV2.png
Robotics & Medical Fabs Boosts the maximum number of food buffs you can have at one time from 4 to 6. When emagged, gives you ability to projectile vomit!...at the cost of huge damage to the cyberstomach.

Intestines

In the future, every one still has two intestines, but they're inreversably bundled as one. Despite their long length, they have little purpose and don't play much of role in digestion. Instead, you need cyberintestines to have your intestines affect it. Removing and replacing them though are quite short.

Item Image Source Description
Intestines
IntestinesV2.png
Human No advantages or drawbacks.
Synthintestines
SynthintestinesBloomV2.png SynthintestinesV2.png
Hydroponics Not any different from human intestines. Found in kudzupeople. Can be harvested from Synthstomach plants along with Synthstomachs.
Cyberintestines
CyberintestinesV2.png
Robotics & Medical Fabs Changes amount of reagents you absorb from digesting food, depending on its configured digestion efficiency. You click on the cyberintestines with a multitool to change digestion efficiency between 0% (i.e. no reagents from food at all) to 200% (i.e. twice as many). When emagged, gives you an ability to instantly digest all the food in all, gaining all the reagents inside at once.

Livers

You can live without a liver, but chems deplete slower and you'll passively take TOX damage while it's missing. Good thing removing and replacing one is easier--and more enjoyable--than eating one.

Item Image Source Description
Liver
LiverV2.png
Human No advantages or drawbacks.
Synthiver
SynthliverBloom.png
Hydroponics Not any better or worse than a human liver. Found in kudzupeople. Can be harvested from Synthliver plants.
Cyberliver
CyberliverV2.png
Robotics & Medical Fabs Doesn't take damage from the ethanol at all. When emagged, gives you an ability to continually convert ethanol in your bloodstream into a small amount of omnizine, at cost of liver damage.

Pancreata

The pancreas secretes insulin when the sugar in blood is too high. The cyberpancreas augment supplements it.

Item Image Source Description
Pancreas
PancreasV2.png
Human No advantages or drawbacks.
Synthpancreas
SynthpancreasBloom.png
Hydroponics No differences from a human pancreas. Kudzupeople have this. Can be obtained from Synthpancreas plants.
Cyberpancreas
CyberpancreasV2.png
Robotics & Medical Fabs Doesn't take damage when producing insulin, but when the sugar in patient's blood is below 20 units, it produces glaucogen, which decays into sugar. When emagged, it tries to maintain a small (<10 units) amount of ephedrine and epinephrine in you. It also constantly produces glaucogen, which can be problematic since it stops producing insulin, meaning the patient has to manually manage blood sugar themselves.

Kidneys

Because you can't really be an organ thief unless you enact the urban legend of someone waking up in a bathtub to find a note saying their kidney's been stolen; luckily, it's easy to do so when kidney removal (and replacement) is a breeze. Victims Patients can live with just one kidney, but not none unless they like suffering rapid continual TOX damage. While there are left and right kidneys, they can be safely interchanged.

Item Image Source Description
Kidney
KidneysV2.png
Human No advantages or drawbacks.
Synthkidney
Synthkidneysbloom.png
Hydroponics No advantages or drawbacks. Kudzupeople have two of these. Harvestable from Synthkidney plants.
Cyberkidney
CyberkidneysV2.png
Robotics & Medical Fabs Can change rate of chem metabolism, depending on their clocking. Using a multitool lets one change its clocking from 75% (chems decay slower, but have weaker effects) to 150% (chems decay faster but have stronger effects) They also cannot be damaged by ethanol, though other sources of kidney damage can still hurt it. When emagged, gives an ability to damage the kidney to aggressively purge chems.

Spleens

On top of having an inherently funny name, the spleen has the small but important role of regenerating blood. The upgrades make it better in this role.

Item Image Source Description
Spleen
SpleenV2.png
Human No advantages or drawbacks.
Synthspleen
SynthspleenBloom.png
Hydroponics Just like the non-plant counterpart. Kudzupeople have these versus normal spleens. Harvestable from Synthspleen plants.
Cyberspleen
CyberspleenV2.png
Robotics & Medical Fabs Regenerates blood much faster than an organic one, provided the cyberorgan isn't excessively damaged. When emagged, it always generates blood, even when the patient doesn't need it, potentially pushing them into hypertension.

Appendices

Appropriate to its size, the appendix confers generally minor benefits and is easy to remove.

Item Image Source Description
Appendix
AppendixV2.png
Human May randomly try to destroy itself and take you out with it by inflicting abdominal pain and enlarging itself until it explodes.
Synthppendix
SynthappendixBloom.png
Hydroponics Prone to all the same conditions as the human appendix. Found in kudzupeople. Can be harvested from Synthappendix plants.
Cyberappendix
CyberappendixV2.png
Robotics & Medical Fabs On top of being incapable of developing appendicitis, does the opposite of trying to kill you by sometimes injecting a few units of either salbutamol, salicylic acid, saline, or charcoal when you're injured. If you're at less than 90% of your max HP afterwards, the appendix takes 1 damage.

When emagged, when you're in critical condition, it's like robo-appendicitis: the cyberappendix dies and bursts, injecting you with several stimulants and healing chems...but it also leaks 0.5 units of toxin every 0.4 seconds, so once the omnizine wears off, it slowly builds up poison in your body.

Tails

Can be removed via surgery from any of the mutantraces or monkeys and grafted back on to a patient, whether they had a tail to start or not. There are not currently any cybernetic or synthetic replacements, so don't lose them!

Item Image Source Description
Monkey Tail
MonkeyTail.pngSeaMonkeyTail.png
Monkeys Essential to balance for mutantraces and monkeys.
Lizard Tail
LizardTail.png
Lizardpeople Sometimes striped, sometimes speckled, sometimes spotted; always needed for balance. Can be regrown naturally!
Cow Tail
CowTail.png
Cowpeople A strong tail for swatting, communicating, and locomotion, no wonder it's essential for balance.
Roach Tail
RoachTail.png
Roachpeople Perhaps more aptly described as an abdomen, this one rattles. It's needed for roachpeople to be able to keep their balance and coordination.
Cat Tail
CatTail.png
Catpeople Not the plant. Not extracted from actual (four-legged) cats either. Needed for balance and can be found attached to admin-made monstrosities.
Werewolf Tail
WolfTail.png
Werewolves Maybe you've heard the old adage about "holding a wolf by it's ears"? This is the opposite of that. Necessary for Werewolves to keep steady.

Other tips

  • Roboticists have the means to procure butts, a fashionable item of headwear, among their many uses. There is no limit as to how many buttbots you could build!
  • The docking station is very useful for upgrading and customizing cyborgs, but you can do most of it by hand too if you really want to.
  • The docking station can also accept many exosuits, jumpsuits and hats for the cyborgs to wear. Fashion!
  • Before you throw that power cell into a cyborg's chest, make sure it has some charge in it, even if it's only a small amount. You can charge up power cells with the cell charger next to the scalpels and saws. If you put an empty cell into a chest and activate the cyborg, they wont be able to do anything until they get charged up.
  • There are a few ways to go above and beyond the basic call of duty for your cyborgs, such as performing chassis upgrades, replacing limbs when asked or procuring self-charging power cells, all of which is always appreciated by their players. Being an attentive roboticist will function as a decent layer of protection when (not if) the AI and cyborgs get a law that compels them to murder the entire station. These laws very rarely mandate when specific people must be killed, so the robots will leave their darling benefactor for last, giving you time to figure out another plan.
  • Those oil cans are in your office for a reason. Applying some oil to cyborgs makes them move faster, use less power, and resist stuns somewhat for a couple of minutes (scales with volume); the effects get less pronounced as time passes, but re-applying oil restores their potency. Applying some oil onto the floor slips up people who want you ill, providing you with an opportunity to flash them when they're stunned momentarily.

Crew Objectives

As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. If you complete your objectives by the end of the round, you'll get some bonus Spacebux and might even earn some Medals too. As a roboticist, you can expect to see the following:

Have at least five buttbots on the station level at the end of the round.
Harvest the asses of others and create buttbots. Genetics can sometimes help by giving you monkeys-turned-human to operate on, otherwise you will just have to make do with what you get from patients. An appropriate punishment for someone breaking in to your lab uninvited can also be to remove their ass, make a comment about how their ass is literally yours now, and throw them out with their butt chirping 'butt' back in your lab.

Completing this objective for the first time gives you the Puerile humour medal. The medal doesn't have any special rewards or anything tied to it, but, hey, now you can tell your friends you sliced multiple people's asses off (or possibly found some, in one way or another), used the butts to make talking, farting robots, and then got an achievement for it.

Have at least five medibots on the station level at the end of the round.
This can be done easily by taking all the blue O2 deprivation medkits you can find and then following the procedure to build a medibot. You can also just make empty medkits at a medical fabricator at very low cost. Extra proximity sensors can be obtained from the tool storage vending machine. You can also just build them from the fabricator directly, but that is very resource-intensive and requires some sort of radioactive/energy-based material for a power source, such as cerenkite or ectoplasm.

Completing this objective for the first time gives you the Silent Running medal. It's not a reference to submarines or anything (or at least, not directly), but instead is a reference to the 1972 film Silent Running, which is about an astronaut stranded on a habitat dome containing a massive forest, with three non-sentient robots to keep him company. This reference is all you're getting, since this doesn't unlock any reskins or other special rewards.

Ensure that there are at least three living cyborgs at the end of the round.
This refers to cyborgs that are simply on, not necessarily active and controlled by a non-braindead player. It's entirely possible to achieve this goal with braindead cyborgs alone.

Completing this objective for the first time gives you the Progenitor medal. Some medals unlock reskins for clothing. This one...does not. But look on the bright side: the game basically gave you a pat on the back for building some cyborgs. Other people might not be as appreciative!

Syndicate roboticist

A roboticist makes a decent traitor due to his maintenance access and ability to mass-produce flashes (hack the manufacturer), which can be used to incapacitate anyone instantly.

  • Use your maintenance access to find somewhere secluded to spawn your traitor gear or do your murdering. Note there's also a number of gas masks in maintenance that can be used as part of a disguise.
  • Eccentricity is expected in a roboticist. No one will question you dragging a corpse through the hallways, both of you covered in blood, if you explain that you're bringing a volunteer back to the lab
  • Some people will come to you asking to be made into a cyborg. Use this to your advantage. Reviving someone as a cyborg counts as a successful assassination, so you don't need to incriminate yourself at all.
  • Lobotomy is a stylish and relatively quick way of finishing off an unconscious opponent, presuming you can get them to the surgery table in time. Once you cut out their brain, dispose of their brain and body in the disposal chute in robotics.
  • If someone catches you throwing a brain in disposal and is getting suspicious, telling them that the robot was braindead will usually get them off your tail.
  • The Syndicate cyborg frame and conversion chamber are some of the most powerful traitor items because cyborgs can access the whole station and can be great at combat. The frames are cheaper, but you only have enough Syndicate currency to buy at most 6 of them, so choose a brain for them wisely. Meanwhile, the chamber can make an potentially unlimited number of Syndieborgs and does so cheaply and quickly, so you can afford to be far less choosy, but the up-front costs are higher, since you need 8 currency to buy it.
  • Building robots and then emagging them en-mass is a great way to sow destruction and disorder throughout the station.
  • Your cyborgs won't follow your command unquestioningly on the default law set, making a robot uprising somewhat tricky. Easy solution? Go and mess with the laws, create a personal robot army, and conquer the station with your mechanical army. Far more entertaining than just using a bunch of emagged drones, if less practical.
  • Last but not least, you have access to medbay and all the supplies within it. It's entirely feasible to equip yourself with a couple of emagged hyposprays and off people with mean poisons, or whatever else you can come up with.

Supplementary Video


Jobs on Space Station 13
Command &
Security
CaptainNew64.gif Captain · HeadOfSecurityV2-64x64.gif Head of Security · HeadOfPersonnelV2-64x66.png Head of Personnel · ChiefEngineer64.png Chief Engineer · ResearchDirectorV2-64x70.png Research Director · MedicalDirectorNew64.png Medical Director

TankTopSecurityOfficer.gif Security Officer · DetectiveNew64.png Detective · SecurityAssistantNew64.png Security Assistant

NanotrasenSecurityOperativeWithSuit68.gif Nanotrasen Security Consultant

Medical &
Research
MedicalDoctorNew64.gif Medical Doctor · MedicalAssistantNew.png Medical Trainee · RoboticistNew64.png Roboticist · Genetics wiki big.gif Geneticist

ScientistV3-64x64.png Scientist · ResearchAssistantNew.png Research Trainee

Engineering EngineerCoatNew64.png Engineer · TechassistantNew.png Technical Trainee

QuartermasterNew64.png Quartermaster · MinerV3-64x64.png Miner

Civilian

AssistantNew64.png Staff Assistant · JanitorNew64.png Janitor · ChaplainNew64.png Chaplain · MailmanV2-64x64.png Mail Courier · RadioHostV2-64x64.png Radio Host · MimeNew64.png Mime

Chef64new.png Chef · BartenderNew64.png Bartender · BotanistNew64.png Botanist · Rancher2.png Rancher

ClownNew64.png Clown

SousChefV2-64x64.png Gimmick jobs

Silicon AIV3-64.gif Artificial Intelligence · CyborgV3-64x64.gif Cyborg
Jobs of the Day Dungeoneer64x64.png Dungeoneer · BarberV2-64x64.png Barber · WaiterV2-64x64.png Waiter · LawyerV2-64x66.png Lawyer · TouristNew64.png Tourist · MusicianV2-64x64.png Musician · BoxerV2-64x64.png Boxer
Antagonist Roles With own mode Arcfiend64x64.PNG Arcfiend · BlobOvermind64.png Blob · AbominationAnimated64x96.gif Changeling · GangLeaderV2-64x68.png Gang Member · Featherdrone-flockmind.gif Flockmind (Featherdrone-flocktrace.gif Flocktrace) · SyndicateAssaultTrooperV3-64x64.png Nuclear Operative · SpyThiefV2-64x64.png Spy Thief · TraitorNew64.png Traitor · HeadRevolutionaryV2-64x64.png Revolutionary · VampireV2-64x64.png Vampire (VampThrallV3-64x64.png Thrall) · WizardNew64.gif Wizard
Others HardmodeTraitorNew64.png Sleeper Agent · WerewolfV2-64x68.png Werewolf · WraithV2-64x64.png Wraith (Poltergeist64.png Poltergeist) · WrestlerV2-64x64.png Wrestler · PredatorV2-64x64.png Hunter · GrinchMitch.png Grinch · KrampusSquish.gif Krampus · OmniTraitorV2-64x64.gif Gimmick antagonist roles
Special Roles Drone64x64.png Ghostdrone · MonkeyResprite64.png Monkey · SpaceMouse64.png Critter · GhostV3-64x64.png Ghost · CluwneNew64.png Cluwne · SantaClausV2-64x64.png Santa Claus
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