Difference between revisions of "Roboticist"
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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. | 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. | ||
Perhaps you're an [[Jobs#Admin Intervention|under-funded]] [[ | Perhaps you're an [[Jobs#Admin Intervention|under-funded]] [[Sleeper Agent|Syndicate agent]]. There is still a way to damage cyberorgans in order to render their [[emag|emagged]] properties active. All it takes is a trusty [[Engineering Objects#Crowbar|blunt weapon]] 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. | All cyberorgans also spill [[Chemicals#Oil|oil]], instead of blood. |
Revision as of 07:53, 20 November 2024
MEDICAL DEPARTMENT | |
---|---|
Roboticist | |
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 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
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:
- Cyborg frame
- Cyborg head (any type)
- Cyborg chest (any type)
- Cyborg arms, left and right (any type)
- Cyborg treads or cyborg legs, left and right (any type)
- Charged power cell
- A brain (most common, often extracted from a dead person), AI interface board, or Spontaneous Intelligence Creation Core.
- Cable coil
- Wrench
To build:
- 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.
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
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:
- 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.
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
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
- Get the cyborg into a 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".
- 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".
2. Use the module rewriter
- Click on a 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 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
- Get the cyborg into a 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.
- 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.
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
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:
- 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 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
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
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:
- 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
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
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
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:
- AI core frame
- AI interface board
- Power cell
- Cable coil
- 3 Station bounced radios or 3 of any radio headset
- Glass Sheets
- Metal Sheets OR an AI Frame Plating Kit
- Brain
- 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.
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:
- 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 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
AI shells
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:
- AI shell frame
- AI shell or any other type of power cell
- AI interface board
- Metal sheets
- Cable coil
- Station bounced radio or radio headset
- 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.
- 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:
- A damaged AI shell
- File:IDCardMedSci.png An ID with access to Robotics
- Cable coil
- Welder 'OR'
- Screwdriver
- Metal Sheets
- 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
Other
- 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.
Perhaps you're an under-funded Syndicate agent. There is still a way to damage cyberorgans in order to render their emagged properties active. All it takes is a trusty blunt weapon 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) | Human | The type of brain you're typically going to cut out of corpses in your laboratory. | |
Brain (Synth) | Hydroponics | Made of some kind of plant material. Kudzupeople have these. They can also be harvested from Synthbrain plants. | |
Brain (AI) | 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 | 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 | 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 | 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) | Human | No advantages or drawbacks. Skeleton, Cow, and Lizard mutantpeople have unique eyes. | |
Eye (Synth) | Hydroponics | Functionally identical to a normal eye and obtainable from Syntheye plants. | |
Eye (Cyber) | Robotics Fabricator | Functionally identical to a normal eye. | |
Eye (Polarized) | Merchants | Same as sunglasses. | |
Eye (Thermal) | 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) | Robotics Fabricator | Same as Meson Goggles. Toggle them through the button in the top left. | |
Eye (ProDoc) | Robotics Fabricator | Same as health goggles. Has the same effect as the upgraded verison. Examine someone to get a basic health scan! | |
Eye (Spectroscopic) | Robotics Fabricator | Same as spectroscopic goggles. | |
Eye (Camera) | Robotics Fabricator | Same as the helmet cam in the telescience lab. | |
Eye (Ecto) | Merchants | Lets you see ghosts. Spooky! | |
Eye (Night Vision) | 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) | 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) | 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) | Human | No advantages or drawbacks. | |
Heart (Synth) | Hydroponics | Functionally identical to a normal heart. The standard heart of kudzupeople. Available from Synthheart plants. | |
Heart (Cyber) | 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 | 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 | Human | No advantages or drawbacks. | |
Synthlung | 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 | 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 | 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) | Human | No advantages or drawbacks. | |
Butt (Synth) | Hydroponics | Functionally identical to a normal butt. Available from Synthbutt plants. | |
Butt (Cyber) | 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) | Human | No advantages or drawbacks. | |
Arm (Synth) | 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) | 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) | Robotics | Can destroy handcuffs in an instant. Cannot be removed by Rathen's Secret. | |
Arm (Mutant) | ??? | Nasty looking, but does the same as a normal arm nonetheless. | |
Arm (Bear) | 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) | 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) | 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) | 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) | Changeling | Ditto, please see Changeling for details. | |
Arm (Item) | 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 | 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) | 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) | Martian Surgery Machine | Grants a grapple ability. Has a reduced chance to be removed by Rathen's Secret | |
Arm (Precursor) | 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) | Human | No advantages or drawbacks. | |
Leg (Synth) | 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) | 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) | Robotics | Ditto. You can break shackles instantly, and these are completely immune to the delimbing from Rathen's Secret. | |
Leg (Cyborg treads) | 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) | 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) | 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) | 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 | Human | No advantages or drawbacks. | |
Synthstomach | Hydroponics | Just like a human stomach. Standard organ found in kudzupeople. Can be harvested from Synthstomach plants. | |
Cyberstomach | 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 | Human | No advantages or drawbacks. | |
Synthintestines | Hydroponics | Not any different from human intestines. Found in kudzupeople. Can be harvested from Synthstomach plants along with Synthstomachs. | |
Cyberintestines | 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 | Human | No advantages or drawbacks. | |
Synthiver | Hydroponics | Not any better or worse than a human liver. Found in kudzupeople. Can be harvested from Synthliver plants. | |
Cyberliver | 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 | Human | No advantages or drawbacks. | |
Synthpancreas | Hydroponics | No differences from a human pancreas. Kudzupeople have this. Can be obtained from Synthpancreas plants. | |
Cyberpancreas | 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 | Human | No advantages or drawbacks. | |
Synthkidney | Hydroponics | No advantages or drawbacks. Kudzupeople have two of these. Harvestable from Synthkidney plants. | |
Cyberkidney | 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 | Human | No advantages or drawbacks. | |
Synthspleen | Hydroponics | Just like the non-plant counterpart. Kudzupeople have these versus normal spleens. Harvestable from Synthspleen plants. | |
Cyberspleen | 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 | Human | May randomly try to destroy itself and take you out with it by inflicting abdominal pain and enlarging itself until it explodes. | |
Synthppendix | Hydroponics | Prone to all the same conditions as the human appendix. Found in kudzupeople. Can be harvested from Synthappendix plants. | |
Cyberappendix | 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 | Monkeys | Essential to balance for mutantraces and monkeys. | |
Lizard Tail | Lizardpeople | Sometimes striped, sometimes speckled, sometimes spotted; always needed for balance. Can be regrown naturally! | |
Cow Tail | Cowpeople | A strong tail for swatting, communicating, and locomotion, no wonder it's essential for balance. | |
Roach Tail | 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 | 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 | 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 |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |
Department Guides | |
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Engineering | Making and Breaking · Construction · Gas · Power Grid · Thermoelectric Generator · Singularity Generator · Geothermal Generator · Catalytic Generator · Nuclear Generator · Mining · Materials and Crafting · Wiring · Hacking · MechComp · Mechanic components and you · Control Unit · Ruckingenur Kit · Reactor Statistics Computer · Cargo Crates |
Medsci | Doctoring · Genetics · Robotics · Telescience · Plasma Research · Artifact Research · Chemistry · Chemicals · ChemiCompiler · Decomposition |
Security | Security Officer · Contraband · Forensics · Space Law |
Service | Foods and Drinks · Botany · Writing · Piano Song Dump · Instruments |
The AI | Artificial Intelligence · AI Laws · Chain of Command · Guide to AI · Humans and Nonhumans · Killing the AI |
Computers | Computers · TermOS · ThinkDOS · Packets |