Difference between revisions of "Robots"
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Amusing ducks will slowly move around at random, quacking and emitting a playful jingle. They will occasionally lay eggs (similar, but not identical to [[General Objects#Easter Egg|Easter eggs]]), which in turn may contain fun items. | Amusing ducks will slowly move around at random, quacking and emitting a playful jingle. They will occasionally lay eggs (similar, but not identical to [[General Objects#Easter Egg|Easter eggs]]), which in turn may contain fun items. | ||
When [[Syndicate Items#EMAG|emagged]], they lay eggs more frequently. However, they will also | When [[Syndicate Items#EMAG|emagged]], they lay eggs and quack more frequently. However, they will also play their jingle on dissonant chords, giving them a distinctly 'wrong' and slightly unsettling sound. Amusing ducks can be colossally annoying when a lot of them are stacked into a small area and can easily inspire some to violence to make the quacking stop. | ||
'''Materials'''<br> | '''Materials'''<br> |
Revision as of 01:33, 1 May 2014
Robots are non-sentient, NPC mechanicals that do various tasks automatically. They are mostly the work of the Roboticist, though anyone can use them by simply bringing them to a place they're needed. They can be constructed manually through the right combination of parts or automatically from the Robotics fabricator. The Quartermaster's Robotics Crate also contains one of each type of drone.
Medbot
The most commonly seen robot. Medbots will, most often, detect nearby people and inject them with helpful drugs to slowly bring them back to health. They are a supplement to medical doctors, not a replacement.
Medbots may be unlocked by anyone with an ID that has medbay access. Several settings are available: the amount of units per injection (5-15), how severely injured a target has to be before taking action (80-95% of max health) and the option to draw chemicals from a beaker instead of the internal synthesizer.
Traitors or jackass research staff will occasionally insert a big beaker of horrible things. When emagged, the medbot will enthusiastically inject everyone with massive amounts of poison regardless of injury or not.
Medbots may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled by using the following procedure:
Materials
- 1 Empty medkit (any color)
- 1 Proximity sensor
- 1 Cyborg arm (left or right)
- 1 Health analyzer
Procedure
- Use the cyborg arm on the empty medkit.
- Use the health analyzer on the resulting assembly.
- Use the proximity sensor to finish the robot.
Optionally, you may use a pen after you attach the arm or the analyzer to rename the finished robot.
Floorbot
Floorbots will detect nearby areas of space and tirelessly use their very finite supply of floor tiles to turn it into walkable floors. They are most commonly used to fix holes in the station from bomb explosions. They have a limited number of tiles, but can be refilled by anyone. They hold a max of 50 tiles.
When emagged, Floorbots will RIP UP floors equally as tirelessly, quickly turning habitable parts of a station into cold, airless tombs.
Floorbots may be produced outright at a Robotics Fabricator (where they will spawn with 10 tiles), and may also be assembled with the following procedure:
Materials
- 1 empty mechanical toolbox (blue)
- 1 Proximity Sensor
- 1 cyborg arm (left or right)
- 1+ floor tile (can be any number, most efficient if 1)
Procedure
- Use the floor tile on the empty toolbox.
- Use the cyborg arm on the resulting assembly.
- Use the proximity sensor to finish the robot.
Note: If you use more than 10 floor tiles, the finished floorbot will have however many you put in. If you use less than 10, the floorbot will have 10. Therefore, it is most efficient to use 1-2 in creation and load the rest after the floorbot is done.
Firebot
Firebots will detect nearby fires, whether on tiles or on people, and put them out. They are commonly used to breach areas that are consumed in flames, where there is a serious risk of a flash-over that could kill the firefighters. One also spawns in the chemistry lab, where people routinely set them selves ablaze. They tend to fight fires very slowly. If a fire is in a critical area such as the Escape Arm, human firefighters are best.
When emagged, Firebots will ram anyone nearby, knocking them down with surprising efficiency.
Firebots may be produced outright at a Robotics Fabricator, and may also be assembled with the following procedure:
Materials
- 1 empty emergency toolbox (red)
- 1 Proximity Sensor
- 1 cyborg arm (left or right)
- 1 Fire Extinguisher (almost always found in the emergency toolbox)
Procedure
- Use the cyborg arm on the toolbox.
- Use the fire extinguisher on the resulting assembly.
- Use the proximity sensor to finish the robot.
Cleanbot
Cleanbots will clean the floor around them automatically. They do so without leaving the floor wet, the way the Janitor does. They are most commonly used when a Janitor is not on the station. They are also seen when the Janitor is a lazy nincompoop who is more interested in tripping people than cleaning messes. A Cleanbot is best used in areas where messes are routinely made, instead of a place where a lot of messes are made at once. A Cleanbot makes a lot of sense in the bar, where people will puke pretty much constantly. A Cleanbot does not make sense to clean up the aftermath of a gibbing, which will take the poor little bot the better part of 10 minutes.
When emagged, Cleanbots will wet as many nearby floors as they can, basically bringing it in line with what the Janitor does anyway.
Cleanbots may be produced outright at a Robotics Fabricator, and may also be assembled with the following procedure:
Materials
- 1 bucket (blue)
- 1 Proximity Sensor
- 1 cyborg arm (left or right)
Procedure
- Use the sensor on the bucket.
- Use the cyborg arm on the resulting assembly.
Securitron
Securitrons network into the station's security computer, identify criminals, and arrest them. Arrest, in this case, means liberal application of a stun baton and subsequent application of handcuffs. Securitrons will also arrest anyone aside from security or command who is holding a weapon, but their concept of a weapon is very limited. A uncompromising securitron named "Officer Beepsky" spawns in personal quarters just north of the bridge.
Securitrons may be unlocked by anyone with a Security ID and set to stay where they are (guarding the room they're in), or patrol (where they move through the public parts of the station). They may also be told to enforce or ignore weapon policies, and to either arrest offenders (the above behavior) or detain them (stay with them and repeatedly stun them if they try to escape). When emagged, securitrons arrest everyone they see. By default they will not patrol.
Securitrons may be produced outright at a Robotics Fabricator, and may also be assembled with the following procedure:
Materials
- 1 Remote Signaling Device
- 1 Security Helmet (the protective ones)
- 1 cyborg arm (left or right)
- 1 Proximity Sensor
- 1 stun baton
Procedure
- Use a screwdriver on a Remote Signaling Device.
- Add a Helmet.
- Weld them together with a welder.
- Add a Proximity Sensor and a Robot Arm.
- Finally, add a Stun Baton.
GuardBuddy
A variant of the PR-6 Robuddy, the PR-6S GuardBuddy is the primary non-cyborg helper on the station. Utilizes the DWAINE terminals to conduct operations. To properly use them one must manually enter commands via the DWAINE terminals in Research. However due to their uncompromising nature, they will follow orders to the last letter. This makes them a perfect tool for traitors to incapacitate the whole station with their non-lethal but efficient purge directives. There are several models of this wonderful robot running around.
Variants
- GuardBuddy - Basic Security model. Often seen guarding Research, the Research Director or
patrollingpurging the station. Makes a perfect guard. Equipped with a flash.
- SecBuddy - An early sub-model of the popular PR-6S Guardbuddy line. In active service in various outposts. If you intend on murdering the poor thing, do try and stay away from it when you do kill it, as this line of buddies seems to be powered with highly volatile uranium. Equipped with a taser.
- WardBuddy - Equipped with a Syringe Gun which is loaded with sleep toxin.
- GunBuddy - Equipped with a taser gun. Borrrrrinng!
- SnoozeBuddy - Equipped with the "Smoker Tool" for crowd control. Try your best not to provoke this variant of guard buddy, because when angered, they will run directly up to the offending assistant/clown/lamp and dispense a plume of haloperidol and sleep toxin smoke, knocking out anyone unfortunate enough to be caught in the cloud for about four to six minutes. I'm sure you are imagining all the bad stuff you could do with this and the purge command. Don't do it unless you're an antagonist for gods sake.
- Jinglebuddy - A festive holiday version of the basic GuardBuddy. Resembling a present, its green and red striped chassis is equipped with a Snowball throwing tool, which are surprisingly effective at stopping crime.
- Klaus - Safetybuddy Klaus wants you to mind safety (And security) regulations. Equipped with a flash and a neat hat.
- Ol' Harner - Dispenses the Law akin to Beepsky. Equipped with a flash and an awesome hat.
- El Vaquero - Fabricado en México. Equipado con un flash.
- Super Protector Friend III - 'New technology! Blinking light action!' Equipped with a flash and "awkward movement".
- PR-4 Robuddy - A very old model. Equipped with a flash. A well known PR-4 is known as "Murray", who is in service as a station tour guide, found next to the Arrival Shuttle, who will stop at nothing to give its tour of the station, no matter how many hull breaches or changelings are in the way. Murray is equipped with flash and a sweet hat, but only ever uses said flash if directly attacked, and will resume its tour normally when its assailant is arrested.
- PR-1 Automated Checkpoint - The great-great-great-great-great grandfather of the PR-6 Guardbuddy. Apparently it has wheels, but the lazy things never move. Equipped with bureaucracy and a printer.
Procedure
- Find a GuardBuddy Frame.
- Insert Powercell
- Insert Tool Module
- Insert GuardBuddy Mainboard
- Add Robot arm (Left or Right)
Digbot
A special robot with only one special role: Dig! Found on the mining station, purchasable from the QM and can be built from the Robotics Manufacturer. Its usefulness in digging cannot be understated.
MULEBot
The Multiple Utility Load Effector robot. Meant to reliably transport crates of equipment without it being easily stolen by the crew, yet in reality it sits idle in QM most of the time. These days, crates are more likely to be delivered via Belt Hell, but that doesn't mean it can't be useful.
While Belt Hell usually works faster, there are a number of MULE beacons which are either strategically placed in the system's blind spots or more convenient for the department receiving the supplies. So in a way, they complement one another. It's also noteworthy that the bot has all access - with a bit of creativity, breaking into sensitive areas is a breeze! You can order more of them from Centcom, which arrive in a replacement MULE crate.
The MULE can be controlled with the appropriate PDA program (available to QMs, the AI and cyborgs) or manually:
Function | Description |
---|---|
Toggle Power | Flip the switch to perform maintenance. |
Stop | |
Proceed | |
Return to Home | Won't work if a home beacon hasn't been assigned. |
Set Destination | Refer to The MULE for the complete list. |
Set Bot ID | Pointless. The game does that automatically. |
Set Home | Remember to set this to QM #2 if you bought another MULE! This can't be done with the PDA. |
Toggle Auto Return Home | Default: On. Won't work if a home beacon hasn't been assigned. |
Toggle Auto Pickup Crate | Default: On. The crate should be placed on the checkered tile. |
Of course, nothing would be complete without a bit of hacking! Grab a screwdriver, multitool and a pair of wirecutters. Once you've opened the maintenance panel, pulse the wires to figure out their function and then bypass the safety by cutting the corresponding cables. They are randomized for every bot.
Feedback | Description |
---|---|
Power cell | Click this with an empty hand to remove the cell for recharging or upgrading. |
You hear a radio crackle. | Leave those wires alone. Used for navigation and to interface with PDAs. |
The charge light flickers. | Leave as is. Both wires need to be intact or the bot will be immobilized. |
The load platform clunks. | Pointless. Out of the box, any type of cargo can be loaded onto the MULE now. |
The drive motor whines briefly. | Disables the speed limiter. Highly recommended, but make sure to only cut one of the two wires! |
The external warning lights flash briefly. | When cut, the machine will run over anybody in its path. Bad idea unless you're a traitor. |
Buttbot
Buttbots...should be seen instead of explained. They can only be assembled. When emagged they produce an amazing amount of enjoyment to bystanders.
Procedure
- Put a cyborg arm (left or right) onto a butt.
Amusing Duck
Amusing ducks will slowly move around at random, quacking and emitting a playful jingle. They will occasionally lay eggs (similar, but not identical to Easter eggs), which in turn may contain fun items.
When emagged, they lay eggs and quack more frequently. However, they will also play their jingle on dissonant chords, giving them a distinctly 'wrong' and slightly unsettling sound. Amusing ducks can be colossally annoying when a lot of them are stacked into a small area and can easily inspire some to violence to make the quacking stop.
Materials
Procedure
- Combine the bike horn with the robot arm. Yes, really.
Boogie Bot
Boogie Bots will slowly move around, feeling the groove, dancing to the beat, partying like it's 1989. They have been known to boogie all night long.
Supplementary Video
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