Implants
Implants are subdermal devices injected into a player using an implanter. They can also be removed surgically - please refer to Doctoring for more information.
Science/Medical Implants
Machine Translator
Allows humans to communicate on the secure frequency used by the AI and cyborgs by adding :s before their speech. Good for clandestine communication with a subverted AI, or keeping in touch when regular radios fail.
Tracking
The coordinates of anyone implanted will appear on a space GPS, and their name will show up on the list of destinations for the teleport computer, allowing people to teleport right on top of you. Available on the bridge and telescience.
Health
Monitors the implantee's health and updates their medical record in real time. It can be accessed with a medical computer or the equivalent PDA program.
Traitor Implants
Freedom
See Syndicate Items.
Microbomb and Macrobomb
See Syndicate Items.
Mindslave
See Syndicate Items.
Deluxe Mindslave
See Syndicate Items.
Mindslave 2.0
See Spy.
Discontinued Implants
Loyalty
Prevented you from becoming a revolutionary. Revolution isn't a regular game mode anymore, so these implants can no longer be found on the station.
Security
Tasers used to backfire on you unless you had one of these. Security implants were eventually scrapped along with implant locks. Freedom implants also let you use tasers, but because they had another use, they still exist.
Blood Monitor
If the implantee died, the blood monitor was supposed to alert the medical staff by updating their medical record. These were nigh-useless, as no one ever checked said records.
Objects and Items | |
---|---|
Equipment by Department |
General · Janitor · Engineering · Mining · Medical · Science · Security |
Machinery | Pods · Vehicles · Computers · Fabricators & Manufacturers · PDAs · Implants |
Clothing | Clothing |
Catering | Plants & Hydro Equipment · Foods & Drinks |
Weapons | Syndicate Items · Guns · Grenades · Bombs |