Implants

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Revision as of 20:00, 2 September 2019 by Mbc (talk | contribs) (→‎Loyalty)
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Implants are subdermal devices injected into a player using an implanter or implant gun. 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

HealthImplantNewHUD.png

Monitors the implantee's health and replaces the default health indicator with a more detailed readout, including an as-needed notification for radiation. When the implantee is in critical condition or dies, the implant alerts medical PDAs of their damage levels and their general location. If the implantee also has a tracking implant, it also sends their specific coordinates. Last but not least, their medical record is updated in real time, which can be accessed with a medical computer or the equivalent PDA program.

Unlike several other implants, when receiving the implant, implantees get a message along the lines of:

You feel more in-tune with your body.

All Security Officers start with a special version of these that send alerts to Security as well as Medical PDAs.

Access

Grants implantee access to certain areas, as granted by a Head of Personnel, essentially working like an implantable ID card. Temporary Access ones have 8 charges (e.g. unlocking 8 doors), while the Permanent Access ones you get from hacking a Personal Equipment Manufacturer have essentially infinite.

Loyalty

De-revs people who converted to the revolution by damaging them until they reach critical condition, removing their Revolutionary status, and then healing them until they're barely out of critical condition. More implants mean higher damage and thus faster de-reving. This process only occurs on people who are already revs; those who are not part of the revolution are left unharmed. In any case, it also significantly slows down any attempts to convert them into a Revolutionary. When viewed with SecHUD vision, the implanted has an L in top right corner of their sprite.

If the implant given to a Head Revolutionary, the implant will instead fail to remove their rev status, briefly stunning the implantee and outing their status with the message "[name] seems to resist the implant". After this, anyone wearing a SecHUD will be able to see this person marked with a big blue 'R'.

That's all; they don't remove antagonist status for any other antagonist or allow you to use Sec gear or whatever nonsense some people claim they do.

A box with six of these, fittingly labeled "loyalty implant kit", can be found in Armory of every station, and there's always 4 more in each SecTech and Loyalty Kit. A second box of six can also be found near a Confiscated Items crate in Cogmap2 and on the center table next to a box of spare cuffs on both Cogmap1 and Oshan. Cogmap1 also has a third box of six in its Bridge.

The Head of Security, Security Officers, Vice Officers, and Detective do not start with these. Their "can't become a revolutionary" ability is innate. Codewise, it's not tied to a trait or another implant or anything; the rev flash code simply checks if the target is one of these roles.

Robusttec

When you're below 40% health, this implant will inject you with 10 units of omnizine every 30 seconds or so. If you reach critical condition, this implant will go into maximum overdrive, injecting you with a chockload of stimulants and healing chems but breaking the implant and rendering it useless in the process. Having a Robusttec implant will give you a somewhat persistent omnizine addiction but it won't go into withdrawal unless the implant is removed.

Very rare. The only two in the Debris Field are in some abandoned medical shuttle with loads of robots who'll inject you with something considerably less wholesome, while the ones in the Trench are in some obscure corner of a surprisingly intact underwater prison and a few, far more decrepit, abandoned outposts.

Chest Item Implant

<img src="https://i.imgur.com/ThNVCkU.png">

Allows you to use whatever item was inserted into your chest when you get hit in the chest or fart. Absolutely, completely unlike any of these other implants, except in the general principle of "something inside your chest that's actually useful". Rather than being inserted into the chest through a simple implanter or implant gun, the item is surgically added using special highly invasive medical procedures, and is removed in a similarly invasive surgery.

As said before, getting punched, shot, or otherwise attacked in the chest will activate the item. It doesn't matter by who; punching yourself will activate your item, so hitting yourself can a viable strategy. Flipping while there's a beaker or similar container inside your chest will also dump the chemicals directly into your body. With the right amount of pills and Chemistry knowledge, some truly magical things could happen...

Because Goonstation wouldn't be Goonstation if it didn't, *farting will also activate the chest item. If it wasn't secured with sutures during the implanting procedure, the chest item will also be shat out onto the floor, dealing some brute damage (which is called "poopDamage" in the code) depending on the size and sharpness of the item. Particularly sharp or blade-like items will also remove the butt in the process.

Unlike other implants, this does show up on health scanners, with the message "sizable foreign object located below sternum".

Items of all sizes, from tiny to huge, from flashlights to TTVs, can be implanted. The most major exception is the cloaking device, on account of majorly unfun, virtually uncounterable murdersprees by users who implanted the device into their chests for easy reactivation with zero chance of loss.

Traitor Implants

Freedom

See Syndicate Items. Lets you escape from handcuffs or shackles.

Microbomb and Macrobomb

See Syndicate Items. Goes out with a bang by detonating when the implantee dies, gibbing the body in the process. A Macrobomb implant is functionally 12 Microbomb implants.

Mindslave

See Syndicate Items. Turns someone into your loyal underling for 20 to 30 minutes.

Deluxe Mindslave

See Syndicate Items. Like above, but doesn't wear off (unless removed).

Discontinued Implants

Security/Security Access

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. Superseded by health implants.

Mindslave 2.0

See Spy.


Objects and Items
Equipment
by Department
Box2.png General · MopNew.png Janitor · Glovesy.png Engineering · PowerPickV2.png Mining · DefibrillatorV2-32x32.png Medical · PortASci.png Science · Handcuffs.png Security
Machinery MiniPutt.png Pods · ClownCar.png Vehicles · ThinkDOSPCV2-32x32.gif Computers · Fabricator.png Fabricators & Manufacturers · GenericPDAV3-32x32.png PDAs · Implanter2.png Implants
Clothing JumpsuitRanks.gif Clothing
Catering WateringCanV2-32x32.png Plants & Hydro Equipment · THE MONSTER V2.png Foods & Drinks
Weapons CyalumeSaberV4.gif Syndicate Items · RevolverV2.png Guns · ChemGrenadeCompleteV2.png Grenades · TransferTankValveBomb.png Bombs