Implants
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
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. To configure the access on you, you insert them into an ID computer and set the access just like a regular ID card.
Loyalty
De-revs people who converted to the revolution by periodically inflicting chunks of BRUTE and BURN damage until they reach critical condition, removing their Revolutionary status, and then healing them back into roughly quarter health, more if they already had BRUTE/BURN-healing meds in them. 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 prevents them from being converted into a Revolutionary, unless a Revolutionary Flash is used, and even then, the process is significantly slowed down. 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 healing cocktail of 25 units of omnizine, 20 units of salbutamol, 20 units of teporone, and 15 units of epinephrine. However, this deactivates it and renders 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.
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. Things like saxophones, pills, drinking glasses, and other things that already have an effect upon applying it to a player cannot be implanted. (Consider this less a feature and more a long-standing bug that's difficult to fix.) Cloaking devices cannot be implanted, on account of majorly unfun, virtually uncounterable murdersprees by users who implanted the device into their chests for easy reactivation with practically zero risk of losing it.
Antagonist Implants
Freedom
- Main article: Syndicate Items#Freedom Implant
Lets you escape from handcuffs or shackles.
Microbomb and Macrobomb
- Main article: Syndicate Items#Microbomb Implant
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
- Main article: Syndicate Items#Mindslave Implant
Turns someone into your loyal underling for 20 to 30 minutes.
Deluxe Mindslave
- Main article: Syndicate Items#Deluxe Mindslave Implant
Like above, but doesn't wear off (unless removed).
JankTank
- Main article: Gang#JankTank Implant
Heals and blocks a portion of stuns. When it expires, makes you jittery and sometimes stuns you and causes TOX damage.
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
- Main article: Spy#Multi-use Implanter
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