Difference between revisions of "Robots"

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'''Procedure'''<br>
'''Procedure'''<br>
''' Please fill in I don't remember the procedure right now '''
* Use a Screwdriver on a Remote Signaling Device<br>
* Add a Helmet<br>
* Weld them together<br>
* Add a Proximity Sensor and a Robot Arm<br>
* Finally, add a Stun Baton<br>


= Buttbot =
= Buttbot =

Revision as of 21:42, 14 September 2012

Robots are NPC mechanicals that populate the station and accomplish various tasks automatically. They are mostly the purview of the Roboticist, though anyone can use them by simply bringing them to a place they're needed.

Medbot

The most commonly seen robot, medbots will, most often, detect people nearby and inject them with helpful drugs to swiftly bring them back to health. They are generally faster and more competent than your average Medical Doctor, so if given a choice between bringing an unconscious person to an MD or a medbot...go with the medbot.

Medbots may be unlocked by anyone with a research ID and given a beaker to inject instead of helpful drugs. Traitor or jackass research staff will occasionally put a big beaker of poison in the medbot to make it kill its patients, or very rarely it may be given something disabling but harmless, like sleep toxin, to pacify people who are brawling. When emagged, the medbot will enthusiastically inject everyone possible with massive amounts of poison.

Medbots may be produced outright at a Robotics Fabricator (found only in robotics), and they may also be assembled using the following procedure:

Materials

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 supply of floor tiles to turn it into walkable terrain. They are most commonly employed to fix holes in the station from bomb explosions where there's no atmosphere for engineers to safely work. They have a limited number of tiles, but can be refilled by anyone.

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 resulting 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 employed 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, so if a fire is in a critical area such as escape, 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

Procedure

  • Use the cyborg arm on the toolbox
  • Use the fire extinguisher on the resulting assembly
  • Use the proximity sensor to finish the robot

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 showing a weapon, but their concept of a weapon is very limited. A 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 (essentially guarding the room they're in), or patrol (where they systematically 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


Procedure

  • Use a Screwdriver on a Remote Signaling Device
  • Add a Helmet
  • Weld them together
  • Add a Proximity Sensor and a Robot Arm
  • Finally, add a Stun Baton

Buttbot

Buttbots...should be seen instead of explained. They can only be assembled.

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 easter eggs, which in turn produce some of the most fun items in the game.

When emagged, they lay eggs more often but will also quack and play chords more often, but will do so on dissonant chords, giving them a distinctly 'wrong' and slightly unsettling sound. They 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.

They can only be assembled.
Procedure

  • Put a cyborg arm (left or right) onto a horn.