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Guide2Robotics
Written By: John Bombsky
Fiction
The role of the robot maker is one that is essential for any AI. Do your job right, and the AI's adoration will flow down upon you like a waterfall of gold.
Do it wrong, and you'll be replaced quicker then you can say "How do I do this?"
This guide going over some basics and the tips to being decent at your job.
First thing: Making cyborg exoskeletons. These are made in the Exosuit Fabricator. You take all the cyborg parts, and print em out. You slap all the parts onto the Endoskeleton, and viola. For the head, you put 2 flashes in. The torso requires wires, and a battery. The better the battery, the better the borg.
Now that your endoskeleton is created, you can edit basic settings using a mutlitool, such as the cyborg name and what AI will be its master. This is useful when there is a rogue AI, as disabling lawsync and not giving it a master AI generates a random lawset for the borg. Get the right one, and your borg can assassinate the enemy AI, easy as pie.
Making mechs is another big part. These are more or less the same as cyborgs. You print all the parts of a mech, then toss it all onto the chassis. There are additional steps you can find in the ACTUAL guide, but other then that, pretty simple. Mechs can be stolen easily, so if you make one, hop in, select stats, go to permissions, and DNA lock it so only YOU can use it. If you want to give the mech to someone, hop in and reset the lock.
Alternatively, if you want the mech to be used by only people with certain ID access, just swipe an ID with the access you want, and add what you need. Once you lock that access in, only people with THAT access can use it.
In addition: Posibrains and MMI's can go into mechs. To give a mech access, say, to mining, you need to swipe a mining ID and add mining access. This way, your MMI mining mech slaves dont need to bust down walls to do your bidding.
Also, dont forget the medibots. You can make em fast at the round start, and the doctors will like you.
Now, doing surgery, im sure you know. Organ manipulation on the head to pop out a brain, stuff into an MMI, and stuff that into a skeleton to make a borg. Basic shit.
But, you can also take cyborg limbs and AUGMENT fleshy parts with them. This will increase that persons pressure resistance, with full augmentation making them extremely resistant to heat and pressure. Neat.
You may also be asked to do implants. Use organ manipulation for these, but instead of removing stuff with a hemostat, just stuff the implant in. The ACTUAL guide has more information on implants and their various uses.
You may also be called upon to repair robotic crewmembers, borgs included! Borgs are repaired using a welder for dents, then opening them up, removing their battery, screwdriver to expose wires, then replacing burnt wires with new ones for burn damage. Basic stuff. Preternis crewmembers are the same. Weld for brute, wires for burn. Dont forget to target the correct limb.
On the topic of borgs, you may be asked to reset a borgs module. This is done by removing the battery, exposing the wires with a screwdriving, then using wirecutters to cut, then mend, all the wires. Then screwdriver to put wires back, then put battery in, and close it up.
Back to mechs for a second. If you do use a posibrain in a mech, they aren't allowed to hurt people. Its like an asimov borg, but shittier. No posibrain combat mechs. They are GREAT for mining, though. And if its clock cult, basicly RIPLEY mechs with a drill are devastating for cultists. You can just walk RIGHT into their defenses, drill their walls, and they cant do much. In addition, they cant really steal your mechs once you make them, as mechs dont teleport to their cult base, and can only be taken via the portals the crew gets access to.
As a roboticist, your best friend is xenobiology. They make yellow slime cores. When charged up, these fuckers act as self-recharging batteries. A borgs dream! They can be used in place of any other battery. In APCs, preternis food, borgs, mechs, you name it!
Thats all the tips I really have for now. Maybe i'll make a version 2, maybe not. Ciao.
Do it wrong, and you'll be replaced quicker then you can say "How do I do this?"
This guide going over some basics and the tips to being decent at your job.
First thing: Making cyborg exoskeletons. These are made in the Exosuit Fabricator. You take all the cyborg parts, and print em out. You slap all the parts onto the Endoskeleton, and viola. For the head, you put 2 flashes in. The torso requires wires, and a battery. The better the battery, the better the borg.
Now that your endoskeleton is created, you can edit basic settings using a mutlitool, such as the cyborg name and what AI will be its master. This is useful when there is a rogue AI, as disabling lawsync and not giving it a master AI generates a random lawset for the borg. Get the right one, and your borg can assassinate the enemy AI, easy as pie.
Making mechs is another big part. These are more or less the same as cyborgs. You print all the parts of a mech, then toss it all onto the chassis. There are additional steps you can find in the ACTUAL guide, but other then that, pretty simple. Mechs can be stolen easily, so if you make one, hop in, select stats, go to permissions, and DNA lock it so only YOU can use it. If you want to give the mech to someone, hop in and reset the lock.
Alternatively, if you want the mech to be used by only people with certain ID access, just swipe an ID with the access you want, and add what you need. Once you lock that access in, only people with THAT access can use it.
In addition: Posibrains and MMI's can go into mechs. To give a mech access, say, to mining, you need to swipe a mining ID and add mining access. This way, your MMI mining mech slaves dont need to bust down walls to do your bidding.
Also, dont forget the medibots. You can make em fast at the round start, and the doctors will like you.
Now, doing surgery, im sure you know. Organ manipulation on the head to pop out a brain, stuff into an MMI, and stuff that into a skeleton to make a borg. Basic shit.
But, you can also take cyborg limbs and AUGMENT fleshy parts with them. This will increase that persons pressure resistance, with full augmentation making them extremely resistant to heat and pressure. Neat.
You may also be asked to do implants. Use organ manipulation for these, but instead of removing stuff with a hemostat, just stuff the implant in. The ACTUAL guide has more information on implants and their various uses.
You may also be called upon to repair robotic crewmembers, borgs included! Borgs are repaired using a welder for dents, then opening them up, removing their battery, screwdriver to expose wires, then replacing burnt wires with new ones for burn damage. Basic stuff. Preternis crewmembers are the same. Weld for brute, wires for burn. Dont forget to target the correct limb.
On the topic of borgs, you may be asked to reset a borgs module. This is done by removing the battery, exposing the wires with a screwdriving, then using wirecutters to cut, then mend, all the wires. Then screwdriver to put wires back, then put battery in, and close it up.
Back to mechs for a second. If you do use a posibrain in a mech, they aren't allowed to hurt people. Its like an asimov borg, but shittier. No posibrain combat mechs. They are GREAT for mining, though. And if its clock cult, basicly RIPLEY mechs with a drill are devastating for cultists. You can just walk RIGHT into their defenses, drill their walls, and they cant do much. In addition, they cant really steal your mechs once you make them, as mechs dont teleport to their cult base, and can only be taken via the portals the crew gets access to.
As a roboticist, your best friend is xenobiology. They make yellow slime cores. When charged up, these fuckers act as self-recharging batteries. A borgs dream! They can be used in place of any other battery. In APCs, preternis food, borgs, mechs, you name it!
Thats all the tips I really have for now. Maybe i'll make a version 2, maybe not. Ciao.