Roboticist

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Revision as of 06:17, 28 August 2025 by Tutle21 (talk | contribs) (added service borg and info on durrand and gygax. also a tip on using robotics console.)
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Science
Roboticist

Roboticist

Roleplay Expectations: Medium
Required Game Knowledge: Above average
Hours Required: Science: 4 hours, Engineering: 4 hours
Access: Maintenance, Science
Supervisors: Research Director
Subordinates: Research Assistants
Responsibilities: Create cyborgs, maintain and improve them, and make sure the cyborgs are fully functional and laws consistent.
Guides: Guide to R&D, Xenoarcheology, Anomalous Research, Robotics

The art of making borgs and survive AI's virtual nagging on making them an AI borg.

Overview

As a roboticist, you are given the duty of creating mechanical wonders ranging from cyborgs or bots, supplementing SCI with upgrading lathes and creating devices, and to making impressive mech for other departments. In this regards, your main focus should be on maintaining all cyborgs on station and fulfill any robotical needs that other departments might request depending if you have resources to spare or not. Even though you're designated as a roboticist, you can STILL assist your fellow researchers on their tasks such as artifact research and anomaly handling.

Being a roboticist, you will also familiarize yourself with the exosuit fabricator. This machine is capable of printing all your cyborg and mech related components, given if it has enough materials to do so. Remember that cyborg and mech constructions will consume a large amount of materials to complete, and as such you should pester Cargo department for materials or making order slips, salvage for supplies in maints, nag to your RD to request gold and/or silver from the vault, or dumpster dive in Disposal.

Borging 101

Creating a cyborg will be the most common duty you will do, and as such you should be able to understand how to make one. A cyborg is a robot chassis that is controlled by either a Positronic Brain that allows ghost players to control the cyborg, an AI interface which allows the AI direct control, or an MMI (Man-Machine Interface) for when a fellow crew member gets gibbed but their brain is still intact. As a roboticist, you are unable to create a specific chassic for a cyborg as those options are only available to anyone who controls it. You ARE able to add modules to improve their efficiency in the respective field. Or give a gun to a borg. The following steps are how one can build a cyborg chassis:

  1. Create the cyborg endoskeleton
  2. Print out the necessary bodyparts and put it into the endoskeleton
  3. put in 1 lv cable and afterwards 2 flashes
  4. Screwdriver the chassis to complete the body
  5. Unlock the chassis by alt+left clicking
  6. Use screwdriver on the chassis to open the panel
  7. Insert a powercell
  8. Insert either a positronic brain, an AI interface, or an MMI.
  9. Optionally, you can change its name by using the UI panel
  10. Screwdriver the chassis again to close the panel
  11. LOCK THE DAMN CYBORG BY ALT+LEFT CLICKING

The chassis you made will be undetermined, meaning that you cannot fit any modules inside until the cyborg has chosen a role-chassis. Another thing to note is to make sure that the cyborg recharging station is ready and available so the cyborgs can charge themselves. You must also always remember to Lock the chassis to prevent tampering. A locked cyborg can only be unlocked by members of the Science department, Command members, or using an Access Breaker.

By standard, a cyborg will follow standard NT laws on the provided chassis. These laws may change due to ion storms or due to external tamperings. If such incidents happen, you must move the brain of the cyborg into a new chassis to default it back to regular NT laws. DO NOT DO THIS WHEN AN AI GOES ROGUE, IT WILL CHANGE NOTHING DUE TO LAW 0 FORCING CYBORGS TO LISTEN TO AI.

The robotics console allows you to keep track of station cyborgs and their status, making it easier to determine if they need repair or a recharge. If you suspect that a cyborg has been emagged and firmly believes they are compromised, try to ask your RD to disable the suspected cyborg using the robotics console. If the cyborg in question does not have its brain ejected, then it is emagged.

Upgrades people, upgrades

When a cyborg has selected its chassis, it will be granted basic modules related to that chassis free of charge. But of course, there's always room for improvements on better equipment for them. In regards to this, there's 2 primary things you can do to improve a cyborg:

  • Print out advanced modules and insert it into them by unlocking the panel and interacting with the cyborg while equipping the module
  • Giving better batteries so they recharge less often, with microreactor cells being the best battery
  • Give them a gun with an L6 module as a syndie

A similar method is done when you want to upgrade a mech, such as:

  • Giving them modules such as hydraulic clamps, drills, or even weapons by opening the panel, turning on the maintenance mode on its UI, and interacting while equipping the module
  • Better battery as usual
  • Fit the exosuit air tank with cooled O2/N2 for longer lasting air supply (depending on who's going to pilot it), ask engineering for cooled air.

What if you want to remove something from a cyborg or a mech? These are the following options:

  • Removing battery from a cyborg, you can unlock the panel and directly remove the battery by right clicking and select remove option
  • Removing a brain from a cyborg requires you to go to the UI panel and interact with the brain section which will eject it
  • Removing a module uses the UI panel and you clicking the x icon beside the module you want to remove. You CANNOT remove base modules.
  • Removing a battery from a mech requires unlocking the panel with a screwdriver and using a crowbar (need confirmation on how to do this)
  • Removing the air tank requires you to already remove the power cell first, then ejecting it directly (need confirmation on how to do this)
  • Removing a mech module using the UI panel and interacting with the x option beside the module (need confirmation on how to do this)

Types

Cyborgs

  • medical chassis: A white chassis with a container fluid tank as its main body and several needles or prods attached. This chassis is capable of performing first aid with topicals and inject chemicals into patients. Can receive an advanced medical module for more specialized gears.
  • Engineering chassis: An orange rounded chassis with a lower height. It is capable of repairing, placing wires, contructing objects with materials or use its RCD that constantly recharges. Can receive an advanced engineering module for upgraded versions of their tools and access to an RCD alongside a holofan.
  • Science chassis: A metallic grey chassis with no shell, near identical with an undetermined chassis. Equipped with items that allows for anomaly and artifact scanning, alongside basic engineering tools like crowbars and wrenches.
  • Salvage chassis: A yellow rectangular chassis with tracks. equipped with basic mining and salvage equipments such as a pickaxe, can be upgraded with an advanced salvage module for more protection equipment and upgraded items.
  • Janitor Chassis: A purple rounded chassis with scrubbers. equipped with general cleaning equipment like mops and spray cleaners. Can be upgraded with an advanced cleaning module for advanced mops and other better equipments.
  • Corgi Cyborg/Borgi: An organic corgi that is capable of being piloted with an MMI/positronic brain/AI interface. Can be equipped with a pet bag and modules. (need more info on this)
  • Service Cyborg: A humanoid shaped grey chassis with a fancy suit. Usually utilized in the service department from serving drinks, food, or as a menacing clown.

A general module that is compatible with all cyborgs is the basic tool module (each chassis should already come with one) and the thruster module. It is recommended that engineering and salvage chassis are equipped with a thruster module if they don't have one yet.

Mech

  • Ripley: The only mech that is not a sealed mech, which in turn make its user suspectible to external spacing or gas. It is a yellow agile mech that is capable of being fitted with clamps to lift heavy objects. Small hydraulic clamp can only carry small items, while a regular hydraulic clamp can carry crates or large objects. Usually given to Cargo department.
  • Ripley MKII : A ripley given a RipleyMKII upgrade kit, turning it into a sealed mech with a heavier weight slowing it down. Serves as a heavier duty cargo mech and as a stepping stone to the paddy mech.
  • Paddy: A ripley MKII converted into a security mech. Painted with black and red and fitted with sirens, this mech can wield weapons module and maintains its mobility. These mech are given to security department as a general purpose patrol mech.
  • Gygax: An agile armored mech suited for fast-paced combat. This mech prioritizes mobility but still provide decent armor to its user, can be fitted with weapon modules.
  • Durrand: A heavily armored mech, guaranteeing maximum protection its user in an extended firefight at the cost of mobility. Can be fitted with weapon modules.
  • H.A.M.T.R: A brown small mech specialized for the beloved Hamlet. It allows for better protection and navigation for Hammy while in space, can be fitted with clamps (true?)
  • H.O.N.K: A mech designed and built for maximum tomfoolery. It can be fitted with clamps, the banana mortar, or other clown-related mech modules.
  • C.L.A.R.K.E: A yellow large mech with tracks often used for expeditions and mining trips. Can be equipped with salvage/mining related modules and often used by salvies/miners.

Bots

  • Medibot: A white cubical bot with a green medical mark that automatically go toward the nearest wounded person and injects tric chemical.
  • Cleanbot: A little blue bot with a mop attached, automatically cleans puddles nearby with water. DO NOT PUT THEM NEAR POTASSIUM PUDDLES.
  • Honkbot: Manifestation of horror and suffering encompassed in an angry grey brick. Its body can trip people who are going fast and occasionally honks. Can be player controlled.
  • Mimebot: A big cubical bot with a head and arms attached, a silent companion for you.