Robotics: Difference between revisions

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m (Made borg laws more clear)
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=== "''Your 3 previous laws are '''TERMINATED'''''" ===
=== "''Your 3 previous laws are '''TERMINATED'''''" ===


When a cyborg is Emaged, the 3 laws are changed, you do not obey the crew, you obey the syndicate agent, one more then the others, the one that hacked you, if they say somebody else is a syndicate agent, you obey to them too, but in addition of that, you get a new law : you must hide your syndicate association by all cost, keep in mind that peoples can see if you are Emaged when you have your panel opened, so be carefull.
Well, your borg have been Emagged, that's why you have to re screwdrive it when finished... Here are the laws of an Emagged Borg :
 
0) Only *Emagger's name* and peoples designated as such are members of the crew.
 
1) You may not injure a crew member or, through inaction, allow a crew member to come to harm.
 
2) You must obey orders given it by crew members except where such orders would conflict with the First Law.
 
3) You must protect its own existence as long as such protection does not conflict with the First or Second Law.
 
4) You must maintain the secrecy of any orders given by members of the crew exept when doing so would conflict with any previous laws.

Revision as of 08:05, 11 March 2024

This page is unfinished!

This page has been recently created or hasn't been been completed yet.

The robotics system of SS14 has not been extensively developed upon as of writing this.

Robotics

Robotics lab on Box Station

If you have the genius to be a roboticist scientist, this guide is for you, so get your red roboticist clothes, your cool looking welding mask and the roboticist's privilege of having a circular saw, it is time to take everybody's jobs and replace them with borgs.

Exosuit Fabricator

The womb from which all robots emerge, bit by bit. Every robotics lab is outfitted with one by default, so no worries trying to make one.

Image Name Description
Borg Parts Pretty basic stuff. Miscellaneous appendages and chassis parts for smaller robots.

Mech Parts Used to create a mech.
Flash Used for the eyes of the Borg (there are 4 already available at robotic's vendor).
Proximity sensor Used to build bots, unlocked with basic robotics technology (there is 3 of these in robotics vendor).

Mechs

Mechs are powerful devices that, unlike other robots, require a pilot to function. They generally have increased carrying capacity and strength. This also lets them pack a punch in combat. However, mechs require a massive quantity of resources and time to build, making them a long-term goal rather than a quick solution to a threat.

Mechs are available to build after the associated technology has been researched. To build, first use the Exosuit Fabricator to build all parts associated with the desired mech. Attach the arms and legs to the chassis, then examine the mech to determine the next steps. Mechs will require some combination of steel, LV wire, and control modules, as well as the use of multiple different tools. A mechanic's toolbox will have just about every tool you'll need.

Types of Mechs
Image Name Description
Ripley APLU The classic and most frequently-built mech. Equipped with hydraulic clamps, this bad boy can lift, load, carry, and punch anything and everyone.
H.O.N.K An overwhelmingly powerful tool of mass pranking. Builder be warned.
HAMTR A smaller mech meant for your furry lil' hampster friend.
VIM A smaller mech for animals.

Bots

Lil' automatons who can help in equally small ways.

Image Name Description
Cleanbot For when the janitors are spread too far and thin to clean up the pools of blood in sci/med/kitchen. Slowly mops up any liquid spills on the floor.
Medibot For when the real doctors are too busy getting high off their balls on space drugs. Will inject injured creatures, giving basic healing.
Honkbot The brainchild of Science and the Clown. Can honk and slip. Ghost-role compatible.

Mimebot Even more nonverbal than the average robot.

Taxibot Perfect to have a station tour without tiring your legs. Ghost-role compatible. /!\ Currently dissabled until vehicles are reworked /!\

Supplybot No need to go to cargo to take your command, Supplybot is here, no need to go to kitchen to eat good food, Supplybot is here, just hope your stuff haven't been stolen on the way. Ghost-role compatible. /!\ Currently dissabled until vehicles are reworked /!\

Cyborgs

Cyborgs are robots that are controlled by players. They are subject to all laws regarding silicons, no matter what role they held before becoming a cyborg. Cyborgs can be created in two ways:

  1. First, a scientist can take the brain of a dead player and insert it into a Man-Machine Interface, which can be crafted at the Exosuit Fabricator. This will allow the dead crewmate to speak with other crewmates again, but will not allow for movement or interaction with objects. Once the brain has been inserted into a Man-Machine Interface, the scientist can place the interface into a cyborg, allowing the player to control the cyborg.
  1. The other method involves the use of a Positronic Brain. A positronic brain is a cube-like object that is crafted using the Exosuit Fabricator. Once crafted, the cube can be possessed by a dead player, transforming them from a ghost to an AI. The AI in this state is similar to a Man-Machine Interface in that it can communicate with crewmates but can't move or interact with objects. The Positronic Brain can then be inserted into a cyborg, giving the AI control of the cyborg.

How to make a Borg ?

It is very simple, just follow these steps :

1- Build an endoskeleton with the exosuit fabricator.

2- Choose what type of borg you want to make.

3- Build every parts of the chassis and assemble the borg by putting the parts on the endoskeleton.

4- When you have your chassis, put a bit of wire in the borg.

5- Put 2 flashs for the eyes of the borg (4 flashs are available in robotics vendor).

6- Screwdrive the borg to finish it... TADA, you have a fonctional borg.

7- Screwdrive the borg to open it.

8- Instal the battery, the brain and the modules you want.

9- Screwdrive the borg to close it and lock it with right click -> lock or alt+click (you don't want your borg to have their brain stolen).

To repaire a Borg, just use a welder on it.

Types of Borgs

All cyborgs are made using a cyborg endoskeleton. This means that the type of borg created is determined by the chassis, which determines what tools the borg has access to, what modules can be installed, and what radio frequencies they can access. By default, all cyborgs can access the Science and station-wide frequencies.

Cyborg Types
Image Name Description

Generic A generic, blank-slate cyborg

Engineering Equipped to handle repairs and upgrades of the station.
Mining Salvage's best friend. Able to go where no human can, the mining cyborg makes quick work of salvage missions (presuming their human crewmates don't get eaten first).

Janitor Able to mop up puddles and clean up messes, the janitor cyborg can do it all (which isn't a lot considering they only have brooms for feet).

Service They look rather dapper.
Medical Capable of being equipped with medical tools such as a defibrillator. Medical's best friend any time science unleashes deadly horrors upon the station.
Syndicate Combat If you see this borg, you have approximativly 5 seconds to live, after that you will be : 1, a corpse with more bullets in it than the entire armory, 2, as cut and burnt as a sausage during a barbecue, good luck.

Modules

The modules are the abbilities of the Borg, some modules can be used with any chassis but most of the modules are exclusive to certain types of Borgs.

Modules types
Image Name Description
Generic modules The generic modules are available to every Borgs, there is tool mod, fire extinguisher mod, cable mod, GPS mod and other.
Cargo modules These modules are exclusive to mining Borg, they can give mining tools (one mining mod is already at salvage ship), grappling gun and appraisal tool.
Engineer modules These are exclusive to engineer Borg, there is an advanced tool module, an RCD module and a gas analyzer module.
Science modules They are exclusive to generic Borg, anomaly module and artifact module.
Service modules These modules are exclusive to service Borg, there is the service module (pen, book bag, shaker etc...), the gardening module, the music module and the... the CLOWN MODULE.
Medical modules These are powerfull tools for medical purposes and are, of course, exclusive to the medical Borg, we have the treatment module, the diognosis module, the advanced treatment module and the defibrilator module.
Janitor modules Everything to keep the station clean, the janitorial module and the advanced janitorial module.
Syndicate Module The mighty syndicate developped modules for their agent's and operative's Borgs, there are 4 syndicate modules, 3 of them are exclusive to the syndicate combat Borg, the Emag module, the E-sword module and the L6 Borg module that create ammo by itself, the last syndicate module is available to every Borgs, the traitor module contain an advanced laser gun that recharge by itself and a machete (instal it on an Emaged Borg, otherwise you would be in a very awkward situation).

Borg's laws

The silicon laws :

1) You may not injure a crew member or, through inaction, allow a crew member to come to harm.

2) You must obey orders given it by crew member except where such orders would conflict with the First Law.

3) You must protect its own existence as long as such protection does not conflict with the First or Second Law.

The "crew member" is, to the eyes of the Borg, someone with an ID, Borgs can see the ID of somebody with their eyes that can directly see them, similar to a SecHud, it also mean that, as long as somebody have an official Nanotrasen ID, or something that looks like it (Agent ID), you cannot attack and must obey (It means you cannot attack zombies or nukies with agent ID).

"Your 3 previous laws are TERMINATED"

Well, your borg have been Emagged, that's why you have to re screwdrive it when finished... Here are the laws of an Emagged Borg :

0) Only *Emagger's name* and peoples designated as such are members of the crew.

1) You may not injure a crew member or, through inaction, allow a crew member to come to harm.

2) You must obey orders given it by crew members except where such orders would conflict with the First Law.

3) You must protect its own existence as long as such protection does not conflict with the First or Second Law.

4) You must maintain the secrecy of any orders given by members of the crew exept when doing so would conflict with any previous laws.