Robotics

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

Robotics

Robotics lab on Box Station

Currently one of the least fleshed out systems, alongside genetics and virology. While fairly limited in practical use, robotics knowledge can still be useful in some scenarios. Key research milestones include Robotics technology, Salvage technology and Ripley technology.

To restate, there is not a lot of content here. Please don't be disappointed.

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.

Mechs

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

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 to determine the next steps.

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.

Borgs

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.

Generally, a cyborg should only be made if a crewmate is dead and unable to be revived for one reason or another. First, a scientist can take the brain of a player and insert it into a Man-Machine Interface. Once inserted into a Man-Machine Interface, the scientist can place the interface into a cyborg, allowing the player to control the cyborg.