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{{JobPageHeader
{{JobPageHeader
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|img = roboticist_action.png
|img = roboticist_action.png
|jobtitle = Roboticist
|jobtitle = Roboticist
|access = [[Robotics and Mech Bay|Robotics]], [[Technical Storage]], [[Morgue]], [[Research Division]]
|access = [[Robotics and Mech Bay|Robotics]], [[Technical Storage]], [[Morgue]], [[Research Division]], Mineral Storage
|additional = Research Labs, [[Toxins Storage]], [[Xenobiology]], [[Genetics]]
|difficulty = Easy
|difficulty = Easy
|superior = [[Research Director]]
|superior = [[Research Director]]
|duties = Create and maintain a cybernetic and robotic army, then suit up in METAL GEAR.
|duties = Create and maintain a cybernetic and robotic army, then suit up in METAL GEAR.
|guides = [[Guide to robotics]]
|guides = [[Guide to robotics]], [[Surgery]], [[Guide to Nanites]]
|quote = Alright, who wants to donate their brain to science?
}}
}}
Primarily, the Roboticist's job is to make [[Cyborg|cyborg bodies]], and generally maintain activated cyborgs. Secondarily, roboticists created helpful robots like Medibots and Floorbots. A skilled set of roboticists can even build a powerful set of mech suits.
The Roboticist's job is to maintain the system's cybernetic sevitors, including borgs and various bots that they can create. When provided with resources, they can construct powerful Exosuits.[[File:Robotics.png|300px|thumb|alt=Robotics|[[Robotics and Mech Bay]]]]<br>
[[File:Robotics.png|300px|thumb|alt=Robotics|[[Robotics and Mech Bay]]]]<br>
'''Bare minimum requirements:''' Build and maintain cyborgs.
==The Lab==
[[Robotics and Mech Bay|Robotics]] is your home as a Roboticist. It contains [[Exosuit Fabricator]]s, used for the creation of any robotic component you require, a few cyborg recharging stations, a few Exosuit recharging stations, a chest with multiple sheets of [[metal]], [[power cells|Power Cell]], and a [[coil of wire]], and scattered tables with a [[multitool]], tool boxes, a few [[Flash|Flashes]], a [[crowbar]], a [[proximity sensor]], more scattered power cells, and a [[cell charger]].
==Your Job==
First on the agenda is to fulfill any early requests to turn people into Cyborgs. Fill the [[Exosuit Fabricator]]s with metal and get them churning out some cyborg bits. Place flashes in the cyborg head, and cables and a power cell in the torso, then add all the pieces onto the Exoskeleton.


==The Assembly Line==
There will likely be one or two people waiting around for you, so either let them in via the service window or go actually open your door for them. Oblige them. After all, this is what you are here to do. Take out their brains via [[surgery]], and put the brains in MMIs. Then, stuff the brainless corpses <s>down disposals</s> in the Morgue. Finally, insert the MMIs into the cyborg shells. You now have cyborgs!
[[Robotics and Mech Bay|Robotics]] is your home as a Roboticist. It contains the [[Exosuit Fabricator]]s for the creation of any robotic component you require, a few cyborg recharge stations, a few mech suit recharge stations, a chest with multiple sheets of [[metal]], [[power cells|Power Cell]], and a [[coil of wire]], and scattered tables with a [[multitool]], tool boxes, a few [[Flashes|Flash]], a [[crowbar]], a [[proximity sensor]], more scattered power cells, and a [[cell charger]].
==Life on the Assembly Line==
 
Try to keep at least 1 complete cyborg body on standby for the inevitable train of corpses that will be coming through your door. In the downtime, feel free to devote your precious metal and time to building [[Guide to robotics#Bots|robots]] or [[Guide to robotics#Exosuits|exosuits]]. If Mining all died off or R&D is uncooperative, keep busy by stealing a bucket from Hydroponics (Or the Cargo Autolathe) and creating Cleanbots, or using up all your Medkits for more Medibots.
===Remember!===
For the love of Darth Vader, unless you want people to get pissed off and break into your lab (leading to a scuffle along with death, serious injury, and/or bans) '''listen for when someone calls you to your desk!'''
 
===Oh God, I Don't Know What To Do! Help!===
See the [[Guide to robotics]] for a how-to on most roboticist creations.
 
==THIS HAND OF MINE GLOWS WITH AN AWESOME POWER==
You are going to be building some of the most powerful things on the station. There are a few things you should do once you spawn in your nice and clean Robotics office.
 
First, before you do anything else, run out of your office and go straight into [[Tech Storage]]. Try to dodge the cyborg who is going to be speeding past you to get into your office before you leave. Don't let him catch you, he will cost you precious seconds. Tech Storage is full of things you are going to want to use, and it is likely to be broken into by one of your most irritating rivals, [[assistant]]s. These parasites are going to attempt to loot all of your supplies and then go braindead [[Library|somewhere you will never find them]]. Stop them by getting into the storage as soon as you can. You're going to want to try to grab both batteries, the multitool, one set of wires, both flashes and the insulated gloves if you can.
 
It may be a good idea to stop by [[Primary Tool Storage]] as well, for the the batteries, the metal, the glass, the proximity sensor and the tool belt. It's usually the first area hit by assistants, though, so don't hold your breath.
 
Return to your den and meet the cyborg, replace his battery for him and kick him out, he's keeping you from important work.
 
==This is no Zaku boy, no Zaku==
 
If you didn't get a tool belt, go harass [[engineering]] until you get one. <strike>(You start with a toolbelt)</strike>. Put your tools in it and toss that toolbox. Now it's time to start building robots. The first robot you are going to want to build is a cyborg, perhaps two. Fill the [[Exosuit Fabricator]]s with metal and get them working. Outside of your office by now you will have 1-2 assistants who want you to borg them. Oblige, this is what you are here to do after all. Take out their brains while you wait on the cyborg parts, and keep their access cards for yourself. Once they have been borged, it's time to make your first mech. If you have a second Roboticist, they will have hopefully gone to get you acid or order Ripley boards, if not, go do so.
 
Assemble your Ripley while you are waiting for the boards, and hopefully by the time they arrive the whole station hasn't gone to shit.
 
==Send the White Devil back to Hell!==
 
Build another borg. Try to keep at least 1 cyborg body on standby for the inevitable train of corpses that will be coming through your door. Now you can build the fun mechs, assuming Science has been doing their part. If not, keep busy by stealing a bucket from Hydroponics, or making tons of medical droids.
 
Sync up your R&D console, set your Exosuit Fabricators to auto-sync, and get building. Just make sure you have the acid you need to make the circuit boards by now, and that mining has brought you the metals you need. You will have a love-hate relationship with the science division. On the one hand they will be inventing fun toys for you, on the other they are taking all that wonderful silver from you that could be going to making a [[Guide_to_robotics#Durand|Durand]]. Once you do get enough ores though, it's smooth sailing. Make mechs, give them to people with little-to-no authorization, watch the chaos from your comfy chair. Remember your mechs are going to be the only thing that can fight some of the powerful things that end up attacking the station, so everyone is counting on you.


Sync your Exosuit Fabricators for extra miscellaneous parts and cyborg upgrades, and get building. Mechs require Metals which can be obtained from the [[Miner|Miners]], and mining should obtain the metals you need. You will have a love-hate relationship with the R&D lab and its residents; on the one hand they are required for you to obtain mech circuits and equipment, but on the other they are taking all that wonderful silver from you that could be going to making a [[Guide_to_robotics#Durand|Durand]]. Once you do get enough ores though, it's smooth sailing.
==Other tips==
==Other tips==
 
Keep your metal organized, and understand how much each machine will take (and you will always need more metal). Glass is important for your robotics work, as are various devices, security equipment and rare minerals. Don't waste them. Third, have a plan before you start building anything huge, like an exosuit (without obtaining the necessary circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; Nanotrasen usually doesn't load them with anything but the minimum required power cells. Fifth, tech storage is your friend. It has two flashes, two power cells, and insulated gloves. For bonus points, beg the CE/RD/AI to let you into secure tech storage to get a robotics/exosuit circuitboard to control what you make in case it decides to kill everyone. Finally, ensure you have proper eye protection when you weld, or you'll become blind quickly.
Keep your metal organized, and understand how much each machine will take (and you will always need more metal). Second, glass and flashes are important for your robotics work, as are various devices, security equipment and rare minerals. Don't waste them. Third, have a plan before you start building anything huge, like a mech suit (without the circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; Nanotrasen usually doesn't load them with anything but the minimum required power cells. Fifth, tech storage is your friend. It has two flashes, two power cells, and insulated gloves. Raiding tech storage can net you an extra cyborg exosuit before having to beg cargo for a robotics assembly.  For bonus points, beg the CE/RD/AI to let you into secure tech storage to get a robotics/exosuit circuitboard to control what you make in case it decides to kill everyone. Finally, ensure you have proper eye protection when you weld, or you'll become blind quickly.
 
==Do's and Don'ts==
==Do's and Don'ts==
'''Do:'''
'''Do:'''
*Make cyborg bodies and install MMI's in them.
*Make cyborg bodies and install MMI's in them.
*Try to borg antagonists instead of the death penalty. They still fail, but are no longer a danger.
*Try to borg antagonists instead of having security kill them. They fail their objectives and are no longer a danger, being restricted by their laws.
*Cut AI control when the AI is rogue.
*Cut LawSync and reset cyborg laws when the AI is rogue.
*Make useful bots and leave them around the station.
*Make useful bots and leave them around the station.
*Make a Ripley before combat mechs, mining usually likes this (and hopefully will like you).
*Put beacons in all Exosuits, and DNA lock them, lest they get stolen.
*Put beacons in all mechs lest they get stolen.
*Recognize that the QM might be more inclined to get you some more metals if you don't eat up all of their points with Ripley boards.
*Make a Cyborg and Exosuit Control Console.
*Try to make your own boards by getting acid from chemistry and getting R&D to sync the servers.
*Remember to periodically sync your own R&D console to get the most out of their research data
*Recognise that the QM might be more inclined to get you some metal/robot assemblies if you don't eat up all of their points with Ripley boards.
'''Don't:'''
'''Don't:'''
*Put an MMI in a borg without making sure it isn't braindead (they can speak you know).
*Cut LawSync wires on cyborgs unless it has been established that the AI is probably rogue.
*Blow all the borgs because one was emagged.
*Put an MMI in a cyborg shell without making sure it isn't braindead (they can speak you know)
*Immediately blow all borgs in malf- instead, tell the RD to remove his console's screen, then lock the borgs and take off your console screen so the AI can't access it.
*Blow all the cyborgs because one was emagged.
*Try to make a mech you don't have materials for, nothing is more useless than a pile Durand limbs while you beg for metal and silver.
*Immediately blow all cyborgs when the AI is malfunctioning - Instead, take apart your Robotics Control console and relocate it somewhere off camera so you can lock the cyborgs and reset them to become a powerful ally against the AI.
*Go on mech rampages 'because you can'.
*Try to make an exosuit you don't have materials for, nothing is more useless than a pile of Durand limbs while you beg for metal and silver.
*Go on exosuit rocket launcher rampages 'because you can'.
*Be an asshat.
*Be an asshat.
*Build a mech for anyone who just comes by and asks for one.  
*Build an exosuit for anyone who just comes by and asks for one (and won't accept a Tracking Beacon).
 
==Tips==
==Being an Evil Genius==
===Robots===
Traitoring as a Roboticist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high station access, and access to tech storage will allow you to get pretty much everywhere, also you have gloves from the get go. And, of course, [[Syndicate Items#Cryptographic_Sequencer|emagging]] any of your basic creations serves to cause havoc and chaos. Emagging the cyborgs can make them do what you want. Some people will ignore, tell on, or attack you.
* Medibots are a bit more robust than people often seem to account for. They're capable of stabilising multiple people in critical condition, and have infinite basic chemicals.
A great way to grab your own personal cyborg, to meet your own doom, or to gain a new brain to add to your backpack, is to grab a flash and put it in your pocket or hand. Go ahead and grab some of those cable coils and tie yourself up some cable restraints. When you and somebody else are alone, go ahead and flash the living hell out of them and tie that guy up. Just don't let him scream through the radio immediately afterwards - a screwdriver to the eye is best used for this (Or you can just take off his headset. That works too).
**Additionally, you can make medical bots out of any of the different colors of first aid kit available on the station, and the resulting medical bot will keep that color.
 
**A good tweak to do to medical bots is to reduce their healing threshold. Use your PDA/ID to unlock their interface, and reduce it to 5 - they will heal people who are at 95% health or less now, which is great for topping people up. Remember to lock it after you are done.
**You can stop an already-deployed Medibot from running away after the nearest hurt person as you drag them towards where they're needed the most simply by temporarily turning them off, or by setting them to stationary mode.  
**Medical robots all use the same chemicals as standard, so it won't stack if they inject a lot of it into you at once or if multiple medical robots inject you. The chemical will, however, linger in your body at high concentrations - a person can be brought out of crit by having multiple medical robots healing them before a fight.
*Anywhere between adding the robotic arm and the sensor module, you can write on a robot assembly with a pen to rename the resulting robot, much like cyborgs. This is useful for keeping track of medical robots, as otherwise they're all just named "Medibot".
* Small robot assemblies can be carried in your backpack. Leaving the final piece out of a robot assembly and slamming it together in your backpack at the site of an issue makes for an effective response.
===Mechs===
* Mechs are space worthy as long as you enable the air inside your cabin. This can be useful if you don't have a space suit and you need to cross dangerous breaches.
* Losing a mech to an explosion will eject you completely unharmed (probably a good idea to be in space gear though).


*Each mech fulfills a different purpose, consult the research director or captain before building most mechs to ensure you aren't assumed to be planning a hostile takeover of the station.
{{Jobs}}
{{Jobs}}
[[Category: Jobs]]
[[Category: Jobs]]

Latest revision as of 04:16, 31 July 2021

RESEARCH STAFF

Roboticist
Access: Robotics, Technical Storage, Morgue, Research Division, Mineral Storage
Additional Access: Research Labs, Toxins Storage, Xenobiology, Genetics
Difficulty: Easy
Supervisors: Research Director
Duties: Create and maintain a cybernetic and robotic army, then suit up in METAL GEAR.
Guides: Guide to robotics, Surgery, Guide to Nanites
Quote: Alright, who wants to donate their brain to science?

The Roboticist's job is to maintain the system's cybernetic sevitors, including borgs and various bots that they can create. When provided with resources, they can construct powerful Exosuits.

Robotics
Robotics and Mech Bay


Bare minimum requirements: Build and maintain cyborgs.

The Lab

Robotics is your home as a Roboticist. It contains Exosuit Fabricators, used for the creation of any robotic component you require, a few cyborg recharging stations, a few Exosuit recharging stations, a chest with multiple sheets of metal, Power Cell, and a coil of wire, and scattered tables with a multitool, tool boxes, a few Flashes, a crowbar, a proximity sensor, more scattered power cells, and a cell charger.

Your Job

First on the agenda is to fulfill any early requests to turn people into Cyborgs. Fill the Exosuit Fabricators with metal and get them churning out some cyborg bits. Place flashes in the cyborg head, and cables and a power cell in the torso, then add all the pieces onto the Exoskeleton.

There will likely be one or two people waiting around for you, so either let them in via the service window or go actually open your door for them. Oblige them. After all, this is what you are here to do. Take out their brains via surgery, and put the brains in MMIs. Then, stuff the brainless corpses down disposals in the Morgue. Finally, insert the MMIs into the cyborg shells. You now have cyborgs!

Life on the Assembly Line

Try to keep at least 1 complete cyborg body on standby for the inevitable train of corpses that will be coming through your door. In the downtime, feel free to devote your precious metal and time to building robots or exosuits. If Mining all died off or R&D is uncooperative, keep busy by stealing a bucket from Hydroponics (Or the Cargo Autolathe) and creating Cleanbots, or using up all your Medkits for more Medibots.

Sync your Exosuit Fabricators for extra miscellaneous parts and cyborg upgrades, and get building. Mechs require Metals which can be obtained from the Miners, and mining should obtain the metals you need. You will have a love-hate relationship with the R&D lab and its residents; on the one hand they are required for you to obtain mech circuits and equipment, but on the other they are taking all that wonderful silver from you that could be going to making a Durand. Once you do get enough ores though, it's smooth sailing.

Other tips

Keep your metal organized, and understand how much each machine will take (and you will always need more metal). Glass is important for your robotics work, as are various devices, security equipment and rare minerals. Don't waste them. Third, have a plan before you start building anything huge, like an exosuit (without obtaining the necessary circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; Nanotrasen usually doesn't load them with anything but the minimum required power cells. Fifth, tech storage is your friend. It has two flashes, two power cells, and insulated gloves. For bonus points, beg the CE/RD/AI to let you into secure tech storage to get a robotics/exosuit circuitboard to control what you make in case it decides to kill everyone. Finally, ensure you have proper eye protection when you weld, or you'll become blind quickly.

Do's and Don'ts

Do:

  • Make cyborg bodies and install MMI's in them.
  • Try to borg antagonists instead of having security kill them. They fail their objectives and are no longer a danger, being restricted by their laws.
  • Cut LawSync and reset cyborg laws when the AI is rogue.
  • Make useful bots and leave them around the station.
  • Put beacons in all Exosuits, and DNA lock them, lest they get stolen.
  • Recognize that the QM might be more inclined to get you some more metals if you don't eat up all of their points with Ripley boards.

Don't:

  • Cut LawSync wires on cyborgs unless it has been established that the AI is probably rogue.
  • Put an MMI in a cyborg shell without making sure it isn't braindead (they can speak you know)
  • Blow all the cyborgs because one was emagged.
  • Immediately blow all cyborgs when the AI is malfunctioning - Instead, take apart your Robotics Control console and relocate it somewhere off camera so you can lock the cyborgs and reset them to become a powerful ally against the AI.
  • Try to make an exosuit you don't have materials for, nothing is more useless than a pile of Durand limbs while you beg for metal and silver.
  • Go on exosuit rocket launcher rampages 'because you can'.
  • Be an asshat.
  • Build an exosuit for anyone who just comes by and asks for one (and won't accept a Tracking Beacon).

Tips

Robots

  • Medibots are a bit more robust than people often seem to account for. They're capable of stabilising multiple people in critical condition, and have infinite basic chemicals.
    • Additionally, you can make medical bots out of any of the different colors of first aid kit available on the station, and the resulting medical bot will keep that color.
    • A good tweak to do to medical bots is to reduce their healing threshold. Use your PDA/ID to unlock their interface, and reduce it to 5 - they will heal people who are at 95% health or less now, which is great for topping people up. Remember to lock it after you are done.
    • You can stop an already-deployed Medibot from running away after the nearest hurt person as you drag them towards where they're needed the most simply by temporarily turning them off, or by setting them to stationary mode.
    • Medical robots all use the same chemicals as standard, so it won't stack if they inject a lot of it into you at once or if multiple medical robots inject you. The chemical will, however, linger in your body at high concentrations - a person can be brought out of crit by having multiple medical robots healing them before a fight.
  • Anywhere between adding the robotic arm and the sensor module, you can write on a robot assembly with a pen to rename the resulting robot, much like cyborgs. This is useful for keeping track of medical robots, as otherwise they're all just named "Medibot".
  • Small robot assemblies can be carried in your backpack. Leaving the final piece out of a robot assembly and slamming it together in your backpack at the site of an issue makes for an effective response.

Mechs

  • Mechs are space worthy as long as you enable the air inside your cabin. This can be useful if you don't have a space suit and you need to cross dangerous breaches.
  • Losing a mech to an explosion will eject you completely unharmed (probably a good idea to be in space gear though).
  • Each mech fulfills a different purpose, consult the research director or captain before building most mechs to ensure you aren't assumed to be planning a hostile takeover of the station.
Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role