Robotics Lab
Science Area | |
Mech Bay and Robotics Lab | |
The mech factory. | |
Obvious exits | Research Division south, Starboard Primary Hallway north-west, maintenance west |
Purpose | To manufacture stompy mechs for various purposes |
Access level | |
Noteworthy contents | Two Exosuit Fabricators, an R&D Console, a Circuit Imprinter, an operation table and surgical tools |
Clearance | Captain, Research Director, Roboticists |
Security level | Medium |
Style | Garage/Laboratory |
Balance Requirements | No major balance requirements |
Other Notes | |
Locations on beestation |
For the Guide to Robotics, click here.
IT'S ALIIIIVE!
That's right - this is where all those crazy Roboticist bastards go who dream of one day making a human machine. That dream lasts precisely as long as it takes for the first Greyshit to turn up, bang on the window and shout: Borg me!.
Generally guaranteed to find someone lying with their brain out, the Robotics Lab is a great place to go if you find you're fed up with the role you've been assigned. Just get one of the whitecoats inside to slice you, splice you and stuff you into a Cyborg unit and you can live out that Wall-E fantasy all day long!
This is also one of the first places Cargo usually contact screaming: We want a Ripley!.
Two Exosuit Fabricators, an R&D Console, and a Circuit Imprinter allows anyone with the access to make anything mechanized. This area also comes equipped with an operation table to carry out borging operations, whether or not the patients asked for it. Requires Robotics access.
The assembly line is a favourite target for Revolutions due to the abundance of flashes laying around.
For more information, see the Roboticist or Guide to robotics pages.
Mech Bay
This area is where Mechs and Cyborgs go when they need to recharge and get repairs, have a laugh and socialise. The shutters nearby allow the mechs to go in and out without the need for Robotics access.
Science Area | |
Mech Bay and Robotics Lab | |
The mech factory. | |
Obvious exits | East to Research Division, north west to Starboard Primary Hallway, south to maintenance |
Purpose | To manufacture stompy mechs for various purposes |
Access level | |
Noteworthy contents | Two Exosuit Fabricators, an R&D Console, a Circuit Imprinter, an operation table and surgical tools |
Clearance | Captain, Research Director, Roboticists |
Security level | Medium |
Style | Garage/Laboratory |
Balance Requirements | No major balance requirements |
Other Notes | |
Locations on beestation |
For the Guide to Robotics, click here.
IT'S ALIIIIVE!
That's right - this is where all those crazy Roboticist bastards go who dream of one day making a human machine. That dream lasts precisely as long as it takes for the first Greyshit to turn up, bang on the window and shout: Borg me!.
Generally guaranteed to find someone lying with their brain out, the Robotics Lab is a great place to go if you find you're fed up with the role you've been assigned. Just get one of the whitecoats inside to slice you, splice you and stuff you into a Cyborg unit and you can live out that Wall-E fantasy all day long!
This is also one of the first places Cargo usually contact screaming: We want a Ripley!.
Two Exosuit Fabricators, an R&D Console, and a Circuit Imprinter allows anyone with the access to make anything mechanized. This area also comes equipped with an operation table to carry out borging operations, whether or not the patients asked for it. Requires Robotics access.
The assembly line is a favourite target for Revolutions due to the abundance of flashes laying around.
For more information, see the Roboticist or Guide to robotics pages.
Mech Bay
This area is where Mechs and Cyborgs go when they need to recharge and get repairs, have a laugh and socialise. The shutters nearby allow the mechs to go in and out without the need for Robotics access.
Science Area | |
Mech Bay and Robotics Lab | |
The mech factory. | |
Obvious exits | South to Research Division, North East to the Hallway, West to maintenance |
Purpose | To manufacture stompy mechs for various purposes |
Access level | |
Noteworthy contents | Two Exosuit Fabricators, an R&D Console, a Circuit Imprinter, an operation table and surgical tools |
Clearance | Captain, Research Director, Roboticists |
Security level | Medium |
Style | Garage/Laboratory |
Balance Requirements | No major balance requirements |
Other Notes | |
Locations on beestation |
For the Guide to Robotics, click here.
IT'S ALIIIIVE!
That's right - this is where all those crazy Roboticist bastards go who dream of one day making a human machine. That dream lasts precisely as long as it takes for the first Greyshit to turn up, bang on the window and shout: Borg me!.
Generally guaranteed to find someone lying with their brain out, the Robotics Lab is a great place to go if you find you're fed up with the role you've been assigned. Just get one of the whitecoats inside to slice you, splice you and stuff you into a Cyborg unit and you can live out that Wall-E fantasy all day long!
This is also one of the first places Cargo usually contact screaming: We want a Ripley!.
Two Exosuit Fabricators, an R&D Console, and a Circuit Imprinter allows anyone with the access to make anything mechanized. This area also comes equipped with an operation table to carry out borging operations, whether or not the patients asked for it. Requires Robotics access.
The assembly line is a favourite target for Revolutions due to the abundance of flashes laying around.
For more information, see the Roboticist or Guide to robotics pages.
Mech Bay
The area to the right is where Mechs and Cyborgs go when they need to recharge and get repairs, have a laugh and socialise. The shutters nearby allow the mechs to go in and out without the need for Robotics access.
General | Recreational | Medical | Logistics | Science | Engineering | Security | Command | Upkeep | Outside |