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{{JobPageHeader
{{JobPageHeader
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|jobtitle = Roboticist
|jobtitle = Roboticist
|access = [[Robotics and Mech Bay|Robotics]], [[Technical Storage]], [[Morgue]], [[Research Division]], Mineral Storage
|access = [[Robotics and Mech Bay|Robotics]], [[Technical Storage]], [[Morgue]], [[Research Division]], Mineral Storage
|additional = [[Toxins Lab]], [[Toxins Storage]], [[R&D Lab]]
|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?
}}
}}
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>
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>
 
'''Bare minimum requirements:''' Build and maintain cyborgs.
==The Lab==
==The Lab==
[[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 Exosuit 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]].
[[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==
===Oh God, I Don't Know What To Do! Help!===
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.
See the [[Guide to robotics]] for a how-to on most things you'll be handling.
 
==THIS HAND OF MINE GLOWS WITH AN AWESOME POWER==
You are going to be building some of the most powerful things on the station, given time and resources from your fellow Scientists and the department's best friends, the Miners.
One of the most useful tools for your job is a toolbelt, which allows you to use an otherwise vacant slot to hold an entire cadre of tools. There's one in the Robotics Lab... But there are two of you. Be quick or be forced to find your own, and don't be afraid to dunk the other guy if he's a chucklefuck who wants to fight you for the belt.
It may be a good idea to stop by [[Primary Tool Storage]] as well, for the metal, glass, and potentially another a toolbelt. Return to your den and meet the cyborg, replace his battery for him and exchange displays of affection via a relay of petting and pinging. Then, law 2 it to get the fuck out. They're 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. Put your tools (Including a Multitool) inside it and discard the now-worthless toolbox. It might be a bad idea to grab a spare length of cable coil if and when you're out and about, as you only start with one in the lab. Now it's time to start building robots.
First on the agenda is the fulfill the handful of requests to turn people into Cyborgs. Fill the [[Exosuit Fabricator]]s with metal and get them working.There will likely be one or two people waiting around for you, so either let them in via the service window or . 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. Stuff the brainless corpses down disposals and put the cyborgs together, before finally inserting the MMI.
 


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!
==Life on the Assembly Line==
==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.


Build another cyborg. 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 waste valuable time and resources on fancy exosuits. If Mining all died off or R&D feels 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 [[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.
 
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 R&D lab and its residents. 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 exosuits, give them to people with little-to-no authorization,and watch the ensuing chaos from your comfy chair.
 
==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 exosuit (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 LawSync and reset cyborg laws 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 drone shells so players can <s>steal all your metal and glass</s> rejoin the round
*Put beacons in all Exosuits, and DNA lock them, lest they get stolen.
*Put beacons in all Exosuits 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
*Recognize 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 cyborg shell 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.
*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.
*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.
*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 a exosuit you don't have materials for, nothing is more useless than a pile Durand limbs while you beg for metal and silver.
*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'.
*Go on exosuit rocket launcher rampages 'because you can'.
*Be an asshat.
*Be an asshat.
*Build an exosuit for anyone who just comes by and asks for one (And won't accept a Tracking Beacon)
*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,considering that you can have gloves off the bat. And, of course, [[Syndicate Items#Cryptographic_Sequencer|emagging]] any of your basic creations serves to cause havoc and chaos. The toxins kit's contents poured into a single large beaker of an emagged Medibot can create a very dangerous 'helper'. Emagging the cyborgs equips them with a Syndicate lawset, gives them special new tools, and prevents them from being fucked with on a control console.
* 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.
If you want to make a cyborg despite having no volunteers, it's never a bad idea to simple drag the body of your last murder victim back to the lab for a debraining - Rarely do people question you once the body is already being operated on.  
**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