|This page needs revising!
This page contains information that is either out-of-date or from a different source (e.g. Upstream SS14). Some information on this page may differ from how it actually works on Delta-V.
Reason for revision: "Missing info about ripleys/mechs."
Are you a Roboticist? This guide will explain the creation and maintenance of Cyborgs, bots, MODsuits, and stocky Exosuits.
These are the main machines used in Robotics, with them you can create various cyborg parts and their upgrade modules. Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds.
The Cyborg is the Roboticist's primary creation. They are tasked with helping the station's inhabitants in their daily life. Each cyborg is required to follow their AI's laws.
Cyborgs can only be of one model so pick which kind you want first.
In it's current form maintenance is relatively easy.
If the cyborg is damaged, all you have to do is use a welder to fix the damage.
A cyborg that has failed but not been turned into scrap can be repaired back to working order. All you need to do is repair it and use a defibrillator to reset its circuits
You will often see a Cyborg come to your assembly line to ask for an upgrade. To change the battery:
- Open the maintenance panel using a screwdriver.
- Remove the old battery by pressing the REMOVE button next to the battery charge.
- Insert a new power cell.
- Close the maintenance panel using a screwdriver.
Roboticists can create a bunch of modules that allows for a cyborg to do various work. The ability to insert a module depends on the model of cyborg, however generic modules are available for all models. Cyborgs are limited to a total of 3 modules, except the Generic module which gets 5 modules, so make sure you give them what you want or what they need.
Lil' automatons who can help in equally small ways.
Ripleys and other stuff
|Getting Started · Server Rules · Interactions · Roleplay · Game Modes · Combat · Maps
|Standard Operating Procedure · Alert Procedure · Space Law · Company Policy · Shipyard · High-Risk Items
|Security Officer · Alert Procedure · Space Law · Company Policy · Forensics
|Construction · Power · Atmospheric Science · Hacking · Pipes and vents · Gases · Reverse Engineering · Setting up the mix chamber
|Research and Development · Xenoarcheology · Anomalous Research · Glimmer · Psionics · Golemancy · The Oracle · Robotics
|Medical · Chemistry · Cryogenic Pods
|Cooking · Drinks · Hydroponics · Supply Crates
|Guide to Traitor · Syndicate Items · High-Risk Items
|Fauna · Playable Species · Radio · Singularity · Terminology · Weapons · Paperwork · Traits · Admin commands · Administrators
|Development · Mapping · Spriting · Wiki Contribution · Wikicode