Difference between revisions of "User:Bobbanz/Sandbox"

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== Mission Objectives ==
 
{{Speech
 
{{Speech
|name=Chief Medical Officer Kingston
+
|name=Staff Sergeant Angela Deth
|text=Doctor! I need you to tear out that man's appendix, throw that clown out of medical, and stitch up that curator's face!
+
|text=Listen up people, cause I'm not going to scream this twice! I've lately heard from a little bird on the Grapevine that the Brass has finally gotten around to talking about assigning us a Mission, as such I've decided that it's time to refresh that brain of yours with the various possible assignments we might get. So let's get to it Marines!
|image=[[File:Generic_cmo.png|64px|right]]
+
|image=[[File:MarineCommander.png|64px|right]]
 
}}
 
}}
 +
At the start of every round the ship is given a randomly chosen assignment, this assignment has sub-objectives attached to it, which all need to be completed before you are allowed to vote on either, [[Beyond the impossible|Continuing Onwards]] with a newly given Objective, or Returning to Outpost 45 for debriefing.
  
Medical care is serious business, and going halfway with your medical treatment can result in someone dying or worse. Make sure you know what you're doing before you try to fix someone up!
+
These objectives can be anywhere between having to calmly deliver supplies to some station, two jumps away from Rubicon, to downright having to plow through five Syndicate fleets, alongside a ''small'' pirate fleet, while the engine room is on freaking fire.
  
If you're going to treat someone, you're going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment.
+
=== Patrol Duty ===
 +
{{Speech
 +
|name=Staff Sergeant Angela Deth
 +
|text=Patrol Duty, the lifeblood of the navy and the only thing keeping the Syndicate on their toes, our navy from being mothballed and our guns from gathering dust. It also serves to remind the outlaws that although we might be in the middle of a war, we still have not forgotten about their existence.
 +
|image=[[File:MarineCommander.png|64px|right]]
 +
}}
 +
The Patrol Assignment is one out of four assignments you can potentially roll at the start of every shift depending on the amount of players.
 +
<br><br>
 +
The minimum amount of players required in order to roll this assignment is: '''10 Players'''.
 +
<br>
 +
This assignment has a single Objective attached to it and that objective is to gather: '''1000 Faction Points'''.
 +
<br>
 +
The current ways you can gather 1000 points is to do one, or more, of the following things:
 +
* Hunt down Syndicate and Pirate Fleets.<br>
 +
* Capture Star Systems using the F.L.A.R.E. device which can be found in the Vault on certain maps.
  
== Identification ==
+
=== Shakedown ===
 +
{{Speech
 +
|name=Staff Sergeant Angela Deth
 +
|text=The vessel we're being assigned to is fresh from the shipyard, she hasn't even had her maiden voyage yet, nor has she earned any scars yet, but that's all in due time, currently we've been given the task of taking this lady out for a spin.
 +
|image=[[File:MarineCommander.png|64px|right]]
 +
}}
  
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient's overall health condition and therefore shows you instantly whom you should treat first from a group of patients. Identification is the first and foremost step in administering treatment. Here are ways to identify the type of injuries a person may have:
+
=== Courier Duty ===
 +
{{Speech
 +
|name=Staff Sergeant Angela Deth
 +
|text=Courier Duty, even in the middle of a war the mail still has to be delivered, no matter how many syndicate fleets we must plow through, whether we're delivering vital cargo that could help save a system, to simply delivering the party supplies some station at the front-line ordered. We're the one's who have to ensure it gets there, no matter what stands in our way.
 +
|image=[[File:MarineCommander.png|64px|right]]
 +
}}
  
=== Types of damage ===
+
=== Boarding ===
 +
{{Speech
 +
|name=Staff Sergeant Angela Deth
 +
|text=Remember the various times the Syndicate sent their little drop troopers to wreck havoc inside our ships? Well guess what Marines? Playtime's freaking over! I've just got word from command, we are going on a little field-trip of our own, in order to steal ourselves one of their Ships.
 +
|image=[[File:MarineCommander.png|64px|right]]
 +
}}
 +
The Boarding Assignment is one out of four assignments you can potentially roll at the start of every shift depending on the amount of players.
 +
<span style=“Font-Family:Audiowide”>Test</span>
 +
<br><br>
 +
The minimum amount of players required in order to roll this assignment is: '''14 Players'''.
 +
<br>
 +
This assignment has a single Objective attached to it, with the objective in question being to Board and Capture a Marked Syndicate Vessel.
  
* There are four primary kinds of damage: '''Suffocation''', '''brute''', '''burn''', and '''toxin.''' These damage types have first aid kits associated with them and are therefore treatable without needing further medical equipment. The standard white first aid kit has materials to treat '''brute''', '''burn''', and '''bleeding'''
+
==== The Setup ====
* There are additional kinds of damage that occur less often: '''cellular''', '''organ damage/brain damage''', and '''bleeding'''
+
Before you even consider boarding a Syndicate Vessel you need multiple things.  
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be '''treated individually''' (unless you use a chemical which heals multiple damage types at once).
 
* The overall health status (from 100% to -100%) is determined by adding these damages together, except brain damage. If there are 0 damages, the patient is '''perfectly healthy (100%)'''.
 
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a '''critical condition (0%)'''; lying on the ground, unresponsive and ''gasping'' for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until '''death (-100%)'''. This kills the patient.
 
* Bleeding is different from other types of damage. See below for a more extensive explanation.
 
  
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also '''examine''' the patient (shift-click), but it only shows basic information.
+
# You require a Target.
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, '''observing''' the patient and their surroundings will help with diagnosis:
+
#* The toughest part of boarding a ship, is to find a ship to actually board.
:* If there is a pile of '''vomit''' next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].
+
# You need a [[Fighter Pilot|Pilot]] capable of flying the Sabre.
:* If there is blood everywhere, blood on the person dying, or the patient has '''severe bruises''', they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].
+
#* You can have a squad of Midshipmen geared up for boarding duty, however unless you have a pilot capable of actually getting them somewhere, they're not going to be very useful.
:* If the patient has black scars across their body and no blood, or the patient has '''severe burns''', they have been [[Guide_to_medicine#Burns|severely burned]].
+
#** Make sure there is at least one backup pilot with you in the event that the first one eats a bullet.
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].
+
# Make sure everyone who's partaking in the boarding action is assigned into [[Squads]].
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of "healing" they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss
+
#* Those in squads have roles assigned to them, usually alongside a space-worthy suit of armor.
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].
+
# Make sure everyone has a gun that's actually useful and not loaded with non-lethal ammunition.  
 +
#* There are firing pins that only work during boarding actions, install them into those guns in order to ensure that [[Traitor|nobody]] tries using them for something stupid back home, and to deny anyone seeking to [[Syndicate Drop Trooper|return the favour]] from having multiple working weapons at their disposal.
 +
# <big>'''TBA'''</big>
  
===Your first patient===
+
==== Death Wish ====
 +
Before you can initiate the boarding procedure, you need to damage the targeted vessel to the point where it's point defense systems are no longer fully effective, which usually happens when the enemy vessel has around 50%, or less, of it's hull integrity remaining.<br>
 +
Upon which you need to lock it down which is called a Hammerlock<br>
 +
You can check if you are capable of hammerlocking an enemy ship by using this console. [[File:EWAR Scrambler.gif]]
 +
<br>
 +
That console is found on the Bridge, as such it's up to the bridge officers, or whoever is on the bridge, to hammerlock it.
 +
<br>
 +
Upon locking down a ship for boarding, the vessel will cease returning fire and the sabre/drop ship, can now "safely" approach the disabled vessel for the next step of the plan.
 +
<br>
 +
<br>
 +
This part of the plan is usually where things tend to start going ballistic ''fast''.
 +
<br>
 +
When approaching the boarding target, the pilot needs to activate the docking mode on their craft and then carefully fly into the vessel, if they don't have the docking mode engaged when they make contact with the ship, then they'll slam into the ship like a bug splattering across a windscreen.
 +
<br>
 +
Upon docking with the Syndicate vessel you will have to navigate closer to the hull of the syndicate vessel before you can allow your bundle of well-trained [[Security Officer|Military-]][[Assistant|grade]] [[Clown|Clowns]] to exit the clown vehicle.
  
Your patient can arrive in two ways:
+
===== Full Force Forward =====
 +
So, you've successfully managed to get onboard a syndicate ship, well done, now what do you do?
 +
<br>
 +
Well, first of all you have to get into cover, the primary reason for this is because the Syndicate Navy is staffed purely by Lemmings, and as everybody knows.<br>
 +
Lemmings tend to be extremely suicidal, to the point where if one of the crew members, onboard the Syndicate ship, suddenly spots you then chance of the ship suddenly gaining a new hole, due to a small accident involving the natural laws of bullets and a few Thermonuclear warheads, just '''''skyrocketed.'''''
 +
<br><br>
 +
The secondary reason for getting into cover is due to the fact that no military vessel in space exists without a sufficient amount of point-defence to defend itself [[Byond the impossible|against the swarm of fighters seeking to touch it in uncomfortable areas]], and these turrets, who are usually only used to destroy incoming fighter crafts, can just as happily tear your little body to shreds.
 +
<br><br>
 +
So, after keeping that information in mind, you need to find either an airlock, the hangar, a window or you can just plain old, [[Illicit Access|make your own explosive entrance]], any method is fine, so long as you get inside the ship.
 +
<br><br>
 +
So now that everybody has gotten inside the ship and perhaps put up a few defensive positions, you need to carefully ration out your ammo so you don't run out of it in the middle of a fight, and also make sure [[Byond the impossible|nobody dies]].
 +
<br><br>
 +
Now if a bunch of people suddenly decides to run on ahead, don't worry because your chances of survival just increased by 2%
 +
<br>
 +
This is due to the fact that those who ran ahead haven't had their [[Terminology#Graytide|bloodlust sated in approximately five seconds]].
 +
<br>
 +
Best case scenario, they'll have died somewhere taking down a few of the syndicate crew with them.
 +
<br>
 +
Worst case scenario, they'll have slaughtered everything onboard the ship and are now thirsting for more.
 +
[[File:SyndieBridge.png|thumb|right|The computer surrounded by the lime green box is the primary objective.]]
  
'''1. The patient walks in and needs treatment.'''
+
== [[File:Circuitboard.png|64px]] Circuits ==
:''"PLS DOC HLEP!!"'' You can see the patient's overall health status with your Health Scanner HUD with just a glance. However, this will only tell you how serious the situation is and how quickly you need to act.
+
[[File:Module.png]] Refered to in the code as id_mod and is the default icon for all circuit boards.<br>
 +
[[File:Door electronics.png]] Default icon for all electronics if they aren't set to have their own icon.<br>
 +
[[File:Power mod.png]] Refered to in the code as power_mod and is the icon used for the power control module that's installed in APCs.<br>
 +
[[File:AirAlarmElectronics.png]] Refered to in the code as airalarm_electronics and is the icon used for the air alarm and Airlock Controller electronics.<br>
 +
[[File:Mainboard.png]] Refered to in the code as mainboard and is the icon used for both firelock electronics and certain exosuit circuit boards.<br>
 +
[[File:FiringBoard.png]] Refered to in the code as mcontroller and is the icon used for certain exosuit circuit boards alongside the firing electronics from old munitions.<br>
 +
[[File:Circuitboard.png]] Refered to in the code as std_mod and is the default icon for all AI upload modules and Exosuit boards.<br>
 +
[[File:Commandboard.png]] Refered to in the code as command and is the circuit board icon for certain machines.<br>
 +
[[File:Genericboard.png]] Refered to in the code as generic and is the circuit board icon for certain machines.<br>
 +
[[File:Securityboard.png]] Refered to in the code as security and is the circuit board icon for certain machines.<br>
 +
[[File:Scienceboard.png]] Refered to in the code as science and is the circuit board icon for certain machines.<br>
 +
[[File:Serviceboard.png]] Refered to in the code as service and is the circuit board icon for certain machines.<br>
 +
[[File:Medicalboard.png]] Refered to in the code as medical and is the circuit board icon for certain machines.<br>
 +
[[File:Engineeringboard.png]] Refered to in the code as engineering and is the circuit board icon for certain machines.<br>
 +
[[File:Supplyboard.png]] Refered to in the code as supply and is the circuit board icon for certain machines.<br>
  
:How to act:
+
==[[File:Circuit.png|64px]] Circuit Imprinter==
  
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.
+
* The Circuit Imprinter requires glass and occasionally gold or diamond.  Here you will find circuits for most of the station's machinery and robotics' exosuits. With gold and diamonds, you can also make AI law modules.
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].
+
* Information on how to construct machines is available at the [[Guide to advanced construction]].
  
'''2. The patient is dragged into Medbay and is in critical condition.'''
+
===Engineering Department Circuit Imprinter===
:The patient is unresponsive to the environment, on the floor, and gasping for air.
+
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
 +
|+Manufacturing List
 +
! class="unsortable" |Icon
 +
!style='width:20%' |Item
 +
!style='width:15%' |Required Tech
 +
!style='width:15%' |Starting Tech?
 +
!style='width:15%' |Category
 +
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|[[File:Radio Mini.png]]||Network Card
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| |250|100|100| | | | | | | | }}
 +
|-
 +
|[[File:Radio card.png]]||Advanced Network Card
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| |500|200|200| | | | | | | | }}
 +
|-
 +
|[[File:Net Wired.png]]||Wired Network Card
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| |2500|400|400| | | | | | | | }}
 +
|-
 +
|[[File:Data Disk 6.png]]||Data Disk
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| | |800|200| | | | | | | | }}
 +
|-
 +
|[[File:Data Disk 5.png]]||Advanced Data Disk
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| | |1600|300| | | | | | | | }}
 +
|-
 +
|[[File:Data Disk 3.png]]||Super Data Disk
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| | |3200|400| | | | | | | | }}
 +
|-
 +
|[[File:CPU Board.png]]||Processor Board
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| | |200|1600| | | | | | | | }}
 +
|-
 +
|[[File:CPU Micro.png]]||Microprocessor
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| | |100|800| | | | | | | | }}
 +
|-
 +
|[[File:CPU Board Super.gif]]||Photonic Processor Board
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| | |6400|800| | |2000| | | | | }}
 +
|-
 +
|[[File:CPU Micro Super.gif]]||Photonic Microprocessor
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| | |3200|400| | |1000| | | | | }}
 +
|-
 +
|[[File:Genericboard.png]]||Computer Design (Battle Arcade Machine)
 +
|Arcade Games
 +
|No
 +
|Computer Boards
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|[[File:Genericboard.png]]||Computer Design (Mediborg's Amputation Adventure)
 +
|Illegal Technology
 +
|No
 +
|Computer Boards
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|[[File:Engineeringboard.png]]||Machine Design (PACMAN-type Generator Board)
 +
|Industrial Engineering
 +
|No
 +
|Engineering Machinery
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|[[File:Engineeringboard.png]]||Machine Design (SUPERPACMAN-type Generator Board)
 +
|Advanced Power Manipulation
 +
|No
 +
|Engineering Machinery
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|[[File:Engineeringboard.png]]||Machine Design (MRSPACMAN-type Generator Board)
 +
|Advanced Power Manipulation
 +
|No
 +
|Engineering Machinery
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|}
  
:How to act:
+
===Science Department Circuit Imprinter===
 
+
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient's health and helps treat wounds if the patient is in crit.  Don't give them 30 or more units of it, as that will cause toxin damage. 
+
|+Manufacturing List
:* If the patient is bleeding, apply a medical gauze [[File:Gauze.png]]. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed.
+
! class="unsortable" |Icon
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step.  Make sure they're also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.
+
!style='width:20%' |Item
::'''NOTE: CPR on its own will not heal someone unless they are only suffering from suffocation damage. If they are in crit because of brute/burn/toxins/cellular damage it will only keep them from dying.'''
+
!style='width:15%' |Required Tech
:* Now you have several options to choose between:
+
!style='width:15%' |Starting Tech?
:# Take the patient to a [[#Sleeper|sleeper]]. Drag the patient on top of it, then click on the sleeper to close it and administer medicine.
+
!style='width:15%' |Category
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle.
+
! class="unsortable" |[[File:Beaker.png]]
:# Strip the patient's space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.
+
![[File:Sheet plastic1.png]]
:# Just use bruise packs, ointments or other appropriate medication. See [[#Treatment|next section]] for examples.
+
![[File:Metal.png]]
 
+
![[File:Glass.png]]
== Treatment ==
+
![[File:Copperdone.png]]
 
+
![[File:Plasmadone.png]]
===[[File:O2med.png]] <font color=blue>Suffocation</font>===
+
![[File:Silverdone.png]]
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will ''gasp for air''. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, <font color=blue>blue</font> damage type.
+
![[File:Golddone.png]]
 
+
![[File:Uraniumdone.png]]
'''Ways of getting damaged:'''
+
![[File:Diamonddone.png]]
 
+
![[File:Titaniumdone.png]]
* Being in an area without enough oxygen present will suffocate you.
+
![[File:Bluespace_Crystal.png]]
* Missing a significant amount of blood will deal suffocation damage over time.
+
![[File:Bananiumdone.png]]
* Once you are in critical condition, you slowly take suffocation damage.
+
|-
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage.
+
|[[File:Circuitboard.png]]||Module Design (Safeguard)
* Some poisons, like [[Cyanide]], deal suffocation damage.
+
|Artificial Intelligence
* Some [[Virus|virus]] symptoms can cause suffocation.
+
|No
* Missing a pair of lungs.
+
|Ai Modules
* Missing a heart, or suffering a heart attack.
+
|
 
+
|{{row-bg-mats| | |1000|300| | |2000| | | | | }}
'''Treatment:'''
+
|-
 
+
|[[File:Circuitboard.png]]||Module Design (OneHuman)
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient's mask and helmet, switch to help intent and click on them.
+
|Artificial Intelligence
* If a person is not in critical condition, and they have no bad chemicals in their bloodstream, placing them in an oxygen-filled area will suffice.
+
|No
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state.
+
|Ai Modules
* [[Salbutamol]] quickly treats suffocation damage.
+
|
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including suffocation.
+
|{{row-bg-mats| | |1000|300| | | | |6000| | | }}
* [[Orange juice]] isn't the most effective cure, but it does help a bit when no other options are available
+
|-
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].
+
|[[File:Circuitboard.png]]||Module Design (ProtectStation)
* If a person's heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.
+
|Artificial Intelligence
 
+
|No
===[[File:Brutefak.png]] <font color=red>Brute</font>===
+
|Ai Modules
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute wounds are visible, and limb-specific.
+
|
 
+
|{{row-bg-mats| | |1000|300| | |2000| | | | | }}
'''Ways of getting damaged:'''
+
|-
 
+
|[[File:Circuitboard.png]]||Module Design (Quarantine)
* Being physically hit by almost anything does brute damage.
+
|Artificial Intelligence
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.
+
|No
 
+
|Ai Modules
'''Treatment:'''
+
|
 
+
|{{row-bg-mats| | |1000|300| | |2000| | | | | }}
* If a person is bleeding, use bandages to prevent blood loss.
+
|-
* Bruise packs can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.
+
|[[File:Circuitboard.png]]||Module Design (OxygenIsToxicToHumans)
* [[Guide_to_chemistry#Bicaridine|Bicaridine]] (in sleepers) and [[Guide_to_chemistry#Styptic_Powder|Styptic Powder]] (found in brute patches) heal brute damage over time.
+
|Artificial Intelligence
* [[Surgery#Reconstruction|Reconstruction]] surgery will heal brute and burn damage.
+
|No
* [[Guide_to_chemistry#Salicyclic_Acid|Salicyclic Acid]] heals brute damage over time, slowly if below 50 brute damage and quickly if above 50.
+
|Ai Modules
* [[Saline-glucose solution]] heals brute slowly.
+
|
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including brute.
+
|{{row-bg-mats| | |1000|300| | |2000| | | | | }}
* Food can heal brute damage slowly.
+
|-
* Milk, bilk, soy milk, soy latte, [[Guide_to_food_and_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly.
+
|[[File:Circuitboard.png]]||Module Design (Freeform)
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, "nothing" in mime's bottle of nothing heals mimes.
+
|Artificial Intelligence
 
+
|No
===[[File:Bmed.png]] <font color=orange>Burns</font>===
+
|Ai Modules
 
+
|
This is a straight-forward damage category. This is the damage type second to the right on Health Analyzer. Burns are visible, and limb-specific.
+
|{{row-bg-mats| | |1000|300| | |10000| | | | | }}
 
+
|-
'''Ways of getting damaged:'''
+
|[[File:Circuitboard.png]]||Module Design (Reset)
 
+
|Artificial Intelligence
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.
+
|No
* Lasers deal burn damage.
+
|Ai Modules
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.
+
|
* Electric shocks deal burn damage.
+
|{{row-bg-mats| | |1000|300| | |2000| | | | | }}
 
+
|-
'''Treatment:'''
+
|[[File:Circuitboard.png]]||Module Design (Purge)
 
+
|Artificial Intelligence
* Ointments can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.
+
|No
* [[Guide_to_chemistry#Kelotane|Kelotane]] (in sleepers) and [[Guide_to_chemistry#Silver_Sulfadiazine|Silver Sulfadiazine]] (found in brute patches) heal burn damage over time.
+
|Ai Modules
* [[Surgery#Reconstruction|Reconstruction]] surgery will heal brute and burn damage.
+
|
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] heals burn damage over time, slowly if under 50 burn damage and quickly if over 50.
+
|{{row-bg-mats| | |1000|300| | | | |2000| | | }}
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly.
+
|-
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including burn.
+
|[[File:Circuitboard.png]]||Module Design (Law Removal)
* [[Tomato juice]] can heal it very slowly.
+
|Artificial Intelligence
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, "nothing" in mime's bottle of nothing heals mimes.
+
|No
 
+
|Ai Modules
===[[File:Tmed.png]] <font color=green>Toxins</font>===
+
|
This is the second from the left on the Health Analyzer. It is not visible on the person's health doll. Thankfully it is easy to treat.
+
|{{row-bg-mats| | |1000|300| | | | |2000| | | }}
 
+
|-
'''Ways of getting damaged:'''
+
|[[File:Circuitboard.png]]||Module Design (Freeform)
 
+
|Artificial Intelligence
* Breathing plasma deals toxic damage.
+
|No
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.
+
|Ai Modules
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.
+
|
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.
+
|{{row-bg-mats| | |1000|300| | | | |10000| | | }}
* High doses of [[radiation]] deal toxic damage.
+
|-
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|"toxin"]] and toxic damage.
+
|[[File:Circuitboard.png]]||Core Module Design (Asimov)
 
+
|Artificial Intelligence
'''Treatment:'''
+
|No
 
+
|Ai Modules
* [[Guide_to_chemistry#Antitoxin|Antitoxin]] heals toxic damage and purges poison.
+
|
* [[Guide_to_chemistry#Charcoal|Charcoal]] heals toxic damage and purges all other chemicals. Cannot OD.
+
|{{row-bg-mats| | |1000|300| | | | |2000| | | }}
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals toxic damage and purges all other chemicals quickly. Also purges [[radiation]].
+
|-
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid but doesn't heal toxic damage, and will '''deal''' toxic damage if the patient has 20 health or more.
+
|[[File:Circuitboard.png]]||Core Module Design (P.A.L.A.D.I.N.)
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube & Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic.
+
|Artificial Intelligence
* Lime juice, tea, iced tea can slowly heal it.
+
|No
* Vomiting heals some toxic damage. You usually can't control it, however.
+
|Ai Modules
* If patient has a failing liver, a liver transplant will stop the toxin damage caused by that liver, and will allow chemicals to work in the body.
+
|
 
+
|{{row-bg-mats| | |1000|300| | | | |2000| | | }}
===[[File:Blood Pack.png]] Bleeding===
+
|-
After a limb sustains 30 brute damage, it will start bleeding. Bleeding can also be caused by cuts from sharp objects.
+
|[[File:Circuitboard.png]]||Core Module Design (T.Y.R.A.N.T.)
 
+
|Artificial Intelligence
IVs and gauze [[File:Gauze.png]] will provide relief from bleeding. [[File:IV Drip.png]]
+
|No
 
+
|Ai Modules
A [[Guide_to_food_and_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.
+
|
 
+
|{{row-bg-mats| | |1000|300| | | | |2000| | | }}
'''WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!'''
+
|-
 
+
|[[File:Circuitboard.png]]||Core Module Design (Overlord)
{| class="wikitable" style="text-align:center; font-size: 75%;"
+
|Artificial Intelligence
|+ Blood compatibility table
+
|No
 +
|Ai Modules
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | |2000| | | }}
 +
|-
 +
|[[File:Circuitboard.png]]||Core Module Design (Corporate)
 +
|Artificial Intelligence
 +
|No
 +
|Ai Modules
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | |2000| | | }}
 +
|-
 +
|[[File:Circuitboard.png]]||Core Module Design (Default)
 +
|Artificial Intelligence
 +
|No
 +
|Ai Modules
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | |2000| | | }}
 +
|-
 +
|[[File:Circuitboard.png]]||Core Module Design (Dadbot)
 +
|Artificial Intelligence
 +
|No
 +
|Ai Modules
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | |2000| | | }}
 +
|-
 +
|[[File:Radio Mini.png]]||Network Card
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| |250|100|100| | | | | | | | }}
 +
|-
 +
|[[File:Radio card.png]]||Advanced Network Card
 +
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| |500|200|200| | | | | | | | }}
 
|-
 
|-
! rowspan="2" | Recipient
+
|[[File:Net Wired.png]]||Wired Network Card
! colspan="9" | Donor
+
|Computer Hardware
 +
|No
 +
|Computer Parts
 +
|
 +
|{{row-bg-mats| |2500|400|400| | | | | | | | }}
 
|-
 
|-
! O−
+
|[[File:Data Disk 6.png]]||Data Disk
! O+
+
|Computer Hardware
! A−
+
|No
! A+
+
|Computer Parts
! B−
+
|
! B+
+
|{{row-bg-mats| | |800|200| | | | | | | | }}
! AB−
 
! AB+
 
! L
 
 
|-
 
|-
! O−
+
|[[File:Data Disk 5.png]]||Advanced Data Disk
| style="width:3em" | [[File:Yes.png]]
+
|Computer Hardware
| style="width:3em" | [[File:No.png]]
+
|No
| style="width:3em" | [[File:No.png]]
+
|Computer Parts
| style="width:3em" | [[File:No.png]]
+
|
| style="width:3em" | [[File:No.png]]
+
|{{row-bg-mats| | |1600|300| | | | | | | | }}
| style="width:3em" | [[File:No.png]]
 
| style="width:3em" | [[File:No.png]]
 
| style="width:3em" | [[File:No.png]]
 
| style="width:3em" | [[File:No.png]]
 
 
|-
 
|-
! O+
+
|[[File:Data Disk 3.png]]||Super Data Disk
| [[File:Yes.png]]
+
|Computer Hardware
| [[File:Yes.png]]
+
|No
| [[File:No.png]]
+
|Computer Parts
| [[File:No.png]]
+
|
| [[File:No.png]]
+
|{{row-bg-mats| | |3200|400| | | | | | | | }}
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
 
|-
 
|-
! A−
+
|[[File:CPU Board.png]]||Processor Board
| [[File:Yes.png]]
+
|Computer Hardware
| [[File:No.png]]
+
|No
| [[File:Yes.png]]
+
|Computer Parts
| [[File:No.png]]
+
|
| [[File:No.png]]
+
|{{row-bg-mats| | |200|1600| | | | | | | | }}
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
 
|-
 
|-
! A+
+
|[[File:CPU Micro.png]]||Microprocessor
| [[File:Yes.png]]
+
|Computer Hardware
| [[File:Yes.png]]
+
|No
| [[File:Yes.png]]
+
|Computer Parts
| [[File:Yes.png]]
+
|
| [[File:No.png]]
+
|{{row-bg-mats| | |100|800| | | | | | | | }}
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
 
|-
 
|-
! B−
+
|[[File:CPU Board Super.gif]]||Photonic Processor Board
| [[File:Yes.png]]
+
|Computer Hardware
| [[File:No.png]]
+
|No
| [[File:No.png]]
+
|Computer Parts
| [[File:No.png]]
+
|
| [[File:Yes.png]]
+
|{{row-bg-mats| | |6400|800| | |2000| | | | | }}
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
 
|-
 
|-
! B+
+
|[[File:CPU Micro Super.gif]]||Photonic Microprocessor
| [[File:Yes.png]]
+
|Computer Hardware
| [[File:Yes.png]]
+
|No
| [[File:No.png]]
+
|Computer Parts
| [[File:No.png]]
+
|
| [[File:Yes.png]]
+
|{{row-bg-mats| | |3200|400| | |1000| | | | | }}
| [[File:Yes.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
 
|-
 
|-
! AB−
+
|[[File:Genericboard.png]]||Computer Design (Battle Arcade Machine)
| [[File:Yes.png]]
+
|Arcade Games
| [[File:No.png]]
+
|No
| [[File:Yes.png]]
+
|Computer Boards
| [[File:No.png]]
+
|
| [[File:Yes.png]]
+
|{{row-bg-mats| | |1000|300| | | | | | | | }}
| [[File:No.png]]
 
| [[File:Yes.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
 
|-
 
|-
! AB+
+
|[[File:Genericboard.png]]||Computer Design (Mediborg's Amputation Adventure)
| [[File:Yes.png]]
+
|Illegal Technology
| [[File:Yes.png]]
+
|No
| [[File:Yes.png]]
+
|Computer Boards
| [[File:Yes.png]]
+
|
| [[File:Yes.png]]
+
|{{row-bg-mats| | |1000|300| | | | | | | | }}
| [[File:Yes.png]]
 
| [[File:Yes.png]]
 
| [[File:Yes.png]]
 
| [[File:No.png]]
 
 
|-
 
|-
! L
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:No.png]]
 
| [[File:Yes.png]]
 
 
|}
 
|}
  
'''Treating bloodloss:'''
+
===Security Department Circuit Imprinter===
# Bandage wound with a medical gauze to stop bleeding.
+
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
# Locate brute damage.
+
|+Manufacturing List
# Treat brute damages above ~30 to halt bleeding.
+
! class="unsortable" |Icon
# Assess blood levels, if low or critical, proceed with blood transfusion.
+
!style='width:20%' |Item
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.
+
!style='width:15%' |Required Tech
# Iron and most foods will improve blood regeneration.
+
!style='width:15%' |Starting Tech?
 +
!style='width:15%' |Category
 +
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|[[File:Genericboard.png]]||Computer Design (Battle Arcade Machine)
 +
|Arcade Games
 +
|No
 +
|Computer Boards
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|[[File:Genericboard.png]]||Computer Design (Mediborg's Amputation Adventure)
 +
|Illegal Technology
 +
|No
 +
|Computer Boards
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|}
  
'''Blood transfusion:'''
+
===Medical Department Circuit Imprinter===
# Use medical scanner on patient to find blood type.
+
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
# Obtain blood pack from [[surgery]], [[virology]], or [[cargo]].
+
|+Manufacturing List
# Make sure IV drip is in the blue "inject" mode. You toggle this by clicking the IV drip when nothing is attached to it.  
+
! class="unsortable" |Icon
# Attach blood pack to IV drip.
+
!style='width:20%' |Item
# Click-drag IV drip onto patient.  
+
!style='width:15%' |Required Tech
# Check up on patient's blood levels regularly, this process moves quickly.
+
!style='width:15%' |Starting Tech?
# Detach patient from IV drip by click-dragging the IV drip onto the patient again, or simply clicking the IV. If you forget this the patient will take some brute damage from the needle being ripped out.
+
!style='width:15%' |Category
# Detach blood pack by clicking on the IV drip.
+
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|[[File:Genericboard.png]]||Computer Design (Battle Arcade Machine)
 +
|Arcade Games
 +
|No
 +
|Computer Boards
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|[[File:Genericboard.png]]||Computer Design (Mediborg's Amputation Adventure)
 +
|Illegal Technology
 +
|No
 +
|Computer Boards
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|}
  
'''Blood donation:'''
+
===Service Department Circuit Imprinter===
# Make sure IV drip is in the red "take" mode. You toggle this by clicking the IV drip when nothing is attached to it.  
+
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
# Attach a beaker or an empty blood pack to IV drip.
+
|+Manufacturing List
# Attach to a donor by click-dragging it onto the donor.
+
! class="unsortable" |Icon
# Blood pack will automatically fill. The alarm will sound if patient's blood levels reach critical.
+
!style='width:20%' |Item
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.
+
!style='width:15%' |Required Tech
# Click on IV drip to eject the beaker or blood pack. Label appropriately.
+
!style='width:15%' |Starting Tech?
 +
!style='width:15%' |Category
 +
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|[[File:Genericboard.png]]||Computer Design (Battle Arcade Machine)
 +
|Arcade Games
 +
|No
 +
|Computer Boards
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|[[File:Genericboard.png]]||Computer Design (Mediborg's Amputation Adventure)
 +
|Illegal Technology
 +
|No
 +
|Computer Boards
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|}
  
=== [[File:Clone.gif]] Cellular damage ===
+
===Cargo Department Circuit Imprinter===
 +
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
 +
|+Manufacturing List
 +
! class="unsortable" |Icon
 +
!style='width:20%' |Item
 +
!style='width:15%' |Required Tech
 +
!style='width:15%' |Starting Tech?
 +
!style='width:15%' |Category
 +
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|[[File:Genericboard.png]]||Computer Design (Battle Arcade Machine)
 +
|Arcade Games
 +
|No
 +
|Computer Boards
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|[[File:Genericboard.png]]||Computer Design (Orion Trail Arcade Machine)
 +
|Arcade Games
 +
|No
 +
|Computer Boards
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|[[File:Genericboard.png]]||Computer Design (Mediborg's Amputation Adventure)
 +
|Illegal Technology
 +
|No
 +
|Computer Boards
 +
|
 +
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 +
|-
 +
|}
  
Rare kind of damage. It shows up on scanners and is visible on examination, but exact numbers aren't shown.
+
===Munitions Department Circuit Imprinter===
 
+
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
'''Ways of getting damaged:'''
+
|+Manufacturing List
 
+
! class="unsortable" |Icon
* Slimes. They deal cellular damage when they feed on someone.
+
!style='width:20%' |Item
* Cloned people will have cellular damage, unless the cloner is fully upgraded and the cloning was 100% complete.
+
!style='width:15%' |Required Tech
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&D]].
+
!style='width:15%' |Starting Tech?
 
+
!style='width:15%' |Category
'''Treatment:'''
+
! class="unsortable" |[[File:Beaker.png]]
 
+
![[File:Sheet plastic1.png]]
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage.
+
![[File:Metal.png]]
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it's hard to get.
+
![[File:Glass.png]]
 
+
![[File:Copperdone.png]]
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things.
+
![[File:Plasmadone.png]]
 
+
![[File:Silverdone.png]]
=== [[File:Liver_organ.png]] Organ damage ===
+
![[File:Golddone.png]]
 
+
![[File:Uraniumdone.png]]
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as "non-functional", that means its failing, and will not work, and will cause some life-threatening ailments depending on which organ it is. There is currently no way to see the exact damage of each organ, but for the most part they function on low-threshold, high-threshold, and failing, which will show up as "mildly damaged", "severely damaged", and "non-functional" lists when you scan someone with a medical scanner. Note that all the listed organs decay over time, which is the most common way they'll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.
+
![[File:Diamonddone.png]]
 
+
![[File:Titaniumdone.png]]
'''Ways of getting damaged:'''
+
![[File:Bluespace_Crystal.png]]
 
+
![[File:Bananiumdone.png]]
* Flashes and sharp objects in the eyes (eyes)
+
|-
* Loud noises (ears)
+
|[[File:Module.png]]||Missile Autowrencher
* Appendicitis (appendix)
+
|Automated Missile Construction
* Otherwise, an organ that's not in a living body (thus is on the ground or in a dead body) will decay if not held in a freezer, fridge, morgue unit, or [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in 15 minutes, except for hearts, which will decay completely in 3 minutes, and brains, which will decay completely in 30 minutes.
+
|No
 
+
|Advanced Munitions
'''Treatment:'''
+
|
 
+
|{{row-bg-mats| |10000|2500|2500|10000| | | | | | | }}
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.
 
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.
 
* Otherwise, time and health will fix most organs (not the brain!). The healthier you are, the faster this rate goes, with a base rate of around half an hour for an organ to go from max damage to perfectly healthy. Taking vitamins increases your health, and thus increases this rate, so eat smart!
 
 
 
'''Side-Effects:'''
 
 
 
* Damaged ears will occasionally flare up with tinnitus, causing very brief deafness, with increasingly frequent bouts until the ears are non-functional, at which point you become deaf.
 
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.
 
* Damaged lungs will increase the rate at which you breath by 25%, and will collapse if non-functional, causing rapid suffocation. Life-threatening!
 
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!
 
* A damaged heart will increase the rate at which you breath by 25%, and will cease when non-functional, causing immediate heart attack. Life-threatening!
 
* A damaged stomach will be unable to hold nutriment and food down as easily, causing vomiting depending on the amount of food consumed and the damage of the stomach. A non-functional stomach does not digest any food.
 
 
 
====Organ table====
 
Each organ has 100 max hp, except the brain which has 200.
 
{|class="wikitable"
 
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'|  
 
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Organ
 
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Decay time
 
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Damage effects
 
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Non-functional/broken effects
 
!scope="col" style="font-weight: bold;" style='background-color:#C4DAF4;'| Treatment
 
 
|-
 
|-
|[[File:Heart.png]]
+
|[[File:Module.png]]||Missile Autowelder
|Heart
+
|Automated Missile Construction
|3 minutes
+
|No
|Expends oxygen faster by increasing breathing rate.
+
|Advanced Munitions
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops defibrillation from working.
+
|
|[[Guide_to_chemistry#Corazone|Corazone]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with defibrillation, unless the heart is broken.
+
|{{row-bg-mats| |10000|2500|2500|10000| | | | | | | }}
 
|-
 
|-
|[[File:Liver_organ.png]]
+
|[[File:Module.png]]||Missile Autoscrewer
|Liver
+
|Automated Missile Construction
|15 minutes
+
|No
|Toxin damage.
+
|Advanced Munitions
|Rapid toxin damage and chemicals are no longer processed.
+
|
|[[Guide_to_chemistry#Corazone|Corazone]] or replacing the liver with [[Surgery#Organ_Manipulation|surgery]].
+
|{{row-bg-mats| |10000|2500|2500|10000| | | | | | | }}
 
|-
 
|-
|[[File:Lungs.png]]
+
|[[File:Module.png]]||Missile Autowirer
|Lungs
+
|Automated Missile Construction
|15 minutes
+
|No
|Expends oxygen faster by increasing breathing rate.
+
|Advanced Munitions
|Prevents breathing, leading to rapid death from suffocation.
+
|
|Replacing the lungs with [[Surgery#Organ_Manipulation|surgery]].
+
|{{row-bg-mats| |10000|2500|2500|10000| | | | | | | }}
 
|-
 
|-
|[[File:Appendix.png|Appendix]]
+
|[[File:Module.png]]||Missile Assembler
|Appendix
+
|Automated Missile Construction
|15 minutes
+
|No
|Nothing.
+
|Advanced Munitions
|It bursts, causing toxin damage until the organ is removed.
+
|
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]].
+
|{{row-bg-mats| |10000|2500|2500|10000| | | | | | | }}
 
|-
 
|-
|[[File:Stomach_organ.png]]
+
|[[File:Genericboard.png]]||Computer Design (Battle Arcade Machine)
|Stomach
+
|Arcade Games
|15 minutes
+
|No
|Causing vomiting depending on the amount of food consumed and the damage of the stomach.
+
|Computer Boards
|Can't digest any food.
+
|
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]].
+
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 
|-
 
|-
|[[File:Eyes.png]]
+
|[[File:Genericboard.png]]||Computer Design (Orion Trail Arcade Machine)
|Eyes
+
|Arcade Games
|15 minutes
+
|No
|Worsening eyesight until fully blind.
+
|Computer Boards
|Blindness.
+
|
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]].
+
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 
|-
 
|-
|[[File:Ears.png]]
+
|[[File:Genericboard.png]]||Computer Design (Mediborg's Amputation Adventure)
|Ears
+
|Illegal Technology
|15 minutes
+
|No
|Worsening occasional tinnitus, causing very brief deafness.
+
|Computer Boards
|Deafness.
+
|
|[[Guide_to_chemistry#Inacusiate|Inacusiate]].
+
|{{row-bg-mats| | |1000|300| | | | | | | | }}
 
|-
 
|-
|[[File:Brain.png]]
 
|Brain
 
|30 minutes
 
|See [[#Brain_damage|Brain damage]].
 
|Death.
 
|See [[#Brain_damage|Brain damage]].
 
 
|}
 
|}
  
=== [[File:Brain.png]] Brain damage ===
+
== [[File:Proto.png|64px]] Techfab ==
 +
* The departmental Techfabs are circuit imprinters and departmental protolathes combined, except their available circuit boards differ depending on their department.
 +
* These lists will only consist of items that can ONLY be found in a Technology Fabricator
  
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health, you need an advanced health analyzer, which [[CMO]] gets one of by default. Getting killed and cloned does not cure brain traumas.  
+
===Engineering Department Techfab===
 +
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
 +
|+Manufacturing List
 +
! class="unsortable" |Icon
 +
!style='width:20%' |Item
 +
!style='width:15%' |Required Tech
 +
!style='width:15%' |Starting Tech?
 +
!style='width:15%' |Category
 +
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|}
  
'''Ways of getting damaged:'''
+
===Science Department Techfab===
 +
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
 +
|+Manufacturing List
 +
! class="unsortable" |Icon
 +
!style='width:20%' |Item
 +
!style='width:15%' |Required Tech
 +
!style='width:15%' |Starting Tech?
 +
!style='width:15%' |Category
 +
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|}
  
* Imperfect cloning.
+
===Security Department Techfab===
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]
+
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].
+
|+Manufacturing List
* [[Chaplain]]'s bible applied to the head.
+
! class="unsortable" |Icon
* [[Blood Cult|Unholy Water]]
+
!style='width:20%' |Item
* [[Infections#Infection_Listings|Brainrot]]
+
!style='width:15%' |Required Tech
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].
+
!style='width:15%' |Starting Tech?
 +
!style='width:15%' |Category
 +
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|}
  
'''Treatment:'''
+
===Medical Department Techfab===
 +
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
 +
|+Manufacturing List
 +
! class="unsortable" |Icon
 +
!style='width:20%' |Item
 +
!style='width:15%' |Required Tech
 +
!style='width:15%' |Starting Tech?
 +
!style='width:15%' |Category
 +
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|}
  
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]].  
+
===Service Department Techfab===
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most '''basic''' brain traumas. These traumas have no prefix on health analyzer.  
+
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure '''severe''' traumas. You can identify severe brain traumas by the prefix "severe" on health analyzer. [[Nanites#Healing_Programs|Nanites]] can cure these and lower level traumas.  
+
|+Manufacturing List
* [[Surgery#Lobotomy|Lobotomy]] will cure '''deep-rooted brain traumas'''. You can identify deep-rooted brain traumas by the prefix "deep-rooted" on health analyzer. Some [[Virus#Symptoms_Table|viruses]] can cure these and lower level traumas.
+
! class="unsortable" |Icon
* '''Permanent''' brain traumas are either permanent or curable with magic, which is typically unavailable. Failing a lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix "permanent" on health analyzer. If you get one of these, then assume "this is life now".
+
!style='width:20%' |Item
 +
!style='width:15%' |Required Tech
 +
!style='width:15%' |Starting Tech?
 +
!style='width:15%' |Category
 +
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|}
  
 +
===Cargo Department Techfab===
 +
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
 +
|+Manufacturing List
 +
! class="unsortable" |Icon
 +
!style='width:20%' |Item
 +
!style='width:15%' |Required Tech
 +
!style='width:15%' |Starting Tech?
 +
!style='width:15%' |Category
 +
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|[[File:Supplyboard.png]]||Computer Design (Express Supply Console)
 +
|Mining Technology
 +
|No
 +
|Mining Designs
 +
|
 +
|{{row-bg-mats| | |1000| | | | | | | | | }}
 +
|-
 +
|}
  
=== [[File:DoubleESword.png]] Dismemberment ===
+
===Munitions Department Techfab===
 +
{| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" width="100%"
 +
|+Manufacturing List
 +
! class="unsortable" |Icon
 +
!style='width:20%' |Item
 +
!style='width:15%' |Required Tech
 +
!style='width:15%' |Starting Tech?
 +
!style='width:15%' |Category
 +
! class="unsortable" |[[File:Beaker.png]]
 +
![[File:Sheet plastic1.png]]
 +
![[File:Metal.png]]
 +
![[File:Glass.png]]
 +
![[File:Copperdone.png]]
 +
![[File:Plasmadone.png]]
 +
![[File:Silverdone.png]]
 +
![[File:Golddone.png]]
 +
![[File:Uraniumdone.png]]
 +
![[File:Diamonddone.png]]
 +
![[File:Titaniumdone.png]]
 +
![[File:Bluespace_Crystal.png]]
 +
![[File:Bananiumdone.png]]
 +
|-
 +
|}
  
Patients may lose their head, legs or arms. A patient missing arms can't hold items or interact with objects. Missing legs will slow down a patient, but missing both legs also prevents them from holding any items unless they're buckled to a chair. Missing both arms and legs Patients missing a head will die in most cases as their body lacks its brain.
+
= [[to_do_list|To-Do List]] =
  
Examining a patient will describe any missing limbs.
+
=Xenoecology Entry=
 +
''Written by Elise Garnier''
 +
==Overview==
 +
<tabs style="width:85%">
 +
<tab name="Conception">
 +
Plasmamen (or phoronized humanoids) are the newest species to ever come about naturally so to speak. By all technicality and definition, Plasmamen’s home planet is surprisingly the Earth’s moon. Through long term exposure to phoron, humanoids of all kinds have found themselves slowly but surely mutating and adapting to not only resist the harmful effects of phoron but even live and thrive off of it. Such a process shouldn’t be happening over the course of only a single lifetime, in fact it just about defies any natural process of evolution and mutation known to the current understanding of biology.
 +
</tab>
 +
<tab name="Formation">
 +
General exposure to phoron leads to tissue and liver damage. It acts as a toxic material in any organic lifeform’s body and can easily kill an individual in low quantities. However, a currently unknown quality that some humanoids share causes some form of chain reaction, dubbed “Phoronisation”, amidst their biological process that turns them into what is now called a Plasmaman. Phoronisation is only triggered by prolonged exposure to phoron over the course of years, if not decades, and in extremely small quantities due to its highly volatile and poisonous nature. This causes the skin, muscle, sinew, tendons, and internal organs to break down and reform into an incredibly hot organo-phoron compound that then covers the entirety of the skeleton, which, surprisingly, remains intact. This hot “organic” plasma fits all the criteria to be considered a living organism, complete with sentience and self awareness.
 +
</tab>
 +
<tab name="Biology">
 +
Plasmamen breathe pure gaseous phoron, which serves as the main driving force behind their biological functions. As such Plasmamen do not need to consume food to sustain themselves. Although many have shown a propensity toward vegetables over fruit when given the opportunity to eat. Such an incredibly volatile organism has been proven without a doubt to be completely immune to diseases and unbothered by radiation exposure. Their body produces enough heat to sustain themselves in the complete absence of warmth. Plasmamen are unable to reproduce on their own or with one another and rely entirely on other humanoids undergoing the chain reaction to sustain their numbers. As agonizing of a process it is to become a Plasmaman, such a great sacrifice of suffering is rewarded with the only form of naturally occurring genetic immortality in sapient beings observed so far. Plasmamen do not age and are not affected by disease.
 +
</tab>
 +
<tab name="Discovery">
 +
When Plasmamen were first discovered decades ago during the expansion, humanoid-kind wasn’t sure what to make of them. They did their best to accommodate these new people and be mindful of more showing up in the future. Plasmamen were not widely received with open arms but were certainly seen as useful by Nanotrasen as the perfect employees to harvest the phoron shard in the moon during the Great Expansion.
 +
</tab>
 +
<tab name="Ancients">
 +
In the furthest reaches of colonized space, humanoids were found drifting amidst the stars that very much resembled the Plasmamen of Earth’s moon. Their integration into society was relatively smooth, having flocked to the phoron shard not many questions were asked. Although prying minds had soon discovered these Plasmamen had been around for much longer than they let on. Some predated humanity as a species let alone their adventures in the endless cosmos. None of these ancient Plasmamen have been able to recollect where their home planet is nor their history leading up to their journey to Sol. Plasmamen, both ancient and new, with no memory of its origin, have since made their home with the federation working on station and ship crew alike.  
 +
</tab>
 +
</tabs>
  
 +
=Species=
 +
=The Lightbulb Engineers Guide to Advanced Engineering=
 +
''By: Travis Zaun''
 +
<br><br>
 +
Engineering is complicated, thankless, and liable to get you blown up by your own mistakes or someone else refusing to listen. It is also rewarding, as you are the one thing keeping the ship from exploding due to those damned incompetent helmsmen and that one captain who thinks that Leeroy Jenkins is a role model instead of a cautionary tale. I'm going to give you some tips and tricks that I've learned over time to help make your life just a bit easier.
 +
<br>
 +
Keep in mind that this is written to the level of someone who already has a basic understanding of engineering: basic terms or concepts are not defined or explained. At the end, there is a Q&A for some commonly asked questions and some entertaining engineering stories.
 +
<br><br>
 +
On to the guide.
 +
<br><br>
 +
'''Chernobl Memes: Why there isn't any reactor information in this guide'''
 +
<br>
 +
There is a lack of tips to do with the reactors in this guide. It is deliberate and the reason is simple: experimentation leads to better engineers. People willing to figure out why things work with the reactors (particularly the stormdrive) generally learn a lot about engineering as they experiment. As a whole, this improves the overall quality of their engineering capabilities as they figure out gas interactions.
 +
<br><br>
 +
'''Piping and how it doesn't work like you think it does.'''<br>
 +
Good old Atmosia, the great state of pipes. You can do much with them, and anything fun (IE: extremely dangerous) requires a good working knowledge of how piping works if you want to live through whatever experiment you're running. Here are a few things to know about piping and Atmosia in general.
 +
<br><br>
 +
'''1. Pipes are indestructible as far as the forces contained within them:'''
 +
<br>
 +
You're probably already figured this out, but pipes can contain functionally infinite pressure and infinite temperature, their limits are the volume that they can contain, not the pressure or temperature within them, this is important, and I'll tell you why later.
 +
<br><br>
 +
'''2. Pipes don't have flow.'''
 +
<br>
 +
Yes, you read that correctly. There is no flow in pipes. Connected pipes that are not interrupted by components do not have flow, they just have volume. Pumps are just move volume from one tank to another at a certain rate. This is the equivalent of taking a cup and taking from one bucket and putting it into another bucket. All components that have a flow rate (scrubbers, non-passive vents, injectors, gas pumps, volume pumps, mixers, filters) all behave in this manner. Components that do not have a flow rate, such as valves (when open), connectors, z-level connectors, layer connectors or passive vents just connect one bucket directly to another, making it a bigger bucket.
 +
<br><br>
 +
'''3. What happens to one, happens to the rest.'''
 +
<br>
 +
Pipes are functionally just funny shaped tanks, and properties that happen to one section of pipe happen to ALL connected sections of pipe. This means that when that one dipshit captain panic siphons a room that was on fire, he just massively heated up the entire subber network, making it useless for actually scrubbing anything anywhere else. It also means that when you apply cooling to one section of piping, you apply cooling to the entire section of connected piping, assuming there aren't any interruptions in the line. The best way to fix that dipshit captains mistake is to build a thermomachine with the best components that you can get (or multiple thermomachines if you have low tier components), attach it to a random section on the scrubbers network, and turn it on.
 +
<br><br>
 +
'''4. Thermodynamics. It's a thing that exists.'''
 +
<br>
 +
Remember how I mentioned that pipes have a limit on volume, but not pressure or temperature? The importance is that when gasses expand, they take up more volume. They expand when they heat up, and contract when they cool down. Why does this matter? Well, for one part of the reason that the dipshit captain was able to disable that scrubbers network is that at the end of the scrubbers network is a pump that takes it into the main atmospheric tanks. That pump, upgraded to a volume pump or not, can only move certain amount of pressure (standard pump) or volume (volume pump) at a time. If the temperature is very hot, it will not be moving very many moles (the measure of the actual amount of gas) at all, and all the gas in it was just expanded to a massive pressure and volume, likely maxing out the amount contained within, and meaning that you're not moving it at anywhere near the normal rate. On the other side of this, you can use this concept, with a valve, to use one section of thermal piping to heat up another section on demand.
 +
<br><br>
 +
Damage Control: Rise of the Fixman
 +
<br>
 +
So, the ship has taken a few hits, the clown is dead, munitions is complaining about their compartment being depressurized again, medical has ceased to exist as a location, you've lost contact with the bridge, and you've just barely managed to stop the ship from exploding due to superstructure critical. What do you do, and how do you do it?
 +
<br><br>
 +
1. Triage, not just for medical.
 +
<br>
 +
So, you've got a whole list of issues. Priorities change in combat and out of combat, and what you can afford to fix changes with the number of engineers you have available to you. These priorities are debatable, but I'll list what I treat as the priorities here and why. I've also added in a list of Non-Priority Fixes, otherwise known as "what's in it for me?" fixes. The things at the bottom I will only fix if someone is bribing me.
 +
<br><br>
 +
In Combat:
 +
<br>
 +
1. Fix the reactor-if this took a hit and/or is starting to do the funny alarming noises, fix it. You've got about 2 minutes from unhappy to boom with the AGCNR or Stormdrive.
 +
<br>
 +
2. Bridge-Specifically the HELM, DRADIS, TAC and FTL consoles. If they're broken, you can't move and shoot, and you'll probably die.
  
'''Ways of getting damaged:'''
+
= The Depot =
* Strong physical forces, such as explosions.
+
== Sugery Tools ==
* Getting hit by strong, sharp objects such as swords.
+
[[File:Scalpel.png|Scalpel]] '''Scalpel''': <br>
** Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.
+
[[File:Retractor.png|Retractor]] '''Retractor''':<br>
* Amputation via [[surgery]].
+
[[File:Hemostat.png|Hemostat]] '''Hemostat''': <br>
 +
[[File:Cautery.png|Cautery]] '''Cautery''':<br>
 +
[[File:Saw.png|Circular Saw]] '''Circular Saw''':<br>
 +
[[File:Blood filter.png|Blood Filter]] '''Blood Filter''':<br>
  
'''Treatment:'''
+
= Chemical Tiers =
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].
+
{| class="wikitable sortable" border="1"; style="text-align:center; cellspacing=0; cellpadding=1;"
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.
+
! scope="col" style="background-color:#ffff00;" class="unsortable" |Chemical Name
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb's damage will be transferred to the patient, so be ready to treat brute and bleeding. Any organic limb will also cause toxin damage when replaced.
+
! scope="col" class="unsortable" style="width:10vw; background-color:#ffff00;" |Formula
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]].
+
! scope="col" style="width:100px; background-color:#ffff00;" |Minimum Level
 +
! scope="col" style="width:100px; background-color:#ffff00;" |Maximum Level
 +
|-
 +
|Virus Food
 +
|{{RecursiveChem/Virus Food}}
 +
|1
 +
|2
 +
|-
 +
|Unstable Mutagen
 +
|{{RecursiveChem/Unstable Mutagen}}
 +
|2
 +
|4
 +
|-
 +
|Mutagenic Agar
 +
|{{RecursiveChem/Mutagenic Agar}}
 +
|3
 +
|3
 +
|-
 +
|Liquid Plasma
 +
|Grind a Sheet of Plasma
 +
|4
 +
|6
 +
|-
 +
|Uranium
 +
|Grind a Sheet of Uranium
 +
|5
 +
|6
 +
|-
 +
|Sucrose Agar
 +
|
 +
|
 +
|
 +
|-
 +
|}
  
== Using Stasis Beds, Cryogenics and Sleepers ==
+
==Viro==
{{anchor|Using Sleepers and Cryogenics}}
+
{| class="wikitable sortable" border="1"; || style="text-align: center;"
 +
|-
 +
! scope="col" | Symptom
 +
! scope="col" | Stealth
 +
! scope="col" | Resistance
 +
! scope="col" | Stage speed
 +
! scope="col" | Transmission
 +
! scope="col" | Severity
 +
! scope="col" | Level
 +
! scope="col" | Required Chemical
 +
! scope="col" class="unsortable" | Effect
 +
! scope="col" | Threshold (hover mouse over for details)
 +
|-
 +
!<span title="The deadliest of the three deadliest symptoms. Knocks you out and suffocates you at insane speeds, if you meet the easy thresholds. Kills people even faster when they enter crit">Acute Respiratory Distress Syndrome</span>
 +
| -2 || 0 || -1 || -2 || 5 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000" | Causes heavy suffocation damage, while giving a small chance of heart attacks. Becomes even more lethal if the mob has more than 120 suffocation damage. Has no effect if the host does not need to breath||<span title="Causes paralysis and heart attacks when the host is suffocating">Stage Speed 8</span>, <span title="Doubles the damage done by the symptom. +1 Severity">Transmission 8</span>
 +
|-
 +
!<span title="In my opinion, this is the worst symptom. Shit stats, low meme potential. 0/10. fuck you, alopecia.">Alopecia</span>
 +
| 0 || 3 || 2 || 2 || 0 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#0000ff" | Causes rapid hair loss.|| None
 +
|-
 +
!Cornu Cutaneum
 +
| -3 || 3 || -3 || 0 || 1 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style="color:#00aa00"| The host damages anyone next to them every so often ||<span title="The host gains some armor. -1 Severity">Resistance 6</span>, <span title="The disease damages creatures more often">Transmission 6</span>
 +
|-
 +
|}
  
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===
+
==Oh boy==
These "[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]]" can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into '''stasis'''. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and if [[#Death|dead]] it freezes their [[#Death|defibrillation timer]]. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|medicine]] they need and then remove the patients from the stasis bed so the medication starts healing them. The patient is awake and fully aware while in stasis. You can turn the beds off or on with alt-click.
 
  
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube & Freezer|Cryogenics Tube]] ===
+
==WIP Guide Links==
{{anchor|Cryo Tube}}
+
[[Guide to food|Guide to Food]]
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments. '''Use it mainly to heal cellular damage''', or if you're out of other options/unsure what to do. This is slow and forces the patient to sleep, so prefer using brute/fire patches for common damage types.
 
  
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently.
+
[[Guide to drinks|Guide to Drinks]]
  
How to prepare '''(This needs to be done at the start of every round!)''':
+
<!-- To edit this category, edit the template at https://nsv.beestation13.com/wiki/Template:FoodCategory/Sandwiches -->
# Wrench the oxygen canisters to connect them to the tubes and the freezer.
+
{{FoodCategory/Sandwiches}}
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.
 
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]], [[Guide_to_chemistry#Clonexadone|clonexadone]] and [[mannitol]].
 
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.  
 
#* Be sure to only add chemicals that you can't overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.
 
# Set the tubes to Auto instead of Manual, so they'll open after the patient is healed. Otherwise, they'll be trapped in until someone opens the tube from outside.
 
  
How to use:
+
=Unrelated Stuff=
 
+
Need to make a template storage page…
# Ensure the cryo tube is open first. If not, open it.
+
{{Test Merge
# Pull the person on top of the tube.
+
|link =
# Remove all clothes that prevent freezing, such as hardsuits. Else it won't work.
+
}}
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.
+
[[Guide to the FTL]]
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they're all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).
 
# Turning it on will put the patient to sleep.
 
# If set to auto, the tube will turn off and pop open automatically.
 
# Shake the person to get them up (switch to help intent and click on them multiple times).
 
# Let them redress (or do it for them) then kick them out.
 
 
<br>
 
<br>
If you ever see this:<br>
+
[[Scrapyard]]
[[File:Trapped_in_cryo.png]]
 
 
 
Then those people are trapped in powered off cryo tubes. Run to them immediately and either turn the tubes ON or let the patients out! Make sure cryo tube doors are also set to AUTO and not MANUAL. And make sure the patients are actually healing, or else you have to try other treatments instead.
 
 
 
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===
 
 
 
Sleepers allow you to inject various chemicals, and have unlimited stocks of them. Sleepers cannot inject most chemicals when the patient's health is very low, with the exception of injecting [[epinephrine]].
 
 
 
Sleepers also show you chemicals present in person's bloodstream.
 
 
 
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]].
 
 
 
How to use:
 
# Ensure the sleeper is open. If it's not, open it.
 
# Pull the patient near the sleeper.
 
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.
 
# Click on the sleeper to open the menu.
 
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available).
 
# Open the sleeper and remove the patient.
 
 
 
== Rarer Cases ==
 
 
 
These situations are not as common as normal damages, but they are still VERY LIKELY to happen. AND most of these cases are also more severe, and it is essential to be fucking fast and know this stuff! <br>'''So read up, these are the things that will separate quacks from real doctors!'''
 
 
 
===Overdose===
 
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren't doing your job correctly and you may even kill the patient if you don't stop doing it! Check the ''overdose threshold'' column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine.
 
 
 
How to treat:
 
* [[Charcoal]] purges chemicals slowly and can help with toxin damage.
 
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.
 
* [[Pentetic acid]] clears all chemicals from the body very quickly.
 
 
 
===[[File:Hudill.png]] Disease===
 
 
 
Diseases are the most frustrating thing you will deal with, as it spreads, and can infect you as well. A disease can be identified easily with the Health Scanner HUD, it giving an unhappy-face-icon next to the patient. PDA or a Health Analyzer will give more detailed information about the disease and its cure.
 
 
 
How to Treat:
 
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].
 
# Isolate the patient from public areas (if they have an infectious disease).
 
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Understanding stats|list of possible cures]]). This won't work if the disease is stealthy.
 
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure.
 
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.
 
# Monitor the patient's condition and do not leave them until they are clear and have become resistant to the disease.
 
# Check if you are infected after dealing with the patient.
 
After:
 
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]].
 
 
 
Cloned people lose their immunity and can be reinfected.
 
 
 
===Blindness===
 
The person cannot see, they usually will scream about this endlessly.
 
 
 
How to treat:
 
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].
 
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].
 
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.
 
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.
 
 
 
===Deafness===
 
The person cannot hear, they are usually unresponsive to verbal communication and can't even hear themselves talking.
 
 
 
What causes it:
 
* Genetic mutations can cause genetic deafness.
 
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.
 
* Explosions cause ear damage.
 
* Flashbangs cause ear damage.
 
 
 
How to treat:
 
* Most ear damage will heal on its own.
 
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals minor ear damage instantly.
 
* Put earmuffs on the patient and minor ear damage will quickly heal.
 
* Mutadone can reset genetic mutations including deafness.
 
 
 
===Genetic Disabilities===
 
Disabilities cannot be cured by normal medical tools. If a patient appears to be unable to move and/or they speak in very short sentences, they most likely have a genetic disability.
 
 
 
How to treat:
 
* Ask a competent [[geneticist]] to remove the bad mutation.
 
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.
 
 
 
===[[Health#Radiation|Radiation]]===
 
Radiation causes people to lose hair, puke, black out, and take steady toxin damage. It may cause people to mutate and gain genetic disabilities as well. Radiation either comes from space radiation surges, after which crew members will "feel strange" and begin to vomit, but more likely you'll be treating engineers who got too close to the supermatter, atmos techs (or bystanders) doing badly contained fusion work, or geneticists and people undergoing genetic testing who've stuck themselves with too many SE injectors.
 
 
 
A medical analyzer will only say whether a patient is irradiated or not, so you need a Geiger counter or advanced medical analyzer to see the exact radiation levels of a patient.
 
 
 
How to treat:
 
* If you have [[potassium iodide]] or [[pentetic acid]], use them. These will remove the radiation before it poisons the patient further.
 
* Give the patient a shower to help lower radiation levels.
 
* Else, treat with [[charcoal]] or toxin-healing chems until the radiation levels have subsided.
 
* Heavily irradiated patients will irradiate anyone around them. Try to isolate the patient, check rads on whoever dragged them in, and get yourself treated as well.
 
* If they were sitting by the SM for a while before someone got them out, or if atmos has been misbehaving and things have really gone to shit, the (probably dead) patient's clothes or other items could be contaminated. Keep in mind that you can scan items with a Geiger, although if things have gotten to this point you are probably too busy with people to have time to do that. Put their old body somewhere away from the cloner, at least.
 
 
 
===Hallucinations===
 
This nasty effect causes the victim to see (usually deadly) objects in his and others' hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]],[[supermatter]], and some bad 'shrooms.
 
 
 
How to treat:
 
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage.
 
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.
 
 
 
===[[File:Huddead.png]] Death===
 
If the patient is dead, the basic procedure for handling stiffs is the same. Your first plan of action should be trying to [[Medical_items#Defibrillator|defibrillate]] the body and bring them back to life quickly. If they have this icon on your [[Medical_items#Health_Scanner_HUD|health scanner hud]]: [[File:Huddefib.gif|64px]] it means the body is fresh enough for [[Medical_items#Defibrillator|defibrillation]]. The defibrillation maximum timer is 15 minutes, but the heart will [[#Organ_damage|decay]] in only 3 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work.
 
 
 
# Examine the body. Does it say they '''committed suicide''' or that their '''soul has departed'''? Nothing you can do for them, fast track them to the [[morgue]] (might wanna try the second one tho, just for peace of mind).
 
# If examining the body just says "'''He/she is limp and unresponsive; there are no signs of life...'''" it means the corpse has a soul. Buckle the patient to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the decay timer, and scan them with a [[Medical_items#Health_Analyzer|health analyzer]]. Do they have more than 180 brute or burn damage (tracked separately, having 179 of each is fine)? If so, you must heal the corpse with [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].
 
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient's heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]].
 
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|hardsuit]], take it off. To take it off, drag the sprite of the patient onto yours, and click the hardsuit in the menu that pops up.
 
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|compact defib]] that the [[CMO]] gets goes on your belt slot. Then empty both of your hands, and click the new defib hud icon on your top left to take out the paddles. Activate/click the paddles with the hand you're holding them in to wield them in both hands. Stop dragging the patient (with '''H''' or '''delete''') or you will be shocked. Switch to '''help''' [[File:Intent_Help.png]] intent, target the chest, and then click on the patient. After a few seconds, you'll deliver an electric shock.
 
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and then unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they have more than 180 brute or burn damage, and needs more [[Guide_to_chemistry#Synthflesh|synthflesh]]. If it says the heart tissue has decayed beyond saving, you are too late. If the body is a [[Terminology#Husk|husk]] then defib will never work.
 
 
 
 
 
If defibrillation can't be done, you have a few choices:
 
# The easiest solution is usually to drag the corpse to [[Guide_to_genetics#Cloning|cloning]]. If cloning is upgraded enough, you will be able to clone even [[Terminology#Husk|husks]] and [[Surgery#Brain|brains]].
 
# If you have many corpses then cloning can be a slow process. Sometimes [[Guide_to_genetics#Cloning|cloning]] might even be sabotaged. Consider doing [[Surgery#Revival|revival surgery]] instead, if available.
 
# Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[Medical_items#Defibrillator|defibrillation]], except the patient needs to be below 100 brute and burn damage (instead of 180), and it works on corpses of any age.
 
# You can also clone people in [[Hydroponics]], which works even if the patient is missing a head. See [[Guide_to_hydroponics#Replica_Pod_Cloning|Replica Pod Cloning]]. This option creates [[Podman|podperson]] clones.
 
  
  
'''PLEASE NOTE''' In the morgue there are lights on the side of the trays. The red light means there is a dead body with no ghost occupying it. Green light means there is a body with a ghost in it, which means you should [[Guide_to_genetics#Cloning|clone]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray.
+
= Test Yard =
  
== Afternote ==
+
=== Whatever ===
If you aren't serious about healing someone, don't give up halfway. Get proper medical staff to help them. Don't leave them in [[Genetics]] to just die either (this wastes everyone else's time). At least try to have a doctor save them.
+
<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
  
[[Category:Guides]]
+
==== Ripley APLU ====
 +
<div class="mw-collapsible-content">
 +
TAKAKAKAKAKAKAKA
 +
<div class="toccolours mw-collapsible mw-collapsed" style="width: 100%;">
 +
==== Ripley APLU ====
 +
<div class="mw-collapsible-content">
 +
TAKAKAKAKAKAKAKA
 +
</div></div>
 +
</div></div>

Latest revision as of 02:52, 12 December 2023

Mission Objectives[edit | edit source]

MarineCommander.png
 
Staff Sergeant Angela Deth says:
"Listen up people, cause I'm not going to scream this twice! I've lately heard from a little bird on the Grapevine that the Brass has finally gotten around to talking about assigning us a Mission, as such I've decided that it's time to refresh that brain of yours with the various possible assignments we might get. So let's get to it Marines!"

At the start of every round the ship is given a randomly chosen assignment, this assignment has sub-objectives attached to it, which all need to be completed before you are allowed to vote on either, Continuing Onwards with a newly given Objective, or Returning to Outpost 45 for debriefing.

These objectives can be anywhere between having to calmly deliver supplies to some station, two jumps away from Rubicon, to downright having to plow through five Syndicate fleets, alongside a small pirate fleet, while the engine room is on freaking fire.

Patrol Duty[edit | edit source]

MarineCommander.png
 
Staff Sergeant Angela Deth says:
"Patrol Duty, the lifeblood of the navy and the only thing keeping the Syndicate on their toes, our navy from being mothballed and our guns from gathering dust. It also serves to remind the outlaws that although we might be in the middle of a war, we still have not forgotten about their existence."

The Patrol Assignment is one out of four assignments you can potentially roll at the start of every shift depending on the amount of players.

The minimum amount of players required in order to roll this assignment is: 10 Players.
This assignment has a single Objective attached to it and that objective is to gather: 1000 Faction Points.
The current ways you can gather 1000 points is to do one, or more, of the following things:

  • Hunt down Syndicate and Pirate Fleets.
  • Capture Star Systems using the F.L.A.R.E. device which can be found in the Vault on certain maps.

Shakedown[edit | edit source]

MarineCommander.png
 
Staff Sergeant Angela Deth says:
"The vessel we're being assigned to is fresh from the shipyard, she hasn't even had her maiden voyage yet, nor has she earned any scars yet, but that's all in due time, currently we've been given the task of taking this lady out for a spin."

Courier Duty[edit | edit source]

MarineCommander.png
 
Staff Sergeant Angela Deth says:
"Courier Duty, even in the middle of a war the mail still has to be delivered, no matter how many syndicate fleets we must plow through, whether we're delivering vital cargo that could help save a system, to simply delivering the party supplies some station at the front-line ordered. We're the one's who have to ensure it gets there, no matter what stands in our way."

Boarding[edit | edit source]

MarineCommander.png
 
Staff Sergeant Angela Deth says:
"Remember the various times the Syndicate sent their little drop troopers to wreck havoc inside our ships? Well guess what Marines? Playtime's freaking over! I've just got word from command, we are going on a little field-trip of our own, in order to steal ourselves one of their Ships."

The Boarding Assignment is one out of four assignments you can potentially roll at the start of every shift depending on the amount of players. Test

The minimum amount of players required in order to roll this assignment is: 14 Players.
This assignment has a single Objective attached to it, with the objective in question being to Board and Capture a Marked Syndicate Vessel.

The Setup[edit | edit source]

Before you even consider boarding a Syndicate Vessel you need multiple things.

  1. You require a Target.
    • The toughest part of boarding a ship, is to find a ship to actually board.
  2. You need a Pilot capable of flying the Sabre.
    • You can have a squad of Midshipmen geared up for boarding duty, however unless you have a pilot capable of actually getting them somewhere, they're not going to be very useful.
      • Make sure there is at least one backup pilot with you in the event that the first one eats a bullet.
  3. Make sure everyone who's partaking in the boarding action is assigned into Squads.
    • Those in squads have roles assigned to them, usually alongside a space-worthy suit of armor.
  4. Make sure everyone has a gun that's actually useful and not loaded with non-lethal ammunition.
    • There are firing pins that only work during boarding actions, install them into those guns in order to ensure that nobody tries using them for something stupid back home, and to deny anyone seeking to return the favour from having multiple working weapons at their disposal.
  5. TBA

Death Wish[edit | edit source]

Before you can initiate the boarding procedure, you need to damage the targeted vessel to the point where it's point defense systems are no longer fully effective, which usually happens when the enemy vessel has around 50%, or less, of it's hull integrity remaining.
Upon which you need to lock it down which is called a Hammerlock
You can check if you are capable of hammerlocking an enemy ship by using this console. EWAR Scrambler.gif
That console is found on the Bridge, as such it's up to the bridge officers, or whoever is on the bridge, to hammerlock it.
Upon locking down a ship for boarding, the vessel will cease returning fire and the sabre/drop ship, can now "safely" approach the disabled vessel for the next step of the plan.

This part of the plan is usually where things tend to start going ballistic fast.
When approaching the boarding target, the pilot needs to activate the docking mode on their craft and then carefully fly into the vessel, if they don't have the docking mode engaged when they make contact with the ship, then they'll slam into the ship like a bug splattering across a windscreen.
Upon docking with the Syndicate vessel you will have to navigate closer to the hull of the syndicate vessel before you can allow your bundle of well-trained Military-grade Clowns to exit the clown vehicle.

Full Force Forward[edit | edit source]

So, you've successfully managed to get onboard a syndicate ship, well done, now what do you do?
Well, first of all you have to get into cover, the primary reason for this is because the Syndicate Navy is staffed purely by Lemmings, and as everybody knows.
Lemmings tend to be extremely suicidal, to the point where if one of the crew members, onboard the Syndicate ship, suddenly spots you then chance of the ship suddenly gaining a new hole, due to a small accident involving the natural laws of bullets and a few Thermonuclear warheads, just skyrocketed.

The secondary reason for getting into cover is due to the fact that no military vessel in space exists without a sufficient amount of point-defence to defend itself against the swarm of fighters seeking to touch it in uncomfortable areas, and these turrets, who are usually only used to destroy incoming fighter crafts, can just as happily tear your little body to shreds.

So, after keeping that information in mind, you need to find either an airlock, the hangar, a window or you can just plain old, make your own explosive entrance, any method is fine, so long as you get inside the ship.

So now that everybody has gotten inside the ship and perhaps put up a few defensive positions, you need to carefully ration out your ammo so you don't run out of it in the middle of a fight, and also make sure nobody dies.

Now if a bunch of people suddenly decides to run on ahead, don't worry because your chances of survival just increased by 2%
This is due to the fact that those who ran ahead haven't had their bloodlust sated in approximately five seconds.
Best case scenario, they'll have died somewhere taking down a few of the syndicate crew with them.
Worst case scenario, they'll have slaughtered everything onboard the ship and are now thirsting for more.

The computer surrounded by the lime green box is the primary objective.

Circuitboard.png Circuits[edit | edit source]

Module.png Refered to in the code as id_mod and is the default icon for all circuit boards.
Door electronics.png Default icon for all electronics if they aren't set to have their own icon.
Power mod.png Refered to in the code as power_mod and is the icon used for the power control module that's installed in APCs.
AirAlarmElectronics.png Refered to in the code as airalarm_electronics and is the icon used for the air alarm and Airlock Controller electronics.
Mainboard.png Refered to in the code as mainboard and is the icon used for both firelock electronics and certain exosuit circuit boards.
FiringBoard.png Refered to in the code as mcontroller and is the icon used for certain exosuit circuit boards alongside the firing electronics from old munitions.
Circuitboard.png Refered to in the code as std_mod and is the default icon for all AI upload modules and Exosuit boards.
Commandboard.png Refered to in the code as command and is the circuit board icon for certain machines.
Genericboard.png Refered to in the code as generic and is the circuit board icon for certain machines.
Securityboard.png Refered to in the code as security and is the circuit board icon for certain machines.
Scienceboard.png Refered to in the code as science and is the circuit board icon for certain machines.
Serviceboard.png Refered to in the code as service and is the circuit board icon for certain machines.
Medicalboard.png Refered to in the code as medical and is the circuit board icon for certain machines.
Engineeringboard.png Refered to in the code as engineering and is the circuit board icon for certain machines.
Supplyboard.png Refered to in the code as supply and is the circuit board icon for certain machines.

Circuit.png Circuit Imprinter[edit | edit source]

  • The Circuit Imprinter requires glass and occasionally gold or diamond. Here you will find circuits for most of the station's machinery and robotics' exosuits. With gold and diamonds, you can also make AI law modules.
  • Information on how to construct machines is available at the Guide to advanced construction.

Engineering Department Circuit Imprinter[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png
Radio Mini.png Network Card Computer Hardware No Computer Parts 250 100 100
Radio card.png Advanced Network Card Computer Hardware No Computer Parts 500 200 200
Net Wired.png Wired Network Card Computer Hardware No Computer Parts 2500 400 400
Data Disk 6.png Data Disk Computer Hardware No Computer Parts 800 200
Data Disk 5.png Advanced Data Disk Computer Hardware No Computer Parts 1600 300
Data Disk 3.png Super Data Disk Computer Hardware No Computer Parts 3200 400
CPU Board.png Processor Board Computer Hardware No Computer Parts 200 1600
CPU Micro.png Microprocessor Computer Hardware No Computer Parts 100 800
CPU Board Super.gif Photonic Processor Board Computer Hardware No Computer Parts 6400 800 2000
CPU Micro Super.gif Photonic Microprocessor Computer Hardware No Computer Parts 3200 400 1000
Genericboard.png Computer Design (Battle Arcade Machine) Arcade Games No Computer Boards 1000 300
Genericboard.png Computer Design (Mediborg's Amputation Adventure) Illegal Technology No Computer Boards 1000 300
Engineeringboard.png Machine Design (PACMAN-type Generator Board) Industrial Engineering No Engineering Machinery 1000 300
Engineeringboard.png Machine Design (SUPERPACMAN-type Generator Board) Advanced Power Manipulation No Engineering Machinery 1000 300
Engineeringboard.png Machine Design (MRSPACMAN-type Generator Board) Advanced Power Manipulation No Engineering Machinery 1000 300

Science Department Circuit Imprinter[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png
Circuitboard.png Module Design (Safeguard) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Module Design (OneHuman) Artificial Intelligence No Ai Modules 1000 300 6000
Circuitboard.png Module Design (ProtectStation) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Module Design (Quarantine) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Module Design (OxygenIsToxicToHumans) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Module Design (Freeform) Artificial Intelligence No Ai Modules 1000 300 10000
Circuitboard.png Module Design (Reset) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Module Design (Purge) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Module Design (Law Removal) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Module Design (Freeform) Artificial Intelligence No Ai Modules 1000 300 10000
Circuitboard.png Core Module Design (Asimov) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Core Module Design (P.A.L.A.D.I.N.) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Core Module Design (T.Y.R.A.N.T.) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Core Module Design (Overlord) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Core Module Design (Corporate) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Core Module Design (Default) Artificial Intelligence No Ai Modules 1000 300 2000
Circuitboard.png Core Module Design (Dadbot) Artificial Intelligence No Ai Modules 1000 300 2000
Radio Mini.png Network Card Computer Hardware No Computer Parts 250 100 100
Radio card.png Advanced Network Card Computer Hardware No Computer Parts 500 200 200
Net Wired.png Wired Network Card Computer Hardware No Computer Parts 2500 400 400
Data Disk 6.png Data Disk Computer Hardware No Computer Parts 800 200
Data Disk 5.png Advanced Data Disk Computer Hardware No Computer Parts 1600 300
Data Disk 3.png Super Data Disk Computer Hardware No Computer Parts 3200 400
CPU Board.png Processor Board Computer Hardware No Computer Parts 200 1600
CPU Micro.png Microprocessor Computer Hardware No Computer Parts 100 800
CPU Board Super.gif Photonic Processor Board Computer Hardware No Computer Parts 6400 800 2000
CPU Micro Super.gif Photonic Microprocessor Computer Hardware No Computer Parts 3200 400 1000
Genericboard.png Computer Design (Battle Arcade Machine) Arcade Games No Computer Boards 1000 300
Genericboard.png Computer Design (Mediborg's Amputation Adventure) Illegal Technology No Computer Boards 1000 300

Security Department Circuit Imprinter[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png
Genericboard.png Computer Design (Battle Arcade Machine) Arcade Games No Computer Boards 1000 300
Genericboard.png Computer Design (Mediborg's Amputation Adventure) Illegal Technology No Computer Boards 1000 300

Medical Department Circuit Imprinter[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png
Genericboard.png Computer Design (Battle Arcade Machine) Arcade Games No Computer Boards 1000 300
Genericboard.png Computer Design (Mediborg's Amputation Adventure) Illegal Technology No Computer Boards 1000 300

Service Department Circuit Imprinter[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png
Genericboard.png Computer Design (Battle Arcade Machine) Arcade Games No Computer Boards 1000 300
Genericboard.png Computer Design (Mediborg's Amputation Adventure) Illegal Technology No Computer Boards 1000 300

Cargo Department Circuit Imprinter[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png
Genericboard.png Computer Design (Battle Arcade Machine) Arcade Games No Computer Boards 1000 300
Genericboard.png Computer Design (Orion Trail Arcade Machine) Arcade Games No Computer Boards 1000 300
Genericboard.png Computer Design (Mediborg's Amputation Adventure) Illegal Technology No Computer Boards 1000 300

Munitions Department Circuit Imprinter[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png
Module.png Missile Autowrencher Automated Missile Construction No Advanced Munitions 10000 2500 2500 10000
Module.png Missile Autowelder Automated Missile Construction No Advanced Munitions 10000 2500 2500 10000
Module.png Missile Autoscrewer Automated Missile Construction No Advanced Munitions 10000 2500 2500 10000
Module.png Missile Autowirer Automated Missile Construction No Advanced Munitions 10000 2500 2500 10000
Module.png Missile Assembler Automated Missile Construction No Advanced Munitions 10000 2500 2500 10000
Genericboard.png Computer Design (Battle Arcade Machine) Arcade Games No Computer Boards 1000 300
Genericboard.png Computer Design (Orion Trail Arcade Machine) Arcade Games No Computer Boards 1000 300
Genericboard.png Computer Design (Mediborg's Amputation Adventure) Illegal Technology No Computer Boards 1000 300

Proto.png Techfab[edit | edit source]

  • The departmental Techfabs are circuit imprinters and departmental protolathes combined, except their available circuit boards differ depending on their department.
  • These lists will only consist of items that can ONLY be found in a Technology Fabricator

Engineering Department Techfab[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png

Science Department Techfab[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png

Security Department Techfab[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png

Medical Department Techfab[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png

Service Department Techfab[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png

Cargo Department Techfab[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png
Supplyboard.png Computer Design (Express Supply Console) Mining Technology No Mining Designs 1000

Munitions Department Techfab[edit | edit source]

Manufacturing List
Icon Item Required Tech Starting Tech? Category Beaker.png Sheet plastic1.png Metal.png Glass.png Copperdone.png Plasmadone.png Silverdone.png Golddone.png Uraniumdone.png Diamonddone.png Titaniumdone.png Bluespace Crystal.png Bananiumdone.png

To-Do List[edit | edit source]

Xenoecology Entry[edit | edit source]

Written by Elise Garnier

Overview[edit | edit source]

Plasmamen (or phoronized humanoids) are the newest species to ever come about naturally so to speak. By all technicality and definition, Plasmamen’s home planet is surprisingly the Earth’s moon. Through long term exposure to phoron, humanoids of all kinds have found themselves slowly but surely mutating and adapting to not only resist the harmful effects of phoron but even live and thrive off of it. Such a process shouldn’t be happening over the course of only a single lifetime, in fact it just about defies any natural process of evolution and mutation known to the current understanding of biology.

General exposure to phoron leads to tissue and liver damage. It acts as a toxic material in any organic lifeform’s body and can easily kill an individual in low quantities. However, a currently unknown quality that some humanoids share causes some form of chain reaction, dubbed “Phoronisation”, amidst their biological process that turns them into what is now called a Plasmaman. Phoronisation is only triggered by prolonged exposure to phoron over the course of years, if not decades, and in extremely small quantities due to its highly volatile and poisonous nature. This causes the skin, muscle, sinew, tendons, and internal organs to break down and reform into an incredibly hot organo-phoron compound that then covers the entirety of the skeleton, which, surprisingly, remains intact. This hot “organic” plasma fits all the criteria to be considered a living organism, complete with sentience and self awareness.

Plasmamen breathe pure gaseous phoron, which serves as the main driving force behind their biological functions. As such Plasmamen do not need to consume food to sustain themselves. Although many have shown a propensity toward vegetables over fruit when given the opportunity to eat. Such an incredibly volatile organism has been proven without a doubt to be completely immune to diseases and unbothered by radiation exposure. Their body produces enough heat to sustain themselves in the complete absence of warmth. Plasmamen are unable to reproduce on their own or with one another and rely entirely on other humanoids undergoing the chain reaction to sustain their numbers. As agonizing of a process it is to become a Plasmaman, such a great sacrifice of suffering is rewarded with the only form of naturally occurring genetic immortality in sapient beings observed so far. Plasmamen do not age and are not affected by disease.

When Plasmamen were first discovered decades ago during the expansion, humanoid-kind wasn’t sure what to make of them. They did their best to accommodate these new people and be mindful of more showing up in the future. Plasmamen were not widely received with open arms but were certainly seen as useful by Nanotrasen as the perfect employees to harvest the phoron shard in the moon during the Great Expansion.

In the furthest reaches of colonized space, humanoids were found drifting amidst the stars that very much resembled the Plasmamen of Earth’s moon. Their integration into society was relatively smooth, having flocked to the phoron shard not many questions were asked. Although prying minds had soon discovered these Plasmamen had been around for much longer than they let on. Some predated humanity as a species let alone their adventures in the endless cosmos. None of these ancient Plasmamen have been able to recollect where their home planet is nor their history leading up to their journey to Sol. Plasmamen, both ancient and new, with no memory of its origin, have since made their home with the federation working on station and ship crew alike.

Species[edit | edit source]

The Lightbulb Engineers Guide to Advanced Engineering[edit | edit source]

By: Travis Zaun

Engineering is complicated, thankless, and liable to get you blown up by your own mistakes or someone else refusing to listen. It is also rewarding, as you are the one thing keeping the ship from exploding due to those damned incompetent helmsmen and that one captain who thinks that Leeroy Jenkins is a role model instead of a cautionary tale. I'm going to give you some tips and tricks that I've learned over time to help make your life just a bit easier.
Keep in mind that this is written to the level of someone who already has a basic understanding of engineering: basic terms or concepts are not defined or explained. At the end, there is a Q&A for some commonly asked questions and some entertaining engineering stories.

On to the guide.

Chernobl Memes: Why there isn't any reactor information in this guide
There is a lack of tips to do with the reactors in this guide. It is deliberate and the reason is simple: experimentation leads to better engineers. People willing to figure out why things work with the reactors (particularly the stormdrive) generally learn a lot about engineering as they experiment. As a whole, this improves the overall quality of their engineering capabilities as they figure out gas interactions.

Piping and how it doesn't work like you think it does.
Good old Atmosia, the great state of pipes. You can do much with them, and anything fun (IE: extremely dangerous) requires a good working knowledge of how piping works if you want to live through whatever experiment you're running. Here are a few things to know about piping and Atmosia in general.

1. Pipes are indestructible as far as the forces contained within them:
You're probably already figured this out, but pipes can contain functionally infinite pressure and infinite temperature, their limits are the volume that they can contain, not the pressure or temperature within them, this is important, and I'll tell you why later.

2. Pipes don't have flow.
Yes, you read that correctly. There is no flow in pipes. Connected pipes that are not interrupted by components do not have flow, they just have volume. Pumps are just move volume from one tank to another at a certain rate. This is the equivalent of taking a cup and taking from one bucket and putting it into another bucket. All components that have a flow rate (scrubbers, non-passive vents, injectors, gas pumps, volume pumps, mixers, filters) all behave in this manner. Components that do not have a flow rate, such as valves (when open), connectors, z-level connectors, layer connectors or passive vents just connect one bucket directly to another, making it a bigger bucket.

3. What happens to one, happens to the rest.
Pipes are functionally just funny shaped tanks, and properties that happen to one section of pipe happen to ALL connected sections of pipe. This means that when that one dipshit captain panic siphons a room that was on fire, he just massively heated up the entire subber network, making it useless for actually scrubbing anything anywhere else. It also means that when you apply cooling to one section of piping, you apply cooling to the entire section of connected piping, assuming there aren't any interruptions in the line. The best way to fix that dipshit captains mistake is to build a thermomachine with the best components that you can get (or multiple thermomachines if you have low tier components), attach it to a random section on the scrubbers network, and turn it on.

4. Thermodynamics. It's a thing that exists.
Remember how I mentioned that pipes have a limit on volume, but not pressure or temperature? The importance is that when gasses expand, they take up more volume. They expand when they heat up, and contract when they cool down. Why does this matter? Well, for one part of the reason that the dipshit captain was able to disable that scrubbers network is that at the end of the scrubbers network is a pump that takes it into the main atmospheric tanks. That pump, upgraded to a volume pump or not, can only move certain amount of pressure (standard pump) or volume (volume pump) at a time. If the temperature is very hot, it will not be moving very many moles (the measure of the actual amount of gas) at all, and all the gas in it was just expanded to a massive pressure and volume, likely maxing out the amount contained within, and meaning that you're not moving it at anywhere near the normal rate. On the other side of this, you can use this concept, with a valve, to use one section of thermal piping to heat up another section on demand.

Damage Control: Rise of the Fixman
So, the ship has taken a few hits, the clown is dead, munitions is complaining about their compartment being depressurized again, medical has ceased to exist as a location, you've lost contact with the bridge, and you've just barely managed to stop the ship from exploding due to superstructure critical. What do you do, and how do you do it?

1. Triage, not just for medical.
So, you've got a whole list of issues. Priorities change in combat and out of combat, and what you can afford to fix changes with the number of engineers you have available to you. These priorities are debatable, but I'll list what I treat as the priorities here and why. I've also added in a list of Non-Priority Fixes, otherwise known as "what's in it for me?" fixes. The things at the bottom I will only fix if someone is bribing me.

In Combat:
1. Fix the reactor-if this took a hit and/or is starting to do the funny alarming noises, fix it. You've got about 2 minutes from unhappy to boom with the AGCNR or Stormdrive.
2. Bridge-Specifically the HELM, DRADIS, TAC and FTL consoles. If they're broken, you can't move and shoot, and you'll probably die.

The Depot[edit | edit source]

Sugery Tools[edit | edit source]

Scalpel Scalpel:
Retractor Retractor:
Hemostat Hemostat:
Cautery Cautery:
Circular Saw Circular Saw:
Blood Filter Blood Filter:

Chemical Tiers[edit | edit source]

Chemical Name Formula Minimum Level Maximum Level
Virus Food 5 parts Water

5 parts Milk

1 2
Unstable Mutagen 1 part Chlorine

1 part Phosphorus
1 part Radium

2 4
Mutagenic Agar 1 part
Unstable Mutagen
1 part Chlorine

1 part Phosphorus

1 part Radium

1 part
Virus Food
5 parts Water
5 parts Milk
3 3
Liquid Plasma Grind a Sheet of Plasma 4 6
Uranium Grind a Sheet of Uranium 5 6
Sucrose Agar

Viro[edit | edit source]

Symptom Stealth Resistance Stage speed Transmission Severity Level Required Chemical Effect Threshold (hover mouse over for details)
Acute Respiratory Distress Syndrome -2 0 -1 -2 5 9 Highly Unstable Virus Food Causes heavy suffocation damage, while giving a small chance of heart attacks. Becomes even more lethal if the mob has more than 120 suffocation damage. Has no effect if the host does not need to breath Stage Speed 8, Transmission 8
Alopecia 0 3 2 2 0 4 Unstable Mutagen/Sucrose Agar Causes rapid hair loss. None
Cornu Cutaneum -3 3 -3 0 1 0 Anomalous Virus Food The host damages anyone next to them every so often Resistance 6, Transmission 6

Oh boy[edit | edit source]

WIP Guide Links[edit | edit source]

Guide to Food

Guide to Drinks

Picture Recipe Ingredients Taste Nutritional Value Notes
Toastsand.png Grilled Cheese Sandwich 2 (plain)
bread slices
Slice any bread with your knife.
+ 2
cheese wedges
Slice a
cheese wheel
Mix 40 milk + 5 universal enzyme (catalyst)
with your knife
Toast, cheese 6 Nutriment, 1 Vitamin Space Vegetarian, but not Space Vegan friendly.
Hotdog.png Hotdog 1
bun
Microwave a
dough slice
Slice a
flat dough
Flatten a
dough
Mix 15u + 10u water
with your rolling pin
with your knife
+ 1
Sausage
1
meatball
Process one slab of meat
+ 2
cutlets
Microwave a
raw cutlet
Slice a Meat with your knife.
+ 5 units
Bun, meat 6 Nutriment, 3 Ketchup, 3 Vitamin Fresh footlong ready to go down on.
Rorosandwich.png Jelly Sandwich 2 (plain)
bread slices
Slice any bread with your knife.
+ 5 units
Bread, jelly 2 Nutriment, 5 Cherry Jelly, 2 Vitamin You wish you had some peanut butter to go with this...
Rorosandwich.png Jelly Sandwich (slime) 2 (plain)
bread slices
Slice any bread with your knife.
+ 5 units
Slime Jelly
Grind an unused slime extract
Bread, jelly 2 Nutriment, 5 Slime Jelly, 2 Vitamin Probably as toxic to the crew as peanuts would be.
Notasandwich.png Not-a-Sandwich 1 Fake Moustache + 2 (plain)
bread slices
Slice any bread with your knife.
Nothing Suspicious 6 Nutriment, 6 Vitamin Something seems to be wrong with this, you can't quite figure what. Maybe it's his moustache.
Sandwich.png Sandwich 2 (plain)
bread slices
Slice any bread with your knife.
+ 1
meat steak
Microwave meat
+ 1
cheese wedge
Slice a
cheese wheel
Mix 40 milk + 5 universal enzyme (catalyst)
with your knife
Meat, cheese, bread, lettuce 7 Nutriment, 1 Vitamin Talking to your food may result in a trip to the Chaplain.

Unrelated Stuff[edit | edit source]

Need to make a template storage page…

Warningsign.png This section contains Test Merged Information

This section is referencing a Test Merge.
Some of the information contained within may be subject to change or removal.
Test-Merged PR: '


Guide to the FTL
Scrapyard


Test Yard[edit | edit source]

Whatever[edit | edit source]

Ripley APLU[edit | edit source]

TAKAKAKAKAKAKAKA

Ripley APLU[edit | edit source]

TAKAKAKAKAKAKAKA