Difference between revisions of "User:Bobbanz/Sandbox"
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[[File:Blood filter.png|Blood Filter]] '''Blood Filter''':<br> | [[File:Blood filter.png|Blood Filter]] '''Blood Filter''':<br> | ||
+ | === Mechanical Surgeries === | ||
== Chemical Tiers == | == Chemical Tiers == |
Revision as of 22:23, 6 June 2022
Mission Objectives
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
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
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
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
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.
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
Before you even consider boarding a Syndicate Vessel you need multiple things.
- You require a Target.
- The toughest part of boarding a ship, is to find a ship to actually board.
- 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.
- 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 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.
- 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.
- TBA
Full Force Forward
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.
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.
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.
Circuits
Refered to in the code as id_mod and is the default icon for all circuit boards.
Default icon for all electronics if they aren't set to have their own icon.
Refered to in the code as power_mod and is the icon used for the power control module that's installed in APCs.
Refered to in the code as airalarm_electronics and is the icon used for the air alarm and Airlock Controller electronics.
Refered to in the code as mainboard and is the icon used for both firelock electronics and certain exosuit circuit boards.
Refered to in the code as mcontroller and is the icon used for certain exosuit circuit boards alongside the firing electronics from old munitions.
Refered to in the code as std_mod and is the default icon for all AI upload modules and Exosuit boards.
Refered to in the code as command and is the circuit board icon for certain machines.
Refered to in the code as generic and is the circuit board icon for certain machines.
Refered to in the code as security and is the circuit board icon for certain machines.
Refered to in the code as science and is the circuit board icon for certain machines.
Refered to in the code as service and is the circuit board icon for certain machines.
Refered to in the code as medical and is the circuit board icon for certain machines.
Refered to in the code as engineering and is the circuit board icon for certain machines.
Refered to in the code as supply and is the circuit board icon for certain machines.
Circuit Imprinter
- 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
Science Department Circuit Imprinter
Security Department Circuit Imprinter
Medical Department Circuit Imprinter
Service Department Circuit Imprinter
Cargo Department Circuit Imprinter
Munitions Department Circuit Imprinter
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
Engineering Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Science Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Security Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Medical Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Service Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Cargo Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Computer Design (Express Supply Console) | Mining Technology | No | Mining Designs | 1000 |
Munitions Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Xenoecology Entry
Lizardfolk - Esezesu. Ah izke
Entry Written by Professor A
The Lizardfolk come from a planet that has long since been abandoned by their people, but before the Lizardfolk’s endless struggle against itself, their world was an arid desert. Such a world gave birth to reptilian dominated evolution and eventually these sapient bipedal reptiles with a rich and violent culture.
Lizardfolk are cold-blooded which makes working in space more dangerous for them than the average humanoid. Lizardfolk are entirely carnivorous and quickly grow sick when consuming grains or dairy. Their longer tongues have a minor impact on their accent when speaking Galactic Common, elongating their ‘s’ sounds and often hissing speech through tight lips. Their skin and scales are sought after for the unique and tough leather it can make, which doesn’t bode well for their treatment as a part of the federation. Lizardfolk reproduce through sexual reproduction which takes the form of a single internally incubated egg which hatches within the mother to lead into live birth, the shell being reabsorbed by the body. Some extremely rare cases have documented females bearing a child when there is a distinct lack of male presence, although this trait of asexual reproduction doesn’t appear to be shared among the entirety of the lizardfolk race.
Sadly their homeworld has become nothing but barren rock and desolate sand as a result of pre-contact conflict, their three moons have been fully terraformed and colonized in the midst of the Delphic Expanse. Draconians have come a long way from their violent heritage and have found themselves nestled into the second class like many other non-humans. Having been given full human rights by The Federation, most can still be found in the lower class jobs managing and maintaining the inner workings of ship weapons, infrastructure and machines. Although the race as a whole are slowly but surely working their way into higher ranking positions.
The Lightbulb Engineers Guide to Advanced Engineering
The Depot
Sugery Tools
Scalpel:
Retractor:
Hemostat:
Cautery:
Circular Saw:
Blood Filter:
Mechanical Surgeries
Chemical Tiers
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 |
2 | 4 |
Mutagenic Agar | 1 part Unstable Mutagen 1 part Chlorine 1 part Phosphorus 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
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
Cyborg Maintenance
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
- Use an ID Card, Emag it or just ask the Cyborg to unlock its panel
- Use a Crowbar to open the cover.
After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:
- Use a Crowbar to close the cover.
- Use your ID Card to lock the Cyborg. Borgs can't lock their panel.
Cyborg Repairs
Cyborgs will often come to you for repairs if damaged.
For brute damage:
- Weld them to fix the dents.
For burn damage:
- Unlock and open the Cyborg's cover.
- Use an Empty Hand to remove the battery.
- Screwdriver to expose wiring.
- Rewire the damaged circuits. You may have to do this step more than once.
- Screwdriver to hide wiring.
- Re-insert the old battery or insert a new one.
- Close the cover and lock the Cyborg.
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
Cyborg Batteries
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
Cyborg Radios
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.
Reviving Cyborgs
A cyborg that has failed but not been turned into scrap can be repaired back to working order.
Upgrading Cyborgs
The procedure to upgrade cyborgs
Resetting Cyborg models
Cyborgs can at any point ask to have their module changed or reset
Use these tools in this order to reset a borg module:
- ID Card, Emag or just ask the Cyborg to unlock its panel
- Crowbar the panel open
- Optional: Emag the cyborg and skip to "Afterwards" (does not work if its AI is malfunctional)
- Remove the power cell by clicking the borg with an empty hand
- Screwdriver to expose wires
- Wirecutters or Multitool to manipulate wires
Afterwards:
- Screwdriver to cover wires
- Replace the power cell
- Crowbar the panel shut
- Lock the panel with an ID Card. Cyborgs cannot lock their own panel.
Borgs have seven wires; five working ones and two duds:
Guide to Hacking. Also has some information regarding how you go around doing this
Deconstructing Cyborgs
Cyborgs can be deconstructed to remove their MMI and get their parts back.
Upgrades
Roboticists can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.
Name | Description |
---|---|
Cyborg Reclassification Module | Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg. |
Cyborg Emergency Restart Module | Used to force a restart of a disabled-but-repaired borg, bringing it back online. An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. |
Borg Expander | A cyborg resizer, it makes a cyborg huge. |
Cyborg Ion Thrusters Module | An ion-powered thruster system that works like a jetpack for movement in no gravity. |
Cyborg Self-Repair Module | Allows the cyborg to slowly repair iteself over time, increasing power consumption. |
Illegal Equipment Modules | Enables illegal modules, the same that are enabled when cyborgs are emagged. Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct Syndicate Items!!) |
Engineering Cyborg RPED | A rapid part exchange device for the engineering cyborg. |
Cyborg Diamond Drill | Upgrades a mining cyborg's drill to be faster. |
Cyborg Ore Satchel of Holding | Upgrades a mining cyborg's satchel to hold infinite minerals. |
Cyborg Lava-proof Tracks | Allows a mining cyborg to walk over lava undamaged. |
Medical Cyborg Crew Pinpointer | A crew pinpointer module for the medical cyborg. |
Medical Cyborg Expanded Hypospray | Adds Oculine, Inacusiate, Mutadone, Mannitol, and Haloperidol to a Medical Cyborg's hypospray chemicals. |
Medical Cyborg High-Strength Hypospray | Adds Salicyclic Acid, Oxandrolone, Rezadone, and Pentetic Acid to a Medical Cyborg's hypospray chemicals. |
Cyborg Piercing Hypospray | Allows cyborg hyposprays to pierce through thick clothing and hardsuits. |
Medical Cyborg Defibrillator | Gives a Medical Cyborg a defibrillator. |
Medical Cyborg Surgical Processor | Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synched on it. These surgeries can then be performed by the cyborg anywhere. |
Rapid Disabler Cooling Module | Increases the recharge rate of security cyborg disablers. (Secborgs are no longer in game. Instead there are peacekeeper cyborgs.) |
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.