User:Bobbanz/Sandbox
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.
Checkmark
AI_module_designs [X]
autolathe_designs [X]
biogenerator_designs [X]
bluespace_designs [X]
stock_parts_designs [X]
computer_part_designs [X]
munitions_designs [X]
fighter_designs [X]
electronics_designs [X]
mecha_designs [X]
mechfabricator_designs [X]
limbgrower_designs [X]
medical_designs [X]
mining_designs [X]
misc_designs [X]
power_designs [X]
smelting_designs [X]
smelting_designs [X]
comp_board_designs []
machine_designs []
telecomms_designs []
tool_designs [X]
weapon_designs [X]
shield_designs [X]
wiremod_designs []
mechfabricator_designs []
nsv_circuitboard_designs []
ship_weapon_designs []
tool_designs [X]
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 |
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Science Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
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Security Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
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Medical Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
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Service Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
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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 |
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Stormdrive
The First Steps
First off, we will prepare the Stormdrive and the required hardware in the Engine room (Second picture).
A Control Room can be found by going up the ladder marked with Green, the control room contains the Reactor Control Console (First picture).
- To start off you'll want to assemble the Particle Accelerator - everything inside the Orange box. Wire and Screwdriver them. Then go to the PA console and click scan. If you did everything right the rest of the console's interface will unlock.
- After that you will need to insert the control rods. These rods can be found in the two crates marked with Pink. First, go to the Reactor Control Console marked with Light Blue, and enable Maintenance Mode. Then grab five control rods, and mount them on the reactor one-by-one, while you're in there, change the output on the pump marked in Yellow to 800 kpa or a kpa setting of your own choice.
- Return to the Control Console marked with Light Blue and turn off Maintenance Mode followed by setting the reactor to AZ-5 Cold Start. This will ensure that even if you pump in fuel accidentally, the reactor won't overheat.
The Fuel
The Shrike's Stormdrive is fueled through the usage of a Supermatter engine, which doesn't require setup, and as such doesn't require the usage of a custom mix.
However if you wish to change the pump outputs or the mixer ratio, you can do so by going through the shutters marked in red. (Second picture)
Temperatures
The Stormdrive as a byproduct will rampantly heat up the surrounding atmosphere, onboard most vessels, this issue is usually solved by keeping the Stormdrive inside an enclosed area.
However as you can see in the first picture, the Shrike's Stormdrive isn't located inside of a fully enclosed area, as such, it will rapidly heat up the reactor room the second it's activated.
This is an issue which you need to start thinking about right after you activate the reactor.
- One solution to this issue is to perhaps use those Heat Exchange Pipes to cool the atmosphere down
Starting the Reactor
All you have to do now is to start the reactor itself. For this, return to the Engine room (the second picture).
- Turn on the PA, and set it to level 1 for a low amount of heat, or level 2 for a high amount of heat.
- At this point, the reactor should start heating up, and the fisson reaction should start. If this happens, you will hear a small announcement on the engineering radio.
- If the reactor activates, it will start heating on its own, so you should turn off the PA, to not overheat the whole thing accidentally.
Hydroponicia
Traits
Traits give your plants unique properties. There are plenty - Perennial Growth for example lets you harvest plants multiple times.
These can be transferred, just like reagents.
Click expand to see a list of traits:
Trait name | Properties |
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Bioluminescence | Causes the plant to glow, emitting light equal to 10% of potency. |
Shadow Emission | Causes the plant to absorb light, consuming light equal to 20% of potency. |
White Bioluminescence | Causes the plant to glow with White light |
Red Bioluminescence | Causes the plant to glow with Red light |
Yellow Bioluminescence | Causes the plant to glow with Yellow light |
Green Bioluminescence | Causes the plant to glow with Green light |
Blue Bioluminescence | Causes the plant to glow with Blue light |
Purple Bioluminescence | Causes the plant to glow with Purple light |
Pink Bioluminescence | Causes the plant to glow with Pink light |
Bluespace Activity | Gives the plant bluespace properties, making it teleport people hit if the plant has Liquid Contents, and on slip if it has Slippery Skin. Max radius is determined by potency. |
Capacitive Cell Production | Plants with this trait can be made into batteries with the addition of wire. Electrical Activity increases the cell's maximum charge. |
Carnivory | Makes the plant heal from pests instead of taking damage from them. |
Densified Chemicals | Doubles the reagent capacity of the plant. Keep in mind that reagent traits will still add a fixed amount to the plant (this just increases how much can fit in it). |
Electrical Activity | Gives the plant electrical charge, making it recharge batteries when eaten; it will also electrocute on slip if it also has Slippery Skin and on hit if it has Liquid Contents. |
Fire Resistance | Makes the seeds and produce fireproof. |
Fungal Vitality | The plant acquires mushroom-like properties, removing the need for water and greatly reducing damage from lack of light. Minimum yield is always 1 and the tray can't be overtaken by weeds. |
Gaseous Decomposition | Plants with this trait emit a smoke cloud when squashed, spewing reagents everywhere. Requires Liquid Contents to be useful. Only available through Strange seeds. |
Hypodermic Prickles | Plants with this trait will sting when thrown (or slipped on with Liquid Contents), transferring a portion of their chemicals to the target. |
Invasive Spreading | Plants with this trait will invade adjacent trays and destroy other plants growing there. Will not overwrite plants of the same species. |
Liquid Contents | Causes the plant to squash when thrown or slipped on (Slippery Skin), applying the reagents inside on the target and destroying the plant. |
Perennial Growth | Plants with this trait don't die on harvest (and can be harvested multiple times). |
Slippery Skin | Causes the plant, or any products of the plant, to become slippery. The stun time is (Potency * 0.08), divided by 3 unless the plant has lube or is a banana. Maximum stun is 7 seconds. Triggers Hypodermic Prickes and Liquid Contents when combined with them. |
Weed Adaptation | The plant acquires weed-like properties, removing the need for nutrients. Plant growth doesn't get slowed by weeds and the tray can't be overtaken by them. |