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.
The Depot
Xenoecology Entry
Ethereal - Fulgur Sapien
The exact origins of the Ethereals are widely unknown, a majority of this species’ history has been lost through the generations. It is thought that during the Mothpeople’s development, the Ethereals had come to sentience and joined them in their struggle against the homeworld hand in hand. Ethereals share their homeworld with the Mothpeople, where they lived in symbiosis in which the Mothpeople would provide the electricity and power needed for them to survive and the Ethereals would produce the light for Moths to follow.
Ethereals are encased in a firm, shell-like transparent carapace in the shape of a humanoid. A hot, solar-similar energetic fluid fills this carapace to the brim, giving it shape and structure all the while producing a large amount of visible light. By manipulating electromagnetic waves that surround its body it can produce movement much like a brain sending electrical signals throughout a nervous system. An ethereal sustains itself solely from electrical energy and can absorb it from specially tailored foods such as high power energy bars, engineering tools, or even from the electrical systems of stations and ships. The incredibly rare event in which an ethereal reproduces is often performed only on the Moth Homeworld, and rarely elsewhere. Whether this is due to culture or biology isn’t entirely known.
The process for Ethereal reproduction resembles that of single-celled organisms more than their humanoid or moth counterparts. An Ethereal will choose when it is time for them to reproduce at which point they will begin what can only be described as a fascinating and beautiful process. An Ethereal will first acquire a casing made from grown crystal, natively found on the Moth homeworld. Locally known as “Passing on the Torch”, an Ethereal’s rigid casing will begin to soften and their energetic fluid will fluctuate in brightness and warmth. Over the course of several hours, touching or “kissing” the forehead of the casing will transfer a large portion of the parent’s energetic fluid into the casing over time. This process is draining, and consumes much of the parent Ethereals energy. Once the process is complete, the newly born ethereal will very nearly resemble their parent, with the parent suffering genetic and structural damage to their body akin to aging. Most Ethereals can perform this process once or twice in their lifetime, record cases show somewhere around a dozen but such cases are incredibly rare. Each time the Torch is passed on, the resulting Ethereal will resemble but slightly differ from their parent genetically, proving to be an imperfect asexual reproducting which prevents genetic stagnation and disease from propagating through the species.
Ethereals have spread out to the deeper reaches of space and have slowly but certainly integrated themselves into society in a symbiotic relationship with other humanoids, much like their relationship with Mothpeople. In adopting the federation’s vast amount of cultures and ideologies, any single ethereal will still prove to be an altruist among others. Working alongside other organisms allows them easy access to the energy they need to survive, thrive, and ensure the continuation of their species and plenty of opportunity to help others. Nanotrasen is currently hiring ethereals en masse to subtly study them in all accounts.
Sugery Tools
Scalpel:
Retractor:
Hemostat:
Cautery:
Circular Saw:
Blood Filter:
Filter Blood
Used to purge any chemicals from the patients body without using chemicals with damaging side-effects, such as Calomel.
Procedure |
Step 1: Incise |
Step 2: Retract Skin |
Step 3: Incise |
Step 4: Filter Blood |
Step 5: Cauterize |
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 |