Difference between revisions of "User:Bobbanz/Sandbox"

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== Mission Objectives ==
 +
{{Speech
 +
|name=Staff Sergeant Angela Deth
 +
|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: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.
 +
 +
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 ===
 +
{{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.
 +
 +
=== 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]]
 +
}}
 +
 +
=== 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]]
 +
}}
 +
 +
=== 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.
 +
 +
==== 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 [[Fighter Pilot|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.
 +
# 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 [[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>
 +
 +
==== 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.
 +
 +
===== 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.]]
 +
 
== [[File:Circuitboard.png|64px]] Circuits ==
 
== [[File:Circuitboard.png|64px]] Circuits ==
 
[[File:Module.png]] Refered to in the code as id_mod and is the default icon for all circuit boards.<br>  
 
[[File:Module.png]] Refered to in the code as id_mod and is the default icon for all circuit boards.<br>  
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[[File:Engineeringboard.png]] Refered to in the code as engineering 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>
 
[[File:Supplyboard.png]] Refered to in the code as supply and is the circuit board icon for certain machines.<br>
== Checkmark ==
 
AI_module_designs [X] <br>
 
autolathe_designs [X] <br>
 
biogenerator_designs [X] <br>
 
bluespace_designs [X] <br>
 
stock_parts_designs [X] <br>
 
computer_part_designs [X] <br>
 
munitions_designs [X] <br>
 
fighter_designs [X] <br>
 
electronics_designs [X] <br>
 
mecha_designs [X] <br>
 
mechfabricator_designs [X] <br>
 
limbgrower_designs [X] <br>
 
medical_designs [X] <br>
 
mining_designs [X] <br>
 
misc_designs [X] <br>
 
power_designs [X] <br>
 
smelting_designs [X] <br>
 
smelting_designs [X] <br>
 
comp_board_designs [] <br>
 
machine_designs [] <br>
 
telecomms_designs [] <br>
 
tool_designs [X] <br>
 
weapon_designs [X] <br>
 
shield_designs [X] <br>
 
wiremod_designs [] <br>
 
mechfabricator_designs [] <br>
 
nsv_circuitboard_designs [] <br>
 
ship_weapon_designs [] <br>
 
tool_designs [X]
 
  
 
==[[File:Circuit.png|64px]] Circuit Imprinter==
 
==[[File:Circuit.png|64px]] Circuit Imprinter==
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|}
 
|}
  
=Stormdrive=
+
= [[to_do_list|To-Do List]] =
<tabs>
+
 
<tab name=Shrike>
+
=Xenoecology Entry=
[[File:Shrike SD Control.png|320px|right|The Shrike's Control Room, found upstairs.]]
+
''Written by Elise Garnier''
[[File:Shrike SD.png|right|The Shrike's Reactor Core room.]]
+
==Overview==
==== [[File:Wrench.png]]The First Steps ====
+
<tabs style="width:85%">
First off, we will prepare the Stormdrive and the required hardware in the Engine room (Second picture).<br>
+
<tab name="Conception">
A Control Room can be found by going up the ladder marked with ''Green'', the control room contains the Reactor Control Console (First picture).
+
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.
# 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.
+
</tab>
# 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.  
+
<tab name="Formation">
# 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.
+
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>
 
<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>
 
<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>
 
<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>
 
<br>
==== [[File:Plasma_Canister.png]]The Fuel ====
+
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 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.<br>
 
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)
 
==== [[File:Hud-temp.gif]]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.<br>
 
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.<br>
 
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
 
==== [[File:Warningsign.png]]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.
 
</tab>
 
</tabs>
 
  
 
= The Depot =
 
= The Depot =
 
 
== Sugery Tools ==
 
== Sugery Tools ==
 
[[File:Scalpel.png|Scalpel]] '''Scalpel''': <br>
 
[[File:Scalpel.png|Scalpel]] '''Scalpel''': <br>
Line 866: Line 978:
 
[[File:Blood filter.png|Blood Filter]] '''Blood Filter''':<br>
 
[[File:Blood filter.png|Blood Filter]] '''Blood Filter''':<br>
  
== Filter Blood ==
+
= Chemical Tiers =
 
+
{| class="wikitable sortable" border="1"; style="text-align:center; cellspacing=0; cellpadding=1;"
Used to purge any chemicals from the patients body without using  chemicals with damaging side-effects, such as Calomel.
+
! scope="col" style="background-color:#ffff00;" class="unsortable" |Chemical Name
 
+
! scope="col" class="unsortable" style="width:10vw; background-color:#ffff00;" |Formula
[[File:Hud target chest.gif|Target]] '''Target: Chest'''
+
! scope="col" style="width:100px; background-color:#ffff00;" |Minimum Level
 
+
! scope="col" style="width:100px; background-color:#ffff00;" |Maximum Level
{|
+
|-
| style="width: 400px;" |'''Procedure'''
+
|Virus Food
 +
|{{RecursiveChem/Virus Food}}
 +
|1
 +
|2
 
|-
 
|-
|Step 1: Incise
+
|Unstable Mutagen
 +
|{{RecursiveChem/Unstable Mutagen}}
 +
|2
 +
|4
 
|-
 
|-
|Step 2: Retract Skin
+
|Mutagenic Agar
 +
|{{RecursiveChem/Mutagenic Agar}}
 +
|3
 +
|3
 
|-
 
|-
|Step 3: Incise
+
|Liquid Plasma
 +
|Grind a Sheet of Plasma
 +
|4
 +
|6
 
|-
 
|-
|Step 4: Filter Blood
+
|Uranium
 +
|Grind a Sheet of Uranium
 +
|5
 +
|6
 
|-
 
|-
|Step 5: Cauterize
+
|Sucrose Agar
 +
|
 +
|
 +
|
 
|-
 
|-
 
|}
 
|}
Line 906: Line 1,036:
 
!<span title="In my opinion, this is the worst symptom. Shit stats, low meme potential. 0/10. fuck you, alopecia.">Alopecia</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
 
| 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
|-
 
!<span title="The least overtly deadly of the three deadliest symptoms, but definitely the most fun- and also stealthy">Alkali perspiration</span>
 
| 2 || -2 || -2 || -2 || 0 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000"| Causes the affected mob to burst into flames periodically. Makes victims explode on contact with water.||<span title="Doubles the intensity of the effect, but reduces its frequency">Resistance 9</span>, <span title="Increases explosion radius when the host is wet. Brings severity to 6.">Stage Speed 8</span>, <span title="Additionally synthesizes chlorine trifluoride and napalm inside the host. Brings severity to 6.">Transmission 8</span>
 
|-
 
!<span title="Out of the three deadliest symptoms, probably crits the fastest. However, due to dealing brute damage and not stunning, it's inferior to ARDS. However, it has a somewhat hidden threshold (stealth 2, speed 12) that makes the victim become a fast zombie">Autophageocytosis Necrosis</span>
 
| -2 || -2 || 1 || -2 || 6 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000"| Causes the mob's cells to decay rapidly, causing brute damage, constant bleeding and elevated hunger. Thought to be a precursor to the active viral component of Romerol. This is supported by the fact that it has no effect on the undead.||<span title="Synthesizes Heparin and Lipolicide inside the host, causing increased bleeding and hunger">Stage Speed 7</span>, <span title="The symptom remains hidden until active">Stealth 5</span>
 
|-
 
!<span title="A beneficial symptom in disguise, the 14 resistance threshold injects the bees and the host with one of the game's best healing chems. Careful, as bees still do one brute damage per sting.">Bee Infestation</span>
 
| -2 || 2 || 1 || 1 || 2 || 8 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000"| Infests the host's stomach with bees, causing minor toxin damage and bee-filled coughs.||<span title="Host synthesizes honey instead of toxins, bees now sting with honey instead of toxin, healing and fattening the host and those nearby. Synthesizes insulin, making the host immune to hyperglycemic shock. -4 Severity">Resistance 14</span>, <span title="The bees spawn with a random toxin, unless the resistance threshold is met. +2 Severity">Transmission 10</span>
 
|-
 
!Blob Spores
 
| 1 || 6 || -2 || 1 || 3 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000" | The host produces blob spores, causing them to pop on death, spawning a blob tile and releasing blob spores.||<span title="The blob tile will be a strong blob">Resistance 8</span>, <span title="The blob tile may be a factory blob">Resistance 11</span>, <span title="The blob tile may be a blob node. +1 severity">Resistance 14</span>
 
 
|-
 
|-
 
!Cornu Cutaneum
 
!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>
 
| -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>
|-
 
!Coughing
 
| -1 || 3 || 1 || 2 || 0 || 0 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#0000ff" | The hostcoughs occasionally||<span title="The host drops items when coughing. +1 Severity  ">resistance 3</span>, <span title="occasionally stuns the host. +1 Severity">Resistance 10</span>, <span title="The host coughs more">Stage Speed 6</span>, <span title="symptom hidden till active">Stealth 4</span>
 
|-
 
!<span title="Somewhat robust. A good symptom to add to a disease that has room for it">Confusion</span>
 
|1 || -1 || -3 || 0 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Makes the affected mob be confused for short periods of time, making them walk in random directions.||<span title="Causes brain damage over time. +1 Severity. ">Resistance 6</span>, <span title="Increases confusion duration">Transmission 6</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
 
|-
 
!Deafness
 
| -1 || -2 || -1 || -3 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Causes intermittent loss of hearing.|| <span title="Causes permanent deafness, instead of intermittent. +1 Severity ">Resistance 9</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
 
|-
 
!<span title="Chooses mutations from your already existing genome. it's... subpar.">Deoxyribonucleic Acid Saboteur</span>
 
| -2 || -3 || 0 || -3 || 3 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Gives a random disability. The disabilities are cured when the disease is cured.||<span title="Increases mutation frequency">Stage Speed 10</span>, <span title="Mutations will be beneficial instead of malignant. Sets base severity to 0.">Stage Speed 14</span>, <span title="Causes two harmful mutations at once. Severity +1">Resistance 8</span>, <span title="The mutations persist even if the virus is cured">Stealth 5</span>
 
|-
 
!<span title="Heh. it makes lube, heh.">Ducatopod</span>
 
| 0 || 2 || 5 || -2 || 2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000" | Causes the host to secrete industrial grade lubricant from their feet. ||<span title="Doubles lube frequency. +1 Severity">Transmission 10</span>, <span title="The host's feet turn into a pair of clown shoes.">Resistance 14</span>
 
|-
 
!Eternal Youth
 
|3 || 4 || 4 || -4 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff" | Makes you never physically older than young adulthood and prevents death by old age. !<span title="it's... okay i guess. If personal diseases are your thing">Should be used for buffing your disease.</span>||None
 
|-
 
!Facial Hypertrichosis
 
| 1 || 3 || 3 || 1 || 0 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#0000ff" | Makes you grow a massive beard, regardless of gender.||None
 
|-
 
!Fever
 
| -1 || 3 || 3 || 2 || 0 || 2 || [[Virus Food]] || style="color:#ff0000"| Heats up your body. Will not reach damaging levels of heat unless resistance thresholds are met.||<span title="Increases fever intensity, fever can overheat and harm the host. +1 Severity">Resistance 5</span>, <span title="Further increases fever intensity. +1 Severity">Resistance 10</span>
 
|-
 
!Hallucigen
 
| 1 || -3 || -1 || -1 || 1 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#ff0000"| Makes the affected mob have hallucinations for short periods of time. Available in [[Supply_crates#Virus_crate|Virus Crates]].||<span title="Increases the amount of hallucinations. +1 Severity">Stage Speed 7</span>, <span title="The virus mimics positive symptoms">Stealth 2</span>
 
|-
 
!Headache
 
| -1 || 4 || 2 || 0 || 0 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#0000ff" | Displays an annoying message! Should be used for buffing your disease.||<span title="Headaches will cause severe pain, that weakens the host. +1 Severity">Stage Speed 6</span>, <span title="Headaches become less frequent but far more intense, preventing any action from the host. +1 Severity. ">Stage Speed 9</span>, <span title="Reduces headache frequency until later stages">Stealth 4</span>
 
|-
 
!<span title="A newer death symptom. very slow to kill, but kills fast when it does. ">Heart Disease</span>
 
| 2 || 1 || -6 || -2 || 5 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000"| Causes the affected mob to have a heart attack. Usually takes a very long time to occur even after reaching stage 5, and provides a large bold red text warning.|| <span title="The disease's warnings have small text, instead of large red text">Stealth 2</span>, <span title="Instead of having a heart attack, the host's heart will burst from their chest and attack! +1 Severity">Transmission 10</span>
 
|-
 
!<span title="If you want a contagious disease, the stats and effect of this symptom make it nearly mandatory">Inorganic Biology</span>
 
| -1 || 4 || -2 || 3 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff"| The virus becomes able to affect inorganic species, such as [[Golem]]s or [[Plasmamen]]. || None
 
|-
 
!<span title="This symptom has some really fun uses if you get creative.">Hyperperspiration</span>
 
| 1 || -1 || 0 || -1 || 1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#0000ff"| Causes the host to sweat, lowering firestacks by a small amount and sometimes leaving a puddle of water.||<span title="The host sweats like a fire extinguisher, spreading water in a 2 tile radius">Transmission 6</span>, <span title="Heals toxin damage, and the host will sweat out all reagents in the same two tile radius as the previous threshold. -1 Severity ">Transmission 8</span>
 
|-
 
!Hyphema
 
| -1 || -3 || -4 || -2 || 3 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#ff0000"| Inflicts eye damage over time. Causes blindness if left unchecked.||<span title="Weakens extraocular muscles, eventually leading to complete detachment of the eyes. +1 Severity">Resistance 12</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
 
|-
 
!<span title="I like using with hyperperspiration this to turn monkys to gorillas. very slowly, though.">Irradiant Cells</span>
 
| -1 || 2 || -1 || 2 || 3 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style="color:#ff0000"|The host's cells destabilize, causing them to become radioactive and take radiation damage|| <span title="The host takes radiation damage more frequently. +1 Severity">Stage Speed 8</span>
 
|-
 
!Itching
 
|0 || 3 || 3 || 1 || 0 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#0000ff" | Displays an annoying message. Should be used for buffing your disease. Can do slight brute damage if the stage speed threshold is met. ||<span title="Increases frequency of itching">Transmission 6</span>, <span title="The host will scrath itself when itching, causing superficial damage">Stage Speed 7</span>
 
|-
 
!Mind Restoration
 
| -1 || -2 || 1 || -3 || -1 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"| The virus strengthens the bonds between neurons, reducing the duration of any ailment of the mind. Heals brain damage, and can cure mild and heavy traumas if upgraded. || <span title="Heals minor brain traumas">Resistance 6</span>, <span title="Heals severe brain traumas">Resistance 9</span>, <span title="Purges alcohol in the bloodstream">Transmission 8</span>
 
|-
 
!Nano-symbiosis
 
| 0 || 2 || 2 || -1 || -1 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#0000ff" | The virus reacts to nanites in the host's bloodstream by enhancing their replication cycle. This can cause some unpredictable nanite activation.||<span title="Increases the replication boost.">Stage Speed 7</span>, <span title="Increases the virus' growth rate while nanites are present.">Transmission 5</span>
 
|-
 
!<span title="Recently buffed, should now be actually useful">Narcolepsy</span>
 
| 1 || -2 || -3 || -2 || 2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Makes the host drowsy and prone to falling asleep randomly.||<span title="Also relaxes the muscles, weakening and slowing the host">Transmission 7</span>, <span title="Causes narcolepsy more often, increasing the chance of the host falling asleep. +1 Severity">Resistance 10</span>
 
|-
 
!Necrotic Metabolism
 
| 2 || 2 || 2 || 0 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff"| The virus becomes able to affect undead races, and continues to process even when the host dies. It's especially useful if combined with symptoms like Bee Infestation or Macrophage|| None
 
|-
 
!<span title="The lesser form of Autophageocytosis necrosis. it sucks.">Necrotizing Fasciitis</span>
 
| -3 || -4 || 0 || -4 || 4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Causes brute damage over time. Fatal if left untreated.||<span title="Host will bleed profusely during necrosis">Resistance 7</span>, <span title="Causes extreme pain to the host, dealing stamina damage twice that of the normal damage">Transmission 8</span>
 
|-
 
!Necropolis Seed
 
| 0 || 3 || -10 || -3 || -1 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#0000ff"| Makes the host do more damage with their punches, take less damage, and slows them down.|| <span title="Gibs the host on death and drops a tendril chest. +2 Severity. ">Stealth 8,</span> <span title = "Creates tendrils around the host like an ancient goliath">Resistance 15</span>, <Span title = "Make the host fire and lava Proof. -1 Severity">Resistance 20 </span>
 
|-
 
!<span title="A decent damage symptom, especially with how difficult brain damage is to heal, and it's under level nine.">Neural Decay</span>
 
| 1 || -2 || -3 || -1 || 3 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style="color:#ff0000"|The host's brain begins to die, dealing high brain damage||<span title="Doubles frequency of cell death">Resistance 10</span> <span title="Allows the disease to do lethal damage. +1 Severity">Transmission 12</span>
 
|-
 
!<span title="Of the healsymptoms, this has the worst main side effect and the most niche heal- it's very good offensively">Organic Flux Induction</span>
 
| 0 || -1 || -1 || -2 || 2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Causes EMPs on the host occasionally. Has a cell damage healing threshold.||<span title="Quickly heals cell damage and mutations. -1 Severity">Stealth 2</span>, <span title="EMPs now affect the area immediately around the host. +1 Severity.">Transmission 8</span>
 
|-
 
!<span title="The second half of a clown plague. Heh. Analagous to coughing, but buffs transmission a bit better, and is far less annoying, unless thresholds are met">Pierrot's Throat</span>
 
| -1 || 3 || 1 || 2 || 0 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style="color:#00aa00"| The host honks occasionally||<span title="The host occasionally spreads the disease by honking">Transmission 10</span>, <span title="The host grows a clown mask. +1 Severity">Resistance 10</span>, <span title="The host becomes clumsy, like a clown. +2 Severity">Resistance 15</span>
 
|-
 
!<span title="TETSUOOOO">Pituitary Disruption</span>
 
| -3 || -2 || 1 || -2 || 1 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#0000ff"| Causes the host to grow, with size scaling with stage speed. Has brute healing thresholds.||<span title="Passively heals brute damage, but causes occasional expulsion of benign teratomas. -1 Severity">Stage Speed 6</span>, <span title="Quadruples healing speed, but slowly kills the host with cellular damage. Teratomas become more advanced. Also causes limb regeneration, and for teratoma organs to be spontaneously absorbed and integrated. +3 Severity.">Stage Speed 12</span>
 
|-
 
!<span title="Hey, we ported it, and still have revitiligo too!">Polyvitiligo</span>
 
| 0 || 1 || 4 || 1 || 0 || 0 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#00aa00"| The host changes color randomly.||None
 
|-
 
!Regenerative Coma
 
| 0 || 2 || -3 || -3 || -2 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style="color:#00aa00"| Causes the host to fall into a death-like coma when heavily damaged, then rapidly cures their wounds.||<span title="Host appears to die when falling into a coma. This activates symptoms that normally only activate on death">Stealth 2</span>, <span title="Stabilizes the host when in a critical condition">Resistance 4</span>, <span title="Increases healing speed">Stage Speed 7</span>
 
|-
 
!Revitiligo
 
| 1 || 2 || 1 || 2 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff" | Makes the host black. Every virologist's first joke plague. <span title="But unlike /tg/, we didnt just up and remove it!">No one finds it funny anymore.</span>||None
 
|-
 
!<span title="My favorite stat symptom. It makes you valid but I never neuter it.">SBG Syndrome</span>
 
|0 || 3 || 3 || 1 || 0 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style="color:#0000ff" | Makes cockroaches crawl from the user's face. Should be used for buffing your disease. ||<span title="The host will create more roaches">Transmission 8</span>, <span title="The host will spawn 1-5 roaches on death">Stage Speed 8</span>
 
|-
 
!Self-Respiration
 
| 1 || -3 || -3 || -4 || -1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"| Quickly heals oxygen damage, negating the need for air. Causes occasional farting, which spreads miasma.|| <span title="Additionally regenerates lost blood">Resistance 8</span>
 
|-
 
!Sensory Restoration
 
| 0 || 1 || -2 || 2 || -1 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#00aa00"| Restores mob's senses by fixing eye and ear damage and curing hallucinations.||None
 
|-
 
!Shivering
 
|0 || 2 || 2 || 2 || 0 || 2 || [[Virus Food]] || style="color:#ff0000"| Cools down your body. Won't reach damaging levels unless thresholds are met.||<span title="Increases cooling speed; the host can fall below safe temperature levels. +1 Severity.">Stage Speed 5</span>, <span title="Further increases cooling speed. +1 Severity.">Stage Speed 10</span>
 
|-
 
!Silicolysis
 
| 0 || 4 || -1 || 1 || 0 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#0000ff" | The virus reacts to nanites in the host's bloodstream by attacking and consuming them, which also causes them to go haywire as they die.||<span title="Increases the virus' growth rate while nanites are present.">Stage Speed 5</span>, <span title="Severely increases the rate at which the nanites are destroyed.">Resistance 7</span>
 
|-
 
!<span title="The symptom with the highest transmission, and a starter symptom at that.">Sneezing</span>
 
| -2 || 3 || 0 || 4 || 0 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#0000ff" | Causes the mob to occasionally sneeze.||<span title="The symptom remains hidden until active">Stealth 4</span>
 
|-
 
!Spontaneous Combustion
 
| 1 || -2 || -3 || -3 || 4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000" | Sets your body on fire periodically, with amount of stacks based on stage speed, minus stealth. Fire intensity is doubled if the host is fat.||<span title="Increases the intensity of the flames">Stage Speed 4</span>, <span title="Further increases flame intensity">Stage Speed 8</span>, <span title="Host will spread the virus through skin flakes when bursting into flame">Transmission 8</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
 
|-
 
!Superficial healing
 
| -1 || -2 || -2 || 0 || -1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"|  Heals brute and burn damage passively, if you have under 15 of either|| <span title="Threshold increases to 30">Resistance 10</span> <span title="The viruse's healing speed is doubled">Stage Speed 8</span>
 
|-
 
!Thermal Retrostable Displacement
 
| 0 || 2 || -2 || -3 || 0 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style="color:#00aa00"| If the host gets too hot or too cold, they will teleport to a location where they were at a safe temperature previously. The temperature the area is NOW doesn't matter, though. Has burn healing thresholds.||<span title="The symptom works on a smaller scale, effectively healing burn damage, and causing the effect if the host takes over 75 burn damage. -1 Severity">Resistance 6</span>, <span title="The effect now works on a hair trigger, having lowered thresholds for teleportation. If the burn healing threshold is met, the speed is doubled. -1 Severity">Transmission 8</span>
 
|-
 
!<span title="secretly robust as fuck, makes a virus incredibly hard to cure.">Toxolysis</span>
 
| 0 || -2 || 2 || -2 || 0 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#0000ff"| Purges all chemicals at a fast rate from the bloodstream.||<span title="Increases chem removal speed">Resistance 7</span>, <span title="Consumed chemicals nourish the host">Stage Speed 6</span>
 
|-
 
!<span title="Your gateway to a single target disease.">Viral Aggressive Metabolism</span>
 
| 1 || -4 || 3 || -3 || 0 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#00aa00"| The disease starts at level 5, but cures itself over time||<span title="The virus cures itself half as fast">Stealth 4</span>
 
|-
 
!<span title="Despite the high transmission, this is actually usually the first of the three high-transmission stats to be dropped on an unorthodox disease, due to the low resistance">Viral Evolutionary Acceleration</span>
 
| -2 || -3 || 5 || 3 || 0 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#00aa00"| No effects other than its stats, which are quite useful. You'll typically have at least one of this and Viral Self-Adaptation in your disease.||None
 
|-
 
!<span title="Despite what it may claim, this symptom has a transmission score of zero- it's pretty good if your disease needs to meet a resistance threshold">Viral Self-Adaptation</span>
 
| 3 || 5 || -3 || 0 || 0 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#00aa00"|No effects other than its stats, which are quite useful. You'll typically have at least one of this and Viral Evolutionary Acceleration in your disease.||None
 
|-
 
!Vitiligo
 
| 2 || 0 || 3 || 1 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff"| Makes the mob lose skin pigmentation.||None
 
|-
 
!<span title="A bit impractical, but it can be fun if you dont want to hurt the station as a traitor">Voice Change</span>
 
| -1 || -2 || -2 || 2 || 2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Changes the voice of the affected mob. Causing confusion in communication. Available in [[Supply_crates#Virus_crate|Virus Crates]].||<span title="The host's language center of the brain is damaged, leading to complete inability to speak or understand any language, permanently. +1 Severity">Transmission 14</span>, <span title="Changes voice more often">Stage Speed 7</span>, <span title="The symptom remains hidden until active">Stealth 3</span>
 
|-
 
!Vomiting
 
| -2 || 1 || 0 || 2 || 1 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#ff0000"| Forces the affected mob to vomit! Makes the affected mob lose nutrition and heal toxin damage. Vomit can transmit the virus to people stepping on it.||<span title="Host will vomit blood, causing internal damage">Resistance 7</span>, <span title="Host will projectile vomit, increasing vomiting range">Transmission 7</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
 
|-
 
!Weight Loss
 
| -2 || 2 || -2 || 1 || 2 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#ff0000"| The virus mutates the host's metabolism, making it almost unable to gain nutrition from food. ||<span title="The symptom is less noticeable">Stealth 4</span>
 
|-
 
!<span title="Mostly a fun wizard plague. Doesn't have much practical use, analagous to Voice Change">Wizarditis</span>
 
| 1 || -2 || -3 || -1 || 0 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style="color:#00aa00"| The host believes themselves to be a wizard ||<span title="The host may occasionally teleport around! +1 Severity">Transmission 12</span>, <span title="The host grows a set of wizard robes, +1 Severity">Stage Speed 7</span>
 
|-
 
!<span title="Macrophage is a versatile symptom, which works either as an add-on to a disease for transmission, or as a main symptom to make a disease deadly and perhaps transmit another disease as well.">Macrophage</span>
 
| -4 || 1 || -2 || 2 || 2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000"| The virus grows within the host, ceasing to be microscopic and causing severe bodily harm. These Phages will seek out, attack, and infect more viable hosts.||<span title="The higher the resistance, the more health phages will have, and the more damage they will do.">Resistance </span>, <span title="The higher the stage speed, the more frequently phages will burst from the host.">Stage Speed </span>, <span title="Phages can be larger, more aggressive, and able to pierce thick clothing, with some effort. +2 severity">Transmission 10</span>, <span title="Phages will carry all diseases within the host, instead of only diseases containing their own symptom.">Transmission 12</span>
 
 
|-
 
|-
 
|}
 
|}
  
=Unrelated Shit=
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==Oh boy==
[[Category:Guides]]
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==WIP Guide Links==
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[[Guide to food|Guide to Food]]
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[[Guide to drinks|Guide to Drinks]]
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<!-- To edit this category, edit the template at https://nsv.beestation13.com/wiki/Template:FoodCategory/Sandwiches -->
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{{FoodCategory/Sandwiches}}
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=Unrelated Stuff=
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Need to make a template storage page…
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{{Test Merge
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|link =
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}}
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[[Guide to the FTL]]
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<br>
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[[Scrapyard]]
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= Test Yard =
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=== Whatever ===
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<div class="toccolours mw-collapsible mw-collapsed" style="width: 80%;">
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==== Ripley APLU ====
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<div class="mw-collapsible-content">
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TAKAKAKAKAKAKAKA
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==== Ripley APLU ====
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<div class="mw-collapsible-content">
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TAKAKAKAKAKAKAKA
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</div></div>
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</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]

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Guide to the FTL
Scrapyard


Test Yard[edit | edit source]

Whatever[edit | edit source]

Ripley APLU[edit | edit source]

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Ripley APLU[edit | edit source]

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