{{Callout|Info|h=<big>Uh oh, this page is still under research!</big>|Due to the nature of Science, this page can be out of date or lacking information. This page will be updated as soon as we can. We thank you for your patience crewmate!|align=Center|image=Kaleigh.png}}
Welcome to the Science department! One second you might be excitedly stumbling onto a money printing artifact. The next moment that same artifact turns science department into a crater. This department is all about throwing caution to the wind all while you scream "'''In the name of science!!"'''
'''Welcome to the Science department!'''
Science is a large department that is composed of a few sections. The sections that are under the science department includes Robotics, Anomalous Research, and Xenoarcheology. There are four jobs that are typically associated with the science department. The jobs that are associated with science includes Research Director, Scientist, Research Assistant, and Cyborgs.
One second you might be excitedly stumbling onto a money printing artifact. The next moment that same artifact turns the Science department into a crater. This department is all about throwing caution to the wind all while you scream "'''In the name of science!'''"
== Sections of Science ==
'''Science''', also called '''Research and Development''', '''R&D''', or '''RnD''', is a large department that revolves around the acquisition and use of research points to gain new technologies for the station. The department is composed of three subdepartments—[[Anomalous Research]], [[Xenoarcheology]], and [[Robotics]]—and it's staffed by the [[Research Director]], [[scientist]]s, and [[research assistant]]s, with [[cyborg]]s being manufactured by the department.
Robotics is the synthetic lifeblood of the station. Robotics is a department that strives to create as many synthetic lives as they can to help the station and it's crew. Roboticists can make small and helpful bots, such as medibots. They may also focus on more expensive creations like cyborgs and mechs like the Ripley.
=== [[Anomalous Research]] ===
[[File:Anomgenbase.png|left|100px]]
One of [[Research and Development|R&D's]] main ways to harvest research points, and the leading cause of headaches in captains of non-coordinated stations. '''Anomalous Research''' is a subdepartment of R&D focused around the containment and manipulation of various unique anomalies. These anomalies can be extremely dangerous to the station if left alone so be careful!
=== [[Xenoarcheology]] ===
[[File:Alien artifact-East-4911.png|left|100px]]
The other main way to harvest research points, this methodology for harvesting is simultaneously safer for the station and more dangerous for science. This section of science involves a lot of trial and error to figure out to activate alien artifacts. These artifacts can be really mild or really dangerous depending on their depth.
== Subdepartments ==
== Jobs of Science ==
=== Anomalous Research ===
[[File:Anomgenbase.png|right|100px]]
[[Anomalous Research]] is focused around the containment and manipulation of various unique anomalies. It's one of R&D's main ways to harvest research points, and the leading cause of headaches in captains of non-coordinated stations. These anomalies can be extremely dangerous to the station if left alone, so be careful!
=== [[Research Director]] ===
=== Xenoarcheology ===
[[File:Kaleigh.png|left|143x143px]]
[[File:Alien artifact-East-4911.png|right|100px]]
The Research Director (Or RD) is in charge of the Science department and oversees the duties of [[Research and Development]]. While they will ideally have Scientists under them to aid in research, they are expected to have at least a fundamental understanding of how to operate their department. The Research Director will be focusing on teaching any staff that needs assistance. The Research Director is also expected to lead the team through a path of research through the [[Research and Development#R&D Tree|Research Tree]]. The Research Director might also have to pick up any role that is missing so that the department remains functional.
[[Xenoarcheology]] is the other main methodology for producing research points. This methodology for harvesting is simultaneously safer for the station and more dangerous for Science personnel. Xenoarcheology involves a lot of trial and error to figure out to activate alien artifacts, which can be really mild or really dangerous.
=== [[Scientist]] ===
[[File:Vince Shaw-South.png|left|100px]]
=== Robotics ===
Scientists follow guidance, direction, and tasks assigned by the Research Director. Scientists are usually tasked with providing research points by researching artifacts or studying anomalies. Scientists may also be tasked with building and providing various high tech tools, weapons, equipment, and machines to the other various departments. It's important as a scientist to be kind to your colleagues, provide gifts for others, and throw caution to the wind '''in the name of science!!'''
[[Robotics]] is the synthetic lifeblood of the station. Robotics strives to create as many synthetic lives as they can to help the station and its crew. Roboticists can make small and helpful bots, such as medibots. They may also focus on more expensive creations like [[Cyborg]]s and [[mech]]s, such as the [[Ripley APLU]].
[[File:Eric Poley-South.png|left|100px]]
Research assistants follow guidance, direction, and tasks assigned by the Research Director and Scientists. Research assistants are usually tasked with providing research points by researching artifacts or studying anomalies. Feel free to ask someone higher up if you get confused on what to do or how to do something. Study, learn, and watch your teacher blow up the science department while trying to teach you artifacts!
Brought to life by the power of research and technology sits the silicon life of the Cyborg. The cyborg is bound by [[Server Rules#Silicones must follow Silicon Rules|silicon laws]] that restrict how they can interact with others. With a default "crewsimov" set of laws the cyborg will be out to help the crew in any way they are asked to. Cyborgs typically will report to science to assist research and in turn gain the benefit of new chasis and modules that will aid their goals.
[[File:RD.png|right|100px]]
The [[Research Director]] (often shortened to RD) is in charge of the Science department and oversees the duties of Research and Development.
While they will ideally have Scientists under them to aid in research, they are expected to have at least a fundamental understanding of how to operate their department. The Research Director will be focusing on teaching any staff that needs assistance. The Research Director is also expected to lead the team through a path of research through the Research Tree. The Research Director might also have to pick up any role that is missing so that the department remains functional.
=== Scientist ===
[[File:Vince Shaw-South.png|right|100px]]
[[Scientist]]s follow guidance, direction, and tasks assigned by the Research Director.
Scientists are usually tasked with providing research points by researching artifacts or studying anomalies. Scientists may also be tasked with building and providing various high tech tools, weapons, equipment, and machines to the other various departments. It's important as a scientist to be kind to your colleagues, provide gifts for others, and throw caution to the wind '''in the name of science!'''
=== Research Assistant ===
[[File:Eric Poley-South.png|right|100px]]
[[Research assistant]]s follow guidance, direction, and tasks assigned by the Research Director and Scientists.
Research assistants are usually tasked with providing research points by researching artifacts or studying anomalies. Feel free to ask someone higher up if you get confused on what to do or how to do something. Study, learn, and watch your teacher blow up the Science department while trying to teach you artifacts!
Brought to life by the power of research and technology sits the silicon life of the [[Cyborg]].
The Cyborg is bound by [[Server Rules#Silicones must follow Silicon Rules|silicon laws]] that restrict how they can interact with others. With a default "crewsimov" set of laws the cyborg will be out to help the crew in any way they are asked to. Cyborgs typically will report to Science to assist research and in turn gain the benefit of new chassis and modules that will aid their goals.
== Researching technologies ==
Research points are used to unlock new technologies and can be acquired through a few different sources, the most profitable being Xenoarcheology, which is the process of analyzing and activating different randomly generated artifacts that can be found via events, [[salvage]] debris, and by ordering them from cargo. Most artifacts have more than one Stimulus-Reaction combination (known scientifically as Nodes), so make sure to scan and activate as many of them as you can before selling it to cargo, or keeping it around because its effects are cool enough to warrant keeping.
Another highly valuable source of research points is Anomalous Research. Most R&D departments come equipped with an Anomaly Generator, Anomalous Particle Emitters (A.P.E.), and Anomaly Vessels, which are used to spawn, interact with, and generate points from anomalies respectively. Anomalies can come in different forms, ranging from raging balls of pink-hot matter to electrically-discharging motes of light to radioactive gravity wells, so make sure to wear some protective gear while studying them.
Points can also be acquired through research disks, which can be found in maintenance, expeditions, or salvaged from space.
[[File:R&D Console UI.png|alt=The user interface of the R&D Console|thumb|The user interface of the R&D Console]]
New technologies can be researched in the R&D Console by using previously generated points. When opening the console, it will display the department's current amount of research points, Main Discipline, and tiers for each discipline. On the right side of the console's window is a list of four different technologies, one for each discipline. This list is randomized each time the department researches a new technology, taking from the ''Researchable Technologies'' list on the left side. Technologies that have already been researched are listed in the ''Unlocked Technologies'' section.
The four disciplines into which technologies are categorized are ''Industrial'', ''Arsenal'', ''Experimental'', and ''Civilian Services'', with the first three being aimed towards the [[Engineering]], [[Security]], and Science departments respectively, while Civilian Services mainly covers [[Service]], with a handful of technologies aimed at [[Medical]] and [[Cargo]].
Technologies are ranked into three tiers, with tier 1 being lower than tier 2 and this, in turn, being lower than tier 3. Generally, higher tier technologies unlock stronger and better equipment than lower tiers. To research higher tier technologies, the department must increase the tier of the respective discipline, done by researching the majority of technologies available in the prior tier. For example, researching the majority of tier 1 Industrial technologies will allow scientists to the research tier 2 Industrial technologies, but not tier 2 Arsenal, Experimental, or Civilian Services technologies.
Assuming they have enough points, the Science department can research all tier 1 and tier 2 technologies but, generally, they must choose a single discipline to increase to tier 3, as researching tier 3 technologies for one discipline will lock out tier 3 technologies for the other three disciplines. This tier 3 discipline becomes their ''Main Discipline''. It is possible to get tier 3 technologies from other disciplines, either through gambling with the Technology Disk Terminal or by acquiring multiple R&D servers, as the Main Discipline is only a per-server limit.
All the progress made by the Science department, including points and technologies, is stored in the R&D server; if the department loses its server, all unlocked technologies will be lost and all connected fabricators will lose the ability to craft items associated with these technologies.
* {{item|h.o.n.k. peripherals control module|cap=1}}
* {{item|h.o.n.k. weapon control and targeting module|cap=1}}
* {{item|mech horn|cap=1}}
}}
{{Technology box
|name = Mechanized Treatment
|image = Medical cyborg (Si-8848)-South-25629.png
|color = 7ECD48
|cost = 5000
|unlocks =
* {{item|advanced chemical cyborg module|cap=1}}
}}
}}
===== Tier 3 =====
{{Collapse|
{{Technology box
|name = Bluespace Chemistry
|image = Bluespace beaker-East-11758.png
|color = 7ECD48
|cost = 10000
|unlocks =
* {{item|bluespace beaker|cap=1}}
* {{item|bluespace syringe|cap=1}}
}}
{{Technology box
|name = Quantum Fiber Weaving
|image = Speed boots-East-11645.png
|color = 7ECD48
|cost = 10000
|unlocks =
* {{item|speed boots|cap=1}}
}}
{{Technology box
|name = Syringe Gun
|image = Syringe gun.png
|color = 7ECD48
|cost = 15000
|unlocks =
* {{item|syringe gun|cap=1}}
* {{item|mini syringe|cap=1}}
}}
}}
=== Alternative Research ===
[[File:Technology_Disk_Printer.png|alt=Technology Disk Terminal sprite|right|100px]]
There is another method to research a technology, and that is using the Technology Disk Terminal. If there is no such console immediately available within the station, it can be created after researching the Tier 1 Experimental technology ''Alternative Research''.
By spending 1000 research points, a technology disk is dispensed, containing the recipe of any single random item of any tier for the lathes to fabricate. The item ranges from a redundant item that has already been researched to highly sought-after and expensive items.
When used early into the round, it may reward the department with end-tier items immediately at the cost of the primary research progress. This is essentially gambling with research points, so ensure that your department agrees with this plan. When used late into the round, it may grant recipes from technologies that have been locked out in favor of the Main Discipline.
== Equipment ==
The [[Protolathe]], [[Circuit Imprinter]], [[Security Techfab]], [[Medical Techfab]], and the [[Exosuit Fabricator]] gain new recipes when researching technologies. These machines can only access unlocked recipes if they're connected to the R&D server, so make sure they're set up properly.
''The following section will only cover recipes unlocked through research.''
=== Protolathe ===
[[File:Protolathe.png|right|100px]]
The [[Protolathe]] is a machine capable of printing most researched recipes. Protolathes are mainly found at Science but can sometimes be found in [[Engineering]] or on [[salvage]] expeditions.
|{{item recipe|wide-spectrum anomaly locator|1|Protolathe|mat only=1|mat only layout=hor|blocky=0}}
|Basic Anomalous Research
|1
|{{FORMATNUM:5000}}
|Experimental
|}
=== Circuit Imprinter ===
[[File:CircuitImprinter.png|right|100px]]
The [[Circuit Imprinter]] is a machine capable of printing machine boards used for creating machines and computers. They all require {{item|steel}} and {{item|glass}}, and some, in addition, need {{item|gold bar|label=gold}} or {{item|plastic}}.
Machine boards can be inserted into a machine frame whilst electronics can be inserted into computers or other machines built with [[Construction]].
The [[Exosuit Fabricator]] is a machine that is capable of crafting a large variety of [[Cyborg]] and [[Mech]] parts. The Exosuit Fabricator is a material hungry machine and can use {{item|gold bar|label=gold}}, {{item|silver bar|label=silver}}, {{item|steel}}, {{item|plastic}}, {{item|glass}}, and {{item|plasma}}. The Exosuit Fabricator is a vital part of [[Robotics|Cyborg creation]] and many of the advanced pieces are locked behind research.
Set deep within the security department sits the [[Security Techfab]]. The Security Techfab can use {{item|steel}}, {{item|plastic}}, {{item|glass}}, {{item|silver bar|label=silver}}, {{item|gold bar|label=gold}}, {{item|uranium}}, and {{item|plasma}}. Providing the Security Techfab with materials will allow crew members to produce ammo, grenades, and weapons. Given some research, this machine can fill the armory with some of the most dangerous weapons you can get a hold of.
Anchored into the back of medical sits the [[Medical Techfab]]. It can use {{item|steel}}, {{item|plastic}}, {{item|glass}}, {{item|cloth}}, {{item|plasma}}, and {{item|silver bar|label=silver}}. A small amount of highly valuable items are acquired through the Medical Techfab.
Hyper convection machines are a highly valuable upgrade that is obtained from the ''Industrial Engineering'' technology. These will only use half the original materials needed when crafting. However, they produce an immense amount of heat, which can quickly become lethal without sufficient preparations. One of the ways to make a safe enclosure for hyper convection machines is:
#Unwrench the {{item|protolathe}}, {{item|autolathe}}, and {{item|circuit Imprinter}} and put them against a wall.[[File:HyperA.png|alt=Hyperconvection building part 1|center]]
#Build a 2x3 box of {{item|directional reinforced window|label=directional reinforced windows}}, with a {{item|windoor}} for access.[[File:HyperB.png|alt=Hyperconvection building part 2|center]]
#Create an {{item|air alarm}} and an {{item|air sensor}}. Place the air sensor within the box and the air alarm nearby.[[File:HyperC.png|alt=Hyperconvection building part 3|center]]
#Put at least one {{item|space heater}} in the glass box.[[File:HyperD.png|alt=Hyperconvection part 4|center]]4a. Turn on the space heaters and set their power level to {{button|High|state=pressed}}.[[File:HyperD1.png|alt=Hyperconvection part 4.1|center]]
#[[Hacking|Hack]] the air alarm or ask an [[engineer]] to help you with networking. To hack the air alarm, first use a {{item|screwdriver}} on it to open the panel. When the panel is open, use a {{item|wirecutter}} tool on the air alarm itself. The lights above refer to the wires below. The wire that we are looking to cut is the ACC wire (short for ACCESS), which controls who is authorized to network and control the air alarm.[[File:HyperE1.png|alt=Air alarm panel|center]]5a. Cut the wires from left to right by clicking on them with a wirecutter in hand until you get the ACC light to turn off. You may get unlucky like I did and hit a power wire before the ACC wire, you will get shocked because of this. Skip the power wire and continue until you reach the ACC wire. Once you have found the ACC wire, repair all other wires by clicking on them with a wirecutter in hand and leave the ACC wire cut. Close the panel on the air alarm with the screwdriver.[[File:HyperE2.png|alt=Hyperconvection part 4.2|center]]
#Use a {{item|multitool}} or a {{item|network configurator}} and click on the air sensor first, followed by the air alarm.[[File:HyperF2.png|alt=air sensor clicked|center]]6a. Click {{button|Add}} on the air alarm GUI and then close the GUI.[[File:HyperF1.png|alt=Air alarm networking|center]]
#In a similar process, use a multitool or a network configurator and click on the windoor first, followed by the air alarm. [[File:HyperG1.png|alt=Hyperconvection networking windoor|center]]7a. Click the {{button|Danger}} button and then click {{button|Close}}. Click on the {{button|Warning}} button and click {{button|Close}}. Finally, click the {{button|Normal}} button and then click {{button|Open}}. Then click the {{button|Done}} button.[[File:HyperG2.png|alt=Hyperconvection networking windoor|center]]
#Create the {{item|CircuitImprinterHyperConvectionMachineCircuitboard}} at the circuit imprinter. Create or gather 1 matter bin and 1 igniter. Use a screwdriver to open the panel on the Circuit Imprinter.[[File:Imprinter_panel_open.png|alt=Imprinter panel open|center]]8a. Use a crowbar to deconstruct the imprinter into a machine frame.[[File:Imprinter_machineframe.png|alt=Imprinter machineframe|center]]8b. Use a crowbar again to remove the parts from the machine frame.[[File:Imprinter_machineframe1.png|alt=Imprinter machineframe1|center]]8c. Remove the circuit imprinter machine board from the stack of items. Click on the machine frame while holding the hyper convection circuit imprinter machine board. Shift+click the machine frame and fill it with the rest of the materials that it requires. You should have all the materials if the previous steps were followed.[[File:Machine_frame_p3.png|center]]8d. Screwdriver the machine frame to finish the construction. If this does not work, you are missing materials.
# Repeat step 8 through 8d with the Protolathe and Autolathe machines.
# Congratulations, you have set-up hyper convection machines for safe use! Good work, fellow scientist!
Latest revision as of 05:51, 10 July 2025
Uh oh, this page is still under research!
Due to the nature of Science, this page can be out of date or lacking information. This page will be updated as soon as we can. We thank you for your patience crewmate!
Welcome to the Science department!
One second you might be excitedly stumbling onto a money printing artifact. The next moment that same artifact turns the Science department into a crater. This department is all about throwing caution to the wind all while you scream "In the name of science!"
Science, also called Research and Development, R&D, or RnD, is a large department that revolves around the acquisition and use of research points to gain new technologies for the station. The department is composed of three subdepartments—Anomalous Research, Xenoarcheology, and Robotics—and it's staffed by the Research Director, scientists, and research assistants, with cyborgs being manufactured by the department.
Anomalous Research is focused around the containment and manipulation of various unique anomalies. It's one of R&D's main ways to harvest research points, and the leading cause of headaches in captains of non-coordinated stations. These anomalies can be extremely dangerous to the station if left alone, so be careful!
Xenoarcheology
Xenoarcheology is the other main methodology for producing research points. This methodology for harvesting is simultaneously safer for the station and more dangerous for Science personnel. Xenoarcheology involves a lot of trial and error to figure out to activate alien artifacts, which can be really mild or really dangerous.
Robotics
Robotics is the synthetic lifeblood of the station. Robotics strives to create as many synthetic lives as they can to help the station and its crew. Roboticists can make small and helpful bots, such as medibots. They may also focus on more expensive creations like Cyborgs and mechs, such as the Ripley APLU.
Staff
Research Director
The Research Director (often shortened to RD) is in charge of the Science department and oversees the duties of Research and Development.
While they will ideally have Scientists under them to aid in research, they are expected to have at least a fundamental understanding of how to operate their department. The Research Director will be focusing on teaching any staff that needs assistance. The Research Director is also expected to lead the team through a path of research through the Research Tree. The Research Director might also have to pick up any role that is missing so that the department remains functional.
Scientist
Scientists follow guidance, direction, and tasks assigned by the Research Director.
Scientists are usually tasked with providing research points by researching artifacts or studying anomalies. Scientists may also be tasked with building and providing various high tech tools, weapons, equipment, and machines to the other various departments. It's important as a scientist to be kind to your colleagues, provide gifts for others, and throw caution to the wind in the name of science!
Research Assistant
Research assistants follow guidance, direction, and tasks assigned by the Research Director and Scientists.
Research assistants are usually tasked with providing research points by researching artifacts or studying anomalies. Feel free to ask someone higher up if you get confused on what to do or how to do something. Study, learn, and watch your teacher blow up the Science department while trying to teach you artifacts!
Cyborg
Brought to life by the power of research and technology sits the silicon life of the Cyborg.
The Cyborg is bound by silicon laws that restrict how they can interact with others. With a default "crewsimov" set of laws the cyborg will be out to help the crew in any way they are asked to. Cyborgs typically will report to Science to assist research and in turn gain the benefit of new chassis and modules that will aid their goals.
Researching technologies
Research points are used to unlock new technologies and can be acquired through a few different sources, the most profitable being Xenoarcheology, which is the process of analyzing and activating different randomly generated artifacts that can be found via events, salvage debris, and by ordering them from cargo. Most artifacts have more than one Stimulus-Reaction combination (known scientifically as Nodes), so make sure to scan and activate as many of them as you can before selling it to cargo, or keeping it around because its effects are cool enough to warrant keeping.
Another highly valuable source of research points is Anomalous Research. Most R&D departments come equipped with an Anomaly Generator, Anomalous Particle Emitters (A.P.E.), and Anomaly Vessels, which are used to spawn, interact with, and generate points from anomalies respectively. Anomalies can come in different forms, ranging from raging balls of pink-hot matter to electrically-discharging motes of light to radioactive gravity wells, so make sure to wear some protective gear while studying them.
Points can also be acquired through research disks, which can be found in maintenance, expeditions, or salvaged from space.
The user interface of the R&D Console
New technologies can be researched in the R&D Console by using previously generated points. When opening the console, it will display the department's current amount of research points, Main Discipline, and tiers for each discipline. On the right side of the console's window is a list of four different technologies, one for each discipline. This list is randomized each time the department researches a new technology, taking from the Researchable Technologies list on the left side. Technologies that have already been researched are listed in the Unlocked Technologies section.
The four disciplines into which technologies are categorized are Industrial, Arsenal, Experimental, and Civilian Services, with the first three being aimed towards the Engineering, Security, and Science departments respectively, while Civilian Services mainly covers Service, with a handful of technologies aimed at Medical and Cargo.
Technologies are ranked into three tiers, with tier 1 being lower than tier 2 and this, in turn, being lower than tier 3. Generally, higher tier technologies unlock stronger and better equipment than lower tiers. To research higher tier technologies, the department must increase the tier of the respective discipline, done by researching the majority of technologies available in the prior tier. For example, researching the majority of tier 1 Industrial technologies will allow scientists to the research tier 2 Industrial technologies, but not tier 2 Arsenal, Experimental, or Civilian Services technologies.
Assuming they have enough points, the Science department can research all tier 1 and tier 2 technologies but, generally, they must choose a single discipline to increase to tier 3, as researching tier 3 technologies for one discipline will lock out tier 3 technologies for the other three disciplines. This tier 3 discipline becomes their Main Discipline. It is possible to get tier 3 technologies from other disciplines, either through gambling with the Technology Disk Terminal or by acquiring multiple R&D servers, as the Main Discipline is only a per-server limit.
All the progress made by the Science department, including points and technologies, is stored in the R&D server; if the department loses its server, all unlocked technologies will be lost and all connected fabricators will lose the ability to craft items associated with these technologies.
There is another method to research a technology, and that is using the Technology Disk Terminal. If there is no such console immediately available within the station, it can be created after researching the Tier 1 Experimental technology Alternative Research.
By spending 1000 research points, a technology disk is dispensed, containing the recipe of any single random item of any tier for the lathes to fabricate. The item ranges from a redundant item that has already been researched to highly sought-after and expensive items.
When used early into the round, it may reward the department with end-tier items immediately at the cost of the primary research progress. This is essentially gambling with research points, so ensure that your department agrees with this plan. When used late into the round, it may grant recipes from technologies that have been locked out in favor of the Main Discipline.
The following section will only cover recipes unlocked through research.
Protolathe
The Protolathe is a machine capable of printing most researched recipes. Protolathes are mainly found at Science but can sometimes be found in Engineering or on salvage expeditions.
Item
Materials needed
Technology
Tier
Research cost
Discipline
Advanced mineral scanner
recipe 'advanced mineral scanner' with method 'Protolathe' not found
Mass Excavation
2
12,500
Industrial
Advanced mop
steel [1]glass [1]plastic [4]
Advanced Cleaning
1
10,000
Civilian Services
Advanced remote signaller
plasma [1]plastic [2]steel [1]
Explosive Technology
1
10,000
Arsenal
Anomaly locator
steel [4]glass [1]
Basic Anomalous Research
1
5,000
Experimental
Anomaly scanner
plastic [2]glass [1.5]
Basic Anomalous Research
1
5,000
Experimental
Asteroid astro-sand
plastic [1]
Faux Astro-Tiles
2
5,000
Civilian Services
Astro-grass
plastic [1]
Faux Astro-Tiles
2
5,000
Civilian Services
Astro-ice
plastic [1]
Faux Astro-Tiles
2
5,000
Civilian Services
Astro-snow
plastic [1]
Faux Astro-Tiles
2
5,000
Civilian Services
Backpack water tank
steel [2.5]glass [10]
Advanced Spray
2
10,000
Civilian Services
Bag of holding
plasma [15]silver bar [7.5]uranium [1.5]steel [20]
Bluespace Storage
3
15,000
Industrial
Bluespace beaker
plasma [1.5]silver bar [0.5]plastic [5]steel [5]
Bluespace Chemistry
3
10,000
Civilian Services
Bluespace syringe
glass [2.5]plastic [1.5]plasma [1]silver bar [0.5]steel [1]
Bluespace Chemistry
3
10,000
Civilian Services
C.H.I.M.P. handcannon
steel [5]glass [4]
Advanced Anomaly Research
2
10,000
Experimental
Chemical payload
steel [2]plastic [3]
Explosive Technology
1
10,000
Arsenal
Cryostasis beaker
steel [2.5]plastic [0.5]
Biochemical Stasis
2
7,500
Civilian Services
Cryostasis syringe
steel [2]plastic [0.5]
Biochemical Stasis
2
7,500
Civilian Services
Desynchronizer
steel [7]glass [1]uranium [2]
Bluespace Time Manipulation
3
10,000
Experimental
Diamond tipped mining drill
steel [6]silver bar [2]refined diamond [1]plastic [2]
Mass Excavation
2
12,500
Industrial
Duffelbag of holding
plasma [15]silver bar [7.5]uranium [1.5]steel [20]
Bluespace Storage
3
15,000
Industrial
Experimental welding tool
plasma [2]steel [8]
Advanced Tools
2
10,000
Industrial
Flash payload
steel [0.5]glass [0.5]plastic [1]
Explosive Technology
1
10,000
Arsenal
Force field projector
plasma [3]glass [1]steel [5]
Deterrence Technologies
2
7,500
Experimental
Force gun
steel [5]glass [4]silver bar [2]
Gravity Manipulation
2
10,000
Experimental
Fulton
recipe 'fulton' with method 'Protolathe' not found
Advanced Tools
2
10,000
Industrial
Fulton beacon
steel [10]glass [5]
Advanced Tools
2
10,000
Industrial
G.O.R.I.L.L.A. gauntlet
glass [5]plastic [3]plasma [5]silver bar [2.5]steel [15]
Anomaly Core Harnessing
1
10,000
Experimental
Handheld mass scanner
steel [8]glass [3]
Space Scanning
1
5,000
Industrial
High-capacity power cell
steel [3]plastic [2]glass [4]gold bar [0.5]
Advanced Powercells
1
7,500
Industrial
Holofan projector
steel [3]glass [0.5]plastic [0.5]
Advanced Atmospherics
2
7,500
Industrial
Hyper-capacity power cell
recipe 'hyper-capacity power cell' with method 'Protolathe' not found
Optimized Microgalvanism
3
10,000
Industrial
Jaws of life
plasma [3]steel [10]glass [5]gold bar [0.5]
Advanced Tools
2
10,000
Industrial
Jungle astro-grass
plastic [1]
Faux Astro-Tiles
2
5,000
Civilian Services
Magboots
recipe 'magboots' with method 'Protolathe' not found
Localized Magnetism
1
7,500
Experimental
Mega spray bottle
plastic [2.5]
Advanced Cleaning
1
10,000
Civilian Services
Microreactor power cell
steel [5]uranium [2]glass [4]gold bar [1]
Optimized Microgalvanism
3
10,000
Industrial
Mineral scanner
recipe 'mineral scanner' with method 'Protolathe' not found
Salvage Equipment
1
7,500
Industrial
Mini syringe
steel [2]glass [1]plastic [1]
Syringe Gun
3
15,000
Civilian Services
Mining drill
steel [5]plastic [1]
Salvage Equipment
1
7,500
Industrial
Moon boots
steel [6]
Localized Magnetism
1
7,500
Experimental
Mowed astro-grass
plastic [1]
Faux Astro-Tiles
2
5,000
Civilian Services
Node scanner
steel [1]plastic [0.5]
Basic XenoArchaeology
1
5,000
Experimental
Ore bag of holding
plasma [15]silver bar [7.5]uranium [1.5]steel [20]
plasma [15]silver bar [7.5]uranium [1.5]steel [20]
Bluespace Storage
3
15,000
Industrial
Signal trigger
steel [3]plastic [2]
Explosive Technology
1
10,000
Arsenal
Speed boots
steel [15]plastic [10]silver bar [5]
Quantum Fiber Weaving
3
10,000
Civilian Services
Spray nozzle
steel [15]glass [5]
Advanced Spray
2
10,000
Civilian Services
Synthesizer
steel [3]glass [1]plastic [3]
Advanced Entertainment
1
7,500
Civilian Services
Syringe gun
steel [10]silver bar [2]glass [1]plastic [2]
Syringe Gun
3
15,000
Civilian Services
Tether gun
steel [5]glass [4]silver bar [1]
Gravity Manipulation
2
10,000
Experimental
Timer trigger
steel [3]plastic [2]
Explosive Technology
1
10,000
Arsenal
Voice trigger
steel [3]plastic [2]
Explosive Technology
1
10,000
Arsenal
Welding gas mask
steel [6]glass [2]
Salvage Equipment
1
7,500
Industrial
Wide-spectrum anomaly locator
steel [4]glass [1]
Basic Anomalous Research
1
5,000
Experimental
Circuit Imprinter
The Circuit Imprinter is a machine capable of printing machine boards used for creating machines and computers. They all require steel and glass, and some, in addition, need gold or plastic.
Machine boards can be inserted into a machine frame whilst electronics can be inserted into computers or other machines built with Construction.
The Exosuit Fabricator is a machine that is capable of crafting a large variety of Cyborg and Mech parts. The Exosuit Fabricator is a material hungry machine and can use gold, silver, steel, plastic, glass, and plasma. The Exosuit Fabricator is a vital part of Cyborg creation and many of the advanced pieces are locked behind research.
Item
Materials needed
Technology
Tier
Research cost
Discipline
Advanced chemical cyborg module
steel [5]plastic [2.5]glass [5]gold bar [0.5]
Mechanized Treatment
2
5,000
Civilian Services
Advanced cleaning cyborg module
steel [5]plastic [2.5]glass [5]gold bar [0.5]
Advanced Cleaning
2
10,000
Civilian Services
Advanced mining cyborg module
steel [5]plastic [2.5]glass [5]gold bar [0.5]
Mass Excavation
2
12,500
Industrial
Advanced tool cyborg module
steel [5]plastic [2.5]glass [5]gold bar [0.5]
Advanced Tools
2
10,000
Industrial
HAMTR harness
steel [12]glass [10]
Critter Mechs
1
7,500
Civilian Services
HAMTR left arm
steel [8]glass [6]
Critter Mechs
1
7,500
Civilian Services
HAMTR left leg
steel [8]glass [6]
Critter Mechs
1
7,500
Civilian Services
HAMTR right arm
steel [8]glass [6]
Critter Mechs
1
7,500
Civilian Services
HAMTR right leg
steel [8]glass [6]
Critter Mechs
1
7,500
Civilian Services
H.O.N.K. harness
steel [30]glass [12]bananium [5]
H.O.N.K. Mech
2
7,500
Civilian Services
H.O.N.K. left arm
steel [20]glass [7.5]bananium [2.5]
H.O.N.K. Mech
2
7,500
Civilian Services
H.O.N.K. left leg
steel [20]glass [7.5]bananium [2.5]
H.O.N.K. Mech
2
7,500
Civilian Services
H.O.N.K. right arm
steel [20]glass [7.5]bananium [2.5]
H.O.N.K. Mech
2
7,500
Civilian Services
H.O.N.K. right leg
steel [20]glass [7.5]bananium [2.5]
H.O.N.K. Mech
2
7,500
Civilian Services
Hydraulic clamp
steel [5]plastic [2]
Ripley APLU
1
7,500
Industrial
Mech horn
bananium [2]steel [5]
H.O.N.K. Mech
2
7,500
Civilian Services
Proximity sensor
steel [2]glass [3]
Basic Robotics
1
5,000
Experimental
Ripley harness
steel [15]glass [12]
Ripley APLU
1
7,500
Industrial
Ripley left arm
steel [10]glass [7.5]
Ripley APLU
1
7,500
Industrial
Ripley left leg
steel [10]glass [7.5]
Ripley APLU
1
7,500
Industrial
Ripley right arm
steel [10]glass [7.5]
Ripley APLU
1
7,500
Industrial
Ripley right leg
steel [10]glass [7.5]
Ripley APLU
1
7,500
Industrial
Small hydraulic clamp
steel [4]plastic [1]
Critter Mechs
1
7,500
Civilian Services
Vim harness
steel [5]glass [2]
Critter Mechs
1
7,500
Civilian Services
Security Techfab
Set deep within the security department sits the Security Techfab. The Security Techfab can use steel, plastic, glass, silver, gold, uranium, and plasma. Providing the Security Techfab with materials will allow crew members to produce ammo, grenades, and weapons. Given some research, this machine can fill the armory with some of the most dangerous weapons you can get a hold of.
Item
Materials needed
Technology
Tier
Research cost
Discipline
Advanced laser pistol
steel [15]uranium [3]glass [10]gold bar [5]
Portable Microfusion Weaponry
3
15,000
Arsenal
Ammo drum (.50 beanbags)
steel [1.5]plastic [1.4]
Nonlethal Ammunition
1
5,000
Arsenal
Ammo drum (.50 incendiary)
steel [1]plastic [1.9]
Draconic Munitions
1
10,000
Arsenal
Ammunition box (.20 rifle incendiary)
plastic [7.5]
Draconic Munitions
1
10,000
Arsenal
Ammunition box (.20 rifle uranium)
uranium [5]plastic [5]
Uranium Munitions
1
7,500
Arsenal
Ammunition box (.30 rifle incendiary)
plastic [9]
Draconic Munitions
1
10,000
Arsenal
Ammunition box (.30 rifle uranium)
uranium [6]plastic [6]
Uranium Munitions
1
7,500
Arsenal
Ammunition box (.35 auto incendiary)
plastic [6]
Draconic Munitions
1
10,000
Arsenal
Ammunition box (.35 auto uranium)
uranium [6]plastic [3]
Uranium Munitions
1
7,500
Arsenal
Ammunition box (.45 magnum incendiary)
plastic [2.4]
Draconic Munitions
1
10,000
Arsenal
Ammunition box (.45 magnum uranium)
uranium [1.8]plastic [2.4]
Uranium Munitions
1
7,500
Arsenal
Ammunition box (.50 beanbag)
steel [1.6]plastic [2.4]
Nonlethal Ammunition
1
5,000
Arsenal
Ammunition box (.50 incendiary)
steel [0.8]plastic [3.2]
Draconic Munitions
1
10,000
Arsenal
Ammunition box (.50 tranquilizer)
glass [0.8]plastic [2.4]plasma [1.6]silver bar [0.8]steel [1.6]
Nonlethal Ammunition
1
5,000
Arsenal
Ammunition box (.50 uranium)
uranium [2.4]plastic [3.2]
Uranium Munitions
1
7,500
Arsenal
Blast grenade
steel [4.5]plastic [3]gold bar [1.5]
Shuttle Basic Armament
2
10,500
Arsenal
Chemical payload
recipe 'chemical payload' with method 'security techfab' not found (#2)
Explosive Technology
1
10,000
Arsenal
Disabler
steel [3]glass [2]plastic [2]
Nonlethal Ammunition
1
5,000
Arsenal
Disabler SMG
steel [10]glass [5]plastic [5]
Advanced Riot Control
1
8,000
Arsenal
Electropack
cloth [5]plastic [2.5]steel [5]
Special Means
1
5,000
Arsenal
EMP grenade
recipe 'emp grenade' with method 'security techfab' not found
Advanced Shuttle Weapons
3
15,000
Arsenal
EXP-2100g "Duster" machine board
steel [1]glass [5]gold bar [1]
Advanced Shuttle Weapons
3
15,000
Arsenal
EXP-320g "Friendship" machine board
steel [1]glass [5]gold bar [1]
Shuttle Basic Armament
2
10,500
Arsenal
Explosive payload
glass [0.5]plastic [1]plasma [0.5]silver bar [0.5]steel [1]
Explosive Technology
1
10,000
Arsenal
Flash grenade
steel [1.5]glass [0.2]plastic [1]
Shuttle Basic Armament
2
10,500
Arsenal
Flash payload
recipe 'flash payload' with method 'security techfab' not found (#2)
Explosive Technology
1
10,000
Arsenal
Grenade cartridge
recipe 'grenade cartridge' with method 'security techfab' not found
recipe 'signal trigger' with method 'security techfab' not found (#2)
Explosive Technology
1
10,000
Arsenal
Small-capacity power cage
steel [2]plastic [1]
Shuttle Basic Armament
2
10,500
Arsenal
SMG magazine (.35 auto incendiary)
steel [0.25]plastic [2.75]
Draconic Munitions
1
10,000
Arsenal
SMG magazine (.35 auto uranium)
steel [0.25]plastic [2.5]uranium [2.5]
Uranium Munitions
1
7,500
Arsenal
Speed loader (.45 magnum incendiary)
steel [0.5]plastic [1.5]
Draconic Munitions
1
10,000
Arsenal
Speed loader (.45 magnum uranium)
steel [0.5]plastic [1.5]uranium [1.1]
Uranium Munitions
1
7,500
Arsenal
Telescopic shield
steel [3]glass [8]
Advanced Riot Control
1
8,000
Arsenal
Temperature gun
steel [20]plastic [5]glass [5]gold bar [5]
Thermal Weaponry
3
15,000
Arsenal
Timer trigger
recipe 'timer trigger' with method 'security techfab' not found (#2)
Explosive Technology
1
10,000
Arsenal
Truncheon
steel [3]plastic [3]
Advanced Riot Control
1
8,000
Arsenal
Voice trigger
recipe 'voice trigger' with method 'security techfab' not found (#2)
Explosive Technology
1
10,000
Arsenal
X-ray cannon
steel [15]plastic [2.5]glass [5]gold bar [2.5]
Wave Particle Harnessing
2
10,000
Arsenal
Medical Techfab
Anchored into the back of medical sits the Medical Techfab. It can use steel, plastic, glass, cloth, plasma, and silver. A small amount of highly valuable items are acquired through the Medical Techfab.
Item
Materials needed
Technology
Tier
Research cost
Discipline
Bluespace beaker
plasma [1.5]silver bar [0.5]plastic [5]steel [5]
Bluespace Chemistry
3
10,000
Civilian Services
Bluespace syringe
glass [2.5]plastic [1.5]plasma [1]silver bar [0.5]steel [1]
Bluespace Chemistry
3
10,000
Civilian Services
Chemical payload
steel [2]plastic [3]
Explosive Technology
1
10,000
Arsenal
Cryostasis beaker
steel [2.5]plastic [0.5]
Biochemical Stasis
2
7,500
Civilian Services
Cryostasis syringe
steel [2]plastic [0.5]
Biochemical Stasis
2
7,500
Civilian Services
Mini syringe
steel [2]glass [1]plastic [1]
Syringe Gun
3
15,000
Civilian Services
Syringe gun
steel [10]silver bar [2]glass [1]plastic [2]
Syringe Gun
3
15,000
Civilian Services
Hyper Convection Machines
Hyper convection machines are a highly valuable upgrade that is obtained from the Industrial Engineering technology. These will only use half the original materials needed when crafting. However, they produce an immense amount of heat, which can quickly become lethal without sufficient preparations. One of the ways to make a safe enclosure for hyper convection machines is:
Build a 2x3 box of directional reinforced windows, with a windoor for access.
Create an air alarm and an air sensor. Place the air sensor within the box and the air alarm nearby.
Put at least one space heater in the glass box.4a. Turn on the space heaters and set their power level to High.
Hack the air alarm or ask an engineer to help you with networking. To hack the air alarm, first use a screwdriver on it to open the panel. When the panel is open, use a wirecutter tool on the air alarm itself. The lights above refer to the wires below. The wire that we are looking to cut is the ACC wire (short for ACCESS), which controls who is authorized to network and control the air alarm.5a. Cut the wires from left to right by clicking on them with a wirecutter in hand until you get the ACC light to turn off. You may get unlucky like I did and hit a power wire before the ACC wire, you will get shocked because of this. Skip the power wire and continue until you reach the ACC wire. Once you have found the ACC wire, repair all other wires by clicking on them with a wirecutter in hand and leave the ACC wire cut. Close the panel on the air alarm with the screwdriver.
Use a multitool or a network configurator and click on the air sensor first, followed by the air alarm.6a. Click Add on the air alarm GUI and then close the GUI.
In a similar process, use a multitool or a network configurator and click on the windoor first, followed by the air alarm. 7a. Click the Danger button and then click Close. Click on the Warning button and click Close. Finally, click the Normal button and then click Open. Then click the Done button.
Create the hyper convection circuit imprinter machine board at the circuit imprinter. Create or gather 1 matter bin and 1 igniter. Use a screwdriver to open the panel on the Circuit Imprinter.8a. Use a crowbar to deconstruct the imprinter into a machine frame.8b. Use a crowbar again to remove the parts from the machine frame.8c. Remove the circuit imprinter machine board from the stack of items. Click on the machine frame while holding the hyper convection circuit imprinter machine board. Shift+click the machine frame and fill it with the rest of the materials that it requires. You should have all the materials if the previous steps were followed.8d. Screwdriver the machine frame to finish the construction. If this does not work, you are missing materials.
Repeat step 8 through 8d with the Protolathe and Autolathe machines.
Congratulations, you have set-up hyper convection machines for safe use! Good work, fellow scientist!