СЛАВА БОГОПОДОБНОМУ ВИГЕРСУ ЗА ЕГО СТАРЫЙ НАШ ЗАКАЗ НА ВАС МЫ ДУДОСИМ ВАШИ ЕБУЧИЕ СЕРВЕРЫ С КОРВУКСОИДНЫМ ГОВНОКОД БИЛДОМ ЮДП ФЛУДОМ СЛАВА SUNRISE SQUAD СПАСИБО ВИЗАРДАМ ЗА ГЛОТОК СВЕЖЕГО ВОЗДУХА 60% ИГРОКАМ РУ СС14 НА НАШИХ ПАРТНЁРСКИХ СЕРВЕРАХ, САНРАЙЗ СКВАД ВЕРНУЛСЯ СЛАЩАВЫЕ ПЕДИКИ! ДС Санрайза:ttps://discord.com/invite/sunrise14 ДС Sunrise Squad:ttps://discord.gg/p3Hw9ndJkd ▓▓▓▓▓_VIGERS_WAS_RIGHT_▓▓▓▓▓▓ ▓▓▓▀░░░░░▄██▄░░░░░▀▓▓▓ ▓▓░░░░░▄▄██▀░░░░░░░░▓▓ ▓░░░░░▄██▀░░░▄█▄░░░░░▓ ▌░░░░░▀██▄▄▄█████▄
СЛАВА БОГОПОДОБНОМУ ВИГЕРСУ ЗА ЕГО СТАРЫЙ НАШ ЗАКАЗ НА ВАС МЫ ДУДОСИМ ВАШИ ЕБУЧИЕ СЕРВЕРЫ С КОРВУКСОИДНЫМ ГОВНОКОД БИЛДОМ ЮДП ФЛУДОМ СЛАВА SUNRISE SQUAD СПАСИБО ВИЗАРДАМ ЗА ГЛОТОК СВЕЖЕГО ВОЗДУХА 60% ИГРОКАМ РУ СС14 НА НАШИХ ПАРТНЁРСКИХ СЕРВЕРАХ, САНРАЙЗ СКВАД ВЕРНУЛСЯ СЛАЩАВЫЕ ПЕДИКИ!
{{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|Due to the nature of science, this page can be out of date or lacking information.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!'''
ДС Санрайза:ttps://discord.com/invite/sunrise14
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!!"'''
ДС Sunrise Squad:ttps://discord.gg/p3Hw9ndJkd
Science ''(commonly called R&D or RnD)'' 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 three jobs that are typically associated with the science department. The jobs that are associated with science includes '''Research Director''', '''Scientist''', '''Research Assistant''', and '''Cyborgs'''.
The department typically lies behind purple and grey doors. In the department typically exists a set of Lathe and Science machines. Often you will see lockers with lab equipment in them.
Science gameplay largely revolves around the acquisition and use of '''research points''' to gain new technologies for the station.
'''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]]
'''Anomalous Research''' is a subdepartment of R&D focused around the containment and manipulation of various unique anomalies.
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. These anomalies can be extremely dangerous to the station if left alone so be careful!
=== [[Xenoarcheology]] ===
[[File:Alien artifact-East-4911.png|left|100px]]
'''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. 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.
== Jobs of Science ==
=== [[Research Director]] ===
[[File:RD.png|left|143x143px]]
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.
=== [[Scientist]] ===
[[File:Vince Shaw-South.png|left|100px]]
'''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]] ===
[[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.
== Point Generation ==
Research points can be acquired through a few different sources.
The most profitable form of point generation is [[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, salvaged from space, or found on expeditions.
== R&D System ==
[[File:RDComputer.png|100px]]
[[File:R&D Console UI.png|alt=The user interface of the R&D Console|thumb|The user interface of the R&D Console]]
In the R&D computer new technologies can be unlocked via points. To research a technology, click on it if it's in the ''Unlockable technologies'' column. Technologies in the ''Future technologies'' are locked behind others, requiring you to research a previous technology (in the ''Unlockable technologies'' column). Technologies in the ''Unlocked technologies'' section have already been researched.
=== R&D Tree ===
The R&D tree is the main focus of the R&D system. The R&D Tree system is composed of four categories: Industrial, Arsenal, Experimental, and Civilian Services. When accessing the R&D console you will get a choice of one node of each of the four categories.
The nodes are sorted into multiple tiers.
<ul>
* Tier 1 has basic technologies.
* Tier 2 has moderately advanced technologies.
* Tier 3 has highly advanced technologies.
</ul>
To advance from one tier to another you must purchase the majority of a single tier from a category before you can advance to the next. For example, buying the majority of the tier 1 Industrial category will advance you to the tier 2 industrial category.
'''You can research all nodes from each category until you research a tier 3 research from one category. Researching the tier 3 node from a category will lock you to that category as your "Main Discipline".''' It is possible to acquire multiple R&D servers but the game will only allow one Main Discipline per R&D server. Tier three research that is not your Main Discipline may also be acquired through gambling with the '''[[Research and Development#Alternative Research|Technology Disk Terminal]]'''.
There is another method to research a technology, and that is using the '''Technology Disk Terminal'''. If there is no such console 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 would be dispensed, containing the recipe of a single random item (of any tier) for the lathes to fabricate. The random item ranges from a HAMTR Harness within the "Critter Mechs" technology, a redundant item you've already researched, to the highly-sought-after (and expensive) satchel of holding.
When used early into the round, it may reward the research 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 the research department recipes of technologies that have been locked out of the direct research method of unlocking the technology.
== Equipment ==
There are many different recipes that can be locked behind research. The [[Protolathe]], [[Circuit Imprinter]], [[Security Techfab]], [[Medical Tecfab]], and the [[Exosuit Fabricator]] are currently the only machines that directly benefit by gaining new recipes when you achieve certain research. The following section will only cover what recipes are unlocked through research, for a full list on what each machine can craft please check out the [[Protolathe]], [[Circuit Imprinter]], [[Security Techfab]], [[Medical Tecfab]], and [[Exosuit Fabricator]] pages.
=== [[Protolathe]] ===
[[File:Protolathe.png|100px]]
The [[Protolathe]] is a machine capable of printing [[Research and Development#Circuit Imprinter|most]] of what you've researched. It can make things such from large beakers to microreactor batteries. [[Protolathe|Protolathes]] are mainly found at science but can (sometimes) be found in engineering or on salvage expeditions.
==== Industrial ====
{| class="wikitable sortable"
|+
!Item
!Crafting Cost
!Research
!Tier
!Research Cost
|-
|{{item|high-capacity power cell|cap=1}}
|{{item recipe|high-capacity power cell|1|Protolathe|mat only=1|mat only layout=hor}}
|Advanced Powercells
|1
|7,500
|-
|{{item|Mining drill|cap=1}}
|{{item recipe|Mining drill|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="2" |Salvage Equipment
| rowspan="2" |1
| rowspan="2" |7,500
|-
|{{item|Welding gas mask|cap=1}}
|{{item recipe|Welding gas mask|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Experimental welding tool|cap=1}}
|{{item recipe|Experimental welding tool|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="3" |Advanced Tools
| rowspan="3" |2
| rowspan="3" |10,000
|-
|{{item|Power drill|cap=1}}
|{{item recipe|Power drill|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Jaws of life|cap=1}}
|{{item recipe|Jaws of life|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Ore bag of holding|cap=1}}
|{{item recipe|Ore bag of holding|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="2" |Mass Excavation
| rowspan="2" |2
| rowspan="2" |12,500
|-
|{{item|Diamond tipped mining drill|cap=1}}
|{{item recipe|Diamond tipped mining drill|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Handheld mass scanner|cap=1}}
|{{item recipe|Handheld mass scanner|1|Protolathe|mat only=1|mat only layout=hor}}
|Space Scanning
|2
|7,500
|-
|{{item|Holofan projector|cap=1}}
|{{item recipe|Holofan projector|1|Protolathe|mat only=1|mat only layout=hor}}
|Advanced Atmospherics
|2
|7,500
|-
|{{item|Bag of holding|cap=1}}
|{{item recipe|Bag of holding|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="3" |Bluespace Storage
| rowspan="3" |3
| rowspan="3" |15,000
|-
|{{item|Satchel of holding|cap=1}}
|{{item recipe|Satchel of holding|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Duffelbag of holding|cap=1}}
|{{item recipe|Duffelbag of holding|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Microreactor power cell|cap=1}}
|{{item recipe|Microreactor power cell|1|Protolathe|mat only=1|mat only layout=hor}}
|Portable Fission
|3
|10,000
|}
==== Arsenal ====
{| class="wikitable sortable"
|+
!Item
!Crafting Cost
!Research
!Tier
!Research Cost
|-
|{{item|Advanced remote signaller|cap=1}}
|{{item recipe|Advanced remote signaller|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="6" |Explosive Technology
| rowspan="6" |1
| rowspan="6" |10,000
|-
|{{item|Signal trigger|cap=1}}
| rowspan="3" |{{item recipe|Signal trigger|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Voice trigger|cap=1}}
|-
|{{item|Timer trigger|cap=1}}
|-
|{{item|Flash payload|cap=1}}
|{{item recipe|Flash payload|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Chemical payload|cap=1}}
|{{item recipe|Chemical payload|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Proto-kinetic accelerator|cap=1}}
|{{item recipe|Proto-kinetic accelerator|1|Protolathe|mat only=1|mat only layout=hor}}
|Salvage Weapons
|1
|5,000
|-
|{{item|Svalinn laser pistol|cap=1}}
|{{item recipe|Svalinn laser pistol|1|Protolathe|mat only=1|mat only layout=hor}}
|Experimental Battery Ammo
|3
|15,000
|}
==== Experimental ====
{| class="wikitable sortable"
|+
!Item
!Crafting Cost
!Research
!Tier
!Research Cost
|-
|{{item|Node scanner|cap=1}}
|{{item recipe|Node scanner|1|Protolathe|mat only=1|mat only layout=hor}}
|Basic XenoArcheology
|1
|5,000
|-
|{{item|G.O.R.I.L.L.A. gauntlet|cap=1}}
|{{item recipe|G.O.R.I.L.L.A. gauntlet|1|Protolathe|mat only=1|mat only layout=hor}}
|Anomaly Core Harnessing
|1
|10,000
|-
|{{item|Anomaly locator|cap=1}}
|{{item recipe|Anomaly locator|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="2" |Basic Anomalous Research
| rowspan="2" |1
| rowspan="2" |5,000
|-
|{{item|Wide-spectrum anomaly locator|cap=1}}
|{{item recipe|Wide-spectrum anomaly locator|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|ClothingShoesBootsMag|cap=1}}
|{{item recipe|ClothingShoesBootsMag|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="2" |Local Magnetism
| rowspan="2" |1
| rowspan="2" |7,500
|-
|{{item|Moon boots|cap=1}}
|{{item recipe|Moon boots|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Portable particle decelerator|cap=1}}
|{{item recipe|Portable particle decelerator|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="2" |Deterrence Technologies
| rowspan="2" |2
| rowspan="2" |7,500
|-
|{{item|Force field projector|cap=1}}
|{{item recipe|Force field projector|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|C.H.I.M.P. handcannon|cap=1}}
|{{item recipe|C.H.I.M.P. handcannon|1|Protolathe|mat only=1|mat only layout=hor}}
|Advanced Anomaly Research
|2
|10,000
|-
|{{item|Quantum spin inverter|cap=1}}
|{{item recipe|Quantum spin inverter|1|Protolathe|mat only=1|mat only layout=hor}}
|Quantum Leaping
|3
|10,000
|-
|{{item|WeaponTetherGun|cap=1}}
|{{item recipe|WeaponTetherGun|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="2" |Gravity Manipulation
| rowspan="2" |3
| rowspan="2" |10,000
|-
|{{item|WeaponForceGun|cap=1}}
|{{item recipe|WeaponForceGun|1|Protolathe|mat only=1|mat only layout=hor}}
|}
==== Civilian Services ====
{| class="wikitable sortable"
|+
!Item
!Crafting Cost
!Research
!Tier
!Research Cost
|-
|{{item|Synthesizer|cap=1}}
|{{item recipe|Synthesizer|1|Protolathe|mat only=1|mat only layout=hor}}
|Advanced Entertainment
|1
|7,500
|-
|{{item|Advanced mop|cap=1}}
|{{item recipe|Advanced mop|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="2" |Advanced Cleaning
| rowspan="2" |2
| rowspan="2" |10,000
|-
|{{item|Mega spray bottle|cap=1}}
|{{item recipe|Mega spray bottle|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Spray nozzle|cap=1}}
|{{item recipe|Spray nozzle|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="2" |Advanced Spray
| rowspan="2" |2
| rowspan="2" |10,000
|-
|{{item|Backpack water tank|cap=1}}
|{{item recipe|Backpack water tank|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|FloorTileItemAstroGrass|cap=1}}
|{{item recipe|FloorTileItemAstroGrass|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="5" |Faux Astro-Tiles
| rowspan="5" |2
| rowspan="5" |5,000
|-
|{{item|Mowed astro-grass|cap=1}}
|{{item recipe|Mowed astro-grass|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Jungle astro-grass|cap=1}}
|{{item recipe|Jungle astro-grass|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Astro-ice|cap=1}}
|{{item recipe|Astro-ice|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Astro-snow|cap=1}}
|{{item recipe|Astro-snow|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Cryostasis beaker|cap=1}}
|{{item recipe|Cryostasis beaker|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="2" |Biochemical Stasis
| rowspan="2" |2
| rowspan="2" |7,500
|-
|{{item|Cryostasis syringe|cap=1}}
|{{item recipe|Cryostasis syringe|1|Protolathe|mat only=1|mat only layout=hor}}
|-
|{{item|Speed boots|cap=1}}
|{{item recipe|Speed boots|1|Protolathe|mat only=1|mat only layout=hor}}
|Quantum Fiber Weaving
|3
|10,000
|-
|{{item|Bluespace beaker|cap=1}}
|{{item recipe|Bluespace beaker|1|Protolathe|mat only=1|mat only layout=hor}}
| rowspan="2" |Bluespace Chemistry
| rowspan="2" |3
| rowspan="2" |10,000
|-
|{{item|Bluespace syringe|cap=1}}
|{{item recipe|Bluespace syringe|1|Protolathe|mat only=1|mat only layout=hor}}
|}
=== [[Circuit Imprinter]] ===
[[File:CircuitImprinter.png|100px]]
The Circuit Imprinter is a machine capable of printing machine boards used for creating machines and computers. They require steel, glass and gold.
Machine boards can be inserted into a [[Construction|Machine Frame]] whilst electronics can be inserted into computers or other machines built with [[Construction]].
==== Industrial ====
{| class="wikitable sortable"
|+
!Item
!Crafting Cost
!Research
!Tier
!Research Cost
|-
|{{item|Ripley central control module|cap=1}}
|{{item recipe|Ripley central control module|1|CircuitImprinter|mat only=1|mat only layout=hor}}
| rowspan="2" |Ripley APLU
| rowspan="2" |1
| rowspan="2" |7,500
|-
|{{item|Ripley peripherals control module|cap=1}}
|{{item recipe|Ripley peripherals control module|1|CircuitImprinter|mat only=1|mat only layout=hor}}
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#How to make a Borg ?|Cyborg creation]] and many of the advanced pieces are stuck behind research.
==== Industrial ====
{| class="wikitable sortable"
|+
!Item
!Crafting Cost
!Research
!Tier
!Research Cost
|-
|{{item|ripley harness|cap=1}}
|{{item recipe|ripley harness|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
| rowspan="6" |Ripley APLU
| rowspan="6" |1
| rowspan="6" |7,500
|-
|{{item|ripley left arm|cap=1}}
|{{item recipe|ripley left arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|ripley right arm|cap=1}}
|{{item recipe|ripley right arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|ripley left leg|cap=1}}
|{{item recipe|ripley left leg|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|ripley right leg|cap=1}}
|{{item recipe|ripley right leg|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|hydraulic clamp|cap=1}}
|{{item recipe|hydraulic clamp|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|mining cyborg module|cap=1}}
|{{item recipe|mining cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
| rowspan="2" |Salvage Equipment
| rowspan="2" |1
| rowspan="2" |7,500
|-
|{{item|grappling gun cyborg module|cap=1}}
|{{item recipe|grappling gun cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|GPS cyborg module|cap=1}}
|{{item recipe|GPS cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Space Scanning
|2
|7,500
|-
|{{item|Advanced tool cyborg module|cap=1}}
|{{item recipe|Advanced tool cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
| rowspan="2" |Advanced Tools
| rowspan="2" |2
| rowspan="2" |10,000
|-
|{{item|RCD cyborg module|cap=1}}
|{{item recipe|RCD cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|}
==== Arsenal (None) ====
==== Experimental ====
{| class="wikitable sortable"
!Item
!Crafting Cost
!Research
!Tier
!Research Cost
|-
|{{item|anomaly cyborg module|cap=1}}
|{{item recipe|anomaly cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Basic Anomalous Research
|1
|5,000
|-
|{{item|artifact cyborg module|cap=1}}
|{{item recipe|artifact cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Basic XenoArcheology
|1
|5,000
|-
|{{item|proximity sensor|cap=1}}
|{{item recipe|proximity sensor|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Basic Robotics
|1
|5,000
|}
==== Civilian Services ====
{| class="wikitable sortable"
|+
!Item
!Crafting Cost
!Research
!Tier
!Research Cost
|-
|{{item|gardening cyborg module|cap=1}}
|{{item recipe|gardening cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
| rowspan="2" |Basic Hydroponics
| rowspan="2" |1
| rowspan="2" |5,000
|-
|{{item|harvesting cyborg module|cap=1}}
|{{item recipe|harvesting cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|light replacer cyborg module|cap=1}}
|{{item recipe|light replacer cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Robotic Cleanliness
|1
|5,000
|-
|{{item|advanced cleaning cyborg module|cap=1}}
|{{item recipe|advanced cleaning cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
| rowspan="3" |Advanced Entertainment
| rowspan="3" |1
| rowspan="3" |7,500
|-
|{{item|musique cyborg module|cap=1}}
|{{item recipe|musique cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|clowning cyborg module}}
|{{item recipe|clowning cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|HAMTR harness}}
|{{item recipe|HAMTR harness|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
| rowspan="7" |Critter Mechs
| rowspan="7" |1
| rowspan="7" |7,500
|-
|{{item|HAMTR left arm}}
|{{item recipe|HAMTR left arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|HAMTR right arm}}
|{{item recipe|HAMTR right arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|HAMTR left leg}}
|{{item recipe|HAMTR left leg|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|HAMTR right leg}}
|{{item recipe|HAMTR right leg|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|small hydraulic clamp|cap=1}}
|{{item recipe|small hydraulic clamp|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|vim harness|cap=1}}
|{{item recipe|vim harness|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|advanced treatment cyborg module|cap=1}}
|{{item recipe|advanced treatment cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
| rowspan="2" |Mechanized Treatment
| rowspan="2" |2
| rowspan="2" |5,000
|-
|{{item|defibrillator cyborg module|cap=1}}
|{{item recipe|defibrillator cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|H.O.N.K. harness|cap=1}}
|{{item recipe|H.O.N.K. harness|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
| rowspan="6" |H.O.N.K. Mech
| rowspan="6" |2
| rowspan="6" |7,500
|-
|{{item|H.O.N.K. left arm|cap=1}}
|{{item recipe|H.O.N.K. left arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|H.O.N.K. right arm|cap=1}}
|{{item recipe|H.O.N.K. right arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|H.O.N.K. right arm|cap=1}}X
|{{item recipe|H.O.N.K. right arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|H.O.N.K. right leg|cap=1}}
|{{item recipe|H.O.N.K. right leg|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|-
|{{item|Mech horn|cap=1}}
|{{item recipe|Mech horn|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|}
=== Security Techfab ===
[[File:security techfab-East-11993.png|100px]]
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 you to produces, ammo, grenades, guns, and laser weapons. Given some research this machine can turn your armory into an arsenal of the most dangerous weapons you can get a hold of.
==== Industrial (None) ====
==== Arsenal ====
{| class="wikitable sortable"
|+
!Item
!Crafting Cost
!Research
!Tier
!Research Cost
|-
|{{item|magazine (.20 rifle uranium)|cap=1}}
|{{item recipe|magazine (.20 rifle uranium)|1|SecurityTechFab|mat only=1|mat only layout=hor}}
| rowspan="9" |Uranium Munitions
| rowspan="9" |1
| rowspan="9" |7,500
|-
|{{item|pistol magazine (.35 auto uranium)|cap=1}}
|{{item recipe|pistol magazine (.35 auto uranium)|1|SecurityTechFab|mat only=1|mat only layout=hor}}
|-
|{{item|magazine (.30 rifle uranium)|cap=1}}
|{{item recipe|magazine (.30 rifle uranium)|1|SecurityTechFab|mat only=1|mat only layout=hor}}
|-
|{{item|speed loader (.45 magnum uranium)|cap=1}}
|{{item recipe|speed loader (.45 magnum uranium)|1|SecurityTechFab|mat only=1|mat only layout=hor}}
|-
|{{item|ammunition box (.35 auto uranium)|cap=1}}
|{{item recipe|ammunition box (.35 auto uranium)|1|SecurityTechFab|mat only=1|mat only layout=hor}}
|-
|{{item|ammunition box (.45 magnum uranium)|cap=1}}
|{{item recipe|ammunition box (.45 magnum uranium)|1|SecurityTechFab|mat only=1|mat only layout=hor}}
|{{item recipe|EXP-320g "Friendship" machine board|1|SecurityTechFab|mat only=1|mat only layout=hor}}
|-
|{{item|EMP grenade|cap=1}}
|{{item recipe|GrenadeEMP|1|SecurityTechFab|mat only=1|mat only layout=hor}}
| rowspan="3" |Advanced Shuttle Weapons
| rowspan="3" |3
| rowspan="3" |15,000
|-
|{{item|high-capacity power cage|cap=1}}
|{{item recipe|high-capacity power cage|1|SecurityTechFab|mat only=1|mat only layout=hor}}
|-
|{{item|EXP-2100g "Duster" machine board|cap=1}}
|{{item recipe|EXP-2100g "Duster" machine board|1|SecurityTechFab|mat only=1|mat only layout=hor}}
|-
|{{item|advanced laser pistol|cap=1}}
|{{item recipe|advanced laser pistol|1|SecurityTechFab|mat only=1|mat only layout=hor}}
| rowspan="2" |Portable Microfusion Weaponry
| rowspan="2" |3
| rowspan="2" |15,000
|-
|{{item|portable recharger|cap=1}}
|{{item recipe|portable recharger|1|SecurityTechFab|mat only=1|mat only layout=hor}}
|}
==== Experimental(None) ====
==== Civilian Services(None) ====
=== Medical Techfab ===
[[File:medical techfab-East-37017.png|100px]]
Anchored into the back of medical sits the [[Medical Techfab]]. The [[Medical Techfab]] 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]] through research.
==== Industrial (None) ====
==== Arsenal ====
{| class="wikitable"
!Item
!Crafting Cost
!Research
!Tier
!Research Cost
|-
|{{item|Chemical payload|cap=1}}
|{{item recipe|Chemical payload|1|MedicalTechFab|mat only=1|mat only layout=hor}}
|Explosive Technology
|1
|10,000
|}
==== Experimental (None) ====
==== Civilian Services ====
{| class="wikitable"
|+
!Item
!Crafting Cost
!Research
!Tier
!Research Cost
|-
|{{item|Cryostasis beaker|cap=1}}
|{{item recipe|Cryostasis beaker|1|MedicalTechFab|mat only=1|mat only layout=hor}}
| rowspan="2" |Biochemical Stasis
| rowspan="2" |2
| rowspan="2" |7,500
|-
|{{item|Cryostasis syringe|cap=1}}
|{{item recipe|Cryostasis syringe|1|MedicalTechFab|mat only=1|mat only layout=hor}}
|-
|{{item|Bluespace beaker|cap=1}}
|{{item recipe|Bluespace beaker|1|MedicalTechFab|mat only=1|mat only layout=hor}}
| rowspan="2" |Bluespace Chemistry
| rowspan="2" |3
| rowspan="2" |10,000
|-
|{{item|Bluespace syringe|cap=1}}
|{{item recipe|Bluespace syringe|1|MedicalTechFab|mat only=1|mat only layout=hor}}
Hyper convection machine are a highly valuable upgrade that is obtained from the Industrial Engineering research node. Hyper convection machines will craft items at a 50% discount from the original cost. The trade-off when it comes to these powerful machines is that they produce an immense amount of heat. The heat that is produced from these machines can quickly become lethal if sufficient preparations are not made. One of the ways to make a safe enclosure for hyper convection machines is:
#Un-wrench the machines and move the {{item|Protolathe}}, {{item|Autolathe}}, and {{item|Circuit Imprinter}} to the back wall. If there is a {{item|R&D Computer}}, move it out of the way.[[File:HyperA.png|alt=Hyperconvection building part 1|center]]
#Build a 2x3 box of {{item|directional reinforced window|label=directional reinforced windows}}. At the middle-right side of the box create a {{item|windoor}}.[[File:HyperB.png|alt=Hyperconvection building part 2|center]]
#Create an {{item|air alarm}} and a {{item|air sensor}}. Place the air sensor within the box at the center right, and the air alarm nearby for convenience.[[File:HyperC.png|alt=Hyperconvection building part 3|center]]
#Create one (required) or two (optional) {{item|space heater|label=space heater(s)}} at the top-right and bottom-right of the box.[[File:HyperD.png|alt=Hyperconvection part 4|center]]4a. Set the space heaters to have {{button|High|state=pressed}} energy consumption and make sure that they are {{button|On|state=pressed}}.[[File:HyperD1.png|alt=Hyperconvection part 4.1|center]]
#Either [[Hacking|hack]] the air alarm or ask an engineer to help you with [[networking]]. To [[Hacking|hack]] the air alarm we must 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. The ACC wire is what 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 built a hyper convection machines and a safe setup! Good work fellow scientist!
== Troubleshooting ==
=== "I can't get any points/I can't print anything" ===
The likely cause is that the Lathe/Imprinter/Computer isn't synced up with the RD server.
To fix this in the Lathe/Imprinter/Computer click ''Server list'', click on ''ID x || RDSERVER'' and then exit the window.
Revision as of 19:31, 6 May 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 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 (commonly called R&D or RnD) 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 three jobs that are typically associated with the science department. The jobs that are associated with science includes Research Director, Scientist, Research Assistant, and Cyborgs.
The department typically lies behind purple and grey doors. In the department typically exists a set of Lathe and Science machines. Often you will see lockers with lab equipment in them.
Science gameplay largely revolves around the acquisition and use of research points to gain new technologies for the station.
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 is a subdepartment of R&D focused around the containment and manipulation of various unique anomalies.
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 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. 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.
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 Tree. The Research Director might also have to pick up any role that is missing so that the department remains functional.
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 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 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.
Point Generation
Research points can be acquired through a few different sources.
The most profitable form of point generation is 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, salvaged from space, or found on expeditions.
R&D System
The user interface of the R&D Console
In the R&D computer new technologies can be unlocked via points. To research a technology, click on it if it's in the Unlockable technologies column. Technologies in the Future technologies are locked behind others, requiring you to research a previous technology (in the Unlockable technologies column). Technologies in the Unlocked technologies section have already been researched.
R&D Tree
The R&D tree is the main focus of the R&D system. The R&D Tree system is composed of four categories: Industrial, Arsenal, Experimental, and Civilian Services. When accessing the R&D console you will get a choice of one node of each of the four categories.
The nodes are sorted into multiple tiers.
Tier 1 has basic technologies.
Tier 2 has moderately advanced technologies.
Tier 3 has highly advanced technologies.
To advance from one tier to another you must purchase the majority of a single tier from a category before you can advance to the next. For example, buying the majority of the tier 1 Industrial category will advance you to the tier 2 industrial category.
You can research all nodes from each category until you research a tier 3 research from one category. Researching the tier 3 node from a category will lock you to that category as your "Main Discipline". It is possible to acquire multiple R&D servers but the game will only allow one Main Discipline per R&D server. Tier three research that is not your Main Discipline may also be acquired through gambling with the Technology Disk Terminal.
There is another method to research a technology, and that is using the Technology Disk Terminal. If there is no such console 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 would be dispensed, containing the recipe of a single random item (of any tier) for the lathes to fabricate. The random item ranges from a HAMTR Harness within the "Critter Mechs" technology, a redundant item you've already researched, to the highly-sought-after (and expensive) satchel of holding.
When used early into the round, it may reward the research 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 the research department recipes of technologies that have been locked out of the direct research method of unlocking the technology.
The Protolathe is a machine capable of printing most of what you've researched. It can make things such from large beakers to microreactor batteries. Protolathes are mainly found at science but can (sometimes) be found in engineering or on salvage expeditions.
Industrial
Item
Crafting Cost
Research
Tier
Research Cost
High-capacity power cell
steel [3]plastic [2]glass [4]gold bar [0.5]
Advanced Powercells
1
7,500
Mining drill
steel [5]plastic [1]
Salvage Equipment
1
7,500
Welding gas mask
steel [6]glass [2]
Experimental welding tool
steel [8]plastic [0.5]plasma [2]
Advanced Tools
2
10,000
Power drill
steel [6]plastic [2]
Jaws of life
glass [5]plastic [0.5]plasma [3]gold bar [0.5]steel [10]
Ore bag of holding
steel [20]silver bar [7.5]uranium [1.5]plasma [15]
Mass Excavation
2
12,500
Diamond tipped mining drill
steel [6]silver bar [2]plastic [2]refined diamond [1]
Handheld mass scanner
steel [8]plastic [0.5]glass [3]
Space Scanning
2
7,500
Holofan projector
steel [3]plastic [0.5]glass [0.5]
Advanced Atmospherics
2
7,500
Bag of holding
steel [20]silver bar [7.5]uranium [1.5]plasma [15]
Bluespace Storage
3
15,000
Satchel of holding
steel [20]silver bar [7.5]uranium [1.5]plasma [15]
Duffelbag of holding
steel [20]silver bar [7.5]uranium [1.5]plasma [15]
Lua error in Module:Item_recipe at line 564: failed to generate a recipe for item: no recipe was found for item 'Svalinn laser pistol' (input method: 'Protolathe'). Make sure a recipe exists for this item or define a product override for an existing recipe in Module:Item recipe.
Experimental Battery Ammo
3
15,000
Experimental
Item
Crafting Cost
Research
Tier
Research Cost
Node scanner
steel [1]plastic [0.5]
Basic XenoArcheology
1
5,000
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
Anomaly locator
steel [4]glass [1]
Basic Anomalous Research
1
5,000
Wide-spectrum anomaly locator
steel [4]glass [1]
Magboots
steel [10]plastic [5]
Local Magnetism
1
7,500
Moon boots
steel [6]
Portable particle decelerator
steel [7.5]uranium [1.5]plastic [0.5]plasma [1.5]
Deterrence Technologies
2
7,500
Force field projector
steel [5]glass [1]plastic [0.5]plasma [3]
C.H.I.M.P. handcannon
steel [5]glass [4]
Advanced Anomaly Research
2
10,000
Quantum spin inverter
steel [7]glass [1]uranium [1]
Quantum Leaping
3
10,000
Tether gun
steel [5]glass [4]silver bar [1]
Gravity Manipulation
3
10,000
Force gun
steel [5]glass [4]silver bar [2]
Civilian Services
Item
Crafting Cost
Research
Tier
Research Cost
Synthesizer
steel [3]plastic [3]glass [1]
Advanced Entertainment
1
7,500
Advanced mop
steel [1]plastic [4]glass [1]
Advanced Cleaning
2
10,000
Mega spray bottle
plastic [2.5]
Spray nozzle
steel [15]glass [5]
Advanced Spray
2
10,000
Backpack water tank
steel [2.5]glass [10]
Astro-grass
plastic [1]
Faux Astro-Tiles
2
5,000
Mowed astro-grass
plastic [1]
Jungle astro-grass
plastic [1]
Astro-ice
plastic [1]
Astro-snow
plastic [1]
Cryostasis beaker
steel [2.5]plastic [0.5]
Biochemical Stasis
2
7,500
Cryostasis syringe
steel [2]plastic [0.5]
Speed boots
steel [15]plastic [10]silver bar [5]
Quantum Fiber Weaving
3
10,000
Bluespace beaker
steel [5]silver bar [0.5]plastic [5]plasma [1.5]
Bluespace Chemistry
3
10,000
Bluespace syringe
glass [2.5]plastic [1.5]plasma [1]silver bar [0.5]steel [1]
Lua error in Module:Item_recipe at line 564: failed to generate a recipe for item: no recipe was found for item 'Power monitoring computer board' (input method: 'CircuitImprinter'). Make sure a recipe exists for this item or define a product override for an existing recipe in Module:Item recipe.
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 stuck behind research.
Industrial
Item
Crafting Cost
Research
Tier
Research Cost
Ripley harness
steel [15]glass [12]
Ripley APLU
1
7,500
Ripley left arm
steel [10]glass [7.5]
Ripley right arm
steel [10]glass [7.5]
Ripley left leg
steel [10]glass [7.5]
Ripley right leg
steel [10]glass [7.5]
Hydraulic clamp
steel [5]plastic [2]
Mining cyborg module
Lua error in Module:Item_recipe at line 564: failed to generate a recipe for item: no recipe was found for item 'mining cyborg module' (input method: 'ExosuitFabricator'). Make sure a recipe exists for this item or define a product override for an existing recipe in Module:Item recipe.
Salvage Equipment
1
7,500
unknown item 'grappling gun cyborg module'
Lua error in Module:Item at line 115: item ID lookup failed: no item was found by ID/name 'grappling gun cyborg module'. Make sure that an item exist with this ID or a name override is defined.
unknown item 'GPS cyborg module'
Lua error in Module:Item at line 115: item ID lookup failed: no item was found by ID/name 'GPS cyborg module'. Make sure that an item exist with this ID or a name override is defined.
Space Scanning
2
7,500
Advanced tool cyborg module
steel [5]plastic [2.5]glass [5]gold bar [0.5]
Advanced Tools
2
10,000
unknown item 'RCD cyborg module'
Lua error in Module:Item at line 115: item ID lookup failed: no item was found by ID/name 'RCD cyborg module'. Make sure that an item exist with this ID or a name override is defined.
Arsenal (None)
Experimental
Item
Crafting Cost
Research
Tier
Research Cost
Anomaly cyborg module
Lua error in Module:Item_recipe at line 564: failed to generate a recipe for item: no recipe was found for item 'anomaly cyborg module' (input method: 'ExosuitFabricator'). Make sure a recipe exists for this item or define a product override for an existing recipe in Module:Item recipe.
Basic Anomalous Research
1
5,000
Artifact cyborg module
Lua error in Module:Item_recipe at line 564: failed to generate a recipe for item: no recipe was found for item 'artifact cyborg module' (input method: 'ExosuitFabricator'). Make sure a recipe exists for this item or define a product override for an existing recipe in Module:Item recipe.
Basic XenoArcheology
1
5,000
Proximity sensor
steel [2]glass [3]
Basic Robotics
1
5,000
Civilian Services
Item
Crafting Cost
Research
Tier
Research Cost
Gardening cyborg module
Lua error in Module:Item_recipe at line 564: failed to generate a recipe for item: no recipe was found for item 'gardening cyborg module' (input method: 'ExosuitFabricator'). Make sure a recipe exists for this item or define a product override for an existing recipe in Module:Item recipe.
Basic Hydroponics
1
5,000
Harvesting cyborg module
Lua error in Module:Item_recipe at line 564: failed to generate a recipe for item: no recipe was found for item 'harvesting cyborg module' (input method: 'ExosuitFabricator'). Make sure a recipe exists for this item or define a product override for an existing recipe in Module:Item recipe.
unknown item 'light replacer cyborg module'
Lua error in Module:Item at line 115: item ID lookup failed: no item was found by ID/name 'light replacer cyborg module'. Make sure that an item exist with this ID or a name override is defined.
Robotic Cleanliness
1
5,000
Advanced cleaning cyborg module
steel [5]plastic [2.5]glass [5]gold bar [0.5]
Advanced Entertainment
1
7,500
Musique cyborg module
Lua error in Module:Item_recipe at line 564: failed to generate a recipe for item: no recipe was found for item 'musique cyborg module' (input method: 'ExosuitFabricator'). Make sure a recipe exists for this item or define a product override for an existing recipe in Module:Item recipe.
clowning cyborg module
Lua error in Module:Item_recipe at line 564: failed to generate a recipe for item: no recipe was found for item 'clowning cyborg module' (input method: 'ExosuitFabricator'). Make sure a recipe exists for this item or define a product override for an existing recipe in Module:Item recipe.
HAMTR harness
steel [12]glass [10]
Critter Mechs
1
7,500
HAMTR left arm
steel [8]glass [6]
HAMTR right arm
steel [8]glass [6]
HAMTR left leg
steel [8]glass [6]
HAMTR right leg
steel [8]glass [6]
Small hydraulic clamp
steel [4]plastic [1]
Vim harness
steel [5]glass [2]
unknown item 'advanced treatment cyborg module'
Lua error in Module:Item at line 115: item ID lookup failed: no item was found by ID/name 'advanced treatment cyborg module'. Make sure that an item exist with this ID or a name override is defined.
Mechanized Treatment
2
5,000
unknown item 'defibrillator cyborg module'
Lua error in Module:Item at line 115: item ID lookup failed: no item was found by ID/name 'defibrillator cyborg module'. Make sure that an item exist with this ID or a name override is defined.
H.O.N.K. harness
steel [30]glass [12]bananium [5]
H.O.N.K. Mech
2
7,500
H.O.N.K. left arm
steel [20]glass [7.5]bananium [2.5]
H.O.N.K. right arm
steel [20]glass [7.5]bananium [2.5]
H.O.N.K. right armX
steel [20]glass [7.5]bananium [2.5]
H.O.N.K. right leg
steel [20]glass [7.5]bananium [2.5]
Mech horn
steel [5]bananium [2]
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 you to produces, ammo, grenades, guns, and laser weapons. Given some research this machine can turn your armory into an arsenal of the most dangerous weapons you can get a hold of.
Lua error in Module:Item at line 115: item ID lookup failed: no item was found by ID/name 'shotgun uranium cartridges dispenser'. Make sure that an item exist with this ID or a name override is defined.
Truncheon
steel [3]plastic [3]
Advanced Riot Control
1
8,000
Telescopic shield
steel [3]glass [8]
Holobarrier projector
steel [3]plastic [0.5]glass [0.5]
Disabler SMG
steel [10]glass [5]plastic [5]
Laser rifle
steel [20]glass [8]plastic [5]
Weaponized Laser Manipulation
1
7,500
Signal trigger
Lua error in Module:Item_recipe at line 625: failed to generate a recipe for item: no production methods were found for recipe ID 'SignalTrigger' (input query: 'signal trigger') matching input method 'SecurityTechFab'. Make sure a recipe exists for this item with the specified production method or define a product override for an existing recipe with the specified production method in Module:Item recipe.
Explosive Technology
1
10,000
Voice trigger
Lua error in Module:Item_recipe at line 625: failed to generate a recipe for item: no production methods were found for recipe ID 'VoiceTrigger' (input query: 'voice trigger') matching input method 'SecurityTechFab'. Make sure a recipe exists for this item with the specified production method or define a product override for an existing recipe with the specified production method in Module:Item recipe.
Timer trigger
Lua error in Module:Item_recipe at line 625: failed to generate a recipe for item: no production methods were found for recipe ID 'TimerTrigger' (input query: 'timer trigger') matching input method 'SecurityTechFab'. Make sure a recipe exists for this item with the specified production method or define a product override for an existing recipe with the specified production method in Module:Item recipe.
Flash payload
Lua error in Module:Item_recipe at line 625: failed to generate a recipe for item: no production methods were found for recipe ID 'FlashPayload' (input query: 'flash payload') matching input method 'SecurityTechFab'. Make sure a recipe exists for this item with the specified production method or define a product override for an existing recipe with the specified production method in Module:Item recipe.
Explosive payload
glass [0.5]plastic [1]plasma [0.5]silver bar [0.5]steel [1]
Lua error in Module:Item at line 115: item ID lookup failed: no item was found by ID/name 'shotgun incendiary cartridges dispenser'. Make sure that an item exist with this ID or a name override is defined.
Ammo drum (.50 incendiary)
steel [1]plastic [1.9]
Electropack
steel [5]plastic [2.5]cloth [5]
Special Means
1
5,000
Ammo drum (.50 beanbags)
steel [1.5]plastic [1.4]
Nonlethal Ammunition
1
5,000
unknown item 'tranquilizer cartridges dispenser'
Lua error in Module:Item at line 115: item ID lookup failed: no item was found by ID/name 'tranquilizer cartridges dispenser'. Make sure that an item exist with this ID or a name override is defined.
Lua error in Module:Item at line 115: item ID lookup failed: no item was found by ID/name 'shotgun beanbag cartridges dispenser'. Make sure that an item exist with this ID or a name override is defined.
Anchored into the back of medical sits the Medical Techfab. The Medical Techfab can use steel, plastic, glass, cloth, plasma, and silver. A small amount of highly valuable items are acquired through the Medical Techfab through research.
Industrial (None)
Arsenal
Item
Crafting Cost
Research
Tier
Research Cost
Chemical payload
steel [2]plastic [3]
Explosive Technology
1
10,000
Experimental (None)
Civilian Services
Item
Crafting Cost
Research
Tier
Research Cost
Cryostasis beaker
steel [2.5]plastic [0.5]
Biochemical Stasis
2
7,500
Cryostasis syringe
steel [2]plastic [0.5]
Bluespace beaker
steel [5]silver bar [0.5]plastic [5]plasma [1.5]
Bluespace Chemistry
3
10,000
Bluespace syringe
glass [2.5]plastic [1.5]plasma [1]silver bar [0.5]steel [1]
Hyper Convection Machines
Hyper convection machine are a highly valuable upgrade that is obtained from the Industrial Engineering research node. Hyper convection machines will craft items at a 50% discount from the original cost. The trade-off when it comes to these powerful machines is that they produce an immense amount of heat. The heat that is produced from these machines can quickly become lethal if sufficient preparations are not made. One of the ways to make a safe enclosure for hyper convection machines is:
Un-wrench the machines and move the protolathe, autolathe, and circuit imprinter to the back wall. If there is a R&D computer, move it out of the way.
Build a 2x3 box of directional reinforced windows. At the middle-right side of the box create a windoor.
Create an air alarm and a air sensor. Place the air sensor within the box at the center right, and the air alarm nearby for convenience.
Create one (required) or two (optional) space heater(s) at the top-right and bottom-right of the box.4a. Set the space heaters to have High energy consumption and make sure that they are On.
Either hack the air alarm or ask an engineer to help you with networking. To hack the air alarm we must 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. The ACC wire is what 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 built a hyper convection machines and a safe setup! Good work fellow scientist!
Troubleshooting
"I can't get any points/I can't print anything"
The likely cause is that the Lathe/Imprinter/Computer isn't synced up with the RD server.
To fix this in the Lathe/Imprinter/Computer click Server list, click on ID x || RDSERVER and then exit the window.