Guide to Robotics and Guide to Xenobiology: Difference between pages

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For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Mechs.  
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Xenobiologists are in charge of the creation, care, and eventual culling and harvesting of 'Slimes', which are extremely dangerous to handle without the right equipment.


=Cyborgs=
== Familiarize Yourself ==
'''See also [[Guide to Paperwork#Robotics|Cyborgification Contracts]].'''
Generally speaking, you and your slimes will be at a remote facility, far from the main station, referred to as Xenobiology. It has many cells to place your slimes inside of, where they cannot get out without some serious effort. Each cell has a disposals chute, used to safely give food to the slimes inside the cell without endangering yourself, as well as a button to lock down that specific cell, in case the glass breaks or you have something even more dangerous than a slime inside. Elsewhere, you should have a Processor machine, which is used to harvest dead slimes and recycle food.
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!


The [[Cyborg]] is the Roboticist's primary creation and upkeep. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists.
==Get equipped==
You'll need these items to do your job.
* A fire extinguisher, to efficiently kill slimes. Some slimes might also light you on fire. For best use, move the slime into a corner so all the water hits them.
* A syringe, used to inject various fluids (generally Phoron, blood, or water) into Extracts, which you obtain from processing dead Slimes.
* A slimebaton, which functions similarly to a stunbaton, however it is only effectively against Slimes (and Prometheans). One hit will stun the slime for a few seconds, and will discipline it. A slime baton can be used to build a slime securitron, which is very useful if you're the only Xenobiologist but there is a friendly Roboticist onboard. More slimebations can be made in Research and Development.
* A Slime Taser, which like the above, functions similarly to a normal energy weapon, however it is only effective against slimy things like Slimes and Prometheans. The stun duration is smaller than the Baton, however it can be used at range, and across window panes. Like the baton, more can be made in Research and Development.
* Galoshes, which prevent you from slipping on wet surfaces. The fire extinguisher makes the floor wet, and not wearing these can be extremely dangerous if you slip while a slime is trying to eat you.
* Welder and welding helmet. Useful for minor self repairs that will be inevitable, if you or your co-worker is a Full Body Prosthetic or Bound Synthetic. Also useful for mending the cracks on the cell windows, as slimes tend to smash them if they see food on the other side of the window.
Optional but highly useful things to acquire to make your job easier.
* A slime securitron, from Robotics, which is optimized to fight slimes and other minor xeno-lifeforms.
* A medibot, also from Robotics, to heal you from minor harm the slimes may do to you, as the closest medical bay might be far away or even off-world.
* A temperature gun, from RnD. It can kill slimes at a range when set to the 'cold' setting, and can replace the fire extinguisher.


==Making a Cyborg==
==Basics of Slime Care==
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.
When you start your shift, you should have two grey colored slimes in different cells. They will most likely try to escape their cell to eat you or your co-worker, so feel free to use the xeno taser to stop them. One of these cells should be dedicated to growing grey slimes, so you will have a renewable source of monkey cubes. If you run out of monkey cubes, you will need to get more from Cargo, which could take awhile.
# Click on the Exosuit Fabricator to open its menu. Select '''Add all parts to queue''' beside the '''Cyborg''' option, and then click '''Process Queue''' in the right sidebar (with a recent update, please note that adding "all parts" will print four extra components that are only used for repair, not construction).
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.
# When putting the parts together, use the [[File:Cyborg endoskeleton.png]] Cyborg Endoskeleton as a base.
#* The Cyborg Head will need 2x [[File:Flash.png]] Flash.
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.


===Extract a brain for the Cyborg===
When your 'grey' cell slime reproduces, you should always ensure that one grey slime is always alive inside, and kill or separate the rest into different cells. It is a good idea to keep one grey extract in reserve in case all of your greys are lost, for whatever reason, as injecting a grey extract will create a new grey slime.
'''Note:''' Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.


# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].
Cells should never have more than one color of slime inside, as they tend to fight each other and it can be difficult to tase them due to other slimes being in the way.
# Aim for the organ's location in the [[File:Damage zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)
# Use a [[File:Scalpel.png]] '''scalpel''' to cut back the flesh.
# Use the [[File:Hemostat.png]] '''hemostat''' to stop any potential bleeding.
# Use your [[File:Retractor.png]] '''retractors''' to lift up the skin.
#  Use the [[File:Saw.png]] '''saw''' to cut through the bones.
#  Use the [[File:Retractor.png]] '''retractor''' to separate the bones.
#  Use the [[File:Scalpel.png]] '''scalpel'''. This will open up a window asking you which organ you'd like to cut loose. Select the Brain.
#  Use the [[File:Hemostat.png]] '''hemostat''. This will open up a window asking you which loose organ you'd like to remove. Select the Brain again.
#  Place the brain in an [[File:MMI empty.png]] MMI.
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.


You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.
Some colors are more useful than others, for instance;
* Dark Purple, obtained from going (Grey > Purple > Dark Purple) or (Grey > Orange > Dark Purple), allows for a renewable source of phoron. You start with two sheets, which gives 40u of liquid phoron when ground up, or 8 injections. Generally, the more useful reactions from extracts require phoron, so Dark Purple is a good goal to work towards early.
* Blue, which is just one step from Grey, will give you two useful things. Slime stability agents reduce the odds of mutation when a slime reproduces, which you should give to your dedicated Grey slime until the chance goes to 0%, to increase the average yield of monkey cubes as well as to prevent the rare but possible situation of all four new slimes not being Grey anymore. Blue slimes also give you Frost Oil, which isn't terribly useful on its own but can be very useful when paired with a Metal Slime, for reasons explained below.
* Metal, which like Blue, is one step from Grey. Metal slime extracts allow for most types of metal material to become renewable, which includes steel, plasteel, gold, silver, uranium, and platinum. One extract creates 20u metamorphic liquid metal, which will turn into a different type of liquid metal (e.g. liquid gold, liquid silver, etc) when it touches them in a reagent container, like a beaker. Liquid metals are not very useful on their own, but can be made into a solid sheet of material by adding 5u Frost Oil to the reagent container. The Frost Oil is consumed when this is done, and 20u of liquid metal makes one sheet. Frost Oil is obtained from Blue slimes.
* Purple, which is like Blue and Metal, one step away from Grey. The extract can make a Slime Steroid Agent, which when applied to a living slime, will increase how many extracts it will make when put in the processor.
* Cerulean, which is obtained from (Grey > Blue > Dark Blue > Cerulean) or (Grey > Purple > Dark Blue > Cerulean), will create Extract Enhancement Agent, which adds more uses to an extract. This is extremely useful, as less slimes need to be breed to produce a given number of things.
* Red, which is obtained from (Grey > Orange > Red), will make a Slime Mutation Agent, which increases the odds of mutation when slimes split. Useful for if you're targeting a specific color, as higher odds for mutation mean less generations are needed to get there.
* Yellow, obtained from (Grey > Orange > Yellow) or (Grey > Metal > Yellow), can create self recharging 10k power cells, which are very useful for Bound Synthetics, Hardsuits, Defibs, certain APCs, and potentally anything that uses power cells.
* Pink, obtained from (Grey > Blue > Pink), can be used as a source of healing, both while alive, as well as when using their extracts. The extracts can produce three different kinds of advanced medications, which Medical might want. The medications can fix organs, fix bleeding, or fix bones, depending on what is injected into the extract.
* Light Pink, which is one step from Pink (Grey > Blue > Pink > Light Pink), can be used to make a specific slime be friendly and harmless forever, which might be useful to use on a Pink slime, so you can replace a medibot.
* Sapphire, obtained from (Grey > Metal > Gold > Sapphire), is how you get Prometheans. The extract gives you a slime cube, which creates a Promethean if it can find another player who wishes to play as one.


===So You Decapitated Your Patient===
== Slime Protection ==
Don't panic just yet!  You can still complete the brain extraction by placing their head on the operating table and following the same steps as above. You should probably apologize to them after putting their brain in an MMI, though.
Slimes can kill you in many ways, dependent mostly on their color. Wearing the correct armor when handling a specific color can make survival much easier. Xenobiology has been provided with a large range of specialized clothing to wear, when the need arises.
* Bio Suits, which prevent damage from slimes trying to eat you. Note that slimes will wise up to this and instead try to glomp you to death instead. A bio suit will also stop slimes from spreading certain chemical-based attacks onto you.
* Fire Suits, as the orange slime can ignite you, and the dark purple slime can release Phoron gas if killed improperly.
* Bomb suits, as the oil slime explodes if killed improperly (hit with fire).
* Radiation suits, as the green slime is radioactive. It is also thick enough to protect from slime chemical attacks.


== Cyborg Maintenance ==
== Slime Life-cycle ==
You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time.
[[File:Slime-mutations-Temp.png|thumb|
Here is a chart of all the slime reproductive color cycle.
]]
Slimes start their life as a small baby. Don't be fooled, it is still very dangerous and capable of killing anyone careless. Slimes require food, or else they will die. Starving slimes have been known to turn on their captors.


=== Repair ===
When fed enough, baby slimes will grow into an 'adult' form, which makes them tougher. When the slime eats enough as an adult, it will reproduce, by splitting into four new slimes. There is a small chance that one or more of the new slimes may mutate into a different color. If this happens, the mutated slime should be isolated from its siblings, as they will fight each other to the death if they are separate colors. A slime taser is useful for this, as it can shoot through the glass of the cell.
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple:
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head.
#* ''Note: Be sure to remember this step or you could go blind!''
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.


Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
== Slime Psychology ==
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Power cell.png]] Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.
# [[File:Power cell.png]] Reinsert the power cell by clicking on the cyborg.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.


=== Cyborg Component Repair ===
=== Discipline ===
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.
Slimes can be subjugated by force by various means, with the easiest way being the slimebation. The slime will give a sad face, however it won't harm humanoids for a little while. If it was trying to kill something, it will stop doing so.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Power cell.png]] Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Crowbar.png]] Crowbar out the desired component.
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Power cell.png]] Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.
When finished, be sure to reinsert the power cell into the cyborg and close them back up with your crowbar.


=== Upgrading the Power Cell ===
Successfully removing a slime from someone it's eating will also discipline it.
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand on grab intent to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.
#* ''Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 10,000, and the Science Department can research power cells that reach 30,000.''
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.


=== Resetting Modules ===
Beating the slime with a heavy object repeatively will sometimes discipline it, however this is not guaranteed.
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.


=== Cyborg Upgrades ===
=== Obedience ===
There are several cyborg upgrade modules that can be printed from the prosthetics fabricator in Robotics, assuming sufficient research has been done beforehand.
Giving 'justified' disciplining to a slime will cause it to become more obedient, making future disciplining last longer. Sufficient amounts of obedience can make discipline last forever. Note that slimes in that state are still dangerous, as they will still defend themselves against attackers.
To apply an upgrade, open the cyborgs access panel and insert the upgrade inside it.


*'''Emergency Restart Module'''
An act of discipline is 'justified' when it is done while the slime is trying to harm or eat someone, otherwise it is 'unjustified'.
  The least expensive way to revive a cyborg that has fully died. After repairing sufficient damage to the cyborgs body, applying this upgrade will reactivate it.


*'''Reclassification Board'''
A slime securitron will automatically engage 'guilty' slimes, but leave innocent ones alone.
  When applied, changes the cyborgs name to one chosen by the user. The name is modified by activating the upgrade module inhand.


*'''Module Reset Board'''
=== Resentment ===
  Removes the cyborgs current module, allowing it to reselect a new one.
Giving 'unjustified' disciplining to a slime will cause the slime to hold resentment towards their captors. If pushed too far, the slime will enrage, and try to kill everything it can see, so try to not be like Security.


*'''VTEC Module'''
Sometimes it is possible to calm down a raging slime with enough disciplining, however it is generally easier and safer to just kill it with a slimebation and fire extinguisher.
  Kicks in a cyborgs VTEC systems, allowing them to move faster.


*'''Rapid Taser Cooling Module'''
A slime securitron engage an enraged slime in a fight to the death, not stopping until the slime dies, or the securitron is destroyed.
  Increases the recharge rate of a security module cyborg's taser. Two can be applied before further ones will have no effect.


*'''Mining Robot Jetpack'''
=== Speech ===
  Despite the name, can be applied to any type of cyborg. Gives the cyborg a CO2-filled jetpack.
Slimes appear to be capable of slow, simple speech, and will respond to various topics and requests that it hears.


*'''Advanced Health Analyzer Module'''
If a slime likes you enough or is sufficiently obedient, it can be given certain commands, such as to '''follow''' you, to '''stop''' attacking/eating/following things, or to '''attack''' a specific target. You'll need to say the slime's 'name', or say 'slimes' to give the command to all the slimes that can hear you.
  Gives the cyborg an advanced health analyzer. While it can be applied to any cyborg, it is of limited use to non-medical modules.


*'''Scrambled Equipment Module'''
You can also say hi to them, and they will respond.
  Unlocks a cyborg module's hidden equipment, which is normally activated with an emag. These are universally either lethal or disabling weaponry.


*'''Language Module'''
=== Tactics ===
  Allows a cyborg to speak nearly any language, instead of only understanding them. Clerical and Service module cyborgs have this function by default.
All slimes have various means to harm things. The most common attack is a 'glomp' which will hurt whatever it hits, and will hurt more if the slime is a big one. Some slime colors will cause a substance to enter your bloodstream if it successfully hits you. Sufficiently thick clothing should stop that from happening.


=== Modifications ===
A more dangerous 'attack' is that the slime may decide to attach themselves onto their victim, which is how slimes eat things. This causes severe cellular damage to the victim, and will require advanced medical treatment to fix, so you are advised to remove the slime from yourself or your co-worker <abbr>ASAP</abbr> if it latches on. A slime securitron will rush to you if this happens to you. Slimes won't try to eat inorganic entities, instead glomping them.


Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
Slimes can also incapacitate its target in two ways. First, it can try to knock down its target by shoving them down, which stuns for a brief moment, however it is not guaranteed to work. Second, it can use stored up electricity to shock a target to stun them for a longer period of time. After downing a target, a slime generally will try to eat it if it's organic, or continue glomping it to death if not.


There are three lights in the cyborg with three corresponding wires:
=== Friend or Foe ===
Slimes will never willingly harm another slime of the same color, or a Promethean. When under the effects of discipline, a slime will not try to fight or eat humanoids or robotic entities, but will still eat monkeys.


* '''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
A slime pacified with a slime docility agent will never harm anyone and is incapable of doing any harm. Pacified slimes will also never enrage, even with a red slime extract.
**''Pulsing'' does nothing.
**''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
**''Mending'' this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.


*'''AI Link''': If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
An enraged slime will ignore the effects of discipline.
**''Pulsing'' this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
**''Cutting'' this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
**''Mending'' this wire does nothing. You need to pulse it to reconnect it to an AI.


*'''Module Lock''': If this light is on, the module of the cyborg cannot be changed.
== Slimes Biology ==
**''Pulsing'' this will reset the module of a cyborg and allow it to pick a new one.
Slimes come in many colors, and most of them have unique properties. Their extracts will do different things depending on the color, as well. Slimes will attack slimes of a different color, so separating them with different cells is required.
**''Cutting'' this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.
**''Mending'' this wire will allow the cyborg to change modules.


An emagged cyborg will have no LawSync or AI link and cannot be reset.
When slimes reproduce, there is a chance that one or more of the offspring will mutate into a different color. The chance is usually at around 25%, however this can be increased or deceased by giving the slime a mutation agent or stability agent, which can be obtained from a red extract and blue extract, respectively.


Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
Each color, except for the grey slime, will have a specific trait unique to that color, and may warrant additional preparation before handling. A list of slime colors is provided below.


= Synthmorphs =
=== Special: ===
The [[Synthmorph]] is something the Roboticist may encounter as well. This is essentially a person inside a bipedal mechanical body. They may have been referred to as '''IPC''' in the past, short for ''Integrated Positronic Chassis'', though not all favored this designation. Roboticists are not 'responsible' for these in the same way they are for Cyborgs, as Synthmorphs are effectively normal people with a different body. They may play doctor for them, however, as synthmorph repairs are within the robotics department domain.


== Creating a Synthmorph ==
==== '''Rainbow Slime''' [[File:rainbowbabyslime.gif|32px]] ====
While you can assemble a synthmorph's body, putting a mind in it is a whole other matter. Moving a previously-lawed entity (cyborg, AI) into a synthmorph body typically requires paperwork to be completed. Assembling the body is fairly straight-forward however, assuming you have the materials:
'''Tier:''' N/A
'''Threat Level:''' Medium
'''Special Abilities:''' Never harms or is harmed by another slime due to seperate color
'''Recommended Preparations:''' N/A
The rainbow slime is very rare color that other slimes consider to be their color, and so they won't attack it.
Extract creates a slime unity agent, which grants the 'other slimes see this slime as their own color' ability to other slimes, and carries across generations.


Most of the work is done at the [[File:Bioprinter.png]] Prosthetics Fabricator.
=== Tier 0 ===


# Ensure R&D has performed enough research to allow you to create prosthetic torsos, heads, and eyes. You may wish to re-sync the Prosthetics Fabricator to make sure you're up to date.
==== '''Grey Slime''' [[File:Greybabyslime.gif|32px]] ====
# Print all parts of a synthmorph, including torso, both hands and feet, both arms and legs, a head, and optical sensors. Make sure to select the manufacturer you want ahead of time. If you do not see the manufacturer you want, contact Cargo to order you blueprint discs.
'''Tier:''' 0
# Place the torso onto a surgical table in robotics, and attach each limb one at a time, finishing with the head.
'''Threat Level:''' Medium
# Use a screwdriver, then a crowbar to open the head's maintenance panel and install the optical sensors into the head.
'''Special Abilities:''' N/A
# At this time, you can also install a brain in an MMI or a Positronic Brain. Synthmorphs do not support having a normal organic brain.
'''Recommended Preperations:''' N/A
# Use a crowbar to close the maintenance panel when done.
Grey slimes are the first slimes you will have, as you start with two. It's generally recommended to always have a cell with grey slimes, as their extracts create monkey cubes, which you will need a lot of.
# Congratulations, you've given someone a new lease on life.
Extract creates a fresh grey slime when injected with phoron, which is useful as a backup in case all your specimens die or all your greys mutated.
Extract creates monkey cubes when injected with blood.


== Prosthetic/Synthmorph Repair ==
=== Tier 1 ===
You may be asked to repair damage to the artificial limbs of your fellow crew members.


To fix '''brute damage''', target the specific area that requires fixing, and use a welding tool on the area.
==== '''Orange Slime'''[[File:Orangebabyslime.gif|32px]] ====
'''Tier:''' 1
'''Threat Level:''' Medium
'''Special Abilities:''' Increases flammability of targets per hit, chance to ignite per hit
'''Recommended Preparations:''' Wear a firesuit
Orange slimes can light you on fire if you're careless, however generally this is not a big deal as you have a fire extinguisher (you did bring one right?). If you want to be extra safe, wear a fire suit.
Note that if an orange slime can trigger the dark purple or oil slime's effect.
Extract will create smoke when injected with water.
Extract will create a phoron fire if injected with phoron.


To fix '''burn damage''', use a cable coil on the damaged area to replace the melted wiring.
==== '''Purple Slime'''[[File:Purplebabyslime.gif|32px]] ====
'''Tier:''' 1
'''Threat Level:''' Medium
'''Special Abilities:''' Injects toxins per hit
'''Recommended Preparations:''' Wear a biosuit
Purple slimes inject a weak but long lasting toxin into their victim with each attack. A thick armor such as a biosuit or spacesuit will stop this from affecting you.
Extract will create a slime steroid agent when injected with phoron, which is a potent chemical mix that causes a slime to produce an additional extract when processed. It needs to be alive for the steroid to be applied.


=== Internal Repairs ===
==== '''Blue Slime'''[[File:Bluebabyslime.gif|32px]] ====
Sometimes the damage to a humanoid with prosthetics or a synthmorph may be severe enough to require internal repairs. This is akin to requiring surgery for an organic limb. Follow the steps below to perform these repairs.
'''Tier:''' 1
'''Threat Level:''' Medium
'''Special Abilities:''' Injects cryo-toxin
'''Recommended Preparations:''' Wear a biosuit
Blue slimes chill their enemies with cryo-toxin, so a biosuit will keep that away from you. Don't wear a winter coat, it isn't thick enough to stop the injection and it will actually make it take longer to warm up, potentially making the cryo-toxin lethal.
Extract will create a slime stability agent when injected with blood, which reduces the odds of mutations by 15%, and carries through across generations. Useful for your grey slimes so they stay grey forever.
Extract will create frost oil when injected with phoron, which can solidify certain liquid metals like liquid iron, gold, silver, etc. Five units frost oil and twenty units of a metallic liquid will make one bar of solid metal, consuming the frost oil in the process. Some foods also call for frost oil in their recipe.


# Have the subject '''lay flat''' on a table, preferably an operating table in the robotics lab.
==== '''Metal Slime'''[[File:Metalbabyslime.gif|32px]] ====
# [[File:Screwdriver tool.png]] Use a '''screwdriver''' on the damaged limb to gain access to the maintenance panel.
'''Tier:''' 1
# [[File:Crowbar.png]] Use a '''crowbar''' to pry the panel open to gain access to the limb's internals.
'''Threat Level:''' Medium
# Apply either '''welding''', '''cable coils''' or '''nanopaste''' as needed to the internals.
'''Special Abilities:''' More durable, resistant to weak weapons
##Note that using nanopaste will also heal internal '''component/organ''' damage.
'''Recommended Preparations:''' N/A
# [[File:Crowbar.png]] Use the '''crowbar''' to shut the maintenance panel when done. It will latch back into place.
Metal slimes are harder to kill by virtue of being able to take more punishment before dying. They are one of the few slimes able to survive a dark blue extract cold snap. They otherwise aren't much more dangerous than a regular grey slime.
Extract creates 20 units of a metamorphic liquid when injected with phoron, which when combined with other metallic liquids (such as liquid iron, gold, silver, uranium, phoron, etc), will turn into the liquid it touches. This makes metallic liquid renewable, and metallic liquid can be converted to more useful solid metal with frost oil.
Extract creates 20 units of binding liquid, which is used to create 'alloys', without the intense heat. This is used to create liquid steel and liquid plasteel.


==== Removing Internal Organs ====
=== Tier 2 ===
You might sometimes need to remove an organ from the body of a synth. The most common occurrence of this is removing a MMI or posibrain from a heavily damaged synth so it can be placed into the newly printed body. To remove any internal organ in a synth:
# Have the subject '''lay flat''' on a table, preferably an operating table in the robotics lab.
# [[File:Screwdriver tool.png]] Use a '''screwdriver''' on the damaged limb to gain access to the maintenance panel.
# [[File:Crowbar.png]] Use a '''crowbar''' to pry the panel open to gain access to the limb's internals.
# Use a '''multitool''' on them, this will bring up a window asking you which organ you want to prepare for removal.
# Select the organ and hit okay, this will cause a progress bar to appear.
# Once that bar is filled, you'll be able to use a '''hemostat''' on the patient to bring up a window asking you which organ you want to remove.
# Select the organ you want and hit okay, then wait for the progress bar to finish like before. With the '''hemostat''' you might have to try more than once, but failing 'to grab something' doesn't damage the patient.
# With that, the organ should be out!


=== In A Pinch ===
==== '''Yellow Slime'''[[File:Yellowbabyslime.gif|32px]] ====
Sometimes you might need to get repairs done urgently and lack the usual tools to do so, or perhaps have one that might help speed things along, two of which are:
'''Tier:''' 2
'''Threat Level:''' High
'''Special Abilities:''' Shoots lightning, charges electricity faster
'''Recommended Preparations:''' Out-range slime with slime taser, wear insulation if possible
Yellow slimes are one of the few slimes to possess a ranged attack. Be warned, the lightning can go through the glass of its cell, so the blast doors may be required. The lightning technically has a very high range, but slimes will only fire it if they are between two to three meters from their target. Yellow slimes don't fire lightning when in melee range (their glomps actually hurt more, however).
Extract will create an object that can be used as a large powercell, with a capacity of 10k. Unlike regular power cells, these will unconditionally self recharge at a slow rate. Useful for APCs, Defibs, and Synthetics. It cannot be used as a substitute for device or weapon cells.
Extract will create an EMP when injected with blood, as strong as a regular EMP grenade. The user is not immune to the EMP blast, so be careful.
Extract will create an object which glows with yellow bio-luminescence when injected with water.


===== Nanopaste =====
==== '''Dark Purple Slime'''[[File:Darkpurplebabyslime.gif|32px]] ====
A nanite swarm in a bottle. Has ten uses and heals 20 burn damage and 20 brute damage if the patient is opened up properly. This healing applies to internal organs as well. If the patient isn't opened, it only does heals 10 brute and 10 burn damage and doesn't heal internal organs.
'''Tier:''' 2
'''Threat Level:''' High
'''Special Abilities:''' Injects phoron per attack, creates phoron fire if killed with fire
'''Recommended Preparations:''' Wear a biosuit
Dark Purple slimes inject phoron into its target, which is extremely toxic, so a biosuit is required.
Extract will create liquid phoron when injected with water.


===== Screwdriver =====
==== '''Dark Blue Slime'''[[File:Darkbluebabyslime.gif|32px]] ====
If you lack nanopaste, the screwdriver can be used to repair internal organ damage with a 30% chance of failure which will damage the patient, so only use this if you lack nanopaste!
'''Tier:''' 2
'''Threat Level:''' High
'''Special Abilities:''' Lowers temperature of nearby entities, resistant to cold temperatures
'''Recommended Preparations:''' Wear a winter coat
Dark Blue slimes passively lower the temperature of entities near it. It doesn't actually lower the room temperature, however. Note that other slimes can be harmed by the 'cold aura'. Dark Blue slimes are also unharmed by cold temperatures, however water will still kill them.
Extract will create a 'cold snap' when injected with phoron, after a delay, which rapidly lowers the temperature of nearby entities, and lowers the temperature of the surrounding atmosphere. It is generally capable of instantly killing most types of slimes, except for the Metal and other Dark Blue slimes, therefore it is ideal for containing a slime outbreak. It is recommended to wear cold protection, like a winter coat, when using the cold snap.


And remember: if you lack a surgery table, any old table will do. Using an ordinary table has a 34% chance of your surgery failing though, so do try to find a surgery table if possible.
==== '''Silver Slime'''[[File:Silverbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' Medium-High
'''Special Abilities:''' Reflects beams and energy projectiles
'''Recommended Preparations:''' Use slimebation instead of xeno taser
Silver slimes will always deflect most energy-based weapons. This includes the slime taser. This can cause you to accidentally discipline the wrong slime, posing an enrage risk if the slime you hit didn't deserve to be tased. The slimebation still works on them.
Extract creates 5u of liquid silver when injected with phoron.
*


== NIF Surgeries for Synthmorphs ==
==== '''Red Slime'''[[File:Redbabyslime.gif|32px]] ====
Sometimes you’ll get a synth in who either wants a NIF installed, or one taken out for repairs. The two surgeries you'll find yourself doing are:
'''Tier:''' 2
'''Threat Level:''' Medium-High
'''Special Abilities:''' Moves faster, enrages if disciplined
'''Recommended Preparations:''' Don't discipline if possible, otherwise isolate it from everything else
Red slimes are extremely aggressive, and will never submit to your attempts to civilize them. They also move faster than other slimes.
Extract creates a bottle of slime mutation agent when injected with phoron, which makes a slime 12% more likely to mutate, and carries across generations. It's the opposite of the stability agent.
Extract causes all slimes that can see the user, and are not pacified, to become enraged, when injected with blood.


==== NIF Installation ====
==== '''Green Slime'''[[File:Greenbabyslime.gif|32px]] ====
# Target the patient’s head and use a screwdriver.
'''Tier:''' 2
# Use a crowbar to open their head up.
'''Threat Level:''' Medium
# Use the surgical drill to create a cavity.
'''Special Abilities:''' Radioactive, injects radium per hit
# With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity.
'''Recommended Preparations:''' Wear a radiation suit
# Use a crowbar to close them up again.
Green slimes will irradiate nearby entities and cause their cell to become radioactive for awhile. This can be bad or can be put to use with creative means.
Be sure to inform your patient about the after affects of the surgery before it's done.  
The extract creates 5u of liquid uranium when injected with phoron.


==== NIF Maintenance ====
==== '''Pink Slime'''[[File:Pinkbabyslime.gif|32px]] ====
# Target the patient’s head and use a screwdriver.
'''Tier:''' 2
# Use a crowbar to open their head up.
'''Threat Level:''' Medium
# Use the hemostat to get the NIF out (may take more than one attempt).
'''Special Abilities:''' Heals living entities nearby
# Pick up the NIF
'''Recommended Preparations:''' N/A
# Screwdriver the NIF open
Pink slimes heal other entities near it. Things being healed will sparkle pink for a few seconds. It won't apply the heal to things the slime is trying to kill, so you will likely need to discipline or pacify the slime before you can use it as a source of healing.
# Use a Cable Coil to fix burnt wires
# Use a Multi tool to reset the Capacitors
Extract will create 'Agent A', a clotting liquid which will heal bleeding, internal and external, when injected with blood.
# Screwdriver the NIF closed
# Use the surgical drill to recreate the cavity.
Extract will create 'Agent B', a bone fixing liquid, when injected with phoron.
# With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity.
# Use a crowbar to close them up again.
Extract will create 'Agent C', an organ fixing liquid, when injected with water.


== Resleeving a Synthmorph ==
==== '''Gold Slime'''[[File:Goldbabyslime.gif|32px]] ====
Synths can be resleeved using the resleeving console next to the SynthFab 3000 machine. The SynthFab machine itself requires metal and glass to function (though it comes with an amount already provided) and the synth must have received a backup implant previously in the shift for their mind to be present in the database.
'''Tier:''' 2
'''Threat Level:''' Medium
'''Special Abilities:''' Immune to stuns
'''Recommended Preparations:''' N/A
The gold slime absorbs energy, and trying to stun it will actually charge it. Despite this, your slime tools will still discipline it, so this is only an issue if it enrages.
Extract creates 5u liquid gold when injected with phoron.


If both a body and mind backup are present, a roboticist can follow the [[Guide to Resleeving]] to resleeve the synth.
=== Tier: 3 ===


= Bots =
==== '''Bluespace Slime'''[[File:Bluespacebabyslime.gif|32px]] ====
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:
'''Tier:''' 3
'''Threat Level:''' High
'''Special Abilities:''' Teleports to target
'''Recommended Preparations:''' Seal slime behind blast doors
The Bluespace slime can teleport out of its cell, which makes containing it difficult. The best method is to stun it with the slimebaton, then close the blast doors very fast. Running away from a Bluespace slime without the ability to stun it is generally futile.
Extract will create five 'lesser' slimy crystals when injected with water, which can teleport yourself or someone else randomly once, by crushing it in hand or throwing it at someone. The teleport will never place you in space or on an asteroid.
Extract will create one 'greater' slimy crystal when injected with phoron, which allows for a controlled teleport to a specific location.


==[[File:Medibot.gif]] Medibot==
==== Ruby Slime ====
These will only inject chemicals if the chemical helps with the target's damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these have a very limited selection of medicines by default: Tricordrazine for all damage, and Spaceaccilin for detected Viruses.
'''Tier:''' 3
'''Threat Level:''' Very High
'''Special Abilities:''' Unnatural physical strength
'''Recommended Preparations:''' Kite and use slime taser, or ask security for riot armor
The Ruby slime is very strong physically, and has the potential to crit a human in three hits. The slime has an outgoing damage multipler, reduced incoming damage, higher base health, and is stunned for less time. This ability can be yours, at least temporarily, with its extract.
Extract will grant a 'buff' to nearby entities when injected with phoron, giving the entity similar boons to the Ruby slime, for ten minutes. The entity will have red sparkles while it lasts.
'''Cerulean Slime'''[[File:Ceruleanbabyslime.gif|32px]]
'''Tier:''' 3
'''Threat Level:''' Medium
'''Special Abilities:''' Higher base stations than average
'''Recommended Preparations:''' N/A
The Cerulean slime is a 'jack of all trades, master of none' color, so it isn't much more threatening than a regular grey slime.
Extract creates a slime extract enhancer agent when injected with phoron, which adds more 'charges' to a specific extract. It's a good idea to use this agent on your second Cerulean extract, so you get a large amount of enhancer agents.


Combine the following ingredients in order:
==== Amber Slime ====
# Start with an Empty [[File:SMed.png]] Medkit.
'''Tier:''' 3
#* ''Note: Differently colored medkits will also change the resulting color of your Medibot.''
'''Threat Level:''' High
# (Optional) Name the bot with a [[File:Pen.png]] pen.
'''Special Abilities:''' Feeds other slimes passively
# Add a Prosthetic Right or Left Arm.
'''Recommended Preparations:''' Separate from other slimes to prevent runaway slime reproduction
# Add a Health[[File:Healthanalyzer.png]]Analyzer.
The Amber slime feeds other slimes (it cannot feed itself, fortunately) through some unknown process, and can cause them to reproduce without being fed monkeys. This can be exploited if one is careful.
# Add a Proximity[[File:Proximitysensor.png]]Sensor.
# (Optional) Add a[[File:Beaker.png]]beaker filled with the medicine of your choice.
Extract creates a slime feeding agent when injected with phoron, which when applied to a specific slime, will instantly cause the slime to evolve and reproduce.
Extract creates a gooy clump of slime that is edible for humans when injected with water. It is very filling and sweet.


==[[File:Cleanbot.gif]] Cleanbot==
==== '''Oil Slime'''[[File:Oilbabyslime.gif|32px]] ====
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!
'''Tier:''' 3
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])
'''Threat Level:''' High
# [[File:Proximitysensor.png]] proximity sensor.
'''Special Abilities:''' Explodes if hit with fire or another explosion
# (Optional) Name the bot with a [[File:Pen.png]] pen.
'''Recommended Preparations:''' Wear a bombsuit
# Prosthetic Right or Left Arm.
Oil slimes are essentially walking welding tanks. Don't try to kill one with a welder, laser, or anything that causes burns, as it will make it explode.
If an oil slime gets enraged, it will do a suicide charge at someone and blow themselves up. This is extremely lethal if it attaches to you before exploding.
Extract creates an explosion if injected with phoron. If the extract is enhanced, the explosion is more powerful, but still only has one use.


==[[File:Farmbot.png]] Farmbot==
==== Emerald Slime ====
# [[File:Watertank.png]] on a watertank, use:
'''Tier:''' 3
# Prosthetic Right or Left Arm;
'''Threat Level:''' High
# [[File:Plant_analyzer.png]] Plant analyser;
'''Special Abilities:''' Makes entities nearby go very fast for a few moments
# [[File:Bucket.png]] Bucket;
'''Recommended Preparations:''' N/A
# [[File:Minihoe.png]] Mini hoe;
The Emerald slime goes very fast, faster than the red slimes, and can make other slimes go just as fast. It can also make you go fast, if it's not trying to eat you. This can be exploited by an enterprising Xenobiologist looking to cut down on travel time.
# [[File:Proximitysensor.png]] proximity sensor.
Extract will 'buff' entities near the extract for ten minutes, allowing them to move slightly faster. Projectiles will hit them less often, as well. The entity will have green sparkles for the duration.


==[[File:Floorbot.gif]] Floorbot==
==== Light Pink Slime[[File:Lightpinkbabyslime.gif|32px]] ====
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.
'''Tier:''' 3
To make:
'''Threat Level:''' Low
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)
'''Special Abilities:''' Will never attack humanoids or most synthetics
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
'''Recommended Preparations:''' N/A
# [[File:Proximitysensor.png]] proximity sensor.
The light pink slime is essentially permanently disciplined. It will still eat monkeys, but nothing else.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Prosthetic Right or Left Arm.
Extract creates a slime pacification agent when injected with water, which makes the slime be just as safe to handle as Ian. It might also work on other things than just slimes…
Extract creates a slime friendship agent when injected with phoron, which makes the slime be your ally forever. It also might work on other things.


Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.
==== Sapphire Slime ====
 
'''Tier:''' 3
==[[File:Securitron.gif|I AM THE LAW]] Securitron==
'''Threat Level:''' Extremely High
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
'''Special Abilities:''' More robust combat tactics
To make:
'''Recommended Preparations:''' Outrange and outnumber, get a slime securitron
* Use a [[Screwdriver]] on a [[Remote Signaling Device]]
Sapphire slimes are one of the most dangerous slimes, as they are more intelligent than the others and will use more effective fighting tactics, generally stunning much more often.
* Combine with a [[Helmet]] (Get these from Security)
* [[Welding Tool|Hand Welder]] them together
If two sapphire slimes are fighting you, one will keep you stunned while the other eats or glomps you to death, so bring a buddy or a slime securitron.
* Add a [[Proximity Sensor]] and a Prosthetic Arm
* Toss in a [[Stun Baton]] (or use a Slime Baton to make the xenobio helpful version, i really need to find what the name is)
Extract creates a slime cube, which is used to create a new Promethean. Use it in hand and wait for a ghost to accept the prompt, and then a new slime person will appear!
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
 
==[[File:ED209.png]] ED-209==
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To make:
* Use a [[metal sheet]] on a Cyborg Endoskeleton to reinforce it.
* Add two Robot Legs and a [[security vest]]
* [[Welding Tool|Weld]] everything together
* Add in a security [[Helmet]]
* Attach a [[Proximity Sensor]] to the assembly
* Insert wires
* Add a [[Taser]] and attach it with a [[Screwdriver]]
* Insert a [[Power cell]]. Your own mecha is complete!
A emagged ED-209 fires deadly lasers AND attacks anyone on sight.
 
= Mechs =
Construction of mechs are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.
*To enter a mech once it's completed, right click on the mech while standing adjacent to it.
 
The current list of mechs is as follows.
 
==Ripley APLU==
[[File:Ripley.png|64px]]<br>
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)
To make:
* Build all of the Ripley parts using the exosuit fabricator.
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
* [[Wrench]]
* [[Screwdriver]]
* 4 Lengths of Cable
* [[Wirecutters]]
* Ripley central control module (Can be ordered from the [[Quartermaster]])
* [[Screwdriver]]
* Ripley Peripherals control module (Can be ordered from the [[Quartermaster]])
* [[Screwdriver]]
* 5 sheets of steel
* [[Wrench]]
* [[Weldingtool]]
* 5 sheets of plasteel
* [[Wrench]]
* [[Weldingtool]]
* Recommended to build and attach a Hydraulic Clamp and a Drill to the finished Ripley
;Equipment slots
:'''1 Hull slot'''
:'''0 Weapon Slots'''
:'''3 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 200
:'''Internal Damage Threshold''':60%
:'''Cargo Slots''': 10
:'''Max Temperature''': 20,000 K
 
==Firefighter APLU==
[[File:Firefighter.png|64px]]
 
Standard APLU chassis was refitted with additional thermal protection and cistern.
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.
* Create all parts of the Ripley APLU except for the chassis.
* Assemble all of the Ripley parts to the Firefighter chassis.
* Add a firesuit
* [[Wrench]]
* [[Screwdriver]]
* 4 Lengths of Cable
* [[Wirecutters]]
* Ripley central control module
* [[Screwdriver]]
* Ripley peripherals control module
* [[Screwdriver]]
* 5 pieces of plasteel
* [[Wrench]]
* [[Weldingtool]]
* 5 pieces of plasteel
* 5 pieces of plasteel
* [[Wrench]]
* [[Weldingtool]]
*'''Optimal Loadouts'''
**Hull Repairs: Clamp, RCD, Cable Layer
**Firefighting: Clamp, Extinguisher, Repair Droid
;Equipment Slots
: '''2 Hull slots'''
: '''0 Weapon slots'''
: '''2 Utility Slots'''
: '''1 Universal Slots'''
: '''1 Special slot'''
;Stats
:'''Max Health''': 250
:'''Damage Reductions''': 50% Fire, 20% Bullet, 50% Bomb
:'''Internal Damage Threshold''':60%
:'''Cargo Slots''': 10
:'''Max Temperature''': 65,000 K
 
== Odysseus ==
[[File:Mecha odysseus.png|64px]]<br>These exosuits are developed and produced by Vey-Med. Odysseus is a medical focused mech, it is quick and able to mount sleepers and syringe guns.
* Create all of the Odysseus parts using the exosuit fabricator.
* Assemble all of the Odysseus parts to the chassis
* [[Wrench]]
* [[Screwdriver]]
* 4 Lengths of Cable
* [[Wirecutters]]
* Odysseus main board
* [[Screwdriver]]
* Odysseus peripherals board
* [[Screwdriver]]
* 5 sheets of steel
* [[Wrench]]
* [[Welder]]
* 5 sheets of plasteel
* [[Wrench]]
* [[Welder]]
;Equipment Slots
:'''1 Hull Slot'''
:'''0 Weapon Slots'''
:'''2 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 120
:'''Deflect Chance''': 15%
:'''Internal Damage Threshold''':35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 15,000 K
 
==Gygax==
[[File:Gygax.png|64px]]<br>
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)
 
Instructions
*Create all of the Gygax parts using the exosuit fabricator.
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)
*[[Wrench]]
*[[Screwdriver]]
*4 Lengths of cable
*[[Wirecutters]]
*Gygax Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Gygax Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Gygax Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*5 Sheets of Steel
*[[Wrench]]
*[[Weldingtool]]
*Add Gygax Armor Plates (Made in the exosuit fabricator)
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''1 Hull slots'''
:'''2 Weapon slots'''
:'''2 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 300
:'''Deflect Chance''': 15%
:'''Damage Reductions''': 25% Brute, 20% Bullet, 30% laser, 15% Energy
:'''Internal Damage Threshold''': 35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 25,000 K
 
==Serenity==
A lightweight exosuit made from a modified Gygax chassis combined with proprietary VeyMed medical tech. It's faster and sturdier than most medical mechs, but much of the armor plating has been stripped out, leaving it more vulnerable than a regular Gygax.
This is the only medical mech with a proper weapon slot!<br>
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Serenity integrity drops below 2/3)
 
Instructions
*Create a Serenity Chassis and all Gygax parts '''EXCEPT FOR ARMOR PLATING'''
*Assemble the Gygax parts to the Serenity Chassis
*[[Wrench]]
*[[Screwdriver]]
*Cable Coil
*[[Wirecutters]]
*Gygax Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Gygax Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Serenity Medical Control circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*Add 5 Sheets of Steel
*[[Wrench]]
*[[Weldingtool]]
*Add 5 Sheets of Plasteel
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''1 Hull Slot'''
:'''1 Weapon slot'''
:'''2 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special slot'''
;Stats
:'''Max Health''': 150
:'''Deflect Chance''': 20%
:'''Damage Reductions''': 10% Brute, 10% Bullet, 20% Laser, 10% Energy
:'''Internal Damage Threshold''':35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 20,000 K
 
==Durand==
[[File:Durand.png|64px]]<br>
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)
 
Instructions
*Create all of the Durand parts using the exosuit fabricator.
*Assemble all of the Durand parts to the chassis (Except the Armor plates)
*[[Wrench]]
*[[Screwdriver]]
*4 Lengths of Cable
*[[Wirecutters]]
*Durand Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Durand Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Durand Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*5 Sheets of Steel
*[[Wrench]]
*[[Weldingtool]]
*Add Durand Armor Plates (Made in the exosuit fabricator)
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''2 Hull Slots'''
:'''1 Weapon Slot'''
:'''2 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 400
:'''Deflect Chance''': 20% / 35% in defense mode
:'''Damage Reductions''': 50% Brute, -10% Fire, 35% Bullet, 15% Laser, 10% Energy, 20% Bomb
:'''Internal Damage Threshold''':35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 30,000 K
 
==Janus==
[[File:Janusphase.gif|64px]]<br>
 
Total Part Cost: '''UNKNOWN'''. Durasteel, Plasteel, Verdantium, Morphium, and a Supermatter chunk may be required during attempted construction.
 
A highly advanced exosuit prototype built with components from the Durand, Gygax, and unearthed black-box technology.
 
Three ancient circuits, an ancient phase drive, Gygax and Durand Peripherals will be required during construction.
 
==Scarab==
An extremely quick scout and targeting mech. It's survivability is very low. It practically sacrifices everything to move fast. It's small enough to see over!
 
Instructions
*Create all of the Scarab parts using the exosuit fabricator.
*Assemble all of the Scarab parts to the chassis
*[[Wrench]]
*[[Screwdriver]]
*4 Lengths of cable
*[[Wirecutters]]
*Scarab Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Scarab Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Scarab Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*5 Sheets of Steel
*[[Wrench]]
*[[Weldingtool]]
*Add 5 Sheets of Plasteel
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''1 Hull slots'''
:'''1 Weapon slots'''
:'''1 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 250
:'''Deflect Chance''': 10%
:'''Damage Reductions''': 20% Brute, 20% Bullet, 20% laser
:'''Internal Damage Threshold''': 35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 20,000 K
 
==Marauder==
[[File:Marauder.png|64px]]<br>
Used by the Deathsquad if the Admins want them to. A Marauder is equipped with:
*Heavy Pulse Rifle
*SRM-8 Missile launcher
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)
*Integrated Smoke Screen System
*Thrusters for EVA use
;Equipment Slots
:'''3 Hull slots'''
:'''3 Weapon Slots'''
:'''3 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 500
:'''Deflect Chance''': 25%
:'''Damage Reductions''': 50% Brute, 30% Fire, 65% Bullet, 40% Laser, 30% Energy, 30% Bomb
:'''Internal Damage Threshold''':25%
:'''Cargo Slots''': 1
:'''Max Temperature''': 60,000 K
 
==Seraph==
Heavy-duty, command-type exosuit. This is a custom model, utilized only by high-ranking military personnel.
*It's a much faster Marauder with 50 more health and a 5% lower Internal Damage Threshold.
 
==Mauler==
Heavy-duty, combat exosuit, developed off of the existing Marauder model. It's a Syndie version of the Marauder.
 
==Gorilla==
BLITZKRIEG! A Germanic inspired exosuit equipped with an insanely powerful 88mm Cannon that one shots enemy mechas and a MG60 with 1000 rounds. This mecha is neigh indestructible to boot!<br>
It's a badmin mech. Hopefully this thing is '''NEVER SEEN''' in it's current state
 
==Hoverpod==
[[File:Hoverpod.png|64px]]<br>
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer's quest.
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:
*A passenger compartment
*A hydraulic clamp
*Thrusters for EVA use
*Internal Airtank
 
== Gopher ==
 
The Gopher is a mining mech created for micro crew members that has the same functions of the ripley in a smaller, faster package with the drawback of no cargo hold for holding things that arent ore
 
To make:
* Build all of the Gopher parts using the exosuit fabricator.
* Build a Miniature Drill and Mounted Ore Box
* Attach all of the parts to the Gopher chassis (Except the Scoop and Drill)
* [[Wrench]]
* [[Screwdriver]]
* 4 lengths of Cable
* [[Wirecutters]]
* Gopher central control module (Ordered from the [[Quartermaster]])
* [[Screwdriver]]
* Gopher Peripherals control module (Ordered from the [[Quartermaster]])
* [[Screwdriver]]
* 5 Sheets of Steel
* [[Wrench]]
* [[Weldingtool]]
* 5 Sheets of plasteel
* [[Wrench]]
* [[Weldingtool]]
* Add the Mounted Ore Box and Miniature Drill to the finished Gopher
;Equipment Slots
:'''1 Hull slot'''
:'''0 Weapon Slots'''
:'''2 Micro Utility slots'''
:'''0 Universal Slots''''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 100
:'''Deflect Chance''': 10%
:'''Damage Reductions''': 10% Brute
:'''Internal Damage Threshold''':35%
:'''Max Temperature''': 15,000 K
 
== Polecat ==
A small tracked exosuit designed for micro crewmembers. It's the slowest of the micro mechs but its well armored for it's size. Isn't it just adorable?
 
Instructions
*Create all of the Polecat parts using the exosuit fabricator.
*Assemble all of the Polecat parts to the chassis (Except the Armor plates)
*[[Wrench]]
*[[Screwdriver]]
*Add 4 Lengths of Cable
*[[Wirecutters]]
*Polecat Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Polecat Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Polecat Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*Add 5 sheets of Steel
*[[Wrench]]
*[[Weldingtool]]
*Add Polecat Armor Plates (Made in the exosuit fabricator)
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''1 Hull Slot'''
:'''3 Micro Weapon Slots'''
:'''0 Utility Slots'''
:'''0 Universal Slots'''
:'''1 Special slot'''
;Stats
:'''Max Health''': 150
:'''Deflect Chance''': 10%
:'''Damage Reductions''': 25% Brute, 20% Bullet, 30% Laser, 15% Energy,
:'''Internal Damage Threshold''':35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 15,000 K
 
== Weasel ==
An extremely speedy and lightly armored three wheeled combat exosuit designed for micro crewmembers.
 
Instructions
*Create all of the Weasel parts using the exosuit fabricator.
*Assemble all of the Weasel parts to the chassis
*[[Wrench]]
*[[Screwdriver]]
*Cable Coil
*[[Wirecutters]]
*Weasel Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Weasel Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Weasel Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*Add 5 Steel sheets
*[[Wrench]]
*[[Weldingtool]]
*Add 5 Plasteel sheets
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''1 Hull Slot'''
:'''2 Weapon Slots'''
:'''0 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 100
:'''Deflect Chance''': 5%
:'''Damage Reductions''': 10% Bullet, 20% Laser, 15% Energy
:'''Internal Damage Threshold''':20%
:'''Max Temperature''': 5,000 K
 
==Mech Equipment==
Various tools and weapons can be attached to mechs, providng them with ability to perform different tasks. Mech Equipment is built by Mech Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on mecha.
 
===Engineering/Mining Equipment===
;Drill
:The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.
:'''Takes up a Utility Slot'''
 
;Diamond Drill
:Essentially an upgraded drill. Isn't any stronger, but it is faster (all you need for mining really). Bug R&D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)
:'''Takes up a Utility Slot'''
 
;Surface Bore
:This drill is designed to dig straight down. It will uproot a large depth below it. Probably would work best combined with the Advanced Ore Detector
:'''Takes up a Utility Slot'''
 
;Miniature Drill
:The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Gopher exosuit is equipped with the Mounted Ore Box, all mined ore will be moved to Ore Box.
:'''Can only be attached to a Gopher'''
:'''Takes up a Micro Utility Slot'''
 
;Mounted Ore Box
:Lets you store and scoop mined ore.
:'''Can only be attached to a Gopher'''
:'''Takes up a Micro Utility Slot'''
 
;Mounted Ore Scanner
:An exosuit-mounted ore scanner.
:'''Can only be attached to a Ripley'''
:'''Takes up a Special Slot'''
 
;Hydraulic Clamp
:Gives it an ability to load objects into cargo compartment, or lets you crush people with it.
:'''Takes up a Utility Slot'''
 
;Cable Layer
:An exosuit mounted cable layer.
:'''Takes up a Utility Slot'''
 
;Extinguisher
:Exosuit mounted extinguisher. Can be refilled by clicking on a Water Tank.
:'''Takes up Utility Slot'''
 
;Mounted RCD
:An exosuit-mounted Rapid Construction Device.
:'''Takes up a Special Slot'''
 
;Ion Jetpack
:Using directed ion bursts and cunning solar wind reflection technique, this device enables controlled space flight.
:'''Takes up a Utility Slot'''
 
;Ripley Leg Actuator Overdrive
:System enhancements and overdrives to make a ripley's legs move faster. This gets a Ripley moving at the same speed as a Durand
:'''Can Only be Attached to a Ripley'''
:'''Takes up a Hull Slot'''
 
;Pneumatic Wrench
:An exosuit-mounted hydraulic wrench.
:'''Takes up a Utility slot'''
 
;Pneumatic Prybar
:An exosuit-mounted pneumatic prybar.
:'''Takes up a Utility Slot'''
 
;BNI Flare Launcher
:Like a Flare gun, but bigger.
:'''Takes up a Utility Slot'''
 
;PB-23 "Phobos" Phoron Bore
:A mecha mounted phoron bore that fires a concentrated bolt. It will travel through up to 6 rocks, breaking these rocks and stripping materials out of the walls as it goes.
:'''Takes up a Utility Slot'''
 
===Medical Equipment===
;Syringe Gun
:Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.
:'''Can only be attached to a Medical Mech'''
:'''Takes up a Utility Slot'''
 
;Mounted Sleeper
:An exosuit mounted sleeper that automatically puts individuals into stasis and beings healing damage.
:'''Can Only be attached to Medical Mechs'''
:'''Takes up a Utility Slot'''
 
;Crisis Drone
:A small shoulder-mounted dronebay containing a rapid response drone capable of moderately stabilizing a patient near the exosuit.
:'''Takes up a Hull Slot'''
 
;Hazmat Drone
:A small shoulder-mounted dronebay containing a rapid response drone capable of purging a patient near the exosuit of radiation damage.
:'''Takes up a Hull Slot'''
 
;BL-3 "Phoenix" directed restoration system
:The BL-3 'Phoenix' is a portable medical system used to treat external injuries from afar.(shoots a beam that heals)
:'''Takes up a Utility Slot'''
 
===Misc Equipment===
;Teleporter
:Exosuitmounted teleporter. Can teleport exosuit to any location in view.
:(Currently Impossible to get by normal means)
:'''Takes up Special Slot'''
 
;Gravitational Catapult
:Can be used to throw objects around (S mode) or move them away from target location (P mode).
:'''Takes Up Utility Slot'''
 
;Wormhole Generator
:As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.
:'''Takes up a Special Slot'''
 
;Passenger Compartment
:A mountable passenger compartment for exosuits. Rather cramped.
:'''Takes up a Hull Slot'''
 
;Sound Emission Device
:A perfectly normal bike-horn, for your exosuit. HONK
:(Currently only spawnable by admins)
:'''Takes up a Special Equipment Slot'''
 
===Power Generation===
;Energy Relay
:Wirelessly drains energy from any available power channel in area. The performance index is quite low.
:'''Takes up a Utility slot'''
 
;Phoron Generator
:Generates power using solid phoron as fuel. Pollutes the environment.
:'''Takes up a Utility Slot'''
 
;ExoNuclear Reactor
:Generates power using uranium. Pollutes the environment.
:'''Takes up a Utility Slot'''
 
==Combat Equipment==
 
===Laser/Energy===
;CH-PS "Immolator" Laser
:A laser carbine's firing system mounted on a high-powered exosuit weapon socket. Fires a Laser bolt, identical to the "Laser Rifle".
:'''Takes up a Weapon Slot'''
 
;WS-19 "Torch" Laser Carbine
:A mounted laser-carbine for light exosuits. Fires a Laser Rifle equivalent bolt.
:'''Takes up a Micro Weapon Slot'''
 
;Jury-Rigged Welder-Laser"
:While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.
:'''Takes up a Utility Slot'''
 
;CH-XS "Penetrator" laser
:A large, mounted variant of the anti-armor xray rifle. Fires an Armor Piercing Laser. Slightly weaker than the Immolator but ignores half of your enemy's defense!
:'''Takes up a Weapon slot'''
 
;Jury-Rigged X-Ray Rifle
:"A modified wormhole modulation array and meson-scanning control system allow this abomination to produce concentrated blasts of xrays. A weaker version of the Penetrator
:'''Takes up a Utility Slot'''
 
;CH-LC "Solaris" Laser Cannon
:Fires a Heavy Laser bolt, identical to the "laser cannon".
:'''Takes up a Weapon Slot'''
 
;PC-20 "Lance" Light Laser Cannon
:A mounted laser cannon for light exosuits. Fires a heavy laser bolt similar to the Laser Cannon
:'''Takes up a Micro Weapon Slot'''
 
;Jury-Rigged Emitter Cannon
:While not regulation, this mining tool can be used as an inefficient weapon on working exo-suits in desperate, or malicious, times. When fired into rock, it will partially mine it. A bolts will destroy a rock.
:'''Takes up a Utility Slot'''
 
;eZ-13 mk2 Heavy pulse rifle
:An experimental Anti-Everything weapon. Fires a heavy pulse laser.
:'''Takes up a Weapon Slot'''
 
;PBT "Pacifier" Mounted Taser
:Fires a taser bolt, identical to the security taser.
:'''Takes up a Weapon Slot'''
 
;TS-12 "Suppressor" Integrated Taser
:A mounted taser for light exosuits.
:'''Takes up a Micro Weapon Slot'''
 
;Jury-Rigged Static Rifle
:A vaguely functional taser analog, inside an extinguisher casing. (currently
:'''Takes up A utility slot'''
 
;NT-PE "Scorpio" Phase-Emitter
:A specialist energy weapon intended for use against hostile wildlife. Fires a Phase bolt similar to the phase rifle
:'''Takes up a Utility slot'''
 
===Ballistics===
;LBX AC 10 "Scattershot"
:A massive shotgun designed to fill a large area with pellets.
:'''Takes up a Weapon Slot'''
 
;Remington C-12 "Boomstick"
:A mounted combat shotgun with integrated ammo-lathe. This one is designed for Micro Exosuits.
:'''Takes up a Micro Weapon Slot'''
 
;Jury Rigged Shrapnel Cannon
:The remains of some unfortunate RCD now doomed to kill, rather than construct.
:'''Takes up a Utility slot'''
 
;Ultra AC 2
:A superior version of the standard Solgov Autocannon MK2 design. Fires a 10mm equivalent round in bursts of three.
:'''Takes up a Weapon Slot'''
 
;Jury Rigged Machinegun
:The cross between a jackhammer and a whole lot of zipguns. Fires a 9mm equivalent round in bursts of three.
:'''Takes up a Utility Slot'''
 
===Anti-mech===
;mkIV Ion Heavy Cannon
:An upscaled variant of anti-mechanical weaponry constructed by NT, such as the EW Halicon. Fires a Ion bolt, identical to the "Ion rifle".
:'''Takes up a Weapon Slot'''
 
;Jury-Rigged Ion Cannon
:A tesla coil modified to amplify an ionic wave, and use it as a projectile. Fires a weaker Ion bolt similar to the ion pistol.
:'''Takes up a Utility Slot
 
===Fire===
;CR-3 Mark 8
:An imposing device, this weapon hurls balls of fire.
:'''Takes up a Weapon Slot'''
 
;AA-CR-1 Mark 4
:An imposing device, this weapon hurls balls of fire. This one seems to have been jury rigged.
:'''Takes up a Utility Slot'''
 
===Explosives===
;SRM-8 Missile Rack
:A missile battery that holds eight missiles.
:'''Takes up a Weapon Slot'''
 
;Jury-Rigged Rocket Pod
:A series of pipes, tubes, and cables that resembles a rocket pod. (Currently only spawnable by admins)
:'''Takes up a Utility Slot'''
 
*'''WARNING GRENADE WEAPONS ARE UNABLE TO BE REARMED CURRENTLY'''
;SGL-6 Grenade Launcher
:A grenade launcher produced for SWAT use; fires flashbangs.
:'''Takes up a Weapon slot'''
 
;FP-20 mounted grenade launcher
:A mounted grenade launcher for smaller mechs. Fires a Micro Flashbang.
:'''Takes up a Micro Weapon Slot'''
 
;Jury-Rigged Pneumatic Flash launcher
:A grenade launcher constructed out of estranged blueprints; fires flashbangs.
:'''Takes up a Utility Slot'''
 
;SOP-6 grenade launcher
:A grenade launcher produced for use by government uprising subjugation forces, or that's what you might guess; fires matryoshka flashbangs. (Insane Cluster flashbangs)
:'''Takes up a Weapon Slot'''
 
;SGL-9 grenade launcher
:A military-grade grenade launcher that fires disorienting concussion grenades.
:'''Takes up a Weapon Slot'''
 
;HEP-I 5 grenade launcher
:A military-grade grenade launcher that fires anti-personnel fragmentation grenades.
:'''Takes up a Weapon Slot'''
 
;HEP-MI 6 grenade launcher
:A military-grade grenade launcher that fires miniaturized anti-personnel fragmentation grenades.
:'''Takes up a Weapon Slot'''
*'''WARNING GRENADE WEAPONS ARE CURRENTLY UNABLE TO BE REARMED'''
 
;HEP RC 4 "Skyfall"
:A Hephaestus exosuit-mounted mortar for use on planetary-or-similar bodies. (Currently only spawnable by admins)
:'''Takes up a Weapon slot'''
 
===Defensive Equipment===
;Armor Booster Module (Close Combat Weaponry)
:Boosts exosuit armor against armed melee attacks. Requires energy to operate.
:'''Takes up a Hull Slot'''
 
;Armor Booster Module (Ranged Weaponry)
:Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
:'''Takes up a Hull Slot'''
 
;Exosuit Electrifier
:A device to electrify the external portions of a mecha in order to increase its defensive capabilities.
:'''Takes up a Hull Slot'''
 
;Repair Droid
:Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
:'''Takes up a Utility Slot'''
 
;Linear Combat Shield
:A shield generator that forms a rectangular, unidirectionally projectile-blocking wall in front of the exosuit.
:'''Takes up a Hull Slot'''
 
== Mech Maintenance==
=== General Repair ===
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head.
** ''Note: Be sure to remember this step or you could go blind!''
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it's in your hand to light it, then click on the Mech repeatedly to repair it.
 
=== Replacing Batteries ===
*Make sure the ID upload panel is closed.
*Hit the mech with your ID card or PDA with one inside.
*[[Wrench]]
*[[Crowbar]]
*[[Screwdriver]]
*Replace cell.
*[[Screwdriver]]
*[[Crowbar]]
*[[Wrench]]
*ID
 
''Note:'' The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000).
 
=== Internal Fire ===
If the Exosuit has an internal fire, The temperature of the internal air tank will quickly rise to deadly temperatures. The internal fire will eventually go out as long as Life Support systems are still functioning. Return to an air port to cycle the internal tank.
 
=== Coordination System Calibration Failure===
This causes the mech to move in mostly random directions to fix:
*Use View Stats Verb
*Click '''Recalibrate'''
*wait
 
=== Gas Tank Breach===
This causes the internal air tank to very rapidly lose pressure. To fix:
*[[File:Welderon.gif]] Weld
 
=== Removal of jammed user ===
If the driver of a mecha is unconscious in his mech; you are able to remove him/her by following a series of steps.
* Make sure maintenance protocols are enabled.
* [[Wrench]]
* [[Crowbar]]
* [[Multitool]]
 
=== Short Circuit Repair ===
If the Exosuit has a short circuit it will continuously spark and the '''max charge''' of the current battery will be lowered with every spark. Fix it by:
*Hit with ID
*Initiate Maintenance Protocols
*[[Wrench]]
*[[Crowbar]]
*[[Cable Coil]]
 
=== Life Support Malfunction===
This prevents the mech from keeping a stable cabin temperature, meaning if you were in a super heated environment you would quickly get a toasted pilot if they weren't wearing protective gear. To fix:
*Hit with ID
*Initiate Maintenance Protocols
*[[Wrench]]
*[[Crowbar]]
*[[Screwdriver]]
 
== Mech Salvage ==
When a mech is destroyed, there is still a chance to pull the equipment or materials off of the mech.
*Hitting the Mech with a lit welder will pull off metal or mecha parts
*Hitting the Mech with a wire cutter will give a whole spool of wire
*Hitting the Mech with a crowbar will attempt to pull off any equipment on the mech.


                  [[Category:Guides]]  
[[Category:Guides]]
{{Gameplay guides}}
[[Category:Research Locations]]

Revision as of 06:17, 18 November 2020

This article or section is from the VOREstation wiki.

This article or section is directly taken from the VOREstation wiki, and should not be fully relied on for CHOMPstation. You can help by updating it.


Xenobiologists are in charge of the creation, care, and eventual culling and harvesting of 'Slimes', which are extremely dangerous to handle without the right equipment.

Familiarize Yourself

Generally speaking, you and your slimes will be at a remote facility, far from the main station, referred to as Xenobiology. It has many cells to place your slimes inside of, where they cannot get out without some serious effort. Each cell has a disposals chute, used to safely give food to the slimes inside the cell without endangering yourself, as well as a button to lock down that specific cell, in case the glass breaks or you have something even more dangerous than a slime inside. Elsewhere, you should have a Processor machine, which is used to harvest dead slimes and recycle food.

Get equipped

You'll need these items to do your job.

  • A fire extinguisher, to efficiently kill slimes. Some slimes might also light you on fire. For best use, move the slime into a corner so all the water hits them.
  • A syringe, used to inject various fluids (generally Phoron, blood, or water) into Extracts, which you obtain from processing dead Slimes.
  • A slimebaton, which functions similarly to a stunbaton, however it is only effectively against Slimes (and Prometheans). One hit will stun the slime for a few seconds, and will discipline it. A slime baton can be used to build a slime securitron, which is very useful if you're the only Xenobiologist but there is a friendly Roboticist onboard. More slimebations can be made in Research and Development.
  • A Slime Taser, which like the above, functions similarly to a normal energy weapon, however it is only effective against slimy things like Slimes and Prometheans. The stun duration is smaller than the Baton, however it can be used at range, and across window panes. Like the baton, more can be made in Research and Development.
  • Galoshes, which prevent you from slipping on wet surfaces. The fire extinguisher makes the floor wet, and not wearing these can be extremely dangerous if you slip while a slime is trying to eat you.
  • Welder and welding helmet. Useful for minor self repairs that will be inevitable, if you or your co-worker is a Full Body Prosthetic or Bound Synthetic. Also useful for mending the cracks on the cell windows, as slimes tend to smash them if they see food on the other side of the window.

Optional but highly useful things to acquire to make your job easier.

  • A slime securitron, from Robotics, which is optimized to fight slimes and other minor xeno-lifeforms.
  • A medibot, also from Robotics, to heal you from minor harm the slimes may do to you, as the closest medical bay might be far away or even off-world.
  • A temperature gun, from RnD. It can kill slimes at a range when set to the 'cold' setting, and can replace the fire extinguisher.

Basics of Slime Care

When you start your shift, you should have two grey colored slimes in different cells. They will most likely try to escape their cell to eat you or your co-worker, so feel free to use the xeno taser to stop them. One of these cells should be dedicated to growing grey slimes, so you will have a renewable source of monkey cubes. If you run out of monkey cubes, you will need to get more from Cargo, which could take awhile.

When your 'grey' cell slime reproduces, you should always ensure that one grey slime is always alive inside, and kill or separate the rest into different cells. It is a good idea to keep one grey extract in reserve in case all of your greys are lost, for whatever reason, as injecting a grey extract will create a new grey slime.

Cells should never have more than one color of slime inside, as they tend to fight each other and it can be difficult to tase them due to other slimes being in the way.

Some colors are more useful than others, for instance;

  • Dark Purple, obtained from going (Grey > Purple > Dark Purple) or (Grey > Orange > Dark Purple), allows for a renewable source of phoron. You start with two sheets, which gives 40u of liquid phoron when ground up, or 8 injections. Generally, the more useful reactions from extracts require phoron, so Dark Purple is a good goal to work towards early.
  • Blue, which is just one step from Grey, will give you two useful things. Slime stability agents reduce the odds of mutation when a slime reproduces, which you should give to your dedicated Grey slime until the chance goes to 0%, to increase the average yield of monkey cubes as well as to prevent the rare but possible situation of all four new slimes not being Grey anymore. Blue slimes also give you Frost Oil, which isn't terribly useful on its own but can be very useful when paired with a Metal Slime, for reasons explained below.
  • Metal, which like Blue, is one step from Grey. Metal slime extracts allow for most types of metal material to become renewable, which includes steel, plasteel, gold, silver, uranium, and platinum. One extract creates 20u metamorphic liquid metal, which will turn into a different type of liquid metal (e.g. liquid gold, liquid silver, etc) when it touches them in a reagent container, like a beaker. Liquid metals are not very useful on their own, but can be made into a solid sheet of material by adding 5u Frost Oil to the reagent container. The Frost Oil is consumed when this is done, and 20u of liquid metal makes one sheet. Frost Oil is obtained from Blue slimes.
  • Purple, which is like Blue and Metal, one step away from Grey. The extract can make a Slime Steroid Agent, which when applied to a living slime, will increase how many extracts it will make when put in the processor.
  • Cerulean, which is obtained from (Grey > Blue > Dark Blue > Cerulean) or (Grey > Purple > Dark Blue > Cerulean), will create Extract Enhancement Agent, which adds more uses to an extract. This is extremely useful, as less slimes need to be breed to produce a given number of things.
  • Red, which is obtained from (Grey > Orange > Red), will make a Slime Mutation Agent, which increases the odds of mutation when slimes split. Useful for if you're targeting a specific color, as higher odds for mutation mean less generations are needed to get there.
  • Yellow, obtained from (Grey > Orange > Yellow) or (Grey > Metal > Yellow), can create self recharging 10k power cells, which are very useful for Bound Synthetics, Hardsuits, Defibs, certain APCs, and potentally anything that uses power cells.
  • Pink, obtained from (Grey > Blue > Pink), can be used as a source of healing, both while alive, as well as when using their extracts. The extracts can produce three different kinds of advanced medications, which Medical might want. The medications can fix organs, fix bleeding, or fix bones, depending on what is injected into the extract.
  • Light Pink, which is one step from Pink (Grey > Blue > Pink > Light Pink), can be used to make a specific slime be friendly and harmless forever, which might be useful to use on a Pink slime, so you can replace a medibot.
  • Sapphire, obtained from (Grey > Metal > Gold > Sapphire), is how you get Prometheans. The extract gives you a slime cube, which creates a Promethean if it can find another player who wishes to play as one.

Slime Protection

Slimes can kill you in many ways, dependent mostly on their color. Wearing the correct armor when handling a specific color can make survival much easier. Xenobiology has been provided with a large range of specialized clothing to wear, when the need arises.

  • Bio Suits, which prevent damage from slimes trying to eat you. Note that slimes will wise up to this and instead try to glomp you to death instead. A bio suit will also stop slimes from spreading certain chemical-based attacks onto you.
  • Fire Suits, as the orange slime can ignite you, and the dark purple slime can release Phoron gas if killed improperly.
  • Bomb suits, as the oil slime explodes if killed improperly (hit with fire).
  • Radiation suits, as the green slime is radioactive. It is also thick enough to protect from slime chemical attacks.

Slime Life-cycle

Here is a chart of all the slime reproductive color cycle.

Slimes start their life as a small baby. Don't be fooled, it is still very dangerous and capable of killing anyone careless. Slimes require food, or else they will die. Starving slimes have been known to turn on their captors.

When fed enough, baby slimes will grow into an 'adult' form, which makes them tougher. When the slime eats enough as an adult, it will reproduce, by splitting into four new slimes. There is a small chance that one or more of the new slimes may mutate into a different color. If this happens, the mutated slime should be isolated from its siblings, as they will fight each other to the death if they are separate colors. A slime taser is useful for this, as it can shoot through the glass of the cell.

Slime Psychology

Discipline

Slimes can be subjugated by force by various means, with the easiest way being the slimebation. The slime will give a sad face, however it won't harm humanoids for a little while. If it was trying to kill something, it will stop doing so.

Successfully removing a slime from someone it's eating will also discipline it.

Beating the slime with a heavy object repeatively will sometimes discipline it, however this is not guaranteed.

Obedience

Giving 'justified' disciplining to a slime will cause it to become more obedient, making future disciplining last longer. Sufficient amounts of obedience can make discipline last forever. Note that slimes in that state are still dangerous, as they will still defend themselves against attackers.

An act of discipline is 'justified' when it is done while the slime is trying to harm or eat someone, otherwise it is 'unjustified'.

A slime securitron will automatically engage 'guilty' slimes, but leave innocent ones alone.

Resentment

Giving 'unjustified' disciplining to a slime will cause the slime to hold resentment towards their captors. If pushed too far, the slime will enrage, and try to kill everything it can see, so try to not be like Security.

Sometimes it is possible to calm down a raging slime with enough disciplining, however it is generally easier and safer to just kill it with a slimebation and fire extinguisher.

A slime securitron engage an enraged slime in a fight to the death, not stopping until the slime dies, or the securitron is destroyed.

Speech

Slimes appear to be capable of slow, simple speech, and will respond to various topics and requests that it hears.

If a slime likes you enough or is sufficiently obedient, it can be given certain commands, such as to follow you, to stop attacking/eating/following things, or to attack a specific target. You'll need to say the slime's 'name', or say 'slimes' to give the command to all the slimes that can hear you.

You can also say hi to them, and they will respond.

Tactics

All slimes have various means to harm things. The most common attack is a 'glomp' which will hurt whatever it hits, and will hurt more if the slime is a big one. Some slime colors will cause a substance to enter your bloodstream if it successfully hits you. Sufficiently thick clothing should stop that from happening.

A more dangerous 'attack' is that the slime may decide to attach themselves onto their victim, which is how slimes eat things. This causes severe cellular damage to the victim, and will require advanced medical treatment to fix, so you are advised to remove the slime from yourself or your co-worker ASAP if it latches on. A slime securitron will rush to you if this happens to you. Slimes won't try to eat inorganic entities, instead glomping them.

Slimes can also incapacitate its target in two ways. First, it can try to knock down its target by shoving them down, which stuns for a brief moment, however it is not guaranteed to work. Second, it can use stored up electricity to shock a target to stun them for a longer period of time. After downing a target, a slime generally will try to eat it if it's organic, or continue glomping it to death if not.

Friend or Foe

Slimes will never willingly harm another slime of the same color, or a Promethean. When under the effects of discipline, a slime will not try to fight or eat humanoids or robotic entities, but will still eat monkeys.

A slime pacified with a slime docility agent will never harm anyone and is incapable of doing any harm. Pacified slimes will also never enrage, even with a red slime extract.

An enraged slime will ignore the effects of discipline.

Slimes Biology

Slimes come in many colors, and most of them have unique properties. Their extracts will do different things depending on the color, as well. Slimes will attack slimes of a different color, so separating them with different cells is required.

When slimes reproduce, there is a chance that one or more of the offspring will mutate into a different color. The chance is usually at around 25%, however this can be increased or deceased by giving the slime a mutation agent or stability agent, which can be obtained from a red extract and blue extract, respectively.

Each color, except for the grey slime, will have a specific trait unique to that color, and may warrant additional preparation before handling. A list of slime colors is provided below.

Special:

Rainbow Slime

Tier: N/A
Threat Level: Medium
Special Abilities: Never harms or is harmed by another slime due to seperate color
Recommended Preparations: N/A
The rainbow slime is very rare color that other slimes consider to be their color, and so they won't attack it.

Extract creates a slime unity agent, which grants the 'other slimes see this slime as their own color' ability to other slimes, and carries across generations.

Tier 0

Grey Slime

Tier: 0
Threat Level: Medium
Special Abilities: N/A
Recommended Preperations: N/A
Grey slimes are the first slimes you will have, as you start with two. It's generally recommended to always have a cell with grey slimes, as their extracts create monkey cubes, which you will need a lot of.

Extract creates a fresh grey slime when injected with phoron, which is useful as a backup in case all your specimens die or all your greys mutated.

Extract creates monkey cubes when injected with blood.

Tier 1

Orange Slime

Tier: 1
Threat Level: Medium
Special Abilities: Increases flammability of targets per hit, chance to ignite per hit
Recommended Preparations: Wear a firesuit
Orange slimes can light you on fire if you're careless, however generally this is not a big deal as you have a fire extinguisher (you did bring one right?). If you want to be extra safe, wear a fire suit.

Note that if an orange slime can trigger the dark purple or oil slime's effect.

Extract will create smoke when injected with water.

Extract will create a phoron fire if injected with phoron.

Purple Slime

Tier: 1
Threat Level: Medium
Special Abilities: Injects toxins per hit
Recommended Preparations: Wear a biosuit
Purple slimes inject a weak but long lasting toxin into their victim with each attack. A thick armor such as a biosuit or spacesuit will stop this from affecting you.

Extract will create a slime steroid agent when injected with phoron, which is a potent chemical mix that causes a slime to produce an additional extract when processed. It needs to be alive for the steroid to be applied.

Blue Slime

Tier: 1
Threat Level: Medium
Special Abilities: Injects cryo-toxin
Recommended Preparations: Wear a biosuit
Blue slimes chill their enemies with cryo-toxin, so a biosuit will keep that away from you. Don't wear a winter coat, it isn't thick enough to stop the injection and it will actually make it take longer to warm up, potentially making the cryo-toxin lethal.

Extract will create a slime stability agent when injected with blood, which reduces the odds of mutations by 15%, and carries through across generations. Useful for your grey slimes so they stay grey forever.

Extract will create frost oil when injected with phoron, which can solidify certain liquid metals like liquid iron, gold, silver, etc. Five units frost oil and twenty units of a metallic liquid will make one bar of solid metal, consuming the frost oil in the process. Some foods also call for frost oil in their recipe.

Metal Slime

Tier: 1
Threat Level: Medium
Special Abilities: More durable, resistant to weak weapons
Recommended Preparations: N/A
Metal slimes are harder to kill by virtue of being able to take more punishment before dying. They are one of the few slimes able to survive a dark blue extract cold snap. They otherwise aren't much more dangerous than a regular grey slime.

Extract creates 20 units of a metamorphic liquid when injected with phoron, which when combined with other metallic liquids (such as liquid iron, gold, silver, uranium, phoron, etc), will turn into the liquid it touches. This makes metallic liquid renewable, and metallic liquid can be converted to more useful solid metal with frost oil.

Extract creates 20 units of binding liquid, which is used to create 'alloys', without the intense heat. This is used to create liquid steel and liquid plasteel.

Tier 2

Yellow Slime

Tier: 2
Threat Level: High
Special Abilities: Shoots lightning, charges electricity faster
Recommended Preparations: Out-range slime with slime taser, wear insulation if possible
Yellow slimes are one of the few slimes to possess a ranged attack. Be warned, the lightning can go through the glass of its cell, so the blast doors may be required. The lightning technically has a very high range, but slimes will only fire it if they are between two to three meters from their target. Yellow slimes don't fire lightning when in melee range (their glomps actually hurt more, however).

Extract will create an object that can be used as a large powercell, with a capacity of 10k. Unlike regular power cells, these will unconditionally self recharge at a slow rate. Useful for APCs, Defibs, and Synthetics. It cannot be used as a substitute for device or weapon cells.

Extract will create an EMP when injected with blood, as strong as a regular EMP grenade. The user is not immune to the EMP blast, so be careful.

Extract will create an object which glows with yellow bio-luminescence when injected with water.

Dark Purple Slime

Tier: 2
Threat Level: High
Special Abilities: Injects phoron per attack, creates phoron fire if killed with fire
Recommended Preparations: Wear a biosuit
Dark Purple slimes inject phoron into its target, which is extremely toxic, so a biosuit is required.

Extract will create liquid phoron when injected with water.

Dark Blue Slime

Tier: 2
Threat Level: High
Special Abilities: Lowers temperature of nearby entities, resistant to cold temperatures
Recommended Preparations: Wear a winter coat
Dark Blue slimes passively lower the temperature of entities near it. It doesn't actually lower the room temperature, however. Note that other slimes can be harmed by the 'cold aura'. Dark Blue slimes are also unharmed by cold temperatures, however water will still kill them.

Extract will create a 'cold snap' when injected with phoron, after a delay, which rapidly lowers the temperature of nearby entities, and lowers the temperature of the surrounding atmosphere. It is generally capable of instantly killing most types of slimes, except for the Metal and other Dark Blue slimes, therefore it is ideal for containing a slime outbreak. It is recommended to wear cold protection, like a winter coat, when using the cold snap.

Silver Slime

Tier: 2
Threat Level: Medium-High
Special Abilities: Reflects beams and energy projectiles
Recommended Preparations: Use slimebation instead of xeno taser
Silver slimes will always deflect most energy-based weapons. This includes the slime taser. This can cause you to accidentally discipline the wrong slime, posing an enrage risk if the slime you hit didn't deserve to be tased. The slimebation still works on them.

Extract creates 5u of liquid silver when injected with phoron.

Red Slime

Tier: 2
Threat Level: Medium-High
Special Abilities: Moves faster, enrages if disciplined
Recommended Preparations: Don't discipline if possible, otherwise isolate it from everything else
Red slimes are extremely aggressive, and will never submit to your attempts to civilize them. They also move faster than other slimes.

Extract creates a bottle of slime mutation agent when injected with phoron, which makes a slime 12% more likely to mutate, and carries across generations. It's the opposite of the stability agent.

Extract causes all slimes that can see the user, and are not pacified, to become enraged, when injected with blood.

Green Slime

Tier: 2
Threat Level: Medium
Special Abilities: Radioactive, injects radium per hit
Recommended Preparations: Wear a radiation suit
Green slimes will irradiate nearby entities and cause their cell to become radioactive for awhile. This can be bad or can be put to use with creative means.

The extract creates 5u of liquid uranium when injected with phoron.

Pink Slime

Tier: 2
Threat Level: Medium
Special Abilities: Heals living entities nearby
Recommended Preparations: N/A
Pink slimes heal other entities near it. Things being healed will sparkle pink for a few seconds. It won't apply the heal to things the slime is trying to kill, so you will likely need to discipline or pacify the slime before you can use it as a source of healing.

Extract will create 'Agent A', a clotting liquid which will heal bleeding, internal and external, when injected with blood.

Extract will create 'Agent B', a bone fixing liquid, when injected with phoron.

Extract will create 'Agent C', an organ fixing liquid, when injected with water.

Gold Slime

Tier: 2
Threat Level: Medium
Special Abilities: Immune to stuns
Recommended Preparations: N/A
The gold slime absorbs energy, and trying to stun it will actually charge it. Despite this, your slime tools will still discipline it, so this is only an issue if it enrages.

Extract creates 5u liquid gold when injected with phoron.

Tier: 3

Bluespace Slime

Tier: 3
Threat Level: High
Special Abilities: Teleports to target
Recommended Preparations: Seal slime behind blast doors
The Bluespace slime can teleport out of its cell, which makes containing it difficult. The best method is to stun it with the slimebaton, then close the blast doors very fast. Running away from a Bluespace slime without the ability to stun it is generally futile.

Extract will create five 'lesser' slimy crystals when injected with water, which can teleport yourself or someone else randomly once, by crushing it in hand or throwing it at someone. The teleport will never place you in space or on an asteroid.

Extract will create one 'greater' slimy crystal when injected with phoron, which allows for a controlled teleport to a specific location.

Ruby Slime

Tier: 3
Threat Level: Very High
Special Abilities: Unnatural physical strength
Recommended Preparations: Kite and use slime taser, or ask security for riot armor
The Ruby slime is very strong physically, and has the potential to crit a human in three hits. The slime has an outgoing damage multipler, reduced incoming damage, higher base health, and is stunned for less time. This ability can be yours, at least temporarily, with its extract.

Extract will grant a 'buff' to nearby entities when injected with phoron, giving the entity similar boons to the Ruby slime, for ten minutes. The entity will have red sparkles while it lasts.

Cerulean Slime

Tier: 3
Threat Level: Medium
Special Abilities: Higher base stations than average
Recommended Preparations: N/A
The Cerulean slime is a 'jack of all trades, master of none' color, so it isn't much more threatening than a regular grey slime.

Extract creates a slime extract enhancer agent when injected with phoron, which adds more 'charges' to a specific extract. It's a good idea to use this agent on your second Cerulean extract, so you get a large amount of enhancer agents.

Amber Slime

Tier: 3
Threat Level: High
Special Abilities: Feeds other slimes passively
Recommended Preparations: Separate from other slimes to prevent runaway slime reproduction
The Amber slime feeds other slimes (it cannot feed itself, fortunately) through some unknown process, and can cause them to reproduce without being fed monkeys. This can be exploited if one is careful.

Extract creates a slime feeding agent when injected with phoron, which when applied to a specific slime, will instantly cause the slime to evolve and reproduce.

Extract creates a gooy clump of slime that is edible for humans when injected with water. It is very filling and sweet.

Oil Slime

Tier: 3
Threat Level: High
Special Abilities: Explodes if hit with fire or another explosion
Recommended Preparations: Wear a bombsuit
Oil slimes are essentially walking welding tanks. Don't try to kill one with a welder, laser, or anything that causes burns, as it will make it explode.

If an oil slime gets enraged, it will do a suicide charge at someone and blow themselves up. This is extremely lethal if it attaches to you before exploding.

Extract creates an explosion if injected with phoron. If the extract is enhanced, the explosion is more powerful, but still only has one use.

Emerald Slime

Tier: 3
Threat Level: High
Special Abilities: Makes entities nearby go very fast for a few moments
Recommended Preparations: N/A
The Emerald slime goes very fast, faster than the red slimes, and can make other slimes go just as fast. It can also make you go fast, if it's not trying to eat you. This can be exploited by an enterprising Xenobiologist looking to cut down on travel time.

Extract will 'buff' entities near the extract for ten minutes, allowing them to move slightly faster. Projectiles will hit them less often, as well. The entity will have green sparkles for the duration.

Light Pink Slime

Tier: 3
Threat Level: Low
Special Abilities: Will never attack humanoids or most synthetics
Recommended Preparations: N/A
The light pink slime is essentially permanently disciplined. It will still eat monkeys, but nothing else.

Extract creates a slime pacification agent when injected with water, which makes the slime be just as safe to handle as Ian. It might also work on other things than just slimes…

Extract creates a slime friendship agent when injected with phoron, which makes the slime be your ally forever. It also might work on other things.

Sapphire Slime

Tier: 3
Threat Level: Extremely High
Special Abilities: More robust combat tactics
Recommended Preparations: Outrange and outnumber, get a slime securitron
Sapphire slimes are one of the most dangerous slimes, as they are more intelligent than the others and will use more effective fighting tactics, generally stunning much more often.

If two sapphire slimes are fighting you, one will keep you stunned while the other eats or glomps you to death, so bring a buddy or a slime securitron.

Extract creates a slime cube, which is used to create a new Promethean. Use it in hand and wait for a ghost to accept the prompt, and then a new slime person will appear!