Guide to Chemistry and Guide to Robotics: Difference between pages

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For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Mechs.


= Chemicals =
=Cyborgs=
You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, and so much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be sure to be careful though, mixing the wrong chemicals can be bad for your health and please make sure you know what a chemical does before you use it. Experiment at your own risk.
'''See also [[Guide to Paperwork#Robotics|Cyborgification Contracts]].'''
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!


= Machines =
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.


== Dispensers ==
==Making a Cyborg==
[[File:chemical-dispenser.png|left|70px]]
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.
Dispensers are located in multiple areas aboard the NLS Southern Cross. There are three in the chemistry laboratory and one in xenoflora research. The dispenser in xenroflora, and two dispensers in the chemistry lab are chemical dispensers (see Table 1). There is a dispenser in the chemistry lab that is a bioproduct dispenser (see Table 2).
# 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.


{| class="wikitable" width="300px" style="text-align:center; background-color:#FFFFFF;" border="1" cellspacing="0"
===Extract a brain for the Cyborg===
|+ style="caption-side:top; color:#000000;"|''Chemical Dispenser''
'''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.
! style="background-color:#B452CD;" width="100px" |Row 1
! style="background-color:#B452CD;" width="100px" |Row 2
|-
|'''Alumnium'''||'''Calcium'''
|-
|'''Carbon'''||'''Chlorine'''
|-
|'''Copper'''||'''Ethanol'''
|-
|'''Fluorine'''||'''Hydrogen'''
|-
|'''Iron'''||'''Lithium'''
|-
|'''Mercury'''||'''Nitrogen'''
|-
|'''Oxygen'''||'''Phosphorus'''
|-
|'''Potassium'''||'''Radium'''
|-
|'''Silicon'''||'''Sodium'''
|-
|'''Sugar'''||'''Sulfur'''
|-
|'''Sulphuric Acid'''||'''Tungsten'''
|-
|colspan="2"|'''Water'''
|}


{| class="wikitable" width="300px" style="text-align:center; background-color:#FFFFFF;" border="1" cellspacing="0"
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].
|+ style="caption-side:top; color:#000000;"|''Bioproduct Dispenser''
# 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.
! style="background-color:#B452CD;" width="100px" |Row 1
# Use the [[File:Hemostat.png]] '''hemostat''' to stop any potential bleeding.
! style="background-color:#B452CD;" width="100px" |Row 2
# Use your [[File:Retractor.png]] '''retractors''' to lift up the skin.
|-
#  Use the [[File:Saw.png]] '''saw''' to cut through the bones.
|'''Animal Protein'''||'''Milk'''
# 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.
|colspan="2"|'''Nutriment'''
#  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.
== Refrigerated Medicine Storage ==
# 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.
[[File:Smartfridge.png]]


The Refrigerated Medicine Storage unit can hold ample amounts of pharmaceuticals, storing bottles, beakers, pill bottles, and the like. The interface allows withdrawing medicine in 1, 5, and custom amounts.
You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.


== ChemMaster 3000 ==
===So You Decapitated Your Patient===
[[File:Chemmixer.png]]
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.


One of the primary tools for making chemicals and processing them. Allows for creating bottles, pills, and patches of chemical inputs via beakers and other containers. The device can also remove reagents from the container.
== Cyborg Maintenance ==
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.


== Chem Analyser ==
=== Repair ===
[[File:Chemanalyzer.gif]]
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.


The chemical analyzer can take a container with reagents and outputs information about them, such as potential uses for pharmaceuticals.
Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
# [[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.


== All-in-One Grinder ==
=== Cyborg Component Repair ===
[[File:Grinder.png]]
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.
# [[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.


The grinder can take objects that contain reagents and grinds them down into a liquid. This can be done to all kinds of items ranging from animal meats to pills.
=== Upgrading the Power Cell ===
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.


== Distillers ==
=== Resetting Modules ===
[[File:Distiller.png]]
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.


Distillers are for making advanced medications. Both distillers require temperature to achieve reactions. The basic distiller has a built in temperature regulator that makes most reactions viable. The industrial distiller requires a gas pump setup along with your choice of heaters, coolers, or both, depending on how hot or cold you need to get your reagents to produce a reaction.
=== Cyborg Upgrades ===
There are several cyborg upgrade modules that can be printed from the prosthetics fabricator in Robotics, assuming sufficient research has been done beforehand.
To apply an upgrade, open the cyborgs access panel and insert the upgrade inside it.


There is an input side and an output side along with an internal buffer. Reagents will transfer into the buffer first when powered on and then as it mixes slowly into the output side's container.
*'''Emergency Restart Module'''
  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.


= Equipment =
*'''Reclassification Board'''
  When applied, changes the cyborgs name to one chosen by the user. The name is modified by activating the upgrade module inhand.


== Mass Spectrometer ==
*'''Module Reset Board'''
  Removes the cyborgs current module, allowing it to reselect a new one.


[[File:Advanced spectrometer.png]]
*'''VTEC Module'''
  Kicks in a cyborgs VTEC systems, allowing them to move faster.


The mass spectrometer is used to determine chemicals found in blood samples. The advanced version also included how much of the chemical was in the blood sample when it was taken.
*'''Rapid Taser Cooling Module'''
  Increases the recharge rate of a security module cyborg's taser. Two can be applied before further ones will have no effect.


== Dropper ==
*'''Mining Robot Jetpack'''
[[File:Dropper.png]]
  Despite the name, can be applied to any type of cyborg. Gives the cyborg a CO2-filled jetpack.


The dropper can accept reagents in 1-to-5-unit increments, selectable by the option in its right-click menu.
*'''Advanced Health Analyzer Module'''
  Gives the cyborg an advanced health analyzer. While it can be applied to any cyborg, it is of limited use to non-medical modules.


== Beakers ==
*'''Scrambled Equipment Module'''
[[File:CryoBeaker.gif||Cryostatis Beaker]] [[File:BSBeaker.gif|Bluespace Beaker]] [[File:Beaker large.png||Large Beaker]] [[File:Beaker.png|Beaker]]
  Unlocks a cyborg module's hidden equipment, which is normally activated with an emag. These are universally either lethal or disabling weaponry.


Beakers are the primary storage container for reagents when mixing and creating new medicines. The normal beaker can hold 60u of reagents, the large can hold 120u, and the bluespace beaker can hold 300u.
*'''Language Module'''
  Allows a cyborg to speak nearly any language, instead of only understanding them. Clerical and Service module cyborgs have this function by default.


The cryostasis beaker holds 60u of reagents and has the unique quality of preventing reagents from mixing inside of it.
=== Modifications ===


== Vials ==
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.
[[File:Vial.png|Vial]]


Vials hold 30u of reagents. They are needed when doing virology to isolate antibodies. In addition they can be loaded into the Advanced Hypospray.
There are three lights in the cyborg with three corresponding wires:


== Pill Bottles ==
* '''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.
[[File:Pill canister.png||Pill Bottle]]
**''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.


Pill bottles can hold 14 tiny items, specifically pills or patches.
*'''AI Link''': If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
**''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.


== Outerwear ==
*'''Module Lock''': If this light is on, the module of the cyborg cannot be changed.
=== Science Goggles ===
**''Pulsing'' this will reset the module of a cyborg and allow it to pick a new one.
=== Labcoats ===
**''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.
=== Satchels and Bags ===
**''Mending'' this wire will allow the cyborg to change modules.
* Chemistry Bag
* Chemist Satchel
* Chemist Backpack


= Formulas =
An emagged cyborg will have no LawSync or AI link and cannot be reset.


These are some sample formulas for you chemists out there, ask about in game to learn more! Experimentation can be dangerous, or rewarding.
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.


The vast majority of chemicals you will be called on to make. Typically, a small amount of each should be kept on hand. Assuming the medical team is not incompetent, they should be able to keep everyone alive and quite healthy with your assistance. Formulas are formatted to show both the formula to create the reaction and a practical formula that could be easier to use for chemical production.
= Synthmorphs =
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.


== Quick Reference ==
== Creating a Synthmorph ==
Formula with catalysts will return the catalyst in the end product. (eg. 5 parts Phoron (Catalyst) will leave 5 parts of Phoron after the reaction completes)
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:
{| class="wikitable"
|-
! Chemical
!! colspan=2 | Formula
|-
| Adranol
|colspan=2 | 2 parts Milk, 1 part Hydrogen, 1 part Potassium → 3 parts Adranol
|-
| Arithrazine
|colspan=2 | 1 part <span title="1 part Radium, 1 part Dylovene" style="text-decoration:underline">Hyronalin</span>, 1 part Hydrogen → 2 parts Arithrazine
|-
| Bicaridine
|colspan=2 | 1 part <span title="1 part Carbon, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Inaprovaline</span>, 1 part Carbon → 2 parts Bicaridine
|-
| Calcium Carbonate
|colspan=2 | 3 parts Oxygen, 1 part Calcium, 1 part Carbon → 2 parts Calcium Carbonate
|-
| Carthatoline
|colspan=2 | 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 2 parts Carbon, 0.1 part <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> → 2 parts Carthatoline
|-
| Clonexadone
|colspan=2 | 1 part <span title="1 part Dexalin, 1 part Water, 1 part Oxygen" style="text-decoration:underline">Cryoxadone</span>, 1 part Sodium, 0.1 parts <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span>, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (catalyst) → 2 parts Clonexadone
|-
| Corophizine
|colspan=2 | 1 part <span title="1 part Cryptobiolin, 1 part Inaprovaline" style="text-decoration:underline">Spaceacillin</span>, 1 part Carbon, 0.1 parts <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span>, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (catalyst) → 2 parts Corophizine
|-
| Cryoxadone
|colspan=2 | 1 part <span title="2 part Oxygen, 0.1 parts Phoron, 5 units Phoron (catalyst)" style="text-decoration:underline">Dexalin</span>, 1 part Water, 1 part Oxygen → 3 parts Cryoxadone
|-
| Dermaline
|colspan=2 | 1 part <span title="1 part Silicon, 1 part Carbon" style="text-decoration:underline">Kelotane</span>, 1 part Oxygen, 1 part Phosphorus → 3 parts Dermaline
|-
| Dexalin
|colspan=2 | 2 part Oxygen, 0.1 parts <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span>, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (catalyst) → 1 part Dexalin
|-
| Dexalin Plus
|colspan=2 | 1 part <span title="2 part Oxygen, 0.1 parts Phoron, 5 units Phoron (catalyst)" style="text-decoration:underline">Dexalin</span>, 1 part Carbon, 1 part Iron → 3 parts Dexalin Plus
|-
| Dylovene
|colspan=2 | 1 part Silicon, 1 part Nitrogen, 1 part Potassium → 3 parts Dylovene
|-
| Ethylredoxrazine
|colspan=2 | 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 1 part Oxygen, 1 part Carbon → 3 parts Ethylredoxrazine
|-
| Hyperzine
|colspan=2 | 1 part Sugar, 1 part Phosphorous, 1 part Sulphur → 3 parts Hyperzine
|-
| Hyronalin
|colspan=2 | 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 1 part Radium → 2 parts Hyronalin
|-
| Immunosuprizine
|colspan=2 | 1 part Corophizine, 1 part Tungstun, 1 part Sulphuric Acid
|-
| Inaprovaline
|colspan=2 | 1 part Oxygen, 1 part Carbon, 1 part Sugar → 3 parts Inaprovaline
|-
| Kelotane
|colspan=2 | 1 part Silicon, 1 part Carbon → 2 parts Kelotane
|-
| Leporazine
|colspan=2 | 1 part Silicon, 1 part Copper, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (Catalyst) → 2 parts Leporazine
|-
| Mortiferin
| colspan=2 | 1 part Cryptobiolin, 1 part Clonexadone, 1 part Corophizine → 2 parts Mortiferin
|-
| Myelamine
|colspan=2 | 1 part <span title="1 part Inaprovaline, 1 part Carbon" style="text-decoration:underline">Bicaridine</span>, 2 parts Iron, 1 part Spider Toxin → 2 parts Myelamine
|-
| Oxycodone
|colspan=2 | 1 part <span title="1 part Paracetamol, 1 part Ethanol, 1 part Oxygen" style="text-decoration:underline">Tramadol</span>, 1 part Ethanol, 5 parts <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (Catalyst) → 1 part Oxycodone
|-
| Paracetamol
|colspan=2 | 1 part <span title="1 part Carbon, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Inaprovaline</span>, 1 part Nitrogen, 1 part Water → 2 parts Paracetamol
|-
| Phenethylamine
|colspan=2 | 1 part Paroxetine, 1 part Benzilate → 2 parts Phenethylamine
|-
| Rezadone
|colspan=2 | 1 part <span title="1 part Potassium, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Cryptobiolin</span>, 1 part CarpoToxin, 1 part Copper → 3 parts Rezadone
|-
| Ryetalyn
|colspan=2 | 1 part <span title="1 part Hyronalin, 1 part Hydrogen" style="text-decoration:underline">Arithrazine</span>, 1 part Carbon → 2 parts Ryetalyn
|-
| Spaceacillin
|colspan=2 | 1 part <span title="1 part Potassium, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Cryptobiolin</span>, 1 part <span title="1 part Carbon, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Inaprovaline</span> → 2 parts Spaceacillin
|-
| Synaptizine
|colspan=2 | 1 part Lithium, 1 part Sugar, 1 part Water → 3 parts Synaptizine
|-
| Tramadol
|colspan=2 | 1 part <span title="1 part Inaprovaline, 1 part Nitrogen, 1 part Water" style="text-decoration:underline">Paracetamol</span>, 1 part Ethanol, 1 part Oxygen → 3 parts Tramadol
|-
| Tricordrazine
|colspan=2 | 1 part <span title="1 part Carbon, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Inaprovaline</span>, 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span> → 2 parts Tricodrazine
|-
| Vermicetol
|colspan=2 | 1 part <span title="1 part Keloderm, 1 part Oxygen, 1 part Phosphorus" style="text-decoration:underline">Dermaline</span>, 1 part <span title="1 part Silicon, 1 part Carbon" style="text-decoration:underline">Kelotane</span>, 1 part <span title="Grind Solar Grub Meat" style="text-decoration:underline>200V</span>, 0.1 part Phoron, 5 parts Phoron (Catalyst) → 3 parts Vermicetol
|-
! colspan=3 | 🧠 Organ Repair Medicine
|-
| Alkysine
|colspan=2 | 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 1 part Chlorine, 1 part Nitrogen → 2 parts Alkysine
|-
| Cordradaxon
|colspan=2 | 1 part <span title="1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate" style="text-decoration:underline">Potassium Chlorophoride</span>, 2 parts <span title="1 part Animal Protein, 1 part Phoron, 1 part Sugar" style="text-decoration:underline">Biomass</span>, 2 parts <span title="1 part Inaprovaline, 1 part Carbon" style="text-decoration:underline">Bicaridine</span>, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (Catalyst) →  2 parts Cordradaxon
|-
| Gastirodaxon
|colspan=2 | 1 part <span title="0.1 part Phoron, 1 part Dylovene, 2 parts Carbon" style="text-decoration:underline">Carthatoline</span>, 2 parts <span title="1 part Animal Protein, 1 part Phoron, 1 part Sugar" style="text-decoration:underline">Biomass</span>, 2 parts Tungsten, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (Catalyst) → 3 parts Gastrirodaxon
|-
| Hepanephrodaxon
|colspan=2 | 2 parts <span title="0.1 part Phoron, 1 part Dylovene, 2 parts Carbon" style="text-decoration:underline">Carthatoline</span>, 2 parts <span title="1 part Animal Protein, 1 part Phoron, 1 part Sugar" style="text-decoration:underline">Biomass</span>, 1 part Lithium, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (Catalyst) → 2 parts Hepanephrodaxon
|-
| Imidazoline
|colspan=2 | 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 1 part Hydrogen, 1 part Carbon → 2 parts Imidazoline
|-
| Osteodaxon
|colspan=2 | 2 parts Bicaridine, 1 part Carpotoxin, 0.1 parts Phoron, 5 parts Phoron (Catalyst) → 2 parts Osteodaxon
|-
| Peridaxon
|colspan=2 | 2 parts <span title="1 part Inaprovaline, 1 part Carbon" style="text-decoration:underline">Bicaridine</span>, 2 parts Clonexadone, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (catalyst) → 2 parts Peridaxon
|-
| Peridaxon (Alternate)
|colspan=2 | 1 part Cordradaxon, 1 part Gastirodaxon, 1 part Hapanephrodaxon, 1 part Respirodaxon → 12 parts Peridaxon
|-
| Respirodaxon
|colspan=2 | 2 parts <span title="1 part Dexalin, 1 part Carbon, 1 part Iron" style="text-decoration:underline">Dexalin Plus</span>, 2 parts <span title="1 part Animal Protein, 1 part Phoron, 1 part Sugar" style="text-decoration:underline">Biomass</span>, 1 part <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span>, 5 units Phoron (Catalyst) → 2 parts Respirodaxon
|-
! colspan=3 | Distillery Formulas
|-
! Chemical
! 🌡️ Temperature Range
! Formula
|-
| style="width: 15%" | Biomass
| style="width: 20%" | [353.15, 403.15] Kelvin
|| 1 part Blood, 1 part Sugar, 0.5 part Phoron → 2 part Biomass
|-
| Bicaridaze
| style="width: 20%" | [373.15, 393.15] Kelvin
|| 2 part Bicaridine, 1 part Foaming Agent → 2 part Bicaridaze
|-
| Brute Juice
| style="width: 20%" | [873.15, 973.15] Kelvin
|| 1 part Biomass, 3 part Hyperzine, 2 part Synaptizine, 1 part Phoron → 3 part Brute Juice
|-
| Dermalaze
| style="width: 20%" | [388.15, 403.15] Kelvin
|| 2 part Dermaline, 1 part Foaming Agent → 2 part Dermalaze
|-
| Cryogel
| style="width: 20%" | [0, 15] Kelvin
|| 7 part Frost Oil, 3 part Enyzme, 3 part Plasticide, 2 part Foaming Agent → 1 part Cryogel
|-
| Inaprovalaze
| style="width: 20%" | [383.15, 403.15] Kelvin
|| 2 part Inaprovaline, 1 part Foaming Agent → 2 part Inaprovalaze
|-
| Lich Powder
| style="width: 20%" | [373.15, 423.15] Kelvin
|| 2 part Zombie Powder, 1 part Leporazine → 2 part Lich Powder
|-
| Necroxadone
| style="width: 20%" | [363.15, 368.15] Kelvin
|| 1 part Lich Powder, 1 part Cryoxadone, 1 part Carthatoline, 5 part Phoron (Catalyst) → 2 part Necroxadone
|-
| Spacomycaze
| style="width: 20%" | [373.15, 393.15] Kelvin
|| 1 part Paracetamol, 1 part Spaceacillin, 1 part Foaming Agent → 2 part Spacomycaze
|-
| Synthplas
| style="width: 20%" | [383.15, 403.15] Kelvin
|| 1 part Bicaridine, 1 part Animal Protein, 1 part Antibodies → 3 part Synthplas
|-
| Tricorlidaze
| style="width: 20%" | [373.15, 393.15] Kelvin
|| 1 part Tricodrazine, 1 part Sterilizine, 1 part Foaming Agent → 2 part Tricorlidaze
|-
! colspan=3 | ☿️ Sex Change Medicine
|-
| Amorphorovir
|colspan=2 | 30 parts Cryptobiolin, 20 parts Biomass, 20 parts Hyperzine → 1 part Amorphovir
|-
| Androrovir (Male)
|colspan=2 | 1 part Amorphorovir, 20 parts Bicaridine, 20 parts Iron, 20 parts Ethanol → 1 part Androrovir
|-
| Gynorovir (Female)
|colspan=2 | 1 part Amorphorovir, 20 parts Inaprovaline, 20 parts Silicon, 20 parts Sugar → 1 part Gynorovir
|-
| Androgynorovir (Intersexed)
|colspan=2 | 1 part Amorphorovir, 20 parts Dylovene, 20 parts Flourine, 20 parts Tungstun → 1 part Androgynorovir
|-
| Androrovir (Bootleg) (Male)
|colspan=2 | 1 part Amorphorovir, 10 parts Protein, 10 parts Capsaicin → 1 part Androrovir
|-
| Gynorovir (Bootleg) (Female)
|colspan=2 | 1 part Amorphorovir, 10 parts Soy Milk, 10 parts Sugar → 1 part Gynorovir
|-
| Androgynorovir (Bootleg) (Intersexed)
|colspan=2 | 1 part Amorphorovir, 10 parts Cola, 10 parts Berry Juice → 1 part Androgynorovir
|-
| Elixer of Change (Female)
|colspan=2 | 1 part Blood, 1 part <u>Unstable Mutagen</u>, 1 part Sugar → 1 part Elixer of Change (female)
|-
| Elixer of Change (Intersex)
|colspan=2 | 1 part <u>Elixer of Change (female)</u>, 1 part <u>Elixer of Change (male)</u> → 1 part Elixer of Change (intersex)
|-
| Elixer of Change (Male)
|colspan=2 | 1 part Blood, 1 part <u>Unstable Mutagen</u>, 1 part Iron → 1 part Elixer of Change (male)


|}
Most of the work is done at the [[File:Bioprinter.png]] Prosthetics Fabricator.


== Pain Medication ==
# 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.
# 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.
# Place the torso onto a surgical table in robotics, and attach each limb one at a time, finishing with the head.
# Use a screwdriver, then a crowbar to open the head's maintenance panel and install the optical sensors into the head.
# 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.
# Use a crowbar to close the maintenance panel when done.
# Congratulations, you've given someone a new lease on life.


{{Chem2|Oxycodone|
== Prosthetic/Synthmorph Repair ==
complexity = 3|
You may be asked to repair damage to the artificial limbs of your fellow crew members.
category = 💢|
formula = 1u Ethanol + 1u Tramadol + 1u Phoron (Catalyst) → 2u Oxycodone|
practical = 5u Carbon + 5u Oxygen + 5u Sugar → 15u Inaprovaline + 15u Nitrogen + 15u Water → 30u Paracetamol + 30u Ethanol + 30u Oxygen → 90u Tramadol + 90u Ethanol + 1u Phoron (Catalyst) → 180u Oxycodone + 1u Phoron|
synth = Carbon,70,Oxygen,10,Sugar,10,Nitrogen,30,Water,30,Ethanol,150|
notes = Makes 1 part. An effective and very addictive painkiller. Overdose is 20 units.|
}}


{{Chem2|Tramadol|
To fix '''brute damage''', target the specific area that requires fixing, and use a welding tool on the area.
complexity = 2|
category = 💢|
formula = 1u <span title="1u Inaprovaline, 1u Nitrogen, 1u Water" style="text-decoration:underline">Paracetamol</span> + 1u Ethanol + 1u Oxygen → 3u Tramadol|
practical = 10u Carbon + 10u Sugar + 10u Oxygen → 30u Inaprovaline + 30u Nitrogen + 30u Water → 60u Paracatamol + 30u Ethanol + 30u Oxygen → 90 Tramadol + 30 Paracetamol|
synth = Oxygen,70,Carbon,10,Sugar,10,Nitrogen,30,Water,30,Ethanol,60|
notes = A simple, yet effective painkiller. Very effective for patients in shock. Overdoses at 30 units, causing hallucinations.|
}}


{{Chem2|Paracetamol|
To fix '''burn damage''', use a cable coil on the damaged area to replace the melted wiring.
complexity = 1|
category = 💢|
formula = 1 part <span title="1 part Carbon, 1 part Oxygen, 1 part Sugar" style="text-decoration:underline">Inaprovaline</span>, 1 part Nitrogen, 1u Water → 2u Paracetamol|
practical = 10 Carbon, 10 Oxygen, 10 Sugar, 30 Nitrogen, 30 Water → 60 Paracetamol|
synth = Carbon,10,Oxygen,10,Sugar,10,Nitrogen,30,Water,30|
notes = Most probably know this as Tylenol, but this chemical is a mild, simple painkiller. Overdose is 60 units, causing hallucinations.|
}}


== Cuts, Bruising, and Bleed Medication ==
=== Internal Repairs ===
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.


{{Chem2|Bicaridine|
# Have the subject '''lay flat''' on a table, preferably an operating table in the robotics lab.
complexity = 2|
# [[File:Screwdriver tool.png]] Use a '''screwdriver''' on the damaged limb to gain access to the maintenance panel.
category = 🩹|
# [[File:Crowbar.png]] Use a '''crowbar''' to pry the panel open to gain access to the limb's internals.
formula = 1u [[#Inaprovaline|Inaprovaline]] + 1u Carbon → 2u Bicaridine|
# Apply either '''welding''', '''cable coils''' or '''nanopaste''' as needed to the internals.
practical = 10u Carbon + 10u Oxygen + 10u Sugar → 30u [[#Inaprovaline|Inaprovaline]] + 30 Carbon → 60u Bicaridine|
##Note that using nanopaste will also heal internal '''component/organ''' damage.
synth = Carbon,40,Oxygen,10,Sugar,10|
# [[File:Crowbar.png]] Use the '''crowbar''' to shut the maintenance panel when done. It will latch back into place.
overdose = 30|
notes = Bicaridine is an analgesic medication and can be used to treat blunt trauma. An overdose of bicaridine can result in halting bleeding, both internal and external. Metabolizes at 0.2 units per tick.|
injection=Removes 4 brute damage from a random limb per 1u metabolized.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}


{{Chem2|Bicaridaze|
==== Removing Internal Organs ====
complexity = 3|
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:
category = 🩹|
# Have the subject '''lay flat''' on a table, preferably an operating table in the robotics lab.
formula = 2u [[#Bicaridine|Bicaridine]] + 1u [[#Foaming Agent|FoamingAgent]] → 2u Bicaridaze|
# [[File:Screwdriver tool.png]] Use a '''screwdriver''' on the damaged limb to gain access to the maintenance panel.
practical = 10u Carbon + 10u Oxygen + 10u Sugar → 30u [[#Inaprovaline|Inaprovaline]] + 30 Carbon → 60u [[#Bicaridine|Bicaridine]] + 30u Lithium + 30u Hydrogen → 60u [[#Bicaridine|Bicaridine]] + 30u [[#Foaming Agent|FoamingAgent]] → Distiller → 60u Bicaridaze|
# [[File:Crowbar.png]] Use a '''crowbar''' to pry the panel open to gain access to the limb's internals.
overdose = 22.5|
# Use a '''multitool''' on them, this will bring up a window asking you which organ you want to prepare for removal.
notes = Bicaridaze is a topical variant of the chemical Bicaridine. It will [[#Distillers|⚗️ distil]] in the range of 373.15 to 393.15 Kelvin|
# Select the organ and hit okay, this will cause a progress bar to appear.
patches=Metabolises at 75% of the normal rate. Heals 6 points of brute damage from a random limb per 1u metabolized|
# 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.
injection=Adds two points of toxins per 1u metabolized.|
# 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.
ingestion=Same as injection but metabolizes at 50% the normal rate.
# With that, the organ should be out!
}}


{{Chem2|Vermicetol|
=== In A Pinch ===
complexity = 2|
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:
category = 🩹|
formula = 1u [[#Kelotane|Kelotane]] + 1u [[#Dermaline|Dermaline]] + 1u 200V + 0.1u Phoron → 3 parts Vermicetol|
practical = 20u [[#Kelotane|Kelotan]] + 20u [[#Dermaline|Dermaline]] + 20u 200V + 2u Phoron → 60 parts Vermicetol|
overdose = 15|
notes = This chemical heals Brute damage at a greater rate than Bicaridine. 200V is created by grinding up solar grub meat or voltatoes.|
injection=Removes 8 brute damage from a random limb per 1u metabolized.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}


{{Chem2|Alizene|
===== Nanopaste =====
complexity = 3|
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.
category = 🩹|
formula = 1 part [[#Bicaridine|Bicaridine]] + 1 part Serazine + 1 part Tungsten → 3 parts Alizene|
practical = 20 part [[#Bicaridine|Bicaridine]] + 20 part Serazine + 20 part Tungsten → 60 parts Alizene|
overdose = 30|
notes = A derivative from bicaridine enhanced by serazine to more effectively mend flesh, but is ineffective against internal haemorrhages. Serazine can be gained from grinding up sweet breeze flowers.|
injection=Removes 12 brute damage from a random limb per 1u metabolized.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}


{{Chem2|Myelamine|
===== Screwdriver =====
complexity = 2|
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!
category = 🩸|
formula = 1u Bicaridine + 2u Iron + 1u Spider Toxin → 2u Myelamine|
practical = 30u Bicaridine + 60u Iron + 30u Spider Toxin → 60u Myelamine|
overdose = 15|
notes = Used to rapidly clot internal haemorrhages by increasing the effectiveness of platelets. Incredibly difficult to make, but can be ordered by cargo in 'clotting crates'.|
}}


{{Chem2|Myelamine|
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.
complexity = 2|
category = 🩸|
formula = 1u Bicaridine + 2u Iron + 1u Kelotane + 1u Blue Sap → 1u Myelamine|
practical = 15u Bicaridine + 30u Iron + 15u Kelotane + 15u Blue Sap → 15u Myelamine|
overdose = 15|
notes = Used to rapidly clot internal haemorrhages by increasing the effectiveness of platelets. Incredibly difficult to make, but can be ordered by cargo in 'clotting crates'.|
}}


== Burn Medication ==
== NIF Surgeries for Synthmorphs ==
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:


{{Chem2|Kelotane|
==== NIF Installation ====
complexity = 1|
# Target the patient’s head and use a screwdriver.
category = 🔥|
# Use a crowbar to open their head up.
formula = 1u Silicon + 1u Carbon → 2u Kelotane|
# Use the surgical drill to create a cavity.
practical = 30u Carbon + 30u Silicon → 60 Kelotane|
# With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity.
synth = Silicon,30,Carbon,30
# Use a crowbar to close them up again.
|notes = Treats burn damage effectively, preventing microbial growth and vastly speeding up healing of even full thickness burns. Metabolizes at 0.2 units per tick. Overdose is 30 units.|
Be sure to inform your patient about the after affects of the surgery before it's done.
}}


{{Chem2|Dermaline|
==== NIF Maintenance ====
complexity = 2|
# Target the patient’s head and use a screwdriver.
category = 🔥|
# Use a crowbar to open their head up.
formula = 1u Kelotane + 1u Oxygen + 1u Phosphorus → 3u Dermaline|
# Use the hemostat to get the NIF out (may take more than one attempt).
practical = 40 Carbon + 40 Silicon + 20 Oxygen + 20 Phosphorous → 60u Dermaline|
# Pick up the NIF
synth = Carbon,10,Silicon,10,Oxygen,20,Phosphorus,20
# Screwdriver the NIF open
|notes = Used for treating burns. Works faster than Kelotane, but can be used simultaneously with it, to increase the effect.. Metabolizes at 0.2 units per tick. Overdose is 15 units.|
# Use a Cable Coil to fix burnt wires
}}
# Use a Multi tool to reset the Capacitors
# Screwdriver the NIF closed
# Use the surgical drill to recreate the cavity.
# 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.


== Organ Repair Medication ==
== Resleeving a Synthmorph ==
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.


{{Chem2|Alkysine|
If both a body and mind backup are present, a roboticist can follow the [[Guide to Resleeving]] to resleeve the synth.
complexity = 3|
category = 🧠|
formula = 1u Chlorine + 1u Nitrogen + 1u [[#Dylovene|Dylovene]] → 3u Alkysine|
practical = 20u Chlorine + 20u Nitrogen + 20u [[#Dylovene|Dylovene]] → 60u Alkysine|
overdose = 30|
notes = Used for treating brain damage. Slighly lessens the pain. Metabolizes at 0.05 units per tick.|
patches=Same as injection.|
injection=Removes 8 points of brain damage per 1u metabolised and offers 10 points of painkillers.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}


{{Chem2|Imidazoline|
= Bots =
complexity = 2|
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:
category = 👁️|
formula = 1 part Hydrogen, 1 part Carbon, 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span> -> 2 parts Imidazoline|
practical = 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Carbon, 30 Hydrogen -> 60 Imidazoline|
notes = For treating eye trauma. It heals damage caused by physical or chemical trauma, though it is ineffective in treating genetic defects in the eyes. Metabolizes at 0.2 units per tick. Overdose is 30 units.|
}}


{{Chem2|Osteodaxon|
==[[File:Medibot.gif]] Medibot==
complexity = 2|
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.
category = 🦴|
formula = 2 part Bicardine, 1 part Carpotoxin, 0.1 part Phoron, 5 part Phoron (catalyst) -> 2 part Osteodaxon|
practical = 2 part Bicardine, 1 part Carpotoxin, 0.1 part Phoron, 5 part Phoron (catalyst) -> 2 part Osteodaxon|
notes = This chemical is used to treat broken Bones, a single unit is capable of mending a fracture by itself, side effect is a intense, if temporary, pain.|
}}


{{Chem2|Respirodaxon|
Combine the following ingredients in order:
complexity = 2|
# Start with an Empty [[File:SMed.png]] Medkit.
category = 🫁|
#* ''Note: Differently colored medkits will also change the resulting color of your Medibot.''
formula = 2 parts Dexalin Plus, 2 parts Biomass, 1 part Phoron, 5 units Phoron (Catalyst)|
# (Optional) Name the bot with a [[File:Pen.png]] pen.
practical = 47 Phoron, 40 Oxygen, 20 Carbon, 20 Iron, 5 Sugar, 5 Animal Protein, 5 Sugar, 5 Animal Protein, 5 Sugar, 5 Animal Protein -> 60 Respirodaxon, 20 Biomass|
# Add a Prosthetic Right or Left Arm.
notes = Used to repair the tissue of the lungs and similar organs. Heals much faster than peridaxon. Overdose is 10 units.|
# Add a Health[[File:Healthanalyzer.png]]Analyzer.
}}
# Add a Proximity[[File:Proximitysensor.png]]Sensor.
# (Optional) Add a[[File:Beaker.png]]beaker filled with the medicine of your choice.


{{Chem2|Gastirodaxon|
==[[File:Cleanbot.gif]] Cleanbot==
complexity = 2|
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!
category = ❤️‍🩹|
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])
formula = 1 part Carthatoline, 2 parts Biomass, 2 parts Tungsten, 5 units Phoron (Catalyst)|
# [[File:Proximitysensor.png]] proximity sensor.
practical = 15 Phoron, 4 Nitrogen, 4 Potassium, 4 Silicon, 24 Carbon, 8 Protein, 8 Sugar, 24 Tungsten, 24 Tungsten -> 5.8 Phoron, 72 Gastirodaxon|
# (Optional) Name the bot with a [[File:Pen.png]] pen.
notes = Used to repair the tissues of the digestive system, including the appendix, stomach, and intestines. Heals much faster than peridaxon. Overdose is 10 units.|
# Prosthetic Right or Left Arm.
}}


{{Chem2|Hepanephrodaxon|
==[[File:Farmbot.png]] Farmbot==
complexity = 2|
# [[File:Watertank.png]] on a watertank, use:
category = ❤️‍🩹|
# Prosthetic Right or Left Arm;
formula = 2 parts Carthatoline, 2 parts Biomass, 1 part Lithium, 5 units Phoron (Catalyst)|
# [[File:Plant_analyzer.png]] Plant analyser;
practical = 25 Phoron, 10 Nitrogen, 10 Potassium, 10 Silicon, 60 Carbon, 10 Lithium, 10 Sugar, 10 Protein, 20 Lithium, 4 Sugar, 4 Protein -> 6 Phoron, 60 Hepanephrodaxon, 2 Biomass|
# [[File:Bucket.png]] Bucket;
notes = Used to repair the common tissues involved in filtration, including the liver and kidneys. Heals much faster than peridaxon. Overdose is 10 units.|
# [[File:Minihoe.png]] Mini hoe;
}}
# [[File:Proximitysensor.png]] proximity sensor.


{{Chem2|Cordradaxon|
==[[File:Floorbot.gif]] Floorbot==
complexity = 2|
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.
category = 🫀|
To make:
formula = 1 part Potassium Chlorophoride, 2 parts Biomass, 2 parts bicaridine, 5 units Phoron (Catalyst)|
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)
practical = 20 Phoron, 35 Chlorine, 10 Ethanol, 10 Water, 5 Sodium, 5 Potassium, 10 Sugar, 40 Carbon, 10 Oxygen, (Remove Table Salt here), 5 Sugar, 5 Animal Protein, 5 Phoron, 5 Protein, 5 Sugar, 5 Phoron, 5 Sugar, 5 Animal Protein -> 10 Potassium Chlorophoride, 60 Cordradaxon, 7.5 Biomass, 5 Phoron|
# [[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)
notes = Used to repair the specialized tissues involved in the circulatory system, including the heart and spleen. Heals much faster than peridaxon. Overdose is 10 units.|
# [[File:Proximitysensor.png]] proximity sensor.
}}
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Prosthetic Right or Left Arm.


{{Chem2|Peridaxon|
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.
complexity = 2|
category = ❤️‍🩹|
formula = 2 parts Bicardine, 2 parts Clonexadone, 10 units Phoron (catalyst)|
practical = 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 20 Carbon, 10 Sugar, 10 Oxygen, 20 Carbon -> 16 Phoron, 60 Peridaxon|
notes = Used to encourage recovery of internal organs and nervous systems; will restore damage to internal organs, including mending ruptured lungs. (Results in two units instead of four.)|
}}


<br />
==[[File:Securitron.gif|I AM THE LAW]] Securitron==
{{Chem2|Peridaxon Alternative|
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.
complexity = 2|
To make:
category = ❤️‍🩹|
* Use a [[Screwdriver]] on a [[Remote Signaling Device]]
formula = 1 part Respirodaxon, 1 part Gastirodaxon, 1 part Hepanephrodaxon, 1 part Cordradaxon|
* Combine with a [[Helmet]] (Get these from Security)
practical = 16 Phoron, 5 Animal Protein, 6 Sugar, 5 Oxygen, 3 Carbon, 3 Iron, 2 Nitrogen, 2 Potassium, 2 Silicon, 12 Carbon, 6 Tungsten, 3 Lithium, 4 Chlorine, 1 Ethanol, 1 Water, 1 Sodium , 2 Potassium, 4 Carbon, 1 Oxygen -> 72 Peridaxon, 1 Potassium Chlorophoride, 3 Gastirodaxon, 3 Carthatoline, 1.5 Respirodaxon, 4.5 Biomass, 5.4 Phoron, 0.5 Iron, 0.5 Carbon (You should really mix the four ingredients separately, in their own bottles, then bring them together, but, this works if you are in a rush)|
* [[Welding Tool|Hand Welder]] them together
notes=Used to very slowly heal every organ at once, and is capable of mending ruptured lungs. Results in three times the amount you would expect; 120 units of peridaxon only requires ten units of each of the chems in the recipe. Overdose is 10 units.
* 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)
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.


== Psychiatric Medication ==
==[[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.


{{Chem2|Methylphenidate|
= Mechs =
complexity = 2|
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.
category = 🧠|
*To enter a mech once it's completed, right click on the mech while standing adjacent to it.
formula = 1 part MindBreaker Toxin, 1 part Hydrogen|
practical = 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Hydrogen -> 60 Methylphenidate, 25 Mindbreaker Toxin|
notes = Helps you concentrate. Prescribed for ADHD and similar conditions. Results in 3 units instead of 2.|
}}


{{Chem2|Citalopram|
The current list of mechs is as follows.
complexity = 2|
category = 🧠|
formula = 1 part MindBreaker Toxin, 1 part Carbon|
practical = 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 20 Carbon -> 60 Citalopram, 25 Mindbreaker Toxin|
notes = Mild antidepressant. Prescribed for depression and anxiety. Results in 3 units instead of 2.|
}}


{{Chem2|Paroxetine|
==Ripley APLU==
complexity = 2|
[[File:Ripley.png|64px]]<br>
category = 🧠|
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)
formula = 1 part MindBreaker Toxin, 1 part Oxygen, 1 part Inaprovaline|
To make:
practical = 5 Silicon, 5 Potassium, 5 Nitrogen, 15 Silicon, 15 Hydrogen, 30 Inaprovaline(10 Oxygen, 10 Sugar, 10 Carbon In a Separate Beaker), 30 Oxygen, -> 90 Paroxetine, 15 Mindbreaker Toxin|
* Build all of the Ripley parts using the exosuit fabricator.
notes = Stronger antidepressant, with chance of hallucinations. Prescribed for severe depression.|
* 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


{{Chem2|Tercozolam|
==Firefighter APLU==
complexity = 2|
[[File:Firefighter.png|64px]]
category = 🧠|
formula = 1 part Dylovene, 1 part Lithium, 1 part Ethanol -> 3 part Tercozolam|
practical = 10 Nitrogen, 10 Silicon, 10 Potassium, 30 Lithium, 30 Ethanol -> 90 Tercozolam.|
notes = This chemical is used to treat Episodic Hallucinations(A specific trait that players can take, may be mistakenly called schizophrenia as well).|
}}


== Radiation and DNA Medication ==
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


{{Chem2|Arithrazine|
== Odysseus ==
complexity = 3|
[[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.
category = ☢️|
* Create all of the Odysseus parts using the exosuit fabricator.
formula = 1u [[#Hyronalin|Hyronalin]] + 1u Hydrogen → 2u Arithrazine|
* Assemble all of the Odysseus parts to the chassis
practical = 5u Nitrogen + 5u Potassium + 5u Silicon → 15u [[#Dylovene|Dylovene]] + 15 Radium → 30u [[#Hyronalin|Hyronalin]] + 30u Hydrogen → 60u Arithrazine|
* [[Wrench]]
overdose = 30|
* [[Screwdriver]]
notes = Arithrazine is an unstable medication used for the most extreme cases of radiation poisoning. Metabolizes at 0.05 units per tick.|
* 4 Lengths of Cable
patches=Same as injection.|
* [[Wirecutters]]
injection=Removes 70 points of radiation damage per 1u metabolised. 60% chance to deal 4 brute damage to a random limb.|
* Odysseus main board
ingestion=Same as injection but metabolizes at 50% the normal rate.
* [[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


{{Chem2|Hyronalin|
==Gygax==
complexity = 2|
[[File:Gygax.png|64px]]<br>
category = ☢️|
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.
formula = 1 part Radium, 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span> -> 2 parts Hyronalin|
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)
practical = 20 Nitrogen, 20 Potassium, 20 Silicon, 60 Radium -> 120 Hyronalin|
notes = Basic treatment for radiation damage. Reduces radiation damage more slowly than Arithrazine, but without its painful side effects. Does nothing against toxic damage. Metabolizes at 0.05 units per tick. Overdose is 30 units.|
}}


{{Chem2|Rezadone|
Instructions
complexity = 2|
*Create all of the Gygax parts using the exosuit fabricator.
category = 🧬|
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)
formula = 1 part CarpoToxin, 1 part Cryptobiolin, 1 part Copper|
*[[Wrench]]
practical = 30 Carpotoxin, 10 Oxygen, 10 sugar, 10 potassium, 30 Copper -> 90 Rezadone|
*[[Screwdriver]]
notes = A powder derived from fish toxin, this substance can effectively treat genetic damage in humanoids without the use of cryo, though excessive consumption has side effects.|
*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


{{Chem2|Ryetalyn|
==Serenity==
complexity = 2|
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.
category = 🧬|
This is the only medical mech with a proper weapon slot!<br>
formula = 1 part Arithrazine, 1 part Carbon|
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Serenity integrity drops below 2/3)
practical = 5 Nitrogen, 5 Potassium, 5 Silicon, 15 Radium, 30 Hydrogen, 60 Carbon -> 120 Ryetalyn|
notes = Repairs disabilities due to genetic damage. One unit is enough.|
}}


== Antitoxins and Sedatives ==
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


{{Chem2|Adranol|
==Durand==
complexity = 1|
[[File:Durand.png|64px]]<br>
category = 😵|
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.
formula = 2u Milk + 1u Hydrogen + 1u Potassium → 3u Adranol|
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)
practical = 40u Milk + 20u Hydrogen + 20u Potassium → 60 Adranol|
overdose = 30|
notes = A mild sedative that calms the nerves and relaxes the patient. Use this for resleeved patients, as well as patients being given Peridaxon or Oxycodone.|
patches=Same as injection.|
injection=Removes 8 points of confusion and 25 units of blurry eyes and jitters per 1u metabolised.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}


{{Chem2|Dylovene|
Instructions
complexity = 2|
*Create all of the Durand parts using the exosuit fabricator.
category = 🧪|
*Assemble all of the Durand parts to the chassis (Except the Armor plates)
formula = 1u Nitrogen + 1u Potassium + 1u Silicon → 3u Dylovene|
*[[Wrench]]
practical = 20u Nitrogen + 20u Potassium + 20u Silicon → 60u Dylovene|
*[[Screwdriver]]
notes = Dylovene is a broad-spectrum antitoxin. Metabolizes at 0.2 units per tick.|
*4 Lengths of Cable
patches=Same as injection.|
*[[Wirecutters]]
injection=Removes 4 points of toxins, 9 points of hallucinations, and 6 points of drowsyness per 1u metabolised.|
*Durand Main circuit board (Bug R&D to research it)
ingestion=Same as injection but metabolizes at 50% the normal rate.
*[[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


{{Chem2|Cathatoline|
==Phazon==
complexity = 2|
[[File:Janusphase.gif|64px]]<br>
category = 🧪|
The Phazon is a decently armoured mech with the capability to 'phase' shift through solid objects! this drains serious amounts of power to complete, don't get stuck in a wall!
formula = 0.1 part Phoron, 1 part Dylovene, 2 parts Carbon → 2 parts Carthatoline|
practical = 20 Phoron, 10 Nitrogen, 10 Potassium, 10 Silicon, 60 Carbon -> 60 Carthatoline, 17 Phoron|
overdose = 22.5|
notes = A strong evacuant used to treat severe poisoning. Heals toxins more quickly than dylovene, and can repair liver damage.|
patches=Same as injection.|
injection=Removes 8 toxin damage per 1u metabolized.|
ingestion=Same as injection but metabolizes at 50% the normal rate.
}}


{{Chem2|Soporific|
complexity = 2|
category = 💤|
formula = 1 part Chloral Hydrate, 4 parts sugar|
practical = 60 Chlorine, 20 Ethanol, 20 Water, 80 Sugar -> 100 Soporific|
notes = A less powerful sedative that takes a while to work. Is safe in large quantities. Can be counteracted with Dylovene.|
}}


{{Chem2|Ethylredoxrazine|
Instructions
complexity = 2|
*Create all of the Phazon parts using the exosuit fabricator.
category = 🍺|
*Assemble all of the Phazon parts to the chassis (Except the Armor plates)
formula = 1 part Oxygen, 1 part <span title="1 part Nitrogen, 1 part Potassium, 1 part Silicon" style="text-decoration:underline">Dylovene</span>, 1 part Carbon -> 3 parts Ethylredoxrazine|
*[[Wrench]]
practical = 10 Potassium, 10 Nitrogen, 10 Silicon, 30 Oxygen, 30 Carbon -> 90 Ethylredoxrazine|
*[[Screwdriver]]
notes = Neutralises alcohol in the blood stream. Though it is commonly needed, it is rarely requested. When combined with ethanol, it produces water. It also treats dizziness, sleepiness, and stuttering. Metabolizes at 0.2 units per tick. Overdose is 30 units.|
*4 Lengths of Cable
}}
*[[Wirecutters]]
*Phazon Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Phazon Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Phazon Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Magnetic Capacitance coil (Order from Cargo or ask Engineering for one of their spares)
*[[Screwdriver]]
*Add a personal translocator device (Bug R&D)
*[[Screwdriver]]
*5 Sheets of Steel
*[[Wrench]]
*[[Weldingtool]]
*5 Sheets of Plasteel
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''X Hull Slots'''
:'''X Weapon Slot'''
:'''X Utility Slots'''
:'''X Universal Slot'''
:'''X Special Slot'''
;Stats
:'''Max Health''': X
:'''Deflect Chance''': X%
:'''Damage Reductions''': X% Brute, X% Fire, X% Bullet, X% Laser, X% Energy, X% Bomb
:'''Internal Damage Threshold''':X%
:'''Cargo Slots''': X
:'''Max Temperature''': X K


== Multipurpose Medications ==
==Janus==
[[File:Janusphase.gif|64px]]<br>


{{Chem2|Cryoxadone|
Total Part Cost: '''UNKNOWN'''. Durasteel, Plasteel, Verdantium, Morphium, and a Supermatter chunk may be required during attempted construction.
complexity = 2|
category = 🧬|
formula = 1 part Dexalin, 1 part Water, 1 part Oxygen -> 3 parts Cryoxadone|
practical = 10 Phoron, 40 Oxygen, 20 Water, 20 Oxygen, -> 60 Cryoxadone, 8 Phoron|
notes = Required for the proper function of cryogenics. It heals all standard types of damage very swiftly, but only works in temperatures under 170K (usually this means cryo cells). Heals clone damage slowly, such as caused by cloning or [[Slime]]s. Metabolizes at 0.2 units per tick. Does not overdose.|
}}


{{Chem2|Clonexadone|
A highly advanced exosuit prototype built with components from the Durand, Gygax, and unearthed black-box technology.
complexity = 2|
category = 🧬|
formula = 1 part Cryoxadone, 1 part Sodium, 0.1 part Phoron, 5u phoron (catalyst) -> 3 parts Cryoxadone|
practical = 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium -> 60 Clonexadone, 16 Phoron|
notes = Heals standard damage the same as Cryoxadone. This chemical reforms clones much faster then Cryoxadone. This includes damage done by [[Slime]]s. Best used in cryo cells. Only works in temperatures under 170K (usually this means cryo cells). The lower the temperature, the better it works.|
}}


{{Chem2|Tricordrazine|
Three ancient circuits, an ancient phase drive, Gygax and Durand Peripherals will be required during construction.
complexity = 2|
category = ⚕️|
formula = 1 part Inaprovaline, 1 part Dylovene|
practical = 20 Carbon, 20 Oxygen, 20 Sugar, 20 Nitrogen, 20 Potassium, 20 Silicon -> 120 Tricordrazine|
notes = Originally derived from Cordrazine; will heal all damage types. Often used in a wide range of applications. The healing effect is weak, but as with Dylovene, there is no danger of overdose.|
}}


== Oxygen Deprivation Medication ==
==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!


{{Chem2|Dexalin|
Instructions
complexity = 2|
*Create all of the Scarab parts using the exosuit fabricator.
category = 🫁|
*Assemble all of the Scarab parts to the chassis
formula = 2 part Oxygen, 0.1 parts <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span>, 5 units <span title="Grind solid phoron" style="text-decoration:underline">Phoron</span> (catalyst) -> 1 part Dexalin, 5 units Phoron|
*[[Wrench]]
practical = 20 Phoron, 120 Oxygen -> 60 Dexalin, 14 Phoron|
*[[Screwdriver]]
notes = Used for treating oxygen deprivation; slowly heals suffocation damage. In most cases where it is likely to be needed, the strength of Dexalin Plus will probably be more useful. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 30 units.|
*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


{{Chem2|Dexalin Plus|
==Marauder==
complexity = 2|
[[File:Marauder.png|64px]]<br>
category = 🫁|
Used by the Deathsquad if the Admins want them to. A Marauder is equipped with:
formula = 1 part <span title="2 part Oxygen, 0.1 parts Phoron, 5 units Phoron (catalyst)" style="text-decoration:underline">Dexalin</span>, 1 part Carbon, 1 part Iron -> 3 parts Dexalin Plus|
*Heavy Pulse Rifle
practical = 4 phoron, 80 oxygen, 40 carbon, 40 iron -> 120u dexalin plus|
*SRM-8 Missile launcher
notes = Used in treatment of extreme cases of oxygen deprivation. It immediately counters all oxygen loss and is useful to keep lung injury patients stable during surgery. Removes Lexorin from bloodstream. Metabolizes at 0.2 units per tick. Overdose is 15 units.|
*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


== Stimulants, Depressants, and Drugs ==
==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.


{{Chem2|Hyperzine|
==Mauler==
complexity = 2|
Heavy-duty, combat exosuit, developed off of the existing Marauder model. It's a Syndie version of the Marauder.
category = 🏃|
formula = 1 part Sugar, 1 part Phosphorous, 1 part Sulphur|
practical = 40 Sugar, 40 Phosphorous, 40 Sulphur -> 120 Hyperzine|
notes = A highly effective, long lasting muscle stimulant. It allows greater freedom of movement in bulky clothing. Side effects include twitching, nervousness, and psychological addiction. Metabilizes at 0.03 units per tick. Overdose is 15 units.|
}}


{{Chem2|Synaptizine|
==Gorilla==
complexity = 2|
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>
category = ♿|
It's a badmin mech. Hopefully this thing is '''NEVER SEEN''' in it's current state
formula = 1 part Lithium, 1 part Sugar, 1 part Water|
practical = 40 Sugar, 40 Water, 40 Lithium -> 120 Synaptizine|
notes = Synaptizine is toxic, but treats hallucinations, paralysis, and stunned or weakened patients. It is metabolized very slowly. One unit is enough to treat hallucinations.|
}}


{{Chem2|Inaprovaline|
==Hoverpod==
complexity = 2|
[[File:Hoverpod.png|64px]]<br>
category = ⚕️|
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer's quest.
formula = 1 part Oxygen, 1 part Carbon, 1 part Sugar -> 3 parts Inaprovaline|
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:
practical = 40 Oxygen, 40 Carbon, 40 Sugar -> 120 Inaprovaline|
*A passenger compartment
notes = Inaprovaline is a cardiac and synaptic stimulant. Commonly used to stabilize patients - it stops the rate of decline in a patient's body if it has reached 0% or lower. Weak painkiller. Metabolizes at 0.1 units per tick. Overdose is 60 units.|
*A hydraulic clamp
}}
*Thrusters for EVA use
*Internal Airtank


{{Chem2|Leporazine|
== Gopher ==
complexity = 1|
category = 🌡️|
formula = 1 part Silicon, 1 part Copper, 5 units Phoron (catalyst) -> 2 parts Leporazine, 5 units Phoron|
practical = 10 Phoron, 30 Copper, 30 Silicon -> 60 Leporazine, 10 Phoron|
notes = Stabilizes a patient's body temperature. Can be used to bring down a high fever before antibiotics kick in, or to raise the temperature of a hypothermia patient. Metabolizes at 0.2 units per tick. Overdose is 30 units.|
}}


== Antimicrobial Chemicals ==
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


{{Chem2|Spaceacillin|
To make:
complexity = 2|
* Build all of the Gopher parts using the exosuit fabricator.
category = 🦠|
* Build a Miniature Drill and Mounted Ore Box
formula = 1 part Cryptobiolin, 1 part Inaprovaline|
* Attach all of the parts to the Gopher chassis (Except the Scoop and Drill)
practical = 20 Carbon, 20 Oxygen, 20 Sugar, 20 Oxygen, 20 Potassium, 20 Sugar -> 120 Spaceacillin|
* [[Wrench]]
notes = A theta-lactam antibiotic. A common and very useful medicine, effective against many diseases likely to be encountered in space. Slows progression of diseases. Treats infections. Overdose is 30 units.|
* [[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


{{Chem2|Corophizine|
== Polecat ==
complexity = 2|
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?
category = 🦠|
formula = 1 part Spaceacillin, 1 part Carbon, 0.1 part Phoron (used), 5 units Phoron (catalyst)|
practical = 5 Carbon, 5 Oxygen, 5 Sugar, 5 Oxygen, 5 Potassium, 5 Sugar, 30 Carbon, 3+5 Phoron -> 30 Corophizine|
notes = A wide-spectrum antibiotic, it can treat infections (including viral) better than Spaceacillin. Side-effects include: hallucinations, shortness of breath, fainting, spontaneous tendon rupture. For professional care use only.|
}}


== Metabolism and Vore Related Chemicals ==
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


{{Chem2|Ickypak|
== Weasel ==
complexity = 2|
An extremely speedy and lightly armored three wheeled combat exosuit designed for micro crewmembers.
category = 🍩|
formula = 1 parts surfactant, 4 parts hyperzine|
practical = 10 Fluorine, 10 Carbon, 5 Sulphuric Acid, 30 Sugar, 30 Phosphorous, 30 Sulphur -> 112.5 Ickypak, 2.5|
notes = Causes involuntary muscle contractions, expelling prey. Has painful side-effects.|
}}


{{Chem2|Unsorbitol|
Instructions
complexity = 2|
*Create all of the Weasel parts using the exosuit fabricator.
category = 🍩|
*Assemble all of the Weasel parts to the chassis
formula = 2 parts lipozine, 3 parts unstable mutagen|
*[[Wrench]]
practical = 5 Sodium, 5 Chlorine, 10 Ethanol, 10 Radium, 30 Radium, 30 Phosphorus, 30 Chlorine, -> 75 Unsorbitol, 45 Unstable Mutagen|
*[[Screwdriver]]
notes = Causes absorbed prey to be released into a belly. Has extreme side-effects. Consider patient restraints.|
*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


{{Chem2|Sorbitol|
==Mech Equipment==
complexity = 2|
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.
category = 🍩|
formula = 1 parts Unsorbitol, 1 parts phoron|
practical = Should only need a small amount to absorb prey.|
notes = A frothy green liquid, for causing cellular-level hetrogenous structure merging.|
}}


{{Chem2|Lipozine|
===Engineering/Mining Equipment===
complexity = 2|
;Drill
category = 🏋️|
: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.
formula = 1 part Salt, 1 part Ethanol, 1 part Radium|
:'''Takes up a Utility Slot'''
practical = 20 Sodium, 20 Chlorine, 40 Ethanol, 40 Radium -> 120 Lipozine|
notes = Causes weight loss upon consumption (lowers satiation level).|
}}


== Other Recipes ==
;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'''


These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.
;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'''


=== Quick Reference ===
;Miniature Drill
Quick Reference Sheet - Use only if you know what these do!
: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.
{| class="wikitable"
:'''Can only be attached to a Gopher'''
|-
:'''Takes up a Micro Utility Slot'''
! Chemical !! Formula
|-
| Ammonia
|| 3 parts Hydrogen, 1 part Nitrogen
|-
|Biomass
|1 part Animal Protein, 1 part Phoron, 1 part Sugar
|- 
| Chloral Hydrate
|| 1 part Ethanol, 3 parts Chlorine, 1 part Water
|-
| Coolant
|| 1 part Tungsten, 1 part Oxygen, 1 part Water
|-
| Cryptobiolin
|| 1 part Potassium, 1 part Oxygen, 1 part Sugar
|-
| Diethylamine
|| 1 part Ammonia, 1 part Ethanol
|-
| Virus Food
|| 1 part Milk, 1 part Water, 1 part Oxygen
|-
| EMP
|| 1 part Uranium, 1 part Iron
|-
| Explosion
|| 1 part Potassium, 1 part Water
|-
| Flash Powder
|| 1 part Sulphur, 1 part Aluminium, 1 part Potassium
|-
| Foaming Agent
|| 1 part Lithium, 1 part Hydrogen
|-
| Foam Surfactant
|| 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.
|-
| Glycerol
|| 3 parts Corn Oil, 1 part Sulphuric Acid
|-
| Impedrezene
|| 1 part Mercury, 1 part Oxygen, 1 part Sugar
|-
| Lexorin
|| 1 part Phoron, 1 part Hydrogen, 1 part Nitrogen
|-
| Metal Foam
|| 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid
|-
| Luminol
|| 1 part Hydrogen, 1 part Carbon, 1 part Ammonia
|-
| Napalm
|| 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid
|-
| MindBreaker Toxin
|| 1 part Silicon, 1 part Hydrogen, 1 part Dylovene
|-
| Nitroglycerin
|| 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid
|-
| Paint (Crayon Dust)
|| 1 part Plasticide, 3 parts Water, 1 part Crayon Dust
|-
| Paint (Ghetto)
|| 1 part Plasticide, 3 parts Water, 5 parts (Coloring agent)
|-
| Plant-B-Gone
|| 1 part Polytrinic Acid, 4 parts Diethylamine
|-
| Polytrinic Acid
|| 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium
|-
| Potassium Chloride
|| 1 part Potassium, 1 part Sodium Chloride
|-
| Potassium Chlorophoride
|| 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate
|-
| Solid Phoron
|| 5 iron, 5 frost oil, 20 phoron
|-
| Plastic
|| 10 polytrinic acid, 20 plasticide
|-
| Condensed Capsaicin
|| 2 Capsaicin, 5 Phoron (Catalyst)
|-
| Silicate
|| 1 part Aluminum, 1 part Silicon, 1 part Oxygen
|-
| Smoke
|| 1 part Potassium, 1 part Sugar, 1 part Phosphorous
|-
| Sodium Chloride
|| 1 part Chlorine, 1 part Sodium
|-
| Space Cleaner
|| 1 part Ammonia, 1 part Water
|-
| Space Drugs
|| 1 part Mercury, 1 part Sugar, 1 part Lithium
|-
| Space Lube
|| 1 part Water, 1 part Silicon, 1 part Oxygen
|-
| Sterilizine
|| 1 part Ethanol, 1 part Dylovene, 1 part Chlorine
|-
| Synthmeat
|| 5 Blood, 5 Clonexadone
|-
| Thermite
|| 1 part Iron, 1 part Aluminium, 1 part Oxygen
|-
| Unstable Mutagen
|| 1 part Radium, 1 part Phosphorus, 1 part Chlorine
|-
| Water
|| 1 part Oxygen, 2 parts Hydrogen
|-
| Zombie Powder
|| 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper


|}
;Mounted Ore Box
:Lets you store and scoop mined ore.
:'''Can only be attached to a Gopher'''
:'''Takes up a Micro Utility Slot'''


{{Chem
;Mounted Ore Scanner
|chemical = Ammonia
:An exosuit-mounted ore scanner.
|formula = 3 parts Hydrogen, 1 part Nitrogen
:'''Can only be attached to a Ripley'''
'''OR''' 60 Hydrogen, 20 Nitrogen -> 60 Ammonia
:'''Takes up a Special Slot'''
|effects = An effective fertilizer which is better than what is available to the botanist initially, though it isn't as powerful as Diethylamine (Results in 3 units instead of 4).
}}
<br />
{{Chem|chemical=Biomass|effects=A slurry of biomatter used to refill the grower pod and bioprinter.|formula=1 part Animal Protein, 1 part Phoron, 1 part Sugar}}


{{Chem
;Hydraulic Clamp
|chemical = Chloral Hydrate
:Gives it an ability to load objects into cargo compartment, or lets you crush people with it.
|formula = 1 part Ethanol, 3 parts Chlorine, 1 part Water
:'''Takes up a Utility Slot'''
'''OR''' 100 Chlorine, 10 Ethanol, 10 Water, (Repeat last two steps two more times), -> 30 Chloral Hydrate, 10 Chlorine
|effects = A powerful sedative which causes death in doses around 15 units (effect is countered by anti toxin) (Results in 1 units instead of 5).
}}
<br />
{{Chem
|chemical = Cryptobiolin
|formula = 1 part Potassium, 1 part Oxygen, 1 part Sugar
'''OR''' 40 Potassium, 40 Oxygen, 40 Sugar -> 120 Cryptobiolin
|effects = Causes confusion and dizziness on its own, but is an essential component of Spaceacillin.
}}
<br />
{{Chem
|chemical = Diethylamine
|formula = 1 part Ammonia, 1 part Ethanol
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Ethanol -> 120 Diethylamine
|effects = A very potent fertilizer.
}}
<br />
{{Chem
|chemical = Virus Food
|formula = 1 part Milk, 1 part Water, 1 part Oxygen
'''OR''' 40 Milk, 40 Water, 40 Oxygen -> 120 Virus Food
|effects = Used in Virology as a growth medium. Available from a wall dispenser in Virology.
}}
<br />
{{Chem
|chemical = EMP
|formula = 1 part Uranium, 1 part Iron
'''OR''' 60 Uranium, 60 Iron, -> Big Boom
|effects = This reacts immediately on mixing. It creates a large electromagnetic pulse which affects all electronic devices, including prosthetic limbs, eyes, and hearts. The more reagents you use, the more powerful the EMP will be.
}}
<br />
{{Chem
|chemical = Explosion
|formula = 1 part Potassium, 1 part Water
'''OR''' 60 Potassium, 60 Water, -> Even Bigger Boom
|effects = This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.
}}
<br />
{{Chem
|chemical = Flash Powder
|formula = 1 part Sulphur, 1 part Aluminium, 1 part Potassium
'''OR''' 40 Sulphur, 40 Aluminium, 40 Potassium -> Kinda Big But Also Really Shiny Boom
|effects = Creates a flash similar to that of a flashbang immediately on mixing. Only useful in grenade production.
}}
<br />
{{Chem
|chemical = Foaming Agent
|formula = 1 part Lithium, 1 part Hydrogen
'''OR''' 60 Lithium, 60 Hyrdogen, -> 60 Foaming Agent
|effects = Makes foam such as that required in metal foam grenades (Results in 1 unit instead of 2).
}}
<br />
{{Chem
|chemical = Foam Surfactant
|formula = 2 parts Fluorine, 2 parts Carbon, 1 part Sulphuric Acid.
'''OR''' 40 Fluorine, 40 Carbon, 20 Sulphuric Acid, -> 100 Fluorosurfactant (Foam Surfactant)
|effects = Creates a large cloud of foam when mixed with an equal amount of water.
}}
<br />
{{Chem
|chemical = Glycerol
|formula = 3 parts Corn Oil, 1 part Sulphuric Acid
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, -> 30 Glycerol
|effects = Requires blended corn, available from the botanist. This is only useful in other reactions (Results in 1 unit instead of 4).
}}
<br />
{{Chem
|chemical = Impedrezene
|formula = 1 part Mercury, 1 part Oxygen, 1 part Sugar
'''OR''' 30 Mercury, 30 Oxygen, 30 Sugar -> 60 Impedrezene
|effects = A narcotic that impedes one's ability by slowing down the higher brain cell functions. Causes massive brain damage (Results in 2 units instead of 3).
}}
<br />
{{Chem
|chemical = Lexorin
|formula = 1 part Phoron, 1 part Hydrogen, 1 part Nitrogen
'''OR''' 40 Phoron, 40 Nitrogen, 40 Hydrogen -> 120 Lexorin
|effects = Temporarily stops respiration and causes tissue damage. Large doses are fatal, and will cause people to pass out very quickly.
}}
<br />
{{Chem
|chemical = Metal Foam
|formula = 3 parts Iron/Aluminium, 1 part Foaming Agent, 1 part Polytrinic Acid
'''OR''' 5 part Sulphuric Acid, 5 part Chlorine, 5 part Potassium, 15 Lithium, 15 Hyrdogen, 90 Iron/Aluminium -> Lotsa Foam
|effects = Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium.
}}
<br />
{{Chem
|chemical = Napalm
|formula = 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid
'''or''' 40 Phoron, 40 Aluminium, 40 Sulphuric Acid -> BIG FIRE
|effects = Creates a large fire immediately on mixing. Only useful for grenades (Results in 1 unit instead of 3).
}}
<br />
{{Chem
|chemical = MindBreaker Toxin
|formula = 1 part Silicon, 1 part Hydrogen, 1 part Dylovene
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Hydrogen, 30 Silicon -> 90 Mindbreaker Toxin
|effects = A potent hallucinogenic compound. Formerly known as LSD, but was renamed so people understand that it is not a "fun time". Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications.
}}
<br />
{{Chem
|chemical = Nitroglycerin
|formula = 1 part Glycerol, 1 part Polytrinic Acid, 1 part Sulphuric Acid
'''OR''' 90 Corn Oil, 30 Sulphuric Acid, 30 Polytrinic Acid, 30 Sulphuric Acid -> INCREDIBLY LARGE BOOM
|effects = A heavy, colourless, oily, explosive liquid obtained by nitrating glycerol. Explodes immediately on mixing (Results in 2 units instead of 3).
}}
<br />
{{Chem
|chemical = Paint (Crayon Dust)
|formula = 1 part Plasticide, 3 parts Water, 1 part Crayon Dust
'''OR''' 90 Water, 15 Plasticide, 15 Crayon Dust, -> 120 Paint
|effects = 5 units of Paint. Crayons can be ground for colorful dust. Replace crayon dust with aluminium for white paint. Remove paint with space cleaner.
}}
<br />
{{Chem
|chemical = Paint (Ghetto)
|formula = 1 part Plasticide, 3 parts Water, 5 parts (Coloring Agent)
'''OR''' 90 Water, 15 Plasticide, 15 (Coloring Agent), -> 120 Paint
|effects = 5 units of Paint. The coloring agent can be milk, orange juice, tomato juice, lime juice, carrot juice, berry juice, grape juice, poison berry juice, watermelon juice, lemon juice, banana juice, potato juice, carbon, or aluminum.
}}
<br />
{{Chem
|chemical = Plant-B-Gone
|formula = 1 part Polytrinic Acid, 4 parts Diethylamine
'''OR''' 16 Nitrogen, 48 Hydrogen, 48 Ethanol, 8 Sulfuric Acid, 8 Potassium, 8 Chlorine -> 120 Plant-B-Gone
|effects = A potent herbicide which is useful to replace the limited supply the botanist starts with.
}}
<br />
{{Chem
|chemical = Polytrinic Acid
|formula = 1 part Sulphuric Acid, 1 part Chlorine, 1 part Potassium
'''OR''' 40 Sulphuric Acid, 40 Chlorine, 40 Potassium -> 120 Polytrinic Acid
|effects = An extremely corrosive chemical substance. Will destroy organic materials when sprayed or splashed, leaving a telltale gray sludge behind.
}}
<br />
{{Chem
|chemical = Potassium Chloride
|formula = 1 part Potassium, 1 part Sodium Chloride
'''OR''' 30 Sodium, 30 Chlorine, 60 Potassium, -> 120 Potassium Chloride
|effects = A delicious salt that stops the heart when injected into cardiac muscle.
}}
<br />
{{Chem
|chemical = Potassium Chlorophoride
|formula = 1 part Potassium Chloride, 1 part Phoron, 1 part Chloral Hydrate
'''OR''' 50 Chlorine, 15 Ethanol, 15 Water, 5 Chlorine, 10 Sodium, 20 Potassium, 20 Phoron, -> 60 Potassium Chlorophoride, 25 Potassium Chloride, 5 Phoron
|effects = A specific chemical based on Potassium Chloride to stop the heart for surgery. Not safe to eat!
}}
<br />
{{Chem
|chemical = Solid Phoron
|formula = 5 iron, 5 frost oil, 20 phoron
'''OR''' 80 Phoron, 20 Frost Oil, 20 Iron, -> 4 Phoron Crystals
|effects = Phoron solidification.
}}
<br />
{{Chem
|chemical = Plastic
|formula = 10 polytrinic acid, 20 plasticide
'''OR''' 10 Sulphuric Acid, 10 Chlorine, 10 Potassium, 60 Plasticide, -> 3 Plastic Sheets
|effects = 1 sheet of plastic.
}}
<br />
{{Chem
|chemical = Condensed Capsaicin (Pepper Spray)
|formula = 2 Capsaicin, 5 Phoron (Catalyst)
'''OR''' 5 Phoron, 30 Capsaicin(x4), -> 60 Condensed Capsaicin, 5 Phoron
|effects = Results in 1 unit of Condensed Capsaicin.
}}
<br />
{{Chem
|chemical = Silicate
|formula = 1 part Aluminum, 1 part Silicon, 1 part Oxygen
'''OR''' 40 Aluminum, 40 Silicon, 40 Oxygen -> 120 Silicate
|effects = Used to strengthen windows.
}}
<br />
{{Chem
|chemical = Smoke
|formula = 1 part Potassium, 1 part Sugar, 1 part Phosphorous
'''OR''' 30 Potassium, 30 Sugar, 30 Phosphorous, 30 (Reagent of Your Choice), -> Smoke Cloud With Varying Properties
|effects = This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. Very useful if you want to make a chloral hydrate smoke grenade for riot control.
}}
<br />
{{Chem
|chemical = Sodium Chloride (Table Salt)
|formula = 1 part Chlorine, 1 part Sodium
'''OR''' 60 Chlorine, 60 Sodium -> 120 Table Salt
|effects = Commonly known as salt, Sodium Chloride is often used to  season food.
}}
<br />
{{Chem
|chemical = Space Cleaner
|formula = 1 part Ammonia, 1 part Water
'''OR''' 60 Hydrogen, 20 Nitrogen, 60 Water, -> 120 Space Cleaner
|effects = This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.
}}
<br />
{{Chem
|chemical = Space Drugs
|formula = 1 part Mercury, 1 part Sugar, 1 part Lithium
'''OR''' 40 Mercury, 40 Sugar, 40 Lithium -> 120 Space Drugs
|effects = An illegal compound which induces a number of effects such as loss of balance and hallucinations.
}}
<br />
{{Chem
|chemical = Space Lube
|formula = 1 part Water, 1 part Silicon, 1 part Oxygen
'''OR''' 30 Water, 30 Silicon, 30 Oxygen -> 120 Space Lube
|effects = Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (Results in 4 units instead of 3).
}}
<br />
{{Chem
|chemical = Sterilizine
|formula = 1 part Ethanol, 1 part Dylovene, 1 part Chlorine
'''OR''' 10 Silicon, 10 Potassium, 10 Nitrogen, 30 Ethanol, 30 Chlorine, -> 90 Sterilizine
|effects = Sterilizes wounds in preparation for surgery.


}}
;Cable Layer
<br />
:An exosuit mounted cable layer.
{{Chem
:'''Takes up a Utility Slot'''
|chemical = Synthmeat
|formula = 5 Blood, 5 Clonexadone
'''OR''' 20 Phoron, 20 Oxygen, 10 Water, 10 Oxygen, 30 Sodium, 5 Blood -> 1 Slab of Synth Meat (+1 for every 5 blood added, up to 60 slabs)
|effects = A tasty alternative to actual meat, allegedly used for surgery.
}}
<br />
{{Chem
|chemical = Thermite
|formula = 1 part Iron, 1 part Aluminium, 1 part Oxygen
'''OR''' 40 Iron, 40 Aluminium, 40 Oxygen -> VERY HOT
|effects = A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited.
}}
<br />
{{Chem
|chemical = Unstable Mutagen
|formula = 1 part Radium, 1 part Phosphorus, 1 part Chlorine
'''OR''' 40 Radium, 40 Phosphorus, 40 Chlorine -> 120 Unstable Mutagen
|effects = Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany. Will cause mutations and radiation poisoning if ingested.
}}
<br />
{{Chem
|chemical = Water
|formula = 1 part Oxygen, 2 parts Hydrogen
'''OR''' Just dispense water from the chem dispenser like a sane human being.
|effects = It's water. Results in one unit.
}}
<br />
{{Chem
|chemical = Zombie Powder
|formula = 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper
'''OR''' 15 Chlorine, 5 Ethanol, 5 Water, 20 Sugar, 25 CarpoToxin, 25 Copper -> 10 Zombie Powder
|effects = Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp (Results in 2 units instead of 15).
}}
<br />
{{Chem
|chemical = Sizeoxadone
|formula = 1 part Clonexadone, 3 part Tramadol, 1 part Phoron, 5 Phoron (Catalyst)
'''OR''' 20 Phoron, 4 Oxygen, 2 Water, 2 Oxygen, 6 Sodium, 4 Carbon, 4 Sugar, 4 Oxygen, 12 Ethanol, 12 Oxygen, -> 60 Sizeoxadone, 7.2 Phoron
|effects = Required ingredient for macrocillin, microcillin, and normalcillin
}}
<br />
{{Chem
|chemical = Macrocillin
|formula = 20 part Sizoxadone, 20 part Diethylamine -> 1 part Macrocillin
'''OR''' 30 Hydrogen, 10 Nitrogen, 30 Ethanol, 60 Sizeoxadone -> 3 Macrocillin
|effects = You grow!
}}
<br />
{{Chem
|chemical = Microcillin
|formula = 20 part Sizoxadone, 20 part Sodium Chloride -> 1 part Microcillin
'''OR''' 30 Chlorine, 30 Sodium, 60 Sizeoxadone, -> 3 Microcillin
|effects = You shrink!
}}
<br />
{{Chem
|chemical = Normalcillin
|formula = 20 part Sizoxadone, 20 part leporazine -> 1 part Normalcillin
'''OR''' 10 Phoron, 30 Copper, 30 Silicon, -10 Phoron, 60 Sizeoxadone, -> 3 Normalcillin
|effects = You normalify!
}}
<br />
{{Chem
|chemical = Elixer of Change (female)
|formula = 1 part Blood, 1 part Unstable mutagen, 1 part Sugar -> 1 part Elixer of Change (female)
'''OR''' 60 Blood, 60 Unstable Mutagen, 60 Sugar -> 60 Elixer of Change (female)
|effects = Your gender becomes female.
}}
<br />
{{Chem
|chemical = Elixer of Change (intersex)
|formula = 1 part Elixer of Change (female), 1 part Elixer of Change (male) -> 1 part Elixer of Change (intersex)
'''OR''' 60 Elixer of Change (female), 60 Elixer of Change (male) -> 60 Elixer of Change (intersex)
|effects = Your gender becomes herm.
}}
<br />
{{Chem
|chemical = Elixer of Change (male)
|formula = 1 part Blood, 1 part Unstable Mutagen, 1 part Iron  -> 1 part Elixer of Change (male)
'''OR'''  60 Blood, 60 Unstable Mutagen, 60 Iron  -> 60 Elixer of Change (male)
|effects = Your gender becomes male.
}}


= Beyond the Dispenser =
;Extinguisher
Just because it isn't found in the dispenser or the guide above doesn't mean you can't use it! Holy water, Slime cores and plenty of other things can provide limitless fun for an enterprising and curious chemist.
: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]]
{{Gameplay guides}}
{{Gameplay guides}}
[[Category:Guides]]

Revision as of 09:44, 24 May 2022

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.

For the aspiring Roboticist, this guide will explain the creation and maintenance of Cyborg, Bots, and Mechs.

Cyborgs

See also Cyborgification Contracts. 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.

Making a Cyborg

  1. Fill the Exosuit Fabricator with as much metal as it will hold.
  2. 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).
  3. 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.
  4. When putting the parts together, use the Cyborg Endoskeleton as a base.
    • The Cyborg Head will need 2x Flash.
    • The Cyborg Torso will need 1x wires and 1x 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

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.

  1. (Optional) Complete Prepping for Surgery.
  2. Aim for the organ's location in the Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)
  3. Use a scalpel to cut back the flesh.
  4. Use the hemostat to stop any potential bleeding.
  5. Use your retractors to lift up the skin.
  6. Use the saw to cut through the bones.
  7. Use the retractor to separate the bones.
  8. Use the scalpel. This will open up a window asking you which organ you'd like to cut loose. Select the Brain.
  9. Use the 'hemostat. This will open up a window asking you which loose organ you'd like to remove. Select the Brain again.
  10. Place the brain in an MMI.
  11. (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a 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.
  12. Carry the 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.

So You Decapitated Your Patient

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.

Cyborg Maintenance

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.

Repair

When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple:

  1. Equip a welding helmet on your head.
    • Note: Be sure to remember this step or you could go blind!
  2. Place a 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:

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
  4. Use a screwdriver to expose the wires.
  5. Use a cable coil to replace damaged wires.
  6. Screwdriver the cyborg to unexpose the wires.
  7. Reinsert the power cell by clicking on the cyborg.
  8. Crowbar the panel shut.
  9. Swipe an ID with Robotics access to relock the cover.

Cyborg Component Repair

Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
  4. Use a screwdriver to expose the wires.
  5. 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.

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
  4. Use a screwdriver to expose the wires.
  5. Cut all five wires with wirecutters.
  6. 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

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):

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Click on the Cyborg with an empty hand on grab intent to take out the 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.
  4. Crowbar the panel shut.
  5. Swipe an ID with Robotics access to relock the cover.

Resetting Modules

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:

  1. Swipe an ID with Robotics access to unlock the panel.
  2. Crowbar open the panel.
  3. Print out a reset upgrade in the fabricator, and insert it into the cyborg.
  4. Crowbar the panel shut.
  5. Swipe an ID with Robotics access to relock the cover.

Cyborg Upgrades

There are several cyborg upgrade modules that can be printed from the prosthetics fabricator in Robotics, assuming sufficient research has been done beforehand. To apply an upgrade, open the cyborgs access panel and insert the upgrade inside it.

  • Emergency Restart Module
 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
 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
 Removes the cyborgs current module, allowing it to reselect a new one.
  • VTEC Module
 Kicks in a cyborgs VTEC systems, allowing them to move faster.
  • Rapid Taser Cooling Module
 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
 Despite the name, can be applied to any type of cyborg. Gives the cyborg a CO2-filled jetpack.
  • Advanced Health Analyzer Module
 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
 Unlocks a cyborg module's hidden equipment, which is normally activated with an emag. These are universally either lethal or disabling weaponry.
  • Language Module
 Allows a cyborg to speak nearly any language, instead of only understanding them. Clerical and Service module cyborgs have this function by default.

Modifications

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.

There are three lights in the cyborg with three corresponding wires:

  • 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.
    • 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.
    • 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.
    • Pulsing this will reset the module of a cyborg and allow it to pick a new one.
    • 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.

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.

Synthmorphs

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

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:

Most of the work is done at the Prosthetics Fabricator.

  1. 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.
  2. 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.
  3. Place the torso onto a surgical table in robotics, and attach each limb one at a time, finishing with the head.
  4. Use a screwdriver, then a crowbar to open the head's maintenance panel and install the optical sensors into the head.
  5. 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.
  6. Use a crowbar to close the maintenance panel when done.
  7. Congratulations, you've given someone a new lease on life.

Prosthetic/Synthmorph Repair

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.

To fix burn damage, use a cable coil on the damaged area to replace the melted wiring.

Internal Repairs

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.

  1. Have the subject lay flat on a table, preferably an operating table in the robotics lab.
  2. Use a screwdriver on the damaged limb to gain access to the maintenance panel.
  3. Use a crowbar to pry the panel open to gain access to the limb's internals.
  4. Apply either welding, cable coils or nanopaste as needed to the internals.
    1. Note that using nanopaste will also heal internal component/organ damage.
  5. Use the crowbar to shut the maintenance panel when done. It will latch back into place.

Removing Internal Organs

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:

  1. Have the subject lay flat on a table, preferably an operating table in the robotics lab.
  2. Use a screwdriver on the damaged limb to gain access to the maintenance panel.
  3. Use a crowbar to pry the panel open to gain access to the limb's internals.
  4. Use a multitool on them, this will bring up a window asking you which organ you want to prepare for removal.
  5. Select the organ and hit okay, this will cause a progress bar to appear.
  6. 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.
  7. 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.
  8. With that, the organ should be out!

In A Pinch

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:

Nanopaste

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.

Screwdriver

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!

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.

NIF Surgeries for Synthmorphs

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:

NIF Installation

  1. Target the patient’s head and use a screwdriver.
  2. Use a crowbar to open their head up.
  3. Use the surgical drill to create a cavity.
  4. With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity.
  5. Use a crowbar to close them up again.

Be sure to inform your patient about the after affects of the surgery before it's done.

NIF Maintenance

  1. Target the patient’s head and use a screwdriver.
  2. Use a crowbar to open their head up.
  3. Use the hemostat to get the NIF out (may take more than one attempt).
  4. Pick up the NIF
  5. Screwdriver the NIF open
  6. Use a Cable Coil to fix burnt wires
  7. Use a Multi tool to reset the Capacitors
  8. Screwdriver the NIF closed
  9. Use the surgical drill to recreate the cavity.
  10. With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity.
  11. Use a crowbar to close them up again.

Resleeving a Synthmorph

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.

If both a body and mind backup are present, a roboticist can follow the Guide to Resleeving to resleeve the synth.

Bots

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:

Medibot

These will only inject chemicals if the chemical helps with the target's damage by default. They can also be 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.

Combine the following ingredients in order:

  1. Start with an Empty Medkit.
    • Note: Differently colored medkits will also change the resulting color of your Medibot.
  2. (Optional) Name the bot with a pen.
  3. Add a Prosthetic Right or Left Arm.
  4. Add a HealthAnalyzer.
  5. Add a ProximitySensor.
  6. (Optional) Add abeaker filled with the medicine of your choice.

File:Cleanbot.gif Cleanbot

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!

  1. bucket (Grab it from the Janitor or make with Autolathe)
  2. proximity sensor.
  3. (Optional) Name the bot with a pen.
  4. Prosthetic Right or Left Arm.

File:Farmbot.png Farmbot

  1. on a watertank, use:
  2. Prosthetic Right or Left Arm;
  3. Plant analyser;
  4. Bucket;
  5. Mini hoe;
  6. proximity sensor.

File:Floorbot.gif Floorbot

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. To make:

  1. Empty toolbox (Must be a blue one)
  2. Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
  3. proximity sensor.
  4. (Optional) Name the bot with a pen.
  5. Prosthetic Right or Left Arm.

Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.

I AM THE LAW Securitron

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 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. To make:

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:

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 roboticists 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


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:

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

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


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.

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


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!

  • 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

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


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

Phazon


The Phazon is a decently armoured mech with the capability to 'phase' shift through solid objects! this drains serious amounts of power to complete, don't get stuck in a wall!


Instructions

  • Create all of the Phazon parts using the exosuit fabricator.
  • Assemble all of the Phazon parts to the chassis (Except the Armor plates)
  • Wrench
  • Screwdriver
  • 4 Lengths of Cable
  • Wirecutters
  • Phazon Main circuit board (Bug R&D to research it)
  • Screwdriver
  • Phazon Peripherals circuit board (Bug R&D to research it)
  • Screwdriver
  • Phazon Targeting circuit board (Bug R&D to research it)
  • Screwdriver
  • Add an Magnetic Capacitance coil (Order from Cargo or ask Engineering for one of their spares)
  • Screwdriver
  • Add a personal translocator device (Bug R&D)
  • Screwdriver
  • 5 Sheets of Steel
  • Wrench
  • Weldingtool
  • 5 Sheets of Plasteel
  • Wrench
  • Weldingtool
Equipment Slots
X Hull Slots
X Weapon Slot
X Utility Slots
X Universal Slot
X Special Slot
Stats
Max Health: X
Deflect Chance: X%
Damage Reductions: X% Brute, X% Fire, X% Bullet, X% Laser, X% Energy, X% Bomb
Internal Damage Threshold:X%
Cargo Slots: X
Max Temperature: X K

Janus


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

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


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!
It's a badmin mech. Hopefully this thing is NEVER SEEN in it's current state

Hoverpod

File:Hoverpod.png
Orderable by 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:

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

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 welding helmet on your head.
    • Note: Be sure to remember this step or you could go blind!
  • Place a 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

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:

  • 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.

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:

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:

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.
Guide Table
Starter CHOMP-Specific Medical Engineering Science Security Other Development