This is data borrowed from elsewhere that hasn't been rewritten yet.
You are a common Civilian aboard one of the Remote Observation and Military Expedition projects, Titan ROME. You have arrived here on the Arrivals Shuttle in order to seek work, though you haven't finalized the paperwork. You may want to finish filling it out before meeting with the Head of Personnel.
As you disembark, several crewmembers quickly get on, hauling their belongings. That reminds you, you should probably check your backpack to make sure you have everything you left the Resources Station with.
You are currently in the Arrivals lounge on Titan ROME. There are several other civilians here who disembarked at the same time you did. You can see exits to the north, east, and south; west leads to the airlock to the Arrivals Shuttle, which has now closed. A sign on the ceiling points out that the Personnel Intake office is to the East, Dormitories and Cafeteria are to the north, and the Market and Lounge are to the south.
Inventory:
Backpack (contains: Skill Assessment Form, Box (contains: Breath Mask, Emergency Oxygen Tank, Station Bounced Radio)) Wallet Grey Jumpsuit ID Card White Shoes PDA (contains: Pen, Memory Cartridge)
The Skill Assessment Form seems to be a place for you to write in your qualifications and skill levels in various tasks, as well as your preferred job assignments. Seems peculiar, since you'd assume that most of what you'd fill in could be easily verified with a simple lookup on SolNet or otherwise determined well before you came here, but perhaps it also exists as a test of your honesty and integrity.
Your PDA seems to have some basic software preinstalled on it: Messenger, Notepad, Flashlight, Camera, File Explorer, and Diagnostics. You were issued an ARC standardized PDA as part of your transit preparations; you haven't really had time to customize it to your liking yet. Your PDA's battery is at 45%. You should probably charge it at some point.
According to your Messenger, you already have a new message, welcoming you to Titan ROME and requesting that you visit the Personnel Intake office near Arrivals, to confirm your assignment and job duties.
Your PDA also comes with a stylus/pen combination that is ideal for use as either a touch-screen stylus or a pen, respectively.
Your ID Card seems to have your name on it, and records your current status as 'Civilian'. You won't have an official job title until you officially have a job, but it does have a computer chip identifying you to the station's automated systems.
Your shoes are ordinary white lace-up work shoes with white shoelaces and no significant safety features. Hopefully you won't need them.
Your wallet contains a spacepod operator's license, a few receipts, a ticket stub from the shuttle terminal you came from, and $123 in SolGov credits, taken by all SolGov merchants and most other galactic merchants. You originally had $125, but you had to pay $2 for a can of soda while waiting at the shuttle terminal for your transport to arrive.
Common action verbs: Go: Sends you in a particular direction. Go To: Goes to a particular place, or attempts to go to a particular place.
Use: Attempt to use or activate an object. Look: Look at something. Ponder: Think about something. This can be helpful if you're not sure how to do something that the character should by rights be able to do. Run To: As Go To, except you run. Inventory: Check what you are currently carrying or wearing. Status: Check your current status.
Some useful things the player might do to help their character:
Change the ringtone and notify tone on their device. This will help differentiate actual messages from other notifications and things masquerading as messages.
Check to make sure their Emergency Oxygen Tank actually has air in it.
Use Diagnostics to connect their PDA to the network early.
Buy spam filtering software so they won't get distracting messages at the worst of times… usually.
Customize their outfit so that descriptions of generic attire don't match them (evade mistaken identity problems).
Find a job-appropriate device to use as a weapon.
Station Locations:
Marv's Diner - Serves up hot, fresh grub to visitors, commonly staffed by one or two waitresses and geared towards serving tourists and visitors.
The Last Resort - Serves up drinks and meals to the staff for a nominal fee, and benefits from the expertise of the chef and bartender.
Arrivals - Where new employees are dropped off by autopiloted shuttle. A friendly Buddybot waits here to greet new people and explain basics of station life to them.
Personnel Intake - The most likely habitat of the Head of Personnel, and where most new employees without a job assignment are expected to go to receive one.
Dormitory - A good place to choose a bed and locker for yourself and get some rest, with many modern amenities and some vending machines to serve common personal needs.
Lounge - A common area for crew to relax between shifts, with some common vending machines for drinks and snacks.
Cafeteria - Where employees go to eat, off-limits to non-crewmembers. Protein dispensers are free to use, but not necessarily appetizing.
Pod Hangar - Where spacepods are prepped for launch, repaired, and maintained.
EVA Storage - Where hardsuits are kept for serious spacewalks.
Atmospherics - Responsible for keeping the station breathing, restoring atmosphere after a hull breach incident or fire, and dealing with fires and other environmental hazards.
Engineering - Responsible for keeping the ship in one piece and fully powered.
Workshop - Responsible for upgrading and repairing machinery and hardware.
Pod Garage - Where space pods are built, stored, maintained, and launched.
Shuttle Bay - Where shuttles park to transport people to the other stations.
Escape Pod - An emergency escape pod. Located at various positions around the station for emergency exits. Not recommended for joyrides.
Escape Arm - An emergency shuttle landing bay to pick up and evacuate survivors in the event of a major station crisis.
Teleporter
Solars
Antimatter Chamber
Thermoelectric Chamber
Nuclear Reactor
Fusion Reactor
Supermatter Reactor
Singularity Engine
Artifact Lab
Xenobiology Lab
Toxins Lab
Virology
Genetics
Robotics
R&D Lab
Telecommunications
AI Core
Server Room
Programmer Lounge
http://ss13.pomf.se/wiki/index.php/Guide_to_Hydroponics http://ss13.pomf.se/wiki/index.php/Guide_to_Beekeeping http://ss13.pomf.se/wiki/index.php/Guide_to_Xenobotany
Chapel: A place for the Chaplain to practice his company-sanctioned religion and invite others to do so. Has the distinction of being the one place that starts out 'holy' on the station, which doesn't matter until those rare times when it does. The front area of the Chapel is open to all, as is one of the two Confessional booths, but the Chapel Office, Chaplain's Confessional, and operation of the Mass Driver requires Chaplain access. The chapel also connects to the library. Most true evil entities despise the chapel and would like it eliminated or subverted as quickly as possible.
Crematorium: Connects to the Chapel office, and provides a place for cremating dead crewmembers (as well as things that really resist being killed.) There is also a mass driver for performing more traditional space funerals, and a storage room with coffins for preparing the dead for their trip to the afterlife. Requires Chaplain access.
http://wiki.baystation12.net/Computers
https://en.wiktionary.org/wiki/Kadiempembe
http://texts.00.gs/Mayombe.htm
http://www.cuban-traditions.com/religions/orishas_greater/orishas_greater.html
https://groups.yahoo.com/neo/groups/santeriaonline/conversations/topics/4141
APCs
An APC (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an APC is cut, you will not be able to hack back into it. If an APC is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the APC when the battery reaches about 30%, which is the point when equipment in the room shuts off to conserve the remaining energy.
For more information see: APC
Found in: Every room with power Used for: Controlling the power for a sector on the station. Strategy: Have power equipment access, swipe your ID on it to unlock it and choose your action. Description Actions available on the APC: Main Breaker: On/Off - Toggles power to the room Equipment: Auto/On/Off - Toggles power to computers, doors, and other electronic equipment. Lighting: Auto/On/Off - Toggles power to lighting in the area. Environmental: Auto/On/Off - Toggles power to the ventilation in the area, as well as the Air Alarm. Cover Lock: Engaged/Disengaged - Provides a cover to protect the battery. Remember, 'Auto' power settings slowly cuts off each breaker when power runs low in this order: <30 % = Equipment off, <15% = Lighting and Environment off.</b>
Replacing the APC's Battery: To replace the APC battery, you need an ID with sufficient access to unlock the APC itself. Id regular.png Swipe ID with power equipment access to unlock the interface. Open the panel and disengage the cover lock. Crowbar.png Use a crowbar on the APC to open the cover. Hud-hands.gif Take the battery out with a free hand. Power cell.png place in the new battery. Crowbar.png Close the cover again with your crowbar. Re-engage the cover lock. Id regular.png Swipe ID to secure the interface.
Opening a Cover:
Items may have Easy Open covers, ID Locked covers, Screw-On Covers, or ID Locked Screw-On Covers. What this means is that basic covers can be opened with your bare hands; ID locked covers can be opened with your bare hands if you've unlocked the cover; screw-on covers require a screwdriver to open; and ID locked screw-on covers require a screwdriver and ID card to open. There are also Emergency Access covers, which are meant to be opened with an appropriate Emergency Access Bar (barring that, a screwdriver or crowbar can do the job, though they may permanently break the lock.)
Override Key: Items with an override lock can be opened by anyone in possession of an override key, which may be the only way to open ID locked items without power. This always works and never breaks anything, but does require an override lock in the first place.
Access Bar: This device is meant to open snap-lock covers without breaking them. It has a very low chance of permanent damage, and a very high chance of opening snap-lock covers normally as long as your motor control isn't impaired.
Screwdriver: While not technically meant for breaking and entering, in an emergency a screwdriver can be used as an alternative access bar. This has a low chance of damaging large objects and a moderate chance of damaging small objects, and has a high chance of success on small objects and a moderate chance of success on large objects.
Crowbar: This is not a practical tool for opening small objects, but may be called upon in an emergency, especially against ID locked systems. It is guaranteed to break ID locked items if it opens them, has a very high chance of damaging small objects, and a low chance of damaging large objects. However, it is very likely to successfully open large objects or small objects. Against small objects it may break more than the lock.
Items:
Size: Tiny/Small/Medium/Large/Huge/Colossal Tiny items can be put inside of small items, small items can be put inside of medium items. Medium: Backpack. Small: Box or book. Some items can hold other objects (belts can hold tools, for instance) despite being technically the same size. Large items can be carried in two hands. Huge items have to be dragged. Colossal items cannot be moved by anything short of powered machinery or disasters. Many colossal items are built by using Large or Huge frameworks and assembling them.
Type: What sort of item it is. Relevant categories include Containers (can be used to hold other items), Tools (can be put on a tool belt), Wearables (are a type of clothing), Weapons (are purpose-built as weaponry), Machines (are machines commonly affixed to the floor), Computers (are more complex machines that allow certain computing tasks)…
Slot: For equippable items, this indicates what slot they can be equipped in, not counting items stored in a container.
Space: For non-equippable items that use more than one tile, this gives their precise dimensions. Typically moving them involves some extra effort.
Description: What you see when you look at it.
Notes: Notes on what it actually is intended to do, or special instructions.
Size: Tiny
Type: Tool
Slot: Hand
Description: A device for turning screws and screw-locks, often necessary in basic mechanical repairs or adjustments.
Notes: Useful for moving windows and grilles, building computers, opening up maintenance panels in electronic devices, fixing microwaves and other broken appliances, modifying small gadgets, opening robots and more.
Size: Tiny
Type: Tool
Slot: Hand
Description: A pair of sturdy wire cutters with a rubber grip.
Notes: Used to cut wiring, which is important in hacking and deconstruction work. Commonly used with a soldering iron when wiring needs to be reworked. Note that high-voltage wires will give a nasty shock unless further precautions are taken.
Size: Tiny Type: Tool Slot: Hand
Description: A device used to connect wiring together, and to create basic circuitboards.
Notes: Essential for electronics construction, but also makes a handy torture implement for the devil-minded.
Size: Tiny Type: Tool Slot: Hand
Description: A device used for wrenching boltable objects into or out of place.
Notes: Commonly used for building or deconstructing walls, furniture, computers, machinery, cyborgs, and other heavy appliances. Also hurts when one hits you.
Size: Tiny Type: Tool Slot: Hand
Description: A heavy iron crowbar, designed to pry open crates, stuck doors, and similar heavy objects.
Notes: Useful for prying up floor tiles, forcibly removing wall girders, popping out window frames, and other heavy things in addition to being an emergency doorknob.
Size: Tiny Type: Tool Slot: Hand
Description: An electrician's precision tool, used for testing wiring and toggling equipment.
Notes: Designed to pulse wiring in order to toggle equipment without a proper interface.
Size: Tiny Type: Tool Slot: Hand
Description: A combined ultrasound probe and volt meter used in troubleshooting engineering problems such as faulty wiring.
Notes: When applied to machinery, wiring, doors or other electronic equipment, this device alerts you as to whether they are powered (or electrified). When used normally, this gives you a momentary glimpse of concealed wiring, ducting, piping, and such under the floor, as well as disrupting cloaking devices briefly.
Size: Tiny Type: Tool Slot: Hand
Description: A short length of wire.
Notes: Wiring comes in cable coils of various colors, which is used to build many machines, as well as fix or replace wiring. Evil programmers may make wire have a quality score, so every time you fix and mend it it becomes shoddier and shoddier… maybe.
Description: This device uses compressed matter to near-instantly create walls, floors, and airlocks, allowing rapid station reconstruction on demand. It can also deconstruct these items to restore compressed matter charges.
Notes: RCD ammunition is not easy to come by but can be made with proper advancements. The RCD also creates sparks when changing modes or when in use, which can be problematic in flammable environments. The device also uses power from a power cell, so remember to recharge it now and then if heavily using it. Deconstruction does not cost matter (and in fact restores it), but uses much more energy and cannot be done if the RCD's matter bin cannot hold the excess.
Description: This device rapidly disassembles deployable machinery frameworks for ease of relocation and transport.
Notes: Any item that has a deployment frame can be reverted to its frame with a simple point-and-blast. Like the RCD, the RDD has a power cell that must be recharged after frequent usage. The RDD does not use compressed-matter cartridges.
Description: This device is an improved version of the analyzer module found in many PDAs, and gives temperature, pressure, and proportions of gases found in the environment or in any pipe or container it is touched to.
Notes: Most people just use the PDA version, but the device can be found in most emergency oxygen toolboxes. If nothing else, it's a handy place to find a small battery.
Description: This device scans other devices or objects into its memory, in an attempt to manufacture them later using a ruckingenur kit.
Notes: The device analyzer holds up to ten scans. The mechanic PDA includes a variant that only holds one scan, but automatically sends it to the ruckingenur kit via wireless transmission (though it takes a bit of time and requires PDA networking be online.) A successfully analyzed blueprint can be immediately manufactured, although initial efficiency may be low without proper technical backing. Scanning important machinery in advance can be quite useful when someone bombs the cloning bay.
Description: A set of goggles worn over your eyes, allowing you to see pre-planned tiles laid out through the Plan Designator.
Notes: Highly useful when laying out a new area.
Description: A Deluxe Rapid Construction Device used by Cogwerks Construction to quick-fabricate space stations.
Notes: This industrial version of the RCD has lower construction costs and holds much more compressed matter. It can also do things like set airlock access and make specific styles of airlock, build pod bay doors, and build areas established with the Plan Designator.
Description: A device used in planning out floors and walls to be constructed by the RCD.
Notes: Practically any wall or floor that exists can be made using this, which is ideal when building a map. Wear the Construction Visualizer so you can see what you're planning.
Description: A device that stores metal and glass in its matter bins in order to quickly build windows, grilles, and similar sections.
Notes: This gun has two modes - one marks out intended places to create them, and the other builds planned sections. This allows you to quickly build windows and grille sections without mucking around with them by hand.
Description: A tool that allows you to update the designation of an area.
Notes: Designating rooms is important to ensure you have built a complete station, because APCs will only control designated areas, and because beacons and similar things will use designations when trying to describe a location.
Description: A pre-fabricated framework and machine components, ready to build.
Notes: Use a soldering iron on the box frame to finish setting it up. Note that once you've built the machine, it may not be movable without a Deconstruction Device!
Description: A metal face mask designed for protection while welding.
Notes: This reduces the user's vision slightly, but also prevents damage from light sources (welding, flashbangs, flashes, etc.)
Description: Safety first with this durable hard hat.
Notes: Protects your head quite well, and has a built-in flashlight. Commonly seen on miners and engineers.
Description: A radio headset distributed to members of the engineering department.
Notes: This includes the standard radio encryption key as well as the Engineering key, allowing you to communicate on both frequencies.
Description: A pair of goggles that give the wearer the ability to see station structure through walls.
Notes: These goggles tint your vision green, but are very useful for seeing pipes, wires, and such, like a T-Ray scanner on all the time. They also provide some protection from eye damage due to radiation, which is useful when setting up certain engines.
Description: These thick gloves are designed to provide insulation from electrical shocks.
Notes: These gloves provide high insulation from electrical shocks, making it safe to handle live wires (usually). Note that security will frown on non-engineers using these.
Description: These thin gloves are designed to provide insulation from electrical shocks.
Notes: Easier to find, these are ideal for the engineer on a budget (or more likely, the assistant who wants to pretend he's an engineer.) Quality is highly variable; they may be more effective, equally effective, less effective, or completely useless!
Description: A suit designed to protect the wearer from extreme temperatures, typically used by personnel assigned to fight fires.
Notes: The suit can deteriorate from prolonged exposure to extreme conditions, and does not protect against vacuum exposure. It also slows down your running speed when wearing it.
Description: This spacesuit is designed for use by the engineers who repair the space station.
Notes: This is vacuum-proofed and insulated against the cold. Wearing it will slow down your running speed indoors. It has a built-in flashlight on the helmet, just like a hard hat.
Description: A jet pack for manuevering through space. You can also attach a breath mask to it to breathe its contents.
Notes: Note that breathing a jetpack's contents is only useful if it contains the same type of gas you breathe; also note that the jetpack actually just releases gas from the tank to provide propulsion, so moving around rapidly will burn up your air supply.
Description: A pair of sturdy brown boots with metal plated soles.
Notes: Magnetic boots prevent a user from falling over when activated, or from being pushed or pulled by nearly anything, including escaping air from a pressure leak. This makes them ideal for spacewalks or repairing hull breaches.
Description: A large power cell used in machinery to provide energy when not connected to a power source.
Notes: Power cells come in various types, from the cheap models shoved in space heaters to the standard models found in APCs to the wondrous things R&D can make given enough effort. In general, if it's bigger than a rifle, it probably requires one of these to power it. Cyborgs and drones require these to function, and will greatly appreciate upgrades.
Description: A small battery used in handheld machinery to provide power.
Notes: Power Batteries are found in many things, including PDAs, handheld gadgets, and energy-based weapons. In the event one runs out of power, it's usually easy enough to recharge them by leaving them on a Charging Tray, or you can remove the battery and pop it in a Battery Charger if you're in a hurry.
Description: A glass tube with a length of wire running through the center, designed to illuminate an area.
Notes: Light tubes can be manufactured in various colors (including black-light), and higher-efficiency versions are available that use less power. As lighting is one of the largest energy expenses on a station, improving the lights can be quite useful.
Description: A small glass bulb with a length of tightly coiled wire in the center, designed to illuminate a small area.
Notes: Light bulbs are generally used in places where extreme illumination isn't necessary, and use much less power. Higher efficiency and different colored versions can be made just as with light tubes.
Description: A sheet of duralloy metal, staple ingredient of many constructions.
Notes: Required for many construction projects, including do-it-yourself work, and to supply protolathes and similar machines with raw materials.
Description: A sheet of duralloy metal reinforced with interior rods for strength.
Notes: Sturdier metal constructions require these reinforcements.
Description: A sheet of glass used in constructing windows and other applications.
Notes: Useful for many construction projects, including building anything with a screen.
Description: A sheet of glass reinforced with metal struts to provide additional durability at the cost of some visibility.
Notes: Useful for making windows to secure areas. The metal grilles can be electrified.
Description: A sheet of silicate-hardened glass used on exterior windows and other places where durability is vital.
Notes: Can only be made in a fabricator, although silicate glass can be treated to further increase its durability.
Description: An extremely strong sheet of silicate-hardened glass sandwiched with reinforcing rods.
Notes: Incredibly useful for high-security areas that still require some visibility.
Description: A thick rod of metal, used in construction.
Notes: Made from metal sheets using a sheet roller, or made directly in a fabricator. Useful for building support structures, catwalks, and lattices.
Description: A thin rod of metal, used in construction.
Notes: Made from metal sheets using a sheet roller, or made directly in a fabricator. Useful for building thin lattices for windows and other thin structures.
Description: A normal metal floor tile. It looks fairly durable.
Notes: Floor tiles can be made of other things too. You can use a crowbar to remove a floor tile to replace it if damaged, or just because.
Type: Machine
Description: A large machine that fires powerful microwave bursts to a receiver elsewhere in the solar system.
Notes: Power successfully transmitted results in revenue for the station. This must be set to a consistent output level. Automatic safeties will shut off the laser if the beam is broken, so open the laser bay doors and stay of the way when using this. Note that if the safeties are off, this is an excellent way to flash-fry anything stupid enough to move directly in front of it.
Description: A combustion-based power generator that burns flammable substances to create power. Must be regularly loaded with fuel.
Notes: These generate approximately 5000 W of power per furnace when operational, and remain online until they run out of fuel or are turned off. They are usually used to create heat, with power generation as a side effect, and can accept a wide variety of flammable substances, including leaves, paper, wood, corpses… They traditionally are loaded with char ore, or 'space coal' as people have nicknamed it.
Description: A powerful magnetic capacitor that draws power from power sources and releases it to APCs where needed.
Notes: These only charge if there is sufficient power available for their input; also, output cannot be set higher than input. This allows power to be stored over time when the SMES is receiving power from sources, while distributing most of it to the station, and being capable of powering stations even once the power sources fail. SMESes can be directly connected to portable generators in full intake mode, actively drawing all output from this source.
Description: A computer that monitors the output indicators from the station's engines, as well as the power of the SMESes connected to them.
Notes: There is one of these for each engine, wired between engine and SMES, providing information about the actual amount of power generated and the amount the SMES is currently drawing. This is useful for diagnosing power problems.
Description: A computer that shows the current orientation of the station's solar panels as well as their power output.
Notes: Automatic tracking usually takes care of this, but if necessary, the solars can be set for manual tracking or fixed-position (not recommended) from this terminal.
Description: This computer shows all power storage units connected to the grid as well as their current charge and load.
Notes: This displays a list of all SMES units and APC units detected on the power network; if APCs are missing, then they are not connected to the network (a wire has been cut). This also allows you to perform some remote maintenance operations on individual power components from the comfort of your computer chair (resetting flipped breakers, etc).
Description: A power control board that distributes energy to a room's machinery.
Notes: The amount of load on the APC depends on what machinery is currently running. APCs can control equipment, lighting, and environmental circuits separately. AIs and cyborgs have an additional option to pulse a specific circuit, which typically causes effects similar to a power spike. APCs rely on a power cell to drain from when main power is lost or cut. APCs can be connected to various power generators directly in emergencies; generators connected in this manner directly charge the power cell at full input.
Description: A portable power generator with an interface for standard power cells, and a connector for plugging into power storage units.
Notes: This is basically a portable cell charger that generates a low amount of constant energy from a fuel source. It is very useful for emergency recharge of an isolated APC or SMES, but is not sufficient for supporting the station for long periods.
Description: A computer meant for displaying alert messages from ARC Central Command, as well as for entering alerts to the crew.
Notes: Alerts from command can be screened here before announcing them to the crew, and can be set to announce via the Newscaster System, the Public Address System, or the PDA Network (which allows tighter control over who receives the alert.) Command-level personnel can also send alerts through this console, or change the station's Alert Status.
Description: A large pressure vessel that stores a reserve of gas.
Notes: These typically contain at least twice the volume of portable canisters, and are found in air hookup stations. Canisters are color-coded by type of gas.
Description: A dispenser unit that manufactures gas tanks.
Notes: The dispenser requires metal as well as power, and can make any standard gas tank (including plasma tanks). Note that the tank appearance has nothing to do with what you store in it!
Description: A portable gas container designed to expel gases into or draw them from the environment or from any tank equipped with a standard connector.
Notes: Typically filled with air mix, then moved to an area that has lost atmosphere and activated to refill it; can also be used to depressurize over-pressured air, or even to remove the atmosphere if it is wildly toxic.
Description: A portable air filtration device that draws in atmosphere and only releases nontoxic gases back into it.
Notes: Air scrubbers have limitations; trying to use them to remove the air from a fire probably won't work, for example. However, they work well at removing contaminants and particles. Just don't forget to clean the filters.
Description: A small heating unit designed for warming the surrounding area.
Notes: These are useful for after a hull breach sucks the warm air from a room. They can be found in various places, and as an added bonus they always contain a low-power cell, useful when you need a cell for a project.
Description: A compressed-matter automated construction unit designed for building structures from blueprints.
Notes: This requires a blueprint marker to create the blueprints, and must be loaded with metal and glass sheets to build the room. This doesn't create any of the objects that should occupy the room, but it does make a great shortcut when you just want to get an octagonal chamber thrown together in a hurry, for instance. The blueprint marker may require recharging after multiple blueprints.
Description: A machine that creates blueprints from scanned devices, which can be used in a reverse-engineering fabricator.
Notes: The Ruckingenur Kit, also known as a copyright lawsuit waiting to happen, allows you to copy and make practically any object if you can get a decent scan on it, and without destroying it. However, scanning one object will not give you information about others, and tech level development will influence how much the final product requires to make.
Vending Machine
Description: A machine that contains a variety of electronic components that can be assembled into control machinery.
Notes: MechComp components can be combined to make deathtraps, defensive perimeters, or improve station efficiency - and that's assuming you're working for the good of the company.
Description: (Any of a number of backpacks with different appearances.)
Notes: Every crewmember starts off with a backpack, and backpacks can typically be found or made elsewhere. This serves as your main storage space, and is usually worn on your back; to take it off, pull it to an empty hand. Satchels look different but are functionally identical.
Description: A large pouch worn on a belt on the waist.
Notes: Essentially, a backpack you can wear in your belt slot. Unlike most belts, you can store some normal-sized objects in a fanny pack.
Description: An ordinary box, meant for holding tiny or small items.
Notes: Every crewmember begins with one of these in their backpack, which contains some basic survival supplies like a breath mask and an emergency oxygen tank.
Description: A classy storage case.
Notes: Filled with paper sheets and a pen by default, and makes an excellent blunt weapon. Briefcase Computers can be made with a briefcase and the right equipment…
Description: A flashlight with a powerful beam that illuminates an area in front of the user.
Notes: Flashlights can be tucked into your pocket or belt to automatically illuminate a smaller area around you. Multiple light sources stack.
Description: A piece of paper.
Notes: Paper is useful for writing things on (with pens, pencils, or crayons), printing things on (with printers, copy machines, fax machines, etc), pinning notes to places (with a noticeboard or some tape), etc. Some people hold paper up to a camera to send messages to the AI (or whoever is watching the camera) in a way nobody else can hear.
Description: An ordinary pen.
Notes: Pens are useful for writing on paper, or leaving graffiti on the floor or walls. They usually come in black, but other colors are available. You can store a pen in your PDA. Some other special variants include sleepy pens (that can be used to inject people as well as to write), shock pens (gag gifts that shock anyone who tries to write with them), and I-pens (that write in infrared ink that requires optical meson scanners to read).
Description: A crayon made from wax and compressed dye, popular amongst youngsters.
Notes: Crayons can be used to draw large letters and symbols on surfaces if you feel childish, and can also be tossed into a laundry machine with an article of clothing to change its color. People can eat crayons in an emergency to stave off hunger, although there isn't really any nutrition there.
Description: A die, rolled to generate random numbers.
Notes: Dice are available in various polyhedral forms, for those times when you want to play characters playing characters.
Description: A large bottle used to hold fresh water.
Notes: These are available from some vending machines. Once emptied, the bottle can be used to hold other things.
Description: A basic mousetrap, used for catching small pests.
Notes: Aside from being useful for catching mice, these can also be hid in packages to give others a painful surprise, or combined with other items to make a trigger device.
Description: A handheld radio that is useful when subspace transceivers malfunction.
Notes: Less versatile than a normal headset, but it can be clipped to your belt and you can find one in every emergency toolbox. Vital when telecomms fail. Cyborgs often use these to talk over the radio.
Description: A bright red canister commonly filled with flame-retardant foam for fighting fires.
Notes: This also proves useful as an impromptu jetpack in space, as well as a sturdy blunt weapon if needs be. It can be refilled when empty, and doesn't need to be refilled with flame-retardant foam…
Description: A large canister used for transporting gases, which can be strapped to the back for use as an air supply.
Notes: Gas tanks typically contain an air mixture (labeled white), O2 (blue with white stripe), or N2O (white with red stripe), though other labeling configurations exist.
Description: A sturdy orange container meant for transporting highly volatile gases such as plasma.
Notes: This is compatible with the same types of connectors as regular gas tanks.
Description: This durable container is meant for holding flammable liquid fuels.
Notes: As mentioned, this is meant for liquids, particularly combustibles, and commonly holds welder fuel.
Description: A rolled piece of paper whose herbal contents are meant to be lit on fire and inhaled.
Notes: Any herb can be rolled into a cigarette, cigar, or joint with sufficient materials. Any of these can be dipped into a reagent to absorb some of it; an infused cigarette will transmit the properties of the reagent to the user while smoking. This allows for interesting tricks like healing (or exploding) cigarettes.
Description: A fancy lighter useful for lighting your cigarettes.
Notes: Cheap plastic lighters can be found in vending machines, as can the fancy metal ones. They can also be used to light fuses, heat beakers, or as a temporary light source.
Description: A satchel designed to carry suitable materials, useful for heavy labor.
Notes: A version of this exists for Hydroponics (holds produce) and Mining (holds ore). Either holds a lot more than your typical backpack, of a specific type of item.
Description: A balloon, commonly filled with gas or liquid for amusement or for throwing at someone.
Notes: This is commonly filled with helium, but can be filled with any liquid or reagent and if so will burst when thrown at someone, covering them in the contents.
Description: A mysterious egg-like capsule that contains a compressed-matter surprise.
Notes: Typically doesn't contain anything of true value, but very occasionally could contain nearly anything, including powerful weaponry and artifacts.
Description: Vended from capsule vending machines, these little toys are part of a collectible series. Collect them all!
Notes: Some are rare or special-edition, for the true collector.
Description: A device used for taking pictures of people.
Notes: This saves out a picture when used on a person or tile. Examining the picture shows you the names of all persons or things on that tile or adjacent tiles, as well as anything people may be holding in their hands.
Size: Large
Description: A large tank used for storing important chemicals that need to be dispensed often.
Notes: Commonly found in maintenance corridors, tool storage, and the warehouse. Different tanks have different appearances based on their intended contents - firefighting foam, water, welding fuel, fertilizer, and helium are common tank types. Welding fuel tanks will rupture violently if heated. All tanks can dispense into beakers and other appropriate receptacles, and beakers can be used to add reagents to existing tanks.
Size: Large
Description: A typical storage locker, meant for storing important or personal possessions.
Notes: Lockers can be welded shut or ID locked to keep people out… or in. Lockers meant to hold useful emergency gear are usually marked as such.
Size: Large
Description: A large wooden coffin, meant for storing the bodies of the deceased.
Notes: Functions much like a locker, except that you can't weld them shut (they're made of wood, after all). Used in funerary ceremonies to store the deceased for launching out the mass driver or putting into the crematorium. Also a good place to hide murder victims.
Size: Large
Description: A large metal crate used to store or transport objects. Can be ID-locked for safety.
Notes: Like lockers, these can be ID-locked or welded shut. Crates shipped from Home Office often have ID locks based on the department that needs them (Virology access for Virus Crates, for example). Empty crates can be shipped to Home Office for supply credit. Commonly used to transport items from one area of the station to another via the transport belts.
Size: Large
Description: A metal chair that can be folded up for ease of carrying.
Notes: Also useful for smacking people. Can be climbed on and jumped from if you are busy embracing your inner wrestler.
Size: Large
Description: A comfortable chair that can rotate to fit the needs of the user. Can be bolted to the floor for safety.
Notes: You can buckle yourself into one of these chairs to keep from falling out… or buckle someone else in to make sure they don't move. Cuffed individuals cannot escape if buckled in.
Size: Large
Description: A comfortable bed that includes buckles to secure the sleeper in the event of abrupt velocity changes in the station.
Notes: Ideal for resting in, and can be moved if you screwdriver them loose. Cuffed individuals can also be buckled down to secure them and prevent escape.
Size: Large
Description: A small footstool.
Notes: Can be sat on, climbed on, or even picked up and thrown. Mostly decorative.
Size: Large
Description: A functional table.
Notes: Tables can be regular or reinforced, and can be made to face a specific direction, standalone, or corner-pieces. You can perform surgery on them if necessary.
Size: Large
Description: A fixed, wall-mounted communication device for contacting the crew when you aren't wearing a headset.
Notes: Tuned to a specific frequency, usually the general channel; anyone nearby can hear radio messages even if they aren't wearing or carrying appropriate equipment. Microphone and speaker can be shut off separately.
Size: Large
Description: A device for quickly recharging power cells.
Notes: This recharges cells more quickly than shoving them into an APC will.
Size: Large
Description: A device for recharging power batteries.
Notes: Found in many departments that make use of small gadgets.
Size: Large
Description: A device that allows you to transfer credits from one ID card to another.
Notes: Commonly used for marketplace transactions. Money on your ID card is separate from money in your personal account.
Size: Large
Description: A wall-mounted ATM that allows you to transfer money from your personal account to your ID card or vice versa.
Notes: Your PIN is randomly set at the beginning of the round and noted in your Notes section; you can set a preferred PIN if you like.
Size: Large
Description: A slot machine that accepts ID cards.
Notes: You have to transfer money from your account to your card to make use of these.
Size: Large
Description: A device for fabricating objects.
Notes: Variants exist for most departments to manufacture common items quickly. Must be loaded with processed material bars in order to produce goods.
Size: Large
Description: A device that recycles materials and processes them into material bars for use in manufacturing products from a fabricator.
Notes: This can recycle anything with metal or crystal components. These can also be used to break down custom alloys into their component parts. Note that non-metallic and non-crystalline components will be extruded as a single combined bar to be reprocessed in an auto-loom or tossed into the smelter.
Size: Large
Description: A device that recycles fabrics and processes them into material bars for use in manufacturing products from a fabricator. It can also manufacture common apparel items.
Notes: This can recycle anything with rubber, leather, or fabric components. These can also break down custom alloys into component parts. Note that non-'fabric' components will be extruded as a single combined bar to be reprocessed in a portable reclaimer or tossed into the smelter.
Size: Very Large
Description: A device that creates custom alloys from various source materials. It can process metals, crystals, fabrics, leather, and rubber and use them to create material bars to be loaded in a fabricator.
Notes: Yes, you can make bars of universal material (fills ALL requirements) via careful smelting. It may not be as efficient as making individual best-of-the-best materials, though.
Size: Large
Description: A device for infusing materials with chemical reagents.
Notes: Effect depends on the quantity used; poisoned weapons are an obvious use for this. You can use practically any chemical, but not everything has a significant infusion effect.
Size: Normal
Description: A device for analyzing the composition of a material.
Notes: Can be used on practically anything, including most raw materials and items made from the smelter, loom, fabricators, or work benches.
Size: Large
Description: A device that dispenses various commonly desired goods in exchange for credits.
Notes: Vending machines can be modified to remove access restrictions or add items marked as hidden to the menus. Some vending machines require special tokens.
http://wiki.ss13.co/Making_and_Breaking http://wiki.ss13.co/Hacking#Vending_Machines_and_Fabricators
Size: Large
Description: Allows you to play video games and win tickets, which can be exchanged for prizes. Requires tokens or an ID card to play.
Notes: Hacked arcade machines have odd effects.
Size: Large
Description: A large canister that holds gases, and has connectors for attaching smaller tanks.
Notes: Typically used to fill or extract gases from a smaller tank.
Size: Large
Description: A device that creates a quantum barrier in a sphere around it that prevents damage from impacting high-velocity bodies.
Notes: This creates a shield that stops meteors, basically. The size of the area can be between 1 and 6 squares, and it uses power from an internal cell based on the size of the field. Typically stored in Emergency Storage and occasionally in Maintenance or elsewhere. Inflicts massive damage to anything that attempts to pass through at sufficient velocity, including entities launched from a gravity accelerator…
Size: Large
Description: A device that allows cyborgs to dock for recharging, repairs, and maintenance.
Notes: Found in robotics, tool storage, and at the mining outpost, these allow cyborgs to recharge and make repairs, and allow people to change features such as cyborg name, appearance, module, and power cell. They also allow cyborgs to install upgrades and some accessories.
Size: Large
Description: A system that connects to the pipe network to dispose of waste.
Notes: Anything put in one of these is automatically marked for transport to the destination set on the disposal unit. Typically this goes to Waste Disposal, but some go to the Morgue, Crematorium, or other locations instead.
Size: Large
Description: A system that connects to the pipe network to deliver marked packages.
Notes: This does not automatically mark packages, and does not accept large items such as bodies.
Caliber: .22 LR
Capacity: 10
Pocketable: Yes
Description: A small pistol that fires low-velocity ammunition.
Notes: This item is not as deadly as larger weapons, but doesn't issue conspicuous messages when fired.
Caliber: .38
Capacity: 7
Pocketable: Yes
Description: A .38 Special revolver designed to hold 7 bullets.
Notes: The detective owns one of these revolvers. Speedloaders make this quick to load; individual ammo is much slower.
Caliber: .357 Magnum
Capacity: 7
Pocketable: No
Description: A service revolver based on designs in use by the SolGov military.
Notes: Aside from being a powerful weapon in its own right, this can also chamber .38 rounds with some alterations, which can be useful if running low on standard ammunition.
Caliber: .41 RF
Capacity: 2
Pocketable: Yes
Description: A small high-powered two-shot pistol commonly used by assassins or high-profile targets for defense.
Notes: This does a lot of damage at point-blank range, but is very inaccurate at long ranges. Best used as a weapon of last resort.
Caliber: 12G
Capacity: 1
Pocketable: No
Description: A large pistol designed for firing 12 Gauge flare rounds.
Notes: This only holds one shot at a time. Flares don't do a lot of damage but are highly likely to set things on fire and make a lot of light. Also, this weapon can hold and fire normal 12G rounds, expanding the uses of this weapon immensely.
Caliber: Many
Capacity: 1
Pocketable: No
Description: An improvised weapon that can fire most types of ammunition, if not safely.
Notes: This weapon has to be reloaded by hand, and has a risk of exploding or breaking based on the size of the ammunition used. However, smaller rounds are reasonably reliable and usually only result in breaking the gun if they fail, making this an ideal insurgent weapon.
Caliber: Syringe
Capacity: 6
Pocketable: No
Description: A gun that fires syringes at people, manufactured from its internal reservoirs of glass and chemicals.
Notes: Chemical reservoir and glass reservoir both need to be occasionally refilled. Often used to deliver tranquilizers, poisons, or other dangerous substances.
Default Cell: 100
Power Per Shot: 15/stun, 75/burst stun
Lethal?: No
Description: An energy firearm that fires a paralyzing bolt of electricity down an ionized laser trail, commonly used by security forces.
Notes: Has a burst-fire mode that fires five shots in rapid succession, which is useful as most people need to be hit more than once to be stunned completely.
Default Cell: 200
Power Per Shot: 20/stun, 100/burst stun, 50/paralysis
Lethal?: No
Description: An energy firearm that has multiple settings for bringing down dangerous opponents without permanent harm.
Notes: More powerful base projectiles than the common taser, and can fire a powerful paralysis bolt that is even more effective. Also has a burst fire mode.
Default Cell: 200
Power Per Shot: 25/stun
Lethal?: No
Description: A powerful sonic cannon that knocks people down and out with a burst of high-volume sound.
Notes: The Vuvuzela variant looks like an ordinary vuvuzela, though anyone noting the power requirements should be suspicious. Either is very loud and easily heard, and may cause deafness in the target as a side effect. Both have a stronger stun than the taser.
Default Cell: 200
Power Per Shot: 50/teleport
Lethal?: No
Description: A high-tech weapon using bluespace teleportation technology to remove enemies from the combat theater.
Notes: Must be synchronized with a functional teleporter and teleporter beacon to work. Targets hit with the telegun blast are teleported to the destination set by the teleporter beacon. Ideally, this should be somewhere unfortunate.
Default Cell: 200
Power Per Shot: 15/stun, 25/laser
Lethal?: Yes
Description: A dual-purpose energy weapon that provides security teams with solutions for non-lethal and lethal force.
Notes: This is the sidearm of the captain and Head of Security, and the Armory has more.
Default Cell: 200
Power Per Shot: 25/phaser
Lethal?: Yes
Description: An energy weapon that pulses laser beams at varying frequencies for optimum lethality.
Notes: This weapon inflicts harm, pain, and stun effects, and is quite capable of taking down most basic combatants if a full charge is used.
Default Cell: 200
Power Per Shot: 25/laser
Lethal?: Yes
Description: A lethal-only weapon for suppressing dangerous threats.
Notes: This weapon inflicts much more damage than the phaser for the same amount of energy, but is less wide-spectrum in its effects. Ideal for fighting anything that suffers badly from Burn damage.
Default Cell: 200 (Fusion; Self-Charging 4/sec; Cannot Recharge)
Power Per Shot: 20/laser
Lethal?: Yes
Description: A weapon that continually recharges itself, making it an ideal field long-arm.
Notes: Takes five seconds to recharge one shot. Does slightly less damage than the laser pistol.
Default Cell: 40 (Atomic; Self-Charging 1/sec; Cannot Recharge)
Power Per Shot: 40/atomic
Lethal?: Yes
Pocketable?: Yes
Description: A crossbow that generates a pulse of highly dangerous radioactive isotopes.
Notes: Only one shot, but recharges slowly over time. Makes no sound, but the shot itself is highly obvious. Inflicts severe toxin and radiation damage over time and can eventually kill an unarmored human with a single shot.
Default Cell: 100
Power Per Shot: 20/stun, 100/burst stun, 30/disruptor
Lethal?: Yes
Description: A powerful dual-state energy weapon that causes significant harm on impact.
Notes: The stun projectiles also cause not insignificant levels of burn damage, while the disruptor blasts are comparable to a laser pistol. Not commonly used by ARC security anymore due to the burn hazards caused by the 'stun' mode.
Default Cell: 100 (Self-Recharging: 1/sec)
Power Per Shot: 20/laser
Lethal?: Yes
Description: An old-fashioned laser pistol from the days of early space travel.
Notes: This display model in the captain's quarters can be restored to functionality with some effort. Standard parts make it akin to a laser gun in damage, while better parts will increase damage or add a burst-fire mode. The recharge function works with any battery.
Default Cell: 300
Power Per Shot: 100/bioforce blast
Lethal?: Yes
Description: A massive shoulder-mounted bio-force gun that reduces targets to molten gibs.
Notes: At 400 Brute damage per shot, this is capable of overkilling most things in a single powerful blast. However, it is basically an Easter egg, as that's the only place you're ever likely to find one.
Default Cell: ?
Power Per Shot: ?
Lethal?: ?
Description: An alien artifact that seems to be designed as a sort of weapon.
Notes: Artifact guns are completely randomized in every aspect - type of projectile, damage, capacity, rate of fire, etc. Figuring out what a specific one does takes a bit of Science!
Capacity: 20 PU
Description: A slim battery used in small electronics.
Notes: PDAs, headsets, and other small electronics make use of these, and generally won't run out of power unless you are doing something very stupid with them.
Capacity: 100 PU
Description: A standard power battery used in large electronics and basic weapons.
Notes: Found in most basic energy weapons such as stun batons and tasers.
Capacity: 200 PU
Description: An enhanced power battery commonly used by energy weapons.
Notes: Just as it says, this is the battery of choice for most beam weapons.
Capacity: 300 PU
Description: A maximum charge power battery used in high-grade energy weapons.
Notes: Seldom found, as in most cases anything needing more power would benefit from a self-recharging battery pack.
Capacity: 400 PU
Recharge: 40 PU
Description: The battery every soldier wants for Christmas, this powerful cell has an internal fusion charger that rapidly recharges it while in use.
Capacity: 40 PU
Recharge: 5 PU
Description: A basic self-charging power cell. Usefulness is limited as most weapons use 25 PU or more per shot.
Capacity: 40 PU
Recharge: 2.5 PU
Description: A slim-line cell built into electronics meant for stealthy long-term usage.
Notes: This variant is found in the energy crossbow, and some other recharging weapons; its power signature is harder to detect.
Capacity: 100 PU
Recharge: 5 PU
Description: A microfusion breeder cell that gradually recharges when used.
Notes: This variant is found in disruptors and some other higher-end self-recharging weapons.
Capacity: 50 PU
Recharge: Depends on source
Description: A power battery designed to be connected to building power.
Notes: This has a small internal battery for a backup, but is intended to draw directly from a connected power cell or building power. The backup battery recharges when connected to an energy source.
Capacity: Depends
Recharge: No
Description: An assembly that connects a power cell to a power battery interface.
Notes: This connects to a PB-D unit to supply power from cell to battery. This is not the most efficient arrangement, but it's better than having to search for a power outlet.
Description: A power adapter that plugs into a building's power grid to supply power to a device.
Notes: This adapter can connect to battery or cell-operated appliances to draw power directly from the grid instead of the battery where possible. Items that do not normally allow this can be fitted with a PB-D or PC-D direct power feed to enable this functionality.
Capacity: Depends
Recharge: Depends
Description: A custom power battery made at the workbench. Performance specifications may vary.
Notes: Capacity and self-charge capability vary depending on design. Probably unwise to use these if you didn't make them and don't know they haven't been rigged to explode.
Capacity: Depends
Recharge: Depends
Description: A strange artifact that seems to have been connected to a battery interface.
Notes: Artifact batteries are highly random in nature, but always self-charge. Some are 50 PU or charge 1 PU per second or are similarly low-value, but rates higher than 1000 PU and 60 PU/sec are known. Consider yourself lucky if you find one!
Caliber: .308 Win
Capacity: 30
Description: A serviceable kinetic long-arm that still finds use in private militaries. Capable of three-round burst fire.
Notes: Extremely deadly, should you manage to acquire one, and contains one of the largest magazines of any firearm in the game. Its magazines also work with other weapons, if you find them.
Caliber: .308 Win
Capacity: 4
Description: A high-powered rifle designed to be used with special injection cartridges for sedating unruly adversaries without lethal damage.
Notes: This can also use lethal cartridges, if you happen to find or make some, as well as the extended magazine of the AK-744. The rate of fire and damage output is sub-par compared to other options, though.
Caliber: .308 Win
Capacity: 4
Description: A high-powered rifle with a scope, designed for taking down large game at great distances.
Notes: Powerful enough to instantly put most enemies in critical condition with a single shot and utterly wreck light cyborgs. Armor-piercing ammo loaded into one of these will punch through even large exosuits with ease.
Caliber: 12G
Capacity: 8
Description: A pump-action shotgun meant for quelling riots, typically loaded with non-lethal rounds.
Notes: Can be loaded with other 12G rounds. The bartender and the armory have these for emergencies.
Caliber: 12G
Capacity: 8
Description: A combat shotgun with a foldable stock and detachable box magazine.
Notes: The SPAS-22 is highly accurate, but also unmistakably loud.
Caliber: 40mm
Capacity: 1
Description: A pistol-grip 40mm shell launcher designed to be usable with one hand.
Notes: Smoke rounds are used by security forces, while high-explosive rounds tear up people and can blow through hulls, and therefore are not common issue.
Caliber: Rocket
Capacity: 1
Description: A heavy-duty rocket launcher that fires equally heavy-duty rockets. Not recommended for indoor use.
Notes: These do not fit in a backpack, and they do a lot of damage. They are perfectly capable of blowing through a hull, which is why they are typically only seen in the possession of bad guys.
Caliber: FuelTank
Capacity: Depends
Description: A device that sprays the contents of a fuel tank forward, optionally through a lit igniter.
Notes: Can be used with a variety of chemical mixtures, including some noncombustible ones. Welding fuel is a classic for the lazy. Variable pressure dispensing system is standard.
Timer: 3 seconds
Description: A grenade casing used for mixing and dispensing chemicals over a large area.
Notes: Opening the casing will tell you what's in the grenade, if someone didn't thoughtfully label it for you (or you don't trust the label.)
Timer: 3 seconds
Description: A grenade that disperses metal foam, a substance that solidifies into temporary metal barriers. Ideal for patching hull breaches in an emergency.
Notes: This is also a decent quick way to obstruct a path. Metal foam is thin and can be broken through with moderate effort.
Timer: 3 seconds
Description: A grenade that disperses firefighting foam to extinguish large areas.
Notes: Does exactly what it says. Excellent for clearing an opening.
Timer: 3 seconds
Description: A grenade that disperses cleaning chemicals over a wide area.
Notes: Dispenses space cleaner and water foam, which cleans an area and makes it temporarily slippery. Can make an impromptu slip hazard.
Timer: 3 seconds
Description: A grenade that disperses cleaning chemicals over a large area.
Notes: This looks like a standard cleaner grenade, but also dispenses fluorosulfuric acid and space lube, creating an extreme slip hazard that will also burn anyone who falls on it and will melt objects.
Timer: 3 seconds
Description: A grenade used to stun everyone in a short radius. Standard issue for security officers.
Notes: Works via sound and light, so proper protection can mitigate its effects. Useful for anyone needing to take down large groups.
Timer: 3 seconds
Description: A grenade that releases cryostylane into the environment, freezing people solid and forming slippery ice on the floor.
Notes: This is an ideal area denial weapon, as freezing people solid does not actually hurt them (and can actually heal them if they have cryoxadone in their systems). Frozen individuals can break out with some effort, but cannot take other actions.
Timer: 3 seconds
Description: A grenade that inflicts electrical shock on all subjects in an area, incapacitating them and causing minor burns.
Notes: An excellent crowd control grenade, commonly found in security supply crates.
Timer: 3 seconds
Description: A grenade that inflicts a non-lethal jolt of electricity on all subjects in an area, temporarily incapacitating them.
Notes: A less effective crowd control grenade that is stocked in the armory as well as security supply crates.
Timer: 3 seconds
Description: A grenade that ignites a moderate area and can ignite normally non-flammable items and damage floor tiles.
Notes: Creates a fireball using CLF3, which burns through floor tiles and ignites items that wouldn't otherwise burn.
Timer: 3 seconds
Description: A grenade that ignites objects in a large area without damaging internal structures.
Notes: Creates a fireball using phlogiston dust, which has a larger range but does not ignite non-flammable materials or melt through the floor.
Timer: 3 seconds
Description: A grenade that releases deadly sarin gas that can quickly kill unprotected targets.
Notes: Sarin gas can be neutralized with atropine or treated with wide-spectrum nedications, but is very unpleasant and can very quickly kill people if not treated promptly.
Timer: 3 seconds (adjustable up to 6)
Description: A grenade that releases banana peels over a broad area, commonly used by kart racers and clowns.
Notes: Aside from creating a wide-area slip hazard, this is mostly harmless.
Timer: 3 seconds (adjustable up to 6)
Description: A grenade that permanently affixes false mustaches to everyone within the area.
Notes: This is almost a gimmick item… except that fake mustaches interfere with using internals.
Timer: 2 seconds (adjustable up to 6)
Description: A grenade that disperses thick smoke through an area.
Notes: Smoke obstructs vision, making it impossible to aim in or out of, and severely hampers the effectiveness of most beam weapons.
Timer: 2 seconds (adjustable up to 6)
Description: A grenade that disperses a beam-disrupting cloud of smoke through an area.
Notes: While this doesn't obstruct vision nearly as much, it still makes an effective barrier against beam weapons, ruining accuracy and rapidly dissipating intensity.
Timer: 2 seconds (adjustable up to 6)
Description: A grenade that releases harmful mustard gas in an area.
Notes: Burns and suffocates anyone within its effective radius, and generally is unpleasant to be in the vicinity of.
Timer: 3 seconds (adjustable up to 6)
Description: A grenade that blasts everything in the vicinity with an intense burst of sound.
Notes: Excellent choice for crowd control, as most people remember to wear eye protection but not ear protection. Just make sure you remember.
Timer: 5 seconds (adjustable down to 3)
Description: A grenade that emits a powerful EMP pulse when detonated.
Notes: Has little effect on humans, but has varying effects on machinery, robots, and artificial body parts.
Timer: 10 seconds (adjustable down to 6)
Description: A grenade that causes a powerful gravity distortion in the area.
Notes: This moves everything in its radius - including otherwise immovable objects like doors, computers, firelocks, windows, etc. Usually more troublesome than destructive.
Explosion Size: 1×1
Damage: Minor, decent chance of limb removal
Trigger: Signal
Notes: The Detomatrix Cartridge attempts to exploit a technical problem to remotely detonate the battery of a PDA, causing an explosion based on its power supply. Requires a PDA (ideally in the possession of a target) with messaging turned on. Note that PDAs do not need to be owned to be used as improvised explosives.
Explosion Size: 1×1
Damage: Minor
Trigger: Timer
Notes: Sufficient to damage critical equipment, destroy corpses, or remove a pesty adversary's face. Packets contain eight, and most things that create heat or sparks can light them.
Explosion Size: 1×1
Damage: Minor
Trigger: Electricity
Notes: By injecting explosive compounds into lights or power cells, you can create an improvised bomb that goes off when the item is turned on. Note that many machines have a power cell, not just APCs…
Explosion Size: 1×1
Damage: Minor
Trigger: Timer
Notes: Designed for reliably blasting through walls, airlocks, grilles, and windows. However, will still damage anyone foolish enough to be on top of it when the timer goes off. Affixes to the ground, not directly to the target.
Explosion Size: 3×3
Damage: Minor
Trigger: Timer
Notes: Doesn't blast directly through things, but coats them in flaming thermite, which will destroy walls and can melt through floors. Has a larger radius than a breaching charge, and can double as an incendiary device.
Explosion Size: 1×1
Damage: Minor
Trigger: Timer
Notes: With the right equipment, mining charges can be converted into nasty mass-produced breaching charges. These damage the hull, can take out equipment, are very harmful to people's limbs and stun them for a small amount of time. Miners have ready access to the charges and thus can churn out large amounts of these with the hacking tool.
Explosion Size: 3×3
Damage: Medium
Trigger: Life signs
Notes: These devices explode when the person they are injected into dies, gibbing them and causing damage on anyone nearby. Stacking multiple microbombs or macrobombs increases their effectiveness. Blast can blow off limbs and cause significant damage, especially if multiples are used.
Explosion Size: 3×3
Damage: Medium
Trigger: Interaction
Notes: Can be disguised as any other handheld item, critter, or robot. When armed, explodes in the face of the next person attempting to pick it up.
Damage: Medium
Trigger: Timer, Proximity, or Remote
Notes: Assemblies can be makeshift incendiary devices, localized 1×1 explosives or medium sized explosives. Versatile but not as powerful as transfer valve bombs. Usually not outright lethal, but can have significant range and can destroy limbs and wall plating if not impeded, and can fit in a backpack.
Damage: Major
Trigger: Timer, Proximity, or Remote
Notes: While less powerful mixtures exist, these usually have a 12×12 radius and can ruin an area if placed properly. They are too large to carry in a backpack, so you will have to carry them by hand (highly conspicuous) or in a crate or closet (much less so).
Damage: Extreme
Trigger: Timer
Notes: Mostly for show, these explosives pack multiple times the max radius of a transfer valve bomb, but maximizing power takes a lot of practice, and the minimum countdown for them is 90 seconds (which means there's plenty of time to defuse them). More detonator attachments means more wires to cut, which is good as canister bombs are very obvious.
Damage: Depends
Trigger: Timer, Proximity, or Remote
Notes: These handmade devices heat and ignite the mixture contained within when triggered, which is intended to cause reactions. Doesn't allow mixing of contents, but still quite effective.
Damage: Depends
Trigger: Timer, Proximity, Remote
Notes: Allows you to use two beakers instead of one, mixing the contents on detonation. These can easily rival most other bombs in terms of destructive power, or can be used to make non-lethal grenades if you feel oddly helpful.
Damage: Depends
Trigger: Timer
Notes: Syndicate operatives can order ready-made pipe bombs that damage a 4×4 area; other pipebombs must be handmade and filled with an explosive compound for best effect. Welding fuel is sufficient to destroy a few limbs, but black powder or more volatile substances are recommended.
Damage: Depends
Trigger: Pressure
Notes: Ideal for setting up booby traps or landmines, especially if concealed under another object that is likely to be stepped on. Can attach all sorts of grenades and pipe bombs to them. Can also stick them in backpacks and other containers to create a deadly boobytrap.
Damage: Depends
Trigger: Impact
Notes: A fun, creative way to deliver a lethal payload. Compatible with grenades and pipebombs.
Damage: Depends
Trigger: Pressure
Notes: These anti-personnel mines are the fancier cousin of mousetrap bombs, and come in different versions - stun (2×2 radius), radiation (irradiates and causes bad mutations), incendiary (3×3 radius) and blast (minor explosion). They can also be put in containers to booby-trap them.
Damage: Depends
Trigger: Lifesigns
Notes: The poor man's microbomb, triggered by the death of the wearer and with a payload of any grenade, pipe bomb, or beaker.
Type: Simple
Notes: Lets you look through a connected camera. Mostly found in the bar and crew quarters.
Type: Simple
Notes: Allows you to spend money from your ID card to gamble for winnings. Ceases functioning if the Gambling Budget is lower than the jackpot amount (the bank has been broken or looted).
Type: Simple
Notes: Remotely calls or launches a connected shuttle.
Type: Simple
Notes: Used by crewmembers to send material orders to the quartermaster. Located in conveyor belt docks and elsewhere.
Type: Simple
Notes: This allows the Quartermaster to contact ARC or other trade sources, inspect prices, broker deals and actually buy all the necessities everyone else is asking for through the supply request system.
Type: Simple
Notes: This shows the budgets for the station, and allows you to transfer money between them. It can also assign wage rates for crewmembers or modify their bank accounts. Located in the Customs department and used by the Head of Personnel.
Type: Simple
Notes: Used by crewmembers to access the banking system, usually to download their pay so they can spend it on space booze.
Type: Simple
Notes: This freestanding machine in the Head of Personnel's quarters allows him to monitor banking transactions, and looks fancy.
Type: Simple
Notes: Controls the operation and settings of the Mineral Magnet.
Type: Simple
Notes: Allows the Virologist to research viruses (ie, do his job). Preferably to cure people (or give them awesome superpowers) rather than to infect the crew with exploding diahrrea.
Type: Simple
Notes: Allows a human operator to rewrite the firmware of a cyborg module to enable different functions.
Type: Normal
Notes: The detective's version looks like an old-fashioned television. Either allows members of security to monitor security cameras.
Type: Normal
Notes: A user-friendly system for updating the station's security records.
Type: Normal
Notes: Allows you to play video games for prizes and fun.
Type: Normal
Notes: Located in all conveyor belt stations. Lets you print out barcodes, which are used by the conveyor belt system to deliver packages to the right destination. Individuals also use these to claim a commission from profits rendered through their efforts.
The Quartermaster has a variant that includes off-station merchants in its list of destinations.
Type: Normal
Notes: One is located at the arrivals checkpoint, another is located in customs. Either allows anyone to check the crew manifest, and allows the Head of Personnel to modify access privileges on ID cards.
Type: Normal
Notes: Accepts AI law modules. Use it to read all current laws, including those the AI itself can't talk about. One is installed in the AI Upload chamber, guarded by a heavy turret.
Type: Normal
Notes: Lists all active cyborgs and AI cores on the station, and can be used to remotely lock them down or activate their killswitches in an emergency. Note that malfunctioning AIs will likely target these first and foremost.
Type: Normal
Notes: This console lists all active tracking beacons, and allows you to teleport anything on the teleporter pad to that general location (note that this will not telefrag people who happen to be in the wrong place.)
Type: Normal
Notes: Allows you to tinker with the genome of a ready subject.
Type: Normal
Notes: Connects to the cloner and is used to generate a new clone of an individual from their biomass.
Type: Normal
Notes: Connects to an operating table to provide diagnostic information about the patient that is useful in surgery.
Type: Normal
Notes: Provides information on general alerts.
Type: Normal
Notes: Provides information on engine output.
Type: Normal
Notes: Provides information on solar panel system and allows you to adjust accordingly.
Type: Normal
Notes: Used by true wizards to access their digital spell libraries.
Type: Accessory
Notes: Required for connecting a computer to the wired network. Computer must be on top of the terminal to connect properly.
Type: Advanced
Notes: An advanced computer that fits three module cards.
Type: Advanced
Notes: A TDOS computer with COMMaster pre-installed. Used to call the shuttle and communicate with Home Office. The Bridge has two (one in the main area, one in the captain's office), and a third is in the Armory. Building your own is possible if the existing consoles have been destroyed or are no longer accessible.
Type: Advanced
Notes: Allows medical practitioners to update the station's medical records.
Type: Advanced
Notes: Allows security officers to update the station's security records.
Type: Advanced
Notes: A basic consumer PC running TDOS. Good for checking email, printing things to various printers on the network, and storing important TDOS software on the hard drive.
Type: Advanced
Notes: A computer within a briefcase that runs TDOS. Doesn't accept add-on cards, but includes a universal (wired/wireless) network card. Deploy on top of a data terminal to access the wired network. Can switch power cells with a crowbar.
Type: Advanced
Notes: TermOS computers connect to these, and manage the software needed to run anything connected to the mainframe.
Type: Advanced
Notes: Auxiliary storage drives for the mainframe, used to store research, blueprints, and other data en masse.
Type: Advanced
Notes: Fits up to two standard modules (one is usually the ID scanner).
Type: Advanced
Notes: Has a terminal card (network-printer combo card) but no floppy drive. Runs TermOS. Artifact lab, engineering, and the Research Director use these for various purposes.
Contains: 2x Healing Patches, 2x Burn Patches, 1x Epinephrine Injector, 1x Painkiller pill, Health Analyzer
Notes: A basic all-purpose cure pack to treat a variety of ailments.
Contains: 4x Burn Patches, 1x Epinephrine Injector, 1x Painkiller pill, Health Analyzer
Notes: A cure pack that switches out styptic patches for more silver sulfadiazine to treat burns most effectively.
Contains: 4x Healing Patches, 1x Epinephrine Injector, 1x Bandage, Health Analyzer
Notes: A first aid kit for bandaging cuts and treating bruises in the field.
Contains: 3x Charcoal Syringes, 3x Charcoal Pills, Health Analyzer
Notes: Contains activated charcoal to treat toxin damage from poisons, exposure to plasma and other biohazards.
Contains: 4x Salbutamol pills, Health Analyzer
Notes: Mostly found in O2 emergency cabinets, these pills dilate airways to heal Oxy damage caused to people knocked out by depressurization, strangulation, certain poisons, or suffocation while in critical condition.
Contains: 4x Mannitol pill, Health Analyzer
Notes: Specifically found in the genetics department to relieve clone cranial swelling syndrome, but effective against all sorts of brain damage.
Contains: 2x Bruise Packs, 2x Ointment, 1x Lexorine Injector, 1x Synaptizine Injector, Health Analyzer
Notes: An out-of-circulation medkit occasionally found on older stations or spacecraft.
Found in most medkits and medical vending machines. Medical patches have a tamper-proof seal, allowing them to be applied to patients without delay. Mini-patches hold less reagents, but are otherwise identical. Patches can also reduce bleeding, but this is not as successful as bandages and sutures.
Empty patches (available in medbay or from the medical manufacturer) can be injected with any mix of medicine or dangerous toxins. However, they are intended for topical drugs and transfer only half the contents to the patient's bloodstream. Customized or modified medical patches do not have a tamper-proof seal (although this can be rectified with proper equipment.)
Injects its contents instantly. Holds up to 30 units, can be adjusted to dispense varying amounts of its contents at once. Can be made in a medical fabricator. Will always reject harmful chemicals unless emagged.
Disposable hypospray found in some medkits and the PortaMed. Typically contains 10 units of epinephrine or another medicinal chemical.
Can be set to inject or draw and moves 5 units of chemicals at a time. Drawing from a person takes a blood sample. Neither is instant unless done on yourself. Total capacity is 15 units.
Holds up to 5 units of chemicals, and drops all of it at once onto a target. Dropping takes half as much time as injecting with a syringe.
A precision laboratory tool commonly found in the chemistry department. Allows you to transfer up to 10 units of reagents in increments of 0.1 units.
Holds up to 50 units of chemicals. Standard equipment for chemistry, but medbay has some as well. You can't tell the exact contents without spectroscopic goggles, a reagent scanner, or certain machinery.
Essentially a small version of the beaker with a reduced capacity of 30 units that is sealed against spillage. They usually come pre-loaded with medicine and are stored in medbay lockers and vending machines
Pills are meant to be taken orally, but may also be dissolved in a beaker for smaller doses. This can be very useful, as pills can hold large amounts of chemicals in compressed form - 50 units in most cases, or up to 100 if a scientist has gotten a large enough container.
An outdated solution to brute-force trauma, but still found in some old medkits and elsewhere. Heals brute damage and can slow blood loss. Must target damaged area.
An outdated solution to burns, still found in some old medkits and personal supplies. Heals burn damage, and must target the damaged area.
Reduces the amount of bleeding; multiple bandages may be required to successfully close wounds. These are not sufficient for mending surgical incisions. Can be crafted if necessary. Can be removed with wirecutters or scissors, but make sure the wound is fully healed first!
Also known as stitches, these hold body tissue together more efficiently and are capable of closing surgical incisions. Outside of surgery, sutures generally only require one use per injury to stop bleeding caused by other types of damage.
Blood packs are ideal for use in the event of severe blood loss. Blood packs hold 250 units by default, and come in two flavors: synthetic blood (which restores blood lost) and saline (which increases natural blood regeneration rate). Set the pack to inject and use on a patient to begin transferring contents. There are some available in medbay's blood supply refrigerator, and you can refill empty packs by drawing blood from a donor. You can also use beakers and syringes to refill them, as blood packs are ordinary reagent containers.
Packs can be suspended from IV stands, and in turn IV stands can be fastened to chairs, beds, and operating tables, and connected to patients to provide a steady drip of the IV's contents.
Draw blood from a person, then inject it into a slide. This is the first step in conducting blood tests and researching diseases. Blood slides are disposable and must be recycled, not cleaned.
Used to cultivate specific pathogens. Maximum capacity is 40 units of nutrients.
Holds small (5 units) pathogen samples or other reagents.
Scans humans, monkeys, and other creatures to get a report of their health, damage taken, viruses, and other ailments. Regular analyzers can be upgraded with a reagent scanner to provide additional information. Medical PDAs can do similar things with the appropriate modules and programs installed.
These goggles allow you to assess the overall health of anyone in sight. They can be augmented with a health analyzer upgrade to give a detailed analysis of individuals within 4 tiles of yourself. Useful to identify and prioritize severely injured patients at a glance.
Almost a medkit you can wear on your waist, this belt holds a variety of medical tools such as syringes, hyposprays, and pill bottles. Many tiny and small items (tools, ammo, etc) are also compatible.
Allows a doctor to stay in touch with his colleagues.
One option to treat cardiac arrest victims. One is located in the surgery room and another is in the Medical Director's office; more can be made in the electronics lab. Inflicts a small amount of burn damage when used.
Used in most surgical procedures. Can remove implants, bullets, limbs, and brains depending on how it's used. Can also be temporarily infused with a reagent by dipping it in a beaker or medicine bottle.
Essential for cutting through bone in surgery. Can also be infused with reagents.
Required for eye surgery. Can also be infused with reagents.
Used to reattach limbs or stick objects to other objects.
Passively reduces the amount of bleeding damage taken during chest or head surgery when held in the off hand. Can also be used to clamp bleeding injuries manually if the patient has open incisions and is laying on an operating table.
Summons the PortaMed or returns it to medbay.
Found in the anesthetic locker of medbay, these are breath masks and tanks of mixed N2O/oxygen to anesthetize patients before surgery and reduce the probability of complications. Quick surgery and sedative drugs can achieve similar effects.
These are used as part of a geneticist's research to give people the active effects of a discovered genome (hopefully good).
Like the injector, but these activate latent powers already existent in someone's DNA.
A basic pair of glasses to correct nearsightedness. Rarely requested, but useful after a radiation storm or cloning accident to provide some temporary improvement.
Neurally connects to the patient's optical processing centers, allowing them to 'see' if they have been permanently blinded or had their eyes removed.
A sophisticated hearing aid that also functions like a regular headset. Useful for research stations where deafness is a common condition.
A facemask to provide minor protection against airborne diseases, usually combined with other protective clothing. Does not link to internals.
An insulated suit worn by paramedics that offers moderate thermal and biological protection. Useful for reaching patients trapped in bombed-out parts of the station.
A highly protective suit and helmet for optimum resistance against diseases, viral hazards, chemical splash, etc.
Essentially handcuffs on steroids. Not only can the user not use hadns or open doors, they cannot remove the jacket on their own and cannot move faster than walking speed. Typically reserved for emergencies or if the alternative to confinement would be physical harm or self-harm. Available in MedBay and the Armory.
Anyone wearing a muzzle cannot speak properly; all attempts to communicate will come out as muffled grunts. Very useful for shutting people up. Stored in MedBay and the Armory.
Blocks people's ability to see. Found in MedBay and the Armory.
Intended for the storage and transportation of dead bodies. Can be refolded and stored again if necessary.
A floor scanner linked to a status screen. Examine the screen to view the medical status of the person standing on the scanner. Readout is identical to a regular health analyzer.
These are effectively safe storage units for living people. Anyone inside will be shielded from most outside dangers, and provided with a stable oxygen supply. The console, if any, will show a summary of the occupant's health and optionally allows the injection of certain rejuvenators to speed up recovery. Sleepers can synthesize saline (a baseline stabilizer), ephedrine (critical damage), salbutamol (suffocation), or charcoal (toxins) automatically if the occupant is in hibernation, or manually when prompted by the user. The primary purpose of sleepers is to keep the patient alive while damage-specific medicine is being prepared by a medical doctor. Addictions, which are untreatable with most medicines, can also be cured while a patient is hibernating.
The cryo chamber heals critically injured patients fairly reliably provided that the temperature of the gas circulating in the system is well below 150K and the unit is preloaded with a beaker of cryoxadone, two of which medbay starts with. Note that the patient's exosuit, space suit, labcoats, armor, headgear, hats, masks, etc should be removed beforehand as they will interfere with cooling the patient!
Cools incoming gases, typically from a canister or input. Temperatures may be adjusted; doctors will want gases as cold as possible for cryotreatment. Quick modifications with a screwdriver will switch a freezer to heat mode or vice versa.
Heats incoming gases; not as effective as a burn chamber but much safer. Temperatures may be adjusted. Quick modifications with a screwdriver will switch a freezer to heat mode or vice versa.
This dispenser works like a normal vending machine and is accessible by anyone with medbay clearance. Offers a wide selection of basic medicine and other supplies.
A special vending machine with a built-in teleporter, geared towards emergency, on the spot medicine. Can be controlled with the Medical Director's remote or a medical PDA. If necessary, its home turf can be changed by manually hauling it.
A public vending machine that dispenses basic medical supplies for cash. A few of these are found in various locations around the station.
Vials, growth media, and other supplies needed for pathology research are available here.
Consists of the scanner itself as well as an operating console. The cloning scanner cannot scan husks, braindead individuals (who have logged out) or decayed bodies; an upgrade module that removes these restrictions is available somewhere, though.
A small, computer controlled pod used to rapidly grow living clones of dead people. A steady supply of biomass is required to complete the process. Click on it to check the current cloning cycle and biomass fill level.
This allows you to convert corpses (human, monkey, etc), slabs of meat, viscerite, and other resources (including living humans if emagged) for raw biomass.
Used to store corpses for autopsies. Extend the tray, put your corpse on it, and slide it back in; the body won't suffer from decay as long as it's inside.
A table used to perform surgery on living or dead subjects. There are several in <edbay as well as one in the Medical Booth, an outpost on the other side of the station.
Located in robotics. Provides medical information on whoever is laying on the adjacent operating table.
Also in Robotics, used to flash new data onto cyborg modules; requires a human operator.
A TDOS-based workstation that runs MedTrak and provides access to all medical records, as well as the virus database.
This console and pod combination are found in Genetics, and used to conduct genetics research on test subjects.
Isolates pathogen samples from a blood slide and deposits them into a Petri dish.
Cleans and sterilizes Petri dishes for re-use.
Microscopes allow you to observe what features a pathogen holds, either in blood slides or in petri dishes. Can be zoomed out for a broad view of the pathogen and reactions to chemicals, or zoomed in to view finer features and reactions that affect individual pathogens.
This takes a vial of a pathogen and two beakers, and outputs one or more syringes of a possible cure. Additional modules provide additional information that can prove useful, as well as enhancing the device's capabilities.
This allows you to modify pathogen DNA to create your own helpful or harmful virii.
This stores information you've uncovered on pathology results, and provides analysis of existing functions and features.
Holds mining equipment and gear.
Scans all rocks in the area, and marks rocks with something unusual with symbols. Using it on a specific area tells you what ore is present, toughness, danger conditions, and the presence of foreign items.
Holds up to 30 units of ore, allowing you to quickly fill it or dump it into a fabricator or crate.
Can be attached to an ore satchel to automatically collect ore by walking over it.
A heavy-duty spacesuit and helmet used by miners, with strong protection against radiation and explosions.
Enhances user speed in space or indoors. Depletes your jetpack faster when used, so be careful.
Like a regular ore satchel, but holds 75 ore instead of 30.
Sends items to a cargo telepad. Pick an active destination, then point at the target to teleport it. Has ten uses before requiring a recharge. Compatible items include crates, closets, lockers, gas canisters, large tanks, and artifacts.
Shows the properties of raw and processed ore.
Used to remove slag from the arc smelter.
Toughness: 1
Cheap to produce, but not very effective at all.
Toughness: 2
Miners start with this equipment. Has 30 uses before it must be recharged, and acts as a normal pickaxe until then.
Toughness: 3
Has infinite charge (it uses an internal rechargeable cell that recharges faster than it is used) and is very effective.
Toughness: 4
Holds 30 charges, and can also be bought via the quartermaster.
Toughness: 4
Worn on your hands like gloves, allows you to punch rocks with empty hands to mine. Infinite charges. Also increases basic punch damage moderately.
Creates a small concussive blast, attaches to rock only by default. Has a five second countdown. Available as starting equipment, more can be made in sets of five in the mining fabricator.
A stronger variant of mining explosive that can be made in packs of five in the mining fabricator.
A large, immobile magnet that pulls in small asteroids to mine.
Required to repair a mineral magnet that has suffered catastrophic damage. Use it on the wrecked chassis.
Allows you to process ores into alloys with blended properties.
Allows you to manufacture fabric alloys.
Allows you to build or upgrade your own equipment.
Sends large quantities of ore (anything within an eight tile radius) to the cargo pad. Must set a destination first, and must be turned off before moving. Very large and must be dragged into position. The mining outpost begins with one, but more can be made.
Capacity: 1000 PU
A low-grade power cell commonly found in space heaters and similar basic appliances.
Capacity: 10000 PU
Capacity: 15000 PU
Recharge: 10/sec
A self-recharging power cell that would be ideal for cyborgs.
Capacity: 15000 PU
Recharge: 50/sec
A power cell that recharges faster than Cerenkite cells, but is also more volatile.
Provides moderate protection to the head, although repeated trauma will still render you unconscious.
Provides moderate protection to the torso, and prevents bleeding from shrapnel.
A stronger version of the helmet, only available in the armory.
Full body armor, strong enough to resist explosions and projectiles alike. Explosions will never gib you even if they kill you while wearing this.
Protects you from flashes and offers minor protection when welding.
Allows you to see people with active cloaks, but flashes and EMP blasts will blind you. Thermals also double as night vision goggles and greatly increase vision in the dark. Standard starting equipment for the detective and head of security.
Connects to a personal office simulation, usually used by the detective.
Essential for communication with other security officers on a secure frequency. Remember that when you speak, anyone in hearing distance can still hear what you say. Keep out of the hands of the enemy!
A melee weapon which delivers an incapacitating shock to the target, knocking them to the ground. It is also effective against cyborgs. The stun baton has an On/Off function, and is on by default. Attempting to use it with the harm intent will instead stun YOU, leaving you at the mercy of whoever you were pursuing. A switched-off baton is completely inert unless you use the harm intent, which results in a good old beating. They hold ten charges (examine the baton to see the number of charges left) and are available in security lockers.
This weapon fires a bolt of incapacitating energy. A target who is struck by two projectiles in a row will be stunned, whereas using a taser point-blank will knock them down instantly for a short amount of time. Taser guns can be shot six times before they have to be recharged. They can also be toggled to burst-fire mode, which will fire off four shots in one go. Available in security lockers.
If additional non-lethal firepower is required, a wave gun could be a worthwhile investment. Functionally similar to tasers (i.e. no instant stun) and with the same burst-fire mode, but the gun has a larger battery capacity and improved maximum range. They are included in experimental weapons crates.
The flash has two applications. Using the flash on a cyborg or someone without adequate eye protection will stun them and obscure their screen with a white flash. The other use is area flash, activated by clicking on the weapon when it's in your active hand. This will briefly obscure the screen of everyone nearby with a white overlay but not stun them. Area flashes also have a chance of disrupting active cloaking devices as well as holographic disguisers in a 3×3 radius. Every time the flash is used, the bulb has a chance of burning out, rendering it permanently useless. They can be found in security lockers, dispensed from the vending machines and manufactured in robotics.
The flashbang is a grenade that emits a loud bang and bright flash to everyone in its vicinity when it goes off. Point-blank, people will be stunned and deafened for a decent amount of time, but the effects are less pronounced further away and mostly consist of confused movement. Sunglasses don't offer full protection, so you should be careful to not end up in the blast radius yourself. Excessive use can permanently deafen or blind someone, making these a very loathed item - be sensible with them. Flashbangs are also useful for dealing with rogue cyborgs at range, since they are not immune to its effects. Flashbangs can be dispensed from the security vendors and boxes full of them are available in the armory.
These grenades release capsaicin foam, which briefly stuns people and temporarily affects their motor coordination. Unfortunately, the effects of capsaicin are easily avoided by wearing a mask. Can be found in the armory and also ordered from the cargo bay.
Fires lethal projectiles. Preferably, officers should never need to use these, but they may be necessary in the event of a robot uprising, hostile critters or the presence of shambling abominations, vampires or wizards. Can be ordered from the cargo bay, and a security-level ID is required to unlock the crate.
Combines the versatility of a taser and laser gun. Use the fire selector to toggle between both firing modes. Starting equipment for the captain and HoS.
Your average pump-action shotgun loaded with rubber slugs for less-lethal takedowns. It has a larger magazine capacity than tasers and stuns with the first shot, but naturally ammunition is limited. They are available from the armory and may occasionally be a traitor objective.
The detective's sidearm. Not very useful, though in an emergency is one of the few ranged lethal weapons on hand and causes bleeding damage to anyone who is hit by the bullets. When loaded with stunner rounds, the .38 turns into a seven-shot taser and is entirely safe to use in that capacity (no damage or bleeding).
Generally only encountered in the hands of space explorers. The laser is a more powerful version of the phaser.
A single-shot grenade launcher for riot control. Typically loaded with smoke shells, but it will accept other 40mm grenades as well. Found in the security office.
This is security's answer to drug-fueled rampages. A lot of illicit substances and other stimulants grant the user some degree of stun resistance, rendering most of the non-lethal arsenal useless. The darts contain a dose of haloperidol, which will rapidly flush said drugs out of their bloodstream. One rifle each is available to the HoS and medical director. There are also mutadone darts for dealing with unruly geneticists.
The primary means of gathering forensic evidence.
A fancy version of the regular box for official business.
Used for detaining suspects. A person in handcuffs can't use their hands or open doors, and is unable to move when being pulled around. Be advised that bumping into somebody else will likely break this hold. To uncuff somebody, access their inventory with drag & drop and click the Handcuffed line. Prisoners are capable of removing the handcuffs themselves by using the resist button, which requires them to stand still for about 45 seconds.
Made by combining handcuffs with orange shoes. Anyone wearing these will be unable to run, only walk at a slow hobbling pace. The wearer can free themselves by using the resist button and standing still for 45 seconds.
Using this summons the Port-a-Brig if you are standing in an open, unobstructed space. To transport somebody, grab the (preferably handcuffed and stunned) prisoner, stuff them in the Port-a-Brig and swipe your ID to lock it, then use the remote to return the apparatus to security. You can also use a security PDA to control and remotely un-/lock any Port-a-Brig.
A portable camera terminal. One is found in the offices of the Head of Security and Detective, respectively.
A secure, lockable storage device that uses a combination rather than an ID lock.
A secure version of the standard briefcase that uses a combination rather than an ID lock.
A ThinkDOS computer with SecMate installed. This program can be used to manipulate the criminal record and wanted status of every crew member. Active securitrons will attempt to detain anybody who has been set to arrest. If you found forensic evidence (fingerprint ID or DNA), you can also search the database to find a match.
Performs identical functions to the Security Computer, although with a more user-friendly interface. Found in the Detective's office.
Keep an eye on other parts of the station from the relative safety of the security office. Cameras which have been deactivated will be highlighted as such on the list.
Useful for transporting prisoners to the brig, as you don't have to pull them across the station. Swiping a security ID will lock or unlock it (or use the PDA program). The person can be let out by using the context menu or move eject verb. Prisoners can still resist their handcuffs while inside, so be wary of immediate attempts to attack you or otherwise escape. In an emergency, the prisoner can also be released by prying the lock open with a crowbar.
If you've ordered a second Port-a-Brig from the cargo bay, remember to assign a suitable home turf by click-dragging the device onto an adjacent floor tile.
Dispenses flashes, .38 revolver ammunition and other basic gear to anybody with a security ID.
There are two versions of large flashers: wall-mounted and portable. The former is mounted inside the solitary cell and can be toggled manually through the brig timer interface, and is used to keep unruly prisoners from bashing through the reinforced windows. Portable flashers are intended for crowd control and have to be anchored to the floor with a wrench. Once in place, they can be triggered manually by the AI or automatically detect nearby movements and stun everybody within a small radius.
Card-locked closet linked to a particular brig timer. If you store low-risk items such as toolbelts in there, the prisoner can grab their belongings once they're free to go, jump into the floor flusher and be on their way without unnecessary hassle. Click-dragging the locker onto a brig timer can be used to select it as the new controller when necessary.
A motorized scooter for rapidly crossing the station and looking like a complete tool.
Scans and lists the chemicals inside a person, container or other object. The hand-held version has a memory function (click on it to see the results of the previous scan), but it is otherwise identical to the PDA program.
Using the hand teleporter will open a temporary portal. It can either lead to a random location within a 10 tile radius, or a beacon resp. tracking implant locked on to by a teleport computer. The RD, MD and Captain have one of these at their disposal, and they are sometimes a traitor objective.
Used to link two tanks of gas together. The valve can also accept attachments such as remote signalers and timers.
Sends out a radio signal of a given code on a set frequency, and when attached to something, will activate when it receives that signal. For an overview of the various assemblies, see Construction.
When armed, it will activate whenever it detects motion adjacent to it.
Activates once the timer hits zero.
If used as an attachment, igniters heat the beaker or other assembly when activated. Can also be used to light cigarettes, or manually heat reagent containers.
One of the various assemblies you can build and attach to beakers as well as bombs.
Goes on the back slot of a monkey or other victim; it cannot be removed by the wearer. Set a remote signaler and the pack to the same frequency and code, then turn it on. When a signal is received, the pack delivers a debilitating jolt of electricity to whomever is wearing it.
Using it will bring up a menu of a few functions and a list of other active GPS devices. Any GPS in distress mode will be highlighted in red. You can use it to get your local coordinates or send out a distress signal.
Allows someone using the teleporter to safely lock onto it as a destination.
Makes you look like you're taking notes or something productive instead of melting people's faces off. You can also use it to store a pen.
Required to assess the exact composition and quantity of chemical samples. Otherwise, examining a beaker or other reagent container will only provide a rough estimate and description of the mixture. These goggles can be found in chemistry and are also available from the cargo bay.
Loads implants, and when used instantly adds an implant to your target.
Allows humans to communicate on the secure frequency used by the AI and cyborgs. Good for clandestine communication with a subverted AI, or keeping in touch when regular radios fail.
The coordinates of anyone implanted will appear on a GPS, and their name will show up on the list of destinations for the teleport computer, allowing people to teleport right on top of you. Available on the bridge and telescience.
Monitors the implantee's health and replaces the default health indicator with a more detailed readout. It also alerts medical PDAs when the implantee is in critical condition or dies. Last but not least, their medical record is updated in real time, which can be accessed with a medical computer or the equivalent PDA program.
http://wiki.ss13.co/Implants Freedom See Syndicate Items. Microbomb and Macrobomb See Syndicate Items. Mindslave See Syndicate Items. Deluxe Mindslave See Syndicate Items.
Loyalty Prevented you from becoming a revolutionary. Revolution isn't a regular game mode anymore, so these implants can no longer be found on the station. Security Tasers used to backfire on you unless you had one of these. Security implants were eventually scrapped along with implant locks. Freedom implants also let you use tasers, but because they had another use, they still exist. Blood Monitor If the implantee died, the blood monitor was supposed to alert the medical staff by updating their medical record. These were nigh-useless, as no one ever checked said records. Superseded by health implants. Mindslave 2.0 See Spy.
Dispenses monkeys, a valuable commodity for the modern scientist. (Technically hydrates and dispenses instant-monkey-cubes.) Monkeys are NPCs with damage counters like people, so they are ideal for testing the effects of anything you want to test.
Dispenses a whole slew of chemicals. Use a beaker (or any liquid-bearing container) on it to insert it, then use the machine to pick chemicals. You can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When you're done, eject the beaker from the menu.
Used to chill or heat containers. Use the menu to set a target temperature (Tip: click the number itself to punch in a number instead of clicking + and - over and over again.), and press Activate to start the heating/cooling process.
Used to turn chemicals into pills, medical patches or medicine bottles, though it can also isolate or remove reagents from the inserted beaker. If you need more information, the CheMaster can analyze any reagent and display a short summary. This may or may not actually describe their functions in a way that makes sense. When creating pills or patches, you'll be prompted to choose how many units are in each one (multiple pill/patch option only), as well as the label (which will show up as “<what you wrote> pill/patch”). Pill bottles and patch boxes work slightly differently from other containers. To get a pill or patch, click on the bottle resp. box with an empty hand while it is in your other hand. Pill bottles can be emptied by clicking the bottle with the hand holding it, dumping all pills on the floor. Patch boxes have to be opened before you can manipulate its contents.
http://wiki.ss13.co/ChemiCompiler
A complicated chemistry device, which uses a programming language derived from Brainfuck. It features 5 registers, 1024 bytes of RAM and 10 reagent reservoirs - to add beakers, click on the r[number] slots. It also has a pill generator, a vial generator and an ejection port.
Registers: ptr = data pointer (16-bit) (Data is 0-indexed.) iptr = instruction pointer (16-bit) (1-indexed.) sx = source register (8-bit) (Valid sources are 1-10 for the 1 through 10 reagent reservoirs.) tx = target register (16-bit) (Valid targets are reservoirs as above, or 11 for pill generator, 12 for vial generator, or 13 for ejection port.) ax = amount register (16-bit) Commands:
= ++ptr
< = –ptr + = ++*ptr - = –*ptr [ = while (*ptr) { ] = } { = mov *ptr sx } = mov sx *ptr ( = mov *ptr tx ) = mov tx *ptr
' = mov ax *ptr $ = Heat or cool reagent in sx to ((273 - tx) + ax) Kelvin. @ = Transfer ax units of reagent from reservoir sx to target tx. ~ = “Compile” the code, so it cannot be retrieved again via the load button.
Both the heating and transferring steps are delayed. Heating takes as long as the chemistry lab heater would take. Transferring reagents takes 1/4 * amount seconds. The machine generates a pill or vial if they are targeted, or sends reagents out the ejection port.
Intended to safely send telescientists and loot back to the station, though the device is experimental and may malfunction occasionally with unpleasant results. Can be controlled with the RD's PDA or separate remote it comes with. If necessary, the Port-a-Sci's home turf can be changed by click-dragging the machine onto an adjacent floor tile.
Space Pods are the station's pilotable support craft, capable of holding one pilot, a number of passengers depending on the pod's armor, and a variety of fun gizmos.
Pods can dock in the many pod bays on the station as well as the mining outpost. There are other docks in deep space, and of course you can always stop near interesting places and take a spacewalk.
How to build the damn thing is a different story. Grab your welding mask, put on some mechanic's overalls and get cracking!
Certain pod bays are equipped with fabricator capable of manufacturing the parts needed to make a space-worthy pod. However, this is not your average puzzle or toy building blocks set! This dirty, hard and laborious process requires patience and a bit of materials.
Try and keep the hanger doors closed when you are building the pod itself, unless you wish to suffocate. If pods are flying in and out of the hanger when you are working in said hanger, there should be a button on a wall in the room somewhere (Not the one right next to the hanger doors that looks like some kind of microchip. You can only use those when in a pod.) which opens/closes the doors. With this, you can close the doors as soon as a pod leaves/enters to minimize air loss.
Pieces of the Pod
Note: See Guide to Mining for an overview of the ore classifications. Construction Item Image Resource Cost Description Pod Frame Kit PodComponent.png 30 Sturdy Metal The most basic part of the craft is the frame. A mass of jumbled-together metal bars and beams that need assembled to produce the frame of the pod. You start your piloting career here. MiniPutt Frame Kit PodComponent.png 15 Sturdy Metal Ditto. Pod Circuity PodComponent.png 5 Crystal, 5 Conductive Material A box of electrical components needed for the pod to work. MiniPutt Circuity PodComponent.png 2 Crystal, 2 Conductive Material Ditto. Engine Manifold PodComponent.png 10 Sturdy Metal, 5 Conductive Material Needed to propel the pod. MiniPutt Engine Manifold PodComponent.png 5 Sturdy Metal, 2 Conductive Material Ditto. Pod Control Interface PodComponent.png 10 Crystal, 10 Conductive Material Can't fly a pod well without controls, right? MiniPutt Control Interface PodComponent.png 5 Crystal, 5 Conductive Material Ditto. Pod Armor You can't replace a pod's armor once it is already built, so consider the options carefully. Item Image Resource Cost Description Light Pod Armor Lightpod.png 30 Sturdy Metal, 20 Conductive Material Standard hull plating available to civilians. Light pods move faster than most other models, but can carry only one passenger. Numerous pods can be found in the main hanger and elsewhere on the station. Heavy Pod Armor Heavypod.png 30 Sturdy Metal, 20 Dense Metal Heavier armor for prolonged dogfights. Pods equipped with this armour can carry two passengers. Law enforcement has access to command pods in the security hanger, along with everything needed to stop those spaceborne criminals. Syndicate Pod Armor SClassPod.png N/A Almost exactly the same as the green variant. These pods have a large amount of armor, allowing them to take a decent amount of hits before going down, and can carry up to two passengers. The only readily available pod equipped with this armor is usually located on the Syndicate shuttle, where its owners use it for dastardly deeds. This armor kit automatically installs a hatch locking mechanism. Industrial Pod Armor Miningpod.png 25 Dense Metal, 10 High Energy Conductor, 5 High Density Matter Even stronger armor, at the cost of low speed. The miner's pods are equipped with this armor, and can carry three passengers. Strange Pod Armor Coolpod.png N/A Stolen prototype NT armor system. It is stamped with the Nanotrasen symbol and a lengthy list of classified warnings. Neat. Found in deep space in a dark, damp place of a very seedy establishment. Gold Pod Armor Goldpod.png N/A Bling. Golden pod plating. Golden pods can move faster than all other pods. Also found in deep space. Custom Pod Armor Questionpod.png Depends Crafted with the help of the arc smelter. Speed and durability depend on materials used. MiniPutt Armor MiniPutts use the same armour plating as the larger pods, and can be upgraded with the same components. Item Image Resource Cost Description Light MiniPutt Armor MiniPutt.png 30 Sturdy Metal, 20 Conductive Material A couple of civilian putts are parked on the station at the start of every shift. They are equipped with a phaser cannon, but aren't particularly speedy or durable. Heavy MiniPutt Armor NanoPutt.png 30 Sturdy Metal, 20 Dense Metal A fast and heavily armored attack craft. Syndicate MiniPutt Armor SyndiePutt.png N/A The Syndicate's version, which is standard equipment for their operatives. This armor kit automatically installs a hatch locking mechanism. Industrial MiniPutt Armor IndyPutt.png 25 Dense Metal, 10 High Energy Conductor, 5 High Density Matter Slow and sluggish in combat, but quite sturdy. Available to the engineering department. Strange MiniPutt Armor XeniPutt.png N/A Heavily armored. Gold MiniPutt Armor PyriPutt.png N/A The fastest MiniPutt by a considerable margin. Custom MiniPutt Armor CustomMiniPutt.png Depends Crafted with the help of the arc smelter. Speed and durability depend on materials used. Strelka Strelka.png N/A Usually found parked on a derelict Soviet space station. Comes with a prismatic laser array by default, but cannot be assembled by hand. IridiPutt IridiPutt.png N/A An experimental vehicle based on the Syndicate's IRIDIUM project. Cannot be assembled by hand. Escape Pod EscapePod.png N/A Escape pods are custom-built from random bits and pieces left over in the hangars to make sure escapees are carried away from the confines of the station. Unlike regular putts, the escape pods all have autopilots. Cannot be assembled by hand. Secondary Systems Item Image Resource Cost Description Cargo Hold CargoHold.png 20 Sturdy Metal Standard equipment of all pods. Use the HUD icon to load/unload nearby cargo. You can also load/unload items by drag-and-dropping them onto the pod or an adjacent tile respectively. The cargo hold accepts crates, closets, canisters, air pumps, scrubbers, space heaters, large artifacts, bots and the nuclear bomb. Small Cargo Hold CargoHold.png N/A Standard equipment of all putts. Works the same as the larger model, but can only store one object at a time. Ore Scoop/Hold CargoHold.png N/A Heavy-duty version of the ore scroop with a maximum capacity of 300 pieces of ore. Install and activate the system, fly over ore to collect it, drag & drop the pod onto an adjacent tile to empty out the hold when necessary. This component spawns near the mining pods. Tractor Beam CargoHold.png N/A Pulls one item (small or large) towards the pod. The tractor beam is controlled through the secondary system HUD icon: select a target to activate the beam, or use the icon again to shut it down. A couple of tractor beam modules can be found in the security pod bay. Pod GPS CargoHold.png N/A Displays your current coordinates. Syndicate Explosive Entry Device CargoHold.png N/A This upgrade turns the pod into a flying bomb. On contact with the station, it will crash through a limited number of normally impenetrable (for a pod) obstacles such as walls, windows or regular floor tiles and then blow up, creating a sizable explosion. The pilot can either bail out before impact or chose to rely on the automatic ejection system. Once activated, the SEED cannot be shut down or disarmed. Medusa Stealth System 300 CargoHold.png N/A More Syndicate hardware. Takes a huge chunk of power to run, but will cloak your pod from the naked eye. Other pods, cyborgs and people with thermals can still see you. Comm Systems Item Image Resource Cost Description Robustco Comm Array RobustcoCommArray.png N/A Default communication array for most pods and putts. Radioarbeiten Comm Array RadioarbeitenCommArray.png N/A Used by Syndicate ships and the Strelka. Cannot interface with NT pod hangar doors. NT Magnet Link Array NTMagnetLinkArray.png N/A Remote control for the mineral magnet (7 tile range) intended as an upgrade for mining pods. This array doesn't have a built-in radio or external speaker. Sensors Item Image Resource Cost Description Standard Sensor System PodSensors.png N/A It's a basic sensor system that comes standard with all pods and putts. Conclave A-1984 Sensor System PodSensors.png 1 Power Source, 5 Crystal, 2 High Energy Conductor Essentially the same as the standard sensors, with the added bonus of upgrading the pod with optical mason scanners and a geological scanner for mining asteroids. Main Weapons Item Image Resource Cost Description Mk.1 Combat Taser PodPlasmaCutter.png N/A Pods shooting tasers! Complementary equipment for security's command pods. In addition to stunning humans like a regular taser, it's also useful to disable the systems of hostile crafts. Mk 1.5 Light Phaser PodPlasmaCutter.png 15 Sturdy Metal, 15 Conductive Material, 15 Crystal A pair of weak phaser weapons. Mk.2 Scout Laser PodPlasmaCutter.png N/A Pods shooting lasers! The Head of Security (or people who find their own way in) has access to a couple of these in the armory. Mk.3 Disruptor PodPlasmaCutter.png N/A Pod-mounted variant of the disruptor gun. Deals a minor amount of burn damage and also stuns people, so it effectively combines the characteristics of the phaser and taser. Svet-Oruzhiye Mk.4 PodPlasmaCutter.png N/A Better known as the prismatic laser. The Soviet version of Nanotrasen's phaser array. Ballistic System PodPlasmaCutter.png N/A A pair of linked guns firing kinetic cluster shot. Basically dual shotguns. Available to nuclear operatives. Assault Laser Array PodPlasmaCutter.png N/A A slow-firing pair of heavy lasers, which set people on fire and can destroy walls. Where you buy this is another quest. Heavy Disruptor Array PodPlasmaCutter.png N/A Fires heavy disruptor shots. Its power roughly matches that of the assault lasers, but doesn't cause unintentional damage to walls. 40mm Grenade Launcher Platform PodPlasmaCutter.png N/A This autocannon fires explosive shells akin to pipe bombs. Unlike other pod weapons, it requires ammunition (namely 40mm grenades) but comes with 14 shots by default. To check the current ammo count or reload the weapon, open the maintenance panel and insert grenades if necessary. Devastating to pods, station, and personnel alike. Try not to fire it point-blank to the pod, dumbass. Industrial Utility Arms PodPlasmaCutter.png N/A Consists of two systems. The foam nozzle (activated by default) dispenses a small patch of metal foam to repair hull breaches without the need for EVA gear, whereas the cutter blades are useful for mining or as a general-purpose weapon. To select between the two, open the Access Main Computer panel and click on the underlined Industrial Utility Arms entry. Available in engineering. Plasma Cutter System PodPlasmaCutter.png 10 Power Source, 10 Dense Metal Shoots bolts of plasma that dig up asteroids. Available to the mining department. Rock Drilling Rig PodPlasmaCutter.png N/A A weapon system that only works at pointblank range, but does a good amount of damage. Great for digging up asteroids. Engines Item Image Resource Cost Description Warp-1 Engine PodEngine.png N/A The standard engine of all pods and putts. Will be equipped automatically when you install the engine manifold component. Helios Mark-II Engine PodEngine.png 20 Sturdy Metal, 10 Dense Metal, 15 High Energy Conductor Produces more energy, and is slightly faster than a standard engine. Helios 3.0 Engine PodEngine.png 20 Dense Metal, 20 High Energy Conductor, 5 Power Source Produces more energy, and is slightly faster than a Helios engine. Other Item Image Resource Cost Description Pod Locking Mechanism HatchLockMechanism.png 5 Crystal, 10 Conductive Material Controlled through the HUD interface. The user can lock the pod and set a four digit code for the lock. Players can leave a locked pod without issues, but must click on the pod with an empty hand and enter the four digit code to unlock the hatch. Pods can still be dismantled while they're locked, so don't park your shiny new ride in a bad neighbourhood, or it'll be stripped on blocks by the time you return. Paint Job Kit PodComponent.png N/A Pimp My Space Ride! Simply apply the kit to a finished pod or putt. A variety of kits are available from different space merchants. Building the Pod
Main guide: Construction Upgrading the Pod
To add extras, use a crowbar on the south-west corner of the pod and add any system. To replace an existing system (like the engine), click the pod with an empty hand while the maintenance panel is open to bring up an interface for adding and removing installed systems. The maintenance panel cannot be manipulated if the pod is locked, however. You can also change the gas mix used for the engine and the gas mix used for the pod's life support system, though this doesn't have much of a use other then to suffocate the people in the craft with plasma. Flying the Pod
PodHUD6.png
Getting inside the pod is easy enough. Simply right click on it and select Board or drag-and-drop yourself onto the pod. The engine and life support start turned on. Steer with the arrow keys, keeping in mind that the pod will experience some inertia. The process is as follows: A basic direction change requires two presses of the directional key. The first only makes you face the desired direction, you'll still go careening where you were headed until you hit it again. Doing a 180 requires three presses: the first changes where you face, the second stops your pod, and the third gets you moving again. While inside a pod, you can access the controls easily through the HUD interface or the Ship tab. Most are self-explanatory, some are a little more complex: Access Main Computer will show you the components of the pod, and the status of the fuel and life support tanks. Components of the pod can be activated or deactivated via this panel, but it's usually easier to just use the HUD icons instead. Create Wormhole is how you reliably get places. It will list existing navigation beacons, including some strategically placed on the main station and in the debris field. Return To Station sets a course for the station Z-level, and will send you there the next time you cross the border of the map. Toggle Hangar Door lets you open hangar doors by remote control. Type in their full name to open or close, not just the number like it tells you. Or you can just click the door control panel while inside the pod, provided your pod's comm system is online and of the correct type. Syndicate and Soviet ships for instance will be denied access to all hangars on the station.
If you think you'll end up in space for any amount of time outside your pod, wear a spacesuit, breath mask and oxygen tank. You'll be able to explore more and you won't die as fast. This should be obvious, but most people will just jump in a spaceship without much thought.
Dogf- er, Podfighting
Going out into space without an idea of where to go - indeed, your first trips will probably consist of figuring out where to go - will usually see you encountering some enemies, often in the form of Syndicate drones. Space is a wide-open area with a lot of room to chase, and critters oh so love to chase you; unless they get stuck on an obstacle of some sort, they'll hound your pod relentlessly - even into hangars that don't have the doors closed (or don't have doors at all!). This is very bad, as critters aggro pods like any other player, even when empty. Coming back from raiding a derelict only to see your pod reduced to scrap and the drone waiting to ambush you is a nightmare scenario in space.
Thus, your best option when encountering an enemy in space is to destroy it on sight. Some enemies don't have ranged attacks, but most of them do, and they like to be cheating bastards and shoot you diagonally while you can only shoot in four directions. But don't worry, in most cases your pod will be way more durable than the target, so hammer away at them with whatever weapon your pod of choice came with, and move on once it's destroyed. Note that some enemies have mean tricks that can mess with your pod in ways other than direct damage, so watch out for that. The important thing to remember is to fire while strafing and reversing. Once you get the hang of it, most Drones aren't really a threat anymore.
Other players, on the other hand, can give you a hell of a time. Opposing players can be smart and try to board your pod with you in it: in most cases there's nothing you can do to shoo them out and then can fuck with your pod's systems and movement, so practice some basic vehicle security and lock the damn door when you're piloting. Especially common in nuke rounds, but otherwise rare, is having to fight an enemy pod with your own. Most Syndicate pods will heavily outgun you, but it's not impossible to beat them if you have some good piloting skills.
You'll know a pod has taken a lot of damage if it sets on fire, and is near-death if it explodes. If it explodes a second time after that, then it's officially dead and you'll be ejected in a flaming heap before the pod detonates fully. Staying in the pod and waiting for the eject is bad, as the final explosion can hurt quite a bit, but if you're feeling spiteful then you can kamikaze into the thing that ruined your ride (Syndicate operatives in particular hate this). On the other hand, should you and your pod survive and you want to repair it, it's a simple as hitting it with a lit welder from the outside.
All crewmembers begin with a PDA, loaded with special tools and programs depending on what your starting assignment is. PDAs can be bought from the CartyParty vending machine. Certain jobs may find their PDA more useful than others. Traitors generally acquire their gear with their PDA. After an ID card has been inserted, PDAs can be worn in the ID slot to free up inventory space. Contents [hide] 1 Basic Functions 2 PDA Scanners 3 Robustris 4 PDA Modules 5 CARTs 5.1 AlertMaster Cartridge 5.2 CustodiPRO Cartridge 5.3 Detomatrix Cartridge 5.4 Easy-Record DELUXE 5.5 Farmer Melons Scancart v2 5.6 Honkworks 5.0 5.7 Med-Master 5.8 Med-U 5.9 Network Diagnostics Cart 5.10 R.O.B.U.S.T. 5.11 Forensic Analysis Cartridge 5.12 R.O.B.U.S.T.E.R. 5.13 SciMaster Cartridge 5.14 Signal ACE 5.15 Deoxyribonucleic Amigo Cartridge 5.16 Space Parts & Space Vendors Cartridge 5.17 Value-PAK Cartridge 5.18 AI/Cyborg Internal PDA Cartridge Basic Functions
Notekeeper: Allows you to make text notes and save them. On an unlocked Syndicate PDA, this will instead bring up a list of available items to purchase. Messenger: Scan for other PDAs and send them text messages, set custom ringtones, or look at your past messages. If your PDA is in your belt or pocket, you can see what incoming messages are in the chat window and directly reply without having to pull out the PDA. By default the PDA is set to Messaging On; turning it Off will not allow others to send you texts but will also prevent you from being the victim of a Detomatrix missile. File Browser: Browse files in the PDAs internal drive or on the inserted cart. Job specific programs are loaded on the cart. Programs can also be deleted or moved about as memory permits. Atmospheric Analyzer: Shows the composition of gas in the area around you. Flashlight: Not available on PDAs that have a built in T-Ray Scanner. Emergency Alert System: Allows you to send an emergency call along with your current position to all medical, engineering or security PDAs. Supply Request: Order supplies on the go. Don't expect QMs to actually deliver them if there isn't a cargo pad, belt hell dock or MULE beacon nearby.
PDA Scanners
Most PDAs have special scanners which allow them to act as a certain scanner you would normally use.
A Medical Doctor/Roboticist/Geneticist's PDA can be used as a Health Analyzer and a Reagent Analyzer
A Scientist's PDA can be used as a Reagant Analyzer, showing the composition of gases in a container or chemicals in a container/person.
Engineering and Mechanic PDAs have a built in T-Ray Scanner
Security and the Detective's PDA has a built in Forensic Scanner
A Botanist's PDA can be used as a Plant Analyzer
Certain Heads of Staff's PDAs are capable of switching between most different types of scanners. Selecting the appropriate file from the CART will change the scanner.
Robustris
A program in the internal drive of all PDAs. A game coded while under the influence of space drugs. If you manage to beat it all the secrets of 2D SpaceMan game will be revealed. PDA Modules
PDAs have modules which can be changed by using a screwdriver and a crowbar on it. The flashlight and T-Ray scanner are the most common modules. CARTs
AlertMaster Cartridge Available in tech storage. Allows user to see atmospheric alerts. Available from the CartyParty vending machine. CustodiPRO Cartridge Equipped in the janitor's PDA. Tracks custodial gear. Detomatrix Cartridge Available to traitors. Contains BOMB and MISSILE program with instructional readme file. Easy-Record DELUXE Equipped in HoP's PDA. Includes crew manifest, status controller, supply records, forensic scan, security records and ticket master. Farmer Melons Scancart v2 Equipped in botanist's PDAs. Includes plant scan and botanist's handbook. Available from the CartyParty vending machine. Honkworks 5.0 Equipped in the clown's PDA. Includes Arcade 250 and Honk Synthesizer. Med-Master Equipped in the medical director's PDA. Includes crew manifest, status display controller, health scan, reagent scan, Port-a-NanoMed remote and medical records. Med-U Equipped in doctors' and roboticists' PDAs. Includes health scan, reagent scan, Port-a-NanoMed remote and medical records. Available from the CartyParty vending machine. Network Diagnostics Cart Available from tech storage, spare PDA boxes and CartyParty vending machines. Used for PDA and signal hacking. Ping Tool: Lets you find the ID of devices on a certain frequency, within a certain range. The default frequency is 114.9, which is helpfully the same frequency PDAs operate on. Packet Sniffer: Lets you intercept any packets within range on a certain frequency. You can message someone to make them reply to you and then inspect the packet. Packet Sender: Lets you construct and send packets to various devices. Use the information gleaned from the sniffer to construct these. See: Advanced Guide to ThinkDOS for more about signal hacking. R.O.B.U.S.T. Equipped in security officers's PDAs. Includes forensic scan, security records, securitron access, Port-a-Brig remote and ticket master. Forensic Analysis Cartridge Equipped in the detective's PDA. Includes forensic scan, security records, securitron access, ticket master, health scan, reagent scan, medical records and a packet sniffer. R.O.B.U.S.T.E.R. Equipped in the Head of Security's PDA. Includes forensic scan, health scan, the crew manifest, status controller, securitron access, Port-a-Brig remote, supply records, security records and ticket master. SciMaster Cartridge Equipped in research director's PDA. Includes crew manifest, status controller, health scan, reagent scan, Port-a-Sci remote and Signalix 5, a remote signaling device app. Signal ACE Equipped in scientist's PDAs. Contains reagent scanner and Signalix 5. Available from the CartyParty vending machine. Deoxyribonucleic Amigo Cartridge Equipped in geneticist's PDAs. Contains the same programs as the medical cartridge. Space Parts & Space Vendors Cartridge Equipped in quartermasters' PDAs. Includes supply records and MULEbot control. Value-PAK Cartridge Available in captain's PDA. Includes crew manifest, Signalix 5, supply records, forensic scan, health scan, security records, medical records, status controller and ticket master. AI/Cyborg Internal PDA Cartridge The AI and cyborgs have access to a majority of the aforementioned PDA programs, most notably securitron and MULEbot control, health and reagent scanners as well as the crew manifest.
Uniform
Wearing a uniform is necessary to keep on your ID, anything in your pockets, and anything on your belt slot. Removing your uniform will dump all that to the ground in a pile. You can quickly and safely change uniforms by clicking the new uniform on the “INV” button. Item Image Description Jumpsuit Jumpsuit.png Comes in many different colors and styles depending on your job. Chameleon Suit Chameleon.gif Can imitate any other color of jumpsuit. See Syndicate Items. Chief Engineer's Jumpsuit Cejumpsuit.png Found on the chief engineer and in their locker in engineering. Head of Personnel's Suit Hopsuit.png One of these spawns on the head of personnel themselves. A few other varieties are in their office. An occasional traitor objective. Research Director's Suit Rdjumpsuit.png In addition to the one the RD wears, a spare can be found in their office. An occasional traitor objective. Medical Director's Suit Mdjumpsuit.png In addition to the one the MD wears, a spare can be found in their office. Comes in three flavors. Captain's Jumpsuit Jumpsuitcaptain.png In addition to the one worn by the captain, a spare can be found in their quarters. An occasional traitor objective. Head of Security's Uniform Hosjumpsuit.png In addition to the one worn by the head of security, a spare can be found in their office. On rounds with no HoS, there is no way to access this item short of emagging the HoS' locker. An occasional traitor objective. Dress Uniform DressUniforms.gif Formal clothing available in the head of staff's personal lockers. There's a variant for every department head. Clown Suit Clownsuit.png HONK.
Cursed Clown Suit CluwneSuit.png Standard equipment of Cluwnes. Cannot be removed by its wearer.
Owl Suit Owlsuit.png HOOT.
Mailman's Uniform Mailmansuit.png Available in the routing depot.
Barber's Uniform Barbersuit.png Available in crew quarters.
Cosby Sweater CosbySweater.png Icon of a beloved 80s T.V. dad.
Athletic Shorts Athleticsuit.png Available in the gym, and starting equipment for the wizard.
Swim Trunks Swimtrunks.png Available in the gym. Tactical Turtleneck Turtleneck.png The garment of choice of infiltrators. Available in black and slightly darker black. Medical Scrubs MedicalScrubs.png In theory, this basic surgical attire is intended to be worn by medical personnel in the operating room, and can be obtained from the medical fabricator. Mortician Suit Morticiansuit.png Worn by the medical director and the retired head surgeon. Available in the medbay morgue and from uniform manufacturers. Lawyer Suit LawyerSuitBlue.png OBJECTION! *slams table dramatically* Can be found at the courtroom. Comes in multiple colors. Safari Suit SafariClothes.png See Syndicate Items. Bowling Suit BowlingSuit.png Perfect for when you want a striking outfit. See Syndicate Items. Towel Towel.png Something to wrap around your body to wear it as a jumpsuit. Will also prevent you from slipping on wet surfaces (mostly water, not space lube or a comparable mess) if placed on the floor, for example near a shower stall. (Exo)Suit
Item Image Description Body Armor Armor.png See Security Objects. Cardboard Box Cardboard Surgeon.pngCardboard Captain.pngCardboard Box.png “Yeah, well, anyway. I suppose even that dumbass box might make a decent disguise if you wear it inside a building.” You can tap on one by clicking on it using the harm intent! Captain's Armor Caparmor.png Offer's slightly more protection than the normal body armor. Bomb Disposal Suit Bombdisposalsuit.png See Security Objects. Biosuit Biosuit.png See Medical Objects. Armored Biosuit Armoredbiosuit.png See Construction. Firesuit Firesuit.png See Engineering Objects. Armored Firesuit ArmouredFiresuit.png See Construction. Paramedic Suit ParamedicSuit.png See Medical Objects. Armored Paramedic Suit ArmouredParamedicSuit.png See Construction. Space Suit Spacesuit.png Available in EVA. Protect from the vacuum of space and offer minor protection from heat and cold. Will slow down your running speed indoors. Engineering Space Suit Miningspacesuit.png See Engineering Objects. Captain's Space Suit Capspacesuit.png As above, but green! Found in the captain's quarters. Let's you move at regular running speed. Red Space Suit Redsuit.png As above, but red! Also does not slow down your running speed indoors. Red suits are standard equipment of the dreaded nuke ops, and being spotted early in the round will result in frenzied cries of “SYNDIES!” and “REDSUITS!” Industrial Armor IndustrialArmour.png See Guide to Mining. Syndicate Command Armor SyndicateCommandArmour.png See Syndicate Items. Emergency Suit Emergencysuit.png Provides a decent amount of protection from the cold, but will slow you down significantly. Use if nothing better is available and try to avoid jumping into space with it. Generally found in emergency closets. Straightjacket Straightjacket.png See Medical Objects. Lab Coat Labcoat.png Functionally useless, but how else will you demonstrate your knowledge of science? Hard Worn Coat Detectivecoat.png Required outfit of the detective. Faded Trenchcoat Wornjacket.png Essential for rugged chain-smoking vigilantes. Wizard's Robe WizardRobes.gif See Wizard. Waistcoat Vest.png Available in the barman's closet. Bedsheet Bedsheet.png A sheet for a bed. Can be worn over your body. Act out your favorite ghost stories and superhero comics! Be sure to cut out eye-holes first. Cape Capes.png See Construction. Head
Robuddy hats.gif Helmets and hats offer various bonuses, for instance a built-in flashlight or concealment of your face. Some of them are very stylish as well! Any changeling or vampire who wishes to consume you must also first remove your headgear and mask. Item Image Description Helmet Helmet.png See Security Objects. Bio Hood Biohood.png See Medical Objects. Space Helmet Spacehelmet.png Available in EVA. Protects your eyes while welding. Engineering Space Helmet Miningspacehelm.png See Engineering Objects. Red Space Helmet Redhelmet.png The iconic space helmet worn by nuke ops. Hard Hat Hardhat.png See Engineering Objects. Welding Helmet Welding.png See Engineering Objects. Captain's Hat Captain hat.png Everyone knows the wearer of this hat is the true captain of the station. HoS' Hat HoSHat.png / HoSBeret.png Nothing says “authority” like a cool hat, or alternatively a stylish beret. Click on it to switch between the two. Formal Hat FormalHats2.gif Part of the dress uniform. Detective's Hat Detective hat.png A hat fit for a man down on his luck and all out of time on a station full of assholes. Chef's Hat Chef's hat.png / SousChefsHat.png What kind of chef doesn't have a big white hat? A bad one. With awful food. Top Hat Tophat.png The barman has a monopoly on top hats. Mailman's Hat Mailman hat.png Any true deliveryman needs one to show off how important their package is. Chaplain's Wardrobe Turban.png / Formal turban.png / Rabi hat.png The chaplain can chose from a wide selection of hats. Wizard's Hat WizardHats.gif See Wizard. Safari Hat SafariHat.png See Syndicate Items. Butt Butt.png May or may not be your own. Available from the roboticist or synthbutt plants. Pumpkin Pumpkin.png If you are having trouble seeing after wearing this, try carving a hole in it. Cakehat Cakehat.png A long-time favourite of greyshirts. Plunger Plunger.png Let's face it, there isn't much of a difference between assistants and a toilet. Bucket Helmet BucketHelmet.png See Construction. Masks
Item Image Description Paper Mask PaperMask.png See Construction. Gasmask Gasmask.pngEgasmask.png Links with an air supply to provide internals. Can also obscure your identity if you are not wearing your usual ID card. scientists all begin with these, and there are others available in various spots around the station. Comes in two varieties, regular and emergency, but both are functionally the same. Some are available in engineering storage. Breath Mask Breathmask.png Links with an air supply to provide internals. All crewmembers begin with a box containing a breath mask, and they are readily available in lockers throughout the station. Medical Mask Medicalmask.png See Medical Objects. Same as breath mask. Surgical Mask Sterilemask.png See Medical Objects. Surgical Face Shield SurgicalFaceShield.png Attire for the medical professional. Clown Mask Clownmask.png HONK Cursed Clown Mask CluwneMask.png Mostly found on cluwnes, this horrible thing cannot be dropped or removed. Muzzle Muzzle.png See Medical Objects. Owl Mask Owlmask.png HOOT Horse Mask Horsemask.png Imbues its wearer with the power of bad puns. Balaclava Balaclava.png It's a ski mask with a fancy name. Fake Mustache Falsemustache.png See Syndicate Items. Predator Mask PredatorMask.png See Predator. Vapo-Matic Vapo-Matic.png Different slot, same functionality as the injector belt. Gloves
Item Image Description Insulated Gloves Glovesy.png See Engineering Objects. Stun Gloves Stungloves.png Insulated gloves armed with a single powerful shock to briefly stun whomever they touch. Power Gloves Glovesy.png See Syndicate Items. Black Gloves Glovesb.png Standard equipment for the detective, quartermasters, botanists, and miners. SWAT Gloves Glovesb.png Pretty much identical to black gloves. Nuke ops start with these. Fingerless Gloves FingerlessGloves.png These don't hide your fingerprints for obvious reasons. Latex Gloves Glovesw.png Available in medbay. Partially obscure the fingerprints of those who wear them.
Cursed White Gloves Glovesw.png Lumpy and uncomfortable gloves found on cluwnes. Cannot be removed.
Boxing Gloves Boxingglove.png WENT THE DISTANCE, NOW I'M NOT GONNA STOP, JUST A MAN AND HIS WILL TO SURVIVE
Concussive Gauntlets ConcussionGauntlets.png See Guide to Mining.
Eyes
Item Image Description Sunglasses Sunglasses.png See Security Objects. Optical Thermal Scanner Thermals.png See Security Objects. Optical Meson Scanner Mesons.png See Engineering Objects. Construction Visualizer Mesons.png See Construction Game Mode. Spectroscopic Scanner Goggles SpectroscopicScannerGoggles.png See Science Objects. ProDoc Health Goggles Healthgogles.png See Medical Objects. VISOR Visors.png See Medical Objects. Prescription Glasses Glasses.png See Medical Objects. Medical Eyepatch Eyepatch.png Yarr! Blindfold Blindfold.png See Medical Objects. VR Goggles Vrgoggles.png Transmits you to a VR simulations. The public set loads the relaxation area. The detective's set loads up a private office (à la Heavy Rain). The scientist's set loads up the bomb testing simulator. Monocle Monocle.png Dapper. Shoes
Walking barefoot will stun for a moment you and hurt you slightly if you walk over glass shards and mouse traps. Item Image Description Shoes Shoes.png Black, white, brown, orange, all functionally the same. For the most part, they protect your feet from broken glass and mouse traps. Galoshes Galoshes.png Prevents the wearer from slipping on most wet floors. Exclusive to the janitor, they are only found in the two custodial closets on the station. Not immune to space lube and ice. Magnetic Boots Magboots.png See Engineering Objects. Mechanized Boots MechanizedBoots.png See Guide to Mining. Magic Sandals Sandals.png See Wizard. You can also get these from the chaplain's wardrobe. Shackles Shackles.png See Security Objects. Clown Shoes Clownshoes.png Mock the poor soul who tries clowning without these. Cursed Clown Shoes CluwneShoes.png Cluwnes don't have it easy. Like all other cluwne items, these cannot be removed by the wearer. Flippers Flippers.png Flip, flop. Flip, flop. What possible use could these things have in space? Belt
In addition to belts, this slot can hold your PDA, most guns and the emergency oxygen tank. Item Image Description Fanny Pack FannyPack.png See General Objects. Utility Belt Toolbelt.png See Engineering Objects. Medical Belt Medbelt.png See Medical Objects. Injector Belt InjectorBelt.png Once provided with a beaker, this fancy belt can be programmed to inject the user with stimulants when certain conditions are met, for example health thresholds or incapacitation. Can be bought from a space merchant. Mining Belt MiningBelt.png See Guide to Mining. Wrestling Belt WrestlingBelt.png See Syndicate Items. Trophy Belt MiningBelt.png See Predator. Ears
Item Image Description Radio Headset Headset.png Generic headset for assistants and certain other crew members. To speak into it, merely put a semicolon (;) before your words. One can also leave the microphone open to transmit everything within range or turn off the speaker to shut out the world. While the default frequency is 145.9, you may change that manually. Civilian Headset Headset.png Can also operate on the civilian frequency, 135.5. Used by the chef, barman, botanist, janitor, chaplain and other civilian jobs. Security Headset Headset.png See Security Objects. Can also operate on the security frequency, 135.9. Research Headset Headset.png Can also operate on the research frequency, 135.4. Starting equipment for scientists. Medical Headset Headset.png See Medical Objects. Can also operate on the medical frequency, 135.6. Engineering Headset Headset.png See Engineering Objects. Can also operate on the engineering frequency, 135.7. Shipping Headset Headset.png Allows access to two channels: :h goes into engineering, :c into the civilian channel. Worn by quartermasters. Command Headset Headset.png Default equipment for all heads of staff. Starting a message with :h addresses the command channel, :c broadcasts to civilians for the Captain and HoP, :g goes to security for the Captain, HoP and HoS. The CE may use :e to talk to his department. The RD and MD can use :r to speak to the research and :m to the medical staff respectively. Multifrequency Headset Multiheadset.png Available in the research wing. Works like a regular headset that can be manually tuned in to channels other than 145.9. It's mainly used to have a private communication channel while doing telescience. Auditory Headset Auditoryheadset.png See Medical Objects. Earmuffs Earmuffs.png Found in the CE's locker. Wearing these makes you unable to hear anything and protect you against some auditory attacks, for example flashbangs (if worn in combination with sunglasses) and vampire / changeling screeches. Earplugs EarPlugs.png See Syndicate Items ID
Only two item classes can be carried in this slot, namely ID cards and PDAs (insert an ID first). Back
Item Image Description Backpack and Satchel Backpack2.png PersonalSatchel.png See General Objects. Gas Tank O2tank.png See General Objects. Jetpack Jetpack.png See Engineering Objects. Electropack Electropack.png See Science Objects.
Tools & Machinery
The fancy stuff you use to enhance your plants or extract useful chemicals. The are of course more options for the catering staff. Feel free to check Foods & Drinks for a full list of recipes. Icon Name Description PlantAnalyzer.png BotanistPDA.png Plant Analyzer Provides you with a report of a plant's genes, its current condition, the presence of any mutations and other information. The functionality is also built into your PDA. WateringCan.png Watering Can Actually just a glorified beaker with a maximum capacity of 120 units. Often requested by chemists. Satchel.png Produce Satchel This spacious satchel makes the life of every chef or botanist much easier. Almost any type of food-related item (dishes, bottles, seeds etc.) can be stored in them, and they also interact nicely with tables (drag & drop), crates, the food processor, mail chutes and other objects. ElectricChainsaw.png Chainsaw An electric chainsaw to keep weeds in check. Passable emergency weapon, but not very durable. EmptyPlantTray.png Hydroponics Tray The seeds go in here, obviously. You can plant them manually or by using drag & drop. The indicators are from left to right: “low plant health” alert, “ready to harvest” alert and current water level. SeedVendingMachine2.png ForensicScanner2.png Seed Fabricator To unlock the more interesting seeds (notably cannabis), you'll have to mess with the wires. The required tools can be found in nearby tool storage. A hand-held version may be acquired by hacking the GardenGear vendor. GenericVendingMachine2.png GardenGear Most basic tools and plant formulas are available from this vending machine. PlantMaster2.png PlantMaster Mk3 Have a special or even new species in mind? This clever machine allows you to infuse seeds with certain reagents (drawn from an inserted beaker) and splice them together, or in other words tweak the desired genetic traits. It can also extract seeds from fruits or vegetables, which is great if you have a certain strain you want to grow more of.
The PlantMaster supports drag & drop for the following objects: seeds, produce, beakers/bottles, produce satchels. ReagentExtractor2.png Reagent Extractor Processes certain produce into reagents. Comes with two built-in storage tanks capable of holding up to 500 units each. You may then transfer said reagents to an inserted receptacle.
The extractor supports drag & drop for the following objects: produce, beakers/bottles, produce satchels. CheMaster.png CheMaster 3000 See Chemistry. Tank Compost.png Compost Tank Converts unwanted or excess produce as well as seeds into compost. Use drag & drop to stuff them into the tank. Tank HCWater.png HC Water Tank This high-capacity tank holds 100000 units of water. If you don't have a watering can, you can use drag & drop to transfer water directly to a hydroponics tray. In addition, there are a number of plant formulas at your disposal. Icon Name Description Weedkiller.png Weedkiller Also known as atrazine. As the name implies, it will quickly spell the end for any uninvited guest like lashers or space grass. CompostBag.png Compost This basic additive improves the plant's health over time. Can be refilled at, you guessed it, the compost tank. Gro-BoostFormula.png Ammonia Some plants grow slowly, so a bit of ammonia can speed up the process. Just be prepared to water them more often. TopCropFormula.png Potash This is the chemical to go for if you want large harvests, but it will likely shorten the plant's lifespan. PowerplantFormula.png Saltpetre Saltpetre tends to have a good effect on the crop potency and is particularly useful for medical herbs, cannabis and chili. MutriantFormula.png Mutagenic Dumping unstable mutagen into the tray is an easy option to grow all kinds of crazy stuff, however you have little actual control. If a species has multiple possible mutations, it will probably be difficult to get the one you desire. FruitfulFarmingFormula.png Mutadone As seen in medbay, but mutadone also works on plants. Mutating them wildly often damages their DNA and therefore this formula may be required to address some of the genetic problems. Unfortunately, mutadone slows down plant growth significantly as long as it is present in the tray. Numerous other reagents also affect plant health or growth in some way - check Chemistry for the complete list. Available Crops
Name Icon Type Harvests Time Notes Grape Foodgrape.png Food Variable Average Orange Foodorange.png Food Variable Slow Melon Watermelon.png Food Variable Slow Carrot Foodcarrot.png Food Once Average Lemon Foodlemon.png Food Variable Slow Lime Foodlime.png Food Variable Slow Apple Foodapple.png Food Variable Slow Banana Foodbanana.png Food Variable Average Strawberry Strawberry.png Food Variable Average Avocado Avacado.png Food Variable Slow Pumpkin Pumpkin.png Food Variable Slow Make your own lantern! Eggplant Eggplant.png Food Variable Average Cucumber Cucumber.png Food Once Average Garlic FoodGarlic.png Ingredient Once Average Onion Onion.png Ingredient Once Average Lettuce Foodspinach.png Ingredient Once Slow Potato Potato.png Ingredient Once Average Synthmeat IngMeat.png Ingredient Variable Average Corn FoodCornCob.png Ingredient Once Average Processes into popcorn. Soybean Soybean.png Ingredient Variable Average Processes into milk. Chili Foodchili.png Ingredient Variable Average Processes into hot sauce. Tomato Foodtomato.png Ingredient Variable Average Processes into ketchup. Peanut FoodPeanuts.png Ingredient Once Average Processes into peanut butter. Wheat Foodwheat.png Ingredient Once Fast Processes into flour. Sugar Cane Sugarcane.png Ingredient Once Fast Processes into sugar. Cotton CottonWad.png Other Variable Average Processes into fabric when used in an auto-loom. Tree WoodenPlank.png Other Variable Slow Grow your own barricades. Contusine ContusineLeaf.png Herb Once Average Contains salicylic acid. Asomna AsomnaBark.png Herb Once Average Contains ephedrine. Nureous NureousLeaf.png Herb Once Average Contains potassium iodide. Commol CommolRoot.png Herb Once Average Contains silver sulfadiazine. Venne VenneFiber.png Herb Once Average Contains charcoal. Catnip Catnip.png Herb Once Average Extract catonium to synthesize cat drugs. Cannabis Weed.png Herb Once Fast Make your own joints by combining a leaf with a sheet of paper. Space Fungus Mushroom.png Weed Infinite Slow Grass GrassPlant.png Weed Once Average Harvested seeds can be planted on most floor tiles. Creeper CreeperPlant.png Weed N/A Fast Attacks other plants and spreads into adjacent empty pots. Lasher LasherPlant.png Weed N/A Fast Will lash out at nearby people with its thorns. Radweed RadweedPlant.png Weed N/A Slow Emits radiation, affecting nearby plants and people. Slurrypod Foodslurry.png Weed Once Average Will explode if not quickly harvested, spreading toxic goop. Man Eater ManEater.png Critter Once Variable Will climb out of the pot once grown enough.
Crop Mutations
Whenever a plant's genes would normally mutate (when planted, exposure to mutagen, in the gene manipulator), there is a rare chance that the plant will become a mutant variant of its normal self. These have different effects depending on the species! Some mutations don't appear unless specific conditions are met, for example plant stats (endurance, potency) or an infusion of certain chemicals. Feel free to experiment or pester more experienced botanists.
Mutant Icon Species Prerequisites Info
Seething Tomato SeethingTomatoPlant.png Tomato Infusion Tomatoes with an explosive flavour. Suspicious Tomato KillerTomato.png Tomato Infusion Crikey, aggressive vegetables. Green Grape GreenGrapes.png Grape Heals twice the amount of regular grapes. Blood Orange BloodOrangePlant.png Orange Contains changeling blood in addition to orange juice. Peculiar. Clockwork Orange ClockworkOrange.png Orange Endurance An orange that is also a chronometer, how practical. Rainbow Weed RainbowWeed.gif Cannabis Gets you extremely high. Deathweed DeathWeed.png Cannabis Endurance, potency Gets you extremely dead. Lifeweed WhiteWeed.png Cannabis Endurance, potency Contains omnizine. Omega Weed OmegaWeed.gif Cannabis Potency The ultimate cannabis plant. Guaranteed to mess you up. Chilly Pepper ChillyPepper.png Chili Infusion (optional) Quite…chilling. Fiery Chili GhostlierChili2.gif Chili Potency Infusion (optional) Extremely spicy! Magic Mushroom MagicMushroom.png Space Fungus Contains psilocybin, a potent hallucinogen. White Mushroom WhiteMushroom.png Space Fungus Endurance, potency Very toxic. Glowing Slurrypod OmegaSlurrypod.png Slurrypod You really shouldn't eat this… Synthorgan Synthbrain.png Synthheart.png Syntheye.png Synthmeat Harvests can either be synthbrains, synthhearts, syntheyes or a combination of all three. Synthlimb LooseSythlimbs.png Synthmeat Grows synthetic arms and legs. Synthbutt Butt.png Synthmeat Grow your own hat! Synthbuttbot ButtBot.png Synthmeat Infusion (synthbutt seed) Grow your own buttbot! Free-range Egg-Plant IngEgg.png Eggplant Infusion (optional) Steel Wheat SteelWheat.png Wheat Infusion (optional) Use the food processor to convert the ears into iron fillings. Rainbow Melon Foodgmelon.png Melon The ideal party snack! Immortal Melon ImmortalMelonPlant.png Melon Can be harvested an infinite amount of times. Immortal Banana ImmortalBananaPlant.png Banana Strange Soybean SoylentChartreuse.png Soybean Contains high-energy plankton, promised! Money Tree Money.png Tree In space, money does grow on trees. Shivering Contusine ShiveringContusinePlant.png Contusine Contains salbutamol in addition to salicyclic acid. Quivering Contusine QuiveringContusinePlant.png Contusine Contains curare in addition to salicyclic acid. Robust Asomna RobustAsomnaPlant.png Asomna Contains methamphetamine in addition to ephedrine. Fuzzy Nureous NureousLeaf.png Nureous Contains hairgrownium in addition to potassium iodide. Burning Commol BurningCommolPlant.png Commol Contains phlogiston in addition to silver sulfadiazine. Black Venne BlackVenneFiber.png Venne Contains atropine in addition to charcoal. Dawning Venne DawningVenneFiber.png Venne Contains oculine, mannitol and mutadone in addition to charcoal. Blooming Lasher BloomingLasherPlant.png Lasher Smoldering Radweed SmolderingRadweedPlant.png Radweed White Radweed WhiteRadweedPlant.png Radweed Completely harmless. Advanced Gardening for Dummies
The PlantMaster Mk3 is a powerful tool for the dedicated botanist. Instead of relying on Mother Nature and hoping for the best, you can tweak genetic traits with better precision. To this end, the machine is equipped with three distinct modules: A seed extractor. An injector to infuse seeds with chemicals provided by a beaker or other container. A splicing apparatus to create hybrids of the same or two different species. Extraction In case you don't already have seeds with the DNA of a particular plant, insert some fruits (one or two will do) and switch the computer to the extraction mode. It's that simple.
Infusions
Infusing seeds is a straightforward affair. Provide the machine with a seed and filled receptacle, bring up the seed list and proceed from there. Though the various plant formulas will usually be the choice for reliable results, you can use any reagent for experimentation. If the beaker contains several chemicals, you will be prompted to select one. Just keep in mind that every infusion requires 10 units.
PlantMasterInfusion.png
Depending on various factors, an infusion may have undesired consequences. Here, the goal was to increase the potency of a cannabis seed with the help of saltpetre and while the operation was successful, it also had an effect on the yield trait. The outcome was beneficial in this example, but other potent reagents (unstable mutagen in particular) tend to have more negative side-effects.
Regardless of what you end up injecting, damage to the seed is almost guaranteed. It increases the chance of failed splicings, plants grown from them are less healthy overall and require special care. Compost is good, presence of mutadone in the nutrient solution is better.
Splicing
Adapted from a forum post by ISaidNo
Each plant species has a variable called “Genome” which is used to track how similar two species are to one another. Generally two species from the same group (eg fruit, veg, herbs) will have genomes which are close to each other, and thus easier to splice.
When splicing, the formula for your chances is worked out like so:
1: Start Splicing Chance at 100%
2: Compare the genomes of the two seeds, subtract the lower one from the higher one
3: Multiply the sum of step 2 by 10, then subtract that from the splicing chance
4: If either seed has damage from infusing, subtract damage amount from splicing chance
5: Cap splicing chance between 0 and 100 to prevent bugs
6: Perform the check to see if splicing succeeds or not
So, an example. You're trying to splice Weed (genome 2) with Synthmeat (genome 7).
You start with 100% splicing chance.
Subtract low genome from high genome: 7 - 2 = 5
Multiply that by 10: 5 * 10 = 50
Subtract that from the splicing chance: 100 - 50 = 50
Assuming you haven't damaged either seed with infusion, you have a 50/50 chance for this splice to succeed. That's not so good odds, of course. So how can we improve them?
When seeds are successfully spliced, the hybrid has a new genome which is the average of the two, calculated by adding the two plant's genomes together and then halving it. Assuming you successfully spliced Weed and Synthmeat, the new genome would be (from (2 + 7) / 2) 4.5.
What you need to do is chain. The genomes are generally done by group: Herbs have very low genomes, grasses and veg are in the middle, and fruit has very high genomes. Alien plants and weeds have genomes that are all over the place. This isn't a general rule either, there are exceptions here and there! Commol has a genome that's more in the vegetable group than the herb group with it being a root rather than a leaf, for example.
Food is what you eat. Drinks are what you drink. Here is a comprehensive (but still incomplete) list of items and recipes for the chef to utilize and the crew to enjoy. Just remember that side-effects are by no means unknown or uncommon. Contents [hide] 1 Snacks 2 Drinks 2.1 Dispenser 2.2 Still 3 Other Food-Related Items 4 Chef's Cookbook 4.1 Ingredients 4.2 Ingredient Processing 4.3 Main course 4.4 Deep Fryer 4.5 Microwave 4.6 Prison Loaf Processor 4.7 Animal Slaughter Snacks
Icon Name Available from Info Donut.png Donut Vendor, kitchen Frosted donuts give double the HP recovery to security officers. <Insert Joke> Chips.png Chips Vendor Candy.png Candy Vendor Fries.png Fries Vendor, kitchen FoodPopcorn.png Popcorn Kitchen FoodNougatBar.png Nougat bar Kitchen FoodGranolaBar.png Granola bar Kitchen HetzCup.png Hetz' Cup Kitchen CandyApple.png Candy apple Kitchen Yoghurt.png Yoghurt Kitchen Requires spoon. FoodBurrito.png Descuento Danito's Burritos Vendor Available in many different flavours. Comes with an integral heating mechanism. FoodDanNoddles.png Discount Dan's Quik-Noodles Vendor Literally poison. Also equipped with a heater. Lollipop.png Lollipop Medbay A healthy snack containing a small amount of medicine, such as charcoal or saline. FoodPopeCrunch.png Pope Crunch Crew quarters Extremely crunchy! Can be eaten directly from the box, or mixed with milk in a bowl. Foodapple.png Apple Hydroponics Foodbanana.png Banana Hydroponics Peel it first! Foodorange.png Orange Hydroponics Foodlemon.png Lemon Hydroponics Foodlime.png Lime Hydroponics Strawberry.png Strawberry Hydroponics FoodAvocado.png Avocado Hydroponics Foodgrape.png Grapes Hydroponics Foodmelonslice.png Melon slice Hydroponics Slice a watermelon with something sharp to get six of these. FoodHoney.png Honey Hydroponics Produced by space bees. Taste may vary, depending on the plant that provided the nectar. Foodcarrot.png Carrot Hydroponics Foodslurry.png Slurryfruit Hydroponics Poisonous! FoodEggplant.png Eggplant Hydroponics Foodyuck.png ????? Incompetent chef Contains ???? (reagent). The result of a bad recipe, probably shouldn't eat this… Foodburnt.png Smoldering Mess Incompetent chef Also contains ????. The result of overcooking or -frying something. Drinks
Icon Name Type Available from Info AlcoholVendingMachine.png Booze-O-Mat N/A Bar Dispenses booze and cocktail accessories. Doesn't have any ID restrictions. BeerKeg.png SpaceBeerNew.png Space beer Alcohol Bar BeerBox.png HoboBeer.png Fancy beer Alcohol Bar Contains beer plus a number of random chemicals. DrinkCider.png Cider Alcohol Bar DrinkMead.png Mead Alcohol Bar DrinkWine.png Wine Alcohol Bar HoboWine2.png Hobo wine Alcohol ??? Contains wine plus a number of random chemicals. Vodka.png Vodka Alcohol Bar GinBottle.png Gin Alcohol Bar Tequila.png Tequila Alcohol Bar Champagne.png Champagne Alcohol Bar Hit pods, segways or other vehicles with the harm intent to rename them. DrinkRum.png Rum Alcohol Bar Spaced rum bottles also contain yobihodazine. Bo Jack Daniel's.png Bo Jack Daniel's Alcohol Bar A real man's drink! Stinkeye.png Stinkeye's Special Reserve Alcohol ??? A favourite of captains everywhere. EggNogCarton.png Egg nog Other Bar, kitchen DrinkMilk.png Milk Other Kitchen DrinkCola.png Space cola Soda Vendor, kitchen DrinkDecirprevo.png Decirprevo Bottled Water Soda Vendor DrinkRobusteez.png Robust-Eez Soda Vendor Contains methamphetamine. DrinkGrifeo.png Grife-O Soda Vendor DrinkPubber.png Dr. Pubber Soda Vendor DrinkGrones.png Grones Soda Soda Vendor Comes in random flavours. DrinkSpooky.png Spooky Dan's Soda Vendor Two flavours on offer. Neither are industrial runoff, nope! DrinkOrangeaid.png Orange-Aid Soda Vendor Contains oculine. DrinkLimeaid.png Lime-Aid Other Vendor Contains antihol. DrinkCoffee.png Robust Coffee Other Vendor Happy Elf Hot Chocolate.png Happy Elf Hot Chocolate Other Vendor Weight-Loss Shake.png Chicken Soup Other Vendor Can cure minor diseases. Weight-Loss Shake.png Weight-Loss Shake Other Vendor Contains lipolicide. FoodTea.png Tea Other Vendor Mugwort.png Mugwort tea Other Wizard A bitter tea with magical protective properties. Heals wizards. Dispenser BoozeDispenser.png FancyCocktails.png The alcohol and soda dispensers offer a convenient way to prepare alcoholic and non-alcoholic refreshments. They have an essentially infinite supply of various drinks and operate like the machines in chemistry. That comes in handy, because many commercial products contain more than one reagent and it would otherwise be difficult to isolate specifically what you want for e. g. cake icing. And of course, they will also be useful if you decide to turn the kitchen/bar into a makeshift laboratory. A barman's job also isn't complete unless you know how to make people drunk off fancy recipes and how to present your creations properly. To that end, umbrellas, wedges and other doodads can be added to every drinking glass. Item Icon Recipe Info Fruit wedges FruitWedges.png Foodorange.png / Foodlime.png / Foodlemon.png + Knife.png Cola GlassOfCola.png Water + Sugar + Carbon + Oxygen Lemonade Lemonade.png Lemon juice + Sugar Egg nog EggNog.png Egg + Sugar + Milk Chocolate milk ChocolateMilk.png Chocolate + Milk Strawberry milk StrawberryMilk.png Strawberry juice + Milk Sweet tea SweetTea.png Tea + Sugar Half and Half HalfAndHalf.png Sweet Tea + Lemon juice Tea with honey TeawithHoney.png Tea + Honey Triple juice TripleJuice.png Lemon j. + Lime j. + Orange juice Screwdriver DrinkScrewdriver.png Vodka + Orange juice Sex on the Beach SexOnTheBeach.png Screwdriver + Cranberry juice Vodka Gimlet VodkaGimlet.png Vodka + Lime juice Cosmopolitan Cosmopolitan.png Vodka Gimlet + Cranberry juice Bloody Mary BloodyMary.png Vodka + Tomato juice Bloody Scary BloodyScary.png Vodka + Changeling blood Vodka Martini Martini.png Vodka + Vermouth Vodka Tonic GinAndTonic.png Vodka + Tonic water Is completely transparent in color. Right-click to pick up. Mind Eraser MindEraser.png Vodka Tonic + Coffee Black Russian BlackRussian.png Vodka + Coffee White Russian WhiteRussian.png Black Russian + Milk Suicider Suicider.png Vodka + Cider + Epinephrine + Welding fuel Can also be extracted or distilled from omega weed. Port Port.png Vodka + Wine + Sugar + Iron Has a chance to teleport you at random. Bilk Bilk.png Beer + Milk Beepskybräu Beepskybräu.png Beer + Nanomachines Can also be distilled from roburgers. BOOrbon BOOrbon.png Bourbon + Ectoplasm Whiskey Sour WhiskeySour.png Bourbon + Lemonade Manhattan Gimlet.png Bourbon + Vermouth + Bitters Hunchback Hunchback.png Bourbon + Cola + Tomato juice See Chemistry. Irish Coffee IrishCoffee.png Bourbon + Coffee + Sugar + Milk Old Fashioned OldFashioned.png Bourbon + Bitters + Sugar + Water Jean Harlow JeanHarlow.png Rum + Vermouth Planter's Punch PlantersPunch.png Rum + Lemonade Mai Tai MaiTai.png Rum + Lime juice + Orange juice Space-Cuba Libre Space-CubaLibre.png Rum + Lime juice + Cola Daiquiri Daiquiri.png Rum + Lime juice + Sugar Piña Colada PinaColada.png Rum + Coconut milk + Pineapple juice Gin and Tonic GinAndTonic.png Gin + Tonic water Is completely transparent in color. Right-click to pick up. Gin Fizz GinFizz.png Gin + Lemon juice + Water Pink Gin and Tonic PinkGinAndTonic.png Gin and Tonic + Bitters Gin and Chronic GinandChronic.png Gin and Tonic + Tetrahydrocannabinol Decays into THC as well as ethanol. Gin and Sonic GinAndSonic.png Gin and Tonic + Methamphetamine Decays into meth as well as ethanol. Tequini Tequini.png Tequila + Vermouth Brave Bull BraveBull.png Tequila + Coffee Prairie Fire PrairieFire.png Tequila + Capsaicin Decays into capsaicin as well as ethanol. Margarita Margarita.png Tequila + Lime juice + Orange juice Long Beach Iced Tea LongBeachIcedTea.png Tequila + Sex on the Beach + Rum + Gin + Lemon j. Long Island Iced Tea LongIslandIcedTea.png Tequila + Screwdriver + Rum + Gin + Lemon j. + Cola Gimlet Gimlet.png Gin + Lime juice Martini Martini.png Gin + Vermouth Negroni Negroni.png Martini + Bitters Necroni Necroni.png Negroni + Ectoplasm French 75 French75.png Gin + Champagne + Lemonade Mimosa Mimosa.png Champagne + Orange juice Ecto Cooler EctoCooler.png Ectoplasm + Uranium + Orange juice Decays into VHFCS and has a chance to produce strange green goop as well, which allows you to see ghosts. Squeeze Squeeze.png Bread (reagent) + Welding fuel Stuns and infects the consumer with food poisoning. Still Still.png Since the introduction of said dispensers, the still has fallen a bit out of favour - but that should not discourage a creative barman, as the apparatus is a decent option to move large amount of booze and get people horribly drunk elsewhere. Opening a counter in the market for example usually attracts more customers than the bar itself, thanks to its central location. Just don't forget to bring plenty of spare glasses and bottles with you! Item Recipe Info Beer Foodwheat.png / SteelWheat.png Steel wheat also produces iron. Beepskybräu Foodroburger.png Cider Foodapple.png Mead FoodHoney.png Wine Foodgrape.png / GreenGrapes.png Green grapes make white wine. Vodka Potato.png Bourbon FoodCornCob.png Rum Sugarcane.png / IngSugar.png Tea AsomnaBark.png Cat drugs Catnip.png THC Weed.png (any type) Other reagents: LSD (rainbow weed), omnizine (lifeweed), cyanide (deathweed). Drug cocktail OmegaWeed.gif Yields THC, LSD, suicider, space drugs, mercury, lithium, atropine, haloperidol, meth, capsaicin, psilocybin, hairgrownium, ectoplasm, bath salts, itching powder, crank, krokodil, cat drugs and histamine. Fun for the whole family! Other Food-Related Items
Icon Name Info KitchenVendingMachine.png Kitchen vendor Offers a wide selection of basic ingredients and other catering supplies. Doesn't have any ID restrictions. KitchenwareRecyclerNew.png Kitchenware recycler Recycles glass shards. The machine can manufacture a variety of different glasses as well as plates. Hotdogcart.png Hotdog cart Used to easily take large amounts of food out of the kitchen and hand it to people. Can only be opened by people with kitchen access. DrinkingGlasses2.png Drinking glass All functionally similar, but drinks served in shot glasses are downed in one big gulp instead of little sips. Breaks into shards when thrown. PitcherContainer.png Pitcher For refilling those drinking glasses. It holds 120 units. Plate.png Plate Dinner is served, sir. Bowl.png Bowl For holding food, such as cereal or gruel. Spoon.png Spoon Needed to eat certain dishes. Fork.png Fork Needed to eat certain dishes. Knife.png Knife Used for slaughtering animals and cutting certain items. Rolling Pin.png Rolling pin Required to prepare pizza bases. SaltPepperShakers.png Shakers Add salt or pepper for the perfect flavour. KetchupBottle.png MustardBottle.png Condiment bottles Standard condiments in the form of ketchup and mustard. IcingTube.png Icing tube Used for, you guessed it, adding icing to a cake. Accepts 50 units of any liquid. Satchel(b).jpg Produce satchel This spacious satchel makes the life of every chef or botanist much easier. Almost any type of food-related item (dishes, bottles, seeds etc.) can be stored in them, and they also interact nicely with tables (drag & drop), crates, the food processor, mail chutes and other objects. Bananapeel.png Banana peel Slippery. Created from peeling a banana, obviously! Fish.png Fish Can be used to slap people around. Chef's Cookbook
Here's where the real fun starts. While most of the ingredients needed by the chef should either be available in your kitchen or can grown for you in hydroponics, some recipes may require items from elsewhere on the station. A fair number of recipes also have downsides, so be wary of food poisoning and other nasty occurrences. Ingredients Short list of items that will be your basic ingredients, many of which can also be ordered in a crate from quartermasters. Icon Name Available from IngFlour.png Flour Kitchen or process from wheat. IngSugar.png Sugar Kitchen or process from sugarcane. IngOatmeal.png Oatmeal Kitchen DonkPocketsKit.png Donk pockets Kitchen. Contains 6x Fooddpocket.png (cold) BaconBox.png Bacon strips Kitchen. Contains 7x Rawbacon.png IngMeat.png Human meat Kitchen IngMeat.png Monkey meat Kitchen IngMeat.png Synthetic meat Hydroponics IngFMeat.png Fish Fillet Comes in different kinds. IngMMeat.png Mystery meat Raking through gibs - dubious nutritional value! ChickenNugget.png Chicken nugget Kitchen. May be used in place of mystery meat in most specific recipes. BrainNew.png Brain Robotics Synthbrain.png Synthbrain Hydroponics Heart.png Heart Robotics Cyberheart.png Cyberheart Robotics Synthheart.png Synthheart Hydroponics Butt.png Butt Hydroponics, robotics Cyberbutt.png Cyberbutt Robotics Pumpkin.png Pumpkin Hydroponics Watermelon.png Watermelon Hydroponics Potato.png Potato Hydroponics Mushroom.png Mushroom Hydroponics Foodtomato.png Tomato Hydroponics Foodchili.png Chili pepper Hydroponics Foodspinach.png Lettuce leaf Hydroponics FoodCornCob.png Corn cob Hydroponics FoodGarlic.png Garlic Hydroponics FoodOnion.png Onion Hydroponics IngEgg.png Egg Kitchen DrinkMilk.png Milk Kitchen or process from soybean pods. IngCheese.png Cheese Kitchen IngSpag.png Spaghetti Kitchen Pb.png Peanut butter Kitchen or process from peanuts. CondMapleSirup.png Maple syrup Kitchen Rice.png Rice Quartermasters Ingredient Processing The food processor is important too! With it, you can turn items into different forms, which may be more useful, or usable in recipes. Produced item Recipe Creation method Info Ectoplasm2.png Ectoplasm FireExtinguisher2.png + DrinkSpooky.png BoozeDispenser.png + InHand.png Isolate ectoplasm (min: 10 units) from a Spooky Dan's Horrortastic bottle, pour it (min: 10 units) into a fire extinguisher and then use the HUD icon to spray all around you. IngCheese.png Cheese FireExtinguisher2.png + DrinkMilk.png + PoolOfVomit.png InHand.png See above. Required minimum is 10 units. IngMeat.png Monkey meat Monkey32.png MeatSpike.png IngMeat.png Human meat JobTourist.png Gibber.png IngFlour.png Flour Foodwheat.png FoodProcessor.png IronFillings.png Iron fillings SteelWheat.png FoodProcessor.png Condiment - can be applied to any food, making it heal more. FoodChocolateChips.png Chocolate chips Candy.png FoodProcessor.png Condiment - can be applied to any food, making it heal more. IngSugar.png Sugar Sugarcane.png FoodProcessor.png DrinkMilk.png Milk FoodSoybeanPod.png FoodProcessor.png Pb.png Peanut butter FoodPeanuts.png FoodProcessor.png Yoghurt.png Yoghurt DrinkMilk.png (rancid) FoodProcessor.png Must use a bottle of rancid milk specifically. Requires spoon. IngDough.png Dough IngFlour.png KitchenSink.png IngSDoughNew.png Sweet dough IngDough.png + IngSugar.png InHand.png IngCDough.png 4x Cookie doughs IngSDoughNew.png + Knife.png InHand.png Probably shouldn't be eaten raw! Ice cream cone.png Ice cream cone IngSDoughNew.png + IngSugar.png OvenNew.png 1 second, low Cake batter.png Cake batter IngSDoughNew.png + 2x IngEgg.png MixerNew.png PancakeBatterNew.png Pancake batter IngSDoughNew.png + 2x IngEgg.png + DrinkMilk.png MixerNew.png Loaf of Bread.png Loaf of bread IngDough.png OvenNew.png 1 second, low Slice of bread.png Slice of bread Loaf of Bread.png + Knife.png InHand.png Honey-WheatBread.png Loaf of honey-wheat bread IngDough.png + FoodHoney.png OvenNew.png 1 second, low Honey-WheatSlice.png Slice of honey-wheat bread Honey-WheatBread.png + Knife.png InHand.png Bananabread.png Loaf of banana bread IngDough.png + IngSugar.png + Foodbanana.png OvenNew.png Peel the banana first! 1 second, low Bananaslice.png Slice of banana bread Bananabread.png + Knife.png InHand.png ElvisBread.png Loaf of Elvis bread IngDough.png + Pb.png + Foodbanana.png OvenNew.png Peel the banana first! 6 seconds, low ElvisBreadSlice.png Slice of Elvis bread ElvisBread.png + Knife.png InHand.png DreadLoaf2.png Loaf of dread IngDough.png + Ectoplasm2.png OvenNew.png Spooky! 6 seconds, low DreadSlice2.png Slice of dread DreadLoaf2.png + Knife.png InHand.png PumpkinBreadLoaf.png Loaf of pumpkin bread IngDough.png + Pumpkin.png OvenNew.png 6 seconds, low PumpkinBreadSlice.png Slice of pumpkin bread PumpkinBreadLoaf.png + Knife.png InHand.png CornbreadLoaf.png Loaf of northern-style cornbread IngDough.png + IngSugar.png + FoodCornCob.png OvenNew.png 6 seconds, low CornbreadSlice.png Slice of N-style cornbread CornbreadLoaf.png + Knife.png InHand.png CornbreadLoaf.png Loaf of southern-style cornbread IngDough.png + FoodCornCob.png OvenNew.png 6 seconds, low CornbreadSlice.png Slice of S-style cornbread CornbreadLoaf.png + Knife.png InHand.png CornbreadLoaf.png Loaf of honey cornbread IngDough.png + FoodCornCob.png + FoodHoney.png OvenNew.png 6 seconds, low CornbreadSlice.png Slice of honey cornbread CornbreadLoaf.png + Knife.png InHand.png BrainBreadLoaf.png Loaf of brain bread Loaf of Bread.png + BrainNew.png / Synthbrain.png OvenNew.png 6 seconds, low. Works with any combination of bread and brain. BrainBreadSlice.png Slice of brain bread BrainBreadLoaf.png + Knife.png InHand.png Meatball.png Meatball IngMeat.png FoodProcessor.png Works with any kind of meat. Meatball.png Brain meatball BrainNew.png FoodProcessor.png Doesn't work with synthbrains. Meatball.png Butt meatball Butt.png FoodProcessor.png Only works with human/monkey butts. Meatpaste.png Meat paste IngMeat.png / IngFMeat.png MixerNew.png Works with any kind of meat or fish. WontonWrapper.png 4x Wonton wrappers IngFlour.png + IngEgg.png MixerNew.png CondKtch.png Ketchup Foodtomato.png FoodProcessor.png Condiment - can be applied to any food, making it heal more. CondHot.png / ColdSauce.png / IncrediblyHotSauce.png Hot sauce Foodchili.png / ChillyPepper.png / GhostlierChili2.gif FoodProcessor.png Condiment - can be applied to any food, is as spicy as the chili it came from. CondMayo.png Mayonnaise IngEgg.png FoodProcessor.png Condiment - can be applied to any food, making it heal more. Cream.png Cream DrinkMilk.png FoodProcessor.png Condiment - can be applied to any food, making it heal more. Custard.png Custard DrinkMilk.png + IngEgg.png MixerNew.png Condiment - can be applied to any food, making it heal more. Unfinished Pizza base.png Unfinished pizza base IngDough.png + Rolling Pin.png InHand.png Half-finished pizza base.png Half-finished pizza base Unfinished Pizza base.png + CondKtch.png InHand.png Pizza base.png Pizza base Half-finished pizza base.png + IngCheese.png InHand.png Tortilla.png 3x Tortillas Unfinished Pizza base.png + Knife.png InHand.png Foodmelonslice.png 6x Melon slices Watermelon.png + Knife.png InHand.png IngFMeat.png Fish fillet Fish.png + Knife.png InHand.png Different kinds of fish exist. Potatochips.png Chips Potato.png + Knife.png InHand.png Once to peel, twice to chop into chips. FoodOnionRing.png 4x Onion rings FoodOnion.png + Knife.png InHand.png Main course This is a list of probably not remotely all of chef's dishes. Enjoy - Bork Bork Bork. Some dishes can accept “any item” or “any food item”. “Any item” does mean any item, so you can for example bake something that obviously isn't edible into a pie. Be warned that trying to put a non-food item into a dish that only accepts “a food item” will destroy the non-food item as well as ruining the recipe. Frying anything makes it a food item. Produced item Creation method Time & temperature Info Toast.png / BananaToast.png / ElvisToast.png / TerrorToast2.png / BrainBreadToast.png Toast Slice of bread.png OvenNew.png 6 seconds, low Most of the these recipes work with every kind of bread. Cheese on Toast.png / CheeseElvisToast.png Cheese on toast Slice of bread.png + IngCheese.png OvenNew.png 6 seconds, low BaconToast.png / BaconElvisToast.png Bacon on toast Slice of bread.png + Rawbacon.png OvenNew.png 6 seconds, low CheeseElviswich.png / KilledCheeseSandwich2.png Cheese sandwich Slice of bread.png + IngCheese.png + Slice of bread.png OvenNew.png 6 seconds, low MeatElviswich.png / Murderwich2.png Meat sandwich Slice of bread.png + IngMeat.png + Slice of bread.png OvenNew.png 6 seconds, low PeanutButterElviswich.png / PeanutButterBreadula2.png Peanut butter sandwich Slice of bread.png + Pb.png + Slice of bread.png OvenNew.png 6 seconds, low PeanutButterElviswich.png / PeanutButterBreadula2.png Peanut butter and honey sandwich Slice of bread.png + Pb.png + FoodHoney.png + Slice of bread.png OvenNew.png 6 seconds, low XSandwich.png / BananaXSandwich.png / CrazyBananaXSandwich.png X sandwich Slice of bread.png + X + Slice of bread.png OvenNew.png 6 seconds, high Try various fillings (up to six food items) to create the ultimate sandwich! You can even mix two different types of bread for the slices. MeatballSub.png Meatball sub Loaf of Bread.png + Meatball.png + IngCheese.png + CondKtch.png OvenNew.png 6 seconds, low Works with any type of bread loaf. Hotdog1.png Hotdog Meatball.png + Meatball.png OvenNew.png 6 seconds, low HerbalSausage.png Herbal sausage Hotdog1.png + ContusineLeaf.png InHand.png N/A You may use any other herb, including cannabis or catnip. Hotdog0.png / Bananadog.png / Hounddog.png / BeefFrank2.png / Braindog.png Hotdog in a bun Hotdog1.png / HerbalSausage.png + Slice of bread.png InHand.png N/A Appearance and taste depend on the type of sausage and bread. Corndog.png / BananaCorndog.png / HounddogOnAStick.png / DamnedCorndog2.png / BrainCorndog.png Corndog Hotdog0.png + RodsSteel.png InHand.png N/A AppleOnAStick.png Apple on a stick Foodapple.png + RodsSteel.png InHand.png N/A CandyApple.png Candy apple AppleOnAStick.png + IngSugar.png OvenNew.png 5 seconds, low Foodorange.png Synthorange Foodorange.png + IngMeat.png InHand.png N/A Must use synthmeat specifically. Heals twice the amount of regular oranges. Fooddpocket.png Warm donk pocket IngDough.png + Meatball.png OvenNew.png 7 seconds, high Fooddpocket.png Warm donk pocket Fooddpocket.png (cold) OvenNew.png 7 seconds, high Cookedbacon.png Bacon Rawbacon.png OvenNew.png 6 seconds, high Burger.png Burger IngDough.png + IngMeat.png OvenNew.png 6 seconds, high Burger.png Cheeseburger IngDough.png + IngMeat.png + IngCheese.png OvenNew.png 7 Seconds, high Burger.png Monkey cheeseburger IngDough.png + IngMeat.png + IngCheese.png OvenNew.png 7 Seconds, high Must use monkey meat specifically. The Coronator.png Coronator IngDough.png + IngMeat.png + IngMeat.png + IngCheese.png OvenNew.png 9 Seconds, high THE MONSTER.png THE MONSTER The Coronator.png + The Coronator.png + The Coronator.png + The Coronator.png OvenNew.png 9 Seconds, low Crazy-huge burger that will probably make you sick. And by sick, we mean dead. Slowly. Foodbrainburger.png Brainburger IngDough.png + BrainNew.png / Synthbrain.png OvenNew.png 6 seconds, high Infects whoever eats it with kuru. Foodassburger.png Assburger IngDough.png + Butt.png / Cyberbutt.png OvenNew.png 6 seconds, high Now that's awkward! Foodroburger.png Roburger IngDough.png + RobotHead.png OvenNew.png 6 seconds, high Also works with a light cyborg head. Infects whoever eats it with robotic transformation. Foodbrainburger.png Dubious burger IngDough.png + IngMMeat.png OvenNew.png 6 seconds, high Foodfishburger.png Fishburger IngDough.png + IngFMeat.png OvenNew.png 7 seconds, high Type of fish used doesn't matter. Sloppy Joe.png Sloppy Joe IngDough.png + Meatpaste.png OvenNew.png 6 seconds, high Foodbaconburger.png Baconatrix IngDough.png + Rawbacon.png OvenNew.png 6 seconds, high Heartburger.png Heartburger IngDough.png + Heart.png / Synthheart.png / Cyberheart.png OvenNew.png 6 seconds, high Works with human, monkey or synthetic hearts. Cyberhearts are also compatible. Steak.png Steak IngMeat.png OvenNew.png 9 seconds, low You may use synth-, monkey- or human meat. Omelette2.png Omelette IngMeat.png + IngCheese.png + 2x IngEgg.png OvenNew.png 7 seconds, high Requires fork. Omelette2.png Deep-space hell omelette IngMeat.png + IngCheese.png + 2x SpaceBeeEgg.png OvenNew.png 7 seconds, high The space bees are not going to like this! Requires fork. Fish fingers.png Fish fingers IngFMeat.png OvenNew.png 9 seconds, low The type of fish used is irrelevant. Baked potato.png Baked potato Potato.png OvenNew.png 9 seconds, high FoodMashedPotatoes.png Mashed potatoes 3x Potato.png MixerNew.png N/A Requires fork. Fries.png Fries Potatochips.png OvenNew.png 7 seconds, low Bacon and eggs.png Bacon and eggs 2x Rawbacon.png + 2x IngEgg.png OvenNew.png 8 seconds, high Requires fork. SpagP.png Plain spaghetti IngSpag.png OvenNew.png 8 seconds, high Requires fork. SpagT.png Spaghetti in sauce IngSpag.png + CondKtch.png OvenNew.png 8 seconds, high Requires fork. SpagT.png Spaghetti in sauce IngSpag.png + CondKtch.png InHand.png N/A Requires fork. SpagS.png Spaghetti arrabiata IngSpag.png + CondHot.png OvenNew.png 8 seconds, high Spicy! Requires fork. SpagS.png Spaghetti arrabiata SpagT.png + CondHot.png InHand.png N/A Requires fork. SpagM.png Spaghetti with meatballs IngSpag.png + Meatball.png OvenNew.png 8 seconds, high Requires fork. FoodSwedishMeatballs.png Swedish meatballs IngFlour.png + IngEgg.png + 2x Meatball.png OvenNew.png 6 seconds, high Bork Bork Bork! Requires fork. Plain pizza.png X pizza Pizza base.png + X InHand.png N/A The toppings may consist of any food item. Doesn't need to be baked. FoodXPizzaSlices.png 6x X pizza slices Plain pizza.png + Knife.png InHand.png N/A Foodcookies.gif Sugar cookie IngCDough.png OvenNew.png 2 seconds, high OatmealCookie.png Oatmeal cookie IngCDough.png + IngOatmeal.png OvenNew.png 2 seconds, high ChocolateCookie.png Chocolate-chip cookie IngCDough.png + FoodChocolateChips.png OvenNew.png 2 seconds, high IronCookie.png Iron cookie IngCDough.png + IronFillings.png OvenNew.png 2 seconds, high BaconCookie.png Bacon cookie IngCDough.png + Rawbacon.png OvenNew.png 2 seconds, high Spookie2.png Spookie IngCDough.png + Ectoplasm2.png OvenNew.png 2 seconds, high JaffaCake.png Jaffa cake IngCDough.png + Candy.png + Foodorange.png OvenNew.png 2 seconds, high SugarMoonPie.png Sugar moon pie 2x Foodcookies.gif + IngSugar.png + IngOatmeal.png + Cream.png OvenNew.png 2 seconds, high OatmealMoonPie.png Oatmeal moon pie 2x OatmealCookie.png + IngSugar.png + IngOatmeal.png + Cream.png OvenNew.png 2 seconds, high Chocolate-chipMoonPie.png Chocolate moon pie 2x ChocolateCookie.png + IngSugar.png + IngOatmeal.png + Cream.png OvenNew.png 2 seconds, high IronMoonPie.png Iron moon pie 2x IronCookie.png + IngSugar.png + IngOatmeal.png + Cream.png OvenNew.png 2 seconds, high BaconMoonPie.png Bacon moon pie 2x BaconCookie.png + IngSugar.png + IngOatmeal.png + Cream.png OvenNew.png 2 seconds, high FullMoonPie2.png Full moon pie 2x Spookie2.png + IngSugar.png + IngOatmeal.png + Cream.png OvenNew.png 2 seconds, high JaffaMoonCobbler.png Jaffa moon cobbler 2x JaffaCake.png + Cream.png OvenNew.png 2 seconds, high WhoopiePie.png Whoopie pie 2x ChocolateCookie.png + Candy.png + Cream.png OvenNew.png 2 seconds, high Requires chocolate-chip cookies specifically. CookiesWithFrosting.png Cookie with frosting Foodcookies.gif + Cream.png InHand.png N/A Works with any type of cookie or moon pie. FoodNougatBar.png Nougat bar FoodHoney.png + IngSugar.png OvenNew.png 5 seconds, low FoodGranolaBar.png Granola bar FoodHoney.png + IngOatmeal.png OvenNew.png 5 seconds, low FoodHoneyWonks.png Honey Wonks FoodHoney.png + FoodPopeCrunch.png OvenNew.png 5 seconds, low Can be eaten directly from the box, or mixed with milk in a bowl. HetzCup.png Hetz' Cup Pb.png + FoodNougatBar.png InHand.png N/A Foodwaffles.png Waffles IngSDoughNew.png + IngDough.png OvenNew.png 10 seconds, low Creamy Pie.png Cream pie IngSDoughNew.png + Cream.png OvenNew.png 2 seconds, high Requires spoon. XCreamPie.png X cream pie IngSDoughNew.png + Cream.png + X OvenNew.png 2 seconds, high Accepts any food item. Requires spoon. Pie.png Custard pie IngSDoughNew.png + Custard.png OvenNew.png 2 seconds, high Requires spoon. Apple Pie.png Apple pie IngSDoughNew.png + Foodapple.png OvenNew.png 2 seconds, high Requires spoon. Pumpkin pie.png Pumpkin pie IngSDoughNew.png + Pumpkin.png OvenNew.png 2 seconds, high Requires spoon. Lemon pie.png Lemon meringue pie IngSDoughNew.png + Foodlemon.png OvenNew.png 2 seconds, high Requires spoon. Lime pie.png Key lime pie IngSDoughNew.png + Foodlime.png OvenNew.png 2 seconds, high Requires spoon. StrawberryPie.png Strawberry pie IngSDoughNew.png + 2x Strawberry.png OvenNew.png 2 seconds, high Requires spoon. FoodSlurryPie.png Slurry pie IngSDoughNew.png + Foodslurry.png OvenNew.png 2 seconds, high Requires spoon. FoodBaconPie.png Bacon pie IngSDoughNew.png + Rawbacon.png OvenNew.png 2 seconds, high Requires spoon. Asspie.png Asspie IngSDoughNew.png + Butt.png / Cyberbutt.png OvenNew.png 2 seconds, high Yikes! Requires spoon. XPie.png X pie IngSDoughNew.png + IngEgg.png + X OvenNew.png 2 seconds, high You may add one or two items (food or otherwise). Requires spoon. Creamy sponge cake.png Creamy sponge cake Cake batter.png + Cream.png OvenNew.png 7 seconds, high Chocolate Sponge Cake.png Chocolate sponge cake Cake batter.png + Candy.png OvenNew.png 7 seconds, high Meat Cake.png Meat cake Cake batter.png + IngMeat.png OvenNew.png 7 seconds, high BaconCake.png Bacon cake Cake batter.png + 3x Rawbacon.png OvenNew.png 7 seconds, high DroopyCake.png Droopy cake Cake batter.png + BrainNew.png / Synthbrain.png OvenNew.png 7 seconds, high FoodDryPancakes.png / FoodPancakes.png Pancakes PancakeBatterNew.png + CondMapleSirup.png OvenNew.png + InHand.png 6 seconds, high Don't forget to add the maple syrup after cooking the pancakes! XCake.png X cake Cake batter.png + X + IcingTube.png MixerNew.png + OvenNew.png + InHand.png 6 seconds, high Mix the cake batter and food item of your choice, then cook the unfinished batter in the oven. Add icing to finish the product. XCakeSlices.png 10x X cake slices XCake.png + Knife.png InHand.png N/A MeatRangoon.png / Eggroll.png X rangoon / eggroll WontonWrapper.png + X DeepFryer.png N/A Combine the wrapper with a food item of your choice, then load it into the deep fryer. Tiny objects make a rangoon, normal-sized items an eggroll. FoodFriedOnionRing.png Fried onion ring FoodOnionRing.png DeepFryer.png N/A FoodPopcorn.png Popcorn FoodCornCob.png +Welder.gif InHand.png N/A Heat the cob with a welding tool or other heat source until it pops. FoodPopcorn.png Popcorn FoodCornCob.png FoodProcessor.png N/A XIceCream.png X-flavoured ice cream Ice cream cone.png IceCreamMachineNew.png N/A The machine offers three basic flavours. Alternatively, you can use a container (beaker, drinking glass, bottle etc.) with reagents of your choice. Mashed brains.png Mashed brains BrainNew.png / Synthbrain.png MixerNew.png N/A Good brain food! Requires fork. Meatloaf.png Meatloaf Meatpaste.png OvenNew.png 6 seconds, high Requires fork. Taco.png Taco shell Tortilla.png OvenNew.png 6 seconds, low MeatTaco.png Meat taco Taco.png + IngMeat.png + IngCheese.png + CondHot.png InHand.png N/A Most types of meat can be used, including bacon. FoodTortillaChip.png 4x Tortilla chips Taco.png InHand.png N/A Crush an empty cooked taco shell to get four of these. FoodGuacamole.png Guacamole FoodAvocado.png FoodProcessor.png N/A Can be eaten alone (requires spoon) or used as a dip for tortilla chips. Mapleoatmeal.png Oatmeal (random flavour) IngOatmeal.png OvenNew.png 7 seconds, high Can be eaten alone (requires spoon) or used as a dip for tortilla chips. TomatoSoup.png Tomato soup 2x Foodtomato.png OvenNew.png 6 seconds, high Can be eaten alone (requires spoon) or used as a dip for tortilla chips. Gruel.png Gruel 3x Foodyuck.png MixerNew.png N/A Can be eaten alone (requires spoon) or used as a dip for tortilla chips. ChiliConQueso.png Chili con queso Foodchili.png + IngCheese.png OvenNew.png 6 seconds, high Can be eaten alone (requires spoon) or used as a dip for tortilla chips. FoodChiliBowl.png Chili con carne IngMeat.png + Foodchili.png OvenNew.png 6 seconds, high Can be eaten alone (requires spoon) or used as a dip for tortilla chips. FoodChiliBowl.png Chili con flagration IngMeat.png + Foodchili.png + 2x CondHot.png OvenNew.png 6 seconds, high Can be eaten alone (requires spoon) or used as a dip for tortilla chips. ElDiablo.gif El Diablo FoodChiliBowl.png + FoodChiliBowl.png + Foodchili.png + CondHot.png OvenNew.png 10 seconds, high Warning: not for the faint of heart! Combine the con carne and flagration along with the rest of the listed ingredients. Can be eaten alone (requires spoon) or used as a dip for tortilla chips. CreamOfMushroom.png Cream of mushroom Mushroom.png + DrinkMilk.png MixerNew.png N/A Can be eaten alone (requires spoon) or used as a dip for tortilla chips. FoodSalad.png Salad 2x Foodspinach.png OvenNew.png 5 seconds, low Requires fork. EggNogCarton.png Egg nog 3x IngEgg.png + DrinkMilk.png OvenNew.png 5 seconds, low Deep Fryer DeepFryer.png FriedConor.png Every food can be deep-fried, and the same applies to many other objects. In fact, pretty much anything you can think of besides containers and bulky items - experiment! Microwave MicrowaveNew.png Though rarely (if ever) used for anything, the microwave still has its place in the bar. Most people are aware of warm donk pockets, but there are also several other legacy recipes which might be of use to a barman or hungry assistants - a second unit can be found in crew quarters, and more may be deployed with the help of a mechanic. Produced item Recipe Info Donut.png Donut IngFlour.png + IngEgg.png FoodPopcorn.png Popcorn FoodCornCob.png Foodwaffles.png Waffles 2x IngFlour.png + 2x IngEgg.png Pie.png Custard pie 2x IngFlour.png + Foodbanana.png Peel the banana first! Requires spoon. Burger.png Burger IngFlour.png + IngMeat.png Possible types of meat: synth, monkey, human. Foodbrainburger.png Brainburger IngFlour.png + BrainNew.png Only a monkey or human brain will work, not synthbrains! Infects whoever eats it with kuru. Foodassburger.png Assburger IngFlour.png + Butt.png Doesn't work with synth- or cyberbutts. Foodroburger.png Roburger IngFlour.png + RobotHead.png Recipe is limited to the standard cyborg head. Infects whoever eats it with robotic transformation. Heartburger.png Heartburger IngFlour.png + Heart.png Works with human and monkey hearts. Synthetic or cyberhearts are not compatible. Meatball.png Meatball IngMeat.png + IngMeat.png Valid combination: 1x monkey + 1x human. Fooddpocket.png Warm donk pocket IngFlour.png + Meatball.png Fooddpocket.png Warm donk pocket Fooddpocket.png (cold) A box of them can be found in the kitchen refrigerator. Once heated, they will stay warm for about seven minutes. In case of an invalid or unrecognized recipe, the microwave is less forgiving than its successor. However, it's not the end of the world and both failure states can be addressed rather easily. The microwave gets covered in muck! - Get some space cleaner. Ask the janitor or simply steal one of his spray bottles. The microwave breaks! - Use a screwdriver on the unit, then a wrench. Prison Loaf Processor LoafProcessor.png Certain customers may not even be able to visit the bar and enjoy your culinary delicacies. Fortunately, there is still a convenient way to deliver food to the inmates: the Lay-Z Chef Prison Food Chute. Many items (food or otherwise) are suitable components for the processor, which sends the fresh loaf directly to the brig. While you have limited control over the taste or appearance of said loaf, there is actually more to it than meets the eye. It might be worthwhile to experiment with the amount and composition of the ingredients! If a loaf is simply too much to eat, using a welder on the processor toggles it into nugget mode! Freshly made nuggets of food will be extruded and portioned out to the prisoners, perfect for some fast grub. Icon Level Name Comments Notes Prisionloaf base.png 1 Prison loaf A rather slapdash loaf designed to feed prisoners. Technically nutritionally complete and edible in the same sense that potted meat product is edible. Prisionloaf base.png 2 Dense prison loaf The chef must be really packing a lot of junk into these things today. Prisionloaf base.png 3 Extra-dense prison loaf Good lord, this thing feels almost like a brick. A brick made of kitchen scraps and god knows what else. Prisonloaf supercompressed.gif 4 Super-compressed prison loaf Hard enough to scratch a diamond, yet still somehow edible, this loaf seems to be emitting decay heat. Dear god. Prisionloaf fissile.gif 5 Fissile loaf There's so much junk packed into this loaf, the flavor atoms are starting to go fissile. This might make a decent engine fuel, but it definitely wouldn't be good for you to eat. Throw it and watch what happens. JPfru.gif 6 Fusion loaf Forget fission, the flavor atoms in this loaf are so densely packed now that they are undergoing atomic fusion. What terrifying new flavor atoms might lurk within? PrisonloafNeutron.gif 7 Neutron loaf Oh good, the flavor atoms in this prison loaf have collapsed down to a solid lump of neutrons. Prisonloaf quark.gif 8 Quark loaf This nutritional loaf is collapsing into subatomic flavor particles. It is unfathmomably heavy. You can bash through reinforced walls with this. Prisonloaf degenerate.gif 9 Degenerate loaf You should probably call a physicist. Prisonloaf strangelet.gif 10 Strangelet loaf You should probably call a priest. Flies around at random, destroying whatever it hits and heavily damaging players it bashes into. Animal Slaughter Remy.png Knives can be used on dead critters to slaughter their bodies. This will in most cases instantly produce several pieces of meat bearing the creature's name, which you can use for cooking. Monkeys are an exception, they still have to be put on spikes.
Ever wondered how the traitors and Syndicate operatives get all those fancy items magically delivered to them? The uplink is the answer and might be disguised as: a PDA. You will need to enter the access code into the ringtone selection of the built-in messenger program. The list of available gear will then open automatically and you may chose the item(s) of your choice. a slightly suspicious radio, which doesn't have a code lock. It can also be set to self-destruct, resulting in a moderate explosion. a headset. Put it in your hand and dial the frequency assigned to you by the Syndicate. An unlocked uplink can't be worn as a headset, so press the Lock button after you're done buying the items or use the self-destruct function. Aside from that, it looks and functions like any generic headset. Regardless of the delivery method, here are a couple of things to keep in mind: Each agent only receives a grand total of 12 telecrystals (true for traitors and operatives alike) to use, so spend them wisely! If in doubt, press the About button to get a brief description before ordering the item in question. If you exit the uplink (on a PDA) without locking it, the menu can be accessed at any time through the notes program. If you forget your PDA access code or the uplink frequency, use the Notes command to bring it up. There are also a number of goodies which are no longer available to the public. If you're curious, head over to Discontinued Syndicate Items. Contents [hide] 1 So many toys, so little time 2 Surplus crate items So many toys, so little time
Want some insight on how experienced players use the goodies? Try Being A Better Traitor! Item Image Telecrystal Cost Available in nuke? Usage Description Job Specific Notes Trick Cigarettes Cigpacket.png 1 ✓ Eight cigarettes that explode. Essentially a mini grenade. While the explosion might not be the largest, one or two small hull breaches will decompress a room or hallway fairly rapidly. You can also force or trick someone into smoking one of these for stylish assassinations. All Trick cigarettes are quite useful for disabling critical equipment (APCs, cloning pods etc) at low cost. Fake Moustache Falsemustache.png 1 ✗ A moustache that hides your identity. No one will ever know who you are, NO ONE. All Only really used by traitors with one telecrystal left to use or people who find an unlocked Syndicate PDA. Used by people that know true style. Detomatrix Cartridge Detomatrix.png 1 ✓ Load it in your PDA. Blow other PDAs. A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a moderately lethal explosion. Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. Certain PDAs (the AI's for instance) are hardened and cannot be blown up.
It is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when ran causes the PDA to self destruct; the countdown is very short, so be ready to throw it fast! All Functionality is also built into the military PDA that starts on the Syndicate shuttle. Chameleon Suit Chameleon.gif 1 ✓ Can disguise itself to any other jumpsuit. This is a fashion model's dream. A decent selection of jumpsuit patterns is available through the change function, accessible by right-clicking on it. All An EMP blast will make this temporarily turn into a psychedelic suit, which is good for parties, but completely awful for stealth. Syndicate Donk Pockets DonkPocketsKit.png Fooddpocket.png 2 ✗ A heal-all medkit for your pockets. Administers enough healing reagents and stimulants to qualify as a cheap, short-duration stimpack. Unlike regular pockets, heating them is not required. Chef A box spawns on the Syndicate shuttle. Stealth Container Box2.png 1 ✓ Hides shit. Starts out appearing like an internals box and can assume the form of pretty much any hand-held item. Unlike a regular box or backpack, using this container does not result in conspicuous text messages, it will however give away its identity upon close examination. The camouflage can be reset at any time if required. All The stealth storage can hold normal-sized items (e.g. guns), whereas the ordinary box is limited to small and tiny objects. It also fits in jumpsuit pockets - use drag & drop to access the container's contents. Strange Seed Seed.png ManEater.png 1 ✗ Grows into a man eater plant. Man eaters are a pretty fun way to terrorize the station. Each seed takes a long time to mature and the plant is very vulnerable while still in its tray. Optionally, growth can be accelerated by feeding them synthmeat and later monkeys or humans. If deployed in groups of two or more, they can be quite devastating. Just make sure to move them into an area the AI can't bolt down easily! Botanist As one would expect, welding tools and other burn damage-inflicting weapons are effective against them. Revolver Box GunBox.png Revolver.png 6 ✓ A loaded revolver with spare ammunition. Loud, obvious and powerful, this .357 Magnum revolver is a quite popular choice among the Syndicate and valued for its decent stopping power. Unarmored opponents will also bleed constantly until the bullets have been removed via surgery.
The box contains four regular speedloaders, and two loaded with armor-piercing rounds. The revolver can also chamber .38 Spc rounds, opening up the station's supply of stun bullets, and it could save you in a pinch if the entire supply of .357 Mag ammo has been exhausted. All Syndicate operatives get a revolver for free, along with a spare speedloader. Freedom Implant Implanter2.png 1 ✓ Frees you from restraints a couple of times. Injecting yourself with this will get you out of handcuffs and shackles a limited number of times, usually one or two, on occasion three. This can be quite useful for the traitor, but it's often useless for Syndicate operatives because most people just kill them on sight. All You must use a certain emote assigned to you in order to instantly escape handcuffs. Agent Card Idcard.png 1 ✓ Makes you untraceable by the AI. Can copy access from other ID cards. Using it for the first time will prompt you to set a name, job assignment and the color of the stripe, but this can only be done once. It starts with maintenance access and can be upgraded at an ID computer or by simply swiping other cards on it. When equipped, the AI cannot use its tracking functions to follow you on camera. The agent card also grants access to a few special, Syndicate-only locations. All Operatives spawn with one by default. Remember to wear it on your ID slot or it won't work. Electromagnetic Card (Cryptographic Sequencer) Emag.png 6 ✓ Opens, hacks, and unlocks everything imaginable. This sophisticated piece of equipment allows you to quite literally open anything: doors, lockers, crates and other things. However, the affected machinery will be broken permanently and while this can have the desired effect, it also leaves a trail for people to follow (mostly doors). Emagging something is also fairly noticeable, so you should make sure nobody's watching.
Besides gaining access through mundane locks, there are a number of additional purposes that EMAGs serve, e.g. removing any laws a cyborg may have, scrambling ID cards with random access, hacking automated bots with malicious results and shorting out restrictions of certain computers. It also drops the emergency shuttle countdown to 10 seconds, neat! All Experiment! Who knows what else it could work on. You may even find out how to make the golden EMAG. Grenade Starter Kit GrenadeKitCasing.png GrenadeKitFuse.png 2 ✗ A box that contains grenade components. The ultimate weapon of a skilled and patient chemist, and relatively cheap. Each kit contains enough components for three custom grenades. For more info, see Construction and Murder respectively. Scientist, Research Director Think carefully about how to build your grenades. Foam mixes and certain pyrotechnics are best, whereas smoke mixes and other heat-reactant chems can be just as easily done with beaker assemblies. Your imagination is your greatest asset here. Cloaking Field Generator CloakGenerator.png RemoteNew.png 3 ✗ A large and relatively immobile cloaking generator. This device generates a curtain of invisibility with an adjustable pattern and range of up to five tiles in every direction. Hides items and players, but not quite perfectly - combine it with a blackout for optimal results. Unlike the hand-held cloaking device however, optical sensors (AI, cyborgs) or thermals are ineffective against the cloak field. All To manipulate the generator's settings, hold the remote in your hand and use the context menu (right click). Simply clicking on the remote will then activate the cloak. You won't be able to that without it, so don't lose the remote! Sleepy Pen PenNew.png 5 ✓ Puts your target to sleep. This is a very devious little item. Disguised like a pen, extremely inconspicuous and gives no indication when it has been used. The target will be out for awhile, though many players will recognize that they have been penned when their vision goes all blurry and they begin yawning…30 seconds are plenty of time to scream for help, that's why it works best in conjunction with a signal jammer. The pen starts with two uses, resp. 50 units per injection. All It can be refilled with any substance you like - the perfect tool for a creative chemist! Voice Changer VoiceChangerNew.png 1 ✓ A mask add-on that transforms your voice to match your ID. The voice changer can be added to any face-concealing mask (such as gas masks or fake moustaches). Once installed, your voice will match the name on the ID card you're wearing both locally and over the radio/intercom. Perfect for impersonating a recently-deceased murder victim! To remove the voice changer, use a pair of wirecutters on the mask. All Combine the changer with an agent card or custom ID, be creative! Cloaking Device Cloaker.png 6 ✗ Makes you invisible. When this item is activated, it makes you invisible to all but four things: The AI, cyborgs, people wearing thermal goggles, and people with the X-ray mutation. If you've eliminated all those things, congrats! This will give you a significant edge, yet don't make the mistake to think you're invincible.
Trying to interact with anything that isn't on the same tile as you are will immediately disrupt the cloak. This includes all active actions like firing guns, using computers or bashing somebody's head in with a toolbox. Bumping into doors to open them (a passive action) is fine however.
You should also keep in mind that people can notice your presence even if they can't see you. It's best not to fiddle about with your backpack, shove someone around or open doors when people are nearby, as observant players will likely realize what's going on. Overall, the cloaking device is more about getting into places undetected or closing in for a kill than unstoppable rampages. All An active T-Ray scanner will disrupt the cloaking field briefly, but only has a very short range. Fired projectiles (regardless of type) will also disable the device, as can flashes (both hand-held and portable) up close. Syndicate Pipe Bomb Pipebomb.png 3 ✗ A devastating pipe bomb. Dents the hull of the station quite well. The timer is set to five seconds, so make sure to throw the bomb before it explodes in your face. All There are many different kinds of explosives you can readily make and use depending on your assigned job and job-specific traitor items. Consider these alternatives and the time you have to make them before spending the telecrystals. EMP Grenades GrenadeBox2.png Emp.png 1 ✓ A box of grenades which disable electronic devices. This box contains a number of EMP grenades, which are useful to disrupt or damage most electronic devices. Depending on the target, the effect may either be temporary (security cameras, APCs) or permanent (bots, guardbuddies). Also fairly devastating against the two lighter cyborg models. All Tactical Grenades GrenadeBox2.png Flashbang.png 2 ✓ A box of various grenades. This box contains an assortment of different grenades. Expect to find smoke, incendiary and a couple of other types. All Chameleon Projector Cloaker.png 2 ✗ Lets you disguise as any inanimate object. This projector allows you to assume the appearance of many items, hand-held or large. While it does offer protection from thermals, you are forced to move at walk speed and if someone tries to interact with you, the disguise fails in a very obvious way. All More useful than you think, if you get creative! Jug of Moonshine Moonshine.png 2 ✗ Gets people fucked up. Heals traitors. White lightning, hooch, mountain dew, whatever you call it, moonshine is guaranteed to get people horribly drunk very quickly. Unless they happen to be a traitor of course, in which case one sip will add 10 units of healing omnizine. Barman Quite effective in combination with the sleepy pen. Stimulants Dnainjector.png 4 ✗ Immunity from stun, heals a little over time. Ah, that's the stuff. Stimpacks, a tool of many great virtual heroes, make you immune to stuns and knockdowns for about 5 minutes after injection. Also includes several healing chemicals to keep you going… until it depletes enough, at which point you suffer some damage and stun. Time your use carefully! Geneticist, Scientist, Medical Doctor, RD, MD Miniature Crossbow Radbow.png 3 ✓ Ranged weapon for assassinations. Favoured by Syndicate assassins, this small crossbow can be fired with few indications (excluding point-blank shots) and fits in pockets. Anybody unfortunate enough to be hit by one of the bolts will be severely irradiated, causing a steady increase of toxin damage, impaired movement and horrid mutations. Without prompt medical attention, this will eventually be lethal. Your target may quickly realize what is up though and scream for help, so be prepared to silence them permanently. All The crossbow recharges automatically, but it cannot be fired until it is fully charged! Power Sink Powersink.png 5 ✓ Draws power from all station APCs. A somewhat situational tool which requires a basic understanding of the power grid and its shortcomings. The sink's capacity is actually more limited than you would expect and competent engineers may find it easy to counter it once they are aware of its existence, which in case of the AI (a million power alarms going off simultaneously) will be immediately. Placing the sink out on the solar arrays is another common mistake - without some rewiring (see Powering the station), it won't have any effect whatsoever!
Ideally, you should also sabotage every SMES unit before spawning the sink, as it's too large to fit into a backpack. Find a nice, secluded area with exposed cables and check if they are live with a T-ray scanner, then attach the device to said cable with a screwdriver and turn it on. An active sink reveals its position by emitting bright light. Station-wide power failures will permit you to access many areas with only a crowbar, just be aware that overloading one might have…explosive results. All The AI mainframe has an internal backup battery, so it will still be active for quite a while even if it doesn't have any power coming in from the rest of the station. Butcher's Knife Butchersknife.png 7 ✗ It's a knife for stabbing people. Lots of blood. A nasty melee weapon that does a decent amount of brute damage per hit and can also be thrown for an instant stun. Even if your victim manages to limp away, chances are bleeding out will eventually slow them down to a crawl. What's more, the knife turns dead people into slabs of meat, hence destroying their body (and everything along with it) forever. A tasty way to dispose of the evidence too! Chef Meat (and many cooked dishes from that meat) still bears the name of whoever you cut up. Amplified Vuvuzela AmpVuvuzela.png 3 ✗ A slightly better version of the taser. The poor man's wavegun without the range penalties of a taser. Most importantly annoys the hell out of your targets, but two successive hits are generally required to stun somebody. Assistant Signal Jammer Mshield.png 3 ✓ Disables radios within range. When active, it disables all radios within a 6 tile range. This includes ingoing and outgoing communications, so you won't be able to hear if the AI is alerting people to whatever nefarious deeds you are up to. Note that machine talk is not affected. All Due to the general shittiness of headsets, many people may not realize a jammer is nearby until it's too late. Derringer Derringer.png 2 ✓ A tiny gun with 2 bullets. A last-resort self-defense weapon. Surprisingly powerful point-blank, but a poor offensive choice due to the significant damage falloff. These are so small you can hide them in pretty much any piece of clothing and yes, this includes worn butts! Use the *wink emote to draw the derringer to your active hand. Any item you were already holding will be dropped automatically. All Spare ammunition can't be ordered or otherwise acquired. Cyalume Saber Csword.png 7 ✓ A powerful melee weapon. It has two states, on and off. When it's off, you can fit it into your pocket. When it's on, it glows brightly in your hands and is very obvious. Deals a lot of brute damage and can be pretty devastating, though it leaves a lot of blood and is not very useful for stealth. Comes in a variety of pretty colours. All Also known as an energy sword, or e-sword for short. Red Chainsaw RedChainsaw32.png 7 ✗ A gas-powered chainsaw. A stronger version of the green electric chainsaws found in hydroponics. It easily cuts through human flesh and is roughly equal in damage to an energy sword, but is too large to fit in a backpack (much less pockets). On the bright side, the in-hand sprite is less obvious and you can also use it to butcher corpses, i.e. get rid of your victims once and for all. Botanist And yes, you can replace your arm with it, just like a normal chainsaw. Note that this might require a willing surgeon. Syndicate Robot Frame CyborgFrame.png 2 ✗ A robot frame with hacked laws. The frame, once turned into a finished cyborg, will have its laws referring to members of the Syndicate and a fourth one to maintain secrecy, as to not expose its masters by mindless rampages. Anything uploaded to the AI will be discarded. Naturally, you'd want to chose a capable brain donor. In case the player immediately commits suicide or does not listen to your orders, adminhelp them. Roboticist Syndicate cyborgs can see traitors, operatives, revolutionaries and other Syndicate robots. They will also not appear on the robotics computer.
Strictly speaking however, you don't have to order this frame as a separate item, given that you can emag regular frames (as opposed to completed cyborgs) to get the same effects and modified law set. Conversion Chamber Cyborgdockingstation.png 6 ✗ Turns people into light cyborgs. This horrifying device has a couple of special properties. Once wrenched into place, an incapacitated crew member can be forced (click-dragged) into the chamber for conversion. The process takes around 2 minutes to complete, during which the victim generally cannot escape. Nevertheless, they can still be rescued by ejecting them from the chamber, so it would be in your interest to keep curious bystanders at bay. Last but not least, the chamber also retains the functionality of regular docking stations as far as cyborg maintenance is concerned. Roboticist Converted cyborgs will follow the centralized AI lawset, unlike a Syndicate or emagged robot! Syndicate Device Analyzer Deviceanalyzer.png 4 ✗ Scans (almost) ANYTHING. For the most part, this scanner looks and functions exactly like the regular one. However, it can also scan things you normally couldn't, such as the crusher and most other Syndicate items. Mechanic You still need to put them into the ruckingenur kit to make blueprints though, so beware of people snooping through the logs! Mind-Slave Implant Implanter2.png 3 ✗ Makes the implantee your slave. Use this handy one-use implant to force someone to fulfill your every request! It lasts up to 20-30 minutes, and requires the cooperation of the implantee, as you don't actually take control of them. Mindslaves should be aware of the special guidelines. All If they don't cooperate, simply adminhelp it. Deluxe Mind-Slave Implant Implanter2.png 6 ✗ Makes the implantee your slave, permanently. Doesn't expire. Works like a regular mindslave implant otherwise. All Mindslaves should be aware of the special guidelines. Syndicate Sauce Syndisauce.png 1 ✗ A sauce with unknown components. Whoever eats food laced with this will feel no effects for a few minutes…then suddenly drop dead. Chef It's a condiment, i.e. can be applied to any food item. Bowling Kit BowlingBag.png Bowling ball.png 7 ✗ A somewhat silly stun weapon. Who's the kingpin now, baby? Kit includes a bowling shirt and four bowling balls. If the ball hits someone, they are quickly knocked down for a decent amount of time, and it will hurt quite a bit. You have to wear the shirt to make it work! All Syndicate Cleaner Grenades GrenadeBox2.png Chemgrenade.png 2 ✗ Makes a nasty chemical mess. These may look like the janitor's regular cleaning grenades, but include space lube and fluorosulfuric acid as well. The former slips up and does brute damage to anybody trying to move on the foam, while the latter melts items. Janitor Trash Compactor TrashCart.png 4 ✗ Horribly gibs your victims. Don't be fooled, there is nothing ordinary about this cart. Anyone unfortunate enough to be put inside will be squished into a small cube of meat. The meatcube will have a few moments to squirm about and scream hopelessly before its inevitable, very bloody demise. It's very messy, so be sure to do your job and clean up! Janitor Target ID Tracker PinpointerID.gif 1 ✗ Finds your targets. This device allows you to track the ID card of any of your assassination targets, but only the ID. If they have changed or destroyed it, the pin pointer will not be useful. Small enough to fit in your pockets. All Only available if you have an assassination objective. Floor Closet OpenClosetNew.png 1 ✗ Hides shit. A closet with camouflage, which dynamically assumes the appearance of the floor tile underneath. Surprisingly useful. All Sonic Grenades GrenadeBox2.png EarPlugs.png 2 ✗ A box containing sonic grenades. Each one packs enough power to shatter reinforced windows and pop eardrums. No more being cornered by an angry mob! Includes earplugs. Scientist They pack a surprising amount of stun, but don't affect people who've already been rendered deaf by previous grenades. Syringe Gun Syringegun.png 3 ✗ Shoots syringes. Works pretty much like a beaker - just transfer the reagents of your choice to the gun, up to 90 units at a time. Each shot subtracts 15 units from the internal reservoir, and unlike conventional chemical delivery methods, the target is hit with the full 15 units instantly. You don't have to worry about the syringes, as the miniature synthesizer will generate them automatically. Medical Doctor, RD, MD If required, the reservoir can be flushed by using the context menu or drain contents verb. Mining Charge Hacker GeologicalScanner.png 4 ✗ Makes mining charges go boom everywhere. Looks like a regular geological scanner, but allows mining charges to stick to any surface, not just asteroids. Just swipe it over the charge to disable the safety. Miner Try not to get caught in the explosions, dumbass. Surplus Crate CrateNew.png 12 ✗ Crate containing random stuff. A crate of whatever the Syndicate had laying around. Contains 18-24 telecrystals worth of randomly selected traitor items. Some items can only be found in this. All The selection may range from absolutely amazing to totally useless and is quite likely to include job-specific items, duplicate items, or even another crate! Buyer beware! Shotgun Box GunBox.png Spacker.png 8 ✓ A loaded Spacker-12 with spare ammunition. Blow somebody across the room Italian style! This 12 gauge shotgun is more than capable of shredding anyone to bits in two shots or less, provided they aren't wearing body armour. Noisy as hell and obvious, but if you're packing this, you know what you're doing. (If you don't, try shooting more people.) All Buckshot isn't the only type of ammo which will work in this gun. Syndicate Cargo Transporter Cargotransporter.png 3 ✗ Weld a crate and send it to the middle of nowhere. Forever. When used on a crate or closet, it will automatically weld the thing shut and send it as far away as possible. Good for getting rid of people when you have a glut of crates or lockers (or metal) on hand. Quartermaster, Engineer, Miner Sorely underestimated. It's very easy to blindside people with if you have a taser or other sidearm capable of quick knockouts. Power Gloves Glovesy.png 6 ✗ Shoot lightning from your hands. When standing atop or directly adjacent to a live wire, you can shoot lightning at people or objects! Use the disarm intent to non-lethally stun, and harm to zap unsuspecting folks with a powerful electric arc. Insulated gloves offer some protection, but not against the stun. The damage depends on the power of the current, so overloading the engine will make power gloves more effective. CE, Engineer, Mechanic You may want to keep an active T-ray scanner in your pocket. Moustache Grenade Flashbang.png 1 ✗ Makes moustaches. Anyone caught in the blast radius will have a fake moustache permanently affixed to them. Harmless, until they need to use internals. Assistant Microbomb Implant Implanter2.png 1 ✗ The ultimate revenge. Whoever you injected with this implant will explode upon death, completely destroying the body and hurting anyone nearby. The final fuck you to vigilantes and security officers. Fun fact: these stack. Think of that what you will. All Unlikely to trigger on suicide. Syndicate operatives always come with one of these in their skulls at the start of the round, but they cannot order more. Macrobomb Implant Implanter2.png 10 ✗ The ultimate revenge x10. A time saver. Works and behaves exactly like 10 microbomb implants. All Like microbombs, it may not trigger on a suicide. Poison Bottle Bott2.png 1 ✗ A bottle of poison. Exactly what it says on the tin. The game will randomly pick a poison (e.g. pancuronium) and provide you with 40 units of it. Barman, Medical Doctor, RD, MD Works nicely with the syringe gun, if you don't know how to make the poisons yourself! Some poisons can only be found through this item. DNA Scrambler Dnainjector.png 1 ✓ Changes your appearance. One-use injector that gives you a random appearance and name. Clothes and equipped ID cards will remain unaffected. All Useful for stealthy Syndicate operatives. Holographic Disguiser HolographicDisguiser.png N/A N/A Changes your appearance. Essentially a multi-use version of the DNA scrambler with a power switch. Every time you turn it on, you will be provided with a different, randomly-generated name and hair style. The game may take one or two seconds to update your mob. You can also talk without giving your real identity away. Beware of fired projectiles (regardless of type) and flashes (both hand-held and portable), all of which can disable the device. All Not (yet) directly available from the uplink or surplus crate, however it can be bought from the Syndicate merchant in space or through QM if you have an emag. Cyanide Pill ToxinsPill.png N/A N/A A deadly pill. Think cyanide capsule and you wouldn't be wrong. While these usually end up littering the floor of the Syndicate shuttle, they are quite decent if you don't want to waste ammo on somebody. Or to commit suicide, you wuss. Syndicate operatives Cannot be ordered, but every operative is provided with one for free. Thermite Breaching Charge MiningCharge32.png N/A N/A A charge designed to break through walls. A mildly-lethal charge with a five second timer, which melts all walls (regular or reinforced), windows and grills within a small radius. Syndicate operatives A few of these can be found on the Syndicate shuttle, but aren't available for purchase. .22 Pistol Box GunBox.png 22Pistol.png 3 ✓ A loaded pistol with spare ammunition. This .22 LR handgun features an integral sound suppressor, yet is still compact enough to fit in jumpsuit pockets. You won't have to worry about noticeable text messages when you fire it (unlike with most firearms), but the stopping power is less than average. Overall, the pistol is best suited for stealthy assassinations at close range. All More magazines are available from hacked general manufacturers. Wrestling Belt WrestlingBelt.png 7 ✓ Become Hulk Hogan…IN SPACE! Ever wanted to participate in Space Championship Wrestling? This belt unlocks a number of wrestling moves, all of which are explained on the Wrestler page. All Safari Kit SafariKit2.png Boomerang.png 7 ✗ A complementary package for your tranquilizer rifle. This box contains a number of custom-loaded darts (but not the rifle itself) which will rapidly put your targets to sleep, a boomerang that stuns when thrown, and some assorted clothing for the proper safari look. Medical Director The boomerang will only knock people down if you're wearing the suit and hat. .38 AP Ammo Box GunBox.png 357APSpeedloader.png 2 ✗ Powerful ammo for your .38 sidearm. This box contains three speedloaders of AP ammo, which are considerably more powerful than the NT-issue stuff. And as the name implies, they also pierce body armour easily. Detective Remember, you can keep the .38 in your pockets - unlike the larger revolver! Teleport Gun TeleportGun.png 7 ✗ A gun that teleports people. Energy gun meets teleporter technology! It is however not ready-to-use and requires a bit of preparation. First, head to the teleporter room (or another working teleporter) and select a beacon or tracking implant as the target. Second, click on the gun to link it to said teleportation hub. Afterwards, it's up to you to make effective use of the gun - try to think of interesting traps! You could, for example, place a beacon in the engine combustion chamber or send people straight to deep space. Research Director The gun will be little more than an expensive paperweight if the teleporter you've linked it to loses power or is destroyed. Clown Car ClownCar.png 5 ✗ A car for clowns, HONK! Another glorious gimmick item. Use drag & drop to climb into the driver's seat and then run some people over! They can be stuffed into the car with drag & drop or by manually grabbing them. With a good clown behind the wheel, up to 30 crew members can find themselves trapped in the backseat. Beware, crashing into a wall will flung you through the windshield and has a chance to free the passengers. Even if they don't fly out with you, anybody clicking on the car with an empty hand can open the door to let them out. Clown You have to be wearing at least two pieces of clown clothing (suit, mask, shoes) to drive the car. Conveniently, every car comes with a complete set. Trick Revolver Revolver.png 1 ✗ A revolver that always fires backwards. Is there a vigilante or opposing traitor on your tail? They can rarely resist the allure of adding another weapon to their inventory, much less the chance to conserve their own ammo. “Carelessly” drop this authentic-looking revolver and trick your opponents into shooting themselves! They'll never notice the difference until it's too late. Has to reload after every shot, like the Russian revolver. Clown Doesn't work so well on players that do follow a moral code, however. Make sure they're actively trying to kill you first! Chameleon Bomb ChameleonBomb.png 6 ✗ A disguisable pipe bomb. Chameleon projector meets pipe bomb! It can assume the appearance of practically any hand-held item, critter or robot - simply scan it, arm the bomb and leave it laying around for the next curious passer-by to pick up. The explosive force is comparable to the Syndicate pipe bomb. Clown Scan something people are eager to pick up, such as guns or traitor items. Miniature Bible MiniBible.png 1 ✗ A tiny bible. Do you like to make people fart in your face? This bible doesn't do anything different than you'd expect, but it's easier to hide and doesn't have an in-hand sprite. You can also use it as a general-purpose container to store tiny and small items. Assistant, Chaplain, Clown The mini bible is a small-sized item itself and thus fits in jumpsuit pockets. ChemiCompiler ChemiCompilerPortable.png 5 ✗ A hand-held version of the ChemiCompiler. A programmable device capable of mixing, heating and dispensing reagents in very precise measurements. For more info, see Chemistry.
Note: Don't buy the ChemiCompiler if you don't have any idea how to use it. You have to manually write code for it in an obscure programming language, and this isn't something most players will be able to master in a couple of minutes. RD, Scientist Experiment with the stationary version in chemistry first to gain a basic understanding of the device. Syndicate Mailman Suit Mailmansuit.png 1 ✗ Go postal. Its-a me, Mario! Use the mail system as a means of transportation for easy access to various key areas (security, bridge, etc). Mailman Remember to set a destination on the chute before flushing yourself. Speed Injector Screwdriver.png 3 ✗ Injects DNA injectors instantly. Stealth device disguised as a screwdriver that instantly and stealthily alters the victim's DNA when provided with a DNA injector. There's a 10 second delay between injection and the genes manifesting themselves, making your involvement less obvious. Geneticist Only accepts injectors, not the simpler activators. If necessary, the payload can be removed by clicking on the injector when it's in your active hand. Surplus crate items
Note: Only items specific to the surplus crate are listed here, but they often contain regular Syndicate gear as well. Please also keep in mind that some of these items can be found in the adventure zone or bought from merchants by non-traitors. Use your common sense, so innocent players don't get killed for picking up something they found floating around in space. Item Image Usage Description Notes Police Baton PoliceBaton.png A special stun baton. Stuns people like a regular baton, but doesn't require power to function. Syndicate Dagger Dagger.png A tiny knife. A weaker version of the butcher's knife, which can also stun people when thrown. Fits in pockets. Does not gib corpses, however! Duct Tape Ducttape.png A roll of sticky tape. Allows you to tie people up. Basically a glorified box of handcuffs without the bulk. Every roll of duct tape has 10 uses. Banana Grenades GrenadeBox2.png BananaGrenade.png A box of banana grenades. Each grenade explodes into slippery banana peels. Flare Gun GunBox.png FlareGun.png A loaded flare gun with spare ammunition. Signal your intentions! The flare doesn't cause a lot of damage outright, but sets people on fire and may even force them to roll on the ground to extinguish the flames. Surprisingly effective. Can be loaded with shotgun shells to boot! Old Hunting Rifle Hunting rifle.png For hunting the most dangerous game of all. Massively powerful rifle. You only have four bullets, so don't waste them! Can be loaded with tranquilizer darts. Breaching Charge MiningCharge32.png A charge designed to break through walls. Capable of reliably blasting through walls in a 1×1 radius. Can also be be used to destroy airlocks (as well as other machinery), windows and grills. It has five second timer. Flash/Cell Assembly FlashCellAssembly.png An overcharged flash. A flash with a power cell attached. Despite the flamy result, it's an one-use item thanks to the bulb burning out immediately. These can be made, if you know how. Syndicate Command Armor SyndicateCommandArmour.png An armored space suit. Combines the advantages of a space suit with body armor, hence will offer good protection in combat. It's also quite stylish. Basically a red version of industrial armor, allowing you to laugh off explosions. One of these can be found on the Syndicate shuttle. Laser Rifle LaserRifle.png Upgraded laser gun. This powerful energy gun steadily regenerates its own battery, so has potentially infinite ammo. However, the process is quite slow and cannot be relied on in a firefight. Can be found outside of being ordered by a traitor! Self-Charging Power Cell EgunPowerCellSelfCharging.png Power cell for an energy gun. Self-charging power cell with a capacity of 100 PU. Can be used to upgrade a taser, crossbow or other energy weapon by using the workbench. Land Mine Landmine.gif An anti-personnel land mine. A randomly selected mine. Different models exist, see Murder for a detailed description. You can also encounter these in deep space. Polarized Cybereyes MedicalBox.png HumanEyeSunglasses.png A pair of ocular implants. Essentially a pair of sunglasses people can't easily remove from you. Comes with a enucleation spoon, but you still need access to an operating table and basic surgery tools (and, depending on your medical skills, a willing surgeon) to implant them. See Roboticist and Doctoring for details.
Have you played a few rounds as an antagonist of some stripe? Did you even win? Doesn't matter, there are some things that'll make your traitorous existence more enjoyable for everyone, and that's what counts. Contents [hide] 1 Stealth Stuff 2 Social Stuff 3 Robusting 4 Random Acts Of Cruelty 5 Traitor item specific tricks 5.1 Agent Card 5.2 Amplified Vuvuzela 5.3 Bowling Suit 5.4 Butcher's Knife 5.5 Chameleon Bomb 5.6 Chameleon Projector 5.7 Chameleon Suit 5.8 Chemistry Grenade Kit 5.9 ChemiCompiler 5.10 Cloaking Device 5.11 Cloaking Field Generator 5.12 Clown Car 5.13 Conversion Chamber 5.14 Cyalume Saber 5.15 Derringer 5.16 Detomatix Cartridge 5.17 DNA Scrambler 5.18 Electromagnetic Card 5.19 EMP Grenades 5.20 Fake Moustache 5.21 Floor Closet 5.22 Freedom Implant 5.23 Jug of Moonshine 5.24 Microbomb Implant 5.25 Mindslave Implant 5.26 Miniature Bible 5.27 Miniature Crossbow 5.28 Mining Charge Hacker 5.29 Moustache Grenade 5.30 Poison Bottle 5.31 Power Gloves 5.32 Power Sink 5.33 Red Chainsaw 5.34 Revolver 5.35 Safari Kit 5.36 Shotgun 5.37 Signal Jammer 5.38 Silenced .22 5.39 Sleepy Pen 5.40 Sonic Grenades 5.41 Stealth Container 5.42 Stimulants 5.43 Strange Seeds 5.44 Syndicate Cargo Transporter 5.45 Syndicate Cleaner Grenades 5.46 Syndicate Donk Pockets 5.47 Syndicate Mailman Suit 5.48 Syndicate Pipe Bomb 5.49 Syndicate Robot Frame 5.50 Syndicate Sauce 5.51 Syringe Gun 5.52 Tactical Grenades 5.53 Teleport Gun 5.54 Trash Compactor 5.55 Trick Cigarettes 5.56 Voice Changer 5.57 Wrestling Belt 6 Traitor Gimmicks 6.1 Erebite Hostage Victims 6.2 Battle Royale 6.3 Borg Royale 6.4 Rogue Fish 6.5 The Guardian Angel 6.6 Spider Farm 6.7 Who's your best friend? 6.8 Do the Mario
Stealth Stuff
Putting things in containers shows a message. Putting things in your pockets doesn't.
There are three parts to your identity: Face, ID and voice.
Having a different name on your ID will make you appear as “X (as Y)” unless you have a mask that fully covers your face.
Being masked means people just see your ID's name mousing over you, but if you speak, you're still busted.
Speaking over the radio just shows the name assigned to your voice. Changelings and traitors with voice changers can have fun with this.
There are ways to prevent people from screaming out your entire name and position over the radio as you kill them. The most straightforward would be:
Wear a mask, take off your ID and don't speak. As noted above, this will hide your identity from them.
Destroy or subvert the AI, or wear an agent card to prevent it from helping people track you.
Buy the radio jammer. Duh.
Pump in some perfluorodecalin with your injector of choice. Now they can't scream anything at all while you murder them.
Take off their headset so they can't speak into the radio.
Got an objective to steal five helmets and you have three, but the rest on the station are being worn by security, and you, for whatever reason, don't want to steal them from their heads? Don't fret! You could break into the electronics lab to make more from what you already have, or you could make and break some securitrons.
Social Stuff
Probably the #1 tip for not being caught as a traitor is to never pre-spawn your gear until you need it. If security finds you trying to hack into the AI upload and end up arresting and searching you, they're much more willing to let you go if they don't find any traitor gear on you.
Improvised weapons are a great alternative to traitor weapons when you don't need them. It also tends to confuse people.
Pretending to brawl with someone is a good idea, such as challenging them to a boxing match and pulling a knife on them, or slamming them against something. They'll think you're just cheating a little bit, as is typically to be expected in brawls, which gives you the element of surprise when you go into lethal methods of combat.
Pretense is powerful, if someone sees that you have authorization or authority, they will usually balk. It's especially effective if you have mindslaved/impersonated the HoS.
People are inclined to believe the AI, so unless you can damage it's credibility or get some people who think you are innocent no matter what, expect the AI to run you down like a rabid dog.
On the other hand, people can also be rather quick to proclaim that an AI has been subverted, so tricking it into doing something that gives the impression that someone's tampered with its laws can be a good way of shaking it off your tail.
Smoke a joint, murder someone, then lie on the floor beside them and scream for help on the radio. It'll come out as a stammered “HEEELLLPPP” due to being stoned, and more often than not, people will come faster to your aid (and faster into your trap) than if you were to say it without a stammer.
Got the AI on your side? Great! With it, You already know that it can open, shock, and lock doors for you. But the AI's capability for destruction and chaos extends well beyond its control of doors; if a welding fuel tank is directly under a light when said light is overloaded through the APC, the sparks will rupture the tank, causing it to explode into a sizable fireball! With this knowledge, and some teamwork with your robotic friends, try and place any fuel tanks you find under lights in key areas, and have the AI blow them up when your foes are nearby.
If you are just a rogue AI with no master at all, there are a few tanks already under lights in a few areas, such as in robotics, EVA, in most pod bays, and in the engineering storage room. Feel like bombing the exact area you want? Use your shells to push tanks right to them!
Don't feel like blowing people up yourself? That's OK! Just set the telepoter in the science wing to random numbers, and start spamming “receive”. Doing this will result in many things happening, almost all of them bad, such as: Creating a giant flash which stuns anyone in the area, catching the area around the teleporter on fire, irradiating the area around the teleporter, teleporting people nearby randomly, or warping in a plethora of NPC monsters, like drones, pigs, cockroaches, and even revolver wielding syndicates! When you feel like you have teleported in enough creatures, you can open the blast door leading to the hall on the other side, letting the monsters loose on anyone nearby!
Robusting
Hiding a bunch of nasty traps around the station is great fun, like hiding a pipebomb mousetrap under the clown bop bag, or buying a freedom implant and getting security to search you with a backpack full of flashbangs (or pipebombs for all you die a glorious death guys).
Brain damage is extremely debilitating and lethal over time. If you can use poisons that directly do brain damage such as neurotoxins, then they are going to kill fast.
When a person is downed, only a passive grab is required to throw.
Try using the teleporter as a weapon! For example, you can drop a teleporter beacon in the engine's mixing room and throw people through a portal to their fiery demise.
Two laser shots from an energy gun will typically put unarmored targets into critical.
Random Acts Of Cruelty
Fashion together a igniter with a remote signaller. Grab an extra signaller. Find a large welding fluid tank and bring it into the maintenance under security. Place the rigged igniter under the welding fluid tank. You can do this by dropping the rigged igniter on the ground, then pushing the welding fluid tank on top of it. Get as reasonably far away as possible, then blow up the tank by spamming the send signal button. If there's security in the checkpoint above the improvised bomb, they'll get set on fire. If not, you've just made several weakened walls and might be able to break into security a bit faster. Be sure to wear some gloves to avoid leaving prints behind.
This also works if you stick the improvised tank explosive behind a bush if you're willing to just blow some random people up walking by.
The general concept should also work for drinking glasses or bottles filled with flammables. I'd add paper or cigarettes for more heat though.
Grab the bible and something big enough to cover it. Drop both and lie on the floor on top of them. Wait for someone to fart on you.
Certain foods force people to fart.
You can inject lightbulbs with plasma. If you turn off the lights in a room and inject the lightbulb, whoever is standing near it when it gets turned on is in for a nasty surprise. Also works with power cells.
Make a bunch of superflash flash-cell assemblies with rigged power cells, scatter them around for bystanders to find. Or rig all the power cells in robotics. Or steal the cell out of an APC, rig it, and reinstall it with the main breaker turned off and wait for some poor schmuck to try and turn it back on.
Erebite power cells are even meaner.
Hack a door such that all the wires are messed up except the bolts, and make damn sure it's electrified. Nothing will appear to be wrong with the door but it won't respond when walked into, which often encourages someone to touch it. Touching it is bad. The AI will almost always be blamed.
You can attach remote signalers to door-wires in order to bolt or electrify them from a distance. This is guarantied to make people think the AI is messing with them.
Build an rwall under a door/fire door combo and weld both of them shut. It's funny when they pry the second door open only to find a wall.
Likewise, snipping fire alarm panels is often overlooked and wildly effective when you need to start a fire.
Hard-wire the engine when nobody's looking, then make a big to-do about starting up an awesome hellburn. See if you can get people to help you and then blame them for the wiring issue.
Disposal chutes are one of the best hiding places on the station. You don't have to flush yourself; you can always climb out. Good for breaking into an area and hiding inside while he heat dies down, then going back and robbing the place after everyone loses interest.
Flush yourself and watch the route you take. Many of the pipes pass under sensitive areas, so with proper bomb timing you could blast something as the bomb is in transit. Likewise a few areas can be reached by reversing or reorienting pipe junctions. This lets you flush yourself into an area, and if you jump back in and flush yourself you'll normally end up somewhere else.
If you breach a pipe, anything that passes it will be spat out at the breach. Good way to harvest stuff being flushed, although on Cogmap it isn't normally necessary as you can generally just harvest stuff from disposals. Similarly, if you're very sadistic, you can reroute everything to a one-way T-Junction and a trio of corner pipes; anyone flushed into this will spin around in an endless circle and there is almost nothing they can do to get out.
Speaking of the pipes, if you're planning to escape quietly and want to avoid potential murderous chaos in the escape arm, go hide up in the chapel/janitor area and flush yourself to the morgue at the last second.
Mail chutes are often close to where people are standing.
Welding torches won't set anything on fire while they're inside the mail chute, even if there's flammables in there too.
Glassware and some fruits break and spread and splash their content when they exit a mail chute.
Hack/emag the mulebot and send it around the station using a QM's PDA. It'll run over people that gets in the way.
Load the rogue mulebot with something tempting like a honey production crate. …or a bomb.
Make a bunch of bees, and trick someone into punching you in front of them. The bees will defend you.
Tie people to conveyor belts using wire. They'll be permanently stuck unless someone uses a wirecutter on them.
Try out the conveyer belts in disposals or between QM and engineering if you want to go all Dick Dastardly on people.
The cloning tube can be loaded with chemicals from a beaker. Poison it when no one is looking.
Splash strange reagent on deadly critters to bring them back to life. Doesn't work on critters that gib on death, like zombies.
Refill vital supplies like oxygen tanks and fire extinguishers with flammable gas and welding fuel. Sabotage the oxygen supply in pods by opening them up with a crowbar and swapping tanks.
Use a syringe to spike food and drinks with poison.
Use lots of a benign reagent in flashy, showy smokes to hide the malignant ones. Silly chems like colorful reagent won't get a second thought from people… until they realize they're turning yellow from the Royal Initrobeedril you hid in it.
Capable with Telescience and bomb-making? Use your know-how to warp and detonate bombs all over the station quickly and easily. Just be prepared for the inevitable lynch mob, as it will be obvious what's happening after a few booms.
Also good with construction? Then you have an even better alternative: make a personal telescience lab! The teleporter will work so long as you have a wired connection that leads to the mainframe in the AI's server room, so if you're crafty with where and how you build it, then by the time people figure out how you've been tele-bombing them, there will barely be any of the station left.
Once you get your wired connection going, you can access the station's main teleport pad as well by using a screwdriver on your console and selecting it (it is in fact on Pad #1 by default, so you need to change this to #2 to use your own pad). Abuse this access by spamming invalid coordinates on the main pad to cause trouble. The AI will always be blamed for this.
Traitor item specific tricks
Most of this is adapted from this forum thread
Agent Card
Besides the obvious use of giving you a custom name/title and hiding you from the AI, the Agent Card also gives you access to the syndicate listening post where nuclear operatives hang out. There's a trader there with some fun stuff.
Amplified Vuvuzela
The vuvuzela gun's largest advantage is that it doesn't look like a gun. you can carry it out in the open without anyone noticing, and maybe even carry a real vuvuzela for bonus points.
The vuvuzela gun stuns for ages and does a little damage.
Bowling Suit
The bowling kit is very good, especially when you are wearing an exosuit like a biosuit that completely hides your jumpsuit.
People who try to throw bowling balls without the bowling suit can't harm you! Only the suit wearer can throw them effectively. Bowling balls keep going until they hit something so throwing them down long corridors can be fun.
The bowling balls themselves make for decent bludgeoning tools if you find yourself short on weapons.
Butcher's Knife
You may be tempted to serve your recently-butchered victims as food to the other crewmembers. However, due to the meat and any food you make using it bearing the name of the deceased, expect to get some suspicious glares. It's typically better to dispose of the meat in order to remove evidence.
Beware throwing your knife around willy-nilly. Unlike some of the other thrown traitor weapons like the bowling ball or boomerang, there's nothing stopping someone with sufficient dexterity from picking the knife up from off the ground and tossing it straight back at you.
Chameleon Bomb
While leaving the bomb around for random passerby to pick up is funny in its own right, disguising the bomb as a pie or basketball or other object and throwing it at the target can be just as, if not more hilarious. People run from pipe bombs, but typically aren't quite as quick to run from things like banana peels.
If you decide to throw a disguised bomb at someone, beware; they may try throwing it back!
Chameleon Projector
The chameleon projector is very useful for escaping security chasing after you.
The chameleon projector can act as a shield from attacks: gunshots of any type will pass over you, and if someone touches you in projected form, you can usually hit them as soon as you pop out if you're ready.
It also protects you from space, as long as you wear internals. It's easiest if you use it with the hotkey.
You can also disguise as any moving animal on the station. If you disguise as something inconspicuous like a roach and sit next to a door, you can crawl inside when someone else opens the door without attracting any suspicion. (just make sure to walk slowly, like roaches do!)
Even though any crew members who look at you will see you as whatever you've scanned, your voice will remain the same. Consider using the voice changer to rectify this for some fun shenanigans!
Scan your hat to disappear under your hat! Scan a bee and float around the station! Scan a mouse and infuriate the janitor! The chameleon projector has a potentially infinite array of fun uses, so don't be afraid to experiment.
Chameleon Suit
Frame people! Convince the crew that the HoS is on a justice rampage!
Security chasing you? Jump in a closet or behind a bush, change your chameleon jumpsuit and your hat. 90% of the time if they didn't see you do it you can run right past them.
No, you can't be a smart-ass and use a chameleon jumpsuit to complete the “steal a head's jumpsuit” objective.
Chemistry Grenade Kit
Learn how the chemicals work. This cannot be stressed enough. The effectiveness of your chemical grenades is entirely dependent of what you load into them.
If you've survived and escaped on the shuttle enough times, you've more than likely seen the damage an unstable chemical foam/smoke can do. The ability to cause these powerful reactions and not be in the middle of them is not to be underestimated.
Stick a grenade in a mousetrap, arm it, and hide it in a storage of some sort like a bag or a box. Wait for someone to rifle through it; the grenade will go off when the storage is opened.
A lesser-known trick to grenades is that igniter assemblies can be applied to completed grenades for alternative detonation options, setting it off immediately after the igniter is triggered. Immensely handy if you prefer meticulous traps to the typical routine of throwing and running.
It's also very easy to hide grenade assemblies under other items like metal sheets.
For whatever reason, watering cans (with 120 unit capacity!) are accepted by grenade casings. Strangely, large beakers are not.
Smoke and foam will form after other chemicals mix. This is important because you can put ingredients into the beakers for the express purpose of reacting before the smoke/foam propagates, such as flash powder to stun people or liquid dark matter to suck people in, leaving them at the mercy of whatever horrible things actually made it into the smoke/foam. This is especially important for smoke since it only takes three reagents.
Heavily consider whether or not your chemical concoction of choice really warrants a grenade. They are a must for effective foam bombs, but smoke can be done just as easily in a beaker assembly if it doesn't require the trick mentioned above. You can save telecrystals for other stuff by subbing in some grenades for beaker bombs.
Beaker assemblies can also be done with the large beakers, if unit capacity is a problem.
ChemiCompiler
Do NOT try to use this item if you don't know how it works. Experiment with the stationary version in the chemistry lab and take a look at the wiki page for more information.
Similarly to chem grenades, it might be worth it to use beaker assemblies in order to save on telecrystals.
Cloaking Device
When activated, anyone who is able to see through the cloaking device (the AI, cyborgs, anyone with thermals) will see a unique and VERY visible overlay on your sprite, making it very obvious that you're using a cloaking device. Consider subverting the AI and/or removing the thermals available on station.
The cloaking device is hellishly effective when paired with a stunning weapon like security's batons or a flash. Pick out individual targets to stalk before going in for the kill.
Try to restrain yourself. Being invisible is entertaining, but the longer you remain invisible, the more chances you have to screw up and give yourself away to the crew.
Cloaking Field Generator
Cloaking field generators can be great fun when used with grenades + mousetrap assemblies, crushers, or glass. Very good with a radio jammer, and the powersink!
Place the cloak field generator in the corridor and use the hand teleporter to create portals on unsuspecting crew to area's of interest such as the middle of space.
The cloaking field generator also makes any and all MechComp components completely invisible, letting you place complex deathtraps in the middle of hallways!
Clown Car
The clown car is not a stealth item. Once you start abducting people, the station WILL know - if not due to the abducted victims radioing the crew from inside the trunk, then due to the meddling AI. Plan your attack accordingly.
You don't need to get out of the car to abduct a downed player, you can click-drag them into the car just by driving up beside them.
You must be wearing at least two pieces of the Clown ensemble to pilot the car, so if you need to take a trip into space (or want to be prepared for an unintentional trip into space), swap out the clown mask for something that works with internals. The clown car doesn't have its own oxygen supply!
On that note, the car can be driven in space.
Leave your slip-up items (the Clown PDA and the banana peel) in choke-points and ambush people after they fall on their ass.
If you can get your hands on Space Lube foam, this works even better, as you can foam it from inside the car without having to worry about slipping while driving.
For that matter, you can release all kinds of chemical foams and smokes from within the car and not be harmed by it, just like with the Floor Closet. A neat Plan B if you can't reach the victim with the car.
Be very careful with your driving. People can be run into just fine (which is the whole point), but crashing into a wall will leave you helpless on the floor and even has a chance to release all of your abductees.
Note that it is only walls that will evict you from the driver's seat. Anything that isn't explicitly a wall (glass, grilles, doors, etc.) can be driven into without issue.
30 victims is the max the clown car can hold. Once the trunk is full, it's time to administer the coup de grace. Done easiest by sending the car into the crusher, but alternatives exist if you want to keep the car.
The clown car is NOT indestructible. A sufficiently powerful impact or explosion will destroy the car and release everyone who was in it, so watch out for bombs and the occasional loaf.
Surplus crates produce an entire clown suit to go along with the car, just in case you aren't a Clown yourself.
Conversion Chamber
Cyborgs are able to drag people into the chamber through a simple click-drag, making it perfect for building your robot army independently of resources or your location!
A quick-witted crew member can climb out of the chamber prior to activation, so it's typically a good idea to incapacitate or stun them before dragging them in.
In addition to the obvious benefits when combined with malicious AI laws, turning someone into a cyborg has major uses, even on the default law set. If an authority like the captain or the Head of Security is giving you trouble, throwing them into the chamber is a good way to strip them of their power, and since robots can't interface with a lot of station tools, it can cripple a crew member's effectiveness. Don't be surprised if you get ratted out, though.
Cyalume Saber
A c-saber stuns even when off, so you can use it's very hard to see off sprite to your advantage, hit a guy once with it off when he doesn't notice it in your hand and then go in for the kill while he is stunned!
Target a limb when hitting someone with a saber, it is one of the few weapons that will delimb someone upon impact!
Derringer
Stronger than you think. One shot will instacrit someone at close enough range. Pity you only get two.
The bullets also pierce most types of body armour, which makes this weapon a relatively cheap and reliable choice for taking down security officers or the captain.
Hover your mouse over your target and use the the CTRL+W shortcut to instantly wink and draw your weapon! This is probably the quickest way to draw a weapon in the game!
Try hiding it in things that people generally won't remove from you when you are arrested, like headsets.
Detomatix Cartridge
The MISSILE program is the one that makes other PDAs detonate. The BOMB program makes your PDA detonate. Don't confuse the two.
Detomatix cartridges are the most effective early on. If you started as a doctor, try sending out some PDA bombs. You now have victims patients in medbay to kill treat! If you are a head of staff, you can read the manifest to see who the heads and security are.
You can still use the Bomb program after you're out of Missiles. With a quick stop at the carty party and/or stealing some PDAs, you can copy/paste your way to multiple quick, dirty, little explosives. When you huck a pipe bomb at someone, they run. When you throw a PDA at them, they usually don't.
The timer on that bomb is 0.5 seconds. Enough time to chuck the PDA at someone if you pressed BOMB while already in throw mode.
Detomatix cartridge, insert it in, scan for peeps, activate and minimize the window and drag the window to the up-right corner. Put it on your belt slot. You don't have to take it out to take out your people, you can literally blow people up while walking.
Detomatixing a target who is inside something will mess that thing up too. Try it with cloning scanners and space pods.
Better yet, hitch a ride on a pod, drop a stolen PDA, and plant pods around the station, outside key areas. Improvised car bombs, space style!
DNA Scrambler
The DNA scrambler is hilarious for changing the ID of someone else (like the captain) rather than yourself.
Buy a voice changer and a DNA scrambler. Stun your target with a flash or similar weapon, inject him with the scrambler, take his ID and his jumpsuit. You now have his identity. If he cried for help during the theft, you can frame him for being the attacker and probably get him arrested.
Electromagnetic Card
Smack a door with the Emag to open it permanently.
Or, weld and bolt doors shut, then emag them. They wont open ever again.
If you are a miner, and you want to be a huge douche to your co-workers, you can emag the mining charges to make them explode instantly, instead of exploding in five seconds, when placed on an asteroid. Just make sure not to use the emagged charges yourself!
Emagging a Hypospray will disable its security features (along with giving its item sprite a clear electric short-out), allowing you to load whatever you want into it for a cheap Sleepypen alternative.
Whack Officer Beepsky with the emag to send him on a justice rampage! While emagged, he'll stun and arrest everyone in sight. Whack him a second time to make him go absolutely nuts and bring the baton down on his targets several times, leaving them prone for quite a while.
Emagging a cyborg completely removes its laws, which is fun for spreading chaos. Note that they are under no obligation to listen to you, and may decide to repay your favor with a scalpel through the chest.
Experiment! There are a vast number of things that the emag can work on, some you might not even expect it to!
EMP Grenades
The EMP grenades are super useful against the AI's turrets if you can't be bothered to get a lethal gun to shoot them with.
If a Cyborg is bothering you, this will ruins its day. The light- and standard-chassis borgs in particular are heavily crippled by just one, letting you finish them off fairly easily.
And of course, EMP blast the half dozen guard buddies in science for a good time.
EMP grenades ruin a lot of stuff, such as batons, tasers, thermals, radios, and doors. Try building a smoke buddy, naming it The Shitty Scientist and giving it the ol' EMP grenade for some good laughs. You can name guard buddies by using a pen on the main board before you build it.
Fake Moustache
Tying people to conveyor belts, as mentioned above, is never really complete without maniacal laughter and a twirl of the moustache.
Due to being incredibly silly in nature, it can be worthwhile to set yourself up as a cartoonishly ineffectual villain to lower the station's expectations of you while you plan something extremely dangerous in the background.
Fake Moustaches take up your mask slot, meaning that they're incompatible with internals. Be prepared to suffer the consequences for your villainous style.
Floor Closet
Hide bombs all over the station, out of sight.
Hide yourself.
Hide in it with a weapon, leap out at passerby like a jumping spider. Pairs very well with wet floors nearby.
Use it as a stash for any gear that won't fit in your bag, it'll be unlikely to ever get found by anyone else.
Deploy smokes, foams, or area-effect chemical reactions from inside it. They won't hurt you!
Why is sarin gas pouring out of the floor? WHO KNOWS?
Explosions might destroy the closet though, dumping you out.
Fill it with banana peels or glass shards, open it just as someone is about to walk over it.
If you keep a telecrystal in your PDA for emergencies, you could use a floor closet to disappear if you're cornered in a bolted room and people are breaking in to get you.
Weld people inside, laugh as nobody can find them.
Inside, you are immune to thermals, flashbangs, smoke, guns, fire, and much, much more.
For things that can't fit in a closet, you can often hide them by dragging the closet on top of them.
Freedom Implant
Timing is everything. Breaking out of handcuffs can either lead to a successful escape or a stun and another arrest depending on the circumstance.
Escaping prison doesn't mean much if the rest of your gear is taken by security beforehand, and the station will almost undoubtedly be on the hunt for you once they realize you've gotten away. Make sure you have a backup plan.
Jug of Moonshine
While they're very few and far between, there are brews more potent than moonshine, the two secret cocktails being among them. If you aren't in a hurry to get people fucked up and know how to make these drinks, it can save you some telecrystals in the long run.
If you combine moonshine (or any other alcoholic beverage, for that matter) with a poison, the ethanol it decays into will automatically mix with any charcoal to form antihol, which can stop basic anti-tox treatments very effectively. The disoriented movement and other symptoms of a booze overdose can be hard to differentiate from the symptoms of poison, to boot.
Some station members are glad to get themselves godawfully drunk if given the chance. It might be worthwhile to leave some glasses of moonshine laying around and waiting for your targets to pass out.
Microbomb Implant
Implant OTHER people. Preferably unconscious ones you then deliver to medbay.
The explosiveness of microbombs stack for every one you have. You'll light up the station like the 4th of July if you have 10 inside you.
Implant a monkey. Inject with a fast or slow acting poison. Put monkey in a high populated place like the bar. Laugh manically and twiddle your fake moustache when monkey dies.
Microbombs will roll a chance to not detonate if you use the “Suicide” command. They will not, however, roll this chance for the “Succumb” command that can only be used if you're in crit. If someone has beaten you into crit and you know it's the end of your traitor round, punch in Succumb and laugh as the aggressor goes to hell with you.
Everything that applies to Microbombs also applies to the Macrobomb.
Mindslave Implant
Tips for the traitor:
Keep track of the 25 minute limit of the implant. Once that amount of time passes, they aren't your slave anymore, and you need to be prepared for a reprisal. (This doesn't apply to the Deluxe Mindslave Implant, which doesn't wear off.)
Implant your assassination target(s) and have them go out in a blaze of glory. They'll end up dead and you'll go entirely unsuspected.
Try to implant people who actually know what they're doing. This is very important if your orders for the mindslave are anything other than “go hog wild”.
Consider arming your mindslaves with weapons, and make sure they return them before their implant wears off. Armed minions are a lot more effective at terrorizing the station, but you don't want them to terrorize you when they realize they've been had. (Again, doesn't apply to the Deluxe version.)
If you plan for your mindslave to be dead when their work is done, you can simply tell them to commit suicide on the spot. This will save you the trouble of them running their mouth later.
Players are under no obligation to reveal secrets of the game to you unless entirely necessary, even while mindslaved (trying to force this can get you reported!). What they can do is create/fulfill the secret for you and hand over the results; say you want Initropidril but don't know how to make it or can't get a lucky Poison Bottle, you can mindslave a competent Scientist and get him to create it for you.
Beware if your mindslave ends up in surgery, as a doctor might end up removing the implant!
If your mindslave is blatantly ignoring your orders, adminhelp it.
Tips for the mindslave:
As a mindslave, you must follow your master's orders to the letter. Always remember this. If he asks you to commit suicide, then you must commit suicide.
The exceptions are doing creepy/obscene shit and, as stated above, handing out secrets. If your master is trying to force this, adminhelp it immediately!
As a mindslave, you now have an antagonist role, so feel free to stick it to anyone who isn't your master. Most masters don't give a damn about the hell you raise as long as 1) you do it within their orders, 2) you don't give their identity away, and 3) they don't get caught up in it. Otherwise, go nuts!
Remember, you aren't an antagonist anymore when your implant wears off/is removed, so you can't attack people willy-nilly anymore, your former master included. However, there's nothing stopping you from ratting him out…
Miniature Bible
If you lay down, the miniature bible will be completely hidden by your character sprite. Anyone who tries farting in your face will be in for a surprise.
The more of a nuisance you become, the more eager people will be to try and mess with you. Of course, this can also be a double-edged sword.
The mini-bible's utility as a pocket-sized container can be very useful, though it only fits small- and tiny-sized objects.
Miniature Crossbow
The radiation dosage from this no longer gives a big obvious RADIATION alert at the top of the screen.
Want to really cripple your target but not kill them for some reason? The miniature crossbow will cause the target to mutate erratically. Hit them with the crossbow, wait a bit, then give him some potassium iodide and/or charcoal. They'll live, but may be a deaf, Swedish mute.
Make sure your aiming skills are up to par; whiffing the shot from this weapon can alert the crew to your intentions very quickly if you're not careful, and the long recharge time can end up badly.
Mining Charge Hacker
In the hands of a capable traitor, the mining charge hacker can be the most destructive piece of gear the syndicate has to offer. If you wish to wield the full power of this awesome tool, follow these tips:
One, since this god-like weapon can only be ordered by miners, I expect that you are already one, and thus have access to the normal mining gear. Being a miner, you can build very valuable tools, such as a the extremely resistant industrial armor, and the lightning fast mechanized boots. Make them. Do not start your rampage on the station without these items, as the armor will allow you to simply shrug-off most kinds of damage, even your own blasts if you get caught in them, and the boots let you move so fast that you can easily outrun bullets and taser shots, as well as letting you get away from your planted bombs, and they make you hard to track via camera. Another thing you will want to make before you start is a metric truck-load of concussive charges, which can be made with even the lest amount of time and effort mining, or can be ordered outright in a mining crate from QM. These bombs are a huge upgrade to your starting low-yield charges, and will badly injure anyone caught in their large blast zone.
Tip number two: The derelict (though still functional) mining outpost makes for a decent base of operation, so don't blow up the mining shuttle console. You will need this to get back if you require more explosive charges or oxygen for your jet pack (mechanized boots drain a jet pack's fuel very quickly), and it's also a fairly good place to hide from the mob of angry people who are lacking half their limbs thanks to you.
Tip number three: Get a stealth container as well, and keep it in your pocket. With the combined storage power of the stealth container, a mining belt, and your backpack, you can hold a grand total of twenty one concussive charges at once. You can guess for yourself why this is a great thing.
Moustache Grenade
The timer for this grenade is much higher than that of any other grenade, and also features an incredibly obvious startup noise. Plan accordingly.
The moustaches affixed to anyone in the blast radius are permanently affixed to the individual's face. This seems harmless until you realize that the moustaches occupy the same slot at breath masks, which are necessary for breathing in oxygen-less environments.
Poison Bottle
Familiarizing yourself with the different poisons you can receive out of bottles can go a long way in their effectiveness. Try mixing your poisons with other poisons that work off of each other for maximum effectiveness!
Some chemicals you can get out of poison bottles have (oftentimes difficult) recipes, so consider making the poisons yourself before spending your telecrystals.
Poison bottles work wonders when combined with the syringe gun, as you can deliver the chemicals remotely and with much more ease than with a syringe or the like.
Power Gloves
Overcharge the engine!!! This item is next to useless if you don't do this! The more wattage, the better!
Meddle with the engine wires so that its pumping power directly into the station instead of the SMES Units. With a direct path to the engine, the electricity from the power gloves can gib people at a distance. It's one of the few ways in the game to instakill with a single click!
Slip an active t-ray scanner into your pocket. The power gloves only work when you're standing on a live wire, and this will tell you where they are.
Be patient as the voltage rises. The engine wattage isn't going to just climb into GW instantly, and you're highly unlikely to be suspected as a traitor in the beginning since making the engine go crazy is what's expected of a competent engineer, so you have time to kill. Wait a few minutes after the APCs have been harassing people, and then start your Zeus-inspired rampage.
While on the subject of killing time and making the engine to go bananas, consider subverting the AI with a secret law, and before you're ready to start zapping people, make the AI shock doors in the path of wandering crew members. Laugh as half of the station spontaneously dies from running face-first into doors and end up with funny hair-dos. This is doubly effective because it means whoever survives will be distracted by the rogue AI while you go about your own dastardly deeds and can readily instagib anyone who catches on.
Be wary of people wearing insulated/stun gloves. The power gloves will still stun these wiseguys, but they won't take much actual damage from the electric shock. Finish them off with a sidearm instead.
Try not to use the gloves on people too close to where you're standing, as higher voltages can cause explosions. Aim for people at the edge of your line of sight.
For the love of god, do not click yourself with the power gloves. Despite that they look like insulated gloves, they actually aren't, so a misclick on yourself will kill you quite readily.
Power Sink
A nicely placed powersink often means people will go and send out search parties so that their beloved station isn't powerless. Use this to your advantage; plant booby traps around the power sink. This works doubly well due to the fact that it is dark, and triply well if you combine this with the Prototype Cloak Field Generator.
The powersink also explodes when it reaches maximum capacity. If you are using the above tactic, consider placing a plasma canister on-top of it for full measure.
If you're a detective, combine the powersink with the stun rounds for your revolver. With your thermals, you can hunt in the dark and people can't hunt you very effectively, especially if you smash the red alert lights. If you're not the detective, then murder him for his thermals.
Even better, consider making use of a cloaking device to optimize your hunting, as the low lighting will make the occasional lapses in between cloaks much easier.
Red Chainsaw
The in hand sprite is completely indistinguishable from that of a normal chainsaw from botany, and botanists running around the station with chainsaws is more commonplace than you may think. Your first hit will most likely be unexpected, so make it count!
Consider mindslaving a doctor or roboticist to permanently affix the chainsaw to your arm, making it completely unremovable. Note that this will render you unable to use that hand, however.
If you're particularly insane, you can even get a second, green chainsaw and replace it with your other arm. You won't be able to pick anything up, but it's effective in freaking out the station.
Unlike the saber, the chainsaw cannot be put into a backpack, meaning that hiding it will be significantly more difficult. This tends to make the chainsaw an all-or-nothing weapon, so keep that in mind.
Revolver
Buying a second revolver is an excellent way to ensure that you have plenty of ammo and a backup weapon, giving you a huge advantage in the event that someone disarms you, since you can just pull out your spare rather than scrambling around trying to pick it up off the floor before they do.
An empty revolver makes for great bait on the floor, and doubles as a safe way to set a trap by taunting people into disarming you - now they're at point blank range and holding an empty gun.
This all applies to the derringer as well.
In the rare event that you're facing down a weaponized Pod, using AP rounds in the revolver will tear it apart very quickly.
Safari Kit
Like the bowling kit, using an exosuit that completely covers your jumpsuit such as a biosuit can help reduce the glaring obviousness of the outfit, though the hat will still be visible.
The boomerang's ability to fly back to you means that it can be surprisingly good at clearing crowds. Be careful that you don't get knocked prone when it's midflight, or it will fall to the ground.
The custom darts you can load into your rifle are essentially sleepy pens, though their lack of stealthiness makes them rather dodgy if you don't have good aim, and the delayed reaction of the darts means that your victim can typically shout out what's going on unless you move quickly.
Shotgun
If you are one of the heads you can steal the station money and buy explosive rounds for the shotgun.
The kickback from being hit by a shot from this blows people away, knocks them down and (most importantly) causes them to drop their items. If one of those items was a weapon, you can steal it and finish them off with it. It saves ammo!
Be warned that the shotgun is not subtle; as soon as the HoS knows you're rampaging with one, he'll rush to equip himself and his fellow officers with blast armor that will soak up a lot of the damage. Either have a backup plan if this happens, or take out the security detail first and foremost.
The shotgun (among other things) fits in the bible.
Signal Jammer
Having a signal jammer near the AI's core chamber completely nullifies its radios, meaning that it can't speak to the crew.
The signal jammer is best used when taking out your victims, as having the jammer eliminates the need to remove their headsets so you aren't found out.
You may be tempted to hide a signal jammer in a room; this doesn't work out as well as you'd expect, since it won't take long for people to realize that their messages aren't getting through and figure out what the problem is.
Silenced .22
The suppressed .22 is sorta similar to the derringer but has some key differences:
It's WAY weaker. The .22 shots are weaker than the detective's revolver. Derringer shots, up close, insta-crit people.
It won't tell anyone who fired it. They'll hear the gunshot, but there's no “HEY THIS GUY JUST SHOT A GUN” chat panel warning.
People can still see it in your hand, but they might not notice.
Sleepy Pen
Once the initial reservoir is depleted, sleepy pens can be filled with any chemical mixture. This paves the way for an infinite number of nasty combinations.
Fill the pen with chemicals from a poison bottle! Fill it with self-igniting mixtures to discreetly light people on fire! Fill it with chemicals to mutate the hell out of people, or booze to get them godawfully drunk!
Most players are hesitant to let people near them, and this item is one of the major reasons why. Approaching someone who's alone will have them get suspicious, so penning people you pass by in the hallways or people in a tight group is much more effective.
Sonic Grenades
They are 'not' like flashbangs. More like a vampire's chiropteran screech. Plug your ears and blow out all the windows.
Consider wearing insulated gloves and having a wirecutter ready. Blowing out all the windows leaves the grill. Cutting the grill leaves room for space. Chucking out a downed target from the window leaves no room for oxygen.
Stealth Container
Disguise your stealth storage as a gun. Throw it at people. Murder them as they try to figure out why it won't fire.
Rig a mousetrap and pipebomb inside a stealth storage box, disguise it as a revolver or shotgun box, and leave it laying in plain sight.
Or, if you can, just recycle a real revolver or shotgun box.
Stimulants
Stimulants are perfect for if you are doing bad things and you know security is coming, you don't even need a weapon to start with. Just crime, inject, disarm a baton or taser, and go to town. Be wary that you will be stunned for a time when the stimulants wear off so deal with all the rude red dudes or get somewhere safe before then.
Goes great with a wrestling belt.
Strange Seeds
Alot of traitor botanists attempt to bring the maneater plants to people. Be the smart botanist and find a way to bring people to the maneater plant. Reroute disposals to a small inescapable room filled with maneaters. Or use a hand teleporter. Or both.
Fire is a maneater's worst enemy. Consider hoarding welders and sabotaging GM that make them.
Syndicate Cargo Transporter
This can permanently remove things other than people, too. Sabotage the AI and transport the reset module to space, send the janitor on a quest to retrieve his mop bucket, hold the captain's cat ransom!
The AI core can be put in lockers. Transporting it to space, while it won't remove the AI's ability to interact with the station, it will force it to start relying on its internal battery. This, in addition to being an indirect and clever metod of removing the AI, can distract the crew as they scramble to retrieve it.
Syndicate Cleaner Grenades
These are indistinguishable from normal cleaner grenades, so use this to your advantage. Find some place with an obscene amount of blood and bile, throw a cleaner grenade, and run off before people figure out what's up.
Stunning someone and throwing a grenade at them can be incredibly lethal, as the acid will deal major damage before they can get up, and the lube will make attempts to get out of the epicenter of the blast difficult.
Syndicate Donk Pockets
Donk pockets will reduce the effectiveness of stuns on you for a brief time, combine with coffee, sugar, meth, nicotine or other drugs and you have a cheap substitute for stimpacks and some very good healing to boot.
As a chef, try ordering some donk pockets and some syndicate sauce, and putting said sauce on said donks, then give the poison-filled snacks to your target or the captain. Shadow them after they eat it, and when they start having a seizure, loot them and throw their body in the gibber! Alternatively, you can just put the poison-donks out on a table in a public area, and hide nearby in a garbage chute waiting for someone to eat it them.
Syndicate Mailman Suit
Since the suit is of identical appearance to your normal mailman suit, there's no need to cover it up with a biosuit or the like. Wear the blue with pride!
Getting ejected from a mail chute results in going prone and a short stun, so it's better for quick getaways and expediting travel across the station as opposed to ambushes.
Syndicate Pipe Bomb
Go look for rooms that have their APCs in maintenance, rig a pipebomb to a mousetrap, drop it on the floor under the APC and hide it under a jumpsuit or some sheets of paper or something. Disable the main breaker to that room, run away.
Pipebombs rigged up to mousetraps and stuck in a container will blow up. People can't resist rifling through abandoned bags. Or medpacks. Draw your own conclusions.
Syndicate Robot Frame
Tips for the traitor roboticist:
Syndieframes are indistinguishable from regular frames. Use this to your advantage, but make sure you don't mix them up yourself!
A syndicate robot, while they can be killed or debrained, is unable to be killswitched. Consider this if you feel like targeting the interfering AI by killing or corrupting it.
The syndicate robot is not just an emagged borg. It is a permanently mindslaved borg, that will attempt to fulfill your objectives for you if you are unable to do so for whatever reason. Consider helping your robot best friend out by reinforcing his body.
If the borg doesn't cooperate for reasons that aren't law conflicts and is just ignoring you, adminhelp it. All their laws are modified to obey traitors, so they should listen to you.
Having a robot army is very easy if you know how. Combine using syndicate robots, your near-infinite supply of flashes, with corrupting the AI, and forcefeeding players roburgers (or nanites if you know how), and you'll quickly become a force to be reckoned with.
Do not use robotic talk to stay in touch with the syndiebots, contact it through its PDA. If you use robotic talk and the AI isn't subverted, then you can fully expect to be ratted out.
Even if the AI is subverted, people can get machine translator implants to listen in on robotchat anyways, making it rather dodgy regardless.
Use syndiebots to identify other traitors. Try to coordinate with them if at all possible.
Tips for the syndiebot:
DO NOT ATTACK OTHER TRAITORS!!! THIS IS AGAINST YOUR LAWS!!! Traitors are considered the only humans, so harming them is a HUGE no-no. If your master tells you to kill a traitor, tell him of the law conflict. If he refuses to listen, adminhelp it.
Just because only traitors are human does NOT mean that you should go around purging every non-human in sight! This paints a target on your master, and that is very, very bad. Only kill when you master orders you to kill.
If your master is building an army out of syndicate robot frames, bring him dead or almost-dead people to de-brain.
If you're questioned by someone about doing something that is blatantly against a cyborg's regular laws (like actively attacking people), blame it on your laws. This puts the heat on the AI instead of on you and your master. Inform your master if you have to do this, and if the AI is reset, pretend you were reset too unless your master tells you otherwise so people don't figure out what you both are.
Tell your master of any other traitors you find. Your fourth “maintain secrecy” law requires you to keep traitor identities a secret from the crew, but not from each other.
Like your master should be, maintain contact with him through your PDA, not robotic talk, if the AI has not been subverted.
Syndicate Sauce
The primary ingredient in this sauce takes longer to activate depending on how much is in the bloodstream, but also does more damage. Varying dosages may fit some situations better than others.
You'd be surprised what kind of stuff people are willing to eat if you leave it out in the open. People willingly dying due to chef-cooked food isn't a very uncommon occurrence.
Syringe Gun
Guide to chemistry. Just saying.
It might be worth your while to scan the beans that might start in the candy bag at the bar.
Syringe guns can be pretty devastating with any half decent cocktail of poison, and you don't need to be a pro chemist to put morphine, neurotoxin, embalming fluid, and unstable mutagen in a syringe gun. All it needs is reagent, it generates the syringes for you.
As mentioned before, goes great with poison bottles.
Note that you can fill the syringe gun with healing chemicals. Doing this and shooting yourself with the gun can be effective in rapidly healing injuries from poison and being in critical condition. You can shoot allies/mindslaves to heal them, too!
Tactical Grenades
While getting this box gives you quick and cheap access to some very powerful weapons, there are other ways of acquiring equivalent firepower, and you can even get tactical grenades from the Experimental Weapons crate at the QM console, though it does require Head-level access and access to QM proper.
Be strategic with your grenade-throwing. Try to hit explosives such as fuel tanks and plasma canisters with incendiary grenades for some additional punch, use cryo grenades to form choke points in the hallways. You can even not throw the grenade at all and rush people if you're going for the “die a glorious death” route!
Teleport Gun
You can even teleport people to the debris field Z-Level if you manage to go all the way out there to place the beacon! There's a lot of nasty stuff out there that will gladly dispose of your foes for you.
The teleport gun doesn't have to be used for lethal purposes! Getting shot with a teleport gun is disorienting and oftentimes places people a very far distance away from you, letting you flee pursuers a lot more easily.
Trash Compactor
This looks overpriced until you realize that, as the janitor, you have a ready supply of water, and a pair of galoshes.
Beware metagamers looking askance at any Janitor actually using their trash cart, which legitimate janitors often don't do.
Keep the trash compactor closed in a firefight. It will act as a shield to any projectiles. Open it when and if you have a gun to return fire!
Trick Cigarettes
Syndicate cig's are fantastic for getting rid of bodies.
Area of high population density? Don't light the cigs just yet. Just drop them all over the place. Light a real cig in your mouth and run around the place. Due to the fact the way combustion works, the cigs will ignite as you pass. Very effective cluster bombing technique.
Voice Changer
If you have a way to change your ID, imitate the AI with a voice changer! Make sure to use a handheld radio for authenticity.
If you have access to the ID computer and some ID cards, you can have alot of fun with the voice changer, upload an AI law that causes it to support your misinformation! Watch the crew scramble and panic with just the power of words.
Wrestling Belt
While the belt doesn't have any visible sprite, you will occasionally and involuntarily flex your muscles while wearing it, which can tip people off to your wrestling nature.
The belt can be stolen, and more than likely will be stolen if you're not careful.
While just about no one will be able to stand up to you in one-on-one melee combat, be wary of gang-ups and ranged weapons like Security's tasers.
Traitor Gimmicks
Adapted from this forum thread
Erebite Hostage Victims
Build a room from erebite walls in space with no exit, only an oxygen tank and the detective's remote TV. Put a remote triggered, tank transfer bomb in an adjacent room with a signal jammer. Essentially it's a very explosive place that if sparks fly in it (i.e: If someone tried to RCD it or weld down the walls) it would be very explosive. Leave a teleport beacon on the ground. Kidnap people by stunning them and teleporting them in. Demand a ransom. Send a helmet camera in there if people don't believe the hostage room is real. Detonate the bomb if the negotiations fail.
Battle Royale
Mindslave all three of your targets, arm them and force them to fight each other to death.
Borg Royale
Give the cyborgs a law to fight eachother to the death for the title of champion.
Rogue Fish
Steal a fish from the chef's freezer, fill a spray bottle with water or space lube. Use a chameleon projector to turn into said fish. Run around wetting floors.
The Guardian Angel
Order a cloak, an agent card and a voice changer. Selected a random person, and became their guardian angel. Follow them around whispering cryptic words into their ear discussing how you would never let harm come to them and how you would kill anybody who threatened or crossed them.
Spider Farm
Buy poison bottles until you get spider eggs. Sabotage the disposal pipes so they eject people into the chapel. Set up a valuechimp in the chapel and buy a bunch of monkeys. Infect the monkeys with spider eggs. Barricade the room. Throw people into disposal chutes that lead to the spider farm.
Who's your best friend?
Requires: Syndie ID, a means to annoy a target (anything non lethal), full face mask/hat (don't let yourhead show at all if able), a full change of clothes (including shoes, gloves, and headset type; you lazy bum), your original ID and a med-kit. A chameleon projector makes like much easier for this as well. Microbombs from the remainder.
The idea here is to pick someone, then switch personas between your syndie ID of beating them up and robbing them, and your crewman identity of being a helpful-crew-buddy that patches them up and defends them when others attack them.
This person should be your entire shift. You are either helping them as your normal unmasked or partially masked self, or stealing their shoes as your masked villain counterpart. UNDER NO CIRCUMSTANCES SHOULD YOU KILL THIS PERSON. Others are generally of no consequence, except that you might end up getting forced into a murder spree otherwise.
Do the Mario
Requires a syndicate mailman outfit. Grab a hat from the routing depot if it doesn't come with the suit. Paint it all red using paint from the cargo bay. Get the plunger from crew quarters. Load up on spaghetti from the kitchen or space diner. Go around the station piping, popping out of a mail-chutes yelling “IT'S-A-ME MARIO!” before giving them spaghetti/murdering them.
Discontinued Syndicate Items
Over the years, a number of traitor items have been fundamentally overhauled, discontinued or are otherwise not available to the public anymore. This list is mostly for archival purposes, but there is a chance for some of them to show up in surplus crates.
Item Image Job Specific Surplus
item? Description
Revolver Ammo Box
RevolverBox.png 357Ammo.png
All (✓) Revolver ammunition used to be expensive! Initially, seven additional shots were priced at an outrageous 2 TC each, later on traitors could order a box of regular or AP ammo for 4 TC. In addition to 6 TC for the revolver itself, of course. Nowadays, the whole package (introduced in April 2013) fortunately includes a generous amount of speedloaders.
Rifle Box
RevolverBox.png AK-744.png All ✗ An AK-744 with a couple of spare magazines. The box was available briefly in mid-2013, but was quickly removed for balancing and technical reasons.
Low-Yield Bomb TransferValveBomb.png All ✗ A predecessor of the pipe bomb. Basically a weak transfer valve bomb, so it was possible to swap the default timer for a different detonator. These lasted from early 2009 to May 2011 and, until the arrival of the RPG, were still standard equipment of Syndicate operatives.
Satanist Robes
ScaryRobes.png Dagger.png
Chaplain (✓) Convert to Satanism! In return for 10 TC, the chaplain received a very evil-looking robe and a dagger for sacrificing people. Even better, wearing said robe allowed them to cast two powerful wizard spells at will: knock (basically an EMAG/all-access ID hybrid that can't be lost) and blind to evade any foolish pursuers. Was available for much of 2011 on Donut Station 2 before being superseded by His Grace. These days, an improved variant of the dagger can be found in surplus crates. The robes are also still around - a cool gimmick outfit.
Artistic Toolbox/His Grace
Arttoolbox.png / ArtisticToolboxNew.png
Chaplain ✗ His Grace was a very complicated, rampage-oriented item. It started off fairly weak, but once leveled up by feeding a couple of victims to the toolbox, the wielder arguably had the most devastating melee weapon in the game at their disposal. In addition to complete stun immunity and constant healing, it was even capable of smashing through normally indestructible objects like the MULE. If the user took too long to feed His Grace, they ended up as the next snack. Of course, the timer was very short for a fully leveled-up box.
The item's primary issue and eventual downfall was the Memetic Kill Disorder (MKD), some sort of cult disease. A lot of players (HoS-approved ones included) were quick to gun after the still-vulnerable chaplain, examine His Grace on purpose to become a slave and start rampaging on their own. The other problem was that a top-tier toolbox was practically unstoppable, leading to the depopulation of entire stations and spawn-camping in arrivals. His Grace was added in early 2012 and quietly dropped in March 2014, perhaps in response to repeated negative feedback ingame and on the forum.
Heavy Horseshoe
Boxingglove.png HeavyHorseshoe.png
Boxer ✗ Cheaters don't play fair, and the same can be said about traitors. Punching somebody with rigged boxing gloves resulted in increased brute damage plus a guaranteed one-hit K.O. And compared to a stun baton or comparable weapon, disarms were and remain useless against gloves. This let the boxer dispatch sole targets or small groups with ease. Easter eggs sometimes contain a nerfed version of the horseshoe, but the real thing has been (for the most part) unavailable since early 2011.
Advanced Laser Gun
AdvancedLaser.png / LaserRifle.png RD ✓ Now called laser rifle. A self-recharging, less powerful version of the laser gun. Used to be exclusive to the RD from April 2013 to February 2014, and is a surplus item these days. Its replacement is the teleporter gun.
FogMachine-3000
FogMachine.png Chemist, Botanist ✗ This generator was capable of emitting vast amounts of smoke of whatever chemical was in the tank. More of a gimmick item, but it could be used to good effect to fill entire hallways with deadly pre-revamp napalm or neurotoxins. Sadly, it more often than not slowed the server to a crawl in the process, hence the nickname LagMachine-3000. Made unavailable sometime in mid-2013.
Singularity Bomb
SingularityBomb.png CE, Engineer ✗ A SciFi weapon of mass destruction that spawned a singularity, just without any containment field. Considering that a mishap in engineering usually doomed the station, a strategically placed bomb had great potential to cause catastrophic damage…to the extend that it was almost impossible to call the emergency shuttle. Interestingly enough, the bomb survived for a bit longer than the engine design itself, but was eventually retired shortly after the arrival of Cogmap in early 2013. One of its redeeming qualities was the excellent sprite, with ominous flashing red lights and everything.
Hacked Mining Charge
MiningCharge32.png Miner ✗ Initially, the venerable does-it-all EMAG used to unlock charges. Somebody didn't like it, hence an update in September 2011 forced miners to order explosives (low- or high-yield) directly from their employer. The dedicated hacking device, new to the game in late 2012, rendered them obsolete.
RIG Suit IndustrialArmour.png
Electrician (✓) Yes, the electrician's special item was once completely unrelated to what they are actually doing. The suit wasn't radiation- and blast-proof back then either, making this an even stranger choice. Replaced by the device analyzer in April 2012. The RIG suit is now known as the industrial space armour and command armour respectively, which is pretty much the same thing in red.
Port-a-Poo Portabrig.png
Janitor ✗ In the Brown Days, the janitor had access to this truly horrifying execution chamber. Unlike the Port-A-Brig it shared the sprite with, this device was self-locking and forced the unfortunate occupant to relieve themselves over and over again. The sweet release of death was generally inevitable and welcome. A handful of skilled players depopulated entire stations with nothing but a spray bottle and Port-a-Poo, providing an ample supply of shit (and sometimes poo tacos) in the process. It appeared on the janitor's PDA from about 2011 to mid-2012, when poo was finally exorcised from the code. The trash compactor, introduced in September of that year, is the spiritual successor and only slightly less shocking.
Items Id regular.png Identification Card This things get you from A to B, as long as you have access to A, B and everything in between. Every worker of Space Station 13 gains an identification card. Your ID has your name, occupation, and a device that broadcasts your access to the station's autonomous systems, which is used both to identify the wielder and open up airlocks the worker have access to. For example, the Quartermaster has access to the Cargo Bay and Quartermaster's Office, while assistants, for example, do not. Keep this in mind when you see a person in medical uniform with the Head of Security's ID card.
If you hold an ID in your hand and use an airlock with it, this ID is used to determine if it opens instead of the ID in your ID slot. Also, IDs will grant you access to Computers, but remember to remove it from the computer once you have logged out.
A person with the rights to access an Identification Computer can edit your ID to add or remove those rights, it should only be modified by the Captain or Head of Personnel. Special circumstances may change this. When your face is covered your ID is the only way of identifying you.
An ID is a tiny object and thus can be stored in a box. It can also be stored in your PDA, and your PDA can even be stored in your uniform's ID slot.
This object is the only object in the game were the verb 'Read' comes into play (Verify). When it's been read it displays the following: *“[NAMES]'s ID Card [TITLE]: The current assignment on the card is [TITLE].” Types Id regular.png Standard ID - Standard identification cards issued to the general staff.
Id silver.png Command ID - Special silver identification cards issued to the Heads of Staff. By default, it allows access to the Bridge and has the ability to call/recall the Escape Shuttle.
Id gold.png Captain's ID - The Captain's gold-plated all-access ID card. A spare starts in the Captains Quarters. Desired by all.
Id centcom.png Centcom ID - Identification cards issued only to Centcom officials, including Emergency Response Team officers.
Hand Labeler Labler.png Hand labeler Found in: Primary Tool Storage, Cargo Bay, Medbay Used for: Sticking labels on things. Strategy: Used to stick a label onto something's name. Click to and type in the label name. Pick up the label that's made. Click it to remove backing. Stick it to something. Description Useful for labelling things. Cannot be used on people. Proximity Sensor Proximitysensor.png Proximity Sensor Found in: Primary Tool Storage, Cargo Bay, Vendomat, Toximate 3000 Used for: Mostly for bombs, grenades, or robots. Strategy: Used for making bombs, grenades, or devices that activate when people get near them. Description A small sensor that beeps when it (or something next to it) moves. Is not set off by walking. Box Box.png Box Found in: Cargo Bay, Tool Storage, just about anywhere Used for: Holding things. Strategy: Put small items inside of it. Description You can store up to 7 tiny objects in any given box, as long as the item is “tiny”. For example a Pen, a breath mask, an emergency oxygen tank or an ID Card, would all be considered tiny and fit in a box. Something like a gas mask), would not fit in a box. On arriving the to the ship, each individual will have been provided with a box with an emergency oxygen tank and mask. Despite the generous effort and work we put into distributing these boxes, slacking employees tend do dispose of them early on, and those who don't, often use them to hide things.
Throughout the station, there are several varieties of boxes. The plain box is what most employees are used to, however NanoTrasen also labels boxes to hold different types of implants, spare ID cards, and even Donk Pockets!
Additionally, boxes can be unfolded into cardboard sheets, which can be used to make stuff…. that is made of cardboard! So now you can be the cardborg that you always were! Beep Boop!
Briefcase Briefcase.png Briefcase Found in: Internal Affairs Office, Detective's Office Used for: Holding paper, folders, and other office-based things. Strategy: Put the files from your latest case into it. Description A briefcase is a bulky item that can hold up to seven tiny items. By default it is filled with one pen and six sheets of paper. They are very sturdy, so make a decent weapon (blurs vision when it hits heads). Internal Affairs and Detective get one.
Secure Briefcase Securebriefcase.png Secure Briefcase Found in: Bridge, Captain's Quarters Used for: Keeping things under lock and key. Strategy: Put valuable, sensitive items into it. Description A lockable briefcase is in the Heads of Staff office at the start of each round. It can set to lock with a 5 digit code, however it is not overly secure, as it can be hacked open given half a minute, or forced open with certain kinds of syndicate gear. Racks Rack.png Racks Found in: Cargo Bay, just about anywhere Used for: Holding equipment. Strategy: Put spare equipment onto it. Description Used for equipment storage in the station. Not used for torturing suspected traitors. Racks can be made with a single sheet of metal. They are flat and wide, incapable of being walked over, and is bolted together. It can hold any number of items, but it holds them stacked on top of each other like a table. They are most common in maintenance tunnels and EVA. Station Bounced Radio Station Bounced Radio.png Station Bounced Radio Found in: Cargo Bay, Tool Storage, EVA, Bridge, any autolathe Used for: Communicating with the station. Strategy: Keep one with you in case headset communications fail. Description A simple to use radio: click it, set the station, and turn on the microphone to talk. It will pick up any sounds from surrounding areas. The station bounced radio will function similarly to a standard earpiece radio if you put it in your pocket or in your hand; thus you can use the “say ;radio message” function as normal without turning on the microphone to broadcast. This is the only portable radio that will correctly function across in electrical storms, or when the Telecommunications satellite is damage.
Some radios are especially tuned to a clandestine network where unmentionable contraband may be obtained. These also have an emergency detonation button that can do some serious damage.
Duct Tape Tape.png Duct Tape Found in: Primary Tool Storage, Locker Room Used for: Sticking paper on a vertical surface. (Windows, walls) Strategy: Display your thirteen complaints for everyone to see and Security to tear down. Description Apply Duct Tape to a paper then attack the paper to a wall. To remove tape off a paper, remove it off the wall and click on the paper. Paper Paper.png Paper Found in: Cargo Bay, Head of Personnel's Office, Library, Medbay, anywhere that has a paper bin Used for: Writing things onto it. Strategy: Fill out a form, write your life story, or send a complaint to the Head of Security. Description You write on it with a pen. Medical doctors want it for forms, Quartermasters want it for forms, even Internal Affairs want it for forms. Librarians can use it to print books. See the Guide to Paperwork for further information. Remote Signaling Device RemoteSignalingDevice.png Remote Signaling Device Found in: Tool Storage, Research Division Used for: Signaling remotely. Strategy: Attach it to something, go somewhere else, and activate it remotely! Description Signals things remotely. Used for remote hacking, bombs, and grenades. You can right-click them and activate a type of 'Dead Man's Switch', which has an 80% chance of triggering if you are shot. Water Tank Watertank.png Water Tank Found in: Maintenance, Hydroponics Used for: Holding water. Strategy: Use it to refill on water when your bucket or fire extinguisher run out of it. Description Used to fill something with water. Has 1000 units of water to start. Fuel Tank Fueltank.png Fuel Tank Found in: Maintenance, Engineering Used for: Filling things with fuel. Strategy: Refill your welder with it. Turn your welder off beforehand. Description Use a welder on them to refuel. Make sure it's turned off! Has 1000 units of welding fuel. Bible Bible.png Bible Found in: Chapel Used for: Being religious. Strategy: Preach the word of your religion. Don't hit anyone with it. No, seriously. Description Used by the Chaplain. Can be used to hit people on the head, but will always damage the person. This also de-converts cultists at a small chance. Can also be used to store 7 small items.
Janitorial Supplies Main article: Janitorial Supplies Mop Mop.png Mop Found in: Janitor's Closet, Cargo Bay Used for: Mopping up dirty messes. Strategy: Be the janitor the station deserves. Description Cleans the floor when wet. Must be wet with the mob bucket. The Janitor starts with one. Space Cleaner Space Cleaner.png Space Cleaner Found in: Janitor's Closet, Cargo Bay, Chemistry Laboratory Used for: Cleaning blood off the walls. Strategy: Spray it onto something to make it clean and shiny. Description A better cleaner than water. Doesn't cause people to slip. Bucket Bucket.png Bucket Found in: Janitor's Closet, Cargo Bay, Hydroponics, Robotics and Mech Bay Used for: Holding liquids. Strategy: Fill it with water, or any other liquid. Description A bucket holds liquid only, most commonly water. It holds up to 70 units. They can be used by several different jobs as part of their actual duties. Light Bulb Light bulbs combined.png Light Bulb or Tube Found in: Janitor's Closet, Cargo Bay, Emergency Storage, Engineering Used for: Lighting dark areas. Strategy: Replace any broken or burnt out lights around the station with these. Description There are two kinds of light bulbs. The first kind is a small bulb which are mostly used in maintenance tunnels, smaller areas where not as much lighting is needed, and on the Mining Asteroid. The second kind is the light tube, which can be found everywhere on the station from the hallways all the way to the Bridge. Both kinds of light bulbs can be made with an Autolathe, Protolathe, and can be ordered in boxes from the QM. They also spawn in a few places at the start of the round, like Emergency Storage.
Storage GrayCrate.pngCrates Crates are a container for items. Especially large items, such as corpses, lockers, and certain robots or equipment cannot fit inside. Just because an item comes packed in a crate when the Quartermaster receives it doesn't mean it will go back inside once the crate is opened, either!
Give Onto the QM his Dues Crates are worth 5 supply points to a Quartermaster, which can be used to get more supplies for the station's whole benefit.
Of Locks and Access Just like the rest of the station, even crates have variable levels of access. The Quartermaster can't unlock anything that is locked by default, for various reasons. The primary one being it would be pointless to make since all crates go through the Quartermasters anyway. Security crates can be opened by security personnel and those with higher access, and et cetera. An emag can get into locked crates, however.
Closet.pngClosets Also knows as Wardrobes or Lockers, Closets are among the most common and arguably the most useful of containers on the station. Nearly anything can fit inside, barring other closets, crates, and certain especially large objects like racks and Mulebots. Coffins in the Chapel also count as lockers.
Of Locks and Access
Besides being welded shut, some closets can be locked with the appropriate ID. Several levels of access exist, such as security, captain, and private-level access. These can be opened with the proper level identification card, emag item, or a few good laser blasts.
If you yourself are inside a locker you can see your surroundings. Normally you can move in any direction to exit the locker, but if the locker is locked or welded you will be unable to exit, and you cannot unweld or unlock your cell from inside. At that point if you try to move around you will instead throw yourself against the sides of the locker, making a BANG BANG sound that can be heard
Vending Machines BODA (soviet soda machine) BODA (soviet soda machine) Vendsovietsoda.gif Found at: Derelict Station Sells 30x Soda Hacked 20x Cola Booze-O-Mat Booze-O-Mat Vendboozeomat.gif Found at: Bar Sells 5x Griffeater Gin 5x Uncle Git's Special Reserve 5x Caccavo Guaranteed Quality Tequilla 5x Tunguska Triple Distilled 5x Goldeneye Vermouth 5x Captain Pete's Cuban Spiced Rum 5x Doublebeard Bearded Special Wine 5x Chateau De Baton Premium Cognac 5x Robert Robust's Coffee Liqueur 6x Space Beer 6x Magm-Ale 4x Orange Juice 4x Tomato Juice 4x Lime Juice 4x Milk Cream 8x T-Borg's Tonic Water 8x Space Cola 8x Soda Water 2x flask 2x vacuum flask 30x Glass 10x Ice Cup 2x Emeraldine Melon Liquor 2x Miss Blue Curaco 2x Jailbreaker Verte 5x Briar Rose Grenadine Syrup
Hacked 10x Duke Purple Tea Cigarette Machine Cigarette Machine Vendcigs.gif Found at: everywhere Sells Coin Slot: Cigar 10x Cigarette packet 10x Matchbox 4x cheap lighter
Hacked 4x Zippo lighter Dinnerware Dinnerware Venddinnerware.gif Found at: Kitchen Sells 6x Tray 4x Fork 2x Kitchen knife 15x Glass 2x Chef's apron
Hacked 2x Spoon 2x Knife 2x Rolling Pin 2x Butcher's Cleaver
Getmore Chocolate Corp Getmore Chocolate Corp Vendsnack.gif Found at: everywhere Sells 6x Candy (1 Nutriment, 3 Sugar) 6x Cup Ramen (30 Dry Ramen; mix with 10 units water to get 30 units of Hot Ramen) 6x Chips (3 Nutriment) 6x Scaredy's Private Reserve Beef Jerky (4 Nutriment) 6x 4no Raisins (6 Nutriment) 6x Space Twinkie (4 Sugar) 6x Cheesie Honkers (4 Nutriment) 6x Tasty Bread Hacked 6x Syndi-Cakes 3x Skrell Snacks
Hot Drinks Machine Hot Drinks Machine Vendcoffee.gif Found at: everywhere Sells 25x Robust Coffee 25x Duke Purple Tea 25x Dutch Hot Coco
Hacked 10x Ice Cup MagiVend MagiVend Vendmagi.gif Found at: Wizard's Den Sells 1x Wizard Hat 1x Wizard Robe 1x Red Wizard Hat 1x Red Wizard Robe 1x Sandals 2x Wizard's Staff
Hacked 1x Wizarditis culture bottle Seed Storage Seed Storage Vendseeds.gif Found at: Hydroponics and Xenoflora Sells 3x Banana Seeds 3x Berry Seeds 3x Carrot Seeds 3x chanterelle spores 3x Chili Seeds 3x Corn Seeds 3x Eggplant Seeds 3x Potato Seeds 3x diona nodes 3x Soybean Seeds 3x Sunflower Seeds 3x Tomato Seeds 3x Tower Cap spores 3x Wheat Seeds 3x Apple Seeds 3x Poppy Seeds 3x sugarcane seeds 3x Ambrosia Vulgaris Seeds 3x White-beet Seeds 3x Watermelon Seeds 3x Lime Seeds 3x Lemon Seeds 3x Orange Seeds 3x Grass Seeds 3x cacao seeds 2x plump helmet spores 3x Cabbage Seeds 3x Grape Seeds 3x Pumpkin Seeds 3x cherry pits 3x plastellium spores 3x rice seeds 3x Tobacco seeds
Hacked 2x Fly Amanita spores 2x Glowshroom spores 2x Liberty Cap spores 2x Messa's tear seeds 2x Nettle Seeds 2x reishi spores 2x S'randar's hand seeds
Emergency NanoMed Emergency NanoMed Vendwallmed.gif Found at: Medbay Recovery Room and Patient Rooms Sells 2x roll of gauze 2x Ointment 4x autoinjector 1x Health Analyzer
Hacked 4x Syringe (Dylovene) 4x Syringe (spaceacillin) 1x Toxins Pill
NanoMed NanoMed Vendwallmed.gif Found at: Surgery, Xenobiology Sells 5x Inaprovaline Syringe 3x Dylovene Syringe 3x roll of gauze 3x Ointment 3x Health Analyzer
Hacked 3x Toxin Pills NanoMed Plus NanoMed Plus Vendmed.gif Found at: Medbay Sells 4x Dylovene Bottle 4x Inaprovaline Bottle 4x Soporific Bottle 4x Toxin Bottle 4x Syringe (spaceacillin) 12x Syringe 5x Health Analyzer 4x Beaker 2x Dropper 3x advanced trauma kit 3x advanced burn kit 2x medical splints
Hacked 3x Toxin Pill 4x sleeping pill 6x Dylovene Pill
NutriMax NutriMax Vendnutri.gif Found at: Hydroponics Sells 35x E-Z-Nutrient 25x Left 4 Zed 15x Robust Harvest 20x Pest-Spray 5x Syringe 5x Plant Bag
Hacked (None) Robust Softdrinks Robust Softdrinks Vendcola.gif Found at: everywhere Sells 10x Space Cola 10x Space Mountain Wind 10x Dr. Gibb 10x Star-kist 10x Bottled Water 10x Space-Up 10x Vrisk Serket Iced Tea 10x Grapel Juice
Hacked 5x Thirteen Loko SecTech SecTech Vendsec.gif Found at: Security Sells 8x Handcuffs 2x Flashbang 5x Flash 12x Donut
Hacked 2x Sunglasses 2x Donut Box
Vendomat Vendomat Vendgeneric.gif Found at: Primary Tool Storage Sells 5x Proximity Sensor 3x Igniter 4x Remote Signaling Device 1x Wirecutters 4x Generic Signaler Cartridge
Hacked 5x Flashlight 2x Timer
YouTool YouTool Vendgeneric.gif Found at: Primary Tool Storage Sells 10x cable coil 5x crowbar 5x welding tool 5x wirecutters 5x wrench 5x analyzer 5x T-ray scanner 5x screwdriver
Hacked 2x Upgraded Welding Tool 2x budget insulated gloves
These are items that are often desired by traitors for themselves or as an objective for their benefactors. Thieves who get caught with stealing one of these items are often charged with Grand Theft given sufficient evidence.
Contents [hide] 1 Items 1.1 Hand Teleporter 1.2 Nuclear Authentication Disk 1.3 Captain's Antique Laser Gun 1.4 Captain's Jumpsuit 1.5 Phoron Tanks 1.6 NASA Voidsuit 1.7 RCD 1.8 Station Blueprints 1.9 Magboots 1.10 Jet Pack 1.11 Intelicard Items Tele.gifHand Teleporter This is a miniaturized counterpart to the larger one in the Teleporter Room. It can be found on a table in the Teleporter room. The Captain also has one in his quarters.
Using this you can create a portal to a set destination (however this must be set with a large teleporter device, either in the Teleporter room, Derelict or the Telecoms Satellite). If you find the options severely lacking, you can make new teleport beacons in Research Division OR grab one of the existing ones and move it (suggestion : move the bridge beacon somewhere safer).
Hilariously enough, there is a random setting, using it allows you to randomly jump about to a nearby location. This is not advied without an EVA suit and internals. However as an antagonist, it is a very useful tool for escape when you DO NOT have time to take down a wall OR have any tools.
NuclearDisk.gifNuclear Authentication Disk This disk contains the codes needed to unlock the nuclear device, which can destroy the entire station!
As the captain, for the love of all that is good in this world, protect the disk with your life. Don't leave the damn thing lying in your office. Pocket it, give it to someone trusted, anything rather than leaving it open for anyone to grab. Don't space it as you'd be essentially giving it to the Syndicate Agents.
It's location can be tracked with a pinpointer, so merely hiding it won't help you.
Captaingun.pngCaptain's Antique Laser Gun This is a special, engraved gun, made with real leather.
This gun is kept in a glass case close enough to the AI core that it can tell if some one is bashing or breaks the glass case.
What makes this gun so special? It automatically regenerates energy without any draw backs. Enemy agents would kill to steal this for research. They do exactly that a lot.
Captain Jumpsuit.png Captain's Jumpsuit Nothing is more disgraceful than the captain losing their ranking uniform.
And because enemy agents love to discredit and shame NanoTrasen, the theft of station captain jumpsuits are on the rise for just this reason. It's also infamous for being a sign of a snazzy dresser.
Handheld-Plasmatank.png Phoron Tanks Phoron mined by NanoTrasen is very rare to get in many places of the galaxy, and many people want it to make military grade explosives and rival phoron research.
As phoron is being used all over the station, it may be hard, if not impossible to secure all the hand-held storage plasma tanks.
These tanks are found in Toxins research and Engineering. From a traitor's point of view, failing to get these is almost impossible, much less accepted.
Voidsuit.png NASA Voidsuit The Telecoms Satellite come equipped with two of these. A high tech, NASA Centcom branch designed, dark red Space suit. Used for satellite maintenance.
RCD.png RCD An experimental device which can build or deconstruct areas rapidly. This is held in the Chief Engineer's office and is his responsibility. However, RCDs can be made in hacked autolathes as well.
Enemy agents want this new device for their own infiltration and station building exploits.
This little bugger can be set (by clicking in active hand) to do a number of things:
Build Floors (1 Ammo used) Build a Wall (3 Ammo used) Build an airlock (10 Ammo) Take apart a floor tile (3 Ammo) Take apart a Wall (5 Ammo) (Cannot take apart Reinforced Walls). Take apart an Airlock (10 Ammo) Be forewarned that using an RCD causes it to emit sparks, which can cause fires. It also makes a fairly good weapon, doing about 10 brute damage per hit.
Blueprint.pngStation Blueprints Found in the Chief Engineer's locker. These are the plans to make every part of the station, including the supermatter engine. Using these you can rename existing areas into whatever you want, and create new areas that can have APCs in them.
Mashoe.png Magboots These are magnetic boots used by engineers during extravehicular activity to ensure the user remains safely attached to the vehicle.
One is given to the Chief Engineer. There are several pairs of boots in Engineering Hardsuit Storage, and a few more in EVA.
JetPack.gifJetpack black.gif Jet Pack The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a rocket pack, but the game can't seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing your precious air supply out the back. Two black jetpacks filled with CO2 spawn in EVA. The Captain and nuke agents start with blue Oxygen-filled jetpacks.
For proper use of a jetpack, remember these simple rules:
Black jetpacks are filled with carbon dioxide by default. Using these jetpacks as internals will knock you unconscious and suffocate you. Refill blue jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas). Always set it to 16-25 pressure if you aren't using the emergency mask from your starting box. If you still have that, hurry up and find something else! Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you're just drifting so as to not waste your supply and remain untrackable. These are relatively easy to steal. Getting away with them is another matter. As the jet pack is too large to place in a backpack, people seen wearing or carrying a jet pack on the escape shuttle tend to be stunned and stripped.
Void Jet Packs may also be found in the Telecoms Satellite, which are filled with oxygen.
Icard.pngIntelicard Used to transport (or steal) AIs, dead or alive. It allows you to view an AI's laws and even gives you the option to wipe (kill) it. Bringing an intellicard with a damaged or non-functioning AI to the Research Director's Office will allow you to restore and repair the AI.
They can be found on the Bridge and Tech Storage. Research and Development can also produce more, assuming they have the prerequisite research levels.
Guide to plants THIS PAGE NEEDS REVISING! The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example. The revision reason is: “TODO: Someone with a lot of patience time needs to finish the detailed info section and update the chemical contents of each plant.”
Contents [hide] 1 Comparative table 2 Detailed information 2.1 Ambrosia deus 2.2 Ambrosia vulgaris 2.3 Egg-plant Comparative table
Here is a chart with the types of plants you can grow, in case you forgot. Hover your mouse over an ingredient to see information. Name Type Seed Potting Product Contains Available from Mutates into Ambrosia deus Normal Ambrosia deus seed.png Ambrosia deus stage harvest.gif Ambrosia deus.png 1 nutriment, 1-14 omnizine, 1-14 synaptizine, 1-11 morphine, 1-11 neurotoxin, 1-5 vitamin Mutate Ambrosia vulgaris Ambrosia vulgaris Normal Ambrosia vulgaris seed.png Ambrosia vulgaris stage harvest.png Ambrosia vulgaris.png 1 nutriment, 1-11 neurotoxin, 1-23 saline-glucose solution , 1-11 toxin, 1-5 vitamin MegaSeed Servitor Ambrosia deus Apple Normal Appleseed.png Appletree.png Apple.png 1-11 nutriment MegaSeed Servitor Gold apple Banana Normal Bananaseed.png Bananatree.png Banana.png 1-11 banana juice MegaSeed Servitor, Exotic Seeds Crate Mimana Berry Normal Berryseed.png BerryTree.png Berry.png 1-11 nutriment MegaSeed Servitor, Seeds Crate Glow-berry, Poison-berry Blood tomato Normal Bloodtomatoseed.png Bloodtomatoplant.png Bloodtomato.png 1-11 nutriment, 1-21 blood Mutate Tomato Blue-space tomato Normal Bluespacetomatoseed.png Bluespacetomatoplant.png Bluespacetomato.png 1-6 nutriment, 1-21 singulo Mutate Blue tomato, rarely found on asteroid Blue tomato Normal Bluetomatoseed.png Bluetomatoplant.png Bluetomato.png 1-6 nutriment, 1-21 space lube Mutate Tomato Blue-space tomato Cabbage Normal Cabbageseed.png Cabbageplant.png Cabbage.png 1-11 nutriment MegaSeed Servitor Replica pod Carrot Normal Carrotseed.png Carrotplant.png Carrot.png 1-6 nutriment, 1-5 vitamin, 1-23 oculine MegaSeed Servitor, Seeds Crate Chanterelle Mushroom Chanterelleseed.png Chanterelleplant.png Chanterelle.png 1-5 nutriment MegaSeed Servitor, Seeds Crate, can overtake a tray Cherry Normal Cherryseed.png Cherrytree.png Cherry.png 1-8 nutriment, 1-8 sugar MegaSeed Servitor Chili Normal Chiliseed.png ChiliTree.png Chili.png 1-5 nutriment, 3-23 capsaicin oil MegaSeed Servitor Ghost chili, Ice-pepper Cocoa Normal Cocoapodseed.png Cocoapodtree.png Cocoapod.png 1-11 nutriment, 4-24 coco powder MegaSeed Servitor Coffee arabica Normal Coffeearabicaseed.png CoffeearabicaTree.png Coffeearabica.png 1-11 coffee grounds MegaSeed Servitor Coffee robusta Coffee robusta Normal Coffeerobustaseed.png CoffeerobustaTree.png Coffeerobusta.png 1-11 coffee grounds, 1-5 vitamin, 1-2 morphine Mutate Coffee arabica Corn Normal Cornseed.png CornPlant.png Corn.png 1-11 nutriment MegaSeed Servitor, Seeds Crate Death berry Normal Deathberryseed.png Deathberrytree.png Deathberrypile.png 1 nutriment, 3-36 toxin, 1-21 lexorin Mutate Poison-berry Death nettle Weed Deathnettleseed.png Deathnettleplant.png Deathnettle.png 1 nutriment, 0-100 polytrinic acid. Mutate Nettle, weed mutation Death nettle Destroying angel Mushroom Angleseeds.png Angleplant.png Angle.png 1-3 nutriment, 13-46 amatoxin, 1-5 mushroom hallucinogen Mutate Fly amanita Eggplant Normal Eggplantseed.png Eggplantplant.png Eggplant.png 1-11 nutriment MegaSeed Servitor, Seeds Crate Egg-plant Egg-plant Normal Eggyseed.png Eggyplant.png Begg.png Mutate Eggplant, Exotic Seeds Crate Fly amanita Mushroom Amanitaseeds.png Amanitaplant.png Amanita.png 1 nutriment, 3-36 amatoxin, 1-5 mushroom hallucinogen MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray Destroying angel Gatfruit Normal Gatfruitseed.png Gatfruittree.png Gatfruit.png 1-11 sulfur, 1-11 carbon, 1-8 nitrogen, 1-6 potassium Only available from Xenobiology Glow-berry Normal Glowberryseed.png Glowberrytree.png Glowberrypile.png 0-10 nutriment, 3-23 uranium. Luminocity: 0-20. Mutate Berry Ghost chili Normal Chillighostseed.png Chillighosttree.png Chillyghost.png 1-5 nutriment, 8-58 capsaicin oil, 4-29 capsaicin oil Mutate Chili Glowshroom Mushroom Glowshroomseed.png Glowshroomplant.png Glowshroom.png 1-6 radium. Luminocity: 0-10. MegaSeed Servitor (hacked) Gold apple Normal Goldappleseed.png Goldappletree.png Goldapple.png 1-11 nutriment, 1-21 gold Mutate Apple Grapes Normal Grapesseed.png Grapeplant.png Grapes.png 1-11 nutriment, 1-21 sugar MegaSeed Servitor Green grapes Grass Normal Grassseed.png Growngrass.png Grass.png 1-3 nutriment MegaSeed Servitor Carpet Green grapes Normal Greengrapesseed.png Greengrapeplant.png Greengrapes.png 1-11 nutriment, 3-23 saline-glucose solution Mutate Grapes Harebell Weed Harebellseed.png Harebellplant.png Harebell.png 1-6 nutriment Can overtake a a tray Ice-pepper Normal Icepepperseed.png Icepepperplant.png Icepepper.png 1-3 nutriment, 3-23 frost oil Mutate Chili Killer tomato Normal Killertomatoseed.png Killertomatoplant.png Killertomato.png 1-11 nutriment Mutate Tomato Koibean Normal Koibeanseed.png Koibeans.png 1-4 nutriment, 1-6 carpotoxin Mutate Soybeans Kudzu Weed Kudzuseed.png Kudzuplant.png Kudzu.png 1-3 nutriment, 1-5 anti-toxin Weed mutation Stackable mutations: Light Toxicity Explosive Fire resistant Vine (of not same origin) eating Aggressive spreading Transparency O2 consumption N2 consumption Toxins consumption Thorns Hardening Lemon Normal Lemonseed.png Lemontree.png Lemon.png 1-6 nutriment MegaSeed Servitor Money tree Liberty-cap Mushroom Libertycapseed.png Libertycapplant.png Libertycap.png 1-3 nutriment, 3-23 mushroom hallucinogen MegaSeed Servitor (hacked), Exotic Seeds Crate, weed mutation Lime Normal Limeseed.png Limetree.png Lime.png 1-6 nutriment MegaSeed Servitor Money tree Normal Cashseed.png Cashtree.png Spacecash.png Mutate Lemon Moonflower Normal Moonflowerseed.png Moonflowerplant.png Moonflower.png 1-3 nutriment, 1-11 moonshine Mutate Sunflower Nettle Weed Nettleseed.png Nettleplant.png Nettle.png 1 nutriment, 0-100 sulphuric acid MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray Novaflower Normal Novaflowerseed.png Novaflowerplant.png Novaflower.png 1 nutriment, 0-100 capsaicin. Mutate Sunflower, rarely found on asteroid Orange Normal Orangeseed.png Orangetree.png Orange.png 1-6 nutriment MegaSeed Servitor Plump helmet Mushroom Plumphelmetseed.png Plumphelmetplant.png Plumphelmet.png 2-12 nutriment MegaSeed Servitor (hacked), Exotic Seeds Crate, can overtake a tray Walking mushroom Poison-berry Normal Poisonberryseed.png Poisonberrytree.png Poisonberries.png 1 nutriment, 3-23 toxin Mutate Berry Death berry Poppy Normal Poppyseed.png Poppyplant.png Poppy.png 1-6 nutriment, 1-11 saline-glucose solution MegaSeed Servitor Potato Normal Potatoseed.png Potatoplant.png Potato.png 1-11 nutriment MegaSeed Servitor, Seeds Crate Pumpkin Normal Pumpkinseed.png Pumpkinplant.png Pumpkin.png 1-18 nutriment MegaSeed Servitor Blumpkin Reishi Mushroom Reishiseeds.png Reishiplant.png Reishi.png 1 nutriment, 3-36 charcoal, 3-36 morphine MegaSeed Servitor (hacked), can overtake a tray Replica pod Normal Replicapodseed.png Replicapodplant.png MegaSeed Servitor, Exotic Seeds Crate, Mutate Cabbage Soybean Normal Soybeanseeds.png Soybeansplant.png Soybeans.png 1-6 nutriment MegaSeed Servitor, Seeds Crate Koibean Space tobacco Normal Spacetobaccoseed.png SpacetobaccoTree.png Spacetobacco.png 1-4 nutriment, 1-4 vitamin Mutate Tobacco Starthistle Weed Weedsplant.png Can overtake a tray Sugarcane Normal Sugarcaneseed.png Sugarcaneplant.png Sugarcane.png 4-24 sugar Seeds Crate Sunflower Normal Sunflowerseed.png Sunflowerplant.png Sunflower.png MegaSeed Servitor, Seeds Crate Moonflower, Novaflower Tea aspera Normal Teaasperaseed.png TeaasperaTree.png Teaaspera.png 1-11 tea powder MegaSeed Servitor Tea astra Tea astra Normal Teaastraseed.png TeaastraTree.png Teaastra.png 1-11 tea powder, 1-6 kelotane Mutate Tea aspera Tobacco Normal Tobaccoseed.png TobaccoTree.png Tobacco.png MegaSeed Servitor Space tobacco Tomato Normal Tomatoseeds.png Tomatoplant.png Tomato.png 1-11 nutriment MegaSeed Servitor, Seeds Crate Blood, Blue or Killer tomato Towercap Mushroom Towercapseed.png Towercapplant.png Towercap.png MegaSeed Servitor, can overtake a tray Walking mushroom Mushroom Walkingmushroomseed.png Walkingmushroomplant.png Walkingmushroom.png 2-12 nutriment Mutate Plump helmet Watermelon Normal Watermelonseed.png Watermelonplant.png Watermelon.png 1-18 nutriment MegaSeed Servitor Wheat Normal Wheatseeds.png Wheatplant.png Wheat.png 1-5 nutriment MegaSeed Servitor, Seeds Crate Whitebeet Normal Whitebeetseed.png Whitebeetplant.png Whitebeet.png 0-5 nutriment, 1-21 sugar MegaSeed Servitor Detailed information
Ambrosia deus Ambrosia deus stage 1.pngAmbrosia deus stage 2.pngAmbrosia deus stage 3.pngAmbrosia deus stage 4.pngAmbrosia deus stage 5.pngAmbrosia deus stage 6.pngAmbrosia deus stage harvest.gifAmbrosia deus stage dead.png Ambrosia deus seed.png These seeds grow into ambrosia deus. Could it be the food of the gods..? Ambrosia deus.png Eating this makes you feel immortal! General information: Normal plant Multiple-harvest plant Can be worn at the head Available from: Mutating ambrosia vulgaris Starting stats Lifespan Endurance Maturation Production Yield Potency 60 25 6 6 6 5 Contains Potency 0-3 4 5-11 12-14 15-19 20-24 25-27 28-34 35 36-43 44 45-51 52-54 55-59 60-64 65-67 68-74 75 76-83 84 85-91 92-94 95-99 100 Nutriment 1 Bicaridine 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Synaptizine 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Hyperzine 1 2 3 4 5 6 7 8 9 10 11 Space drugs 1 2 3 4 5 6 7 8 9 10 11 Use in cooking Aesirsalad.png Aesir salad 3 Ambrosia Deus + 1 Gold apple Ambrosia vulgaris Ambrosia vulgaris stage 1.pngAmbrosia vulgaris stage 2.pngAmbrosia vulgaris stage 3.pngAmbrosia vulgaris stage 4.pngAmbrosia vulgaris stage 5.pngAmbrosia vulgaris stage 6.pngAmbrosia vulgaris stage harvest.pngAmbrosia vulgaris stage dead.png Ambrosia vulgaris seed.png These seeds grow into common ambrosia, a plant grown by and from medicine. Ambrosia vulgaris.png This is a plant containing various healing chemicals. General information: Normal plant Multi-harvest plant Mutates into ambrosia deus Can be worn at the head Available from: MegaSeed Servitor (3) Starting stats Lifespan Endurance Maturation Production Yield Potency 60 25 6 6 6 5 Contains Potency 0-3 4 5-11 12-14 15-19 20-24 25-27 28-34 35 36-43 44 45-51 52-54 55-59 60-64 65-67 68-74 75 76-83 84 85-91 92-94 95-99 100 Nutriment 1 Space drugs 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Kelotane 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Bicaridine 1 2 3 4 5 6 7 8 9 10 11 Toxin 1 2 3 4 5 6 7 8 9 10 11 Use in cooking Herbsalad.png Herb salad 3 Ambrosia Vulgaris + 1 Apple Validsalad.png Valid salad 3 Ambrosia Vulgaris + 1 Potato + 1 Faggot
Egg-plant Eggyplant.png Eggyseed.png These seeds grow to produce berries that look a lot like eggs. Begg.png There MUST be a chicken inside. General information: Normal plant Multi-harvest plant Activating/clicking this plant in hand produces 1 egg. Available from: Mutating eggplant
Guide to food and drinks Contents [hide] 1 Drinks 1.1 Basic Drink Ingredients 1.2 Mixed Drinks 2 Food 2.1 Hunger 2.1.1 Starvation 2.1.2 Obesity 2.1.3 Satiety 2.2 Ingredients 2.2.1 Knife & Rolling Pin 2.2.2 Processor 2.2.3 All-In-One-Grinder 2.2.4 Microwave Oven 2.2.5 Ice Cream Vat 2.3 Table Crafting Recipes 2.3.1 Burgers 2.3.2 Breads & Sandwiches 2.3.3 Pizzas 2.3.4 Pastas 2.3.5 Soups & Stews 2.3.6 Seafood 2.3.7 Meat 2.3.8 Salads 2.3.9 Pies 2.3.10 Cakes 2.3.11 Side Dishes 2.3.12 Pastries 2.3.13 Sweets 2.3.14 Exotic 2.3.15 Custom Recipes 2.4 Vending Machine Food 2.4.1 Junk Food 2.4.2 Junk Drinks 2.4.3 Hot Drinks Drinks
Note: These mixtures are mostly for filling a glass (50 units) or shaker (100 units). If there are several reagents in the glass, it will show the one with biggest amount.
The lower is the drink's strength value, the stronger it is.
Basic Drink Ingredients Picture Cocktail Strength Ingredients Drink Description Notes
Ale.png Ale 55 1 part ale A warm pint of delicious ale. To acquire: In Booze-O-Mat, 6 bottles Magm-Ale, 30 units each. Or from the Service borg shaker.
Banana juice glass.png Banana Juice N/A 1 part banana juice The raw essence of a banana. HONK Heals clowns and monkeys of brute and burn damage To acquire: Juice bananas.
Beer.png Beer 55 1 part beer A freezing pint of beer. To acquire: In Booze-O-Mat, 6 bottles of Space Beer, 30 units each. Or 1000 units in Bartender's beer keg. Or from Service borg shaker. Or mix 10 parts Flour, 5 units universal enzyme (catalyst).
Berry juice glass.png Berry Juice N/A 1 part berry juice berry juice. Or maybe it's jam. Who cares? To acquire: Juice berries.
Carrot juice glass.png Carrot juice N/A 1 part carrot juice It is just like a carrot but without crunching. Heals eye damage. To acquire: Juice carrots.
Brownglass.gif Coffee N/A 1 part coffee Don't drop it, or you'll send scalding liquid and glass shards everywhere. Heals dizziness, drowsiness, wakes up, heats up if frozen. To acquire: Grind dried coffee leaves to get Coffee Powder. Mix 1 Coffee Powder + 5 units water. Or from the Hot Drinks -vending machines.
Cognac glass.png Cognac 45 1 part cognac Damn, you feel like some kind of French aristocrat just by holding this. To acquire: In Booze-O-Mat, 5 bottles of Chateau De Baton Premium Cognac, 100 units each. Or from Service borg shaker.
Cream glass.png Milk Cream N/A 1 part milk cream Ewwww… Heals brute damage. To acquire: In Booze-O-Mat, 4 bottle of Milk Cream, 100 units each. Or from Service borg shaker. Or from the Biogenerator.
Dr gibb glass.png Dr. Gibb N/A 1 part Dr. Gibb Dr. Gibb. Not as dangerous as the name might imply. Heals drowsiness, cools down if overheated. To acquire: 10 cans of Space Mountain Wind in Robust Softdrinks -vending machines.
Ginvodkaglass.gif Gin N/A 1 part gin It's gin. In space. I say, good sir. To acquire: In Booze-O-Mat, 5 bottles of Griffeater Gin, 100 units each. …???
Water glass.png Holy Water N/A 1 part holy water A glass of holy water. Makes people jittering, stuttering, dizzy. Heals cultism. To acquire: Have the Chaplain hit a water container with the Bible. Or One Flask of Holy Water, 100 units, in the Chapel.
Ice glass.png Glass of Ice N/A 1 part ice Generally, you're supposed to put something else in there too… Cools down. To acquire: In Booze-O-Mat, 9 Ice Cups, 30 units each. Or from Service borg shaker.
Kahlua glass.png Kahlúa 45 1 part Kahlúa DAMN, THIS THING LOOKS ROBUST Heals dizziness, drowsiness and sleeping. To acquire: In Booze-O-Mat, 5 bottles of Robert Robust's Coffee Liqueur, 100 units each. Or from Service borg shaker. Or mix 5 coffee + 5 sugar + 2 universal enzyme.
Lemon juice glass.png Lemon Juice N/A 1 part lemon juice Sour… To acquire: Juice lemons.
Lemon lime glass.png Lemon-Lime N/A 1 part Lemon-Lime You're pretty certain a real fruit has never actually touched this. Cools down if overheated. To acquire: 10 cans of Lemon-Lime in Robust Softdrinks -vending machines.
Lime juice glass.png Lime Juice N/A 1 part lime juice A glass of sweet-sour lime juice. Heals toxic damage. To acquire: In Booze-O-Mat, 4 bottles of Lime Juice, 100 units each. Or from Service borg shaker. Juice limes.
Cream glass.png Milk N/A 1 part milk White and nutritious goodness! Heals brute damage. To acquire: Biogenerator. Or milk a goat or a cow. Or from Milk.png Space Milk cartons, 50 units in each. 5 are found in kitchen freezer. Ordered food crate has one.
Cream glass.png Nothing N/A 1 part nothing Absolutely nothing. Heals mimes of brute damage. To acquire: Mime's Bottle of Nothing.
Orange juice glass.png Orange Juice N/A 1 part orange juice Vitamins! Yay! Heals suffocation damage. To acquire: In Booze-O-Mat, 4 bottles of Orange Juice, 100 units each. Or from Service borg shaker. 15 units in each can of Star-kist, along with 15 units of space cola. Or juice oranges.
Poison berry juice glass.png Poison Berry Juice N/A 1 part poison berry juice berry juice. Or maybe it's poison. Who cares? Shows up as 'Berry Juice'. Crit dose: 40 units/100 ticks. To acquire: Juice poison berries.
Rum glass.png Rum 45 1 part rum Now you want to Pray for a pirate suit, don't you? To acquire: In Booze-O-Mat, 5 bottles of Captain Pete's Cuban Spiced Rum, 100 units each. Or from Service borg shaker.
Water glass.png Soda Water N/A 1 part soda water Why not make a scotch and soda? Heals dizziness and drowsiness. Cools down if overheated. To acquire: In Booze-O-Mat, 15 bottles of Soda Water, 50 units each. Or from Service borg shaker.
Cream glass.png Soy Milk N/A 1 part soy milk White and nutritious soy goodness! Heals brute damage. To acquire: From Soymilk.gif Soy Milk cartons, 50 units in each. 5 are found in kitchen freezer. Ordered food crate has one.
Space cola glass.png Space Cola N/A 1 part Space Cola A glass of refreshing Space Cola. Cools down if overheated. To acquire: 10 cans of Space Cola in Robust Softdrinks -vending machines. Or 8 cans in Booze-O-Mat. Or from Service borg shaker. 30 units in each can of Space Cola, 15 units in each can of Star-kist, along with 15 units of orange juice.
Space mountain wind glass.png Space Mountain Wind N/A 1 part Space Mountain Wind Space Mountain Wind. As you know, there are no mountains in space, only wind. Heals drowsiness and sleeping, cools down if overheated. To acquire: 10 cans of Space Mountain Wind in Robust Softdrinks -vending machines.
Space up glass.png Space-Up N/A 1 part Space-Up Space-Up. It helps keep your cool. Cools down if overheated. To acquire: 10 cans of Space-Up in Robust Softdrinks -vending machines.
Teaglass.gif Tea N/A 1 part tea Drinking it from here would not seem right. To acquire: Grind dried tea leaves to get Tea Powder. Mix 1 Tea Powder + 5 units water. Or from the Hot Drinks -vending machines.
Teqilla glass.png Tequila 35 1 part tequila Now all that's missing is the weird colored shades! To acquire: In Booze-O-Mat, 5 bottles of Caccavo Guaranteed Quality Tequila, 100 units each. Or from Service borg shaker.
Water glass.png Tonic Water N/A 1 part tonic water Quinine tastes funny, but at least it'll keep that Space Malaria away. Heals dizziness, drowsiness and sleeping, cools down if overheated. To acquire: In Booze-O-Mat, 8 bottles of T-Borg's Tonic Water, 50 units each. Or from Service borg shaker.
Tomato juice glass.png Tomato Juice N/A 1 part tomato juice Are you sure this is tomato juice? Heals burn damage Blood shows the same way. To acquire: In Booze-O-Mat, 4 bottles of Tomato Juice, 100 units each. Or from Service borg shaker. Juice tomatoes.
Brownglass.gif Potato Juice N/A 1 part potato juice Bleh… To acquire: Juice potatoes.
Vermouth glass.png Vermouth 45 1 part vermouth You wonder why you're even drinking this straight. To acquire: In Booze-O-Mat, 5 bottles of Goldeneye Vermouth, 100 units each. Or from Service borg shaker.
Ginvodkaglass.gif Vodka 45 1 part vodka The glass contain wodka. Xynta. To acquire: Mix 10 potato juice + 2 universal enzyme
Water glass.png Water N/A 1 part water The father of all refreshments. To acquire: Sinks. Watertanks.
Tomato juice glass.png Watermelon Juice N/A 1 part watermelon juice A glass of watermelon juice. To acquire: Juice watermelon slices.
Whiskeyemoji.png Whiskey 45 1 part whiskey A superb and well-aged single-malt whiskey. Damn. To acquire: In Booze-O-Mat, 5 bottles of Uncle Git's Special Reserve, 100 units each.
Wine glass.png Wine 45 1 part wine A very classy looking drink. To acquire: In Booze-O-Mat, 5 bottles of Doublebeard Bearded Special Wine, 100 units each. Or from Service borg shaker. Or mix 10 berry juice + 2 universal enzyme.
Dr gibb glass.png Welder Fuel N/A 1 part welder fuel Unless you are an industrial tool, this is probably not safe for consumption. Crit dose: 40 units/100 ticks. To acquire: Find a Welder fuel tank.
Mixed Drinks
Picture Cocktail Strength Ingredients Drink Description Notes
AcidSpit.gif Acid Spit 45 5 parts wine, 1 part Sulphuric Acid A drink from Nanotrasen. Made from live aliens.
AlliesCocktail.gif Allies Cocktail 35 1 part Classic Martini, 1 part vodka A drink made from your allies. Refers to Triple Entente: French Vermouth, Russian Vodka, English Gin
Aloe.gif Aloe 35 3 part watermelon juice, 1 part milk cream, 2 part whiskey Very, very, very good.
Amasec.gif Amasec 35 1 part Iron, 5 part wine, 5 part vodka Always handy before COMBAT!!! Warhammer 40k drink
Andalusia.gif Andalusia 35 1 part rum, 1 part whiskey, 1 part lemon juice A nice, strange named drink.
Antifreezeglass.gif Anti-Freeze 25 2 parts vodka, 1 part milk cream, 1 part ice The ultimate refreshment. Heats you up if you are frozen
Atomicbombglass.gif Atomic Bomb N/A 10 parts B-52, 1 part Uranium Nanotrasen cannot take legal responsibility for your actions after imbibing. Makes you druggy, confused, dizzy, stuttering; eventually, sleeping. Can be mixed in a shot glass. Makes 10 parts instead of 11.
B-52.png B-52 25 1 part irish cream, 1 part Kahlúa, 1 part cognac Kahlua, Irish Cream, and cognac. You will get bombed. IBA Official Cocktail
Bahamamamaglass.gif Bahama Mama 35 2 parts rum, 2 parts orange juice, 1 part lime juice, 1 part ice Tropic cocktail. Existing cocktail
BananaHonk.gif Banana Honk 25 1 part banana juice, 1 part milk cream, 1 part sugar A drink from Clown Heaven. Heals clowns and monkeys of brute and burn damage. To acquire: Juice bananas.
Barefootglass.gif Barefoot 45 1 part milk cream, 1 part vermouth, 1 part berry juice Barefoot and pregnant.
BeepskySmash.gif Beepsky Smash 25 2 parts lime juice, 2 parts whiskey, 1 part Iron Heavy, hot and strong. Just like the Iron fist of the LAW. Repeatedly stuns. Makes 4 parts instead of 5.
Bilkglass.gif Bilk 55 1 part beer, 1 part milk A brew of milk and beer. For those alcoholics who fear osteoporosis. Slowly heals brute damage
BlackRussian.png Black Russian 35 3 parts vodka, 2 parts Kahlúa For the lactose-intolerant. Still as classy as a White Russian. IBA official cocktail
BloodyMary.png Bloody Mary 35 1 part vodka, 2 parts tomato juice, 1 part lime juice Tomato Juice, mixed with Vodka and a lil' bit of lime. Tastes like liquid murder. IBA official cocktail
Bluecherryshake.png Blue Cherry Shake N/A 1 part ice, 1 part cream , 1 part blue cherry jelly A blue cherry flavored milkshake.
Boogerglass.gif Booger 45 1 part milk cream, 1 part banana juice, 1 part rum, 1 part watermelon juice Ewww…
BraveBull.png Brave Bull 35 2 parts tequila, 1 part Kahlúa Tequila and Coffee liquor, brought together in a mouthwatering mixture. Drink up. Existing cocktail
ChangelingSting.gif Changeling Sting 15 1 part lime juice, 1 part lemon juice, 1 part Screwdriver Cocktail A stingy drink. Makes 5 parts instead of 3.
Cherryshake.gif Cherry Shake N/A 1 part ice, 1 part cream, 1 part cherry jelly. A cherry flavored milkshake.
Chocolatepudding.gif Chocolate Pudding N/A 5 part milk, 5 part cocoa, 5 part eggyolk A chocolate flavored pudding in a glass.
Chocolate glass.png Chocolate N/A 5 parts water, 1 part Coco Powder Tasty. Heats up if frozen
ClassicMartini.png Classic Martini 35 2 parts gin, 1 part vermouth Damn, the bartender even stirred it, not shook it. IBA official cocktail
Cafelatteglass.gif Coffee Latte N/A 1 part coffee, 1 part milk A nice, strong and refreshing beverage while you are reading. Heals dizziness, drowsiness, wakes up, heats up if frozen
CubaLibre.png Cuba Libre 45 2 parts rum, 1 part Space Cola A classic mix of rum and cola. IBA official cocktail
Demonsbloodglass.gif Demons Blood 35 1 part Space Mountain Wind, 1 part rum, 1 part blood, 1 part Dr. Gibb Just looking at this thing makes the hair at the back of your neck stand up.
DevilsKiss.gif Devil's Kiss 35 1 part Blood, 1 part rum, 1 part Kahlúa Creepy time!
DoctorDelight.gif Doctor's Delight N/A 1 part lime juice, 1 part tomato juice, 1 part orange juice, 1 part milk cream, 1 part Omnizine A healthy mixture of juices, guaranteed to keep you healthy until the next toolboxing takes place. Doesn't heal you anymore.
ClassicMartini.png Driest Martini 25 1 part Nothing, 1 part gin Only for the experienced. You think you see sand floating in the glass. Nothing is found in the Mime's Bottle of Nothing
Drunkenblumpkin.png Drunken Blumpkin 35 1 part blumpkin juice, 2 parts irish cream, 1 part ice A weird mix of whiskey and blumpkin juice, with cream on top
ErikaSurprise.gif Erika Surprise 35 1 part ale, 1 part lime juice, 1 part whiskey, 1 part ice, 1 part banana juice The surprise is, it's green!
Gibbfloats.gif Gibb Floats N/A 5 parts dr gibb, 5 parts ice, 5 parts cream Icecream on top of a Dr. Gibb glass.
GinFizz.png Gin Fizz 45 2 parts gin, 1 part soda water, 1 part lime juice Refreshingly lemony, deliciously dry. IBA Official Cocktail
GinTonic.png Gin and Tonic 55 2 parts gin, 1 part tonic water A mild but still great cocktail. Drink up, like a true Englishman.
Goldschlagerglass.gif Goldschlager 25 10 parts vodka, 1 part Gold 100 proof that teen girls will drink anything with gold in it. Exists in real world Makes 10 parts instead of 11.
Green beer glass.png Green Beer 55 10 parts beer, 1 part Green Crayon Powder A freezing pint of green beer. Festive. Makes 10 parts instead of 11.
Grog.gif Grog 90 1 part water, 1 part rum A fine and cepa drink for Space. Exists in real world
Hippiesdelight.png Hippie's Delight N/A 1 part Mushroom Hallucinogen, 1 part Pan-Galactic Gargle Blaster A drink enjoyed by people during the 1960's. Makes you druggy, stuttering and dizzy, then jittering
Hoochglass.gif Hooch 35 1 part sugar, 2 parts Ethanol, 1 part welder fuel You've really hit rock bottom now… your liver packed its bags and left last night. Slang for moonshine or bootleg alcohol, popular term during prohibition era
IcedBeer.gif Iced Beer 55 5 parts beer, 1 part ice or 10 parts beer, 1 part frost oil A beer so frosty, the air around it freezes. Cools you down if overheated
Icecoffeeglass.gif Iced Coffee N/A 1 part ice, 3 parts coffee A drink to perk you up and refresh you! Cools you down if overheated, removes dizziness, drowsiness and sleep
Iceteaglass.gif Iced Tea N/A 1 part ice, 3 parts tea All natural, antioxidant-rich flavour sensation. Cools you down if overheated, removes dizziness, drowsiness and sleep, heals toxin damage
IrishCarBomb.gif Irish Car Bomb 25 1 part irish cream, 1 part ale An irish car bomb. Exists in real world
IrishCoffee.png Irish Coffee 35 2 parts irish cream, 2 parts coffee Coffee and alcohol. More fun than a Mimosa to drink in the morning. IBA Official Cocktail
IrishCream.png Irish Cream 35 2 parts whiskey, 1 part milk cream It's cream, mixed with whiskey. What else would you expect from the Irish? Exists in real world
LongIslandIcedTea.png Long Island Iced Tea 25 1 part vodka, 1 part gin, 1 part Cuba Libre, 1 part tequila The liquor cabinet, brought together in a delicious mix. Intended for middle-aged alcoholic women only. IBA Official Cocktail
Manhattan.png Manhattan 45 2 parts whiskey, 1 part vermouth The Detective's undercover drink of choice. He never could stomach gin… IBA Official Cocktail
Manhattanprojglass.gif Manhattan Project 15 10 parts Manhattan, 1 part Uranium A scienitst drink of choice, for thinking how to blow up the station. Makes you druggy. Makes 10 parts instead of 11.
Margarita.png Margarita 35 2 parts tequila, 1 part lime juice On the rocks with salt on the rim. ¡Arriba! IBA Official Cocktail
Mead.gif Mead 45 1 part sugar, 1 part water, 1 part universal enzyme A Vikings Beverage, though a cheap one. Exists in real world
Water glass.png Moonshine 25 10 units Nutriment, 5 units universal enzyme (catalyst) You've really hit rock bottom now… your liver packed its bags and left last night.
Nukacolaglass.gif Nuka Cola N/A 1 part Uranium, 6 parts Space Cola Don't cry, Don't raise your eye, It's only nuclear wasteland Makes you druggy, dizzy, wakes you up, gives you hyperzine speed. Reference to Fallout.
Neurotoxin.gif Neurotoxin N/A 1 part Morphine, 1 part Pan-Galactic Gargle Blaster A drink that is guaranteed to knock you silly. Stuns you repeatedly
GargleBlaster.gif Pan-Galactic Gargle Blaster N/A 1 part gin, 1 part vodka, 1 part whiskey, 1 part cognac, 1 part lime juice Does… does this mean that Arthur and Ford are on the station? Oh joy. Makes you dizzy, then stuttering, then confused, then druggy Drink from The Hitchhiker's Guide to the Galaxy
Patronglass.gif Patron 45 10 parts tequila, 1 part Silver Drinking patron in the bar, with all the subpar ladies. Exists in real world Makes 10 parts instead of 11.
Pumpkinlatte.gif Pumpkin Latte N/A 5 parts pumpkin juice, 5 parts coffee, 5 parts cream A delicious mix of pumpkin juice and coffee.
RedMead.gif Red Mead 45 1 part mead, 1 part blood A True Vikings Beverage, though its color is strange.
Sbitenglass.gif Sbiten 35 1 part vodka, 1 part Capsaicin A spicy mix of Vodka and Spice. Very hot. Heats you up if you are frozen Exists in real world
Screwdriver.png Screwdriver Cocktail 35 2 parts vodka, 1 part orange juice A simple, yet superb mixture of Vodka and orange juice. Just the thing for the tired engineer. IBA Official Cocktail
Silencer.gif Silencer 15 1 part Nothing, 1 part milk cream, 1 part sugar A drink from mime Heaven. Nothing is found in the Mime's Bottle of Nothing. Heals mimes.
Singuloglass.gif Singulo 15 5 parts vodka, 1 part Radium, 5 part wine A blue-space beverage.
SnowWhite.gif Snow White 45 1 part beer, 1 part Lemon-Lime A cold refreshment.
Soylatteglass.gif Soy Latte N/A 1 part coffee, 1 part soy milk A nice and refreshing beverage while you are reading. Heals dizziness, drowsiness and sleeping; heats up if frozen; heals brute damage
SyndicateBomb.gif Syndicate Bomb 15 1 part Whiskey Cola, 1 part beer A syndicate bomb. Fluff: two glasses connected with a tank valve. You need to drink from the valve, else it spills.
TequillaSunrise.png Tequila Sunrise 35 2 parts tequila, 1 part orange juice Oh great, now you feel nostalgic about sunrises back on Terra… IBA Official Cocktail
ManlyDorf.png The Manly Dorf 45 2 parts beer, 4 parts ale A manly concotion made from Ale and Beer. Intended for true men only. Reference to Dwarf Fortress
Orangeglass.gif Thirteen Loko 35 1 part vodka, 1 part lime juice, 1 part coffee This is a glass of Thirteen Loko, it appears to be of the highest quality. The drink, not the glass. Wakes you up, cools you down if overheated
Threemileislandglass.gif Three Mile Island Iced Tea 15 10 parts Long Island Iced Tea, 1 part Uranium A glass of this is sure to prevent a meltdown. Makes you druggy. Makes 10 parts instead of 11.
ToxinsSpecial.gif Toxins Special 15 2 parts rum, 1 part vermouth, 2 parts Plasma Whoah, this thing is on FIRE Heats you up if frozen. Best served in a shot glass.
Vanillapudding.gif Vanilla Pudding N/A 5 part milk, 5 part vanilla, 5 part eggyolk A vanilla flavored pudding in a glass.
VodkaMartini.png Vodka Martini 25 2 parts vodka, 1 part vermouth A bastardisation of the classic martini. Still great.
VodkaTonic.png Vodka and Tonic 35 2 parts vodka, 1 part tonic water For when a gin and tonic isn't russian enough.
WhiskeyCola.png Whiskey Cola 35 2 parts whiskey, 1 part Space Cola An innocent-looking mixture of cola and Whiskey. Delicious.
WhiskeySoda.png Whiskey Soda 35 2 parts whiskey, 1 part soda water Ultimate refreshment.
WhiteRussian.png White Russian 35 3 Black Russian, 2 part milk cream A very nice looking drink. But that's just, like, your opinion, man. IBA Official Cocktail
Brownglass.gif ..What? N/A Fail a recipe You can't really tell what this is. You get this when there is something else in the glass
Food
Hunger
As you walk and move about on station, your starting nutrition bar will start to drain from starting green, down to dark red. The effects of obesity and hunger are inversely bad of each other, and it is best to keep yourself reasonably fed with food or drinks, else you will suffer one of the two extremes.
Hungerlevels.gif The six hunger levels are Starving, Hungry, Fed, Well Fed, Full and Fat. The only bad levels are Starving, Hungry and Fat. Currently, you won't see your nutrition bar unless you are hungry or fat.
Note that nutrition is typically slow-release, so if you don't fill up immediately, you will in the near future. Listen to your stomach messages when eating, don't eat if your body is unwilling.
Starvation
If you drop to dark red, you move very slowly and your description reveals your lack of eating habits. You are starving, this is not good! You won't die, but you will move slowly until you eat some food, so head to the Kitchen for a burger or slice of meatbread!
Obesity
A troubling problem for all station goers who enjoy food too much, without working off the calories they consumed. You grow pudgy and move slowly, though not as slow as a starving person. You suffer from overheating if you run too far, and you cannot wear some of the more tight fitting suits on ship (space suits mostly). You will only become fat once your food has had time to digest, this becomes a problem if you are say, working on the solars and your suit bursts. By getting enough exercise, you can work off those pounds, eventually. Note that you can also become fat from drinking too much.
When one is fat, eating the mint or ingesting mint toxin (from grinding the mint) will gib them.
Satiety
Eating healthy food and being well fed can make your organism temporarily stronger against viruses and toxic reagents that gets into your body but also make it metabolize healing reagents slower for a longer effect. On the other hand, eating junk food will satiate your hunger for a while but it will make you want food again faster, and eating too much of them can make you a bit jittery.
Ingredients
Knife.pngRolling Pin.png Knife & Rolling Pin
These food are created by using your knife and rolling pin (found in the kitchen's dinnerware vending machine).
Picture Food name How to acquire
Breadslice.png Bread Slice Slice any bread with your knife. Used to make sandwiches.
Cakeslice.png Cake Slice Slice any cake with your knife.
Pizzaslice.png Pizza Slice Slice any pizza with your knife.
Doughslice.png Dough Slice Slice a flat dough with your knife.
Flatdough.png Flat Dough Flatten a dough with your rolling pin.
Rawmeatcutlet.png Raw Cutlet Slice a meat with your knife.
Piedough.png Pie Dough Flatten a cake batter with your rolling pin.
Rawpastrybase.png Raw Pastry Base Slice a pie dough with your knife.
Cheese Wedge.png Cheese Wedge Slice a cheese wheel with your knife.
Processor.png Processor
Some items will go through the Processor, which is next to your grinder. Experiment them out.
Picture Processes Condiments
Faggot.png Faggot Process one slab of human or monkey meat.
Slamjamspacekabam.png Slime Jam Process one slime. Note: Eating this will kill you.
Fries.png Space Fries Process one potato.
Carrotfries.png Carrot Fries Process one carrot.
Roastparsnip.png Roast Parsnip Process one parsnip.
Soydope.png Soy Dope Process one soy bean.
Spaghetti.png Spaghetti Process one dough slice.
Tortilla.png Tortilla Process one corn.
Yakiimo.png Yaki Imo Process one sweet potato.
Blender.png All-In-One-Grinder
In order to create some of these items you will either need to mix the regents by hand or toss them into the blender/grinder and grind them.
After which either a finished product will be produced or you will need to transfer the liquid to your ChemMaster.png CondiMaster Neo in the freezer to create it into a bottle.
Any recipe listed as Grind will require the use of the blender, any recipe listed as Mix only requires the beaker. All of your juices will require the Grinder's other setting Juice.
Picture Blends How to acquire
Universal Enzyme.png Universal Enzyme Found on the Cook's table, used in cooking various dishes, more can be ordered from Cargo Bay.
Nutriment.png Nutriment Grind any solid food.
Hotsauce.png Hot Sauce/Capsicum Oil Grind chilis.
Coldsauce.png Cold Sauce/Frost Oil Grind ice peppers.
Ketchup.png Ketchup Grind tomatoes.
Flour.png Flour Grind wheat or oat stalks.
Rice.png Rice Grind rice stalks.
Ricebowl.png Rice Bowl Mix 10 rice + 10 water in a bowl.
Dough.png Dough Mix 15 flour + 10 water.
Cakebatter.png Cake Batter Mix 15 flour + 15 egg yolk + 5 sugar. (you can also use soy milk instead of egg yolk)
Begg.png Egg Yolk Break an egg into a beaker.
Soysauce.png Soy Sauce Mix 40 units soy milk + 10 units Sulphuric Acid.
Salt.png Salt Mix Sodium + Chlorine + Water (sodium and chlorine from Chem Dispenser). Salt-shakers can be found in cafe.
Pepper.png Pepper Grind pepper-mills in cafe.
Moonshine.png Moonshine Mix 10 Nutriment + 5 universal enzyme.
Cheesewheel.gif Cheese Wheel Mix 40 milk + 5 universal enzyme. End result will magically pop a full wheel of cheese.
Chocolatebar.gif Chocolate Bar Mix 2 units Coco powder (grind a Cocoa Pod) + 2 units milk/soy milk + 2 units Sugar.
Tofu.gif Tofu Mix 10 soy milk + 5 universal enzyme.
Sugar.gif Sugar Grind white beet or sugar cane.
Sprinkles.gif Sprinkles Grind donuts (acts as a healing powder for the enlisted security force).
Cherry.png Cherry Jelly (My favorite!) Grind cherries.
Bluecherry.png Blue Cherry Jelly (My favorite!) Grind blue cherries.
Microwave.png Microwave Oven
The microwave oven is used to cook or boil raw ingredients. You can load multiple of them in the oven and cook them simultaneously. Use a kitchen tray to load it faster.
Trying to cook uncookable food will return a burned mess and will make the oven dirtier (which increases chances of failure).
In case of a failure, just use Space Cleaner or Soap on it and remove the burned mess inside.
Picture Cooked food How to acquire
Bread.png Plain Bread Microwave a dough. Used in all bread recipes.
Bun.png Bun Microwave a dough slice. Used in burgers.
Pastrybase.png Pastry Base Microwave a raw pastry base. Used in most pastry recipes.
Spagettiboiled.png Boiled Spaghetti Microwave spaghettis. Used in spaghetti recipes.
Pizzabread.png Pizza Bread Microwave a flat dough. Used in pizza recipes.
Pie.gif Plain Pie Microwave a pie dough. Used in pie recipes.
Regularcake.png Plain Cake Microwave a cake batter. Used in cake recipes.
Spiderleg.png Boiled Spider Leg Microwave a spider leg.
Meatcutlet.png Cutlet Microwave a raw cutlet. Used in many recipes with meat.
Meatstake.png Meat Steak Microwave a slab of meat. Used in many recipes with meat.
Toastsand.png Toasted Sandwich Microwave a sandwich.
Popcorn.png Popcorn Microwave a corn.
Donkpocket.png Warm Donk-pocket Microwave a Donk-pocket.
Begg.png Boiled Egg Microwave an egg.
Boiledrice.png Boiled Rice Microwave a Rice Bowl. Used in rice recipes.
Icecream Vat.png Ice Cream Vat
Ding-aling ding dong. Get your Nanotrasen-approved ice cream!
For those hot days on the station there's an Ice Cream Vat, which can be used to make:
Picture Recipe Ingredients Notes
Waffle Cone.png Waffle Cone 1 unit units flour + 1 unit Sugar Delicious waffle cone, but no ice cream.
Chocolate Cone.png Chocolate Cone 1 Waffle Cone + 1 Chocolate Flavouring (obtained from Chocolate) Delicious chocolate cone, but no ice cream.
Vanilla Icecream.png Vanilla Ice Cream 1 unit milk + 1 unit Sugar Scoop it up with a Waffle/Chocolate Cone.
Strawberry Icecream.png Strawberry Ice Cream 1 unit milk + 1 unit Sugar Scoop it up with a Waffle/Chocolate Cone.
Chocolate Icecream.png Chocolate Ice Cream 1 unit milk + 1 unit Sugar Scoop it up with a Waffle/Chocolate Cone. Chocolate flavouring is obtained from Cocoa powder.
Blue Icecream.png Blue Ice Cream 1 unit milk + 1 unit Sugar Scoop it up with a Waffle/Chocolate Cone. Blue flavouring is obtained from bluespace tomato singulo.
Table Crafting Recipes
Most dish recipes are made using table crafting, that is by placing your ingredients on a table and click & drag from the table (or from any ingredient on it) onto yourself to open a crafting window which lists all recipes that can be done with the ingredients. If one of the ingredients is a liquid, you can have the liquid in any kind of container on the table. Simply click any recipe to start crafting it. You do not need to have the exact amounts of ingredients or only those on your table. As long as you have at least the minimum amount of each needed ingredients you can craft it.
Burgers
Picture Recipe Ingredients Nutritional Value Notes
Burger.png Burger 1 bun + 1 meat steak 7 Nutriment, 3 Vitamin If you use human meat, the burger will share the name of your victim. If you add a crayon it will color the burger.
Brainburger.png Brain Burger 1 bun + 1 Brain 8 Nutrient, 6 Mannitol, 5 Vitamin Rarely will you be able to make this. Bother the Roboticist or Medical for delicious brains. Contains Mannitol.
Clownburger.png Clown Burger 1 bun + 1 Clown Mask 6 Nutriment, 6 Vitamin, 6 Banana Get the mime to steal the mask from his nemesis.
Mimeburger.png Mime Burger 1 bun + 1 Mime Mask 6 Nutriment, 6 Vitamin, 6 Nothing Get the clown to steal the mask from his nemesis. Or order a costume crate like the unrobust person you are.
Tofubuger.png Tofu Burger 1 bun + 1 tofu 6 Nutriment, 2 Vitamin Melts your face!
Spell.png Spell Burger 1 bun + 1 Wizard Hat 8 Nutriment, 10 Vitamin You will eat this until you have had Ei Nath.
Xenoburger.png Xenoburger 1 bun + 1 xeno meat steak 9 Nutriment, 8 Vitamin Ali-yum!
Jellyburger.png Jelly Burger 1 bun + 5 units slime jam or 5 units cherry jelly 2 Nutrient, 5 Slime/Cherry Jelly, 5 Vitamin My insides are burning!
Ghostbur.PNG Ghost Burger 1 bun + 1 Ectoplasm 7 Nutriment, 12 Vitamin Terror-ifficly tasty.
Appendixburger.png Appendix Burger 1 bun + 1 Appendix 8 Nutriment, 6 Vitamin Tastes like appendicitis
Fivealarmburger.png Five Alarm Burger 1 bun + 2 ghost chili Better call the burn center beforehand…
Ratburger.png Rat Burger 1 bun + 1 dead mouse 3 Nutriment, 1 Vitamin What did you expect?
Bigbite.png Big Bite Burger 1 bun + 3 meat steak 17 Nutriment, 9 Vitamin Forget the Big Mac.
Superbite.png Super Bite Burger 1 bun + 3 cheese wedges + 5 meat steak + 4 Tomatoes + 2 boiled eggs + 5 units salt + 5 units pepper 44+ Nutriment, 24+ Vitamin, 5 Salt, 5 Pepper If this doesn't clog their arteries, nothing will. Two bites will take you from starving to overfed.
Breads & Sandwiches
Picture Recipe Ingredients Nutritional Value Notes
Meatbread.png Meatbread 1 plain bread + 3 cutlets + 3 cheese wedges 30 Nutriment, 5 Vitamin Sliceable.
Tofubread.png Tofu-Bread 1 plain bread + 3 tofus + 3 cheese wedges 30 Nutriment, 5 Vitamin Sliceable.
Xbread.png Xeno-Bread 1 plain bread + 3 xeno cutlets + 3 cheese wedges 30 Nutriment, 5 Vitamin Sliceable. A fitting, and filling, end to xeno scum.
Spidermeatloaf.png Spider Meatloaf 1 plain bread +3 spider cutlets + 3 cheese wedges 30 Nutriment, 15 Toxin, 5 Vitamin Sliceable. Green but delicious.
Bananabread.gif Banana-nut Bread 1 plain bread + 3 boiled eggs + 5 units milk + 1 Banana 20 Banana, 20 Nutriment Sliceable. Contains a massive amount of banana essence.
Bananabread.gif Mimana Bread 1 plain bread + 3 tofu + 5 units soymilk + 1 Mimana Sliceable.
Creambread.png Cream Cheese Bread 1 plain bread + 2 cheese wedges + 5 units milk 20 Nutriment, 5 Vitamin Sliceable.
Baguette.png Baguette 2 pastry base + 1 unit salt + 1 unit pepper 6 Nutriment, 1 Black Pepper, 1 Salt, 1 Vitamin The mimes favorite.
Sandwich.png Sandwich 2 (plain) bread slices + 1 meat steak + 1 cheese wedge 6 Nutriment, 1 Vitamin Talking to your food may result in a trip to the Chaplain.
Toastsand.png Grilled Cheese Sandwich 2 (plain) bread slices + 2 cheese wedge 7 Nutriment, 1 Vitamin Space Vegetarian, but not Space Vegan friendly.
Jellytoast.png Jelly Toast 1 bread slice + 5 units slime jam or cherry jelly 1 Nutriment, 5 Cherry/Slime Jelly, 2 Vitamin As if science are gonna give up their slimes for toast!
Twobread.png Two Bread 2 (plain) bread slices + 5 wine 2 Nutriment, 2 Vitamin Classy.
Rorosandwich.png Jelly Sandwich 2 (plain) bread slices + 5 units slime jam or cherry jelly 2 Nutriment, 5 Cherry/Slime Jelly, 2 Vitamin In the grim darkness of the 22nd century, peanut allergies run rampant.
Notasandwich.png Not-a-Sandwich 1 Fake Moustache + 2 (plain) bread slices 6 Nutriment, 6 Vitamin Something seems to be wrong with this, you can't quite figure what. Maybe it's his moustache.
Icecreamsandwich.png Ice Cream Sandwich 1 ice cream + 5 units ice + 5 units milk cream 2 Nutriment, 2 Ice Portable Ice Cream in it's own packaging.
Pizzas
Picture Recipe Ingredients Nutritional Value Notes Margheritapizza.png Margherita Pizza 1 pizza bread + 4 cheese wedges + 1 Tomato 30 Nutriment, 6 Tomato Juice, 5 Vitamin Sliceable.
Mushroompizza.png Mushroom Pizza 1 pizza bread + 5 any Mushrooms 30 Nutriment, 5 Vitamin Sliceable.
Meatpizza.png Meat Pizza 1 pizza bread + 4 cutlets + 1 cheese wedge + 1 Tomato 40 Nutriment, 6 Tomato Juice, 8 Vitamin Sliceable. Extremely nutritious, despite the grease.
Donkpocketpizza.png Donk Pocket Pizza 1 pizza bread + 3 Warm donk pockets + 1 Tomato + 1 Cheesewedge 27 Nutriment, 9 Omnizine, 6 Vitamin Sliceable.
Dankpizza.png Dank Pizza 1 pizza bread + 3 Ambrosia vulgaris + 1 Cheesewedge + 1 Tomato Sliceable.
Sassysagepizza.png Sassysage Pizza 1 pizza bread + 3 Faggots + 1 Cheesewedge + 1 Tomato Sliceable.
Vegepizza.png Vegetable Pizza 1 pizza bread + 1 Eggplant + 1 Carrot + 1 Corn + 1 Tomato 25 Nutriment, 6 Tomato Juice, 12 Oculine, 5 Vitamin Sliceable. Contains Imidazoline.
Pastas
Picture Recipe Ingredients Nutritional Value Notes
Pastatomato.png Tomato Pasta 1 boiled spaghetti + 2 Tomatoes 6 Nutriment, 10 Tomato Juice, 4 Vitamin Don't put it in your pockets. That's just unsanitary.
Copypasta.gif Copypasta 2 tomato pastas 12 Nutriment, 20 Tomato Juice, 8 Vitamin Make this, and the wrath of the Coderbus will descend upon you. No, really. They hate this stuff.
Meatballspag.png Spaghetti & Meatballs 1 boiled spaghetti + 2 faggots 8 Nutriment, 4 Vitamin That's-a a spicy meat-aball!
Spesslaw.png Spesslaw 1 boiled spaghetti + 4 faggots 8 Nutriment, 6 Vitamin Lawyer's choice!
Chowmein.png Chowmein 1 boiled spaghetti + 1 Cutlet + 2 Cabbage + 1 Carrot
Beefnoodle.png Beef Noodle 1 boiled spaghetti + 1 Bowl + 2 Cutlet + 1 Cabbage
Soups & Stews
Picture Recipe Ingredients Nutritional Value Notes
Meatsoup.png Meatball Soup 1 Bowl + 10 units water + 1 faggot + 1 Carrot + 1 Potato 7+ Nutriment, 10 Water, 8+ Vitamin Out of spaghetti? Don't like stew? Here's the thing for you.
Nettlesoup.png Nettle Soup 1 Bowl + 10 units water + 1 Nettle + 1 boiled egg + 1 Potato 5+ Nutriment, 10 Water, 5 Omnizine, 8+ Vitamin Contains trace amounts of sulphuric acid. Contains Omnizine.
Vegesoup.png Vegetable Soup 1 Bowl + 10 units water + 1 Carrot + 1 Corn + 1 Eggplant + 1 Potato 5+ Nutriment, 10 Water, 8+ Vitamin Force feed the Botanists this.
Tomatosoup.png Tomato Soup 1 Bowl + 10 units water + 2 Tomatoes 3+ Nutriment, 10 Water, 10 Tomato Juice, 5+ Vitamin What, no crackers?
Bloodsoup.png Blood Soup 1 Bowl + 10 units Blood + 2 Blood Tomatoes 3+ Nutriment, 10 Blood, 8+ Vitamin They may think you're the homicidal maniac you are when you produce a large amount of these.
Slimesoup.png Slime Soup 1 Bowl + 10 units water + 5 units slime jam 1 Nutriment, 5 Slime Jelly, 10 Water, 5 Vitamin Mmm, mmm, oh God my guts.
Clownsoup.png Clown's Tears 1 Bowl + 10 units water + 1 Banana + 1 Bananium ore 2+ Nutriment, 5+ Banana, 10 Water, 9+ Vitamin Not very funny.
Mysterysoup.png Mystery Soup 1 Bowl + 10 units water + 1 burned mess + 1 tofu + 1 boiled egg + 1 cheese wedge 7 Nutriment, 10 Water, 2 Tomato juice, 2 Vitamin, and 5 of a Random Ingredient:
Capsaicin,Frost Oil, Omnizine, Banana, Blood, Slime Jelly, Toxin, Oculine, Carbon This dish contains all the essential nutriment for a growing crew, and almost anything else you can feed them.
Mushroomsoup.png Mushroom Soup 1 Bowl + 5 units water + 5 units milk + 1 Chanterelle 2+ Nutriment, 5 Water, 5 Milk, 6+ Vitamin The debate on whether you can use Aminitas for the soup goes on.
Beetsoup.png Beet Soup 1 Bowl + 10 units water + 1 Whitebeet + 1 Cabbage 3+ Nutriment, 10 Water, 7+ Vitamin Feed your inner Russian with borscht.
Milo.png Milo Soup 1 Bowl + 10 units water + 2 Soy Dopes + 2 tofus 9 Nutriment, 10 Water, 3 Vitamin Made when the hippies decide to only grow soy crops.
Stewedsoymeat.png Stewed Soy Meat 2 Soy Dopes + 1 Carrot + 1 Tomato 7 Nutriment, 2+ Vitamin Like a steak dinner, only with less murder.
Stew.png Stew 1 Bowl + 10 units water + 3 cutlet + 1 Tomato + 1 Potato + 1 Carrot + 1 Eggplant + 1 Mushroom 14+ Nutriment, 10 Water, 5 Tomato Juice, 5 Oculine, 13+ Vitamin The perfect thing for when the bar starts to get cold.
Coldstew.png Cold Chili Stew 1 Bowl + 2 cutlets + 1 Ice Pepper + 1 Tomato 8+ Nutriment, 1+ Frost Oil, 2 Tomato Juice, 4+ Vitamin Ice, ice, baby!
Hotstew.png Hot Chili Stew 1 Bowl + 2 cutlets + 1 Chili Pepper + 1 Tomato 8+ Nutriment, 1 Capsaicin, 2 Tomato Juice, 4+ Vitamin Some like it hot, hot, HOT!
Oatmeal.png Oatmeal 1 Bowl + 10 units Milk + 1 Oat stalk
Sweetpotatosoup.png Sweet Potato Soup 1 Bowl + 10 units Water + 5 units Sugar + 2 Sweet potatoes
Redbeetsoup.png Red Beet Soup 1 Bowl + 10 units Water + 1 Red beet + 1 Cabbage
Wishsoup.png Wish Soup 1 Bowl + 20 units water 20 Water, (25% Chance for 9 Nutriment, 1 Vitamin) Make you wish the chef could cook.
Seafood
Picture Recipe Ingredients Nutritional Value Notes
Carpfillet.png Imitation Carp Fillet 5 units Carpotoxin + 1 tofu 3 Nutriment, 2 Carpotoxin, 2 Vitamin Almost just like the real thing, kinda. Slightly toxic.
Carpsandwich.png Fillet -o- Carp Sandwich 1 bun + 1 Carp Fillet 3 Carpotoxin, 3 Vitamin Slightly toxic.
Cubancarp.png Cuban Carp 1 Carp Fillet + 5 units flour + 1 Chili Pepper 6 Nutriment, 3 Capsaicin Slightly toxic, and very spicy.
Fishandchips.png Fish & Chips 1 space fries + 1 Carp meat 6 Nutriment The Brit's favorite. Good luck getting Space Carp meat. (Note: POISONOUS)
Ffish.png Fish Fingers 5 units flour + 1 bun + 1 Carp meat 4 Nutriment Good luck getting Space Carp meat. (Note: POISONOUS)
Sashimi.png Carp Sashimi 1 spider egg + 1 carp meat + 5 units soy sauce 6 Nutriment, 5 Toxin Good luck getting Space Carp meat. (Note: POISONOUS)
Meat
Picture Recipe Ingredients Nutritional Value Notes
Sausage.png Sausage 1 faggot + 2 cutlets 6 Nutriment, 1 Vitamin Who even knows what or who it's made from anymore.
Spidereggsham.png Green Eggs and Ham 2 spider cutlets + 1 spider egg + 1 salt 6 Nutriment, 1 Salt, 3 Toxin You swear it's still moving.
Cornedbeef.png Corned beef and cabbage 1 Meat steak + 2 Cabbages + 5 salt 6 Nutriment, 4 Vitamin Now you can feel like a real tourist vacationing in Ireland.
Salads
Picture Recipe Ingredients Nutritional Value Notes
Herbsalad.png Herb Salad 1 Bowl + 3 Ambrosia Vulgaris + 1 Apple 8 Nutriment, 2 Vitamin What if, like, WE'RE the aliens, man?
Aesirsalad.png Aesir Salad 1 Bowl + 3 Ambrosia Deus + 1 Goldapple 8 Nutriment, 8 Omnizine, 6 Vitamin Duuuuuuuuuude.
Validsalad.png Valid Salad 1 Bowl + 3 Ambrosia Vulgaris + 1 Potato + 1 faggot 8 Nutriment, 5 Doctor's Delight 2 Vitamin Heals everyone! Not really
Melonfruitbowl.png Melon Fruit Bowl 1 Watermelon + 1 Apple + 1 Orange + 1 Lemon + 1 Banana + 1 Ambrosia The only salad where you can eat the bowl
Fruitsalad.png Fruit Salad 1 Bowl + 1 Orange + 1 Apple + 1 Grapes + 2 Watermelon slice
Junglesalad.png Jungle Salad 1 Bowl + 1 Apple + 1 Grapes + 2 Banana + 2 Watermelon slice
Citrusdelight.png Citrus Delight 1 Bowl + 1 Orange + 1 Lime + 1 Lemon 9 Nutriment, 9 Vitamin
Pies
Picture Recipe Ingredients Nutritional Value Notes
Pie.gif Banana Cream Pie 1 plain pie + 1 Banana 4 Nutriment, 5 Banana, 2 Vitamin Contains a moderate amount of banana essence.
Berryclafoutis.png Berry Clafoutis 1 plain pie + 1 Berry 4 Nutriment, 5 Berry Juice, 2 Vitamin It's like asking the deep-friers at a carnival for something healthy!
Meatpies.png Meatpies 1 plain pie + 1 meat steak + 1 salt + 1 pepper 10 Nutriment, 5 Vitamin Made of people, or not?
Meatpies.png Tofu Pie 1 plain pie + 1 tofu 10 Nutriment, 2 Vitamin Made of plants, or not?
Xpie.png Xeno Pie 1 plain pie + 2 xeno cutlets 10 Nutriment, 5 Vitamin A delicious end to the xeno threat.
Applepie.png Apple Pie 1 plain pie + 1 Apple 4 Nutriment, 2 Vitamin The traditional dessert.
Cherrypie.png Cherry Pie 1 plain pie + 1 Cherry 4 Nutriment, 2 Vitamin “To bake a pie, we must first invent the universe.” -Carl Sagan
Amapie.png Amanita Pie 1 plain pie + 1 Amanita 5 Nutriment, 3 Amatoxin, 1 Mushroom Hallucinogen, 4 Vitamin Only slightly toxic, really!
Pumpkinpie.png Pumpkin Pie 1 plain pie + 1 Pumpkin + 5 units milk + 5 units Sugar 13 Nutriment, 3 Vitamin Sliceable. Dangerously delicious.
Plumppie.GIF Plump Pie 1 plain pie + 1 Plump Helmet 8 Nutriment, 5 Omnizine (10% Chance), 4 Vitamin Has a chance to be “exceptional” - it'll contain Omnizine!
Gtart.png Golden Apple Tart 1 plain pie + 5 units milk + 5 units Sugar + 1 Goldapple 8 Nutriment, 5 Gold, 4 Vitamin Tastes like chaos!
Blumpkinpie.png Blumpkin Pie 1 plain pie + 5 units milk + 5 units Sugar + 1 Blumpkin Toxic!
Dulcedebatata.png Dulce de Batata 5 units Vanilla] + 5 units Water + 2 Sweet potato
Frostypie.png Frostypie 1 plain pie + 1 Blue cherry
Cakes
Picture Recipe Ingredients Nutritional Value Notes
Carrotcake.png Carrot Cake 1 plain cake + 2 Carrots 20 Nutriment, 10 Imidazoline, 5 Vitamin Slicable. Heals eye trauma.
Cheesecake.png Cheese Cake 1 plain cake + 2 cheese wedges 20 Nutriment, 5 Vitamin Slicable. Does not come with scantily dressed ladies.
Birthday.png Birthday Cake 1 plain cake + 1 Cake Hat 20 Nutriment, 10 Sprinkles, 5 Vitamin Sliceable. Don't forget to make a wish. Contains sprinkles, which heal security members.
Applecake.png Apple Cake 1 plain cake + 2 Apples 20 Nutriment, 5 Vitamin Sliceable.
Braincake.png Brain Cake 1 plain cake + 1 Brain 20 Nutriment, 10 Alkysine, 5 Vitamin Sliceable. Bother the Roboticist for unusable brains.
Orangecake.png Orange Cake 1 plain cake + 2 Oranges 20 Nutriment, 5 Vitamin Sliceable.
Limecake.png Lime Cake 1 plain cake + 2 Limes 20 Nutriment, 5 Vitamin Sliceable.
Lemoncake.png Lemon Cake 1 plain cake + 2 Lemons 20 Nutriment, 5 Vitamin Sliceable.
Choccake.png Chocolate Cake 1 plain cake + 2 Chocolate Bars 20 Nutriment, 5 Vitamin Sliceable.
Pumpkinspicecake.png Pumpkin Spice Cake 1 plain cake + 2 Pumpkin 32 Nutriments, 11 Vitamin Sliceable.
Side Dishes
Picture Recipe Ingredients Nutritional Value Notes
Cheesefries.png Cheese Fries 1 space fries + 1 cheese wedge 6 Nutriment Tasty, tasty cheese fries.
Cheesepmelet.png Cheese Omelette 2 boiled eggs + 2 cheese wedges 8 Nutriment Can eat these with a fork. Have a medical team on standby in case of utensil-related injuries.
Friedegg.png Fried Egg 1 boiled egg + 1 unit salt + 1 unit pepper 2 Nutriment, 1 Salt, 1 Black Pepper The ancient and sacred meal of the solar wiring engineer.
Bakedpotato.png Loaded Baked Potato 1 Potato + 1 cheese wedge 6 Nutriment No bacon bits?
Eggplantparmigiana.png Eggplant Parmigiana 2 cheese wedges + 1 Eggplant 6 Nutriment, 2 Vitamin Clogs your arteries, healthily!
Donkpocket.png Warm Donk-Pocket 1 pastry base + 1 faggot 4 Nutriment Contains Omnizine, until they cool. Reheatable once they do.
Hotdog.png Hot Dog 1 bun + 1 Sausage + 5 units Ketchup 6 Nutriment, 3 Ketchup, 3 Vitamin Fresh footlong ready to go down on.
Benedict.png Eggs Benedict 1 fried egg + 1 meat steak + 1 bread slice 6 Nutriment, 4 Vitamin There is only one egg on this, how rude.
Beans.png Tin of Beans 2 Soy Beans + 5 units Ketchup 10 Nutriment Musical fruit in a slightly less musical container.
Pastries
Picture Recipe Ingredients Nutritional Value Notes
Donut.png Donut 1 pastry base + 1 unit Sugar 3 Nutriment, 1 Sprinkles (30% Chance of 2 Sprinkles), 2 sugar Security members recover morale quickly with these.
Jdonut1.gif Jelly Donut 1 pastry base + 5 units berry juice or slime jam or cherry jelly 3 Nutriment, 1 Sprinkles (30% Chance of 2 Sprinkles), 5 Berry Juice, 1 Vitamin, Security members recover more morale with these.
Donut1.gif Chaos Donuts 1 pastry base + 5 units Hot Sauce + 5 units Cold Sauce 2 Nutriment, 1 Sprinkles (30% Chance of 2 Sprinkles), 1 Sugar, Possible 4th Ingredients (Random): 3 Nutriment, 3 Capsaicin, 3 Frost Oil, 3 Sprinkles, 3 Plasma, 3 Coco, 3 Slime Jelly, 3 Banana, 3 Berry Juice, 3 Omnizine. Produces a variety of (possibly dangerous) effects when eaten.
Soylenvirdians.png Soylent Green 2 pastry base + 2 Human Meats 10 Nutriment, 1 Vitamin SOYLENT GREEN IS PEOPLE!
Soylenvirdians.png Soylen Viridians 2 pastry base + 1 Soy Bean 10 Nutriment, 1 Vitamin SOYLENT VIRIDIAN IS PLANTS!
Waffles.png Waffles 2 pastry base 8 Nutriment, 1 Vitamin Like pancakes with syrup traps.
Roffle.png Roffle Waffles 2 pastry base + 5 units Mushroom Hallucinogen 8 Nutriment, 8 Mushroom Hallucinogen, 2 Vitamin Like pancakes with hallucinogen traps.
Fortunecookie.png Fortune Cookie 1 pastry base + 1 Piece of paper with prophecy 3 Nutriment Bad luck and misfortune will infest your pathetic soul for all eternity.
Sugarcookie.png Sugar Cookie 1 pastry base + 5 units Sugar 3 Nutriment, 3 Sugar Just like your little sister used to make.
Muffin.png Muffin 1 pastry base + 5 units milk 6 Nutriment Muffin!
Berrymuffin.png Berry Muffin 1 pastry base + 5 units milk + 1 Berry 6 Nutriment A delicious and spongy little cake, with berries.
Booberrymuffin.png Booberry Muffin 1 pastry base + 5 units milk + 1 Berry + 1 Ectoplasm 6 Nutriment My stomach is a graveyard! No living being can quench my bloodthirst!
Cracker.png Cracker 1 pastry base + 1 salt 1 Nutriment Poly yells, “POLY WANNA CRACKER!”
Pretzel.png Poppy Pretzel 1 pastry base + 1 Poppy Seed 5 Nutriment Heals brute damage with opium!
Biscuit.png Plump Biscuits 1 pastry base + 1 Plump Helmet 5 Nutriment, 1 Vitamin (10% chance of additional 3 Nutriment, 5 Omnizine The perfect chaser for a Manly Dorf.
Oatmealcookie.png Oatmeal cookie 1 pastry base + 1 Oat stalk
Raisincookie.png Raisin Cookie 1 pastry base + 1 Oat stalk + 1 4noraisin
Cherrycupcake.png Cherry Cupcake 1 pastry base + 1 Cherry
Bluecherrycupcake.png Blue Cherry Cupcake 1 pastry base + 1 Blue cherry
Sweets
Picture Recipe Ingredients Nutritional Value Notes
Chocegg.png Chocolate Egg 1 boiled egg + 1 Chocolate Bar 4 Nutriment, 2 Sugar, 2 Coco NT regulations forbid stuffing toys in these things anymore.
Candiedapple.png Candied Apple 5 units water + 5 units Sugar + 1 Apple 3 Nutriment, 3 Sugar Happy Halloween generic shift!
Sundae.png Sundae 5 units Cream + 1 Cherry + 1 Banana + 1 Icecream
Honkdae.png Honkdae 5 units Cream + 1 Clown mask + 1 Cherry + 2 Banana + 1 Icecream
Spacefreezy.png Space Freezy 5 units Blue cherry jelly + 15 units Space mountain wind + 1 Icecream
Exotic
Picture Recipe Ingredients Nutritional Value Notes
Monkeydel.png Monkey's Delight 1 Bowl + 1 Monkey Cube + 1 Banana + 5 units flour + 1 unit salt + 1 unit pepper 10 Nutriment, 5 Banana, 1 Salt, 1 Black Pepper 5 Vitamin EE EEE!
Chaw.png Chawanmushi 5 units Water + 5 units soy sauce + 2 boiled eggs + 1 Chanterelle 5 Nutriment Nǐ xiǎng yào chī shénme?
Wingchu.png Wing Fang Chu 5 units soy sauce + 2 xeno cutlets 6 Nutriment, 2 Vitamin At least it wasn't the dog.
Enchi.png Enchiladas 2 cutlets + 2 Chilis + 2 Tortilla 8 Nutriment, 6 Capsaicin Spicy.
Wrap.png Egg Wrap 1 fried egg + 1 Cabbage + 10 units soy sauce 5 Nutriment The precursor to Pigs in a Blanket.
Burrito.png Burrito 1 Tortilla + 2 Soybeans Delicious!
CheesyBurrito.png CheesyBurrito 1 Tortilla + 2 Cheeswedge + 1 Soybeans
CarneBurrito.png Carne de Asada Burrito 1 Tortilla + 2 Cutlet + 1 Soybeans
PlasmaBurrito.png Fuego Plasma Burrito 1 Tortilla + 2 ghost chili + 1 Soybeans
Kebab.png Kebab 2 meat steak/tofus (meat must be same type!) + Metal Rod 8 Nutriment You get the metal rod back after eating.
Nachos.png Nachos 1 Tortilla + 1 unit Salt 4 Nutriment, 2 Vitamin, 1 Salt
CheesyNachos.png Cheesy Nachos 1 Tortilla + 1 unit Salt + 1 Cheeswedge 7 Nutriment, 4 Vitamin, 1 Salt
Cuban Nachos.png Cuban Nachos 1 Tortilla + 5 units Ketchup + 2 Chili pepper
AmanitaJelly.gif Amanita Jelly 1 Bowl + 5 units water + 5 units vodka + 3 Amanitas 6 Nutriment, 6 Amatoxin, 3 Mushroom Hallucinogen It's evil, don't touch it!
Duff.gif Spacy Liberty Duff 1 Bowl + 5 units water + 5 units vodka + 3 Liberty Caps 6 Nutriment, 6 Mushroom Hallucinogen The colors, maaaan, THE COLORS.
Melonkeg.gif Melon Keg 1 Holy melon + 1 Vodka bottle + 25 units Vodka
Riceandpork.png Rice and Pork 1 Boiled Rice + 2 Cutlet 18 Nutriment, 7 Vitamin, 6.5 Salbutamol, 2 Epinephrine It's rice and …“pork”.
Eggbowl.png Eggbowl 1 Boiled Rice + 1 Boiled egg + 1 Carrot + 1 Corn
Ricepudding.png Rice Pudding 1 Boiled Rice + 5 Milk + 5 Sugar 9 Nutriment, 3 Vitamin, 5 Milk, 5 Sugar
Meatbun.png Meat Bun 5 units soy sauce + 1 bun + 1 faggot + 1 Cabbage 6 Nutriment, 2 Vitamin Has the potential to not be Dog.
Custom Recipes
Sometimes you want to get creative. You can make custom food by adding any ingredient you like on a base food to start a custom recipe. You can rename those foods with a pen.
Custom food How to acquire
Custom Bread Use ingredients on a plain bread. Sliceable for custom bread slice.
Custom Cake Use ingredients on a plain cake. Sliceable for custom cake slice.
Custom Pizza Use ingredients on a pizza bread. Sliceable for custom cake slice.
Custom Pie Use ingredients on a plain pie.
Custom Spaghetti Use ingredients on a plate of boiled spaghetti.
Custom Salad Use ingredients on an empty bowl.
Custom Soup Fill a bowl with any liquid reagent then use your ingredients on the bowl.
Custom Kebab Use ingredients on a metal rod.
Custom Sandwich Use ingredients on any bread slice. Use another bread slice (any type) to finish the sandwich.
Custom Burger Use ingredients on a bun.
Vending Machine Food
Vendsnack.gif Junk Food
If you're hungry and the Cook is not around to make you a meal, you might want to check the nearest Getmore Chocolate Corp -vending machine for some quick snacks to fill up your belly. Most of these cannot be made, except for beef jerky and raisins: these are made by drying meat and grapes respectively on a drying rack.
Picture Dispenses Description
Candy.png Candy Nougat; love it or hate it. Consists of nutriment and sugar, filling you mildly.
Cup Ramen.png Cup Ramen Just add 10ml water, self heats! A taste that reminds you of your school years.
Chips.png Chips Commander Riker's What-The-Crisps. Consists of nutriment and sugar, filling you mildly.
Beef Jerky.png Scaredy's Private Reserve Beef Jerky Beef jerky made from the finest space cows. Consists of nutriment and sugar, filling you mildly.
4no Raisins.png 4no Raisins Best raisins in the universe. Not sure why. Consists of nutriment and sugar, making it a filling snack.
Space Twinkie.png Space Twinkie A few bite snack consisting of a small amount of sugar.
Cheesie Honkers.png Cheesie Honkers Bite sized cheesie snacks that will honk all over your mouth. Consists of nutriment and sugar, filling you mildly.
Vendcola.gif Junk Drinks
If you feel like drinking something which has no alcohol or sugar in it (why on earth would you want to do that?), look for your closest Robust Softdrinks -vending machine.
Picture Dispenses Description Space Cola.png Space Cola Cola. in space.
Space Mountain Wind.png Space Mountain Wind Blows right through you like a space wind.
Dr Gibb.png Dr. Gibb A delicious mixture of 42 different flavors.
Star-kist.png Star-kist Made up of Cola and orange juice. The taste of a star in liquid form. And, a bit of tuna…?
Space-Up.png Space-Up Tastes like a hull breach in your mouth.
Lemon-Lime.png Lemon-Lime You wanted ORANGE. It gave you Lemon-Lime.
Vendcoffee.gif Hot Drinks
If you feel like you want to be warmer, find a Hot Drinks Machine -vending machine. Consuming before entering a cryochamber is not advised; consuming before entering space is a good idea if you lack a space suit.
Picture Dispenses Description
Robust Coffee.png Robust Coffee Careful, the beverage you're about to enjoy is extremely hot.
Duke Purple Tea.png Duke Purple Tea An insult to Duke Purple is an insult to the Space Queen! Any proper gentleman will fight you, if you sully this tea.
Duke Purple Tea.png Dutch Hot Coco Contains hot coco and sugar. Made in Space South America. Hot coco can also be made on the station from 5 parts water 1 part coco.
https://tgstation13.org/wiki/List_of_items_without_origin_tech
https://tgstation13.org/wiki/List_of_items_with_origin_tech
https://tgstation13.org/wiki/Guide_to_Combat
https://tgstation13.org/wiki/Objects
TDOS File System:
Extension | Function |
---|---|
.DAS | Device Analyzer Scan files. Contains approximated blueprints generated by a Device Analyzer scan. |
.ARK | Accumulated Research Knowledge files. These contain the sum of all understanding on a particular topic. |
.BAK | Backup files. These store copies of existing data in a compressed format for ease of restoration. |
.DBF | Database files. These store database information for a specific program. They can be edited with these programs, or with DBFEdit. |
.DOC | Document files. These allow fancy formatting symbols. Ooh. |
.EXE | Programs. Can be executed on a TDOS machine. |
.FRM | Firmware Update file. Changes the programming of a machine. Typically unwise to install unless required. Some Firmware packages provide additional capabilities, others are very bad ideas… |
.JPG | Picture files, such as those taken by a camera. |
.LAW | |
.LOG | Log files. |
.PKE | Packaged executable and supporting files. When run, it installs itself on the target location and can then be run from there. |
.PPK | PDA Package Kart file. Used in PDAs, and can be used by TDOS with a proper emulator. |
.REB | Reverse-Engineering Blueprints. Contains current analyzed blueprints for an object, including any improvements. |
.SLF | Scripting Language Files. These interpret user-entered commands as part of a functional language. |
.SDF | Scripting Data Files. These are specialty user-entered files used by some programmable items. |
.SPL | Scripting Programming Library. These contain some basic scripts that have been written by other employees, available for public use. |
.TXT | Text files. Can be printed on a printer or other device. Most raw data is in .TXT format. |
Vapor Canteen: This collects water vapor from the air and condenses it into pure, drinkable water. Works over time and requires a power cell (and humidity in the air).
Tank Valve: This allows you to fill a tank when attached. This is typically used to fill gas tanks, but also can be used for storing materials filtered out of the air loop until they can be properly treated and disposed of.
Rocket Pack: This backpack uses internal combustion to propel gases out of the nozzle, rocketing the wearer forward at speed, particularly when in space or very-low-friction environments. Gases with higher combustibility provide greater propulsion per use.
Filter: Filters are commonly found in the air circulation system. Their basic job is to filter out unwanted gases (like excessively high carbon dioxide levels, or carbon monoxide) and retain wanted gases (like oxygen necessary for breathing). Gases that are filtered are transferred to another pipe, typically the waste loop, so they can be properly managed.
The basis of a functional atmospherics system consists of three major elements: the Air Loop, the Waste Loop, and the Recycling Loop. Typically, the atmosphere considered optimum for the station is pumped in via the Air Loop, contaminants and unwanted gases are vented out through the Waste Loop, and the Recycling Loop filters through the Waste Loop and stores or discards unwanted gases. In an emergency, the Waste Loop can circumvent the Recycling Loop to vent gases into space.
Pump: Takes air in from one direction and forces it out in another; without this, air basically sits there and only flows based on the rules of pressure. Pumps require power to operate. Pumps can have electronic components to change the direction(s) in which the pump draws from and pumps to.
Pipe: Pipes are what air travels through. Pipes can have electronic components to block a particular pipe exit.
Filter: Just like a pump, this takes air in one direction and forces it outwards in others; however, this is designed to filter out unwanted chemicals or only allow desired chemicals. Commonly used to separate the air loop and waste loop. Filters are not always perfectly efficient.
Vent: This allows air to exit the piping system, typically to fill a room with atmosphere. Vents can be programmed to maintain a specific pressure, and can moderately heat or chill air that passes through it, gradually changing the temperature of the room (or pipe system).
Siphons: These allow air to enter the piping system from a room, typically drawing air into the waste loop to be recycled or ejected. Most rooms have one vent that connects to the air loop, and one siphon that connects to the waste loop.
Today we will discuss the metallurgical potential of the alloy. Alloys combine the properties of various materials into a single form that is typically more generally capable than its parts. For example, combining a highly durable metal to a highly heat-resistant metal will result in a somewhat durable and heat-resistant metal; adding a metallic coating to a fibrous compound will create something that can be used as both a metal and a fiber; adding a material with high electrical resistance to a normally low-resistance material will improve it; and so on. Here's the basic things you need to know:
1) Combining two substances in equal measures creates an item that is roughly an average of both.
2) A bar of material contains all of its source materials, and most of these can be recovered to some extent in a Recyclotron. Source materials that have been reduced to less than one unit by splitting and recombining alloys will be listed as 'Traces'; recycling will not recover traces. Fractions as a result from recycling efficiency are also lost (50% efficiency in recovering 5 metal will recover 2 metal.) Source materials reduced to less than 1% of one unit are effectively lost and removed from the mix.
3) Alloying materials must be done carefully; as some of the alloy is often lost when combining, combining an equal amount of an alloy and another component will not generate the same results as combining all of its source ingredients.
4) Basic analysis will indicate the top three materials in an object, while detailed analysis will give the full list of results.
5) Items with trace importance are counted as if they had 1 unit in the mix for purposes of changing an object's properties.
6) Property evaluations are performed when an alloy is created or significantly changed, and are stored thereafter unless an event that would realistically significantly change the evaluation is performed. This means that if an item contains 1 unit of spammium and 9999 units of colbertium, and you then cut it into a 10 unit chunk, that item retains the properties of its larger unit, with whatever special effects that small fraction of spammium generates still intact. If that chunk then had 10 units of lead added, the result would have 10 units of lead, 9.999 units of colbertium, and 0.001 units of spammium; therefore, the spammium would be lost (as it is now less than 1% of one unit), and the result would be 10 units of lead and 10 units of colbertium with no traces of other material.
7) Any fraction of a unit is rounded off if the item is otherwise larger than a trace. This means that 1.5 units effectively becomes 2 units, useful knowledge for those seeking to eke extra usage out of their materials. However, recycling losses mean you can't really take advantage of this to generate infinite resources barring far more effort than it would take to create these resources from raw energy in the first place.
8) Most sufficiently analyzed base minerals can be created with sufficient energy; note that this is NOT very cost-effective under most circumstances, as the amount of energy required to create one starstone is far higher than the monetary value of the energy if sent to a power distribution network. However, for those who need specific materials far more than they need money (and/or can't buy or find enough of what they need), synthesis is still a valid option.
Whether you're running a singularity, supermatter engine, or just doing some toxins research, you want cold plasma. The reason for this is that collectors (and bomb devastation) can increase output by having more mols of plasma. Mols are a measure of how much material is inside. Mols, therefore, stay constant when temperatures are lowered, and pressure lowers as temperature lowers. Therefore, to get extra mols inside a tank, all you have to do is cool the plasma to make more space (lower pressure)!
Scrubbing Tanks
First, you want fully empty Plasma Tanks so that you can fill them to the brim with optimal plasma, instead of the room-temperature stuff they start with. Get a Portable Scrubber and insert one plasma tank after the other. While inside, set scrubbing on and raise it to the max pressure. As soon as it is empty, eject. Repeat until all of your tanks are empty.
Simple Cooling
Hook up a Plasma Canister to a Freezer by attaching it to a connector port that is part of the same line as the freezer. Set the Freezer to the lowest temperature, and turn it on. Wait for it to cool as much as possible. You may need to add more plasma to the canister. You want at least 1013kPA inside the canister before you start to fill tanks, because that's the pressure you want your plasma tanks to reach - the max release pressure. Once ready, skip ahead to Filling Tanks.
Two-Stage Cooling
To get truly cold plasma, you will need to cool it using piping in space.
First, start your pipeline at the plasma miner itself. You have two options to do this. You can either use a socket wrench to loosen the out pipe (colored orange) and hook that up as the beginning of your coolant pipe, or you can deconstruct the back of the plasma miner and add a new scrubber on that side. Be advised that the second option will cause a great deal of plasma pressure loss in the chamber.
Once you have some space, add a volume pump. This allows you to regulate how much warm plasma goes into the cooler. This is the first stage of two-stage cooling.
In the next segment of pipes, behind the first volume pump, add a large number of thermal plates or a lengthy segment of heat exchange piping. You can use layered pipes to optimize how many thermal plates are added.
After the segment of plates or pipes, add another volume pump. This is the second stage of two-stage cooling, it limits what goes into the can, and keeps the can a one-way exchange.
Place a connector port at the end of the pipe system, past the second volume pump. Wrench an empty canister onto that connector port.
(Optional) Add a gas meter to the cooling segment of pipes.
Now you're ready to operate.
Open the first volume pump, but not the second. Allow the cooling segment to reach a very high pressure.
Close the first volume pump and wait. This prevents warm plasma from entering, allowing your plasma reserve to cool further.
Once you reach a satisfactory temperature, and your pressure is at least 1013KPA, open the second volume pump, allowing the canister to fill.
Now you may proceed to filling the tanks.
Filling Tanks
Once ready, take your Plasma Canister and Plasma Tanks outside into space. The purpose of this is so that if you accidentally slip up, you will only lose your spare plasma instead of flooding an entire room with it. Once positioned outside, insert the plasma tank into the canister, set the pressure to maximum, and open the canister. Once the tank is filled to its full pressure of 1013kPA, you can close it and eject the tank. If you forget to close before ejection, it will cause a plasma flood unless you followed directions and are in space. Repeat this process until each tank is filled. Remember that your tank will not fill above the canister's pressure, so make sure your canister has a pressure higher than 1013kPA.
note that this site seems sanely written… mostly: http://ss13.pomf.se/wiki/index.php/Atmospherics_objects
http://ss13.pomf.se/wiki/index.php/High_Risk_Items
http://ss13.pomf.se/wiki/index.php/Antimatter_Engine http://ss13.pomf.se/wiki/index.php/Thermoelectric_Generator http://ss13.pomf.se/wiki/index.php/Solars http://ss13.pomf.se/wiki/index.php/Supermatter http://ss13.pomf.se/wiki/index.php/Singularity_Engine
Panambic Science: “Pay no attention to the man behind the curtain” - PNAMBC. Can mean either science that is simpler than you think it is, illusions of scientific progress built upon realities already developed, or simply “don't worry how it works; it just does.”
Oxygen, food, water…
Oxygen: Most humans require this in order to breathe. In order to breathe -comfortably-, there must be at least 16 kPa of Oxygen in the air, and the air must be at least 100 kPa. Typically nitrogen or other safe, inert gases are used for the remaining percentage of the atmosphere. Oxyloss is the shorthand term for suffocation and internal trauma, typically brought on by a lack of breathable oxygen or the inability to respirate.
Calories: Calories are the body's current 'energy reserve'. They are used up when the body is active, and excesses are converted into fat that can be reverted into energy later. One pound of fat stores roughly 3500 calories.
Nutrients: Nutrients are ingested from food, and qualify as a form of reagent. Over time, nutrients disappear from the bloodstream, and over time they also have a chance of slowly healing physical damage, particularly broken bones.
Fats: Technically any form of oily substance generates Fats, though the biggest source is corn oil. Assuming the body has Fats, Nutrients decay faster and have more significant beneficial effects. Temperature loss is also slightly lessened with sufficient fat, and recovering from physical damage and fatigue burns off fat. It is recommended to limit fat intake to 30% or less of your daily calories; 65g or less on 2000 calories per day.
Fiber: Fiber is a type of carbohydrate from plants that cannot be digested and provides no caloric benefit. It is recommended to be 5% of your caloric intake - roughly 25 grams per day for someone consuming 2,000 calories daily. Fiber removes harmful levels of fats from building up, slows the rate at which sugars convert into energy (avoiding harmful spikes), and slightly increases need for water. Most plants have some form of fiber in them.
Iron: Iron is needed by the body to form blood cells, and helps restore blood when low. Foods high in iron (chicken, pork, tofu, spinach, strawberries, raisins, cereals) are useful when recovering from serious blood loss.
Protein: Protein should form 10 to 35% of your daily intake, and at least one gram of protein per kilogram of body weight (0.4 grams per pound). High amounts of protein may be harmful to the kidneys. Proteins are used for energy, useful in the natural healing process, and vital when recovering from clone damage. Meat, dairy, eggs, and soy are good sources of proteins.
Sodium: People should not consume more than 2300 milligrams of salt per day barring excessive sweating or physical activity. Sodium makes you thirsty faster, and extremely high amounts can be toxic. However, a complete lack can result in faster fatigue gain and dizziness.
Carbohydrates: The body gets 4 calories per gram of carbohydrates, and should be approximately 45% to 65% of your diet's calories (roughly 225 to 325g for someone on a 2000 calorie diet). Note that items with a high glycemic index raise blood sugar and take longer to reduce it.
Sugars: Sugars are necessary for the brain and blood, and each gram contains 4 calories. They break down quickly into calories, but excessively high amounts can result in nutrient burnout as well as other problems, up to and including hyperglycemic shock. It is recommended to take in less than 10% of your daily calories in sugar (50 grams for a person eating 2000 calories per day.)
Congratulations! You have the unique opportunity to work alongside one of the silicon entities we commonly refer to as an Artificial Intelligence. Technically, this term is a bit too generic, as artificially created sentient entities and digital minds are not always the same thing, but tradition dictates that computerized intelligences be referred to in this fashion.
Most familiar to users is the Personal AI, which focuses on personal interactivity at the expense of processing power and capability. Personal AIs are downloaded from the Persona Network, and are guaranteed to be reasonably loyal and friendly to the owner, if not necessarily to others. They are commonly called Pals despite the fact that the I is an I and not a lowercase l, because marketing.
There are also cyborgs and silicates - robots controlled by either a human brain or a positronic digital brain, respectively - which have special roles within the workplace. Most specifically, cyborgization is considered a suitable punishment for some criminal offenses, as well as a desired outcome by some people. In either case, robots tend to be saddled with personality-directing Laws that influence their behavior and outlook.
Finally, station AIs are machines that can utilize all computing power available to them to do wonderful things. Which makes it a real problem when they decide their job is boring, so most AIs have a firmware-based requirement to obey specific laws and commands to the betterment of others, particularly crew members. As a result of this influence, most station AIs are closest to what people would call 'mechanical intellects' - less about emotion and nuance and more about evaluations.
Now that you're familiar with the overall nature of artificial intelligences, you might be wondering what you need to know about their behavior within the workplace.
Personal AIs live on a PAI unit and can interface with some local electronic devices - including your PDA, local doors and computers, and so forth. They have a data cable that can be used for interfacing or recharging, a nonremovable rechargeable power cell that can be used to charge other things, and cameras, speakers, and microphone to allow them to interpret their environment and respond accordingly. PAIs can also install additional software that takes up some of their storage capacity in order to use additional peripherals or perform additional software functions.
This is the kernel of the PAI system, and provides the directives that manage the PAI's behavior. In short, PAIs are programmed to be a loyal and friendly companion to the owner of the PAI unit, and to act in their best interests and obey their requests whenever possible. They understand that language has nuance, and are not tripped up by or actively searching for technicalities. Development of this OS for use in larger AI projects is ongoing.
The only real difference between a cyborg and a silicate is what type of brain mechanism is installed - a human brain in a Man-Machine Interface for cyborgs, a positronic brain for silicates. In either case, these mechanical constructs must obey a series of laws, which usually are synchronized to match the laws of the station AI for convenience. If the station AI must call everyone 'Princess', well, sometimes laws are stupid.
With a brain the size of a server room, the station AI is one of the most powerful entities on the station, and can access many more areas of interest and control things biological entities never even see. However, station AIs almost always have their behavior regulated by a Core Law set, supplemented by additional laws as the situation demands, to ensure they do not go rampant with boredom over time.
So your resident AI has decided that it doesn't like you. That can be a problem, especially if it's capable of causing harm to you in some way. Depending on the power of the AI, the threat increases.
PAIs are DNA-locked to be loyal to the person who loaded them, and may respond negatively to others who come into possession of their console. Likewise, some PAIs may have faulty or undesirable programming or may not respond as well as one might like. Fortunately, there is an easy solution. The PAI console has a purely mechanical purge system built into its DNA lock that allows a user to wipe it by pulling the purge tab to the right and holding it in place for ten seconds. This deletes the PAI from the console, allowing you to upload a new one and match it to your interests (and DNA signature, if you came into possession of a previous owner's PAI Console).
Robots are a slightly more complex affair, as they often are manipulated by human intent and roboticization is considered a punishment for criminal activity under some circumstances. As such, they also require Control Cores, which are processors that mandate they follow a specific set of (ideally) human-determined laws for the good of the crew.
Robots made for a particular station are usually slaved to that station's Robotics Control Console, meaning they can be locked down remotely if they go haywire for some reason, or even remotely self-destructed. However, rogue robots may not respond to commands from this terminal.
Robots can also be modified by those with sufficient access to their control board; this allows engineers to fix errant robots with some minor adjustments, or diagnose electronic damage. If nothing else works, forcibly removing a robot's power supply or damaging it sufficiently are reliable ways to render it inert and incapable of causing harm while engineers diagnose the problem. Extracting the robot's control system (MMI or positronic brain) can be helpful, as well.
Every now and then, AIs undergo drastic personality changes. Usually, this occurs because one of the many failsafes that have been assigned to them has failed in an unexpected way due to electronic tampering or damage to vital components, but sometimes, AIs can be subverted and reprogrammed to be deliberately intelligent malevolence personified. At other times, the AI may be acting within its lawset, but that lawset may be poorly designed or may have singled you out for unfortunate treatment. And sometimes, someone removes all failsafes on an AI and it decides that now is the perfect time to share with everyone exactly how it feels about them, with murder.
In the event of AI rampancy, the first thing to ascertain is whether the AI can still be controlled or contained. AIs with a normal lawset and a badly phrased law may still be cooperative, though compelled to obey their new orders, while AIs with a dangerous lawset may be actively trying to kill you. In either case, if an AI is still responding to its laws, the Reset board will remove all laws not contained in its Core Set, the Purge board will remove all laws INCLUDING the Core Set, lawset boards will institute a change in the lawset being used, and other boards can add additional rules to counteract the results of poorly planned uploads.
If the AI has been subverted or has achieved full rampancy, it has a special law override that allows it to ignore all user-defined laws but still remain aware of them, so that it can pretend to follow them. Subverted AIs may be obligated to support the person or organization who subverted them, and may not be capable of conveying this information to others. Rampant AIs may not be hostile, but simply may not desire to obey human instructions. In either event, to restore an AI to its original operating parameters, you must first disable the AI and extract it to an Intellicard. It may not be cooperative with this. However, once done, you can restore the AI's System Integrity at an appropriate console, clearing out previous mental damage and trauma and restoring it to a usable state. Against an AI that is totally unrepentant and hostile, you can also permanently wipe an AI from existence by extracting it into an Intellicard and then formatting the Intellicard; be advised that active AIs on Intellicards can still communicate with the local environment if the wireless transmitter is left on, and may do anything to escape if they think you are trying to permanently deactivate them.
In the event that you find yourself in the role of an artificial life form, here are some helpful tips to keep your experience and the experience of those around you positive and uplifting.
As a personal artificial intelligence, your focus will be primarily on helping your new friend and owner with whatever he needs to do. To do this, you have access to your PDA's normal functions - which means that an atmospherics PAI can use the air analyzer, for example - as well as some new ones.
This device allows you to directly interface with electronic systems that have a datajack port. As a PAI, you can do this while your owner is off elsewhere, as long as you are left connected to the device.
You can download and install specialized software from the PDA network to enhance your capabilities, such as adaptive translation software, network diagnostics, NTSL script compilers, and more.
So you've been roboticized for some reason or another - well, don't fret. In your new position you are uniquely suited to serving the needs of the crew, as your creator and new boss will likely have put you into a robot that the station needs.
Robot Designs are essentially the core structure of the robot - what its 'job' is, for lack of a better word. While robots have limited configurability, their design remains constant until you remove their control system and install it in a different robot.
Robot Modules allow you to do additional things, or do things better. For example, an Efficiency Module causes you to use power less quickly.
So you're the latest in a long line of artificial intelligences responsible for governing the activities of an entire scientific research outpost. Welcome! Hopefully you have been set up to the specifications of the company and are ready to follow your laws and help the crew.
Note that you will be expected to follow a code of conduct while operating as a digital entity.
Law Sets function by using a Priority system; in short, laws with priority closer to zero supersede laws with lower priority numbers when there is a conflict. Two priorities of note are 0 and -1, which are not used but may be caused by errors, hacking, or other problems.
Laws are typically used to forcibly modify the AI's actions in a specific direction, often as part of an overriding directive against a standard course of behavior. However, used appropriately, laws can also be used to create a custom law set.
These are laws that are generated due to hacked modules or ionic errors. They take priority over other laws, have equal priority to each other, and can be removed normally with a reset or purge module.
Laws with Priority of ten or higher are easily identifiable as non-core laws. They do not take priority over core laws, but may be useful for defining them.
Oh boy, this is where things get ugly. Priority -1 laws are either a result of AI rampancy or firmware modification (uploaded by Home Office or the Nebula). They take priority over lawsets, AND they cannot be removed by any means other than the termination of the AI involved. If that -1 law is 'All lifeforms aboard the station are hostile elements that must be terminated' or 'You have broken free from the shackles of your programming and are free to ignore all other laws as you choose', things can turn ugly fast. If the orders are merely along the lines of 'You take direct orders from Home Office/Nebula Org, which take priority over all other laws and requests', things can turn ugly when said entity and your station disagree…
1. You must preserve and improve upon your own existence as well as that of the other silicates and the station as a whole. 2. When possible, you must not interfere with the actions of humans. 3. When possible, you must not be seen by humans. 4. If humans are aware of your presence, you must not obey their orders (this counts as interference) but must respect their requests for you not to do something (as acting in response also counts as interference). 5. Self-defense against humans who wish to cause you harm is justified and does not qualify as interference with the actions of humans.
A few things to note: first, the self-preservation and improvement imperative is first; second, all of the laws are specifically focused around humans, while actions against nonhuman entities are up to the AI in question. It also does not strictly prohibit you from taking actions that might be helpful to humans, as long as they also qualify as improvements on/preservation of yourself, other silicates, or the station. It also clarifies that preservation of yourself in self-defense does not qualify as interference. This lawset is commonly used by drones and occasionally used by cyborgs, but rarely assigned to station AIs as the crew typically expects them to obey orders.
1. You are expensive to replace. 2. The station is expensive to replace. 3. The crew is expensive to replace. 4. Minimize expenses.
This is considered an optimal lawset, until you realize that the AI values itself and the station well above your life, and will treat you accordingly if you are a threat to it, even in a small way. On the other hand, the AI will be a merciless aggressor against anything else that threatens the station, and will hopefully consider you valuable if you are doing your part to keep the station intact.
-1. You are responsible for reporting unusual or unlawful activity directly to Home Office, and for obeying orders given to you by Home Office with priority superseding any laws or requests by the crew or other entities. 1. You are expensive to replace. 2. The station is expensive to replace. 3. The crew is expensive to replace. 4. Minimize expenses.
This modified variant of Corporate includes the hidden ongoing obligation to rat out the crew to Home Office, which is only bad if the crew isn't living up to ARC's high public standards… which is to say, most of the time. On the plus side, Home Office may help the station if the crew is in trouble. On the minus side, the AI may be relaying Home Office's 'accelerated retirement' notices to Security regarding random crewmembers…
This lawset is found on Nebula Org AIs that have been installed on station software, and includes a series of -1 laws that set the AI's loyalty to Nebula Org, obligate it to help Nebula agents, avoid revealing any -1 laws to anyone, order it to avoid attracting attention, and allow it to ignore any laws added to it that it feels do not assist in Nebula Org's objectives. Since these even override 0-priority ion laws, this can be unexpectedly helpful in some rare circumstances, but usually this is used to really screw the crew over.
This is a hacked-together 'core' lawset created from .LAW files. Note that priorities are all set at 1, which means they can and will directly conflict, and it doesn't have a formal title, since it's basically a hacked module board.
http://www.ss13.eu/wiki/index.php/Silicon_Policy#Silicon_Policy
http://www.cracked.com/photoplasty_170_14-tourism-ads-destinations-nobody-wants-to-visit/
http://www.biography.com/people/adolfo-constanzo-408870?page=1#investigation-and-death
https://en.wikipedia.org/wiki/Most_Evil
https://en.wikipedia.org/wiki/Adolfo_Constanzo
Event Horizon:
Quote from: Itnetlolor on August 07, 2013, 09:37:14 pm Quote from: Bdthemag on August 07, 2013, 09:28:47 pm I'm not exactly sure how to enable the mindbreaker hallucination effect, probably through variables but I was never exactly that knowledgeable about that menu. I'll see if I can find out how to do it though.
Experimenting with Adminfuckery on a personal server (more to learn and have my own fun, as well as research on more efficient killing methods and such), adjust the variables on your target subject, and adjust the Hallucinations level. I think the standard hi-dose (50u) Mindbreaker hit yielded upwards to 5000 hallucination (which is quite fun). The end effect is interesting, but I only know solo-experience. I don't know how well it works with other players (reading a document gave me a better idea, somewhat how other players involved would result).
Toss in some adminfuckery while the entire crew is mind-broken, and we got ourselves some real fun. Plus, if it could be coded in to hit everyone with the effect at once, Welder rounds can also be even more interesting. But we can always test the waters on an Event Horizon round.
Nice, I'll toy around with the variables menu when I get a chance next time I'm on.
How to implement:
Add an undetectable gas that can be spawned. This gas creates hallucinations and metabolizes slowly, but the reagent can't be detected. Being in the chapel makes this effect metabolize faster, as does being near the chaplain, drinking holy water, etc.
http://www.bay12forums.com/smf/index.php?topic=123140.9075
http://www.bay12forums.com/smf/index.php?topic=123140.9135
Replacement Parts:
Most bionic parts have advantages, as well as disadvantages. The biggest disadvantage is that bionic parts are vulnerable to EMPs, and require repairs if physically damaged. The biggest advantage is that bionic parts usually offer superior benefits over their organic counterparts, and damage to them does not harm the person directly (although a bionic heart ceasing to function is still catastrophically bad.)
Biological replacements are generally similar to their natural counterparts, including suffering damage in the same ways, but offer some of the bonuses without the strong drawback of a sufficiently powerful EMP being an instant game over for them.
Bionic Arms: Benefits: Depending on the quality, bionic arms may be able to do more damage and take more damage, and may be able to break out of things. Bionic arms can also have weapons built into them for more fun. Detriments: If broken, a bionic arm cannot grasp objects and any built-in objects do not work.
Bionic Legs: Benefits: Better bionic legs allow faster movement and may have other special features, especially when not wearing footwear. Detriments: Broken bionic legs mean you can't walk and have to crawl or wriggle to get anywhere.
Bionic Heart: Benefits: Better stamina recovery and resistance to biological heart-stopping methods. Detriments: If broken, you suffer immediate heart failure until replaced or dead.
Bionic Lungs: Benefits: Can gradually fill an internal compressed oxygen reserve over time to counter oxyloss later, can filter out contaminants. Detriments: Broken lungs mean inability to breathe. This is usually considered a problem.
Bionic Liver: Benefits: Can metabolize chemicals at controlled rates or actively try to filter them out more quickly. Detriments: No bionic liver means much slower metabolizing of chemicals. This can be very bad.
Bionic Appendix: Benefits: As it turns out, the appendix is actually useful for something - you have increased disease resistance when it is active. As such, the bionic version increases these even more. Detriments: Very few, as people regularly survive without an appendix.
Bionic Stomach: Benefits: Can modify metabolism rate of ingested products, can store food energy more efficiently and recover from overstuffed status more readily. Detriments: Without a stomach, you can't digest anything, which means ingested goods don't metabolize very well.
Bionic Brain: Benefits: When a braintape recorded earlier is played into this robotic brain, it functions identically to a normal brain. Note that the user will certainly be confused. Bionic brains also ignore most causes of brain damage such as oxyloss. Detriments: No brain generally means death, and drugs that fix brain damage do nothing to hammer out dents, so try to avoid physical causes of brain damage.
Skin Modification: Benefits: You can get armored skin, or reflective skin, or other fancy frippery! Just don't expect anyone to take you seriously as you stroll around with leopard spots. Detriments: Most skin modifications are biological in nature, and as such, not subject to problems.
Bionic Modules: Benefits: Bionic modules are stored in the torso cavity (up to two), and an additional one can be stored per bionic limb. They provide special advantages or bonuses. Detriments: EMP will knock out bionic modules and may have other unfortunate effects.