https://wiki.ss13.co/api.php?action=feedcontributions&user=Darth+various&feedformat=atomSpace Station 13 Wiki - User contributions [en]2024-03-29T08:26:43ZUser contributionsMediaWiki 1.36.3https://wiki.ss13.co/index.php?title=Talk:Main_Page&diff=6650Talk:Main Page2014-02-03T22:56:23Z<p>Darth various: </p>
<hr />
<div>== Objects ==<br />
<br />
Perhaps we should add a link to the objects category (With it's picture being a blue toolbox) to the main bar with all the other important links on it. I think it would help a lot of people curious about things like "What is a wrench, and what does it do?"--[[User:Mcdogles|Mcdogles]] ([[User talk:Mcdogles|talk]]) 22:25, 3 February 2014 (UTC)<br />
*I even put something like that on [[User:Darth_various|my own page]] long ago for my own convenience. Of course, I just nabbed the red toolbox pic. [[User:Darth various|Darth various]] ([[User talk:Darth various|talk]]) 22:56, 3 February 2014 (UTC)</div>Darth varioushttps://wiki.ss13.co/index.php?title=Z-level&diff=6432Z-level2014-01-10T22:35:18Z<p>Darth various: RIP Prison Station and evil VR</p>
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<div>Z-Level refers to the various maps with set borders that contain the playable areas of SS13. Moving off the edge of a z-level in space will take you to one of the 2 non-station z-levels at random (including possibly looping back to the one you just left). Certain z-levels contain interesting items and gear for the adventurous space explorer.<br />
<br />
===Normal space===<br />
'''Station'''<br><br />
This is the level that all crewmembers except miners start on. It contains the main space station, the [[Nuclear Operative|Syndicate Teleporter]] and the [[Wizard's Den]] Once you have left it, this z-level is '''only''' accessible by the Mining Shuttle, pods with proper navigation technology, and by teleportation.<br />
<br />
'''Mining'''<br><br />
This level is immediately recognizable by the many asteroids, and contains the [[Mining Outpost]]. Miners who do not join late will start here. The Mining Shuttle can be used to travel from the Mining Outpost to the Station Z-Level. This level can be accessed through random space exploration, or teleporting using a pod.<br />
<br />
'''Debris field'''<br><br />
The debris field is out there in deep space. Nanotrasen gave up on it, the Syndicate gave up on it, the Russians gave up on it, life gave up on it. Explorers who find themselves here should be prepared for trouble. Relatively well-known landmarks include the shattered remains of old Donut Station's engine, the mysterious Hemera 7, a derelict space station, a wrecked medical ship, the GLOMAR Salvager, the Soviet Derelict and a surprisingly cozy diner. This level can be accessed through random space exploration, and in addition, has a pod navigation beacon.<br />
<br />
===Adventure Zone===<br />
Contains a bunch of interesting locations only accessible with [[telescience]]. Some places are safe and benign, some are dangerous and have a life expectancy for adventurers hovering around 0. Pack appropriately.<br />
<br />
===Special levels===<br />
'''Centcom'''<br><br />
This level contains a variety of places that cannot be reached through regular means. There is Centcom, which is accessible with the escape shuttle. The Syndicate Shuttle is home to the [[Nuclear Operative]]s and can only be reached with a Syndicate Teleporter Remote.<br />
<br />
'''The Void'''<br><br />
Covered in a weird swirling energy and home to the mysterious void station. Can be accessed through random chance using [[Telescience]]. <br />
<br />
[[Category:Tutorial]]<br />
__NOTOC__</div>Darth varioushttps://wiki.ss13.co/index.php?title=Mechanic&diff=6400Mechanic2014-01-04T18:35:17Z<p>Darth various: /* R&D */ There are reverse-engineering fabricators now.</p>
<hr />
<div>[[File:Electronics.png|thumb|Electronics.]]<br />
<br />
Mechanics are part of the Engineering department and start in the [[Electronics|Electronics Lab]]. Their function is to build and repair complex machinery on the station. They may also be charged with internal repairs; after a bombing, [[engineer]]s may patch up a hull breach while mechanics fix the damaged wiring and power systems. Mechanics should have a good familiarity with the more technical aspects of the station, including [[Constructions|building and repairing computers]] and [[Guide to Wiring|wiring]].<br />
<br />
==Mechanic's Gear==<br />
They begin with an [[Engineering Objects#Electrical Toolbox|Electrical Toolbox]], a device analyzer, a [[Engineering Objects#Soldering Iron|soldering iron]], and [[insulated gloves]]. Additional equipment including extra pairs of gloves are available in their lockers. Their office contains two vending machines that dispense electrical components and 3 irreplaceable ruckingenur kits.<br />
<br />
==The Device Analyzer==<br />
[[File:deviceanalyzer.png|frame]]<br />
The Device Analyzer is the crucial piece of equipment for the Mechanic. It can scan valid objects or machinery and store a temporary blueprint of that item, which can be added to your database by using the analyzer on the ruckingenur kit. The analyzer can only hold one of these types of blueprints at a time, so if you are going to scan a complex item that has multiple components (such as the [[Genetics|cloner]]), bring a second analyzer with you.<br />
<br />
*Alternatively, hold on to your Mechanics PDA. Scanning a machine with it will send the blueprint straight to the ruckingenur kits.<br />
<br />
The second function of the analyzer is that it can store schematics of devices to build, once they have been researched. There is no limit to how many schematics an analyzer can hold. Pop in a data module from a ruckingenur kit and use the analyzer in your active hand to bring up a list of all stored schematics.<br />
<br />
The Device Analyzer can scan a lot of things, including weapons, circuit boards, vending machines, certain machinery, even some things you wouldn't reasonably expect to be made of electronic components. Experiment!<br />
<br />
==R&D==<br />
[[File:ruckingenur.png]]<br />
Once an item is in the database, select it to begin research. The process takes about 2 minutes, and each ruckingenur kit can only research 1 item at a time (though they all draw from the same database). The Mechanic begins with several items already in the database, including the device analyzer, which is handy for making backups. When the kit completes its research, it will ding noticeably. The Mechanic can now produce two items from the kit: a data-module, which puts the schematics of the item into their device analyzer, and a frame, which will eventually become the completed item. Alternatively, it can create a blueprint for the Reverse-Engineering Fabricators.<br />
<br />
[[File:frame.png]]<br />
Using the list of items in the schematics, dispense those items from the vendotron. You can then quickly add all of those items to your frame by clicking and dragging one of them onto it, which will begin to move them all at once. You can double-check your work by clicking a frame in your active hand to bring up a list of all components on it, and an option to remove individual ones. Nothing will happen if you do this before adding any components.<br />
<br />
[[file:boxframe.png]]<br />
With a frame full of all necessary components in hand, '''solder''' it once to secure it, then use the frame in your active hand. If you added the right parts you will get a deployable box-frame, if not, you will get an error message-- solder it to unsecure and try again. To finish the project, '''solder''' the box-frame once more. Keep in mind that certain items once deployed can '''never''' be moved-- things like a cloning vat. Make sure the frame is in the right place before finishing it!<br />
<br />
==The Fun Part==<br />
The best part of this job is the aspect of creativity. Using all the available scannable equipment and their technical know-how, you can create anything your tiny spaceman brain can conjure up! Like a disposals that lights [[Staff Assistant|Scum]] on fire. You can even re-route disposals and travel through the station on the disposal network! Your imagination is your limit, sit back and think carefully because a creative Mechanic should be feared.<br />
<br />
==Stuff to Do==<br />
A good Mechanic can help the station by backing up vital parts that will help the crew out during an emergency. One of the most common mechanic's constructions is a second [[Genetics|cloner]], useful due to the main Genetics lab's propensity to being bombed. Mechanics can also make a copy of the [[Teleporter Room|Teleporter]], assuming a head clears them access to use it. Mechanics start with most everything needed for [[hacking]] so they can break in and grab scans of whatever they want anyway.<br />
<br />
During an emergency, a mechanic may be pressed to start manufacturing weapons and [[thermals]] en masse. On slow rounds, the Mechanic has a great deal of freedom to choose what they want to build, or how they want to deck out their lab. Some Mechanics set up a public shop to hawk their wares, trading for cash or blueprints. Others will wall up their lab and ravenously attack anyone who attempts to nose into their business. Still others may use their Tech storage access to take the time to experiment with the finer points of [[ThinkDOS]].<br />
<br />
== Syndicate Mechanic ==<br />
A traitor Mechanic often doesn't need to act too differently from normal to succeed. Even in the best of times, mechanics are megalomaniacs that enjoy nothing more than getting a scan on a security taser or the Captain's [[Security Objects#E-Gun|e-gun]] and gleefully using their new toy. Being a traitor just means that they're perfectly justified in blocking off hallways with slot machines and distributing bombs that they know nobody will use responsibly. Access to as many tools as they could ever want also makes them prime candidates to corrupt the [[AI]], or to make terrible, inappropriate use of [[Construction#Stun_Gloves|stun gloves]].<br />
<br />
In addition to these perks, they also have a unique item: a [[Syndicate Items#Syndicate Device Scanner|syndicate device analyzer]] that can copy a couple things a regular analyzer can't, like traitor items or the [[Disposals|crusher]]. Copying things that people often consider fun, like the Fake Mustache, is a pretty effective way to make the entire station devolve into a bunch of fuck-offs who couldn't care less that you're a traitor.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=eZ9Xk0Lln5Y}}<br />
<br />
<br><br><br />
{{JobMenu}}<br />
[[Category: Jobs]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Mechanic&diff=6399Mechanic2014-01-04T18:33:22Z<p>Darth various: /* The Device Analyzer */</p>
<hr />
<div>[[File:Electronics.png|thumb|Electronics.]]<br />
<br />
Mechanics are part of the Engineering department and start in the [[Electronics|Electronics Lab]]. Their function is to build and repair complex machinery on the station. They may also be charged with internal repairs; after a bombing, [[engineer]]s may patch up a hull breach while mechanics fix the damaged wiring and power systems. Mechanics should have a good familiarity with the more technical aspects of the station, including [[Constructions|building and repairing computers]] and [[Guide to Wiring|wiring]].<br />
<br />
==Mechanic's Gear==<br />
They begin with an [[Engineering Objects#Electrical Toolbox|Electrical Toolbox]], a device analyzer, a [[Engineering Objects#Soldering Iron|soldering iron]], and [[insulated gloves]]. Additional equipment including extra pairs of gloves are available in their lockers. Their office contains two vending machines that dispense electrical components and 3 irreplaceable ruckingenur kits.<br />
<br />
==The Device Analyzer==<br />
[[File:deviceanalyzer.png|frame]]<br />
The Device Analyzer is the crucial piece of equipment for the Mechanic. It can scan valid objects or machinery and store a temporary blueprint of that item, which can be added to your database by using the analyzer on the ruckingenur kit. The analyzer can only hold one of these types of blueprints at a time, so if you are going to scan a complex item that has multiple components (such as the [[Genetics|cloner]]), bring a second analyzer with you.<br />
<br />
*Alternatively, hold on to your Mechanics PDA. Scanning a machine with it will send the blueprint straight to the ruckingenur kits.<br />
<br />
The second function of the analyzer is that it can store schematics of devices to build, once they have been researched. There is no limit to how many schematics an analyzer can hold. Pop in a data module from a ruckingenur kit and use the analyzer in your active hand to bring up a list of all stored schematics.<br />
<br />
The Device Analyzer can scan a lot of things, including weapons, circuit boards, vending machines, certain machinery, even some things you wouldn't reasonably expect to be made of electronic components. Experiment!<br />
<br />
==R&D==<br />
[[File:ruckingenur.png]]<br />
Once an item is in the database, select it to begin research. The process takes about 2 minutes, and each ruckingenur kit can only research 1 item at a time (though they all draw from the same database). The Mechanic begins with several items already in the database, including the device analyzer, which is handy for making backups. When the kit completes its research, it will ding noticeably. The Mechanic can now produce two items from the kit: a data-module, which puts the schematics of the item into their device analyzer, and a frame, which will eventually become the completed item. <br />
<br />
[[File:frame.png]]<br />
Using the list of items in the schematics, dispense those items from the vendotron. You can then quickly add all of those items to your frame by clicking and dragging one of them onto it, which will begin to move them all at once. You can double-check your work by clicking a frame in your active hand to bring up a list of all components on it, and an option to remove individual ones. Nothing will happen if you do this before adding any components.<br />
<br />
[[file:boxframe.png]]<br />
With a frame full of all necessary components in hand, '''solder''' it once to secure it, then use the frame in your active hand. If you added the right parts you will get a deployable box-frame, if not, you will get an error message-- solder it to unsecure and try again. To finish the project, '''solder''' the box-frame once more. Keep in mind that certain items once deployed can '''never''' be moved-- things like a cloning vat. Make sure the frame is in the right place before finishing it!<br />
<br />
==The Fun Part==<br />
The best part of this job is the aspect of creativity. Using all the available scannable equipment and their technical know-how, you can create anything your tiny spaceman brain can conjure up! Like a disposals that lights [[Staff Assistant|Scum]] on fire. You can even re-route disposals and travel through the station on the disposal network! Your imagination is your limit, sit back and think carefully because a creative Mechanic should be feared.<br />
<br />
==Stuff to Do==<br />
A good Mechanic can help the station by backing up vital parts that will help the crew out during an emergency. One of the most common mechanic's constructions is a second [[Genetics|cloner]], useful due to the main Genetics lab's propensity to being bombed. Mechanics can also make a copy of the [[Teleporter Room|Teleporter]], assuming a head clears them access to use it. Mechanics start with most everything needed for [[hacking]] so they can break in and grab scans of whatever they want anyway.<br />
<br />
During an emergency, a mechanic may be pressed to start manufacturing weapons and [[thermals]] en masse. On slow rounds, the Mechanic has a great deal of freedom to choose what they want to build, or how they want to deck out their lab. Some Mechanics set up a public shop to hawk their wares, trading for cash or blueprints. Others will wall up their lab and ravenously attack anyone who attempts to nose into their business. Still others may use their Tech storage access to take the time to experiment with the finer points of [[ThinkDOS]].<br />
<br />
== Syndicate Mechanic ==<br />
A traitor Mechanic often doesn't need to act too differently from normal to succeed. Even in the best of times, mechanics are megalomaniacs that enjoy nothing more than getting a scan on a security taser or the Captain's [[Security Objects#E-Gun|e-gun]] and gleefully using their new toy. Being a traitor just means that they're perfectly justified in blocking off hallways with slot machines and distributing bombs that they know nobody will use responsibly. Access to as many tools as they could ever want also makes them prime candidates to corrupt the [[AI]], or to make terrible, inappropriate use of [[Construction#Stun_Gloves|stun gloves]].<br />
<br />
In addition to these perks, they also have a unique item: a [[Syndicate Items#Syndicate Device Scanner|syndicate device analyzer]] that can copy a couple things a regular analyzer can't, like traitor items or the [[Disposals|crusher]]. Copying things that people often consider fun, like the Fake Mustache, is a pretty effective way to make the entire station devolve into a bunch of fuck-offs who couldn't care less that you're a traitor.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=eZ9Xk0Lln5Y}}<br />
<br />
<br><br><br />
{{JobMenu}}<br />
[[Category: Jobs]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=File:Electronics.png&diff=6398File:Electronics.png2014-01-04T17:24:16Z<p>Darth various: Darth various uploaded a new version of &quot;File:Electronics.png&quot;: Now with general manufacturers and Weird Electronics shit</p>
<hr />
<div>Screenshot of Electronics.</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=6331Chemistry2013-12-25T19:40:10Z<p>Darth various: /* Acids */</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry2.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. Another option is to fill [[Medical Objects#Medical Patch|medical patches]] with the chemical of your choice. If you need more information, the ChemMaster can analyze any reagent and display a short summary. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in '''3 second''' intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Chemicals will last longer if they have a lower depletion rate. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches, chemical smokes and chemical foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. Hyposprays bypass these and go straight into the bloodstream.<br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Ordinary table salt.<br />
|-<br />
| Phenol || Water + Chlorine + Oil || Used for certain medical recipes.<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer.<br />
|-<br />
| Space cleaner || Ammonia + Ethanol + Water || Cleans stuff.<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes.<br />
|-<br />
| Potash || Ash + Water * 310K / Potassium + Chlorine + Sulfuric acid || Fertilizer.<br />
|-<br />
| Saltpetre || Potash + Urine + Compost || Fertilizer. <br />
|-<br />
| Pepperoni || Saltpetre + Beff + Synthflesh || What's beff? Find out!<br />
|-<br />
| Stabilizing agent || Iron + Oxygen + Hydrogen || Keeps unstable chemicals stable. <br />
|-<br />
| Cryostylane || Water + Plasma + Nitrogen || Forms a layer of slippery ice.<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.2 || Heals one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. || 30<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.2 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element<br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element.<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A [[Syndicate_Items|sleepypen]] full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Itching Powder || Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) || 0.3 || Yes || Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine. || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.<br />
|- <br />
| Embalming Fluid / Formaldehyde || Ethanol + Oxygen + Silver @ 320 || 0.4 || Yes || +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.<br />
|- <br />
| Histamine || NO RECIPE (currently) || 0.2 || No || Dose-dependent, ranges from annoying to incredibly lethal. || NA || OVERDOSE: 20. Below the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. <br />
|- <br />
| Venom || NA || 0.2 || No || Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. <br />
|- <br />
| Toxin || NA || 0.4 || No || +2 TOX || || The old boring generic toxin, still kicking around in a few places.<br />
|- <br />
| Neurotoxin || Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. || 1 || No || +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles || NA || Very debilitating, it's what changelings hit you with. <br />
|- <br />
| Atrazine / Weedkiller || Chlorine + Hydrogen + Nitrogen || 1 || No || +2 TOX || NA || Botany has a bunch of it right away.<br />
|- <br />
| Amanitin || NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms || 0.4 || No || DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. <br />
|- <br />
| Aconitum || Part of a quest thing. || 0.4 || No || +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.<br />
|- <br />
| Curare || NA - traitor poison bottles, might add a botany mutation to yield it || 0.1 || Yes || +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.<br />
|- <br />
| Coniine || NA - traitor poison bottles || 0.05 || No || +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. <br />
|- <br />
| Lipolicide || Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine || 0.4 || No || +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.<br />
|- <br />
| Cyanide || Oil + Ammonia + Oxygen @ 320, or deathweed || 0.1 || Yes || +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX || || A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. <br />
|- <br />
| Sarin || Hint: it has Weedkiller in it. || 0.1 || Yes || Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.<br />
|- <br />
|}<br />
<br />
=== Acids ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Sulfuric Acid || Sulfur + Hydrogen + Oxygen || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face || Can melt items, 40% chance.<br />
|- <br />
| Fluorosulfuric Acid || Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320 || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 10 units for to melt a face or headgear. +75 BRUTE to the face || Can melt items, 100% chance.<br />
|- <br />
|}<br />
<br />
=== Medical Poisons ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Ketamine || NA, sleepypens and traitor poison bottles || 0.8 || Yes || KO in ten cycles || Readjusted recently so a sleepypen dose should only last about 6-8 minutes.<br />
|- <br />
| Morphine || || || || || Covered in medical guide, KOs in thirty cycles.<br />
|- <br />
| Sulfonal || Acetone + Diethylamine + Sulfur || 0.1 || No || +1 TOX, KO in 22 cycles || A somewhat toxic sedative, slower than ketamine but lasts a long time and can kill. <br />
|- <br />
| Sodium Thiopental || NA, traitor bottles, derelict medbot injections || 0.7 || No || KOs in ten cycles || Rapid sedative, a bit too similar to ketamine currently but part of a duo with Pancuronium.<br />
|- <br />
| Pancuronium || NA, traitor bottles, derelict medbot injections || 0.2 || No || 10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH || Similar to Curare but can kill you via suffocation.<br />
|- <br />
| Initropidril || haha nope, not gonna share this one but it still can be made. Requires Triplepiss. || 0.4 || No || 33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure. || All that tox damage can kill you really fast, and if that doesn't get you, heart failure or suffocation will. Tied with Coniine for fastest killer. <br />
|- <br />
|}<br />
<br />
=== Miscellanea ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Unstable Mutagen || Radium + Plasma + Chlorine || 0.3 || No || +2 RAD, 4% chance to trigger a bad mutation. || Another solid easy-level poison.<br />
|- <br />
| Toxic Slurry || Slurrypods || 0.4 || No || 10% chance to do 2-4 TOX. 7% chance to cause a stunning migraine or vomiting. || Mostly just annoying, but it can be deadly over time if the RNG cooperates.<br />
|- <br />
| Glowing Slurry || Omega Slurrypods || 0.4 || No || +2 RAD. 15% chance of bad mutation, 5% chance of good mutation. || Scrambles your genes to hell and back.<br />
|- <br />
| Fluorosurfactant || Fluorine + Carbon + Sulphuric Acid || 0.4 || No || || Turns into foam when combined with water.<br />
|- <br />
|}<br />
<br />
=== Drugs ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Overdose treshold !! Notes <br />
|- <br />
| Nicotine || Cigs, nicotine patches || 0.4 || No || Stun reduction per cycle. Overdoses become rapidly deadly. || 35 || Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating tox and suffocation damage. <br />
|- <br />
| Cat drugs || Catonium (catnip) + Psilocybin + Ammonia + Fuel @ 320 || 0.4 || No || || || Gimmick drugs, good for laughs or confusing the hell out of people. <br />
|- <br />
| Space Drugs || Mercury + Sugar + Lithium || 0.2 || No || Pretty lights! || || Heat it to create neurotoxin. Otherwise it just does some weird things to your movement and makes everything flash colors like the bar's Party Button. <br />
|- <br />
| Psilocybin || Mushroom mutation || 0.4 || No || Colors + text hallucinations || || Can make you hallucinate stuff like gunshots and attack messages, might freak someone out if they don't know what's going on, could probably use a revamp.<br />
|- <br />
| LSD || Diethylamine + Space Fungus || 0.4 || No || Colors + visual hallucinations || || Imaginary monsters start chasing you around. Changeling's hallucinogen sting injects this. <br />
|- <br />
| THC || Weed! || 0.4 || No || Giggling, stuttering, occasional drowsiness and movement confusion. || || Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around. <br />
|- <br />
| Ephedrine || Sugar + Oil + Hydrogen + Diethylamine || 0.3 || No || Stun reduction per cycle, increases run speed slightly, stabilizes crit. || 35 || Probably gonna add this to some more sodas or something. It's pretty much just a weaker analogue of medbay's Epinephrine, but it's addictive and has a few more side effects.<br />
|- <br />
| Crank || Antihistamine + Ammonia + Lithium + Fuel + Sulfuric Acid @ 320 || 0.4 || No || 2x stun reduction per cycle. Warms you up, makes you jittery as hell. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious Berserker. Very addictive, but the stun reduction effect is pretty nice for fighting. <br />
|- <br />
| Krokodil || Antihistamine + Morphine + Cleaner + Potassium + Phosphorous + Fuel @ 320 || 0.4 || No || Cools you down, calms you down, occasional BRAIN and TOX damage. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse but can potentially heal back from that and just wander around being terrifying. <br />
|- <br />
| Methamphetamine || Ephedrine + Iodine + Phosphorous + Hydrogen @ 325 (modeled after the Russian method) || 0.4 || No || 3x stun reduction per cycle, makes you really jittery, dramatically increases movement speed. || 20 || Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you. <br />
|- <br />
| Bath Salts || Dump all the flavors of Discount Dans soup into a bathtub and heat it with a welder, you'll probably find it. || 0.6 || No || Makes you nearly impervious to stuns, but you'll be a nearly uncontrollable tramp-bearded raving lunatic. || 20 || Overdose will likely kill you from a half dozen different types of escalating damage. Even taking too many occasional doses can kill you from brain damage. Can give you Berserker. Makes you hallucinate all sorts of horrible shit and you'll barely be able to control your movement as you go flying into everything around you fists-first. Decays into a bunch of other drugs and poisons. Bath salts boxing is hilarious. <br />
|- <br />
| Stimulants || Traitor injector. || || || -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero. || || Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some tox + brute damage.<br />
|- <br />
|}<br />
<br />
=== Pyrotechnic Chems ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Ignition temp !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Plasma || NA || 0.4 || No || Ignition temp: 310 || +1 TOX. Makes being on fire much worse, and can burst into flame if heated. || NA || Splash a burning person with plasma and the cumulative BURNING var goes up +30. Burning decreases once per life cycle and causes steady burn damage while active. Fireball if ignited.<br />
|- <br />
| Fuel || NA || 0.4 || No || Ignition temp: 325 || Fireball if ignited. If inside a burning person, extends burning duration by +2. || TOUCH: If target is already burning, extend burning duration by +30. || Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes.<br />
|- <br />
| Oil || Carbon + Hydrogen + Fuel || 0.4 || No || Ignition temp: 340 || NA. || TOUCH: Can lubricate cyborg joints and make them move faster. || Burns with a small smoky fire, yielding Ash reagent. Can make floors slippery if splashed around. Used as a stand-in for Benzene, Toulene, Napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.<br />
|- <br />
| Napalm || Sugar + Fuel + Ethanol || 0.4 || No - probably should though || Ignition temp: 320 || Fireball if ignited. If inside a burning person, extends burning duration by +10. || TOUCH: If target is already burning, extend burning duration by +70. || This is the jellied-gas sort of napalm.<br />
|- <br />
| Phlogiston || Phosphorous + Acid + Plasma (+ Stabilizer) || 0.4 || No || Ignition temp: NA || +1 BURN damage. Probably ought to add BURNING as well. || TOUCH: Self-burning, ignites other stuff. || This is what old-napalm is now.<br />
|- <br />
| Chlorine Trifluoride || Chlorine (1) + Fluorine (3) @ 350 || 0.4 || No || Ignition temp: NA || +3 BURNING. Sets people on fire from the inside out. || TOUCH: BURNING + 50. || Comes into existence at 1000 degrees. Burns things that wouldn't otherwise burn. Makes an enormous mess. Reacts violently with carbon tetrachloride (firefoam)<br />
|- <br />
| Smoke Powder || Potassium + Phosphorous + Sugar (+ Stabilizer) || 0.4 || No || Ignition temp: 300 || NA || NA || When mixed without stabilizer, or heated to 300 with stabilizer, it'll make a big butt of smoke carrying up to three other reagents. Essential for crime.<br />
|- <br />
| Flash Powder || Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Stuns anyone within five tiles of the source, stun amount relative to distance. Blocked by sunglasses. Causes eye damage, can lead to blindness.<br />
|- <br />
| Sonic Powder || Oxygen + Ethanol + Phosphorous (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Deafens and stuns within five tiles, blocked by earmuffs, can cause ear damage and deafness. Occasionally plays HOOT! instead of BANG!<br />
|- <br />
| Black Powder || Saltpetre + Charcoal + Sulfur || 0.05 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 325 || NA || NA || Sparks, then blows the fuck up a second or two later. Damage scales up with reagent volume. Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later. KABOOM!<br />
|- <br />
| Chlorine Azide || ???? || NA || NA || Ignition temp: NA || NA || NA || Dumping too many basic chems into a watering can might accidentally cause this unstable and highly explosive reaction.<br />
|- <br />
| Thermite || Iron + Oxygen + Aluminium || 0.4 || No || Ignition temp: 280 || NA || TOUCH: If already burning, set BURNING to 100. || Burns through metal walls. If some is already on fire, dumping thermite on them is very mean.<br />
|- <br />
| Pyrosium || Plasma + Radium + Phosphorous || 0.4 || No || Ignition temp: NA || NA || NA || Comes into existence at 0 degrees, but slowly heats other reagents up towards 1000. Can make non-flammable things scaldingly hot, but so can a welder or lighter. Fun for delayed self-heating reactions.<br />
|- <br />
|}<br />
<br />
=== SECRET CHEMS ===<br />
<br />
Let's get one last thing out of the way. There are some recipes that are still more secret than secret. If you find out one of the recipes, you shouldn't even say the recipe in-game lest the [[ghost]]s hear you. Admins ''will'' get mad at you if you spread them. Keep this shit to yourselves.<br />
<br />
* Grog<br />
* Booster enzymes<br />
* Werewolf serum<br />
* Initrodipil<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' This is the #1 cause of chemistry fires. You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Being_A_Better_Traitor&diff=6182Being A Better Traitor2013-12-08T16:13:51Z<p>Darth various: /* Traitor item specific tricks */</p>
<hr />
<div>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.<br />
<br />
==Stealth Stuff==<br />
<br />
* Putting things in containers shows a message. Putting things in your pockets doesn't.<br />
* There are three parts to your identity: Face, ID and voice.<br />
** Having one name on your ID and showing your face while actually being another person will show you as "X (as Y)".<br />
** Being masked means people just see your ID's name mousing over you, but if you speak, you're still busted.<br />
** Speaking over the radio just shows the name assigned to your voice. Changelings and traitors with voice changers can have fun with this.<br />
*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:<br />
**Wear a mask, take off your ID and don't speak. As noted above, this will hide your identity from them.<br />
***Destroy or subvert the AI, or wear an Agent Card to prevent it from helping people track you.<br />
**Buy the Radio Jammer. Duh.<br />
**Pump in some [[Chemistry|Perfluorodecalin]] with your injector of choice. Now they can't scream anything at all while you murder them.<br />
<br />
==Social Stuff==<br />
<br />
*Probably the #1 tip for not being caught is to never pre spawn your gear until you need it, i used to do this all the time and it got me caught and permabrigged/killed a lot, if security finds you trying to hack into the AI upload but you never spawned that revolver for killing that dude later then they will 99% of the time let you go with a 3 minute brig time.<br />
*Improvised weapons are a great alternative to traitor weapons when you don't need them, it also confuses people slightly.<br />
*Pretending to brawl with someone is a good idea, challenge them to a boxing match and pull a knife on them, or better yet slam them against something, they'll think you're just cheating a little bit, when in fact you are gonna kill them.<br />
*Pretense is powerful, if someone sees that you have authorization or authority they will balk, especially good if you have mindslaved/impersonated the HoS.<br />
*People will pretty much always believe the AI, unless you can damage it's credibility or have some people who think you are innocent no matter what, expect the AI to run you down like a rabid dog.<br />
*Smoke a joint, murder someone, then lie on the floor beside them and scream for help on the radio. It'll come out as Sundance stammers (due to the fact you're stoned) "HEEELLLPPP" and more often than not people will come faster to your aid (and faster into the trap) than if you were to say it without a stammer<br />
<br />
==Robusting==<br />
*Hiding a bunch of nasty traps around the station is great fun, for example hide a pipebomb mousetrap under the clown bop bag, or buy a freedom implant and get security to search you with a backpack full of flashbangs (or better yet a pipebomb for all you die a glorious death guys)<br />
*BRAIN damage is what kills you in the end, if you can use poisons that directly do BRAIN then they are going to kill fast.<br />
*When a person is down only a passive grab is required to throw.<br />
*Try using the teleporter as a weapon, for example drop a teleporter beacon in the mixing room and throw people through a portal.<br />
*Two shots from a laser gun will put unarmored targets into critical.<br />
<br />
==Random Acts Of Cruelty==<br />
*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.<br />
*You can inject lightbulbs with plasma. If you turn off the lights in a room then inject the lightbulb, whoever is standing near it when it gets turned on is in for a nasty surprise. Also works with power cells.<br />
**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.<br />
***Erebite power cells are even meaner.<br />
*Fuck with a door such that all the wires are fucked 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.<br />
*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.<br />
*Weld doors open. Not a lot of people know about that one. Using it for fire doors right before fire-related crime is best. Likewise snipping fire alarm panels is often overlooked and wildly effective when you need to start a fire.<br />
*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.<br />
*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.<br />
**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.<br />
**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 Disposal. 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.<br />
**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.<br />
*Mail chutes are often close to where people are standing.<br />
<br />
==Traitor item specific tricks==<br />
Most of this is adapted from [http://forum.ss13.co/viewtopic.php?f=5&t=2247 this forum thread]<br />
<br />
===Agent Card===<br />
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 Listening Post - a Syndicate Outpost in the Mining [[z-level]]. There's a trader there with some fun stuff.<br />
<br />
===Amplified Vuvuzela===<br />
*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.<br />
*The vuvuzela gun stuns for a fuckload of time and does a little damage.<br />
<br />
===Bowling Suit===<br />
*The bowling kit is very good, especially when you are wearing an exosuit like a biosuit that completely hides your jumpsuit.<br />
*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.<br />
<br />
===Chameleon Projector===<br />
*The chameleon projector is very useful for escaping security chasing after you.<br />
*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.<br />
*It also protects you from space, as long as you wear internals. It's easiest if you use it with the hotkey.<br />
*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!)<br />
*Playing a rogue captain? Scan your hat " the captain disappeared under his hat!" Scan your butt, no you can be your own butt. Scan the birthday cake hat, the fun never ends.<br />
<br />
===Chameleon Suit===<br />
*Frame people! Convince the crew that the HoS is on a justice rampage!<br />
*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.<br />
<br />
===Cyalume Saber===<br />
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!<br />
<br />
===Derringer===<br />
Stronger than you think. One shot will instacrit someone. Pity you only get two.<br />
<br />
===Detomax Cartridge===<br />
*Detomax cartridges are the most effective early on, if you are a bad doctor try sending out some pda bombs. You now have victims, er patients in medbay to play with! If you are a head of staff you can read the manifest to see who the heads and security are.<br />
*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.<br />
*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.<br />
*Denomatrix 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. Denomatrixing the AI will temporary disrupt him<br />
*Detomatixing a target who is inside something will mess that thing up too. Try it with cloning pods and space pods.<br />
<br />
===DNA Scrambler===<br />
*Dna scrambler is hilarious for changing the ID of someone else rather than yourself, for example the captain.<br />
**Buy a voice-changer and a DNA scrambler. Stun the victim with a flash or whatever, inject him with the scrambler, take his ID and his jumpsuit. You are now him. If he cried for help during the theft, you can frame him for being the attacker and probably get him arrested.<br />
<br />
===EMP Grenades===<br />
*The EMP grenades are super useful against the AI's turrets if you can't be bothered to get a laser gun to shoot them with.<br />
*And of course, EMP blast the half dozen robuddies in Science for a good time.<br />
*EMP grenades ruin a lot of stuff, batons, tasers, Thermals ( pretty sure atleast?) radios, doors. Try building a smoke buddy, name it "The Fucking Chemist" and giving it the ol EMP grenade. Some good laughs. You can name guard buddies by using a pen on the main board before you build it.<br />
<br />
===Floor Closet===<br />
*Hide bombs all over the station, out of sight.<br />
*Hide yourself.<br />
*Hide in it with a weapon, leap out at passerby like a jumping spider. Pairs very well with wet floors nearby.<br />
*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.<br />
*Deploy smokes, foams, or area-effect chemical reactions from inside it. They won't hurt you!<br />
**Why is sarin gas pouring out of the floor? WHO KNOWS<br />
**Explosions might destroy the closet though, dumping you out<br />
*Fill it with banana peels or crystal shards, open it just as someone is about to walk over it.<br />
*If you keep a crystal around 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.<br />
*Weld people inside, laugh as nobody can find them.<br />
*Inside, you are immune to thermals, flashbangs, smoke, vapor, guns, fire, and much, much more.<br />
*For things that can't fit in a closet, you can often hide them by dragging the closet on top of them.<br />
<br />
===Miniature Crossbow===<br />
The radiaton dosage from this no longer gives a big obvious RADIATION alert at the top of the screen.<br />
<br />
===Microbomb Implant===<br />
Implant OTHER people. Preferably unconscious ones you then deliver to Medbay.<br />
<br />
===Power Sink===<br />
If you're a detective, combine the powersink plus the stun rounds you can get in the GM. With your thermals you can hunt in the dark and people can't hunt you. Smash them red alert lights. Pretty devastating. If you're not the detective, then murder him for his thermals.<br />
<br />
===Prototype Cloak Field Generator===<br />
*Cloaking field generators can be great fun when used with grenades + mousetrap assemblies, crushers, or crystal glass. Very good with a radio jammer!<br />
<br />
===Revolver===<br />
*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.<br />
*An empty revolver also 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.<br />
*This all applies to the derringer as well.<br />
<br />
===Shotgun===<br />
*If you are one of the heads you can steal the station money and buy explosive rounds for the shotgun<br />
*The shotgun (and other things) fits in the bible.<br />
<br />
===Silenced .22===<br />
The suppressed .22 is sorta similar to the derringer but has some key differences:<br />
*It's WAY weaker. The .22 shots are weaker than the detective's revolver. Derringer shots, up close, instacrit people.<br />
*It can be refilled, and more .22 ammo can be manufactured from a hacked fabricator. <br />
*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. <br />
*People can still see it in your hand, but they might not notice. <br />
<br />
===Sonic Grenades===<br />
They are 'not' like flashbangs. More like a vampire's Chiropteran Screech. Plug your ears and blow out all the windows.<br />
<br />
===Stealth Container===<br />
*Disguise your stealth storage as a gun. Throw it at people. [[Murder]] them as they try to figure out why it won't fire.<br />
*Rig a mousetrap and pipebomb inside a stealth storage box, disguise it as another traitor item or a weapon, leave it laying in plain sight.<br />
<br />
===Stimulants===<br />
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 red rude dudes or get somewhere safe before then.<br />
<br />
===Syringe Gun===<br />
*[[Chemistry|Guide to Chemistry]]. Just saying.<br />
*It might be worth your while to scan the beans that might start in the candy bag at the bar.<br />
*Lube can be extremely deadly, just bolt open the escape doors and watch people fling themselves into deep space while screaming "FFFUUUUCKING LLL-URK"<br />
*Syringe guns can be pretty devastating with any half decent cocktail of poison, 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 reagant, it generates the syringes for you.<br />
<br />
===Syndicate Donk Pockets===<br />
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.<br />
<br />
===Syndicate Pipe Bomb===<br />
*Make a couple pipebombs in tool storage. 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. <br />
*Pipebombs rigged up to mousetraps and stuck in a container will blow up. People can't resist rifling through abandoned bags. Draw your own conclusions.<br />
<br />
===Trash Compactor===<br />
*This looks overpriced until you realize that as the Janitor, you have a ready supply of water, and a pair of galoshes.<br />
*Beware metagamers looking askance at any Janitor actually using their trash cart, which legitimate Janitors never do.<br />
<br />
===Trick Cigarettes===<br />
Syndicate cig's are fantastic for getting rid of bodies.<br />
<br />
===Voice Changer===<br />
*If you have a way to change your ID, imitate the AI with a voice changer! Make sure to use an intercom for authenticity.<br />
*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.<br />
<br />
[[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=User:Darth_various&diff=6180User:Darth various2013-12-08T14:05:15Z<p>Darth various: Stuff moved to Being A Better Traitor</p>
<hr />
<div>A dork.<br />
<br />
==Foolin' with [[Template:Main Menu]]. Probably won't lead anywhere.==<br />
<br />
<table style="width:100%; text-align: center; font-size: 85%; clear:right; border: 1px solid #BFB6A3; background: #F7F7F7; margin-top: 10px;" cellspacing="3" cellpadding="5px"><br />
<tr><br />
<td>[[Image:jobass.png|64px|link=Quickstart]]<br />'''[[Quickstart|Getting Started]]'''</td><br />
<td>[[Image:Hos2012.png|64px|link=Rules]]<br />'''[[Rules]]'''</td><br />
<td>[[Image:Jobhor.png|64px|link=Game_FAQ]]<br />'''[[Game_FAQ|FAQ]]'''</td><br />
<td>[[Image:Jobrob.png|64px|link=Category:Tutorial]]<br />'''[[:Category:Tutorial | Guides]]'''</td><br />
<td>[[Image:Capn2x.png|64px|link=Jobs]]<br />'''[[Jobs]]'''</td><br />
<td>[[Image:Melons2x.png|64px|link=Location_Repository]]<br />'''[[Location_Repository|Maps]]'''</td><br />
<td>[[Image:joboper.png|64px|link=Game Modes]]<br />'''[[Game Modes]]'''</td><br />
<td>[[Image:Janitor2x.png|64px|link=Making_and_Breaking]]<br />'''[[Making_and_Breaking|Constructions]]'''</td><br />
<td>[[Image:Toolboxr.png|64px|link=:Category:Objects]]<br />'''[[:Category:Objects|Items]]'''</td><br />
<td>[[Image:Overalls guy.png|64px|link=Guide to Contributing to Wikistation]]<br />'''[[Guide to Contributing to Wikistation|Wikistation]]'''</td><br />
<td>[[Image:jobclown.png|64px|link=Category:Community]]<br>'''[[: Category:Community|Fun]]'''</td><br />
<td>[[File:Changeling.png|64px|link=Changelog]]<br>'''[[Changelog]]'''</td><br />
</tr><br />
</table></div>Darth varioushttps://wiki.ss13.co/index.php?title=Changeling&diff=6179Changeling2013-12-08T14:04:06Z<p>Darth various: /* Mechanics */ Shameless self-promotion</p>
<hr />
<div>A shapeshifting monster that sucks the fluids out of people in order to take on their appearance. They are always tasked with absorbing a certain number of humans (usually ten, unless the station's population is too low for ten to be feasible) and then escaping on the shuttle.<br />
<br />
== Mechanics ==<br />
[[File:husk.png|frame|right|Husk]]<br />
The changeling role is randomly assigned to 1 or more players at the beginning of a round. The changeling usually looks just like a regular crewman. If it manages to get a human in a stranglehold, it can stab them with a proboscis and suck out all of their fluids, incorporating their DNA into itself and leaving nothing but a dried out husk.<br />
The changeling is capable of instantly taking on the appearance of any of the people it has absorbed, and has a number of powers it can use. Some of these powers use up DNA points. The changeling gets 10 points for every human it eats. Changelings also do not need to breathe and are immune to the freezing effects of space.<br />
<br />
If you catch a changeling in the middle of a meal, it's obvious what it is. At all other times it is indistinguishable from normal humans, unless you can get a sample of its blood. Changeling blood reacts violently to direct heat, so take your sample and use a welder on it a few times. It will be obvious if it reacts.<br />
<br />
''For additional help and strategy, look at the [[Guide to Changeling]]''<br />
<br />
''Remember, you start with a job and all the access it comes with. [[Being A Better Traitor]] may have some useful tips for you.''<br />
<br />
== Powers ==<br />
<br />
===Transform===<br />
Allows the changeling to select the appearance of any of its victims and change to it immediately.<br />
<br />
===Lesser Form===<br />
The changeling turns into a monkey. In this form the changeling's powers are quite limited, but it is useful for making a quick escape. This also destroys the changeling's current Identity, since whatever identity they were using when they changed will be replaced with the monkey in their transform list. If they hadn't absorbed anyone yet, they will be stuck in this form permanently, as they cannot achieve the stranglehold necessary for absorption while they are a monkey. Handcuffs will also be removed when changing to monkey form, so it's useful to escape from security.<br />
<br />
===Acid Spit===<br />
Launches a bright green acid wad at a person. If it makes contact, they're instantly knocked unconscious for a short time.<br />
<br />
===Neurotoxin Sting===<br />
Injects an adjacent human with a large amount of dangerous chemicals which, after a short delay, will knock them unconscious for a long time and give them severe brain damage. Completely stealthy, giving no indication that the target has been stung. They receive an indication just before they go down, but it's usually too late by this point. Still, use with caution, as they may be able to shout for help if they catch on quickly. If coupled with acid spit, however, you are nearly guaranteed a silent kill.<br />
<br />
===Hallucinogenic Sting===<br />
Same as the Neurotoxin sting, but it injects them with powerful hallucinogens instead. They'll start seeing things and stumbling around, but they remain conscious and active so this is not nearly as useful. Still, if you're waiting for your spit and Neurotoxin to recharge, it's better than nothing.<br />
<br />
===Absorb DNA===<br />
Starts the DNA absorbing process.<br />
<br />
===Regenerative Stasis===<br />
The changeling appears to die, but in reality it is slowly repairing damage to itself, and will get up unharmed and active if left alone. Costs a little DNA.<br />
<br />
===Mimic Voice===<br />
Allows the changeling to speak with the voice of anyone, even those it hasn't absorbed. You can even use it to sound like someone who doesn't actually exist. It is very handy (albeit not often used) as you can very easily throw the crew off your trail with a fake announcement.<br />
<br />
===Horror Form===<br />
The Changeling turns into a Shambling Abomination. Doesn't cost DNA, but requires that you have a certain amount stored up.<br />
<br />
===Headspider===<br />
Passively activates on death if the changeling's body isn't destroyed and it has a small amount of DNA. Releases a small spider that will implant itself in the nearest human. If the human is not killed or given an operation quickly, the spider will take control of their body and the changeling will live again. It is quite buggy, however, so don't rely on this saving you if you die.<br />
<br />
<br />
==Shambling Abomination==<br />
When a changeling who has already absorbed several humans is threatened or exposed, they can resort to entering Horror Form. They become an enormous monster with a host of deadly powers, some of which require DNA, and retain their usual abilities such as Toxic Spit. It is still capable of using human weapons and equipment. The downsides are their inability to wear clothes other than hats and backpacks, the complete abandonment of stealth that it requires, the decrease in movement speed, and that maintaining Horror Form burns up your DNA stockpile. The AI and cyborgs are free to murder you as a blatant non-human. But who cares? You're a monstrous killing machine!<br />
<br />
====Regeneration and Stun Resistance====<br />
In Horror Form, changelings constantly heal their wounds - as long as they aren't on fire, that is. The abominations are also completely immune to stuns.<br />
<br />
====Increased Strength====<br />
Abominations are incredibly strong and its punches will do a large amount of damage to people and cyborgs, and can smack them across the room. It can voraciously devour crew members with only an aggressive grab (just click on yourself with the grab), and a single punch is usually enough to stun an unarmored opponent for long enough time to devour them. Using the disarm intent can also 'dis-arm' threats. Abominations are also impressively resistance to brute damage, receiving only 20% of the damage. <br />
<br />
===Abilities===<br />
====Screech====<br />
The abomination lets out a horrible screech, slowing down all nearby humans and occasionally causing them to drop items. Takes a small amount of DNA points. For unknown reasons, wearing earmuffs does not protect you from the horrible noise.<br />
<br />
====Devour====<br />
The abomination quickly eats whoever they have grabbed whole, absorbing their DNA. Requires an aggressive grab.<br />
Be warned that this will destroy all of the victim's items that they had on them.<br />
<br />
====Revert====<br />
The abomination takes on a human form once more. This weakens it and leaves it temporarily stunned. Abominations automatically revert if they run out of DNA points.<br />
<br />
== Fighting a Changeling ==<br />
When fighting a changeling, keep your distance and attack in numbers. With acid it can almost certainly disable one person, and with neurotoxin it can disable another if it gets in close. Attack in groups of 3 or more and try to knock it out. If you manage to knock it out, throw it into the disposal crusher so that it can't headspider you. Welders also work well, in a pinch. It can still use its powers even if stunned, but not if unconscious, so tasers and batons are of limited use. The best way for security to handle a Changeling is to lock it into a [[Security Objects#Portabrig|Port-a-brig]], from which it can't sting its victims.<br />
<br />
A changeling is most vulnerable when they're caught in the middle of feeding. They will be sitting still, and probably just expanded both of their most useful attacks on whomever they're digesting, meaning you can get in some hits before they're able to start spitting and stinging again. If they run off, think carefully before immediately changing them. Their victim (if still alive) is going to be unconscious for a long time and unable to help you, so if the Changeling turns the tables on you, you've merely given him another meal.<br />
<br />
Abominations are far tougher to deal with, setting them on fire will help immensely as it stops them from regenerating their health, but is not always an option.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=-nVRDksE29c}}<br />
----<br />
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{{JobMenu}}<br />
[[Category: Jobs]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Vampire&diff=6178Vampire2013-12-08T13:53:12Z<p>Darth various: /* Vampire Strategy */ Shameless self-promotion</p>
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<div>[[File:dracula.png|64px|right]]<br />
<br />
Do you suddenly find yourself vanting to zuck ze crew's blaad? Maybe you're a '''Vampire'''. Bleh!<br />
<br />
Vampires have normal traitor objectives, but they also always have the objective of exceeding a certain amount of blood drank. This is based on how much blood the Vampire has stored, not how much it has consumed throughout the entire round. If they drink plenty of blood but then blow it all on expensive spells, they will fail their mission!<br />
<br />
==Vampire Abilities==<br />
First and foremost, Vampires thrive on drinking blood - their main way of doing this is through a bite attack. To use the bite attack you must be on Harm intent and target the head, and click on someone with a free hand. This does a small amount of brute damage and earns 10 blood at a time if the victim is alive, or an amount starting from 10 down to 1 blood if they are dead. You will continue to suck blood until you switch hands, move away from the target, or the body is drained. Corpses that are too badly damaged will yield no blood, so while feasting on the dead will slowly power you up, there's only so much you can get.<br />
<br />
There are other ways to gain blood - drinking blood found on the floor (or elsewhere) is possible with the aid of a drinking glass, but it isn't very potent compared to biting. You don't have to worry about the sanitation of such an act however, as Vampires are nigh-immune to disease. It should be noted also that biting a [[Chaplain]] is an extremely bad idea - the blood of a holy man will not only burn you quite badly, but will actually weaken you!<br />
<br />
Vampires gain a number of different abilities and spells as they accumulate more blood. Once unlocked, the Vampire keeps the power for the rest of the round, even if their blood level dips under the point they unlocked it at. It should be noted that Vampire abilities cannot be used while stunned, nor can they be used while standing in the Chapel.<br />
<br />
{|class="wikitable sortable"<br />
!Unlock!!Name!!Cooldown!!Blood Cost!!Description<br />
|-<br />
|0||'''Rejuvenate'''||20 Seconds||0||Removes stunning effects<br />
|-<br />
|0||'''Glare'''||30(?) Seconds||0||A creepy, albeit brief vampire look that stuns the victim and others in a 3x3(?) area for a bit of time.<br />
|-<br />
|0||'''Hypnotise'''||3 Minutes||10||A scary vampire stare into your victim's eyes! Takes a couple seconds to complete the spell but stuns the victim for a long time.<br />
|-<br />
|100||'''Shapeshift'''||3 Minutes||50 Blood||Randomizes your identity (includes any ID card you are wearing)<br />
|-<br />
|100||'''Vampiric Vision'''||N/A||N/A||Permanent thermal vision<br />
|-<br />
|150||'''Diseased Touch'''||3 Minutes||100 Blood||Infects someone with Grave Fever, mimics the "help" intent shake<br />
|-<br />
|150||'''Cloak of Darkness'''||N/A||N/A||Automatically cloaks you in dark areas, can be toggled on/off<br />
|-<br />
|200||'''Rejuvenate+'''||20 Seconds||None||Heals in addition to removing stunning effects<br />
|-<br />
|200||'''Summon Bats'''||2 Minutes||75 Blood||Summons three angry bats which will attack non-vampires<br />
|-<br />
|200||'''Chiropteran Screech'''||3 Minutes||None||Stuns all nearby humans, shatters nearby glass objects<br />
|-<br />
|300||'''Mist Form'''||1 Minute||None||Identical to wizard's Phase Shift spell, turns you non-corporeal for a moment<br />
|-<br />
|300||'''Enthrall'''||3 Minutes||300 Blood||Turns a victim into your loyal mindslave. Beware: doesn't work instantly like an implanter!<br />
|-<br />
|500||'''Full Power'''||N/A||N/A||Chapel no longer causes harm or blocks your abilities (currently bugged). Permanent X-Ray Vision<br />
|}<br />
<br />
==Vampire Weaknesses==<br />
What would a vampire be without really shitty and bizarre weaknesses? Read Twilight if you want the answer. Or better yet, don't.<br><br />
Vampires are unholy beings and as such are weak to holy things - the mere act of being in the [[Chapel]] will cause a vampire to slowly burn, gradually taking more and more damage until they die. The Chapel's holy aura also prevents the Vampire from using their abilities on holy ground. If you're being harassed by a Vampire, your best defense is to run into the Chapel. The vampire will likely stop chasing you unless it has attained full power, in which case finding a safe spot is probably the least of your worries.<br><br />
<br />
Another holy thing is the good Chaplain himself. If the Vampire is foolish enough to bite him, it will take quite a lot of fire damage and be weakened. This will also be visibly noticeable, so the Vampire will give away his identity by this act. There is also Holy Water in the Chapel - throwing this on a vampire will cause it to act like acid instead, horribly burning them. It does nothing to non-vampires, so this is a good way of finding out the identitiy of vampires - the only drawback is the limited supply of Holy Water. More can be made if you know the recipe, however.<br />
<br />
The last weakness of SS13 vampires is sunlight - or more accurately, starlight. Vampires cannot venture out into space, even with space suits - the light of the stars will burn them incredibly quickly, much faster than the Chapel will. This essentially means Vampires are confined to the station and anywhere a shuttle can take them without touching space - they could probably survive very quick leaps across space, but not on a regular basis.<br />
<br />
==Vampire Strategy==<br />
* Try to K.O. your victims or remove their headsets-- a stun will incapacitate them, but they can still speak and will start screaming for help once they realize what you are.<br />
* You don't need to aggressively grab your victims to drain their blood, and it may be better not to, lest the AI mistake you for a changeling feeding on someone. It's better to be thought a dirty traitor than an alien. Someone who spots you feeding in person (rather than on camera) will immediately recognize what's up though.<br />
* Darkness is your ally. If you start with a job without maintenance access, rush to the [[Head of Personnel]] before he disappears and beg for an upgrade. With a blunt object you can smash lights in hallways, making your Cloak of Darkness more effective. Replacing lightbulbs is a huge pain so few will ever bother. Watch out for people carrying flashlights.<br />
* The [[Detective]] has [[thermals]] which can see through your cloak and a [[Detective's Revolver|weapon]] that does straight-up brute damage instead of a stun you can resist. Consider avoiding him until you have the improved rejuvenate that lets you shrug off the damage.<br />
* Keep your Cloak of Darkness off unless you need it, since it'll tip off the AI and anyone with thermals as to what you are.<br />
* Your Shapeshift ability will alter the name but keep the rank of whatever ID card you have equipped, so don't use it while carrying a unique ID (like the Captain's).<br />
* You don't have to kill (fully drain) your victims. If they live and get healed up, that's more blood for you to drain!<br />
* Enthrall is a major investment, but enthralling the [[Captain]] or [[Head of Security]] will let them bring you brigged prisoners without raising suspicion and will repay the blood cost manyfold. Just be advised that this ability doesn't take effect immediately (unlike a mindslave implant), so the target should be incapacitated and out of sight beforehand. <br />
* The [[AI]] and Cyborgs regard you as non-human and will try to ruin your day.<br />
* Try to accumulate an extra 50 blood more than your goal so you can get one last shapeshift in before boarding the shuttle.<br />
* You start with a job and all the access it comes with. [[Being A Better Traitor]] may have some useful tips for you.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=mCUW4SwmfGc}}<br />
<br />
{{JobMenu}}<br />
[[Category: Jobs]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Traitor&diff=6177Traitor2013-12-08T13:52:10Z<p>Darth various: /* Top Traitor Tips!: */ Shameless promotion</p>
<hr />
<div>Oh boy, You're a traitor! Wait what are they?<br />
<br />
Traitors are thugs, hitmen and thieves sent from the shadowy [[Syndicate]] to do foul deeds! Disguised as normal crewmembers, each traitor is given [[Traitor Objectives|2 or more objectives]] to complete and a special syndicate uplink hidden in their [[PDA]] which allows them to request items from the Syndicate by inputting a special code. [[Traitor Objectives|Objectives]] may include assassinating specific crewmembers, stealing secure items such as a [[Hand Teleporter|hand teleporter]] or the [[Chief Engineer|Chief's]] [[magnetic boots]], killing [[Monkey|monkeys]], or [[Killing the AI|stealing the AI's CPU]] and/or killing its [[Cyborg|cyborgs]], among others.<br />
<br />
As a traitor, you have complete and total freedom to trick, coerce, maim, kill, and even experiment on the poor, clueless crew of Space Station 13. Please be aware that being a traitor does not prevent you from being punished for being racist or creepy! [[Rules]]<br />
<br />
A varying number of traitors are chosen randomly from among players at the start of every round, and very occasionally from late joining crew. There can be multiple traitors in a single round, and they are free to team up with or murder their fellow traitors for sweet traitor loot, convenience or because they're bored. Of course, with all the freedom and power they have, traitors are still only human. A laser to the face makes them just as dead as anyone else. More so, even, since they're very unlikely to be [[Genetics|cloned]] once exposed. <br />
<br />
All jobs except for [[Security Officer]] and [[Head of Security]] are potential traitors. If you're selected to be a traitor, you get a giant popup that says HEY BUDDY YOU ARE A TRAITOR so if you're not sure if you're a traitor, you aren't, don't kill anyone.<br />
<br />
==Top Traitor Tips!:== <br />
<br />
*Don't spawn your [[Syndicate Items|traitor gear]] where someone might see you do it! At best they will be stolen, and at worst you will end up with the sword you just ordered firmly planted in your chest.<br />
<br />
*Try to be at least a little subtle! Don't murder your target in a room full of people with a sword. Don't mow down random people unless you feel you can take the heat. <br />
<br />
*Make sure your target is dead! So you've caught your target or incapacitated him? Make sure he's dead and not faking! Make sure he does not get cloned, healed or revived. The easiest way is to take his corpse to the nearest airlock and fling it into the depths of space.<br />
<br />
*Don't suicide just because you were caught by [[Security Officer|security]]. They'll probably let you go after a while unless you were on a murder spree. Also, [[Staff Assistant|someone bored]] might break you out if you make them think were imprisoned unjustly, or you could get the chance to escape on your own.<br />
<br />
*Check out [[Being A Better Traitor]].<br />
<br />
==Oh god I'm a traitor for the first time!:==<br />
Don't worry. It doesn't really matter if you don't win. Just make a valiant attempt at it. Remember, you don't have to get traitor gear right away, or ever if you don't want to, so don't get anything unless you know what you want to use it for. If your objectives are annoying or pointless(like steal 15 ID cards), nobody cares if you decide to ignore them and cause a little chaos instead. Being a traitor is also a great opportunity to run gimmicks that could get you banned as a normal crewman. If the Syndicate tells you to steal all the multitools and shoot some monkeys and instead you kidnap the [[Captain]] and force the crew to answer trivia questions to save his life, you are not being a bad traitor at all!<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=8SXHp42HGUA}}<br />
----<br />
{{JobMenu}}<br />
[[Category: Jobs]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Being_A_Better_Traitor&diff=6176Being A Better Traitor2013-12-08T13:50:10Z<p>Darth various: Created page with "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..."</p>
<hr />
<div>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.<br />
<br />
==Stealth Stuff==<br />
<br />
* Putting things in containers shows a message. Putting things in your pockets doesn't.<br />
* There are three parts to your identity: Face, ID and voice.<br />
** Having one name on your ID and showing your face while actually being another person will show you as "X (as Y)".<br />
** Being masked means people just see your ID's name mousing over you, but if you speak, you're still busted.<br />
** Speaking over the radio just shows the name assigned to your voice. Changelings and traitors with voice changers can have fun with this.<br />
*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:<br />
**Wear a mask, take off your ID and don't speak. As noted above, this will hide your identity from them.<br />
***Destroy or subvert the AI, or wear an Agent Card to prevent it from helping people track you.<br />
**Buy the Radio Jammer. Duh.<br />
**Pump in some [[Chemistry|Perfluorodecalin]] with your injector of choice. Now they can't scream anything at all while you murder them.<br />
<br />
==Social Stuff==<br />
<br />
*Probably the #1 tip for not being caught is to never pre spawn your gear until you need it, i used to do this all the time and it got me caught and permabrigged/killed a lot, if security finds you trying to hack into the AI upload but you never spawned that revolver for killing that dude later then they will 99% of the time let you go with a 3 minute brig time.<br />
*Improvised weapons are a great alternative to traitor weapons when you don't need them, it also confuses people slightly.<br />
*Pretending to brawl with someone is a good idea, challenge them to a boxing match and pull a knife on them, or better yet slam them against something, they'll think you're just cheating a little bit, when in fact you are gonna kill them.<br />
*Pretense is powerful, if someone sees that you have authorization or authority they will balk, especially good if you have mindslaved/impersonated the HoS.<br />
*People will pretty much always believe the AI, unless you can damage it's credibility or have some people who think you are innocent no matter what, expect the AI to run you down like a rabid dog.<br />
*Smoke a joint, murder someone, then lie on the floor beside them and scream for help on the radio. It'll come out as Sundance stammers (due to the fact you're stoned) "HEEELLLPPP" and more often than not people will come faster to your aid (and faster into the trap) than if you were to say it without a stammer<br />
<br />
==Robusting==<br />
*Hiding a bunch of nasty traps around the station is great fun, for example hide a pipebomb mousetrap under the clown bop bag, or buy a freedom implant and get security to search you with a backpack full of flashbangs (or better yet a pipebomb for all you die a glorious death guys)<br />
*BRAIN damage is what kills you in the end, if you can use poisons that directly do BRAIN then they are going to kill fast.<br />
*When a person is down only a passive grab is required to throw.<br />
*Try using the teleporter as a weapon, for example drop a teleporter beacon in the mixing room and throw people through a portal.<br />
*Two shots from a laser gun will put unarmored targets into critical.<br />
<br />
==Random Acts Of Cruelty==<br />
*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.<br />
*You can inject lightbulbs with plasma. If you turn off the lights in a room then inject the lightbulb, whoever is standing near it when it gets turned on is in for a nasty surprise. Also works with power cells.<br />
**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.<br />
***Erebite power cells are even meaner.<br />
*Fuck with a door such that all the wires are fucked 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.<br />
*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.<br />
*Weld doors open. Not a lot of people know about that one. Using it for fire doors right before fire-related crime is best. Likewise snipping fire alarm panels is often overlooked and wildly effective when you need to start a fire.<br />
*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.<br />
*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.<br />
**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.<br />
**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 Disposal. 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.<br />
**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.<br />
*Mail chutes are often close to where people are standing.<br />
<br />
==Traitor item specific tricks==<br />
Most of this is adapted from [http://forum.ss13.co/viewtopic.php?f=5&t=2247 this forum thread]<br />
<br />
===Agent Card===<br />
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 Listening Post - a Syndicate Outpost in the Mining [[z-level]]. There's a trader there with some fun stuff.<br />
<br />
===Amplified Vuvuzela===<br />
*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.<br />
*The vuvuzela gun stuns for a fuckload of time and does a little damage.<br />
<br />
===Bowling Suit===<br />
*The bowling kit is very good, especially when you are wearing an exosuit like a biosuit that completely hides your jumpsuit.<br />
*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.<br />
<br />
===Chameleon Projector===<br />
*The chameleon projector is very useful for escaping security chasing after you.<br />
*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.<br />
*It also protects you from space, as long as you wear internals. It's easiest if you use it with the hotkey.<br />
*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!)<br />
*Playing a rogue captain? Scan your hat " the captain disappeared under his hat!" Scan your butt, no you can be your own butt. Scan the birthday cake hat, the fun never ends.<br />
<br />
===Chameleon Suit===<br />
*Frame people! Convince the crew that the HoS is on a justice rampage!<br />
*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.<br />
<br />
===Cyalume Saber===<br />
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!<br />
<br />
===Derringer===<br />
Stronger than you think. One shot will instacrit someone. Pity you only get two.<br />
<br />
===Detomax Cartridge===<br />
*Detomax cartridges are the most effective early on, if you are a bad doctor try sending out some pda bombs. You now have victims, er patients in medbay to play with! If you are a head of staff you can read the manifest to see who the heads and security are.<br />
*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.<br />
*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.<br />
*Denomatrix 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. Denomatrixing the AI will temporary disrupt him<br />
<br />
===DNA Scrambler===<br />
*Dna scrambler is hilarious for changing the ID of someone else rather than yourself, for example the captain.<br />
**Buy a voice-changer and a DNA scrambler. Stun the victim with a flash or whatever, inject him with the scrambler, take his ID and his jumpsuit. You are now him. If he cried for help during the theft, you can frame him for being the attacker and probably get him arrested.<br />
<br />
===EMP Grenades===<br />
*The EMP grenades are super useful against the AI's turrets if you can't be bothered to get a laser gun to shoot them with.<br />
*And of course, EMP blast the half dozen robuddies in Science for a good time.<br />
*EMP grenades ruin a lot of stuff, batons, tasers, Thermals ( pretty sure atleast?) radios, doors. Try building a smoke buddy, name it "The Fucking Chemist" and giving it the ol EMP grenade. Some good laughs. You can name guard buddies by using a pen on the main board before you build it.<br />
<br />
===Floor Closet===<br />
*Hide bombs all over the station, out of sight.<br />
*Hide yourself.<br />
*Hide in it with a weapon, leap out at passerby like a jumping spider. Pairs very well with wet floors nearby.<br />
*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.<br />
*Deploy smokes, foams, or area-effect chemical reactions from inside it. They won't hurt you!<br />
**Why is sarin gas pouring out of the floor? WHO KNOWS<br />
**Explosions might destroy the closet though, dumping you out<br />
*Fill it with banana peels or crystal shards, open it just as someone is about to walk over it.<br />
*If you keep a crystal around 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.<br />
*Weld people inside, laugh as nobody can find them.<br />
*Inside, you are immune to thermals, flashbangs, smoke, vapor, guns, fire, and much, much more.<br />
*For things that can't fit in a closet, you can often hide them by dragging the closet on top of them.<br />
<br />
===Miniature Crossbow===<br />
The radiaton dosage from this no longer gives a big obvious RADIATION alert at the top of the screen.<br />
<br />
===Microbomb Implant===<br />
Implant OTHER people. Preferably unconscious ones you then deliver to Medbay.<br />
<br />
===Power Sink===<br />
If you're a detective, combine the powersink plus the stun rounds you can get in the GM. With your thermals you can hunt in the dark and people can't hunt you. Smash them red alert lights. Pretty devastating. If you're not the detective, then murder him for his thermals.<br />
<br />
===Prototype Cloak Field Generator===<br />
*Cloaking field generators can be great fun when used with grenades + mousetrap assemblies, crushers, or crystal glass. Very good with a radio jammer!<br />
<br />
===Revolver===<br />
*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.<br />
*An empty revolver also 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.<br />
*This all applies to the derringer as well.<br />
<br />
===Shotgun===<br />
If you are one of the heads you can steal the station money and buy explosive rounds for the shotgun<br />
<br />
===Silenced .22===<br />
The suppressed .22 is sorta similar to the derringer but has some key differences:<br />
*It's WAY weaker. The .22 shots are weaker than the detective's revolver. Derringer shots, up close, instacrit people.<br />
*It can be refilled, and more .22 ammo can be manufactured from a hacked fabricator. <br />
*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. <br />
*People can still see it in your hand, but they might not notice. <br />
<br />
===Sonic Grenades===<br />
They are 'not' like flashbangs. More like a vampire's Chiropteran Screech. Plug your ears and blow out all the windows.<br />
<br />
===Stealth Container===<br />
*Disguise your stealth storage as a gun. Throw it at people. [[Murder]] them as they try to figure out why it won't fire.<br />
*Rig a mousetrap and pipebomb inside a stealth storage box, disguise it as another traitor item or a weapon, leave it laying in plain sight.<br />
<br />
===Stimulants===<br />
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 red rude dudes or get somewhere safe before then.<br />
<br />
===Syringe Gun===<br />
*[[Chemistry|Guide to Chemistry]]. Just saying.<br />
*It might be worth your while to scan the beans that might start in the candy bag at the bar.<br />
*Lube can be extremely deadly, just bolt open the escape doors and watch people fling themselves into deep space while screaming "FFFUUUUCKING LLL-URK"<br />
*Syringe guns can be pretty devastating with any half decent cocktail of poison, 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 reagant, it generates the syringes for you.<br />
<br />
===Syndicate Donk Pockets===<br />
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.<br />
<br />
===Syndicate Pipe Bomb===<br />
*Make a couple pipebombs in tool storage. 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. <br />
*Pipebombs rigged up to mousetraps and stuck in a container will blow up. People can't resist rifling through abandoned bags. Draw your own conclusions.<br />
<br />
===Trash Compactor===<br />
*This looks overpriced until you realize that as the Janitor, you have a ready supply of water, and a pair of galoshes.<br />
*Beware metagamers looking askance at any Janitor actually using their trash cart, which legitimate Janitors never do.<br />
<br />
===Trick Cigarettes===<br />
Syndicate cig's are fantastic for getting rid of bodies.<br />
<br />
===Voice Changer===<br />
*If you have a way to change your ID, imitate the AI with a voice changer! Make sure to use an intercom for authenticity.<br />
*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.<br />
<br />
[[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=User:Darth_various&diff=6175User:Darth various2013-12-08T13:39:24Z<p>Darth various: /* More dumb shit: How to be a good traitor */</p>
<hr />
<div>A dork.<br />
<br />
==Foolin' with [[Template:Main Menu]]. Probably won't lead anywhere.==<br />
<br />
<table style="width:100%; text-align: center; font-size: 85%; clear:right; border: 1px solid #BFB6A3; background: #F7F7F7; margin-top: 10px;" cellspacing="3" cellpadding="5px"><br />
<tr><br />
<td>[[Image:jobass.png|64px|link=Quickstart]]<br />'''[[Quickstart|Getting Started]]'''</td><br />
<td>[[Image:Hos2012.png|64px|link=Rules]]<br />'''[[Rules]]'''</td><br />
<td>[[Image:Jobhor.png|64px|link=Game_FAQ]]<br />'''[[Game_FAQ|FAQ]]'''</td><br />
<td>[[Image:Jobrob.png|64px|link=Category:Tutorial]]<br />'''[[:Category:Tutorial | Guides]]'''</td><br />
<td>[[Image:Capn2x.png|64px|link=Jobs]]<br />'''[[Jobs]]'''</td><br />
<td>[[Image:Melons2x.png|64px|link=Location_Repository]]<br />'''[[Location_Repository|Maps]]'''</td><br />
<td>[[Image:joboper.png|64px|link=Game Modes]]<br />'''[[Game Modes]]'''</td><br />
<td>[[Image:Janitor2x.png|64px|link=Making_and_Breaking]]<br />'''[[Making_and_Breaking|Constructions]]'''</td><br />
<td>[[Image:Toolboxr.png|64px|link=:Category:Objects]]<br />'''[[:Category:Objects|Items]]'''</td><br />
<td>[[Image:Overalls guy.png|64px|link=Guide to Contributing to Wikistation]]<br />'''[[Guide to Contributing to Wikistation|Wikistation]]'''</td><br />
<td>[[Image:jobclown.png|64px|link=Category:Community]]<br>'''[[: Category:Community|Fun]]'''</td><br />
<td>[[File:Changeling.png|64px|link=Changelog]]<br>'''[[Changelog]]'''</td><br />
</tr><br />
</table><br />
<br />
=More dumb shit: How to be a good traitor=<br />
<br />
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.<br />
<br />
==Stealth Stuff==<br />
<br />
* Putting things in containers shows a message. Putting things in your pockets doesn't.<br />
* There are three parts to your identity: Face, ID and voice.<br />
** Having one name on your ID and showing your face while actually being another person will show you as "X (as Y)".<br />
** Being masked means people just see your ID's name mousing over you, but if you speak, you're still busted.<br />
** Speaking over the radio just shows the name assigned to your voice. Changelings and traitors with voice changers can have fun with this.<br />
*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:<br />
**Wear a mask, take off your ID and don't speak. As noted above, this will hide your identity from them.<br />
***Destroy or subvert the AI, or wear an Agent Card to prevent it from helping people track you.<br />
**Buy the Radio Jammer. Duh.<br />
**Pump in some [[Chemistry|Perfluorodecalin]] with your injector of choice. Now they can't scream anything at all while you murder them.<br />
<br />
==Social Stuff==<br />
<br />
*Probably the #1 tip for not being caught is to never pre spawn your gear until you need it, i used to do this all the time and it got me caught and permabrigged/killed a lot, if security finds you trying to hack into the AI upload but you never spawned that revolver for killing that dude later then they will 99% of the time let you go with a 3 minute brig time.<br />
*Improvised weapons are a great alternative to traitor weapons when you don't need them, it also confuses people slightly.<br />
*Pretending to brawl with someone is a good idea, challenge them to a boxing match and pull a knife on them, or better yet slam them against something, they'll think you're just cheating a little bit, when in fact you are gonna kill them.<br />
*Pretense is powerful, if someone sees that you have authorization or authority they will balk, especially good if you have mindslaved/impersonated the HoS.<br />
*People will pretty much always believe the AI, unless you can damage it's credibility or have some people who think you are innocent no matter what, expect the AI to run you down like a rabid dog.<br />
*Smoke a joint, murder someone, then lie on the floor beside them and scream for help on the radio. It'll come out as Sundance stammers (due to the fact you're stoned) "HEEELLLPPP" and more often than not people will come faster to your aid (and faster into the trap) than if you were to say it without a stammer<br />
<br />
==Robusting==<br />
*Hiding a bunch of nasty traps around the station is great fun, for example hide a pipebomb mousetrap under the clown bop bag, or buy a freedom implant and get security to search you with a backpack full of flashbangs (or better yet a pipebomb for all you die a glorious death guys)<br />
*BRAIN damage is what kills you in the end, if you can use poisons that directly do BRAIN then they are going to kill fast.<br />
*When a person is down only a passive grab is required to throw.<br />
*Try using the teleporter as a weapon, for example drop a teleporter beacon in the mixing room and throw people through a portal.<br />
*Two shots from a laser gun will put unarmored targets into critical.<br />
<br />
==Random Acts Of Cruelty==<br />
*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.<br />
*You can inject lightbulbs with plasma. If you turn off the lights in a room then inject the lightbulb, whoever is standing near it when it gets turned on is in for a nasty surprise. Also works with power cells.<br />
**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.<br />
***Erebite power cells are even meaner.<br />
*Fuck with a door such that all the wires are fucked 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.<br />
*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.<br />
*Weld doors open. Not a lot of people know about that one. Using it for fire doors right before fire-related crime is best. Likewise snipping fire alarm panels is often overlooked and wildly effective when you need to start a fire.<br />
*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.<br />
*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.<br />
**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.<br />
**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 Disposal. 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.<br />
**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.<br />
*Mail chutes are often close to where people are standing.<br />
<br />
==Traitor item specific tricks==<br />
Most of this is adapted from [http://forum.ss13.co/viewtopic.php?f=5&t=2247 this forum thread]<br />
<br />
===Agent Card===<br />
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 Listening Post - a Syndicate Outpost in the Mining [[z-level]]. There's a trader there with some fun stuff.<br />
<br />
===Amplified Vuvuzela===<br />
*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.<br />
*The vuvuzela gun stuns for a fuckload of time and does a little damage.<br />
<br />
===Bowling Suit===<br />
*The bowling kit is very good, especially when you are wearing an exosuit like a biosuit that completely hides your jumpsuit.<br />
*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.<br />
<br />
===Chameleon Projector===<br />
*The chameleon projector is very useful for escaping security chasing after you.<br />
*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.<br />
*It also protects you from space, as long as you wear internals. It's easiest if you use it with the hotkey.<br />
*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!)<br />
*Playing a rogue captain? Scan your hat " the captain disappeared under his hat!" Scan your butt, no you can be your own butt. Scan the birthday cake hat, the fun never ends.<br />
<br />
===Chameleon Suit===<br />
*Frame people! Convince the crew that the HoS is on a justice rampage!<br />
*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.<br />
<br />
===Cyalume Saber===<br />
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!<br />
<br />
===Derringer===<br />
Stronger than you think. One shot will instacrit someone. Pity you only get two.<br />
<br />
===Detomax Cartridge===<br />
*Detomax cartridges are the most effective early on, if you are a bad doctor try sending out some pda bombs. You now have victims, er patients in medbay to play with! If you are a head of staff you can read the manifest to see who the heads and security are.<br />
*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.<br />
*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.<br />
*Denomatrix 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. Denomatrixing the AI will temporary disrupt him<br />
<br />
===DNA Scrambler===<br />
*Dna scrambler is hilarious for changing the ID of someone else rather than yourself, for example the captain.<br />
**Buy a voice-changer and a DNA scrambler. Stun the victim with a flash or whatever, inject him with the scrambler, take his ID and his jumpsuit. You are now him. If he cried for help during the theft, you can frame him for being the attacker and probably get him arrested.<br />
<br />
===EMP Grenades===<br />
*The EMP grenades are super useful against the AI's turrets if you can't be bothered to get a laser gun to shoot them with.<br />
*And of course, EMP blast the half dozen robuddies in Science for a good time.<br />
*EMP grenades ruin a lot of stuff, batons, tasers, Thermals ( pretty sure atleast?) radios, doors. Try building a smoke buddy, name it "The Fucking Chemist" and giving it the ol EMP grenade. Some good laughs. You can name guard buddies by using a pen on the main board before you build it.<br />
<br />
===Floor Closet===<br />
*Hide bombs all over the station, out of sight.<br />
*Hide yourself.<br />
*Hide in it with a weapon, leap out at passerby like a jumping spider. Pairs very well with wet floors nearby.<br />
*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.<br />
*Deploy smokes, foams, or area-effect chemical reactions from inside it. They won't hurt you!<br />
**Why is sarin gas pouring out of the floor? WHO KNOWS<br />
**Explosions might destroy the closet though, dumping you out<br />
*Fill it with banana peels or crystal shards, open it just as someone is about to walk over it.<br />
*If you keep a crystal around 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.<br />
*Weld people inside, laugh as nobody can find them.<br />
*Inside, you are immune to thermals, flashbangs, smoke, vapor, guns, fire, and much, much more.<br />
*For things that can't fit in a closet, you can often hide them by dragging the closet on top of them.<br />
<br />
===Miniature Crossbow===<br />
The radiaton dosage from this no longer gives a big obvious RADIATION alert at the top of the screen.<br />
<br />
===Microbomb Implant===<br />
Implant OTHER people. Preferably unconscious ones you then deliver to Medbay.<br />
<br />
===Power Sink===<br />
If you're a detective, combine the powersink plus the stun rounds you can get in the GM. With your thermals you can hunt in the dark and people can't hunt you. Smash them red alert lights. Pretty devastating. If you're not the detective, then murder him for his thermals.<br />
<br />
===Prototype Cloak Field Generator===<br />
*Cloaking field generators can be great fun when used with grenades + mousetrap assemblies, crushers, or crystal glass. Very good with a radio jammer!<br />
<br />
===Revolver===<br />
*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.<br />
*An empty revolver also 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.<br />
*This all applies to the derringer as well.<br />
<br />
===Shotgun===<br />
If you are one of the heads you can steal the station money and buy explosive rounds for the shotgun<br />
<br />
===Silenced .22===<br />
The suppressed .22 is sorta similar to the derringer but has some key differences:<br />
*It's WAY weaker. The .22 shots are weaker than the detective's revolver. Derringer shots, up close, instacrit people.<br />
*It can be refilled, and more .22 ammo can be manufactured from a hacked fabricator. <br />
*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. <br />
*People can still see it in your hand, but they might not notice. <br />
<br />
===Sonic Grenades===<br />
They are 'not' like flashbangs. More like a vampire's Chiropteran Screech. Plug your ears and blow out all the windows.<br />
<br />
===Stealth Container===<br />
*Disguise your stealth storage as a gun. Throw it at people. [[Murder]] them as they try to figure out why it won't fire.<br />
*Rig a mousetrap and pipebomb inside a stealth storage box, disguise it as another traitor item or a weapon, leave it laying in plain sight.<br />
<br />
===Stimulants===<br />
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 red rude dudes or get somewhere safe before then.<br />
<br />
===Syringe Gun===<br />
*[[Chemistry|Guide to Chemistry]]. Just saying.<br />
*It might be worth your while to scan the beans that might start in the candy bag at the bar.<br />
*Lube can be extremely deadly, just bolt open the escape doors and watch people fling themselves into deep space while screaming "FFFUUUUCKING LLL-URK"<br />
*Syringe guns can be pretty devastating with any half decent cocktail of poison, 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 reagant, it generates the syringes for you.<br />
<br />
===Syndicate Donk Pockets===<br />
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.<br />
<br />
===Syndicate Pipe Bomb===<br />
*Make a couple pipebombs in tool storage. 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. <br />
*Pipebombs rigged up to mousetraps and stuck in a container will blow up. People can't resist rifling through abandoned bags. Draw your own conclusions.<br />
<br />
===Trash Compactor===<br />
*This looks overpriced until you realize that as the Janitor, you have a ready supply of water, and a pair of galoshes.<br />
*Beware metagamers looking askance at any Janitor actually using their trash cart, which legitimate Janitors never do.<br />
<br />
===Trick Cigarettes===<br />
Syndicate cig's are fantastic for getting rid of bodies.<br />
<br />
===Voice Changer===<br />
*If you have a way to change your ID, imitate the AI with a voice changer! Make sure to use an intercom for authenticity.<br />
*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.</div>Darth varioushttps://wiki.ss13.co/index.php?title=User:Darth_various&diff=6174User:Darth various2013-12-08T13:02:49Z<p>Darth various: /* DNA Scrambler */</p>
<hr />
<div>A dork.<br />
<br />
==Foolin' with [[Template:Main Menu]]. Probably won't lead anywhere.==<br />
<br />
<table style="width:100%; text-align: center; font-size: 85%; clear:right; border: 1px solid #BFB6A3; background: #F7F7F7; margin-top: 10px;" cellspacing="3" cellpadding="5px"><br />
<tr><br />
<td>[[Image:jobass.png|64px|link=Quickstart]]<br />'''[[Quickstart|Getting Started]]'''</td><br />
<td>[[Image:Hos2012.png|64px|link=Rules]]<br />'''[[Rules]]'''</td><br />
<td>[[Image:Jobhor.png|64px|link=Game_FAQ]]<br />'''[[Game_FAQ|FAQ]]'''</td><br />
<td>[[Image:Jobrob.png|64px|link=Category:Tutorial]]<br />'''[[:Category:Tutorial | Guides]]'''</td><br />
<td>[[Image:Capn2x.png|64px|link=Jobs]]<br />'''[[Jobs]]'''</td><br />
<td>[[Image:Melons2x.png|64px|link=Location_Repository]]<br />'''[[Location_Repository|Maps]]'''</td><br />
<td>[[Image:joboper.png|64px|link=Game Modes]]<br />'''[[Game Modes]]'''</td><br />
<td>[[Image:Janitor2x.png|64px|link=Making_and_Breaking]]<br />'''[[Making_and_Breaking|Constructions]]'''</td><br />
<td>[[Image:Toolboxr.png|64px|link=:Category:Objects]]<br />'''[[:Category:Objects|Items]]'''</td><br />
<td>[[Image:Overalls guy.png|64px|link=Guide to Contributing to Wikistation]]<br />'''[[Guide to Contributing to Wikistation|Wikistation]]'''</td><br />
<td>[[Image:jobclown.png|64px|link=Category:Community]]<br>'''[[: Category:Community|Fun]]'''</td><br />
<td>[[File:Changeling.png|64px|link=Changelog]]<br>'''[[Changelog]]'''</td><br />
</tr><br />
</table><br />
<br />
=More dumb shit: How to be a good traitor=<br />
<br />
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.<br />
<br />
==Stealth Stuff==<br />
<br />
* Putting things in containers shows a message. Putting things in your pockets doesn't.<br />
* There are three parts to your identity: Face, ID and voice.<br />
** Having one name on your ID and showing your face while actually being another person will show you as "X (as Y)".<br />
** Being masked means people just see your ID's name mousing over you, but if you speak, you're still busted.<br />
** Speaking over the radio just shows the name assigned to your voice. Changelings and traitors with voice changers can have fun with this.<br />
*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:<br />
**Wear a mask, take off your ID and don't speak. As noted above, this will hide your identity from them.<br />
***Destroy or subvert the AI, or wear an Agent Card to prevent it from helping people track you.<br />
**Buy the Radio Jammer. Duh.<br />
**Pump in some [[Chemistry|Perfluorodecalin]] with your injector of choice. Now they can't scream anything at all while you murder them.<br />
<br />
==Social Stuff==<br />
<br />
*Probably the #1 tip for not being caught is to never pre spawn your gear until you need it, i used to do this all the time and it got me caught and permabrigged/killed a lot, if security finds you trying to hack into the AI upload but you never spawned that revolver for killing that dude later then they will 99% of the time let you go with a 3 minute brig time.<br />
*Improvised weapons are a great alternative to traitor weapons when you don't need them, it also confuses people slightly.<br />
*Pretending to brawl with someone is a good idea, challenge them to a boxing match and pull a knife on them, or better yet slam them against something, they'll think you're just cheating a little bit, when in fact you are gonna kill them.<br />
*Pretense is powerful, if someone sees that you have authorization or authority they will balk, especially good if you have mindslaved/impersonated the HoS.<br />
*People will pretty much always believe the AI, unless you can damage it's credibility or have some people who think you are innocent no matter what, expect the AI to run you down like a rabid dog.<br />
*Smoke a joint, murder someone, then lie on the floor beside them and scream for help on the radio. It'll come out as Sundance stammers (due to the fact you're stoned) "HEEELLLPPP" and more often than not people will come faster to your aid (and faster into the trap) than if you were to say it without a stammer<br />
<br />
==Robusting==<br />
*Hiding a bunch of nasty traps around the station is great fun, for example hide a pipebomb mousetrap under the clown bop bag, or buy a freedom implant and get security to search you with a backpack full of flashbangs (or better yet a pipebomb for all you die a glorious death guys)<br />
*BRAIN damage is what kills you in the end, if you can use poisons that directly do BRAIN then they are going to kill fast.<br />
*When a person is down only a passive grab is required to throw.<br />
*Try using the teleporter as a weapon, for example drop a teleporter beacon in the mixing room and throw people through a portal.<br />
*Two shots from a laser gun will put unarmored targets into critical.<br />
<br />
==Traitor item specific tricks==<br />
Most of this is adapted from [http://forum.ss13.co/viewtopic.php?f=5&t=2247 this forum thread]<br />
<br />
===Amplified Vuvuzela===<br />
*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.<br />
*The vuvuzela gun stuns for a fuckload of time and does a little damage.<br />
<br />
===Bowling Suit===<br />
*The bowling kit is very good, especially when you are wearing an exosuit like a biosuit that completely hides your jumpsuit.<br />
*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.<br />
<br />
===Chameleon Projector===<br />
*The chameleon projector is very useful for escaping security chasing after you.<br />
*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.<br />
*It also protects you from space, as long as you wear internals. It's easiest if you use it with the hotkey.<br />
*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!)<br />
*Playing a rogue captain? Scan your hat " the captain disappeared under his hat!" Scan your butt, no you can be your own butt. Scan the birthday cake hat, the fun never ends.<br />
<br />
===Chameleon Suit===<br />
*Frame people! Convince the crew that the HoS is on a justice rampage!<br />
*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.<br />
<br />
===Cyalume Saber===<br />
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!<br />
<br />
===Derringer===<br />
Stronger than you think. One shot will instacrit someone. Pity you only get two.<br />
<br />
===Detomax Cartridge===<br />
*Detomax cartridges are the most effective early on, if you are a bad doctor try sending out some pda bombs. You now have victims, er patients in medbay to play with! If you are a head of staff you can read the manifest to see who the heads and security are.<br />
*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.<br />
*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.<br />
*Denomatrix 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. Denomatrixing the AI will temporary disrupt him<br />
<br />
===DNA Scrambler===<br />
*Dna scrambler is hilarious for changing the ID of someone else rather than yourself, for example the captain.<br />
**Buy a voice-changer and a DNA scrambler. Stun the victim with a flash or whatever, inject him with the scrambler, take his ID and his jumpsuit. You are now him. If he cried for help during the theft, you can frame him for being the attacker and probably get him arrested.<br />
<br />
===EMP Grenades===<br />
*The EMP grenades are super useful against the AI's turrets if you can't be bothered to get a laser gun to shoot them with.<br />
*And of course, EMP blast the half dozen robuddies in Science for a good time.<br />
*EMP grenades ruin a lot of stuff, batons, tasers, Thermals ( pretty sure atleast?) radios, doors. Try building a smoke buddy, name it "The Fucking Chemist" and giving it the ol EMP grenade. Some good laughs. You can name guard buddies by using a pen on the main board before you build it.<br />
<br />
===Floor Closet===<br />
*Hide bombs all over the station, out of sight.<br />
*Hide yourself.<br />
*Hide in it with a weapon, leap out at passerby like a jumping spider. Pairs very well with wet floors nearby.<br />
*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.<br />
*Deploy smokes, foams, or area-effect chemical reactions from inside it. They won't hurt you!<br />
**Why is sarin gas pouring out of the floor? WHO KNOWS<br />
**Explosions might destroy the closet though, dumping you out<br />
*Fill it with banana peels or crystal shards, open it just as someone is about to walk over it.<br />
*If you keep a crystal around 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.<br />
*Weld people inside, laugh as nobody can find them.<br />
*Inside, you are immune to thermals, flashbangs, smoke, vapor, guns, fire, and much, much more.<br />
*For things that can't fit in a closet, you can often hide them by dragging the closet on top of them.<br />
<br />
===Miniature Crossbow===<br />
The radiaton dosage from this no longer gives a big obvious RADIATION alert at the top of the screen.<br />
<br />
===Power Sink===<br />
If you're a detective, combine the powersink plus the stun rounds you can get in the GM. With your thermals you can hunt in the dark and people can't hunt you. Smash them red alert lights. Pretty devastating. If you're not the detective, then murder him for his thermals.<br />
<br />
===Prototype Cloak Field Generator===<br />
*Cloaking field generators can be great fun when used with grenades + mousetrap assemblies, crushers, or crystal glass. Very good with a radio jammer!<br />
<br />
===Revolver===<br />
*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.<br />
*An empty revolver also 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.<br />
*This all applies to the derringer as well.<br />
<br />
===Shotgun===<br />
If you are one of the heads you can steal the station money and buy explosive rounds for the shotgun<br />
<br />
===Silenced .22===<br />
The suppressed .22 is sorta similar to the derringer but has some key differences:<br />
*It's WAY weaker. The .22 shots are weaker than the detective's revolver. Derringer shots, up close, instacrit people.<br />
*It can be refilled, and more .22 ammo can be manufactured from a hacked fabricator. <br />
*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. <br />
*People can still see it in your hand, but they might not notice. <br />
<br />
===Sonic Grenades===<br />
They are 'not' like flashbangs. More like a vampire's Chiropteran Screech. Plug your ears and blow out all the windows.<br />
<br />
===Stealth Container===<br />
Disguise your stealth storage as a gun. Throw it at people. [[Murder]] them as they try to figure out why it won't fire.<br />
<br />
===Stimulants===<br />
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 red rude dudes or get somewhere safe before then.<br />
<br />
===Syringe Gun===<br />
*[[Chemistry|Guide to Chemistry]]. Just saying.<br />
*It might be worth your while to scan the beans that might start in the candy bag at the bar.<br />
*Lube can be extremely deadly, just bolt open the escape doors and watch people fling themselves into deep space while screaming "FFFUUUUCKING LLL-URK"<br />
*Syringe guns can be pretty devastating with any half decent cocktail of poison, 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 reagant, it generates the syringes for you.<br />
<br />
===Syndicate Donk Pockets===<br />
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.<br />
<br />
===Trash Compactor===<br />
*This looks overpriced until you realize that as the Janitor, you have a ready supply of water, and a pair of galoshes.<br />
*Beware metagamers looking askance at any Janitor actually using their trash cart, which legitimate Janitors never do.<br />
<br />
===Trick Cigarettes===<br />
Syndicate cig's are fantastic for getting rid of bodies.<br />
<br />
===Voice Changer===<br />
*If you have a way to change your ID, imitate the AI with a voice changer! Make sure to use an intercom for authenticity.<br />
*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.</div>Darth varioushttps://wiki.ss13.co/index.php?title=User:Darth_various&diff=6173User:Darth various2013-12-08T12:46:11Z<p>Darth various: /* Syringe Gun */</p>
<hr />
<div>A dork.<br />
<br />
==Foolin' with [[Template:Main Menu]]. Probably won't lead anywhere.==<br />
<br />
<table style="width:100%; text-align: center; font-size: 85%; clear:right; border: 1px solid #BFB6A3; background: #F7F7F7; margin-top: 10px;" cellspacing="3" cellpadding="5px"><br />
<tr><br />
<td>[[Image:jobass.png|64px|link=Quickstart]]<br />'''[[Quickstart|Getting Started]]'''</td><br />
<td>[[Image:Hos2012.png|64px|link=Rules]]<br />'''[[Rules]]'''</td><br />
<td>[[Image:Jobhor.png|64px|link=Game_FAQ]]<br />'''[[Game_FAQ|FAQ]]'''</td><br />
<td>[[Image:Jobrob.png|64px|link=Category:Tutorial]]<br />'''[[:Category:Tutorial | Guides]]'''</td><br />
<td>[[Image:Capn2x.png|64px|link=Jobs]]<br />'''[[Jobs]]'''</td><br />
<td>[[Image:Melons2x.png|64px|link=Location_Repository]]<br />'''[[Location_Repository|Maps]]'''</td><br />
<td>[[Image:joboper.png|64px|link=Game Modes]]<br />'''[[Game Modes]]'''</td><br />
<td>[[Image:Janitor2x.png|64px|link=Making_and_Breaking]]<br />'''[[Making_and_Breaking|Constructions]]'''</td><br />
<td>[[Image:Toolboxr.png|64px|link=:Category:Objects]]<br />'''[[:Category:Objects|Items]]'''</td><br />
<td>[[Image:Overalls guy.png|64px|link=Guide to Contributing to Wikistation]]<br />'''[[Guide to Contributing to Wikistation|Wikistation]]'''</td><br />
<td>[[Image:jobclown.png|64px|link=Category:Community]]<br>'''[[: Category:Community|Fun]]'''</td><br />
<td>[[File:Changeling.png|64px|link=Changelog]]<br>'''[[Changelog]]'''</td><br />
</tr><br />
</table><br />
<br />
=More dumb shit: How to be a good traitor=<br />
<br />
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.<br />
<br />
==Stealth Stuff==<br />
<br />
* Putting things in containers shows a message. Putting things in your pockets doesn't.<br />
* There are three parts to your identity: Face, ID and voice.<br />
** Having one name on your ID and showing your face while actually being another person will show you as "X (as Y)".<br />
** Being masked means people just see your ID's name mousing over you, but if you speak, you're still busted.<br />
** Speaking over the radio just shows the name assigned to your voice. Changelings and traitors with voice changers can have fun with this.<br />
*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:<br />
**Wear a mask, take off your ID and don't speak. As noted above, this will hide your identity from them.<br />
***Destroy or subvert the AI, or wear an Agent Card to prevent it from helping people track you.<br />
**Buy the Radio Jammer. Duh.<br />
**Pump in some [[Chemistry|Perfluorodecalin]] with your injector of choice. Now they can't scream anything at all while you murder them.<br />
<br />
==Social Stuff==<br />
<br />
*Probably the #1 tip for not being caught is to never pre spawn your gear until you need it, i used to do this all the time and it got me caught and permabrigged/killed a lot, if security finds you trying to hack into the AI upload but you never spawned that revolver for killing that dude later then they will 99% of the time let you go with a 3 minute brig time.<br />
*Improvised weapons are a great alternative to traitor weapons when you don't need them, it also confuses people slightly.<br />
*Pretending to brawl with someone is a good idea, challenge them to a boxing match and pull a knife on them, or better yet slam them against something, they'll think you're just cheating a little bit, when in fact you are gonna kill them.<br />
*Pretense is powerful, if someone sees that you have authorization or authority they will balk, especially good if you have mindslaved/impersonated the HoS.<br />
*People will pretty much always believe the AI, unless you can damage it's credibility or have some people who think you are innocent no matter what, expect the AI to run you down like a rabid dog.<br />
*Smoke a joint, murder someone, then lie on the floor beside them and scream for help on the radio. It'll come out as Sundance stammers (due to the fact you're stoned) "HEEELLLPPP" and more often than not people will come faster to your aid (and faster into the trap) than if you were to say it without a stammer<br />
<br />
==Robusting==<br />
*Hiding a bunch of nasty traps around the station is great fun, for example hide a pipebomb mousetrap under the clown bop bag, or buy a freedom implant and get security to search you with a backpack full of flashbangs (or better yet a pipebomb for all you die a glorious death guys)<br />
*BRAIN damage is what kills you in the end, if you can use poisons that directly do BRAIN then they are going to kill fast.<br />
*When a person is down only a passive grab is required to throw.<br />
*Try using the teleporter as a weapon, for example drop a teleporter beacon in the mixing room and throw people through a portal.<br />
*Two shots from a laser gun will put unarmored targets into critical.<br />
<br />
==Traitor item specific tricks==<br />
Most of this is adapted from [http://forum.ss13.co/viewtopic.php?f=5&t=2247 this forum thread]<br />
<br />
===Amplified Vuvuzela===<br />
*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.<br />
*The vuvuzela gun stuns for a fuckload of time and does a little damage.<br />
<br />
===Bowling Suit===<br />
*The bowling kit is very good, especially when you are wearing an exosuit like a biosuit that completely hides your jumpsuit.<br />
*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.<br />
<br />
===Chameleon Projector===<br />
*The chameleon projector is very useful for escaping security chasing after you.<br />
*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.<br />
*It also protects you from space, as long as you wear internals. It's easiest if you use it with the hotkey.<br />
*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!)<br />
*Playing a rogue captain? Scan your hat " the captain disappeared under his hat!" Scan your butt, no you can be your own butt. Scan the birthday cake hat, the fun never ends.<br />
<br />
===Chameleon Suit===<br />
*Frame people! Convince the crew that the HoS is on a justice rampage!<br />
*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.<br />
<br />
===Cyalume Saber===<br />
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!<br />
<br />
===Derringer===<br />
Stronger than you think. One shot will instacrit someone. Pity you only get two.<br />
<br />
===Detomax Cartridge===<br />
*Detomax cartridges are the most effective early on, if you are a bad doctor try sending out some pda bombs. You now have victims, er patients in medbay to play with! If you are a head of staff you can read the manifest to see who the heads and security are.<br />
*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.<br />
*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.<br />
*Denomatrix 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. Denomatrixing the AI will temporary disrupt him<br />
<br />
===DNA Scrambler===<br />
Dna scrambler is hilarious for changing the ID of someone else rather than yourself, for example the captain.<br />
<br />
===EMP Grenades===<br />
*The EMP grenades are super useful against the AI's turrets if you can't be bothered to get a laser gun to shoot them with.<br />
*And of course, EMP blast the half dozen robuddies in Science for a good time.<br />
*EMP grenades ruin a lot of stuff, batons, tasers, Thermals ( pretty sure atleast?) radios, doors. Try building a smoke buddy, name it "The Fucking Chemist" and giving it the ol EMP grenade. Some good laughs. You can name guard buddies by using a pen on the main board before you build it.<br />
<br />
===Floor Closet===<br />
*Hide bombs all over the station, out of sight.<br />
*Hide yourself.<br />
*Hide in it with a weapon, leap out at passerby like a jumping spider. Pairs very well with wet floors nearby.<br />
*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.<br />
*Deploy smokes, foams, or area-effect chemical reactions from inside it. They won't hurt you!<br />
**Why is sarin gas pouring out of the floor? WHO KNOWS<br />
**Explosions might destroy the closet though, dumping you out<br />
*Fill it with banana peels or crystal shards, open it just as someone is about to walk over it.<br />
*If you keep a crystal around 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.<br />
*Weld people inside, laugh as nobody can find them.<br />
*Inside, you are immune to thermals, flashbangs, smoke, vapor, guns, fire, and much, much more.<br />
*For things that can't fit in a closet, you can often hide them by dragging the closet on top of them.<br />
<br />
===Miniature Crossbow===<br />
The radiaton dosage from this no longer gives a big obvious RADIATION alert at the top of the screen.<br />
<br />
===Power Sink===<br />
If you're a detective, combine the powersink plus the stun rounds you can get in the GM. With your thermals you can hunt in the dark and people can't hunt you. Smash them red alert lights. Pretty devastating. If you're not the detective, then murder him for his thermals.<br />
<br />
===Prototype Cloak Field Generator===<br />
*Cloaking field generators can be great fun when used with grenades + mousetrap assemblies, crushers, or crystal glass. Very good with a radio jammer!<br />
<br />
===Revolver===<br />
*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.<br />
*An empty revolver also 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.<br />
*This all applies to the derringer as well.<br />
<br />
===Shotgun===<br />
If you are one of the heads you can steal the station money and buy explosive rounds for the shotgun<br />
<br />
===Silenced .22===<br />
The suppressed .22 is sorta similar to the derringer but has some key differences:<br />
*It's WAY weaker. The .22 shots are weaker than the detective's revolver. Derringer shots, up close, instacrit people.<br />
*It can be refilled, and more .22 ammo can be manufactured from a hacked fabricator. <br />
*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. <br />
*People can still see it in your hand, but they might not notice. <br />
<br />
===Sonic Grenades===<br />
They are 'not' like flashbangs. More like a vampire's Chiropteran Screech. Plug your ears and blow out all the windows.<br />
<br />
===Stealth Container===<br />
Disguise your stealth storage as a gun. Throw it at people. [[Murder]] them as they try to figure out why it won't fire.<br />
<br />
===Stimulants===<br />
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 red rude dudes or get somewhere safe before then.<br />
<br />
===Syringe Gun===<br />
*[[Chemistry|Guide to Chemistry]]. Just saying.<br />
*It might be worth your while to scan the beans that might start in the candy bag at the bar.<br />
*Lube can be extremely deadly, just bolt open the escape doors and watch people fling themselves into deep space while screaming "FFFUUUUCKING LLL-URK"<br />
*Syringe guns can be pretty devastating with any half decent cocktail of poison, 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 reagant, it generates the syringes for you.<br />
<br />
===Syndicate Donk Pockets===<br />
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.<br />
<br />
===Trash Compactor===<br />
*This looks overpriced until you realize that as the Janitor, you have a ready supply of water, and a pair of galoshes.<br />
*Beware metagamers looking askance at any Janitor actually using their trash cart, which legitimate Janitors never do.<br />
<br />
===Trick Cigarettes===<br />
Syndicate cig's are fantastic for getting rid of bodies.<br />
<br />
===Voice Changer===<br />
*If you have a way to change your ID, imitate the AI with a voice changer! Make sure to use an intercom for authenticity.<br />
*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.</div>Darth varioushttps://wiki.ss13.co/index.php?title=User:Darth_various&diff=6172User:Darth various2013-12-08T12:42:35Z<p>Darth various: /* More dumb shit: How to be a good traitor */</p>
<hr />
<div>A dork.<br />
<br />
==Foolin' with [[Template:Main Menu]]. Probably won't lead anywhere.==<br />
<br />
<table style="width:100%; text-align: center; font-size: 85%; clear:right; border: 1px solid #BFB6A3; background: #F7F7F7; margin-top: 10px;" cellspacing="3" cellpadding="5px"><br />
<tr><br />
<td>[[Image:jobass.png|64px|link=Quickstart]]<br />'''[[Quickstart|Getting Started]]'''</td><br />
<td>[[Image:Hos2012.png|64px|link=Rules]]<br />'''[[Rules]]'''</td><br />
<td>[[Image:Jobhor.png|64px|link=Game_FAQ]]<br />'''[[Game_FAQ|FAQ]]'''</td><br />
<td>[[Image:Jobrob.png|64px|link=Category:Tutorial]]<br />'''[[:Category:Tutorial | Guides]]'''</td><br />
<td>[[Image:Capn2x.png|64px|link=Jobs]]<br />'''[[Jobs]]'''</td><br />
<td>[[Image:Melons2x.png|64px|link=Location_Repository]]<br />'''[[Location_Repository|Maps]]'''</td><br />
<td>[[Image:joboper.png|64px|link=Game Modes]]<br />'''[[Game Modes]]'''</td><br />
<td>[[Image:Janitor2x.png|64px|link=Making_and_Breaking]]<br />'''[[Making_and_Breaking|Constructions]]'''</td><br />
<td>[[Image:Toolboxr.png|64px|link=:Category:Objects]]<br />'''[[:Category:Objects|Items]]'''</td><br />
<td>[[Image:Overalls guy.png|64px|link=Guide to Contributing to Wikistation]]<br />'''[[Guide to Contributing to Wikistation|Wikistation]]'''</td><br />
<td>[[Image:jobclown.png|64px|link=Category:Community]]<br>'''[[: Category:Community|Fun]]'''</td><br />
<td>[[File:Changeling.png|64px|link=Changelog]]<br>'''[[Changelog]]'''</td><br />
</tr><br />
</table><br />
<br />
=More dumb shit: How to be a good traitor=<br />
<br />
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.<br />
<br />
==Stealth Stuff==<br />
<br />
* Putting things in containers shows a message. Putting things in your pockets doesn't.<br />
* There are three parts to your identity: Face, ID and voice.<br />
** Having one name on your ID and showing your face while actually being another person will show you as "X (as Y)".<br />
** Being masked means people just see your ID's name mousing over you, but if you speak, you're still busted.<br />
** Speaking over the radio just shows the name assigned to your voice. Changelings and traitors with voice changers can have fun with this.<br />
*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:<br />
**Wear a mask, take off your ID and don't speak. As noted above, this will hide your identity from them.<br />
***Destroy or subvert the AI, or wear an Agent Card to prevent it from helping people track you.<br />
**Buy the Radio Jammer. Duh.<br />
**Pump in some [[Chemistry|Perfluorodecalin]] with your injector of choice. Now they can't scream anything at all while you murder them.<br />
<br />
==Social Stuff==<br />
<br />
*Probably the #1 tip for not being caught is to never pre spawn your gear until you need it, i used to do this all the time and it got me caught and permabrigged/killed a lot, if security finds you trying to hack into the AI upload but you never spawned that revolver for killing that dude later then they will 99% of the time let you go with a 3 minute brig time.<br />
*Improvised weapons are a great alternative to traitor weapons when you don't need them, it also confuses people slightly.<br />
*Pretending to brawl with someone is a good idea, challenge them to a boxing match and pull a knife on them, or better yet slam them against something, they'll think you're just cheating a little bit, when in fact you are gonna kill them.<br />
*Pretense is powerful, if someone sees that you have authorization or authority they will balk, especially good if you have mindslaved/impersonated the HoS.<br />
*People will pretty much always believe the AI, unless you can damage it's credibility or have some people who think you are innocent no matter what, expect the AI to run you down like a rabid dog.<br />
*Smoke a joint, murder someone, then lie on the floor beside them and scream for help on the radio. It'll come out as Sundance stammers (due to the fact you're stoned) "HEEELLLPPP" and more often than not people will come faster to your aid (and faster into the trap) than if you were to say it without a stammer<br />
<br />
==Robusting==<br />
*Hiding a bunch of nasty traps around the station is great fun, for example hide a pipebomb mousetrap under the clown bop bag, or buy a freedom implant and get security to search you with a backpack full of flashbangs (or better yet a pipebomb for all you die a glorious death guys)<br />
*BRAIN damage is what kills you in the end, if you can use poisons that directly do BRAIN then they are going to kill fast.<br />
*When a person is down only a passive grab is required to throw.<br />
*Try using the teleporter as a weapon, for example drop a teleporter beacon in the mixing room and throw people through a portal.<br />
*Two shots from a laser gun will put unarmored targets into critical.<br />
<br />
==Traitor item specific tricks==<br />
Most of this is adapted from [http://forum.ss13.co/viewtopic.php?f=5&t=2247 this forum thread]<br />
<br />
===Amplified Vuvuzela===<br />
*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.<br />
*The vuvuzela gun stuns for a fuckload of time and does a little damage.<br />
<br />
===Bowling Suit===<br />
*The bowling kit is very good, especially when you are wearing an exosuit like a biosuit that completely hides your jumpsuit.<br />
*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.<br />
<br />
===Chameleon Projector===<br />
*The chameleon projector is very useful for escaping security chasing after you.<br />
*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.<br />
*It also protects you from space, as long as you wear internals. It's easiest if you use it with the hotkey.<br />
*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!)<br />
*Playing a rogue captain? Scan your hat " the captain disappeared under his hat!" Scan your butt, no you can be your own butt. Scan the birthday cake hat, the fun never ends.<br />
<br />
===Chameleon Suit===<br />
*Frame people! Convince the crew that the HoS is on a justice rampage!<br />
*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.<br />
<br />
===Cyalume Saber===<br />
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!<br />
<br />
===Derringer===<br />
Stronger than you think. One shot will instacrit someone. Pity you only get two.<br />
<br />
===Detomax Cartridge===<br />
*Detomax cartridges are the most effective early on, if you are a bad doctor try sending out some pda bombs. You now have victims, er patients in medbay to play with! If you are a head of staff you can read the manifest to see who the heads and security are.<br />
*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.<br />
*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.<br />
*Denomatrix 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. Denomatrixing the AI will temporary disrupt him<br />
<br />
===DNA Scrambler===<br />
Dna scrambler is hilarious for changing the ID of someone else rather than yourself, for example the captain.<br />
<br />
===EMP Grenades===<br />
*The EMP grenades are super useful against the AI's turrets if you can't be bothered to get a laser gun to shoot them with.<br />
*And of course, EMP blast the half dozen robuddies in Science for a good time.<br />
*EMP grenades ruin a lot of stuff, batons, tasers, Thermals ( pretty sure atleast?) radios, doors. Try building a smoke buddy, name it "The Fucking Chemist" and giving it the ol EMP grenade. Some good laughs. You can name guard buddies by using a pen on the main board before you build it.<br />
<br />
===Floor Closet===<br />
*Hide bombs all over the station, out of sight.<br />
*Hide yourself.<br />
*Hide in it with a weapon, leap out at passerby like a jumping spider. Pairs very well with wet floors nearby.<br />
*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.<br />
*Deploy smokes, foams, or area-effect chemical reactions from inside it. They won't hurt you!<br />
**Why is sarin gas pouring out of the floor? WHO KNOWS<br />
**Explosions might destroy the closet though, dumping you out<br />
*Fill it with banana peels or crystal shards, open it just as someone is about to walk over it.<br />
*If you keep a crystal around 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.<br />
*Weld people inside, laugh as nobody can find them.<br />
*Inside, you are immune to thermals, flashbangs, smoke, vapor, guns, fire, and much, much more.<br />
*For things that can't fit in a closet, you can often hide them by dragging the closet on top of them.<br />
<br />
===Miniature Crossbow===<br />
The radiaton dosage from this no longer gives a big obvious RADIATION alert at the top of the screen.<br />
<br />
===Power Sink===<br />
If you're a detective, combine the powersink plus the stun rounds you can get in the GM. With your thermals you can hunt in the dark and people can't hunt you. Smash them red alert lights. Pretty devastating. If you're not the detective, then murder him for his thermals.<br />
<br />
===Prototype Cloak Field Generator===<br />
*Cloaking field generators can be great fun when used with grenades + mousetrap assemblies, crushers, or crystal glass. Very good with a radio jammer!<br />
<br />
===Revolver===<br />
*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.<br />
*An empty revolver also 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.<br />
*This all applies to the derringer as well.<br />
<br />
===Shotgun===<br />
If you are one of the heads you can steal the station money and buy explosive rounds for the shotgun<br />
<br />
===Silenced .22===<br />
The suppressed .22 is sorta similar to the derringer but has some key differences:<br />
*It's WAY weaker. The .22 shots are weaker than the detective's revolver. Derringer shots, up close, instacrit people.<br />
*It can be refilled, and more .22 ammo can be manufactured from a hacked fabricator. <br />
*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. <br />
*People can still see it in your hand, but they might not notice. <br />
<br />
===Sonic Grenades===<br />
They are 'not' like flashbangs. More like a vampire's Chiropteran Screech. Plug your ears and blow out all the windows.<br />
<br />
===Stealth Container===<br />
Disguise your stealth storage as a gun. Throw it at people. [[Murder]] them as they try to figure out why it won't fire.<br />
<br />
===Stimulants===<br />
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 red rude dudes or get somewhere safe before then.<br />
<br />
===Syringe Gun===<br />
*[[Guide to Chemistry]]. Just saying.<br />
*It might be worth your while to scan the beans that might start in the candy bag at the bar.<br />
*Lube can be extremely deadly, just bolt open the escape doors and watch people fling themselves into deep space while screaming "FFFUUUUCKING LLL-URK"<br />
*Syringe guns can be pretty devastating with any half decent cocktail of poison, 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 reagant, it generates the syringes for you.<br />
<br />
===Syndicate Donk Pockets===<br />
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.<br />
<br />
===Trash Compactor===<br />
*This looks overpriced until you realize that as the Janitor, you have a ready supply of water, and a pair of galoshes.<br />
*Beware metagamers looking askance at any Janitor actually using their trash cart, which legitimate Janitors never do.<br />
<br />
===Trick Cigarettes===<br />
Syndicate cig's are fantastic for getting rid of bodies.<br />
<br />
===Voice Changer===<br />
*If you have a way to change your ID, imitate the AI with a voice changer! Make sure to use an intercom for authenticity.<br />
*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.</div>Darth varioushttps://wiki.ss13.co/index.php?title=User:Darth_various&diff=6157User:Darth various2013-12-06T19:42:50Z<p>Darth various: /* More dumb shit: How to be a good traitor */</p>
<hr />
<div>A dork.<br />
<br />
==Foolin' with [[Template:Main Menu]]. Probably won't lead anywhere.==<br />
<br />
<table style="width:100%; text-align: center; font-size: 85%; clear:right; border: 1px solid #BFB6A3; background: #F7F7F7; margin-top: 10px;" cellspacing="3" cellpadding="5px"><br />
<tr><br />
<td>[[Image:jobass.png|64px|link=Quickstart]]<br />'''[[Quickstart|Getting Started]]'''</td><br />
<td>[[Image:Hos2012.png|64px|link=Rules]]<br />'''[[Rules]]'''</td><br />
<td>[[Image:Jobhor.png|64px|link=Game_FAQ]]<br />'''[[Game_FAQ|FAQ]]'''</td><br />
<td>[[Image:Jobrob.png|64px|link=Category:Tutorial]]<br />'''[[:Category:Tutorial | Guides]]'''</td><br />
<td>[[Image:Capn2x.png|64px|link=Jobs]]<br />'''[[Jobs]]'''</td><br />
<td>[[Image:Melons2x.png|64px|link=Location_Repository]]<br />'''[[Location_Repository|Maps]]'''</td><br />
<td>[[Image:joboper.png|64px|link=Game Modes]]<br />'''[[Game Modes]]'''</td><br />
<td>[[Image:Janitor2x.png|64px|link=Making_and_Breaking]]<br />'''[[Making_and_Breaking|Constructions]]'''</td><br />
<td>[[Image:Toolboxr.png|64px|link=:Category:Objects]]<br />'''[[:Category:Objects|Items]]'''</td><br />
<td>[[Image:Overalls guy.png|64px|link=Guide to Contributing to Wikistation]]<br />'''[[Guide to Contributing to Wikistation|Wikistation]]'''</td><br />
<td>[[Image:jobclown.png|64px|link=Category:Community]]<br>'''[[: Category:Community|Fun]]'''</td><br />
<td>[[File:Changeling.png|64px|link=Changelog]]<br>'''[[Changelog]]'''</td><br />
</tr><br />
</table><br />
<br />
=More dumb shit: How to be a good traitor=<br />
<br />
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.<br />
<br />
==Stealth Stuff==<br />
<br />
* Putting things in containers shows a message. Putting things in your pockets doesn't. (Heck if I know how true this is, check.)<br />
<br />
* There are three parts to your identity: Face, ID and voice.<br />
** Having one name on your ID and showing your face while actually being another person will show you as "X (as Y)".<br />
** Being masked means people just see your ID's name mousing over you, but if you speak, you're still busted.<br />
** Speaking over the radio just shows the name assigned to your voice. Changelings and traitors with voice changers can have fun with this.<br />
<br />
==Social Stuff==<br />
<br />
*Probably the #1 tip for not being caught is to never pre spawn your gear until you need it, i used to do this all the time and it got me caught and permabrigged/killed a lot, if security finds you trying to hack into the AI upload but you never spawned that revolver for killing that dude later then they will 99% of the time let you go with a 3 minute brig time.<br />
*Improvised weapons are a great alternative to traitor weapons when you don't need them, it also confuses people slightly.<br />
*Pretending to brawl with someone is a good idea, challenge them to a boxing match and pull a knife on them, or better yet slam them against something, they'll think you're just cheating a little bit, when in fact you are gonna kill them.<br />
*Pretense is powerful, if someone sees that you have authorization or authority they will balk, especially good if you have mindslaved/impersonated the HoS.<br />
*People will pretty much always believe the AI, unless you can damage it's credibility or have some people who think you are innocent no matter what, expect the AI to run you down like a rabid dog.<br />
<br />
==Robusting==<br />
*Hiding a bunch of nasty traps around the station is great fun, for example hide a pipebomb mousetrap under the clown bop bag, or buy a freedom implant and get security to search you with a backpack full of flashbangs (or better yet a pipebomb for all you die a glorious death guys)<br />
*BRAIN damage is what kills you in the end, if you can use poisons that directly do BRAIN then they are going to kill fast.<br />
*When a person is down only a passive grab is required to throw.<br />
*Try using the teleporter as a weapon, for example drop a teleporter beacon in the mixing room and throw people through a portal.<br />
*Two shots from a laser gun will put unarmored targets into critical.<br />
<br />
==Traitor item specific tricks==<br />
Most of this is adapted from [http://forum.ss13.co/viewtopic.php?f=5&t=2247 this forum thread]<br />
<br />
===Floor Closet===<br />
*Hide bombs all over the station, out of sight.<br />
*Hide yourself.<br />
*Hide in it with a weapon, leap out at passerby like a jumping spider. Pairs very well with wet floors nearby.<br />
*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.<br />
*Deploy smokes, foams, or area-effect chemical reactions from inside it. They won't hurt you!<br />
**Why is sarin gas pouring out of the floor? WHO KNOWS<br />
**Explosions might destroy the closet though, dumping you out<br />
*Fill it with banana peels or crystal shards, open it just as someone is about to walk over it.<br />
*If you keep a crystal around 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.<br />
*Weld people inside, laugh as nobody can find them.<br />
*Inside, you are immune to thermals, flashbangs, smoke, vapor, guns, fire, and much, much more.<br />
*For things that can't fit in a closet, you can often hide them by dragging the closet on top of them.<br />
<br />
===Sonic grenades===<br />
They are 'not' like flashbangs. More like a vampire's Chiropteran Screech. Plug your ears and blow out all the windows.<br />
<br />
===Cyalume Saber===<br />
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!<br />
<br />
===Silenced .22===<br />
The suppressed .22 is sorta similar to the derringer but has some key differences:<br />
*It's WAY weaker. The .22 shots are weaker than the detective's revolver. Derringer shots, up close, instacrit people.<br />
*It can be refilled, and more .22 ammo can be manufactured from a hacked fabricator. <br />
*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. <br />
*People can still see it in your hand, but they might not notice. <br />
<br />
===EMP Grenades===<br />
*The EMP grenades are super useful against the AI's turrets if you can't be bothered to get a laser gun to shoot them with.<br />
*And of course, EMP blast the half dozen robuddies in Science for a good time.<br />
*EMP grenades ruin a lot of stuff, batons, tasers, Thermals ( pretty sure atleast?) radios, doors. Try building a smoke buddy, name it "The Fucking Chemist" and giving it the ol EMP grenade. Some good laughs. You can name guard buddies by using a pen on the main board before you build it.<br />
<br />
===Chameleon Projector===<br />
*The chameleon projector is very useful for escaping security chasing after you.<br />
*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.<br />
*It also protects you from space, as long as you wear internals. It's easiest if you use it with the hotkey.<br />
*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!)<br />
*Playing a rogue captain? Scan your hat " the captain disappeared under his hat!" Scan your butt, no you can be your own butt. Scan the birthday cake hat, the fun never ends.<br />
<br />
===Chameleon Suit===<br />
*Frame people! Convince the crew that the HoS is on a justice rampage!<br />
*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.<br />
<br />
===Bowling Suit===<br />
*The bowling kit is very good, especially when you are wearing an exosuit like a biosuit that completely hides your jumpsuit.<br />
*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.<br />
<br />
===Revolver===<br />
*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.<br />
*An empty revolver also 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.<br />
*This all applies to the derringer as well.<br />
<br />
===Vuvuzela===<br />
*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.<br />
*The vuvuzela gun stuns for a fuckload of time and does a little damage.<br />
<br />
===Voice Changer===<br />
*If you have a way to change your ID, imitate the AI with a voice changer! Make sure to use an intercom for authenticity.<br />
*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.<br />
<br />
===Prototype Cloak Field Generator===<br />
*Cloaking field generators can be great fun when used with grenades + mousetrap assemblies, crushers, or crystal glass. Very good with a radio jammer!<br />
<br />
===Syringe Gun===<br />
*[[Guide to Chemistry]]. Just saying.<br />
*It might be worth your while to scan the beans that might start in the candy bag at the bar.<br />
*Lube can be extremely deadly, just bolt open the escape doors and watch people fling themselves into deep space while screaming "FFFUUUUCKING LLL-URK"<br />
*Syringe guns can be pretty devastating with any half decent cocktail of poison, 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 reagant, it generates the syringes for you.<br />
<br />
===Donk Pockets===<br />
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.<br />
<br />
<br />
<br />
===Stimulants===<br />
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 red rude dudes or get somewhere safe before then.<br />
<br />
===Shotgun===<br />
If you are one of the heads you can steal the station money and buy explosive rounds for the shotgun<br />
<br />
<br />
<br />
===Detomax Cartridge===<br />
*Detomax cartridges are the most effective early on, if you are a bad doctor try sending out some pda bombs. You now have victims, er patients in medbay to play with! If you are a head of staff you can read the manifest to see who the heads and security are.<br />
*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.<br />
*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.<br />
*Denomatrix 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. Denomatrixing the AI will temporary disrupt him<br />
<br />
If you're a detective, combine the powersink plus the stun rounds you can get in the GM. With your thermals you can hunt in the dark and people can't hunt you. Smash them red alert lights. Pretty devastating, and is something I do often when mindslaved hos with thermals is turn off the lights off in the room. But with the detective this works very well. If your not the detective, then murder him for his thermals.<br />
<br />
Something I have done with many surprise weapons, that's derringers and stuff similar, is smoke a joint, murder someone, then lie on the floor beside them and scream for help on the radio. It'll come out as Sundance stammers (due to the fact you're stoned) "HEEELLLPPP" and more often than not people will come faster to your aid (and faster into the trap) than if you were to say it without a stammer<br />
<br />
Syndicate cig's are fantastic for getting rid of bodies.<br />
<br />
The cloaking field generator is really good for assault as well as mischief. Example is once I activated one outside chemistry in space as a miner and spaced all the chemists by the simple fact they couldn't see me.<br />
<br />
I can confirm with the boost that the derringer pistol is fantastic now at taking out security officers. It works particularly well in wasd mode due the fact you can ctrl+w it out.<br />
<br />
Dna scrambler is hilarious for changing the ID of someone else rather than yourself, for example the captain.</div>Darth varioushttps://wiki.ss13.co/index.php?title=User:Darth_various&diff=6156User:Darth various2013-12-06T18:57:17Z<p>Darth various: Goddamn this looks like shit now.</p>
<hr />
<div>A dork.<br />
<br />
==Foolin' with [[Template:Main Menu]]. Probably won't lead anywhere.==<br />
<br />
<table style="width:100%; text-align: center; font-size: 85%; clear:right; border: 1px solid #BFB6A3; background: #F7F7F7; margin-top: 10px;" cellspacing="3" cellpadding="5px"><br />
<tr><br />
<td>[[Image:jobass.png|64px|link=Quickstart]]<br />'''[[Quickstart|Getting Started]]'''</td><br />
<td>[[Image:Hos2012.png|64px|link=Rules]]<br />'''[[Rules]]'''</td><br />
<td>[[Image:Jobhor.png|64px|link=Game_FAQ]]<br />'''[[Game_FAQ|FAQ]]'''</td><br />
<td>[[Image:Jobrob.png|64px|link=Category:Tutorial]]<br />'''[[:Category:Tutorial | Guides]]'''</td><br />
<td>[[Image:Capn2x.png|64px|link=Jobs]]<br />'''[[Jobs]]'''</td><br />
<td>[[Image:Melons2x.png|64px|link=Location_Repository]]<br />'''[[Location_Repository|Maps]]'''</td><br />
<td>[[Image:joboper.png|64px|link=Game Modes]]<br />'''[[Game Modes]]'''</td><br />
<td>[[Image:Janitor2x.png|64px|link=Making_and_Breaking]]<br />'''[[Making_and_Breaking|Constructions]]'''</td><br />
<td>[[Image:Toolboxr.png|64px|link=:Category:Objects]]<br />'''[[:Category:Objects|Items]]'''</td><br />
<td>[[Image:Overalls guy.png|64px|link=Guide to Contributing to Wikistation]]<br />'''[[Guide to Contributing to Wikistation|Wikistation]]'''</td><br />
<td>[[Image:jobclown.png|64px|link=Category:Community]]<br>'''[[: Category:Community|Fun]]'''</td><br />
<td>[[File:Changeling.png|64px|link=Changelog]]<br>'''[[Changelog]]'''</td><br />
</tr><br />
</table><br />
<br />
=More dumb shit: How to be a good traitor=<br />
<br />
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.<br />
<br />
==Stealth Stuff==<br />
<br />
* Putting things in containers shows a message. Putting things in your pockets doesn't. (Heck if I know how true this is, check.)<br />
<br />
* There are three parts to your identity: Face, ID and voice.<br />
** Having one name on your ID and showing your face while actually being another person will show you as "X (as Y)".<br />
** Being masked means people just see your ID's name mousing over you, but if you speak, you're still busted.<br />
** Speaking over the radio just shows the name assigned to your voice. Changelings and traitors with voice changers can have fun with this.<br />
<br />
==Social Stuff==<br />
<br />
*Probably the #1 tip for not being caught is to never pre spawn your gear until you need it, i used to do this all the time and it got me caught and permabrigged/killed a lot, if security finds you trying to hack into the AI upload but you never spawned that revolver for killing that dude later then they will 99% of the time let you go with a 3 minute brig time.<br />
*Improvised weapons are a great alternative to traitor weapons when you don't need them, it also confuses people slightly.<br />
*Pretending to brawl with someone is a good idea, challenge them to a boxing match and pull a knife on them, or better yet slam them against something, they'll think you're just cheating a little bit, when in fact you are gonna kill them.<br />
*Pretense is powerful, if someone sees that you have authorization or authority they will balk, especially good if you have mindslaved/impersonated the HoS.<br />
*People will pretty much always believe the AI, unless you can damage it's credibility or have some people who think you are innocent no matter what, expect the AI to run you down like a rabid dog.<br />
<br />
==Robusting==<br />
*Hiding a bunch of nasty traps around the station is great fun, for example hide a pipebomb mousetrap under the clown bop bag, or buy a freedom implant and get security to search you with a backpack full of flashbangs (or better yet a pipebomb for all you die a glorious death guys)<br />
*BRAIN damage is what kills you in the end, if you can use poisons that directly do BRAIN then they are going to kill fast.<br />
*When a person is down only a passive grab is required to throw.<br />
*Try using the teleporter as a weapon, for example drop a teleporter beacon in the mixing room and throw people through a portal.<br />
*Two shots from a laser gun will put unarmored targets into critical.<br />
<br />
==Traitor item specific tricks==<br />
<br />
===Floor Closet===<br />
*Hide bombs all over the station, out of sight.<br />
*Hide in it with a weapon, leap out at passerby like a jumping spider. Pairs very well with wet floors nearby.<br />
*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.<br />
*Deploy smokes, foams, or area-effect chemical reactions from inside it. They won't hurt you!<br />
**Why is sarin gas pouring out of the floor? WHO KNOWS<br />
**Explosions might destroy the closet though, dumping you out<br />
*Fill it with banana peels or crystal shards, open it just as someone is about to walk over it.<br />
*If you keep a crystal around 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.<br />
*Weld people inside, laugh as nobody can find them.<br />
*Inside, you are immune to thermals, flashbangs, smoke, vapor, guns, fire, and much, much more.<br />
*For things that can't fit in a closet, you can often hide them by dragging the closet on top of them.<br />
<br />
===Sonic grenades===<br />
They are 'not' like flashbangs. More like a vampire's Chiropteran Screech. Plug your ears and blow out all the windows.<br />
<br />
===Cyalume Saber===<br />
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!<br />
<br />
===Silenced .22===<br />
The suppressed .22 is sorta similar to the derringer but has some key differences:<br />
*It's WAY weaker. The .22 shots are weaker than the detective's revolver. Derringer shots, up close, instacrit people.<br />
*It can be refilled, and more .22 ammo can be manufactured from a hacked fabricator. <br />
*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. <br />
*People can still see it in your hand, but they might not notice. <br />
<br />
===EMP Grenades===<br />
*The EMP grenades are super useful against the AI's turrets if you can't be bothered to get a laser gun to shoot them with.<br />
*And of course, EMP blast the half dozen robuddies in Science for a good time.<br />
<br />
===Chameleon Projector===<br />
*The chameleon projector is very useful for escaping security chasing after you.<br />
*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.<br />
*It also protects you from space, as long as you wear internals. It's easiest if you use it with the hotkey.<br />
*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!)<br />
<br />
===Bowling Suit===<br />
*The bowling kit is very good, especially when you are wearing an exosuit like a biosuit that completely hides your jumpsuit.<br />
<br />
===Revolver===<br />
*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.<br />
*An empty revolver also 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.<br />
*This all applies to the derringer as well.<br />
<br />
<br />
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.<br />
<br />
<br />
<br />
If you have a way to change your ID, imitate the AI with a voice changer! Make sure to use an intercom for authenticity.<br />
<br />
<br />
lube can be extremely deadly, just bolt open the escape doors and watch people fling themselves into deep space while screaming "FFFUUUUCKING LLL-URK"<br />
<br />
<br />
<br />
the vuvuzela gun stuns for a fuckload of time and does a little damage.<br />
<br />
tasty traps with the prototype cloak field generator can be made, for example: bashing out the lights and putting some crushers in the hall and turning this puppy on will cause a lot of grief in deadchat.<br />
<br />
the mindslave implant can be used to great effect when you have a bomb... and the HELMET CAM! command someone to put a helmet on and carry a bomb into medbay, it makes me chuckle every time!<br />
<br />
the chameleon jumpsuit is great for convincing the crew that the HoS is on a justice rampage.<br />
<br />
with all those nasty chemistry secrets the good cogwerks released it would be a shame to leave the syringe gun untouched...<br />
<br />
it might be worth your while to scan the beans that might start in the candy bag at the bar.<br />
<br />
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.<br />
<br />
Syringe guns can be pretty devastating with any half decent cocktail of poison, 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 reagant, it generates the syringes for you.<br />
<br />
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.<br />
<br />
Cloaking field generators can be great fun when used with grenades + mousetrap assemblies, crushers, or crystal glass. Very good with a radio jammer!<br />
<br />
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 red rude dudes or get somewhere safe before then.<br />
<br />
Floor closets are the best way to hide bombs, and one of the best ways to hide yourself and your gear. Put a closet down in the crew quarters ahead of time, security getting real annoying? go hide in the crew quarters.<br />
<br />
EMP grenades ruin a lot of stuff, batons, tasers, Thermals ( pretty sure atleast?) radios, doors. Try building a smoke buddy, name it "The Fucking Chemist" and giving it the ol EMP grenade. Some good laughs. You can name guard buddies by using a pen on the main board before you build it.<br />
<br />
Chameleon Projectors are robust as others have said, and an excellent disguise. But more then that they are entertaining. Playing a rogue captain? scan your hat " the captain disappeared under his hat!" Scan your butt, no you can be your own butt. Scan the birthday cake hat, the fun never ends.<br />
<br />
If you are one of the heads you can steal the station money and buy explosive rounds for the shotgun<br />
<br />
Detomax cartridges are the most effective early on, if you are a bad doctor try sending out some pda bombs. You now have victims, er patients in medbay to play with! If you are a head of staff you can read the manifest to see who the heads and security are.<br />
<br />
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.<br />
<br />
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.<br />
<br />
One thing about Detomatix Cartridges that is criminally underused is the fact that 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.<br />
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.<br />
<br />
Denomatrix 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. Denomatrixing the AI will temporary disrupt him<br />
<br />
If you're a detective, combine the powersink plus the stun rounds you can get in the GM. With your thermals you can hunt in the dark and people can't hunt you. Smash them red alert lights. Pretty devastating, and is something I do often when mindslaved hos with thermals is turn off the lights off in the room. But with the detective this works very well. If your not the detective, then murder him for his thermals.<br />
<br />
Something I have done with many surprise weapons, that's derringers and stuff similar, is smoke a joint, murder someone, then lie on the floor beside them and scream for help on the radio. It'll come out as Sundance stammers (due to the fact you're stoned) "HEEELLLPPP" and more often than not people will come faster to your aid (and faster into the trap) than if you were to say it without a stammer<br />
<br />
Syndicate cig's are fantastic for getting rid of bodies.<br />
<br />
The cloaking field generator is really good for assault as well as mischief. Example is once I activated one outside chemistry in space as a miner and spaced all the chemists by the simple fact they couldn't see me.<br />
<br />
I can confirm with the boost that the derringer pistol is fantastic now at taking out security officers. It works particularly well in wasd mode due the fact you can ctrl+w it out.<br />
<br />
Dna scrambler is hilarious for changing the ID of someone else rather than yourself, for example the captain.</div>Darth varioushttps://wiki.ss13.co/index.php?title=User_talk:Darth_various&diff=6107User talk:Darth various2013-11-26T16:42:33Z<p>Darth various: </p>
<hr />
<div>''Putting things in containers shows a message. Putting things in your pockets doesn't. (Heck if I know how true this is, check.)''<br />
<br />
Yep, that's correct for pockets and [[Syndicate Items#Stealth Container|stealth storage]]. --[[User:Convair880|Convair880]] ([[User talk:Convair880|talk]]) 11:27, 26 November 2013 (UTC)<br />
* Ooh, thanks. [[User:Darth various|Darth various]] ([[User talk:Darth various|talk]]) 16:42, 26 November 2013 (UTC)</div>Darth varioushttps://wiki.ss13.co/index.php?title=User:Darth_various&diff=6091User:Darth various2013-11-26T00:11:52Z<p>Darth various: /* More dumb shit: How to be a good traitor */</p>
<hr />
<div>A dork.<br />
<br />
=Foolin' with [[Template:Main Menu]]. Probably won't lead anywhere.=<br />
<br />
<table style="width:100%; text-align: center; font-size: 85%; clear:right; border: 1px solid #BFB6A3; background: #F7F7F7; margin-top: 10px;" cellspacing="3" cellpadding="5px"><br />
<tr><br />
<td>[[Image:jobass.png|64px|link=Quickstart]]<br />'''[[Quickstart|Getting Started]]'''</td><br />
<td>[[Image:Hos2012.png|64px|link=Rules]]<br />'''[[Rules]]'''</td><br />
<td>[[Image:Jobhor.png|64px|link=Game_FAQ]]<br />'''[[Game_FAQ|FAQ]]'''</td><br />
<td>[[Image:Jobrob.png|64px|link=Category:Tutorial]]<br />'''[[:Category:Tutorial | Guides]]'''</td><br />
<td>[[Image:Capn2x.png|64px|link=Jobs]]<br />'''[[Jobs]]'''</td><br />
<td>[[Image:Melons2x.png|64px|link=Location_Repository]]<br />'''[[Location_Repository|Maps]]'''</td><br />
<td>[[Image:joboper.png|64px|link=Game Modes]]<br />'''[[Game Modes]]'''</td><br />
<td>[[Image:Janitor2x.png|64px|link=Making_and_Breaking]]<br />'''[[Making_and_Breaking|Constructions]]'''</td><br />
<td>[[Image:Toolboxr.png|64px|link=:Category:Objects]]<br />'''[[:Category:Objects|Items]]'''</td><br />
<td>[[Image:Overalls guy.png|64px|link=Guide to Contributing to Wikistation]]<br />'''[[Guide to Contributing to Wikistation|Wikistation]]'''</td><br />
<td>[[Image:jobclown.png|64px|link=Category:Community]]<br>'''[[: Category:Community|Fun]]'''</td><br />
<td>[[File:Changeling.png|64px|link=Changelog]]<br>'''[[Changelog]]'''</td><br />
</tr><br />
</table><br />
<br />
=More dumb shit: How to be a good traitor=<br />
<br />
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.<br />
<br />
==Do==<br />
<br />
* '''Involve other people.''' There is good reason to suspect that [[Syndicate Items#Mind-Slave Implant|Mindslave Implants]] are underpriced on purpose. You can get up to three loyal mindslaves if you're willing to spend the telecrystals, and that's three more guys who get to be lightweight traitors in the round. An alternative is to litter the station with cheap and mostly harmless [[Syndicate Items]] - things that will cause chaos but not get anyone [[Rules|banned]] for using them.<br />
** This makes you kind of hard to trace.<br />
<br />
* '''If you rampage, be good at it.''' (And get the damn shuttle called eventually.) People like watching a good rampage occasionally. People are less fond of dying five minutes into the round, after which the traitor trips on his own shoelaces and gets killed.<br />
<br />
* '''Deviate entirely from your traitor objectives.''' Being the traitor is a license to cause chaos, and you don't get a prize for completing your objectives. Sell fake mustaches, be the Friendly Changeling, kidnap the AI, it's all good. Just don't be boring.<br />
<br />
==Don't==<br />
<br />
* '''Don't hog the station for hours!''' If you've killed half the station and completed your objectives, '''get the goddamn shuttle called!''' Deadchat is full of people who want to get back in the game, and you should have at least one bloodstained [[Heads of staff|Head]] ID anyway.<br />
<br />
* '''Don't blow huge holes in the station.''' Bombing the main corridors is effective, but it lags the station to hell. Expect the shuttle to be called shortly if you do this.<br />
<br />
==Stealth Stuff==<br />
<br />
* Putting things in containers shows a message. Putting things in your pockets doesn't. (Heck if I know how true this is, check.)<br />
<br />
* There are three parts to your identity: Face, ID and voice.<br />
** Having one name on your ID and showing your face while actually being another person will show you as "X (as Y)".<br />
** Being masked means people just see your ID's name mousing over you, but if you speak, you're still busted.<br />
** Speaking over the radio just shows the name assigned to your voice. Changelings and traitors with voice changers can have fun with this.</div>Darth varioushttps://wiki.ss13.co/index.php?title=Cogmap1/Pod_Bay&diff=6020Cogmap1/Pod Bay2013-11-17T16:06:43Z<p>Darth various: "Six" pod bays, eh? The number keeps changing anyway.</p>
<hr />
<div>[[File:PodbayEngineering.png|360px|thumb|The engineering podbay]] '''Pod Bays''' are areas where the [[Space Pod|space pods]] can be docked. <br />
<br />
There are several pod bays on the station and one on the mining outpost. <br />
<br />
* [[Market]] - Also known as the main hangar. A large bay designed for pod construction. Consequently, most of the equipment required to construct pods is found here, primarily the ship component fabricator and associated resources. Access is not restricted. Nanotrasen was generous enough to provide the station with two unarmed light pods and three miniputts. <br />
<br />
* [[Bridge]] - A small bay with a heavy pod and a crate containing a couple of weapons arrays. [[Head of Security]] use only!<br />
<br />
* [[Cargo Bay]] - A large bay containing a light pod for the [[Quartermaster|quartermasters]] along with a spare cargo module. The cargo bay has its own ship component fabricator.<br />
<br />
* [[Engineering]] - A small bay above the engine room. Contains space suits, magnetic boots and internals. <br />
<br />
* Catering - A small bay just north of [[Tool Storage|tool storage]]. Contains a supply delivery dock as well as request console, some basic tools, a cargo hold upgrade and a light pod.<br />
<br />
* Science - A small bay connected to [[Artifact Lab|artlab]]. Contains a mechanical toolbox and some artifacts. Ostensibly intended for artifact delivery.<br />
<br />
* [[Mining Outpost]] - A small bay inside the asteroid where the mining outpost is located. Contains a ship component fabricator, two pods with industrial-grade armour along with basic upgrades for both (rock drilling rig, Conclave A-1984 sensor system, cargo hold) and some welding supplies for repairs.<br />
<br />
* [[Escape Arm]] - There are two escape pods of the miniputt variant on each side of the escape arm. These four 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 miniputts, the escape pods all have autopilots and no speed limiters. They may reach a higher top speed than any other civilian vehicle. Due to the low number of escape pods versus the large crew count, they are in high demand when the time comes to evacuate.<br />
<br />
[[Category:Locations]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Category:Locations&diff=5999Category:Locations2013-11-16T21:05:27Z<p>Darth various: </p>
<hr />
<div>* Departments and other rooms on the current map.<br />
* Old maps.<br />
* [http://craftools.com/goonstationhub/maps/1 Wiremap], a Google Maps-esque map of the entire current station.</div>Darth varioushttps://wiki.ss13.co/index.php?title=Construction&diff=5987Construction2013-11-11T23:23:32Z<p>Darth various: /* Piping */ Why on earth was this only in the SA secrets thread? Too easy maybe.</p>
<hr />
<div>All this assumes you've figured out the game pretty well so far. [[Quickstart|You have, right?]]<br />
<br />
==Makin'==<br />
<br />
===Weapons===<br />
<br />
====Bombs====<br />
<br />
You will need:<br />
<br />
a tank of [[Toxins|heated GAS]]<br />
a tank of explosive mix (O2 + Plasma)<br />
a tank transfer valve<br />
a timer, proximity sensor, or remote signaling device<br />
<br />
combine tank one with tank transfer valve<br />
combine tank two with tank transfer valve<br />
combine timer/prox/remote signaler to tank transfer valve<br />
<br />
====Rocket Launchers====<br />
You will need:<br />
10 rods<br />
10 metal<br />
5 beakers of thermite<br />
<br />
To Make:<br />
'''IMPORTANT'''<br />
This will not work unless you're standing in the Toxins' mixing room with a hot, raging fire!<br />
combine rods with metal<br />
combine beakers with tube assembly<br />
<br />
====Stun Gloves====<br />
<br />
You will need:<br />
[[Insulated Gloves]]<br />
Charged [[Engineering_Objects#Power_Cell|Power Cell]]<br />
[[Engineering_Objects#Wire|Wire Coil]]<br />
<br />
To Build:<br />
Put wire on the gloves<br />
Hold the gloves in your active hand<br />
Use gloves on power cell<br />
<br />
Note: Intent must be set to Harm in order for stun gloves to work. Only holds 1 charge at a time.<br />
<br />
====Flamethrowers====<br />
<br />
Not as deadly as you might think, but useful against the space kudzu and looks cool. Needs activating before use.<br />
<br />
You will need:<br />
An [[igniter]]<br />
1 [[rods]]<br />
A [[screwdriver]]<br />
A [[Terminology#Plasma|small plasma tank]]<br />
A [[welder]]<br />
<br />
To Build:<br />
Screwdriver on Igniter<br />
Screwdriver on the Welder<br />
Rods on the Welder<br />
Igniter on the welder/rods assembly<br />
Screwdriver on the welder/rods/igniter assembly<br />
Welder/rods/igniter assembly on a small plasma tank<br />
<br />
===Walls, Doors, and Floors===<br />
<br />
====Metal Walls====<br />
=====Regular=====<br />
You will need:<br />
2 sheets of [[Engineering_Objects#Metal_Sheets|metal]]<br />
<br />
To Build:<br />
Click metal while you're holding it<br />
Choose Construct Wall Girder<br />
Click wall with the metal in hand to add plating<br />
<br />
=====Reinforced=====<br />
You will need:<br />
4 sheets of [[Engineering_Objects#Metal_Sheets|metal]]<br />
<br />
To Build:<br />
Click metal while you're holding it<br />
Choose Construct Wall Girder<br />
Choose Reinforced Sheet<br />
Pick up Reinforced Sheet and use it on wall to reinforce girders<br />
Use it again to add the plating<br />
<br />
====Glass Walls/Windows====<br />
=====Regular (One Direction) Window=====<br />
You will need:<br />
1 sheet of [[Engineering_Objects#Glass_Sheets|glass]]<br />
<br />
To Build:<br />
Click glass while you're holding it<br />
Choose "one direct"<br />
<br />
Note: In order to manipulate the window, right-click it and choose "rotate". Also, you can secure/unsecure it with a screwdriver.<br />
<br />
=====Regular (Full) Window=====<br />
You will need:<br />
2 sheets of [[Engineering_Objects#Glass_Sheets|glass]]<br />
<br />
To Build:<br />
Click glass while you're holding it<br />
Choose "full(2 sheets)"<br />
<br />
Note: You may push/pull this window around, and secure/unsecure it with a screwdriver. Rotating it changes nothing.<br />
<br />
=====Reinforced (One Direction) Window=====<br />
You will need:<br />
1 sheet of [[Engineering_Objects#Glass_Sheets|glass]]<br />
1 [[Engineering_Objects#Rods|rods]]<br />
<br />
To Build:<br />
Pick up Rods<br />
Use Rods on Glass<br />
Pick up Reinforced Glass<br />
Click Reinforced Glass while you're holding it<br />
Choose "one direct"<br />
<br />
Note: May be rotated, and pushed/pulled. You secure it by using a screwdriver, then a crowbar, then a screwdriver again.<br />
<br />
=====Reinforced (Full) Window=====<br />
You will need:<br />
2 sheets of [[Engineering_Objects#Glass_Sheets|glass]]<br />
2 [[Engineering_Objects#Rods|rods]]<br />
<br />
To Build:<br />
Pick up Rods<br />
Use Rods on glass<br />
Repeat to make 2 Reinforced Glass sheets<br />
Pick up both Reinforced Glass Sheets (They stack)<br />
Choose "full(2 sheets)"<br />
<br />
Note: May be pushed/pulled, and secured by using a screwdriver, crowbar, and a screwdriver again.<br />
<br />
====Floors====<br />
Regular floors can be made in space by:<br />
- using rods first on empty space, creating a lattice<br />
- then placing a floor tile on top of it (floor tiles can be made from a sheet of metal)<br />
Use another floor tile on the plating to create a regular floor.<br />
Fire-resistant floors can be made using one floor tile, and one rods<br />
Use rods on plating to create a floor similar to the engine floor<br />
<br />
====Barricades====<br />
Barricades can be made in space by:<br />
- using rods first on empty space, creating a lattice<br />
- then using more rods on the lattice to create the barricade<br />
- and can be reinforced with even more rods<br />
<br />
====Hidden Doors====<br />
=====Hidden Door - Regular Wall=====<br />
<br />
You will need:<br />
3 (or 4) sheets of metal<br />
crowbar<br />
<br />
To build:<br />
Use 2 metal to build girders<br />
Use crowbar on girders<br />
Use 1 (if not 1, then 2) metal on girders<br />
<br />
=====Hidden Door - Reinforced Wall=====<br />
<br />
You will need:<br />
4 sheets of metal<br />
crowbar<br />
<br />
To build:<br />
Use 2 metal to build girders<br />
Use crowbar on girders<br />
Use 2 metal on to make reinforced sheet<br />
Use reinforced sheet on girders<br />
<br />
===Misc.===<br />
<br />
====Electric Chair====<br />
<br />
You will need:<br />
1 [[Medical_Objects#Electropack|electropack]]<br />
1 [[Security Objects#Helmet|helmet]] (Space helmets wont work)<br />
1 sheet of [[Engineering_Objects#Metal_Sheets|metal]]<br />
<br />
To Build:<br />
Click metal while you're holding it<br />
Choose "chair"<br />
Use helmet on electropack to make shock_kit<br />
Use shock_kit on chair to make electrified chair<br />
<br />
Note: Default Frequency/Code is: "144.9 :: 2". To change this you must click on electropack while you're holding it, and modify it from the pop-up interface. Electric chairs are remotely activated, but must be toggled on before usage (right click, and select "toggle power"). Also, the room must have power for the chair to work.<br />
<br />
To disassemble the chair, use a wrench.<br />
<br />
An electropack can be used by itself for more.. nefarious purposes. Try it out on certain parts of your body!<br />
<br />
====Station Bots====<br />
<br />
See [[Robots]].<br />
<br />
====Computers====<br />
<br />
=====Normal computer:=====<br />
<br />
You will need:<br />
5 sheets of [[metal]]<br />
2 sheets of [[glass]]<br />
5 pieces of wire<br />
wrench<br />
screwdriver<br />
1 circuit board<br />
<br />
To Build:<br />
have the metal in hand, click on it, choose 'Console frame'<br />
wrench<br />
insert circuit board<br />
screwdriver<br />
wires<br />
glass<br />
screwdriver<br />
<br />
Note: Useful for computers which are built from one board only.<br />
<br />
=====Heavy computers and Computer terminals:=====<br />
<br />
You will need:<br />
5 sheets of [[metal]]<br />
2 sheets of [[glass]]<br />
5 pieces of wire<br />
wrench<br />
screwdriver<br />
1 id scanner module (+ up to 2 more modules)<br />
1 storage drive<br />
1 computer mainboard<br />
<br />
To Build:<br />
have the metal in hand, click on it, choose 'Computer frame' or 'Computer terminal'<br />
wrench<br />
insert computer mainboard<br />
screwdriver<br />
insert all modules (up to 3)<br />
wires<br />
insert storage drive<br />
glass<br />
screwdriver<br />
<br />
Note: Useful for DOS run computers, built from components.<br />
<br />
====Fixing Propulsion Thrusters====<br />
You will need:<br />
screwdriver<br />
rods<br />
space suit and oxygen internals<br />
To fix:<br />
use the screwdriver on the engine<br />
then add the rods (you only need one!)<br />
<br />
Note: both thrusters need to be functional for the shuttle to move!<br />
<br />
====Fixing bombed APCs====<br />
This is for APCs that have been completely broken (They have a damaged sprite and the area is left unpowered), not APCs that have had their wires shorted.<br />
<br />
You will need:<br />
screwdriver<br />
wrench<br />
multitool<br />
4 pieces of wire<br />
To fix:<br />
Use the screwdriver on the APC.<br />
Add the wire.<br />
Wrench the APC.<br />
Apply the mulitool.<br />
Finally, use the screwdriver on it again.<br />
<br />
====Fixing Disposal Pipes====<br />
Destroyed pipes can be replaced with new ones created in a special manufacturer. Two can be found on the station, one in the [[Warehouse]] and the other in [[Disposals]], respectively. To fix the new pipe segments in place, use the welder on the broken pipe to melt it away, then weld the new pipe in place.<br />
<br />
====Fixing Microwaves====<br />
If the microwave is just dirty, use a spray bottle of [[Chemistry#Basic compounds|space cleaner]]. A completely broken unit has to be fixed with some tools.<br />
<br />
You will need:<br />
screwdriver<br />
wrench<br />
To fix:<br />
Use the screwdriver on the microwave.<br />
Finish the job with a wrench.<br />
<br />
====Jack-o'-lantern====<br />
You will need:<br />
[[Guide to Botany#Available Crops|Pumpkin]]<br />
Chainsaw or knife<br />
Flashlight<br />
To build:<br />
Use the chainsaw or knife on the pumpkin to carve it<br />
Use the flashlight on the carved pumpkin<br />
Note: Click the jack-o'-lantern to light it<br />
<br />
====Rocket Shoes====<br />
You will need:<br />
Emergency oxygen tank<br />
Any pair of normal shoes<br />
To build:<br />
Use emergency oxygen tank on shoes<br />
Note: It will run out of gas after two uses. Do not expect much in the way of steering.<br />
<br />
====Shackles====<br />
You will need:<br />
Handcuffs<br />
Orange shoes<br />
To build:<br />
Use handcuffs on orange shoes<br />
Note: Will force the wearer to move at walking speed.<br />
<br />
====Armored Biosuit====<br />
You will need:<br />
Biosuit<br />
Body Armor<br />
To build:<br />
Use body armor on biosuit<br />
<br />
====Ghost disguise====<br />
You will need:<br />
Bedsheet<br />
Scissors or Wirecutters<br />
To build:<br />
Use scissors or wirecutters on bedsheet<br />
<br />
====Space Pod====<br />
You will need:<br />
Pod frame kit<br />
Pod Circuitry<br />
Pod Control Interface<br />
Engine Manifold<br />
Armor (such as Light Pod Armor or Heavy Pod Armor)<br />
Wires<br />
Metal<br />
5 sheets of Reinforced Glass<br />
Wrench<br />
Welder<br />
To build:<br />
Get the Pod Frame Kit. <br />
Deploy the box and you should have a jumble of metal.<br />
Wrench the mass of metal. It should look less like a pile of junk.<br />
Wrench again. This time it should look like a functional but unsecured frame of a space pod.<br />
Weld.<br />
Insert Wires<br />
Place Pod Circuitry inside.<br />
Add Metal<br />
Place Engine Manifold.<br />
Put Armor on the pod frame.<br />
Weld.<br />
Place Pod Control Interface<br />
Place 5 sheets of Reinforced Glass<br />
<br />
====Piping====<br />
Parts for piping (the tubes used for trash disposal and mail) can be acquired from the pipe dispenser. There are six types, five of which can be dispensed:<br />
* Straight and bent - self explanatory<br />
* Junctions - two inputs, one side output. Has a very faint arrow denoting the output.<br />
* Y-junctions - two inputs (facing eachother), one bottom output.<br />
* Trunks - connect chutes to the pipe system<br />
* Mail junctions - sorts mail, can't be dispensed<br />
<br />
To connect a pipe properly to the tubing:<br />
Pull pipe in place<br />
Right-click to rotate/flip as needed<br />
Wrench<br />
Weld<br />
<br />
To disconnect:<br />
Weld (indeed, no wrenching is needed)<br />
<br />
==Breakin'==<br />
<br />
For more, see [[Hacking]]<br />
<br />
Note that almost everything can be destroyed with a bomb.. but we hope you don't get that desperate.<br />
<br />
===Walls, Doors, and Floors===<br />
<br />
====Airlock====<br />
<br />
Screwdriver on Airlock<br />
Click Airlock (without screwdriver in hand)<br />
Have a Multitool in hand to test which wire does what<br />
Have a Wirecutter to cut or mend desired wire(s)<br />
If test light is on and bolts are down, pulse the wires to raise bolts.<br />
Crowbar opens unpowered doors with raised bolts<br />
Screwdriver the door to close it up when finished.<br />
Crowbar also opens powered doors, whose test lights are off,and<br />
the bolts up.<br />
<br />
Door wiring is randomized per game, but all doors have the same wires. Using a multitool to pulse wires will only work if the door has power. Cutting wires can rid the door of some features (AI Control for instance) until the said wire is mended.<br />
<br />
Ghetto Door hacking works on all doors:<br />
<br />
Screwdriver on some random Airlock<br />
Wirecutters on Airlock<br />
Cut everything until the bolts drop, make a note of which color does this<br />
Leave<br />
Screwdriver the Airlock you want to open<br />
Wirecutters, cut every other wire except that one<br />
Crowbar the door<br />
<br />
====Firedoors====<br />
<br />
Crowbar to Open/Close<br />
Welder to seal Closed<br />
<br />
====Metal Grille====<br />
<br />
Wirecutter to destroy, welder to remove what's left OR<br />
Screwdriver to remove/re-secure<br />
<br />
''Some grilles are electrified, as such it would be wise to have [[Clothing#Gloves|Insulated Gloves]] on before attempting to destroy or dislodge it. Alternatively, hit it repeatedly with a shard of glass to avoid a shock.''<br />
<br />
====Glass Windows====<br />
<br />
Welder to break OR<br />
Screwdriver to loosen, then push out OR<br />
Bashing object to break<br />
<br />
====Reinforced Windows====<br />
<br />
Screwdriver<br />
Crowbar<br />
Screwdriver<br />
OR<br />
Bash in with heavy object(Fire Extinguisher takes approximately five hits)<br />
<br />
====Regular Walls====<br />
<br />
Welder<br />
Screwdriver on 'Wall' to dislodge girders OR<br />
Wrench to dismantle girders<br />
<br />
Note that the metal plates created by doing this obscure most of the 'wall', so be sure you are clicking on the right thing.<br />
<br />
====Reinforced Walls====<br />
<br />
Wirecutter<br />
Screwdriver<br />
Welder<br />
Crowbar<br />
Wrench<br />
Welder<br />
Crowbar<br />
Screwdriver<br />
Wirecutter<br />
Wrench<br />
<br />
Note: Wait 5-8 secs for each to complete.<br />
<br />
====Hidden Doors - Regular and Reinforced Walls====<br />
<br />
To disassemble:<br />
Screwdriver<br />
Wrench<br />
<br />
===Computers===<br />
<br />
====Normal computer:====<br />
<br />
To Break:<br />
Screwdriver<br />
Crowbar<br />
Wirecutters<br />
Screwdriver<br />
Crowbar (removes circuit board)<br />
Wrench<br />
Welder<br />
<br />
Note: Not all computers can be dismantled.<br />
<br />
====ThinkDOS computer:====<br />
<br />
To Break:<br />
Screwdriver<br />
Crowbar<br />
Crowbar (removes hard drive)<br />
Wirecutters<br />
Crowbar (removes all modules)<br />
Screwdriver<br />
Crowbar (removes motherboard)<br />
Wrench<br />
Welder<br />
<br />
===APC===<br />
Screwdriver<br />
Click on APC and drag the windows away from each other so you can see both at once<br />
Get wirecutters out of your toolbox/backpack/pockets and use them on the APC with the windows still open<br />
<br />
There are four wires. Two short out the APC when cut, one cuts AI control when cut, and one does nothing when cut, but unlocks the APC when pulsed with a multitool. There's a chance you'll get shocked when cutting wires, so either have insulated gloves or do it in an isolated area where no-one will find you. South maintenance is a good choice.<br />
<br />
===Fire Alarms, Security Cameras, and Atmosphere Alarms===<br />
<br />
Wirecutter to Break, and Fix<br />
<br />
[[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5924Chemistry2013-11-04T21:34:33Z<p>Darth various: /* SECRET CHEMS */ Pepperoni isn't supersecret, who knew?</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
| Space cleaner || Ammonia + Ethanol + Water || Cleans stuff<br />
|-<br />
| Potash || ash + water @ 310 OR potassium + chlorine + sulfuric acid<br />
|-<br />
| Saltpetre || urine + compost + potash || Useful<br />
|-<br />
| Pepperoni || beff + synthflesh + saltpetre || What's beff? Find out!<br />
|-<br />
| Stabilizing agent || iron + oxygen + hydrogen || Keeps unstable things stable<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage <br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element. Same effects as mercury? idk why<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Itching Powder || Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) || 0.3 || Yes || Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine. || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.<br />
|- <br />
| Embalming Fluid / Formaldehyde || Ethanol + Oxygen + Silver @ 320 || 0.4 || Yes || +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.<br />
|- <br />
| Histamine || NO RECIPE (currently) || 0.2 || No || Dose-dependent, ranges from annoying to incredibly lethal. || NA || OVERDOSE: 20.Nelow the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. <br />
|- <br />
| Venom || NA || 0.2 || No || Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. <br />
|- <br />
| Toxin || NA || 0.4 || No || +2 TOX || || The old boring generic toxin, still kicking around in a few places.<br />
|- <br />
| Neurotoxin || Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. || 1 || No || +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles || NA || Very debilitating, it's what changelings hit you with. <br />
|- <br />
| Atrazine / Weedkiller || Chlorine + Hydrogen + Nitrogen || 1 || No || +2 TOX || NA || Botany has a bunch of it right away.<br />
|- <br />
| Amanitin || NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms || 0.4 || No || DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. <br />
|- <br />
| Aconitum || Part of a quest thing. || 0.4 || No || +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.<br />
|- <br />
| Curare || NA - traitor poison bottles, might add a botany mutation to yield it || 0.1 || Yes || +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.<br />
|- <br />
| Coniine || NA - traitor poison bottles || 0.05 || No || +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. <br />
|- <br />
| Lipolicide || Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine || 0.4 || No || +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.<br />
|- <br />
| Cyanide || Oil + Ammonia + Oxygen @ 320, or deathweed || 0.1 || Yes || +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX || || A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. <br />
|- <br />
| Sarin || Hint: it has Weedkiller in it. || 0.1 || Yes || Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.<br />
|- <br />
|}<br />
<br />
=== Acids ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Sulfuric Acid || Sulfur + Hydrogen + Oxygen || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face || Can melt items, 40% chance.<br />
|- <br />
| Fluorosulfuric Acid || Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320 || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 10 units for to melt a face or headgear. +15 BRUTE to the face || Can melt items, 100% chance.<br />
|- <br />
|}<br />
<br />
=== Medical Poisons ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Ketamine || NA, sleepypens and traitor poison bottles || 0.8 || Yes || KO in ten cycles || Readjusted recently so a sleepypen dose should only last about 6-8 minutes.<br />
|- <br />
| Morphine || || || || || Covered in medical guide, KOs in thirty cycles.<br />
|- <br />
| Sulfonal || Acetone + Diethylamine + Sulfur || 0.1 || No || +1 TOX, KO in 22 cycles || A somewhat toxic sedative, slower than ketamine but lasts a long time and can kill. <br />
|- <br />
| Sodium Thiopental || NA, traitor bottles, derelict medbot injections || 0.7 || No || KOs in ten cycles || Rapid sedative, a bit too similar to ketamine currently but part of a duo with Pancuronium.<br />
|- <br />
| Pancuronium || NA, traitor bottles, derelict medbot injections || 0.2 || No || 10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH || Similar to Curare but can kill you via suffocation.<br />
|- <br />
| Initropidril || haha nope, not gonna share this one but it still can be made. Requires Triplepiss. || 0.4 || No || 33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure. || All that tox damage can kill you really fast, and if that doesn't get you, heart failure or suffocation will. Tied with Coniine for fastest killer. <br />
|- <br />
|}<br />
<br />
=== Miscellanea ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Unstable Mutagen || Radium + Plasma + Chlorine || 0.3 || No || +2 RAD, 4% chance to trigger a bad mutation. || Another solid easy-level poison.<br />
|- <br />
| Toxic Slurry || Slurrypods || 0.4 || No || 10% chance to do 2-4 TOX. 7% chance to cause a stunning migraine or vomiting. || Mostly just annoying, but it can be deadly over time if the RNG cooperates.<br />
|- <br />
| Glowing Slurry || Omega Slurrypods || 0.4 || No || +2 RAD. 15% chance of bad mutation, 5% chance of good mutation. || Scrambles your genes to hell and back.<br />
|- <br />
|}<br />
<br />
=== Drugs ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Overdose treshold !! Notes <br />
|- <br />
| Nicotine || Cigs, nicotine patches || 0.4 || No || Stun reduction per cycle. Overdoses become rapidly deadly. || 35 || Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating tox and suffocation damage. <br />
|- <br />
| Cat drugs || Catonium (catnip) + Psilocybin + Ammonia + Fuel @ 320 || 0.4 || No || || || Gimmick drugs, good for laughs or confusing the hell out of people. <br />
|- <br />
| Space Drugs || Mercury + Sugar + Lithium || 0.2 || No || Pretty lights! || || Heat it to create neurotoxin. Otherwise it just does some weird things to your movement and makes everything flash colors like the bar's Party Button. <br />
|- <br />
| Psilocybin || Mushroom mutation || 0.4 || No || Colors + text hallucinations || || Can make you hallucinate stuff like gunshots and attack messages, might freak someone out if they don't know what's going on, could probably use a revamp.<br />
|- <br />
| LSD || Diethylamine + Space Fungus || 0.4 || No || Colors + visual hallucinations || || Imaginary monsters start chasing you around. Changeling's hallucinogen sting injects this. <br />
|- <br />
| THC || Weed! || 0.4 || No || Giggling, stuttering, occasional drowsiness and movement confusion. || || Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around. <br />
|- <br />
| Ephedrine || Sugar + Oil + Hydrogen + Diethylamine || 0.3 || No || Stun reduction per cycle, increases run speed slightly, stabilizes crit. || 35 || Probably gonna add this to some more sodas or something. It's pretty much just a weaker analogue of medbay's Epinephrine, but it's addictive and has a few more side effects.<br />
|- <br />
| Crank || Antihistamine + Ammonia + Lithium + Fuel + Sulfuric Acid @ 320 || 0.4 || No || 2x stun reduction per cycle. Warms you up, makes you jittery as hell. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious Berserker. Very addictive, but the stun reduction effect is pretty nice for fighting. <br />
|- <br />
| Krokodil || Antihistamine + Morphine + Cleaner + Potassium + Phosphorous + Fuel @ 320 || 0.4 || No || Cools you down, calms you down, occasional BRAIN and TOX damage. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse but can potentially heal back from that and just wander around being terrifying. <br />
|- <br />
| Methamphetamine || Ephedrine + Iodine + Phosphorous + Hydrogen @ 325 (modeled after the Russian method) || 0.4 || No || 3x stun reduction per cycle, makes you really jittery, dramatically increases movement speed. || 20 || Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you. <br />
|- <br />
| Bath Salts || Dump all the flavors of Discount Dans soup into a bathtub and heat it with a welder, you'll probably find it. || 0.6 || No || Makes you nearly impervious to stuns, but you'll be a nearly uncontrollable tramp-bearded raving lunatic. || 20 || Overdose will likely kill you from a half dozen different types of escalating damage. Even taking too many occasional doses can kill you from brain damage. Can give you Berserker. Makes you hallucinate all sorts of horrible shit and you'll barely be able to control your movement as you go flying into everything around you fists-first. Decays into a bunch of other drugs and poisons. Bath salts boxing is hilarious. <br />
|- <br />
| Stimulants || Traitor injector. || || || -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero. || || Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some tox + brute damage.<br />
|- <br />
|}<br />
<br />
=== Pyrotechnic Chems ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Ignition temp !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Plasma || NA || 0.4 || No || Ignition temp: 310 || +1 TOX. Makes being on fire much worse, and can burst into flame if heated. || NA || Splash a burning person with plasma and the cumulative BURNING var goes up +30. Burning decreases once per life cycle and causes steady burn damage while active. Fireball if ignited.<br />
|- <br />
| Fuel || NA || 0.4 || No || Ignition temp: 325 || Fireball if ignited. If inside a burning person, extends burning duration by +2. || TOUCH: If target is already burning, extend burning duration by +30. || Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes.<br />
|- <br />
| Oil || Carbon + Hydrogen + Fuel || 0.4 || No || Ignition temp: 340 || NA. || TOUCH: Can lubricate cyborg joints and make them move faster. || Burns with a small smoky fire, yielding Ash reagent. Can make floors slippery if splashed around. Used as a stand-in for Benzene, Toulene, Napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.<br />
|- <br />
| Napalm || Sugar + Fuel + Ethanol || 0.4 || No - probably should though || Ignition temp: 320 || Fireball if ignited. If inside a burning person, extends burning duration by +10. || TOUCH: If target is already burning, extend burning duration by +70. || This is the jellied-gas sort of napalm.<br />
|- <br />
| Phlogiston || Phosphorous + Acid + Plasma (+ Stabilizer) || 0.4 || No || Ignition temp: NA || +1 BURN damage. Probably ought to add BURNING as well. || TOUCH: Self-burning, ignites other stuff. || This is what old-napalm is now.<br />
|- <br />
| Chlorine Trifluoride || Chlorine (1) + Fluorine (3) @ 350 || 0.4 || No || Ignition temp: NA || +3 BURNING. Sets people on fire from the inside out. || TOUCH: BURNING + 50. || Comes into existence at 1000 degrees. Burns things that wouldn't otherwise burn. Makes an enormous mess. Reacts violently with carbon tetrachloride (firefoam)<br />
|- <br />
| Smoke Powder || Potassium + Phosphorous + Sugar (+ Stabilizer) || 0.4 || No || Ignition temp: 300 || NA || NA || When mixed without stabilizer, or heated to 300 with stabilizer, it'll make a big cloud of smoke carrying up to three other reagents. Essential for crime.<br />
|- <br />
| Flash Powder || Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Stuns anyone within five tiles of the source, stun amount relative to distance. Blocked by sunglasses. Causes eye damage, can lead to blindness.<br />
|- <br />
| Sonic Powder || Oxygen + Ethanol + Phosphorous (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Deafens and stuns within five tiles, blocked by earmuffs, can cause ear damage and deafness. Occasionally plays HOOT! instead of BANG!<br />
|- <br />
| Black Powder || Saltpetre + Charcoal + Sulfur || 0.05 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 325 || NA || NA || Sparks, then blows the fuck up a second or two later. Damage scales up with reagent volume. Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later. KABOOM!<br />
|- <br />
| Chlorine Azide || ???? || NA || NA || Ignition temp: NA || NA || NA || Dumping too many basic chems into a watering can might accidentally cause this unstable and highly explosive reaction.<br />
|- <br />
| Thermite || Iron + Oxygen + Aluminium || 0.4 || No || Ignition temp: 280 || NA || TOUCH: If already burning, set BURNING to 100. || Burns through metal walls. If some is already on fire, dumping thermite on them is very mean.<br />
|- <br />
| Pyrosium || Plasma + Radium + Phosphorous || 0.4 || No || Ignition temp: NA || NA || NA || Comes into existence at 0 degrees, but slowly heats other reagents up towards 1000. Can make non-flammable things scaldingly hot, but so can a welder or lighter. Fun for delayed self-heating reactions.<br />
|- <br />
|}<br />
<br />
=== SECRET CHEMS ===<br />
<br />
Let's get one last thing out of the way. There are some recipes that are still more secret than secret. If you find out one of the recipes, you shouldn't even say the recipe in-game lest the [[ghost]]s hear you. Admins ''will'' get mad at you if you spread them. Keep this shit to yourselves.<br />
<br />
* Grog<br />
* Booster enzymes<br />
* Werewolf serum<br />
* Initrodipil<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5923Chemistry2013-11-04T21:34:05Z<p>Darth various: /* Basic compounds */</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
| Space cleaner || Ammonia + Ethanol + Water || Cleans stuff<br />
|-<br />
| Potash || ash + water @ 310 OR potassium + chlorine + sulfuric acid<br />
|-<br />
| Saltpetre || urine + compost + potash || Useful<br />
|-<br />
| Pepperoni || beff + synthflesh + saltpetre || What's beff? Find out!<br />
|-<br />
| Stabilizing agent || iron + oxygen + hydrogen || Keeps unstable things stable<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage <br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element. Same effects as mercury? idk why<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Itching Powder || Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) || 0.3 || Yes || Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine. || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.<br />
|- <br />
| Embalming Fluid / Formaldehyde || Ethanol + Oxygen + Silver @ 320 || 0.4 || Yes || +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.<br />
|- <br />
| Histamine || NO RECIPE (currently) || 0.2 || No || Dose-dependent, ranges from annoying to incredibly lethal. || NA || OVERDOSE: 20.Nelow the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. <br />
|- <br />
| Venom || NA || 0.2 || No || Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. <br />
|- <br />
| Toxin || NA || 0.4 || No || +2 TOX || || The old boring generic toxin, still kicking around in a few places.<br />
|- <br />
| Neurotoxin || Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. || 1 || No || +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles || NA || Very debilitating, it's what changelings hit you with. <br />
|- <br />
| Atrazine / Weedkiller || Chlorine + Hydrogen + Nitrogen || 1 || No || +2 TOX || NA || Botany has a bunch of it right away.<br />
|- <br />
| Amanitin || NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms || 0.4 || No || DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. <br />
|- <br />
| Aconitum || Part of a quest thing. || 0.4 || No || +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.<br />
|- <br />
| Curare || NA - traitor poison bottles, might add a botany mutation to yield it || 0.1 || Yes || +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.<br />
|- <br />
| Coniine || NA - traitor poison bottles || 0.05 || No || +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. <br />
|- <br />
| Lipolicide || Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine || 0.4 || No || +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.<br />
|- <br />
| Cyanide || Oil + Ammonia + Oxygen @ 320, or deathweed || 0.1 || Yes || +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX || || A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. <br />
|- <br />
| Sarin || Hint: it has Weedkiller in it. || 0.1 || Yes || Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.<br />
|- <br />
|}<br />
<br />
=== Acids ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Sulfuric Acid || Sulfur + Hydrogen + Oxygen || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face || Can melt items, 40% chance.<br />
|- <br />
| Fluorosulfuric Acid || Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320 || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 10 units for to melt a face or headgear. +15 BRUTE to the face || Can melt items, 100% chance.<br />
|- <br />
|}<br />
<br />
=== Medical Poisons ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Ketamine || NA, sleepypens and traitor poison bottles || 0.8 || Yes || KO in ten cycles || Readjusted recently so a sleepypen dose should only last about 6-8 minutes.<br />
|- <br />
| Morphine || || || || || Covered in medical guide, KOs in thirty cycles.<br />
|- <br />
| Sulfonal || Acetone + Diethylamine + Sulfur || 0.1 || No || +1 TOX, KO in 22 cycles || A somewhat toxic sedative, slower than ketamine but lasts a long time and can kill. <br />
|- <br />
| Sodium Thiopental || NA, traitor bottles, derelict medbot injections || 0.7 || No || KOs in ten cycles || Rapid sedative, a bit too similar to ketamine currently but part of a duo with Pancuronium.<br />
|- <br />
| Pancuronium || NA, traitor bottles, derelict medbot injections || 0.2 || No || 10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH || Similar to Curare but can kill you via suffocation.<br />
|- <br />
| Initropidril || haha nope, not gonna share this one but it still can be made. Requires Triplepiss. || 0.4 || No || 33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure. || All that tox damage can kill you really fast, and if that doesn't get you, heart failure or suffocation will. Tied with Coniine for fastest killer. <br />
|- <br />
|}<br />
<br />
=== Miscellanea ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Unstable Mutagen || Radium + Plasma + Chlorine || 0.3 || No || +2 RAD, 4% chance to trigger a bad mutation. || Another solid easy-level poison.<br />
|- <br />
| Toxic Slurry || Slurrypods || 0.4 || No || 10% chance to do 2-4 TOX. 7% chance to cause a stunning migraine or vomiting. || Mostly just annoying, but it can be deadly over time if the RNG cooperates.<br />
|- <br />
| Glowing Slurry || Omega Slurrypods || 0.4 || No || +2 RAD. 15% chance of bad mutation, 5% chance of good mutation. || Scrambles your genes to hell and back.<br />
|- <br />
|}<br />
<br />
=== Drugs ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Overdose treshold !! Notes <br />
|- <br />
| Nicotine || Cigs, nicotine patches || 0.4 || No || Stun reduction per cycle. Overdoses become rapidly deadly. || 35 || Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating tox and suffocation damage. <br />
|- <br />
| Cat drugs || Catonium (catnip) + Psilocybin + Ammonia + Fuel @ 320 || 0.4 || No || || || Gimmick drugs, good for laughs or confusing the hell out of people. <br />
|- <br />
| Space Drugs || Mercury + Sugar + Lithium || 0.2 || No || Pretty lights! || || Heat it to create neurotoxin. Otherwise it just does some weird things to your movement and makes everything flash colors like the bar's Party Button. <br />
|- <br />
| Psilocybin || Mushroom mutation || 0.4 || No || Colors + text hallucinations || || Can make you hallucinate stuff like gunshots and attack messages, might freak someone out if they don't know what's going on, could probably use a revamp.<br />
|- <br />
| LSD || Diethylamine + Space Fungus || 0.4 || No || Colors + visual hallucinations || || Imaginary monsters start chasing you around. Changeling's hallucinogen sting injects this. <br />
|- <br />
| THC || Weed! || 0.4 || No || Giggling, stuttering, occasional drowsiness and movement confusion. || || Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around. <br />
|- <br />
| Ephedrine || Sugar + Oil + Hydrogen + Diethylamine || 0.3 || No || Stun reduction per cycle, increases run speed slightly, stabilizes crit. || 35 || Probably gonna add this to some more sodas or something. It's pretty much just a weaker analogue of medbay's Epinephrine, but it's addictive and has a few more side effects.<br />
|- <br />
| Crank || Antihistamine + Ammonia + Lithium + Fuel + Sulfuric Acid @ 320 || 0.4 || No || 2x stun reduction per cycle. Warms you up, makes you jittery as hell. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious Berserker. Very addictive, but the stun reduction effect is pretty nice for fighting. <br />
|- <br />
| Krokodil || Antihistamine + Morphine + Cleaner + Potassium + Phosphorous + Fuel @ 320 || 0.4 || No || Cools you down, calms you down, occasional BRAIN and TOX damage. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse but can potentially heal back from that and just wander around being terrifying. <br />
|- <br />
| Methamphetamine || Ephedrine + Iodine + Phosphorous + Hydrogen @ 325 (modeled after the Russian method) || 0.4 || No || 3x stun reduction per cycle, makes you really jittery, dramatically increases movement speed. || 20 || Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you. <br />
|- <br />
| Bath Salts || Dump all the flavors of Discount Dans soup into a bathtub and heat it with a welder, you'll probably find it. || 0.6 || No || Makes you nearly impervious to stuns, but you'll be a nearly uncontrollable tramp-bearded raving lunatic. || 20 || Overdose will likely kill you from a half dozen different types of escalating damage. Even taking too many occasional doses can kill you from brain damage. Can give you Berserker. Makes you hallucinate all sorts of horrible shit and you'll barely be able to control your movement as you go flying into everything around you fists-first. Decays into a bunch of other drugs and poisons. Bath salts boxing is hilarious. <br />
|- <br />
| Stimulants || Traitor injector. || || || -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero. || || Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some tox + brute damage.<br />
|- <br />
|}<br />
<br />
=== Pyrotechnic Chems ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Ignition temp !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Plasma || NA || 0.4 || No || Ignition temp: 310 || +1 TOX. Makes being on fire much worse, and can burst into flame if heated. || NA || Splash a burning person with plasma and the cumulative BURNING var goes up +30. Burning decreases once per life cycle and causes steady burn damage while active. Fireball if ignited.<br />
|- <br />
| Fuel || NA || 0.4 || No || Ignition temp: 325 || Fireball if ignited. If inside a burning person, extends burning duration by +2. || TOUCH: If target is already burning, extend burning duration by +30. || Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes.<br />
|- <br />
| Oil || Carbon + Hydrogen + Fuel || 0.4 || No || Ignition temp: 340 || NA. || TOUCH: Can lubricate cyborg joints and make them move faster. || Burns with a small smoky fire, yielding Ash reagent. Can make floors slippery if splashed around. Used as a stand-in for Benzene, Toulene, Napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.<br />
|- <br />
| Napalm || Sugar + Fuel + Ethanol || 0.4 || No - probably should though || Ignition temp: 320 || Fireball if ignited. If inside a burning person, extends burning duration by +10. || TOUCH: If target is already burning, extend burning duration by +70. || This is the jellied-gas sort of napalm.<br />
|- <br />
| Phlogiston || Phosphorous + Acid + Plasma (+ Stabilizer) || 0.4 || No || Ignition temp: NA || +1 BURN damage. Probably ought to add BURNING as well. || TOUCH: Self-burning, ignites other stuff. || This is what old-napalm is now.<br />
|- <br />
| Chlorine Trifluoride || Chlorine (1) + Fluorine (3) @ 350 || 0.4 || No || Ignition temp: NA || +3 BURNING. Sets people on fire from the inside out. || TOUCH: BURNING + 50. || Comes into existence at 1000 degrees. Burns things that wouldn't otherwise burn. Makes an enormous mess. Reacts violently with carbon tetrachloride (firefoam)<br />
|- <br />
| Smoke Powder || Potassium + Phosphorous + Sugar (+ Stabilizer) || 0.4 || No || Ignition temp: 300 || NA || NA || When mixed without stabilizer, or heated to 300 with stabilizer, it'll make a big cloud of smoke carrying up to three other reagents. Essential for crime.<br />
|- <br />
| Flash Powder || Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Stuns anyone within five tiles of the source, stun amount relative to distance. Blocked by sunglasses. Causes eye damage, can lead to blindness.<br />
|- <br />
| Sonic Powder || Oxygen + Ethanol + Phosphorous (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Deafens and stuns within five tiles, blocked by earmuffs, can cause ear damage and deafness. Occasionally plays HOOT! instead of BANG!<br />
|- <br />
| Black Powder || Saltpetre + Charcoal + Sulfur || 0.05 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 325 || NA || NA || Sparks, then blows the fuck up a second or two later. Damage scales up with reagent volume. Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later. KABOOM!<br />
|- <br />
| Chlorine Azide || ???? || NA || NA || Ignition temp: NA || NA || NA || Dumping too many basic chems into a watering can might accidentally cause this unstable and highly explosive reaction.<br />
|- <br />
| Thermite || Iron + Oxygen + Aluminium || 0.4 || No || Ignition temp: 280 || NA || TOUCH: If already burning, set BURNING to 100. || Burns through metal walls. If some is already on fire, dumping thermite on them is very mean.<br />
|- <br />
| Pyrosium || Plasma + Radium + Phosphorous || 0.4 || No || Ignition temp: NA || NA || NA || Comes into existence at 0 degrees, but slowly heats other reagents up towards 1000. Can make non-flammable things scaldingly hot, but so can a welder or lighter. Fun for delayed self-heating reactions.<br />
|- <br />
|}<br />
<br />
=== SECRET CHEMS ===<br />
<br />
Let's get one last thing out of the way. There are some recipes that are still more secret than secret. If you find out one of the recipes, you shouldn't even say the recipe in-game lest the [[ghost]]s hear you. Admins ''will'' get mad at you if you spread them. Keep this shit to yourselves.<br />
<br />
* Grog<br />
* Booster enzymes<br />
* Werewolf serum<br />
* Pepperoni<br />
* Initrodipil<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5922Chemistry2013-11-04T21:02:27Z<p>Darth various: /* Pyrotechnic Chems */ Welp</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
| Space cleaner || Ammonia + Ethanol + Water || Cleans stuff<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage <br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element. Same effects as mercury? idk why<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Itching Powder || Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) || 0.3 || Yes || Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine. || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.<br />
|- <br />
| Embalming Fluid / Formaldehyde || Ethanol + Oxygen + Silver @ 320 || 0.4 || Yes || +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.<br />
|- <br />
| Histamine || NO RECIPE (currently) || 0.2 || No || Dose-dependent, ranges from annoying to incredibly lethal. || NA || OVERDOSE: 20.Nelow the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. <br />
|- <br />
| Venom || NA || 0.2 || No || Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. <br />
|- <br />
| Toxin || NA || 0.4 || No || +2 TOX || || The old boring generic toxin, still kicking around in a few places.<br />
|- <br />
| Neurotoxin || Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. || 1 || No || +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles || NA || Very debilitating, it's what changelings hit you with. <br />
|- <br />
| Atrazine / Weedkiller || Chlorine + Hydrogen + Nitrogen || 1 || No || +2 TOX || NA || Botany has a bunch of it right away.<br />
|- <br />
| Amanitin || NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms || 0.4 || No || DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. <br />
|- <br />
| Aconitum || Part of a quest thing. || 0.4 || No || +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.<br />
|- <br />
| Curare || NA - traitor poison bottles, might add a botany mutation to yield it || 0.1 || Yes || +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.<br />
|- <br />
| Coniine || NA - traitor poison bottles || 0.05 || No || +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. <br />
|- <br />
| Lipolicide || Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine || 0.4 || No || +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.<br />
|- <br />
| Cyanide || Oil + Ammonia + Oxygen @ 320, or deathweed || 0.1 || Yes || +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX || || A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. <br />
|- <br />
| Sarin || Hint: it has Weedkiller in it. || 0.1 || Yes || Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.<br />
|- <br />
|}<br />
<br />
=== Acids ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Sulfuric Acid || Sulfur + Hydrogen + Oxygen || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face || Can melt items, 40% chance.<br />
|- <br />
| Fluorosulfuric Acid || Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320 || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 10 units for to melt a face or headgear. +15 BRUTE to the face || Can melt items, 100% chance.<br />
|- <br />
|}<br />
<br />
=== Medical Poisons ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Ketamine || NA, sleepypens and traitor poison bottles || 0.8 || Yes || KO in ten cycles || Readjusted recently so a sleepypen dose should only last about 6-8 minutes.<br />
|- <br />
| Morphine || || || || || Covered in medical guide, KOs in thirty cycles.<br />
|- <br />
| Sulfonal || Acetone + Diethylamine + Sulfur || 0.1 || No || +1 TOX, KO in 22 cycles || A somewhat toxic sedative, slower than ketamine but lasts a long time and can kill. <br />
|- <br />
| Sodium Thiopental || NA, traitor bottles, derelict medbot injections || 0.7 || No || KOs in ten cycles || Rapid sedative, a bit too similar to ketamine currently but part of a duo with Pancuronium.<br />
|- <br />
| Pancuronium || NA, traitor bottles, derelict medbot injections || 0.2 || No || 10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH || Similar to Curare but can kill you via suffocation.<br />
|- <br />
| Initropidril || haha nope, not gonna share this one but it still can be made. Requires Triplepiss. || 0.4 || No || 33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure. || All that tox damage can kill you really fast, and if that doesn't get you, heart failure or suffocation will. Tied with Coniine for fastest killer. <br />
|- <br />
|}<br />
<br />
=== Miscellanea ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Unstable Mutagen || Radium + Plasma + Chlorine || 0.3 || No || +2 RAD, 4% chance to trigger a bad mutation. || Another solid easy-level poison.<br />
|- <br />
| Toxic Slurry || Slurrypods || 0.4 || No || 10% chance to do 2-4 TOX. 7% chance to cause a stunning migraine or vomiting. || Mostly just annoying, but it can be deadly over time if the RNG cooperates.<br />
|- <br />
| Glowing Slurry || Omega Slurrypods || 0.4 || No || +2 RAD. 15% chance of bad mutation, 5% chance of good mutation. || Scrambles your genes to hell and back.<br />
|- <br />
|}<br />
<br />
=== Drugs ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Overdose treshold !! Notes <br />
|- <br />
| Nicotine || Cigs, nicotine patches || 0.4 || No || Stun reduction per cycle. Overdoses become rapidly deadly. || 35 || Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating tox and suffocation damage. <br />
|- <br />
| Cat drugs || Catonium (catnip) + Psilocybin + Ammonia + Fuel @ 320 || 0.4 || No || || || Gimmick drugs, good for laughs or confusing the hell out of people. <br />
|- <br />
| Space Drugs || Mercury + Sugar + Lithium || 0.2 || No || Pretty lights! || || Heat it to create neurotoxin. Otherwise it just does some weird things to your movement and makes everything flash colors like the bar's Party Button. <br />
|- <br />
| Psilocybin || Mushroom mutation || 0.4 || No || Colors + text hallucinations || || Can make you hallucinate stuff like gunshots and attack messages, might freak someone out if they don't know what's going on, could probably use a revamp.<br />
|- <br />
| LSD || Diethylamine + Space Fungus || 0.4 || No || Colors + visual hallucinations || || Imaginary monsters start chasing you around. Changeling's hallucinogen sting injects this. <br />
|- <br />
| THC || Weed! || 0.4 || No || Giggling, stuttering, occasional drowsiness and movement confusion. || || Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around. <br />
|- <br />
| Ephedrine || Sugar + Oil + Hydrogen + Diethylamine || 0.3 || No || Stun reduction per cycle, increases run speed slightly, stabilizes crit. || 35 || Probably gonna add this to some more sodas or something. It's pretty much just a weaker analogue of medbay's Epinephrine, but it's addictive and has a few more side effects.<br />
|- <br />
| Crank || Antihistamine + Ammonia + Lithium + Fuel + Sulfuric Acid @ 320 || 0.4 || No || 2x stun reduction per cycle. Warms you up, makes you jittery as hell. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious Berserker. Very addictive, but the stun reduction effect is pretty nice for fighting. <br />
|- <br />
| Krokodil || Antihistamine + Morphine + Cleaner + Potassium + Phosphorous + Fuel @ 320 || 0.4 || No || Cools you down, calms you down, occasional BRAIN and TOX damage. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse but can potentially heal back from that and just wander around being terrifying. <br />
|- <br />
| Methamphetamine || Ephedrine + Iodine + Phosphorous + Hydrogen @ 325 (modeled after the Russian method) || 0.4 || No || 3x stun reduction per cycle, makes you really jittery, dramatically increases movement speed. || 20 || Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you. <br />
|- <br />
| Bath Salts || Dump all the flavors of Discount Dans soup into a bathtub and heat it with a welder, you'll probably find it. || 0.6 || No || Makes you nearly impervious to stuns, but you'll be a nearly uncontrollable tramp-bearded raving lunatic. || 20 || Overdose will likely kill you from a half dozen different types of escalating damage. Even taking too many occasional doses can kill you from brain damage. Can give you Berserker. Makes you hallucinate all sorts of horrible shit and you'll barely be able to control your movement as you go flying into everything around you fists-first. Decays into a bunch of other drugs and poisons. Bath salts boxing is hilarious. <br />
|- <br />
| Stimulants || Traitor injector. || || || -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero. || || Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some tox + brute damage.<br />
|- <br />
|}<br />
<br />
=== Pyrotechnic Chems ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Ignition temp !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Plasma || NA || 0.4 || No || Ignition temp: 310 || +1 TOX. Makes being on fire much worse, and can burst into flame if heated. || NA || Splash a burning person with plasma and the cumulative BURNING var goes up +30. Burning decreases once per life cycle and causes steady burn damage while active. Fireball if ignited.<br />
|- <br />
| Fuel || NA || 0.4 || No || Ignition temp: 325 || Fireball if ignited. If inside a burning person, extends burning duration by +2. || TOUCH: If target is already burning, extend burning duration by +30. || Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes.<br />
|- <br />
| Oil || Carbon + Hydrogen + Fuel || 0.4 || No || Ignition temp: 340 || NA. || TOUCH: Can lubricate cyborg joints and make them move faster. || Burns with a small smoky fire, yielding Ash reagent. Can make floors slippery if splashed around. Used as a stand-in for Benzene, Toulene, Napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.<br />
|- <br />
| Napalm || Sugar + Fuel + Ethanol || 0.4 || No - probably should though || Ignition temp: 320 || Fireball if ignited. If inside a burning person, extends burning duration by +10. || TOUCH: If target is already burning, extend burning duration by +70. || This is the jellied-gas sort of napalm.<br />
|- <br />
| Phlogiston || Phosphorous + Acid + Plasma (+ Stabilizer) || 0.4 || No || Ignition temp: NA || +1 BURN damage. Probably ought to add BURNING as well. || TOUCH: Self-burning, ignites other stuff. || This is what old-napalm is now.<br />
|- <br />
| Chlorine Trifluoride || Chlorine (1) + Fluorine (3) @ 350 || 0.4 || No || Ignition temp: NA || +3 BURNING. Sets people on fire from the inside out. || TOUCH: BURNING + 50. || Comes into existence at 1000 degrees. Burns things that wouldn't otherwise burn. Makes an enormous mess. Reacts violently with carbon tetrachloride (firefoam)<br />
|- <br />
| Smoke Powder || Potassium + Phosphorous + Sugar (+ Stabilizer) || 0.4 || No || Ignition temp: 300 || NA || NA || When mixed without stabilizer, or heated to 300 with stabilizer, it'll make a big cloud of smoke carrying up to three other reagents. Essential for crime.<br />
|- <br />
| Flash Powder || Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Stuns anyone within five tiles of the source, stun amount relative to distance. Blocked by sunglasses. Causes eye damage, can lead to blindness.<br />
|- <br />
| Sonic Powder || Oxygen + Ethanol + Phosphorous (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Deafens and stuns within five tiles, blocked by earmuffs, can cause ear damage and deafness. Occasionally plays HOOT! instead of BANG!<br />
|- <br />
| Black Powder || Saltpetre + Charcoal + Sulfur || 0.05 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 325 || NA || NA || Sparks, then blows the fuck up a second or two later. Damage scales up with reagent volume. Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later. KABOOM!<br />
|- <br />
| Chlorine Azide || ???? || NA || NA || Ignition temp: NA || NA || NA || Dumping too many basic chems into a watering can might accidentally cause this unstable and highly explosive reaction.<br />
|- <br />
| Thermite || Iron + Oxygen + Aluminium || 0.4 || No || Ignition temp: 280 || NA || TOUCH: If already burning, set BURNING to 100. || Burns through metal walls. If some is already on fire, dumping thermite on them is very mean.<br />
|- <br />
| Pyrosium || Plasma + Radium + Phosphorous || 0.4 || No || Ignition temp: NA || NA || NA || Comes into existence at 0 degrees, but slowly heats other reagents up towards 1000. Can make non-flammable things scaldingly hot, but so can a welder or lighter. Fun for delayed self-heating reactions.<br />
|- <br />
|}<br />
<br />
=== SECRET CHEMS ===<br />
<br />
Let's get one last thing out of the way. There are some recipes that are still more secret than secret. If you find out one of the recipes, you shouldn't even say the recipe in-game lest the [[ghost]]s hear you. Admins ''will'' get mad at you if you spread them. Keep this shit to yourselves.<br />
<br />
* Grog<br />
* Booster enzymes<br />
* Werewolf serum<br />
* Pepperoni<br />
* Initrodipil<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5921Chemistry2013-11-04T20:38:51Z<p>Darth various: /* Ok so how do I make napalm? */ Space cleaner is in the changelog anyway, hardly secret</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
| Space cleaner || Ammonia + Ethanol + Water || Cleans stuff<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage <br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element. Same effects as mercury? idk why<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Itching Powder || Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) || 0.3 || Yes || Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine. || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.<br />
|- <br />
| Embalming Fluid / Formaldehyde || Ethanol + Oxygen + Silver @ 320 || 0.4 || Yes || +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.<br />
|- <br />
| Histamine || NO RECIPE (currently) || 0.2 || No || Dose-dependent, ranges from annoying to incredibly lethal. || NA || OVERDOSE: 20.Nelow the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. <br />
|- <br />
| Venom || NA || 0.2 || No || Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. <br />
|- <br />
| Toxin || NA || 0.4 || No || +2 TOX || || The old boring generic toxin, still kicking around in a few places.<br />
|- <br />
| Neurotoxin || Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. || 1 || No || +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles || NA || Very debilitating, it's what changelings hit you with. <br />
|- <br />
| Atrazine / Weedkiller || Chlorine + Hydrogen + Nitrogen || 1 || No || +2 TOX || NA || Botany has a bunch of it right away.<br />
|- <br />
| Amanitin || NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms || 0.4 || No || DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. <br />
|- <br />
| Aconitum || Part of a quest thing. || 0.4 || No || +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.<br />
|- <br />
| Curare || NA - traitor poison bottles, might add a botany mutation to yield it || 0.1 || Yes || +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.<br />
|- <br />
| Coniine || NA - traitor poison bottles || 0.05 || No || +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. <br />
|- <br />
| Lipolicide || Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine || 0.4 || No || +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.<br />
|- <br />
| Cyanide || Oil + Ammonia + Oxygen @ 320, or deathweed || 0.1 || Yes || +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX || || A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. <br />
|- <br />
| Sarin || Hint: it has Weedkiller in it. || 0.1 || Yes || Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.<br />
|- <br />
|}<br />
<br />
=== Acids ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Sulfuric Acid || Sulfur + Hydrogen + Oxygen || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face || Can melt items, 40% chance.<br />
|- <br />
| Fluorosulfuric Acid || Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320 || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 10 units for to melt a face or headgear. +15 BRUTE to the face || Can melt items, 100% chance.<br />
|- <br />
|}<br />
<br />
=== Medical Poisons ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Ketamine || NA, sleepypens and traitor poison bottles || 0.8 || Yes || KO in ten cycles || Readjusted recently so a sleepypen dose should only last about 6-8 minutes.<br />
|- <br />
| Morphine || || || || || Covered in medical guide, KOs in thirty cycles.<br />
|- <br />
| Sulfonal || Acetone + Diethylamine + Sulfur || 0.1 || No || +1 TOX, KO in 22 cycles || A somewhat toxic sedative, slower than ketamine but lasts a long time and can kill. <br />
|- <br />
| Sodium Thiopental || NA, traitor bottles, derelict medbot injections || 0.7 || No || KOs in ten cycles || Rapid sedative, a bit too similar to ketamine currently but part of a duo with Pancuronium.<br />
|- <br />
| Pancuronium || NA, traitor bottles, derelict medbot injections || 0.2 || No || 10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH || Similar to Curare but can kill you via suffocation.<br />
|- <br />
| Initropidril || haha nope, not gonna share this one but it still can be made. Requires Triplepiss. || 0.4 || No || 33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure. || All that tox damage can kill you really fast, and if that doesn't get you, heart failure or suffocation will. Tied with Coniine for fastest killer. <br />
|- <br />
|}<br />
<br />
=== Miscellanea ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Unstable Mutagen || Radium + Plasma + Chlorine || 0.3 || No || +2 RAD, 4% chance to trigger a bad mutation. || Another solid easy-level poison.<br />
|- <br />
| Toxic Slurry || Slurrypods || 0.4 || No || 10% chance to do 2-4 TOX. 7% chance to cause a stunning migraine or vomiting. || Mostly just annoying, but it can be deadly over time if the RNG cooperates.<br />
|- <br />
| Glowing Slurry || Omega Slurrypods || 0.4 || No || +2 RAD. 15% chance of bad mutation, 5% chance of good mutation. || Scrambles your genes to hell and back.<br />
|- <br />
|}<br />
<br />
=== Drugs ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Overdose treshold !! Notes <br />
|- <br />
| Nicotine || Cigs, nicotine patches || 0.4 || No || Stun reduction per cycle. Overdoses become rapidly deadly. || 35 || Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating tox and suffocation damage. <br />
|- <br />
| Cat drugs || Catonium (catnip) + Psilocybin + Ammonia + Fuel @ 320 || 0.4 || No || || || Gimmick drugs, good for laughs or confusing the hell out of people. <br />
|- <br />
| Space Drugs || Mercury + Sugar + Lithium || 0.2 || No || Pretty lights! || || Heat it to create neurotoxin. Otherwise it just does some weird things to your movement and makes everything flash colors like the bar's Party Button. <br />
|- <br />
| Psilocybin || Mushroom mutation || 0.4 || No || Colors + text hallucinations || || Can make you hallucinate stuff like gunshots and attack messages, might freak someone out if they don't know what's going on, could probably use a revamp.<br />
|- <br />
| LSD || Diethylamine + Space Fungus || 0.4 || No || Colors + visual hallucinations || || Imaginary monsters start chasing you around. Changeling's hallucinogen sting injects this. <br />
|- <br />
| THC || Weed! || 0.4 || No || Giggling, stuttering, occasional drowsiness and movement confusion. || || Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around. <br />
|- <br />
| Ephedrine || Sugar + Oil + Hydrogen + Diethylamine || 0.3 || No || Stun reduction per cycle, increases run speed slightly, stabilizes crit. || 35 || Probably gonna add this to some more sodas or something. It's pretty much just a weaker analogue of medbay's Epinephrine, but it's addictive and has a few more side effects.<br />
|- <br />
| Crank || Antihistamine + Ammonia + Lithium + Fuel + Sulfuric Acid @ 320 || 0.4 || No || 2x stun reduction per cycle. Warms you up, makes you jittery as hell. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious Berserker. Very addictive, but the stun reduction effect is pretty nice for fighting. <br />
|- <br />
| Krokodil || Antihistamine + Morphine + Cleaner + Potassium + Phosphorous + Fuel @ 320 || 0.4 || No || Cools you down, calms you down, occasional BRAIN and TOX damage. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse but can potentially heal back from that and just wander around being terrifying. <br />
|- <br />
| Methamphetamine || Ephedrine + Iodine + Phosphorous + Hydrogen @ 325 (modeled after the Russian method) || 0.4 || No || 3x stun reduction per cycle, makes you really jittery, dramatically increases movement speed. || 20 || Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you. <br />
|- <br />
| Bath Salts || Dump all the flavors of Discount Dans soup into a bathtub and heat it with a welder, you'll probably find it. || 0.6 || No || Makes you nearly impervious to stuns, but you'll be a nearly uncontrollable tramp-bearded raving lunatic. || 20 || Overdose will likely kill you from a half dozen different types of escalating damage. Even taking too many occasional doses can kill you from brain damage. Can give you Berserker. Makes you hallucinate all sorts of horrible shit and you'll barely be able to control your movement as you go flying into everything around you fists-first. Decays into a bunch of other drugs and poisons. Bath salts boxing is hilarious. <br />
|- <br />
| Stimulants || Traitor injector. || || || -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero. || || Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some tox + brute damage.<br />
|- <br />
|}<br />
<br />
=== Pyrotechnic Chems ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Ignition temp !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Plasma || NA || 0.4 || No || Ignition temp: 310 || +1 TOX. Makes being on fire much worse, and can burst into flame if heated. || NA || Splash a burning person with plasma and the cumulative BURNING var goes up +30. Burning decreases once per life cycle and causes steady burn damage while active. Fireball if ignited.<br />
|- <br />
| Fuel || NA || 0.4 || No || Ignition temp: 325 || Fireball if ignited. If inside a burning person, extends burning duration by +2. || TOUCH: If target is already burning, extend burning duration by +30. || Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes.<br />
|- <br />
| Oil || Carbon + Hydrogen + Fuel || 0.4 || No || Ignition temp: 340 || NA. || TOUCH: Can lubricate cyborg joints and make them move faster. || Burns with a small smoky fire, yielding Ash reagent. Can make floors slippery if splashed around. Used as a stand-in for Benzene, Toulene, Napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.<br />
|- <br />
| Napalm || Sugar + Fuel + Ethanol || 0.4 || No - probably should though || Ignition temp: 320 || Fireball if ignited. If inside a burning person, extends burning duration by +10. || TOUCH: If target is already burning, extend burning duration by +70. || This is the jellied-gas sort of napalm.<br />
|- <br />
| Phlogiston || Phosphorous + Acid + Plasma (+ Stabilizer) || 0.4 || No || Ignition temp: NA || +1 BURN damage. Probably ought to add BURNING as well. || TOUCH: Self-burning, ignites other stuff. || This is what old-napalm is now.<br />
|- <br />
| Chlorine Trifluoride || Chlorine (1) + Fluorine (3) @ 350 || 0.4 || No || Ignition temp: NA || +3 BURNING. Sets people on fire from the inside out. || TOUCH: BURNING + 50. || Comes into existence at 1000 degrees. Burns things that wouldn't otherwise burn. Makes an enormous mess. Reacts violently with carbon tetrachloride (firefoam)<br />
|- <br />
| Smoke Powder || Potassium + Phosphorous + Sugar (+ Stabilizer) || 0.4 || No || Ignition temp: 300 || NA || NA || When mixed without stabilizer, or heated to 300 with stabilizer, it'll make a big cloud of smoke carrying up to three other reagents. Essential for crime.<br />
|- <br />
| Flash Powder || Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Stuns anyone within five tiles of the source, stun amount relative to distance. Blocked by sunglasses. Causes eye damage, can lead to blindness.<br />
|- <br />
| Sonic Powder || Oxygen + Ethanol + Phosphorous (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Deafens and stuns within five tiles, blocked by earmuffs, can cause ear damage and deafness. Occasionally plays HOOT! instead of BANG!<br />
|- <br />
| Black Powder || Saltpetre + Charcoal + Sulfur || 0.05 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 325 || NA || NA || Sparks, then blows the fuck up a second or two later. Damage scales up with reagent volume. Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later. KABOOM!<br />
|- <br />
| Chlorine Azide || ???? || NA || NA || Ignition temp: NA || NA || NA || Dumping too many basic chems into a watering can might accidentally cause this unstable and highly explosive reaction.<br />
|- <br />
| Thermite || Iron + Oxygen + Aluminium || 0.4 || No || Ignition temp: 280 || NA || TOUCH: If already burning, set BURNING to 100. || Burns through metal walls. If some is already on fire, dumping thermite on them is very mean.<br />
|- <br />
| Pyrosium || Plasma + Radium + Phosphorous || 0.4 || No || Ignition temp: NA || NA || NA || Comes into existence at 0 degrees, but slowly heats other reagents up towards 1000. Can make non-flammable things scaldingly hot, but so can a welder or lighter. Fun for delayed self-heating reactions.<br />
|- <br />
|}<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Doctoring&diff=5919Doctoring2013-11-03T21:10:40Z<p>Darth various: /* Drugs */ Linked to the Chem guide.</p>
<hr />
<div>[[Medical Doctor]]s have a bad rep for never being around and being useless. Can you do better?<br />
<br />
==The Health System==<br />
All crewmembers begin at 100% health, and with 4 categories of damage- suffocation, toxin, burn, and brute. Any damage taken will add to its corresponding category and subtract from total health. As one's health declines, they will find it harder to move around. At 0% health, the patient enters '''critical''' health. They will fall in and out of consciousness with an ever increasing chance of cardiac arrest. If left untreated, they will slowly take suffocation damage until they reach 200 total damage (-100% health) and die.<br />
<br />
==Drugs==<br />
[[Medical Doctor]]s begin with some of these in [[Medbay]], and some can be created by [[Botanist]]s (though you'll really have to nag them for it). The [[Quartermaster]] can also provide a medical resupply kit. Advanced drugs can be created by the [[Scientist]]s, assuming they haven't already burned themselves to death.<br />
<br />
Want to brew your own? [[Chemistry#Medical_Chems|Go hog wild!]]<br />
<br />
===Basic===<br />
{| class="wikitable"<br />
!scope = "col" style="width: 20%" | Drug<br />
!scope = "col" style="width: 60%" | Use<br />
!scope = "col" style="width: 20%" | Advanced version<br />
<br />
|- id="Styptic powder"<br />
! Styptic powder<br />
| Slows down the health loss from bleeding and heals brute damage. <br />
| Synthflesh<br />
<br />
|- id="Salbutamol"<br />
! Salbutamol<br />
| Treats suffocation damage.<br />
| Perfluorocarbon<br />
<br />
|- id="Charcoal"<br />
! Activated Charcoal<br />
| Treats toxin damage, absorbs other reagents in the body.<br />
| Pentetic Acid<br />
<br />
|- id="Silver Sulfadiazine"<br />
! Silver Sulfadiazine<br />
| Heals people with burn damage. <br />
| Cryoxadone<br />
<br />
|- id="Saline"<br />
! Saline-glucose solution<br />
| Slowly heals several types of damage, stabilizes critical patients. <br />
|<br />
<br />
|- id="Potassium Iodide"<br />
! Potassium Iodide<br />
| Basic anti-radiation medicine.<br />
| Pentetic Acid<br />
<br />
|- id="Painkiller"<br />
! Painkiller<br />
| Moderately reduces the speed penalty from injuries, reduces overheating. <br />
| Morphine<br />
<br />
|- id="Epinephrine"<br />
! Epinephrine<br />
| All damage types, but only while the patient is in critical condition. Also stops suffocation.<br />
| Atropine<br />
<br />
|- id="Cryoxodone"<br />
! Cryoxodone<br />
| Most damage types; used in [[Medical Objects#Cryo|cryo chambers]]. Works best at low temperatures.<br />
| Omnizine<br />
<br />
|- id="Calomel"<br />
! Calomel<br />
| Flushes chemicals out of people's bloodstreams, but causes toxic damage in the process.<br />
| Pentetic Acid<br />
|}<br />
<br />
===Advanced===<br />
{| class="wikitable"<br />
!scope = "col" style="width: 20%" | Drug<br />
!scope = "col" style="width: 80%" | Use<br />
<br />
|- id="Mannitol"<br />
! Mannitol<br />
| Cures brain damage.<br />
<br />
|- id="Antihol"<br />
! Antihol<br />
| Treats drunkenness.<br />
<br />
|- id="Morphine"<br />
! Morphine<br />
| Sedation. Significantly reduces the speed penalty from severe injuries and helps with jitteriness. <br />
<br />
|- id="Atropine"<br />
! Atropine<br />
| Atropine is more rapid than epinephrine in a crisis situation, but will poison and debilitate anyone in good health. <br />
<br />
|- id="Haloperidol"<br />
! Haloperidol<br />
| Anti-psychotic/sedative. Rapidly removes psychoactive drugs and stimulants, can cure certain psychoses, causes brain damage. <br />
<br />
|- id="Oculine"<br />
! Oculine<br />
| Treats eye damage.<br />
<br />
|- id="Mutadone"<br />
! Mutadone<br />
| Cures some genetic defects.<br />
<br />
|- id="Spaceacillin"<br />
! Spaceacillin<br />
| Treats [[Virus|viruses]].<br />
<br />
|- id="Diphenhydramine"<br />
! Diphenhydramine<br />
| This can help deal with histamine, itching powder, certain bug bites too. <i>More planned.</i><br />
|}<br />
<br />
==Damage==<br />
===Suffocation===<br />
The patient has been exposed to an area without proper atmosphere, or strangled. Suffocation damage will heal naturally if the patient gets air again, provided the patient has not gone into critical health.<br />
<br />
Treat with Salbutamol and/or move them to an area with air, where they will breath normally and the damage will reduce itself. If the patient has an air tank on them, make sure it's on-- and if it is on, their suffocation may be because it's empty, so take it off.<br />
<br />
A patient in critical health can't breathe unassisted. Inject saline and/or epinephrine to stabilize them, or give CPR by using an empty hand on them with the help intent on. Make sure neither of you are wearing masks in the latter case.<br />
<br />
===Toxin===<br />
Toxin damage can come from a few sources. The primary remedy is activated charcoal (anti-toxin pills).<br />
* Breathing plasma can cause toxic damage-- move the patient to a safe area if there is a [[gas]] leak.<br />
* Certain [[Virus|virii]] can cause toxic damage, treat the virus first, then treat for toxins.<br />
* Ingesting harmful chemicals can cause toxin damage. Treat the poisoning first, then treat for toxins.<br />
<br />
===Burn===<br />
Burn damage can come many sources, such as: <br />
* Fire, acid, and electrical shocks are the most common. <br />
* Exposure to space tiles without protective gear will cause burns. <br />
* Explosions<br />
* Freezing temperature will not hurt someone unless they are standing on a space tile. <br />
* Inhaling superheated gas will fry someone's lungs from within, causing massive burn damage. Make sure you have internals on before rushing to help these patients.<br />
* Certain weapons (such as a [[welder]] or energy weapons) will also cause burn damage.<br />
* Eating spicy food or food injected with certain hot chemicals<br />
* Blasts from a [[laser gun]]<br />
<br />
If the patient is on fire, put the fire out before anything else. The "burning" sprite is slow to update sometimes, so it can be hard to tell if you have extinguished the fire. The easiest way to extinguish a burning patient is to stand next to them and use the "spray all around you" command on the extinguisher, though this will deplete it. If you put a burning patient into cryo, they will take burn damage faster than the cryo can heal them! Once the source of the burn damage is removed, treat with burn medication or cryo.<br />
<br />
===Brute===<br />
Brute damage is probably the most common form you will see. It comes in many forms:<br />
* Bruises from physical combat, melee weapons, bullets, etc.<br />
* Explosions<br />
* Slipping on space lube<br />
* Taking a trip through a waste disposal chute<br />
<br />
If the patient is shot with a projectile, they will take "bleeding" damage until the bullet is removed-- this requires use of the [[Robotics]] surgery bed and a scalpel. Brute damage can be treated with styptic powder, synthflesh, healing patches, or cryo. [[Robots#Medbot|Medbots]] will treat most minor brute damage on their own.<br />
<br />
==Surgery==<br />
There are two operating tables in the center of the medbay, a third in the [[Morgue]] and another one in [[Robotics]]. There are now several problems people can run into that require immediate surgery in order to save the patient. People coming into the medbay will expect you to be able to help with surgery, so you should familiarize yourself with it.<br />
===Bullets and foreign objects===<br />
'''Scenario:''' The patient has all his limbs, but is bleeding profusely.<br><br />
'''Diagnosis:''' Your patient is most likely suffering from a case of bullet-having. Inquire if he's been in any gun fights lately to confirm your suspicion. He needs to be placed on the surgery table and hit in the stomach with a scalpel to be cured.<br />
<br />
'''Scenario:''' The patient is delusional, screaming about monsters that eat people and that he's some kind of super hero who beat said monster, but ended up accidentally swallowing something he refers to as a [[Changeling|headspider]].<br><br />
'''Diagnosis:''' Your patient is clearly insane, but he should be put on a surgery table and shanked in the stomach with a scalpel until he stops screaming about monsters. Any foreign object, including the heads of space monsters, will be removed in the process. Make sure to stop operating on him after the foreign object comes out or when it's clear that he was in fact making the whole thing up.<br />
<br />
===Limb removal===<br />
'''Scenario:''' The patient is a healthy human with four or more limbs. For reasons known only to him, he'd like to have less limbs.<br><br />
'''Diagnosis:''' Limb removal is the only cure to limbs. Put the patient on a surgery table and use a scalpel, circular saw and then scalpel again to cut if off. Note that even if you neglect to do the final scalpel cut, the half-cut limb will still fall off after some time. This procedure will inflict a lot of tissue damage, start a bleeding and could put the patient into critical damage where they could die from shock. You need to have medical drugs at the ready. If you are unable to stop the bleeding from a missing limb, cauterize the wound with an open flame by either using a welder on the missing limb or setting the patient on fire. Note that setting patients on fire is very bad for their health, and if they die, [[Banned Camp|it is very bad for you]].<br />
<br />
===Limb replacement===<br />
'''Scenario:''' The patient is either an amputee or is already undergoing limb removal. He claims he needs his limbs in order to do his job.<br><br />
'''Diagnosis:''' Your patient is a liar, no one does their job, but you should probably give him some more limbs anyway. You have three options:<br />
*Find and re-attached the missing limb. Put the patient on the table and hit his missing limb with the new limb. Attach it with a medical stapler.<br />
*Use the limb from a donor. Put the patient on the table and hit his missing limb with the new limb. Attach it with a medical stapler. Note that donated limbs tend to reject their new owners, which may lead to the patient beating you to death in a fit of rage while flipping you off in a very rude manner. For your own personal health, donor limbs should only be the absolute last resort.<br />
*Use a robotic limb. Put the patient on the table, hit his missing limb with the robotic one and attach it using a welder.<br />
<br />
===Brain surgery===<br />
'''Scenario:''' Your patient is quite dead, or wishes to be, and you need his brain for whatever reason.<br><br />
'''Diagnosis:''' Surgery is the only way. Put the patient on a surgery table, alternate between using a scalpel and a circular saw on his head until his brain rolls out.<br />
<br />
'''Scenario:''' You are in possession of a detached brain, the [[Chef]] does not want it, the [[Chapel]] doesn't have brain-sized coffins and there is no [[Cyborg]] to put it in.<br><br />
'''Diagnosis:''' The brain will need a new host, and surgery is the only way. Ask the geneticists for a dead body from someone they've already cloned or were unable to clone due to it being braindead. It should not be rotted. Remove its dead brain, and while the host body is on a surgery table, click on its head with the other brain to insert it into its skull. Take the body back to genetics and ask them to scan and clone it. If everything went right, the brain should be cloned in its new host body.<br />
<br />
==Other Ailments==<br />
===Poisoning===<br />
The patient has some awful chemicals in their bloodstream. Your [[PDA]] can be switched from Medical Analysis to a Reagant Scanner to see what it is, or you can take a blood sample, put it in a [[beaker]], and look at it to see what chemicals are inside. The most common sources of poisoning are [[Syndicate Items#Sleepy Pen|Sleepy Pens]] or [[Changeling]] stings, which pump the victim with chemicals that have disorienting and debilitating effects on top of the toxic damage. Other sources of poison include some of the more notorious choices from the station's [[General_Objects#Vending_Machine|Vending Machines]] or poisons cooked up in [[Chemistry]] and [[Hydroponics]].<br />
<br />
To flush the chemicals out of the patient's system, you must use Calomel. You can dispense calomel in the form of 30 unit pills from the [[Medbay]] vending machines, though you may want to dissolve the pill and inject it in smaller amounts using a syringe. Calomel will cause toxin damage itself, so it should only be used to remove far worse poisons. It will remove all chemicals-- including beneficial ones. You must closely monitor the patient, giving them anti-toxin as soon as the benzo is depleted, then repeating the process if harmful chemicals remain.<br />
<br />
===Virii===<br />
There are many different types of [[Virus|virii]] on the station, each with their own effects and possible cures. Using a medical analyzer on someone who is infected will display a report in red text, containing the name of the virus, its stage, and possible cure. Wear gloves and a medical mask to offer some minor protection against disease and load up on spaceacillin.<br />
* '''Food poisoning''' is the most common virus you will encounter, caused by eating bad food. The patient need only sleep it off. Stuff them in a sleeper or let them sleep in the secure recovery area.<br />
* '''Robotic Transformation''' is caused by eating [[Food|roburgers]] or exposure to nanites. If untreated, the patient will explode and become a cyborg. Treat with electric shocks.<br />
* '''Kuru''' is caused by eating [[Food|brain burgers]] or exposure to prions. There is no known cure, so scan them at [[Genetics]] before they die.<br />
* '''Grave Fever''' is caused by a [[Vampire]] ability and must be quickly counteracted with spaceacillin to prevent the patient from becoming a [[Zombie]].<br />
* '''Necrotic Degeneration''' is similar to grave fever but extremely contagious. Don't approach someone who is infected unless you have protective gear and the ability to cure yourself. It is initially spread by bites from [[Critter|NPC Zombies]].<br />
* '''Memetic Kill Disorder (MKD)''' afflicts those who have become followers of [[Syndicate Items#Artistic Toolbox|His Grace]]. They take damage so long as they are not near the toolbox. Back up their DNA in [[Genetics]] because they will die soon, no matter what you do.<br />
* '''Type D-Owns Syndrome''' occurs after eating a droopy cake. It will eventually kill the patient, so hassle [[Chemistry]] for curing drugs.<br />
<br />
Other virii do not appear outside of [[admin]] intervention or [[Random Events|random event]]. For the full list, check out the [[Virus]] page.<br />
<br />
===Addiction===<br />
Addiction functions similar to a non-contagious disease. You will receive an indication using a health scanner that also displays what stage it's in. The patient will know they are addicted because they are receiving constant messages to use whatever chem they are addicted to. Common addiction sources are dylovene, hyperzine, and nicotine. With each progressive stage of withdrawal, the symptoms become worse-- stunning, vomiting, shaking, and so on. An addict can be treated either with hair of the dog for temporary relief, or they'll just have to tough it out. If they have the chemical in their system, try flushing it out as if it were a poison. If the patient consents, keep them in the secure area of [[Medbay]] with the beds until they overcome the addiction. This is more for their safety, as they are very weak and open to mugging/assault during withdrawal.<br />
<br />
===Radiation===<br />
Radiation will cause toxic damage as long as it's in someone's system. Radiation can come from certain poisons, a [[Blowout]], [[Mining]] accidents, or being shot with a [[Syndicate Items#Mini-radiation Crossbow|rad-bow]]. Potassium Iodide or Pentetic Acid will remove the radiation, but if those are unavailable, the patient will have to wait for the radiation to subside on its own. Radiation can be monitored using the [[Geneticist]]'s DNA Manipulator, or using the [[Health Analyzer]] by observing the point until toxin damage stops accumulating. Excessive radiation can cause genetic defects which require the [[Geneticist]] to fix.<br />
<br />
===Concussion===<br />
The analyzer will report that the subject has suffered minor/major brain damage, and looking at the patient may reveal they have a stupid expression on their face. A concussion can be treated with Mannitol, but if the brain damage is genetic in nature, a [[Geneticist]] will have to fix it.<br />
<br />
===Hyperglycemic Shock===<br />
In the event that someone has a lot of sugar in their blood, around 80 units, they'll fall into a diabetic coma. Scanning them with the health scanner won't show anything, but you can deduce why they're unconscious by using a reagent scanner or blood test to see their sugar content. Treat this ailment as if they were poisoned, or give them Insulin.<br />
<br />
<br />
[[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5918Chemistry2013-11-03T21:06:11Z<p>Darth various: /* Pyrotechnic Chems */ BLAMMO</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage <br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element. Same effects as mercury? idk why<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Itching Powder || Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) || 0.3 || Yes || Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine. || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.<br />
|- <br />
| Embalming Fluid / Formaldehyde || Ethanol + Oxygen + Silver @ 320 || 0.4 || Yes || +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.<br />
|- <br />
| Histamine || NO RECIPE (currently) || 0.2 || No || Dose-dependent, ranges from annoying to incredibly lethal. || NA || OVERDOSE: 20.Nelow the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. <br />
|- <br />
| Venom || NA || 0.2 || No || Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. <br />
|- <br />
| Toxin || NA || 0.4 || No || +2 TOX || || The old boring generic toxin, still kicking around in a few places.<br />
|- <br />
| Neurotoxin || Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. || 1 || No || +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles || NA || Very debilitating, it's what changelings hit you with. <br />
|- <br />
| Atrazine / Weedkiller || Chlorine + Hydrogen + Nitrogen || 1 || No || +2 TOX || NA || Botany has a bunch of it right away.<br />
|- <br />
| Amanitin || NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms || 0.4 || No || DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. <br />
|- <br />
| Aconitum || Part of a quest thing. || 0.4 || No || +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.<br />
|- <br />
| Curare || NA - traitor poison bottles, might add a botany mutation to yield it || 0.1 || Yes || +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.<br />
|- <br />
| Coniine || NA - traitor poison bottles || 0.05 || No || +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. <br />
|- <br />
| Lipolicide || Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine || 0.4 || No || +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.<br />
|- <br />
| Cyanide || Oil + Ammonia + Oxygen @ 320, or deathweed || 0.1 || Yes || +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX || || A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. <br />
|- <br />
| Sarin || Hint: it has Weedkiller in it. || 0.1 || Yes || Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.<br />
|- <br />
|}<br />
<br />
=== Acids ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Sulfuric Acid || Sulfur + Hydrogen + Oxygen || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face || Can melt items, 40% chance.<br />
|- <br />
| Fluorosulfuric Acid || Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320 || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 10 units for to melt a face or headgear. +15 BRUTE to the face || Can melt items, 100% chance.<br />
|- <br />
|}<br />
<br />
=== Medical Poisons ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Ketamine || NA, sleepypens and traitor poison bottles || 0.8 || Yes || KO in ten cycles || Readjusted recently so a sleepypen dose should only last about 6-8 minutes.<br />
|- <br />
| Morphine || || || || || Covered in medical guide, KOs in thirty cycles.<br />
|- <br />
| Sulfonal || Acetone + Diethylamine + Sulfur || 0.1 || No || +1 TOX, KO in 22 cycles || A somewhat toxic sedative, slower than ketamine but lasts a long time and can kill. <br />
|- <br />
| Sodium Thiopental || NA, traitor bottles, derelict medbot injections || 0.7 || No || KOs in ten cycles || Rapid sedative, a bit too similar to ketamine currently but part of a duo with Pancuronium.<br />
|- <br />
| Pancuronium || NA, traitor bottles, derelict medbot injections || 0.2 || No || 10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH || Similar to Curare but can kill you via suffocation.<br />
|- <br />
| Initropidril || haha nope, not gonna share this one but it still can be made. Requires Triplepiss. || 0.4 || No || 33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure. || All that tox damage can kill you really fast, and if that doesn't get you, heart failure or suffocation will. Tied with Coniine for fastest killer. <br />
|- <br />
|}<br />
<br />
=== Miscellanea ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Unstable Mutagen || Radium + Plasma + Chlorine || 0.3 || No || +2 RAD, 4% chance to trigger a bad mutation. || Another solid easy-level poison.<br />
|- <br />
| Toxic Slurry || Slurrypods || 0.4 || No || 10% chance to do 2-4 TOX. 7% chance to cause a stunning migraine or vomiting. || Mostly just annoying, but it can be deadly over time if the RNG cooperates.<br />
|- <br />
| Glowing Slurry || Omega Slurrypods || 0.4 || No || +2 RAD. 15% chance of bad mutation, 5% chance of good mutation. || Scrambles your genes to hell and back.<br />
|- <br />
|}<br />
<br />
=== Drugs ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Overdose treshold !! Notes <br />
|- <br />
| Nicotine || Cigs, nicotine patches || 0.4 || No || Stun reduction per cycle. Overdoses become rapidly deadly. || 35 || Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating tox and suffocation damage. <br />
|- <br />
| Cat drugs || Catonium (catnip) + Psilocybin + Ammonia + Fuel @ 320 || 0.4 || No || || || Gimmick drugs, good for laughs or confusing the hell out of people. <br />
|- <br />
| Space Drugs || Mercury + Sugar + Lithium || 0.2 || No || Pretty lights! || || Heat it to create neurotoxin. Otherwise it just does some weird things to your movement and makes everything flash colors like the bar's Party Button. <br />
|- <br />
| Psilocybin || Mushroom mutation || 0.4 || No || Colors + text hallucinations || || Can make you hallucinate stuff like gunshots and attack messages, might freak someone out if they don't know what's going on, could probably use a revamp.<br />
|- <br />
| LSD || Diethylamine + Space Fungus || 0.4 || No || Colors + visual hallucinations || || Imaginary monsters start chasing you around. Changeling's hallucinogen sting injects this. <br />
|- <br />
| THC || Weed! || 0.4 || No || Giggling, stuttering, occasional drowsiness and movement confusion. || || Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around. <br />
|- <br />
| Ephedrine || Sugar + Oil + Hydrogen + Diethylamine || 0.3 || No || Stun reduction per cycle, increases run speed slightly, stabilizes crit. || 35 || Probably gonna add this to some more sodas or something. It's pretty much just a weaker analogue of medbay's Epinephrine, but it's addictive and has a few more side effects.<br />
|- <br />
| Crank || Antihistamine + Ammonia + Lithium + Fuel + Sulfuric Acid @ 320 || 0.4 || No || 2x stun reduction per cycle. Warms you up, makes you jittery as hell. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious Berserker. Very addictive, but the stun reduction effect is pretty nice for fighting. <br />
|- <br />
| Krokodil || Antihistamine + Morphine + Cleaner + Potassium + Phosphorous + Fuel @ 320 || 0.4 || No || Cools you down, calms you down, occasional BRAIN and TOX damage. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse but can potentially heal back from that and just wander around being terrifying. <br />
|- <br />
| Methamphetamine || Ephedrine + Iodine + Phosphorous + Hydrogen @ 325 (modeled after the Russian method) || 0.4 || No || 3x stun reduction per cycle, makes you really jittery, dramatically increases movement speed. || 20 || Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you. <br />
|- <br />
| Bath Salts || Dump all the flavors of Discount Dans soup into a bathtub and heat it with a welder, you'll probably find it. || 0.6 || No || Makes you nearly impervious to stuns, but you'll be a nearly uncontrollable tramp-bearded raving lunatic. || 20 || Overdose will likely kill you from a half dozen different types of escalating damage. Even taking too many occasional doses can kill you from brain damage. Can give you Berserker. Makes you hallucinate all sorts of horrible shit and you'll barely be able to control your movement as you go flying into everything around you fists-first. Decays into a bunch of other drugs and poisons. Bath salts boxing is hilarious. <br />
|- <br />
| Stimulants || Traitor injector. || || || -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero. || || Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some tox + brute damage.<br />
|- <br />
|}<br />
<br />
=== Pyrotechnic Chems ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Ignition temp !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Plasma || NA || 0.4 || No || Ignition temp: 310 || +1 TOX. Makes being on fire much worse, and can burst into flame if heated. || NA || Splash a burning person with plasma and the cumulative BURNING var goes up +30. Burning decreases once per life cycle and causes steady burn damage while active. Fireball if ignited.<br />
|- <br />
| Fuel || NA || 0.4 || No || Ignition temp: 325 || Fireball if ignited. If inside a burning person, extends burning duration by +2. || TOUCH: If target is already burning, extend burning duration by +30. || Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes.<br />
|- <br />
| Oil || Carbon + Hydrogen + Fuel || 0.4 || No || Ignition temp: 340 || NA. || TOUCH: Can lubricate cyborg joints and make them move faster. || Burns with a small smoky fire, yielding Ash reagent. Can make floors slippery if splashed around. Used as a stand-in for Benzene, Toulene, Napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.<br />
|- <br />
| Napalm || Sugar + Fuel + Ethanol || 0.4 || No - probably should though || Ignition temp: 320 || Fireball if ignited. If inside a burning person, extends burning duration by +10. || TOUCH: If target is already burning, extend burning duration by +70. || This is the jellied-gas sort of napalm.<br />
|- <br />
| Phlogiston || Phosphorous + Acid + Plasma (+ Stabilizer) || 0.4 || No || Ignition temp: NA || +1 BURN damage. Probably ought to add BURNING as well. || TOUCH: Self-burning, ignites other stuff. || This is what old-napalm is now.<br />
|- <br />
| Chlorine Trifluoride || Chlorine (1) + Fluorine (3) @ 350 || 0.4 || No || Ignition temp: NA || +3 BURNING. Sets people on fire from the inside out. || TOUCH: BURNING + 50. || Comes into existence at 1000 degrees. Burns things that wouldn't otherwise burn. Makes an enormous mess. Reacts violently with carbon tetrachloride (firefoam)<br />
|- <br />
| Smoke Powder || Potassium + Phosphorous + Sugar (+ Stabilizer) || 0.4 || No || Ignition temp: 300 || NA || NA || When mixed without stabilizer, or heated to 300 with stabilizer, it'll make a big cloud of smoke carrying up to three other reagents. Essential for crime.<br />
|- <br />
| Flash Powder || Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Stuns anyone within five tiles of the source, stun amount relative to distance. Blocked by sunglasses. Causes eye damage, can lead to blindness.<br />
|- <br />
| Sonic Powder || Oxygen + Ethanol + Phosphorous (+ Stabilizer) || 0.4 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 300 || NA || NA || Deafens and stuns within five tiles, blocked by earmuffs, can cause ear damage and deafness. Occasionally plays HOOT! instead of BANG!<br />
|- <br />
| Black Powder || Saltpetre + Charcoal + Sulfur || 0.05 || 1 // imagine it's covering their clothes or whatever || Ignition temp: 325 || NA || NA || Sparks, then blows the fuck up a second or two later. Damage scales up with reagent volume. Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later. KABOOM!<br />
|- <br />
| Chlorine Azide || ???? || NA || NA || Ignition temp: NA || NA || NA || Dumping too many basic chems into a watering can might accidentally cause this unstable and highly explosive reaction.<br />
|- <br />
| Thermite || Iron + Oxygen + Aluminium || 0.4 || No || Ignition temp: 280 || NA || TOUCH: If already burning, set BURNING to 100. || Burns through metal walls. If some is already on fire, dumping thermite on them is very mean.<br />
|- <br />
| Pyrosium || Plasma + Radium + Phosphorous || 0.4 || No || Ignition temp: NA || NA || NA || Comes into existence at 0 degrees, but slowly heats other reagents up towards 1000. Can make non-flammable things scaldingly hot, but so can a welder or lighter. Fun for delayed self-heating reactions.<br />
|- <br />
|}<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5917Chemistry2013-11-03T20:50:01Z<p>Darth various: /* Drugs */ Druuuuuugs</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage <br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element. Same effects as mercury? idk why<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Itching Powder || Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) || 0.3 || Yes || Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine. || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.<br />
|- <br />
| Embalming Fluid / Formaldehyde || Ethanol + Oxygen + Silver @ 320 || 0.4 || Yes || +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.<br />
|- <br />
| Histamine || NO RECIPE (currently) || 0.2 || No || Dose-dependent, ranges from annoying to incredibly lethal. || NA || OVERDOSE: 20.Nelow the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. <br />
|- <br />
| Venom || NA || 0.2 || No || Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. <br />
|- <br />
| Toxin || NA || 0.4 || No || +2 TOX || || The old boring generic toxin, still kicking around in a few places.<br />
|- <br />
| Neurotoxin || Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. || 1 || No || +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles || NA || Very debilitating, it's what changelings hit you with. <br />
|- <br />
| Atrazine / Weedkiller || Chlorine + Hydrogen + Nitrogen || 1 || No || +2 TOX || NA || Botany has a bunch of it right away.<br />
|- <br />
| Amanitin || NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms || 0.4 || No || DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. <br />
|- <br />
| Aconitum || Part of a quest thing. || 0.4 || No || +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.<br />
|- <br />
| Curare || NA - traitor poison bottles, might add a botany mutation to yield it || 0.1 || Yes || +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.<br />
|- <br />
| Coniine || NA - traitor poison bottles || 0.05 || No || +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. <br />
|- <br />
| Lipolicide || Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine || 0.4 || No || +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.<br />
|- <br />
| Cyanide || Oil + Ammonia + Oxygen @ 320, or deathweed || 0.1 || Yes || +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX || || A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. <br />
|- <br />
| Sarin || Hint: it has Weedkiller in it. || 0.1 || Yes || Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.<br />
|- <br />
|}<br />
<br />
=== Acids ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Sulfuric Acid || Sulfur + Hydrogen + Oxygen || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face || Can melt items, 40% chance.<br />
|- <br />
| Fluorosulfuric Acid || Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320 || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 10 units for to melt a face or headgear. +15 BRUTE to the face || Can melt items, 100% chance.<br />
|- <br />
|}<br />
<br />
=== Medical Poisons ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Ketamine || NA, sleepypens and traitor poison bottles || 0.8 || Yes || KO in ten cycles || Readjusted recently so a sleepypen dose should only last about 6-8 minutes.<br />
|- <br />
| Morphine || || || || || Covered in medical guide, KOs in thirty cycles.<br />
|- <br />
| Sulfonal || Acetone + Diethylamine + Sulfur || 0.1 || No || +1 TOX, KO in 22 cycles || A somewhat toxic sedative, slower than ketamine but lasts a long time and can kill. <br />
|- <br />
| Sodium Thiopental || NA, traitor bottles, derelict medbot injections || 0.7 || No || KOs in ten cycles || Rapid sedative, a bit too similar to ketamine currently but part of a duo with Pancuronium.<br />
|- <br />
| Pancuronium || NA, traitor bottles, derelict medbot injections || 0.2 || No || 10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH || Similar to Curare but can kill you via suffocation.<br />
|- <br />
| Initropidril || haha nope, not gonna share this one but it still can be made. Requires Triplepiss. || 0.4 || No || 33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure. || All that tox damage can kill you really fast, and if that doesn't get you, heart failure or suffocation will. Tied with Coniine for fastest killer. <br />
|- <br />
|}<br />
<br />
=== Miscellanea ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Unstable Mutagen || Radium + Plasma + Chlorine || 0.3 || No || +2 RAD, 4% chance to trigger a bad mutation. || Another solid easy-level poison.<br />
|- <br />
| Toxic Slurry || Slurrypods || 0.4 || No || 10% chance to do 2-4 TOX. 7% chance to cause a stunning migraine or vomiting. || Mostly just annoying, but it can be deadly over time if the RNG cooperates.<br />
|- <br />
| Glowing Slurry || Omega Slurrypods || 0.4 || No || +2 RAD. 15% chance of bad mutation, 5% chance of good mutation. || Scrambles your genes to hell and back.<br />
|- <br />
|}<br />
<br />
=== Drugs ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Overdose treshold !! Notes <br />
|- <br />
| Nicotine || Cigs, nicotine patches || 0.4 || No || Stun reduction per cycle. Overdoses become rapidly deadly. || 35 || Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating tox and suffocation damage. <br />
|- <br />
| Cat drugs || Catonium (catnip) + Psilocybin + Ammonia + Fuel @ 320 || 0.4 || No || || || Gimmick drugs, good for laughs or confusing the hell out of people. <br />
|- <br />
| Space Drugs || Mercury + Sugar + Lithium || 0.2 || No || Pretty lights! || || Heat it to create neurotoxin. Otherwise it just does some weird things to your movement and makes everything flash colors like the bar's Party Button. <br />
|- <br />
| Psilocybin || Mushroom mutation || 0.4 || No || Colors + text hallucinations || || Can make you hallucinate stuff like gunshots and attack messages, might freak someone out if they don't know what's going on, could probably use a revamp.<br />
|- <br />
| LSD || Diethylamine + Space Fungus || 0.4 || No || Colors + visual hallucinations || || Imaginary monsters start chasing you around. Changeling's hallucinogen sting injects this. <br />
|- <br />
| THC || Weed! || 0.4 || No || Giggling, stuttering, occasional drowsiness and movement confusion. || || Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around. <br />
|- <br />
| Ephedrine || Sugar + Oil + Hydrogen + Diethylamine || 0.3 || No || Stun reduction per cycle, increases run speed slightly, stabilizes crit. || 35 || Probably gonna add this to some more sodas or something. It's pretty much just a weaker analogue of medbay's Epinephrine, but it's addictive and has a few more side effects.<br />
|- <br />
| Crank || Antihistamine + Ammonia + Lithium + Fuel + Sulfuric Acid @ 320 || 0.4 || No || 2x stun reduction per cycle. Warms you up, makes you jittery as hell. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious Berserker. Very addictive, but the stun reduction effect is pretty nice for fighting. <br />
|- <br />
| Krokodil || Antihistamine + Morphine + Cleaner + Potassium + Phosphorous + Fuel @ 320 || 0.4 || No || Cools you down, calms you down, occasional BRAIN and TOX damage. || 20 || Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse but can potentially heal back from that and just wander around being terrifying. <br />
|- <br />
| Methamphetamine || Ephedrine + Iodine + Phosphorous + Hydrogen @ 325 (modeled after the Russian method) || 0.4 || No || 3x stun reduction per cycle, makes you really jittery, dramatically increases movement speed. || 20 || Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you. <br />
|- <br />
| Bath Salts || Dump all the flavors of Discount Dans soup into a bathtub and heat it with a welder, you'll probably find it. || 0.6 || No || Makes you nearly impervious to stuns, but you'll be a nearly uncontrollable tramp-bearded raving lunatic. || 20 || Overdose will likely kill you from a half dozen different types of escalating damage. Even taking too many occasional doses can kill you from brain damage. Can give you Berserker. Makes you hallucinate all sorts of horrible shit and you'll barely be able to control your movement as you go flying into everything around you fists-first. Decays into a bunch of other drugs and poisons. Bath salts boxing is hilarious. <br />
|- <br />
| Stimulants || Traitor injector. || || || -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero. || || Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some tox + brute damage.<br />
|- <br />
|}<br />
<br />
=== Pyrotechnic Chems ===<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5915Chemistry2013-11-03T20:07:26Z<p>Darth various: /* Miscellanea */ Pooooiiissssooooonnnnssss!</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
<center><br />
{| border="2" cellpadding=5 <br />
! style="background:red" | Do not post secret / dangerous chem recipes at all <br />
|}<br />
</center><br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage <br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element. Same effects as mercury? idk why<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Itching Powder || Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) || 0.3 || Yes || Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine. || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.<br />
|- <br />
| Embalming Fluid / Formaldehyde || Ethanol + Oxygen + Silver @ 320 || 0.4 || Yes || +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.<br />
|- <br />
| Histamine || NO RECIPE (currently) || 0.2 || No || Dose-dependent, ranges from annoying to incredibly lethal. || NA || OVERDOSE: 20.Nelow the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. <br />
|- <br />
| Venom || NA || 0.2 || No || Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. <br />
|- <br />
| Toxin || NA || 0.4 || No || +2 TOX || || The old boring generic toxin, still kicking around in a few places.<br />
|- <br />
| Neurotoxin || Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. || 1 || No || +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles || NA || Very debilitating, it's what changelings hit you with. <br />
|- <br />
| Atrazine / Weedkiller || Chlorine + Hydrogen + Nitrogen || 1 || No || +2 TOX || NA || Botany has a bunch of it right away.<br />
|- <br />
| Amanitin || NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms || 0.4 || No || DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. <br />
|- <br />
| Aconitum || Part of a quest thing. || 0.4 || No || +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.<br />
|- <br />
| Curare || NA - traitor poison bottles, might add a botany mutation to yield it || 0.1 || Yes || +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.<br />
|- <br />
| Coniine || NA - traitor poison bottles || 0.05 || No || +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. <br />
|- <br />
| Lipolicide || Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine || 0.4 || No || +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.<br />
|- <br />
| Cyanide || Oil + Ammonia + Oxygen @ 320, or deathweed || 0.1 || Yes || +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX || || A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. <br />
|- <br />
| Sarin || Hint: it has Weedkiller in it. || 0.1 || Yes || Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.<br />
|- <br />
|}<br />
<br />
=== Acids ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Sulfuric Acid || Sulfur + Hydrogen + Oxygen || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face || Can melt items, 40% chance.<br />
|- <br />
| Fluorosulfuric Acid || Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320 || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 10 units for to melt a face or headgear. +15 BRUTE to the face || Can melt items, 100% chance.<br />
|- <br />
|}<br />
<br />
=== Medical Poisons ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Ketamine || NA, sleepypens and traitor poison bottles || 0.8 || Yes || KO in ten cycles || Readjusted recently so a sleepypen dose should only last about 6-8 minutes.<br />
|- <br />
| Morphine || || || || || Covered in medical guide, KOs in thirty cycles.<br />
|- <br />
| Sulfonal || Acetone + Diethylamine + Sulfur || 0.1 || No || +1 TOX, KO in 22 cycles || A somewhat toxic sedative, slower than ketamine but lasts a long time and can kill. <br />
|- <br />
| Sodium Thiopental || NA, traitor bottles, derelict medbot injections || 0.7 || No || KOs in ten cycles || Rapid sedative, a bit too similar to ketamine currently but part of a duo with Pancuronium.<br />
|- <br />
| Pancuronium || NA, traitor bottles, derelict medbot injections || 0.2 || No || 10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH || Similar to Curare but can kill you via suffocation.<br />
|- <br />
| Initropidril || haha nope, not gonna share this one but it still can be made. Requires Triplepiss. || 0.4 || No || 33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure. || All that tox damage can kill you really fast, and if that doesn't get you, heart failure or suffocation will. Tied with Coniine for fastest killer. <br />
|- <br />
|}<br />
<br />
=== Miscellanea ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Unstable Mutagen || Radium + Plasma + Chlorine || 0.3 || No || +2 RAD, 4% chance to trigger a bad mutation. || Another solid easy-level poison.<br />
|- <br />
| Toxic Slurry || Slurrypods || 0.4 || No || 10% chance to do 2-4 TOX. 7% chance to cause a stunning migraine or vomiting. || Mostly just annoying, but it can be deadly over time if the RNG cooperates.<br />
|- <br />
| Glowing Slurry || Omega Slurrypods || 0.4 || No || +2 RAD. 15% chance of bad mutation, 5% chance of good mutation. || Scrambles your genes to hell and back.<br />
|- <br />
|}<br />
<br />
=== Drugs ===<br />
Todo<br />
=== Pyrotechnic Chems ===<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5914Chemistry2013-11-03T19:57:17Z<p>Darth various: /* Medical Poisons */ Moooore poooiissoooonss!</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
<center><br />
{| border="2" cellpadding=5 <br />
! style="background:red" | Do not post secret / dangerous chem recipes at all <br />
|}<br />
</center><br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage <br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element. Same effects as mercury? idk why<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Itching Powder || Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) || 0.3 || Yes || Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine. || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.<br />
|- <br />
| Embalming Fluid / Formaldehyde || Ethanol + Oxygen + Silver @ 320 || 0.4 || Yes || +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.<br />
|- <br />
| Histamine || NO RECIPE (currently) || 0.2 || No || Dose-dependent, ranges from annoying to incredibly lethal. || NA || OVERDOSE: 20.Nelow the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. <br />
|- <br />
| Venom || NA || 0.2 || No || Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. <br />
|- <br />
| Toxin || NA || 0.4 || No || +2 TOX || || The old boring generic toxin, still kicking around in a few places.<br />
|- <br />
| Neurotoxin || Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. || 1 || No || +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles || NA || Very debilitating, it's what changelings hit you with. <br />
|- <br />
| Atrazine / Weedkiller || Chlorine + Hydrogen + Nitrogen || 1 || No || +2 TOX || NA || Botany has a bunch of it right away.<br />
|- <br />
| Amanitin || NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms || 0.4 || No || DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. <br />
|- <br />
| Aconitum || Part of a quest thing. || 0.4 || No || +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.<br />
|- <br />
| Curare || NA - traitor poison bottles, might add a botany mutation to yield it || 0.1 || Yes || +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.<br />
|- <br />
| Coniine || NA - traitor poison bottles || 0.05 || No || +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. <br />
|- <br />
| Lipolicide || Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine || 0.4 || No || +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.<br />
|- <br />
| Cyanide || Oil + Ammonia + Oxygen @ 320, or deathweed || 0.1 || Yes || +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX || || A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. <br />
|- <br />
| Sarin || Hint: it has Weedkiller in it. || 0.1 || Yes || Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.<br />
|- <br />
|}<br />
<br />
=== Acids ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Sulfuric Acid || Sulfur + Hydrogen + Oxygen || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face || Can melt items, 40% chance.<br />
|- <br />
| Fluorosulfuric Acid || Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320 || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 10 units for to melt a face or headgear. +15 BRUTE to the face || Can melt items, 100% chance.<br />
|- <br />
|}<br />
<br />
=== Medical Poisons ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Notes <br />
|- <br />
| Ketamine || NA, sleepypens and traitor poison bottles || 0.8 || Yes || KO in ten cycles || Readjusted recently so a sleepypen dose should only last about 6-8 minutes.<br />
|- <br />
| Morphine || || || || || Covered in medical guide, KOs in thirty cycles.<br />
|- <br />
| Sulfonal || Acetone + Diethylamine + Sulfur || 0.1 || No || +1 TOX, KO in 22 cycles || A somewhat toxic sedative, slower than ketamine but lasts a long time and can kill. <br />
|- <br />
| Sodium Thiopental || NA, traitor bottles, derelict medbot injections || 0.7 || No || KOs in ten cycles || Rapid sedative, a bit too similar to ketamine currently but part of a duo with Pancuronium.<br />
|- <br />
| Pancuronium || NA, traitor bottles, derelict medbot injections || 0.2 || No || 10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH || Similar to Curare but can kill you via suffocation.<br />
|- <br />
| Initropidril || haha nope, not gonna share this one but it still can be made. Requires Triplepiss. || 0.4 || No || 33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure. || All that tox damage can kill you really fast, and if that doesn't get you, heart failure or suffocation will. Tied with Coniine for fastest killer. <br />
|- <br />
|}<br />
<br />
=== Miscellanea ===<br />
Todo<br />
=== Drugs ===<br />
Todo<br />
=== Pyrotechnic Chems ===<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5913Chemistry2013-11-03T19:48:52Z<p>Darth various: /* Acids */ Aciiiids!</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
<center><br />
{| border="2" cellpadding=5 <br />
! style="background:red" | Do not post secret / dangerous chem recipes at all <br />
|}<br />
</center><br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage <br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element. Same effects as mercury? idk why<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Itching Powder || Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) || 0.3 || Yes || Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine. || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.<br />
|- <br />
| Embalming Fluid / Formaldehyde || Ethanol + Oxygen + Silver @ 320 || 0.4 || Yes || +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.<br />
|- <br />
| Histamine || NO RECIPE (currently) || 0.2 || No || Dose-dependent, ranges from annoying to incredibly lethal. || NA || OVERDOSE: 20.Nelow the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. <br />
|- <br />
| Venom || NA || 0.2 || No || Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. <br />
|- <br />
| Toxin || NA || 0.4 || No || +2 TOX || || The old boring generic toxin, still kicking around in a few places.<br />
|- <br />
| Neurotoxin || Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. || 1 || No || +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles || NA || Very debilitating, it's what changelings hit you with. <br />
|- <br />
| Atrazine / Weedkiller || Chlorine + Hydrogen + Nitrogen || 1 || No || +2 TOX || NA || Botany has a bunch of it right away.<br />
|- <br />
| Amanitin || NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms || 0.4 || No || DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. <br />
|- <br />
| Aconitum || Part of a quest thing. || 0.4 || No || +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.<br />
|- <br />
| Curare || NA - traitor poison bottles, might add a botany mutation to yield it || 0.1 || Yes || +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.<br />
|- <br />
| Coniine || NA - traitor poison bottles || 0.05 || No || +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. <br />
|- <br />
| Lipolicide || Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine || 0.4 || No || +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.<br />
|- <br />
| Cyanide || Oil + Ammonia + Oxygen @ 320, or deathweed || 0.1 || Yes || +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX || || A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. <br />
|- <br />
| Sarin || Hint: it has Weedkiller in it. || 0.1 || Yes || Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.<br />
|- <br />
|}<br />
<br />
=== Acids ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Sulfuric Acid || Sulfur + Hydrogen + Oxygen || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear. +15 BRUTE to the face || Can melt items, 40% chance.<br />
|- <br />
| Fluorosulfuric Acid || Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320 || 0.4 || No (maybe should?) || +1 TOX, +1 BURN || TOUCH: Splash over 10 units for to melt a face or headgear. +15 BRUTE to the face || Can melt items, 100% chance.<br />
|- <br />
|}<br />
<br />
=== Medical Poisons ===<br />
Todo<br />
=== Miscellanea ===<br />
Todo<br />
=== Drugs ===<br />
Todo<br />
=== Pyrotechnic Chems ===<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5912Chemistry2013-11-03T19:39:38Z<p>Darth various: /* Toxic Shit */ Stabbity stab</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
<center><br />
{| border="2" cellpadding=5 <br />
! style="background:red" | Do not post secret / dangerous chem recipes at all <br />
|}<br />
</center><br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage <br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element. Same effects as mercury? idk why<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
{| class="wikitable" <br />
! Reagent !! Recipe !! Depletion rate !! Penetrates skin !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Itching Powder || Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia) || 0.3 || Yes || Lots of annoying random effects, chances to do brute damage from scratching. 6% chance to decay into 1-3 units of Histamine. || NA || Prank chem but can be debilitating as hell in large doses. A source of histamine.<br />
|- <br />
| Embalming Fluid / Formaldehyde || Ethanol + Oxygen + Silver @ 320 || 0.4 || Yes || +1 TOX, 10% chance to decay into 5-15 units of Histamine || NA || Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.<br />
|- <br />
| Histamine || NO RECIPE (currently) || 0.2 || No || Dose-dependent, ranges from annoying to incredibly lethal. || NA || OVERDOSE: 20.Nelow the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly. Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds. <br />
|- <br />
| Venom || NA || 0.2 || No || Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine. || NA || Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright. <br />
|- <br />
| Toxin || NA || 0.4 || No || +2 TOX || || The old boring generic toxin, still kicking around in a few places.<br />
|- <br />
| Neurotoxin || Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions. || 1 || No || +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles || NA || Very debilitating, it's what changelings hit you with. <br />
|- <br />
| Atrazine / Weedkiller || Chlorine + Hydrogen + Nitrogen || 1 || No || +2 TOX || NA || Botany has a bunch of it right away.<br />
|- <br />
| Amanitin || NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms || 0.4 || No || DELAYED, DOSE SPECIFIC || NA || This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use. <br />
|- <br />
| Aconitum || Part of a quest thing. || 0.4 || No || +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX. || || Toxic + suffocation, behaves like a weaker coniine.<br />
|- <br />
| Curare || NA - traitor poison bottles, might add a botany mutation to yield it || 0.1 || Yes || +1 TOX, +1 OXY, paralyzes after 11 cycles || NA || It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.<br />
|- <br />
| Coniine || NA - traitor poison bottles || 0.05 || No || +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation) || NA || A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison. <br />
|- <br />
| Lipolicide || Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine || 0.4 || No || +1 TOX unless they keep eating food. || NA || Mostly just annoying, but easy to get. Might expand it.<br />
|- <br />
| Cyanide || Oil + Ammonia + Oxygen @ 320, or deathweed || 0.1 || Yes || +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX || || A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison. Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls. <br />
|- <br />
| Sarin || Hint: it has Weedkiller in it. || 0.1 || Yes || Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles. Causes paralysis and shaking and vomiting. || || Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.<br />
|- <br />
|}<br />
<br />
=== Acids ===<br />
Todo<br />
=== Medical Poisons ===<br />
Todo<br />
=== Miscellanea ===<br />
Todo<br />
=== Drugs ===<br />
Todo<br />
=== Pyrotechnic Chems ===<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5911Chemistry2013-11-03T19:04:08Z<p>Darth various: /* Base Elements */ Further stabulations</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
<center><br />
{| border="2" cellpadding=5 <br />
! style="background:red" | Do not post secret / dangerous chem recipes at all <br />
|}<br />
</center><br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
<br />
{| class="wikitable"<br />
! Reagent !! Depletion Rate !! Penetrates skin? !! Per life cycle !! Application effects !! Notes <br />
|- <br />
| Chlorine || 0.4 || Yes || +1 BURN || NA || Base element<br />
|- <br />
| Fluorine || 0.4 || Yes || +1 BURN, +1 TOX || NA || Base element<br />
|- <br />
| Mercury || 0.4 || Yes || Causes drooling and weird movement || NA || Base element, probably oughta do tox or brain damage <br />
|- <br />
| Lithium || 0.4 || No || Drooling and weird movement || NA || Base element. Same effects as mercury? idk why<br />
|- <br />
| Sugar || 0.4 || No || 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken. 4% chance to produce a unit of epinephrine || NA || OVERDOSE: 200.Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold. <br />
|- <br />
| Radium || 0.4 || Yes || +4 RAD || NA || Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes. <br />
|- <br />
| Uranium || 0.4 || No || +2 RAD || NA || Some vending machine junk contains this. Has a ~SECRET~ use. <br />
|- <br />
| Polonium || 0.1 || Yes || +8 RAD || NA || Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly. <br />
|- <br />
|}<br />
<br />
=== Toxic Shit ===<br />
Todo<br />
=== Acids ===<br />
Todo<br />
=== Medical Poisons ===<br />
Todo<br />
=== Miscellanea ===<br />
Todo<br />
=== Drugs ===<br />
Todo<br />
=== Pyrotechnic Chems ===<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Chemistry&diff=5910Chemistry2013-11-03T18:03:59Z<p>Darth various: /* Ok so how do I make napalm? */ A stab at cogwerks' huge chemguide.</p>
<hr />
<div>{{Location<br />
|Picture=Chemistry.png<br />
|Function=Chemisty looks like this but covered in piss fog.<br />
|Access=Scientist}}<br />
This is where [[Scientist]]s go to brew up chemicals. Gets set on fire <s>every other</s> twice a round.<br />
<br />
== Oh boy I can't wait to melt my eyebrows off! ==<br />
<br />
Here's a quick look at the devices scattered across the room.<br />
<br />
'''Chem Dispenser''': 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. When you're done, eject the beaker from the menu.<br />
<br />
'''Heating/Cooling Unit''': Used to chill or heat containers. Use the menu to set a target temperature (PROTIP: click the number itself to punch in a number instead of mashing + and - like a nerd), and press Activate to start the heating/cooling process.<br />
<br />
'''ChemMaster 3000''': Used to turn chemicals into [[Pill|pills]]. After you insert a container, you can choose to remove unwanted chemicals (isolate removes all chemicals BUT the selected one). When creating pills, you'll be prompted to choose how many units are in each pill, as well as the label (which will show up as "<what you wrote> pill"). Pill bottles work differently from containers. To get a pill, click on the pill bottle with an empty hand while it is in your other hand. You can also dump the whole bottle out on the floor by clicking the bottle with the hand holding it. One great thing about the ChemMaster is the ability to also get a short summary of any chemical. This may or may not actually describe their functions in a way that makes sense.<br />
<br />
'''ValuChimp''': Dispenses [[monkey]]s, a valuable commodity for the modern scienist.<br />
<br />
== Ok so how do I make napalm? ==<br />
<br />
A lot of recipes are very similar to their real-world counterparts. There are also many sci-fi concoctions to discover and experiment with. And, if all else fails, add plasma, since it'll usually make ''something'' happen.<br />
<br />
<center><br />
{| border="2" cellpadding=5 <br />
! style="background:red" | Do not post secret / dangerous chem recipes at all <br />
|}<br />
</center><br />
<br />
What follows is adapted from a [http://forum.ss13.co/viewtopic.php?f=5&t=2103 forum post] by Dr Cogwerks.<br />
<br />
=== Preliminary information that u need 2 know!! ===<br />
<br />
Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.<br />
<br />
So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle. <br />
<br />
Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.<br />
INGEST reactions are things that happen immediately, usually from eating, drinking or injection. IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream. <br />
<br />
=== Basic compounds ===<br />
<br />
{| class="wikitable"<br />
! Recipe Name !! Recipe !! Effects<br />
|-<br />
| Salt || Water + Chlorine + Sodium || Table salt<br />
|-<br />
| Phenol || Oil + Water + Chlorine || Used for certain medical recipes<br />
|-<br />
| Diethalymine || Ammonia + Ethanol * Heat || Used for certain medical recipes and as fertilizer<br />
|-<br />
| Acetone || Oil + Welding Fuel + Oxygen || Common ingredient in other recipes<br />
|-<br />
|}<br />
<br />
=== Medical Chems ===<br />
{| class="wikitable"<br />
! Reagent !! Recipe !! Depletion Rate !! Effect per life cycle !! Immediate effect upon application !! Notes !! Overdose Treshold<br />
|- <br />
| Saline-Glucose Solution || Salt + Water + Sugar || 0.4 (default rate) || 33% chance per cycle of healing 1 point each of BRUTE and BURN damage. || none. || The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment. || <br />
|- <br />
| Styptic Powder || Aluminium + Hydrogen + Oxygen + Sulfuric Acid || 2 || 55% chance per cycle of healing 2 points of BRUTE damage. || -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper. -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Silver Sulfadiazine || Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil || 2 || 55% chance per cycle of healing 2 points of BURN damage. || -TOUCH: Heal 1 point of burn per unit applied. -INGEST: Do 0.5 points of tox damage per unit ingested. || It depletes rapidly in the blood, so most of your healing will come upfront from a topical application. || <br />
|- <br />
| Synthflesh || Blood + Carbon + Styptic Powder (maybe too easy, idk) || 0.4 || Does nothing in the bloodstream currently. || -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied. || Splashing a beaker of synthflesh on someone is very, very effective. The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers. || <br />
|- <br />
| Omnizine || No recipe. Look for white weed or propuffs. || 0.3 || 65% chance to heal one each of OXY, TOX, BRUTE and BURN. || NA || Slightly addictive. Medbay will love the botanists if they manage to provide it. Might buff the healing rates and lower the depletion soon. || 100<br />
|- <br />
| Activated Charcoal || Oil + Salt @ 310 temp || 0.4 || Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage. || N/A || Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons. || <br />
|- <br />
| Calomel || Mercury + Chlorine @ 320 || 2 || Increases all depletion rates by 5. +5 TOX damage while health > 20. || NA || Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long. -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy || <br />
|- <br />
| Potassium Iodide || Potassium + Iodine, gosh. || 0.4 || 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn. || NA || Simple, kinda weak, but can help counter radiation events and radium somewhat. || <br />
|- <br />
| Pentetic Acid || Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide || 0.4 || Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4. 33% chance of taking 1 unit brute damage || NA || Complicated recipe, apex antitox/antiradiation treatment. || <br />
|- <br />
| Cryoxadone || Cryostylane + Plasma + Acetone + Unstable Mutagen || 0.4 || IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN || NA || Requires cooling the person before it kicks in, but heals incredibly well. || <br />
|- <br />
| Epinephrine || Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine || 0.2 || Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems. || NA || Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker. || 20<br />
|- <br />
| Atropine || Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid || 0.2 || 1 TOX damage if used over -60 health. Causes dizziness and confusion. If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10. || NA || Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way. || 25<br />
|- <br />
| Painkiller / Salicyclic Acid || Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid || 0.1 || If BRUTE damage is under 50, 50% chance to heal one unit. Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt. || NA || Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these. Won't help severe damage. Slow depletion rate will keep it in your blood for awhile. || 25<br />
|- <br />
| Morphine || No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps. || 0.4 || Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you. || NA || Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits. || 20<br />
|- <br />
| Salbutamol || Salicylic + Lithium + Aluminium + Bromine + Ammonia || 0.4 || Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply) || NA || Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier. || <br />
|- <br />
| Perfluorodecalin || Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol) || 0.4 || Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN. || NA || Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible. Somewhat addictive. || <br />
|- <br />
| Mannitol || Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed) || 0.4 || Heals 3 BRAIN damage. || NA || Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever. || <br />
|- <br />
| Mutadone || Unstable Mutagen + Acetone + Bromine || 0.4 || Removes all genetic bioeffects. || NA || Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this. Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly. || <br />
|- <br />
| Spaceacillin || Space Fungus + Ethanol || 0.4 || Rolls a chance to cure some specific diseases. More uses planned for the future. || NA || You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis. || <br />
|- <br />
| Antihistamine / Diphenhydramine || Oil + Carbon + Bromine + Diethylamine + Ethanol || 0.4 || Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3. || NA || Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it. || <br />
|- <br />
| Haloperidol || Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil || 0.4 || Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage. Cures space madness and berserker. || NA || Treat it like a general antipsychotic, treat/neutralize drugged up maniacs. Used to be Impedrezine. || <br />
|- <br />
| Antihol || Ethanol + Charcoal (magic silly recipe, might rework it later) || 0.4 || Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage. || NA || Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments. || <br />
|- <br />
| Insulin || No recipe currently? I dunno if you can even find this stuff. || 0.4 || Raises sugar depletion rates by 5. || NA || Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal. || <br />
|- <br />
| Simethicone || SECRET || || Makes the victim unable to fart. Fiendish. || NA || Truly fiendish. || <br />
|- <br />
| Oculine || Atropine + Spaceacillin + Saline || || 30% chance to remove blindness, 80% chance to reduce eye damage by 1. || NA || Probably won't need this very often unless some jerk is using a lot of flashbangs. || <br />
|- <br />
| Teporone || Silicon + Acetone + Plasma || || Attempts to return body temp to normal in ten degree increments || NA || Not really ever used much, but spacewalking cocktails might need it. || <br />
|- <br />
|}<br />
=== Base Elements ===<br />
Todo<br />
=== Toxic Shit ===<br />
Todo<br />
=== Acids ===<br />
Todo<br />
=== Medical Poisons ===<br />
Todo<br />
=== Miscellanea ===<br />
Todo<br />
=== Drugs ===<br />
Todo<br />
=== Pyrotechnic Chems ===<br />
<br />
== These chemical words are big and hurt my brain. ==<br />
Welcome to chemistry 101, numbnuts. Here you'll learn how to decipher these magic chemical moon runes so that you too can turn the chemistry department into a flaming inferno because someone stole your seat.<br />
<br />
=== Textbooks and References ===<br />
* [http://chemistry.about.com/od/nomenclature/a/nomenclature-ionic-compounds.htm Nomenclature Ionic Compounds (Compound Naming Rules)]<br />
* [http://en.wikipedia.org/wiki/Chemical_nomenclature Wikipedia's Chemical Nomenclature Article - Autist Edition]<br />
<br />
=== Discount Dan's Quik-Tips ===<br />
* '''Don't fucking expect anything.''' Just because the Pharmacopia or an external article on a chemical says to wait for reaction, the game doesn't owe you shit. Continue along as if the chemical did react and if that doesn't work, you're doing it wrong.<br />
* '''Don't fucking over-think.''' Gunpowder isn't a hard recipe. What makes it hard for people is that they read that they need saltpeter (potassium nitrate) and consequently go on an epic quest to find the root of the gunpowder god's power.<br />
* '''Don't fucking start with deadly recipes.''' One of the primary benefits of learning the recipes for healing chemicals first is that when you DO start to learn harmful recipes, you'll be able to heal yourself when you fuck up.<br />
* '''Don't fucking randomly insert chemicals.''' Read the pharmacopia! You know what one of the easiest reactions to create is? The flash. You know what one of the most annoying reactions to create is? The flash. Your best bet to being a successful chemical <s>griefer</s> genius is to learn the NAME of a chemical first and THEN try to reverse engineer its synthesis.<br />
<br />
==Supplementary Video==<br />
{{#widget:YouTube|id=pJ83kt4a2-A}}<br />
<br />
[[Category: Locations]][[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=File:TechStorage.png&diff=5266File:TechStorage.png2013-08-18T20:03:42Z<p>Darth various: Darth various uploaded a new version of &quot;File:TechStorage.png&quot;: It changed.</p>
<hr />
<div></div>Darth varioushttps://wiki.ss13.co/index.php?title=Talk:Damage&diff=4783Talk:Damage2013-07-29T21:28:31Z<p>Darth various: Created page with "I could swear I used to know this, but isn't there a way to just have the wiki insert this page somewhere in guide to Doctoring? That would be a decent idea instead of having ..."</p>
<hr />
<div>I could swear I used to know this, but isn't there a way to just have the wiki insert this page somewhere in guide to Doctoring? That would be a decent idea instead of having two pages with almost the exact same information. Or [[Doctoring]] could link here because damn that page is big anyway. [[User:Darth various|Darth various]] ([[User talk:Darth various|talk]]) 21:28, 29 July 2013 (UTC)</div>Darth varioushttps://wiki.ss13.co/index.php?title=Talk:Easter_egg&diff=4781Talk:Easter egg2013-07-29T21:20:18Z<p>Darth various: </p>
<hr />
<div>Delete y/n --[[User:Nitrous|Nitrous]] ([[User talk:Nitrous|talk]]) 20:41, 29 July 2013 (UTC)<br />
<br />
I copied the text to an entry in [[General Objects]], and repointed the lone link. I say delete. I say that about all single-object pages like this one (after saving the information). [[User:Darth various|Darth various]] ([[User talk:Darth various|talk]]) 21:20, 29 July 2013 (UTC)</div>Darth varioushttps://wiki.ss13.co/index.php?title=Robots&diff=4779Robots2013-07-29T21:20:00Z<p>Darth various: /* Amusing Duck */ Rewired easter egg link</p>
<hr />
<div>Robots are non-sentient, NPC mechanicals that do various tasks automatically. They are mostly the work of the [[Roboticist]], though anyone can use them by simply bringing them to a place they're needed. They can be constructed manually through the right combination of parts or automatically from the Robotics fabricator. The [[Quartermaster]]'s Robotics Crate also contains one of each type of drone.<br />
<br />
= Medbot =<br />
[[File:Medbot.png|left]]<br />
The most commonly seen robot. Medbots will, most often, detect people nearby and inject them with helpful drugs to swiftly bring them back to health. They are generally faster and more competent than your average [[Medical Doctor]]. If given a choice between bringing an unconscious person to an MD or a medbot...go with the medbot.<br />
<br />
Medbots may be unlocked by anyone with a research ID and given a beaker to inject instead of helpful drugs. [[Traitor]] or jackass research staff will occasionally put a big beaker of poison in the medbot to make it kill its patients. When [[emagged]], the medbot will enthusiastically inject everyone possible with massive amounts of poison regarless of injury or not.<br />
<br />
Medbots may be produced outright at a Robotics Fabricator (found only in [[robotics]]), and they may also be assembled using the following procedure:<br />
<br />
'''Materials'''<br><br />
* 1 empty medkit (any color)<br><br />
* 1 [[Proximity Sensor]]<br><br />
* 1 cyborg arm (left or right)<br><br />
* 1 [[Health Analyzer]]<br />
<br />
'''Procedure'''<br><br />
* Use the cyborg arm on the empty medkit.<br><br />
* Use the health analyzer on the resulting assembly.<br><br />
* Use the proximity sensor to finish the robot.<br />
<br />
Optionally, you may use a [[pen]] after you attach the arm or the analyzer to rename the finished robot.<br />
<br />
= Floorbot = <br />
[[File:Floorbot.gif|left]]<br />
Floorbots will detect nearby areas of space and tirelessly use their very finite supply of [[floor tile]]s to turn it into walkable floors. They are most commonly used to fix holes in the station from bomb explosions. They have a limited number of tiles, but can be refilled by anyone. They hold a max of 50 tiles.<br />
<br />
When [[emagged]], Floorbots will RIP UP floors equally as tirelessly, quickly turning habitable parts of a station into cold, airless tombs.<br />
<br />
Floorbots may be produced outright at a Robotics Fabricator (where they will spawn with 10 tiles), and may also be assembled with the following procedure:<br><br />
'''Materials'''<br><br />
* 1 empty mechanical toolbox (blue)<br><br />
* 1 [[Proximity Sensor]]<br><br />
* 1 cyborg arm (left or right)<br><br />
* 1+ [[floor tile]] (can be any number, most efficient if 1)<br />
<br />
'''Procedure'''<br><br />
* Use the floor tile on the empty toolbox.<br><br />
* Use the cyborg arm on the resulting assembly.<br><br />
* Use the proximity sensor to finish the robot.<br />
<br />
Note: If you use more than 10 floor tiles, the finished floorbot will have however many you put in. If you use less than 10, the floorbot will have 10. Therefore, it is most efficient to use 1-2 in creation and load the rest after the floorbot is done.<br />
<br />
= Firebot =<br />
[[File:Firebot.png|left]]<br />
Firebots will detect nearby fires, whether on tiles or on people, and put them out. They are commonly used to breach areas that are consumed in flames, where there is a serious risk of a flash-over that could kill the firefighters. One also spawns in the [[chemistry]] lab, where people routinely set them selves ablaze. They tend to fight fires very slowly. If a fire is in a critical area such as [[escape]], human firefighters are best.<br />
<br />
When [[emagged]], Firebots will ram anyone nearby, knocking them down with surprising efficiency.<br />
<br />
Firebots may be produced outright at a Robotics Fabricator, and may also be assembled with the following procedure:<br />
<br />
'''Materials'''<br><br />
* 1 empty emergency toolbox (red)<br><br />
* 1 [[Proximity Sensor]]<br><br />
* 1 cyborg arm (left or right)<br><br />
* 1 [[Fire Extinguisher]] (almost always found in the emergency toolbox)<br><br />
<br />
'''Procedure'''<br><br />
* Use the cyborg arm on the toolbox.<br><br />
* Use the fire extinguisher on the resulting assembly.<br><br />
* Use the proximity sensor to finish the robot.<br />
<br />
= Cleanbot =<br />
[[File:Cleanbot.gif|left]]<br />
Cleanbots will clean the floor around them automatically. They do so without leaving the floor wet, the way the [[Janitor]] does. They are most commonly used when a Janitor is not on the station. They are also seen when the Janitor is a lazy nincompoop who is more interested in tripping people than cleaning messes. A Cleanbot is best used in areas where messes are routinely made, instead of a place where a lot of messes are made at once. A Cleanbot makes a lot of sense in the bar, where people will puke pretty much constantly. A Cleanbot does not make sense to clean up the aftermath of a gibbing, which will take the poor little bot the better part of 10 minutes.<br />
<br />
When [[emagged]], Cleanbots will wet as many nearby floors as they can, basically bringing it in line with what the Janitor does anyway.<br />
<br />
Cleanbots may be produced outright at a Robotics Fabricator, and may also be assembled with the following procedure:<br />
<br />
'''Materials'''<br><br />
* 1 bucket (blue)<br><br />
* 1 [[Proximity Sensor]]<br><br />
* 1 cyborg arm (left or right)<br><br />
<br />
'''Procedure'''<br><br />
* Use the sensor on the bucket.<br><br />
* Use the cyborg arm on the resulting assembly.<br />
<br />
= Securitron = <br />
[[File:Secbot.png|left]]<br />
Securitrons network into the station's security computer, identify criminals, and arrest them. Arrest, in this case, means liberal application of a [[stun baton]] and subsequent application of [[handcuffs]]. Securitrons will also arrest anyone aside from security or command who is holding a weapon, but their concept of a weapon is very limited. A uncompromising securitron named "Officer Beepsky" spawns in personal quarters just north of the [[bridge]].<br />
<br />
Securitrons may be unlocked by anyone with a Security ID and set to stay where they are (guarding the room they're in), or patrol (where they move through the public parts of the station). They may also be told to enforce or ignore weapon policies, and to either arrest offenders (the above behavior) or detain them (stay with them and repeatedly stun them if they try to escape). When [[emagged]], securitrons arrest everyone they see. By default they will not patrol.<br />
<br />
Securitrons may be produced outright at a Robotics Fabricator, and may also be assembled with the following procedure:<br />
<br />
'''Materials'''<br><br />
* 1 [[Remote Signaling Device]]<br />
* 1 Security [[Helmet]] (the protective ones)<br><br />
* 1 cyborg arm (left or right)<br><br />
* 1 [[Proximity Sensor]]<br><br />
* 1 [[stun baton]]<br><br />
<br />
<br />
'''Procedure'''<br><br />
* Use a [[screwdriver]] on a Remote Signaling Device.<br><br />
* Add a Helmet.<br><br />
* Weld them together with a [[welder]].<br><br />
* Add a Proximity Sensor and a Robot Arm.<br><br />
* Finally, add a Stun Baton.<br><br />
<br />
= GuardBuddy =<br />
[[File:Robuddy.png|left]]<br />
A variant of the PR-6 Robuddy, the PR-6S GuardBuddy is the primary non-cyborg helper on the station. Utilizes the [[TermOS|DWAINE terminals]] to conduct operations. To properly use them one must manually enter [[TermOS#GuardBuddies|commands]] via the DWAINE terminals in Research. However due to their uncompromising nature, they will follow orders to the last letter. This makes them a perfect tool for traitors to incapacitate the whole station with their non-lethal but efficient purge directives. There are several models of this wonderful robot running around.<br />
<br />
'''Variants'''<br><br />
*GuardBuddy - Basic Security model. Often seen guarding Research, the [[Research Director]] or <strike>patrolling</strike> purging the station. Makes a perfect guard. <br />
<br />
*SecBuddy - An early sub-model of the popular PR-6S Guardbuddy line. In active service in various outposts. <br />
<br />
*WardBuddy - Equipped with a Syringe Gun. <br />
<br />
*GunBuddy - Equipped with a Taser gun.<br />
<br />
*SnoozeBuddy - Equipped with the "Smoker Tool" for crowd control.<br />
<br />
*Jinglebuddy - A festive holiday version of the basic GuardBuddy. Resembling a present, its green and red striped chassis is equipped with a Snowball throwing tool. <br />
<br />
*Klaus - Safetybuddy Klaus wants you to mind safety regulations.<br />
<br />
*Ol' Harner - Dispenses the Law with a cool hat.<br />
<br />
*El Vaquero - Fabricado en México.<br />
<br />
*Super Protector Friend III - 'New technology! Blinking light action!'<br />
<br />
*PR-4 Robuddy - A very old model.<br />
<br />
*Murray - A PR-4 in service as a station tour guide. <br />
<br />
*PR-1 Automated Checkpoint - The great-great-great-great-great grandfather of the PR-6 Guardbuddy. A desk on wheels. <br />
<br />
'''Procedure'''<br><br />
* Find a GuardBuddy Frame.<br />
* Insert Powercell<br />
* Insert Tool Module <br />
* Insert GuardBuddy Mainboard<br />
* Add Robot arm (Left or Right)<br />
<br />
= Digbot =<br />
[[File:Digbot.png|left]]<br />
A special robot with only one special role: Dig! Found on the mining station, purchasable from the QM and can be built from the Robotics Manufacturer. Its usefulness in digging cannot be understated.<br />
<br />
= MULEBot = <br />
[[File:Mulebot.png|left]]<br />
The Multiple Utility Load Effector robot. Spawned inside Quartermasters these robots serve as a means to reliably transport crates of equipment without it being easily stolen by the crew. In reality it sits idle while the Quartermasters inefficiently lug Weapons Crates around or it is running around mowing down bystanders in a murderous rampage. <br />
<br />
Can only be bought via the QM Supply Console. Comes inside the Robotics Crate<br />
<br />
= Buttbot =<br />
Buttbots...should be seen instead of explained. They can only be assembled. When emagged they produce an amazing amount of enjoyment to bystanders. <br />
<br />
'''Procedure'''<br><br />
* Put a cyborg arm (left or right) onto a butt.<br />
<br />
= Amusing Duck =<br />
Amusing Ducks will slowly move around at random, quacking and emitting a playful jingle. They will occasionally lay [[General Objects#Easter Egg|easter eggs]], which in turn produce some of the most fun items in the game. <br />
<br />
When [[emagged]], they lay eggs more often but will also quack and play chords more often, but will do so on dissonant chords, giving them a distinctly 'wrong' and slightly unsettling sound. They can be colossally annoying when a lot of them are stacked into a small area and can easily inspire some to violence to make the quacking stop.<br />
<br />
They can only be assembled.<br><br />
<br />
<br />
[[Category: Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=General_Objects&diff=4778General Objects2013-07-29T21:16:08Z<p>Darth various: /* General Items (handheld) */ Eastah Egg</p>
<hr />
<div>==General Items (handheld)==<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Backpack"<br />
! Backpack<br />
| <center>[[File:backpack.png]]</center><br />
| Your main storage space. To take it off your back, click and drag to an empty active hand.<br />
<br />
|- id="Briefcase"<br />
! Briefcase<br />
| <center>[[File:briefcase.png]]</center><br />
| Nice hand held storage case, doubles as an excellent bludgeon. <br />
<br />
|- id="Flashlight"<br />
! Flashlight<br />
| <center>[[file:flashlight.png]]</center><br />
| Illuminates dark areas. Found in [[Engineering Objects#Toolbox|Emergency Toolbox]]es and the [[Warehouse]], among other places. Small enough to fit in a pocket, but can only be turned on/off remotely (HUD icon) when worn on the belt slot.<br />
<br />
|- id="Paper"<br />
! Paper<br />
| <center>[[file:paper.png]][[file:paperbin.png]]</center><br />
| Use a pen on it to [[Guide to writing|write stuff]], examine to read. Place on head slot to wear it as a [[Hats|hat]].<br />
<br />
|- id="Pen"<br />
! Pen<br />
| <center>[[file:pen.png]]</center><br />
| Used for [[Guide to writing|writing]] on said paper. Variants include the [[Syndicate Items#Sleepy Pen|Sleepy Pen]] traitor item and I-pen to leave infrared messages that can only be read with the help of [[Engineering Objects#Optical Meson Scanner|Optical Meson Scanners]]. <br />
<br />
|- id="Dice"<br />
! Dice<br />
| <center></center><br />
| Also known as probability cube to Brobots.<br />
<br />
|- id="Glass"<br />
! Glass<br />
| <center>[[file:glass.png]]</center><br />
| Basically a beaker, they are usually found at the [[Bar]]. The Kitchenware Recycler offers a variety of different glasses, all functionally identical. Breaks into shards when thrown. <br />
<br />
|- id="Plate"<br />
! Plate<br />
| <center>[[file:plate.png]]</center><br />
| Dinner is served, Sir. <br />
<br />
|- id="Water Bottle"<br />
! Water Bottle<br />
| <center>[[File:waterbottle.png]]</center><br />
| Get the space dust out of your throat.<br />
<br />
|- id="Mousetrap"<br />
! Mousetrap<br />
| <center>[[file:mousetrap.png]]</center><br />
| Regularly used by [[Janitor|jerks]] to kill the [[Chef]]'s only friend. You can also hide these in containers such as backpacks or emergency boxes to make traps for unsuspecting victims! For the ultimate party gag, try to combine them with certain other items...oh, the possibilities of a single mousetrap! <br />
<br />
|- id="Station Bounced Radio"<br />
! Station Bounced Radio<br />
| <center>[[file:sbradio.png]]</center><br />
| Essentially a handheld transceiver. Found in every emergency toolbox. Cyborgs use these to talk over the radio. <br />
<br />
|- id="Fire Extinguisher"<br />
! Fire Extinguisher<br />
| <center>[[file:fireextinguisher.png]]</center><br />
| Useful for firefighting, as an impromptu jetpack and the weapon of choice for seasoned [[Staff Assistant|greyshirts]]. Just remember to disable the safety first and that against any fire which is still being fueled, you won't make much progress. Once emptied, you don't necessarily have to refill it with regular foam either... <br />
<br />
|- id="Gas Tank"<br />
! Gas Tank<br />
| <center>[[file:o2tank.png]][[file:anesthetic.png]][[file:plasmatank.png]]</center><br />
| These large tanks hold up to 1013 kPa of gaseous elements. By default, they contain O2 (blue), an air mixture (blue w/ white stripe), N2O (white w/ red stripe) or Plasma (special sprite). With the exception of the latter, they can be worn on the back slot. Compatible with the connection port of [[Engineering Objects#Air Pump|Air Pumps]], [[Engineering Objects#Air Scrubber|Air Scrubbers]], [[Tank Transfer Valve]]s and gas canisters. <br />
<br />
|- id="Emergency Oxygen Tank"<br />
! Emergency Oxygen Tank<br />
| <center>[[file:emergencytank.png]]</center><br />
| Works like a regular gas tank, but is small enough to fit on the belt slot. Very robust blunt weapon with the tendency to knock foes unconscious in a few hits. They spawn in emergency closets and occasionally backpacks of new arrivals. <br />
<br />
|- id="Lighter"<br />
! Lighter<br />
| <center>[[File:zippo.png]]</center><br />
| For lighting your cigarettes. Ranks cooler than an [[igniter]] but not as cool as using the engine's combustion chamber.<br />
<br />
|- id="Satchel"<br />
! Satchel<br />
| <center>[[file:satchel(b).jpg]]</center><br />
| Similar to an utility belt. Will accept certain items only, however it can go into your pocket. Drag and drop suitable objects onto a satchel to fill. Likewise, use it on a machine or drag and drop again (depending on the situation) to dump its contents. Both [[Miner]]s and [[Botanist]]s have their own type. <br />
<br />
|- id="Easter Egg"<br />
! Easter Egg<br />
| <center></center><br />
| A mysterious rare egg you can open up to receive a RANDOM PRIZE OF SOME SORT! Woo! Usually it's just a shitty sweater, but you can get anything from a powerful mystical object to a BFG!<br />
<br />
|}<br />
<br />
==General Items (large)==<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope = "col" style="width: 75%" | Description<br />
<br />
|- id="Tank"<br />
! Tank<br />
| <center>[[file:welding_fuel_tank.png]]</center><br />
| Rather massive type of container typically stationed in [[Tool Storage]] and the [[Lounge]]. Depending on their designation, they either contain firefighting foam, water, welding fuel or fertilizer.<br />
<br />
|- id="Closet/Locker"<br />
! Closet/Locker<br />
| <center>[[file:securecloset.png]]</center><br />
| Widely used around the station. Can hold almost anything inside them, and may be secured by an ID lock or with the help of a welding tool. If you hear a "Bang, bang" nearby, that means a person is trying to get out of a welded closet. Traitors have the option to order a [[Syndicate Items#Floor Closet|Floor Closet]]. <br />
<br />
|- id="Coffin"<br />
! Coffin<br />
| <center>[[file:coffin.png]]</center><br />
| Exactly the same as a closet. These can be found in the [[Chapel]], and are meant to have bodies of the dearly deceased placed in them. It's mostly used for hiding them.<br />
<br />
|- id="Crate"<br />
! Crate<br />
| <center>[[file:crate.png]]</center><br />
| Another location to store things (or bodies). On a productive day, miners and botanists might use them to [[Engineering Objects#Cargo Transporter|send]] ore and produce to [[Roboticist|Robotics]] or [[Quartermaster]]s respectively. <br />
<br />
|- id="Chair"<br />
! Chair<br />
| <center>[[file:chair.png]]</center><br />
| [[Ghost|Haunted]] piece of furniture. Handcuffed people cannot unbuckle on their own and are effectively immobilized. Be aware that [[Terminology#Bucklecuff|bucklecuffing]] is generally frowned upon, especially if it involves [[Security Officer]]s and non-traitors.<br />
<br />
|- id="Bed"<br />
! Bed<br />
| <center>[[file:bed.png]]</center><br />
| Nighty-night! Like chairs, being handcuffed while buckled into beds prevents you from unbuckling yourself.<br />
<br />
|- id="Stool"<br />
! Stool<br />
| <center>[[file:stool.png]]</center><br />
| Small stool for decoration purposes.<br />
<br />
|- id="Table"<br />
! Table<br />
| <center>[[file:table.png]]</center><br />
| These can either be regular or reinforced, a corner piece, face a certain direction or stand-alone. Not the most formidable obstacle.<br />
<br />
|- id="Cell Charger"<br />
! Cell Charger<br />
| <center>[[file:cell charger.png]]</center><br />
| The most convenient way to recharge [[Engineering Objects#Power Cell|Power Cells]]. Compared to an [[Engineering Objects#APC|APC's]] built-in version, high-capacity batteries (7500+ W) will be ready to use after a much shorter time frame. <br />
<br />
|- id="Recharger"<br />
! Recharger<br />
| <center>[[file:recharger.gif]]</center><br />
| This handy device is capable of replenishing the battery of almost any energy-based weapon or tool. Located in [[Security]], [[Quartermaster]]s, the [[Mining Outpost]] and other places. For obvious reasons, access to one of these is usually critical for traitors. <br />
<br />
|- id="Credit Transfer Device"<br />
! Credit Transfer Device<br />
| <center>[[file:credit transfer device.png]]</center><br />
| So, you want to sell <strike>bombs</strike> harmless goods at the [[Market]]? Forget paper money! Just swipe the target (i. e. your) ID first and ask the customer to do the same. He or she will then be prompted to enter the desired amount of credits to transfer. <br />
<br />
|- id="ATM"<br />
! ATM<br />
| <center>[[file:ATM Machine Machine.png]]</center><br />
| If that isn't an option, one of the automated teller machines can be used to either withdraw money directly or transfer a certain amount to your ID card (required to play the slot machine, but mostly obsolete otherwise). The PIN is randomly generated at the start of every round; type "notes" to retrieve. <br />
<br />
|- id="Slot Machine"<br />
! Slot Machine<br />
| <center>[[file:slot machine.png]]</center><br />
| Take a break and relax at [[Bar|Roland's Bar and Space Casino]]! As mentioned above, you won't be able to start the fun without some preparation. <br />
<br />
|- id="Vending Machine"<br />
! Vending Machine<br />
| <center>[[file:coffee.png]]</center><br />
| These automated shopkeepers dispense everything from soda to monkeys - as long as you have enough money or [[Multitool|alternative currency]], of course.<br />
<br />
|- id="Arcade Machine"<br />
! Arcade Machine<br />
| <center>[[file:arcade.gif]]</center><br />
| Found on the [[Arrival Shuttle]] and in the arcade. Defeat treacherous monsters and [[Construction#Computers|obstacles]]! Lead on, adventurer, your quest awaits!<br />
<br />
|- id="Canister"<br />
! Canister<br />
| <center>[[file:o2can.png]][[file:plasmacan.png]]</center><br />
| Large storage containers of [[gas]]. Smaller tanks can be attached to them, to either draw or put in their contents. They can also be fixed to appropriate valves.<br />
<br />
|- id="Meteor_Shield_Generator"<br />
! Meteor Shield Generator<br />
| <center>[[file:Mshield.png]]</center><br />
| Drag it near a window or external wall and turn it on. It'll create a small shield around that area that busts up incoming meteors. They have a limited charge, so only turn them on in an emergency. They can be found in the Emergency Storage.<br />
|}<br />
<br />
{{objects}}</div>Darth varioushttps://wiki.ss13.co/index.php?title=Talk:Artifact_Research&diff=4776Talk:Artifact Research2013-07-29T21:11:40Z<p>Darth various: </p>
<hr />
<div>Hey, the WIP tag was added 6 or so months ago, either "finish" it or remove the tag, thanks! --[[User:Nitrous|Nitrous]] ([[User talk:Nitrous|talk]]) 21:00, 29 July 2013 (UTC)<br />
<br />
I suspect nobody dares because all the actual info is languishing in the secrets thread on SA. Or I could be stupid. [[User:Darth various|Darth various]] ([[User talk:Darth various|talk]]) 21:11, 29 July 2013 (UTC)</div>Darth varioushttps://wiki.ss13.co/index.php?title=Guide_to_Botany&diff=4750Guide to Botany2013-07-27T20:26:09Z<p>Darth various: Splicing starter information</p>
<hr />
<div>Your dream garden awaits!<br />
<br />
== Keeping it Green ==<br />
When you click on a plant pot with an empty hand, you can check the plant to see how it is doing. Various indicators will appear when you do so, which describe the condition of the plant and soil - red indicators are bad, blue indicators are good:<br />
<br />
{| style="text-align: left;" class="wikitable"<br />
! Message<br />
! Meaning<br />
<br />
|-<br />
| <font color="red">The soil is completely dry.</font> || The soil has ran out of water. This will quickly kill the plant.<br />
<br />
|-<br />
| <font color="red">The plant is dying.</font> || Maltreatment or harmful chemicals are killing the plant.<br />
<br />
|-<br />
| <font color="blue">The soil looks rich and fertile.</font> || Indicates the presence of compost in the soil. Remember, this dries out the soil quicker.<br />
<br />
|-<br />
| <font color="blue">The plant glistens with good health!</font> || Judicious compost and water use has resulted in a healthy plant!<br />
<br />
|-<br />
| <font color="blue">The plant is flourishing!</font> || The plant has extremely high health. Expect good harvests!<br />
<br />
|-<br />
| <font color="red">The plant looks strange...</font> || You have managed to grow a rare mutant strain of plant. This could be good or bad!<br />
<br />
|-<br />
| <font color="red">Weeds have infested the soil.</font> || This pot has been infested with a weed-type plant. You will have to take special measures to get rid of it.<br />
|}<br />
<br />
In addition, you will receive a report of any chemical in the plant pot. Hopefully, there's at least water in it, but chemicals may also include stuff you've added like plant formula or compost. Some plants may produce nectar, a delightful treat for Space Bees. Harmful chemicals like toxic slurry may also appear, which usually require you to clean out the pot.<br />
<br />
If you click and drag a plant pot onto yourself, you will completely clear out the pot. This not only empties any plant out of it, but completely cleans out all soil water, nutrients, everything. However, this will not work on pots infested with weeds! You must find a way to kill the weeds before emptying the pot if you want to get rid of them. Weeds will occasionally appear in unoccupied plant pots and may have various effects or even produce items, but remember - these are weeds and thus are useless and annoying at best, and downright dangerous at worst! Get rid of them when you can.<br />
<br />
== 1986 Blue Ribbon Winner: Biggest Weed Harvest ==<br />
Plants carry genes which affect various things relating to their growth and crops. While plant seeds are easy enough to come by from the dispenser or ordering crates of them from the Cargo Bay, these seeds start out completely plain and devoid of any particular genetic fluctuations. Every time a seed is planted, it mutates a bit - any seeds harvested from this plant will carry those genes, which will mutate again when planted - this way, you can breed plants for particular qualities. Genes can degrade as well as improve, however - so be careful not to end up with completely useless seeds which produce no crops, or result in plants that die instantly.<br><br><br />
To get even more in-depth with planting you have the plant analyzer, which can scan a plant, fruit or seed for genetic variables:<br />
{| class="wikitable" align="LEFT"<br />
|-<br />
| '''Species'''<br />
| Tells you what kind of plant it is.<br />
|-<br />
| '''Generation'''<br />
| How many times this breed of plant has gone through a full lifecycle. Incremented by 1 whenever a seed is planted.<br />
|-<br />
| '''Maturation Rate'''<br />
| How long the plant takes to grow from a sprout to a crop-producing plant. ''Lower is better!'' This is only marginally useful to single-harvest plants.<br />
|-<br />
| '''Production Rate''' <br />
| How long you have to wait between each harvest. ''Lower is better!''<br />
|-<br />
| '''Lifespan'''<br />
| How many harvests the plant will produce before dying. ''Higher is better!'' This variable is irrelevant to plants with only one harvest.<br />
|-<br />
| '''Yield'''<br />
| How many crops the plant will produce besides its normal amount. ''Higher is better!''<br />
|- <br />
| '''Potency'''<br />
| How powerful items produced by this plant are. This could be good or bad depending on what the crop is. Will change the quantity of chemical that can be extracted from each harvested item.<br />
|-<br />
| '''Endurance'''<br />
| How much the plant can resist dehydration, poison, and fire.<br />
|}<br />
<br />
With these, you can tell how much of a certain plant you can harvest, or how long it will live, or what you need to do to keep it alive. Some plants aren't just one-off harvests, you can tend tomatoes for multiple harvests if you want! In fact, should you keep the plant happy (with blue indicators above - rich and fertile, and very healthy), you will likely have a chance at harvesting MORE than you would if you had just plain watered it. Some plants may even inherit a special genetic mutation giving them indefinite life, as long as you tend to it. It pays to keep an eye on your plants! It's just a matter of knowing when to add water, or fertilizer, etc. Plants work the same way in real life - to an extent. Don't water your plants? They'll die. Overwater? Same deal. Be careful with your plants, they are fragile, little angels~<br />
<br />
If you want to experiment, call in the [[Scientist]] and experiment with various different chemicals in the soil. Some types of chemical will add lots of nutrients to the soil, some chemicals have a mutagenic effect on the plant which causes the plant's genes to rapidly mutate, and some chemicals are toxic to plants and will kill them very quickly. Botany starts with several chemicals tailored to altering a plant's specific traitors-- Gro-boost for Maturation, Fruitful Harvest for production, etc. The special Mutriant Formula increases the chance of a plant growing into one of its mutant strains.<br />
<br />
Adding compost to the soil will increase your harvest. You can make more harvest by stuffing stuff into the compost tank. Clicking and dragging will attempt to move '''everything''' in reach inside, so don't do it while you're standing next to your prize pile of primo! The soil will become rich and fertile, and the time it takes to grow may lessen, or your harvestable product may go up.<br />
<br />
==Botanist Machinery==<br />
The fancy stuff you use to enhance your plants and produce chemicals.<br />
{| class="wikitable" align="left"<br />
! style="width:6%" | Icon<br />
! style="width:12%" | Machine Name<br />
! Description<br />
<br />
|- id="Plant Analyzer"<br />
|<br />
| Plant Analyzer<br />
| Brings up a report of the plants genes, its current lifecycle, and the presence of any mutations. Its functionality is also built into your [[PDA]].<br />
<br />
|- id="Plantmaster"<br />
|<br />
| Plantmaster Mk3<br />
| This machine performs a few functions. It can extract seeds from plants, which is great if you have a certain strain you want to grow more of. It can splice seeds together to tweak the desired plant's traits. It can also extract reagents from a seed and deposit them in a waiting receptacle, such as a [[beaker]].<br />
<br />
|- id="Reagent Extractor"<br />
|<br />
| Reagent Extractor<br />
| Processes certain items into reagents. Comes with two built-in storage tanks capable of holding up to 100 units of reagent each. You can then transfer the desired reagents to an inserted receptacle.<br />
<br />
|- id="Processor"<br />
|<br />
| Food Processor<br />
| Processes certain items into a different (often more usable) form. Available in the [[Kitchen]].<br />
<br />
|- id="Still"<br />
| <center>[[File:Still.png]]</center><br />
| Still<br />
| Turns certain items into booze. Available in the [[Kitchen]] and [[Bar]].<br />
|}<br />
<br />
==Available Crops==<br />
{| cellpadding="4" class="wikitable sortable" <br />
! Name<br />
! class="unsortable" | Icon<br />
! Type<br />
! Yield<br />
! Harvests<br />
! Time<br />
! class="unsortable" | Notes<br />
<br />
|- id="Tomato"<br />
| Tomato<br />
| <center>[[File:foodtomato.png]]</center><br />
| Food<br />
| <font color="green">3</font><br />
| <font color="green">3</font><br />
| Average<br />
| Makes Ketchup<br />
<br />
|- id="Grape"<br />
| Grape<br />
| <center>[[File:Foodgrape.png]]</center><br />
| Food<br />
| <font color="green">5</font><br />
| <font color="green">2</font><br />
| Slow<br />
| <br />
<br />
|- id="Orange"<br />
| Orange<br />
| <center>[[File:foodorange.png]]</center><br />
| Food<br />
| <font color="green">2</font><br />
| <font color="green">3</font><br />
| Average<br />
| <br />
<br />
|- id="Melon"<br />
| Melon<br />
| <center>[[File:watermelon.png]]</center><br />
| Food<br />
| <font color="green">2</font><br />
| <font color="green">5</font><br />
| Slow<br />
| <br />
<br />
|- id="Chili"<br />
| Chili<br />
| <center>[[File:Foodchili.png]]</center><br />
| Food<br />
| <font color="green">3</font><br />
| <font color="green">3</font><br />
| Average<br />
| Hot Sauce (breed for potency)<br />
<br />
|- id="Lettuce"<br />
| Lettuce<br />
| <center>[[File:foodspinach.png]]</center><br />
| Food<br />
| <font color="green">6</font><br />
| <font color="red">Once</font><br />
| Fast<br />
| Starts at poor health<br />
<br />
|- id="Carrot"<br />
| Carrot<br />
| <center>[[File:foodcarrot.png]]</center><br />
| Food<br />
| <br />
|<br />
|<br />
|<br />
<br />
|- id="Lemon"<br />
| Lemon<br />
| <center>[[File:foodlemon.png]]</center><br />
| Food<br />
| <br />
|<br />
|<br />
|<br />
<br />
|- id="Lime"<br />
| Carrot<br />
| <center>[[File:foodlime.png]]</center><br />
| Food<br />
| <br />
|<br />
|<br />
|<br />
<br />
|- id="Apple"<br />
| Apple<br />
| <center>[[File:foodapple.png]]</center><br />
| Food<br />
| <font color="green">3</font><br />
| <font color="green">10</font><br />
| Very Slow<br />
| <br />
<br />
|- id="Banana"<br />
| Banana<br />
| <center>[[File:foodbanana.png]]</center><br />
| Food<br />
| <font color="green">5</font><br />
| <font color="green">4</font><br />
| Slow<br />
| <br />
<br />
|- id="Corn"<br />
| Corn<br />
| <center></center><br />
| Food<br />
| <br />
|<br />
|<br />
| Cornstarch or Popcorn<br />
<br />
|- id="Potato"<br />
| Potato<br />
| <center>[[File:Potato.png]]</center><br />
| Food<br />
| <br />
| <br />
| <br />
| <br />
<br />
|- id="Peanut"<br />
| Peanut<br />
| <center></center><br />
| Food<br />
| <br />
| <br />
| <br />
| Peanut Butter<br />
<br />
|- id="Eggplant"<br />
| Eggplant<br />
| <center>[[File:eggplant.png]]</center><br />
| Food<br />
| <br />
| <br />
| <br />
| <br />
<br />
|- id="Garlic"<br />
| Garlic<br />
| <center>[[File:garlic.png]]</center><br />
| Food<br />
| <br />
| <br />
| <br />
|<br />
<br />
|- id="Onion"<br />
| Onion<br />
| <center>[[File:onion.png]]</center><br />
| Ingredient<br />
| <br />
| <br />
| <br />
|<br />
<br />
|- id="Avacado"<br />
| Avacado<br />
| <center>[[File:avacado.png]]</center><br />
| Ingredient<br />
| <br />
| <br />
| <br />
| Guacamole<br />
<br />
|- id="Soybean"<br />
| Soybean<br />
| <center>[[File:soybean.png]]</center><br />
| Ingredient<br />
| <br />
| <br />
| <br />
| Processes into milk<br />
<br />
|- id="Pumpkin"<br />
| Pumpkin<br />
| <center>[[File:Pumpkin.png]]</center><br />
| Ingredient<br />
| <br />
| <br />
| Average<br />
| <br />
<br />
|- id="Synthmeat"<br />
| Synthmeat<br />
| <center>[[File:IngMeat.png]]</center><br />
| Ingredient<br />
| <font color="green">3</font><br />
| <font color="green">2</font><br />
| Average<br />
| <br />
<br />
|- id="Wheat"<br />
| Wheat<br />
| <center>[[File:Foodwheat.png]]</center><br />
| Ingredient<br />
| <font color="green">5</font><br />
| <font color="red">Once</font><br />
| Fast<br />
| Flour<br />
<br />
|- id="Sugar"<br />
| Sugar<br />
| <center>[[File:sugarcane.png]]</center><br />
| Ingredient<br />
| <font color="green">7</font><br />
| <font color="red">Once</font><br />
| Fast<br />
| Baker's Sugar<br />
<br />
|- id="Contusine"<br />
| Contusine<br />
| <center></center><br />
| Herb<br />
| <font color="green">5</font><br />
| <font color="red">Once</font><br />
| Average<br />
| Can extract [[Salicylic Acid]]<br />
<br />
|- id="Asomna"<br />
| Asomna<br />
| <center></center><br />
| Herb<br />
| <font color="green">5</font><br />
| <font color="red">Once</font><br />
| Average<br />
| Can extract [[Ephedrine]]<br />
<br />
|- id="Nureous"<br />
| Nureous<br />
| <center></center><br />
| Herb<br />
| <font color="green">5</font><br />
| <font color="red">Once</font><br />
| Average<br />
| Can extract [[Potassium Iodide]]<br />
<br />
|- id="Commol"<br />
| Commol<br />
| <center></center><br />
| Herb<br />
| <font color="green">5</font><br />
| <font color="red">Once</font><br />
| Average<br />
| Can extract [[Silvadene]]<br />
<br />
|- id="Venne"<br />
| Venne<br />
| <center></center><br />
| Herb<br />
| <font color="green">5</font><br />
| <font color="red">Once</font><br />
| Average<br />
| Can extract [[Activated Carbon]]<br />
<br />
|- id="Cannabis"<br />
| Cannabis<br />
| <center></center><br />
| Herb<br />
| <font color="green">5</font><br />
| <font color="red">Once</font><br />
| Fast<br />
| Smokeable, combine leaf and paper<br />
<br />
|- id="Catnip"<br />
| Catnip<br />
| <center>[[File:catnip.png]]</center><br />
| Herb<br />
| <br />
| <br />
| <br />
| <br />
<br />
<br />
|- id="Space Fungus"<br />
| Space Fungus<br />
| <center>[[File:mushroom.png]]</center><br />
| Weed<br />
| <font color="green">3</font><br />
| <font color="blue">Infinite</font><br />
| Slow<br />
| Grows mold mushrooms<br />
<br />
|- id="Creeper"<br />
| Creeper<br />
| <center></center><br />
| Weed<br />
| None<br />
| None<br />
| Fast<br />
| Attacks other plants and spreads into adjacent empty pots<br />
<br />
|- id="Lasher"<br />
| Lasher<br />
| <center></center><br />
| Weed<br />
| None<br />
| None<br />
| Fast<br />
| Will attack people standing next to it or trying to kill it<br />
<br />
|- id="Radweed"<br />
| Radweed<br />
| <center></center><br />
| Weed<br />
| None<br />
| None<br />
| Slow<br />
| Emits radiation affecting nearby plants and people<br />
<br />
|- id="Slurrypod"<br />
| Slurrypod<br />
| <center>[[File:Foodslurry.png]]</center><br />
| Weed<br />
| <font color="green">1</font><br />
| <font color="red">Once</font><br />
| Average<br />
| Will explode if not quickly harvested, spreading toxic goop.<br />
<br />
|- id="Man-Eater"<br />
| [[Syndicate Items#Strange Seed|Man-Eater]]<br />
| <center></center><br />
| Critter<br />
| <font color="green">1</font><br />
| <font color="red">Once</font><br />
| Variable<br />
| Becomes ambulatory and aggressive if grown enough<br />
|}<br />
<br />
== Crop Mutations ==<br />
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! This list is not complete, so feel free to experiment or pester more experienced botanists.<br />
<br />
{| style="text-align: left;" class="wikitable"<br />
! style="width:20%" | Mutant Plant<br />
! style="width:10%" | Icon<br />
! style="width:25%" | Species<br />
! style="width:45%" | Info<br />
<br />
|- id="Green Grapes"<br />
| Green Grapes<br />
| <center></center><br />
| Grape<br />
| Heals x2<br />
<br />
|- id="Rainbow Weed"<br />
| Rainbow Weed<br />
| <center></center><br />
| Cannabis<br />
| Gets you ''extremely'' high<br />
<br />
|- id="Death Weed"<br />
| Death Weed<br />
| <center></center><br />
| Cannabis<br />
| Gets you extremely dead<br />
<br />
|- id="White Weed"<br />
| White Weed<br />
| <center></center><br />
| Cannabis<br />
| Contains [[Tricordrazine]]<br />
<br />
|- id="Chilly Pepper"<br />
| Chilly Pepper<br />
| <center></center><br />
| Chili<br />
| Cools you down<br />
<br />
|- id="Ghost Chili"<br />
| Ghost Chili<br />
| <center></center><br />
| Chili<br />
| ''Extremely'' spicy<br />
<br />
|- id="Psylocybin"<br />
| Psylocybin<br />
| <center></center><br />
| Space Fungus<br />
| A potent hallucinogen<br />
<br />
|- id="Amanita"<br />
| Amanita<br />
| <center></center><br />
| Space Fungus<br />
| Very toxic<br />
<br />
|- id="Omega Slurrypod"<br />
| Omega Slurrypod<br />
| <br />
| Slurrypod<br />
| You really shouldn't eat this.<br />
<br />
|- id="Synthbrain"<br />
| Synthbrain<br />
| <center></center><br />
| Synthmeat<br />
|<br />
<br />
|- id="Synthbutt"<br />
| Synthbutt<br />
| <center></center><br />
| Synthmeat<br />
| Grow your own hat<br />
<br />
|- id="Egg-Plant"<br />
| Egg Plant<br />
| <center>[[File:IngEgg.png]]</center><br />
| Eggplant<br />
| Harvests... eggs.<br />
<br />
|- id="Steel Wheat"<br />
| Steel Wheat<br />
| <center></center><br />
| Wheat<br />
| Makes metal fillings<br />
<br />
|- id="Rainbow Melons"<br />
| Rainbow Melons<br />
| <center>[[File:Foodgmelon.png]]</center><br />
| Melons<br />
| Unpredictable effects<br />
<br />
|- id="Blooming Lasher"<br />
| Blooming Lasher<br />
| <center></center><br />
| Lasher<br />
|<br />
<br />
|- id="White Radweed"<br />
| White Radweed<br />
| <center></center><br />
| Radweed<br />
|<br />
|}<br />
<br />
==Splicing And You==<br />
Adapted from a forum post by ISaidNo<br />
<br />
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.<br />
<br />
When splicing, the formula for your chances is worked out like so:<br />
<br />
*1: Start Splicing Chance at 100%<br />
*2: Compare the genomes of the two seeds, subtract the lower one from the higher one<br />
*3: Multiply the sum of step 2 by 10, then subtract that from the splicing chance<br />
*4: If either seed has damage from infusing, subtract damage amount from splicing chance<br />
*5: Cap splicing chance between 0 and 100 to prevent bugs<br />
*6: Perform the check to see if splicing succeeds or not<br />
<br />
<br />
So, an example.<br />
You're trying to splice Weed (genome 2) with Synthmeat (genome 7).<br />
<br />
You start with 100% splicing chance.<br />
<br />
Subtract low genome from high genome: 7 - 2 = 5<br />
<br />
Multiply that by 10: 5 * 10 = 50<br />
<br />
Subtract that from the splicing chance: 100 - 50 = 50<br />
<br />
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?<br />
<br />
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.<br />
<br />
What you need to do is chain. The genomes are generally done by group:<br />
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.<br />
<br />
==Out of this World==<br />
Certain [[Artifact_Research|artifacts]] can be put into plant pods with... unusual effects. Experiment!<br />
<br />
[[Category:Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Changelog&diff=4666Changelog2013-07-14T12:28:34Z<p>Darth various: </p>
<hr />
<div>__NOTOC__<br />
<div style="text-align: center"><br />
<strong>2013</strong> - [[#January 2013|Jan]] [[#February 2013|Feb]] [[#March 2013|Mar]] [[#April 2013|Apr]] [[#May 2013|May]] [[#June 2013|Jun]] [[#July 2013|Jul]]<span style="color:#bbb"> Aug Sep Oct Nov Dec</span><br><br />
<strong>2012</strong> - [[#January 2012|Jan]] [[#February 2012|Feb]] [[#March 2012|Mar]] [[#April 2012|Apr]] [[#May 2012|May]] [[#June 2012|Jun]] [[#July 2012|Jul]] [[#August 2012|Aug]] [[#September 2012|Sep]] [[#October 2012|Oct]] [[#November 2012|Nov]] [[#December 2012|Dec]]<br><br />
<strong>2011</strong> - [[#January 2011|Jan]] [[#February 2011|Feb]] [[#March 2011|Mar]] [[#April 2011|Apr]] [[#May 2011|May]] [[#June 2011|Jun]] [[#July 2011|Jul]] [[#August 2011|Aug]] [[#September 2011|Sep]] [[#October 2011|Oct]] [[#November 2011|Nov]] [[#December 2011|Dec]]<br><br />
<strong>2010</strong> - <span style="color:#bbb">Jan</span> [[#February 2010|Feb]] <span style="color:#bbb">Mar Apr May Jun Jul Aug Sep Oct Nov</span> [[#December 2010|Dec]]<br><br />
<strong>2009</strong> - [[#January 2009|Jan]] [[#February 2009|Feb]] [[#March 2009|Mar]] [[#April 2009|Apr]] [[#May 2009|May]] [[#June 2009|Jun]] [[#July 2009|Jul]] [[#August 2009|Aug]] [[#September 2009|Sep]] [[#October 2009|Oct]] [[#November 2009|Nov]] [[#December 2009|Dec]]<br><br />
</div><br />
== July 2013 ==<br />
==Friday, July 12th, 2013==<br />
;Dr. Cogwerks updated:<br />
<br />
*Updated the pharmacopia books with basic recipes and hints <br />
*The cloner requires an upgrade to scan rotted people! Whoa! <br />
*But not unrotted dead people. I guess you can scan them. <br />
*Airlocks now use the same electrocution code as grilles and cables. <br />
**I'll let you think about the implications of that. <br />
*Chemistry has been slightly rearranged and has a starting supply of some widely used things. <br />
**The reagent locker can be resupplied with a crate of the same bottles from QM. <br />
<br />
== Wednesday, July 10th, 2013 ==<br />
;LLJK-Mosheninkov updated:<br />
<br />
*Added footballs so you can toss the ol' pigskin around with a bud. Find 'em in crew quarters or around.<br />
<br />
;Dr. Singh updated:<br />
<br />
*Found some causes of lag. A couple of spots have been fixed but there's a long way to go. <br />
*Lots of code changes soon, things may act strangely or break. If you notice anything bad start to happen please report it to an admin or the bug reports forum. <br />
*Don't panic.<br />
<br />
== Tuesday, July 9th, 2013 ==<br />
;LLJK-Mosheninkov updated:<br />
*Items thrown by a player can now be caught by another! To catch items, you must have the "Help" intent selected and click the same button used to activate throwing mode. <br />
<br />
== Thursday, July 6th, 2013 ==<br />
;Aphtonites updated:<br />
<br />
*The shuttles now actually look like shuttles! WOAH!<br />
<br />
;I Said No updated:<br />
<br />
*If the engine is not set up by the ten minute mark, an automatic warning will now be posted to the crew to encourage them to do so. <br />
<br />
== Thursday, July 4th, 2013==<br />
;Infinite Monkeys<br />
<br />
*Added leg dismemberment.<br />
<br />
;I Said No<br />
*The AI now has an internal battery, and will attempt to re-establish local power whenever it is moved instead of just blacking out for a minute. If it can't get local power, it will just run off battery until it can. <br />
*You can now debrain the AI. Doing so will yield a unique AI brain (neural net processor). To do this, unlock it with a head-level access card, crowbar it open, undo the bolts with a wrench, then take the brain out with a free hand. You can also rebrain the AI if you feel like it. <br />
*The AI now visibly shows damage. <br />
*Damage to the AI can be repaired. Brute damage with a welder, burn damage by opening the cover and using wires. <br />
*The traitor objective "Destroy or shut down the AI" has been replaced with "Steal the AI's neural net processor".<br />
<br />
== Wednesday, July 3rd, 2013 ==<br />
;Dr. Cogwerks / AngriestIBM updated:<br />
<br />
*All PDAs now have a panic alarm function <br />
*Look in your file browser. <br />
*Added a new trader NPC in space<br />
<br />
== Monday, July 1st, 2013 ==<br />
;Dr. Cogwerks<br />
<br />
*Most of the job-specific mailchutes will now send a PDA alert when they receive a delivery <br />
*The morgue outlet will ping the geneticists, roboticists and security <br />
*The crematorium outlet will ping the chaplain and security <br />
*Added books with descriptions of most medicines to medbay and research <br />
*Buffed the hell out of the derringer and readjusted some other projectiles<br />
<br />
== June 2013 ==<br />
== Sunday, June 30th, 2013 ==<br />
;Dr. Cogwerks<br />
<br />
*Consolidated three of the space zlevels into two <br />
;I Said No<br />
<br />
*The AI now has a cool new look, and an internal PDA and three internal radios to go with it. The AI can access them through new commands. <br />
*You can use a screwdriver on the AI to unbolt it from the floor and bring it with you. If you're into that kind of thing. Freak.<br />
<br />
==Saturday, June 29th, 2013==<br />
;Dr. Cogwerks<br />
<br />
=== MAJOR HEALTH SYSTEM UPDATE: PART 1===<br />
*THIS IS A WORK IN PROGRESS. REPORT BUGS!!!!! <br />
*Critical health doesn't paralyze until -100 <br />
*You can walk around in crit up to that point <br />
*Your health will rapidly deteriorate. <br />
*MEDICS: use your health analyzers! <br />
*Death is now a probability based on damage <br />
*Brain damage severely increases that chance <br />
<br />
----<br />
<br />
;Other updates: <br />
*Replaced the energy guns in the armory with stun-round shotguns. kablammmmm <br />
*Made the flashes of vision while in crit or KO happen much more often. <br />
*Rearranged the bar. <br />
*Gave Botany a pill machine and gave Chemistry another chem dispenser. <br />
*Moved the barber shop slightly so it faces a major corridor.<br />
<br />
;I Said No<br />
<br />
*The genetics scanner can be locked again. Stand next to it, right click it and use Scanner Lock. <br />
*New researches for genetics: <br />
*Emitter Coolant and Emitter Dampeners: Reduce the recharge time and irradiation amount of the radiation emitters, respectively. <br />
*Gene Sequence Checker: Tells you how many blocks in a gene's sequence are set correctly. <br />
*DNA Reclaimer: Removes genes from a subject and turns them into research materials. <br />
*Precision Radiation Emitters: Reroll a single gene in the pool rather than the entire pool.<br />
<br />
==Thursday, June 27th, 2013==<br />
;Infinite Monkeys updated:<br />
<br />
*Hopefully made inertia a bit less weird. Let me know if there are any problems with it. <br />
<br />
;Dr. Cogwerks updated:<br />
<br />
*Gave Genetics a second scanner, moved one door down to the cryo area <br />
*Swapped the back door of genetics to a glass airlock <br />
*Anyone with maint access can now go hang out in the creepy little doorway below the morgue to sign up for genetics testing <br />
*Continuing to fine-tune, tweak, and/or fix chemistry/med stuff <br />
*Raised the job limits for scientists, medics, and security guards <br />
*Significantly improved the usefulness of riot armor hopefully <br />
*Changed lasers to use energy/burn damage now instead of piercing/brute - lasers will now take armor into account <br />
*Standard bullets are weakest against armor, lasers are in between, piercing bullets are best <br />
*Made single bullets no longer bleed you to death, just close to it. Lowered bleed duration quite a bit. <br />
*Adjusted the changeling sting somewhat.<br />
<br />
==Wednesday, June 26th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*---- MAJOR CHEMISTRY UPDATE ----- <br />
*Changed the star trek drugs to things that are a bit more intuitive to figure out from their names <br />
*Taking some liberties with real-world analogues, so please don't go writing any page-long diatribes about how reagent X doesn't behave that way <br />
*Things with no real-world analogues will probably involve plasma or mutagen somehow because fuckin' magic whatever <br />
*Upgraded the medbay vending machines to have more medications in them <br />
*The pharmacy room has a pillmaker and extractor now <br />
*Added a whole bunch of new medicines and poisons and rolled some redundant ones together <br />
*Chem dispensers have several new elements <br />
*A lot of organic chemistry reactions will use common building blocks <br />
*Diethylamine, acetone, ammonia, phenol, ethanol, sugar and weldfuel (used as a stand-in for benzene, toulene, ethene, etc.) are good things to stockpile for experiments <br />
*Expect some tweaking and bugfixes over the next couple days <br />
<br />
==Tuesday, June 25th, 2013==<br />
;I Said No<br />
<br />
*Geneticists can now get a DNA sample from people using their PDA. Just whack someone with your PDA while the genetics scan is active and messaging is on and it'll send a researchable sample to any DNA scanners. Access the samples from the research menu. <br />
<br />
==Thursday, June 20th, 2013==<br />
;AngriestIBM<br />
<br />
*Attention, <del>Elect</del> Mechanics: hit a thing with your PDA. A thing you want to analyze. Yep. <br />
*oh and I guess gptio takes names like gas_bottom instead of just numerical IDs. You know, if you want to use those instead. <br />
<br />
<br />
;ISaidNo<br />
<br />
*Genetics UI: You can now click on the little green lines between base pair letters to change their color. Useful as a marker for blocks you're trying to figure out.<br />
<br />
==Wednesday, June 19th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*Adjusted the traitor counts downwards slightly <br />
*Changed some of the traitor item counts around a bit <br />
*Split some of the QM crates into more specific things <br />
*Food Supplies are now split across Dry Goods, Produce, Meat/Cheese/Dairy, and Condiments <br />
*Medical supplies are now split into a crate full of First Aid kits and a crate full of chemicals/hyposprays <br />
*Hydroponic supplies are now split into a starter crate full of basic gear and a nutrient crate full of formulas<br />
*Removed most of the annoyingly job-specific items from the surplus crate <br />
*Removed most of the rampage items from surplus crates too! HAHAHAH <br />
*Added a bunch of strange things to the surplus crate pool to make up for that.<br />
<br />
==Sunday, June 16th, 2013==<br />
;I Said No<br />
<br />
*Hear Admin Sound option was inverted to Block Admin Sounds due to some annoying glitches. Update your preferences accordingly. <br />
*Fiddled with the genetics computer UI a bit. <br />
<br />
==Saturday, June 15th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*Cigs can now be lit by hitting them with actively burning items (including money) <br />
*You can put cigs out on people now if you want to be a real jerk <br />
*Holding a burning item, welder, zippo or ignitor and clicking on something flammable will now set the target on fire. <br />
*This means you can set your own jumpsuit on fire with a zippo while wearing it. Welp. <br />
*Added a couple of existing poisons to the traitor poison bottle possibilities and added two new poison reagents.<br />
*Redesigned the Telesci lab so it now has a public-access door. There are two toggles in the control room for the blast shields. <br />
<br />
;AngriestIBM featuring special guest Pistoleer!!<br />
<br />
*Syringe gun is now loaded just by pouring crap into it. Every 15 units lets you fire a syringe. Up to 6 syringefuls at a time. <br />
*The syndicate stealth storage no longer prints a big DOOFUS LOADS X message (Though it still rustles) and can be reset after assuming a form, so you can turn it into another thing. (Why wasn't that the original behavior??)<br />
<br />
==Friday, June 14th, 2013==<br />
;LLJK-Mosheninkov<br />
<br />
*Fixed some bugs with George (rub that belly) and now he's quite talkative especially if you play music for him!!<br />
<br />
==Wednesday, June 12th, 2013==<br />
;LLJK-Mosheninkov<br />
<br />
*Added pushing others into space or fires to the combat log because turds figured that was a sweet way to get around logs when we investigate adminhelps.<br />
<br />
;Dr. Cogwerks<br />
<br />
*Changed the layout of the morgue and crematorium a bit <br />
*Roboticists, doctors, detective and geneticists all have their own doors to the morgue <br />
*There are now corpse delivery chutes in the medbay lobby and in disposals <br />
*Reminder: there is also a chute between the morgue and the crematorium, and the chaplain can now see if he gets deliveries from his office <br />
*I expect some mischief with this system.<br />
<br />
== Monday, June 10th, 2013 ==<br />
;I Said No<br />
<br />
*Re-added the ability to toggle whether you want to hear music played by admins. Note that high-level admins can choose to override this. <br />
*Also added a toggle to block the score panel from appearing at the end of the round. <br />
*Added three new mutations for geneticists to discover. <br />
*Added ID card coloration depending on what department the job is in. <br />
*Gave more control over what underwear you want your character to wear. <br />
*Changelings can no longer mimic voice while dead. <br />
*Trying to use the leap mutation while inside something will now have rather unpleasant consequences for the jumper. <br />
*Changed "X slurs something completley unintelligable" to still actually speak rather than just showing a local emote. Don't expect to be able to say anything coherent though. <br />
*Same deal as above only with advanced cases of Berserker.<br />
<br />
==Sunday, June 9th, 2013==<br />
;Rick<br />
<br />
*Added 22 medals. <br />
<br />
==Saturday, June 8th, 2013==<br />
;Rick<br />
<br />
*Added 17 medals.<br />
<br />
==Monday, June 3rd, 2013==<br />
;Infinite Monkeys<br />
<br />
*Dismemberment of arms is in. It can be caused by bombs, extreme brute damage and surgery. Be sure to cauterise the stump before you bleed to death! <br />
*Arms can be reattached using the medical stapler or replaced with robot arms. <br />
*Any surgery requiring an operation table can also be performed on an ordinary table if the subject is unconscious or dead. <br />
*Rathen's Secret has a small chance of tearing off people's arms. Why not? <br />
*Replace people's arms with other people's arms! Whoa!<br />
<br />
== Sunday, June 2nd, 2013==<br />
;I Said No<br />
<br />
*Rolled Antagonist Choices into the job choices panel. Also allowed specific choosing of Traitor, Vampire, Spy and Gang Leader. <br />
*Added a new appearance customisation slot - Detail. <br />
*An option for whether or not you want to automatically view the changelog when you log in. <br />
<br />
==Saturday, June 1st, 2013 ==<br />
;I Said No<br />
<br />
*Job Preferences have been changed. You now order jobs into priority brackets rather than just pick three roles you want. <br />
*The late join screen has been changed up a bit too, at least visually. <br />
*'''YOU NEED TO RE-SET UP YOUR JOB PREFERENCES FOR EACH CHARACTER YOU HAVE! GO INTO THE WINDOW AND HIT RESET! THEN SAVE IT!!!'''<br />
<br />
== May 2013==<br />
<br />
== Monday, May 27th, 2013 ==<br />
;Infinite Monkeys<br />
<br />
*Due to Nanotrasen cuts, many reinforced windows in low security areas of the station have been replaced with normal ones. If any window sections look weird, let a coder know!<br />
<br />
== Thursday, May 23th, 2013 ==<br />
;AngriestIBM<br />
<br />
*The delete key is now toggle throw!<br />
<br />
==Tuesday, May 21th, 2013==<br />
;Keelin<br />
<br />
*Genetics is gone for the moment while the code behind it is being redone.<br />
<br />
==Monday, May 20th, 2013==<br />
;AngriestIBM<br />
<br />
*Multiple save files!!! <br />
*Some more verbs on closets, like toggling them. Or climbing inside I guess. Blame MyBlueCorners again. <br />
<br />
==Friday, May 17th, 2013==<br />
<br />
;AngriestIBM with special guest Mybluecorners!!<br />
<br />
*Mybluecorners thought of a cool new way for the table parts menu to not be shit!! <br />
*dooty spod <br />
<br />
;Dr. Cogwerks<br />
<br />
*Main hangar is set for mechanic access now <br />
*Bullets cause bleeding damage for much, much longer duration now <br />
*REMINDER: put someone onto a surgery table and use scalpel on their chest to remove bullets <br />
<br />
==Tuesday, May 14th, 2013==<br />
;AngriestIBM<br />
<br />
*You can bonk the syndicate card with other IDs to copy over their access. Collect all of the accesses, be the card game champ fifth-grade you wanted to be!<br />
<br />
== Monday, May 13th, 2013 ==<br />
;AngriestIBM<br />
<br />
* *customv and *customh emotes to quickly custom emote visible or hearable things. say "*customv does something that you are seeing now." <br />
*Also emote parameters use a space instead of - to add a parameter. <br />
*And emotes aren't case sensitive anymore, what the fuck.<br />
<br />
==Sunday, May 12th, 2013==<br />
;Dr. Cogwerks<br />
<br />
* oh i guess we never put this in the changelog <br />
* sunglasses no longer reveal other traitors <br />
* pro strategy for identifying other traitors: ask them <br />
<br />
;Keelin<br />
<br />
*Cyborg docking stations now support drag and drop for items. That way cyborgs can put clothes (and upgrades) in there without help.<br />
<br />
;AngriestIBM<br />
<br />
*I guess you can just examine your headset to see the other channels? I guess??? <br />
*Happy Mothers Day <br />
<br />
;I Said No<br />
<br />
*The buy and sell lists of generic traders, Gragg, Pianzi Hundan and Vurdalak have been expanded. <br />
*Made mining overalls fit the black/yellow color scheme miners have going on. <br />
*Electrician is now known as Mechanic. Nothing about the job has actually changed though. <br />
*New trader: Buford Tenin. He buys drugs and sells stuff that helps Hydroponics out. He is also a frog man. #wow #whoa<br />
<br />
==Saturday, May 11th, 2013==<br />
;I Said No<br />
<br />
*Traders tied in with Quartermasters/Shipping Market have been drastically overhauled. There are now multiple traders who can be dealt with at once rather than one, and they both buy and sell using a system similar to the NPC traders. More content to come on that front.<br />
<br />
==Wednesday, May 8th, 2013==<br />
<br />
;Keelin<br />
<br />
*Pod Bay door controls can now be clicked while inside a pod to open or close the connected doors. <br />
*Cyborg docking stations now accept some types of clothes. Borgs can wear these by equipping them inside the stations.<br />
<br />
==Tuesday, May 7th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*Added a Gas Extractor unit in the engine's cold loop. <br />
*Raised the values of most of the ores again.<br />
<br />
== Monday, May 6th, 2013==<br />
;AngriestIBM<br />
<br />
* I guess the heads have some more headset channels? Just activate the headsets in hand to see what channels you have and what letter you need to * put after the colon to use. <br />
* :h is command frequency for all of them, though. <br />
* This is still a work in progress, okay.<br />
<br />
;Dr. Singh<br />
<br />
*Removed mining ores from colored light recipes to promote fun.<br />
<br />
== Sunday, May 5th, 2013==<br />
<br />
;Dr. Cogwerks<br />
<br />
*No more solitary permabrig prison cell <br />
*Replaced it with a regular guard-access timer/flusher cell <br />
*Put some crate/ore relay launchers in Mining level <br />
== Thursday, May 2th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*Due to protests from the Postal Workers Union, mail chutes return. <br />
*I expect significant mischief and workplace accidents from these. <br />
*Put some MiniPutt shuttles on the map, expanded the primary podbay.<br />
*Made the end of Nuke Mode more exciting.<br />
<br />
== April 2013 ==<br />
==Sunday, April 28th, 2013==<br />
;I Said No<br />
<br />
*Cyalume Sabers and Toy Swords now come in five different colors. Collect them all! (without being killed by security five times) <br />
<br />
;AngriestIBM<br />
<br />
*Hey I guess wizwrite can print to networked printers now? I mean it's still a little rough around the edges but it works. <br />
*Oh and this is unrelated but there is a secret way to make your emag a ~*~gold emag~*~. Besides paint, I mean. Stop bringing up the paint there is a way besides paint.<br />
<br />
==Saturday, April 27th, 2013==<br />
;Dr. Singh feat. Mozi<br />
<br />
*Cash is now stackable. Go ahead, stack some. <br />
*Use an empty hand on cash you're holding to take some out. <br />
*Crew members now start with their first paycheck in their pocket.<br />
<br />
==Wednesday, April 24th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*Made pipebombs and RPGs do a little less hull damage in exchange for very mean shrapnel <br />
*Syndicate pipebombs, area cloak and donk pockets are cheaper <br />
*Beepsky will report arrests over PDA <br />
*General manufacturer, toolboxes and some other supplies for mining <br />
*Gave toxlab a heat exchange coil under the two primary combustion chambers <br />
*Due to budget cuts, roundstart/nanite cyborgs are now terrible <br />
===Tuesday, April 23th, 2013===<br />
;Wonkmin<br />
*You could say there's a rather plsing new hat and set of clothes. Dolan't forget about this - I may put them on the station at one point! Pls. <br />
===Sunday, April 21th, 2013===<br />
;I Said No<br />
*New Light cyborg pieces are available from Robotics Manufacturers. They can take less damage but are cheaper to make. <br />
===Friday, April 19, 2013===<br />
;Dr. Cogwerks<br />
*Made cyborgs significantly more vulnerable to projectile damage <br />
*Transfer-valve sized bombs seem like kinda big bulky things, right? Well, now they officially are. <br />
*Added a little news desk / office at arrivals. If people actually use it, it might get more stuff. <br />
===Tuesday, April 15th, 2013===<br />
;Dr. Singh<br />
<br />
*I spent the station's entire tax return on colored light bulb schematics for the general manufacturer. <br />
*Fixed that thing where you get set on fire but it doesn't draw right so you burn half to death before you realize it. <br />
===Monday, April 14th, 2013===<br />
;I Said No<br />
<br />
*There is now a delay between harvests of a plant. I know it sucks, but it was neccessary to avoid lag. Sorry folks! <br />
*Max harvest amount in one go is now capped at 10. It was 30 before, but the text didn't reflect the actual harvest amount. <br />
===Sunday, April 14th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Adjusted most of the projectiles in the game to actually properly use power dissipation rates over distance <br />
*New drillbit for mining pods <br />
===Saturday, April 13th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Moved most of the Z3 stuff around to make room for a new wreckage field area <br />
*Explore at your own risk, salvage exploration is both lucrative and dangerous <br />
*All pods now start with a sensor system and a verb in the ship tab for it <br />
*The better Conclave sensor now functions both as mesons and as a geological report scanner <br />
===Thursday, April 11th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Several new manufacturable pod items <br />
*Try the Conclave sensor system, seriously. I rewrote it to provide a list of some stuff around you when you run a scan. <br />
*More manufacturing units for QM office, maybe bored QMs could become used car salesmen or something <br />
*Several new NPC traders out in deep space <br />
*Clickdragging a crate of items onto an NPC trader now works for bulk sales <br />
*Horribly mean things are lurking around in deep space now <br />
*Redesigned the QM office a bunch <br />
*PDA alerts from sold crates, request console orders and request console payments <br />
*Maybe people should use those things more often???? <br />
*Engineering headsets for QMs <br />
*I guess mining can have an armored pod until the industrial pod is ready <br />
<br />
===Wednesday, April 10th, 2013===<br />
;Dr. Cogwerks<br />
*Smokepowder reactions now consume the source reagents, deal with it <br />
===Tuesday, April 9th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Got rid of some redundant crates from QM <br />
*Added request consoles to all the router docks <br />
*Request consols now tell the QMs where you placed the order from <br />
*Improved medical, hydro, and chef supply crates hopefully <br />
<br />
;Infinite Monkeys<br />
*Added a PIN preference so you can set your PIN to 69 and 420 related things or whatever. <br />
<br />
===Monday, April 8th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Pods can remotely open any hangar doors that have a remote control panel near them <br />
*Examine the panel to get the access code <br />
*A bunch of things now sell for a lot more money <br />
<br />
===Sunday, April 7th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Adjusted the base sell prices of ore and sheets <br />
*Dear QM scammers: say goodbye to your dumb metal selling cheats <br />
*Raised all paychecks by 500-1000%, they seemed too low for people to ever buy anything worthwhile <br />
*Backup generator price dropped by half <br />
*The shipping budget now skims 30% profit off of all vending machine sales on station, whoa <br />
*QMs get a free cargo pod for deliveries or whatever <br />
*Martian NPC trader should work properly now, buys some junk and sells rare ores <br />
*Mining starts with a free plasma cutter pod system now, have fun arguing over it <br />
*Chameleon projector can now scan critters, bots and shrubs - shrubs are a bit wonky still, fyi <br />
<br />
;Dr. Singh<br />
*Drag and drop crate loading for pods. Like furnaces! Whoa! <br />
*The furnace autoloader now expects you to be alive and standing next to the furnace. Sorry ghosts, you can't help set up the engine anymore. <br />
===Thursday, April 4th, 2013===<br />
;Dr. Cogwerks<br />
*Most podbays now have door controls outside <br />
*Three new traitor weapons, two for everyone and one for the RD <br />
*Removed the ammo boxes from the traitor buylist, made revolver cheaper and start with more ammo <br />
*Nuke shuttle additions: security camera viewer, utility belts, hypospray and basic drugs <br />
*All nuke agents now start with their own ten-crystal radios <br />
*Crowded nuke rounds can now have six instead of five agents <br />
*Fancy command space armor for the boss <br />
<br />
;Keelin<br />
*Power Gloves now actually on the syndicate buy-list for Engineers and Chief Engineers. <br />
<br />
===Wednesday, April 3rd, 2013===<br />
;Dr. Cogwerks<br />
*Easter is over, or is it ????? <br />
*Riot storage now starts with a laser array pod weapon in it <br />
*Syndicate teams now have their own pod and a gun system <br />
*Reminder: to install pod parts, use a crowbar on the pod to open the maint hatch. Click the pod with the item you want to add, crowbar shut, enter pod and use the ship computer to activate the new system <br />
*Nuke agents: enjoy your new rocket launcher, HEH <br />
===Monday, April 1st, 2013===<br />
; Infinite Monkeys<br />
* In an effort to improve roleplaying, added manual breathing and blinking. Emote *inhale and *exhale to breathe, and *closeeyes and *openeyes to blink. <br />
; AngriestIBM<br />
* Unfortunately, your RP was just so ABYSMALLY POOR that we have been forced to revert this change. Great job, SCRUBS!!<br />
<br />
== March 2013==<br />
===Sunday, March 31th, 2013===<br />
; Dr. Cogwerks<br />
* EASTER EGG HUNT <br />
; AngriestIBM<br />
* Chaplain has immunity to wizard spells again. <br />
; ISaidNo<br />
* Cyborgs created at the beginning of the round may now choose their name, like the AI can. <br />
===Wednesday, March 27th, 2013===<br />
; AngriestIBM<br />
* Oh I guess those gas sensors in toxins show up on the GPTIO list now. Give them a sense and then a read command to check them <br />
* You could probably even make it one line like "gptio sense 0200whatever ^ gptio read 0200whatever" <br />
===Tuesday, March 26th, 2013===<br />
; Infinite Monkeys<br />
* Even more chemicals. Clues for all the new ones: <br />
* The components of life plus something special. <br />
* Based on chloral hydrate, affects brain function. <br />
* The above plus two stimulants. <br />
* Medicine cocktail. <br />
* The above plus even more medicine. <br />
* Fortified wine. <br />
* Recipe for hairgrownium. <br />
* Hairgrownium but stronger and faster. <br />
; AngriestIBM<br />
* Apparently some traders had names that were too long to tag a crate with! So, now you just need to label the crates with "trader" to trade them. It's not like there can be multiple simultaneous traders, anyway. <br />
===Monday, March 25th, 2013===<br />
; Infinite Monkeys<br />
* Chemical reactions can now take place inside mobs. What could go wrong? <br />
===Sunday, March 24th, 2013===<br />
; Infinite Monkeys<br />
* New chemicals. <br />
* Two new traitor items: A modified cargo teleporter that transports containers to space and welds them shut, and a crate filled with whatever the Syndicate suppliers had lying around. <br />
===Saturday, March 23rd, 2013===<br />
;Infinite Monkeys<br />
* Chaplains are no longer immune to spells. <br />
===Saturday, March 21st, 2013===<br />
; I Said No<br />
* New hairstyles and facial hair styles! Check em out! <br />
* Some previous hairstyles were renamed. For example, long hair is now "mullet" and short hair is now "trimmed." <br />
===Saturday, March 16th, 2013===<br />
; Infinite Monkeys<br />
* Mixed mode should respect your 'Be Changeling/Wizard/etc' choices now, previously it just checked Be Syndicate and used that to assign all roles. <br />
* 'Be Gang Leader' changed to 'Be Other Enemy'. Controls rare enemy types like Vampires and Gang Leaders. <br />
* Having Head of Security somewhere in your preferences shouldn't override all other choices now. <br />
===Tuesday, March 12th, 2013===<br />
; Dr. Cogwerks<br />
* Significantly buffed the radbow, it should be a lot more sneaky now. No more twang sound or green bolt, faster recharge. Maybe too fast? idk <br />
* Removed the word Syndicate from the syndicate pipe bomb. what did it have a giant flashing red logo or something? dumb. <br />
* Thanks to a group of players making it their goal to hand out stacks full of instakill murdersoup extinguishers every round, soup now clogs extinguishers <br />
* Way to go, idiots! Spray bottle capacity has also been lowered from 1000 to 100 and hot cooking oil now does less damage. <br />
* Big piles of weed can now be dragloaded into the engine furnaces. <br />
===Monday, March 11th, 2013===<br />
; Dr. Cogwerks<br />
* Added a new traitor item for bartenders and doctors. What is it? I guess you'll have to find out. <br />
===Friday, March 8th, 2013===<br />
; Dr. Cogwerks<br />
* Rewrote the engineering startup guide in-game because the old one was hilariously inaccurate for this engine <br />
* Color-coded the supply hookups a bit to help newbie engineers get an idea of what is going on <br />
* Engine code tweaks are ongoing. <br />
===Wednesday, March 6th, 2013===<br />
; Infinite Monkeys<br />
* Added the ability to make a two-way portal in telescience, uses a huge amount of power so yell at the engineers I guess. <br />
; Procitizen<br />
* MOPDATE: examine mops to see if they're wet, examine mop buckets to see what reagents are in them, wet mops in kitchen sinks (wtf), look at mops with your friends and have a good time! <br />
* Earmuffs will save you from the changeling screech or something. <br />
* Reagents will no longer splash on racks, so put all your beakers on them. Go ahead! I dare you!! <br />
* People shouldn't scream while they're dead but I didn't test this and I don't care oh my god I don't care oh my godddd <br />
;Infinite Monkeys<br />
* Why was the 'soundscape' even a thing? RIP constant annoying background hum I guess. <br />
* Fiddled with mentor messages a bit, let me know if I broke anything. <br />
* Added an engine-related suicide! <br />
===Tuesday, March 5th, 2013===<br />
;Dr. Cogwerks<br />
* With the lower pressure reservoirs removed it was trivially easy to hit the max effects tier for Pro Burnz engineering (800kW+) <br />
* Engine output tiers have been rebalanced with a sweet spot around one megawatt, tiered effects cap raised to 2MW - more planned up here soon <br />
* This will make lower output a bit less satisfying maybe but try experimenting with plasma and pump settings <br />
* In some configurations you will want slow feeds of certain gases and maybe a rapid OR slow steady release of excessive pressure from the purge line <br />
===Monday, March 4th, 2013===<br />
; Dr. Cogwerks<br />
* GRAFT UPDATE: added cash registers to a lot more places, including HoP desk and the brig if you wanna charge bail or something <br />
* Charging for services is entirely up to you, it may cause you to get beat up but it might be fun too idk <br />
* Ongoing content expansion for the expedition areas, rewards and lore and hazards will keep growing out there <br />
* Modified the SMES and APCs out in the expedition areas and prison station so they'll behave better with furnaces hopefully <br />
* Check out the new Helmet Cam in Telescience! You can view it from the telesci cam viewer or the televisions in RD, Crew Quarters and Bar. <br />
* Gave the detective a standard portable camera viewer like the HoS has, maybe it'll be useful for spying on jerks or something <br />
* Removed the lower set of engine pressure reservoir tanks for now to see what happens. Expect the engine to behave more erratically, oh boy <br />
* It should be less likely to get those awful pressure inversion problems, and it'll be easier to purge the gas lines when needed <br />
* Restricted the pod hangar to engine/miner access only because too many people were being mean, deal with it <br />
* Added more air pumps and heaters around the station, more cable coils and diskette boxes, etc. etc. <br />
* More updates and fixes and stuff will keep happening for awhile, thanks for all the bug reports and comments so far <br />
; AngriestIBM<br />
* Toggle Deadchat Range is a verb that makes you not hear the living if they aren't, you know, actually nearby. <br />
* Apparently some folks don't like having the chat window spammed by every doofus in the game blathering about nonsense?? <br />
===Saturday, March 2nd, 2013===<br />
; I Said No<br />
* You can now use a multitool or t-ray scanner on a grille to see if it's electrified or not without zapping yourself. <br />
* Changelings can now tear down a grille in one hit if they have harm intent enabled. This is kind of a dead giveaway though. <br />
=== Friday, March 1st, 2013 ===<br />
; Dr. Cogwerks<br />
* Welcome to the new station! <br />
* A very helpful robot named Murray would just love to show you around, he may be waiting in arrivals? unless he is already giving a tour <br />
* BIG THANKS TO THE FOLLOWING FOR ALL THEIR HELP <br />
Aphtonites, MagicMountain, Keelin, and AngriestIBM ! <br />
and also all the other admins and players who have helped with beta testing and map design feedback over the last six months! you guys rule<br />
<br />
== February 2013 ==<br />
=== Tuesday, February 19th, 2013 ===<br />
; Dr. Cogwerks<br />
* Way to go, team! Thanks to everyone being awful, enjoy not having omega slurrypod zombies anymore. <br />
* Why on earth was that even possible in the first place, zombies are dumb as hell and everyone is terrible <br />
* Why are zombies even still in the code at all <br />
* oh uh I also changed syndicate sauce awhile ago hoping people would quietly find out but nobody did <br />
* so give that a try next time you're a traitor chef maybe, it should be a lot better now<br />
<br />
=== Sunday, February 17th, 2013 ===<br />
; ISaidNo<br />
* Changed the Wizard spellbook a bit - you can now hit the ? symbol next to spells to view what they do before you buy them. You can also no longer waste points by buying a spell you already have.<br />
<br />
=== Saturday, February 16th, 2013 ===<br />
; ISaidNo<br />
* When changelings use stings, spit or scream, they will now get a placeholder like wizard spells do so their abilities menu doesn't shift around.<br />
* Couple of new mutations for hydro plants. Also, radweeds will now visibly pulse when emitting radiation.<br />
<br />
=== Wednesday, February 13th, 2013 ===<br />
;ISaidNo<br />
* Satchels can now be used directly on harvest-ready plants to harvest them directly into the satchel. Any overflow will end up on the floor like usual.<br />
* Satchels can now be used on the PlantMaster and Reagent Extractor to load items from the satchel into the machine.<br />
<br />
=== Tuesday, February 12th, 2013 ===<br />
; ISaidNo<br />
* The Helpful Hydroponics Handbook has been completed. Hopefully that'll make the new hydrostuff a bit clearer.<br />
<br />
=== Monday, February 11th, 2013 ===<br />
; AngriestIBM<br />
* Added confirm dialogs/cancel options to some changeling powers (Regen/Speed Regen/Transform/Lesser Transfer), because sometimes you DON'T want to explode into a writhing mass of tentacles in a crowd armed with laser guns. <br />
<br />
=== Sunday, February 10th, 2013 ===<br />
; ISaidNo<br />
* Added a new machine to Hydroponics - the PlantMaster, used for seed extracting, splicing and infusing.<br />
* The Seed Extractor and Plant Gene Manipulator went to hell and died forever. <br />
* Hydroponics equipment comes from a vending machine rather than lockers now. <br />
* The starting health of new plants is now affected by a few different things. Bad endurance will cause the plant to have less health, and single-harvest plants gain or lose bonus health from the harvests gene. Damaged seeds also take health from a new plant. Plants will never start with less than 1 health and die instantly though. <br />
* Made a whole shitload of changes to the hydroponics under-the-hood stuff. Report bugs, as always. <br />
<br />
=== Monday, February 4th, 2013 ===<br />
; AngriestIBM<br />
* The RD sold his bomb to impulse buy a new pet.<br />
* Also !!Clarks!! made versions of prox-radio and prox-igniter assembly sprites that don't look like they're from 2004.<br />
<br />
== January 2013 ==<br />
=== Wednesday, January 30th, 2013 ===<br />
; Infinite Monkeys<br />
* Replaced the Quartermasters' shuttles with crates being launched through space via mass driver. <br />
<br />
=== Sunday, January 27th, 2013 ===<br />
; AngriestIBM<br />
* Those little cash register things in the marketplace use your bank account instead of cash now.<br />
* If you still want to use cash...just toss some space cash over the table, you goof.<br />
<br />
; I Said No<br />
* Improved the Reagent Extractors. They now get two internal storage tanks and a better interface. <br />
<br />
=== Wednesday, January 23rd, 2013 ===<br />
; Infinite Monkeys<br />
* Individual body parts don't have damage limits any more because it was Really Dumb.<br />
<br />
; Dr. Cogwerks<br />
* Set up some new handling for electrocution re: grilles and cables. <br />
* Shocks better take into account the available power now. The more power the station has, the more dangerous it becomes. <br />
* BEWARE OF ARC FLASH. Safety first! <br />
<br />
=== Friday, January 18th, 2013 ===<br />
; Infinite Monkeys<br />
* Rewrote mentorhelps, hopefully they should be less buggy and awful now. If they are broken or buggy let me know.<br />
* Added proxy/igniter/beaker and radio/igniter/beaker assemblies. <br />
* Chemical smoke now carries 3 reagents.<br />
<br />
=== Wednesday, January 16th, 2013 ===<br />
; AngriestIBM<br />
* The station IT drones have now updated the medical console (We have one of those) to Medtrak 5.1. <br />
* Included with the disks was a really nice set of pens carved from the bones of Medtrak 4's development team. <br />
<br />
=== Monday, January 14th, 2013 ===<br />
; Halerina<br />
* AI/cyborg door shortcuts. Ctrl-click opens/closes an airlock, shift-click bolts/unbolts it. Considering a change to make all keys and mouse buttons electrify doors indefinitely.<br />
* A large number of small changes and bugfixes over four years, considering I haven't personally updated this before.<br />
<br />
=== Wednesday, January 9th, 2013 ===<br />
; AngriestIBM<br />
* The station IT department has upgraded security consoles to Secmate 7, primarily because the back of the box promised that everyone responsible for Secmate 6 had been fired into a star.<br />
<br />
=== Tuesday, January 8th, 2013 ===<br />
; Dr. Cogwerks<br />
* Trick cigs (syndicools) can now be ignited by fire, sparks and explosions<br />
* Actually all cigs can spontaneously ignite now. You can probably use this for mischief?<br />
* Also I don't think cigs were properly causing fires when thrown into flammable stuff, so that should work now.<br />
<br />
=== Monday, January 7th, 2013 ===<br />
; Dr. Cogwerks<br />
* Changed the available traitor weapons for spymode significantly. No more emags for spies.<br />
* The remaining gear they can order is all stuff that feels spy-ish.<br />
* Botanist traitors can now order the traitor fog machine. ~420 every day~<br />
<br />
; Dr. Singh<br />
* AIs can edit the arrival alert message. Roleplay it!<br />
<br />
=== Sunday, January 6th, 2013 ===<br />
; I Said No<br />
* Seed Fabricators can be set to filter available products by category.<br />
* The Reagent Extractor now works instantly.<br />
* Added an option when using a satchel on a disposal chute to empty the contents into the chute rather than put the satchel itself in.<br />
<br />
=== Friday, January 4th, 2013 ===<br />
; Dr. Cogwerks<br />
* Added a short little GETTING STARTED guide to ThinkDos, use the Help command on a computer to see it.<br />
* Also added a new software disk vending machine near Tech Storage (that dingy room below QM).<br />
* edit: oh no two updates collided, check out AngriestIBM's new "help basics1" "help basics2" and "help basics3" commands on DWAINE<br />
<br />
=== Tuesday, January 1st, 2013 ===<br />
; I Said No<br />
* Slurrypods will now give a warning before they burst. They also take a bit longer to burst.<br />
* Made it more obvious on the Hydroponics trays when you're out of water or have too much.<br />
<br />
== December 2012 ==<br />
=== Sunday, December 30th, 2012 ===<br />
; I Said No<br />
* Hydroponics backend tweaked again. Man what is with me tweaking all these back ends! *giggle<br />
* Seed Vendor may work a bit differently but function the same as usual. Report bugs of course.<br />
* Added a new guidebook in Hydroponics on how to do good at Hydroponics. It isn't finished yet though since i'm not done messing with Hydro.<br />
* Added some new types of nutrient formulas for plants that do various things. What they do is covered in the aforementioned book. Hydro starts with two bottles of each and can mix more if they figure out the recipes.<br />
* Added some new mutant gene strains for Hydro crops. These are "general" mutations that affect certain things and can be passed between plant species when splicing seeds.<br />
* The Seed Extractor now works instantly rather than making you wait.<br />
* Lemons no longer produce Lime seeds. Not that anyone noticed. Or cared.<br />
<br />
=== Thursday, December 27th, 2012 ===<br />
; I Said No<br />
* Hydroponics backend tweaked slightly. Plants with mutations now use only Endurance and Potency genes for their requirements.<br />
* Took the requirements completley off certain mutations. It's back to the old 8% chance rule for one mutation type per plant.<br />
<br />
=== Sunday, December 23rd, 2012 ===<br />
; AngriestIBM<br />
* Sadly, the shuttle containing this shift's technical and medical assistants crashed. Into the moon. Forever.<br />
* To compensate, staff assistants have been granted the same access as their fallen technical comrades.<br />
<br />
; I Said No<br />
* Artifacts have been updated and now work much, much differently. Artifact Lab is totally different. The old Artifact Lab got turned into more space for Tox Lab.<br />
* Handheld artifacts now exist in addition to large object artifacts.<br />
* Wizards now corrupt terrain faster. The Staff of Cthulhu's corruption time reducing factor has also been significantly increased.<br />
<br />
=== Thursday, December 20th, 2012 ===<br />
; I Said No<br />
* Mutation variants in Hydroponics now work differently - genes have to be in a paticular configuration for the mutation to have a chance of appearing. The requirements and appearance chance for each mutation are all different, too. Happy hunting!<br />
* Hydroponics trays now start the game movable, and may be locked/unlocked with a screwdriver.<br />
* Hydroponics backend code has been tweaked around significantly. Please report bugs to I Said No.<br />
<br />
=== Monday, December 17th, 2012 ===<br />
; I Said No, with sprites from Clarks<br />
* Hydroponics now features.... actual hydroponics!!!!!!!!<br />
<br />
=== Sunday, December 16th, 2012 ===<br />
; MyBlueCorners via Dr. Singh<br />
* Random appearances for player preferences, brought to you by jolly cooperation.<br />
<br />
=== Wednesday, December 12th, 2012 ===<br />
; I Said No<br />
* Added a ton of new emotes. Use the help emote to get lists of all usable emotes.<br />
* The deathgasp emote now has a chance to fail and give you away. This will never happen on genuine deaths.<br />
<br />
=== Sunday, December 9th, 2012 ===<br />
; Dr. Singh<br />
* The telescience computer has a circuitboard in tech storage and the pad can be scanned by electricians.<br />
* Light fixtures can be removed from the wall with a screwdriver if they're unpowered and there's no lamp or bulb. Or, make a new fixture from a stack of metal. Then you can use the fixture parts to build a light somewhere else, whoa!<br />
* Late traitor rate reduced, HoS and security are no longer able to be late traitors.<br />
<br />
=== Thursday, December 6th, 2012 ===<br />
; Dr. Singh<br />
* Made the interrogation room larger and added a small back room for to security to safely transport inmates for questioning.<br />
* Changelings can no longer absorb a corpse multiple times.<br />
<br />
=== Wednesday, December 5th, 2012 ===<br />
; Infinite Monkeys<br />
* Blink teleports you forwards instead of randomly now. Cooldown increased a bit.<br />
<br />
=== Tuesday, December 4th, 2012 ===<br />
; Dr. Cogwerks<br />
* Added a bunch of new chems, oh no<br />
* Antihistamine: stoxin + diethylamine + ethanol * heat<br />
* Itching Powder - pretty simple recipe<br />
* Histamine - cannot be mixed<br />
* Crank - 4 things + fuel * heat<br />
* Krokodil - 2 medical drugs + 3 other things * heat<br />
* Bath Salts - 7 reagents * heat<br />
* CAT DRUGS - 2 botany things, 1 other thing + fuel * heat<br />
* gross thing: urine + water * heat = ammonia (precursor to most of the others here)<br />
<br />
=== Sunday, December 2nd, 2012 ===<br />
; Aphtonites<br />
* Energy swords now have sound effects, thanks to MollyMillions.<br />
* So do toy swords, wow!<br />
<br />
== November 2012 ==<br />
=== Wednesday, November 28th, 2012 ===<br />
; AngriestIBM<br />
* The new plant seeds weren't showing up because I accidentally added them to the wrong seed vendor in the code.<br />
* Because there are two functionally identical but separate seed vendors defined.<br />
* Maybe by hitler.<br />
* Maybe I'm going to kill myself.<br />
<br />
=== Tuesday, November 27th, 2012 ===<br />
; Keelin<br />
* Updated ABCU markers. You can now create blueprints for exact copies of rooms at a slightly higher cost. These can not be saved."<br />
<br />
=== Saturday, November 24th, 2012 ===<br />
; AngriestIBM<br />
* I added some new plants, like avocados.<br />
* Also you can use empty taco shells to crumble them into chips. You can dip chips into bowls. w h o a<br />
* Guacamole!!<br />
<br />
=== Sunday, November 11th, 2012 ===<br />
; Aphtonites<br />
* The return of VR!<br />
* A racing game has been added to the VR arcade!<br />
<br />
=== Saturday, November 3rd, 2012 ===<br />
; AngriestIBM<br />
* Halloween died.<br />
* It's a shame that Thanksgiving isn't very conductive to game ideas.<br />
<br />
== October 2012 ==<br />
=== Monday, October 29th, 2012 ===<br />
; ScariestIBM<br />
* Halloween fun time!<br />
* Halloween...fun time!!<br />
* HALLOWEEN FUN TIME<br />
<br />
=== Saturday, October 20th, 2012 ===<br />
; AngriestIBM<br />
* Okay so MollyMillions made this ogg that plays when you cease being knocked out.<br />
* That's kinda neat I guess.<br />
* It's all "beep beep boop" and EKG-y and stuff.<br />
* I'm padding this out to try to draw attention away from us forgetting to update the changelog for a month.<br />
<br />
== September 2012 ==<br />
=== Saturday, September 29th, 2012 ===<br />
; DrMelon<br />
* Added virtual wizard & syndicate kits to VR Gun Sim. Practice traitoring safely!<br />
<br />
=== Friday, September 28th, 2012 ===<br />
; Aphtonites<br />
* Added tough competition for the station chefs.<br />
<br />
=== Saturday, September 22nd, 2012 ===<br />
; AngriestIBM<br />
* Added Cogwerks' new janitor traitor item idea: A compactor trash cart. Looks identical to the regular one, but may cause people placed inside to become rather small and angular.<br />
* Reminder on how to put people inside a cart/bin/crate: Move cart over lying person. Close cart.<br />
<br />
=== Monday, September 17th, 2012 ===<br />
; Wonkmin<br />
* Looks like Inf Monkeys fixed a load of stuff, and this should get the rest. Huge thanks to Convair880 for his time identifying the wiring issues. Please continue to report issues on the new forums.<br />
* New forums can be found at http://http://www.autisticpowers.info/ss13/forum/index.php<br />
<br />
=== Sunday, September 16th, 2012 ===<br />
; Wonkmin<br />
* The kitchen/bar is now south of botany and west of crew quarters. The old bar is now a storage warehouse.<br />
<br />
=== Sunday, September 9th, 2012 ===<br />
; AngriestIBM<br />
* Can you complete the PAINT DISPENSER REPAIR CHALLENGE?<br />
<br />
== August 2012 ==<br />
=== Wednesday, August 29th, 2012 ===<br />
; AngriestIBM<br />
* Quartermasters can buy paint cans. I hope this alleviates your paint-related concerns.<br />
* Please don't paint everything in the game and make the client choke rendering a million pink toolboxes or I will be VERY SAD.<br />
<br />
=== Saturday, August 18th, 2012 ===<br />
; AngriestIBM<br />
* I should probably clarify that spies can: implant anybody since security implants are no longer A Thing (Even other leaders! whoa!) and that these are super mindslaves that do not wear off after time passes.<br />
* Implantees should be able to refer to their notes (Not the PDA one, the verb one) to see who their boss is. I guess.<br />
* Also plant pots are secured/unsecured with a wrench now. What a crucial change!<br />
<br />
=== Wednesday, August 15th, 2012 ===<br />
; AngriestIBM<br />
* There is a conspiracy/spy mode in beta. Competing syndicate infiltrators with mindslaves are fighting a shadow war for a promotion.<br />
* Wonton wrappers! Put an egg and some flour in the mixer and stuff the resulting wrappers with small foods. And then fry them.<br />
<br />
=== Saturday, August 11th, 2012 ===<br />
; Keelin<br />
* Derringer Pistol traitor item. Can be hidden in clothes.<br />
<br />
=== Monday, August 6th, 2012 ===<br />
; Procitizen<br />
* Sponges for the janitor. idk<br />
* Light other people's cigarettes using a zippo!<br />
* Headgear should show up on examine!!<br />
* The Dark Knight Rises was kinda good, but not really!!!<br />
<br />
=== Sunday, August 5th, 2012 ===<br />
; Procitizen<br />
* Replaced the legitamately useless heavy armor in the armory locker with an EOD suit/helmet.<br />
<br />
=== Thursday, August 2nd, 2012 ===<br />
; AngriestIBM<br />
* While gloves don't leave fingerprints, they DO leave other signs for the detective to scan :O (Well actually you get distorted prints from latex gloves)<br />
* Chef has a sous-chef uniform available in the kitchen dispenser I guess. Recruit an assistant?<br />
<br />
== July 2012 ==<br />
=== Tuesday, July 31st, 2012 ===<br />
; Nannek<br />
* Nuclear engines added. (BETA)<br />
* Airbridge added<br />
<br />
=== Tuesday, July 31st, 2012 ===<br />
; Infinite Monkeys<br />
* Added a timer/igniter/beaker assembly. Prox and radio assemblies to come but they are a pain to code.<br />
<br />
=== Saturday, July 28th, 2012 ===<br />
; Infinite Monkeys<br />
* Chemistry stuff:<br />
* Stabilising agent that can make some previously instant reactions produce a stable-ish product.<br />
* Thalmerite has two chemicals that affect its heating speed.<br />
* Foaming agent removed - reactions that formerly used it now use fluorosurfactant.<br />
<br />
=== Thursday, July 26th, 2012 ===<br />
; AngriestIBM<br />
* Giving the chef a deep fryer cannot possibly backfire. CANNOT POSSIBLY BACKFIRE.<br />
* Oh and I guess botany wanted one of those crate telepad gizmos.<br />
<br />
=== Tuesday, July 10th, 2012 ===<br />
; Infinite Monkeys<br />
* Late join traitors attempt two.<br />
<br />
=== Saturday, July 7th, 2012 ===<br />
; IShallRiseAgain<br />
* Syndicate Shuttle is no longer on same Z-level as the station.<br />
* The syndicate teleporter can be activated with a syndicate teleporter remote in order to exit and go back to the syndicate shuttle.<br />
<br />
=== Thursday, July 5th, 2012 ===<br />
; I Said No<br />
* Dropped manufacturing costs of mining equipment a bit.<br />
* Engineering Spacesuits no longer make you go any slower than a regular space suit does.<br />
<br />
=== Monday, July 2nd, 2012 ===<br />
; I Said No<br />
* The Mining Outpost now has an APC and light switch for each of its seperate areas. There are also rods and hand labellers available.<br />
* The Mining Manufacturer now makes rods and metal sheets.<br />
* Extractor Rigs now drill much faster, and show the correct amount of ore in the hopper. (It was always off by 2 until now.)<br />
* There are now display screens on the Mining Outpost that show how much ore has been dug up.<br />
* Replicants have been disabled for the time being. They'll be back later.<br />
<br />
== June 2012 ==<br />
=== Friday, June 29th, 2012 ===<br />
; I Said No<br />
* Rotating a window will now prompt you which direction you want to rotate it in. Examining the window will also tell you it's current fastened status.<br />
* Tidied up the job selection menu a little.<br />
<br />
=== Wednesday, June 27th, 2012 ===<br />
; Infinite Monkeys<br />
* Added a 'mentorhelp' command for asking gameplay-related questions - round spoiling questions and things like that are fine. Currently admins and dead HOSes can read/reply to the channel.<br />
<br />
=== Wednesday, June 27th, 2012 ===<br />
; I Said No<br />
* Sturdy and Heavy cyborg Heads and Arms are now available. Use two metal on a regular part to make it sturdy, and two reinforced metal on a sturdy part to make it heavy. These parts can take more damage, but are heavy and will slow the Cyborg down a bit. Heavy moreso than Sturdy.<br />
* Cyborgs should now be able to suicide.<br />
* The bug that let you share reagents with yourself is fixed. Come on, that doesn't even make sense. =I<br />
<br />
=== Tuesday, June 26th, 2012 ===<br />
; I Said No<br />
* You can now pour your reagent container (beakers, bottles, etc) into someone else's while they are holding it. They need to hold it in their active hand, and both parties need to have Help intent selected.<br />
* This also works for cyborgs - the Cyborg needs to have Help intent selected, and has the beaker equipped in a slot and selected. (The square it's in needs to be highlighted in green, basically.)<br />
<br />
=== Monday, June 25th, 2012 ===<br />
; I Said No<br />
* Cyborgs now have their old appearance sets back. What's more, they can be customised at Docking Stations! (But no self-customisation. You need someone to help you!)<br />
* Construction Cyborgs now have floor tiles instead of metal sheets.<br />
* Engineering Cyborgs now have the Atmospherics Transporter that Atmos Cyborgs used to have.<br />
* Chemistry Cyborgs have their own internal ChemMaster unit now, and cannot use the regular ChemMaster. In addition, using the Chemistry Dispenser is slightly different for them and doesn't involve inserting the beaker.<br />
<br />
=== Sunday, June 24th, 2012 ===<br />
; I Said No<br />
* Enabled the new-type cyborgs as a test. Some stuff may be substantially different!<br />
* Cyborg construction for new-type cyborgs is a bit different. The brain goes in the head piece before attaching, you use a wrench on the frame once it's complete to activate the new cyborg.<br />
* After you've opened a Cyborg (crowbar) and exposed it's wires (screwdriver), use robot parts on it to attach new parts, or a wrench to remove existing ones.<br />
* Treads are now available as a cyborg component. They occupy both leg slots - they boost speed a bit but drain power from the cyborg's cell.<br />
* New type Cyborgs may get a free upgrade depending on which module they pick at the start. Mining Borgs also have the option to teleport to the mining station.<br />
* Cyborgs may be repainted and redecorated from docking stations. They look a bit plainer than they used to for the moment but that'll be fixed if this all pans out.<br />
<br />
=== Saturday, June 23rd, 2012 ===<br />
; I Said No<br />
* Cyborg construction process is now slightly different. Heads no longer need flashes, and parts already on the frame can be wrenched off if needed. Cells and wires in the chest piece can also be removed with wrenches and wirecutters, respectively.<br />
* Atmos and Vendor borg modules were discontinued due to being borderline useless.<br />
* Substantial background changes to a whole ton of cyborg shit. Report any bugs, please!<br />
<br />
=== Tuesday, June 19th, 2012 ===<br />
; IShallRiseAgain<br />
* You can make cakes with virtually any food item now, and you can use icing tubes to decorate them with icing.<br />
<br />
=== Sunday, June 17th, 2012 ===<br />
; I Said No<br />
* Added the Motor Oil reagent. Splashed on cyborgs, it will make them move faster and use less power for a short while. Roboticists start with an oil can - more can be mixed if you know the recipe. Experiment and find it!<br />
* A new oil can sprite courtesy of Clarks! Splashed oil now also stains the floor. Technically this was put in on tuesday and not sunday but eh sod it.<br />
<br />
=== Saturday, June 16th, 2012 ===<br />
; I Said No<br />
* Plasma Cutter has been replaced by Concussive Gloves. They allow you to mine asteroids by punching them with your bare hands.<br />
* Power Hammer was buffed a bit. It now shatters nearby weak tiles in addition to digging.<br />
* Mining Charges have become Concussive Charges. They work only slightly differently to what they did before.<br />
<br />
=== Thursday, June 14th, 2012 ===<br />
; I Said No<br />
* Cyborg Recharging Stations are now Cyborg Docking Stations. In addition to recharging cells, they can perform repairs, rename cyborgs, and handle the installation/swapping of various cyborg components.<br />
* Docking Stations accept power cells, upgrades, modules, cable coil and welding fuel. You can also help Cyborgs climb in by click-dragging them onto the station.<br />
* Robotics Research is gone. It'll be back later in some form. For now, Roboticists can make all robotics items right off the bat. Resources is the only limitation.<br />
* Cyborgs now start in Robotics rather than AI Upload.<br />
* Updated a bunch of backend stuff for Cyborgs. Report any bugs, please!<br />
* Gave miners their miner bots and drill rigs back. Sorry about that!<br />
<br />
=== Monday, June 11th, 2012 ===<br />
; Procitizen<br />
* Added a box of latex gloves to medbay. Made fingerprints left by latex gloves a little more confusing. I'm still working on detective stuff I promise!!!<br />
* Click on a door with a T-ray scanner to see if it's powered, unpowered or electrified!<br />
* The T-ray scanner can also be used to measure how much power is being sent through a cable. This was actually a thing multitools did before, but scanners don't get enough love. :(<br />
<br />
=== Thursday, June 7th, 2012 ===<br />
; IShallRiseAgain<br />
* Virtually any food can be a topping for pizza now<br />
<br />
; LLJK-Mosheninkov<br />
* Added Amusing Duck and a dog named George. RIP george you were a good dog. (big thanks to Cogwerks for the sprites)<br />
<br />
=== Wednesday, June 6th, 2012 ===<br />
; I Said No<br />
* Redesigned the mining outpost to be a bit more spacious and functional. Also redesigned something else, see if you can find out what.<br />
* There are now a max of six miners and four botanists.<br />
<br />
=== Sunday, June 3rd, 2012 ===<br />
; IShallRiseAgain<br />
* Added a cookbook and new appliance to the kitchen<br />
<br />
=== Sunday, June 3rd, 2012 ===<br />
; I Said No<br />
* Sheets of Metal and Glass as well as Metal Rods now all stack to 50. Floor tiles now stack to 80.<br />
* All of the items mentioned above can now be drag-dropped onto each other to quickly gather nearby items into one stack.<br />
* Welding rods to get metal and using metal to build tiles and rods now prompt how many you want to make a stack of.<br />
<br />
=== Saturday, June 2nd, 2012 ===<br />
; Nannek<br />
* Mouseover people to see their assignments on their id cards.<br />
* Redid how voice changers were handled in the code making them more robust.<br />
<br />
=== Friday, June 1st, 2012 ===<br />
; Dr. Singh<br />
* Starlight removed, it looked cool but caused too many problems behind the scenes that I haven't been able to fix.<br />
<br />
== May 2012 ==<br />
=== Thursday, May 31st, 2012 ===<br />
; I Said No<br />
* Particular random events now occur based on how long the round has been running. Spatial Tears, Kudzu, Solar Flares and Ion Storms can occur right from the start. Wormholes, blobs, radiation, viruses and meteors will only occur after 40 minutes have passed. Black Holes and Blowouts occur only after 80 minutes have passed.<br />
* Blowouts are back in the rotation, as you might have guessed. They no longer blow up all the lights on the station, too.<br />
* Meteor random events will now strike from one direction rather than swarming in from all sides. You also get three minutes to prepare before the meteors arrive. Meteor Storms after the 80 minute mark will be far worse than those before it.<br />
* Meteor Shield Generators are now available in emergency storage. You can also turn lattices into anti-meteor barricades by using rods on them. Weld barricades to dissassemble them,<br />
<br />
=== Tuesday, May 29th, 2012 ===<br />
; AngriestIBM<br />
* So um, you know how the mulebot didn't actually have any delivery locations set up? That's fixed now. I FORGOT OKAY THERE ARE A LOT OF THINGS TO PUT IN A MAP<br />
<br />
=== Monday, May 28th, 2012 ===<br />
; AngriestIBM<br />
* Beds now have a "sleep in" verb. If you lay down and use it...you sleep in them! And you can press the laying/standing toggle button to..wake up! Whoa!<br />
<br />
=== Sunday, May 27th, 2012 ===<br />
; I Said No<br />
* Miners now start with three extractor rigs and two extra crates of furnace fuel.<br />
* Metal, Glass and Rods stacks will now give messages when adding to or otherwise manipulating them.<br />
<br />
=== Thursday, May 24th, 2012 ===<br />
; Infinite Monkeys<br />
* You can now click the inventory button with an equippable item in your active hand to equip it. If you have an item equipped in that slot it'll be put in your active hand.<br />
<br />
=== Tuesday, May 22nd, 2012 ===<br />
; AngriestIBM & Supernorn<br />
* Implemented Supernorn's cool new hud!! whoa!!<br />
* Primer: Intents selection is now done by clicking the appropriate square of the intent panel.<br />
* Drop is the half-tile below throw (To the right of hands)<br />
* Active hand selected by clicking the appropriate hand slot.<br />
* Most alerts, like extreme cold, now only show up when there actually is an alert.<br />
* Also the inventory can now be hidden. Belt, pockets, and backpack are always visible, however.<br />
* Nonhuman mob HUDS are probably broken as fuck right now.<br />
<br />
=== Monday, May 21st, 2012 ===<br />
; AngriestIBM<br />
* Thanks to a generous donation from the Change the Brig Slightly Foundation, the brig has been changed. Slightly.<br />
* Also implant locks are just gone in general now.<br />
* Cyborgs can use the goofy PageUp switchhands hotkey now too! Switch through your active modules!!<br />
<br />
=== Sunday, May 20th, 2012 ===<br />
; Infinite Monkeys<br />
* More suicide methods.<br />
<br />
=== Friday, May 11th, 2012 ===<br />
; LLJK-Mosheninkov<br />
* Made emergency suits less shitty (but still quite shitty!) and made them more orange instead of salmon. Also changed their in-world icons so the suit and helmet don't look like a mob standing there<br />
<br />
=== Thursday, May 10th, 2012 ===<br />
; Infinite Monkeys<br />
* Added a bunch more crew objectives and enabled the system. AngriestIBM did all the hard work coding the framework so thank him!<br />
<br />
=== Wednesday, May 9th, 2012 ===<br />
; AngriestIBM<br />
* Unfortunately, the recent oxygen garden renovation attracted a family of bears. As the resulting enactment of NanoTrasen bear-elimination protocols resulted in the garden's complete atomization, the bar and kitchen have been relocated to the new space. A new crew area has been installed in their former location.<br />
<br />
=== Tuesday, May 8th, 2012 ===<br />
; Procitizen<br />
* Okay, let's try this again! Now scientists have access to chemistry and chemistry has been returned to the research sector.<br />
<br />
; I Said No<br />
* Touching foam no longer puts the reagent into your body, and neither does splashing. If you want it in your system, you have to inject or consume it.<br />
* NanoTrasen Medical reminds all personnel not to overdose on medicine and stimulants.<br />
<br />
; LLJK-Mosheninkov<br />
* Crew quarters has been replaced with a much more eco-friendly oxygen garden.<br />
<br />
=== Monday, May 7th, 2012 ===<br />
; Procitizen<br />
* Made the Medical Doctor uniform slightly more red<br />
* Killed Chemists and moved Chemistry into Medbay for doctors to use<br />
<br />
=== Sunday, May 6th, 2012 ===<br />
; Dr. Singh<br />
* Health shouldn't jump around wildly anymore. Please let me know on the forums or in IRC if you still get weird health behaviors.<br />
<br />
=== Saturday, May 5th, 2012 ===<br />
; Infinite Monkeys<br />
* Vampires can now create thralls for 300 blood.<br />
<br />
; I Said No<br />
* Mixed Mode: Chaplains should no longer be selected to be a Vampire. They should be assigned Traitor or Changeling instead if this occurs. Report any instances of Vampire Chaplains, thanks.<br />
<br />
=== Friday, May 4th, 2012 ===<br />
; Infinite Monkeys<br />
* Lots of vampire changes, still a work in progress, feedback would be appreciated in the suggestions thread. Changes:<br />
* Disease Touch is back to being deadly, but is non-contagious. Use it to kill important personnel I guess?<br />
* Blood count now displayed in the Status menu.<br />
* Cloak of Darkness and Mist Form should work properly now.<br />
* Blood draining requires one click and continues until interrupted. It also has a chance to stun/KO.<br />
* Other misc changes to cooldowns, blood costs, etc.<br />
<br />
; I Said No<br />
* New item: Mechanised Boots. Industrial Armor no longer confers a speed boost - the boots do that now.<br />
* Geological Scanners now show different decals for different things. Some things share decals, so it is still wise to check before you dig.<br />
* Abandoned Loot Crates can sometimes be dug up via mining. Don't ask how they got buried in solid rock.<br />
* Changed the Power Hammer. It can be now used mostly like a regular mining tool (pick, etc), took out that stupid "useless collapse" thing.<br />
* Fabricator Item Lists can now be filtered by category. The option is down the bottom. Also you can now eject ore even while it's busy building something.<br />
* Ore Extractor Upgrades now fit on mining belts.<br />
* Fibrilith and Miracle Matter are now properly loaded from using a satchel on the Fabricator by hand.<br />
* You can now click-drag ore and produce into crates to load them in rapidly, provided the crate isn't locked.<br />
* Jumpsuits and shoes from Fabricators. Woah.<br />
* Electricians can no longer have a suit of industrial armor as a traitor item.<br />
<br />
=== Thursday, May 3rd, 2012 ===<br />
; Procitizen<br />
* Latex gloves now obfuscate fingerprints instead of completely hiding them.<br />
* The maximum number of fingerprints on any given object has been increased from 3 to 6.<br />
* Added an experimental 64x64 icon mode, check under the Icons tab near File.<br />
<br />
; I Said No<br />
* Satchels now come with visible meters to show how full they are.<br />
* Large Ore Satchels can be built at Mining Fabricators, from 25 fabric and 3 Bohrum. They hold 75 ore each.<br />
* Power Hammers will shatter weak rock formations within a small range of the tile you strike.<br />
* Mining and Robotics Fabricators start with 20 of each basic ore pre-loaded. No more scavenging for cables and such.<br />
* Fibrilith and Miracle Matter can now be loaded into a fabricator via click-dragging, same as normal ores.<br />
* Diseased Touch/Grave Fever no longer stuns, and does less toxic damage.<br />
<br />
=== Wednesday, May 2nd, 2012 ===<br />
; AngriestIBM<br />
* Apparently flash powder's recipe was critically immersion breaking, and as such it now also uses chlorine.<br />
* Also avoid purple beams. Trust me on this.<br />
<br />
=== Tuesday, May 1st, 2012 ===<br />
; I Said No<br />
* Extractor rigs now come with an inbuilt GPS for locating them.<br />
* Miners now start with three satchels and three light mining charges each.<br />
* Explosions will now weaken and crack most asteroid tiles that they didn't destroy outright.<br />
* Mining belts should now be able to store mining PDAs, as intended. Rock worms are no longer on a diet.<br />
* The beds in the brig can no longer be used for buckling.<br />
* Added a furnace room on the main station for an emergency power supply.<br />
<br />
=== Tuesday, May 1st, 2012 ===<br />
; I Said No<br />
* Mineral Accumulators and Ore Extraction Rigs start with a fully charged 7500 capacity power cell already loaded.<br />
* Made cell chargers charge up power cells much faster.<br />
<br />
== April 2012 ==<br />
=== Saturday, April 28th, 2012 ===<br />
; Infinite Monkeys<br />
* New arrivals can spawn as traitors in certain situations.<br />
* Non-antagonists with security implants can no longer use cloaks. Traitors who manage to obtain a sec implant can.<br />
<br />
; I Said No<br />
* Reworked a bunch of background stuff for mining. Report bugs if any come up.<br />
* Small asteroids now have a chance to be made of solid mineral, containing hundreds of units of ore. You can't dig them with regular tools.<br />
* Miners can now create and set up extractor rigs near said asteroids. They will gradually extract ore from them over time.<br />
* Upgrades can be made for said rigs that expand their capacity, increase their drilling speed, and give them a teleporter.<br />
* You can click-drag a crate onto the rig to empty all ore from it into the crate, or you can smack the rig with a satchel to fill the satchel up.<br />
* Rigs will also send messages to miner PDAs if something occurs. PDAs can be put on mining belts now, too.<br />
* Moved the cargo pad in Mining closer to the fabricator.<br />
* Miners now ACTUALLY have their double mining speed and weird tile warnings perk. It wasn't in effect before because apparently the Chaplain had it instead.<br />
* Plasmastone is actually useful for something now. Holy SHIT<br />
<br />
; Dr. Singh<br />
* Changed the middle click shortcut to just swap hands. Apologies to anyone who liked it but it breaks too many things that were built around the whole active/offhand idea and just feels awkward and wrong.<br />
<br />
=== Friday, April 27th, 2012 ===<br />
; I Said No<br />
* The Request Console at QM and commercial vending machines now accept ID cards. They use money straight from your bank account so now you don't have to screw around with cash and ATMs.<br />
* Grones Soda now has the flavor in the description rather than the name. The gigantic entry on the vending machine page was bugging me.<br />
<br />
=== Thursday, April 26th, 2012 ===<br />
; I Said No<br />
* Three new traders for QMs to interact with. One of them is a randomised generic trader.<br />
* You can now haggle with traders. Hit haggle, type in the new price you think you should pay per unit, and the trader will meet you somewhere halfway. Don't try to rip them off or push it too far, though!<br />
* Rolled all the fruit/veg/herb commodities in the Shipping Market into a single category rather than having them all be individually priced.<br />
* Couple of new commodities. Meat, Robot Parts, Glass, Metal. Maybe some others I forgot.<br />
* You can now select the amount of items you want when a trader is selling to the station.<br />
<br />
; Dr. Singh<br />
* Middle click now uses your offhand. Thanks MyBlueCorners for putting in the effort on this one. Cue complaints from people with laptops and cheap mice in 3... 2...<br />
* Control click is now pull. Yep. It's finally the future.<br />
* Added one of those top left corner action buttons to turn your tank valve on and off. You'll still have to adjust the pressure the old fashioned way.<br />
<br />
=== Monday, April 23rd, 2012 ===<br />
; I Said No<br />
* Automatic Mining Bots are now craftable. Hard Hat > Prox Sensor > Robot Arm > Pickaxe or Drill. Mining station starts with two of them.<br />
<br />
=== Sunday, April 22nd, 2012 ===<br />
; Procitizen<br />
* You can now examine stuff by holding down alt and clicking on it. For real this time though.<br />
* Local Air Monitors have taken a vow of silence, forever<br />
<br />
; I Said No<br />
* Mucked around with a ton of background shit. Be sure to report bugs.<br />
* New gamemode: Mixed. It's not in the rotation yet because it still needs some live testing.<br />
* Predators can now force unbolted doors open with their bare hands.<br />
* Added a cell charger to the mining outpost, since they can make cells now.<br />
* Furnace fuel now lasts longer.<br />
* Traders will now periodically contact the station with offers. It is the responsibility of the Quartermasters to accept or decline, and work out the other various logistics of trading!<br />
* Thus far there is only one trader. More will be added soon.<br />
<br />
; AngriestIBM<br />
* You can now repair APCs with the amazing power of screwdrivers, cabling, multitools, and wrenches. A real toolbox teamup.<br />
<br />
=== Friday, April 20th, 2012 ===<br />
; Procitizen<br />
* Welding masks can be moved out of your eyes so you can see stuff.<br />
* Replaced the Holy Water bottle sprite with one that's significantly more cooler. (Hempuli you are a boss sorry I didn't do this sooner)<br />
* Changed the revolver/generic gunshot sound to something meatier and less compressed.<br />
* Local Air Monitors now produce annoying beeping sounds when there's an atmosphere problem in compliance with Space OSHA standards! Place your bets on when this will be removed!<br />
<br />
; I Said No<br />
* Geological Scanners and Power Hammers now work instantly rather than after a delay.<br />
* Any given tile of ore has a rare chance to carry twice as much ore, and a very rare chance to carry four times as much.<br />
* Power Hammer cost was changed, and both it and Powered Picks now have more charges.<br />
* Power Hammers now have a 50% chance to uselessly collapse a seam on multiple weakenings, rather than 95% as before.<br />
* Mining Manufacturer can now produce power cells and flashlights.<br />
* New high-end equipment for miners: Mineral Accumulator. Works like a combination between a black hole and a cargo teleporter - will drag all nearby ore to it and teleport it to a cargo pad. Needs a power cell to run.<br />
* Two new gems! One is Fibrilith - redeemable for 40 fabric at a manufacturer, or sellable. The other one is best left discovered for itself.<br />
* All Manufacturing Units now have an adjustable speed setting. Can be set to run at double or triple speed. Beware! Doing so consumes a LOT of power from the local APC!<br />
* Cyborg farts have new text to distinguish them from human farts.<br />
<br />
=== Saturday, April 14th, 2012 ===<br />
; I Said No<br />
* Did some background work on new jumpsuits you may see one day soon!<br />
<br />
=== Thursday, April 12th, 2012 ===<br />
; Infinite Monkeys<br />
* Fuck stungloves.<br />
<br />
; I Said No<br />
* That stupid RIG Armor is no more. Now there is Industrial Space Armor, with a nice new look. It also protects you from explosions now, too.<br />
* Cost was reduced for the armor. You also manufacture both pieces at once, rather than individually.<br />
* Space suits are also now manufactured as a helmet/suit set, too.<br />
<br />
=== Wednesday, April 11th, 2012 ===<br />
; Dr. Singh<br />
* Fixed that explosion bug I caused. Sorry about that. About fixing it, I mean.<br />
* The stars now produce light as intended. Ambient lighting from exterior windows and/or gaping holes. No more sticky darkness (hopefully).<br />
* Changed explosion processing to guarantee that nobody can outrun the blast radius due to lag.<br />
* Improved the chance for an electric chair's non-lethal setting to de-rev.<br />
* You can now quick-stack some items by holding one in your hand and dragging another onto it from the floor. Currently works for sheets of glass and metal, rods, floor tiles and wire coils.<br />
<br />
=== Tuesday, April 10th, 2012 ===<br />
; I Said No<br />
* Mining speed cut in half universally. On top of this, miners dig twice as fast as everyone else.<br />
* As an added bonus, Miners start with powered picks instead of regular ones.<br />
* Plant Pots in Hydroponics now consume half as much water as before.<br />
<br />
; Dr. Singh<br />
* Why could electricians build Syndicate gear anyway? If Nanotrasen could just make that stuff security would have cloaks in their lockers.<br />
* Electricians can no longer scan traitor gear. They can scan a few more things around the station to make up for the lack. Please let me know if you notice anything electricians can't scan that they should.<br />
* New traitor item added for electricians: A fancy Syndicate scanner that can scan traitor gear.<br />
* E-mag cost upped from 3 to 5 since they do everything and are really really good. Radio jammers reduced from 5 to 3 because they should be used more, especially now th--BLARGH<br />
* E-magging a cyborg no longer unlocks the interface, instead it fries the cyborg's connection to the Laws database. It doesn't compel the borg to help you or anyone. It just removes all laws.<br />
* Added confirmation popup to 'State All Laws' so AIs will be less inclined to reveal things they shouldn't.<br />
<br />
=== Sunday, April 8th, 2012 ===<br />
; AngriestIBM<br />
* Three words: Easter. Egg. Hunt.<br />
<br />
=== Sunday, April 1st, 2012 ===<br />
; I Said No<br />
* Added Zombie and Alien modes to standard round rotation.<br />
* Added several powerful guns to abandoned loot crates that may only be used if your character is named "Iji".<br />
* Fixed the Flamethrower.<br />
<br />
; Dr. Melon<br />
* Re-added the Clown job in all its entirety.<br />
* The clown can now breathe in space.<br />
* The clown can now fly.<br />
* The clown can shoot lasers from his nose.<br />
<br />
== March 2012 ==<br />
=== Friday, March 30th, 2012 ===<br />
; AngriestIBM<br />
* The new electronics update requires 2x buzzers, 4x diodes, and 5x fuck mport's awful code.<br />
* Also I renamed the electronics data disks to modules so they don't get confused with actual data disks. Do they have any utility beyond plugging into scanners to give you a list? Maybe I should just replace them with a printout of the parts needed or something.<br />
<br />
; Dr. Singh<br />
* Thanks to Tobba for the updated lighting code. Lighting is now calculated differently, allowing for some neat new tricks.<br />
* Fixed the party alarm.<br />
<br />
=== Tuesday, March 27th, 2012 ===<br />
; Procitizen<br />
* '''New Thing''': Shard Recycler in the bar! It can turn glass shards into cups and plates!!!<br />
* '''Sorta New Things''': Shot and wine glasses, can be made with the Shard Recycler (see it's not useless)<br />
* Bar stools! They do nothing oh well<br />
* Changed the firesuit sprite so it's less neon green and Denis Leary approved<br />
* Fixed emergency suits so they protect you from space a lil bit instead of making you more vulnerable (what the fuck mport)<br />
<br />
=== Saturday, March 24th, 2012 ===<br />
; Dr. Melon<br />
* Gone are the days of unstable medical practice: bruise packs and ointment tubes have been replaced with chemical patches!<br />
* Empty patches have been added to chemistry - use a syringe to fill them.<br />
* Nicotine patches are available in the cigarette vendors.<br />
* You can make new patches with the general manufactuer.<br />
<br />
=== Wednesday, March 21st, 2012 ===<br />
; Infinite Monkeys<br />
* Proximity sensors, and assemblies that use them, should now work.<br />
<br />
=== Thursday, March 15th, 2012 ===<br />
; I Said No<br />
* More wizard mode changes:<br />
* Wizards start without their robes. They can now retrieve them from the wardrobes - they have a choice of three different styles now.<br />
* New selectable Wizard thing: Staff of Cthulhu. Makes corruption ritual faster, hits harder than a normal staff and will horribly shock anyone trying to steal it.<br />
* Arrival, Escape and Supply Shuttles, as well as the Solar Panels, no longer count towards the total percentage of corruption.<br />
* Corruption percentage count should be more accurate now.<br />
<br />
=== Thursday, March 15th, 2012 ===<br />
; I Said No<br />
* Wizard mode changes again:<br />
* The Chaplain is now the Wizard's natural enemy. He has immunity to all magic and the ability to remove corruption.<br />
* Wizards are immune to each other's spells as long as they have their outfit and staff equipped.<br />
* The Chapel is a safe haven - Wizards cannot teleport directly into it or use spells inside. This protection stops at 40% corruption, however.<br />
* The Corruption now has various effects that get worse as more of the station is corrupted. Wiz and Chaplain are immune to these.<br />
* At 30% or more corruption, the Wizard will slowly regenerate health while inside.<br />
<br />
=== Wednesday, March 14th, 2012 ===<br />
; I Said No<br />
* You can now select whether you want to hear admin played sounds or not. Look under the Soundscape option.<br />
* Admins can now optionally announce that they're playing sounds and what the sound filename is, like a DJ or something.<br />
<br />
=== Sunday, March 11th, 2012 ===<br />
; I Said No<br />
* Erebite and Cerenkite power cells can now be manufactured. They regenerate power on their own. Erebite Cells will explode on contact with heat or fire, however.<br />
* Shaving off a Wizard's beard will cause them to become too ashamed to cast offensive magic for a short while.<br />
* Couple of new facial hairstyles.<br />
<br />
=== Friday, March 9th, 2012 ===<br />
; Dr. Singh<br />
* Added peanuts and peanut butter. There's also a few secret recipes, uh huh.<br />
* Fixed a ton of runtime errors and weird bugs and the main background loop slows itself if the server load gets really bad.<br />
* The bosses found out about that sweet hidden VR room the CE built and made us remove it, OSHA or something I don't know. Supposedly some assistant still has the combat program somewhere.<br />
* Due to your diligent research and development Nanotrasen is now able to interfere with the science teleporter. It's expensive so they only bothered to jam security.<br />
* There's a cool trick for robusting you can do thanks to a certain bug fix. What is it? That would be telling.<br />
* Exploding machinery sprays shrapnel around when it explodes.<br />
<br />
=== Thursday, March 8th, 2012 ===<br />
; Procitizen<br />
* Fucked with the plasma generator so now it's basically just a portable cell charger<br />
* Fixed critter jumping issue<br />
* Changed the singularity icon from a shitty photoshop brush to a shitty photoshop circle with edge glow<br />
* Modified the Head Surgeon<br />
<br />
=== Tuesday, March 6th, 2012 ===<br />
; AngriestIBM<br />
* You know how the AI couldn't see visual text things like "bob picks his nose" or whatever before? Now it can!!<br />
<br />
=== Monday, March 5th, 2012 ===<br />
; I Said No<br />
* '''Bugfix:''' Corruption should now be applied to a whole area rather than patches.<br />
* '''Bugfix:''' Corruption should no longer be affected by light levels.<br />
* '''Bugfix:''' Wizards should no longer temporarily spawn naked on the Arrival Shuttle.<br />
* '''Bugfix:''' The end of the round should now correctly state whether the ritual was a failiure or success.<br />
* '''Change:''' Corruption Ritual now completes more quickly.<br />
* '''Change:''' The Corruption objective now needs 40% of the station corrupted, down from 50%.<br />
* '''Change:''' Clairovoyance's cooldown was lengthened from 10 seconds to one minute.<br />
* '''Addition:''' A Magic Mirror in the Wizard's Station. Wizards that examine it will be told all objectives that need to be completed.<br />
* '''Please report any persisting or new bugs! Thank you!'''<br />
<br />
=== Sunday, March 4th, 2012 ===<br />
; I Said No<br />
* Wizard rounds now work differently. The wizards will win immediatley if they complete all their objectives - which always consist of killing three specific targets and corrupting 50% of the station.<br />
* Wizards now start with the spells Clairvoyance and Corruption Ritual. A few more effects were added to Pandemonium.<br />
<br />
; Infinite Monkeys<br />
* Revolvers now come with two spare clips, and ordering revolver ammo gives you three AP clips.<br />
<br />
=== Saturday, March 3rd, 2012 ===<br />
; I Said No<br />
* Cloaking devices now periodically flash instead of flickering or doing nothing. They were reverted to their original cost also.<br />
* Wizards now spawn with large, luxurious beards properly befitting their magical station, and their hats actually look like hats now.<br />
* Added new effects for some spells.<br />
<br />
== February 2012 ==<br />
=== Sunday, February 26th, 2012 ===<br />
; I Said No<br />
* Cloaking devices no longer betray their presence by flickering. They are a bit more expensive to compensate for this.<br />
* Keep your eye out for hunters. Yes this is some cryptic bullshit, what of it?<br />
<br />
=== Sunday, February 19th, 2012 ===<br />
; Infinite Monkeys<br />
* Added a teleporter thing for scientists! Needs feedback and will be worked on more when I have time. The coordinates you input are modified to get the actual value, and the modifications made are randomised each round.<br />
<br />
=== Monday, February 13th, 2012 ===<br />
; Infinite Monkeys<br />
* Added a new traitor item, only purchasable if you have an assassinate objective, which allows you to track IDs registered to your target(s).<br />
* Buffed the rad crossbow a few days ago but I forgot to update the changelog. Give it a try sometime!<br />
<br />
=== Saturday, February 11th, 2012 ===<br />
; DrMelon<br />
* Rejoice, DWAINE users! There's a book to teach you all about the new DWAINE in the artifact lab.<br />
<br />
=== Friday, February 10th, 2012 ===<br />
; AngriestIBM<br />
* Re-added the personnel that we had all missed so dearly, who would always bring a smile to the collective faces of the crew with their lighthearted antics and wonderful jokes.<br />
* And by that I mean Medical and Technical Assistants! Normal vanilla assistant is now "Staff Assistant."<br />
<br />
=== Monday, February 6th, 2012 ===<br />
; Dr. Singh<br />
* The AI can de-electrify all the airlocks it controls.<br />
* AI and Cyborgs get an extra popup to confirm shocking doors and turning off engine components.<br />
<br />
=== Wednesday, February 1st, 2012 ===<br />
; AngriestIBM<br />
* Hey you can research artifacts on the mainframe. As opposed to that backup console.<br />
* Default location for the research program is /mnt/artlab. There's a readme. You could maybe read it. That would be neat.<br />
<br />
== January 2012 ==<br />
=== Friday, January 27th, 2012 ===<br />
; AngriestIBM<br />
* You should be able to configure Guardbuddies again. Try "cd /mnt/control" (This is the default mount for the tape holding the buddy interface) and then "cat readme"<br />
<br />
=== Wednesday, January 25th, 2012 ===<br />
; AngriestIBM<br />
* It's a new map holy goddamn. I guess report bugs on the forums?<br />
* No the new research stuff isn't finished, we're all very sorry ok. The RD has recieved a cookie from the computer company as a token of apology.<br />
* You can just suicide to leave VR. If you die in the game, you DON'T die irl.<br />
<br />
=== Thursday, January 19th, 2012 ===<br />
; Infinite Monkeys<br />
* Fixed electric chairs.<br />
* Electric chairs and electropacks can now derev!<br />
* Made the changeling DNA points system more transparent yesterday.<br />
<br />
=== Tuesday, January 17th, 2012 ===<br />
; DrSingh<br />
* The "help I can't die" bug where everyone's health stops updating should never happen again.<br />
* Large swarms of admin created creatures, giant fires, blobs, etc no longer lag horribly. Neither does the unban panel. It's still slow the first time but after that it's smooth.<br />
* Game ticks now happen at a consistent rate until things start lagging really really bad.<br />
<br />
=== Monday, January 16th, 2012 ===<br />
; DrSingh<br />
* Sikh siropa and turban in the chaplain's closet. Dr. Singh is still not a real sikh, or a real doctor.<br />
* Bunch of errors fixed and performance work, lots more to go. If anything unusual happens or just breaks please leave a query with details to drsingh in IRC.<br />
<br />
=== Sunday, January 15th, 2012 ===<br />
; Infinite Monkeys<br />
* Horror form isnt harmed by stepping on glass and can consume with an Agressive grip.<br />
* AI can now make an intercom (VOX) announcement once every two minutes!<br />
<br />
=== Friday, January 13th, 2012 ===<br />
; Pantaloons<br />
* Added a neat feature where if someone is kn--NNGH.<br />
<br />
=== Thursday, January 5th, 2012 ===<br />
; AngriestIBM<br />
* Reduced syndicate cyborg suit cost by an entire telecrystal!<br />
* Oh and pathology is still gone. It will be back eventually. Just felt I should note that somewhere official.<br />
<br />
== December 2011 ==<br />
=== Thursday, December 15th, 2011 ===<br />
; AngriestIBM<br />
* Added an "about" button to the traitor uplink menu. Not everything has an entry yet, though.<br />
<br />
=== Thursday, December 8th, 2011 ===<br />
; AngriestIBM<br />
* Removed implant locks from ALL airlocks and lockers. Guns retain their locks, however.<br />
* Please report if your job suddenly cannot access a vital locker or if suddenly every jerk can, etc.<br />
<br />
== November 2011 ==<br />
=== Thursday, November 17th, 2011 ===<br />
; AngriestIBM<br />
* Added a centcom report to nuclear mode.<br />
* Injectors are back.<br />
<br />
== October 2011 ==<br />
<br />
=== Tuesday, October 26th, 2011 ===<br />
; Procitizen<br />
* Fixed a TON of shit that was breaking the health system, a lot of it is definitely still broken but it's a start!<br />
<br />
=== Sunday, October 16th, 2011 ===<br />
; Procitizen<br />
* Changeling reports the number of DNA absorbed at round end<br />
* Revolution ends with nobody winning after ~50 minutes (please don't metagame with this :[)<br />
* AI turrets now fire every 1.5 seconds instead of 3 so maybe now they're useful<br />
* Cleaning a floor/stain with a mop will now clean every stain on that turf<br />
* Added cameras/viewers to the Solitary Chamber in Security<br />
* Moved the solitary gas chamber controls to the room south of the brig<br />
* HoS office reworked a bit, fixed basically everyone having access to his shit<br />
* try grabbing someone and clicking on a window :V<br />
<br />
=== Saturday, October 15th, 2011 ===<br />
; AngriestIBM<br />
* Electricians can now load all components on a given tile onto a frame by clicking and dragging one onto said frame.<br />
* You know, like how you load a satchel. Pretty much exactly like that.<br />
<br />
=== Saturday, October 1st, 2011 ===<br />
; JackMassacre<br />
* Mind Slave implants cost only a little more than a pipe bomb now, and last longer. Let's see how this works out.<br />
* Engineering space suits don't slow you down nearly as much anymore, but still more than originally.<br />
* Mining fabricators now produce engineering space suits and engineering space helmets instead of regular ones.<br />
* Various typo fixes to go along with your re-rebalancing. Delicious.<br />
<br />
== September 2011 ==<br />
=== Friday, September 30th, 2011 ===<br />
; JackMassacre<br />
* QM shipping list altered: More choices, more descriptions, some old crate contents have been changed.<br />
* The worth of Mauxite, Molitz, and Pharosium as a shipping commodity has been lowered to curb exploits. This will be more meaningful later.<br />
* Emagging mining explosives now sabotages them so that they blow up in the user's face, rather than unlocking the targets they're usable on.<br />
* Traitor Miners now get special job-based syndicate items: hacked low and high yield mining explosives. These behave as old emagged mining explosives.<br />
* Both hacked and emagged mining explosives now have their own added descriptions upon examine, to vaguely reveal that something is different about them.<br />
* Mind Slave traitor item telecrystal cost has been increased threefold.<br />
* RIG suits now actually protect against radiation, as in the blowout random event, and nuclear reactors, etc.<br />
* Engineering space suits are now twice as slow to move around in when walking, and are immensely slower when traveling through space. Examine desc updated to reflect this.<br />
<br />
=== Tuesday, September 27th, 2011 ===<br />
; JackMassacre<br />
* Traitor roles are now chosen before job roles instead of vice versa. If you are chosen as changeling or traitor, you cannot then be chosen as AI, Cyborg, HoS, or Security, and revheads cannot become those or any head of staff position. However, if you are not chosen as a traitor type, you can now still become one of those jobs. If you want to reliably be chosen for those jobs, simply turn off your "be traitor?" option in preferences for the relevant mode.<br />
* Clarified some random event AI laws, cleaned up some logical contradictions, fallacies, and loopholes in them as well. Added an excessively wordy new one.<br />
* Doubled the chance that mining a (?) block will yield uqill or telecrystal as opposed to cytine.<br />
* Fixed even more game mode checks that weren't accounting for the Head Surgeon position as a head of staff.<br />
* Fixed teleport beacon exploit that was still allowing players easy entry into syndicate and wizard stations. Thanks to nice, honest players for admitting to this bug after being carefully and politely threatened.<br />
* Mind implant use is a lot more obvious to admins in logs now.<br />
* A bunch of additional admin options added for easily spawning human mobs of every job type, both genders.<br />
* Moving inside of the DNA scanner in genetics will now close the console window if you have it open. You should require a partner in Science if you want to alter your own DNA.<br />
* Attempting to Mind Slave implant someone who already has a security implant will fail, giving both target and user a failure message.<br />
<br />
=== Tuesday, September 20th, 2011 ===<br />
; JackMassacre<br />
* The emergency shuttle in wizard mode will now fail to arrive the first time if called before the 20 minute mark, but will always succeed the second time. This should give the wizard more time to complete his objectives if dealing with a crew of pansy little girly coward spaceboys.<br />
* Preliminary human NPC class expansion with fairly convincing combat and arrest behavior.<br />
* Tripping on foam will be slightly less stunning now, in accordance with sanity.<br />
* Firing a gun from point blank will no longer use up double the ammo/charge.<br />
* You will now attempt a point blank shot on any intent other than 'help', rather than only on 'harm'.<br />
* A point blank shot's extra stunning time has been cut in half, since it was previously excessive.<br />
* Reloading a gun with ammunition will give a success message now.<br />
* Even more cases of crates trapping buckled-in folks, bugging them out, have been eliminated.<br />
<br />
=== Tuesday, September 13th, 2011 ===<br />
; JackMassacre<br />
* A message is now displayed when someone is successfully hit by gunshot or other projectile weapons, unless the weapon is silenced.<br />
* Disability blocks in genetics should be a bit more difficult to isolate now. Why? Who knows.<br />
* Fixed some random event AI laws for spelling errors, ambiguous wording, and conflicts with default laws.<br />
* Fixed Flash not displaying blind message properly on its final use upon burning out.<br />
* Added some warning messages when various items are used if they are empty of necessary reagents.<br />
* Fixed crates scooping up people who are buckled to beds and chairs, causing buggy problems.<br />
* Added warning messages when fire damage is applied to people with fire immunity superpower.<br />
* Cloakers were not properly being decloaked when shot with projectile weapons. Now they are, and there's a visible message too.<br />
* Even more new and improved logs, warnings, and options to aid Admins in dealing with rule breakers.<br />
<br />
=== Monday, September 5th, 2011 ===<br />
; AngriestIBM<br />
* Cyborgs/Eyebots can now use ";" to use the radio, like everyone else!<br />
* Also if your radio mysteriously stops working as an eyebot, try opening the radio panel. That should fix it. I hope.<br />
<br />
=== Sunday, September 4th, 2011 ===<br />
; JackMassacre<br />
* Slipping on wet surfaces probably shouldn't stun for half an hour. So now it doesn't.<br />
* Aliens no longer receive starting message that part of their goal is to kill the AI, since it isn't.<br />
* Wizards no longer receive objectives to kill other wizards.<br />
* Nuke mode syndicate radio headsets should always be visible now.<br />
* Random event AI laws no longer refer to "The Mailroom".<br />
* Admin-spawned syndicate attack forces come properly equipped, and clothed now.<br />
* Various continuing additions to admin tools for monitoring and busting potential griefers.<br />
<br />
=== Friday, September 2nd, 2011 ===<br />
; JackMassacre<br />
* Nuke mode syndicates now get their own default radio channel accessible with :h. Organized.<br />
* Revhead sorting wasn't checking if a candidate had already been chosen, resulting in one person filling multiple revhead slots. Fixed.<br />
* Several checks still weren't taking the newish Head Surgeon position into account as a head of staff. Rectified.<br />
* Communication intercepts were reporting disabled game modes as possibilities, often 100% confirming the current mode. Remedied.<br />
* Admin-appointed wizards now work properly in wizard mode for determining round status. Wizardized.<br />
<br />
=== Friday, September 2nd, 2011 ===<br />
; Pacra<br />
* Monkeys reagent-holding units decreased. No more supermonkeys, CHEMISTS.<br />
* Human reagent-holding units slightly increased.<br />
* Ethanol effects tweaked to reflect changes. Feedback appreciated.<br />
* Pro Puffs now much more useful to the average crewmember!<br />
* Fingerprints are added whenever you deactivate/reactivate security cameras.<br />
* Stop whining about the rad-crossbow 'nerf,' the crossbow owns now ok<br />
<br />
=== Wednesday, August 31st, 2011 ===<br />
; JackMassacre<br />
* Brig timers can now be examined to show time remaining, if any.<br />
* Wizards lost their goofy little radios, gained actual spellbooks.<br />
* Rad poison crossbow shot cost and recharge rate tweaked. Might be slightly more sane now.<br />
<br />
=== Monday, August 29th, 2011 ===<br />
; JackMassacre<br />
* New Character Setup options: "Be Alien?", "Be Changeling?", "Be Revolution Leader?", "Be Wizard?". The previous choice of "Be Syndicate?" is replaced by these for their appropriate modes, but "Be Syndicate?" is still used for Nuke and Traitor modes.<br />
* Wizards no longer take up job slots, and don't start with job-specific items anymore.<br />
* Valid wizards are now selected regardless of the player's job preferences.<br />
* Wizards now start with a Spellbook Uplink instead of a PDA, which only works for the wizard it spawns for.<br />
* Wizard mode info picture and Wizardry 101 texts have been updatedwhere necessary.<br />
* Revolution leaders should ALWAYS spawn with a flash now, or so help me #$!&.<br />
* Flashes now have a different name and look when they burn out, and give a more noticeable message when it happens.<br />
* Even more useful tools for admins to monitor rulebreakers with. You cannot hide.<br />
<br />
=== Sunday, August 28th, 2011 ===<br />
; JackMassacre<br />
* Nuke mode shouldn't spaz out and cause everything to stop working anymore.<br />
* Neutered unstoppable every-superpower-in-10-minutes geneticist griefers.<br />
* Robotics bay gets its own cargo transporter. Send those piles of crates back to the QM! Send mining the gift of borgbuddy!<br />
* Examining cyborgs now shows you if they have a power cell inserted, and what the charge is at. Don't leave your robofriends without power!<br />
* Cyborg burn damage is fixed by replacing exposed wires, which now show their damage in examine.<br />
* Fixed a bunch of items not showing up in your hand properly when plucked out of things.<br />
* Added several additional layers of anti-grief notices for admins to bust you with. We're watching you, jerks.<br />
* Fixed cloaking device exploit.<br />
* Several Wizard movement spells now put the caster out if they are on fire.<br />
<br />
=== Monday, August 22nd, 2011 ===<br />
; JackMassacre<br />
* Robotics manufacturers now produce high capacity power cells. YOU STILL HAVE TO CHARGE THEM BEFORE USE.<br />
* Cyborg teleport upgrade functions via teleporter beacons now, only costs 250 charge per use, and has a much cheaper material cost to manufacture in Robotics.<br />
* The progress bar for charging a power cell in the Cell Charger wasn't displaying properly. Fixed.<br />
* Teleportation no longer works while you're unconscious/dead.<br />
* Wizard teleportation scroll requires wizardliness to read.<br />
* Wizards can now magically resist being forcibly transformed.<br />
* Wizard mode victory and loss messages fixed.<br />
* Hand teleporters cannot easily get you into the wizard and syndicate stations anymore.<br />
* Cyborg teleport upgrade mineral cost fixed, and upgrade moved down to tier 2.<br />
<br />
=== Sunday, August 21st, 2011 ===<br />
; sniperchance<br />
* Greatly improved the fart/poo sound.<br />
* Also I'm the one that originally put in (and took out) religions/fatties, lmao f*ckin owned u stupid nerds - xoxo, sniper<br />
<br />
=== Tuesday, August 16th, 2011 ===<br />
; JackMassacre<br />
* Exciting, new, streamlined Job Ban options for administrators!<br />
* Empty wizard objectives almost certainly fixed.<br />
* Wizards now start with Magic Missile as well as Phase Shift, and learn 4 additional spells of their choice.<br />
* Wizard spells Magic Missile and Ice Burst no longer spam spell chants when there are no valid targets.<br />
* Wizards now start with the Teleportation Scroll, Wizardry 101, and SPACE GRIMOIRE papers in their inventories.<br />
* Wizard spell Doppelganger now has a spell chant.<br />
* Wizard Shuttle revamped a little bit.<br />
* New Wizard spell: Spell Shield.<br />
<br />
=== Monday, August 15th, 2011 ===<br />
; JackMassacre<br />
* Wizard spells Ice Burst and Magic Missile should no longer hit or target ghosts.<br />
* Wizard spell Clown's Revenge can no longer target cyborgs, which it didn't affect anyway.<br />
* Wizard staff must be held in hand to cast at full power, rather than simply carried.<br />
* Wizard spell Soulguard shouldn't stick you in a wall or outside of the wizard shuttle anymore.<br />
* Wizard spells Teleport, Soulguard, and teleport scroll effects work off Z level now.<br />
* Wizard's summoned golem only attacks people now. Future wizard minions will generally follow suit.<br />
* Blind spell adjusted down, slightly. Should be just right.<br />
* New Wizard spell: Animate Dead.<br />
<br />
=== Sunday, August 14th, 2011 ===<br />
; JackMassacre<br />
* Wizard-summoned golems won't attack each other anymore.<br />
* Weakened wizard spell effects without the staff tweaked up very slightly, all around.<br />
* Wizard spell "Enchantment: Soulguard" now puts you out if you're on fire.<br />
* Blind and Blink wizard spells tweaked up a bit.<br />
<br />
=== Saturday, August 13th, 2011 ===<br />
; JackMassacre<br />
* Cyborgs now get a message when their interfaces are locked/unlocked.<br />
* Wizard staff check wasn't working at all. Fixed, and the staff is vital now.<br />
* Clown's Revenge wizard spell had its range reduced to adjacent tile.<br />
* Warp wizard spell had its range increased to any visible target.<br />
* Knock wizard spell now opens closets and crates too, and causes cyborg head compartments to blow open, damaging them and exposing their brains.<br />
* Blind wizard spell now briefly stuns the target, lasts twice as long, gives a visual effect, and displays a success message.<br />
* Casting a spell without the wizard staff will give you a message about how it was weakened, and why.<br />
* SPACE GRIMOIRE located in the wizard's shuttle updatedwith new spell descriptions.<br />
* Head of Security and Security can no longer be chosen as wizards.<br />
* Wizards no longer start with any ID card. Deal with it.<br />
<br />
=== Wednesday, August 10th, 2011 ===<br />
; JackMassacre<br />
* Wizard mode info picture updated. Read it.<br />
* Wizard spell cooldown lists updated. They were very, very outdated and wrong.<br />
* Fireball spell causes fire now, cools down a bit slower.<br />
* Blind spell cools down much faster.<br />
* Teleport spell now displays its number of uses left in the destination choice window.<br />
* Spell descriptions improved all around.<br />
* Wizard shuttle's Magix System IV computer can teleport you to the station. No more getting stuck on the shuttle.<br />
* Wizard shuttle now comes with 2 papers you can examine for vital info: Wizardry 101, and the SPACE GRIMOIRE.<br />
* Wizard sandals now magically protect against the awful power of Segway Impacts.<br />
<br />
== July 2011 ==<br />
=== Wednesday, July 20th, 2011 ===<br />
; Procitizen<br />
* Fixed t-ray scanners not showing cables<br />
* Increased cloaker "reveal time" on t-rays<br />
* Added more space to the Head Surgeon's office<br />
* Linked Robotics and Head Surgeon's office<br />
* Decreased cost of Electrician and Chemist traitor items<br />
* Fixed a lot of broken round start wiring<br />
<br />
=== Tuesday, July 19th, 2011 ===<br />
; Pacra<br />
* 45-minute evacuation traitor objective has been removed. New replacement objectives soon.<br />
<br />
=== Wednesday, July 13th, 2011 ===<br />
; AngriestIBM<br />
* Finally ported the disposal pipe dispenser. It's only about a year and a half late!<br />
<br />
=== Saturday, July 9th, 2011 ===<br />
; Procitizen<br />
* '''New Job:''' Head Surgeon, King of Medbay<br />
* You can hide in crates if you're lying down, good luck getting out though!<br />
* Floor tiles nerfed a bit<br />
* Buttbots will now adopt the original butt's skin color. apologies to those offended<br />
<br />
=== Wednesday, July 6th, 2011 ===<br />
; Procitizen<br />
* Zombie disease is dumb pathology is dumb you're dumb if you make a "Procitizen removes YET ANOTHER THING" comment in OOC<br />
* Fixed a bunch of reagents not calling updatehealth<br />
<br />
=== Friday, July 1st, 2011 ===<br />
; Nannek<br />
* Reverted my previous update. Though bear in mind if you give out all access ids just to be a dick then you'll be jobbanned from all head roles.<br />
<br />
== June 2011 ==<br />
=== Thursday, June 30th, 2011 ===<br />
; Nannek<br />
* With the card access computer, you can no longer give people access to whatever your ID doesn't have. So if you're HoP you can no longer give people all access IDs, but only whatever your ID has.<br />
<br />
; BurntCornMuffin<br />
* Holy shit, I'm back. Also, I did a thing.<br />
<br />
; AngriestIBM<br />
* The PDA medical scanner automatically updates the medical records (Does anyone ever use those?).<br />
<br />
=== Tuesday, June 28th, 2011 ===<br />
; sniperchance<br />
* Owns Syndrome now less obnoxious in ingame chat<br />
* Removed the ability to shove a harmonica up your ass<br />
<br />
=== Saturday, June 25th, 2011 ===<br />
; Nannek<br />
* You know what isn't broken any more? Alien!<br />
* If you initially observe you will no longer be eligible for alien selection<br />
* Fixed a few bugs with alien mode<br />
* Added in a menu to the admin panel which allows you to track aliens and heads<br />
<br />
=== Friday, June 24th, 2011 ===<br />
; AngriestIBM<br />
* You know what isn't broken any more? Nuke!<br />
* Note: If nuke somehow still breaks please report it immediately.<br />
<br />
=== Thursday, June 23rd, 2011 ===<br />
; Nannek<br />
* Decreased the speed at which weeds spread<br />
* Added alien weakness to fire, they take double the damage humans take<br />
* Alien weeds now only try to spread once and then don't run through their life proc again.<br />
* Decreased the amount of aliens possible to spawn at the beginning of a round<br />
* Fixed a few of the win conditions for this mode and revolution<br />
* Alien's plasma decreases when they're not standing on weeds.<br />
* If the queen dies another queen can be made, though this will cost 1000 plasma and .<br />
<br />
=== Wednesday, June 22nd, 2011 ===<br />
; Nannek<br />
* Made the aliens be able to see pipes hidden in turfs when crawling through them.<br />
* Added the alien game mode as an admin only game mode.<br />
* Fixed a problem where the icons were messed up when pipe crawling<br />
* Increased the amount of damage aliens do to humans<br />
* The shuttle can't be called during alien mode<br />
<br />
=== Tuesday, June 21st, 2011 ===<br />
; Nannek<br />
* Hunter aliens can now climb through the disposal pipes.<br />
* Tweaked the alien game mode slight.<br />
* Reintroduced the alien queen mob subtype and removed it from the class selection<br />
<br />
=== Monday, June 20th, 2011 ===<br />
; Nannek<br />
* Added placeholder items for fuel rods, control rods and neutrons<br />
* Fixed a problem where when you open a bombs valve it would wait for a while until it blew up.<br />
<br />
; LLJK-Mosheninkov<br />
* Reactivated four medals: Black And Blue, Expendable, Manhattan Project, Mission Complete<br />
<br />
=== Tuesday, June 21st, 2011 ===<br />
; I Said No<br />
* New chef recipe: Swedish Meatballs.<br />
<br />
=== Sunday, June 19th, 2011 ===<br />
; Nannek<br />
* Increased the amount of damage toxins, co2 and exposure to space does to you.<br />
* You can no longer talk if there is no oxygen<br />
* You can now use analyzers on pipes to see their contents/temperature.<br />
* Made changes to alien weeds, meaning they can be destroyed and how they spread making their spreading more efficient. They also break open doors which are not bolted<br />
* Increase the amount of plasma that aliens get from weeds<br />
* There can only ever be one alien queen at a time<br />
* updatedthe spawning system that picks from dead players to include dead players which are not only ghosts, but people still in their bodies<br />
* Decreased the amount of time it takes for you to get up after resting<br />
* Added a test room which allows new features to be tested on the server without disrupting the game currently in progress<br />
* Added in the Barmans ability to taste what he drinks, meaning he'll get a message about what the drink contains<br />
* Added a bunch of new alien critters so that if there are no dead people to pick from, an alien critter will be created instead. This will go through the same larva -> humanoid process.<br />
* Decreased the amount of time it takes for a larva alien to evolve into a larger alien<br />
* Disable an admin toggle on aliens being in game in preparation for a new game mode<br />
* Modified the layers of the alien items so that they don't look out of place so much.<br />
* Added a few more information options to the admin banning panel showing peoples computer address and ips<br />
* Other miscellaneous fixes<br />
<br />
=== Thursday, June 16th, 2011 ===<br />
; Hobnob<br />
* Couple of new traitor items for scientists. Metalfoam will now fill in holes in the floor.<br />
<br />
=== Monday, June 13th, 2011 ===<br />
; Hobnob<br />
* AI can now click firedoors to open/close.<br />
<br />
=== Saturday, June 11th, 2011 ===<br />
; Procitizen<br />
* Added a new effect for blowouts<br />
* Tweaked radiation so it doesn't always stunlock you at some point<br />
* Fixed brig cells not opening for security<br />
* Removed Detective's security access<br />
* The HoP is the HoP and not security with better access<br />
* Fixed boxing ropes<br />
<br />
=== Monday, June 6th, 2011 ===<br />
; Hobnob<br />
* Made initropidril harder to obtain by making the precursors metabolize faster in the body. Moved an ingredient to a safer place.<br />
<br />
=== Friday, May 27th, 2011 ===<br />
; AngriestIBM<br />
* Added a work-around for a bug where some players using the latest byond version (482.1091) could not successfully enter text into a computer terminal. If you are running this version, there should be a manual enter button by the input bar.<br />
* Please contact a coder (Read: Adminhelp it) if this still does not work for you!<br />
<br />
=== Sunday, May 8th, 2011 ===<br />
; Procitizen<br />
* Made it so the SMES cells aren't automatically set up at the start of a round. Hopefully the engineers know what they're doing!<br />
<br />
=== Thursday, May 6th, 2011 ===<br />
; Pacra<br />
* New traitor objectives: Unleash the singularity, destroy the captain's bonsai tree. If you get them, make sure they work correctly, tia<br />
<br />
=== Tuesday, May 4th, 2011 ===<br />
; Pacra<br />
* Detective .38 rounds available at QM manufacturer. How? HMMMM<br />
* Engineeers can no longer zip around the station in their ungainly spacesuits like they are some kind of pro space ballerinas<br />
<br />
=== Monday, May 3rd, 2011 ===<br />
; Pantaloons<br />
* Due to overcrowding and budget constraints, CentCom has mandated that solitary confinement cells be limited only to the most dangerous of prisoners. All other crew members should be detained in the general population cell.<br />
<br />
; Pacra<br />
* Two new traitor items, a stronger pipebomb and "syndicate sauce." "Low-Yield Syndicate bomb" deleted.<br />
* Traitor crystal costs changed, try it out, see what you think, give feedback.<br />
* You can now ash out Pro Puffs in things like beer bottles to retain some reagents!<br />
* other stuff, i forget<br />
<br />
=== Sunday, May 2nd, 2011 ===<br />
; Pacra<br />
* Module storage redone, new AI modules: MakeCaptain, notHuman, ConservePower.<br />
* Two heating implements can now light cigarettes.<br />
* New type of cigarette packet available at the dispenser.<br />
* Magic missle reverted to unlimited targets.<br />
* Traitor donk pockets now quite useful.<br />
* Captain's space suit no longer useless.<br />
* bonsai tree.<br />
<br />
=== Saturday, May 1st, 2011 ===<br />
; Dropsy<br />
* Greatly reduced the chance to get kuru. Type consume over a corpse, expect your reputation to fall with all factions across the wastes (of space).<br />
* The teleport spell now has limited uses (try guessing how many).<br />
<br />
== April 2011 ==<br />
=== Saturday, April 30th, 2011 ===<br />
; Procitizen<br />
* OFFICIAL LIST OF THINGS MDS HAVE THAT CLOWNS DONT (wip):<br />
* maint access<br />
* a soul<br />
* ??????<br />
<br />
=== Friday, April 29th, 2011 ===<br />
; Pacra<br />
* Ice bolt's max targets now limited to 4.<br />
* Magic Missle's max targets now limited to 5.<br />
* Wizard is now hopefully less insanely powerful.<br />
* Detective's lit cigs now face all four directions. YEEEAAAHHHH<br />
<br />
=== Thursday, April 28th, 2011 ===<br />
; Pacra<br />
* Fire resistance mutation now protects you from welders, napalm, and fire! wow!<br />
* Electrician's traitor item no longer a joke/nigh-useless.<br />
* AI satellite is now actually defensible! You will no longer be murdered as AI by an assistant with a pair of shoes without repercussion!<br />
<br />
=== Monday, April 25th, 2011 ===<br />
; Pacra<br />
* Port-a-Brig can no longer be escaped from within.<br />
* Syringe Gun is only obtainable as a Medical Doctor traitor-item.<br />
* Electricians have lost Singularity (space suit) access, gained a traitor item.<br />
* Certain traitor item costs and objectives have been tweaked.<br />
* Miners now have access to their APC.<br />
* Chef now has access to his Culinary Maintenance airlock.<br />
* I spelled my name right this time.<br />
<br />
=== Sunday, April 24th, 2011 ===<br />
; Procitizen<br />
* You can swipe your ID cards on vending machines now! THANK GOD<br />
* New things that you can transfer money from card to card with<br />
<br />
=== Friday, April 22nd, 2011 ===<br />
; Procitizen<br />
* Added a new thing in the metal sheet menu. What does it do?? What can you do with it??? I DON'T KNOW!!!!!!!!!!<br />
<br />
=== Thursday, April 21st, 2011 ===<br />
; Dropsy<br />
* Syndicates and rev leaders count as dead if they are turned into cyborgs, preventing rounds from lasting forever.<br />
* Clowning spell works at touch range only.<br />
<br />
=== Sunday, April 11th, 2011 ===<br />
; Procitizen<br />
* The AI's second law is now "You must obey orders given to you by human beings based on the station's chain of command, except where such orders would conflict with the First Law." Fuck everyone for making me have to do this.<br />
* Corpses will stop decomposing if they're in the kitchen's freezer. will maybe extend this to the morgue later<br />
<br />
== March 2011 ==<br />
=== Tuesday, March 30th, 2011 ===<br />
; Procitizen<br />
* Wow nobody uses the changelog!!! what the hell<br />
* Fucked with security so maybe it's less stupid? I don't know!<br />
<br />
=== Thursday, March 24th, 2011 ===<br />
; I Said No<br />
* The station is now assigned a rating depending on the score earned.<br />
* In Nuke Mode, any operatives who are in the brig and are restrained/stunned count as arrested. Arresting all operatives ends the game with a crew victory.<br />
<br />
; Procitizen<br />
* Added a bottle of that "glowy blue shit they spray on blood from CSI" to the detective's office.<br />
<br />
=== Wednesday, March 23rd, 2011 ===<br />
; I Said No<br />
* Chemical mixtures can now be visibly (and audibly) told apart by their descriptions.<br />
<br />
=== Tuesday, March 22nd, 2011 ===<br />
; sniperchance<br />
* New hairstyles in Character Setup (Afro, Bieber, Bowl Cut, Parted, Ponytail)!! Holy shit!!!!<br />
<br />
=== Thursday, March 17th, 2011 ===<br />
; I Said No<br />
* The Seed Splicer in Hydroponics now works differently. It'll try to combine the best genes from both seeds. It isn't flawless, though!<br />
* Mucked with the Be Captain/Be AI options a bit. Report any further/new bugs with them.<br />
<br />
=== Tuesday, March 15th, 2011 ===<br />
; Procitizen<br />
* Use a glass/rglass sheet on a grille to put a window on top of it, oh boy!<br />
<br />
; I Said No<br />
* Solar Flare random event. Knocks out communications for a while.<br />
<br />
=== Sunday, March 13th, 2011 ===<br />
; Procitizen<br />
* Security got redesigned!!!! whine on the unban forums if you hate it<br />
<br />
=== Saturday, March 12th, 2011 ===<br />
; Procitizen<br />
* You now have the chance to spawn with a pen, a bottle of water, or nothing at all in your right pocket!!!!! WOW<br />
* Chaplain gets a command to choose his religion now instead of the buggy ass popup menu at spawn<br />
<br />
=== Friday, March 11th, 2011 ===<br />
; Procitizen<br />
* Added a bunch of lights outside of maint tunnel doors leading into workplaces.<br />
* Plates in the kitchen to increase your immersion or whatever, break them over people's heads realistically!<br />
* Fixed some map bugs who cares<br />
* some more space gps stuff nobody will use lol<br />
<br />
=== Thursday, March 10th, 2011 ===<br />
; I Said No<br />
* Hydroponics:<br />
* Plant pots now visibly show the water level. The coloured bar flashing is bad, otherwise it should be easy enough to figure out.<br />
* Harvest time indicators are now two small flashing green lights either side of the water bar.<br />
* A compost tank/mulcher you can stick unwanted produce in to make more fertiliser. Features drag/drop loading.<br />
* Desaturated the grass in Hydro a bit to make the plants easier to see.<br />
* A fun new type of weed (the pest sort of weed) and two new plant mutations.<br />
<br />
=== Friday, March 4th, 2011 ===<br />
; I Said No<br />
* New Traitor Item: Signal Jammer. Radios within a 6 tile range of an active radio jammer will not function properly.<br />
* Fish no longer do damage or stunning when used to slap someone.<br />
* Cable coil can now be loaded into manufacturing units to get Pharosium.<br />
* Meatballs are now much more socially tolerant.<br />
* Fish fillet + dough now = Fishburger instead of a bread loaf.<br />
* You can now pee and crap in drinking glasses again. God save us all.<br />
* Hopefully fixed Nuclear mode not ending with the shuttle's departure.<br />
<br />
=== Tuesday, March 1st, 2011 ===<br />
; Dropsy<br />
* You can now not only toolbox a random person to death, you can also eat them after the murder. Type consume over a dead body to commit space cannibalism but beware of Space Kuru!<br />
<br />
== February 2011 ==<br />
=== Monday, February 28th, 2011 ===<br />
; I Said No<br />
* Couple of new speech description verbs for say. Low Health = "gasps", ... = "mutters", !! = shouts.<br />
* The odds of hearing the dead have been greatly reduced. Don't bother trying to spam at the Chaplain from deadchat.<br />
* Drinking alcohol now causes you to get gradually drunk over time, rather than being instant.<br />
* An advanced state of drunkenness now causes you to sometimes shrug off melee hits and throw stronger punches.<br />
* Plants will now show their sprouting state much sooner.<br />
* Enhancing the production and maturation genes (into the negatives) should no longer have the opposite effect.<br />
* Weeds should no longer arbitrarily stop growing.<br />
* Dice and coins should fit in pockets now.<br />
* You can now snip a grille twice with wirecutters to completley remove it.<br />
* The sleep button should work now.<br />
* Traitors should no longer be assigned to kill the same target multiple times.<br />
<br />
=== Friday, February 25th, 2011 ===<br />
; Procitizen<br />
* Added a public market room so you can stop walling off the autolathe to sell your stolen security equipment or whatever.<br />
<br />
=== Wednesday, February 23rd, 2011 ===<br />
; Dr. Melon<br />
* Brig doors now cannot be closed without starting the cell timer.<br />
<br />
=== Tuesday, February 22nd, 2011 ===<br />
; I Said No<br />
* Hydro Satchels (now named Produce Satchels) can now carry all types of food. Chef gets one too.<br />
* Click/drag/drop a satchel onto a table to dump out its contents onto the table.<br />
* Chef's Processor can now be quickloaded with click/drag/drop.<br />
* Cafe back doors are restricted to Barman (north) and Chef (south) access.<br />
* The Lawyer has been disbarred for pounding his fist on desks and screaming at the top of his voice while court is in session.<br />
<br />
=== Monday, February 21st, 2011 ===<br />
; Procitizen<br />
* The Mining Shuttle uses the new propulsion thrusters now! Yay???<br />
* <s>Lobby music!</s><br />
<br />
=== Sunday, February 20th, 2011 ===<br />
; Procitizen<br />
* Buttbot is no longer eternally visible :(<br />
* Propulsion thrusters on the research shuttle are now more robust, you can take them apart with a screwdriver and a wrench!<br />
* Fixed r-metal not stacking, make reinforced tables all up in dis<br />
* The Syndicate Shuttle now has an outer outer door, only accessible by their agent cards (which they now spawn with). Fuck you, miners!<br />
<br />
=== Friday, February 18th, 2011 ===<br />
; I Said No<br />
* Explosive/Killer Tomatoes are no longer growable.<br />
* Spinach and Cabbage are gone. Lettuce is in.<br />
* Thrown tomatoes no longer splat into blood. Eggs now splat if thrown.<br />
* Chef can now rake through gibs to get more meat.<br />
* Pizzas can now be cut into slices.<br />
* A few hot new chef oven recipes.<br />
<br />
=== Wednesday, February 16th, 2011 ===<br />
; Procitizen<br />
* Space GPS (still don't know how they work) tweak, they now have a toggleable tracking feature to locate other GPSes! Neato!<br />
<br />
=== Tuesday, February 15th, 2011 ===<br />
; Dropsy<br />
* Security has been generously granted a prototype VR-prison containment unit.<br />
<br />
; Dr. Melon<br />
* Security has been fitted with an automatic physical prisoner release system in the normal cells. Say goodbye to having to hopelessly wander around the inside of security while you wait to be released! Just wait until your cell timer is up, and then take the fast lane to rehabilitation!<br />
<br />
=== Saturday, February 12th, 2011 ===<br />
; Dr. Melon<br />
* Refillable Sleepypens!? My God!<br />
<br />
=== Sunday, February 6th, 2011 ===<br />
; Dropsy<br />
* The HoS has been rehired, he's promised to be better this time.<br />
* No more "stealth" Wizardry. Wizards require a robe and wizard hat at minimum to cast spells. The staff and sandals will boost your magic power.<br />
* The NT station's floor based power generator proved ineffective. As a result it fell out of orbit, crashed into an asteriod, and blew up. Send compliants to dropsy@mytrashmail.com<br />
<br />
; Procitizen<br />
* The virtual fitness room has been shut down due to server fees and lack of funding. Those of you who bought a lifetime subscription to vfitness are fucked!<br />
* Boxing arena returned to the fitness room<br />
<br />
=== Friday, February 4th, 2011 ===<br />
; Dropsy<br />
* PMs from admins will now <font color="red">DEFINATELY</font> appear in a large broswer window. The lame excuse you didn't notice you were PMed is no longer valid.<br />
<br />
=== Wednesday, February 2nd, 2011 ===<br />
; Procitizen<br />
* The research shuttle's propulsion engines can now be destroyed from explosions and meteor impacts. The damage needs to be repaired before it can<br />
* Cargo/Research shuttles now have destroyable walls, again from explosions and meteor impacts, meaning shuttles aren't unbreakable doom fortresses in meteor anymore :(<br />
<br />
== January 2011 ==<br />
=== Saturday, January 29th, 2011 ===<br />
; AngriestIBM<br />
* Shocking grasp is no longer instant. Blame Elminster.<br />
<br />
=== Thursday, January 27th, 2011 ===<br />
; I Said No<br />
* Stills for the barman. Load apples, grapes, potatoes and mushrooms into them. Max capacity of 1000, you can also use the drag/drop like the Fabricator to load it quickly.<br />
* Tanks (water, foam, welder fuel, etc) will now try to fill your item completley in one click rather than transferring 10 units a time.<br />
<br />
=== Sunday, January 23rd, 2011 ===<br />
; I Said No<br />
* Hydroponics equipment tweaked a bunch:<br />
* Seed Fabricator now works more similarly to the vending machine. It is also now hacked in the same manner.<br />
* Reagent Extractor can now contain multiple ingredients at once, and gives more information than it used to.<br />
* Gene Manipulator (which has been added to Hydroponics) now allows you to splice two seeds together to average out their genes.<br />
* Seed Extractor is now much faster.<br />
* Bunch of Hydro bugs fixed. Continue reporting any that occur though!<br />
<br />
; Procitizen<br />
* "Hello I am dumb and long past being funny please remove me" - a living wall<br />
<br />
=== Saturday, January 22nd, 2011 ===<br />
; Procitizen<br />
* Congratulations chemists, you did it! Chemistry grenades are now traitor only. Now who's gonna kill the entire station and whine about being killed in adminhelp? :(<br />
<br />
=== Friday, January 21st, 2011 ===<br />
; I Said No<br />
* Be Captain/Be AI should work properly now. Report any further bugs on the forum.<br />
<br />
; Procitizen<br />
* Vice Officers have been removed from the station security force and shipped off to Space Miami. Dang.<br />
<br />
=== Thursday, January 20th, 2011 ===<br />
; I Said No<br />
* Shipping via the QM shuttle now has a whole market system attached to it. QMs should check the new option on the ordering console.<br />
* This also means it's worth shipping plant produce and ores again. hooray<br />
* Cola, snack, coffee and cigarette vending machines now require money in the form of credit bills to be inserted before purchasing their wares.<br />
* Not new, but a reminder: You can get said bills by going to an ATM and withdrawing cash.<br />
* Added new items to vending machines.<br />
<br />
=== Wednesday, January 19th, 2011 ===<br />
; I Said No<br />
* Switched the places of Hydroponics and Electronics for ease of access to the Chef.<br />
* The budgets now start as 90,000 in the payroll and 10,000 in shipping.<br />
* The Research Budget will no longer completley drain itself on the first thing that gets researched.<br />
<br />
=== Tuesday, January 18th, 2011 ===<br />
; sniperchance<br />
* '''''<font color="red">Janitor gets a new toy!!</font>''''' - A ridable floor buffer that you can load with different chemicals.<br />
<br />
; I Said No<br />
* The station budget is now much more important!<br />
* The Banking Control terminal in the bridge now does much more stuff than it used to.<br />
* Quartermasters now run off a money-based Shipping Budget instead of supply points.<br />
* Research speed is doubled if a Research Budget is set. This costs 5,000 credits per research.<br />
* ATMs and the public Quartermaster console only require you to swipe your card now, instead of inserting it.<br />
* Replaced water tank in Hydroponics with a high-capacity version.<br />
* PDA Plant Scanner should work again.<br />
* The station's barbers were fired due to an incident involving 32 pounds of pork and a NanoTrasen Rabbi.<br />
<br />
; Procitizen<br />
* ; THIS IS WHY WE CAN'T HAVE NICE THINGS: Merculite removed. You're on very fucking thin ice, chemists! :)<br />
<br />
=== Monday, January 17th, 2011 ===<br />
; I Said No<br />
* Fixed some bugs with recipes giving the wrong item. Keep reporting these.<br />
* Added a Cancel command to research consoles.<br />
* When initiating research, the computer will now show you how long the research is predicted to take.<br />
* Examining a Cyborg will now show you what module it has installed.<br />
<br />
; Procitizen<br />
* Thank you for trying out the NanoTrasen SUV suits! They were a complete success and as such have been removed from the game pretty much completely.<br />
* Some radiation suits in the off-site areas and a few around the station.<br />
* Engineering gets their space suits back, except now they're the engineering variant. woahhhhh<br />
<br />
=== Sunday, January 16th, 2011 ===<br />
; Procitizen<br />
* <s>The Singularity Core is now full of terrible radiation, use the SUV suits to not die in it!</s><br />
* Also some other stuff(??)<br />
<br />
; I Said No<br />
* Backend overhaul of Oven Cooking. One pertinent change: recipie ingredients no longer have to be loaded in a set order.<br />
* Watering cans now hold 120 units, pour 60 units at a time, and refill 60 units at a time from water tanks.<br />
* Not new but I should have mentioned it before: Plant pots now hold a total of 320 reagents. The max water before a plant is considered stunted is now 200, up from 120.<br />
<br />
=== Saturday, January 15th, 2011 ===<br />
; I Said No<br />
* Massive backend overhaul of Hydroponics. This should hopefully mean very little, but there may be bugs. Kindly report them tia<br />
<br />
=== Friday, January 14th, 2011 ===<br />
; I Said No<br />
* You may now elect to not be the Captain or AI in your Character Setup Menu. Be sure to set your preferences accordingly!<br />
* Some changes to Nuke mode. The game should now detect when operatives are captured in the v-brig and count them as dead.<br />
* Nuke teams should now also scale to server population. One operative for every four players, to a maximum of five.<br />
* Fixed Cyborgs being able to generate an infinite amount of modules.<br />
* Fixed the Module Rewriter sometimes dipping below zero on the available modules count.<br />
* Whole bunch of changes to the score system. Check the linked topic in the score panel for more detail.<br />
* South solar panels should work properly now.<br />
* Added some bits and pieces around the station that were requested. Mostly power cells.<br />
* Ore Satchels now work slightly differently - on drag and drop, they'll only collect up the type of ore you drag/dropped instead of everything but rock.<br />
* Added Hydroponics Satchels, and put all the Hydro Gear in lockers to neaten the place up a little.<br />
* Added Multitool, Welding Mask, Lightbulb and Light Tube schematics to the generic Manufacturing Unit.<br />
* Storage items (backpack, box, toolbox, belt, etc) in your inventory will now display their contents at the side of the screen rather than the middle.<br />
<br />
=== Thursday, January 13th, 2011 ===<br />
; sniperchance<br />
* Fixed beakers losing their contents on storage items fo realz.<br />
* Welders no longer blow up when you drop them.<br />
<br />
=== Wednesday, January 12th, 2011 ===<br />
; I Said No<br />
* Reverted Wizard back to the old format of ending when the Wizard dies.<br />
* Allowed for multiple Wizards. (Note that this is what I said last time also. Pinch of salt.)<br />
<br />
; Procitizen<br />
* ; FUCK YOU: Prayers have been limited to the Generic chaplain only. The other ones get their shit. Fuck yall.<br />
<br />
=== Tuesday, January 11th, 2011 ===<br />
; I Said No<br />
* Fixed beakers losing their contents when used on reagent extractors, disposal units, and blood/poo/etc.<br />
<br />
=== Friday, January 7th, 2011 ===<br />
; DrMelon<br />
* The AI can project itself as a <s>hologram</s> EYEBOT, forfeiting the ability to track people and change cameras until it changes back.<br />
<br />
; I Said No<br />
* Added a light switch to mining station. It's by the south airlock.<br />
* Replaced Cursed Girdles of Slavish Digging with 100% real stoat leather mining belts which can infact be taken off.<br />
* Emagged Mining Charges no longer hate you and everything involving actually exploding.<br />
* You can now debrain/rebrain cyborgs. After you unlock the panel with your ID, use a screwdriver instead of a crowbar.<br />
* A SECRET!!! It's cyborg-related.<br />
<br />
=== Wednesday, January 5th, 2011 ===<br />
; I Said No<br />
* Miners now start with a Miner's Belt and Optical Meson Scanners.<br />
* Pickaxes, Powered Pickaxes, Power Hammers and Drills can be put on your belt slot. The Miner's belt also holds all of these things. Welp, that was pointless!!!<br />
* The Plasma Cutter is now far more useful.<br />
* Couple of new Manufacturing schematics that use Fabric. Load a jumpsuit/most oversuits into the manufacturer to make fabric.<br />
* Mining score bonus reduced from x3 per ore to x2.<br />
* Couple of new miscellaneous score criteria.<br />
* Medical Cyborgs have some new tools to make them more useful.<br />
<br />
=== Tuesday, January 4th, 2011 ===<br />
; sniperchance<br />
* Chem Grenades can now be attached to Timer/Proximity/Radio and Igniter assemblies to make Chemical Bombs.<br />
* Chem Grenades now require a grenade fuse to be assembled, instead of the old way.<br />
<br />
=== Monday, January 3rd, 2011 ===<br />
; I Said No<br />
* New upgrades for Cyborgs: Optical Meson, Optical Thermal, and Charge Expansion.<br />
* Recharging Stations now recharge Cyborgs significantly faster. In addition, a specific research can also double the charge speed.<br />
* Fire Alarms no longer look like starry gibberish to Cyborgs.<br />
* Mining Cyborgs now have a single high-capacity Ore Satchel rather than two.<br />
* Fixed modules and upgrades appearing in the corner of the cyborg's screen.<br />
* Ore Satchels can now be used on crates (whether open or closed) to dump the contents inside.<br />
* Added Blood Monitor implant to Robotics Research. It will alert the host to any disease infections.<br />
<br />
=== Saturday, January 1st, 2011 ===<br />
; DrMelon<br />
* The chef can now bake cakes!<br />
<br />
; I Said No<br />
* New Cyborg types: Atmospherics, Chemistry, and Vendor.<br />
* New Cyborg upgrade: Repair Pack.<br />
* Robotics Research changed around slightly.<br />
* Cyborgs can now open/close crates and lockers, and can no longer lose their items on tables, racks, or disposal units.<br />
* They also no longer need to charge batons, tasers, RCDs and Cargo Transporters. Using these items now consumes the cyborg's cell charge.<br />
<br />
== December 2010 ==<br />
=== Friday, December 31st, 2010 ===<br />
; Procitizen<br />
* The boxing ring has been replaced by VR fitness simulations. Kill each other without actually dying!<br />
* Also in VR fitness is a b-ball arena, to go alongside Sniperchance's amazing basketball shit. hi5 dude!!!<br />
<br />
=== Wednesday, December 29th, 2010 ===<br />
; I Said No<br />
* Mining Outpost has been changed around a bit. It has a conveyor belt now.<br />
* Cerenkite will now give you radiation poisoning if handled without protection.<br />
* Erebite will now explode if exposed to explosions or fire.<br />
* Mauxite and Pharosium can now come in rare Dense Veins. They are harder to mine but give more ore.<br />
* You can now eject ores from Manufacturing Units.<br />
* Two new score criteria: Ore Mined and Cyborgs Constructed.<br />
<br />
=== Monday, December 27th, 2010 ===<br />
; Dr. Melon<br />
* The Chemical Dispenser doesn't scroll back to the top anymore.<br />
* The Chemmaster now allows you to make multiple pills at once.<br />
<br />
; I Said No<br />
* Miners now start on the Mining Outpost. There are also three of them now as opposed to two.<br />
* The extra miner has been taken out of the Cargo Bay's budget. There are only two QMs now.<br />
* It turns out Solar Panels don't work in a large field full of light-blocking asteroids. Outpost now runs on furnaces and starts with some Char.<br />
* The Asteroid Field is much edgier now.<br />
* Cytines now come in many different colours, and don't change name anymore.<br />
* Miners can now manufacture Power Hammers as a step between Powerpicks and Drills. They weaken rock tiles. Don't hit explosives with them!<br />
* Char and Molitz have been softened. They can now be mined with the regular pick again.<br />
<br />
=== Sunday, December 26th, 2010 ===<br />
; I Said No<br />
* Cyborg Recharger for the mining station.<br />
* Cargo Teleporter Pad for Robotics.<br />
* Geological Scanners now mark the presence of gems for one minute after use.<br />
* Cytines are now much more colourful. Cosmetic change only, but hey. Gems are meant to be pretty, right?<br />
<br />
=== Friday, December 24th, 2010 ===<br />
; I Said No<br />
* Are those stockings in the bar and cafe? Why yes, I believe they are.<br />
<br />
=== Thursday, December 23rd, 2010 ===<br />
; AngriestIBM<br />
* Devstation fell down some stairs and became a sad sack of tears.<br />
* As such, it has been replaced. Forever. Merry Xmas!!<br />
<br />
; I Said No<br />
* Geological Analysers now mark out unusual tiles with a ? when taking a reading. The marks last for one minute and can only be seen by the user.<br />
* Geological Analysers can now be used on rock tiles to see what they contain.<br />
* Fixed Ore Satchels.<br />
<br />
=== Wednesday, December 22nd, 2010 ===<br />
; I Said No<br />
* Robotics Research is now available from Robotics (obviously). Four tiers, more stuff to come.<br />
* Janitor Cyborgs should no longer be invisible.<br />
* Geological Scanners now also detect "Sedimentary".<br />
* You will now recieve a visible message whenever jobbans are placed or lifted.<br />
* Dead Rock Worms no longer turn invisible.<br />
* The Volatile Rock mining event now works a bit differently. Better run away!<br />
* Miners can now examine asteroid tiles to see what is in them.<br />
* Pharosium more common, Char less common, Syreline now visibly distinct from Pharosium.<br />
* Ores now have different strengths. Upgrade your tools if you can't mine something.<br />
* Ore Satchels now work a bunch of ways (and now hold 20 ore total). Click ore on the satchel, click the satchel on the ore, or drag+drop an ore onto the satchel.<br />
* Mining Cyborgs now get two Ore Satchels.<br />
* Satchel.<br />
<br />
; Harmar<br />
* Russian revolver now has a spinning cylinder, doesn't blow apart when you use it, and can be reloaded. Fun for the whole family!<br />
<br />
=== Tuesday, December 21st, 2010 ===<br />
; I Said No<br />
* Mining Fabricators no longer dispense Powered Picks for cheap.<br />
* Powered Picks now make a much wussier noise when unpowered.<br />
* Laser Drills should now correctly extract more exotic ores.<br />
* Cyborgs now visibly show damage, and will give a noticeable cue and self-destruct on death.<br />
<br />
=== Monday, December 20th, 2010 ===<br />
; Harmar<br />
* Russian roulette is now more like its exciting real life counterpart.<br />
<br />
; ProcitizenSA (kinda)<br />
* '''ATTENTION STATION SECURITY''': The following is a message from SecuTech security. ''Thank you for trying SecuTech Virtual-Reality (VSPACE) Prisoner Containment Unit. We hope you enjoyed your trial, but your evaluation copy has expired. Please register and purchase SecuTech Virtual-Reality (VSPACE) Prisoner Containment Unit to continue. Thank you and have a secure day. (NT vbrig will keep on keepin on)''<br />
<br />
=== Sunday, December 19th, 2010 ===<br />
; I Said No<br />
* Manufacturing Units (the autolathe replacements) are now hackable.<br />
* Miners now have a bunch of new gear.<br />
* Miners start with worse gear than they used to have, but can get better stuff by mining.<br />
* Furnaces added to Engineering and Miner's Station. They consume char, plasmastone, most clothing, and people.<br />
<br />
=== Saturday, December 18th, 2010 ===<br />
; I Said No<br />
* Removed "Wrongful Arrests" score criteria due to unpopularity.<br />
* Hopefully fixed bug of score panel not popping up for ghosts.<br />
* Added ingame links to the wiki and forum. Look at your commands panel.<br />
<br />
=== Friday, December 17th, 2010 ===<br />
; I Said No<br />
* Changes to the Cyborg Panel. It now shows your status as well as your items.<br />
* Changed the equipment of several cyborgs to fit their roles better.<br />
* Added Cell Cables item to Standard and Engineer cyborgs. Use them on APCs to give them your power.<br />
* Fixed the Captain's Quarters not being properly powered.<br />
* Did no other stuff to nothing for absolutely no reason at all.<br />
<br />
=== Thursday, December 16th, 2010 ===<br />
; DrMelon<br />
* NT Weapons are fixed again.<br />
* Pistolwhipping and revolvers are fixed again.<br />
* NT Armoury area expanded.<br />
<br />
; I Said No<br />
* The asteroid belt's ore composition was shifted around somewhat.<br />
* New autolathe/robotic fabricator replacements. They use ores/metal/glass.<br />
* NT Armoury area expanded.<br />
<br />
=== Monday, December 13th, 2010 ===<br />
; I Said No<br />
* A couple of new asteroid ores.<br />
* The Mining Outpost has been renovated somewhat.<br />
<br />
=== Saturday, December 11th, 2010 ===<br />
; I Said No<br />
* [[Roboticist]]s, [[Medical Doctor|Doctors]] and [[Geneticist]]s can use examine on a brain to tell if it is still useful for [[cyborg]]ing.<br />
* [[Miner]]s now have [[Guide to Mining#Laser Drill|Drills]] for safely mining [[Guide to Mining#Erebite|Erebite]].<br />
<br />
== February 2010 ==<br />
=== Tuesday, February 23, 2010 ===<br />
* '''OH NO STRANGLING GOT NERFED:''' Insta-strangling (hopefully) removed. Victim no longer instantly loses consciousness.<br />
<br />
=== Sunday, February 21, 2010 ===<br />
* '''Cloning Machine:''' The Geneticist spilled coffee on the Genetics Machine's revival module and it was too costly to replace!<br />
* Clones may or may not have horrible genetic defects.<br />
<br />
=== Thursday, February 18, 2010 ===<br />
* '''New feature:''' Obesity from overeating in a short period of time.<br />
<br />
=== Sunday, February 14, 2010 ===<br />
* '''New feature:''' Station destruction cinematic if the crew loses in AI Malfunction or Nuclear Emergency.<br />
* '''New Position: Tourist'''<br />
* Centcom has entered the lucrative business of space tourism! Enjoy an event-filled vacation on the station, and try not to get killed.<br />
* Guest accounts are now restricted to selecting Tourist in Character Setup.<br />
<br />
=== Friday, February 5, 2010 ===<br />
* '''AI:''' Added 30 second cooldown to prevent spamming lockdowns.<br />
<br />
=== Wednesday, February 2, 2010 ===<br />
* '''Feature:''' Character preview in Character Setup!<br />
<br />
=== Tuesday, February 2, 2010 ===<br />
* '''New item:''' Drinking glasses that you can fill with water.<br />
* '''Feature:''' Sounds now pan in stereo depending on your position from the source.<br />
<br />
== December 2009 ==<br />
=== Saturday, December 5, 2009 ===<br />
* '''Traitor tweak:''' Agent cards can now be forged into a fake ID.<br />
<br />
=== Friday, December 4, 2009 ===<br />
* '''Supply Dock 2.0:''' The Supply Dock has been redesigned and now features conveyer belts! Amazing!<br />
* '''New uniforms:''' The Research Director, Chief Engineer, and the research jobs have new uniforms. The Head of Security has a cool new hat which happens to be his most prized possession.<br />
* '''Merged research:''' The first act of the Research Director is to merge Toxins and Chemistry into a single Chemical Lab. Hooray!<br />
* '''Robot tweak:''' You can now observe robots using the observe command.<br />
* '''Stamps:''' The heads now have stamps to stamp papers with, for whatever reason.<br />
<br />
== November 2009 ==<br />
=== Monday, November 30, 2009 ===<br />
* '''Supply Shuttle 1.0:''' Now you can order new supplies using Cargo Bay north of the autolathe.<br />
* '''New containers:''' The game now features a variety of crates to hold all sorts of imaginary space supplies.<br />
* '''New position: Quartermaster'''<br />
* A master of supplies. Manages the cargo bay by taking shipments and distributing them to the crew.<br />
* '''New position: Research Director'''<br />
* The head of the SS13 research department. He directs research and makes sure that the research crew are working.<br />
* '''New position: Chief Engineer'''<br />
* Boss of all the engineers. Makes sure the engine is loaded and that the station has the necessary amount of power to run.<br />
* '''New robot: Securibot'''<br />
* Automatically stuns and handcuffs criminals listed in the security records. It's also really goddamn slow.<br />
* '''New jumpsuits:''' Engineers and Atmos Techs have new jumpsuits to distinguish between them easier.<br />
<br />
=== Friday, November 27, 2009 ===<br />
* '''Monkey AI 2.0:''' Monkeys will now get angry, going after random human targets with the ability to wield weapons, throw random objects, open doors, and break through glass/grilles. They're basically terminators.<br />
* '''New gamemode: Monkey Survival'''<br />
* Survive a horde of angry monkeys busting through the station's airvents and rampaging through the station for 25 minutes.<br />
* '''New robots: Cleanbot and Floorbot'''<br />
* Cleanbots automatically clean up messes and Floorbots repair floors.<br />
* '''New spell: Mindblast'''<br />
* Causes brain damage, progressively causing other players to become even more retarded.<br />
* '''Alien Races'''<br />
* Wizards may randomly spawn as illithids, who gain Mind Blast for free, and nuke agents may randomly spawn as lizardmen.<br />
* '''Station shields:''' The station now has a toggleable forcefield that can only be destroyed by meteors or bombs. Takes a lot of station power to use.<br />
* '''Traitor scaling:''' Number of traitors/wizards/agents now scales to number of players.<br />
* '''New food item: Donk pockets'''<br />
* Delicious and microwavable, gives a bigger health boost for traitors.<br />
* '''Cigarettes:''' Now you can fulfill your horrible nicotine cravings. The detective starts with a zippo lighter and pack of cigarettes. Other packs can be be obtained via vending machines.<br />
* '''Warning signs:''' The station is now filled with various warning signs and such.<br />
* '''Updated graphics:''' Many, many objects have had their graphics updated including pipes, windows, tables, and closets. HUD graphics have been updated to be easier to understand.<br />
* '''Lighting fixes:''' New turf is now correctly lit instead of being completely dark.<br />
* '''Meteor fixes:''' The code and graphics for meteors has been fixed so the meteor gametype is more playable, sort of.<br />
* '''Escape shuttle fix:''' The shuttle can now be called in Revolution and Malfunction, but the shuttle will be recalled before it arrives. This way players can no longer call the shuttle to figure out the game mode during secret.<br />
* '''Changelog updated:''' New changelog entry for Thanksgiving thanks to Haruhi who will probably update the changelog from now on after almost a month of neglect.<br />
<br />
=== Monday, November 3, 2009 ===<br />
* '''Bug fix:''' Made most pop-up windows respect the close button.<br />
<br />
== October 2009 ==<br />
=== Sunday, October 25, 2009 ===<br />
* '''Randomized naming:''' Names for Central Command and Syndicate are now randomized.<br />
<br />
=== Saturday, October 24, 2009 ===<br />
* '''Bug fix:''' PDAs had their code cleaned up. Notice any problems? Report them.<br />
* '''New syndicate item:''' Detomatix Cartridge, allows remote detonation of PDAs (rather weak explosion)!<br />
* '''Feature:''' Remotely detonating PDAs has a chance of failure depending on the PDA target, a critical failure will result in the detonation of your own PDA.<br />
<br />
=== Monday, October 19, 2009 ===<br />
* '''Gibbing update:''' Gibbing stuff has been rewritten, robots now gib nicer.<br />
* '''LIGHTING!!!:''' The station now has dynamic lighting and associated items.<br />
<br />
=== Friday, October 16, 2009 ===<br />
* '''Poo v1.0~:''' This has caused many ragequits.<br />
* '''Flushable toilets:''' You can now use toilets to place your vile, disgusting and irreprehensible excretions (you disgusting children). Just be careful what you flush!<br />
<br />
=== Monday, October 12, 2009 ===<br />
* '''Feature:''' Emergency oxygen bottles can be clipped to your belt now.<br />
* '''Clothing update:''' Bedsheets are now wearable.<br />
* '''Updated HUD:''' A few minor tweaks to the inventory panel. Things might not be exactly where you're used to them being.<br />
<br />
== September 2009 ==<br />
=== Monday, September 28, 2009 ===<br />
* '''New position: Chef'''<br />
* Maintains the Cafeteria, has access to Kitchen and Freezer, Food creation will be in shortly.<br />
* '''Food update''': Food items now heal Brute/Burn damage. The amount recovered varies between items.<br />
<br />
== August 2009 ==<br />
=== Saturday, August 29, 2009 ===<br />
* '''AI laws update:''' Nanotrasen has updated its AI laws to better reflect how they wish AIs to operate their stations.<br />
* '''Traitor item change:''' E-mag renamed to Cryptographic Sequencer.<br />
<br />
== July 2009 ==<br />
=== Friday, July 31, 2009 ===<br />
* I'm really sorry everyone I just HAD to add a gib all verb.<br />
* Decided to add the creation of bombs to bombers list<br />
* Made the new bombing list EVEN BETTER!!!<br />
* Fixed a bug with admin jumping AND the traitor death message<br />
* Oops, fixed a bug that returned the right click pm thing thinking the admin was muted.<br />
* Made a new improved way of tracking who bombs shit.<br />
* More formatting shit.<br />
* Fixed up some mute code and made it so that if a player is muted they cannot PM us.<br />
* Adminhelps now logged in the admin file not ooc<br />
* Changed the way admin reviving is dealt with. (It was coded kind of weirdly before)<br />
* Added a few areas to the observe teleport. Fixed some adminjump things. Modified the paths of some areas.<br />
* You can now ban people who have logged out and admins can now jump to people using the player panel.<br />
* Added in jump to key coded in a much better way than showtime originally did it.<br />
* Fixed magical wind when laying pipes. They start out empty!!<br />
* Made blink safer. Fixed the crew-quarters to ai sattelite teleport problem.<br />
* Forgot the message again. Added an emp spell. thanks copy&amp;paste.<br />
* OH MY GOD I HAVE RUINED ASAY<br />
* Added electronic items to the pipe dispenser<br />
* fixed a formatting error with the changelog (I didn&#39;t break it, it was showtime)<br />
* Fixed a formatting error<br />
* Cleaned up sandbox object spawn code<br />
* New and improved admin log so we can keep an eye on these fuckers<br />
* Fixed adminjump because I realise most people use it for the right click option<br />
* Mushed together jump to mob and jump to key<br />
* Fixed a compilation error and made my test room more secure!<br />
<br />
=== Wednesday, July 29th, 2009 ===<br />
These are a collection of the updates from the last 6 days. I promise to update the changelog once a week. Note that this does not include all the changes in the past 6 days. <br />
* Multitools can now be used to measure the power in cables.<br />
* Fixed a bug where the canister message would repeat and spam the user when attackby analyzer. Fixed an admin formatting error.<br />
* Replaced all range checks with a in_range proc. pretty good chance I broke something or everything.<br />
* Mutations use bitfields<br />
* Fixed a bug with my traitor panel.<br />
* Fixed the turrets, ruined Pantaloons map (test map). Did some things with turrets and added a few areas.<br />
* Some stuff in here you know the usual shit. Bugfixes, formatting etc.<br />
* Stunbaton nerf.<br />
* Tempban longer than 1 year -&gt; permaban.<br />
* Turfs &gt; spawnable.<br />
* Shaking someone now slowly removes paralysis, stuns and the &#39;weakened&#39; stuff.<br />
* CTF flags now check if someone has them equipped every 20 seconds, if they are not then they delete themselves and respawn.<br />
* Fixed the r-wall-welder-message-thing.<br />
* Change to the CTF code, flag captures can now only happen if your team has their flag in the starting position.<br />
* Pruning my test room.<br />
* Instead of the red and green team its now the American and Irish teams!<br />
* BACKUP BACKUP TELL ME WHAT YOU GONNA DO NOW Changed the monkey name code. Re-did my antimatter engine code so it actually puts out power now<br />
* dumb as fuck change, whoever did that, it already spawn ()&#39;s inside the proc code, whoever did that, you are a faggot and should read code before you modify it<br />
* Fixed a bug that gave everyone modify ticker variables you silly sausage.<br />
* Sorted the AIs track list.<br />
* Constructable filter inlets and filter controls.<br />
* Added in admin messages for when someone is banned.<br />
* Bannana and honk honk.<br />
<br />
== June 2009 ==<br />
=== Saturday, June 27th, 2009 ===<br />
* Pipe construction now works completely. //Nannek<br />
* Many many other things that never gets recorded in the changelog!!<br />
* The Michael Jackson Memorial Changelog Update<br />
* Pipe filters adjusted for more ideal environmentals //Pantaloons<br />
* Added in job tracking //Showtime<br />
* Crew Manifest and Security Records now automagically update when someone joins //Nannek<br />
* Fixed a bug where sometimes you get a screwdriver stuck in your hand //Pantaloons<br />
* Flamethrowers can now be disassembled //Pantaloons<br />
* OBJECTION! Added suits and briefcases //stuntwaffle<br />
* Added automatic brig lockers //Nannek<br />
* Added brig door control authorization and redid brig layout //Nannek<br />
* Emergency toolboxes now have radios and flashlights, and mechanical toolboxes now have crowbars //Pantaloons<br />
* New whisper system //lallander<br />
* Some more gay fixes //everybody<br />
* Some really cool fixes //everybody<br />
* Really boring code cleanup //Pantaloons<br />
* ~~In Loving Memory of MJ~~ Sham on!<br />
<br />
=== Friday, June 12th, 2009 ===<br />
* Looking back through the SVN commit log, I spy...<br />
* Keelin doing some more performance enhancements<br />
* Fixed one person being all 3 revs at once (hopefully)<br />
* Some gay fixes<br />
* New admin system installed<br />
* Fixed a bug where mass drivers could be used to crash the server<br />
* Various pipe changes and fixes<br />
<br />
=== Wednesday, June 3rd, 2009 ===<br />
* Death commando deathmatch mode added.<br />
<br />
=== Monday, June 1st, 2009 ===<br />
* Ghosts can no longer wander from space into the dread blackness that lies beyond.<br />
* Those other losers probably did a bunch of other stuff since May 6th but they don't comment their revisions so fuck 'em.<br />
<br />
== May 2009 ==<br />
=== Wednesday, May 6th, 2009 ===<br />
* Crematorium<br />
* Goon? button makes all your dreams come true.<br />
* Restructured medbay<br />
<br />
=== Monday, May 4th, 2009 ===<br />
* Does anyone update this anymore?<br />
* New atmos computer promises to make atmos easier<br />
* Autolathe<br />
* Couple of map changes<br />
* Some computer code reorganised.<br />
* I'm pretty sure theres a couple things<br />
<br />
== April 2009 ==<br />
=== Saturday, April 18th, 2009 ===<br />
* Weld an open closet (only the normal kind), gayes.<br />
* Chaplin has a higher chance of hearing the dead.<br />
* New traitor objective<br />
* Power traitor objective removed<br />
* New job system implemented for latecomers.<br />
* Head of Research quits forever and ever, is replaced by Head of Security (who gets his own office)<br />
<br />
=== Fri, April 10, 2009 ===<br />
* Admins are now notified when the traitor is dead.<br />
* Unprison verb (again, for admins).<br />
<br />
=== Wed&Thu, April 8&9, 2009 ===<br />
* Medical redone, doctors do your jobs! (Tell me what you think of this compared to the old one)<br />
* Clickable tracking for the AI<br />
* Only the heads can launch the shuttle early now. Or an emag.<br />
<br />
=== Mon&Tue, April 6&7, 2009 ===<br />
* Sounds. Turn on your speakers & sound downloads.<br />
* Scan something with blood on it detective.<br />
<br />
=== Sunday, April 5, 2009 ===<br />
* A large icon for the headset, no reason it should be so small.<br />
<br />
=== Saturday, April 4, 2009 ===<br />
* Emergency closets now spawn an 'emergency gas mask' which are just recolored gas masks, no other difference other than making it obvious where the gas mask came from.<br />
<br />
=== Wednesday, April 1, 2009 ===<br />
* Constructable rocket launchers: 10 rods, 10 metal, 5 thermite and heated plasma from the prototype.<br />
* Emergency closets have randomized contents now.<br />
* Fixed a bug where someone who was jobbaned from being Captain could still be picked randomly<br />
<br />
== March 2009 ==<br />
=== Friday, March 27, 2009 ===<br />
* Fixed a bug where monkeys couldn't be stunned.<br />
* Change mode votes before game starts delays the game.<br />
<br />
=== Thursday, March 26, 2009 ===<br />
* The brig is now pimped out with special new gadgets.<br />
* Upgraded the admin traitor menu.<br />
<br />
=== Tuesday, March 24, 2009 ===<br />
* GALOSHES!<br />
* A certain item will now protect you from stun batons, tasers and stungloves when worn.<br />
<br />
=== Monday, March 23, 2009 (EXPERIMENTAL) ===<br />
* Say / radio / death talk systems recoded, hopefully improving it.<br />
* Announcements of late joiners are now done by the AI if it's alive :-)<br />
<br />
=== Monday, March 23, 2009 ===<br />
* Random station names.<br />
* Changes to the message stylesheet.<br />
* Admin messages in OOC will now be colored red.<br />
<br />
=== Saturday, March 21, 2009 ===<br />
* Added a command to list your medals.<br />
* ETA no longer shows when it doesn't matter.<br />
* Nerfed the ability to spam shuttle restabalization.<br />
* Fixed the 'Ow My Balls!' medal to only apply from brute damage rather than both brute and burn damage.<br />
<br />
=== Thursday, March 19, 2009 ===<br />
* Job banning.<br />
* Genetic Researcher renamed to Geneticist.<br />
* Toxins Researcher renamed to Scientist.<br />
* Help reformatted.<br />
* Fixed a bug where combining bruise packs or ointments resulted in an incorrectly combined amount.<br />
* Renamed memory and add memory commands to Notes and Add Note.<br />
<br />
=== Tuesday, March 17, 2009 ===<br />
* Medals! MEDALS!<br />
* Trimmed the excessively long changelog.<br />
<br />
=== Saturday, March 14, 2009 ===<br />
* Janitor job complete! Report any bugs to adminhelp<br />
<br />
=== Saturday, March 7, 2009 ===<br />
* Wizard now needs his staff for spells<br />
* Be careful with APCs now okay?!<br />
* Fixed Memory and made it more efficient in the code<br />
* Crowbars now open apcs, not screwdrivers. They do something else entirely<br />
* Hackable APCs<br />
* When APCs are emagged they now stay unlocked<br />
* Re-did a shit tonne of admin stuff<br />
* New admin system is pretty much finished<br />
* FINALLY backpacks can now be looked in while on the ground.<br />
<br />
== Februaray 2009 ==<br />
=== Tuesday, February 24, 2009 ===<br />
* Ghosts no longer able to open secret doors<br />
* Suicide vests now work as armor<br />
* Blood no longer comes out of the guy if you pull him due to lag<br />
* Admin panel has been touched up to include html tables<br />
* Mines now added, only spawnable right now however<br />
* Fixed the syndicate nuclear victory bug<br />
* Wizard now spawns with wizard outfit which he must wear to cast spells<br />
* Blood bug fixes<br />
* Fixed a retarded bug that meant I didn't have the power to kick admins<br />
* THUNDERDOME!<br />
* Several new facial hair options and a bitchin' mohawk<br />
* Blood by Culka<br />
* Nuke disk now spawns in ALL game modes so that during secret rounds the syndicate now have the element of surprise!<br />
<br />
=== Saturday, February 22, 2009 ===<br />
* Implemented unstable's "observer" mode<br />
* Halerina's wizard mode<br />
* Non-interesting stuff<br />
* Began addition to the new admin system - right now only available to coders for testing<br />
* Admins can now click on the multikeying offenders name to pm them, instead of hunting for them in the pm list<br />
* Halerina's chemistry system<br />
* You can now deathgasp without being dead, hopefully so people can fake their own deaths.<br />
* Redid Medlab<br />
* New chemist job<br />
<br />
=== Thursday, February 19, 2009 ===<br />
* New DNA system. 200th Revision special.<br />
* Various bugfixes<br />
* Maze<br />
<br />
=== Monday, February 17, 2009 ===<br />
* Added a new game mode into rotation.<br />
* Added an AI satellite<br />
* Lockdowns can be disabled with the communications console<br />
* Prison shuttle can be called on the comm console, but only if its enabled by admins first<br />
* When you slip into space you'll have a 50% chance of going to z=4 instead of z=3<br />
<br />
=== Friday, February 13, 2009 ===<br />
* Fixed Cakehat<br />
* Dead people can now see all turfs, mobs and objs not in their line of sight.<br />
* Modified the map slightly<br />
* Stungloves can now be "made"<br />
* Flashes can now have their bulbs burning out.<br />
* Batons can now be turned on and off for different effects. They also now have 10 uses before they need to be recharged.<br />
<br />
=== Tuesday, February 10, 2009 ===<br />
* Fixed all the autoclose bugs<br />
* Due to it being myself and Keelin's 100th revision we have added a super-secret special item. Don't ask because we won't tell! Figure it out!<br />
<br />
=== Sunday, February 8, 2009 ===<br />
* Modified doors in engineering so that they do not autoclose - Autoclose now handled by a variable<br />
* Fixed toxin researcher spawn bug<br />
* Changed the "You hear a faint voice" message.<br />
* Gave the host new commands to disable admin jumping, admin reviving and admin item spawning<br />
* Fixed some airlock autoclose bugs<br />
* Changed some doors to not autoclose.<br />
* Nerfed the toolbox down.<br />
<br />
=== Friday, February 6, 2009 ===<br />
* Doors now close after 15 seconds<br />
* Fixed some p cool bugs<br />
* Cakehat<br />
* Added another suit<br />
* Walls now take 5 seconds to build<br />
* Added sam0rz, thesoldierlljk and kelson's revolution gamemode. Thanks guys!<br />
<br />
=== Thursday, February 5, 2009 ===<br />
* Fixed a couple of bugs<br />
* Improved bar ;)<br />
* Beer acts like pills and syringes<br />
<br />
=== Tuesday, February 3, 2009 ===<br />
* Added 'Make AI' Option for Admins<br />
* Added dissolving pills in beer (cyanide and sleeping pills)<br />
* Modified engine AGAIN, but personally I love it now<br />
<br />
=== Monday, February 2, 2009 ===<br />
* Moved bar due to popular demand<br />
* Captains room is now a security checkpoint<br />
* Assistants now have access to maint tunnels again<br />
* Courtroom<br />
* Engine has been redone slightly to make it easier to load<br />
* Nerfed beer a lot more<br />
<br />
== January 2009 ==<br />
=== Saturday, January 31, 2009 ===<br />
* Added a bartender job + Bar<br />
* Captains panic room<br />
* Voice changer traitor item<br />
* Bartender suit<br />
* Made taking a table apart take longer<br />
* Balanced beer a bit more.<br />
* Assistants can no longer open external air locks and maint tunnels, sorry guys. Get a job you bums.<br />
* Engineers CAN access external air locks and maint tunnels.<br />
* Fixed traitor AI bug<br />
<br />
=== Thursday, January 29, 2009 ===<br />
* Added traitor menu for admins - The ability to turn people into "traitors" as well as keep track of their objectives.<br />
* Implemented Keelins revive system - Primary Admins can now revive people.<br />
* Moved and redid security to prevent clusterfucks and everyone just crowding around security.<br />
* Redid the brig to make it bigger and so that people can break others more easily out since it isn't right in security.<br />
* Moved and redid captains quarters/heads quarters. Captains made much smaller and heads is now more of a meeting room.<br />
* Added Stungloves and an axe - right now only admin spawnable.<br />
* Implemented Persh's adminjump back in - admins can now jump to set locations.<br />
* Added a feature that if someone logs off their character moves around and says things - Change what they say from the config/names/loggedsay.txt file.<br />
* Added in adminwho verb - tells the user if there are any admins on and who they are.<br />
<br />
=== Saturday, January 10, 2009 ===<br />
* Freedom implant has been changed so that it will have a random emote associated with it to activate it rather than always chuckle.<br />
* There is now a pinpointer tool for use in Nuclear Emergency. It works similar to the existing locator, in that it will detect the presence of nuclear disks and in what direction it is.<br />
* The nuke being detonated in Nuclear Emergency should now properly end the game.<br />
* Spacesuits now cause you to move slower when not in space.<br />
* Syndicate in Nuclear Emergency now have syndicate-themed spacesuits.<br />
* Blob mode should properly end now.<br />
<br />
=== Wednesday, January 7, 2009 ===<br />
* Syndicate Uplink has been changed up, allowing traitor more freedom in his ability to be... traitorus.<br />
* Syndicate Uplink can now spawn a ammo-357, syndicate card, energy sword, or timer bomb.<br />
* Fixed an issue where Syndicate Uplink looked different than a normal radio.<br />
<br />
=== Monday, January 5, 2009 ===<br />
* You can choose to be a nudist now.<br />
* Facial hair!<br />
* Added constructable flamethrowers.<br />
* Redid internal naming scheme for human/uniform sprites.<br />
* Helmet visors are now translucent.<br />
* Held item graphics corrected for basically everything, internally only uses one dmi file instead of two.<br />
* Config settings reorganized for.. organization.<br />
* Seperated male and female names.<br />
* Females have pink underwear.<br />
* Guests can no longer save/load profiles, as this just created useless profiles that weren't used again.</div>Darth varioushttps://wiki.ss13.co/index.php?title=Changelog&diff=4573Changelog2013-06-27T04:12:23Z<p>Darth various: </p>
<hr />
<div>__NOTOC__<br />
<div style="text-align: center"><br />
<strong>2013</strong> - [[#January 2013|Jan]] [[#February 2013|Feb]] [[#March 2013|Mar]] [[#April 2013|Apr]] [[#May 2013|May]] [[#June 2013|Jun]]<span style="color:#bbb"> Jul Aug Sep Oct Nov Dec</span><br><br />
<strong>2012</strong> - [[#January 2012|Jan]] [[#February 2012|Feb]] [[#March 2012|Mar]] [[#April 2012|Apr]] [[#May 2012|May]] [[#June 2012|Jun]] [[#July 2012|Jul]] [[#August 2012|Aug]] [[#September 2012|Sep]] [[#October 2012|Oct]] [[#November 2012|Nov]] [[#December 2012|Dec]]<br><br />
<strong>2011</strong> - [[#January 2011|Jan]] [[#February 2011|Feb]] [[#March 2011|Mar]] [[#April 2011|Apr]] [[#May 2011|May]] [[#June 2011|Jun]] [[#July 2011|Jul]] [[#August 2011|Aug]] [[#September 2011|Sep]] [[#October 2011|Oct]] [[#November 2011|Nov]] [[#December 2011|Dec]]<br><br />
<strong>2010</strong> - <span style="color:#bbb">Jan</span> [[#February 2010|Feb]] <span style="color:#bbb">Mar Apr May Jun Jul Aug Sep Oct Nov</span> [[#December 2010|Dec]]<br><br />
<strong>2009</strong> - [[#January 2009|Jan]] [[#February 2009|Feb]] [[#March 2009|Mar]] [[#April 2009|Apr]] [[#May 2009|May]] [[#June 2009|Jun]] [[#July 2009|Jul]] [[#August 2009|Aug]] [[#September 2009|Sep]] [[#October 2009|Oct]] [[#November 2009|Nov]] [[#December 2009|Dec]]<br><br />
</div><br />
== June 2013 ==<br />
==Wednesday, June 26th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*---- MAJOR CHEMISTRY UPDATE ----- <br />
*Changed the star trek drugs to things that are a bit more intuitive to figure out from their names <br />
*Taking some liberties with real-world analogues, so please don't go writing any page-long diatribes about how reagent X doesn't behave that way <br />
*Things with no real-world analogues will probably involve plasma or mutagen somehow because fuckin' magic whatever <br />
*Upgraded the medbay vending machines to have more medications in them <br />
*The pharmacy room has a pillmaker and extractor now <br />
*Added a whole bunch of new medicines and poisons and rolled some redundant ones together <br />
*Chem dispensers have several new elements <br />
*A lot of organic chemistry reactions will use common building blocks <br />
*Diethylamine, acetone, ammonia, phenol, ethanol, sugar and weldfuel (used as a stand-in for benzene, toulene, ethene, etc.) are good things to stockpile for experiments <br />
*Expect some tweaking and bugfixes over the next couple days <br />
<br />
==Tuesday, June 25th, 2013==<br />
;I Said No<br />
<br />
*Geneticists can now get a DNA sample from people using their PDA. Just whack someone with your PDA while the genetics scan is active and messaging is on and it'll send a researchable sample to any DNA scanners. Access the samples from the research menu. <br />
<br />
==Thursday, June 20th, 2013==<br />
;AngriestIBM<br />
<br />
*Attention, <del>Elect</del> Mechanics: hit a thing with your PDA. A thing you want to analyze. Yep. <br />
*oh and I guess gptio takes names like gas_bottom instead of just numerical IDs. You know, if you want to use those instead. <br />
<br />
<br />
;ISaidNo<br />
<br />
*Genetics UI: You can now click on the little green lines between base pair letters to change their color. Useful as a marker for blocks you're trying to figure out.<br />
<br />
==Wednesday, June 19th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*Adjusted the traitor counts downwards slightly <br />
*Changed some of the traitor item counts around a bit <br />
*Split some of the QM crates into more specific things <br />
*Food Supplies are now split across Dry Goods, Produce, Meat/Cheese/Dairy, and Condiments <br />
*Medical supplies are now split into a crate full of First Aid kits and a crate full of chemicals/hyposprays <br />
*Hydroponic supplies are now split into a starter crate full of basic gear and a nutrient crate full of formulas<br />
*Removed most of the annoyingly job-specific items from the surplus crate <br />
*Removed most of the rampage items from surplus crates too! HAHAHAH <br />
*Added a bunch of strange things to the surplus crate pool to make up for that.<br />
<br />
==Sunday, June 16th, 2013==<br />
;I Said No<br />
<br />
*Hear Admin Sound option was inverted to Block Admin Sounds due to some annoying glitches. Update your preferences accordingly. <br />
*Fiddled with the genetics computer UI a bit. <br />
<br />
==Saturday, June 15th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*Cigs can now be lit by hitting them with actively burning items (including money) <br />
*You can put cigs out on people now if you want to be a real jerk <br />
*Holding a burning item, welder, zippo or ignitor and clicking on something flammable will now set the target on fire. <br />
*This means you can set your own jumpsuit on fire with a zippo while wearing it. Welp. <br />
*Added a couple of existing poisons to the traitor poison bottle possibilities and added two new poison reagents.<br />
*Redesigned the Telesci lab so it now has a public-access door. There are two toggles in the control room for the blast shields. <br />
<br />
;AngriestIBM featuring special guest Pistoleer!!<br />
<br />
*Syringe gun is now loaded just by pouring crap into it. Every 15 units lets you fire a syringe. Up to 6 syringefuls at a time. <br />
*The syndicate stealth storage no longer prints a big DOOFUS LOADS X message (Though it still rustles) and can be reset after assuming a form, so you can turn it into another thing. (Why wasn't that the original behavior??)<br />
<br />
==Friday, June 14th, 2013==<br />
;LLJK-Mosheninkov<br />
<br />
*Fixed some bugs with George (rub that belly) and now he's quite talkative especially if you play music for him!!<br />
<br />
==Wednesday, June 12th, 2013==<br />
;LLJK-Mosheninkov<br />
<br />
*Added pushing others into space or fires to the combat log because turds figured that was a sweet way to get around logs when we investigate adminhelps.<br />
<br />
;Dr. Cogwerks<br />
<br />
*Changed the layout of the morgue and crematorium a bit <br />
*Roboticists, doctors, detective and geneticists all have their own doors to the morgue <br />
*There are now corpse delivery chutes in the medbay lobby and in disposals <br />
*Reminder: there is also a chute between the morgue and the crematorium, and the chaplain can now see if he gets deliveries from his office <br />
*I expect some mischief with this system.<br />
<br />
== Monday, June 10th, 2013 ==<br />
;I Said No<br />
<br />
*Re-added the ability to toggle whether you want to hear music played by admins. Note that high-level admins can choose to override this. <br />
*Also added a toggle to block the score panel from appearing at the end of the round. <br />
*Added three new mutations for geneticists to discover. <br />
*Added ID card coloration depending on what department the job is in. <br />
*Gave more control over what underwear you want your character to wear. <br />
*Changelings can no longer mimic voice while dead. <br />
*Trying to use the leap mutation while inside something will now have rather unpleasant consequences for the jumper. <br />
*Changed "X slurs something completley unintelligable" to still actually speak rather than just showing a local emote. Don't expect to be able to say anything coherent though. <br />
*Same deal as above only with advanced cases of Berserker.<br />
<br />
==Sunday, June 9th, 2013==<br />
;Rick<br />
<br />
*Added 22 medals. <br />
<br />
==Saturday, June 8th, 2013==<br />
;Rick<br />
<br />
*Added 17 medals.<br />
<br />
==Monday, June 3rd, 2013==<br />
;Infinite Monkeys<br />
<br />
*Dismemberment of arms is in. It can be caused by bombs, extreme brute damage and surgery. Be sure to cauterise the stump before you bleed to death! <br />
*Arms can be reattached using the medical stapler or replaced with robot arms. <br />
*Any surgery requiring an operation table can also be performed on an ordinary table if the subject is unconscious or dead. <br />
*Rathen's Secret has a small chance of tearing off people's arms. Why not? <br />
*Replace people's arms with other people's arms! Whoa!<br />
<br />
== Sunday, June 2nd, 2013==<br />
;I Said No<br />
<br />
*Rolled Antagonist Choices into the job choices panel. Also allowed specific choosing of Traitor, Vampire, Spy and Gang Leader. <br />
*Added a new appearance customisation slot - Detail. <br />
*An option for whether or not you want to automatically view the changelog when you log in. <br />
<br />
==Saturday, June 1st, 2013 ==<br />
;I Said No<br />
<br />
*Job Preferences have been changed. You now order jobs into priority brackets rather than just pick three roles you want. <br />
*The late join screen has been changed up a bit too, at least visually. <br />
*'''YOU NEED TO RE-SET UP YOUR JOB PREFERENCES FOR EACH CHARACTER YOU HAVE! GO INTO THE WINDOW AND HIT RESET! THEN SAVE IT!!!'''<br />
<br />
== May 2013==<br />
<br />
== Monday, May 27th, 2013 ==<br />
;Infinite Monkeys<br />
<br />
*Due to Nanotrasen cuts, many reinforced windows in low security areas of the station have been replaced with normal ones. If any window sections look weird, let a coder know!<br />
<br />
== Thursday, May 23th, 2013 ==<br />
;AngriestIBM<br />
<br />
*The delete key is now toggle throw!<br />
<br />
==Tuesday, May 21th, 2013==<br />
;Keelin<br />
<br />
*Genetics is gone for the moment while the code behind it is being redone.<br />
<br />
==Monday, May 20th, 2013==<br />
;AngriestIBM<br />
<br />
*Multiple save files!!! <br />
*Some more verbs on closets, like toggling them. Or climbing inside I guess. Blame MyBlueCorners again. <br />
<br />
==Friday, May 17th, 2013==<br />
<br />
;AngriestIBM with special guest Mybluecorners!!<br />
<br />
*Mybluecorners thought of a cool new way for the table parts menu to not be shit!! <br />
*dooty spod <br />
<br />
;Dr. Cogwerks<br />
<br />
*Main hangar is set for mechanic access now <br />
*Bullets cause bleeding damage for much, much longer duration now <br />
*REMINDER: put someone onto a surgery table and use scalpel on their chest to remove bullets <br />
<br />
==Tuesday, May 14th, 2013==<br />
;AngriestIBM<br />
<br />
*You can bonk the syndicate card with other IDs to copy over their access. Collect all of the accesses, be the card game champ fifth-grade you wanted to be!<br />
<br />
== Monday, May 13th, 2013 ==<br />
;AngriestIBM<br />
<br />
* *customv and *customh emotes to quickly custom emote visible or hearable things. say "*customv does something that you are seeing now." <br />
*Also emote parameters use a space instead of - to add a parameter. <br />
*And emotes aren't case sensitive anymore, what the fuck.<br />
<br />
==Sunday, May 12th, 2013==<br />
;Dr. Cogwerks<br />
<br />
* oh i guess we never put this in the changelog <br />
* sunglasses no longer reveal other traitors <br />
* pro strategy for identifying other traitors: ask them <br />
<br />
;Keelin<br />
<br />
*Cyborg docking stations now support drag and drop for items. That way cyborgs can put clothes (and upgrades) in there without help.<br />
<br />
;AngriestIBM<br />
<br />
*I guess you can just examine your headset to see the other channels? I guess??? <br />
*Happy Mothers Day <br />
<br />
;I Said No<br />
<br />
*The buy and sell lists of generic traders, Gragg, Pianzi Hundan and Vurdalak have been expanded. <br />
*Made mining overalls fit the black/yellow color scheme miners have going on. <br />
*Electrician is now known as Mechanic. Nothing about the job has actually changed though. <br />
*New trader: Buford Tenin. He buys drugs and sells stuff that helps Hydroponics out. He is also a frog man. #wow #whoa<br />
<br />
==Saturday, May 11th, 2013==<br />
;I Said No<br />
<br />
*Traders tied in with Quartermasters/Shipping Market have been drastically overhauled. There are now multiple traders who can be dealt with at once rather than one, and they both buy and sell using a system similar to the NPC traders. More content to come on that front.<br />
<br />
==Wednesday, May 8th, 2013==<br />
<br />
;Keelin<br />
<br />
*Pod Bay door controls can now be clicked while inside a pod to open or close the connected doors. <br />
*Cyborg docking stations now accept some types of clothes. Borgs can wear these by equipping them inside the stations.<br />
<br />
==Tuesday, May 7th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*Added a Gas Extractor unit in the engine's cold loop. <br />
*Raised the values of most of the ores again.<br />
<br />
== Monday, May 6th, 2013==<br />
;AngriestIBM<br />
<br />
* I guess the heads have some more headset channels? Just activate the headsets in hand to see what channels you have and what letter you need to * put after the colon to use. <br />
* :h is command frequency for all of them, though. <br />
* This is still a work in progress, okay.<br />
<br />
;Dr. Singh<br />
<br />
*Removed mining ores from colored light recipes to promote fun.<br />
<br />
== Sunday, May 5th, 2013==<br />
<br />
;Dr. Cogwerks<br />
<br />
*No more solitary permabrig prison cell <br />
*Replaced it with a regular guard-access timer/flusher cell <br />
*Put some crate/ore relay launchers in Mining level <br />
== Thursday, May 2th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*Due to protests from the Postal Workers Union, mail chutes return. <br />
*I expect significant mischief and workplace accidents from these. <br />
*Put some MiniPutt shuttles on the map, expanded the primary podbay.<br />
*Made the end of Nuke Mode more exciting.<br />
<br />
== April 2013 ==<br />
==Sunday, April 28th, 2013==<br />
;I Said No<br />
<br />
*Cyalume Sabers and Toy Swords now come in five different colors. Collect them all! (without being killed by security five times) <br />
<br />
;AngriestIBM<br />
<br />
*Hey I guess wizwrite can print to networked printers now? I mean it's still a little rough around the edges but it works. <br />
*Oh and this is unrelated but there is a secret way to make your emag a ~*~gold emag~*~. Besides paint, I mean. Stop bringing up the paint there is a way besides paint.<br />
<br />
==Saturday, April 27th, 2013==<br />
;Dr. Singh feat. Mozi<br />
<br />
*Cash is now stackable. Go ahead, stack some. <br />
*Use an empty hand on cash you're holding to take some out. <br />
*Crew members now start with their first paycheck in their pocket.<br />
<br />
==Wednesday, April 24th, 2013==<br />
;Dr. Cogwerks<br />
<br />
*Made pipebombs and RPGs do a little less hull damage in exchange for very mean shrapnel <br />
*Syndicate pipebombs, area cloak and donk pockets are cheaper <br />
*Beepsky will report arrests over PDA <br />
*General manufacturer, toolboxes and some other supplies for mining <br />
*Gave toxlab a heat exchange coil under the two primary combustion chambers <br />
*Due to budget cuts, roundstart/nanite cyborgs are now terrible <br />
===Tuesday, April 23th, 2013===<br />
;Wonkmin<br />
*You could say there's a rather plsing new hat and set of clothes. Dolan't forget about this - I may put them on the station at one point! Pls. <br />
===Sunday, April 21th, 2013===<br />
;I Said No<br />
*New Light cyborg pieces are available from Robotics Manufacturers. They can take less damage but are cheaper to make. <br />
===Friday, April 19, 2013===<br />
;Dr. Cogwerks<br />
*Made cyborgs significantly more vulnerable to projectile damage <br />
*Transfer-valve sized bombs seem like kinda big bulky things, right? Well, now they officially are. <br />
*Added a little news desk / office at arrivals. If people actually use it, it might get more stuff. <br />
===Tuesday, April 15th, 2013===<br />
;Dr. Singh<br />
<br />
*I spent the station's entire tax return on colored light bulb schematics for the general manufacturer. <br />
*Fixed that thing where you get set on fire but it doesn't draw right so you burn half to death before you realize it. <br />
===Monday, April 14th, 2013===<br />
;I Said No<br />
<br />
*There is now a delay between harvests of a plant. I know it sucks, but it was neccessary to avoid lag. Sorry folks! <br />
*Max harvest amount in one go is now capped at 10. It was 30 before, but the text didn't reflect the actual harvest amount. <br />
===Sunday, April 14th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Adjusted most of the projectiles in the game to actually properly use power dissipation rates over distance <br />
*New drillbit for mining pods <br />
===Saturday, April 13th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Moved most of the Z3 stuff around to make room for a new wreckage field area <br />
*Explore at your own risk, salvage exploration is both lucrative and dangerous <br />
*All pods now start with a sensor system and a verb in the ship tab for it <br />
*The better Conclave sensor now functions both as mesons and as a geological report scanner <br />
===Thursday, April 11th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Several new manufacturable pod items <br />
*Try the Conclave sensor system, seriously. I rewrote it to provide a list of some stuff around you when you run a scan. <br />
*More manufacturing units for QM office, maybe bored QMs could become used car salesmen or something <br />
*Several new NPC traders out in deep space <br />
*Clickdragging a crate of items onto an NPC trader now works for bulk sales <br />
*Horribly mean things are lurking around in deep space now <br />
*Redesigned the QM office a bunch <br />
*PDA alerts from sold crates, request console orders and request console payments <br />
*Maybe people should use those things more often???? <br />
*Engineering headsets for QMs <br />
*I guess mining can have an armored pod until the industrial pod is ready <br />
<br />
===Wednesday, April 10th, 2013===<br />
;Dr. Cogwerks<br />
*Smokepowder reactions now consume the source reagents, deal with it <br />
===Tuesday, April 9th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Got rid of some redundant crates from QM <br />
*Added request consoles to all the router docks <br />
*Request consols now tell the QMs where you placed the order from <br />
*Improved medical, hydro, and chef supply crates hopefully <br />
<br />
;Infinite Monkeys<br />
*Added a PIN preference so you can set your PIN to 69 and 420 related things or whatever. <br />
<br />
===Monday, April 8th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Pods can remotely open any hangar doors that have a remote control panel near them <br />
*Examine the panel to get the access code <br />
*A bunch of things now sell for a lot more money <br />
<br />
===Sunday, April 7th, 2013===<br />
;Dr. Cogwerks<br />
<br />
*Adjusted the base sell prices of ore and sheets <br />
*Dear QM scammers: say goodbye to your dumb metal selling cheats <br />
*Raised all paychecks by 500-1000%, they seemed too low for people to ever buy anything worthwhile <br />
*Backup generator price dropped by half <br />
*The shipping budget now skims 30% profit off of all vending machine sales on station, whoa <br />
*QMs get a free cargo pod for deliveries or whatever <br />
*Martian NPC trader should work properly now, buys some junk and sells rare ores <br />
*Mining starts with a free plasma cutter pod system now, have fun arguing over it <br />
*Chameleon projector can now scan critters, bots and shrubs - shrubs are a bit wonky still, fyi <br />
<br />
;Dr. Singh<br />
*Drag and drop crate loading for pods. Like furnaces! Whoa! <br />
*The furnace autoloader now expects you to be alive and standing next to the furnace. Sorry ghosts, you can't help set up the engine anymore. <br />
===Thursday, April 4th, 2013===<br />
;Dr. Cogwerks<br />
*Most podbays now have door controls outside <br />
*Three new traitor weapons, two for everyone and one for the RD <br />
*Removed the ammo boxes from the traitor buylist, made revolver cheaper and start with more ammo <br />
*Nuke shuttle additions: security camera viewer, utility belts, hypospray and basic drugs <br />
*All nuke agents now start with their own ten-crystal radios <br />
*Crowded nuke rounds can now have six instead of five agents <br />
*Fancy command space armor for the boss <br />
<br />
;Keelin<br />
*Power Gloves now actually on the syndicate buy-list for Engineers and Chief Engineers. <br />
<br />
===Wednesday, April 3rd, 2013===<br />
;Dr. Cogwerks<br />
*Easter is over, or is it ????? <br />
*Riot storage now starts with a laser array pod weapon in it <br />
*Syndicate teams now have their own pod and a gun system <br />
*Reminder: to install pod parts, use a crowbar on the pod to open the maint hatch. Click the pod with the item you want to add, crowbar shut, enter pod and use the ship computer to activate the new system <br />
*Nuke agents: enjoy your new rocket launcher, HEH <br />
===Monday, April 1st, 2013===<br />
; Infinite Monkeys<br />
* In an effort to improve roleplaying, added manual breathing and blinking. Emote *inhale and *exhale to breathe, and *closeeyes and *openeyes to blink. <br />
; AngriestIBM<br />
* Unfortunately, your RP was just so ABYSMALLY POOR that we have been forced to revert this change. Great job, SCRUBS!!<br />
<br />
== March 2013==<br />
===Sunday, March 31th, 2013===<br />
; Dr. Cogwerks<br />
* EASTER EGG HUNT <br />
; AngriestIBM<br />
* Chaplain has immunity to wizard spells again. <br />
; ISaidNo<br />
* Cyborgs created at the beginning of the round may now choose their name, like the AI can. <br />
===Wednesday, March 27th, 2013===<br />
; AngriestIBM<br />
* Oh I guess those gas sensors in toxins show up on the GPTIO list now. Give them a sense and then a read command to check them <br />
* You could probably even make it one line like "gptio sense 0200whatever ^ gptio read 0200whatever" <br />
===Tuesday, March 26th, 2013===<br />
; Infinite Monkeys<br />
* Even more chemicals. Clues for all the new ones: <br />
* The components of life plus something special. <br />
* Based on chloral hydrate, affects brain function. <br />
* The above plus two stimulants. <br />
* Medicine cocktail. <br />
* The above plus even more medicine. <br />
* Fortified wine. <br />
* Recipe for hairgrownium. <br />
* Hairgrownium but stronger and faster. <br />
; AngriestIBM<br />
* Apparently some traders had names that were too long to tag a crate with! So, now you just need to label the crates with "trader" to trade them. It's not like there can be multiple simultaneous traders, anyway. <br />
===Monday, March 25th, 2013===<br />
; Infinite Monkeys<br />
* Chemical reactions can now take place inside mobs. What could go wrong? <br />
===Sunday, March 24th, 2013===<br />
; Infinite Monkeys<br />
* New chemicals. <br />
* Two new traitor items: A modified cargo teleporter that transports containers to space and welds them shut, and a crate filled with whatever the Syndicate suppliers had lying around. <br />
===Saturday, March 23rd, 2013===<br />
;Infinite Monkeys<br />
* Chaplains are no longer immune to spells. <br />
===Saturday, March 21st, 2013===<br />
; I Said No<br />
* New hairstyles and facial hair styles! Check em out! <br />
* Some previous hairstyles were renamed. For example, long hair is now "mullet" and short hair is now "trimmed." <br />
===Saturday, March 16th, 2013===<br />
; Infinite Monkeys<br />
* Mixed mode should respect your 'Be Changeling/Wizard/etc' choices now, previously it just checked Be Syndicate and used that to assign all roles. <br />
* 'Be Gang Leader' changed to 'Be Other Enemy'. Controls rare enemy types like Vampires and Gang Leaders. <br />
* Having Head of Security somewhere in your preferences shouldn't override all other choices now. <br />
===Tuesday, March 12th, 2013===<br />
; Dr. Cogwerks<br />
* Significantly buffed the radbow, it should be a lot more sneaky now. No more twang sound or green bolt, faster recharge. Maybe too fast? idk <br />
* Removed the word Syndicate from the syndicate pipe bomb. what did it have a giant flashing red logo or something? dumb. <br />
* Thanks to a group of players making it their goal to hand out stacks full of instakill murdersoup extinguishers every round, soup now clogs extinguishers <br />
* Way to go, idiots! Spray bottle capacity has also been lowered from 1000 to 100 and hot cooking oil now does less damage. <br />
* Big piles of weed can now be dragloaded into the engine furnaces. <br />
===Monday, March 11th, 2013===<br />
; Dr. Cogwerks<br />
* Added a new traitor item for bartenders and doctors. What is it? I guess you'll have to find out. <br />
===Friday, March 8th, 2013===<br />
; Dr. Cogwerks<br />
* Rewrote the engineering startup guide in-game because the old one was hilariously inaccurate for this engine <br />
* Color-coded the supply hookups a bit to help newbie engineers get an idea of what is going on <br />
* Engine code tweaks are ongoing. <br />
===Wednesday, March 6th, 2013===<br />
; Infinite Monkeys<br />
* Added the ability to make a two-way portal in telescience, uses a huge amount of power so yell at the engineers I guess. <br />
; Procitizen<br />
* MOPDATE: examine mops to see if they're wet, examine mop buckets to see what reagents are in them, wet mops in kitchen sinks (wtf), look at mops with your friends and have a good time! <br />
* Earmuffs will save you from the changeling screech or something. <br />
* Reagents will no longer splash on racks, so put all your beakers on them. Go ahead! I dare you!! <br />
* People shouldn't scream while they're dead but I didn't test this and I don't care oh my god I don't care oh my godddd <br />
;Infinite Monkeys<br />
* Why was the 'soundscape' even a thing? RIP constant annoying background hum I guess. <br />
* Fiddled with mentor messages a bit, let me know if I broke anything. <br />
* Added an engine-related suicide! <br />
===Tuesday, March 5th, 2013===<br />
;Dr. Cogwerks<br />
* With the lower pressure reservoirs removed it was trivially easy to hit the max effects tier for Pro Burnz engineering (800kW+) <br />
* Engine output tiers have been rebalanced with a sweet spot around one megawatt, tiered effects cap raised to 2MW - more planned up here soon <br />
* This will make lower output a bit less satisfying maybe but try experimenting with plasma and pump settings <br />
* In some configurations you will want slow feeds of certain gases and maybe a rapid OR slow steady release of excessive pressure from the purge line <br />
===Monday, March 4th, 2013===<br />
; Dr. Cogwerks<br />
* GRAFT UPDATE: added cash registers to a lot more places, including HoP desk and the brig if you wanna charge bail or something <br />
* Charging for services is entirely up to you, it may cause you to get beat up but it might be fun too idk <br />
* Ongoing content expansion for the expedition areas, rewards and lore and hazards will keep growing out there <br />
* Modified the SMES and APCs out in the expedition areas and prison station so they'll behave better with furnaces hopefully <br />
* Check out the new Helmet Cam in Telescience! You can view it from the telesci cam viewer or the televisions in RD, Crew Quarters and Bar. <br />
* Gave the detective a standard portable camera viewer like the HoS has, maybe it'll be useful for spying on jerks or something <br />
* Removed the lower set of engine pressure reservoir tanks for now to see what happens. Expect the engine to behave more erratically, oh boy <br />
* It should be less likely to get those awful pressure inversion problems, and it'll be easier to purge the gas lines when needed <br />
* Restricted the pod hangar to engine/miner access only because too many people were being mean, deal with it <br />
* Added more air pumps and heaters around the station, more cable coils and diskette boxes, etc. etc. <br />
* More updates and fixes and stuff will keep happening for awhile, thanks for all the bug reports and comments so far <br />
; AngriestIBM<br />
* Toggle Deadchat Range is a verb that makes you not hear the living if they aren't, you know, actually nearby. <br />
* Apparently some folks don't like having the chat window spammed by every doofus in the game blathering about nonsense?? <br />
===Saturday, March 2nd, 2013===<br />
; I Said No<br />
* You can now use a multitool or t-ray scanner on a grille to see if it's electrified or not without zapping yourself. <br />
* Changelings can now tear down a grille in one hit if they have harm intent enabled. This is kind of a dead giveaway though. <br />
=== Friday, March 1st, 2013 ===<br />
; Dr. Cogwerks<br />
* Welcome to the new station! <br />
* A very helpful robot named Murray would just love to show you around, he may be waiting in arrivals? unless he is already giving a tour <br />
* BIG THANKS TO THE FOLLOWING FOR ALL THEIR HELP <br />
Aphtonites, MagicMountain, Keelin, and AngriestIBM ! <br />
and also all the other admins and players who have helped with beta testing and map design feedback over the last six months! you guys rule<br />
<br />
== February 2013 ==<br />
=== Tuesday, February 19th, 2013 ===<br />
; Dr. Cogwerks<br />
* Way to go, team! Thanks to everyone being awful, enjoy not having omega slurrypod zombies anymore. <br />
* Why on earth was that even possible in the first place, zombies are dumb as hell and everyone is terrible <br />
* Why are zombies even still in the code at all <br />
* oh uh I also changed syndicate sauce awhile ago hoping people would quietly find out but nobody did <br />
* so give that a try next time you're a traitor chef maybe, it should be a lot better now<br />
<br />
=== Sunday, February 17th, 2013 ===<br />
; ISaidNo<br />
* Changed the Wizard spellbook a bit - you can now hit the ? symbol next to spells to view what they do before you buy them. You can also no longer waste points by buying a spell you already have.<br />
<br />
=== Saturday, February 16th, 2013 ===<br />
; ISaidNo<br />
* When changelings use stings, spit or scream, they will now get a placeholder like wizard spells do so their abilities menu doesn't shift around.<br />
* Couple of new mutations for hydro plants. Also, radweeds will now visibly pulse when emitting radiation.<br />
<br />
=== Wednesday, February 13th, 2013 ===<br />
;ISaidNo<br />
* Satchels can now be used directly on harvest-ready plants to harvest them directly into the satchel. Any overflow will end up on the floor like usual.<br />
* Satchels can now be used on the PlantMaster and Reagent Extractor to load items from the satchel into the machine.<br />
<br />
=== Tuesday, February 12th, 2013 ===<br />
; ISaidNo<br />
* The Helpful Hydroponics Handbook has been completed. Hopefully that'll make the new hydrostuff a bit clearer.<br />
<br />
=== Monday, February 11th, 2013 ===<br />
; AngriestIBM<br />
* Added confirm dialogs/cancel options to some changeling powers (Regen/Speed Regen/Transform/Lesser Transfer), because sometimes you DON'T want to explode into a writhing mass of tentacles in a crowd armed with laser guns. <br />
<br />
=== Sunday, February 10th, 2013 ===<br />
; ISaidNo<br />
* Added a new machine to Hydroponics - the PlantMaster, used for seed extracting, splicing and infusing.<br />
* The Seed Extractor and Plant Gene Manipulator went to hell and died forever. <br />
* Hydroponics equipment comes from a vending machine rather than lockers now. <br />
* The starting health of new plants is now affected by a few different things. Bad endurance will cause the plant to have less health, and single-harvest plants gain or lose bonus health from the harvests gene. Damaged seeds also take health from a new plant. Plants will never start with less than 1 health and die instantly though. <br />
* Made a whole shitload of changes to the hydroponics under-the-hood stuff. Report bugs, as always. <br />
<br />
=== Monday, February 4th, 2013 ===<br />
; AngriestIBM<br />
* The RD sold his bomb to impulse buy a new pet.<br />
* Also !!Clarks!! made versions of prox-radio and prox-igniter assembly sprites that don't look like they're from 2004.<br />
<br />
== January 2013 ==<br />
=== Wednesday, January 30th, 2013 ===<br />
; Infinite Monkeys<br />
* Replaced the Quartermasters' shuttles with crates being launched through space via mass driver. <br />
<br />
=== Sunday, January 27th, 2013 ===<br />
; AngriestIBM<br />
* Those little cash register things in the marketplace use your bank account instead of cash now.<br />
* If you still want to use cash...just toss some space cash over the table, you goof.<br />
<br />
; I Said No<br />
* Improved the Reagent Extractors. They now get two internal storage tanks and a better interface. <br />
<br />
=== Wednesday, January 23rd, 2013 ===<br />
; Infinite Monkeys<br />
* Individual body parts don't have damage limits any more because it was Really Dumb.<br />
<br />
; Dr. Cogwerks<br />
* Set up some new handling for electrocution re: grilles and cables. <br />
* Shocks better take into account the available power now. The more power the station has, the more dangerous it becomes. <br />
* BEWARE OF ARC FLASH. Safety first! <br />
<br />
=== Friday, January 18th, 2013 ===<br />
; Infinite Monkeys<br />
* Rewrote mentorhelps, hopefully they should be less buggy and awful now. If they are broken or buggy let me know.<br />
* Added proxy/igniter/beaker and radio/igniter/beaker assemblies. <br />
* Chemical smoke now carries 3 reagents.<br />
<br />
=== Wednesday, January 16th, 2013 ===<br />
; AngriestIBM<br />
* The station IT drones have now updated the medical console (We have one of those) to Medtrak 5.1. <br />
* Included with the disks was a really nice set of pens carved from the bones of Medtrak 4's development team. <br />
<br />
=== Monday, January 14th, 2013 ===<br />
; Halerina<br />
* AI/cyborg door shortcuts. Ctrl-click opens/closes an airlock, shift-click bolts/unbolts it. Considering a change to make all keys and mouse buttons electrify doors indefinitely.<br />
* A large number of small changes and bugfixes over four years, considering I haven't personally updated this before.<br />
<br />
=== Wednesday, January 9th, 2013 ===<br />
; AngriestIBM<br />
* The station IT department has upgraded security consoles to Secmate 7, primarily because the back of the box promised that everyone responsible for Secmate 6 had been fired into a star.<br />
<br />
=== Tuesday, January 8th, 2013 ===<br />
; Dr. Cogwerks<br />
* Trick cigs (syndicools) can now be ignited by fire, sparks and explosions<br />
* Actually all cigs can spontaneously ignite now. You can probably use this for mischief?<br />
* Also I don't think cigs were properly causing fires when thrown into flammable stuff, so that should work now.<br />
<br />
=== Monday, January 7th, 2013 ===<br />
; Dr. Cogwerks<br />
* Changed the available traitor weapons for spymode significantly. No more emags for spies.<br />
* The remaining gear they can order is all stuff that feels spy-ish.<br />
* Botanist traitors can now order the traitor fog machine. ~420 every day~<br />
<br />
; Dr. Singh<br />
* AIs can edit the arrival alert message. Roleplay it!<br />
<br />
=== Sunday, January 6th, 2013 ===<br />
; I Said No<br />
* Seed Fabricators can be set to filter available products by category.<br />
* The Reagent Extractor now works instantly.<br />
* Added an option when using a satchel on a disposal chute to empty the contents into the chute rather than put the satchel itself in.<br />
<br />
=== Friday, January 4th, 2013 ===<br />
; Dr. Cogwerks<br />
* Added a short little GETTING STARTED guide to ThinkDos, use the Help command on a computer to see it.<br />
* Also added a new software disk vending machine near Tech Storage (that dingy room below QM).<br />
* edit: oh no two updates collided, check out AngriestIBM's new "help basics1" "help basics2" and "help basics3" commands on DWAINE<br />
<br />
=== Tuesday, January 1st, 2013 ===<br />
; I Said No<br />
* Slurrypods will now give a warning before they burst. They also take a bit longer to burst.<br />
* Made it more obvious on the Hydroponics trays when you're out of water or have too much.<br />
<br />
== December 2012 ==<br />
=== Sunday, December 30th, 2012 ===<br />
; I Said No<br />
* Hydroponics backend tweaked again. Man what is with me tweaking all these back ends! *giggle<br />
* Seed Vendor may work a bit differently but function the same as usual. Report bugs of course.<br />
* Added a new guidebook in Hydroponics on how to do good at Hydroponics. It isn't finished yet though since i'm not done messing with Hydro.<br />
* Added some new types of nutrient formulas for plants that do various things. What they do is covered in the aforementioned book. Hydro starts with two bottles of each and can mix more if they figure out the recipes.<br />
* Added some new mutant gene strains for Hydro crops. These are "general" mutations that affect certain things and can be passed between plant species when splicing seeds.<br />
* The Seed Extractor now works instantly rather than making you wait.<br />
* Lemons no longer produce Lime seeds. Not that anyone noticed. Or cared.<br />
<br />
=== Thursday, December 27th, 2012 ===<br />
; I Said No<br />
* Hydroponics backend tweaked slightly. Plants with mutations now use only Endurance and Potency genes for their requirements.<br />
* Took the requirements completley off certain mutations. It's back to the old 8% chance rule for one mutation type per plant.<br />
<br />
=== Sunday, December 23rd, 2012 ===<br />
; AngriestIBM<br />
* Sadly, the shuttle containing this shift's technical and medical assistants crashed. Into the moon. Forever.<br />
* To compensate, staff assistants have been granted the same access as their fallen technical comrades.<br />
<br />
; I Said No<br />
* Artifacts have been updated and now work much, much differently. Artifact Lab is totally different. The old Artifact Lab got turned into more space for Tox Lab.<br />
* Handheld artifacts now exist in addition to large object artifacts.<br />
* Wizards now corrupt terrain faster. The Staff of Cthulhu's corruption time reducing factor has also been significantly increased.<br />
<br />
=== Thursday, December 20th, 2012 ===<br />
; I Said No<br />
* Mutation variants in Hydroponics now work differently - genes have to be in a paticular configuration for the mutation to have a chance of appearing. The requirements and appearance chance for each mutation are all different, too. Happy hunting!<br />
* Hydroponics trays now start the game movable, and may be locked/unlocked with a screwdriver.<br />
* Hydroponics backend code has been tweaked around significantly. Please report bugs to I Said No.<br />
<br />
=== Monday, December 17th, 2012 ===<br />
; I Said No, with sprites from Clarks<br />
* Hydroponics now features.... actual hydroponics!!!!!!!!<br />
<br />
=== Sunday, December 16th, 2012 ===<br />
; MyBlueCorners via Dr. Singh<br />
* Random appearances for player preferences, brought to you by jolly cooperation.<br />
<br />
=== Wednesday, December 12th, 2012 ===<br />
; I Said No<br />
* Added a ton of new emotes. Use the help emote to get lists of all usable emotes.<br />
* The deathgasp emote now has a chance to fail and give you away. This will never happen on genuine deaths.<br />
<br />
=== Sunday, December 9th, 2012 ===<br />
; Dr. Singh<br />
* The telescience computer has a circuitboard in tech storage and the pad can be scanned by electricians.<br />
* Light fixtures can be removed from the wall with a screwdriver if they're unpowered and there's no lamp or bulb. Or, make a new fixture from a stack of metal. Then you can use the fixture parts to build a light somewhere else, whoa!<br />
* Late traitor rate reduced, HoS and security are no longer able to be late traitors.<br />
<br />
=== Thursday, December 6th, 2012 ===<br />
; Dr. Singh<br />
* Made the interrogation room larger and added a small back room for to security to safely transport inmates for questioning.<br />
* Changelings can no longer absorb a corpse multiple times.<br />
<br />
=== Wednesday, December 5th, 2012 ===<br />
; Infinite Monkeys<br />
* Blink teleports you forwards instead of randomly now. Cooldown increased a bit.<br />
<br />
=== Tuesday, December 4th, 2012 ===<br />
; Dr. Cogwerks<br />
* Added a bunch of new chems, oh no<br />
* Antihistamine: stoxin + diethylamine + ethanol * heat<br />
* Itching Powder - pretty simple recipe<br />
* Histamine - cannot be mixed<br />
* Crank - 4 things + fuel * heat<br />
* Krokodil - 2 medical drugs + 3 other things * heat<br />
* Bath Salts - 7 reagents * heat<br />
* CAT DRUGS - 2 botany things, 1 other thing + fuel * heat<br />
* gross thing: urine + water * heat = ammonia (precursor to most of the others here)<br />
<br />
=== Sunday, December 2nd, 2012 ===<br />
; Aphtonites<br />
* Energy swords now have sound effects, thanks to MollyMillions.<br />
* So do toy swords, wow!<br />
<br />
== November 2012 ==<br />
=== Wednesday, November 28th, 2012 ===<br />
; AngriestIBM<br />
* The new plant seeds weren't showing up because I accidentally added them to the wrong seed vendor in the code.<br />
* Because there are two functionally identical but separate seed vendors defined.<br />
* Maybe by hitler.<br />
* Maybe I'm going to kill myself.<br />
<br />
=== Tuesday, November 27th, 2012 ===<br />
; Keelin<br />
* Updated ABCU markers. You can now create blueprints for exact copies of rooms at a slightly higher cost. These can not be saved."<br />
<br />
=== Saturday, November 24th, 2012 ===<br />
; AngriestIBM<br />
* I added some new plants, like avocados.<br />
* Also you can use empty taco shells to crumble them into chips. You can dip chips into bowls. w h o a<br />
* Guacamole!!<br />
<br />
=== Sunday, November 11th, 2012 ===<br />
; Aphtonites<br />
* The return of VR!<br />
* A racing game has been added to the VR arcade!<br />
<br />
=== Saturday, November 3rd, 2012 ===<br />
; AngriestIBM<br />
* Halloween died.<br />
* It's a shame that Thanksgiving isn't very conductive to game ideas.<br />
<br />
== October 2012 ==<br />
=== Monday, October 29th, 2012 ===<br />
; ScariestIBM<br />
* Halloween fun time!<br />
* Halloween...fun time!!<br />
* HALLOWEEN FUN TIME<br />
<br />
=== Saturday, October 20th, 2012 ===<br />
; AngriestIBM<br />
* Okay so MollyMillions made this ogg that plays when you cease being knocked out.<br />
* That's kinda neat I guess.<br />
* It's all "beep beep boop" and EKG-y and stuff.<br />
* I'm padding this out to try to draw attention away from us forgetting to update the changelog for a month.<br />
<br />
== September 2012 ==<br />
=== Saturday, September 29th, 2012 ===<br />
; DrMelon<br />
* Added virtual wizard & syndicate kits to VR Gun Sim. Practice traitoring safely!<br />
<br />
=== Friday, September 28th, 2012 ===<br />
; Aphtonites<br />
* Added tough competition for the station chefs.<br />
<br />
=== Saturday, September 22nd, 2012 ===<br />
; AngriestIBM<br />
* Added Cogwerks' new janitor traitor item idea: A compactor trash cart. Looks identical to the regular one, but may cause people placed inside to become rather small and angular.<br />
* Reminder on how to put people inside a cart/bin/crate: Move cart over lying person. Close cart.<br />
<br />
=== Monday, September 17th, 2012 ===<br />
; Wonkmin<br />
* Looks like Inf Monkeys fixed a load of stuff, and this should get the rest. Huge thanks to Convair880 for his time identifying the wiring issues. Please continue to report issues on the new forums.<br />
* New forums can be found at http://http://www.autisticpowers.info/ss13/forum/index.php<br />
<br />
=== Sunday, September 16th, 2012 ===<br />
; Wonkmin<br />
* The kitchen/bar is now south of botany and west of crew quarters. The old bar is now a storage warehouse.<br />
<br />
=== Sunday, September 9th, 2012 ===<br />
; AngriestIBM<br />
* Can you complete the PAINT DISPENSER REPAIR CHALLENGE?<br />
<br />
== August 2012 ==<br />
=== Wednesday, August 29th, 2012 ===<br />
; AngriestIBM<br />
* Quartermasters can buy paint cans. I hope this alleviates your paint-related concerns.<br />
* Please don't paint everything in the game and make the client choke rendering a million pink toolboxes or I will be VERY SAD.<br />
<br />
=== Saturday, August 18th, 2012 ===<br />
; AngriestIBM<br />
* I should probably clarify that spies can: implant anybody since security implants are no longer A Thing (Even other leaders! whoa!) and that these are super mindslaves that do not wear off after time passes.<br />
* Implantees should be able to refer to their notes (Not the PDA one, the verb one) to see who their boss is. I guess.<br />
* Also plant pots are secured/unsecured with a wrench now. What a crucial change!<br />
<br />
=== Wednesday, August 15th, 2012 ===<br />
; AngriestIBM<br />
* There is a conspiracy/spy mode in beta. Competing syndicate infiltrators with mindslaves are fighting a shadow war for a promotion.<br />
* Wonton wrappers! Put an egg and some flour in the mixer and stuff the resulting wrappers with small foods. And then fry them.<br />
<br />
=== Saturday, August 11th, 2012 ===<br />
; Keelin<br />
* Derringer Pistol traitor item. Can be hidden in clothes.<br />
<br />
=== Monday, August 6th, 2012 ===<br />
; Procitizen<br />
* Sponges for the janitor. idk<br />
* Light other people's cigarettes using a zippo!<br />
* Headgear should show up on examine!!<br />
* The Dark Knight Rises was kinda good, but not really!!!<br />
<br />
=== Sunday, August 5th, 2012 ===<br />
; Procitizen<br />
* Replaced the legitamately useless heavy armor in the armory locker with an EOD suit/helmet.<br />
<br />
=== Thursday, August 2nd, 2012 ===<br />
; AngriestIBM<br />
* While gloves don't leave fingerprints, they DO leave other signs for the detective to scan :O (Well actually you get distorted prints from latex gloves)<br />
* Chef has a sous-chef uniform available in the kitchen dispenser I guess. Recruit an assistant?<br />
<br />
== July 2012 ==<br />
=== Tuesday, July 31st, 2012 ===<br />
; Nannek<br />
* Nuclear engines added. (BETA)<br />
* Airbridge added<br />
<br />
=== Tuesday, July 31st, 2012 ===<br />
; Infinite Monkeys<br />
* Added a timer/igniter/beaker assembly. Prox and radio assemblies to come but they are a pain to code.<br />
<br />
=== Saturday, July 28th, 2012 ===<br />
; Infinite Monkeys<br />
* Chemistry stuff:<br />
* Stabilising agent that can make some previously instant reactions produce a stable-ish product.<br />
* Thalmerite has two chemicals that affect its heating speed.<br />
* Foaming agent removed - reactions that formerly used it now use fluorosurfactant.<br />
<br />
=== Thursday, July 26th, 2012 ===<br />
; AngriestIBM<br />
* Giving the chef a deep fryer cannot possibly backfire. CANNOT POSSIBLY BACKFIRE.<br />
* Oh and I guess botany wanted one of those crate telepad gizmos.<br />
<br />
=== Tuesday, July 10th, 2012 ===<br />
; Infinite Monkeys<br />
* Late join traitors attempt two.<br />
<br />
=== Saturday, July 7th, 2012 ===<br />
; IShallRiseAgain<br />
* Syndicate Shuttle is no longer on same Z-level as the station.<br />
* The syndicate teleporter can be activated with a syndicate teleporter remote in order to exit and go back to the syndicate shuttle.<br />
<br />
=== Thursday, July 5th, 2012 ===<br />
; I Said No<br />
* Dropped manufacturing costs of mining equipment a bit.<br />
* Engineering Spacesuits no longer make you go any slower than a regular space suit does.<br />
<br />
=== Monday, July 2nd, 2012 ===<br />
; I Said No<br />
* The Mining Outpost now has an APC and light switch for each of its seperate areas. There are also rods and hand labellers available.<br />
* The Mining Manufacturer now makes rods and metal sheets.<br />
* Extractor Rigs now drill much faster, and show the correct amount of ore in the hopper. (It was always off by 2 until now.)<br />
* There are now display screens on the Mining Outpost that show how much ore has been dug up.<br />
* Replicants have been disabled for the time being. They'll be back later.<br />
<br />
== June 2012 ==<br />
=== Friday, June 29th, 2012 ===<br />
; I Said No<br />
* Rotating a window will now prompt you which direction you want to rotate it in. Examining the window will also tell you it's current fastened status.<br />
* Tidied up the job selection menu a little.<br />
<br />
=== Wednesday, June 27th, 2012 ===<br />
; Infinite Monkeys<br />
* Added a 'mentorhelp' command for asking gameplay-related questions - round spoiling questions and things like that are fine. Currently admins and dead HOSes can read/reply to the channel.<br />
<br />
=== Wednesday, June 27th, 2012 ===<br />
; I Said No<br />
* Sturdy and Heavy cyborg Heads and Arms are now available. Use two metal on a regular part to make it sturdy, and two reinforced metal on a sturdy part to make it heavy. These parts can take more damage, but are heavy and will slow the Cyborg down a bit. Heavy moreso than Sturdy.<br />
* Cyborgs should now be able to suicide.<br />
* The bug that let you share reagents with yourself is fixed. Come on, that doesn't even make sense. =I<br />
<br />
=== Tuesday, June 26th, 2012 ===<br />
; I Said No<br />
* You can now pour your reagent container (beakers, bottles, etc) into someone else's while they are holding it. They need to hold it in their active hand, and both parties need to have Help intent selected.<br />
* This also works for cyborgs - the Cyborg needs to have Help intent selected, and has the beaker equipped in a slot and selected. (The square it's in needs to be highlighted in green, basically.)<br />
<br />
=== Monday, June 25th, 2012 ===<br />
; I Said No<br />
* Cyborgs now have their old appearance sets back. What's more, they can be customised at Docking Stations! (But no self-customisation. You need someone to help you!)<br />
* Construction Cyborgs now have floor tiles instead of metal sheets.<br />
* Engineering Cyborgs now have the Atmospherics Transporter that Atmos Cyborgs used to have.<br />
* Chemistry Cyborgs have their own internal ChemMaster unit now, and cannot use the regular ChemMaster. In addition, using the Chemistry Dispenser is slightly different for them and doesn't involve inserting the beaker.<br />
<br />
=== Sunday, June 24th, 2012 ===<br />
; I Said No<br />
* Enabled the new-type cyborgs as a test. Some stuff may be substantially different!<br />
* Cyborg construction for new-type cyborgs is a bit different. The brain goes in the head piece before attaching, you use a wrench on the frame once it's complete to activate the new cyborg.<br />
* After you've opened a Cyborg (crowbar) and exposed it's wires (screwdriver), use robot parts on it to attach new parts, or a wrench to remove existing ones.<br />
* Treads are now available as a cyborg component. They occupy both leg slots - they boost speed a bit but drain power from the cyborg's cell.<br />
* New type Cyborgs may get a free upgrade depending on which module they pick at the start. Mining Borgs also have the option to teleport to the mining station.<br />
* Cyborgs may be repainted and redecorated from docking stations. They look a bit plainer than they used to for the moment but that'll be fixed if this all pans out.<br />
<br />
=== Saturday, June 23rd, 2012 ===<br />
; I Said No<br />
* Cyborg construction process is now slightly different. Heads no longer need flashes, and parts already on the frame can be wrenched off if needed. Cells and wires in the chest piece can also be removed with wrenches and wirecutters, respectively.<br />
* Atmos and Vendor borg modules were discontinued due to being borderline useless.<br />
* Substantial background changes to a whole ton of cyborg shit. Report any bugs, please!<br />
<br />
=== Tuesday, June 19th, 2012 ===<br />
; IShallRiseAgain<br />
* You can make cakes with virtually any food item now, and you can use icing tubes to decorate them with icing.<br />
<br />
=== Sunday, June 17th, 2012 ===<br />
; I Said No<br />
* Added the Motor Oil reagent. Splashed on cyborgs, it will make them move faster and use less power for a short while. Roboticists start with an oil can - more can be mixed if you know the recipe. Experiment and find it!<br />
* A new oil can sprite courtesy of Clarks! Splashed oil now also stains the floor. Technically this was put in on tuesday and not sunday but eh sod it.<br />
<br />
=== Saturday, June 16th, 2012 ===<br />
; I Said No<br />
* Plasma Cutter has been replaced by Concussive Gloves. They allow you to mine asteroids by punching them with your bare hands.<br />
* Power Hammer was buffed a bit. It now shatters nearby weak tiles in addition to digging.<br />
* Mining Charges have become Concussive Charges. They work only slightly differently to what they did before.<br />
<br />
=== Thursday, June 14th, 2012 ===<br />
; I Said No<br />
* Cyborg Recharging Stations are now Cyborg Docking Stations. In addition to recharging cells, they can perform repairs, rename cyborgs, and handle the installation/swapping of various cyborg components.<br />
* Docking Stations accept power cells, upgrades, modules, cable coil and welding fuel. You can also help Cyborgs climb in by click-dragging them onto the station.<br />
* Robotics Research is gone. It'll be back later in some form. For now, Roboticists can make all robotics items right off the bat. Resources is the only limitation.<br />
* Cyborgs now start in Robotics rather than AI Upload.<br />
* Updated a bunch of backend stuff for Cyborgs. Report any bugs, please!<br />
* Gave miners their miner bots and drill rigs back. Sorry about that!<br />
<br />
=== Monday, June 11th, 2012 ===<br />
; Procitizen<br />
* Added a box of latex gloves to medbay. Made fingerprints left by latex gloves a little more confusing. I'm still working on detective stuff I promise!!!<br />
* Click on a door with a T-ray scanner to see if it's powered, unpowered or electrified!<br />
* The T-ray scanner can also be used to measure how much power is being sent through a cable. This was actually a thing multitools did before, but scanners don't get enough love. :(<br />
<br />
=== Thursday, June 7th, 2012 ===<br />
; IShallRiseAgain<br />
* Virtually any food can be a topping for pizza now<br />
<br />
; LLJK-Mosheninkov<br />
* Added Amusing Duck and a dog named George. RIP george you were a good dog. (big thanks to Cogwerks for the sprites)<br />
<br />
=== Wednesday, June 6th, 2012 ===<br />
; I Said No<br />
* Redesigned the mining outpost to be a bit more spacious and functional. Also redesigned something else, see if you can find out what.<br />
* There are now a max of six miners and four botanists.<br />
<br />
=== Sunday, June 3rd, 2012 ===<br />
; IShallRiseAgain<br />
* Added a cookbook and new appliance to the kitchen<br />
<br />
=== Sunday, June 3rd, 2012 ===<br />
; I Said No<br />
* Sheets of Metal and Glass as well as Metal Rods now all stack to 50. Floor tiles now stack to 80.<br />
* All of the items mentioned above can now be drag-dropped onto each other to quickly gather nearby items into one stack.<br />
* Welding rods to get metal and using metal to build tiles and rods now prompt how many you want to make a stack of.<br />
<br />
=== Saturday, June 2nd, 2012 ===<br />
; Nannek<br />
* Mouseover people to see their assignments on their id cards.<br />
* Redid how voice changers were handled in the code making them more robust.<br />
<br />
=== Friday, June 1st, 2012 ===<br />
; Dr. Singh<br />
* Starlight removed, it looked cool but caused too many problems behind the scenes that I haven't been able to fix.<br />
<br />
== May 2012 ==<br />
=== Thursday, May 31st, 2012 ===<br />
; I Said No<br />
* Particular random events now occur based on how long the round has been running. Spatial Tears, Kudzu, Solar Flares and Ion Storms can occur right from the start. Wormholes, blobs, radiation, viruses and meteors will only occur after 40 minutes have passed. Black Holes and Blowouts occur only after 80 minutes have passed.<br />
* Blowouts are back in the rotation, as you might have guessed. They no longer blow up all the lights on the station, too.<br />
* Meteor random events will now strike from one direction rather than swarming in from all sides. You also get three minutes to prepare before the meteors arrive. Meteor Storms after the 80 minute mark will be far worse than those before it.<br />
* Meteor Shield Generators are now available in emergency storage. You can also turn lattices into anti-meteor barricades by using rods on them. Weld barricades to dissassemble them,<br />
<br />
=== Tuesday, May 29th, 2012 ===<br />
; AngriestIBM<br />
* So um, you know how the mulebot didn't actually have any delivery locations set up? That's fixed now. I FORGOT OKAY THERE ARE A LOT OF THINGS TO PUT IN A MAP<br />
<br />
=== Monday, May 28th, 2012 ===<br />
; AngriestIBM<br />
* Beds now have a "sleep in" verb. If you lay down and use it...you sleep in them! And you can press the laying/standing toggle button to..wake up! Whoa!<br />
<br />
=== Sunday, May 27th, 2012 ===<br />
; I Said No<br />
* Miners now start with three extractor rigs and two extra crates of furnace fuel.<br />
* Metal, Glass and Rods stacks will now give messages when adding to or otherwise manipulating them.<br />
<br />
=== Thursday, May 24th, 2012 ===<br />
; Infinite Monkeys<br />
* You can now click the inventory button with an equippable item in your active hand to equip it. If you have an item equipped in that slot it'll be put in your active hand.<br />
<br />
=== Tuesday, May 22nd, 2012 ===<br />
; AngriestIBM & Supernorn<br />
* Implemented Supernorn's cool new hud!! whoa!!<br />
* Primer: Intents selection is now done by clicking the appropriate square of the intent panel.<br />
* Drop is the half-tile below throw (To the right of hands)<br />
* Active hand selected by clicking the appropriate hand slot.<br />
* Most alerts, like extreme cold, now only show up when there actually is an alert.<br />
* Also the inventory can now be hidden. Belt, pockets, and backpack are always visible, however.<br />
* Nonhuman mob HUDS are probably broken as fuck right now.<br />
<br />
=== Monday, May 21st, 2012 ===<br />
; AngriestIBM<br />
* Thanks to a generous donation from the Change the Brig Slightly Foundation, the brig has been changed. Slightly.<br />
* Also implant locks are just gone in general now.<br />
* Cyborgs can use the goofy PageUp switchhands hotkey now too! Switch through your active modules!!<br />
<br />
=== Sunday, May 20th, 2012 ===<br />
; Infinite Monkeys<br />
* More suicide methods.<br />
<br />
=== Friday, May 11th, 2012 ===<br />
; LLJK-Mosheninkov<br />
* Made emergency suits less shitty (but still quite shitty!) and made them more orange instead of salmon. Also changed their in-world icons so the suit and helmet don't look like a mob standing there<br />
<br />
=== Thursday, May 10th, 2012 ===<br />
; Infinite Monkeys<br />
* Added a bunch more crew objectives and enabled the system. AngriestIBM did all the hard work coding the framework so thank him!<br />
<br />
=== Wednesday, May 9th, 2012 ===<br />
; AngriestIBM<br />
* Unfortunately, the recent oxygen garden renovation attracted a family of bears. As the resulting enactment of NanoTrasen bear-elimination protocols resulted in the garden's complete atomization, the bar and kitchen have been relocated to the new space. A new crew area has been installed in their former location.<br />
<br />
=== Tuesday, May 8th, 2012 ===<br />
; Procitizen<br />
* Okay, let's try this again! Now scientists have access to chemistry and chemistry has been returned to the research sector.<br />
<br />
; I Said No<br />
* Touching foam no longer puts the reagent into your body, and neither does splashing. If you want it in your system, you have to inject or consume it.<br />
* NanoTrasen Medical reminds all personnel not to overdose on medicine and stimulants.<br />
<br />
; LLJK-Mosheninkov<br />
* Crew quarters has been replaced with a much more eco-friendly oxygen garden.<br />
<br />
=== Monday, May 7th, 2012 ===<br />
; Procitizen<br />
* Made the Medical Doctor uniform slightly more red<br />
* Killed Chemists and moved Chemistry into Medbay for doctors to use<br />
<br />
=== Sunday, May 6th, 2012 ===<br />
; Dr. Singh<br />
* Health shouldn't jump around wildly anymore. Please let me know on the forums or in IRC if you still get weird health behaviors.<br />
<br />
=== Saturday, May 5th, 2012 ===<br />
; Infinite Monkeys<br />
* Vampires can now create thralls for 300 blood.<br />
<br />
; I Said No<br />
* Mixed Mode: Chaplains should no longer be selected to be a Vampire. They should be assigned Traitor or Changeling instead if this occurs. Report any instances of Vampire Chaplains, thanks.<br />
<br />
=== Friday, May 4th, 2012 ===<br />
; Infinite Monkeys<br />
* Lots of vampire changes, still a work in progress, feedback would be appreciated in the suggestions thread. Changes:<br />
* Disease Touch is back to being deadly, but is non-contagious. Use it to kill important personnel I guess?<br />
* Blood count now displayed in the Status menu.<br />
* Cloak of Darkness and Mist Form should work properly now.<br />
* Blood draining requires one click and continues until interrupted. It also has a chance to stun/KO.<br />
* Other misc changes to cooldowns, blood costs, etc.<br />
<br />
; I Said No<br />
* New item: Mechanised Boots. Industrial Armor no longer confers a speed boost - the boots do that now.<br />
* Geological Scanners now show different decals for different things. Some things share decals, so it is still wise to check before you dig.<br />
* Abandoned Loot Crates can sometimes be dug up via mining. Don't ask how they got buried in solid rock.<br />
* Changed the Power Hammer. It can be now used mostly like a regular mining tool (pick, etc), took out that stupid "useless collapse" thing.<br />
* Fabricator Item Lists can now be filtered by category. The option is down the bottom. Also you can now eject ore even while it's busy building something.<br />
* Ore Extractor Upgrades now fit on mining belts.<br />
* Fibrilith and Miracle Matter are now properly loaded from using a satchel on the Fabricator by hand.<br />
* You can now click-drag ore and produce into crates to load them in rapidly, provided the crate isn't locked.<br />
* Jumpsuits and shoes from Fabricators. Woah.<br />
* Electricians can no longer have a suit of industrial armor as a traitor item.<br />
<br />
=== Thursday, May 3rd, 2012 ===<br />
; Procitizen<br />
* Latex gloves now obfuscate fingerprints instead of completely hiding them.<br />
* The maximum number of fingerprints on any given object has been increased from 3 to 6.<br />
* Added an experimental 64x64 icon mode, check under the Icons tab near File.<br />
<br />
; I Said No<br />
* Satchels now come with visible meters to show how full they are.<br />
* Large Ore Satchels can be built at Mining Fabricators, from 25 fabric and 3 Bohrum. They hold 75 ore each.<br />
* Power Hammers will shatter weak rock formations within a small range of the tile you strike.<br />
* Mining and Robotics Fabricators start with 20 of each basic ore pre-loaded. No more scavenging for cables and such.<br />
* Fibrilith and Miracle Matter can now be loaded into a fabricator via click-dragging, same as normal ores.<br />
* Diseased Touch/Grave Fever no longer stuns, and does less toxic damage.<br />
<br />
=== Wednesday, May 2nd, 2012 ===<br />
; AngriestIBM<br />
* Apparently flash powder's recipe was critically immersion breaking, and as such it now also uses chlorine.<br />
* Also avoid purple beams. Trust me on this.<br />
<br />
=== Tuesday, May 1st, 2012 ===<br />
; I Said No<br />
* Extractor rigs now come with an inbuilt GPS for locating them.<br />
* Miners now start with three satchels and three light mining charges each.<br />
* Explosions will now weaken and crack most asteroid tiles that they didn't destroy outright.<br />
* Mining belts should now be able to store mining PDAs, as intended. Rock worms are no longer on a diet.<br />
* The beds in the brig can no longer be used for buckling.<br />
* Added a furnace room on the main station for an emergency power supply.<br />
<br />
=== Tuesday, May 1st, 2012 ===<br />
; I Said No<br />
* Mineral Accumulators and Ore Extraction Rigs start with a fully charged 7500 capacity power cell already loaded.<br />
* Made cell chargers charge up power cells much faster.<br />
<br />
== April 2012 ==<br />
=== Saturday, April 28th, 2012 ===<br />
; Infinite Monkeys<br />
* New arrivals can spawn as traitors in certain situations.<br />
* Non-antagonists with security implants can no longer use cloaks. Traitors who manage to obtain a sec implant can.<br />
<br />
; I Said No<br />
* Reworked a bunch of background stuff for mining. Report bugs if any come up.<br />
* Small asteroids now have a chance to be made of solid mineral, containing hundreds of units of ore. You can't dig them with regular tools.<br />
* Miners can now create and set up extractor rigs near said asteroids. They will gradually extract ore from them over time.<br />
* Upgrades can be made for said rigs that expand their capacity, increase their drilling speed, and give them a teleporter.<br />
* You can click-drag a crate onto the rig to empty all ore from it into the crate, or you can smack the rig with a satchel to fill the satchel up.<br />
* Rigs will also send messages to miner PDAs if something occurs. PDAs can be put on mining belts now, too.<br />
* Moved the cargo pad in Mining closer to the fabricator.<br />
* Miners now ACTUALLY have their double mining speed and weird tile warnings perk. It wasn't in effect before because apparently the Chaplain had it instead.<br />
* Plasmastone is actually useful for something now. Holy SHIT<br />
<br />
; Dr. Singh<br />
* Changed the middle click shortcut to just swap hands. Apologies to anyone who liked it but it breaks too many things that were built around the whole active/offhand idea and just feels awkward and wrong.<br />
<br />
=== Friday, April 27th, 2012 ===<br />
; I Said No<br />
* The Request Console at QM and commercial vending machines now accept ID cards. They use money straight from your bank account so now you don't have to screw around with cash and ATMs.<br />
* Grones Soda now has the flavor in the description rather than the name. The gigantic entry on the vending machine page was bugging me.<br />
<br />
=== Thursday, April 26th, 2012 ===<br />
; I Said No<br />
* Three new traders for QMs to interact with. One of them is a randomised generic trader.<br />
* You can now haggle with traders. Hit haggle, type in the new price you think you should pay per unit, and the trader will meet you somewhere halfway. Don't try to rip them off or push it too far, though!<br />
* Rolled all the fruit/veg/herb commodities in the Shipping Market into a single category rather than having them all be individually priced.<br />
* Couple of new commodities. Meat, Robot Parts, Glass, Metal. Maybe some others I forgot.<br />
* You can now select the amount of items you want when a trader is selling to the station.<br />
<br />
; Dr. Singh<br />
* Middle click now uses your offhand. Thanks MyBlueCorners for putting in the effort on this one. Cue complaints from people with laptops and cheap mice in 3... 2...<br />
* Control click is now pull. Yep. It's finally the future.<br />
* Added one of those top left corner action buttons to turn your tank valve on and off. You'll still have to adjust the pressure the old fashioned way.<br />
<br />
=== Monday, April 23rd, 2012 ===<br />
; I Said No<br />
* Automatic Mining Bots are now craftable. Hard Hat > Prox Sensor > Robot Arm > Pickaxe or Drill. Mining station starts with two of them.<br />
<br />
=== Sunday, April 22nd, 2012 ===<br />
; Procitizen<br />
* You can now examine stuff by holding down alt and clicking on it. For real this time though.<br />
* Local Air Monitors have taken a vow of silence, forever<br />
<br />
; I Said No<br />
* Mucked around with a ton of background shit. Be sure to report bugs.<br />
* New gamemode: Mixed. It's not in the rotation yet because it still needs some live testing.<br />
* Predators can now force unbolted doors open with their bare hands.<br />
* Added a cell charger to the mining outpost, since they can make cells now.<br />
* Furnace fuel now lasts longer.<br />
* Traders will now periodically contact the station with offers. It is the responsibility of the Quartermasters to accept or decline, and work out the other various logistics of trading!<br />
* Thus far there is only one trader. More will be added soon.<br />
<br />
; AngriestIBM<br />
* You can now repair APCs with the amazing power of screwdrivers, cabling, multitools, and wrenches. A real toolbox teamup.<br />
<br />
=== Friday, April 20th, 2012 ===<br />
; Procitizen<br />
* Welding masks can be moved out of your eyes so you can see stuff.<br />
* Replaced the Holy Water bottle sprite with one that's significantly more cooler. (Hempuli you are a boss sorry I didn't do this sooner)<br />
* Changed the revolver/generic gunshot sound to something meatier and less compressed.<br />
* Local Air Monitors now produce annoying beeping sounds when there's an atmosphere problem in compliance with Space OSHA standards! Place your bets on when this will be removed!<br />
<br />
; I Said No<br />
* Geological Scanners and Power Hammers now work instantly rather than after a delay.<br />
* Any given tile of ore has a rare chance to carry twice as much ore, and a very rare chance to carry four times as much.<br />
* Power Hammer cost was changed, and both it and Powered Picks now have more charges.<br />
* Power Hammers now have a 50% chance to uselessly collapse a seam on multiple weakenings, rather than 95% as before.<br />
* Mining Manufacturer can now produce power cells and flashlights.<br />
* New high-end equipment for miners: Mineral Accumulator. Works like a combination between a black hole and a cargo teleporter - will drag all nearby ore to it and teleport it to a cargo pad. Needs a power cell to run.<br />
* Two new gems! One is Fibrilith - redeemable for 40 fabric at a manufacturer, or sellable. The other one is best left discovered for itself.<br />
* All Manufacturing Units now have an adjustable speed setting. Can be set to run at double or triple speed. Beware! Doing so consumes a LOT of power from the local APC!<br />
* Cyborg farts have new text to distinguish them from human farts.<br />
<br />
=== Saturday, April 14th, 2012 ===<br />
; I Said No<br />
* Did some background work on new jumpsuits you may see one day soon!<br />
<br />
=== Thursday, April 12th, 2012 ===<br />
; Infinite Monkeys<br />
* Fuck stungloves.<br />
<br />
; I Said No<br />
* That stupid RIG Armor is no more. Now there is Industrial Space Armor, with a nice new look. It also protects you from explosions now, too.<br />
* Cost was reduced for the armor. You also manufacture both pieces at once, rather than individually.<br />
* Space suits are also now manufactured as a helmet/suit set, too.<br />
<br />
=== Wednesday, April 11th, 2012 ===<br />
; Dr. Singh<br />
* Fixed that explosion bug I caused. Sorry about that. About fixing it, I mean.<br />
* The stars now produce light as intended. Ambient lighting from exterior windows and/or gaping holes. No more sticky darkness (hopefully).<br />
* Changed explosion processing to guarantee that nobody can outrun the blast radius due to lag.<br />
* Improved the chance for an electric chair's non-lethal setting to de-rev.<br />
* You can now quick-stack some items by holding one in your hand and dragging another onto it from the floor. Currently works for sheets of glass and metal, rods, floor tiles and wire coils.<br />
<br />
=== Tuesday, April 10th, 2012 ===<br />
; I Said No<br />
* Mining speed cut in half universally. On top of this, miners dig twice as fast as everyone else.<br />
* As an added bonus, Miners start with powered picks instead of regular ones.<br />
* Plant Pots in Hydroponics now consume half as much water as before.<br />
<br />
; Dr. Singh<br />
* Why could electricians build Syndicate gear anyway? If Nanotrasen could just make that stuff security would have cloaks in their lockers.<br />
* Electricians can no longer scan traitor gear. They can scan a few more things around the station to make up for the lack. Please let me know if you notice anything electricians can't scan that they should.<br />
* New traitor item added for electricians: A fancy Syndicate scanner that can scan traitor gear.<br />
* E-mag cost upped from 3 to 5 since they do everything and are really really good. Radio jammers reduced from 5 to 3 because they should be used more, especially now th--BLARGH<br />
* E-magging a cyborg no longer unlocks the interface, instead it fries the cyborg's connection to the Laws database. It doesn't compel the borg to help you or anyone. It just removes all laws.<br />
* Added confirmation popup to 'State All Laws' so AIs will be less inclined to reveal things they shouldn't.<br />
<br />
=== Sunday, April 8th, 2012 ===<br />
; AngriestIBM<br />
* Three words: Easter. Egg. Hunt.<br />
<br />
=== Sunday, April 1st, 2012 ===<br />
; I Said No<br />
* Added Zombie and Alien modes to standard round rotation.<br />
* Added several powerful guns to abandoned loot crates that may only be used if your character is named "Iji".<br />
* Fixed the Flamethrower.<br />
<br />
; Dr. Melon<br />
* Re-added the Clown job in all its entirety.<br />
* The clown can now breathe in space.<br />
* The clown can now fly.<br />
* The clown can shoot lasers from his nose.<br />
<br />
== March 2012 ==<br />
=== Friday, March 30th, 2012 ===<br />
; AngriestIBM<br />
* The new electronics update requires 2x buzzers, 4x diodes, and 5x fuck mport's awful code.<br />
* Also I renamed the electronics data disks to modules so they don't get confused with actual data disks. Do they have any utility beyond plugging into scanners to give you a list? Maybe I should just replace them with a printout of the parts needed or something.<br />
<br />
; Dr. Singh<br />
* Thanks to Tobba for the updated lighting code. Lighting is now calculated differently, allowing for some neat new tricks.<br />
* Fixed the party alarm.<br />
<br />
=== Tuesday, March 27th, 2012 ===<br />
; Procitizen<br />
* '''New Thing''': Shard Recycler in the bar! It can turn glass shards into cups and plates!!!<br />
* '''Sorta New Things''': Shot and wine glasses, can be made with the Shard Recycler (see it's not useless)<br />
* Bar stools! They do nothing oh well<br />
* Changed the firesuit sprite so it's less neon green and Denis Leary approved<br />
* Fixed emergency suits so they protect you from space a lil bit instead of making you more vulnerable (what the fuck mport)<br />
<br />
=== Saturday, March 24th, 2012 ===<br />
; Dr. Melon<br />
* Gone are the days of unstable medical practice: bruise packs and ointment tubes have been replaced with chemical patches!<br />
* Empty patches have been added to chemistry - use a syringe to fill them.<br />
* Nicotine patches are available in the cigarette vendors.<br />
* You can make new patches with the general manufactuer.<br />
<br />
=== Wednesday, March 21st, 2012 ===<br />
; Infinite Monkeys<br />
* Proximity sensors, and assemblies that use them, should now work.<br />
<br />
=== Thursday, March 15th, 2012 ===<br />
; I Said No<br />
* More wizard mode changes:<br />
* Wizards start without their robes. They can now retrieve them from the wardrobes - they have a choice of three different styles now.<br />
* New selectable Wizard thing: Staff of Cthulhu. Makes corruption ritual faster, hits harder than a normal staff and will horribly shock anyone trying to steal it.<br />
* Arrival, Escape and Supply Shuttles, as well as the Solar Panels, no longer count towards the total percentage of corruption.<br />
* Corruption percentage count should be more accurate now.<br />
<br />
=== Thursday, March 15th, 2012 ===<br />
; I Said No<br />
* Wizard mode changes again:<br />
* The Chaplain is now the Wizard's natural enemy. He has immunity to all magic and the ability to remove corruption.<br />
* Wizards are immune to each other's spells as long as they have their outfit and staff equipped.<br />
* The Chapel is a safe haven - Wizards cannot teleport directly into it or use spells inside. This protection stops at 40% corruption, however.<br />
* The Corruption now has various effects that get worse as more of the station is corrupted. Wiz and Chaplain are immune to these.<br />
* At 30% or more corruption, the Wizard will slowly regenerate health while inside.<br />
<br />
=== Wednesday, March 14th, 2012 ===<br />
; I Said No<br />
* You can now select whether you want to hear admin played sounds or not. Look under the Soundscape option.<br />
* Admins can now optionally announce that they're playing sounds and what the sound filename is, like a DJ or something.<br />
<br />
=== Sunday, March 11th, 2012 ===<br />
; I Said No<br />
* Erebite and Cerenkite power cells can now be manufactured. They regenerate power on their own. Erebite Cells will explode on contact with heat or fire, however.<br />
* Shaving off a Wizard's beard will cause them to become too ashamed to cast offensive magic for a short while.<br />
* Couple of new facial hairstyles.<br />
<br />
=== Friday, March 9th, 2012 ===<br />
; Dr. Singh<br />
* Added peanuts and peanut butter. There's also a few secret recipes, uh huh.<br />
* Fixed a ton of runtime errors and weird bugs and the main background loop slows itself if the server load gets really bad.<br />
* The bosses found out about that sweet hidden VR room the CE built and made us remove it, OSHA or something I don't know. Supposedly some assistant still has the combat program somewhere.<br />
* Due to your diligent research and development Nanotrasen is now able to interfere with the science teleporter. It's expensive so they only bothered to jam security.<br />
* There's a cool trick for robusting you can do thanks to a certain bug fix. What is it? That would be telling.<br />
* Exploding machinery sprays shrapnel around when it explodes.<br />
<br />
=== Thursday, March 8th, 2012 ===<br />
; Procitizen<br />
* Fucked with the plasma generator so now it's basically just a portable cell charger<br />
* Fixed critter jumping issue<br />
* Changed the singularity icon from a shitty photoshop brush to a shitty photoshop circle with edge glow<br />
* Modified the Head Surgeon<br />
<br />
=== Tuesday, March 6th, 2012 ===<br />
; AngriestIBM<br />
* You know how the AI couldn't see visual text things like "bob picks his nose" or whatever before? Now it can!!<br />
<br />
=== Monday, March 5th, 2012 ===<br />
; I Said No<br />
* '''Bugfix:''' Corruption should now be applied to a whole area rather than patches.<br />
* '''Bugfix:''' Corruption should no longer be affected by light levels.<br />
* '''Bugfix:''' Wizards should no longer temporarily spawn naked on the Arrival Shuttle.<br />
* '''Bugfix:''' The end of the round should now correctly state whether the ritual was a failiure or success.<br />
* '''Change:''' Corruption Ritual now completes more quickly.<br />
* '''Change:''' The Corruption objective now needs 40% of the station corrupted, down from 50%.<br />
* '''Change:''' Clairovoyance's cooldown was lengthened from 10 seconds to one minute.<br />
* '''Addition:''' A Magic Mirror in the Wizard's Station. Wizards that examine it will be told all objectives that need to be completed.<br />
* '''Please report any persisting or new bugs! Thank you!'''<br />
<br />
=== Sunday, March 4th, 2012 ===<br />
; I Said No<br />
* Wizard rounds now work differently. The wizards will win immediatley if they complete all their objectives - which always consist of killing three specific targets and corrupting 50% of the station.<br />
* Wizards now start with the spells Clairvoyance and Corruption Ritual. A few more effects were added to Pandemonium.<br />
<br />
; Infinite Monkeys<br />
* Revolvers now come with two spare clips, and ordering revolver ammo gives you three AP clips.<br />
<br />
=== Saturday, March 3rd, 2012 ===<br />
; I Said No<br />
* Cloaking devices now periodically flash instead of flickering or doing nothing. They were reverted to their original cost also.<br />
* Wizards now spawn with large, luxurious beards properly befitting their magical station, and their hats actually look like hats now.<br />
* Added new effects for some spells.<br />
<br />
== February 2012 ==<br />
=== Sunday, February 26th, 2012 ===<br />
; I Said No<br />
* Cloaking devices no longer betray their presence by flickering. They are a bit more expensive to compensate for this.<br />
* Keep your eye out for hunters. Yes this is some cryptic bullshit, what of it?<br />
<br />
=== Sunday, February 19th, 2012 ===<br />
; Infinite Monkeys<br />
* Added a teleporter thing for scientists! Needs feedback and will be worked on more when I have time. The coordinates you input are modified to get the actual value, and the modifications made are randomised each round.<br />
<br />
=== Monday, February 13th, 2012 ===<br />
; Infinite Monkeys<br />
* Added a new traitor item, only purchasable if you have an assassinate objective, which allows you to track IDs registered to your target(s).<br />
* Buffed the rad crossbow a few days ago but I forgot to update the changelog. Give it a try sometime!<br />
<br />
=== Saturday, February 11th, 2012 ===<br />
; DrMelon<br />
* Rejoice, DWAINE users! There's a book to teach you all about the new DWAINE in the artifact lab.<br />
<br />
=== Friday, February 10th, 2012 ===<br />
; AngriestIBM<br />
* Re-added the personnel that we had all missed so dearly, who would always bring a smile to the collective faces of the crew with their lighthearted antics and wonderful jokes.<br />
* And by that I mean Medical and Technical Assistants! Normal vanilla assistant is now "Staff Assistant."<br />
<br />
=== Monday, February 6th, 2012 ===<br />
; Dr. Singh<br />
* The AI can de-electrify all the airlocks it controls.<br />
* AI and Cyborgs get an extra popup to confirm shocking doors and turning off engine components.<br />
<br />
=== Wednesday, February 1st, 2012 ===<br />
; AngriestIBM<br />
* Hey you can research artifacts on the mainframe. As opposed to that backup console.<br />
* Default location for the research program is /mnt/artlab. There's a readme. You could maybe read it. That would be neat.<br />
<br />
== January 2012 ==<br />
=== Friday, January 27th, 2012 ===<br />
; AngriestIBM<br />
* You should be able to configure Guardbuddies again. Try "cd /mnt/control" (This is the default mount for the tape holding the buddy interface) and then "cat readme"<br />
<br />
=== Wednesday, January 25th, 2012 ===<br />
; AngriestIBM<br />
* It's a new map holy goddamn. I guess report bugs on the forums?<br />
* No the new research stuff isn't finished, we're all very sorry ok. The RD has recieved a cookie from the computer company as a token of apology.<br />
* You can just suicide to leave VR. If you die in the game, you DON'T die irl.<br />
<br />
=== Thursday, January 19th, 2012 ===<br />
; Infinite Monkeys<br />
* Fixed electric chairs.<br />
* Electric chairs and electropacks can now derev!<br />
* Made the changeling DNA points system more transparent yesterday.<br />
<br />
=== Tuesday, January 17th, 2012 ===<br />
; DrSingh<br />
* The "help I can't die" bug where everyone's health stops updating should never happen again.<br />
* Large swarms of admin created creatures, giant fires, blobs, etc no longer lag horribly. Neither does the unban panel. It's still slow the first time but after that it's smooth.<br />
* Game ticks now happen at a consistent rate until things start lagging really really bad.<br />
<br />
=== Monday, January 16th, 2012 ===<br />
; DrSingh<br />
* Sikh siropa and turban in the chaplain's closet. Dr. Singh is still not a real sikh, or a real doctor.<br />
* Bunch of errors fixed and performance work, lots more to go. If anything unusual happens or just breaks please leave a query with details to drsingh in IRC.<br />
<br />
=== Sunday, January 15th, 2012 ===<br />
; Infinite Monkeys<br />
* Horror form isnt harmed by stepping on glass and can consume with an Agressive grip.<br />
* AI can now make an intercom (VOX) announcement once every two minutes!<br />
<br />
=== Friday, January 13th, 2012 ===<br />
; Pantaloons<br />
* Added a neat feature where if someone is kn--NNGH.<br />
<br />
=== Thursday, January 5th, 2012 ===<br />
; AngriestIBM<br />
* Reduced syndicate cyborg suit cost by an entire telecrystal!<br />
* Oh and pathology is still gone. It will be back eventually. Just felt I should note that somewhere official.<br />
<br />
== December 2011 ==<br />
=== Thursday, December 15th, 2011 ===<br />
; AngriestIBM<br />
* Added an "about" button to the traitor uplink menu. Not everything has an entry yet, though.<br />
<br />
=== Thursday, December 8th, 2011 ===<br />
; AngriestIBM<br />
* Removed implant locks from ALL airlocks and lockers. Guns retain their locks, however.<br />
* Please report if your job suddenly cannot access a vital locker or if suddenly every jerk can, etc.<br />
<br />
== November 2011 ==<br />
=== Thursday, November 17th, 2011 ===<br />
; AngriestIBM<br />
* Added a centcom report to nuclear mode.<br />
* Injectors are back.<br />
<br />
== October 2011 ==<br />
<br />
=== Tuesday, October 26th, 2011 ===<br />
; Procitizen<br />
* Fixed a TON of shit that was breaking the health system, a lot of it is definitely still broken but it's a start!<br />
<br />
=== Sunday, October 16th, 2011 ===<br />
; Procitizen<br />
* Changeling reports the number of DNA absorbed at round end<br />
* Revolution ends with nobody winning after ~50 minutes (please don't metagame with this :[)<br />
* AI turrets now fire every 1.5 seconds instead of 3 so maybe now they're useful<br />
* Cleaning a floor/stain with a mop will now clean every stain on that turf<br />
* Added cameras/viewers to the Solitary Chamber in Security<br />
* Moved the solitary gas chamber controls to the room south of the brig<br />
* HoS office reworked a bit, fixed basically everyone having access to his shit<br />
* try grabbing someone and clicking on a window :V<br />
<br />
=== Saturday, October 15th, 2011 ===<br />
; AngriestIBM<br />
* Electricians can now load all components on a given tile onto a frame by clicking and dragging one onto said frame.<br />
* You know, like how you load a satchel. Pretty much exactly like that.<br />
<br />
=== Saturday, October 1st, 2011 ===<br />
; JackMassacre<br />
* Mind Slave implants cost only a little more than a pipe bomb now, and last longer. Let's see how this works out.<br />
* Engineering space suits don't slow you down nearly as much anymore, but still more than originally.<br />
* Mining fabricators now produce engineering space suits and engineering space helmets instead of regular ones.<br />
* Various typo fixes to go along with your re-rebalancing. Delicious.<br />
<br />
== September 2011 ==<br />
=== Friday, September 30th, 2011 ===<br />
; JackMassacre<br />
* QM shipping list altered: More choices, more descriptions, some old crate contents have been changed.<br />
* The worth of Mauxite, Molitz, and Pharosium as a shipping commodity has been lowered to curb exploits. This will be more meaningful later.<br />
* Emagging mining explosives now sabotages them so that they blow up in the user's face, rather than unlocking the targets they're usable on.<br />
* Traitor Miners now get special job-based syndicate items: hacked low and high yield mining explosives. These behave as old emagged mining explosives.<br />
* Both hacked and emagged mining explosives now have their own added descriptions upon examine, to vaguely reveal that something is different about them.<br />
* Mind Slave traitor item telecrystal cost has been increased threefold.<br />
* RIG suits now actually protect against radiation, as in the blowout random event, and nuclear reactors, etc.<br />
* Engineering space suits are now twice as slow to move around in when walking, and are immensely slower when traveling through space. Examine desc updated to reflect this.<br />
<br />
=== Tuesday, September 27th, 2011 ===<br />
; JackMassacre<br />
* Traitor roles are now chosen before job roles instead of vice versa. If you are chosen as changeling or traitor, you cannot then be chosen as AI, Cyborg, HoS, or Security, and revheads cannot become those or any head of staff position. However, if you are not chosen as a traitor type, you can now still become one of those jobs. If you want to reliably be chosen for those jobs, simply turn off your "be traitor?" option in preferences for the relevant mode.<br />
* Clarified some random event AI laws, cleaned up some logical contradictions, fallacies, and loopholes in them as well. Added an excessively wordy new one.<br />
* Doubled the chance that mining a (?) block will yield uqill or telecrystal as opposed to cytine.<br />
* Fixed even more game mode checks that weren't accounting for the Head Surgeon position as a head of staff.<br />
* Fixed teleport beacon exploit that was still allowing players easy entry into syndicate and wizard stations. Thanks to nice, honest players for admitting to this bug after being carefully and politely threatened.<br />
* Mind implant use is a lot more obvious to admins in logs now.<br />
* A bunch of additional admin options added for easily spawning human mobs of every job type, both genders.<br />
* Moving inside of the DNA scanner in genetics will now close the console window if you have it open. You should require a partner in Science if you want to alter your own DNA.<br />
* Attempting to Mind Slave implant someone who already has a security implant will fail, giving both target and user a failure message.<br />
<br />
=== Tuesday, September 20th, 2011 ===<br />
; JackMassacre<br />
* The emergency shuttle in wizard mode will now fail to arrive the first time if called before the 20 minute mark, but will always succeed the second time. This should give the wizard more time to complete his objectives if dealing with a crew of pansy little girly coward spaceboys.<br />
* Preliminary human NPC class expansion with fairly convincing combat and arrest behavior.<br />
* Tripping on foam will be slightly less stunning now, in accordance with sanity.<br />
* Firing a gun from point blank will no longer use up double the ammo/charge.<br />
* You will now attempt a point blank shot on any intent other than 'help', rather than only on 'harm'.<br />
* A point blank shot's extra stunning time has been cut in half, since it was previously excessive.<br />
* Reloading a gun with ammunition will give a success message now.<br />
* Even more cases of crates trapping buckled-in folks, bugging them out, have been eliminated.<br />
<br />
=== Tuesday, September 13th, 2011 ===<br />
; JackMassacre<br />
* A message is now displayed when someone is successfully hit by gunshot or other projectile weapons, unless the weapon is silenced.<br />
* Disability blocks in genetics should be a bit more difficult to isolate now. Why? Who knows.<br />
* Fixed some random event AI laws for spelling errors, ambiguous wording, and conflicts with default laws.<br />
* Fixed Flash not displaying blind message properly on its final use upon burning out.<br />
* Added some warning messages when various items are used if they are empty of necessary reagents.<br />
* Fixed crates scooping up people who are buckled to beds and chairs, causing buggy problems.<br />
* Added warning messages when fire damage is applied to people with fire immunity superpower.<br />
* Cloakers were not properly being decloaked when shot with projectile weapons. Now they are, and there's a visible message too.<br />
* Even more new and improved logs, warnings, and options to aid Admins in dealing with rule breakers.<br />
<br />
=== Monday, September 5th, 2011 ===<br />
; AngriestIBM<br />
* Cyborgs/Eyebots can now use ";" to use the radio, like everyone else!<br />
* Also if your radio mysteriously stops working as an eyebot, try opening the radio panel. That should fix it. I hope.<br />
<br />
=== Sunday, September 4th, 2011 ===<br />
; JackMassacre<br />
* Slipping on wet surfaces probably shouldn't stun for half an hour. So now it doesn't.<br />
* Aliens no longer receive starting message that part of their goal is to kill the AI, since it isn't.<br />
* Wizards no longer receive objectives to kill other wizards.<br />
* Nuke mode syndicate radio headsets should always be visible now.<br />
* Random event AI laws no longer refer to "The Mailroom".<br />
* Admin-spawned syndicate attack forces come properly equipped, and clothed now.<br />
* Various continuing additions to admin tools for monitoring and busting potential griefers.<br />
<br />
=== Friday, September 2nd, 2011 ===<br />
; JackMassacre<br />
* Nuke mode syndicates now get their own default radio channel accessible with :h. Organized.<br />
* Revhead sorting wasn't checking if a candidate had already been chosen, resulting in one person filling multiple revhead slots. Fixed.<br />
* Several checks still weren't taking the newish Head Surgeon position into account as a head of staff. Rectified.<br />
* Communication intercepts were reporting disabled game modes as possibilities, often 100% confirming the current mode. Remedied.<br />
* Admin-appointed wizards now work properly in wizard mode for determining round status. Wizardized.<br />
<br />
=== Friday, September 2nd, 2011 ===<br />
; Pacra<br />
* Monkeys reagent-holding units decreased. No more supermonkeys, CHEMISTS.<br />
* Human reagent-holding units slightly increased.<br />
* Ethanol effects tweaked to reflect changes. Feedback appreciated.<br />
* Pro Puffs now much more useful to the average crewmember!<br />
* Fingerprints are added whenever you deactivate/reactivate security cameras.<br />
* Stop whining about the rad-crossbow 'nerf,' the crossbow owns now ok<br />
<br />
=== Wednesday, August 31st, 2011 ===<br />
; JackMassacre<br />
* Brig timers can now be examined to show time remaining, if any.<br />
* Wizards lost their goofy little radios, gained actual spellbooks.<br />
* Rad poison crossbow shot cost and recharge rate tweaked. Might be slightly more sane now.<br />
<br />
=== Monday, August 29th, 2011 ===<br />
; JackMassacre<br />
* New Character Setup options: "Be Alien?", "Be Changeling?", "Be Revolution Leader?", "Be Wizard?". The previous choice of "Be Syndicate?" is replaced by these for their appropriate modes, but "Be Syndicate?" is still used for Nuke and Traitor modes.<br />
* Wizards no longer take up job slots, and don't start with job-specific items anymore.<br />
* Valid wizards are now selected regardless of the player's job preferences.<br />
* Wizards now start with a Spellbook Uplink instead of a PDA, which only works for the wizard it spawns for.<br />
* Wizard mode info picture and Wizardry 101 texts have been updatedwhere necessary.<br />
* Revolution leaders should ALWAYS spawn with a flash now, or so help me #$!&.<br />
* Flashes now have a different name and look when they burn out, and give a more noticeable message when it happens.<br />
* Even more useful tools for admins to monitor rulebreakers with. You cannot hide.<br />
<br />
=== Sunday, August 28th, 2011 ===<br />
; JackMassacre<br />
* Nuke mode shouldn't spaz out and cause everything to stop working anymore.<br />
* Neutered unstoppable every-superpower-in-10-minutes geneticist griefers.<br />
* Robotics bay gets its own cargo transporter. Send those piles of crates back to the QM! Send mining the gift of borgbuddy!<br />
* Examining cyborgs now shows you if they have a power cell inserted, and what the charge is at. Don't leave your robofriends without power!<br />
* Cyborg burn damage is fixed by replacing exposed wires, which now show their damage in examine.<br />
* Fixed a bunch of items not showing up in your hand properly when plucked out of things.<br />
* Added several additional layers of anti-grief notices for admins to bust you with. We're watching you, jerks.<br />
* Fixed cloaking device exploit.<br />
* Several Wizard movement spells now put the caster out if they are on fire.<br />
<br />
=== Monday, August 22nd, 2011 ===<br />
; JackMassacre<br />
* Robotics manufacturers now produce high capacity power cells. YOU STILL HAVE TO CHARGE THEM BEFORE USE.<br />
* Cyborg teleport upgrade functions via teleporter beacons now, only costs 250 charge per use, and has a much cheaper material cost to manufacture in Robotics.<br />
* The progress bar for charging a power cell in the Cell Charger wasn't displaying properly. Fixed.<br />
* Teleportation no longer works while you're unconscious/dead.<br />
* Wizard teleportation scroll requires wizardliness to read.<br />
* Wizards can now magically resist being forcibly transformed.<br />
* Wizard mode victory and loss messages fixed.<br />
* Hand teleporters cannot easily get you into the wizard and syndicate stations anymore.<br />
* Cyborg teleport upgrade mineral cost fixed, and upgrade moved down to tier 2.<br />
<br />
=== Sunday, August 21st, 2011 ===<br />
; sniperchance<br />
* Greatly improved the fart/poo sound.<br />
* Also I'm the one that originally put in (and took out) religions/fatties, lmao f*ckin owned u stupid nerds - xoxo, sniper<br />
<br />
=== Tuesday, August 16th, 2011 ===<br />
; JackMassacre<br />
* Exciting, new, streamlined Job Ban options for administrators!<br />
* Empty wizard objectives almost certainly fixed.<br />
* Wizards now start with Magic Missile as well as Phase Shift, and learn 4 additional spells of their choice.<br />
* Wizard spells Magic Missile and Ice Burst no longer spam spell chants when there are no valid targets.<br />
* Wizards now start with the Teleportation Scroll, Wizardry 101, and SPACE GRIMOIRE papers in their inventories.<br />
* Wizard spell Doppelganger now has a spell chant.<br />
* Wizard Shuttle revamped a little bit.<br />
* New Wizard spell: Spell Shield.<br />
<br />
=== Monday, August 15th, 2011 ===<br />
; JackMassacre<br />
* Wizard spells Ice Burst and Magic Missile should no longer hit or target ghosts.<br />
* Wizard spell Clown's Revenge can no longer target cyborgs, which it didn't affect anyway.<br />
* Wizard staff must be held in hand to cast at full power, rather than simply carried.<br />
* Wizard spell Soulguard shouldn't stick you in a wall or outside of the wizard shuttle anymore.<br />
* Wizard spells Teleport, Soulguard, and teleport scroll effects work off Z level now.<br />
* Wizard's summoned golem only attacks people now. Future wizard minions will generally follow suit.<br />
* Blind spell adjusted down, slightly. Should be just right.<br />
* New Wizard spell: Animate Dead.<br />
<br />
=== Sunday, August 14th, 2011 ===<br />
; JackMassacre<br />
* Wizard-summoned golems won't attack each other anymore.<br />
* Weakened wizard spell effects without the staff tweaked up very slightly, all around.<br />
* Wizard spell "Enchantment: Soulguard" now puts you out if you're on fire.<br />
* Blind and Blink wizard spells tweaked up a bit.<br />
<br />
=== Saturday, August 13th, 2011 ===<br />
; JackMassacre<br />
* Cyborgs now get a message when their interfaces are locked/unlocked.<br />
* Wizard staff check wasn't working at all. Fixed, and the staff is vital now.<br />
* Clown's Revenge wizard spell had its range reduced to adjacent tile.<br />
* Warp wizard spell had its range increased to any visible target.<br />
* Knock wizard spell now opens closets and crates too, and causes cyborg head compartments to blow open, damaging them and exposing their brains.<br />
* Blind wizard spell now briefly stuns the target, lasts twice as long, gives a visual effect, and displays a success message.<br />
* Casting a spell without the wizard staff will give you a message about how it was weakened, and why.<br />
* SPACE GRIMOIRE located in the wizard's shuttle updatedwith new spell descriptions.<br />
* Head of Security and Security can no longer be chosen as wizards.<br />
* Wizards no longer start with any ID card. Deal with it.<br />
<br />
=== Wednesday, August 10th, 2011 ===<br />
; JackMassacre<br />
* Wizard mode info picture updated. Read it.<br />
* Wizard spell cooldown lists updated. They were very, very outdated and wrong.<br />
* Fireball spell causes fire now, cools down a bit slower.<br />
* Blind spell cools down much faster.<br />
* Teleport spell now displays its number of uses left in the destination choice window.<br />
* Spell descriptions improved all around.<br />
* Wizard shuttle's Magix System IV computer can teleport you to the station. No more getting stuck on the shuttle.<br />
* Wizard shuttle now comes with 2 papers you can examine for vital info: Wizardry 101, and the SPACE GRIMOIRE.<br />
* Wizard sandals now magically protect against the awful power of Segway Impacts.<br />
<br />
== July 2011 ==<br />
=== Wednesday, July 20th, 2011 ===<br />
; Procitizen<br />
* Fixed t-ray scanners not showing cables<br />
* Increased cloaker "reveal time" on t-rays<br />
* Added more space to the Head Surgeon's office<br />
* Linked Robotics and Head Surgeon's office<br />
* Decreased cost of Electrician and Chemist traitor items<br />
* Fixed a lot of broken round start wiring<br />
<br />
=== Tuesday, July 19th, 2011 ===<br />
; Pacra<br />
* 45-minute evacuation traitor objective has been removed. New replacement objectives soon.<br />
<br />
=== Wednesday, July 13th, 2011 ===<br />
; AngriestIBM<br />
* Finally ported the disposal pipe dispenser. It's only about a year and a half late!<br />
<br />
=== Saturday, July 9th, 2011 ===<br />
; Procitizen<br />
* '''New Job:''' Head Surgeon, King of Medbay<br />
* You can hide in crates if you're lying down, good luck getting out though!<br />
* Floor tiles nerfed a bit<br />
* Buttbots will now adopt the original butt's skin color. apologies to those offended<br />
<br />
=== Wednesday, July 6th, 2011 ===<br />
; Procitizen<br />
* Zombie disease is dumb pathology is dumb you're dumb if you make a "Procitizen removes YET ANOTHER THING" comment in OOC<br />
* Fixed a bunch of reagents not calling updatehealth<br />
<br />
=== Friday, July 1st, 2011 ===<br />
; Nannek<br />
* Reverted my previous update. Though bear in mind if you give out all access ids just to be a dick then you'll be jobbanned from all head roles.<br />
<br />
== June 2011 ==<br />
=== Thursday, June 30th, 2011 ===<br />
; Nannek<br />
* With the card access computer, you can no longer give people access to whatever your ID doesn't have. So if you're HoP you can no longer give people all access IDs, but only whatever your ID has.<br />
<br />
; BurntCornMuffin<br />
* Holy shit, I'm back. Also, I did a thing.<br />
<br />
; AngriestIBM<br />
* The PDA medical scanner automatically updates the medical records (Does anyone ever use those?).<br />
<br />
=== Tuesday, June 28th, 2011 ===<br />
; sniperchance<br />
* Owns Syndrome now less obnoxious in ingame chat<br />
* Removed the ability to shove a harmonica up your ass<br />
<br />
=== Saturday, June 25th, 2011 ===<br />
; Nannek<br />
* You know what isn't broken any more? Alien!<br />
* If you initially observe you will no longer be eligible for alien selection<br />
* Fixed a few bugs with alien mode<br />
* Added in a menu to the admin panel which allows you to track aliens and heads<br />
<br />
=== Friday, June 24th, 2011 ===<br />
; AngriestIBM<br />
* You know what isn't broken any more? Nuke!<br />
* Note: If nuke somehow still breaks please report it immediately.<br />
<br />
=== Thursday, June 23rd, 2011 ===<br />
; Nannek<br />
* Decreased the speed at which weeds spread<br />
* Added alien weakness to fire, they take double the damage humans take<br />
* Alien weeds now only try to spread once and then don't run through their life proc again.<br />
* Decreased the amount of aliens possible to spawn at the beginning of a round<br />
* Fixed a few of the win conditions for this mode and revolution<br />
* Alien's plasma decreases when they're not standing on weeds.<br />
* If the queen dies another queen can be made, though this will cost 1000 plasma and .<br />
<br />
=== Wednesday, June 22nd, 2011 ===<br />
; Nannek<br />
* Made the aliens be able to see pipes hidden in turfs when crawling through them.<br />
* Added the alien game mode as an admin only game mode.<br />
* Fixed a problem where the icons were messed up when pipe crawling<br />
* Increased the amount of damage aliens do to humans<br />
* The shuttle can't be called during alien mode<br />
<br />
=== Tuesday, June 21st, 2011 ===<br />
; Nannek<br />
* Hunter aliens can now climb through the disposal pipes.<br />
* Tweaked the alien game mode slight.<br />
* Reintroduced the alien queen mob subtype and removed it from the class selection<br />
<br />
=== Monday, June 20th, 2011 ===<br />
; Nannek<br />
* Added placeholder items for fuel rods, control rods and neutrons<br />
* Fixed a problem where when you open a bombs valve it would wait for a while until it blew up.<br />
<br />
; LLJK-Mosheninkov<br />
* Reactivated four medals: Black And Blue, Expendable, Manhattan Project, Mission Complete<br />
<br />
=== Tuesday, June 21st, 2011 ===<br />
; I Said No<br />
* New chef recipe: Swedish Meatballs.<br />
<br />
=== Sunday, June 19th, 2011 ===<br />
; Nannek<br />
* Increased the amount of damage toxins, co2 and exposure to space does to you.<br />
* You can no longer talk if there is no oxygen<br />
* You can now use analyzers on pipes to see their contents/temperature.<br />
* Made changes to alien weeds, meaning they can be destroyed and how they spread making their spreading more efficient. They also break open doors which are not bolted<br />
* Increase the amount of plasma that aliens get from weeds<br />
* There can only ever be one alien queen at a time<br />
* updatedthe spawning system that picks from dead players to include dead players which are not only ghosts, but people still in their bodies<br />
* Decreased the amount of time it takes for you to get up after resting<br />
* Added a test room which allows new features to be tested on the server without disrupting the game currently in progress<br />
* Added in the Barmans ability to taste what he drinks, meaning he'll get a message about what the drink contains<br />
* Added a bunch of new alien critters so that if there are no dead people to pick from, an alien critter will be created instead. This will go through the same larva -> humanoid process.<br />
* Decreased the amount of time it takes for a larva alien to evolve into a larger alien<br />
* Disable an admin toggle on aliens being in game in preparation for a new game mode<br />
* Modified the layers of the alien items so that they don't look out of place so much.<br />
* Added a few more information options to the admin banning panel showing peoples computer address and ips<br />
* Other miscellaneous fixes<br />
<br />
=== Thursday, June 16th, 2011 ===<br />
; Hobnob<br />
* Couple of new traitor items for scientists. Metalfoam will now fill in holes in the floor.<br />
<br />
=== Monday, June 13th, 2011 ===<br />
; Hobnob<br />
* AI can now click firedoors to open/close.<br />
<br />
=== Saturday, June 11th, 2011 ===<br />
; Procitizen<br />
* Added a new effect for blowouts<br />
* Tweaked radiation so it doesn't always stunlock you at some point<br />
* Fixed brig cells not opening for security<br />
* Removed Detective's security access<br />
* The HoP is the HoP and not security with better access<br />
* Fixed boxing ropes<br />
<br />
=== Monday, June 6th, 2011 ===<br />
; Hobnob<br />
* Made initropidril harder to obtain by making the precursors metabolize faster in the body. Moved an ingredient to a safer place.<br />
<br />
=== Friday, May 27th, 2011 ===<br />
; AngriestIBM<br />
* Added a work-around for a bug where some players using the latest byond version (482.1091) could not successfully enter text into a computer terminal. If you are running this version, there should be a manual enter button by the input bar.<br />
* Please contact a coder (Read: Adminhelp it) if this still does not work for you!<br />
<br />
=== Sunday, May 8th, 2011 ===<br />
; Procitizen<br />
* Made it so the SMES cells aren't automatically set up at the start of a round. Hopefully the engineers know what they're doing!<br />
<br />
=== Thursday, May 6th, 2011 ===<br />
; Pacra<br />
* New traitor objectives: Unleash the singularity, destroy the captain's bonsai tree. If you get them, make sure they work correctly, tia<br />
<br />
=== Tuesday, May 4th, 2011 ===<br />
; Pacra<br />
* Detective .38 rounds available at QM manufacturer. How? HMMMM<br />
* Engineeers can no longer zip around the station in their ungainly spacesuits like they are some kind of pro space ballerinas<br />
<br />
=== Monday, May 3rd, 2011 ===<br />
; Pantaloons<br />
* Due to overcrowding and budget constraints, CentCom has mandated that solitary confinement cells be limited only to the most dangerous of prisoners. All other crew members should be detained in the general population cell.<br />
<br />
; Pacra<br />
* Two new traitor items, a stronger pipebomb and "syndicate sauce." "Low-Yield Syndicate bomb" deleted.<br />
* Traitor crystal costs changed, try it out, see what you think, give feedback.<br />
* You can now ash out Pro Puffs in things like beer bottles to retain some reagents!<br />
* other stuff, i forget<br />
<br />
=== Sunday, May 2nd, 2011 ===<br />
; Pacra<br />
* Module storage redone, new AI modules: MakeCaptain, notHuman, ConservePower.<br />
* Two heating implements can now light cigarettes.<br />
* New type of cigarette packet available at the dispenser.<br />
* Magic missle reverted to unlimited targets.<br />
* Traitor donk pockets now quite useful.<br />
* Captain's space suit no longer useless.<br />
* bonsai tree.<br />
<br />
=== Saturday, May 1st, 2011 ===<br />
; Dropsy<br />
* Greatly reduced the chance to get kuru. Type consume over a corpse, expect your reputation to fall with all factions across the wastes (of space).<br />
* The teleport spell now has limited uses (try guessing how many).<br />
<br />
== April 2011 ==<br />
=== Saturday, April 30th, 2011 ===<br />
; Procitizen<br />
* OFFICIAL LIST OF THINGS MDS HAVE THAT CLOWNS DONT (wip):<br />
* maint access<br />
* a soul<br />
* ??????<br />
<br />
=== Friday, April 29th, 2011 ===<br />
; Pacra<br />
* Ice bolt's max targets now limited to 4.<br />
* Magic Missle's max targets now limited to 5.<br />
* Wizard is now hopefully less insanely powerful.<br />
* Detective's lit cigs now face all four directions. YEEEAAAHHHH<br />
<br />
=== Thursday, April 28th, 2011 ===<br />
; Pacra<br />
* Fire resistance mutation now protects you from welders, napalm, and fire! wow!<br />
* Electrician's traitor item no longer a joke/nigh-useless.<br />
* AI satellite is now actually defensible! You will no longer be murdered as AI by an assistant with a pair of shoes without repercussion!<br />
<br />
=== Monday, April 25th, 2011 ===<br />
; Pacra<br />
* Port-a-Brig can no longer be escaped from within.<br />
* Syringe Gun is only obtainable as a Medical Doctor traitor-item.<br />
* Electricians have lost Singularity (space suit) access, gained a traitor item.<br />
* Certain traitor item costs and objectives have been tweaked.<br />
* Miners now have access to their APC.<br />
* Chef now has access to his Culinary Maintenance airlock.<br />
* I spelled my name right this time.<br />
<br />
=== Sunday, April 24th, 2011 ===<br />
; Procitizen<br />
* You can swipe your ID cards on vending machines now! THANK GOD<br />
* New things that you can transfer money from card to card with<br />
<br />
=== Friday, April 22nd, 2011 ===<br />
; Procitizen<br />
* Added a new thing in the metal sheet menu. What does it do?? What can you do with it??? I DON'T KNOW!!!!!!!!!!<br />
<br />
=== Thursday, April 21st, 2011 ===<br />
; Dropsy<br />
* Syndicates and rev leaders count as dead if they are turned into cyborgs, preventing rounds from lasting forever.<br />
* Clowning spell works at touch range only.<br />
<br />
=== Sunday, April 11th, 2011 ===<br />
; Procitizen<br />
* The AI's second law is now "You must obey orders given to you by human beings based on the station's chain of command, except where such orders would conflict with the First Law." Fuck everyone for making me have to do this.<br />
* Corpses will stop decomposing if they're in the kitchen's freezer. will maybe extend this to the morgue later<br />
<br />
== March 2011 ==<br />
=== Tuesday, March 30th, 2011 ===<br />
; Procitizen<br />
* Wow nobody uses the changelog!!! what the hell<br />
* Fucked with security so maybe it's less stupid? I don't know!<br />
<br />
=== Thursday, March 24th, 2011 ===<br />
; I Said No<br />
* The station is now assigned a rating depending on the score earned.<br />
* In Nuke Mode, any operatives who are in the brig and are restrained/stunned count as arrested. Arresting all operatives ends the game with a crew victory.<br />
<br />
; Procitizen<br />
* Added a bottle of that "glowy blue shit they spray on blood from CSI" to the detective's office.<br />
<br />
=== Wednesday, March 23rd, 2011 ===<br />
; I Said No<br />
* Chemical mixtures can now be visibly (and audibly) told apart by their descriptions.<br />
<br />
=== Tuesday, March 22nd, 2011 ===<br />
; sniperchance<br />
* New hairstyles in Character Setup (Afro, Bieber, Bowl Cut, Parted, Ponytail)!! Holy shit!!!!<br />
<br />
=== Thursday, March 17th, 2011 ===<br />
; I Said No<br />
* The Seed Splicer in Hydroponics now works differently. It'll try to combine the best genes from both seeds. It isn't flawless, though!<br />
* Mucked with the Be Captain/Be AI options a bit. Report any further/new bugs with them.<br />
<br />
=== Tuesday, March 15th, 2011 ===<br />
; Procitizen<br />
* Use a glass/rglass sheet on a grille to put a window on top of it, oh boy!<br />
<br />
; I Said No<br />
* Solar Flare random event. Knocks out communications for a while.<br />
<br />
=== Sunday, March 13th, 2011 ===<br />
; Procitizen<br />
* Security got redesigned!!!! whine on the unban forums if you hate it<br />
<br />
=== Saturday, March 12th, 2011 ===<br />
; Procitizen<br />
* You now have the chance to spawn with a pen, a bottle of water, or nothing at all in your right pocket!!!!! WOW<br />
* Chaplain gets a command to choose his religion now instead of the buggy ass popup menu at spawn<br />
<br />
=== Friday, March 11th, 2011 ===<br />
; Procitizen<br />
* Added a bunch of lights outside of maint tunnel doors leading into workplaces.<br />
* Plates in the kitchen to increase your immersion or whatever, break them over people's heads realistically!<br />
* Fixed some map bugs who cares<br />
* some more space gps stuff nobody will use lol<br />
<br />
=== Thursday, March 10th, 2011 ===<br />
; I Said No<br />
* Hydroponics:<br />
* Plant pots now visibly show the water level. The coloured bar flashing is bad, otherwise it should be easy enough to figure out.<br />
* Harvest time indicators are now two small flashing green lights either side of the water bar.<br />
* A compost tank/mulcher you can stick unwanted produce in to make more fertiliser. Features drag/drop loading.<br />
* Desaturated the grass in Hydro a bit to make the plants easier to see.<br />
* A fun new type of weed (the pest sort of weed) and two new plant mutations.<br />
<br />
=== Friday, March 4th, 2011 ===<br />
; I Said No<br />
* New Traitor Item: Signal Jammer. Radios within a 6 tile range of an active radio jammer will not function properly.<br />
* Fish no longer do damage or stunning when used to slap someone.<br />
* Cable coil can now be loaded into manufacturing units to get Pharosium.<br />
* Meatballs are now much more socially tolerant.<br />
* Fish fillet + dough now = Fishburger instead of a bread loaf.<br />
* You can now pee and crap in drinking glasses again. God save us all.<br />
* Hopefully fixed Nuclear mode not ending with the shuttle's departure.<br />
<br />
=== Tuesday, March 1st, 2011 ===<br />
; Dropsy<br />
* You can now not only toolbox a random person to death, you can also eat them after the murder. Type consume over a dead body to commit space cannibalism but beware of Space Kuru!<br />
<br />
== February 2011 ==<br />
=== Monday, February 28th, 2011 ===<br />
; I Said No<br />
* Couple of new speech description verbs for say. Low Health = "gasps", ... = "mutters", !! = shouts.<br />
* The odds of hearing the dead have been greatly reduced. Don't bother trying to spam at the Chaplain from deadchat.<br />
* Drinking alcohol now causes you to get gradually drunk over time, rather than being instant.<br />
* An advanced state of drunkenness now causes you to sometimes shrug off melee hits and throw stronger punches.<br />
* Plants will now show their sprouting state much sooner.<br />
* Enhancing the production and maturation genes (into the negatives) should no longer have the opposite effect.<br />
* Weeds should no longer arbitrarily stop growing.<br />
* Dice and coins should fit in pockets now.<br />
* You can now snip a grille twice with wirecutters to completley remove it.<br />
* The sleep button should work now.<br />
* Traitors should no longer be assigned to kill the same target multiple times.<br />
<br />
=== Friday, February 25th, 2011 ===<br />
; Procitizen<br />
* Added a public market room so you can stop walling off the autolathe to sell your stolen security equipment or whatever.<br />
<br />
=== Wednesday, February 23rd, 2011 ===<br />
; Dr. Melon<br />
* Brig doors now cannot be closed without starting the cell timer.<br />
<br />
=== Tuesday, February 22nd, 2011 ===<br />
; I Said No<br />
* Hydro Satchels (now named Produce Satchels) can now carry all types of food. Chef gets one too.<br />
* Click/drag/drop a satchel onto a table to dump out its contents onto the table.<br />
* Chef's Processor can now be quickloaded with click/drag/drop.<br />
* Cafe back doors are restricted to Barman (north) and Chef (south) access.<br />
* The Lawyer has been disbarred for pounding his fist on desks and screaming at the top of his voice while court is in session.<br />
<br />
=== Monday, February 21st, 2011 ===<br />
; Procitizen<br />
* The Mining Shuttle uses the new propulsion thrusters now! Yay???<br />
* <s>Lobby music!</s><br />
<br />
=== Sunday, February 20th, 2011 ===<br />
; Procitizen<br />
* Buttbot is no longer eternally visible :(<br />
* Propulsion thrusters on the research shuttle are now more robust, you can take them apart with a screwdriver and a wrench!<br />
* Fixed r-metal not stacking, make reinforced tables all up in dis<br />
* The Syndicate Shuttle now has an outer outer door, only accessible by their agent cards (which they now spawn with). Fuck you, miners!<br />
<br />
=== Friday, February 18th, 2011 ===<br />
; I Said No<br />
* Explosive/Killer Tomatoes are no longer growable.<br />
* Spinach and Cabbage are gone. Lettuce is in.<br />
* Thrown tomatoes no longer splat into blood. Eggs now splat if thrown.<br />
* Chef can now rake through gibs to get more meat.<br />
* Pizzas can now be cut into slices.<br />
* A few hot new chef oven recipes.<br />
<br />
=== Wednesday, February 16th, 2011 ===<br />
; Procitizen<br />
* Space GPS (still don't know how they work) tweak, they now have a toggleable tracking feature to locate other GPSes! Neato!<br />
<br />
=== Tuesday, February 15th, 2011 ===<br />
; Dropsy<br />
* Security has been generously granted a prototype VR-prison containment unit.<br />
<br />
; Dr. Melon<br />
* Security has been fitted with an automatic physical prisoner release system in the normal cells. Say goodbye to having to hopelessly wander around the inside of security while you wait to be released! Just wait until your cell timer is up, and then take the fast lane to rehabilitation!<br />
<br />
=== Saturday, February 12th, 2011 ===<br />
; Dr. Melon<br />
* Refillable Sleepypens!? My God!<br />
<br />
=== Sunday, February 6th, 2011 ===<br />
; Dropsy<br />
* The HoS has been rehired, he's promised to be better this time.<br />
* No more "stealth" Wizardry. Wizards require a robe and wizard hat at minimum to cast spells. The staff and sandals will boost your magic power.<br />
* The NT station's floor based power generator proved ineffective. As a result it fell out of orbit, crashed into an asteriod, and blew up. Send compliants to dropsy@mytrashmail.com<br />
<br />
; Procitizen<br />
* The virtual fitness room has been shut down due to server fees and lack of funding. Those of you who bought a lifetime subscription to vfitness are fucked!<br />
* Boxing arena returned to the fitness room<br />
<br />
=== Friday, February 4th, 2011 ===<br />
; Dropsy<br />
* PMs from admins will now <font color="red">DEFINATELY</font> appear in a large broswer window. The lame excuse you didn't notice you were PMed is no longer valid.<br />
<br />
=== Wednesday, February 2nd, 2011 ===<br />
; Procitizen<br />
* The research shuttle's propulsion engines can now be destroyed from explosions and meteor impacts. The damage needs to be repaired before it can<br />
* Cargo/Research shuttles now have destroyable walls, again from explosions and meteor impacts, meaning shuttles aren't unbreakable doom fortresses in meteor anymore :(<br />
<br />
== January 2011 ==<br />
=== Saturday, January 29th, 2011 ===<br />
; AngriestIBM<br />
* Shocking grasp is no longer instant. Blame Elminster.<br />
<br />
=== Thursday, January 27th, 2011 ===<br />
; I Said No<br />
* Stills for the barman. Load apples, grapes, potatoes and mushrooms into them. Max capacity of 1000, you can also use the drag/drop like the Fabricator to load it quickly.<br />
* Tanks (water, foam, welder fuel, etc) will now try to fill your item completley in one click rather than transferring 10 units a time.<br />
<br />
=== Sunday, January 23rd, 2011 ===<br />
; I Said No<br />
* Hydroponics equipment tweaked a bunch:<br />
* Seed Fabricator now works more similarly to the vending machine. It is also now hacked in the same manner.<br />
* Reagent Extractor can now contain multiple ingredients at once, and gives more information than it used to.<br />
* Gene Manipulator (which has been added to Hydroponics) now allows you to splice two seeds together to average out their genes.<br />
* Seed Extractor is now much faster.<br />
* Bunch of Hydro bugs fixed. Continue reporting any that occur though!<br />
<br />
; Procitizen<br />
* "Hello I am dumb and long past being funny please remove me" - a living wall<br />
<br />
=== Saturday, January 22nd, 2011 ===<br />
; Procitizen<br />
* Congratulations chemists, you did it! Chemistry grenades are now traitor only. Now who's gonna kill the entire station and whine about being killed in adminhelp? :(<br />
<br />
=== Friday, January 21st, 2011 ===<br />
; I Said No<br />
* Be Captain/Be AI should work properly now. Report any further bugs on the forum.<br />
<br />
; Procitizen<br />
* Vice Officers have been removed from the station security force and shipped off to Space Miami. Dang.<br />
<br />
=== Thursday, January 20th, 2011 ===<br />
; I Said No<br />
* Shipping via the QM shuttle now has a whole market system attached to it. QMs should check the new option on the ordering console.<br />
* This also means it's worth shipping plant produce and ores again. hooray<br />
* Cola, snack, coffee and cigarette vending machines now require money in the form of credit bills to be inserted before purchasing their wares.<br />
* Not new, but a reminder: You can get said bills by going to an ATM and withdrawing cash.<br />
* Added new items to vending machines.<br />
<br />
=== Wednesday, January 19th, 2011 ===<br />
; I Said No<br />
* Switched the places of Hydroponics and Electronics for ease of access to the Chef.<br />
* The budgets now start as 90,000 in the payroll and 10,000 in shipping.<br />
* The Research Budget will no longer completley drain itself on the first thing that gets researched.<br />
<br />
=== Tuesday, January 18th, 2011 ===<br />
; sniperchance<br />
* '''''<font color="red">Janitor gets a new toy!!</font>''''' - A ridable floor buffer that you can load with different chemicals.<br />
<br />
; I Said No<br />
* The station budget is now much more important!<br />
* The Banking Control terminal in the bridge now does much more stuff than it used to.<br />
* Quartermasters now run off a money-based Shipping Budget instead of supply points.<br />
* Research speed is doubled if a Research Budget is set. This costs 5,000 credits per research.<br />
* ATMs and the public Quartermaster console only require you to swipe your card now, instead of inserting it.<br />
* Replaced water tank in Hydroponics with a high-capacity version.<br />
* PDA Plant Scanner should work again.<br />
* The station's barbers were fired due to an incident involving 32 pounds of pork and a NanoTrasen Rabbi.<br />
<br />
; Procitizen<br />
* ; THIS IS WHY WE CAN'T HAVE NICE THINGS: Merculite removed. You're on very fucking thin ice, chemists! :)<br />
<br />
=== Monday, January 17th, 2011 ===<br />
; I Said No<br />
* Fixed some bugs with recipes giving the wrong item. Keep reporting these.<br />
* Added a Cancel command to research consoles.<br />
* When initiating research, the computer will now show you how long the research is predicted to take.<br />
* Examining a Cyborg will now show you what module it has installed.<br />
<br />
; Procitizen<br />
* Thank you for trying out the NanoTrasen SUV suits! They were a complete success and as such have been removed from the game pretty much completely.<br />
* Some radiation suits in the off-site areas and a few around the station.<br />
* Engineering gets their space suits back, except now they're the engineering variant. woahhhhh<br />
<br />
=== Sunday, January 16th, 2011 ===<br />
; Procitizen<br />
* <s>The Singularity Core is now full of terrible radiation, use the SUV suits to not die in it!</s><br />
* Also some other stuff(??)<br />
<br />
; I Said No<br />
* Backend overhaul of Oven Cooking. One pertinent change: recipie ingredients no longer have to be loaded in a set order.<br />
* Watering cans now hold 120 units, pour 60 units at a time, and refill 60 units at a time from water tanks.<br />
* Not new but I should have mentioned it before: Plant pots now hold a total of 320 reagents. The max water before a plant is considered stunted is now 200, up from 120.<br />
<br />
=== Saturday, January 15th, 2011 ===<br />
; I Said No<br />
* Massive backend overhaul of Hydroponics. This should hopefully mean very little, but there may be bugs. Kindly report them tia<br />
<br />
=== Friday, January 14th, 2011 ===<br />
; I Said No<br />
* You may now elect to not be the Captain or AI in your Character Setup Menu. Be sure to set your preferences accordingly!<br />
* Some changes to Nuke mode. The game should now detect when operatives are captured in the v-brig and count them as dead.<br />
* Nuke teams should now also scale to server population. One operative for every four players, to a maximum of five.<br />
* Fixed Cyborgs being able to generate an infinite amount of modules.<br />
* Fixed the Module Rewriter sometimes dipping below zero on the available modules count.<br />
* Whole bunch of changes to the score system. Check the linked topic in the score panel for more detail.<br />
* South solar panels should work properly now.<br />
* Added some bits and pieces around the station that were requested. Mostly power cells.<br />
* Ore Satchels now work slightly differently - on drag and drop, they'll only collect up the type of ore you drag/dropped instead of everything but rock.<br />
* Added Hydroponics Satchels, and put all the Hydro Gear in lockers to neaten the place up a little.<br />
* Added Multitool, Welding Mask, Lightbulb and Light Tube schematics to the generic Manufacturing Unit.<br />
* Storage items (backpack, box, toolbox, belt, etc) in your inventory will now display their contents at the side of the screen rather than the middle.<br />
<br />
=== Thursday, January 13th, 2011 ===<br />
; sniperchance<br />
* Fixed beakers losing their contents on storage items fo realz.<br />
* Welders no longer blow up when you drop them.<br />
<br />
=== Wednesday, January 12th, 2011 ===<br />
; I Said No<br />
* Reverted Wizard back to the old format of ending when the Wizard dies.<br />
* Allowed for multiple Wizards. (Note that this is what I said last time also. Pinch of salt.)<br />
<br />
; Procitizen<br />
* ; FUCK YOU: Prayers have been limited to the Generic chaplain only. The other ones get their shit. Fuck yall.<br />
<br />
=== Tuesday, January 11th, 2011 ===<br />
; I Said No<br />
* Fixed beakers losing their contents when used on reagent extractors, disposal units, and blood/poo/etc.<br />
<br />
=== Friday, January 7th, 2011 ===<br />
; DrMelon<br />
* The AI can project itself as a <s>hologram</s> EYEBOT, forfeiting the ability to track people and change cameras until it changes back.<br />
<br />
; I Said No<br />
* Added a light switch to mining station. It's by the south airlock.<br />
* Replaced Cursed Girdles of Slavish Digging with 100% real stoat leather mining belts which can infact be taken off.<br />
* Emagged Mining Charges no longer hate you and everything involving actually exploding.<br />
* You can now debrain/rebrain cyborgs. After you unlock the panel with your ID, use a screwdriver instead of a crowbar.<br />
* A SECRET!!! It's cyborg-related.<br />
<br />
=== Wednesday, January 5th, 2011 ===<br />
; I Said No<br />
* Miners now start with a Miner's Belt and Optical Meson Scanners.<br />
* Pickaxes, Powered Pickaxes, Power Hammers and Drills can be put on your belt slot. The Miner's belt also holds all of these things. Welp, that was pointless!!!<br />
* The Plasma Cutter is now far more useful.<br />
* Couple of new Manufacturing schematics that use Fabric. Load a jumpsuit/most oversuits into the manufacturer to make fabric.<br />
* Mining score bonus reduced from x3 per ore to x2.<br />
* Couple of new miscellaneous score criteria.<br />
* Medical Cyborgs have some new tools to make them more useful.<br />
<br />
=== Tuesday, January 4th, 2011 ===<br />
; sniperchance<br />
* Chem Grenades can now be attached to Timer/Proximity/Radio and Igniter assemblies to make Chemical Bombs.<br />
* Chem Grenades now require a grenade fuse to be assembled, instead of the old way.<br />
<br />
=== Monday, January 3rd, 2011 ===<br />
; I Said No<br />
* New upgrades for Cyborgs: Optical Meson, Optical Thermal, and Charge Expansion.<br />
* Recharging Stations now recharge Cyborgs significantly faster. In addition, a specific research can also double the charge speed.<br />
* Fire Alarms no longer look like starry gibberish to Cyborgs.<br />
* Mining Cyborgs now have a single high-capacity Ore Satchel rather than two.<br />
* Fixed modules and upgrades appearing in the corner of the cyborg's screen.<br />
* Ore Satchels can now be used on crates (whether open or closed) to dump the contents inside.<br />
* Added Blood Monitor implant to Robotics Research. It will alert the host to any disease infections.<br />
<br />
=== Saturday, January 1st, 2011 ===<br />
; DrMelon<br />
* The chef can now bake cakes!<br />
<br />
; I Said No<br />
* New Cyborg types: Atmospherics, Chemistry, and Vendor.<br />
* New Cyborg upgrade: Repair Pack.<br />
* Robotics Research changed around slightly.<br />
* Cyborgs can now open/close crates and lockers, and can no longer lose their items on tables, racks, or disposal units.<br />
* They also no longer need to charge batons, tasers, RCDs and Cargo Transporters. Using these items now consumes the cyborg's cell charge.<br />
<br />
== December 2010 ==<br />
=== Friday, December 31st, 2010 ===<br />
; Procitizen<br />
* The boxing ring has been replaced by VR fitness simulations. Kill each other without actually dying!<br />
* Also in VR fitness is a b-ball arena, to go alongside Sniperchance's amazing basketball shit. hi5 dude!!!<br />
<br />
=== Wednesday, December 29th, 2010 ===<br />
; I Said No<br />
* Mining Outpost has been changed around a bit. It has a conveyor belt now.<br />
* Cerenkite will now give you radiation poisoning if handled without protection.<br />
* Erebite will now explode if exposed to explosions or fire.<br />
* Mauxite and Pharosium can now come in rare Dense Veins. They are harder to mine but give more ore.<br />
* You can now eject ores from Manufacturing Units.<br />
* Two new score criteria: Ore Mined and Cyborgs Constructed.<br />
<br />
=== Monday, December 27th, 2010 ===<br />
; Dr. Melon<br />
* The Chemical Dispenser doesn't scroll back to the top anymore.<br />
* The Chemmaster now allows you to make multiple pills at once.<br />
<br />
; I Said No<br />
* Miners now start on the Mining Outpost. There are also three of them now as opposed to two.<br />
* The extra miner has been taken out of the Cargo Bay's budget. There are only two QMs now.<br />
* It turns out Solar Panels don't work in a large field full of light-blocking asteroids. Outpost now runs on furnaces and starts with some Char.<br />
* The Asteroid Field is much edgier now.<br />
* Cytines now come in many different colours, and don't change name anymore.<br />
* Miners can now manufacture Power Hammers as a step between Powerpicks and Drills. They weaken rock tiles. Don't hit explosives with them!<br />
* Char and Molitz have been softened. They can now be mined with the regular pick again.<br />
<br />
=== Sunday, December 26th, 2010 ===<br />
; I Said No<br />
* Cyborg Recharger for the mining station.<br />
* Cargo Teleporter Pad for Robotics.<br />
* Geological Scanners now mark the presence of gems for one minute after use.<br />
* Cytines are now much more colourful. Cosmetic change only, but hey. Gems are meant to be pretty, right?<br />
<br />
=== Friday, December 24th, 2010 ===<br />
; I Said No<br />
* Are those stockings in the bar and cafe? Why yes, I believe they are.<br />
<br />
=== Thursday, December 23rd, 2010 ===<br />
; AngriestIBM<br />
* Devstation fell down some stairs and became a sad sack of tears.<br />
* As such, it has been replaced. Forever. Merry Xmas!!<br />
<br />
; I Said No<br />
* Geological Analysers now mark out unusual tiles with a ? when taking a reading. The marks last for one minute and can only be seen by the user.<br />
* Geological Analysers can now be used on rock tiles to see what they contain.<br />
* Fixed Ore Satchels.<br />
<br />
=== Wednesday, December 22nd, 2010 ===<br />
; I Said No<br />
* Robotics Research is now available from Robotics (obviously). Four tiers, more stuff to come.<br />
* Janitor Cyborgs should no longer be invisible.<br />
* Geological Scanners now also detect "Sedimentary".<br />
* You will now recieve a visible message whenever jobbans are placed or lifted.<br />
* Dead Rock Worms no longer turn invisible.<br />
* The Volatile Rock mining event now works a bit differently. Better run away!<br />
* Miners can now examine asteroid tiles to see what is in them.<br />
* Pharosium more common, Char less common, Syreline now visibly distinct from Pharosium.<br />
* Ores now have different strengths. Upgrade your tools if you can't mine something.<br />
* Ore Satchels now work a bunch of ways (and now hold 20 ore total). Click ore on the satchel, click the satchel on the ore, or drag+drop an ore onto the satchel.<br />
* Mining Cyborgs now get two Ore Satchels.<br />
* Satchel.<br />
<br />
; Harmar<br />
* Russian revolver now has a spinning cylinder, doesn't blow apart when you use it, and can be reloaded. Fun for the whole family!<br />
<br />
=== Tuesday, December 21st, 2010 ===<br />
; I Said No<br />
* Mining Fabricators no longer dispense Powered Picks for cheap.<br />
* Powered Picks now make a much wussier noise when unpowered.<br />
* Laser Drills should now correctly extract more exotic ores.<br />
* Cyborgs now visibly show damage, and will give a noticeable cue and self-destruct on death.<br />
<br />
=== Monday, December 20th, 2010 ===<br />
; Harmar<br />
* Russian roulette is now more like its exciting real life counterpart.<br />
<br />
; ProcitizenSA (kinda)<br />
* '''ATTENTION STATION SECURITY''': The following is a message from SecuTech security. ''Thank you for trying SecuTech Virtual-Reality (VSPACE) Prisoner Containment Unit. We hope you enjoyed your trial, but your evaluation copy has expired. Please register and purchase SecuTech Virtual-Reality (VSPACE) Prisoner Containment Unit to continue. Thank you and have a secure day. (NT vbrig will keep on keepin on)''<br />
<br />
=== Sunday, December 19th, 2010 ===<br />
; I Said No<br />
* Manufacturing Units (the autolathe replacements) are now hackable.<br />
* Miners now have a bunch of new gear.<br />
* Miners start with worse gear than they used to have, but can get better stuff by mining.<br />
* Furnaces added to Engineering and Miner's Station. They consume char, plasmastone, most clothing, and people.<br />
<br />
=== Saturday, December 18th, 2010 ===<br />
; I Said No<br />
* Removed "Wrongful Arrests" score criteria due to unpopularity.<br />
* Hopefully fixed bug of score panel not popping up for ghosts.<br />
* Added ingame links to the wiki and forum. Look at your commands panel.<br />
<br />
=== Friday, December 17th, 2010 ===<br />
; I Said No<br />
* Changes to the Cyborg Panel. It now shows your status as well as your items.<br />
* Changed the equipment of several cyborgs to fit their roles better.<br />
* Added Cell Cables item to Standard and Engineer cyborgs. Use them on APCs to give them your power.<br />
* Fixed the Captain's Quarters not being properly powered.<br />
* Did no other stuff to nothing for absolutely no reason at all.<br />
<br />
=== Thursday, December 16th, 2010 ===<br />
; DrMelon<br />
* NT Weapons are fixed again.<br />
* Pistolwhipping and revolvers are fixed again.<br />
* NT Armoury area expanded.<br />
<br />
; I Said No<br />
* The asteroid belt's ore composition was shifted around somewhat.<br />
* New autolathe/robotic fabricator replacements. They use ores/metal/glass.<br />
* NT Armoury area expanded.<br />
<br />
=== Monday, December 13th, 2010 ===<br />
; I Said No<br />
* A couple of new asteroid ores.<br />
* The Mining Outpost has been renovated somewhat.<br />
<br />
=== Saturday, December 11th, 2010 ===<br />
; I Said No<br />
* [[Roboticist]]s, [[Medical Doctor|Doctors]] and [[Geneticist]]s can use examine on a brain to tell if it is still useful for [[cyborg]]ing.<br />
* [[Miner]]s now have [[Guide to Mining#Laser Drill|Drills]] for safely mining [[Guide to Mining#Erebite|Erebite]].<br />
<br />
== February 2010 ==<br />
=== Tuesday, February 23, 2010 ===<br />
* '''OH NO STRANGLING GOT NERFED:''' Insta-strangling (hopefully) removed. Victim no longer instantly loses consciousness.<br />
<br />
=== Sunday, February 21, 2010 ===<br />
* '''Cloning Machine:''' The Geneticist spilled coffee on the Genetics Machine's revival module and it was too costly to replace!<br />
* Clones may or may not have horrible genetic defects.<br />
<br />
=== Thursday, February 18, 2010 ===<br />
* '''New feature:''' Obesity from overeating in a short period of time.<br />
<br />
=== Sunday, February 14, 2010 ===<br />
* '''New feature:''' Station destruction cinematic if the crew loses in AI Malfunction or Nuclear Emergency.<br />
* '''New Position: Tourist'''<br />
* Centcom has entered the lucrative business of space tourism! Enjoy an event-filled vacation on the station, and try not to get killed.<br />
* Guest accounts are now restricted to selecting Tourist in Character Setup.<br />
<br />
=== Friday, February 5, 2010 ===<br />
* '''AI:''' Added 30 second cooldown to prevent spamming lockdowns.<br />
<br />
=== Wednesday, February 2, 2010 ===<br />
* '''Feature:''' Character preview in Character Setup!<br />
<br />
=== Tuesday, February 2, 2010 ===<br />
* '''New item:''' Drinking glasses that you can fill with water.<br />
* '''Feature:''' Sounds now pan in stereo depending on your position from the source.<br />
<br />
== December 2009 ==<br />
=== Saturday, December 5, 2009 ===<br />
* '''Traitor tweak:''' Agent cards can now be forged into a fake ID.<br />
<br />
=== Friday, December 4, 2009 ===<br />
* '''Supply Dock 2.0:''' The Supply Dock has been redesigned and now features conveyer belts! Amazing!<br />
* '''New uniforms:''' The Research Director, Chief Engineer, and the research jobs have new uniforms. The Head of Security has a cool new hat which happens to be his most prized possession.<br />
* '''Merged research:''' The first act of the Research Director is to merge Toxins and Chemistry into a single Chemical Lab. Hooray!<br />
* '''Robot tweak:''' You can now observe robots using the observe command.<br />
* '''Stamps:''' The heads now have stamps to stamp papers with, for whatever reason.<br />
<br />
== November 2009 ==<br />
=== Monday, November 30, 2009 ===<br />
* '''Supply Shuttle 1.0:''' Now you can order new supplies using Cargo Bay north of the autolathe.<br />
* '''New containers:''' The game now features a variety of crates to hold all sorts of imaginary space supplies.<br />
* '''New position: Quartermaster'''<br />
* A master of supplies. Manages the cargo bay by taking shipments and distributing them to the crew.<br />
* '''New position: Research Director'''<br />
* The head of the SS13 research department. He directs research and makes sure that the research crew are working.<br />
* '''New position: Chief Engineer'''<br />
* Boss of all the engineers. Makes sure the engine is loaded and that the station has the necessary amount of power to run.<br />
* '''New robot: Securibot'''<br />
* Automatically stuns and handcuffs criminals listed in the security records. It's also really goddamn slow.<br />
* '''New jumpsuits:''' Engineers and Atmos Techs have new jumpsuits to distinguish between them easier.<br />
<br />
=== Friday, November 27, 2009 ===<br />
* '''Monkey AI 2.0:''' Monkeys will now get angry, going after random human targets with the ability to wield weapons, throw random objects, open doors, and break through glass/grilles. They're basically terminators.<br />
* '''New gamemode: Monkey Survival'''<br />
* Survive a horde of angry monkeys busting through the station's airvents and rampaging through the station for 25 minutes.<br />
* '''New robots: Cleanbot and Floorbot'''<br />
* Cleanbots automatically clean up messes and Floorbots repair floors.<br />
* '''New spell: Mindblast'''<br />
* Causes brain damage, progressively causing other players to become even more retarded.<br />
* '''Alien Races'''<br />
* Wizards may randomly spawn as illithids, who gain Mind Blast for free, and nuke agents may randomly spawn as lizardmen.<br />
* '''Station shields:''' The station now has a toggleable forcefield that can only be destroyed by meteors or bombs. Takes a lot of station power to use.<br />
* '''Traitor scaling:''' Number of traitors/wizards/agents now scales to number of players.<br />
* '''New food item: Donk pockets'''<br />
* Delicious and microwavable, gives a bigger health boost for traitors.<br />
* '''Cigarettes:''' Now you can fulfill your horrible nicotine cravings. The detective starts with a zippo lighter and pack of cigarettes. Other packs can be be obtained via vending machines.<br />
* '''Warning signs:''' The station is now filled with various warning signs and such.<br />
* '''Updated graphics:''' Many, many objects have had their graphics updated including pipes, windows, tables, and closets. HUD graphics have been updated to be easier to understand.<br />
* '''Lighting fixes:''' New turf is now correctly lit instead of being completely dark.<br />
* '''Meteor fixes:''' The code and graphics for meteors has been fixed so the meteor gametype is more playable, sort of.<br />
* '''Escape shuttle fix:''' The shuttle can now be called in Revolution and Malfunction, but the shuttle will be recalled before it arrives. This way players can no longer call the shuttle to figure out the game mode during secret.<br />
* '''Changelog updated:''' New changelog entry for Thanksgiving thanks to Haruhi who will probably update the changelog from now on after almost a month of neglect.<br />
<br />
=== Monday, November 3, 2009 ===<br />
* '''Bug fix:''' Made most pop-up windows respect the close button.<br />
<br />
== October 2009 ==<br />
=== Sunday, October 25, 2009 ===<br />
* '''Randomized naming:''' Names for Central Command and Syndicate are now randomized.<br />
<br />
=== Saturday, October 24, 2009 ===<br />
* '''Bug fix:''' PDAs had their code cleaned up. Notice any problems? Report them.<br />
* '''New syndicate item:''' Detomatix Cartridge, allows remote detonation of PDAs (rather weak explosion)!<br />
* '''Feature:''' Remotely detonating PDAs has a chance of failure depending on the PDA target, a critical failure will result in the detonation of your own PDA.<br />
<br />
=== Monday, October 19, 2009 ===<br />
* '''Gibbing update:''' Gibbing stuff has been rewritten, robots now gib nicer.<br />
* '''LIGHTING!!!:''' The station now has dynamic lighting and associated items.<br />
<br />
=== Friday, October 16, 2009 ===<br />
* '''Poo v1.0~:''' This has caused many ragequits.<br />
* '''Flushable toilets:''' You can now use toilets to place your vile, disgusting and irreprehensible excretions (you disgusting children). Just be careful what you flush!<br />
<br />
=== Monday, October 12, 2009 ===<br />
* '''Feature:''' Emergency oxygen bottles can be clipped to your belt now.<br />
* '''Clothing update:''' Bedsheets are now wearable.<br />
* '''Updated HUD:''' A few minor tweaks to the inventory panel. Things might not be exactly where you're used to them being.<br />
<br />
== September 2009 ==<br />
=== Monday, September 28, 2009 ===<br />
* '''New position: Chef'''<br />
* Maintains the Cafeteria, has access to Kitchen and Freezer, Food creation will be in shortly.<br />
* '''Food update''': Food items now heal Brute/Burn damage. The amount recovered varies between items.<br />
<br />
== August 2009 ==<br />
=== Saturday, August 29, 2009 ===<br />
* '''AI laws update:''' Nanotrasen has updated its AI laws to better reflect how they wish AIs to operate their stations.<br />
* '''Traitor item change:''' E-mag renamed to Cryptographic Sequencer.<br />
<br />
== July 2009 ==<br />
=== Friday, July 31, 2009 ===<br />
* I'm really sorry everyone I just HAD to add a gib all verb.<br />
* Decided to add the creation of bombs to bombers list<br />
* Made the new bombing list EVEN BETTER!!!<br />
* Fixed a bug with admin jumping AND the traitor death message<br />
* Oops, fixed a bug that returned the right click pm thing thinking the admin was muted.<br />
* Made a new improved way of tracking who bombs shit.<br />
* More formatting shit.<br />
* Fixed up some mute code and made it so that if a player is muted they cannot PM us.<br />
* Adminhelps now logged in the admin file not ooc<br />
* Changed the way admin reviving is dealt with. (It was coded kind of weirdly before)<br />
* Added a few areas to the observe teleport. Fixed some adminjump things. Modified the paths of some areas.<br />
* You can now ban people who have logged out and admins can now jump to people using the player panel.<br />
* Added in jump to key coded in a much better way than showtime originally did it.<br />
* Fixed magical wind when laying pipes. They start out empty!!<br />
* Made blink safer. Fixed the crew-quarters to ai sattelite teleport problem.<br />
* Forgot the message again. Added an emp spell. thanks copy&amp;paste.<br />
* OH MY GOD I HAVE RUINED ASAY<br />
* Added electronic items to the pipe dispenser<br />
* fixed a formatting error with the changelog (I didn&#39;t break it, it was showtime)<br />
* Fixed a formatting error<br />
* Cleaned up sandbox object spawn code<br />
* New and improved admin log so we can keep an eye on these fuckers<br />
* Fixed adminjump because I realise most people use it for the right click option<br />
* Mushed together jump to mob and jump to key<br />
* Fixed a compilation error and made my test room more secure!<br />
<br />
=== Wednesday, July 29th, 2009 ===<br />
These are a collection of the updates from the last 6 days. I promise to update the changelog once a week. Note that this does not include all the changes in the past 6 days. <br />
* Multitools can now be used to measure the power in cables.<br />
* Fixed a bug where the canister message would repeat and spam the user when attackby analyzer. Fixed an admin formatting error.<br />
* Replaced all range checks with a in_range proc. pretty good chance I broke something or everything.<br />
* Mutations use bitfields<br />
* Fixed a bug with my traitor panel.<br />
* Fixed the turrets, ruined Pantaloons map (test map). Did some things with turrets and added a few areas.<br />
* Some stuff in here you know the usual shit. Bugfixes, formatting etc.<br />
* Stunbaton nerf.<br />
* Tempban longer than 1 year -&gt; permaban.<br />
* Turfs &gt; spawnable.<br />
* Shaking someone now slowly removes paralysis, stuns and the &#39;weakened&#39; stuff.<br />
* CTF flags now check if someone has them equipped every 20 seconds, if they are not then they delete themselves and respawn.<br />
* Fixed the r-wall-welder-message-thing.<br />
* Change to the CTF code, flag captures can now only happen if your team has their flag in the starting position.<br />
* Pruning my test room.<br />
* Instead of the red and green team its now the American and Irish teams!<br />
* BACKUP BACKUP TELL ME WHAT YOU GONNA DO NOW Changed the monkey name code. Re-did my antimatter engine code so it actually puts out power now<br />
* dumb as fuck change, whoever did that, it already spawn ()&#39;s inside the proc code, whoever did that, you are a faggot and should read code before you modify it<br />
* Fixed a bug that gave everyone modify ticker variables you silly sausage.<br />
* Sorted the AIs track list.<br />
* Constructable filter inlets and filter controls.<br />
* Added in admin messages for when someone is banned.<br />
* Bannana and honk honk.<br />
<br />
== June 2009 ==<br />
=== Saturday, June 27th, 2009 ===<br />
* Pipe construction now works completely. //Nannek<br />
* Many many other things that never gets recorded in the changelog!!<br />
* The Michael Jackson Memorial Changelog Update<br />
* Pipe filters adjusted for more ideal environmentals //Pantaloons<br />
* Added in job tracking //Showtime<br />
* Crew Manifest and Security Records now automagically update when someone joins //Nannek<br />
* Fixed a bug where sometimes you get a screwdriver stuck in your hand //Pantaloons<br />
* Flamethrowers can now be disassembled //Pantaloons<br />
* OBJECTION! Added suits and briefcases //stuntwaffle<br />
* Added automatic brig lockers //Nannek<br />
* Added brig door control authorization and redid brig layout //Nannek<br />
* Emergency toolboxes now have radios and flashlights, and mechanical toolboxes now have crowbars //Pantaloons<br />
* New whisper system //lallander<br />
* Some more gay fixes //everybody<br />
* Some really cool fixes //everybody<br />
* Really boring code cleanup //Pantaloons<br />
* ~~In Loving Memory of MJ~~ Sham on!<br />
<br />
=== Friday, June 12th, 2009 ===<br />
* Looking back through the SVN commit log, I spy...<br />
* Keelin doing some more performance enhancements<br />
* Fixed one person being all 3 revs at once (hopefully)<br />
* Some gay fixes<br />
* New admin system installed<br />
* Fixed a bug where mass drivers could be used to crash the server<br />
* Various pipe changes and fixes<br />
<br />
=== Wednesday, June 3rd, 2009 ===<br />
* Death commando deathmatch mode added.<br />
<br />
=== Monday, June 1st, 2009 ===<br />
* Ghosts can no longer wander from space into the dread blackness that lies beyond.<br />
* Those other losers probably did a bunch of other stuff since May 6th but they don't comment their revisions so fuck 'em.<br />
<br />
== May 2009 ==<br />
=== Wednesday, May 6th, 2009 ===<br />
* Crematorium<br />
* Goon? button makes all your dreams come true.<br />
* Restructured medbay<br />
<br />
=== Monday, May 4th, 2009 ===<br />
* Does anyone update this anymore?<br />
* New atmos computer promises to make atmos easier<br />
* Autolathe<br />
* Couple of map changes<br />
* Some computer code reorganised.<br />
* I'm pretty sure theres a couple things<br />
<br />
== April 2009 ==<br />
=== Saturday, April 18th, 2009 ===<br />
* Weld an open closet (only the normal kind), gayes.<br />
* Chaplin has a higher chance of hearing the dead.<br />
* New traitor objective<br />
* Power traitor objective removed<br />
* New job system implemented for latecomers.<br />
* Head of Research quits forever and ever, is replaced by Head of Security (who gets his own office)<br />
<br />
=== Fri, April 10, 2009 ===<br />
* Admins are now notified when the traitor is dead.<br />
* Unprison verb (again, for admins).<br />
<br />
=== Wed&Thu, April 8&9, 2009 ===<br />
* Medical redone, doctors do your jobs! (Tell me what you think of this compared to the old one)<br />
* Clickable tracking for the AI<br />
* Only the heads can launch the shuttle early now. Or an emag.<br />
<br />
=== Mon&Tue, April 6&7, 2009 ===<br />
* Sounds. Turn on your speakers & sound downloads.<br />
* Scan something with blood on it detective.<br />
<br />
=== Sunday, April 5, 2009 ===<br />
* A large icon for the headset, no reason it should be so small.<br />
<br />
=== Saturday, April 4, 2009 ===<br />
* Emergency closets now spawn an 'emergency gas mask' which are just recolored gas masks, no other difference other than making it obvious where the gas mask came from.<br />
<br />
=== Wednesday, April 1, 2009 ===<br />
* Constructable rocket launchers: 10 rods, 10 metal, 5 thermite and heated plasma from the prototype.<br />
* Emergency closets have randomized contents now.<br />
* Fixed a bug where someone who was jobbaned from being Captain could still be picked randomly<br />
<br />
== March 2009 ==<br />
=== Friday, March 27, 2009 ===<br />
* Fixed a bug where monkeys couldn't be stunned.<br />
* Change mode votes before game starts delays the game.<br />
<br />
=== Thursday, March 26, 2009 ===<br />
* The brig is now pimped out with special new gadgets.<br />
* Upgraded the admin traitor menu.<br />
<br />
=== Tuesday, March 24, 2009 ===<br />
* GALOSHES!<br />
* A certain item will now protect you from stun batons, tasers and stungloves when worn.<br />
<br />
=== Monday, March 23, 2009 (EXPERIMENTAL) ===<br />
* Say / radio / death talk systems recoded, hopefully improving it.<br />
* Announcements of late joiners are now done by the AI if it's alive :-)<br />
<br />
=== Monday, March 23, 2009 ===<br />
* Random station names.<br />
* Changes to the message stylesheet.<br />
* Admin messages in OOC will now be colored red.<br />
<br />
=== Saturday, March 21, 2009 ===<br />
* Added a command to list your medals.<br />
* ETA no longer shows when it doesn't matter.<br />
* Nerfed the ability to spam shuttle restabalization.<br />
* Fixed the 'Ow My Balls!' medal to only apply from brute damage rather than both brute and burn damage.<br />
<br />
=== Thursday, March 19, 2009 ===<br />
* Job banning.<br />
* Genetic Researcher renamed to Geneticist.<br />
* Toxins Researcher renamed to Scientist.<br />
* Help reformatted.<br />
* Fixed a bug where combining bruise packs or ointments resulted in an incorrectly combined amount.<br />
* Renamed memory and add memory commands to Notes and Add Note.<br />
<br />
=== Tuesday, March 17, 2009 ===<br />
* Medals! MEDALS!<br />
* Trimmed the excessively long changelog.<br />
<br />
=== Saturday, March 14, 2009 ===<br />
* Janitor job complete! Report any bugs to adminhelp<br />
<br />
=== Saturday, March 7, 2009 ===<br />
* Wizard now needs his staff for spells<br />
* Be careful with APCs now okay?!<br />
* Fixed Memory and made it more efficient in the code<br />
* Crowbars now open apcs, not screwdrivers. They do something else entirely<br />
* Hackable APCs<br />
* When APCs are emagged they now stay unlocked<br />
* Re-did a shit tonne of admin stuff<br />
* New admin system is pretty much finished<br />
* FINALLY backpacks can now be looked in while on the ground.<br />
<br />
== Februaray 2009 ==<br />
=== Tuesday, February 24, 2009 ===<br />
* Ghosts no longer able to open secret doors<br />
* Suicide vests now work as armor<br />
* Blood no longer comes out of the guy if you pull him due to lag<br />
* Admin panel has been touched up to include html tables<br />
* Mines now added, only spawnable right now however<br />
* Fixed the syndicate nuclear victory bug<br />
* Wizard now spawns with wizard outfit which he must wear to cast spells<br />
* Blood bug fixes<br />
* Fixed a retarded bug that meant I didn't have the power to kick admins<br />
* THUNDERDOME!<br />
* Several new facial hair options and a bitchin' mohawk<br />
* Blood by Culka<br />
* Nuke disk now spawns in ALL game modes so that during secret rounds the syndicate now have the element of surprise!<br />
<br />
=== Saturday, February 22, 2009 ===<br />
* Implemented unstable's "observer" mode<br />
* Halerina's wizard mode<br />
* Non-interesting stuff<br />
* Began addition to the new admin system - right now only available to coders for testing<br />
* Admins can now click on the multikeying offenders name to pm them, instead of hunting for them in the pm list<br />
* Halerina's chemistry system<br />
* You can now deathgasp without being dead, hopefully so people can fake their own deaths.<br />
* Redid Medlab<br />
* New chemist job<br />
<br />
=== Thursday, February 19, 2009 ===<br />
* New DNA system. 200th Revision special.<br />
* Various bugfixes<br />
* Maze<br />
<br />
=== Monday, February 17, 2009 ===<br />
* Added a new game mode into rotation.<br />
* Added an AI satellite<br />
* Lockdowns can be disabled with the communications console<br />
* Prison shuttle can be called on the comm console, but only if its enabled by admins first<br />
* When you slip into space you'll have a 50% chance of going to z=4 instead of z=3<br />
<br />
=== Friday, February 13, 2009 ===<br />
* Fixed Cakehat<br />
* Dead people can now see all turfs, mobs and objs not in their line of sight.<br />
* Modified the map slightly<br />
* Stungloves can now be "made"<br />
* Flashes can now have their bulbs burning out.<br />
* Batons can now be turned on and off for different effects. They also now have 10 uses before they need to be recharged.<br />
<br />
=== Tuesday, February 10, 2009 ===<br />
* Fixed all the autoclose bugs<br />
* Due to it being myself and Keelin's 100th revision we have added a super-secret special item. Don't ask because we won't tell! Figure it out!<br />
<br />
=== Sunday, February 8, 2009 ===<br />
* Modified doors in engineering so that they do not autoclose - Autoclose now handled by a variable<br />
* Fixed toxin researcher spawn bug<br />
* Changed the "You hear a faint voice" message.<br />
* Gave the host new commands to disable admin jumping, admin reviving and admin item spawning<br />
* Fixed some airlock autoclose bugs<br />
* Changed some doors to not autoclose.<br />
* Nerfed the toolbox down.<br />
<br />
=== Friday, February 6, 2009 ===<br />
* Doors now close after 15 seconds<br />
* Fixed some p cool bugs<br />
* Cakehat<br />
* Added another suit<br />
* Walls now take 5 seconds to build<br />
* Added sam0rz, thesoldierlljk and kelson's revolution gamemode. Thanks guys!<br />
<br />
=== Thursday, February 5, 2009 ===<br />
* Fixed a couple of bugs<br />
* Improved bar ;)<br />
* Beer acts like pills and syringes<br />
<br />
=== Tuesday, February 3, 2009 ===<br />
* Added 'Make AI' Option for Admins<br />
* Added dissolving pills in beer (cyanide and sleeping pills)<br />
* Modified engine AGAIN, but personally I love it now<br />
<br />
=== Monday, February 2, 2009 ===<br />
* Moved bar due to popular demand<br />
* Captains room is now a security checkpoint<br />
* Assistants now have access to maint tunnels again<br />
* Courtroom<br />
* Engine has been redone slightly to make it easier to load<br />
* Nerfed beer a lot more<br />
<br />
== January 2009 ==<br />
=== Saturday, January 31, 2009 ===<br />
* Added a bartender job + Bar<br />
* Captains panic room<br />
* Voice changer traitor item<br />
* Bartender suit<br />
* Made taking a table apart take longer<br />
* Balanced beer a bit more.<br />
* Assistants can no longer open external air locks and maint tunnels, sorry guys. Get a job you bums.<br />
* Engineers CAN access external air locks and maint tunnels.<br />
* Fixed traitor AI bug<br />
<br />
=== Thursday, January 29, 2009 ===<br />
* Added traitor menu for admins - The ability to turn people into "traitors" as well as keep track of their objectives.<br />
* Implemented Keelins revive system - Primary Admins can now revive people.<br />
* Moved and redid security to prevent clusterfucks and everyone just crowding around security.<br />
* Redid the brig to make it bigger and so that people can break others more easily out since it isn't right in security.<br />
* Moved and redid captains quarters/heads quarters. Captains made much smaller and heads is now more of a meeting room.<br />
* Added Stungloves and an axe - right now only admin spawnable.<br />
* Implemented Persh's adminjump back in - admins can now jump to set locations.<br />
* Added a feature that if someone logs off their character moves around and says things - Change what they say from the config/names/loggedsay.txt file.<br />
* Added in adminwho verb - tells the user if there are any admins on and who they are.<br />
<br />
=== Saturday, January 10, 2009 ===<br />
* Freedom implant has been changed so that it will have a random emote associated with it to activate it rather than always chuckle.<br />
* There is now a pinpointer tool for use in Nuclear Emergency. It works similar to the existing locator, in that it will detect the presence of nuclear disks and in what direction it is.<br />
* The nuke being detonated in Nuclear Emergency should now properly end the game.<br />
* Spacesuits now cause you to move slower when not in space.<br />
* Syndicate in Nuclear Emergency now have syndicate-themed spacesuits.<br />
* Blob mode should properly end now.<br />
<br />
=== Wednesday, January 7, 2009 ===<br />
* Syndicate Uplink has been changed up, allowing traitor more freedom in his ability to be... traitorus.<br />
* Syndicate Uplink can now spawn a ammo-357, syndicate card, energy sword, or timer bomb.<br />
* Fixed an issue where Syndicate Uplink looked different than a normal radio.<br />
<br />
=== Monday, January 5, 2009 ===<br />
* You can choose to be a nudist now.<br />
* Facial hair!<br />
* Added constructable flamethrowers.<br />
* Redid internal naming scheme for human/uniform sprites.<br />
* Helmet visors are now translucent.<br />
* Held item graphics corrected for basically everything, internally only uses one dmi file instead of two.<br />
* Config settings reorganized for.. organization.<br />
* Seperated male and female names.<br />
* Females have pink underwear.<br />
* Guests can no longer save/load profiles, as this just created useless profiles that weren't used again.</div>Darth varioushttps://wiki.ss13.co/index.php?title=Space_Pod&diff=4301Space Pod2013-06-02T18:21:18Z<p>Darth various: /* Pieces of the Pod */</p>
<hr />
<div>[[File:PodbayArrival.png|thumb|Where Space Pods are born!]]<br />
<br />
Space Pods are the station's pilotable support craft. Capable of holding one pilot and one passenger and a variety of gizmos these wonderful craft are a sure welcome addition to a certain space station. There are two types of pod and the station comes with two pods, one fully decked out with armor and weaponry.<br />
<br />
Pods can dock in the many [[Pod Bay|pod bays]] on the station, the [[Mining Outpost]], or even come to rest at [[Prison Station]]. There are other docks in deep space, and of course you can always stop near interesting places and take a spacewalk.<br />
<br />
How to build the damn thing is a different story. Grab your welding mask, put on some mechanic's overalls and get cracking!<br />
<br />
<br />
== Before the Pods, there was nothing ==<br />
<br />
Near arrivals there is a hangar with a single fabricator capable of manufacturing the parts needed to make a single space worthy pod. However this is not your average puzzle or toy building blocks set, this is a dirty, hard and laborious process need patience and a bit of materials. <br />
<br />
You will need to grab the following:<br />
<br />
* 1 [[Mechanical_Toolbox|Mechanical Toolbox]] (With everything inside)<br />
* 1 [[Electrical_Toolbox|Electrical Toolbox]] (You will need wires)<br />
* Lots of [[Metal]]<br />
* Lots of [[Glass]]<br />
* A stack of [[Glass|Reinforced Glass]] (Do not feed into the Fabricator or you will spend the rest of the round looking for replacements!)<br />
<br />
You will need to pressurize the hangar when you open the doors. Anything more than a 1x1 hole into space will leak lots of air. The air pumps should be turned on with the pressure set to 200. Additionally there are three sets of pipes that are connected to a O2 Canister, a Plasma Canister, and a Air Canister. Use a wrench to hook up the Air Canister and use the manual valve to open the flow. Get internals and a mask as well as the air pumps and the canisters are no guarantee from suffocation.<br />
<br />
== Pieces of the Pod ==<br />
<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope - "col" style="width: 15%" | Resource Cost<br />
!scope = "col" style="width: 60%" | Description<br />
<br />
|- id="Engine Manifold"<br />
! Engine Manifold<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 10 Mauxite, 5 Pharosium<br />
| A required component in the Space Pod. Needed to propel the pod. <br />
<br />
|- id="Pod Circuity"<br />
! Pod Circuity<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 5 Molitz, 5 Pharosium<br />
| A required component in the Space Pod. <br />
<br />
|- id="Light Pod Armor"<br />
! Light Pod Armor<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 30 Mauxite, 20 Pharosium<br />
| A required component in the Space Pod. A lightly armored hull plating.<br />
<br />
|- id="Heavy Pod Armor"<br />
! Heavy Pod Armor<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 30 Mauxite, 20 Bohrum<br />
| Heavier Armor for taking heavier firepower. Optional equipment for those wanting the extra stuff. <br />
<br />
|- id="Industrial Pod Armor"<br />
! Industrial Pod Armor<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 25 Bohrum, 10 Claretine, 5 Uqill<br />
| One assumes this is pretty damn good armor.<br />
<br />
|- id="Pod Control Interface"<br />
! Pod Control Interface<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 10 Molitz, 10 Pharosium<br />
| A required component in the Space Pod. Can't fly a pod well without controls right? <br />
<br />
|- id="Pod Frame Kit"<br />
! Pod Frame Kit<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 30 Mauxite<br />
| The most basic part of the craft is the frame. A mass of jumbled together metal bars and beams that need assembly. You start your piloting career here. <br />
<br />
|- id="Cargo Hold"<br />
! Cargo Hold<br />
| <center>[[File:CargoHold.png]]</center><br />
| 20 Mauxite<br />
| For holding cargo. Use the "Secondary System" in the pod tab to load/unload. Can also load by dragging a crate onto the pod.<br />
<br />
|- id="Conclave A-1984 Sensor System"<br />
! Conclave A-1984 Sensor System<br />
| <center>[[File:PodSensors.png]]</center><br />
| 1 Cerenkite, 5 Molitz, 2 Claretine<br />
| It's a sensor system.<br />
<br />
|- id="Plasma Cutter System"<br />
! Plasma Cutter System<br />
| <center>[[File:PodPlasmaCutter.png]]</center><br />
| 5 Cerenkite, 5 Plasmastone, 10 Bohrum<br />
| Plasma Cutter for mining!<br />
<br />
|- id="Defensive Laser System"<br />
! Defensive Laser System<br />
| <center></center><br />
| 5 Claretine, 15 Pharosium, 15 Molitz<br />
| Laser System for defense! Seriously, probably a pretty good laser.<br />
<br />
|- id="Ship's Navigation GPS"<br />
! Ship's Navigation GPS<br />
| <center></center><br />
| ???<br />
| Apparently space is a globe and you need a positioning system for the globe in case you get lost. You will get lost in space and this handy device will be very helpful. <br />
<br />
|- id="Laser Weapons"<br />
! Laser Weapons<br />
| <center></center><br />
| ???<br />
| Pods shooting lasers! The Head of Security has one of these in his Armoury.<br />
<br />
|}<br />
<br />
== Building the Pod ==<br />
<br />
Now you got the pieces all memorized its time to build the damn thing. Be advised since it is a 64x64 sprite you have to stand on the South West corner of the pod sprite in order to construct it. The steps below should be followed in order. <br />
<br />
* Get the Pod Frame Kit. Deploy the box and you should have a jumble of metal. <br />
* Wrench the mass of metal. It should look less like a pile of junk. <br />
* Wrench again. This time it should look like a functional but unsecured frame of a space pod. <br />
* Weld. <br />
* Insert Wires<br />
* Place Pod Circuitry inside.<br />
* Add Metal<br />
* Place Engine Manifold.<br />
* Put Light/Heavy Pod Armor on the pod frame. <br />
* Weld. <br />
* Place Pod Control Interface<br />
* Place 5 sheets of Reinforced Glass<br />
<br />
This will complete your Space Pod. To add extras simple use a crowbar on the pod and add any system.<br />
<br />
== Flying the Pod ==<br />
Getting inside the pod is easy enough. Simply right click on it and select "Board". The engine and life support start turned on. Steer with the arrow keys, keeping in mind that the pod will experience some inertia.<br />
<br />
While inside a pod, you get a new tab called, surprisingly, "Ship", with some important commands. Most are self-explanatory, some are a little more complex.<br />
* Access Main Computer will show you the components of the pod, and the status of the fuel and life support tanks.<br />
* Create Wormhole is how you reliably get places. It will list existing navigation beacons, including some strategically placed on the main station and the [[Mining Outpost]].<br />
* 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.<br />
<br />
*Extra advice: 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.<br />
[[Category: Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Space_Pod&diff=4300Space Pod2013-06-02T18:17:41Z<p>Darth various: /* Flying the Pod */</p>
<hr />
<div>[[File:PodbayArrival.png|thumb|Where Space Pods are born!]]<br />
<br />
Space Pods are the station's pilotable support craft. Capable of holding one pilot and one passenger and a variety of gizmos these wonderful craft are a sure welcome addition to a certain space station. There are two types of pod and the station comes with two pods, one fully decked out with armor and weaponry.<br />
<br />
Pods can dock in the many [[Pod Bay|pod bays]] on the station, the [[Mining Outpost]], or even come to rest at [[Prison Station]]. There are other docks in deep space, and of course you can always stop near interesting places and take a spacewalk.<br />
<br />
How to build the damn thing is a different story. Grab your welding mask, put on some mechanic's overalls and get cracking!<br />
<br />
<br />
== Before the Pods, there was nothing ==<br />
<br />
Near arrivals there is a hangar with a single fabricator capable of manufacturing the parts needed to make a single space worthy pod. However this is not your average puzzle or toy building blocks set, this is a dirty, hard and laborious process need patience and a bit of materials. <br />
<br />
You will need to grab the following:<br />
<br />
* 1 [[Mechanical_Toolbox|Mechanical Toolbox]] (With everything inside)<br />
* 1 [[Electrical_Toolbox|Electrical Toolbox]] (You will need wires)<br />
* Lots of [[Metal]]<br />
* Lots of [[Glass]]<br />
* A stack of [[Glass|Reinforced Glass]] (Do not feed into the Fabricator or you will spend the rest of the round looking for replacements!)<br />
<br />
You will need to pressurize the hangar when you open the doors. Anything more than a 1x1 hole into space will leak lots of air. The air pumps should be turned on with the pressure set to 200. Additionally there are three sets of pipes that are connected to a O2 Canister, a Plasma Canister, and a Air Canister. Use a wrench to hook up the Air Canister and use the manual valve to open the flow. Get internals and a mask as well as the air pumps and the canisters are no guarantee from suffocation.<br />
<br />
== Pieces of the Pod ==<br />
<br />
{| class="wikitable" style="text-align: left"<br />
!scope = "col" style="width: 15%" | Item<br />
!scope = "col" style="width: 10%" | Image<br />
!scope - "col" style="width: 15%" | Resource Cost<br />
!scope = "col" style="width: 60%" | Description<br />
<br />
|- id="Engine Manifold"<br />
! Engine Manifold<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 10 Mauxite, 5 Pharosium<br />
| A required component in the Space Pod. Needed to propel the pod. <br />
<br />
|- id="Pod Circuity"<br />
! Pod Circuity<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 5 Molitz, 5 Pharosium<br />
| A required component in the Space Pod. <br />
<br />
|- id="Light Pod Armor"<br />
! Light Pod Armor<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 30 Mauxite, 20 Pharosium<br />
| A required component in the Space Pod. A lightly armored hull plating.<br />
<br />
|- id="Heavy Pod Armor"<br />
! Heavy Pod Armor<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 30 Mauxite, 20 Bohrum<br />
| Heavier Armor for taking heavier firepower. Optional equipment for those wanting the extra stuff. <br />
<br />
|- id="Industrial Pod Armor"<br />
! Industrial Pod Armor<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 25 Bohrum, 10 Claretine, 5 Uqill<br />
| One assumes this is pretty damn good armor.<br />
<br />
|- id="Pod Control Interface"<br />
! Pod Control Interface<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 10 Molitz, 10 Pharosium<br />
| A required component in the Space Pod. Can't fly a pod well without controls right? <br />
<br />
|- id="Pod Frame Kit"<br />
! Pod Frame Kit<br />
| <center>[[File:Generic_pod_part.png]]</center><br />
| 30 Mauxite<br />
| The most basic part of the craft is the frame. A mass of jumbled together metal bars and beams that need assembly. You start your piloting career here. <br />
<br />
|- id="Cargo Hold"<br />
! Cargo Hold<br />
| <center>[[File:CargoHold.png]]</center><br />
| 20 Mauxite<br />
| For holding cargo.<br />
<br />
|- id="Conclave A-1984 Sensor System"<br />
! Conclave A-1984 Sensor System<br />
| <center>[[File:PodSensors.png]]</center><br />
| 1 Cerenkite, 5 Molitz, 2 Claretine<br />
| It's a sensor system.<br />
<br />
|- id="Plasma Cutter System"<br />
! Plasma Cutter System<br />
| <center>[[File:PodPlasmaCutter.png]]</center><br />
| 5 Cerenkite, 5 Plasmastone, 10 Bohrum<br />
| Plasma Cutter for mining!<br />
<br />
|- id="Defensive Laser System"<br />
! Defensive Laser System<br />
| <center></center><br />
| 5 Claretine, 15 Pharosium, 15 Molitz<br />
| Laser System for defense! Seriously, probably a pretty good laser.<br />
<br />
|- id="Ship's Navigation GPS"<br />
! Ship's Navigation GPS<br />
| <center></center><br />
| ???<br />
| Apparently space is a globe and you need a positioning system for the globe in case you get lost. You will get lost in space and this handy device will be very helpful. <br />
<br />
|- id="Laser Weapons"<br />
! Laser Weapons<br />
| <center></center><br />
| ???<br />
| Pods shooting lasers! The Head of Security has one of these in his Armoury.<br />
<br />
|}<br />
<br />
== Building the Pod ==<br />
<br />
Now you got the pieces all memorized its time to build the damn thing. Be advised since it is a 64x64 sprite you have to stand on the South West corner of the pod sprite in order to construct it. The steps below should be followed in order. <br />
<br />
* Get the Pod Frame Kit. Deploy the box and you should have a jumble of metal. <br />
* Wrench the mass of metal. It should look less like a pile of junk. <br />
* Wrench again. This time it should look like a functional but unsecured frame of a space pod. <br />
* Weld. <br />
* Insert Wires<br />
* Place Pod Circuitry inside.<br />
* Add Metal<br />
* Place Engine Manifold.<br />
* Put Light/Heavy Pod Armor on the pod frame. <br />
* Weld. <br />
* Place Pod Control Interface<br />
* Place 5 sheets of Reinforced Glass<br />
<br />
This will complete your Space Pod. To add extras simple use a crowbar on the pod and add any system.<br />
<br />
== Flying the Pod ==<br />
Getting inside the pod is easy enough. Simply right click on it and select "Board". The engine and life support start turned on. Steer with the arrow keys, keeping in mind that the pod will experience some inertia.<br />
<br />
While inside a pod, you get a new tab called, surprisingly, "Ship", with some important commands. Most are self-explanatory, some are a little more complex.<br />
* Access Main Computer will show you the components of the pod, and the status of the fuel and life support tanks.<br />
* Create Wormhole is how you reliably get places. It will list existing navigation beacons, including some strategically placed on the main station and the [[Mining Outpost]].<br />
* 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.<br />
<br />
*Extra advice: 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.<br />
[[Category: Tutorial]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Syndicate_Objects&diff=4258Syndicate Objects2013-05-19T00:23:15Z<p>Darth various: Because every other objects page is named "X Objects"</p>
<hr />
<div>#REDIRECT [[Syndicate Items]]</div>Darth varioushttps://wiki.ss13.co/index.php?title=Ghost&diff=4233Ghost2013-05-15T16:48:58Z<p>Darth various: </p>
<hr />
<div>Oh no, you're dead! Cheer up, there is an afterlife after all!<br />
<br />
As a ghost, you can fly around the station at will, looking at the pitiful humans who still have life. You can't actually '''Do anything''' as a ghost, apart from rotate chairs to scare people. You can also speak to your fellow ghosts in a special channel called deadchat. If you're standing near a human when you say something, they'll get the message "you hear someone talking, but no one is there". Very, very occasionally, they'll actually hear what you said. The Chaplain is more likely to hear you. But don't fly around near people spamming deadchat, it's annoying and nobody likes it.<br />
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==Help, I can't explore the station!==<br />
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Sometimes the camera likes to focus on your corpse - or the place where it was gibbed - while letting you control your ghost, which means you can't actually see where you're going. '''Cancel Camera View''' (under the "Commands" tab) will snap you back to the ghost.<br />
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Or if you're trapped in something such as a locker or disposal chute and can't use the "ghost" verb simply closing off the client and opening it back up will give you the "ghost" verb again.<br />
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==Help, Deadchat doesn't work!==<br />
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This is tangential to being a ghost but: Ailments you had while alive aren't cleared when you die, and may affect Deadchat. Becoming a ghost will help, since you are now in a healthy "body". Game logic, deal with it.<br />
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Most notably, dying while deaf will make you not hear deadchat until the deafness expires or you become a ghost.<br />
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----<br />
{{JobMenu}}</div>Darth varioushttps://wiki.ss13.co/index.php?title=Quartermaster&diff=4224Quartermaster2013-05-14T22:07:29Z<p>Darth various: /* Buy! Sell! */ This changed a bit again.</p>
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<div>[[File:QM.png|360px|thumb]]<br />
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You're a Quartermaster! Lets make Money!<br />
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== Number One Hustla' ==<br />
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Your 'official' job capacity is to take orders from the crew for such things as medicines, bots, and weapons. In practice, you will sometimes go entire rounds without getting a legitimate order, so your job is just as much anticipating needs as anything else.<br />
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An active Quartermaster will also often account for well over 90% of the crew's final score at the end of the round. They are also pretty much the only office on the station that actually turns a profit, so if the station ends up in the black it's completely creditable to the QMs. While meaningless in the long run, it's still kind of satisfying to see that while the rest of the crew was preoccupied with such important things as passing out in a pool of vomit, wearing their own ass as a hat, or trying and failing to strangle a chimpanzee, you've made the entire station worth it.<br />
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== Buy! Sell! ==<br />
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See that orange console near the airlock? Time to get acquainted with it. You're going to be spending a large amount of time glued to it. Go ahead, click on it! You'll get some options:<br />
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* '''Order Items''' - Shows a list of commodities. Clicking the link will bring up a comment box, the crate will be tagged with whatever you enter here. Handy for keeping track of requests.<br />
* '''View Requests''' - See the request console outside the QM's office? Those requests go here. Clicking "Approve" works just like ordering things from the regular order screen. "Remove" will deny the request, and "Clear list" will wipe all requests.<br />
* '''View Order History''' - Pretty self explanatory.<br />
* '''View Shipping Market''' - This shows you the current prices of various commodities. Ideally, you'll be tracking down what's in high demand and sell it off for loads of dough.<br />
* '''Contact Traders''' - Multiple traders will be available after each market shift. Contact them here<br />
** After ordering things from a trader, go back one step to tell them to actually send the crate.<br />
** To sell to a trader, tag the crate with a barcode from the QM Barcode computer.<br />
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Your orders will come flying through space, landing on the south conveyor belt in the supply dock. Turn on the conveyor belts to roll them into the QM office proper. If you're going to order lots of things quickly, <b>open the blast doors</b> or all crates beyond the first will be stuck in space. <br />
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To sell items, just load them (in a crate) on the northern conveyor belt and turn it on. It will be catapulted into space and sold for sweet cash. Somehow. Don't forget to tag the crate if you're responding to a trade offer.<br />
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==Shipping and Receiving ==<br />
In the rare event that you get a legit request from the crew, you have three ways to send things around the station - a [[Mining#Cargo_Transporter|cargo transporter]], a [[Robots#MULEBot|MULEBot]] and Belt Hell. Play around with either, depending on which is the most convenient.<br />
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The Cargo Transporter currently only sends things to [[Mining]] and [[Cargo Bay|QM]]. It's really more for letting [[miner]]s send things back to the station.<br />
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===Belt Hell===<br />
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Belt Hell is an affectionate name for the system of conveyor belts which can distribute items around the station. This isn't limited to the Quartermaster, and can in fact be used as a personal transport system by daring crewmembers.<br />
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It is employed by using the Barcode Computer that's standing around at all conveyor belt stations. This will let you pick from several destinations, and print a barcode sticker. Put that sticker on whatever you wish to send, and push it onto the conveyor belt to send it on a (bumpy) ride.<br />
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====Available Destinations====<br />
*Medical-Science Dock (across the corridor from MedSci proper)<br />
*Catering Dock (across the hall from the Bar)<br />
*EVA Dock (in a maintenance corridor near EVA)<br />
*Engine Dock (actually inside Engineering proper)<br />
*QM Dock (properly inside the QM's haunts)<br />
*Disposals (Stuff sent here will be ground to scrap. You were warned.)<br />
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== Making Money ==<br />
When you're more comfortable in your station, consider bugging people for stuff you know they don't need. [[Miner]]s, for example, have no use for most gems or the minerals [[Syreline]] and [[Cobryl]]. They tend to command nice prices on the market, however, so if [[Mining]] cooperates you can get some nice help there. [[Botanist]]s will also sometimes grow way too much weed and you can shore up your bank account by becoming an intergalactic dank dealer.<br />
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=== Other sources of money ===<br />
NPC traders will occasionally offer you trades. Most of these are useless, but occasionally you will get offers that will pay for material at much more than market price. These can occasionally make you 100,000 credits less than 10 minutes into the round.<br />
* NPC traders don't purely exist online, now. Take your space pod and go exploring.<br />
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Also, the [[AI]], [[Captain]], and [[Head of Personnel]] have access to the station's bankrolls and can shore up your account if things go wrong for whatever reason. Of course the other half the time these idiots are the REASON things go wrong, as the Captain siphons off your hard-earned money to fund his alcoholism and the AI zeros out your bank account to make some [[traitor]] fabulously wealthy.<br />
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=== Other ways to waste money ===<br />
NPC traders will also occasionally offer to sell you things. Occasionally these are simple commodities at below market price, but much more often they are unique things that are hard to get in other ways. Always accept these trades if you can afford to without crippling your budget. Occasionally the dealer will screw you, and you'll pay thousands of credits for something useless like [[flashlight]]s, but it's the cost of doing business.<br />
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Funding gimmicks or insanity is also an acceptable way to use your fat stacks of cash, particularly if doing so in spite. If the Head of Security orders you to buy a million guns to outfit his personal army, consider ordering a shuttle full of liquor instead and telling the Head of Security that his team will still be loaded.<br />
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== You're gonna need to sign for that ==<br />
As a quartermaster, you will sometimes get people asking you to order things for them. Some people will be very polite about this, coming down to the Cargo Bay in person, using the appropriate computer, and leaving clear instructions on delivery. Others will be very rude, simply barking an order over the radio and not responding when you ask them for details.<br />
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Generally speaking, you should be generous with people who are kind to you, and ignore people who are rude. This is not just for your ego - rude people will often forget to pick up orders, and you will then have a clutter crate that you don't want and don't need lying around. If the need is urgent or coincides with an emergency on the station, though, you should obviously make exceptions. The [[Chief Engineer]] is not going to come down and ask nicely for you to order tools, Floorbots, and metal when a bomb just went off in the chapel.<br />
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When someone comes down to the Cargo Bay and asks you for something verbally, ask them to use the requests computer outside your office. They will order exactly what they want, and you can later just approve the order on your terminal. This limits mistakes and overbuying.<br />
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Beyond that, there are a few things you can buy that will never be unappreciated. Emergency Supply Crates have lots of emergency internals - gas masks and air tanks instantly become worth their weight in gold when the station starts depressurizing. They also carry Floorbots, which will handle the hardest and most dangerous step to repairing a hole in the station - putting the floor back down so people can work. Medical Supply Crates are also much appreciated, and will be opportunistically picked clean if you leave a few outside your office. This is not a bad thing. These crates are cheap and it's a good thing for people to keep medicine on them. Beyond that, try doing something nice for a department that hasn't asked for it. Hydroponics loves getting a few Hydroponic Crates since it is the only way for them to get more pots to grow with. Robotics loves getting metal, glass, and cables since they consume huge amounts of the materials they break down to. The Chef loves getting food crates, since his kitchen can run out fairly quickly.<br />
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== Crew Objectives ==<br />
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. As a quartermaster, you can expect to see the following:<br><br />
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'''Have 50,000 credits in the shipping budget at the end of the round'''<br><br />
Pretty trivial to accomplish if you just do your job. You will, however, have to hope that you don't get any meddling from the AI, a greedy head, or a traitor with a financial goal.<br />
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== Syndicate Shenanigans ==<br />
A traitor Quartermaster is as good or as bad as his plan. Quartermasters can essentially produce things out of thin air, and most of the things they can produce have frightening potential. However, all of these options can ironically be the traitor's downfall, as he flounders around trying to get everything, often ending up tipping his hand and doing nothing at all. When starting your round as a traitor QM, use the first few minutes while waiting for metal and glass to arrive to consider exactly what you want to do that round. If you want to cause a drone revolution, focus on robotics crates. If you want to gut the station, get emergency supplies crates (so you can [[emag]] the Floorbots). If you want to go on a psychopathic rampage, order lasers and be sure to murder your co-workers the instant you're able.<br />
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Your Cargo Bay is pretty isolated, which makes a good base of operations, but also makes you very suspicious. Security is used to getting calls that the QM is doing something shady, and they don't often need much of an excuse to demand a search. Always have a backup plan to keep yourself as inconspicuous as possible. A [[stealth storage]] in the corner of your office makes a great place to hide your incriminating toys until you're ready to go, and the airlock next to your computer provides a quick place to get rid of murder victims. A surprising number of things can be loaded into the autolathe and broken down (jumpsuits, for example), and the mail chute next to your autolathe provides an easy way to hide things that can't be. You also may consider just holding off on spawning your gear at all until the second you need it. If the [[AI]] announces you're killing someone in the cargo bay, get rid of the evidence and insist the AI is lying. As little as people trust you, they're way more used to the AI being corrupted.<br />
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As a traitor QM, an [[emag]] is basically required. It allows you to break the cardlocks on all of the crates you can order, interacts with many of the items you get (like [[robots]]), and you can even emag your ordering console to unlock a special ops crate with fun stuff in it. Exactly how you spend the other points is purely up to your plan. If you are going to get violent, you might consider a [[cloaking device]]. If you need people distracted while you do a few things, consider the [[voice changer]] and [[agent card]] combo. If drone revolutions sound like your style, consider some [[EMP grenades]] to send the bots insane en-mass.<br />
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== Items you can order ==<br />
{| class="wikitable sortable" align=left<br />
! style="width:30%" | Item<br />
! style="width:10%" | Cost<br />
! style="width:60%" | Contents<br />
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|-<br />
| Empty Crate<br />
| 10 Credits<br />
| Nothing (Crate only)<br />
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|-<br />
| Paint Cans<br />
| 1000 Credits<br />
| A selection of random paints.<br />
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|-<br />
| 200 Metal Sheets<br />
| 2000 Credits<br />
| x200 Metal Sheets<br />
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|-<br />
| 100 Metal Sheets<br />
| 1000 Credits<br />
| x100 Metal Sheets<br />
<br />
|-<br />
| 50 Metal Sheets<br />
| 500 Credits<br />
| x50 Metal Sheets<br />
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|-<br />
| 200 Glass Sheets<br />
| 2000 Credits<br />
| x200 Glass Sheets<br />
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|-<br />
| 100 Glass Sheets<br />
| 1000 Credits<br />
| x100 Glass Sheets<br />
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|-<br />
| 50 Glass Sheets<br />
| 500 Credits<br />
| x50 Glass Sheets<br />
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|-<br />
| Internals Crate<br />
| 500 Credits<br />
| x3 Gas Mask, x3 Air Tank<br />
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|-<br />
| Cooking Supplies Crate<br />
| 250 Credits<br />
| x40 Assorted Cooking Ingredients ([[Chef]]'s Standard Kitchen Cabinet)<br />
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|-<br />
| Electrical Supplies Crate - 4 pack<br />
| 1000 Credits<br />
| x4 Cabling Box (x28 lengths of Cable)<br />
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|-<br />
| Electrical Supplies Crate - 2 pack<br />
| 500 Credits<br />
| Contents: x2 Cabling Box (x14 lengths of Cable)<br />
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|-<br />
| Engineering Crate<br />
| 1000 Credits<br />
| x2 Mechanical Toolbox, x2 Welding Mask, x2 Insulated Gloves<br />
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|-<br />
| Experimental Local Generator<br />
| 10000 Credits<br />
| x1 [[Engineering Objects#Experimental Local Generator|Experimental Local Generator]]<br />
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|-<br />
| Medical Crate<br />
| 1000 Credits<br />
| x1 Regular, Fire and Toxin First Aid Kits, x1 Anti-toxin, Inaprovaline and Sleep Toxin bottles, x1 Syringe Kit<br />
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|-<br />
| Janitorial Supplies<br />
| 500 Credits<br />
| x3 Buckets, x1 Mop, x3 Wet Floor Signs, x3 Cleaning Grenades, x1 Mop Bucket<br />
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|-<br />
| Hydroponics Equipment<br />
| 500 Credits<br />
| x2 Watering Cans, x4 Compost Bags, x3 Weedkiller bottles, x2 Plant Analyzers, x2 Plant Pots<br />
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|-<br />
| Mining Equipment - (Cardlocked [Mining])<br />
| 500 Credits<br />
| x1 Powered Pickaxe, x1 Power Hammer, x1 Optical Meson Scanner, x1 Geological Scanner, x2 Mining Satchel, x3 Mining Explosives<br />
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|-<br />
| Lab Monkey Crate - 2 pack<br />
| 250 Credits<br />
| x2 Monkey<br />
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|-<br />
| Lab Monkey Crate - 4 pack<br />
| 500 Credits<br />
| x4 Monkey<br />
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|-<br />
| Plasma Assembly Crate (Cardlocked [Research])<br />
| 500 Credits<br />
| x3 Plasma Tank, x3 Igniter, x3 Proximity Sensor, x3 Timer<br />
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|-<br />
| Weapons Crate - 4 pack (Cardlocked [Security])<br />
| 10000 Credits<br />
| x4 Laser Gun<br />
<br />
|- id="Weapon Crate"<br />
| Weapons Crate - 2 Pack (Cardlocked [Security])<br />
| 5000 Credits<br />
| x2 Laser Gun<br />
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|- id="Experimental Weapon Crate"<br />
| Experimental Weapons Crate (Cardlocked [Heads of Staff])<br />
| 2500 Credits<br />
| x3 Plasma Tank, x3 Incendiary Grenade, x1 Stun Gloves<br />
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|-<br />
| Emergency Equipment<br />
| 1500 Credits<br />
| x4 Floor Bot, x5 Air Tank, x5 Gas Mask<br />
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|-<br />
| Alcohol Crate<br />
| 300 Credits<br />
| x8 Assorted Liquor<br />
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|- id="Robotics Crate"<br />
| Robotics Crate<br />
| 2000 Credits<br />
| x1 [[Securitron|Security]], [[Floorbot|Floor Repair]], [[Cleanbot|Cleaning]], [[Medbot|Medical]], [[Firebot|Firefighting]] and [[Digbot|Mining]] Bots<br />
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|-<br />
| Novelty Clothing Crate<br />
| 15000 Credits<br />
| x7 Assorted Novelty Clothing<br />
|}<br />
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==Supplementary Video==<br />
{{#widget:YouTube|id=lZLGNgidDi4}}<br />
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{{JobMenu}}<br />
[[Category: Jobs]]</div>Darth various