Difference between revisions of "Making and Breaking"
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To make something with a fabricator/manufacturer, simply click on the fabricator/manufacturer to bring up its interface and click on the link/name for the item you want to make. If you want to a fabricator/manufacturer to repeatly make something until it runs out of material, click on the ''Repeat:Off'' link on the top of the interface to do just that. It should change to ''Repeat: On'', and you can click on it again to turn it off. The item currently being created and amount of time left until it's finished is displayed at the top. To see a list of all the items being created, click on the ''Queue'' link at the top of the interface. | To make something with a fabricator/manufacturer, simply click on the fabricator/manufacturer to bring up its interface and click on the link/name for the item you want to make. If you want to a fabricator/manufacturer to repeatly make something until it runs out of material, click on the ''Repeat:Off'' link on the top of the interface to do just that. It should change to ''Repeat: On'', and you can click on it again to turn it off. The item currently being created and amount of time left until it's finished is displayed at the top. To see a list of all the items being created, click on the ''Queue'' link at the top of the interface. | ||
Some items are "hidden", meaning you can only make them when the manufacturer/fabricator is [[Hacking#Vending Machines and Fabricators|hacked]]. You can also insert [[Mechanic#R&D|blueprints from Mechanics]] into any manufacturer/fabricator to make it able to produce things it usually can't produce. Items inserted this way are categorized as "Downloaded" items. | |||
If a fabricator/manufacturer does not have enough material for an item or lacks the required type of material, the name of the item and the unmet material requirement will be in <font color=red>red font</font>. To load materials into the fabricator/manufacturer, simply click on it with the materials in-hand. As previously mentioned, make sure they're [[#Reclaimers & Material Processors|processed]] first. To remove materials, click on the list of materials at the top and enter the number of units of materials to be withdrawn. 10 units = 1 bar/block. | If a fabricator/manufacturer does not have enough material for an item or lacks the required type of material, the name of the item and the unmet material requirement will be in <font color=red>red font</font>. To load materials into the fabricator/manufacturer, simply click on it with the materials in-hand. As previously mentioned, make sure they're [[#Reclaimers & Material Processors|processed]] first. To remove materials, click on the list of materials at the top and enter the number of units of materials to be withdrawn. 10 units = 1 bar/block. |
Revision as of 03:17, 12 April 2019
So, you got comfortable with the game and now want to renovate the Bar and see what sort of cool stuff you can make with all this glass, metal, and cloth lying around. If this is the case, you've come to the right place. There are various ways to create and destroy, listed below.
Automated
Many items can be made through fabricators/manufacturers, which automatically create items from a variety of processed materials. Each fabricator/manufacturer usually comes with its own supply of mauxite, pharosium, molitz, and occasionally cotton, but they can accept refined ores that have dug up by mining, organic materials grown by botany, custom alloys made from Ore Processing, raw materials recycled through the reclaimer, and many, many other sources.
To make something with a fabricator/manufacturer, simply click on the fabricator/manufacturer to bring up its interface and click on the link/name for the item you want to make. If you want to a fabricator/manufacturer to repeatly make something until it runs out of material, click on the Repeat:Off link on the top of the interface to do just that. It should change to Repeat: On, and you can click on it again to turn it off. The item currently being created and amount of time left until it's finished is displayed at the top. To see a list of all the items being created, click on the Queue link at the top of the interface.
Some items are "hidden", meaning you can only make them when the manufacturer/fabricator is hacked. You can also insert blueprints from Mechanics into any manufacturer/fabricator to make it able to produce things it usually can't produce. Items inserted this way are categorized as "Downloaded" items.
If a fabricator/manufacturer does not have enough material for an item or lacks the required type of material, the name of the item and the unmet material requirement will be in red font. To load materials into the fabricator/manufacturer, simply click on it with the materials in-hand. As previously mentioned, make sure they're processed first. To remove materials, click on the list of materials at the top and enter the number of units of materials to be withdrawn. 10 units = 1 bar/block.
All fabricators/manufacturers have a basic search function and filters at the top of the interface. To get rid of a filter, click on the Filter link and press Cancel. You can also control how much time it takes for each item to be created, with the Speed link, with higher settings consuming more power.
The Cargo Bay features many different fabricators right next to each other. These can usually have raw materials left, since the standard miner procedure is to teleport everything they don't need for their own laser drills and industrial space armor into the QM's lap.
Reclaimers & Material Processors
Many materials, such as metal sheets and raw ore, cannot be directly be used in the fabricators/manufacturers. Instead, they must be refined by some sort of processor into bars and blocks, which can then be inserted into a fabricator/manufacturer and then used to make items.
Processors come to two forms: the stationary material processor, often found in Ore Processing and Mining Department, and the portable reclaimer, which can be ordered from the QM and is often found in Robotics, Cargo Bay, Mining Department, and a few other areas that use fabricators/manufacturers. Both can take ore and process it into material blocks/bars, but only the reclaimer can accept sheets, rods, floor tiles, and other refined goods. This makes the reclaimer handy for tasks such as:
- Turning metal sheets into steel bars and glass sheets into glass blocks, which can substitute for mauxite and molitz, respectively.
- Extracting copper, a conductor that can fills the same role as pharosium, and synthrubber from cable coils.
- Turning steel scrap and glass shards from wreckage back into steel bars and glass blocks.
For both types, to load materials for processing, you can either put the materials on the floor and drag and drop their sprite onto the processor's or simply click on the processor with the materials in your active hand. Also, you can use drag and drop on the processor to set its output to a fabricator, floor tile or crate.
General Manufacturer
Also known as the autolathe. Several of them are available on the station, for example in tool storage, the warehouse and research sector, among other places. In theory, it creates many cheap and useful general-purpose items such as tools and basic construction materials for when you need to plug a hull breach in a hurry. In reality, someone will mail vuvuzelas to every corner of the station before the five minute mark.
Robotics Fabricator
Used to create surgery tools and certain implants, prostheses, parts and upgrades for cyborgs and robots. A pair of these can be found in robotics, conventionally enough.
Medical Fabricator
Found in medbay. Can be used to make surgery tools and other basic medical equipment.
Mining Fabricator
Standard mining machinery. In theory, it turns the ore spoils of miners into more effective equipment and blasting charges. In practice, these are used exclusively to create mishandled mining explosives and blastproof robot armor for Syndicate operatives and other sympathizers.
Uniform Manufacturer
Found in customs, the Locker Room on some maps, and on the Syndicate shuttle, of all places. Mainly intended to help mugged crewmen regain their dignity, it creates a limited selection of clothing. You can rip apart bedsheets and towels from the nearby linen bin to get more cotton for the manufacturer.
Personnel Equipment Manufacturer
Found in the Head of Personnel's Office and sometimes Customs as well, depending on the map. It's like the Uniform Manufacturer, but instead of just making clothes, it can also manufacture spare ID cards and access implants. As with the uniform manufacturer, you can rip apart the nearby linens to get more cotton for it.
Ship Component Fabricator
Located in the central pod hangar. In exchange for devouring tons of minerals, they dispense almost everything you could want or need for the labor-intensive pod construction and upgrade work.
Gas Extractor
Found in Engineering, often in the Cold Loop, and the Cargo Bay on some maps. Converts certain ores and metal into canisters and tanks of gases. Super useful for refilling the thermo-electric engine gas loops , creating plasma canisters for anti-Blob attacks, and creating oxygen canisters for repressurising repaired hull breaches.
Manual
Construction
You can manually construct quite a few objects found on the station using metal, tools and other items, and most of these objects can also be disassembled in more obscure ways. Refer to this if you want to build an AI upload in the cafeteria or disassemble all COMMaster terminals.
Robots
Want to fill the station with tiny beeping vermin helpful robots? Look no further!
Hacking
Certain objects cannot be disassembled without bombs - that doesn't mean you cannot break them though! In this page, you can find out how to make every soda machine launch Grife-O at clueless assistants.
Chemistry
Certain chemicals can be used for making and breaking things. CLF3 for instance can melt floor tiles, whereas thermite burns through walls. Metal foam is convenient for repairing hull breaches.