Difference between revisions of "User:Studenterhue/Sandbox"

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(Add the Contraband icon)
(Relocate some interesting (to me at least) info on removed matsci properties)
 
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A game mode with a rather checkered past. Removed due to being worse balanced than the station budget. Revolution was in theory a really great gamemode that everyone on the station would get to enjoy, but it never quite would turn out as well as you would hope: the rounds would always turn out to be super chaotic, and more often than not, end up with a battlefield, with dead assistants and security officers everywhere. Since at the time 60+ player rounds were not uncommon, the revs would usually convert most of the crew and quickly kill all of the heads by swarming them. The only real defense would be to hide, which made the round drag on forever. As years passed, and server populations shrunk, and the rev nostalgia grew and grew, revolution was added back in rotation by popular demand in 2017.
Half-Assed House: Home for "Projects" That Studenterhue Didn't Think Had Enough for Their Own Subpage
----
----
{{wip}}
==Removed Matsci Properties==
{| class="wikitable mw-collapsible"
! Property
! class="unsortable"| Explanation
! width=25% class="unsortable"|Material Analyzer Descriptions
|- id="Ore Quality"
! Ore Quality
| Affects how durable the walls, floors and windows made out of it are. Does not affect market price.
|
{| style="font-size: 85%;text-align:left;margin: auto" width=100%
! Value Range
! Description
|-
| -101 and below
| "worthless"
|-
| -100 to -51
| "terrible"
|-
| -50 to -41
| "awful"
|-
| -40 to -31
| "bad"
|-
| -30 to -21
| "low-grade"
|-
| -20 to -11
| "poor"
|-
| -10 to -1
| "impure"
|-
| 0
| "(no prefix)"
|-
| 1 to 10
| "decent"
|-
| 11 to 20
| "fine"
|-
| 21 to 30
| "good"
|-
| 31 to 40
| "high-quality"
|-
| 41 to 50
| "excellent"
|-
| 51 to 60
| "fantastic"
|-
| 61 to 70
| "amazing"
|-
| 71 to 80
| "incredible"
|-
| 81 to 90
| "supreme"
|-
| 91 to 100
| "pure"
|-
| 101+
| "perfect"
|}
|- id="Gem Quality"
! Gem Quality
| Affects nothing. It does even not affect market price.
|
{| style="font-size: 85%;text-align:left;margin: auto" width=100%
! Value Range
! Description
|-
| -101 and below
| "worthless"
|-
| -100 to -51
| "awful"
|-
| -50 to -41
| "shattered"
|-
| -40 to -31
| "broken"
|-
| -30 to -21
| "cracked"
|-
| -20 to -11
| "flawed"
|-
| -10 to -1
| "dull"
|-
| 0
| "(no prefix)"
|-
| 1 to 10
| "pretty"
|-
| 11 to 20
| "shiny"
|-
| 21 to 30
| "gleaming"
|-
| 31 to 40
| "sparkling"
|-
| 41 to 50
| "glittering"
|-
| 51 to 60
| "beautiful"
|-
| 61 to 70
| "lustrous"
|-
| 71 to 80
| "iridescent"
|-
| 81 to 90
| "radiant"
|-
| 91 to 100
| "pristine"
|-
| 101+
| "perfect"
|}
|}
 
 
==Restock Cartridges==
[[File:VendorRestockCartridges.gif|64px]]
 
A tiny little cartridge for restocking a particular vending machine. Most, but not all, vending machines have an associated restock cartridge. When used on a vending machine, it refills all of the items to their original amounts. This includes any hacked/hidden items, with exception of the security ammo restock cartridge for the [[Security Objects#AmmoTech|AmmoTech]]; that cartridge does not restock the machine's buckshot.
 
{| class="wikitable sortable"
! Name
! class="unsortable" | Icon
! Vending Machine Restocked
! Source
 
|- id="Coffee Restock Cartridge"
! Coffee Restock Cartridge
| <center>[[File:CoffeeRestockCartridge.png]]</center>
| [[Vending Machines#Coffee Machine|Coffee machine]]
| [[Quartermaster#Necessities Vending Machine Restocking Pack|Necessities Vending Machine Restocking Pack]]
 
|- id="Snack Restock Cartridge"
! Snack Restock Cartridge
| <center>[[File:SnackRestockCartridge.png]]</center>
| [[Vending Machines#Snack Machine|Snack machine]]
| [[Quartermaster#Necessities Vending Machine Restocking Pack|Necessities Vending Machine Restocking Pack]]
 
|- id="Cigarette Restock Cartridge"
! Cigarette Restock Cartridge
| <center>[[File:CigaretteRestockCartridge.png]]</center>
| [[Vending Machines#Cigarette Machine|Cigarette machine]]
| [[Quartermaster#Necessities Vending Machine Restocking Pack|Necessities Vending Machine Restocking Pack]]
|- id="Cola Restock Cartridge"
! Cola Restock Cartridge
| <center>[[File:ColaRestockCartridge.png]]</center>
| Soda machine (red and blue)
| [[Quartermaster#Necessities Vending Machine Restocking Pack|Necessities Vending Machine Restocking Pack]]
 
|- id="Alcohol Restock Cartridge"
! Alcohol Restock Cartridge
| <center>[[File:AlcoholRestockCartridge.png]]</center>
| [[Foods and Drinks#Cap'n Bubs' Booze-O-Mat|Cap'n Bubs' Booze-O-Mat]]
| [[Quartermaster#Necessities Vending Machine Restocking Pack|Necessities Vending Machine Restocking Pack]]
 
|- id="Capsule Restock Cartridge"
! Capsule Restock Cartridge
| <center>[[File:CapsuleRestockCartridge.png]]</center>
| Capsule machine
| [[Quartermaster#Necessities Vending Machine Restocking Pack|Necessities Vending Machine Restocking Pack]]
 
|- id="Kitchen Restock Cartridge"
! Kitchen Restock Cartridge
| <center>[[File:KitchenRestockCartridge.png]]</center>
| [[Foods and Drinks#FoodTech|FoodTech]]
| [[Quartermaster#Necessities Vending Machine Restocking Pack|Necessities Vending Machine Restocking Pack]]<br>[[Quartermaster#Catering and Hydroponics Vending Machine Restocking Pack|Catering and Hydroponics Vending Machine Restocking Pack]]
 
|- id="Standard Restock Cartridge"
! Standard Restock Cartridge
| <center>[[File:StandardRestockCartridge.png]]</center>
| [[Vending Machines#Vendomat|Vendomat]] (including [[Science Objects#Vendomat|research-specific version]])
| [[Quartermaster#Necessities Vending Machine Restocking Pack|Necessities Vending Machine Restocking Pack]]
 
|- id="Hydroponics Restock Cartridge"
! Hydroponics Restock Cartridge
| <center>[[File:HydroponicsRestockCartridge.png]]</center>
| [[Guide to Botany#GardenGear|GardenGear]]
| [[Quartermaster#Catering and Hydroponics Vending Machine Restocking Pack|Catering and Hydroponics Vending Machine Restocking Pack]]<br>[[Quartermaster#Scientific Requisitions|Botanical Prototyping requisition]]
 
|- id="Security Restock Cartridge"
! Security Restock Cartridge
| <center>[[File:SecurityRestockCartridge.png]]</center>
| [[Security Objects#SecTech|SecTech]]
| [[Quartermaster#Security Vending Machine Restocking Pack|Security Vending Machine Restocking Pack]]
 
|- id="Security Ammo Restock Cartridge"
! Security Ammo Restock Cartridge
| <center>[[File:SecurityAmmoRestockCartridge.png]]</center>
| [[Security Objects#AmmoTech|AmmoTech]] (does not restock the buckshot)
| [[Quartermaster#Security Vending Machine Restocking Pack|Security Vending Machine Restocking Pack]]
 
|- id="Medical Restock Cartridge"
! Medical Restock Cartridge
| <center>[[File:MedicalRestockCartridge.png]]</center>
| [[Medical Objects#NanoMed Plus|NanoMed Plus]] (not [[Medical Objects#Port-a-NanoMed|Port-A-NanoMed]])
| [[Quartermaster#Medical Vending Machine Restock Pack|Medical Vending Machine Restock Pack]]


All the manner of especially illegal and/or restricted things--how to find/discover them!
|- id="Public Medical Restock Cartridge"
! Public Medical Restock Cartridge
| <center>[[File:PublicMedicalRestockCartridge.png]]</center>
| [[Medical Objects#Public MiniMed|Public MiniMed]]
| [[Quartermaster#Medical Vending Machine Restock Pack|Medical Vending Machine Restock Pack]]


==Contraband Levels==
|- id="Mechanics Restock Cartridge"
The following is a mostly-comprehensive list of things the security scanners, SecHUDs, the Guardbuddies, and Beepsky and his securitron brothers all consider illegal. By no means should you use contraband rating as the sole factor in deciding to confiscate an item/arrest a person. Contraband is strictly a legal term; all contraband is dangerous, but not everything that's dangerous is contraband. Use your common sense! Sure, a man carrying a [[Syndicate Items#Butcher's Knife|butcher's knife]] isn't ''technically'' carrying contraband, but that doesn't mean he hasn't done anything illegal.
! Mechanics Restock Cartridge
| <center>[[File:MechanicsRestockCartridge.png]]</center>
| [[Engineering Objects#MechComp Dispenser|MechComp Dispenser]]
| [[Quartermaster#Electronics Vending Machine Restock Pack|Electronics Vending Machine Restocking Pack]]  


{| class="wikitable sortable" style="text-align: center"
|- id="Computer3 Restock Cartridge"
! Item
! Computer3 Restock Cartridge
! class="unsortable" | Image
| <center>[[File:Computer3RestockCartridge.png]]</center>
! Contraband <br> Level
| [[Computers#CompTech|CompTech]]
| [[Quartermaster#Electronics Vending Machine Restocking Pack|Electronics Vending Machine Restocking Pack]]
 
|- id="Floppy Restock Cartridge"
! Floppy Restock Cartridge
| <center>[[File:FloppyRestockCartridge.png]]</center>
| SoftTech
| [[Quartermaster#Electronics Vending Machine Restocking Pack|Electronics Vending Machine Restocking Pack]]
 
|- id="PDA Restock Cartridge"
! PDA Restock Cartridge
| <center>[[File:PDARestockCartridge.png]]</center>
| CartyParty
| [[Quartermaster#Electronics Vending Machine Restocking Pack|Electronics Vending Machine Restocking Pack]]
 
|- id="Research Clothing Restock Cartridge"
! Research Clothing Restock Cartridge
| <center>[[File:GenericClothingRestockCartridge.png]]</center>
| [[Science Objects#Research Apparel|Research Apparel]]
| [[Quartermaster#Clothing Vending Machine Restock Pack|Clothing Vending Machine Restock Pack]]
 
|- id="Security Clothing Restock Cartridge"
! Security Clothing Restock Cartridge
| <center>[[File:GenericClothingRestockCartridge.png]]</center>
| [[Security Objects#Security Apparel|Security Apparel]]
| [[Quartermaster#Clothing Vending Machine Restock Pack|Clothing Vending Machine Restock Pack]]
 
|- id="Medical Clothing Restock Cartridge"
! Medical Clothing Restock Cartridge
| <center>[[File:GenericClothingRestockCartridge.png]]</center>
| [[Medical Objects#Medical Apparel|Medical Apparel]]
| [[Quartermaster#Clothing Vending Machine Restock Pack|Clothing Vending Machine Restock Pack]]
 
|- id="Engineering Clothing Restock Cartridge"
! Engineering Clothing Restock Cartridge
| <center>[[File:GenericClothingRestockCartridge.png]]</center>
| [[Engineering Objects#Engineering Apparel|Engineering Apparel]]
| [[Quartermaster#Clothing Vending Machine Restock Pack|Clothing Vending Machine Restock Pack]]
 
|- id="Catering Clothing Restock Cartridge"
! Catering Clothing Restock Cartridge
| <center>[[File:GenericClothingRestockCartridge.png]]</center>
| [[Foods and Drinks#Catering Apparel|Catering Apparel]]
| [[Quartermaster#Clothing Vending Machine Restock Pack|Clothing Vending Machine Restock Pack]]
 
|- id="Syndicate Clothing Restock Cartridge"
! Syndicate Clothing Restock Cartridge
| <center>[[File:GenericClothingRestockCartridge.png]]</center>
| [[Syndicate Items#Syndicate Apparel|Syndicate Apparel]]
| [[Syndicate Items#Syndicate Clothing Vendor Restock Cartridge|C.A.R.L.]]
|}
 
==Instruments Dynassemblies==
Relocated from [[Ore Processing]], when crafting instruments with different parts was replaced with making them a manufacturer in [https://github.com/goonstation/goonstation/pull/10581 PR #10581]. Keeping around to document old instruments system in the future.
{| class="wikitable sortable"
!Product!!| Icon!!class="unsortable" | Category!!class="unsortable" | Requirements!!class="unsortable" | Description
|-
|[[Instruments|Instrument body]] || <center>[[Image:InstrumentBody.png]]</center> ||Miscellaneous ||(4) Material||The body of an instrument.
|-
|[[Instruments|Instrument neck]] || <center>[[Image:InstrumentNeck.png]]</center> ||Miscellaneous ||(3) Material||The neck of an instrument.
|-
|[[Instruments|Instrument mouthpiece]] || <center>[[Image:InstrumentMouth.png]]</center> ||Miscellaneous ||(2) Material||The mouthpiece of an instrument.
|-
|[[Instruments|Instrument bell]] || <center>[[Image:InstrumentBell.png]]</center> ||Miscellaneous ||(4) Metal or Crystal||The bell of an instrument. Not an actual bell.
|-
|-
| [[Syndicate Items|Most Syndicate Items]]  
|[[Instruments|Instrument bag]] || <center>[[Image:InstrumentBag.png]]</center> ||Miscellaneous ||(4) Cloth or Organic||The bag of an instrument.
| [[Image:Falsemustache.png]]  
| 0
|-
|-
| [[Security Objects#Flash|Flash]]  
|[[Instruments|Instrument rod]] || <center>[[Image:InstrumentRod.png]]</center> ||Miscellaneous ||(3) Metal or Crystal||A plain old hollowed out rod.
| [[Image:Flash.png]]  
|}
| 0
 
|- body style="background-color:#fffdec;"
==Straight Jacket==
| [[Murder#FlarePistol|Flare Gun]]  
Removed from [[Medical Objects]] when straights jackets were removed. Keeping this around for historical interest/reference.
| [[Image:FlareGun.png]]
 
| 2
{| class="wikitable sortable" style="text-align: left"
|- body style="background-color:#fffac1;"
!scope = "col" style="width: 15%" | Item
| Toy Sword
!scope = "col" style="width: 10%" class="unsortable" | Image
| [[Image:CSaberNew.png]]
!scope = "col" style="width: 75%" class="unsortable" | Description
| 3
 
|- body style="background-color:#fffac1;"
|- id="Straight Jacket"
| [[Nuclear Operative|Syndicate Space Suit]]
! Straight Jacket
| [[Image:SnekSyndieSuit.png]]
| <center>[[Image:Straightjacket.png]]</center>
| 3
| [[Security Objects#Equipment|Handcuffs]] on steroids. Aside from the usual restrictions, e.g. the inability to use the hands or open doors, there are two key differences. Not only will the wearer be slowed down to walking speed, they also cannot escape (remove) the straight jacket on their own. For these reasons, it should generally be reserved for emergencies, if the alternative to confinement would be physical harm. Or [[Traitor|devious]] purposes of course. Jackets are available in [[Medbay]], usually in a Treatment Room or near some beds for patients, and, on [[Clarion]], the [[Armory#Clarion|Armory]].
|- body style="background-color:#fffac1;"
 
| [[Syndicate Items#Syringe Gun|Syringe Gun]]
|}
| [[Image:Syringegun.png]]
 
| 3
==Image Arrangements in Tables==
|- body style="background-color:#F5D0A9;"
For mobile browser testing
| [[Security Objects#Stun Baton|Stun Baton]]
 
| [[Image:StunBatonNew.png]]  
===Gallery, without Width===
| 4
{| class="wikitable sortable"
|- body style="background-color:#F5D0A9;"
! Name
| [[Security Objects#Stun Baton|Stun Cane]]  
! class="unsortable" | Image
| [[Image:StunCane.png]]
! class="unsortable" | Description
| 4
 
|- body style="background-color:#F5D0A9;"
|- id="Chemical Barrel"
| [[Security Objects#Taser|Taser Gun]]  
! Chemical Barrel
| [[Image:Taser.png]]  
| style="text-align:middle;"|<center><gallery mode=nolines widths=32px>File:ChemicalBarrelRedClosed.png
| 4
File:ChemicalBarrelRedOpen.png</gallery></center>
|- body style="background-color:#F5D0A9;"
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
| [[Syndicate Items#Amplified Vuvuzela|Amplified Vuvuzela]]  
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
| [[Image:AmpVuvuzela.png]]
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
| 4
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
|- body style="background-color:#F5D0A9;"
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
| [[Security Objects#Wave Gun|Wave Gun]]
|}
| [[Image:LockedPhaser.png]]
 
| 4
===Varying Padding, with Width===
|- body style="background-color:#F5D0A9;"
{| class="wikitable sortable"
| [[Security Objects#Energy Gun|Energy Gun]]
! Name
| [[Image:Egun.png]]
! class="unsortable" style="width:10%" | Image
| 4
! class="unsortable" | Description
|- body style="background-color:#F5D0A9;"
 
| [[Murder#LaserGun|Laser Gun]]
|- id="Chemical Barrel"
| [[Image:Lasergun.png]]
! Chemical Barrel
| 4
| padding:10px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
|- style="background-color:#F5D0A9;"
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
| [[Security Objects#Phaser|Phaser]]  
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
| [[Image:Phaser.png]]  
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
| 4
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
|- style="background-color:#F5D0A9;"
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
| [[Syndicate Items#Miniature Crossbow|Miniature Crossbow]]  
 
| [[Image:Radbow.png]]  
|- id="Chemical Barrel"
| 4
! Chemical Barrel
|- style="background-color:#F5D0A9;"
| padding:20px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| [[Murder#Disruptor|Disruptor]]  
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
| [[Image:Disruptor.png]]  
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
| 4
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
|- style="background-color:#F5D0A9;"
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
| [[Syndicate Items#Telegun|Telegun]]
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.  
| [[Image:TeleportGun.png]]
 
| 4
|- id="Chemical Barrel"
|- style="background-color:#F5D0A9;"
! Chemical Barrel
| [[Murder#AntiqueLaser|Antique laser gun]]
| padding:30px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| [[Image:AntiqueLaserGun.png]]  
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
| 4
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
|- style="background-color:#F5D0A9;"
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
| [[Murder#AdvLaserGun|Laser Rifle]]  
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
| [[Image:LaserRifle.png]]  
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.  
| 4
 
|- style="background-color:#F5D0A9;"
| [[Murder#BFG|BFG9000]]  
| [[Image:BFG9000.png]]  
| 4
|- style="background-color:#F5D0A9;"
| [[Syndicate Items#.22 Pistol Box|.22 Pistol]]  
| [[Image:22Pistol.png]]  
| 4
|-  style="background-color:#F5D0A9;"
| [[Security Objects#Detective's Revolver|.38/Detective's Revolver]]  
| [[Image:Detectivegun.png]]  
| 4
|- style="background-color:#F5D0A9;"
| [[Syndicate Items#Revolver BOX|.357 Revolver]]  
| [[Image:Revolver.png]]  
| 4
|- style="background-color:#F5D0A9;"
| [[Syndicate Items#Derringer|Derringer]]  
| [[Image:Derringer.png]]  
| 4
|- style="background-color:#F5D0A9;"
| [[Security Objects#Tranquilizer Rifle|Tranquilizer rifle]]  
| [[Image:TranqRifle.png]]  
| 4
|- style="background-color:#F5D0A9;"
| [[Murder#ArtifactGun|Artifact gun]]  
| [[Image:ArtifactGun.gif]]  
| 4
|- style="background-color:#F5D0A9;"
| [[Syndicate Items#Red Chainsaw|Red Chainsaw]]  
| [[Image:RedChainsaw32.png]]  
| 4
|- style="background-color:#F5D0A9;"
| [[Wizard|Wizard Robes]]  
| [[Image:WizardRobes2.gif]]  
| 4
|- style="background-color:#F5A9A9;"
| [[Syndicate Items#Cyalume Saber|Cyalume Saber]]  
| [[Image:CSaberNew.png]]
| 5
|- style="background-color:#F5A9A9;"
| [[Syndicate Items#Katana|Katana]] (unsheathed)  
| [[Image:KatanaSheathed.png]]  
| 5
|- style="background-color:#F5A9A9;"
| [[Security Objects#Riot Shotgun|Riot Shotgun]]  
| [[Image:RiotShotgun.png]]  
| 5
|- style="background-color:#F5A9A9;"
| [[Murder#Flamethrower|Flamethrower]]  
| [[Image:Flamethrower.png]]
| 5
|- style="background-color:#d29399;"
| [[Murder#Zip Gun|Zip Gun]]  
| [[Image:ZipGun.png]]  
| 6
|- style="background-color:#d29399;"
| [[Syndicate Items#Police Baton|Police Baton]]  
| [[Image:PoliceBaton.png]]  
| 6
|- style="background-color:#ff7f7f;"
| [[Security Objects#Riot Launcher|Riot Launcher]]  
| [[Image:GrenadeLauncher.png]]  
| 7
|- style="background-color:#ff7f7f;"
| [[Syndicate Items#Shotgun Box|Spacker-12]]  
| [[Image:Spacker.png]]  
| 7
|- style="background-color:#ff3232;"
| [[Syndicate Items#Wrestling Belt|Wrestling Belt]]  
| [[Image:WrestlingBelt.png]]
| 8
|- style="background-color:#ff3232;"
| [[Syndicate Items#Hunting Rifle|Old Hunting Rifle]]  
| [[Image:Hunting_rifle.png]]  
| 8
|- style="background-color:#ff3232;"
| [[Murder#762AK|AK-744]]  
| [[Image:AK-744.png]]  
| 8
|- style="background-color:#ff3232;"
| [[Murder#MPRT-7|MPRT-7]]  
| [[Image:MPRT-7.png]]
| 8
|}
|}
===Varying Padding, without Width===
{| class="wikitable sortable"
! Name
! class="unsortable" | Image
! class="unsortable" | Description


{| class="wikitable sortable" style="text-align: center"
|- id="Chemical Barrel"
! Item
! Chemical Barrel
| padding:10px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|- id="Chemical Barrel"
! Chemical Barrel
| padding:20px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|- id="Chemical Barrel"
! Chemical Barrel
| padding:30px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|}
===Div Tags, without Width===
{| class="wikitable sortable"
! Name
! class="unsortable" | Image
! class="unsortable" | Image
! Contraband <br> Level
! class="unsortable" | Description
|-
 
! [[Syndicate Items|Most Syndicate Items]]
|- id="Chemical Barrel"
| [[Image:Falsemustache.png]]
! Chemical Barrel
| 0
| <div class="row">
|-
<div class="column">[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelBlueClosed.png]] </div>
! [[Security Objects#Flash|Flash]]
<div class="column">[[File:ChemicalBarrelRedOpen.png]] [[File:ChemicalBarrelYellowOpen.png]] [[File:ChemicalBarrelBlueOpen.png]] </div> </div>
| [[Image:Flash.png]]
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
| 0
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
|- body style="background-color:#fffdec;"
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.  
! [[Murder#FlarePistol|Flare Gun]]
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.  
| [[Image:FlareGun.png]]
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
| 2
 
|- body style="background-color:#fffac1;"
! Toy Sword
| [[Image:CSaberNew.png]]
| 3
|- body style="background-color:#fffac1;"
! [[Nuclear Operative|Syndicate Space Suit]]
| [[Image:SnekSyndieSuit.png]]
| 3
|- body style="background-color:#fffac1;"
! [[Syndicate Items#Syringe Gun|Syringe Gun]]
| [[Image:Syringegun.png]]  
| 3
|- body style="background-color:#F5D0A9;"
! [[Security Objects#Stun Baton|Stun Baton]]
| [[Image:StunBatonNew.png]]  
| 4
|- body style="background-color:#F5D0A9;"
! [[Security Objects#Stun Baton|Stun Cane]]
| [[Image:StunCane.png]]
| 4
|- body style="background-color:#F5D0A9;"
! [[Security Objects#Taser|Taser Gun]]
| [[Image:Taser.png]]  
| 4
|- body style="background-color:#F5D0A9;"
! [[Syndicate Items#Amplified Vuvuzela|Amplified Vuvuzela]]
| [[Image:AmpVuvuzela.png]]  
| 4
|- body style="background-color:#F5D0A9;"
! [[Security Objects#Wave Gun|Wave Gun]]
| [[Image:LockedPhaser.png]]  
| 4
|- body style="background-color:#F5D0A9;"
! [[Security Objects#Energy Gun|Energy Gun]]
| [[Image:Egun.png]]
| 4
|- body style="background-color:#F5D0A9;"
! [[Murder#LaserGun|Laser Gun]]
| [[Image:Lasergun.png]]  
| 4
|- style="background-color:#F5D0A9;"
! [[Security Objects#Phaser|Phaser]]  
| [[Image:Phaser.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Syndicate Items#Miniature Crossbow|Miniature Crossbow]]  
| [[Image:Radbow.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Murder#Disruptor|Disruptor]]
| [[Image:Disruptor.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Syndicate Items#Telegun|Telegun]]  
| [[Image:TeleportGun.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Murder#AntiqueLaser|Antique laser gun]]
| [[Image:AntiqueLaserGun.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Murder#AdvLaserGun|Laser Rifle]]
| [[Image:LaserRifle.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Murder#BFG|BFG9000]]
| [[Image:BFG9000.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Syndicate Items#.22 Pistol Box|.22 Pistol]]
| [[Image:22Pistol.png]]
| 4
|-  style="background-color:#F5D0A9;"
! [[Security Objects#Detective's Revolver|.38/Detective's Revolver]]
| [[Image:Detectivegun.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Syndicate Items#Revolver BOX|.357 Revolver]]
| [[Image:Revolver.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Syndicate Items#Derringer|Derringer]]
| [[Image:Derringer.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Security Objects#Tranquilizer Rifle|Tranquilizer rifle]]
| [[Image:TranqRifle.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Murder#ArtifactGun|Artifact gun]]
| [[Image:ArtifactGun.gif]]
| 4
|- style="background-color:#F5D0A9;"
! [[Syndicate Items#Red Chainsaw|Red Chainsaw]]
| [[Image:RedChainsaw32.png]]
| 4
|- style="background-color:#F5D0A9;"
! [[Wizard|Wizard Robes]]
| [[Image:WizardRobes2.gif]]
| 4
|- style="background-color:#F5A9A9;"
! [[Syndicate Items#Cyalume Saber|Cyalume Saber]]
| [[Image:CSaberNew.png]]
| 5
|- style="background-color:#F5A9A9;"
! [[Syndicate Items#Katana|Katana]] (unsheathed)  
| [[Image:KatanaSheathed.png]]
| 5
|- style="background-color:#F5A9A9;"
! [[Security Objects#Riot Shotgun|Riot Shotgun]]  
| [[Image:RiotShotgun.png]]
| 5
|- style="background-color:#F5A9A9;"
! [[Murder#Flamethrower|Flamethrower]]
| [[Image:Flamethrower.png]]
| 5
|- style="background-color:#d29399;"
! [[Murder#Zip Gun|Zip Gun]]
| [[Image:ZipGun.png]]
| 6
|- style="background-color:#d29399;"
! [[Syndicate Items#Police Baton|Police Baton]]
| [[Image:PoliceBaton.png]]
| 6
|- style="background-color:#ff7f7f;"
! [[Security Objects#Riot Launcher|Riot Launcher]]  
| [[Image:GrenadeLauncher.png]]
| 7
|- style="background-color:#ff7f7f;"
! [[Syndicate Items#Shotgun Box|Spacker-12]]  
| [[Image:Spacker.png]]
| 7
|- style="background-color:#ff3232;"
! [[Syndicate Items#Wrestling Belt|Wrestling Belt]]
| [[Image:WrestlingBelt.png]]
| 8
|- style="background-color:#ff3232;"
! [[Syndicate Items#Hunting Rifle|Old Hunting Rifle]]
| [[Image:Hunting_rifle.png]]
| 8
|- style="background-color:#ff3232;"
! [[Murder#762AK|AK-744]]
| [[Image:AK-744.png]]
| 8
|- style="background-color:#ff3232;"
! [[Murder#MPRT-7|MPRT-7]]
| [[Image:MPRT-7.png]]
| 8
|}
|}


==The Security Scanners==
===Div Tags, with Width===
[[File:SecurityScanner.png]]


Space TSA! Stationary machines found at the entrances into [[Medbay]], the [[Bridge]], and [[Security (place)|Security]], and sometimes a few other weird places depending on the map. They scan anyone walking through them (people in [[Vehicles]] are not scanned at all) for contraband based on simple algorithm:
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:10%" | Image
! class="unsortable" | Description


#Check the contents of the person's hands, pockets, belt, and backpack contents.
|- id="Chemical Barrel"
#For each contraband item detected, add that item's contraband rating to a total threat level, going from 1 to 10.
! Chemical Barrel
#*If the item was in a pocket, backpack, or belt item, only 1/2 of its actual contraband rating is added to the total.
| <div class="row">
#*If the item was in a box in said backpack or belt item, its rating is not added and is essentially undetected.
<div class="column">[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelBlueClosed.png]] </div>
#*Similarly, items [[Doctoring#Item Implant|implanted into their chest]] also go undetected.  
<div class="column">[[File:ChemicalBarrelRedOpen.png]] [[File:ChemicalBarrelYellowOpen.png]] [[File:ChemicalBarrelBlueOpen.png]] </div> </div>
#If that person's threat level is over 4, the scanner goes off and sends [[Security Officer|everyone]] [[Detective|in]] [[Head of Security|Security]] a PDA message with the name of the person who failed the scanner, their threat level, and the location of the scanner that send the message.
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.  
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.  
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.


This machine also checks for [[Head of Personnel#ID Changing|Weapon/Firearms Carry Permits]], so people who are allowed to have tasers and such, like [[Security Officer]]s, can pass through these machines without spooking the rest of Security.
|}


It also looks into the person's [[Security Objects#Security Computer|Security Record]] and checks if they are set to Arrest. If so, they fail the scanner and their threat level is reported as 4, though it is possible for it to be higher if that person is carrying higher level contraband.
===Varying Width===


Humorously, a [[Changeling#Shambling_Abomination|Shambling Abomination]] will also set off the scanner. [[Zombie|Zombies]] set it off too, and in both cases, the threat level is 8. Seems that being that ugly is especially heinous.
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:5%" | Image
! class="unsortable" | Description


To-Do:
|- id="Chemical Barrel"
*Check if it also checks items in crates/lockers and people inside them (probably similar to vehicles--unlikely)
! Chemical Barrel
*Check if it also scans thrown items (unlikely)
| <center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]<center>
*Ask if predator, werewolf, etc. also set off scanners.
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
*Check it considers suit slot as well.
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.  


==SecHUDs==
|}
[[File:SecHud.png]] [[File:ContrabandIcon.png]]


Super-slick special sunglasses that, [[Security Objects#Security Huds|among many other things]], can detect if someone in your sight is carrying contraband. If they're carrying an item with a contraband rating of one or above in their belt slot or in their hands, they'll a little '''C''' over their character sprite. Simple as that.
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:15%" | Image
! class="unsortable" | Description


==Beepsky and The Securitrons==
|- id="Chemical Barrel"
[[File:Secbot.png]]
! Chemical Barrel
| <center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]<center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.


Tiny lil' [[Security Officer]]s that roam about the station looking for those set to arrest and those carrying contraband. They use a much similar contraband search algorithm to the scanners:
|}
#Scan someone within their sight (i.e. seven tiles) and look into the person's hands, belt, and (exo)suit slots.
#*As you could probably tell, the pockets or backpack slots are left unscanned, unlike the scanners.
#Compile a threat level based on what contraband they see, adding each item's contraband rating to a total threat level.
#*If the contraband item in the belt slot/item, only 1/2 of its actual contraband rating is added to the total.
#*If the securitron is emagged, ''everyone's'' threat level is 10.
#Attempt to arrest and pursue anyone whose threat level is 4 or above, communicating that arrest by pointing their weapon at them and shouting "Level [threat level] infraction alert!"


Like the scanners, the Securitrons will also check if that person's ID has a [[Head of Personnel#ID Changing|Weapon/Firearms Carry Permit]]. If the Securitron will completely ignore them, regardless of what contraband they're in fact carrying. However, if it's set to check the Security Records, it will still after that person if they're set to arrest. This Arrest status is also tied to ID card, so the perp could put their ID away to avoid being chased, though they'd still be pursued if they were spotted before putting away the card.
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:20%" | Image
! class="unsortable" | Description


Interestingly, despite their reputation as ruthless and rather foul-mouthed enforcers, they are perhaps the most lenient when it comes to handling blatantly non-human creatures. Being a [[Predator]], a playable [[Zombie]], a transformed [[Werewolf]], a [[Changeling#Shambling_Abomination|Shambling Abomination]], or a [[Monkey]] increases threat level by 2, so it's not illegal in of itself, but it is an aggravating factor.
|- id="Chemical Barrel"
! Chemical Barrel
| <center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]<center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.  


To-Do:
|}
*Supposedly, wearing an agent card can reduce one's threat level by two. I'm not how sure if this made it into the latest versions of Goonstation.


==The GuardBuddies==
==Multiple Column Collapsibles==
[[File:Robuddy.png]]
For mobile browser testing
{| class="wikitable sortable" style="text-align: left"
!scope = "col" style="width:30%" | Item
!scope = "col" style="width:10%" ! data-sort-type="number" | Cost
!scope = "col" style="width:60%" | Contents


Adorable little companions under the control of the [[Research Director]] and [[Head of Security]]. They use the exact same algorithm the Securitrons use to assess for perps; they scan belt, suit, and hand slots, they compile an additive threat level based on what they find, and arrest a perp if their threat level is 4 or above. They even announce their arrests attempt in nearly the exact same way.
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:3">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>


The main difference between them and the Securitrons is their policy towards the more monstrous non-humans. GuardBuddies can detect if the thing they're looking at is blatantly not a human; however, they will only arrest those that are especially ugly and/or dangerous to the [[Scientist]]s and other humans. This means [[Predator]]s, transformed [[Werewolf|Werewolves]], [[Zombie]]s, and [[Changeling#Shambling_Abomination|Shambling Abominations]], which are all considered threat level 5.
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:3;width:100%">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>


Also, because these GuardBuddies do not connect with the (since they're considered property of Research, not Security), they do not pursue people who are set to Arrest in the Security Records. However, they do have their own separate database of criminals to pursue, also tied to ID card name, as designated by [[Research Director|RD]] or [[Head of Security|HoS]].
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:4">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>
 
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:4;width:100%">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>
 
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:5">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>
 
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:5;width:100%">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>


To-Do:
*Never actually seen the commands to add someone to the GuardBuddies' criminal database. Must find the commands for it and verify the associated facts above.
----
{| class="wikitable unsortable mw-collapsible mw-collapsed"
! colspan=5| Tier 1: Very Common Symptoms
|-
! class="sortable"| Name
! style="width: 20%" | Microscope Clue
! style="width: 20%" | Reagent Clue
! Explanation
! Spreads through
|-
| Sweating
| The pathogen appears to generate a high amount of fluids.
| <div class="mw-collapsible mw-collapsed">
Is there anything that make them less sweaty?<div class="mw-collapsible-content">
Like cyrostalane?</div>
</div>
| Mildly worrying but ultimately harmless messages about feeling hot. Sweating occurs quite frequently (as in 25% of the time), even in the pathogen's first stages, and they become much more frequent with each stage. At the fifth stage, the afflicted will be sweating pretty much all the time.
| Hands, Body
|}
|}


{| class="wikitable unsortable mw-collapsible mw-collapsed"  
==Experiments into Dropdowns==
! colspan=5| Tier 1: Very Common Symptoms
===Spoilers (Kinda)===
|-
{| style="font-size: 85%;" class="wikitable sortable"
! class="sortable"| Name
!Reagent
! style="width: 20%" | Microscope Clue
!class="unsortable" | Recipe
! style="width: 20%" | Reagent Clue 
!<abbr title="Depletion rate">Dep. rate</abbr>
! Explanation
!<abbr title="Penetrates skin?">Pen. skin?</abbr>
! Spreads through
!class="unsortable" | Per life cycle
|-
!class="unsortable" | Immediate effect upon application
| Sweating
!<abbr title="Addiction probability (INGEST)">Addict prob.</abbr>
| The pathogen appears to generate a high amount of fluids.
!class="unsortable" | Notes
| The pathogen is ''sweating'' that fluid because it's too hot. Any way to cool it down?
 
| Mildly worrying but ultimately harmless messages about feeling hot. Sweating occurs quite frequently (as in 25% of the time), even in the pathogen's first stages, and they become much more frequent with each stage. At the fifth stage, the afflicted will be sweating pretty much all the time.  
|- id="Grog"
| Hands, Body
|Grog||<tab name="Secret! Mouseover to Reveal" dropdown>(2) Two + (2) Two -> (5) Fish</tab>{{OR}}Find in [[Artifact Research#Watering Can|artifact beakers/watering cans]].||0.4||{{No}}||Decays into 5 units of ethanol. 15% chance of +1 {{TOX}}.||Makes you a pirate captain complete with dreadlocks, full beard, eyepatch and matching name.<br><br>TOUCH - 75% chance of +25 {{BRUTE}} and disfiguring the victim's face, 25% of +5 {{BRUTE}}. 20% chance of melting items.||||More of a gimmick chem than legitimately destructive.
|}
|}


{| class="wikitable unsortable mw-collapsible mw-collapsed"  
===Captain Forms===
! colspan=5| Tier 1: Very Common Symptoms
<tab name="Captain Promotion" dropdown>
|-
<pre>
! class="sortable"| Name
[h4]Temporary Promotion Form C-1300[/h4]
! style="width: 20%" | Microscope Clue
[b]Index No. ____[/b][i](Official use only)[/i]
! style="width: 20%" | Reagent Clue 
[hr]
! Explanation
[u]Full Name:[/u]
! Spreads through
____________________________________
|-
[u]Current Job:[/u]
| Sweating
____________________________________
| The pathogen appears to generate a high amount of fluids.
[u]Promotion Reason:[/u]
| The cold substance appears to affect the fluid generation of the pathogen.
____________________________________
| Mildly worrying but ultimately harmless messages about feeling hot. Sweating occurs quite frequently (as in 25% of the time), even in the pathogen's first stages, and they become much more frequent with each stage. At the fifth stage, the afflicted will be sweating pretty much all the time.  
____________________________________
| Hands, Body
____________________________________
____________________________________
[u]Liability Statement:[/u]
I, ____________________________________
agree that I am not using this new position
to abuse the authority or privileges it grants,
or to otherwise mislead the crew and subvert
the existing command structure. I understand
that to lie about this is a crime and I
will be prosecuted and charged to the
fullest extent of space law.
[u]Promotee's Signature:[/u]
____________________________________
[u]Overseeing Staff's Signature:[/u]
____________________________________
[u]Validity Stamp:[/u] __
[u]Shift Time:[/u] __
</pre>
</tab>
<tab name="Execution Form" dropdown>
<pre>
[h4]Execution Order Form C-1400[/h4]
[b]Index No. ____[/b][i](Official use only)[/i]
[hr]
[u]Criminal's Name:[/u]
____________________________________
[u]Convicted Crimes:[/u]
____________________________________
____________________________________
____________________________________
____________________________________
[u]Liability Statement:[/u]
I, ____________________________________,
accept any and all financial burdens and
damage to company property that this
execution may cause. I understand that
execution may be a traumatic procedure
and volunteer to financially compensate
the company for all psychiatric help
that crew members may require due to
this event.
[u]Captain's Signature:[/u]
____________________________________
[u]Security Officer's Signature:[/u]
____________________________________
[u]Validity Stamp:[/u] __
[u]Shift Time:[/u] __
</pre>
</tab>
----
=Organ Damage Table=
fuck it's the organ damage from Doctoring but it's a WIP table
==Organ Damage Types==
{| class="wikitable sortable"
! Damage Type
! class="unsortable" | Causes
! class="unsortable" | Effects at Critical Threshold
! class="unsortable" | Effects at Dead/Missing Organs
! class="unsortable" | Treatment
 
|- id="Lung Damage"
! Lung Damage
| Note that ach lung takes damage separately, independently of each other, though some sources damage both.
*Attacks to chest > 4 {{BRUTE}}
*Breathing in searing hot air. Higher temperatures cause more damage.
*Smoking [[General Objects#Cigarette|cigarettes]] and similar tobacco products. Nicotine content does not matter, only length of smoking sessions.
| Lung has a chance of causing [[#Respiratory Failure|respiratory failure]].
| One lung:
* Occasional [[#Suffocation|{{OXY}} suffocate]]
*-75 max stamina
*-3 stamina regeneration.
Both lungs are damaged
*Rapid [[#Suffocation|{{OXY}} damage]] and [[#LOSEBREATH|LOSEBREATH]]
*-150 Max Stamina
*-6 Stamina Regen
| Administer:
*[[#Salbutamol|salbutamol]]
*[[#Perfluorodecalin|perfluorodecalin]]
*[[Chemicals#Omnizine|Omnizine]]
*[[#Cryoxadone|cryoxadone]]
 
 
|- id="Liver Damage"
! Liver Damage
|
*Attacks to chest > 4 {{BRUTE}}
*Taking [[#Toxin|{{TOX}}]] damage. Only about 3% of the amount of {{TOX}} damage becomes liver damage.
*Drinking [[Chemicals#Ethanol|ethanol]].  
|  
*Chance to develop [[#Liver Failure|liver failure]].
|
*Guaranteed [[#Liver Failure|liver failure]]
*All chems deplete twice as slowly.
*Quick, continuous [[#Toxin|{{TOX}}]] damage.
| Administer:
*[[Doctoring#Charcoal|charcoal]]
*[[Chemicals#Omnizine|Omnizine]]
*[[#Cryoxadone|Cryoxadone]] 
If [[Roboticist#Cyberliver|the patient's liver is augmented]], they can heal liver damage just by ingesting a lot of ethanol--alcohol really is a solution sometimes!
 
|- id="Kidney Damage"
| Kidney Damage
|
*Attacks to chest > 4 {{BRUTE}}
*Taking [[#Toxin|{{TOX}}]] damage. Only about 5% of the amount of {{TOX}} damage becomes liver damage. and kidneys suffer damage separately.
| [[#Kidney Failure|Kidney failure]] occurs
| Patient can survive one dead/missing kidney, but with two kidneys:
*All chems deplete twice as slowly,
*[[#Toxin|{{TOX}}]] damage every second.
| Administer:
*[[Doctoring#Charcoal|charcoal]]
*[[Chemicals#Omnizine|Omnizine]]
*[[#Cryoxadone|Cryoxadone]]
 
|- id="Pancreas Damage"
! Pancreas Damage
|
*Attacks to chest > 4 {{BRUTE}}
*Sugar
| Chance to develop [[#Pancreatitis|Pancreatitis]]
| Unable to secrete [[#Insulin|insulin]] when the amount of [[Chemicals#Sugar|sugar]] in the blood exceeds 80 units
|
*[[Chemicals#Omnizine|omnizine]]
*[[Chemicals#Cryoxadone|cryoxadone]]
 
|- id="Appendix Damage"
! Appendix Damage
| Attacks to chest > 4 {{BRUTE}}
| Risk of contracting [[#Appendicitis|appendicitis]]
| Contracting [[#Appendicitis|appendicitis]]. No appendix means no [[#Appendicitis|appendicitis]].
| [[Chemicals#Omnizine|omnizine]] and [[Chemicals#Cryoxadone|cryoxadone]] counteract appendix damage, the former better than the latter.
 
|- id="Spleen Damage"
! Spleen Damage
| Attacks to chest > 4 {{BRUTE}}
|
| Body cannot regenerate blood naturally.
| No effect.
*[[Chemicals#Omnizine|omnizine]]
*[[Chemicals#Cryoxadone|cryoxadone]]
*[[Chemicals#Salbutamol|salbutamol]]
 
|- id="Stomach Damage"
! Stomach Damage
| Attacks to chest > 4 {{BRUTE}}
| No effect.  
| Can't eat food, though they can still swallow pills, sip drinks, things like that.
|
*[[Chemicals#Omnizine|omnizine]]
*[[Chemicals#Cryoxadone|cryoxadone]]
*[[Doctoring#Charcoal|charcoal]]
 
|- id="Intestines Damage"
! Intestines Damage
| Attacks to chest > 4 {{BRUTE}}
| No effect.
| No effect.
|
*[[Chemicals#Omnizine|omnizine]]
*[[Chemicals#Cryoxadone|cryoxadone]]
*[[Doctoring#Charcoal|charcoal]]
|}
|}
==Organ Ailments==
Each organ-related ailment can be treated with [[Chemicals#Omnizine|omnizine]] and [[Chemicals#Cryoxadone|cryoxadone]], but this will only delay the damage, not cure the disease. Generally, getting a replacement organ or administering the specific drug that heals the organ will cure the ailment. All organ-related diseases have a small chance to clear up in the first stage, but this is very small and exceptionally rare--do not count on it.
{| class="wikitable"
! Condition
! Causes
! Symptoms
! Cures
|- id="Respiratory Failure"
! Respiratory Failure
| Lung reaching Critical damage.
|
*Occasional [[#LOSEBREATH|LOSEBREATH]]
*Gasping, twitching, pains in the ribs, sensations of trouble breathing.
*Last Stage:
**Frequent [[#Suffocation|{{OXY}} damage]] and [[#LOSEBREATH|LOSEBREATH]]
**Lung damage
|
* Administer either [[#Salbutamol|Salbutamol]] or [[#Perfluorodecalin|perfluorodecalin]]
* Performing a [[#Lung replacement|lung transplant]]
|- id="Liver Failure"
! Liver Failure
|
|
*[[#Toxin|{{TOX}}]] damage
*Fainting, collapsing.
*Pains in the upper chest/abdomen.
*Can deteriorate into liver death.
|
*Taking anti-[[#Toxin|tox]] drugs like [[Doctoring#Charcoal|charcoal]].
*Getting  [[Roboticist#Livers|a new liver]] also cures the disease.
|- id="Kidney Failure"
! Kidney Failure
|
|
*First stages: Pains and aches in the upper-right abdomen.
*Final stages: [[#Toxin|{{TOX}}]] and kidney damage. eventually rendering the organ nonfunctional.
*Can deteriorate into [[#Kidney Damage|kidney death]] if both kidneys fail.
|
*Perform a kidney replacement surgery.
*Administer [[#Charcoal|charcoal]].
|- id="Pancreatitis"
! Pancreatitis
|
|
*Fainting, groaning.
*Pains in the upper right abdomen and back in the early stages.
*Final stage: [[#Toxin|{{TOX}} damage]], pancreas damage
*Can deteriorate into pancreas death.
|
[[Doctoring#Pancreas replacement|pancreas transplant]]


{| class="wikitable unsortable mw-collapsible mw-collapsed"  
|- id="Appendicitis"
! colspan=5| Tier 1: Very Common Symptoms
! Appendicitis
|-
|  
! class="sortable"| Name
*Excessive damage
! Microscope Clue
*[[Random Events#Appendicitis Contraction|random chance]]
! Reacts With 
|
! Explanation
*Abdominal pains and shudders that progressively worsen.
! Spreads through
*Last stage: Appendix damage. If left unchecked, the appendix will eventually burst, dumping lots of [[Chemicals#Toxin|toxin]] into the afflicted.
|-
|-
| Sweating
*[[#Appendix|Removing]] or [[#Appendix replacement|replacing]] the appendix will cure the disease. Having a [[Roboticist#Cyberappendix|cyberappendix]] or no appendix at all will prevent appendicitis entirely.
| The pathogen appears to generate a high amount of fluids.
| Cyrostalane
| Mildly worrying but ultimately harmless messages about feeling hot. Sweating occurs quite frequently (as in 25% of the time), even in the pathogen's first stages, and they become much more frequent with each stage. At the fifth stage, the afflicted will be sweating pretty much all the time.  
| Hands, Body
|}
|}
----
=Artifacts Table=
make table from this shit
Likely will go Artifact Type Name -> Examine Description -> Effect
Possibly room for x-ray clues like "segmented" or "hollow"
===Possible Effects===
So, what happens when you actually activate an artifact? That's the fun of it, it's entirely random. Aside from the artifact's size, you'll have no way of knowing just ''what'' it will do until you activate it. What we ''can'' tell you is what the potential abilities of the artifacts are:
====Bulky Artifacts====
These are giant-looking things that you can't pick up, only drag around. Note that pulling or pushing them doesn't count as a TOUCH stimulus, you must click it with an active hand for that. This lets you drag it around safely. You can also force someone to touch artifacts by putting them in an aggressive or higher grab (click on them with {{Grab}} intent, click on the grab to upgrade it) and then clicking on the artifact, triggering its effects. Obviously, don't wordlessly grab random people and force them to touch artifacts (especially if it's one of the harmful ones), or similar, unless you're an [[Antagonist]].
{| class="wikitable"
! Type
! class="unsortable" | Effect
|- id="Forcefield Generator"
! Forcefield Generator
| The artifact will produce a shiny forcefield of varying size and duration. Until it powers down after a random amount of time, nothing short of teleportation will break through its stubborn walls.
|- id="Lamp"
! Lamp
| Emits a bright, permanent light. Harmless, unless you're a vampire or something.
|- id="Darkness"
! Darkness
| A cloak of absolute darkness will envelop the artifact and area around it, preventing any actions short of walking around in it until it powers down. Having Thermals or Mesons can make it easier to navigate.
|- id="Healer"
! Healer
| One of the few benign artifacts you'll come across, touching it will heal all damage types.
|- id="Harmer"
! Harmer
| The polar opposite of the above, if this is within half a screen's length of you, you'll take damage of a randomly-selected type constantly until you get away from it. This can eventually be fatal if you're not quick.
|- id="Prison"
! Prison
| Not as bad as it sounds, the artifact will drag you into it and lock itself for a minute or two before spitting you out again. Handy for trapping people or jumping into for protection. These are one of the few artifact types that don't require activation, and will only do the "lit up" animation when someone is inside of it.
|- id="Human-to-Cyborg Converter"
! Human-to-Cyborg Converter
| The above's much meaner cousin, this one pulls you in when you touch it and ''painfully'' turns you into a generic light Cyborg! It gibs your old body as well, losing you everything you had on your formerly fleshy self. If a Cyborg touches it, they'll receive a mysterious message declaring something like '''UPGRADE COMPLETE'''. You'll know one of these is kicking around somewhere on the station if you suddenly see a lot of borgs with weird names.
* Note to Cyborgs: forcing people to touch a Converter artifact against their will is considered harming a human! Don't do this unless your laws allow it!
|- id="Mutation"
! Mutation
| This silly artifact will give you a certain [[Guide_to_genetics#Mutations|mutation]] when you touch it. Sometimes this is bad, other times it's beneficial! Usually they only last for a limited time either way.
|- id="Injector"
! Injector
| This picks a random cocktail of up to three chemicals and injects anyone who touches it. This is usually never good, though if you're careful and lucky enough you can harvest reagents from it; some very rare reagents can only be found from these.
|- id="Gravity"
! Gravity
| A mildly annoying artifact, this will either pull things towards it or push them away from it.
|- id="Noisemaker"
! Noisemaker
| Harmless, unless you consider the grating noises they make as "harm". These will incessantly play a random, looping sound until destroyed.
|- id="Container"
! Container
| When activated and touched, this artifact will vanish and leave its contents behind, which can be anything from items to weapons to critters to mobs. Be on guard in the case of the last two!
|- id="Warp"
! Warp
| Touch the artifact. Now go run off somewhere and wait a couple of minutes, and you'll suddenly be warped back to wherever the artifact is! This one doesn't need to be activated to work.
|- id="Bomb"
! Bomb
| If you see a message about an artifact catastrophically overloading, '''GET RID OF IT IMMEDIATELY!''' This means it's about to light up like the fourth of July, going off in a spectacular explosion and likely gibbing anyone who stands too close when it does. Artbombs take a while to get up to critical mass, at which point you'll be given another message stating as such; if you're wandering around and suddenly see that second message, ''run''.
* Due to a bug, the second message doesn't always reliably follow the artifact and instead plays from the tile where the artifact was activated. Just in case you start panicking from an invisible artbomb or something.
|- id="Turret"
! Turret
| When these artifacts are activated they reveal an array of GUNS. The artifact will automatically 'turn' and shoot nearby people/monkeys. They deactivate after a while if there is nothing to shoot. Be warned, these can and will shoot you soon after you turn it on for the first time, so run away and come back after a while, the artifact will probably have turned off.
|- id="Plant Helper"
! Plant Helper
| Boosts the health and growth rates of nearby plants in [[Guide to Botany#Hydroponics Tray|hydroponics trays]], like some really weird alien [[Guide to Botany#UV Grow Lamp|UV Grow Lamp]].
|- id="Wishgranter"
! Wishgranter
| Make a wish! When activated, a booming voice will give you a choice of either great wealth or great power. Depending on its mood (which to say, completely randomly), it may do exactly as you intended, bestowing great wads of credits or fabulous [[Guide to Genetics#Mutations|genetic powers]] (or a great power cell if you're a [[Cyborg|robot]]). Or it might just pull a literal genie and just kill you in suitably ironic (and irreversible) fashion.
|- id="Surgery"
! Surgery
| Replaces one of your limbs with a snazzy new [[Roboticist#Legs|robot]] [[Roboticist#Arms|limb]] when you click on it. Certain limbs will always be replaced with certain augmentations, and you can use it as many times as you'd like. Just have a few styptic patches ready.
|- id="Generator"
! Generator
| Click on it while it's over a wire (insulated gloves recommended) to connect it the station power grid, and it'll generate anywhere from 5kW to 5MW of electricity. If it spontaneously bursts into flames/rumbles, do not be alarmed; it's [[Powering_the_station#The_thermoelectric_generator|normal engine behavior]].
|- id="Air"
! Air
| Will constantly pump out a (usually negligible) amount of hot/cold air. Can be useful for repressurizing areas if you're willing to wait a long time.


{| class="wikitable unsortable mw-collapsible mw-collapsed"
! colspan=5| Tier 1: Very Common Symptoms
|-
! class="sortable"| Name
! Microscope Clue 
! Explanation
! Spreads through
|-
| Sweating
| The pathogen appears to generate a high amount of fluids. (Is there some way of cooling it down?)
| Mildly worrying but ultimately harmless messages about feeling hot. Sweating occurs quite frequently (as in 25% of the time), even in the pathogen's first stages, and they become much more frequent with each stage. At the fifth stage, the afflicted will be sweating pretty much all the time.
| Hands, Body
|}
|}


{| class="wikitable unsortable mw-collapsible mw-collapsed"  
====Hand-held Artifacts====
! colspan=5| Tier 1: Very Common Symptoms
 
|-  
Smaller artifacts that you can carry around. These will come with extra messages such as "having a handle to hold it by" to tell you it can be picked up.
! class="sortable"| Name
 
! Microscope Clue 
* ''Teleporter:'' Make your problems disappear! Whatever you whack with this will be teleported away in a random direction and distance.
! Explanation
* ''Self Teleporter:'' Click the floor, any floor. VOOM! You are there.
! Spreads through
* ''Melee:'' Well yes, you could technically whack someone with ''any'' kind of handheld artifact, but these specific ones inflict ''way'' more of a certain damage type than normal. You'll know if you have one of these if it makes a bizarre sound when you hit someone with it.
* ''Gun:'' Like the Melee artifact, but ranged. It picks a random damage type, damage amount and number of bullets fired in one burst. Depending on how the RNG rolls, these can be ''amazingly'' deadly.
* ''Forcewall:'' Like the bigger artifact, but it only makes a wall in one direction.
* ''Mining:'' Cuts through asteroids like nobody's business. The Miners will love you if you toss one of these their way.
* ''Beaker:'' A Scientist's best friend, these things have ''obscene'' reagent limits and come pre-loaded with massive amounts of obscure chems (usually Saltpetre, which means happy days for any Scientist or Botanist). These can fit into any machine that a regular beaker can, and don't need to be activated before they can be used. Note that these do '''not''' have the "has a handle" message when examined, so you'll have to pay attention to whether it looks like it can be picked up or not.
* ''Magic:'' Comes with a very random effect, such as shooting out lightning or stunning everything within a certain radius, and does so wherever you click with it. Needs to recharge itself after each use.These can be very deadly even to the user, so be careful with them!
* ''Instrument:'' Click on it/activate it in-hand to play...something that can ''probably'' be called music.
* ''Activator:'' Quite possibly the holy grail of artifact research, this will activate and sometimes deactivate any artifact of its type (Eldritch, Wizard, Martian, Forerunner, Robot), and sometimes ''every'' type. If you obtain this, then throw your hands up in the air you lucky bastard, because you are really goddamned lucky.
** Note that while they're handheld size and (usually) have the sprites for such, they're have a "It kinda looks like it's supposed to be inserted into something." message when examined. Makes sense, they are, technically, activator ''keys''.
* ''Lightning:'' Not to be confused with the lightning that can sometimes occur in Magic artifacts, with these you aim at an area and the artifact will zap everyone within, causing a variable amount of burn damage. Careful not to use it too close! Mostly, if not always, less powerful than its magical brother.
 
====Tiny Artifacts====
 
Similar to handhelds in that they can be picked up, but they'll look pretty small. They come with an extra "It kinda looks like it's supposed to be inserted into something." message when examined. These will already look activated when you find them.
 
* ''Cell:'' The ultimate power cell, having an absurd charge limit as well as charging on its own without need of a charger. A Cyborg with one of these is unlikely to need a recharge ever again.
 
----
=Nuclear Endings=
An attempt to incorporate Manta's custom detonation sequence into the Nuclear Operative page.
Uploading image to wiki gives a  "413 Request Entity Too Large" error
===Trigger the nuke===
[[File:nuke.gif|right]] Your side has the upper hand? Great! Now trigger the nuke:
 
* Load the nuke into one of your [[Space Pod|pods]] and drop it off near the station.
* Move the nuke to the designated area. If you've forgotten, use the ''notes'' command to remind yourself.
* Click on the nuke with an empty hand to activate it. That will prompt a station-wide red alert, stating your exact location. Needless to say, stealth is no longer an option at this point.
* Insert the authentication disk if you have it.
* Defend the nuke for 10 (or 7 with the disk) long minutes. It's all or nothing!
* Gloat over the radio and vanish in a cloud of radioactive fire!
<tabs plain>
<tab inline name="Space and Oshan">
[[File:Stationexplode1.gif|center|frame|'''Total Syndicate Victory''' - The operatives have destroyed Space Station 13!]]
</tab>
<tab inline name="Manta">
<center>
{| <!--well this is one way to add a "caption"-->
|-
|-
| Sweating
|<img src="https://imgur.com/xOFEti5.gif">
| The pathogen appears to generate a high amount of fluids. (Is there some way of cooling it down?)
|-
| Mildly worrying but ultimately harmless messages about feeling hot. Sweating occurs quite frequently (as in 25% of the time), even in the pathogen's first stages, and they become much more frequent with each stage. At the fifth stage, the afflicted will be sweating pretty much all the time. <br> <br> The pathogens themselves are sweating too. Is there some way to cool them down?
|'''Total Syndicate Victory''' - The operatives have destroyed the NSS Manta!
| Hands, Body
|}
|}
</center>
</tab>
</tabs>
----
=Atlas Horizon=
Prototype for a possible page on the Atlas ruins that were part of the Spacemas version of Horizon
==Atlas Ruins==
===Cargonia, Secstotzka & Civilechia (North)===
<gallery widths=96px heights=96px perrow=7>
Image:AtlasArrivals.png | [[Arrival Shuttle#Atlas|Arrivals]]
Image:AtlasQM.png | [[Cargo Bay#Atlas|Quartermaster's]]
Image:AtlasClownHole.png | [[Clown|Clown Hole]]
Image:AtlasNorthSolars.png | [[Solar Arrays#Atlas|West/North Solar Array]]
Image:AtlasMechanicsLab.png | [[Mechanics Workshop#Atlas|Mechanic's Lab]]
Image:AtlasMining.png | [[Mining Department#Atlas|Mining]]
Image:AtlasMiningDock.png | [[Pod Bay#Atlas|Mining Dock]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasCafeteria.png | [[Bar#Atlas|Cafeteria]]
Image:AtlasKitchen.png | [[Kitchen#Atlas|Kitchen]]
Image:AtlasCateringStorage.png | [[Kitchen#Atlas|Catering Storage]]
Image:AtlasFreezerRoom.png | [[Kitchen#Atlas|Catering Storage/Freezer Room]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasSecurity.png | [[Security (place)#Atlas|Security]]
Image:AtlasSecurityFoyerCheckpoint.png | [[Security Checkpoints#Atlas|Security Foyer Checkpoint]]
Image:AtlasSecurityEquipmentRoom.png | [[Security (place)#Atlas|Security Wing/Security Equipment Room]]
Image:AtlasArmory.png | [[Armory#Atlas|Armory]]
Image:AtlasBrig.png | [[Brig#Atlas|Brig]]
Image:AtlasDetectiveOffice.png | [[Detective's Office#Atlas|Detective's Office]]
</gallery>
===Engiers (West)===
<gallery widths=96px heights=96px perrow=7>
Image:AtlasEngineeringNew.png | [[Engineering#Atlas|Engineering]]
Image:AtlasEngineControlRoomNew.png | [[Engineering#Atlas|Engine Control Room]]
Image:AtlasHotLoop.png | [[Engineering#Atlas|Hot Loop]]
Image:AtlasEngineRoomNew.png | [[Engineering#Atlas|Engine Room]]
Image:AtlasColdLoop.png | [[Engineering#Atlas|Cold Loop]]
Image:AtlasCombustionChamberNew.png | [[Engineering#Atlas|Combustion Chamber]]
Image:AtlasEngineeringGasStorage.png | [[Databank Room#Atlas|Databank Room]]
</gallery>
===Scientopia/Researchica (South)===
<gallery widths96px heights=96px perrow=7>
Image:AtlasResearchSector.png | [[Research Sector#Atlas|Science]]
Image:AtlasChemistry.png | [[Chemistry]]
Image:AtlasArtifactResearch.png | [[Artifact Research|Artifact Research]]
Image:AtlasScienceTeleporter.png | [[Telescience|Science Teleporter]]
Image:AtlasResearchDock.png | [[Pod Bay#Atlas|Research Dock]]
Image:AtlasToxinStorage.png | [[Plasma Research|Toxin Storage]]
Image:AtlasToxinLab.png | [[Plasma Research|Toxin Lab]]
Image:AtlasSouthSolars.png | [[Solar Arrays#Atlas|East/South Solar Array]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasMedbay.png | [[Medbay#Atlas|Medbay]]
Image:AtlasMedbayLobby.png | [[Medbay#Atlas|Medbay Lobby]]
Image:AtlasMedkitRoom.png | [[Medbay#Atlas|Medbay/Medkit Room]]
Image:AtlasMedbayOperatingTheatre.png | [[Operating Theatre#Atlas|Medbay Operating Theater]]
Image:AtlasCloning.png | [[Medical Doctor#The Cloner|Cloning]]
Image:AtlasMedicalResearch.png | [[Genetics#Atlas|Medical Research]]
Image:AtlasCyro.png | [[Medbay#Atlas|Medbay/Cryo]]
Image:AtlasMorgue.png | [[Morgue#Atlas|Medbay/Morgue]]
Image:AtlasRobotics.png | [[Robotics#Atlas|Robotics]]
Image:AtlasPathologyResearch.png | [[Pathology Research#Atlas|Pathology Research]]
</gallery>
===Free State of Siliconzig (Center)===
<gallery widths=96px heights=96px perrow=7>
Image:AtlasComputerCore.png | [[Computer Core#Atlas|Computer Core]]
Image:AtlasHydroponics.png | [[Hydroponics#Atlas|Hydroponics]]
</gallery>
===United Command (East) ===
<gallery widths=96px heights=96px perrow=7>
Image:AtlasEscapeShuttleHallway.png | [[Escape Arm#Atlas|Escape Shuttle Hallway]]
Image:AtlasChapel.png | [[Chapel#Atlas|Chapel]]
Image:AtlasChapelOffice.png | [[Chapel#Atlas|Chapel Office]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasEVAStorage.png | [[EVA#Atlas|EVA Storage]]
Image:AtlasBridge.png | [[Bridge#Atlas|Customs + Bridge]]
Image:AtlasTeleporter.png | [[Teleporter Room#Atlas|Teleporter]]
Image:AtlasCaptainOffice.png | [[Captain's Quarters#Atlas|Captain's Office]]
Image:AtlasHOPOffice.png | [[Head of Personnel's Office#Atlas|Head of Personnel's Office]]
Image:AtlasCommandMeetingRoom.png | [[Command Meeting Room#Atlas|Head of Personnel's Office/Command Meeting Room]]
Image:AtlasCommandLockerRoom.png | [[Command Locker Room#Atlas|Head of Personnel's Office/Command Locker Room]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasBathroom.png | [[Bathroom#Atlas|Bathroom]]
Image:AtlasLockerRoomNew.png | [[Crew Lounge#Atlas|Crew Lounge]]
Image:AtlasJanitorOffice.png | [[Custodial Closet#Atlas|Janitor's Office]]
Image:AtlasArrivalDockNew.png | [[Arrival Dock#Atlas|Arrival Dock]]
</gallery>
----
=GCS Draft=
Remnant of a draft for the Geothermal Capture System section for the Powering the station, now a possible start for illustrating how to decipher results from overlapping hotspots
==Powering the station: the geothermal capture system==
===All about Hotspots===
These quakes cause particular effects within a certain radius of the center
===Hunting for & Centering Hotspots: The Hard Part===
For example, if you plop a rod northwest of the your previous spot and get an estimate of 8 when your previous one was 9, you should continue northwest. Conversely, if it's 10, you should head the opposite direction, southeast, and if it's 9 again, you should try another direction entirely.
====Overlapping Hotspots====
With a bit of intuition and some simple math, you can still decipher where the centers are. If you manage to find a corner of one hotspot where there isn't overlap (that is, readings of 10 and nothing above that), you could intuit the center based on which corner it is (i.e. if you've found the northwest corner of a hotspot, then the center is 10 tiles to the southeast.) From there, since you know where one hotspot is and thus how far you are its center at any point, you can use to decipher the dowsing rod readings. For example, if you get an estimate of 5 and know that there's a hotspot 3 tiles directly north of you, then that means there's another hotspot 2 tiles away in some direction.
Alternatively, you can ignore the distance estimates entirely and rely upon indicator light alone. Theoretically, you could use a single dowsing rod and find the center by the light alone. However, it's usually easier to make a grid of dowsing rods over an area, and

Latest revision as of 05:40, 16 August 2024

Half-Assed House: Home for "Projects" That Studenterhue Didn't Think Had Enough for Their Own Subpage


Removed Matsci Properties

Property Explanation Material Analyzer Descriptions
Ore Quality Affects how durable the walls, floors and windows made out of it are. Does not affect market price.
Value Range Description
-101 and below "worthless"
-100 to -51 "terrible"
-50 to -41 "awful"
-40 to -31 "bad"
-30 to -21 "low-grade"
-20 to -11 "poor"
-10 to -1 "impure"
0 "(no prefix)"
1 to 10 "decent"
11 to 20 "fine"
21 to 30 "good"
31 to 40 "high-quality"
41 to 50 "excellent"
51 to 60 "fantastic"
61 to 70 "amazing"
71 to 80 "incredible"
81 to 90 "supreme"
91 to 100 "pure"
101+ "perfect"
Gem Quality Affects nothing. It does even not affect market price.
Value Range Description
-101 and below "worthless"
-100 to -51 "awful"
-50 to -41 "shattered"
-40 to -31 "broken"
-30 to -21 "cracked"
-20 to -11 "flawed"
-10 to -1 "dull"
0 "(no prefix)"
1 to 10 "pretty"
11 to 20 "shiny"
21 to 30 "gleaming"
31 to 40 "sparkling"
41 to 50 "glittering"
51 to 60 "beautiful"
61 to 70 "lustrous"
71 to 80 "iridescent"
81 to 90 "radiant"
91 to 100 "pristine"
101+ "perfect"


Restock Cartridges

VendorRestockCartridges.gif

A tiny little cartridge for restocking a particular vending machine. Most, but not all, vending machines have an associated restock cartridge. When used on a vending machine, it refills all of the items to their original amounts. This includes any hacked/hidden items, with exception of the security ammo restock cartridge for the AmmoTech; that cartridge does not restock the machine's buckshot.

Name Icon Vending Machine Restocked Source
Coffee Restock Cartridge
CoffeeRestockCartridge.png
Coffee machine Necessities Vending Machine Restocking Pack
Snack Restock Cartridge
SnackRestockCartridge.png
Snack machine Necessities Vending Machine Restocking Pack
Cigarette Restock Cartridge
CigaretteRestockCartridge.png
Cigarette machine Necessities Vending Machine Restocking Pack
Cola Restock Cartridge
ColaRestockCartridge.png
Soda machine (red and blue) Necessities Vending Machine Restocking Pack
Alcohol Restock Cartridge
AlcoholRestockCartridge.png
Cap'n Bubs' Booze-O-Mat Necessities Vending Machine Restocking Pack
Capsule Restock Cartridge
CapsuleRestockCartridge.png
Capsule machine Necessities Vending Machine Restocking Pack
Kitchen Restock Cartridge
KitchenRestockCartridge.png
FoodTech Necessities Vending Machine Restocking Pack
Catering and Hydroponics Vending Machine Restocking Pack
Standard Restock Cartridge
StandardRestockCartridge.png
Vendomat (including research-specific version) Necessities Vending Machine Restocking Pack
Hydroponics Restock Cartridge
HydroponicsRestockCartridge.png
GardenGear Catering and Hydroponics Vending Machine Restocking Pack
Botanical Prototyping requisition
Security Restock Cartridge
SecurityRestockCartridge.png
SecTech Security Vending Machine Restocking Pack
Security Ammo Restock Cartridge
SecurityAmmoRestockCartridge.png
AmmoTech (does not restock the buckshot) Security Vending Machine Restocking Pack
Medical Restock Cartridge
MedicalRestockCartridge.png
NanoMed Plus (not Port-A-NanoMed) Medical Vending Machine Restock Pack
Public Medical Restock Cartridge
PublicMedicalRestockCartridge.png
Public MiniMed Medical Vending Machine Restock Pack
Mechanics Restock Cartridge
MechanicsRestockCartridge.png
MechComp Dispenser Electronics Vending Machine Restocking Pack
Computer3 Restock Cartridge
Computer3RestockCartridge.png
CompTech Electronics Vending Machine Restocking Pack
Floppy Restock Cartridge
FloppyRestockCartridge.png
SoftTech Electronics Vending Machine Restocking Pack
PDA Restock Cartridge
PDARestockCartridge.png
CartyParty Electronics Vending Machine Restocking Pack
Research Clothing Restock Cartridge
GenericClothingRestockCartridge.png
Research Apparel Clothing Vending Machine Restock Pack
Security Clothing Restock Cartridge
GenericClothingRestockCartridge.png
Security Apparel Clothing Vending Machine Restock Pack
Medical Clothing Restock Cartridge
GenericClothingRestockCartridge.png
Medical Apparel Clothing Vending Machine Restock Pack
Engineering Clothing Restock Cartridge
GenericClothingRestockCartridge.png
Engineering Apparel Clothing Vending Machine Restock Pack
Catering Clothing Restock Cartridge
GenericClothingRestockCartridge.png
Catering Apparel Clothing Vending Machine Restock Pack
Syndicate Clothing Restock Cartridge
GenericClothingRestockCartridge.png
Syndicate Apparel C.A.R.L.

Instruments Dynassemblies

Relocated from Ore Processing, when crafting instruments with different parts was replaced with making them a manufacturer in PR #10581. Keeping around to document old instruments system in the future.
Product Icon Category Requirements Description
Instrument body
InstrumentBody.png
Miscellaneous (4) Material The body of an instrument.
Instrument neck
InstrumentNeck.png
Miscellaneous (3) Material The neck of an instrument.
Instrument mouthpiece
InstrumentMouth.png
Miscellaneous (2) Material The mouthpiece of an instrument.
Instrument bell
InstrumentBell.png
Miscellaneous (4) Metal or Crystal The bell of an instrument. Not an actual bell.
Instrument bag
InstrumentBag.png
Miscellaneous (4) Cloth or Organic The bag of an instrument.
Instrument rod
InstrumentRod.png
Miscellaneous (3) Metal or Crystal A plain old hollowed out rod.

Straight Jacket

Removed from Medical Objects when straights jackets were removed. Keeping this around for historical interest/reference.
Item Image Description
Straight Jacket
Straightjacket.png
Handcuffs on steroids. Aside from the usual restrictions, e.g. the inability to use the hands or open doors, there are two key differences. Not only will the wearer be slowed down to walking speed, they also cannot escape (remove) the straight jacket on their own. For these reasons, it should generally be reserved for emergencies, if the alternative to confinement would be physical harm. Or devious purposes of course. Jackets are available in Medbay, usually in a Treatment Room or near some beds for patients, and, on Clarion, the Armory.

Image Arrangements in Tables

For mobile browser testing

Gallery, without Width

Name Image Description
Chemical Barrel
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.

Varying Padding, with Width

Name Image Description
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelRedOpen.png
ChemicalBarrelYellowClosed.png ChemicalBarrelYellowOpen.png
ChemicalBarrelBlueClosed.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelRedOpen.png
ChemicalBarrelYellowClosed.png ChemicalBarrelYellowOpen.png
ChemicalBarrelBlueClosed.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelRedOpen.png
ChemicalBarrelYellowClosed.png ChemicalBarrelYellowOpen.png
ChemicalBarrelBlueClosed.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.

Varying Padding, without Width

Name Image Description
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelRedOpen.png
ChemicalBarrelYellowClosed.png ChemicalBarrelYellowOpen.png
ChemicalBarrelBlueClosed.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelRedOpen.png
ChemicalBarrelYellowClosed.png ChemicalBarrelYellowOpen.png
ChemicalBarrelBlueClosed.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelRedOpen.png
ChemicalBarrelYellowClosed.png ChemicalBarrelYellowOpen.png
ChemicalBarrelBlueClosed.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.

Div Tags, without Width

Name Image Description
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelYellowClosed.png ChemicalBarrelBlueClosed.png
ChemicalBarrelRedOpen.png ChemicalBarrelYellowOpen.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.

Div Tags, with Width

Name Image Description
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelYellowClosed.png ChemicalBarrelBlueClosed.png
ChemicalBarrelRedOpen.png ChemicalBarrelYellowOpen.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.

Varying Width

Name Image Description
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelRedOpen.png
ChemicalBarrelYellowClosed.png ChemicalBarrelYellowOpen.png
ChemicalBarrelBlueClosed.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.
Name Image Description
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelRedOpen.png
ChemicalBarrelYellowClosed.png ChemicalBarrelYellowOpen.png
ChemicalBarrelBlueClosed.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.
Name Image Description
Chemical Barrel
ChemicalBarrelRedClosed.png ChemicalBarrelRedOpen.png
ChemicalBarrelYellowClosed.png ChemicalBarrelYellowOpen.png
ChemicalBarrelBlueClosed.png ChemicalBarrelBlueOpen.png
Stores up to 4000u of chemicals and functions like a tank. Comes in three varieties, red, yellow, and blue, all of which can be made at a science fabricator.
  • To fill it, you can use click-drag to transfer chems from one container to the barrel.
  • To drain it, click on it with a beaker (or similar container) to fill it up with the barrel's contents.
  • You can click on it with a pen (or similar writing utensil) to label it.
  • You can use a wrench to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. smoke powder, aerosol propellant) will fizzle out if they occur in the barrel.

Multiple Column Collapsibles

For mobile browser testing

Item Cost Contents
Haberdasher's Crate 5000 Credits 5x-10x random novelty hats, chosen from the following:
Possible Hats
Haberdasher's Crate 5000 Credits 5x-10x random novelty hats, chosen from the following:
Possible Hats
Haberdasher's Crate 5000 Credits 5x-10x random novelty hats, chosen from the following:
Possible Hats
Haberdasher's Crate 5000 Credits 5x-10x random novelty hats, chosen from the following:
Possible Hats
Haberdasher's Crate 5000 Credits 5x-10x random novelty hats, chosen from the following:
Possible Hats
Haberdasher's Crate 5000 Credits 5x-10x random novelty hats, chosen from the following:
Possible Hats

Experiments into Dropdowns

Spoilers (Kinda)

Reagent Recipe Dep. rate Pen. skin? Per life cycle Immediate effect upon application Addict prob. Notes
Grog
Secret! Mouseover to Reveal
(2) Two + (2) Two -> (5) Fish

OR

Find in artifact beakers/watering cans.
0.4 No Decays into 5 units of ethanol. 15% chance of +1 TOX. Makes you a pirate captain complete with dreadlocks, full beard, eyepatch and matching name.

TOUCH - 75% chance of +25 BRUTE and disfiguring the victim's face, 25% of +5 BRUTE. 20% chance of melting items.
More of a gimmick chem than legitimately destructive.

Captain Forms

Captain Promotion
[h4]Temporary Promotion Form C-1300[/h4]
[b]Index No. ____[/b][i](Official use only)[/i]
[hr]
[u]Full Name:[/u]
____________________________________
[u]Current Job:[/u]
____________________________________
[u]Promotion Reason:[/u]
____________________________________
____________________________________
____________________________________
____________________________________
[u]Liability Statement:[/u]
I, ____________________________________
agree that I am not using this new position 
to abuse the authority or privileges it grants,
or to otherwise mislead the crew and subvert 
the existing command structure. I understand
that to lie about this is a crime and I 
will be prosecuted and charged to the 
fullest extent of space law. 
[u]Promotee's Signature:[/u]
____________________________________
[u]Overseeing Staff's Signature:[/u]
____________________________________
[u]Validity Stamp:[/u] __
[u]Shift Time:[/u] __
Execution Form
[h4]Execution Order Form C-1400[/h4]
[b]Index No. ____[/b][i](Official use only)[/i]
[hr]
[u]Criminal's Name:[/u]
____________________________________
[u]Convicted Crimes:[/u]
____________________________________
____________________________________
____________________________________
____________________________________
[u]Liability Statement:[/u]
I, ____________________________________,
accept any and all financial burdens and
damage to company property that this 
execution may cause. I understand that 
execution may be a traumatic procedure
and volunteer to financially compensate
the company for all psychiatric help
that crew members may require due to
this event.
[u]Captain's Signature:[/u]
____________________________________
[u]Security Officer's Signature:[/u]
____________________________________
[u]Validity Stamp:[/u] __
[u]Shift Time:[/u] __

Organ Damage Table

fuck it's the organ damage from Doctoring but it's a WIP table 

Organ Damage Types

Damage Type Causes Effects at Critical Threshold Effects at Dead/Missing Organs Treatment
Lung Damage Note that ach lung takes damage separately, independently of each other, though some sources damage both.
  • Attacks to chest > 4 BRUTE
  • Breathing in searing hot air. Higher temperatures cause more damage.
  • Smoking cigarettes and similar tobacco products. Nicotine content does not matter, only length of smoking sessions.
Lung has a chance of causing respiratory failure. One lung:
  • Occasional OXY suffocate
  • -75 max stamina
  • -3 stamina regeneration.

Both lungs are damaged

Administer:


Liver Damage
  • Attacks to chest > 4 BRUTE
  • Taking TOX damage. Only about 3% of the amount of TOX damage becomes liver damage.
  • Drinking ethanol.
  • Guaranteed liver failure
  • All chems deplete twice as slowly.
  • Quick, continuous TOX damage.
Administer:

If the patient's liver is augmented, they can heal liver damage just by ingesting a lot of ethanol--alcohol really is a solution sometimes!

Kidney Damage
  • Attacks to chest > 4 BRUTE
  • Taking TOX damage. Only about 5% of the amount of TOX damage becomes liver damage. and kidneys suffer damage separately.
Kidney failure occurs Patient can survive one dead/missing kidney, but with two kidneys:
  • All chems deplete twice as slowly,
  • TOX damage every second.
Administer:
Pancreas Damage
  • Attacks to chest > 4 BRUTE
  • Sugar
Chance to develop Pancreatitis Unable to secrete insulin when the amount of sugar in the blood exceeds 80 units
Appendix Damage Attacks to chest > 4 BRUTE Risk of contracting appendicitis Contracting appendicitis. No appendix means no appendicitis. omnizine and cryoxadone counteract appendix damage, the former better than the latter.
Spleen Damage Attacks to chest > 4 BRUTE Body cannot regenerate blood naturally. No effect.
Stomach Damage Attacks to chest > 4 BRUTE No effect. Can't eat food, though they can still swallow pills, sip drinks, things like that.
Intestines Damage Attacks to chest > 4 BRUTE No effect. No effect.

Organ Ailments

Each organ-related ailment can be treated with omnizine and cryoxadone, but this will only delay the damage, not cure the disease. Generally, getting a replacement organ or administering the specific drug that heals the organ will cure the ailment. All organ-related diseases have a small chance to clear up in the first stage, but this is very small and exceptionally rare--do not count on it.

Condition Causes Symptoms Cures
Respiratory Failure Lung reaching Critical damage.
  • Occasional LOSEBREATH
  • Gasping, twitching, pains in the ribs, sensations of trouble breathing.
  • Last Stage:
Liver Failure
  • TOX damage
  • Fainting, collapsing.
  • Pains in the upper chest/abdomen.
  • Can deteriorate into liver death.
Kidney Failure
  • First stages: Pains and aches in the upper-right abdomen.
  • Final stages: TOX and kidney damage. eventually rendering the organ nonfunctional.
  • Can deteriorate into kidney death if both kidneys fail.
  • Perform a kidney replacement surgery.
  • Administer charcoal.
Pancreatitis
  • Fainting, groaning.
  • Pains in the upper right abdomen and back in the early stages.
  • Final stage: TOX damage, pancreas damage
  • Can deteriorate into pancreas death.

pancreas transplant

Appendicitis
  • Abdominal pains and shudders that progressively worsen.
  • Last stage: Appendix damage. If left unchecked, the appendix will eventually burst, dumping lots of toxin into the afflicted.

Artifacts Table

make table from this shit
Likely will go Artifact Type Name -> Examine Description -> Effect
Possibly room for x-ray clues like "segmented" or "hollow"

Possible Effects

So, what happens when you actually activate an artifact? That's the fun of it, it's entirely random. Aside from the artifact's size, you'll have no way of knowing just what it will do until you activate it. What we can tell you is what the potential abilities of the artifacts are:

Bulky Artifacts

These are giant-looking things that you can't pick up, only drag around. Note that pulling or pushing them doesn't count as a TOUCH stimulus, you must click it with an active hand for that. This lets you drag it around safely. You can also force someone to touch artifacts by putting them in an aggressive or higher grab (click on them with Grab intent, click on the grab to upgrade it) and then clicking on the artifact, triggering its effects. Obviously, don't wordlessly grab random people and force them to touch artifacts (especially if it's one of the harmful ones), or similar, unless you're an Antagonist.

Type Effect
Forcefield Generator The artifact will produce a shiny forcefield of varying size and duration. Until it powers down after a random amount of time, nothing short of teleportation will break through its stubborn walls.
Lamp Emits a bright, permanent light. Harmless, unless you're a vampire or something.
Darkness A cloak of absolute darkness will envelop the artifact and area around it, preventing any actions short of walking around in it until it powers down. Having Thermals or Mesons can make it easier to navigate.
Healer One of the few benign artifacts you'll come across, touching it will heal all damage types.
Harmer The polar opposite of the above, if this is within half a screen's length of you, you'll take damage of a randomly-selected type constantly until you get away from it. This can eventually be fatal if you're not quick.
Prison Not as bad as it sounds, the artifact will drag you into it and lock itself for a minute or two before spitting you out again. Handy for trapping people or jumping into for protection. These are one of the few artifact types that don't require activation, and will only do the "lit up" animation when someone is inside of it.
Human-to-Cyborg Converter The above's much meaner cousin, this one pulls you in when you touch it and painfully turns you into a generic light Cyborg! It gibs your old body as well, losing you everything you had on your formerly fleshy self. If a Cyborg touches it, they'll receive a mysterious message declaring something like UPGRADE COMPLETE. You'll know one of these is kicking around somewhere on the station if you suddenly see a lot of borgs with weird names.
  • Note to Cyborgs: forcing people to touch a Converter artifact against their will is considered harming a human! Don't do this unless your laws allow it!
Mutation This silly artifact will give you a certain mutation when you touch it. Sometimes this is bad, other times it's beneficial! Usually they only last for a limited time either way.
Injector This picks a random cocktail of up to three chemicals and injects anyone who touches it. This is usually never good, though if you're careful and lucky enough you can harvest reagents from it; some very rare reagents can only be found from these.
Gravity A mildly annoying artifact, this will either pull things towards it or push them away from it.
Noisemaker Harmless, unless you consider the grating noises they make as "harm". These will incessantly play a random, looping sound until destroyed.
Container When activated and touched, this artifact will vanish and leave its contents behind, which can be anything from items to weapons to critters to mobs. Be on guard in the case of the last two!
Warp Touch the artifact. Now go run off somewhere and wait a couple of minutes, and you'll suddenly be warped back to wherever the artifact is! This one doesn't need to be activated to work.
Bomb If you see a message about an artifact catastrophically overloading, GET RID OF IT IMMEDIATELY! This means it's about to light up like the fourth of July, going off in a spectacular explosion and likely gibbing anyone who stands too close when it does. Artbombs take a while to get up to critical mass, at which point you'll be given another message stating as such; if you're wandering around and suddenly see that second message, run.
  • Due to a bug, the second message doesn't always reliably follow the artifact and instead plays from the tile where the artifact was activated. Just in case you start panicking from an invisible artbomb or something.
Turret When these artifacts are activated they reveal an array of GUNS. The artifact will automatically 'turn' and shoot nearby people/monkeys. They deactivate after a while if there is nothing to shoot. Be warned, these can and will shoot you soon after you turn it on for the first time, so run away and come back after a while, the artifact will probably have turned off.
Plant Helper Boosts the health and growth rates of nearby plants in hydroponics trays, like some really weird alien UV Grow Lamp.
Wishgranter Make a wish! When activated, a booming voice will give you a choice of either great wealth or great power. Depending on its mood (which to say, completely randomly), it may do exactly as you intended, bestowing great wads of credits or fabulous genetic powers (or a great power cell if you're a robot). Or it might just pull a literal genie and just kill you in suitably ironic (and irreversible) fashion.
Surgery Replaces one of your limbs with a snazzy new robot limb when you click on it. Certain limbs will always be replaced with certain augmentations, and you can use it as many times as you'd like. Just have a few styptic patches ready.
Generator Click on it while it's over a wire (insulated gloves recommended) to connect it the station power grid, and it'll generate anywhere from 5kW to 5MW of electricity. If it spontaneously bursts into flames/rumbles, do not be alarmed; it's normal engine behavior.
Air Will constantly pump out a (usually negligible) amount of hot/cold air. Can be useful for repressurizing areas if you're willing to wait a long time.

Hand-held Artifacts

Smaller artifacts that you can carry around. These will come with extra messages such as "having a handle to hold it by" to tell you it can be picked up.

  • Teleporter: Make your problems disappear! Whatever you whack with this will be teleported away in a random direction and distance.
  • Self Teleporter: Click the floor, any floor. VOOM! You are there.
  • Melee: Well yes, you could technically whack someone with any kind of handheld artifact, but these specific ones inflict way more of a certain damage type than normal. You'll know if you have one of these if it makes a bizarre sound when you hit someone with it.
  • Gun: Like the Melee artifact, but ranged. It picks a random damage type, damage amount and number of bullets fired in one burst. Depending on how the RNG rolls, these can be amazingly deadly.
  • Forcewall: Like the bigger artifact, but it only makes a wall in one direction.
  • Mining: Cuts through asteroids like nobody's business. The Miners will love you if you toss one of these their way.
  • Beaker: A Scientist's best friend, these things have obscene reagent limits and come pre-loaded with massive amounts of obscure chems (usually Saltpetre, which means happy days for any Scientist or Botanist). These can fit into any machine that a regular beaker can, and don't need to be activated before they can be used. Note that these do not have the "has a handle" message when examined, so you'll have to pay attention to whether it looks like it can be picked up or not.
  • Magic: Comes with a very random effect, such as shooting out lightning or stunning everything within a certain radius, and does so wherever you click with it. Needs to recharge itself after each use.These can be very deadly even to the user, so be careful with them!
  • Instrument: Click on it/activate it in-hand to play...something that can probably be called music.
  • Activator: Quite possibly the holy grail of artifact research, this will activate and sometimes deactivate any artifact of its type (Eldritch, Wizard, Martian, Forerunner, Robot), and sometimes every type. If you obtain this, then throw your hands up in the air you lucky bastard, because you are really goddamned lucky.
    • Note that while they're handheld size and (usually) have the sprites for such, they're have a "It kinda looks like it's supposed to be inserted into something." message when examined. Makes sense, they are, technically, activator keys.
  • Lightning: Not to be confused with the lightning that can sometimes occur in Magic artifacts, with these you aim at an area and the artifact will zap everyone within, causing a variable amount of burn damage. Careful not to use it too close! Mostly, if not always, less powerful than its magical brother.

Tiny Artifacts

Similar to handhelds in that they can be picked up, but they'll look pretty small. They come with an extra "It kinda looks like it's supposed to be inserted into something." message when examined. These will already look activated when you find them.

  • Cell: The ultimate power cell, having an absurd charge limit as well as charging on its own without need of a charger. A Cyborg with one of these is unlikely to need a recharge ever again.

Nuclear Endings

An attempt to incorporate Manta's custom detonation sequence into the Nuclear Operative page.
Uploading image to wiki gives a  "413 Request Entity Too Large" error

Trigger the nuke

Nuke.gif

Your side has the upper hand? Great! Now trigger the nuke:

  • Load the nuke into one of your pods and drop it off near the station.
  • Move the nuke to the designated area. If you've forgotten, use the notes command to remind yourself.
  • Click on the nuke with an empty hand to activate it. That will prompt a station-wide red alert, stating your exact location. Needless to say, stealth is no longer an option at this point.
  • Insert the authentication disk if you have it.
  • Defend the nuke for 10 (or 7 with the disk) long minutes. It's all or nothing!
  • Gloat over the radio and vanish in a cloud of radioactive fire!
Total Syndicate Victory - The operatives have destroyed Space Station 13!
<img src="xOFEti5.gif">
Total Syndicate Victory - The operatives have destroyed the NSS Manta!

Atlas Horizon

Prototype for a possible page on the Atlas ruins that were part of the Spacemas version of Horizon

Atlas Ruins

Cargonia, Secstotzka & Civilechia (North)

Engiers (West)

Scientopia/Researchica (South)

Free State of Siliconzig (Center)

United Command (East)


GCS Draft

Remnant of a draft for the Geothermal Capture System section for the Powering the station, now a possible start for illustrating how to decipher results from overlapping hotspots

Powering the station: the geothermal capture system

All about Hotspots

These quakes cause particular effects within a certain radius of the center

Hunting for & Centering Hotspots: The Hard Part

For example, if you plop a rod northwest of the your previous spot and get an estimate of 8 when your previous one was 9, you should continue northwest. Conversely, if it's 10, you should head the opposite direction, southeast, and if it's 9 again, you should try another direction entirely.

Overlapping Hotspots

With a bit of intuition and some simple math, you can still decipher where the centers are. If you manage to find a corner of one hotspot where there isn't overlap (that is, readings of 10 and nothing above that), you could intuit the center based on which corner it is (i.e. if you've found the northwest corner of a hotspot, then the center is 10 tiles to the southeast.) From there, since you know where one hotspot is and thus how far you are its center at any point, you can use to decipher the dowsing rod readings. For example, if you get an estimate of 5 and know that there's a hotspot 3 tiles directly north of you, then that means there's another hotspot 2 tiles away in some direction.

Alternatively, you can ignore the distance estimates entirely and rely upon indicator light alone. Theoretically, you could use a single dowsing rod and find the center by the light alone. However, it's usually easier to make a grid of dowsing rods over an area, and