Difference between revisions of "Quartermaster"
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===Generic Trader=== | ===Generic Trader=== | ||
[[File:Generic.png| | [[File:Generic.png|192px]] | ||
These are random space merchants that can have a variety of stuff. They are always honest and often have helpful or profitable trades. | These are random space merchants that can have a variety of stuff. They are always honest and often have helpful or profitable trades. |
Revision as of 16:47, 18 October 2022
ENGINEERING DEPARTMENT | |
---|---|
Quartermaster | |
Quartermaster |
Difficulty: Medium Requirements: None Access Level: Cargo Bay, Maintenance Additional Roleplay Access Level: None Supervisors: Chief Engineer, Captain Subordinates: None Responsibilities: Order and distribute supply crates if they are needed, buy goods from and/or sell goods to the shipping market to turn a profit Guides: This is the guide. |
You're a Quartermaster! Let's make money!
Your 'official' job capacity is to take orders from the crew for such things as medicines, bots, and weapons. In practice, you often get a few orders early on from people looking for materials and then are mostly free to do what you want.
An active quartermaster will typically account for well over 90% of the crew's final score at the end of the round. They are also one of the few offices on the station that actually turn a profit on a regular basis, so if the station ends up in the black, it's often creditable to the QMs. While relatively meaningless in the long run, it's still kind of satisfying to see that while the rest of the crew was preoccupied with such important things as passing out in a pool of vomit, wearing their own ass as a hat, or trying and failing to strangle a chimpanzee, you've made the entire station worth it.
Buy! Sell!
See that orange console, the image of which you see above? Time to get acquainted with it. You're going to be spending a large amount of time glued to it. Go ahead, click on it! You'll get some options:
- Order Items - Shows a list of commodities. Clicking the link will bring up a comment box, the crate will be tagged with whatever you enter here. Handy for keeping track of requests.
- Contact CDC - Allows for NPC-controlled pathology research. More on that in this section of the Guide to Pathology. Useless at the moment (and indefinitely) since pathology is disabled. Cannot be used for grave fever, Avian Flu, or any of the other diseases caused by the viruses system.
- View Requests - See the request console outside the QM's office? Those requests go here. Clicking "Approve" works just like ordering things from the regular order screen. "Remove" will deny the request, and "Clear list" will wipe all requests. Labelling the crate with the name of the person who ordered it can help you keep track of them.
- View Order History - Pretty self explanatory and not terribly helpful since you get a PDA notification every time you or another QM buys something.
- View Shipping Market - This shows you the current prices of various commodities. Things marked as "HOT!" are worth significantly more right now then they usually are on the market. Ideally, you'll be tracking down what's in high demand and sell it off for loads of dough.
- Contact Traders - Multiple traders will be available after each market shift. Contact them here.
- After ordering things from a trader, go back one step to tell them to actually send the crate.
- To sell to a trader, tag the crate with a barcode from the QM Barcode computer.
- Requisitions - Off-station buyers will put out open-market requisition contracts, which you can fulfill with specific items for a listed payout. The rewards can be cash, items, or a combination of both. These rotate with each market shift, but you can pin one contract at a time to keep it available through rotations, so long as it isn't time-sensitive.
- Rockbox Controls - Lets you control fees on ores sold from the Miners' RockBox through the fabricators and manufacturers. You can control percentage and minimum fee taken per ore, which go to the shipping budget. You can also pay 10 000 credits for a premium service; this waives the 5 credit transaction fee RockBox itself takes (which doesn't go to the station budget), so you can take it for yourself.
Your orders will come flying through space, landing on the lower east conveyor belt in the supply dock. Turn on the conveyor belts to roll them into the QM office proper. The blast doors should automatically open for crates to come in, but they close after a while. If a crate hits the blast door while it is closed, further crates may pile up on the belt and cause a jam. Get a spacesuit and jetpack or a space pod to clear the jam and let crates keep coming in.
To sell items, just load them (in a crate) on the upper east conveyor belt and turn it on. It will be catapulted into space and sold for sweet cash. Somehow. Don't forget to tag the crate if you're responding to a trade offer, or its contents will just be sold on the public market instead.
Shipping and Receiving
If you get an order from a crew member who isn't at your office ready to take the crate then you'll have to mail it to them. You have a couple of ways to send things around the ship/station, each with their upsides and downsides. On all maps, you have a cargo transporter, and depending on the map, you can also use a MULEBot, Belt Hell, and/or the Cargo Carousel. And of course, you can always just pull stuff to its destination yourself. Play around with them, and select the best one based on the situation.
Cargo Transporter
Compatible with closets/lockers, crates alien artifacts, and a few other random things. There aren't too many cargo pads around, but teleportation works almost instantly. Generally, It's used by miners to send things back to the station and by scientists to send artifacts to you to sell.
Available Destinations
- Artlab
- Robotics
- Mineral Magnet
- Electronics/Mechanics
- Cargo Bay
- Main Pod Bay (The one near Engineering.)
- Hydroponics (In the backroom.)
- Mining Outpost (Adjacent to the fabricators.)
- Artlab
- Robotics
- Mineral Magnet (In the little room with the mineral magnet computer)
- Electronics/Mechanics
- Cargo Bay
- Pod Bay (The one near the market.)
- Hydroponics (In the backroom.)
- Mining Outpost (Adjacent to the fabricators.)
- Artlab
- Robotics
- Mineral Magnet
- Mechanics
- Cargo Bay
- Aft Pod Bay (The one in the Cargo Bay)
- Main Hangar
- Security Pod Bay
- Hydroponics (In the backroom.)
- Mining Outpost (Adjacent to the fabricators.)
- Artlab
- Robotics
- Mineral Magnet
- Mechanics
- Cargo Bay
- Main Hangar
- Security Pod Bay
- Hydroponics (In the backroom.)
- Mining Outpost (Adjacent to the fabricators.)
The MULE
The MULEbot is one of the few ways to quickly transport large amounts of goods across the station. Not every map has one, and while it is possible to order one if your workplace lacks one, there is no guarantee the map's system of navigational beacons (which are also used by other robots) was designed for MULE use. Most maps in rotation at this point have MULE beacons. If cargo starts with a MULE, it has beacons for it.
The MULE can carry any kind of cargo. Simply click-drag the sprite of the object object of interest onto the MULEbot's sprite. To actually send it somewhere, go onto your PDA and find the "MULE Bot Control" app. Choose the correct MULE if there multiple, select a destination (you may need to Rescan to get a valid list), and send it away!
Hovering your mouse cursor over the MULEbot brings up an interface to turn the machine on and off, and it is possible to click on the device with a screwdriver, opening the panel up for some hacking. Through hacking, it is possible to tune the motor to make the MULEbot go faster, and a devious QM can remove the MULE's traffic safety routines for nefarious purposes.
The MULEbot has historically been somewhat finicky, and its pathfinding artificial intelligence tends towards artificial stupidity at times. Judicious Rescan-ing of locations and turning the thing on and off sometimes help get it going along.
Available Destinations
This page is under construction. The following information may be incomplete. Locations need to be updated/added for Clarion, Horizon, and Oshan, in accordance with the merging of PR #8218, PR #8152, and PR #7797 |
There are a number of named locations for the MULE to go:
- Arrivals (Outside the Security Checkpoint)
- Cafeteria (Near the cigarette machine)
- Bridge (Actually Customs)
- Catering (In kitchen maintenance, accessible by both the chef and bartender.)
- Chapel (In the main hallway outside the chapel.)
- Crew Quarters A
- Engineering (Outside the control room.)
- Escape Hallway
- Hydroponics (In the foyer.)
- Medbay (The pharmacy room with the floor health scanners)
- Pod Bay (In the lower main hangar)
- QM #1 (Default home beacon for the starting MULE.)
- QM #2 (Right next to QM#1)
- Research (Near Chemistry)
- Security (Next to Beepsky's House, near the Solitary Cells)
- Tool Storage
In addition to the named locations are numerous mysteriously unlabeled areas.
- buddytime-Bar
- 1-Fore Primary Hallway, close to the Teleporter Room
- 2-Arrivals, outside Crew Quarters A
- 3-Arrivals, where the Space Station 13 sign is
- 4-Outside Chapel
- 6-Outside Arcade and Barbershop
- 7-Upper Aft Primary Hallway, above the main hangar and Engineering
- 8-Lower Aft Primary Hallway, near Emergency Storage A
- 9-Outside Telescience
- 10-Outside Chemistry
- 11-Science Pod Bay
- 12-Inside Medbay
- 13-Medbay Lobby
- 14-Outside the Robot Depot and The Cloner
- 15-Right Public Market, outside the bathroom
- 16-Left Public Market
- 17-Escape Arm
- 18-Lower Escape Arm, where the Belt Hell station is
- 19-Upper Escape Arm, near the Security Checkpoint
- 20-Lower Fore Primary Hallway, near the Brig Visitor Entrance
There are a number of named locations for the MULE to go
- Catering (In kitchen maintenance, accessible by both the chef and bartender.)
- Chapel (In the main hallway outside the chapel.)
- Courtroom (In the bridge foyer.)
- Crew Quarters
- Engineering (In the control room.)
- Escape Hallway
- Hydroponics (In the foyer.)
- Market
- Medbay (Actually right next to robotics.)
- Pod Bay (In the main hangar.)
- QM #1 (Default home beacon for the starting MULE.)
- QM #2
- Research (Near the RD's office.)
- Security (In security proper.)
- Tool Storage
Destiny has no MULE beacons whatsoever. This is intentional.
There are a number of named locations for the MULE to go
- Engineering (Right below the thermo-electric generator itself)
- QM (Center of the room with the conveyor belts, rather than the warehouse of crates)
- Morgue
- Medbay (Between the medicine storage room and Operating Theatre)
- Security (In the lobby area, above the Interrogation Room)
- Medbay Lobby (Above Cryo)
- Depot (Actually above its northern entrance)
- Research (Top center, southeast of the RD's office)
- Bridge (Actually above its northern entrance)
- Customs (In front of the desk)
- Bathroom
- Crew Lounge (area above the Arcade)
- Sec Pod Bay
- Pod Bay (aka Main Hangar or Civilian Pod Bay)
- Escape (specifically above the Checkpoint)
- Command Quarters (specifically next to the Medical Director's unit)
- Arrivals
- Quarters West (actually west of the Aviary)
- Quarters Eastboard (actually east of the Aviary)
- Aviary (specifically in the middle, below the table)
Oshan Laboratory deliberately forgoes MULEBots. Part of the reasoning is to avoid flooding, a bigger part of it is because the MULEBot's god-awful pathfinding problems would only be exacerbated on a map as large as Oshan. There's still beacons and such for the GuardBuddies and Securitrons, but they're not meant to be used by MULEBots.
TBA
Belt Hell
Belt Hell is an affectionate name for the system of conveyor belts which can distribute items around the station. This isn't limited to the quartermaster, and can in fact be used as a personal transport system by daring crew members.
It is employed by using the barcode computer that's standing around at all conveyor belt stations. This will let you pick from several destinations, and print a barcode sticker. Put that sticker on whatever you wish to send (manually or by using drag & drop), and push it onto the conveyor belt to send it on a bumpy ride.
Available Destinations
- Arrivals: North of the arrivals shuttle.
- Catering: North of the kitchen.
- Disposals: Stuff sent here will be ground to scrap. You were warned.
- Engine: Inside engineering proper.
- Escape: South of the escape shuttle.
- Export: This will sell items in a crate at the current market rate.
- Med-Sci: South of Research.
- Security: At the room left of the interrogation room.
- QM: Properly inside the QM's haunts.
- Airbridge(Right next to the main airbridge, near Medbay.)
- Cafeteria (Across the hall from the bar, close to the Pool.)
- Catering (Between kitchen maintenance and hydroponics.)
- Disposals (Stuff sent here will be ground to scrap. You were warned.)
- Engine (Inside engineering proper.)
- EVA (In a maintenance corridor near EVA.)
- Medical-Science (Between medbay's pharmacy and chemistry.)
- QM (Properly inside the QM's haunts.)
- Security (At the northern end of the brig.)
Cargo Carousel
The cargo carousel is a huge conveyor belt system that runs around the inner rim of Oshan Laboratory, with some parts within the station's maintenance tunnels and other parts on the open seafloor, with plastic flaps carefully blocking floodwater where the belt enters and exits the sea. Unlike Belt Hell, which violently launches shipments via multiple stations of conveyor belt mass drivers, the carousel rather breezily carries them to their destinations on one continuous loop, like a lazy river or those luggage carousels you see at airports. Enterprising engineers may redirect power to the carousel power unit to speed up the system. But since the carousel only has two destinations and both are not very helpful, it almost never gets used.
Sending large goods along via the cargo carousel is much like sending them via Belt Hell on other stations. You use a barcode computer at one of the carousel locations to print out a sticker with the destination of interest, stick it onto whatever you want to ship, and then push it onto the conveyor belt for a lazy ride under the ocean.
Available Destinations
- North: Roughly northwestern part of the station, near the Chapel and Tool Storage.
- South: Southeastern part of the station, located between Customs and the Info Office.
Making Money
When you're more comfortable in your station, consider asking people to get things for you that are doing well on the market If they aren't willing to work for free, have them but a barcode with their ID tag on the crates of goods to split the profits 50/50 between the shipping budget and their own bank account. Miners, for example, rarely have a use for certain rare minerals like syreline, cobryl, and gold. These ores tend to fetch high prices on the market, so ask the miners to set up the rockbox to sell so that you can buy ores from them to resell on the open market. Botanists will also sometimes grow way too much weed and you can shore up your bank account by becoming an intergalactic dank dealer.
If there aren't any botanists, don't fret. You can start your own grow-op! Just order yourself a few Hydroponics Starter crates and procure yourself some seeds. Jazz Lounge usually has a few cannabis seeds hidden under some scrubs, and there's an seed dispenser in an abandoned satellite a good distance south of the Mining Outpost. If there's an AI online, you can also simply ask it to let you into Hydroponics for seeds.
Occasionally, something will be doing well on the market that you can get from buying a crate. In this case, you can buy crates of goods and immediately sell them for more than you bought them for. When this happens, your profits are only limited by how fast you can move crates. Mechanics may be able to set up a mechanism for you to sell the inbound crates much faster than you could manually.
Other sources of money
NPC traders will occasionally offer you trades. Most of these are useless, but occasionally you will get offers that will pay for material at much more than market price. These can occasionally make you 100,000 credits less than 10 minutes into the round.
While you can reach some traders with the console, NPC traders don't purely exist online. Take your space pod and go exploring for others!
Also, the AI, Captain, and Head of Personnel have access to the station's bankrolls and can shore up the Shipping budget if things go wrong for whatever reason. Assuming, of course, a treacherous captain hasn't spent the entire budget making himself into a green death-commando with an entire armory on his back, or some Traitor isn't demanding the whole budget as ransom money.
Particularly ingenious engineers may be kind enough to divert unused power to the Power Transmission Laser, creating a gigantic laser beam to some strange place in space willing to pay to have a massive laser beam pointed at them. If this happens, rejoice, but not right away. Part of the money earned by the PTL goes to the Chief Engineer's and their Engineer underlings' bank accounts, while the rest goes to the station payroll. If the Head of Personnel/Captain are around, you can ask them to transfer the money to the shipping budget.
In addition, philanthropic crew members (including yourself) can donate to the shipping budget when they access a Supply Request Console and pick Request Supply Points, at a rate of one supply point per credit donated. Not too useful considering how it's rarely used, but, hey, it's the thought that counts.
Other ways to waste money
NPC traders will also occasionally offer to sell you things. These trades are usually overpriced garbage, but certain ones can be useful. Check in on the randomly-generated traders each market shift, as they may be selling something rare and valuable.
Funding gimmicks or insanity is also an acceptable way to use your fat stacks of cash, particularly if doing so in spite. If the Head of Security orders you to buy a million guns to outfit his personal army, consider ordering a shuttle full of liquor instead and telling the Head of Security that his team will still be loaded.
The Price is Right
In the Contact Traders tab on the QM console, you can buy and sell from various space traders that come by the station. There are five consistent traders that have profile pictures and similar sales each shift, and a variety of procedurally generated traders that have a generic profile picture and random name and trades. The consistent traders often will not be perfectly clear about what they are selling. To further complicate matters, some trades may represent multiple possible outcomes, and what you will get cannot be determined until you purchase their item.
Traders can be haggled with in order to get better prices for buying or selling. Each trader has a preset amount of deviation from the current price that they're willing to tolerate before rejecting your offer, and a range of possible patience values that represent how many haggle attempts they will tolerate before getting frustrated and refusing to trade with you. Traders will haggle you back, so the actual value of the offer after haggling will be somewhere in the middle of the original price and your offer, favoring them. All traders have a "final offer" line that they will say when they are out of patience, but they may try to fake you out by using this line when they are still willing to haggle more. Each trader has a chance of arriving and leaving every time the market changes, and a maximum number of item types that they can buy and sell. All traders will buy and sell at least one item every market shift.
Generic Trader
These are random space merchants that can have a variety of stuff. They are always honest and often have helpful or profitable trades.
Generic traders have a price change tolerance of 20% and a patience between 4 and 20. They have a 45% chance of arriving each market shift and a 66% chance of leaving each market shift. They buy a maximum of 5 items at once and sell a maximum of 4 items at once. Their final offer line is "This is my final offer. Can't do better than this."
Item | Initial Offer |
---|---|
Ore | 60 - 230 |
Food | 50 - 150 |
Medical Herbs | 75 - 200 |
Electrical Components | 20 - 100 |
Ship/Pod Components | 400 - 700 |
Jumpsuits | 135 - 210 |
Furniture Parts | 100 - 350 |
Writing Utensils | 80 - 150 |
Offer Name | Initial Offer | Item | Alternate Items | Number in Stock |
---|---|---|---|---|
Sheet Metal | 5 - 10 | Steel Sheet | N/A | ∞ |
RCD Charges | 200 - 700 | Compressed Matter Cartridge | N/A | 25 |
Cloth Fabric | 60 - 70 | Cotton Fabric | N/A | ∞ |
Telecrystals | 900 - 1200 | Telecrystal | N/A | 20 |
Glowsticks | 8 - 20 | Emergency Glowstick | N/A | 100 |
Emergency Gas Masks | 200 - 500 | Gas Mask | N/A | 25 |
Monkeys | 250 - 1000 | Monkey | N/A | 4 |
Wolf Pack Ringtone Cartridge | 700000 - 900000 | WOLF PACK ULTIMATE PRO ringtone cartridge | N/A | 1 |
Gragg
Gragg is a rockworm who is is willing to buy tasty ores to eat and sell ores that he doesn't like to eat.
Gragg has a price change tolerance of 15% and a patience between 4 and 8. He has a 33% chance of arriving each market shift and a 10% chance of leaving each market shift. He buys a maximum of 3 items at once and sells a maximum of 3 items at once. His final offer line is "FINE. BUT ENOUGH TALK. TRADE NOW OR FORGET IT."
Item | Initial Offer |
---|---|
Rock | 30 - 60 |
Mauxite | 60 - 120 |
Bohrum | 250 - 400 |
Cobryl | 200 - 600 |
Syreline | 800 - 5000 |
Starstone | 300000 - 450000 |
Offer Name | Initial Offer | Item | Alternate Items | Number in Stock |
---|---|---|---|---|
Char | 20 - 40 | Char | N/A | ∞ |
Strange Red Rock | 300 - 500 | Erebite | N/A | 5 |
Toxic Blue Rock | 200 - 400 | Cerenkite | N/A | 5 |
Volatile Purple Rock | 400 - 700 | Plasmastone | N/A | 5 |
Rock Worm Poop | 500 - 600 | Uqill | (10% chance) Gemstone |
5 |
Unknown Item | 1000 - 50000 | Artifact | (5% chance) Miracle Matter |
1 |
Vurdulak The Shrouded
Vurdulak is a mysterious merchant in a black cloak that buys various suspicious things and sells alien artifacts.
Vurdulak has a price change tolerance of 10% and a patience between 2 and 12. He has a 10% chance of arriving each market shift and a 10% chance of leaving each market shift. He buys a maximum of 3 items at once and sells a maximum of 1 item at once. His final offer line is "We will afford you no further leniency. Make the transaction now."
Item | Initial Offer |
---|---|
Meat | 30 - 150 |
Brains | 1000 - 3500 |
Deathweed | 75 - 400 |
Toxic Venne | 50 - 500 |
Amanita Mushroom | 180 - 520 |
Roburger | 125 - 550 |
Obsidian Crown* | 20000 - 100000 |
Black Armor* | 20000 - 100000 |
Strange Relic* | 15000 - 75000 |
* These offers are considered on a separate list from the others, and they do not count towards the maximum number of buy offers.
Offer Name | Initial Offer | Item | Alternate Items | Number in Stock |
---|---|---|---|---|
Alien Artifact | 4000 - 6000 | Artifact | N/A | 4 |
Josh
Josh is an archetypical "dudebro" character, complete with hip Californian slang and a truly stunning number of variations on the word "bro."
He has a price change tolerance of 15% and a patience between 8 and 18. He has a 35% chance of arriving each market shift and an 8% chance of leaving each market shift. He buys a maximum of 3 items at once and sells a maximum of 4 items at once. His final offer line is "That sounds fine enough. You sure you don't want to buy any more broriffic goods?"
Item | Initial Offer |
---|---|
Syringe | 10 - 40 |
Radio | 30 - 60 |
VR Goggles | 200 - 400 |
Security Belts | 400 - 800 |
HoS Uniform* | 700 - 7000 |
Injector Belt* | 4000 - 9000 |
Vape-O-Matic* | 8000 - 11000 |
* These offers are considered on a separate list from the others, and they do not count towards the maximum number of buy offers.
Offer Name | Initial Offer | Item | Alternate Items | Number in Stock |
---|---|---|---|---|
Slickin' Skateboards | 400 - 800 | Skateboard | N/A | ∞ |
Jet Boots | 50 - 100 | Rocket Shoes | N/A | ∞ |
Rippin' Tacos | 10 - 30 | Taco | N/A | 2 |
Stylish Black Gloves | 20 - 100 | Fingerless Gloves | N/A | ∞ |
Brotein Shake | 700 - 1400 | Brotein Shake | N/A | 2 |
Gnarly Hoodie | 30 - 200 | Hoodie | N/A | ∞ |
Radical Electrical Device | 500 - 1000 | Flyswatter | N/A | ∞ |
Totally Cool Foam Flingin' Tool | 600 - 1200 | Foam Dart Gun | N/A | ∞ |
Buford
Buford is a frog man and a perpetual stoner.
He has a price change tolerance of 30% and a patience between 10 and 15. He has a 100% chance of arriving each market shift and a 66% chance of leaving each market shift. He buys a maximum of 4 items at once and sells a maximum of 6 items at once. His final offer line is "Aight man, but you're really pushing it. Let's make the trade now, yeah?"
Occasionally, Buford will be extremely high (moreso than he usually is), which will make him extremely susceptible to scamming. While stoned off his ass, he has a has a price change tolerance of 95% and patience between 50 and 200. His final offer line while extremely high is "Uh.. shit.. sure! I think? ..fuck. I'm getting a headache."
Item | Initial Offer |
---|---|
Curative Venne | 40 - 250 |
Rainbow Weed | 50 - 500 |
White Weed | 50 - 400 |
Omega Weed | 50 - 1500 |
Psilocybin | 100 - 650 |
Pizza | 10 - 42 |
Offer Name | Initial Offer | Item | Alternate Items | Number in Stock |
---|---|---|---|---|
Strange Seeds | 200 - 400 | Strange Seeds | N/A | 5 |
Cannabis Seeds | 3 - 5 | Cannabis Seeds | N/A | ∞ |
Saltpetre Plant Formula | 50 - 100 | Powerplant Plant Formula | N/A | 20 |
Mutagenic Plant Formula | 50 - 100 | Mutriant Plant Formula | N/A | 20 |
Potash Plant Formula | 50 - 100 | Topcrop Plant Formula | N/A | 20 |
Amonia Plant Formula | 50 - 100 | Groboost Plant Formula | N/A | 20 |
Mutadone Plant Formula | 50 - 100 | Fruitful Plant Formula | N/A | 20 |
Weedkiller | 20 - 60 | Weedkiller Plant Formula | N/A | 20 |
Pianzi Hundan
Pianzi is a lizard man who is known for being a scammer and all-around total asshole. He is the only trader who will accept your offer instead of correcting you if you haggle in his favor, though that's really on you for not paying attention. Most of the items that he's willing to sell have multiple possible outcomes, meaning that you can't really know what he'll send you until you've already spent your money.
Pianzi has a price change tolerance of 33% and a patience between 12 and 20. He has a 25% chance of arriving each market shift and a 25% chance of leaving each market shift. He buys a maximum of two items at once and sells a maximum of five items at once. His final offer line is "Well, my good friend. This is my final offer, I'd have to be insane to cut you a better bargain than this!"
Item | Initial Offer |
---|---|
Herbs | 30 - 250 |
Plasma Glass Sheets | 400 - 600 |
Telecrystal | 500 - 2500 |
Handheld Artifacts | 1000 - 4000 |
Cigarettes | 60 - 500 |
Offer Name | Initial Offer | Item | Alternate Items | Number in Stock |
---|---|---|---|---|
Sheets of Construction Supplies | 5 - 9 | Steel Sheets | (80% chance) Paper |
∞ |
Live Insects | 75 - 120 | Space Bee | (50% chance) Roach |
10 |
Camera Viewing Devices | 300 - 500 | Camera Viewer | (50% chance) Flashlight |
3 |
Scanning Devices | 100 - 500 | E-Meter | (40% chance) Geological Scanner OR Plant Analyzer OR Health Analyzer |
10 |
Mining Gloves | 1000 - 2500 | Concussive Gauntlets | (70% chance) Unsulated Gloves |
2 |
Medicine | 250 - 1000 | Styptic Powder Beaker | (25% chance) Epinephrine Beaker OR Dusty First Aid Kit |
5 |
Vintage Drink | 25 - 75 | Wine Bottle | (50% chance) 2010 Vintage |
8 |
Addiction Aid Patches | 15 - 150 | Nicotine Patch | (33% chance) LSD Patch |
50 |
Unusual Plant Seeds | 90 - 150 | Strange Seed | (75% chance) Creeper Seed |
∞ |
You're Gonna Need to Sign For That
As a quartermaster, you will sometimes get people asking you to order things for them. Some people will be very polite about this, coming down to the cargo bay in person, using the appropriate computer, and leaving clear instructions on delivery. Others will be very rude, simply barking an order over the radio and not responding when you ask them for details.
Generally speaking, you should be generous with people who are kind to you, and ignore people who are rude. This is not just for your ego - rude people will often forget to pick up orders, and you will then have a clutter crate that you don't want and don't need lying around. If the need is urgent or coincides with an emergency on the station, though, you should obviously make exceptions. The Chief Engineer is not going to come down and ask nicely for you to order tools, Floorbots, and metal when a bomb just went off in the escape hallway. In fact, they're your boss and have cargo access, so they'll probably just walk in and buy what they need for themselves.
When someone comes down to the cargo bay and asks you for something verbally, ask them to use the requests computer outside your office. They will order exactly what they want, and you can later just approve the order on your terminal. This limits mistakes and overbuying.
Beyond that, there are a few things you can buy that will never be unappreciated.
- Emergency supply crates have lots of emergency internals - gas masks and air tanks instantly become worth their weight in gold when the station starts depressurizing. They also carry floorbots, which will handle the hardest and most dangerous step to repairing a hole in the station - putting the floor back down so people can work.
- Medical supply crates are also much appreciated, and will be opportunistically picked clean if you leave a few outside your office. This is not a bad thing. These crates are cheap and it's a good thing for people to keep medicine on them.
- Radioactive emergency crates have radiation suits and anti-rad medicine, which is an enormous help in a radiation storm. Consider putting on a suit yourself and then delivering boxes of them to the masses hiding away in the maintenance tunnels.
- Utility belt crates are very cheap and have two belts and some tools to put in them. You will probably want one for yourself, and other people probably will too.
Beyond that, try doing something nice for a department that hasn't asked for it.
- Hydroponics loves getting a few hydroponic crates since it is the one of the only for them to get more pots to grow with, and they will never complain about bee crates either.
- Robotics will appreciate getting metal, glass, and cables since they consume huge amounts of the materials they break down to.
- The chef loves getting food crates, since his kitchen can run out fairly quickly.
- Medbay can always use more medicine, especially the rarer types like pentetic acid and omnizine.
- Gragg the rockworm trader will sell various ores, which can be useful. Engineers might appreciate extra plasmastone and the miners may want uqill if its early in the shift or their luck has been bad.
- Vurdulak The Shrouded is a mysterious merchant that sells alien artifacts. If the miners have had bad artifact luck or are absent, the scientists may appreciate some extra artifacts.
Crew Objectives
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. If you complete your objectives by the end of the round, you'll get some bonus Spacebux and might even earn some Medals too. As a quartermaster, you can expect to see the following:
Have 50,000 credits in the shipping budget at the end of the round
Pretty trivial to accomplish if you just do your job. You will, however, have to hope that you don't get any meddling from the AI, a greedy head, or a traitor with a financial goal.
Completing this objective for the first time gives you the Tax Haven medal. Aside from the pleasure of seeing a number go up, this medal unfortunately has no reward associated with it.
War is a Business
A traitor quartermaster is as good or as bad as his plan. Quartermasters can essentially produce things out of thin air, and most of the things they can produce have frightening potential. However, all of these options can ironically be the traitor's downfall, as he flounders around trying to get everything, often ending up tipping his hand and doing nothing at all. When starting your round as a traitor QM, use the first few minutes while waiting for metal and glass to arrive to consider exactly what you want to do that round. If you want to cause a drone revolution, focus on robotics crates. If you want to gut the station, get emergency supplies crates (so you can emag the floorbots). If you want to go on a psychopathic rampage, order lots and lots of phasers and be sure to murder your co-workers the instant you're able.
Your cargo bay is pretty isolated, which makes a good base of operations, but also makes you very suspicious. Security is used to getting calls that the QM is doing something shady, and they don't often need much of an excuse to demand a search. Always have a backup plan to keep yourself as inconspicuous as possible. A stealth storage in the corner of your office makes a great place to hide your incriminating toys until you're ready to go, and the outbound cargo belt and, if applicable, pod bay provide a quick place to get rid of murder victims. Any chutes are easy places to hide emergency supplies. You also may consider just holding off on spawning your gear at all until the second you need it. If the AI announces you're killing someone in the cargo bay, get rid of the evidence and insist the AI is lying. As little as people trust you, they're way more used to the AI being corrupted.
As a traitor QM, an emag is basically required. It allows you to break the cardlocks on all of the crates you can order & interacts with many of the items you get (like robots). It also lets you order the Spec-Ops Crate by emagging the QM console, which contains various other traitor items including an agent card and sleepy pen. Exactly how you spend the other points is purely up to your plan. If you are going to get violent, you might consider a buying security weapons crates and emagging them to get at the contents. If you need people distracted while you do a few things, consider the voice changer and agent card combo. If drone revolutions sound like your style, consider some EMP grenades to send the bots insane en masse.
Items you can order
Miscellaneous
Item | Cost | Contents |
---|---|---|
Empty Crate | 10 Credits | Nothing (Crate only) |
Special Ops Supplies | 80000 Credits | Can only be unlocked by emagging the console. Contains x1 Sleepy Pen, x1 Holographic Disguiser, x1 Signal Jammer, x1 Agent Card, x1 EMP Grenade Kit (box with x5 EMP grenades), x1 Tactical Grenades Kit (box with x2 incendiary grenades, x1 smoke grenade, x1 frag grenade, x1 flashbang, x1 shock grenade, and x1 graviton grenade) |
Neon Lining Crate | 2000 Credits | 1x coil of neon lining (20 lengths), 1x paper - How to properly install official Nanotrasen neon lining |
Paint Cans | 1000 Credits | 4x paint cans of random color |
Emergency Equipment | 1500 Credits | x4 Floor Bot, x2 Air Tank, x2 Emergency Oxygen Tank, x4 Gas Mask, 4x Emergency Hood, 4x Emergency Suit |
Novelty Clothing Crate | 15000 Credits | 15x-20x Assorted Novelty Clothing |
Spooky Crate | 250 Credits | Appears exclusively when the server is in Spooktober mode, which usually lasts through all of October. Contains x6 goodybags |
Holiday Supplies | 500 Credits | Appears only when Spacemas/Christmas mode is on, which usually runs for the entirety of December. Contains 2x Presents, 2x Egg Nog cartons, 3x 2k13 vintage santa hats, 1x scissors, 2x wrapping paper rolls |
Party Supplies | 750 Credits | 1x chocolate sponge cake, 6x Space Beers, 6x red duo cups, 2x balloon boxes (7x balloons in each), 1x box of assorted stickers (10x stickers), 1x scissors, 2x wrapping paper, 2x birthday hats (pink & blue), 5x party hats |
Assorted Glowsticks Crate - 4 Pack | 600 Credits | x4 "assorted glowsticks" boxes (7x glowsticks in various colors, x28 total) |
Office Supply Crate | 250 Credits | 4x Paper Bins, 2x Clipboards, 1x Sticky Note Stack, 1x "pen box" (7x pen), 1x "crayon box" (7x random color crayons), 1x "basic crayon box" (7x crayons in aqua and ROY G. BV colors), 1x "marker box" (7x random color markers), 1x "basic marker box" (7x markers in aqua and ROY G. BV colors), 1x Stapler (red), 1x Scissors, 2x stamps |
Identity kit | 1500 Credits | 1x Spare ID Kit (7x blank ID cards), 1x Spare PDA Box (7x unclaimed PDAs) |
Cold Weather Gear | 3000 Credits | 2x Robust coffee, 2x chicken soup, 5x winter coat, Frames: 2x space HVAC unit |
Thinktronic Build Your Own Buddy Kit | 7500 Credits | 1x Guardbuddy frame, 1x Guardbuddy mainboard, 1x sturdy cyborg arm, 1x power cell (empty, no charge), 1x random Guardbuddy module |
Meteor Shield System | 2500 Credits | 4x Meteor Shield Generators |
Home Networking Kit | 5000 Credits | 3x cable coil, 50x glass sheet, 50x steel sheet, 1x motherboard, 5x-8x random peripherals, 2x-4x random circuit boards for normal and simple computers |
Candle Crate | 500 Credits | 1x matchbook, 6x small candle, 3x candle |
Home Distilling Kit | 5000 Credits | 1x still, 6x bottles, 2x glass pitchers |
Furnishings Crate | 1500 Credits | 8x-10x random furniture items, arriving as parts to be assembled |
Haberdasher's Crate | 5000 Credits | 5x-10x random novelty hats |
Masquerade Crate | 5000 Credits | 5x-10x random novelty masks |
Shoe Crate | 2000 Credits | 5x-10x random novelty shoes |
Kendo Crate | 5000 Credits | 2x men, 2x dou and tare, 2x kote, 2x shinai bag (2x shinai in each), 2x hakama |
Sponge Capsule Crate | 5000 Credits | 1x BioToys Sponge Capsules |
Candy Crate | 500 Credits | 1x Cupid Dan's Candy Hearts box, 1x bag of Swedish Fisk, 1x bag of peach rings, 1x goodybag |
Lighting Crate | 500 Credits | 2x flashlights, 8x emergency glowsticks |
Necessities Vending Machine Restocking Pack | 3000 Credits | 1x snack restock cartridge, 1x cigarette restock cartridge, 1x cola restock cartridge, 1x alcohol restock cartridge, 1x monkey restock cartridge, 1x standard restock cartridge, 1x kitchen restock cartridge |
Medical/Hydroponics Vending Machine Restocking Pack | 3000 Credits | 1x medical restock cartridge, 1x public medical restock cartridge, 1x hydroponics restock cartridge |
Security Vending Machine Restocking Pack | 5000 Credits | 1x security restock cartridge, 1x security ammo restock cartridge |
Electronics Vending Machine Restocking Pack | 4000 Credits | 1x mechanics restock cartridge, 1x PDA restock cartridge, 1x computer3 restock cartridge, 1x floppy restock cartridge |
Pod Production Kit | 5000 Credits | Frames: 1x Ship Component Fabricator, 1x portable reclaimer |
Bureaucracy Supply Crate | 1500 Credits | 2x paper bins, 2x pencils, 2x pens, 1x fancy pen, 2x rubber stamps, 2x folders |
Basic Materials
Item | Cost | Contents |
---|---|---|
200 Metal Sheets | 2000 Credits | x200 Metal Sheets |
50 Metal Sheets | 500 Credits | x50 Metal Sheets |
200 Glass Sheets | 2000 Credits | x200 Glass Sheets |
50 Glass Sheets | 500 Credits | x50 Glass Sheets |
Electrical Supplies Crate (red) - 2 pack | 2000 Credits | x2 "electrical cables storage (red)" boxes (14 red cable coils total) |
Electrical Supplies Crate (yellow) - 2 pack | 2000 Credits | x2 "electrical cables storage (yellow)" boxes (14 yellow cable coils total) |
Electrical Supplies Crate (orange) - 2 pack | 2000 Credits | x2 "electrical cables storage (orange)" boxes (14 orange cable coils total) |
Electrical Supplies Crate (blue) - 2 pack | 2000 Credits | x2 "electrical cables storage (blue)" boxes (14 blue cable coils total) |
Electrical Supplies Crate (green) - 2 pack | 2000 Credits | x2 "electrical cables storage (green)" boxes (14 green cable coils total) |
Electrical Supplies Crate (purple) - 2 pack | 2000 Credits | x2 "electrical cables storage (purple)" boxes (14 purple cable coils total) |
Electrical Supplies Crate (black) - 2 pack | 2000 Credits | x2 "electrical cables storage (black)" boxes (14 black cable coils total) |
Electrical Supplies Crate (hotpink) - 2 pack | 2000 Credits | x2 "electrical cables storage (hotpink)" boxes (14 hotpink cable coils total) |
Electrical Supplies Crate (brown) - 2 pack | 2000 Credits | x2 "electrical cables storage (brown)" boxes (14 brown cable coils total) |
Electrical Supplies Crate (white) - 2 pack | 2000 Credits | x2 "electrical cables storage (white)" boxes (14 white cable coils total) |
Portable Welding Fuel Tank | 1000 Credits | 1x Handheld fuel tank |
Welding Fuel Tank | 4000 Credits | 1x Welding Fuel tank |
Firefighting Foam Tank | 1000 Credits | 1x Foamtank (1000 units of firefighting foam) |
High Capacity Watertank | 2500 Credits | 1x High Capacity Watertank |
Rapid-construction-device Replacement | 60000 Credits | 1x Rapid Construction Device (empty, starts with no matter units) |
Reclaimed Reclaimer | 1000 Credits | 1x Portable Reclaimer |
Radioactive Emergency Supplies | 2000 Credits | 4x Radiation Suit Hoods, 4x Radiation Suits, 2x pill bottles (potassium iodide), 4x emergency auto-injector (potassium iodide), 2x geiger counter |
EVA Equipment Crate | 5000 Credits | 1x EVA Space Helmet, 1x EVA Space Suit, 1x emergency gas mask, 1x Jetpack, 1x Magboots |
Utility Belt Crate | 750 Credits | 2x Tool Belts, 2x Mechanical toolboxes |
Civilian Department
Item | Cost | Contents |
---|---|---|
Catering: Dry Goods Crate | 750 Credits | x25 assorted cooking ingredients, specifically: x6 flour, x4 rice sprigs, x3 spaghetti, x4 sugar, x3 oatmeal, x2 pancake batter, and x3 tortillas. |
Catering: Meat, Eggs and Dairy Crate | 1500 Credits | x25 assorted protein and dairy products, specifically: x4 hotdogs (no bun), x3 pieces of synthmeat, x3 pieces of monkey meat, x1 salmon fillet, x1 white fish fillet, x2 bacon strip boxes, x3 egg cartons (x12 in each, x36 eggs total), x4 cheese wedges, x4 milk bottles |
Catering: Fresh Produce Crate | 1500 Credits | x20 assorted fruits and vegetables, specifically: x2 apples, x2 bananas, x1 lime, x1 lemon, x1 orange, x3 tomatoes, x2 carrots, x2 corn cobs, x1 garlic, x2 lettuce leaves, x2 potato, x1 onion |
Catering: Condiment Crate | 750 Credits | x25 assorted condiments, specifically: x3 chocolate chips, x2 cream, 1x custard, x3 hot sauce, x4 ketchup, x4 mayonnaise, x3 maple syrup, x3 peanut butter, x2 honey |
Janitorial Supplies | 500 Credits | x3 buckets, x3 mop, x3 wet floor signs, x3 cleaning grenades, x1 mop bucket, x1 cleaning gloves |
Hydroponics: Starter Crate | 500 Credits | x2 Watering Cans, x4 Compost Bags, x2 Weedkiller bottles, x2 Plant Analyzers, Frames: x4 Plant Trays |
Hydroponics: Nutrient Pack | 1000 Credits | x15 nutrient formulas, specifically: x3 Mutadone Plant Formula, x3 Mutagenic Plant Formula, x3 Ammonia Plant Formula, x3 Potash Plant Formula, x3 Saltpetre Plant Formula |
Honey Production Kit | 450 Credits | x5 Space bee eggs |
Alcohol Resupply Crate | 400 Credits | 15x assorted bottles of alcohol, specifically: 1x space beer, 1x "beer in a box" (6x fancy beer), 1x mead, 1x wine, 1x cider, 1x rum, 1x vodka, 1x tequila, 1x Bo Jack Daniel's, 1x Curacao Liqueur |
Cocktail Party Supplies | 100 Credits | 1x salt shaker, 1x cocktail shaker, 1x "fruit wedge kit" (1x knife, 1x lime, 1x lemon, 1x orange), 2x "cocktail umbrella box" (7x cocktail umbrellas in each, 14x total), 2x "cocktail doodad box" (2x celery sticks, 2x cocktail olives, 2x maraschino cherries in each) |
Emergency Glowsticks Crate - 4 Pack | 500 Credits | x4 "emergency glowsticks" boxes (x7 emergency glowsticks in each box, x28 total) |
Compost Bin | 1000 Credits | 1x Compost Tank (empty) |
Avian Import Kit | 2000 Credits | 5x Birds |
Animal Import Kit | 2000 Credits | 5 Random Animals |
Golden Gannets Delivery | 200 Credits | 2x Chinese takeout cartons, 2x fortune cookies, 2x chopsticks |
Soft Soft Pizzeria Delivery | 200 Credits | 2x plain pizzas, 2x fries, 2x colas |
Comedy Equipment | 500 Credits | 1x Clown Costume (mask, suit, shoes, mini funny pack), 1x cream pie, 1x Banana Peel, 1x Balloon Box, 1x Bike Horn |
Janitorial Supplies Refill | 500 Credits | 4x cleaning grenades, 2x space cleaner spray bottles, 2x bottles of space cleaner, 1x "box of trash bags" (7x trash bags), 1x "box of biohazard bags" (7x biohazard bag) |
Bathroom Kit | 15000 Credits | Frames: 4x Toilet, 1x Sink, 1x Shower Head , 1x Bathtub |
Kitchen Kit | 50000 Credits | 1x Fridge, Frames: 1x Oven, 1x Mixer, 1x Sink, 1x Deep Fryer, 1x Food Processor, 1x ValuChimp, 1x FoodTech, 1x Meat Spike, 1x Gibber |
Bar Kit | 25000 Credits | 2x Glassware box, Frames: 1x Alcohol Dispenser, 1x Soda Fountain, 1x Ice Cream Machine, 1x Kitchenware Recycler, 1x Microwave |
Arcade Machine | 2500 Credits | Frames: 1x Arcade Machine |
Printing Press Refill Supplies | 2500 Credits | 2x paper bins, 1x ink cartridge |
Printing Press Colour Module | 2000 Credits | x1 printing press upgrade module (Ink Color Upgrade) |
Printing Press Custom Cover Module | 2000 Credits | x1 printing press upgrade module (Custom Cover Upgrade) |
Printing Press | 5000 Credits | x1 Printing Press Frame (must deploy with a soldering iron), 1x printing press setup warning |
Percussion Band Kit | 2000 Credits | 1x Tambourine, 1x Cowbell, 1x Triangle |
Engineering Department
Item | Cost | Contents |
---|---|---|
Engineering Crate | 1000 Credits | x2 Mechanical Toolbox, x2 Welding Mask, x2 Engineering winter coats |
Electrical Maintenance Crate | 2500 Credits | x2 Electrical toolboxes, x2 multitools, x2 pairs of insulated gloves |
Firefighting Supplies Crate | 1000 Credits | x3 fire extinguishers, x3 fire-fighting grenades, x2 firesuits, x2 firefighter helms |
Station Pressurization Crate | 1200 Credits | 4x Red Oxygen Grenades, x4 Metal Foam Grenades |
Disposal Pipe Dispenser Cart | 4000 Credits | 1x Disposal Pipe Dispenser Cart |
Gas Filtration Machinery | 5000 Credits | x1 Portable air pump, x1 Portable air scrubber |
Experimental Local Generator | 2500 Credits | x1 Experimental Local Generator |
Mining Equipment | 500 Credits | x1 Powered Pickaxe, x1 Power Hammer, x1 Meson Goggles, x1 Geological Scanner, x2 Mining Satchel, x3 Mining Explosives |
Replacement MULE Crate | 750 Credits | Contains x1 MULE. Remember to set its home beacon to QM #2 or it won't return automatically after a delivery. |
Singularity Generator Crate (Cardlocked Chief Engineer) | 100000 Credits | 1x Gravitional Singularity Generator |
Field Generator Crate | 40000 Credits | Frames: 4x Field Generators |
Emitter Crate | 15000 Credits | 1x Emitter |
Radiation Collector Crate | 750 Credits | 4x Radiation Collectors frames, 1x Radiation collection controller frames, 1x soldering iron |
Extra Large Air Mix Canister | 5000 Credits | 1x High-Volume Canister: Air |
Spare Oxygen Canister | 10000 Credits | 1x Canister: Oxygen |
ABCU Unit Crate | 5000 Credits | 1x ABC-U, 1x blueprint marker |
Anti-Singularity Pack | 10000 Credits | 1x Singularity Buster Rocket Launcher, 5x Singularity Buster rockets, 1x paper-How to properly operate Singularity Buster rocket launcher |
Construction Equipment | 7000 Credits | 1x miniaturized lamp manufacturer (human version), 1x Floor and Wall Designer, 1x construction worker's overalls (orange) |
Mechanics Reconstruction Kit | 35000 Credits | 1x Ruckingenur frame, 1x Manufacturer frame, 1x reclaimer frame, 1x device analyzer, 1x soldering iron, 1x deconstruction device |
Small Magnet Kit | 100000 Credits | 1x Magnetizer, 1x Low Performance Magnet Kit, 1x Magnet Chassis Frame |
Magnet Kit | 75000 Credits | 1x Magnetizer, 1x High Performance Magnet Kit, 1x Magnet Chassis Frame |
Manufacturer Kit | 8000 Credits | Frames: 1x General Manufacturer, 1x Mining Manufacturer, 1x Gas Extractor, 1x Clothing Manufacturer, 1x Reclaimer |
Basic Power Kit | 20000 Credits | Frames: 1x SMES cell, 2x Furnace |
Medical Department
Item | Cost | Contents |
---|---|---|
Medical: First Aid Crate | 1000 Credits | x10 assorted medkits, specifically: 2x general first aid kits, 2x brute medkits, 2x fire medkits, 2x toxin medkits, 1x oxygen deprivation medkit, 1x neurological medkit |
Medical: Medical Reservoir Crate | 1750 Credits | 2x Hyposprays (empty), 2x auto-menders (empty), 1x Syringe Kit (box of 7 syringes), 2x morphine bottles (30 units of morphine), 4x "reserve tanks" each containing common medicine, split up as: x1 anti-tox (charcoal) (has 100 u), 1x epinephrine (100u), 1x silver sulfadiazine (400 u), 1x styptic powder (400u) |
Robotics Crate | 7500 Credits | x1 Securitron, x1 Floorbot, x1 Cleanbot, x1 Medibot, x1 Firebot |
Prosthetic Augmentation Kit | 2000 Credits | 6x - 8x Random Augmentations |
Restricted Medicine Shipment | 6000 Credits | 6x bottles each containing 30 units of advanced medicine, split up as: 1x ether, 1x haloperidol, 1x omnizine, 1x pentetic acid, 2x perflurodecalin |
Cyborg Component Crate | 4500 Credits | 1x sturdy cyborg head, 1x standard cyborg chest, 1x sturdy cyborg left arm, 1x sturdy cyborg right arm, 1x standard cyborg left leg, 1x standard cyborg right leg, 1x robot frame, 1x cable coil |
Morgue Supplies | 10000 Credits | 1x bible, 1x syringe, 1x "embalming fluid bottle" (50 units of formaldehyde), 10x body bag, 1x coffin (it's the container all this ships in) |
Blood Bank | 3000 Credits | 4x blood packs |
Medbay kit | 10000 Credits | 1x Defibrillator, 2x Hypospray, 1x Medical Belt, Frames: 1x NanoMed, 1x Medical Records computer |
Operating Room kit | 15000 Credits | 1x Staple Gun, 1x Defibrillator, 2x Scalpel, 2x Circular Saw, 1x Hemostat, 2x Suture, 1x Enucleation Spoon, Frames: 1x Medical Fabricator, 1x Operating Table |
Robotics kit | 20000 Credits | 1x Staple Gun, 1x Scalpel, 1x Circular Saw, Frames: 1x Robotics Fabricator, 1x Operating Table, 1x Module Rewriter, 1x Recharge station |
Genetics kit | 30000 Credits | Circuitboards: 1x DNA Modifier, 1x DNA Scanner |
Cloning kit | 30000 Credits | Circuitboards: 1x Cloning Console, Frames: 1x Cloning Scanner, 1x Cloning Pod, 1x Enzymatic Reclaimer |
Research Department
Item | Cost | Contents |
---|---|---|
Chemistry Resupply Crate (Cardlocked [Research]) | 500 Credits | x1 Beaker Box (7x 50 unit beakers), x1 Mechanical Dropper, x1 Spectroscopic Goggles, x1 Reagent Scanner, x6 reagent bottles each containing 50 units of common chemical precusors, split up as: 1x acetone, 1x ammonia, 1x diethylamine, 1x oil, 1x phenol, and 1x sulfuric acid |
Artifact Research Kit | 80000 Credits | Frames: 5x Data Terminal, 1x Pitcher, 1x Impact pad, 1x Heater pad, 1x Electric box, 1x X-Ray machine |
Security Department
Item | Cost | Contents |
---|---|---|
Weapons Crate - Security Equipment (Cardlocked [Security Equipment]) | 10000 Credits | x1 helmet, x1 armor vest, x1 Handcuff Kit, x1 assistant requisition token |
Security Containment Crate - Security Equipment (Cardlocked [Security Equipment]) | 1000 Credits | x1 Port-a-Brig and remote |
Weapons Crate - Experimental Security Equipment (Cardlocked [Security Equipment]) | 12000 Credits | 1x Clock 180, 1x Elite Security Helmet, 1x "experimental grenade box" (1x high-range incendiary, 3x incendiary, 3x cryo), 1x "security-issue grenade box" (2x crowd dispersal grenades, 2x smoke grenades, 1x stinger grenade, 1x flashbang, 1x shock grenade) |
Weapons Crate - Phasers (Cardlocked [Security Equipment]) | 5000 Credits | x2 Phaser Gun |
Anti-Biological Hazard Supplies (Cardlocked [Security Equipment]) | 7000 Credits | 1x Flamethrower, 2x Flare gun box (1x flare gun and 1x box of flares) |
Counter-Revolutionary Kit | 6000 Credits | 4x Counter-revolutionary implants, 2x Implanter |
Supplementary Video
Department Guides | |
---|---|
Engineering | Making and Breaking · Construction · Gas · Power Grid · Thermoelectric Generator · Singularity Generator · Geothermal Generator · Catalytic Generator · Nuclear Generator · Mining · Materials and Crafting · Wiring · Hacking · MechComp · Mechanic components and you · Control Unit · Ruckingenur Kit · Reactor Statistics Computer · Cargo Crates |
Medsci | Doctoring · Genetics · Robotics · Telescience · Plasma Research · Artifact Research · Chemistry · Chemicals · ChemiCompiler · Decomposition |
Security | Security Officer · Contraband · Forensics · Space Law |
Service | Foods and Drinks · Botany · Writing · Piano Song Dump · Instruments |
The AI | Artificial Intelligence · AI Laws · Chain of Command · Guide to AI · Humans and Nonhumans · Killing the AI |
Computers | Computers · TermOS · ThinkDOS · Packets |
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |