Difference between revisions of "Ore Processing"

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(makes the bow and quiver section Not Suck(tm))
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|Bow || <center>[[Image:Bow.png]]</center> ||Weapons ||(3) Metal or Organic||A simple bow. Fired similarly to a standard gun, but with some caveats. If loaded, clicking on a tile will begin drawing the bow back. You can click again to loose the arrow early, or wait for the meter above your character's head to fill, at which point the bow will be fully drawn and deal maximum damage.
|Bow || <center>[[Image:Bow.png]]</center> ||Weapons ||(3) Metal or Organic||A simple bow. Fired similarly to a standard gun, but with some caveats. If loaded, clicking on a tile will begin drawing the bow back. You can click again to loose the arrow early, or wait for the meter above your character's head to fill, at which point the bow will be fully drawn and deal maximum damage.


The denser the material is, the tighter the spread, and the harder it is, the further your character will be able to "draw" the bow. For whatever reason, the computation for this is not linear, and instead uses a step function. Density has cutoffs at 2, 5, and 7, while hardness has cutoffs at 2, 5, and 10. Firing bog-standard glass-and-steel arrows as a point of reference, a bad bow will deal 18 damage, a decent one will deal 45, and an excellent bow, while EXTREMELY hard to get your hands on, will deal 90(!)
The denser the material is, the tighter the spread, and the harder it is, the further your character will be able to "draw" the bow. For whatever reason, the computation for this is not linear, and instead uses a step function. Density has cutoffs at 2, 5, and 7, while hardness has cutoffs at 2, 5, and 10. Firing bog-standard glass-and-steel arrows as a point of reference, a bad bow will deal 18 damage, a decent one will deal 45, and an excellent bow, while EXTREMELY hard to get your hands on, will deal 90(!) Of course, there's nothing saying you have to use glass in your arrows.
 
will deal around 45(!) damage, while a bad one will deal around 18. Of course, there's nothing saying you have to use glass in your arrows.
|-
|-
|Quiver || <center>[[Image:Quiver.png]]</center> ||Weapons ||(2) Cloth or Rubber||A quiver for arrows. Goes on your back or belt, and will automatically load arrows into your bow if you try to dry-fire using the bow with it equipped. The material you use changes only the color.
|Quiver || <center>[[Image:Quiver.png]]</center> ||Weapons ||(2) Cloth or Rubber||A quiver for arrows. Goes on your back or belt, and will automatically load arrows into your bow if you try to dry-fire using the bow with it equipped. The material you use changes only the color.

Revision as of 06:15, 9 November 2024

Ore Processing
Location

Cogmap2Refinery.png

Metallurgist's paradise.

Access

Everybody


Ore Processing is the fine art of turning raw ores or metal bars into weird, fancy alloys and other interesting doohickeys using the arc smelter and nanofabs, typically in either the Refinery above Public Market or the mostly Miner-only derelict Mining Outpost.

Ore Processing
Location

CogmapOreProcessing.png

Metallurgist's paradise.

Access

Everybody


Turning raw ores or metal bars into weird, fancy alloys is possible with the help of an arc smelter. The public one (and the main subject of this guide) is located next to the cargo bay and above the warehouse. The mining department has access to another arc smelter tucked away in the derelict Mining Outpost.

Ore Processing
Location

DestinyArcSmelter.png

Metallurgist's paradise.

Access

Everybody


Turning raw ores or metal bars into weird, fancy alloys is possible with the help of an arc smelter. The mining department has access to one above their department and another smelter tucked away in the Mining Outpost.

Ore Processing
Location

ClarionArcSmelter.png

Metallurgist's paradise.

Access

Everybody


Turning raw ores or metal bars into weird, fancy alloys is possible with the help of an arc smelter. The "public" one (and the main subject of this guide) is tucked below the engine and the cargo bay. The mining department has access another arc smelter tucked away in the Mining Outpost.

Ore Processing
Location

OshanRefineryV2.png

Metallurgist's paradise.

Access

Everyone


Ore Processing is the fine art of turning raw ores or metal bars into weird, fancy alloys using the public arc smelter in the Refinery near Cargo and all its myriad doohickeys and thingamajigs.

Ore Processing
Location

AtlasMining.png

Metallurgist's paradise.

Access

Everyone (go through the pod hangar)


Ore Processing is the fine art of turning raw ores or metal bars into weird, fancy alloys using the private arc smelter in Mining and all its myriad doohickeys and thingamajigs.

Ore Processing
Location

MantaMiningRefinery.png

Metallurgist's paradise.

Access

Miner


Ore Processing is the fine art of turning raw ores or metal bars into weird, fancy alloys using the private arc smelter in Sea Turtle's refinery area and all its myriad doohickeys and thingamajigs.

Ore Processing
Location

KondaruOreProcessing.png

Metallurgist's paradise.

Access

Everyone


Ore Processing is the fine art of turning raw ores or metal bars into weird, fancy alloys using the public arc smelter in Mining and all its myriad doohickeys and thingamajigs.

So fucking metal!

MechanicNew64.png This page is under construction.
The following information may be incomplete.
Add section on arc electroplater

Scattered about the room are various specialized devices, each with their own niche. The arc smelter allows you to combine materials, while the arc electroplater applies materials directly to items, bestowing them certain properties. Once you have materials up to your specifications, you can use the nano-fab to craft certain items. These three are documented in their respective sections. There are also a couple of other devices, shown below:

Item Image Description
Material Processor
MaterialProcessorV2.gif
This is where you can insert ores, gems, and other various raw materials, and get ingots, blocks, and clumps of processed materials for use in the smelter or nano-fab. Note that it is slower than the portable version for some reason.
Material Analyzer
MaterialAnalyzerV2-32x32.png
The hand-held devices can scan and tell you all sorts of info about a material such as its hardness, electric conductivity, etc. You can use it on most materials as well as most things made with the smelter and fabricators.
Slag Shovel
SlagShovelV2-32x32.png
In the past, mixing stuff in the smelter would create slag, and too much slag would adversely effect an alloy's quality. You'd then have to clean it out with this shovel. That mechanic is now gone, so it is almost useless. However it does work as a substitute for the power shovel when digging holes for geothermal vents (it can't mine though) and as a decent bludgeon.
General Manufacturer
Fabricator.png
General Manufacturers Can be found in most stations' refineries, as well as in cargo and in other random places. They create basic items like metal and glass sheets, tools, and a few other odd things like power cells and chemical patches. They start with a bit of copper, glass, and steel already loaded.

Arc Smelter

ArcSmelterV3.png

This giant contraption in the back of the room is where dreams are made. Insert two materials into the arc smelter and interact with it to combine them, then click the resulting product to take it out. The combined material will have the material type of both of its components, so a combination of a crystal and a fabric will make a material that works as both a crystal and a fabric.

Alright, I got all that. Now how do I become indestructible?

Indeed, no crafting system is without a few advanced tricks. Here are some things to know:

  • When you combine two materials, their stats average out. Let's say one material had a Hardness of 30 and another had 70; if you mixed them, the combined alloy would have a hardness of 50. If a material does not have a value for a stat (such as a non-radioactive material having no radioactivity stat) the value will come entirely from the other material.
  • Merged materials will take on a mix-and-match name of whatever you put in, starting with the name of the first material and ending with the second. Additives will have their full name prefixed before the alloy name.
    • If you're clever with the material order, you can cram all sorts of things into an alloy and then revert it to a base name. Make a jumpsuit out of starstone but prefix it with slag, no one can tell the difference without the Material analyzer! A very devious yet underused trick. Their color will still be an average of all of the components colors, so an observant player may notice your erebite-laced floor tiles by their red discoloration.
  • Once a material is smelted into an alloy bar, that bar will keep the material's typing and quirks forever regardless of how many reforges it goes through, with a few exceptions. You could fuse whatever you want into a telecrystal and it would always have its warping properties, you could pump a hundred ultra-dense uqill into fibrilith and it would still be considered a fabric, etc.
    • This does not work with additives however, so make sure to apply the additive last!
  • Need one alloy for its typing/effect but desire another alloy's stats? Grab as much of the desired alloy as you can find and gradually pump it into the base alloy. The increasing stat average will push the numbers of the final product up to where you want them to be.
    • This doesn't work as well if you're doing this wanting the stats of more than one alloy, but some increases are still better than nothing!

The Nano-Fabricator (Refining)

NanoFabricator.gif

This is where you insert your alloy bars to make stuff. Most schematics require either metal alloys, fabrics, rubber, leather or crystals. A single bar can be made to fill all needs.

At the top of the interface, there are 3 tabs.

  • Blueprints: A list of items the fabricator can make
  • Materials: This is where you can see all the components and supplies that are in the machine, available for your arts and crafts
  • Setting: Not much to it, but you can set it to automatically store crafted items into the Materials tab. This is useful when making components for more complex items.
MechanicNew64.png This page is under construction.
The following information may be incomplete.
Describe how material used affects the space suit set and material sheets, confirm that material used has no effect on the properties of the bow.

At the Nano-Fabricator you can make a lot of that cewl stuff.

Product Icon Category Requirements Description
Spear
Spear.png
Weapons (3) Metal
(1) Arrowhead
A simple spear with long reach. The Hardness stat of the arrowhead used determines the damage of the spear. Somewhat buggy to use: click on the tile directly in front of you on help intent to stab ahead with it. Telecrystal tipped spears have a chance to teleport people.
Arrow
Arrow.png
Weapons (1) Arrowhead
(1) Metal
A simple arrow used as ammunition for bows. The Hardness stat of the arrowhead used determines the damage of the arrow. Can be poisoned. Arrows that hit people implant into their chest, so you can make i.e. cerenkite arrows that irradiate people, telecrystal arrows that cause people to teleport around, erebite arrows that have a chance to explode on impact, etc.
Bow
Bow.png
Weapons (3) Metal or Organic A simple bow. Fired similarly to a standard gun, but with some caveats. If loaded, clicking on a tile will begin drawing the bow back. You can click again to loose the arrow early, or wait for the meter above your character's head to fill, at which point the bow will be fully drawn and deal maximum damage.

The denser the material is, the tighter the spread, and the harder it is, the further your character will be able to "draw" the bow. For whatever reason, the computation for this is not linear, and instead uses a step function. Density has cutoffs at 2, 5, and 7, while hardness has cutoffs at 2, 5, and 10. Firing bog-standard glass-and-steel arrows as a point of reference, a bad bow will deal 18 damage, a decent one will deal 45, and an excellent bow, while EXTREMELY hard to get your hands on, will deal 90(!) Of course, there's nothing saying you have to use glass in your arrows.

Quiver
Quiver.png
Weapons (2) Cloth or Rubber A quiver for arrows. Goes on your back or belt, and will automatically load arrows into your bow if you try to dry-fire using the bow with it equipped. The material you use changes only the color.
Glasses
CustomGlassesV2-32x32.png
Clothing (1) Crystal A pair of non-corrective glasses. Sadly do not change the color of your vision.
Jumpsuit
WhiteJumpsuitV2.png
Clothing (3) Cloth or Organic A custom made jumpsuit. Has no special properties.
Insulating gloves
Glovesw.png
Clothing (2) Cloth or Organic Custom insulating gloves. Inherits thermally and electrically insulating properties.
Armored gloves
Glovesw.png
Clothing (2) Cloth or Organic Custom armored gloves. Inherits physical properties like toughness and hardness.
Shoes
WhiteShoes-32x32.png
Clothing (2) Cloth or Organic or Rubber, (2) Material, (2) Optional Materials Generic shoes. Material chosen for Sole (and optional Toe Tip) are just for style, but material for Upper Part influences certain properties; it can give an extra bonus to kicking attacks (regular kicks and dive kicks) based on (density * hardness)/1500, the shoes can protect you from protect you from 1.65 * (100 - thermal conductivity) and give you 0.1 * (100 - thermal conductivity) heat and cold resistance.
Flashlight
FlashlightOffV2-32x32.png
Lights (1) Metal
(1) Lens
A simple flashlight. Light color is affected by lens color.
5 Light tubes
LightTube.png
Lights (1) Metal
(1) Lens
5 replacement light tubes. Lens color affects light color.
5 Light bulbs
LightBulb.png
Lights (1) Metal
(1) Lens
5 replacement light bulbs. Lens color affects light color.
5 Tripod bulbs
TripodBulb.png
Lights (1) Metal
(1) Lens
5 replacement tripod light bulbs. Lens color affects light color.
Material Sheets (10)
SteelSheetV2.png
Tools (1) Metal or Crystal Ten sheets for construction purposes.
Small energy cell
EgunPowerCell.png
Tools (2) Energy A custom small power cell used in energy weapons. The more conductive the material used, the higher the capacity. Self-recharging cells are possible, though they will typically charge very slowly unless you get radioactivity high.
Large energy cell
PowerCellV2-32x32.png
Tools (4) Energy A custom power cell, like those used in APCs and Cyborgs. As with small cells, higher conductivity creates higher capacity cells, and self-recharging cells can be crafted if radioactive materials are used, with higher radioactivity creating higher charge rate.
Small Coil
SmallCoil.png
Components (1) Metal A small coil used in various objects.
Large Coil
LargeCoil.png
Components (2) Metal A large coil with current no use.
Arrowhead
ArrowHead.png
Components (1) Metal or Crystal An Arrowhead that can be used for arrows or in other objects.
Lens
Lens.png
Components (1) Crystal A Lens used as a component in various objects, such as the nano-fab bulbs and the antique laser gun.
Tripod
TripodParts.png
Components (1) Metal A tripod. Like the ones at the Space Pod beacons.
Infusion
Clump.png
Refining (1) Chemical, (10) Unprocessed Material, (1) Starstone Whatever chemical you infuse the materials with causes items made of that material in the Nano-Fabricator to constantly inject that chemical into whoever is holding/wearing that item. Infuse omnizine or meth into clothing to give you a big advantage in combat, or something like Honkfartium to maintain its silly effects for an indefinite duration.
Space Suit Set
CustomizedSpaceHelmet.png
CustomizedSpaceSuit.png
Clothing (3) Cloth or Organic or Rubber, (3) Metal, (2) Crystal A space suit and helmet set, very much like the ones in EVA

The Nano-Fabricator (Mining)

MiningNanoFabricator.png

The mining area has a brown nanofab that makes custom mining tools.

Item Icon Notes Cost
Mining Tool
BasicPickaxeV2-32x32.png
PowerHammerV2.png
LaserDrillV2.png
CustomLaserDrill.gif
A tool for mining asteroids. Type of tool depends on components used. Optional modifier slot. Metal used for the base does not matter, feel free to use 10 stone, spare mauxite, or spare pharosium. (10) Metal, (1) Mining Tool Head, (1) Optional Tool Mod
Tool head (Drill)
DrillHead.png
A Drill head. Goes 3 tiles forward and can break down rock in a couple of hits, depending on the hardness of the used material, with chitin being a good choice. (5) Material
Tool head (Hammer)
HammerHead.png
A Hammer head. Goes 3 tiles wide and can break down rock in a couple of hits, depending on the density of the used material, with viscerite and mauxite being good choices. (5) Material
Tool head (Blaster)
BlasterHead.png
A Blaster head. Goes 2 tiles forward in a T-shape, but takes a lot of hits to break a rock. More conductive materials, such as pharosium and claretine make for stronger blasters. (5) Material
Tool head (Pick)
PickHead.png
A Pick head. Hits only one tile, but can break rock in just one or two hits, even with softer materials. Strength of the pick depends on both hardness and density. Molitz, having a decent amount of both stats, makes for great picks. (5) Material
Tool mod (Concussive)
ConcussionMod.png
A mod for mining tools that increases Area of Effect. Concussive drills will hit a 3x4 tile area forward, concussive hammers will hit 5x4 area roughly centered on the wielder, and concussive blasters will hit in a 5x5 orb.

With 45 radioactive material being a lot, koshmarite tends to be your best option, as you can get plenty of them from a single Quantum Telescope koshmarite asteroid. The mod might be a little overkill since custom tools using basic materials are already quite efficient on their own, but if you want to bling out a mighty electrum blaster or iridium pick, go for it! Make sure you make the shaft out of Syreline too, you showoff!

(45) Radioactive Material, (1) Explosive Charge
Space Suit Set
CustomizedSpaceHelmet.png
CustomizedSpaceSuit.png
A space suit and helmet set, very much like the ones in EVA (3) Cloth or Organic or Rubber, (3) Metal, (2) Crystal

Great! So what can I make with all that stuff?

  • Miners commonly make custom tools to replace their pickaxes, as they are faster, stronger, and never need recharging.
  • Custom power cells can be stronger than the prefab power cells sprinkled about the station. Power cell capacity is determined by electrical conductivity and self recharge rate is determined by radioactivity. Security will appreciate better small power cells for their stun weapons, and robotics will appreciate better large power cells for cyborgs. Just keep in mind that self-recharging cells are radioactive and will damage you as long as you carry them without radiation gear.
  • Infuse omnizine or another helpful drug into a material and then plate your clothing with it in order to stay topped-up on the drug. Addictions are not an issue, as the infused item will steadily supply the drug to prevent withdrawal.
  • Small coils and lenses can be used in the construction of the antique laser gun, though as of yet large coils have no use. The transparency of the lens and the electrical conductivity of the small coil affects the strength of the resulting laser gun. It also helps if the small coil is made from an energy source.
  • Tripods and their respective bulbs can be used to make standalone light fixtures. They also double as a handy barricade.
  • Material sheets can be used to reinforce atmospherics pipes. Denser pipes mean stronger pipes that can withstand higher pressures. Great for Engineers running advanced Thermoelectric Generator setups and Scientists who want Plasma Research to blow up less often.


So where do I get all the stuff I need?

MechanicNew64.png This page is under construction.
The following information may be incomplete.
Add more materials and info about their sources, uses, and special/unique properties. Add (updated) sprites.

Good question! You can gain plenty of materials for your smeltery needs by asking the Miners for them, since their job is entirely about digging them up from rock. If there aren't any miners, don't worry. There's still plenty of materials that can be obtained through other means.

Alloys

Name Image Classification Description
Steel
SteelBarV2.png
Sturdy Metal The processed equivalent of mauxite, made with char and mauxite.
Electrum
ElectrumBarV2.png
Metal, High Energy Conductor A gold-cobryl alloy excellent at conducting electricity.
Soulsteel
SoulsteelBarV2.gif
Metal, Power Source Steel alloyed with Discount Dan's secret ingredient: human souls! Or at least, a more malleable form of them in form of ectoplasm ran through the material processor. Objects made from soulsteel, as well as alloys of it (so long as the soulsteel isn't too "diluted") can be piloted by Ghosts.
Hauntium
Dyneema.png
Cloth/Fabric, Metal, Power Source Blend steel with souls with eldritch koshmarite, and you get a cloth that's highly electrically insulating and very impermeable. Similar to soulsteel, Ghosts have a chance to possess and start piloting objects made from hauntium when moving over them.
Plasmasteel
PlasmaSteelBar.png
Metal, Dense Metal Steel combined with plasmastone, dramatically raising its density.
Dyneema
Dyneema.png
Cloth/Fabric A futuristic spidersilk-carbonfiber polymer that offers dramatic protection from melee and ranged attacks.
Neutronium
NeutroniumBar.png
Extraordinarily Dense Crystalline Matter, Power Source Has decent electrical conductivity and one of the densest materials out there, but it emits highly deadly neutron radiation. There used to be a secret recipe but it's since been disabled. It's still obtainable, just through other means. Be on the lookout!
Synthleather
Synthleather.png
Cloth/Fabric A cotton-latex alloy.

Other

Name Image Classification Description
Starstone
Starstone.png
Extraordinarily Dense Crystalline Matter Extremely valuable, but can only be found in certain highly-dangerous Z5 asteroids, extremely rare starstone asteroids located by the quantum telescope, and the remains of meteor showers. Sell them to certain merchants to become an instant millionaire! Can also be used to infuse chemicals into metals and alloys.
Slag
Slag.png
Metal, Sturdy Metal A low-quality substitute for mauxite. Pretty rare; the only real source is destroying the Dr. Floorpills statue.
Glass
GlassBlockV2.png
Crystal The processed equivalent of molitz, made with char and molitz.
Gnesis/Translucent Gnesis
GnesisBar.gifTranslucentGnesisBar.png
Dense Metal, Crystal, High Energy Conductor, Reflective Material Flockmind metal. As good a conductor as electrum, with a neat teal color too. Can be, obviously, obtained from smashing converted tiles, as well as somewhere in deep space. Tables made from this reform and repair themselves when broken.
Iridium Alloy
IridiumAlloy.png
Metal, Dense Metal, Sturdy Metal The Syndicate's pride and joy. Ridiculously strong (80 hardness and density); can be dropped from Nanite swarms in their respective asteroids, the Syndicate Weapon: Orion Retribution Device, and a certain secret source.
Carbon Nanofiber
CarbonNanofiber.png
Conductor, Cloth/Fabric Jack of all stats, and nearly a master of all. Not only is it super dense and super hard, yet surprisingly permeable, but it's also excellent at conducting electricity and heat alike. Sec's armor vests can be reprocessed into these, and they can be found in nanite clusters, super-rare Quantum Telescope "asteroids" that house huge swarms of angry nanobots.
Ectofiber
Fabric.png
Conductor, Power Source, Cloth/Fabric Ghost hair. A surprisingly good material for custom power cells, but you need a special weapon to obtain it, and just finding it is a quest.
Coral
Coral.png
Metal, Crystal, Fabric/Organic A surprisingly versatile mineral cut from the coral outside Oshan Laboratory. Makes a lovely, royal purple color.
Ectoplasm
Ectoplasm2.png
Power Source Don't think too hard about the implications of using a piece of a ghost for power. Its stats are abyssmal, but it's a relatively easy-to-obtain power source for manufacturer requirements and can used for neat stuff like soulsteel. Appears when enough ectoplasm reagent is poured onto a surface, when Wraiths choose to spawn ectoplasm through the Poltergeist ability, and when a ectoplasmic destabilizer successfully de-hairs a ghost.
Space Spider Silk
SpaceSpiderSilk.png
Fabric/Organic Obtained by using a knife or similar on the corpse of a dead spider of any kind, ice, clown, cluwne, or just regular.
Beeswax
HoneyClump.png
Organic The result of putting honey into a material processor, beeswax is rather soft and not very dense.
Copper
CopperBar.png
Conductive Material, Metal Can be obtained by putting wire through a reclaimer or material processor. You can also make it similarly to steel, by mixing pharosium and char. That said, copper has inferior stats compared to pharosium, including lower Electrical Conductivity, though it's still fairly decent.
Cotton
CottonWadV2.png
Cloth/Fabric Obtained from Cotton Plants.
Flesh
FleshClump.png
Cloth/Fabric, Organic Obtained by refining organs or suiciding into the Nano-Crucible.
Butt
ButtClump.png
Cloth/Fabric, Organic A more specific type of flesh, obtained by refining butts.
Bone
BoneClump.png
Organic Obtained by refining eyes, heads, skulls or tails, or gibbing skeletons.
Synthrubber
SynthRubber.png
Rubber Easily obtained by refining wires, commonly used to make gloves with better insulation than cloth ones.
Synthblubber
SynthBlubber.png
Rubber Obtained by refining Synthblubber wires, which are found on Oshan. Makes for even better insulating gloves than Synthrubber, albeit only slightly, and still not as good as proper Insulated Gloves.
Leather
Leather.png
Cloth/Fabric Obtained by using a knife or similar on the corpse of most dead animals.

Properties

MechanicNew64.png This page is under construction.
The following information may be incomplete.
Update info on how each property works now and what each one influences.

The material analyzer spits out a general description of the material and short list of properties and their specific numeric values.

Property Explanation Material Analyzer Descriptions
Radioactivity How much radiation the material puts off. The more radiation it emits, the more radiation damage you'll get when standing, holding, or wearing it. In power cells, this influences self-recharge rate.
Value Range Description
1 to 10 "slightly radioactive"
11 to 25 "somewhat radioactive"
25 to 50 "radioactive"
51 to 75 "very radioactive"
76 to 90 "extremely radioactive"
90+ "impossibly radioactive"
Neutron Radioactivity How much neutron radiation the material emits. Currently, only neutronium and koshmarite have this property. Neutron-emitting materials shift between shades of blue and have "It glows blue faintly." in their Examine description.

Just like Radioactivity, higher Neutron Radioactivity makes both small and large power cells recharge themselves faster, and it scales better than Radioactivity does. As you might imagine, if you pick up, move over, or carry materials with this property, you get bombarded with neutron radiation, and you'll get more of it if Neutron Radioactivity is higher.
Value Range Description
1 to 10 "glowing slightly blue"
11 to 25 "glowing somewhat blue"
25 to 50 "glowing blue"
51 to 75 "brightly glowing blue"
76 to 90 "brilliantly glowing blue"
90+ "blindingly glowing blue"
Electrical Conductivity How well electricity passes through the material. Also affects how well the antique laser gun will function.
Value Range Description
1 to 14 "highly insulating"
15 to 30 "insulating"
31 to 45 "slightly insulating"
46 to 65 "slightly conductive"
66 to 76 "conductive"
77 to 85 "highly conductive"
86+ "extremely conductive"
Thermal Conductivity How well heat passes through the material.
Value Range Description
1 to 14 "very temperature-resistant"
15 to 30 "temperature-resistant"
31 to 45 "slightly temperature-resistant"
46 to 65 "slightly thermally-conductive"
66 to 76 "thermally-conductive"
77 to 85 "highly thermally-conductive"
86+ "extremely thermally-conductive"
Hardness How much damage the material does if you whack someone with it.
Value Range Description
1 to 10 "very soft"
11 to 25 "soft"
25 to 50 "slightly soft"
51 to 75 "slightly hard"
76 to 90 "hard"
90+ "very hard"
Density How much damage the material can absorb or resist when used in plating or armor. For example, in atmospherics pipes, higher density means it can survive higher pressures before it starts having a chance to burst.
Value Range Description
1 to 10 "very light"
11 to 25 "light"
25 to 50 "somewhat light"
51 to 75 "somewhat dense"
76 to 90 "dense"
90+ "very dense"
Flammability How well a material can catch fire. Fibrilith for example is very fireproof, while combustibles like plasmastone, char, wood, and cotton are highly flammable.

Items made with materials of 50 or higher Flammability can burn when exposed to explosions, fire, or high temperatures. For clothing specifically, lowering Flammability (i.e. making it more fireproof) also raises the minimum temperature needed for its wearer to suffer damage from fire, allowing them to withstand hotter flames; the reverse is true too.

Higher Flammability also lowers melting point of walls and floors, making them more likely to disintegrate at a certain temp. Low Flammability material deposits can make a Blob more resistant to fire damage (and vice versa). While it is not possible to make canisters from custom materials, Flammability does affect the temperature at which the canister starts to takes damage from high heat.
Value Range Description
1 to 10 "very fireproof"
11 to 25 "fireproof"
25 to 50 "slightly fireproof"
51 to 75 "slightly flammable"
76 to 90 "flammable"
90+ "very flammable"
Chemical Resistance How well a material can resist acids. This is rather hard to find. Viscerite, uqill, and dyneema are very chemical-resistant, though the rarity of materials with any Corrosion Resistance at all puts them on the high-end, while raw blob material is on the very low end. Miraclium can have a very random amount of it.

Windows, grilles, and catwalks with high Corrosion Resistance are less vulnerable to being splashed with sulfuric acid or fluorosulfuric acid, and a Blob that absorbs something with good Corrosion Resistance takes less damage from poison.
Value Description
0 "very corroded"
1 "corroded"
2 to 3 "slightly corroded"
4 to 5 "slightly chemical-resistant"
6 to 8 "chemical-resistant"
9 "highly chemical-resistant"
Reflectivity How well the material throws back light. Shiny metals like gold are of course highly reflective, as are certain crystals.

A material needs to have a Reflectivity of 50 or higher to qualify as a "Reflective Material" for manufacturers and fabricators, and lasers and similar energy projectiles also bounce off of things with 76 or higher Reflectivity. After all, a laser is just light at its core. Higher reflectivity does reduce focal strength for matsci lenses though.
Value Range Description
1 to 10 "very dull"
11 to 25 "dull"
25 to 50 "slightly dull"
51 to 75 "slightly reflective"
76 to 90 "reflective"
90+ "very reflective"
Unique properties Notes whether or not the material in question has anything special about it that doesn't fit under the other entries. This doesn't appear at all if there are no specialties to speak of. These can range from teleporting you randomly to color-shifting and so on. Experiment to see what does what! N/A

War Forge

So you're a traitor? Unfortunately, the days of blowing up huge chunks of the station with explosive pods and rampaging in nigh-impenetrable heavy armor are long, long gone, but that doesn't mean you can't use your blacksmithing skills for nefarious ends! This time, the true strength of material science is less about raw power and more about unique gimmicks you can pull off.

If you can somehow get your hands on erebite, you're in luck. Erebite is an evil blacksmith's best friend, because it's so damn useful. Erebite ore tends to make a powerful explosion from so much as being looked at wrong: the slightest impact, be it from smacking, throwing, heating, electrifying or explosion knockback has a chance to make it go off, and the chance increases as its durability decreases. This extends to anything you make out of it or mix with it, so smelting a single erebite bar into a stack of metal gives you ten easy pipe bombs (possibly more if you make the stack into floor tiles!).

However, erebite is `extremely` volatile. One misclick will have you smack something with it, which will make it all explode in your hands and end your antag round in fiery blaze of incompetence. It is also highly radioactive, so wear protective gear while handling it or standing near it.

Explosive floor tiles and chairs aren't the only things you can make with the nano-fab. You can also craft spears and arrows, so you can go medieval on the crew's asses. By absolutely no means are they the deadliest or even the most reliable weapons you can wield (bows in particular are rather unpredictable), but there's still something hilarious about teleporting someone into Space with a telecrystal-tipped spear or blowing a poor schmuck into absolute smithereens with a carefully-aimed erebite arrow. You can even dip your arrows in up to three units of your favorite hellmix for extra hilarious effect.

If you get lucky enough to find a starstone, chemical infusion can be a very sneaky way to administer some poison. Most people won't bat an eye at random things being plated with gold or something equally over the top, which makes it all the more devious when that gold is infused with neurotoxin or something worse and kills anyone who tries to swipe your loot. Many players will take any chance they can get to swipe some mechanical boots, so a gold-plated pair sitting out in the open will be effective bait. Just make sure not to poison yourself by holding the item in question; drag it to where it needs to be instead of carrying it.

Or, perhaps you want to be visible, but explosions are too crude for you, and you're not the kind to enjoy jabbing people with spears and arrows. There's an easy alternative: build some material sheets, replace a room/hallway, floor, windows, walls and all, with your alloy/material of choice, and make the station itself your weapon. Build them out of telecrystal for a chance to warp people to a random spot with every step, making the hallway of choice nearly impossible to navigate. Or make them out of erebite and cerenkite, so that each step they take douses them with a deadly dose of radiation. If you'd rather just be a mild nuisance, fibrilith tiles will cause someone who steps on them to be itchy and take very slight BRUTE damage. For extra fun, coat the floors into it with water or space lube or construct a graviton trap. The fun never ends!


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