Ore Processing
Ore Processing | |
Location | |
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Metallurgist's paradise. | |
Everybody |
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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 between the robotics and the janitor's office, above the cargo bay. The mining department has access another arc smelter tucked away in the derelict mining outpost.
So fucking metal!
The devices scattered around the room are as follows:
Arc Smelter: This giant contraption in the back of the room is where dreams are made. Simply insert a material into the smelter by clicking it with the desired material in your hand, then click the smelter with an empty hand to refine that material into an alloy bar, then click it again to retrieve the bar. Up to two materials can be loaded to make a combination alloy that combines the functionality of both materials (i.e. combining a metal and a crystal will have it be recognized as both metal and crystal). Note that every use of the smelter causes slag to build up inside of it which, if not removed, will decrease the quality of each successive alloy and cause smoke to billow out of the smelter until it's fixed. Remove slag by clicking the smelter with the slag shovel. Most compatible materials are listed here, though you can also use obscure things like the removed slag, gold or even human flesh with a willing donor. Experiment!
Nano-Fabricator: The thing with the 2 little upright limbs. 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.
Material analyzer: The hand-held devices on the table next to the general manufacturer 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.
General Manufacturer: These are found all over the station, really. As you'd expect from the name they're supposed to be used for producing general objects, but in Ore Processing it's more for material storage so people don't dump a huge mess of materials all over the room. Comes with a couple bars worth of mauxite, pharosium and molitz to get you started.
Properties
The material analyzer spits out a general description of the material and short list of properties
Not all of these entries may be correct, be warned! If anyone has corrections to make, please do so!
Property | Explanation | Notes |
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Radioactivity | How much radiation the material puts off. The more radiation it gives off, the more radiation damage you'll get | Standing on something made of radioactive material or (obviously) wearing it will apply radiation to you. |
Electrical conductivity | How well electricity passes through the material. | You'll usually see conductive materials in wires. |
Instability | How likely the material is to break, safely or catastrophically, when struck by a regular attack. | Erebite is known for being very unstable. |
Hardness | How much damage the material does if you whack someone with it. | Works wonderfully on powerful melee weapons like fire extinguishers and toolboxes. |
Toughness | How much melee damage is negated by the material when worn, such as from blunt objects and thrown items. | This is only if you're struck in the place where the worn material is; body armor alone won't do much if the attacker goes for your face instead. |
Permeability | How well the material handles most chemicals. The lower the value is, the less likely it is that chems will reach you if splashed on you. | Biosuits have this really low. |
Transparency | How see-through the material is. | Useless, but nonetheless neat. |
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! |
The Nano-Fabricator
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.
At the Nano-Fabricator you can make A lot of that cewl stuff.
Product | Category | Requirements | Description |
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Spear | Weapons | (3) Metal (1) Arrowhead |
A simple spear with long reach. (This is very experimental and likely buggy) |
Arrow | Weapons | (1) Arrowhead (1) Metal |
A simple arrow used as ammunition for bows. |
Bow | Weapons | (3) Metal or Organic | A simple bow. |
Quiver | Weapons | (2) Cloth or Rubber | A quiver for arrows. |
Glasses | Clothing | (1) Crystal | A pair of non-corrective glasses. |
Jumpsuit | Clothing | (3) Cloth or Organic | A custom made jumpsuit. Has no special properties. |
Insulating gloves | Clothing | (2) Cloth or Organic | Custom insulating gloves. Inherits thermally and electrically insulating properties. |
Armored gloves | Clothing | (2) Cloth or Organic | Custom armored gloves. Inherits physical properties like toughness and hardness. |
Flashlight | Lights | (1) Metal (1) Lens |
A simple flashlight. Light color is affected by lens color. |
5 Light tubes | Lights | (1) Metal (1) Lens |
5 replacement light tubes. Lens color affects light color. |
5 Light bulbs | Lights | (1) Metal (1) Lens |
5 replacement light bulbs. Lens color affects light color. |
5 Tripod bulbs | Lights | (1) Metal (1) Lens |
5 replacement tripod light bulbs. Lens color affects light color. |
Material Sheet | Tools | (1) Metal or Crystal | Sheets for construction purposes. |
Small Coil | Components | (1) Metal | A large coil used in various objects. |
Large Coil | Components | (2) Metal | A large coil used in various objects. Add it here if you discover one. |
Arrowhead | Components | (1) Metal or Crystal | An Arrowhead that can be used for arrows or in other objects. |
Lens | Components | (1) Crystal | A Lens used as a component in various objects. Only the broken laser comes to mind. |
Gears | Components | (1) Metal | Some gears used as parts in various objects. |
Tripod | Components | (1) Metal | A tripod. |
Armor plates | Components | Armor plates used in various objects. Pod armor or mayby body armor. Add it here if you discover it. | |
Instrument body | Miscellaneous | (4) Material | The body of an instrument. |
Instrument neck | Miscellaneous | (3) Material | The neck of an instrument. |
Instrument mouthpiece | Miscellaneous | (2) Material | The mouthpiece of an instrument. |
Instrument bell | Miscellaneous | (4) Metal or Crystal | The bell of an instrument. Not an actual bell. |
Instrument bag | Miscellaneous | (4) Cloth or Organic | The bag of an instrument. |
Instrument rod | Miscellaneous | (3) Metal or Crystal | A plain old hollowed out rod. |
Great! So what can I make with all that stuff?
Nobody knows because nobody ever tries it because this wiki page is out of date. Be part of the solution.
So where do I get all the stuff I need?
This page is outdated. The following information may no longer be correct. You can help by updating incorrect information. |
Procuring the right materials can be a bit luck-based. Sometimes the Quartermaster will get special materials from trades, and the Merchants that come by shuttle can also have some goods. In most rounds however you'll be relying on the Miners, whom you should yell at regularly to bring materials to the smelter since they're literally just down the hall from Ore Processing.
As for what materials you actually want, it really depends on what you're making and why. Here are some baselines:
- Floors, walls, grilles and the like? Make metal sheets out of something with a high resistance to explosions. These can't (normally) be destroyed with melee or bullets, so explosives are the only thing you need to worry about.
- Heavy Armor? You will want to mash together as many high protective stats as you can. A properly-smelted Heavy Armor is hands-down the most defensively robust piece of wearable gear in the game, and you can't skimp on defense if someone is on a homicidal rampage, whether the rampager is you or someone else.
- Pod Armor and windows? Stack on protection from explosions and bullets. Protection from melee damage is nigh-pointless for Pods since most of the harmful stuff they deal with is ranged or shouldn't reach them to begin with; just beware of AP rounds. As for the windows, it's not hard for people to find a Screwdriver and Crowbar to displace them with, so firefights and explosions should be your priority.
- Note that you can produce reinforced alloy glass with regular metal rods. You don't need to go out of your way for exotic metal rods if you don't want to (though it does help).
- Jumpsuits? These will always need at least one piece of fibrilith/fabric (they're counted as the same thing) per construct, so bother Hydroponics/the Head of Personnel/the Miners for some. Human flesh is an acceptable substitute if someone suicided into the smelter.
- Atmos Tanks? Go for resistance to whacking, exploding and heat: whacking makes it not break from holding too much gas, exploding makes it not be damaged by other exploding canisters, and heat keeps it stable when another canister starts releasing flaming gas. These are all common dangers in the Toxins mixing lab.
All of this is, of course, subject to change depending on your objective and motives. You'll have to discover suitable materials for yourself, but after that it's all up to your imagination.
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 3 and another had 7; if you mixed them, the combined alloy would have a Hardness of 5.
- 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.
- 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. You could fuse whatever you want into a telecrystal and it would always have its spastic 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!
- Note that constantly sullying the mixture like this will decrease Value, but if you're not selling it then you don't have to worry about that.
- On the flip-side of things, if you're fighting against someone rocking some ridiculously sturdy armor, knowing what alloy gives what stats can provide a hint of what method of attack to use; just examine him and look at the alloy name of his armor. For example, uqill has top-notch Toughness, but absolutely no Compressive or Shear strength on its own, so a gun or bomb will drop him as easily as anyone else.
- This is providing of course that he hasn't done the renaming trick as stated above. Be wary!
Evil Blacksmith
So you're a traitor? I'm sure you've already seen the boons of durable armor, so I have just one word for you: erebite. 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!). Pod Armors made of erebite are especially devastating, essentially being a 2x2 bomb with an engine strapped to it that will tear a huge chunk out of the station.
...There's just one catch though: erebite can sometimes explode from being put in the smelter to begin with. That's how volatile this shit is. Make something that resist explosions before handling erebite, or your traitor round could end prematurely. Don't say we didn't warn you.
Or, perhaps explosions too crude for you and you want to get scientific with your traitoring. Even the humble floor tiles become a terror; they replace the floor as well as the hull with the alloy, which can make for fun times if you fill a hallway with them and infuse them with ice or space lube to cause everyone to slip and bang their head, or just make 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. The fun never ends!
OR, maybe you're looking at this section because your assassination target has armored up and is proving to be a huge pain in the ass to take down. Worry not! As a traitor, you have access to Armor-Piercing (AP) rounds for your guns, which fly right past the Bullet Protection stat and do full damage. Then when he's shouting at you wondering why the fuck he's in crit already, you can taunt him about the value of AP rounds, finish him off and steal his armor for yourself!