Difference between revisions of "User:Studenterhue/Sandbox"

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(Keeping some info on instrument parts on hand for a future project)
 
(72 intermediate revisions by the same user not shown)
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==Powering the station: the geothermal capture system==
Half-Assed House: Home for "Projects" That Studenterhue Didn't Think Had Enough for Their Own Subpage
----
==Instruments Dynassemblies==
Relocated from [[Ore Processing]], when crafting instruments with different parts was replaced with making them a manufacturer in [https://github.com/goonstation/goonstation/pull/10581 PR #10581]. Keeping around to document old instruments system in the future.
{| class="wikitable sortable"
!Product!!| Icon!!class="unsortable" | Category!!class="unsortable" | Requirements!!class="unsortable" | Description
|-
|[[Instruments|Instrument body]] || <center>[[Image:InstrumentBody.png]]</center> ||Miscellaneous ||(4) Material||The body of an instrument.
|-
|[[Instruments|Instrument neck]] || <center>[[Image:InstrumentNeck.png]]</center> ||Miscellaneous ||(3) Material||The neck of an instrument.
|-
|[[Instruments|Instrument mouthpiece]] || <center>[[Image:InstrumentMouth.png]]</center> ||Miscellaneous ||(2) Material||The mouthpiece of an instrument.
|-
|[[Instruments|Instrument bell]] || <center>[[Image:InstrumentBell.png]]</center> ||Miscellaneous ||(4) Metal or Crystal||The bell of an instrument. Not an actual bell.
|-
|[[Instruments|Instrument bag]] || <center>[[Image:InstrumentBag.png]]</center> ||Miscellaneous ||(4) Cloth or Organic||The bag of an instrument.
|-
|[[Instruments|Instrument rod]] || <center>[[Image:InstrumentRod.png]]</center> ||Miscellaneous ||(3) Metal or Crystal||A plain old hollowed out rod.
|}
 
==Straight Jacket==
Removed from [[Medical Objects]] when straights jackets were removed. Keeping this around for historical interest/reference.
 
{| class="wikitable sortable" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 75%" class="unsortable" | Description
 
|- id="Straight Jacket"
! Straight Jacket
| <center>[[Image:Straightjacket.png]]</center>
| [[Security Objects#Equipment|Handcuffs]] on steroids. Aside from the usual restrictions, e.g. the inability to use the hands or open doors, there are two key differences. Not only will the wearer be slowed down to walking speed, they also cannot escape (remove) the straight jacket on their own. For these reasons, it should generally be reserved for emergencies, if the alternative to confinement would be physical harm. Or [[Traitor|devious]] purposes of course. Jackets are available in [[Medbay]], usually in a Treatment Room or near some beds for patients, and, on [[Clarion]], the [[Armory#Clarion|Armory]].
 
|}
 
==Image Arrangements in Tables==
For mobile browser testing
 
===Gallery, without Width===
{| class="wikitable sortable"
! Name
! class="unsortable" | Image
! class="unsortable" | Description
 
|- id="Chemical Barrel"
! Chemical Barrel
| style="text-align:middle;"|<center><gallery mode=nolines widths=32px>File:ChemicalBarrelRedClosed.png
File:ChemicalBarrelRedOpen.png</gallery></center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
|}
 
===Varying Padding, with Width===
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:10%" | Image
! class="unsortable" | Description
 
|- id="Chemical Barrel"
! Chemical Barrel
| padding:10px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|- id="Chemical Barrel"
! Chemical Barrel
| padding:20px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|- id="Chemical Barrel"
! Chemical Barrel
| padding:30px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|}
===Varying Padding, without Width===
{| class="wikitable sortable"
! Name
! class="unsortable" | Image
! class="unsortable" | Description
 
|- id="Chemical Barrel"
! Chemical Barrel
| padding:10px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|- id="Chemical Barrel"
! Chemical Barrel
| padding:20px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|- id="Chemical Barrel"
! Chemical Barrel
| padding:30px|<center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]</center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|}
===Div Tags, without Width===
{| class="wikitable sortable"
! Name
! class="unsortable" | Image
! class="unsortable" | Description
 
|- id="Chemical Barrel"
! Chemical Barrel
| <div class="row">
<div class="column">[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelBlueClosed.png]] </div>
<div class="column">[[File:ChemicalBarrelRedOpen.png]] [[File:ChemicalBarrelYellowOpen.png]] [[File:ChemicalBarrelBlueOpen.png]] </div> </div>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|}
 
===Div Tags, with Width===
 
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:10%" | Image
! class="unsortable" | Description
 
|- id="Chemical Barrel"
! Chemical Barrel
| <div class="row">
<div class="column">[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelBlueClosed.png]] </div>
<div class="column">[[File:ChemicalBarrelRedOpen.png]] [[File:ChemicalBarrelYellowOpen.png]] [[File:ChemicalBarrelBlueOpen.png]] </div> </div>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|}
 
===Varying Width===
 
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:5%" | Image
! class="unsortable" | Description
 
|- id="Chemical Barrel"
! Chemical Barrel
| <center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]<center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|}
 
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:15%" | Image
! class="unsortable" | Description
 
|- id="Chemical Barrel"
! Chemical Barrel
| <center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]<center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|}
 
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:20%" | Image
! class="unsortable" | Description
 
|- id="Chemical Barrel"
! Chemical Barrel
| <center>[[File:ChemicalBarrelRedClosed.png]] [[File:ChemicalBarrelRedOpen.png]]<br>[[File:ChemicalBarrelYellowClosed.png]] [[File:ChemicalBarrelYellowOpen.png]]<br>[[File:ChemicalBarrelBlueClosed.png]] [[File:ChemicalBarrelBlueOpen.png]]<center>
| Stores up to 4000u of [[chemicals]] and functions like a [[General Objects#Tank|tank]]. Comes in three varieties, red, yellow, and blue, all of which can be made at a [[Making and Breaking#Science Fabricator|science fabricator]].
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
* To drain it, click on it with a [[#Beaker|beaker]] (or similar container) to fill it up with the barrel's contents.
* You can click on it with a [[General Objects#Pen|pen]] (or similar writing utensil) to label it.
* You can use a [[Engineering Objects#Wrench|wrench]] to open/close the cap. You can still get chems from it when it's closed, but closing the cap means that any reactions that require an open container (e.g. [[Chemicals#Smoke Powder|smoke powder]], [[Chemicals#Aerosol Propellant|aerosol propellant]]) will fizzle out if they occur in the barrel.
 
|}
 
==Multiple Column Collapsibles==
For mobile browser testing
{| class="wikitable sortable" style="text-align: left"
!scope = "col" style="width:30%" | Item
!scope = "col" style="width:10%" ! data-sort-type="number" | Cost
!scope = "col" style="width:60%" | Contents
 
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:3">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>
 
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:3;width:100%">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>
 
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:4">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>
 
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:4;width:100%">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>
 
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:5">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>
 
|- id="Haberdasher's Crate"
| Haberdasher's Crate
| style="text-align: right;" | 5000 Credits
| 5x-10x random novelty [[Clothing#Head|hats]], chosen from the following:
<div class="mw-collapsible mw-collapsed">
<div style="font-weight:bold;text-align:center">Possible Hats</div>
<div class="mw-collapsible-content" style="column-count:5;width:100%">
*[[Clothing#Apprentice Cap|Apprentice's cap]] (pink)
*Batcowl
*Biker Cap
*[[Clothing#Bobble Hat and Glasses|Bobble Hat and Glasses]]
*Black-striped Bobble Hat and Glasses
*Birdman helmet
*[[Construction#Bucket helmet|Bucket helmet]]
*Burberry cap
*[[Clothing#Cakehat|Cakehat]]
*Coonskin cap
*Constable's helmet
*Cowboy hat
*Crown
*Devil horns
*Dirty rag
*[[Clothing#Fedora|Fedora]]
*Fifties America Reclamation Team Helmet
*Flat cap
*Formal turban
*[[Clothing#Plumber hat|Foul yellow hat]]
*[[Clothing#Fruit Basket Hat|Fruit basket hat]]
*[[Clothing#Top Hat|Golden hat]]
*[[Engineering Objects#Hard Hat|Hard hat]]
*[[Clothing#Hat|Hat]] ("psychedelic" knit cap)
*Lace veil
*[[Clothing#Maid Headwear|Maid headwear]]
*[[Clothing#Mailman's Hat|Mailman's hat]]
*[[Clothing#Plumber hat|Massive asshole's hat]]
*Odd hat
*Odd werewolf mask
*[[Clothing#Paper Hat|Paper hat]]
*[[Clothing#Powdered Wig|Powdered wig]]
*[[Clothing#Plumber hat|Plumber's hat]] (green)
*[[Clothing#Plumber hat|Plumber's hat]] (red)
*[[Clothing#Plunger|Plunger]]
*[[Clothing#Pumpkin|Pumpkin]]
*Rabbi's hat
*Rastafarian cap
*[[Construction#Bucket helmet|Red bucket helmet]]
*Red skull mask and cloak
*[[Clothing#Top Hat|Purple hat]]
*Rookie scalp
*Serpico hat
*[[Security Objects#Siren Helmet|Siren helmet]]
*[[Clothing#Smooth Criminal's Hat|Smooth Criminal's Hat]]
*Super happy funtime cat head
*Thunderdome helmet
*[[Clothing#Tinfoil Hat|Tinfoil hat]]
*TN-HEIMALIS-2 Helmet
*[[Clothing#Top Hat|Top Hat]]
*Towel hat
*Turban
*TURDS Helmet
*[[Clothing#Wig|Wig]] (generic black hair)
*Zombie mask
</div></div></div>
 
|}
 
==Experiments into Dropdowns==
===Spoilers (Kinda)===
{| style="font-size: 85%;" class="wikitable sortable"
!Reagent
!class="unsortable" | Recipe
!<abbr title="Depletion rate">Dep. rate</abbr>
!<abbr title="Penetrates skin?">Pen. skin?</abbr>
!class="unsortable" | Per life cycle
!class="unsortable" | Immediate effect upon application
!<abbr title="Addiction probability (INGEST)">Addict prob.</abbr>
!class="unsortable" | Notes
 
|- id="Grog"
|Grog||<tab name="Secret! Mouseover to Reveal" dropdown>(2) Two + (2) Two -> (5) Fish</tab>{{OR}}Find in [[Artifact Research#Watering Can|artifact beakers/watering cans]].||0.4||{{No}}||Decays into 5 units of ethanol. 15% chance of +1 {{TOX}}.||Makes you a pirate captain complete with dreadlocks, full beard, eyepatch and matching name.<br><br>TOUCH - 75% chance of +25 {{BRUTE}} and disfiguring the victim's face, 25% of +5 {{BRUTE}}. 20% chance of melting items.||||More of a gimmick chem than legitimately destructive.
|}
 
===Captain Forms===
<tab name="Captain Promotion" dropdown>
<pre>
[h4]Temporary Promotion Form C-1300[/h4]
[b]Index No. ____[/b][i](Official use only)[/i]
[hr]
[u]Full Name:[/u]
____________________________________
[u]Current Job:[/u]
____________________________________
[u]Promotion Reason:[/u]
____________________________________
____________________________________
____________________________________
____________________________________
[u]Liability Statement:[/u]
I, ____________________________________
agree that I am not using this new position
to abuse the authority or privileges it grants,
or to otherwise mislead the crew and subvert
the existing command structure. I understand
that to lie about this is a crime and I
will be prosecuted and charged to the
fullest extent of space law.
[u]Promotee's Signature:[/u]
____________________________________
[u]Overseeing Staff's Signature:[/u]
____________________________________
[u]Validity Stamp:[/u] __
[u]Shift Time:[/u] __
</pre>
</tab>
<tab name="Execution Form" dropdown>
<pre>
[h4]Execution Order Form C-1400[/h4]
[b]Index No. ____[/b][i](Official use only)[/i]
[hr]
[u]Criminal's Name:[/u]
____________________________________
[u]Convicted Crimes:[/u]
____________________________________
____________________________________
____________________________________
____________________________________
[u]Liability Statement:[/u]
I, ____________________________________,
accept any and all financial burdens and
damage to company property that this
execution may cause. I understand that
execution may be a traumatic procedure
and volunteer to financially compensate
the company for all psychiatric help
that crew members may require due to
this event.
[u]Captain's Signature:[/u]
____________________________________
[u]Security Officer's Signature:[/u]
____________________________________
[u]Validity Stamp:[/u] __
[u]Shift Time:[/u] __
</pre>
</tab>
----
=Organ Damage Table=
fuck it's the organ damage from Doctoring but it's a WIP table
==Organ Damage Types==
{| class="wikitable sortable"
! Damage Type
! class="unsortable" | Causes
! class="unsortable" | Effects at Critical Threshold
! class="unsortable" | Effects at Dead/Missing Organs
! class="unsortable" | Treatment
 
|- id="Lung Damage"
! Lung Damage
| Note that ach lung takes damage separately, independently of each other, though some sources damage both.
*Attacks to chest > 4 {{BRUTE}}
*Breathing in searing hot air. Higher temperatures cause more damage.
*Smoking [[General Objects#Cigarette|cigarettes]] and similar tobacco products. Nicotine content does not matter, only length of smoking sessions.
| Lung has a chance of causing [[#Respiratory Failure|respiratory failure]].
| One lung:
* Occasional [[#Suffocation|{{OXY}} suffocate]]
*-75 max stamina
*-3 stamina regeneration.
Both lungs are damaged
*Rapid [[#Suffocation|{{OXY}} damage]] and [[#LOSEBREATH|LOSEBREATH]]
*-150 Max Stamina
*-6 Stamina Regen
| Administer:
*[[#Salbutamol|salbutamol]]
*[[#Perfluorodecalin|perfluorodecalin]]
*[[Chemicals#Omnizine|Omnizine]]
*[[#Cryoxadone|cryoxadone]]
 
 
|- id="Liver Damage"
! Liver Damage
|
*Attacks to chest > 4 {{BRUTE}}
*Taking [[#Toxin|{{TOX}}]] damage. Only about 3% of the amount of {{TOX}} damage becomes liver damage.
*Drinking [[Chemicals#Ethanol|ethanol]].
|
*Chance to develop [[#Liver Failure|liver failure]].
|
*Guaranteed [[#Liver Failure|liver failure]]
*All chems deplete twice as slowly.
*Quick, continuous [[#Toxin|{{TOX}}]] damage.
| Administer:
*[[Doctoring#Charcoal|charcoal]]
*[[Chemicals#Omnizine|Omnizine]]
*[[#Cryoxadone|Cryoxadone]] 
If [[Roboticist#Cyberliver|the patient's liver is augmented]], they can heal liver damage just by ingesting a lot of ethanol--alcohol really is a solution sometimes!
 
|- id="Kidney Damage"
| Kidney Damage
|
*Attacks to chest > 4 {{BRUTE}}
*Taking [[#Toxin|{{TOX}}]] damage. Only about 5% of the amount of {{TOX}} damage becomes liver damage. and kidneys suffer damage separately.
| [[#Kidney Failure|Kidney failure]] occurs
| Patient can survive one dead/missing kidney, but with two kidneys:
*All chems deplete twice as slowly,
*[[#Toxin|{{TOX}}]] damage every second.
| Administer:
*[[Doctoring#Charcoal|charcoal]]
*[[Chemicals#Omnizine|Omnizine]]
*[[#Cryoxadone|Cryoxadone]]
 
|- id="Pancreas Damage"
! Pancreas Damage
|
*Attacks to chest > 4 {{BRUTE}}
*Sugar
| Chance to develop [[#Pancreatitis|Pancreatitis]]
| Unable to secrete [[#Insulin|insulin]] when the amount of [[Chemicals#Sugar|sugar]] in the blood exceeds 80 units
|
*[[Chemicals#Omnizine|omnizine]]
*[[Chemicals#Cryoxadone|cryoxadone]]
 
|- id="Appendix Damage"
! Appendix Damage
| Attacks to chest > 4 {{BRUTE}}
| Risk of contracting [[#Appendicitis|appendicitis]]
| Contracting [[#Appendicitis|appendicitis]]. No appendix means no [[#Appendicitis|appendicitis]].
| [[Chemicals#Omnizine|omnizine]] and [[Chemicals#Cryoxadone|cryoxadone]] counteract appendix damage, the former better than the latter.
 
|- id="Spleen Damage"
! Spleen Damage
| Attacks to chest > 4 {{BRUTE}}
|
| Body cannot regenerate blood naturally.
| No effect.
*[[Chemicals#Omnizine|omnizine]]
*[[Chemicals#Cryoxadone|cryoxadone]]
*[[Chemicals#Salbutamol|salbutamol]]
 
|- id="Stomach Damage"
! Stomach Damage
| Attacks to chest > 4 {{BRUTE}}
| No effect.
| Can't eat food, though they can still swallow pills, sip drinks, things like that.
|
*[[Chemicals#Omnizine|omnizine]]
*[[Chemicals#Cryoxadone|cryoxadone]]
*[[Doctoring#Charcoal|charcoal]]
 
|- id="Intestines Damage"
! Intestines Damage
| Attacks to chest > 4 {{BRUTE}}
| No effect.
| No effect.
|
*[[Chemicals#Omnizine|omnizine]]
*[[Chemicals#Cryoxadone|cryoxadone]]
*[[Doctoring#Charcoal|charcoal]]
|}
==Organ Ailments==
Each organ-related ailment can be treated with [[Chemicals#Omnizine|omnizine]] and [[Chemicals#Cryoxadone|cryoxadone]], but this will only delay the damage, not cure the disease. Generally, getting a replacement organ or administering the specific drug that heals the organ will cure the ailment. All organ-related diseases have a small chance to clear up in the first stage, but this is very small and exceptionally rare--do not count on it.
{| class="wikitable"
! Condition
! Causes
! Symptoms
! Cures
 
|- id="Respiratory Failure"
! Respiratory Failure
| Lung reaching Critical damage.
|
*Occasional [[#LOSEBREATH|LOSEBREATH]]
*Gasping, twitching, pains in the ribs, sensations of trouble breathing.
*Last Stage:
**Frequent [[#Suffocation|{{OXY}} damage]] and [[#LOSEBREATH|LOSEBREATH]]
**Lung damage
|
* Administer either [[#Salbutamol|Salbutamol]] or [[#Perfluorodecalin|perfluorodecalin]]
* Performing a [[#Lung replacement|lung transplant]]
 
|- id="Liver Failure"
! Liver Failure
|
|
*[[#Toxin|{{TOX}}]] damage
*Fainting, collapsing.
*Pains in the upper chest/abdomen.
*Can deteriorate into liver death.
|
*Taking anti-[[#Toxin|tox]] drugs like [[Doctoring#Charcoal|charcoal]].
*Getting  [[Roboticist#Livers|a new liver]] also cures the disease.
|- id="Kidney Failure"
! Kidney Failure
|
|
*First stages: Pains and aches in the upper-right abdomen.
*Final stages: [[#Toxin|{{TOX}}]] and kidney damage. eventually rendering the organ nonfunctional.
*Can deteriorate into [[#Kidney Damage|kidney death]] if both kidneys fail.
|
*Perform a kidney replacement surgery.
*Administer [[#Charcoal|charcoal]].
 
|- id="Pancreatitis"
! Pancreatitis
|
|
*Fainting, groaning.
*Pains in the upper right abdomen and back in the early stages.
*Final stage: [[#Toxin|{{TOX}} damage]], pancreas damage
*Can deteriorate into pancreas death.
|
[[Doctoring#Pancreas replacement|pancreas transplant]]
 
|- id="Appendicitis"
! Appendicitis
|
*Excessive damage
*[[Random Events#Appendicitis Contraction|random chance]]
|
*Abdominal pains and shudders that progressively worsen.
*Last stage: Appendix damage. If left unchecked, the appendix will eventually burst, dumping lots of [[Chemicals#Toxin|toxin]] into the afflicted.
|-
*[[#Appendix|Removing]] or [[#Appendix replacement|replacing]] the appendix will cure the disease.  Having a [[Roboticist#Cyberappendix|cyberappendix]] or no appendix at all will prevent appendicitis entirely.
|}
----
 
=Artifacts Table=
make table from this shit
Likely will go Artifact Type Name -> Examine Description -> Effect
Possibly room for x-ray clues like "segmented" or "hollow"
===Possible Effects===
 
So, what happens when you actually activate an artifact? That's the fun of it, it's entirely random. Aside from the artifact's size, you'll have no way of knowing just ''what'' it will do until you activate it. What we ''can'' tell you is what the potential abilities of the artifacts are:
 
====Bulky Artifacts====
 
These are giant-looking things that you can't pick up, only drag around. Note that pulling or pushing them doesn't count as a TOUCH stimulus, you must click it with an active hand for that. This lets you drag it around safely. You can also force someone to touch artifacts by putting them in an aggressive or higher grab (click on them with {{Grab}} intent, click on the grab to upgrade it) and then clicking on the artifact, triggering its effects. Obviously, don't wordlessly grab random people and force them to touch artifacts (especially if it's one of the harmful ones), or similar, unless you're an [[Antagonist]].
{| class="wikitable"
! Type
! class="unsortable" | Effect
 
|- id="Forcefield Generator"
! Forcefield Generator
| The artifact will produce a shiny forcefield of varying size and duration. Until it powers down after a random amount of time, nothing short of teleportation will break through its stubborn walls.
 
|- id="Lamp"
! Lamp
| Emits a bright, permanent light. Harmless, unless you're a vampire or something.
 
|- id="Darkness"
! Darkness
| A cloak of absolute darkness will envelop the artifact and area around it, preventing any actions short of walking around in it until it powers down. Having Thermals or Mesons can make it easier to navigate.
 
|- id="Healer"
! Healer
| One of the few benign artifacts you'll come across, touching it will heal all damage types.
 
|- id="Harmer"
! Harmer
| The polar opposite of the above, if this is within half a screen's length of you, you'll take damage of a randomly-selected type constantly until you get away from it. This can eventually be fatal if you're not quick.
 
|- id="Prison"
! Prison
| Not as bad as it sounds, the artifact will drag you into it and lock itself for a minute or two before spitting you out again. Handy for trapping people or jumping into for protection. These are one of the few artifact types that don't require activation, and will only do the "lit up" animation when someone is inside of it.
 
|- id="Human-to-Cyborg Converter"
! Human-to-Cyborg Converter
| The above's much meaner cousin, this one pulls you in when you touch it and ''painfully'' turns you into a generic light Cyborg! It gibs your old body as well, losing you everything you had on your formerly fleshy self. If a Cyborg touches it, they'll receive a mysterious message declaring something like '''UPGRADE COMPLETE'''. You'll know one of these is kicking around somewhere on the station if you suddenly see a lot of borgs with weird names.
* Note to Cyborgs: forcing people to touch a Converter artifact against their will is considered harming a human! Don't do this unless your laws allow it!
 
|- id="Mutation"
! Mutation
| This silly artifact will give you a certain [[Guide_to_genetics#Mutations|mutation]] when you touch it. Sometimes this is bad, other times it's beneficial! Usually they only last for a limited time either way.
 
|- id="Injector"
! Injector
| This picks a random cocktail of up to three chemicals and injects anyone who touches it. This is usually never good, though if you're careful and lucky enough you can harvest reagents from it; some very rare reagents can only be found from these.
 
|- id="Gravity"
! Gravity
| A mildly annoying artifact, this will either pull things towards it or push them away from it.
 
|- id="Noisemaker"
! Noisemaker
| Harmless, unless you consider the grating noises they make as "harm". These will incessantly play a random, looping sound until destroyed.


===All about Hotspots===
|- id="Container"
Hotspots are where magma is close enough to the surface to make magical geothermal heat energy. As you might expect, the '''hottest part of a hotspot is its center''', and the temperature quickly tapers off the farther from the center you go. Each one of them is 10x10 or so in size, and there's forty or so of them on the map at any given time.
! Container
| When activated and touched, this artifact will vanish and leave its contents behind, which can be anything from items to weapons to critters to mobs. Be on guard in the case of the last two!


Occasionally, '''these hotspots move''', though not all at once, causing quakes. You've probably noticed them before. If you've ever seen random burnt floor tiles with no apparent source or seen a message along the lines of "the ground rumbles softly" while walking through the station, then you've observed a nearby hotspot moving and quaking. Don't be too concerned; a single hotspot usually just causes tiny fires. Two is when they get annoying; together, they can outright throw you onto the floor, making you drop whatever items you were holding and giving you nasty bruises. Huge clusters of them are absolute clusterfucks; they can outright destroy plasmaglass in a single quake and can potentially ignite welding tanks.
|- id="Warp"
! Warp
| Touch the artifact. Now go run off somewhere and wait a couple of minutes, and you'll suddenly be warped back to wherever the artifact is! This one doesn't need to be activated to work.


===Essential Equipment & Machinery===
|- id="Bomb"
These items are essential to setting up the capture system:
! Bomb
| If you see a message about an artifact catastrophically overloading, '''GET RID OF IT IMMEDIATELY!''' This means it's about to light up like the fourth of July, going off in a spectacular explosion and likely gibbing anyone who stands too close when it does. Artbombs take a while to get up to critical mass, at which point you'll be given another message stating as such; if you're wandering around and suddenly see that second message, ''run''.
* Due to a bug, the second message doesn't always reliably follow the artifact and instead plays from the tile where the artifact was activated. Just in case you start panicking from an invisible artbomb or something.


*[[Image:DrowsingRod.png]] '''[[Engineering Objects#Dowsing Rod|Dowsing Rod]]''' - Required to detect hotspots and find their centers. You need at least one. 
|- id="Turret"
*[[Image:StomperUnit.png]] '''[[Engineering Objects#Stomper Unit|Stomper Unit]]''' - Pull this behind you. You need it to lock in hotspots.
! Turret
*[[Image:PowerShovel.png]] '''[[Engineering Objects#Power Shovel|Power Shovel]]'''  - How else will you dig holes for the vent units? With a spoon? You can leave this in your backpack; you won't use it very much.
| When these artifacts are activated they reveal an array of GUNS. The artifact will automatically 'turn' and shoot nearby people/monkeys. They deactivate after a while if there is nothing to shoot. Be warned, these can and will shoot you soon after you turn it on for the first time, so run away and come back after a while, the artifact will probably have turned off.
*[[Image:UnbuiltVentCaptureUnit.png]] '''[[Engineering Objects#Vent Capture Unit|Unbuilt Vent Capture Unit]]''' - These actually generate the electricity. Keep one in your backpack for later.
*[[Image:ReinforcedCableCoil.png]]  '''[[Engineering Objects#Reinforced Wire|Reinforced Wire]]''' - You'll be laying down fairly long lines of cable, so you'll need quite a bit of wire. These reinforced wire coils are a lot longer than your average cable coils. As an added bonus, they're also slightly explosion-resistant! Feel free to take a coil or two and keep in your pockets or backpack.
*[[Image:AirMixTank.png]] / [[Image:O2tank.png]] + [[Image:Breathmask.png]] '''[[General Objects#Gas Tank|Oxygen/Air Mix Tank]] + [[Clothing#Breath Mask|Breath Mask]]''' - Fish can breathe underwater. You're not a fish, so you need to breathe a tank of oxygen/air mix in your hand and a breath mask (or [[Clothing#Gas Mask|equivalent]]) to breathe underwater.  


These ones are not absolutely necessary, but are nevertheless quite useful.
|- id="Plant Helper"
! Plant Helper
| Boosts the health and growth rates of nearby plants in [[Guide to Botany#Hydroponics Tray|hydroponics trays]], like some really weird alien [[Guide to Botany#UV Grow Lamp|UV Grow Lamp]].


*[[Image:Flippers.png]] '''[[Clothing#Flippers|Flippers]]''' - Moving underwater (or in any fluid) significantly slows you down. Wearing a pair of flippers on your feet (or holding them--don't ask us how) negates that movement penalty, dramatically speeding you up.
|- id="Wishgranter"
*[[Image:Wirecutters.png]] '''[[Engineering Objects#Wirecutters|Wirecutters]]''' - If you wire something in the wrong place or the wrong way, you can cut it away with these.
! Wishgranter
*[[Image:Wrench.png]] / [[Image:Screwdriver3.png]] '''[[Engineering Objects#Wrench|Wrench]]/[[Engineering Objects#Screwdirver|Screwdriver]]''' - Two tools you might use to build vent units.
| Make a wish! When activated, a booming voice will give you a choice of either great wealth or great power. Depending on its mood (which to say, completely randomly), it may do exactly as you intended, bestowing great wads of credits or fabulous [[Guide to Genetics#Mutations|genetic powers]] (or a great power cell if you're a [[Cyborg|robot]]). Or it might just pull a literal genie and just kill you in suitably ironic (and irreversible) fashion.
*[[Image:EngineeringDivingHelmet.png]] + [[Image:EngineeringDivingSuit.png]] '''[[Engineering Objects#Engineering Diving Suit|Engineering Diving Suit]]''' - You don't need diving gear to walk on the seafloor around the station, but you might appreciate the extra light from the helmet. Plus, it looks pretty cool.
*[[Image:SpaceGPS.png]] '''[[Science Objects#Space GPS|Space GPS]]''' - This might help you get back to the station if you're lost.


===Hunting for & Centering Hotspots: The Hard Part===
|- id="Surgery"
Once you've equipment and tools ready, it's time to head out the airlock and start finding hotspots. To see if you're near a hotspot, simply plop down a dowsing rod on the seafloor. If it detects a hotspot, the rod will stay white, and you'll have to pick it up and lay it down elsewhere. Hotspots are fairly large, so try somewhere fairly farther out. If the rod does detect a hotspot, the temperature indicator light on the top will turn a certain color, ranging from blue to pink to red, with blue being the coolest and red the hottest. The rod will also give you an estimate of the distance to the center of the detected hotspot, and if you leave it there, it'll periodically broadcast said estimate to onlookers.
! Surgery
| Replaces one of your limbs with a snazzy new [[Roboticist#Legs|robot]] [[Roboticist#Arms|limb]] when you click on it. Certain limbs will always be replaced with certain augmentations, and you can use it as many times as you'd like. Just have a few styptic patches ready.


Get used to the blank white light. Though there's plenty of hotspots, they're all fairly spread out amongst [[Oshan Laboratory]]'s huge map, so it's not uncommon to comb through huge swaths of the seafloor without finding any hotspots. Persevere and be patient.
|- id="Generator"
! Generator
| Click on it while it's over a wire (insulated gloves recommended) to connect it the station power grid, and it'll generate anywhere from 5kW to 5MW of electricity. If it spontaneously bursts into flames/rumbles, do not be alarmed; it's [[Powering_the_station#The_thermoelectric_generator|normal engine behavior]].


Once you've finally discovered a hotspot, finding its center is fairly intuitive. If you take another reading in some direction, and the rod's estimate is lower, chances are that the center's in that direction. Conversely, if the estimate's higher, the center's probably in the opposite direction, and if it's the same, it's probably in completely different direction. For example, if you plop a rod northwest of the your previous spot and get an estimate of 8 when your previous one was 9, you should continue northwest. Conversely, if it's 10, you should head the opposite direction, southeast, and if it's 9 again, you should try another direction entirely.
|- id="Air"
! Air
| Will constantly pump out a (usually negligible) amount of hot/cold air. Can be useful for repressurizing areas if you're willing to wait a long time.


The real challenge is when multiple hotspots are next to each other, causing the rods' center estimates to vary wildly. For example, you might plop down a rod in four different locations and get estimates of 10, 9, and 8, only for the next estimate to suddenly jump to 20. The rod isn't bugging out or anything; it's just adding up the distances. That 20 might mean 10 tiles away from the centers of two hotspots; that 8 might be 4 from two centers or 1 tile to one center and 7 tiles to the other.
|}


In these cases, it's recommended to ignore the distance estimates entirely and rely upon indicator light alone. Lots of [[Engineer]]s have their own little techniques on how to do this, with different amounts of rods and different ways of setting them up. As you gain experience, you'll likely develop your own.
====Hand-held Artifacts====


====Doppler Shift====
Smaller artifacts that you can carry around. These will come with extra messages such as "having a handle to hold it by" to tell you it can be picked up.
Remember how we said that hotspots move? Because they move, this actually causes the vibrations they produce to clump up in some places and spread out in others, affecting how dowsing rods estimate distance. This is what the "Distance readings may fluctuate based on the frequency of vibrational waves." bit in the ''Examine'' text for dowsing rods means and what the [[The Goon Geothermal Capture System Field Training Manual|Manual]] calls "Doppler shift". Don't be deceived by use of a physics term; this version of Doppler shift is a simpler, more "gameified" version of the real life phenomenon. You don't need to learn any actual physics, and if you do want to anyways, a simple example or illustration will be more helpful than a textbook or lecture.


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


[[Image:DopplerShiftExample.png]]
====Tiny Artifacts====


You can see this best in the picture above, which shows a hotspot heading northeast and with the center circled in red. As you can see, some of the rods NE of the hotspot say they're right on or close to the center, even though they actually aren't. Meanwhile, the rods in the southwest say they're three or more tiles away from the center, even though they're directly adjacent to it.
Similar to handhelds in that they can be picked up, but they'll look pretty small. They come with an extra "It kinda looks like it's supposed to be inserted into something." message when examined. These will already look activated when you find them.


What are the practical takeaways?
* ''Cell:'' The ultimate power cell, having an absurd charge limit as well as charging on its own without need of a charger. A Cyborg with one of these is unlikely to need a recharge ever again.
*If you find a square that the dowsing rod claims is the center, it might actually be where the center will be in the future, rather than where it is right now. In fact, you can often find whole patch of places with 0 for the distance to center estimate.
*To determine if the square actually is the current center, you can:
**Look for adjacent tiles with unusually high distance estimates. It'll likely be something like above example, which has two 3s and one 4 next to a 0.
**Leave a dowsing rod on the square and use the stomper unit on it. If it was the actual center, the hotspot will cheerily beep and proclaim "Hotspot pinned." If it wasn't, the hotspot will move, dragging the dowsing rod with it. You can then walk towards the rod and try stomping a different 0 square.


===Harvesting Hotspots: The Easy Part===
----
Once you've finally found the center of the hotspot, everything afterwards is pretty easy.
=Nuclear Endings=
An attempt to incorporate Manta's custom detonation sequence into the Nuclear Operative page.
Uploading image to wiki gives a  "413 Request Entity Too Large" error
===Trigger the nuke===
[[File:nuke.gif|right]] Your side has the upper hand? Great! Now trigger the nuke:


#Drag the stomper unit directly over the center of the hotspot or directly adjacent to it (i.e., usually where the rod reads 0 or 1).  
* Load the nuke into one of your [[Space Pod|pods]] and drop it off near the station.  
#Click on the stomper unit to lock the hotspot in place. Remember, hotspots occasionally move, so if you don't lock it, your vents will eventually lose heat and power. If you've correctly found the center, the stomper will beep out that the hotspot was successfully pinned.  
* Move the nuke to the designated area. If you've forgotten, use the ''notes'' command to remind yourself.
#Dig a hole in the hotspot center with the power shovel to make room for the vent unit.
* Click on the nuke with an empty hand to activate it. That will prompt a station-wide red alert, stating your exact location. Needless to say, stealth is no longer an option at this point.
#Construct the vent capture unit. Thanks to imcoder magic, you can either:
* Insert the authentication disk if you have it.
##Stand over the center of the hotspot and click on the unbuilt vent capture unit kit, as if you were constructing a table.
* Defend the nuke for 10 (or 7 with the disk) long minutes. It's all or nothing!
##Plop the unit over the center and use a screwdriver or wrench on it.
* Gloat over the radio and vanish in a cloud of radioactive fire!
#Click on the vent unit while holding some wire to place some cable under the unit.  
<tabs plain>
#Click on the square the unit's on to place some wire under you.
<tab inline name="Space and Oshan">
#Lay wire from the vent back to the station power grid. The safest practice is to connect it to the fork of wires just outside the [[Engineering#Oshan|Power Room]], but wiring it to the super-convenient cable line connecting the [[Research Outpost#Oshan|Research Outpost]] to the station or any random wire is usually fine, so long as the connected vent(s) isn't/aren't outputting too much electricity.   
[[File:Stationexplode1.gif|center|frame|'''Total Syndicate Victory''' - The operatives have destroyed Space Station 13!]]
#*Pro-tip: Click on the wire while it's in your hand to start laying down cable as you move. Now, instead of constantly stopping every tile to lay down cable, you can just mosey down back to [[Engineering#Oshan|Engineering]]
</tab>
<tab inline name="Manta">
<center>
{| <!--well this is one way to add a "caption"-->
|-
|<img src="https://imgur.com/xOFEti5.gif">
|-
|'''Total Syndicate Victory''' - The operatives have destroyed the NSS Manta!
|}
</center>
</tab>
</tabs>
----
=Atlas Horizon=
Prototype for a possible page on the Atlas ruins that were part of the Spacemas version of Horizon


If you've wired it to the prong outside [[Engineering#Oshan|Engineering]], don't forget to set up the [[Engineering Objects#SMES|SMES units]] in the [[Engineering#Oshan|Power Room]]. One vent unit at the center of a hotspot produces 330k watts, so you can afford to set input to max and set output fairly high.
==Atlas Ruins==


===Boosting Power Generation===
===Cargonia, Secstotzka & Civilechia (North)===
One hotspot on its own provides plenty of power. With a few techniques, all of which are compatible with each other, you can jack it up even higher and turn the engine into multiple-megawatt beast for the [[#The power transmission laser|PTL]]--and without a raging inferno!
<gallery widths=96px heights=96px perrow=7>
Image:AtlasArrivals.png | [[Arrival Shuttle#Atlas|Arrivals]]
Image:AtlasQM.png | [[Cargo Bay#Atlas|Quartermaster's]]
Image:AtlasClownHole.png | [[Clown|Clown Hole]]
Image:AtlasNorthSolars.png | [[Solar Arrays#Atlas|West/North Solar Array]]
Image:AtlasMechanicsLab.png | [[Mechanics Workshop#Atlas|Mechanic's Lab]]
Image:AtlasMining.png | [[Mining Department#Atlas|Mining]]
Image:AtlasMiningDock.png | [[Pod Bay#Atlas|Mining Dock]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasCafeteria.png | [[Bar#Atlas|Cafeteria]]
Image:AtlasKitchen.png | [[Kitchen#Atlas|Kitchen]]
Image:AtlasCateringStorage.png | [[Kitchen#Atlas|Catering Storage]]
Image:AtlasFreezerRoom.png | [[Kitchen#Atlas|Catering Storage/Freezer Room]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasSecurity.png | [[Security (place)#Atlas|Security]]
Image:AtlasSecurityFoyerCheckpoint.png | [[Security Checkpoints#Atlas|Security Foyer Checkpoint]]
Image:AtlasSecurityEquipmentRoom.png | [[Security (place)#Atlas|Security Wing/Security Equipment Room]]
Image:AtlasArmory.png | [[Armory#Atlas|Armory]]
Image:AtlasBrig.png | [[Brig#Atlas|Brig]]
Image:AtlasDetectiveOffice.png | [[Detective's Office#Atlas|Detective's Office]]
</gallery>


====Adding More Vents====
===Engiers (West)===
Mechanically speaking, there's nothing stopping you from simply adding more vent units. All you have to do is dig more holes, construct more vent units, and wire them back the station. The vent units can share one cable, and it doesn't matter if a vent is over a line or "nub" of wire. It's that easy.
<gallery widths=96px heights=96px perrow=7>
Image:AtlasEngineeringNew.png | [[Engineering#Atlas|Engineering]]
Image:AtlasEngineControlRoomNew.png | [[Engineering#Atlas|Engine Control Room]]
Image:AtlasHotLoop.png | [[Engineering#Atlas|Hot Loop]]
Image:AtlasEngineRoomNew.png | [[Engineering#Atlas|Engine Room]]
Image:AtlasColdLoop.png | [[Engineering#Atlas|Cold Loop]]
Image:AtlasCombustionChamberNew.png | [[Engineering#Atlas|Combustion Chamber]]
Image:AtlasEngineeringGasStorage.png | [[Databank Room#Atlas|Databank Room]]
</gallery>


However, there's a catch: adding additional vents increases total power generation but decreases the individual power output of each vent units. Adding a second vent actually decreases total generation, but the third and fourth increase it by several tens of thousands. Afterwards, however, you get diminishing returns. Once you have six or seven vents, additional vents add only a couple thousand watts to the total.
===Scientopia/Researchica (South)===
<gallery widths96px heights=96px perrow=7>
Image:AtlasResearchSector.png | [[Research Sector#Atlas|Science]]
Image:AtlasChemistry.png | [[Chemistry]]
Image:AtlasArtifactResearch.png | [[Artifact Research|Artifact Research]]
Image:AtlasScienceTeleporter.png | [[Telescience|Science Teleporter]]
Image:AtlasResearchDock.png | [[Pod Bay#Atlas|Research Dock]]
Image:AtlasToxinStorage.png | [[Plasma Research|Toxin Storage]]
Image:AtlasToxinLab.png | [[Plasma Research|Toxin Lab]]
Image:AtlasSouthSolars.png | [[Solar Arrays#Atlas|East/South Solar Array]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasMedbay.png | [[Medbay#Atlas|Medbay]]
Image:AtlasMedbayLobby.png | [[Medbay#Atlas|Medbay Lobby]]
Image:AtlasMedkitRoom.png | [[Medbay#Atlas|Medbay/Medkit Room]]
Image:AtlasMedbayOperatingTheatre.png | [[Operating Theatre#Atlas|Medbay Operating Theater]]
Image:AtlasCloning.png | [[Medical Doctor#The Cloner|Cloning]]
Image:AtlasMedicalResearch.png | [[Genetics#Atlas|Medical Research]]
Image:AtlasCyro.png | [[Medbay#Atlas|Medbay/Cryo]]
Image:AtlasMorgue.png | [[Morgue#Atlas|Medbay/Morgue]]
Image:AtlasRobotics.png | [[Robotics#Atlas|Robotics]]
Image:AtlasPathologyResearch.png | [[Pathology Research#Atlas|Pathology Research]]
</gallery>


====Mining Under a Hotspot====
===Free State of Siliconzig (Center)===
Second, you can mine out the rock under a hotspot. It's pretty simple; just follow these three steps:
<gallery widths=96px heights=96px perrow=7>
#'''Find the GPS coordinates of any part of the hotspot.''' - Take any of the [[Science Objects#Space GPS|GPS units]] lying about [[Engineering#Oshan|Engineering]] and stand anywhere over the hotspot. Click on the GPS and scroll through the list of coordinates to find the one associated with your GPS's identifier, which is in the top. It helps if you turn on your unit's distress beacon or give it a unique identifier like "HSPT" or "SPOT".
#'''Go to those corresponding coordinates in the [[Trench]].'''
#*For instance, if you've found a hotspot at (89, 201), you've to enter the  [[Trench]] and go to wherever (89, 201) is.
#*This is really the only difficult part. You might encounter a dangerous fishdrone on the way, and if your sub skills aren't up to par, you'll likely crash into the rock walls a lot and damage your sub.
#'''Break the rock there.''' - If you're in your [[Space Pod#Engineering Minisub|departmental minisub]], switch your [[Space Pod#Industrial Utility Arms|Industrial Utility Arms]] to Plasma Cutter mode and just start digging. The more rock you break, the better. If you see sparks fly when break the rock, then you've definitely found a hotspot.


====Stacking Hotspots====
Image:AtlasComputerCore.png | [[Computer Core#Atlas|Computer Core]]
If you activate the stomper in any place besides the center, it'll push the hotspot away from the stomper. If you push multiple hotspot centers into the same spot, or at least the same 3x3 area, you can drastically boost heat and power generation.  
Image:AtlasHydroponics.png | [[Hydroponics#Atlas|Hydroponics]]
</gallery>


This is harder than it sounds. First, the stomper unit usually only moves the hotspot one tile, so relocating hotspots takes a fairly long time. This is partially the reason the stomper has an automatic mode. Second, when you get the hotspots to overlap, the stomper will move both of them,so you actually have to keep track of two hotspots. However, the results are very well worth it. The extra hotspot multiples the effects of other hotspots, sending head and power output through the roof.
===United Command (East) ===
<gallery widths=96px heights=96px perrow=7>
Image:AtlasEscapeShuttleHallway.png | [[Escape Arm#Atlas|Escape Shuttle Hallway]]
Image:AtlasChapel.png | [[Chapel#Atlas|Chapel]]
Image:AtlasChapelOffice.png | [[Chapel#Atlas|Chapel Office]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasEVAStorage.png | [[EVA#Atlas|EVA Storage]]
Image:AtlasBridge.png | [[Bridge#Atlas|Customs + Bridge]]
Image:AtlasTeleporter.png | [[Teleporter Room#Atlas|Teleporter]]
Image:AtlasCaptainOffice.png | [[Captain's Quarters#Atlas|Captain's Office]]
Image:AtlasHOPOffice.png | [[Head of Personnel's Office#Atlas|Head of Personnel's Office]]
Image:AtlasCommandMeetingRoom.png | [[Command Meeting Room#Atlas|Head of Personnel's Office/Command Meeting Room]]
Image:AtlasCommandLockerRoom.png | [[Command Locker Room#Atlas|Head of Personnel's Office/Command Locker Room]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasBathroom.png | [[Bathroom#Atlas|Bathroom]]
Image:AtlasLockerRoomNew.png | [[Crew Lounge#Atlas|Crew Lounge]]
Image:AtlasJanitorOffice.png | [[Custodial Closet#Atlas|Janitor's Office]]
Image:AtlasArrivalDockNew.png | [[Arrival Dock#Atlas|Arrival Dock]]
</gallery>


To Do:
*Find out how much digging out the asteroid boosts power gen (MBC : each hotspot has a 'base heat value' of 1000. Disturbing an asteroid below adds 95 to this total. So you could say about 9% more heat per rock.)
*Find out how much adding more vents reduces each unit's power gen. There might be some funky marginial output and total output curve going on (MBC : yeah its some curve. Diminishing returns and all that)
* (MBC note : also it appears you have confused doppler shift and stacking. Stacked hotspots just print out the summed value from all hotspots touching the tile being dowsed. the doppler shift, however, exists for all hot spots. It reflects what direction they are drifting relative to the center. Here in the screenshot [[https://cdn.discordapp.com/attachments/383743035894267905/483821784420843530/Goonstation_Dave_Robot_Cache_70_2018-08-27_221222.png]], you can see an example of a hotspot with the center labeled, moving NE. Note how Ahead of movement, it reads 0. Behind the direction of movement jumps right to 3 or 4. And in direct perpendicular lines to the direction of movement, the values indicate the exact distance. The doppler shift is eliminated once you have Pinned a hotspot.)
* this is probably a bad explanation, ask me in discord if you don't understand what I'm saying. if you do, find a better way to explain this than I just did.
----
----
=GCS Draft=
Remnant of a draft for the Geothermal Capture System section for the Powering the station, now a possible start for illustrating how to decipher results from overlapping hotspots
==Powering the station: the geothermal capture system==
===All about Hotspots===
These quakes cause particular effects within a certain radius of the center
===Hunting for & Centering Hotspots: The Hard Part===
For example, if you plop a rod northwest of the your previous spot and get an estimate of 8 when your previous one was 9, you should continue northwest. Conversely, if it's 10, you should head the opposite direction, southeast, and if it's 9 again, you should try another direction entirely.
====Overlapping Hotspots====
With a bit of intuition and some simple math, you can still decipher where the centers are. If you manage to find a corner of one hotspot where there isn't overlap (that is, readings of 10 and nothing above that), you could intuit the center based on which corner it is (i.e. if you've found the northwest corner of a hotspot, then the center is 10 tiles to the southeast.) From there, since you know where one hotspot is and thus how far you are its center at any point, you can use to decipher the dowsing rod readings. For example, if you get an estimate of 5 and know that there's a hotspot 3 tiles directly north of you, then that means there's another hotspot 2 tiles away in some direction.
Alternatively, you can ignore the distance estimates entirely and rely upon indicator light alone. Theoretically, you could use a single dowsing rod and find the center by the light alone. However, it's usually easier to make a grid of dowsing rods over an area, and

Latest revision as of 22:35, 29 October 2023

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


Instruments Dynassemblies

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

Straight Jacket

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

Image Arrangements in Tables

For mobile browser testing

Gallery, without Width

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

Varying Padding, with Width

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

Varying Padding, without Width

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

Div Tags, without Width

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

Div Tags, with Width

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

Varying Width

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

Multiple Column Collapsibles

For mobile browser testing

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

Experiments into Dropdowns

Spoilers (Kinda)

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

OR

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

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

Captain Forms

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

Organ Damage Table

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

Organ Damage Types

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

Both lungs are damaged

Administer:


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

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

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

Organ Ailments

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

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

pancreas transplant

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

Artifacts Table

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

Possible Effects

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

Bulky Artifacts

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

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

Hand-held Artifacts

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

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

Tiny Artifacts

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

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

Nuclear Endings

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

Trigger the nuke

Nuke.gif

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

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

Atlas Horizon

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

Atlas Ruins

Cargonia, Secstotzka & Civilechia (North)

Engiers (West)

Scientopia/Researchica (South)

Free State of Siliconzig (Center)

United Command (East)


GCS Draft

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

Powering the station: the geothermal capture system

All about Hotspots

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

Hunting for & Centering Hotspots: The Hard Part

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

Overlapping Hotspots

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

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