Difference between revisions of "User:Studenterhue/Sandbox"

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(All the weird sorting issues are fixed! Hooray for data-sort-value="" ! Yeah!)
(Keeping some info on instrument parts on hand for a future project)
 
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A game mode with a rather checkered past. Removed due to being worse balanced than the station budget. Revolution was in theory a really great gamemode that everyone on the station would get to enjoy, but it never quite would turn out as well as you would hope: the rounds would always turn out to be super chaotic, and more often than not, end up with a battlefield, with dead assistants and security officers everywhere. Since at the time 60+ player rounds were not uncommon, the revs would usually convert most of the crew and quickly kill all of the heads by swarming them. The only real defense would be to hide, which made the round drag on forever. As years passed, and server populations shrunk, and the rev nostalgia grew and grew, revolution was added back in rotation by popular demand in 2017.
Half-Assed House: Home for "Projects" That Studenterhue Didn't Think Had Enough for Their Own Subpage
----
----
{{wip}}
==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.
|}


A fun little out-of-game system that rewards you for in-game time with funny out-of-game money for cosmetic things like shiny top hats, funky instruments, and the ability to go limbless. Consider it one of the many ways Goonstation thanks you for spending your precious time here.
===Varying Padding, with Width===
{| class="wikitable sortable"
! Name
! class="unsortable" style="width:10%" | Image
! class="unsortable" | Description


==Earn It==
|- id="Chemical Barrel"
Spacebux earnings follow a simple rule:
! 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.


<code>
|- id="Chemical Barrel"
(Part-Timer or Full-Timer Modifier * Base Spacebux Wage)- Penalties
! Chemical Barrel
</code>
| 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]].
===Part-Timer or Full-Timer Modifier===
* To fill it, you can use click-drag to transfer chems from one container to the barrel.
Roughly a percentage of Base Spacebux Salary based on when you joined the round, or, in another way, how much time you'd spent playing through the round. If you join before roundstart or within minutes after, essentially sticking around for the whole round, you get the Full-Timer wage, and your Modifier will be 100%. In other words, your Base Spacebux Wage will be unaffected. If you join 8 or so minutes after the round starts however, you get the Part-Timer wage, which will reflect the amount of total round time in which you were present relative to the total length of the round. For example, if you join at 10 minutes and the round ends at 20 minutes, your modifier is 50%.
* 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.  


===Base Spacebux Wage===
|- id="Chemical Barrel"
The Base Space Wage all these modifier and penalties change is based ''solely'' on your [[Job]], and, coincidentally, it happens to match the base in-game salary of whatever job it was (but not always.) In other words, the [[Traits|Unionized]] or [[Traits|Pawn Star]] traits will not affect Spacebux earnings and neither will the station payroll running out or you getting a raise or pay cut. If you transfer out of a job, you'll get the Base Spacebux Wage of your original role. As with in-game salaries, generally, the harder the job/the more responsibilities it requires, the higher the Spacebux wage.  
! 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.  


If you die, regardless of the circumstances of your death, you'll get the Base Spacebux Wage of your original [[Job]]. If you're cloned, [[Chemistry|scientifically]]/[[Admin|magically]] revived, absorbed into a [[Changeling]] hivemind, and/or choose to [[Critter#Ghost Critter|Respawn as a Animal]], you'll still get the Base Spacebux Wage of your original job.
|}
===Varying Padding, without Width===
{| class="wikitable sortable"
! Name
! class="unsortable" | Image
! class="unsortable" | Description


Anyways, the Base Spacebux Wage for each station [[Job]] is listed in the table below:
|- 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.


{|class="wikitable sortable"
|- id="Chemical Barrel"
!Job
! Chemical Barrel
!class="unsortable"| Base Spacebux Wage
| 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.
|-
|-
| [[Captain]]
*[[#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.
| 1000
|-
| [[AI]]
| 900
|-
| [[Cyborg]]
| 500
|-
| [[Head of Personnel]]
| 750
|-
| [[Chef]]
| 250
|-
| [[Barman]]
| 250
|-
| [[Janitor]]
| 200
|-
| [[Chaplain]]
| 150
|-
| [[Chief Engineer]]
| 750
|-
| [[Engineer]]
| 500
|-
| [[Mechanic]]
| 450
|-
| [[Miner]]
| 550
|-
| [[Quartermaster]]
| 350
|-
| [[Head of Security]]
| 750
|-
| [[Security Officer]]
| 700
|-
| [[Detective]]
| 300
|-
| [[Medical Director]]
| 750
|-
| [[Roboticist]]
| 450
|-
| [[Geneticist]]
| 600
|-
| [[Medical Doctor]]
| 400
|-
| [[Research Director]]
| 750
|-
| [[Scientist]]
| 400
|-
| [[Staff Assistant]]
| 100
|-
| [[Jobs#Gimmick Jobs|Gimmick jobs]]
| 100
|}
|}
----
=Artifacts Table=
make table from this shit
Likely will go Artifact Type Name -> Examine Description -> Effect
Possibly room for x-ray clues like "segmented" or "hollow"
===Possible Effects===
So, what happens when you actually activate an artifact? That's the fun of it, it's entirely random. Aside from the artifact's size, you'll have no way of knowing just ''what'' it will do until you activate it. What we ''can'' tell you is what the potential abilities of the artifacts are:
====Bulky Artifacts====
These are giant-looking things that you can't pick up, only drag around. Note that pulling or pushing them doesn't count as a TOUCH stimulus, you must click it with an active hand for that. This lets you drag it around safely. You can also force someone to touch artifacts by putting them in an aggressive or higher grab (click on them with {{Grab}} intent, click on the grab to upgrade it) and then clicking on the artifact, triggering its effects. Obviously, don't wordlessly grab random people and force them to touch artifacts (especially if it's one of the harmful ones), or similar, unless you're an [[Antagonist]].
{| class="wikitable"
! Type
! class="unsortable" | Effect
|- id="Forcefield Generator"
! Forcefield Generator
| The artifact will produce a shiny forcefield of varying size and duration. Until it powers down after a random amount of time, nothing short of teleportation will break through its stubborn walls.
|- id="Lamp"
! Lamp
| Emits a bright, permanent light. Harmless, unless you're a vampire or something.
|- id="Darkness"
! Darkness
| A cloak of absolute darkness will envelop the artifact and area around it, preventing any actions short of walking around in it until it powers down. Having Thermals or Mesons can make it easier to navigate.
|- id="Healer"
! Healer
| One of the few benign artifacts you'll come across, touching it will heal all damage types.
|- id="Harmer"
! Harmer
| The polar opposite of the above, if this is within half a screen's length of you, you'll take damage of a randomly-selected type constantly until you get away from it. This can eventually be fatal if you're not quick.
|- id="Prison"
! Prison
| Not as bad as it sounds, the artifact will drag you into it and lock itself for a minute or two before spitting you out again. Handy for trapping people or jumping into for protection. These are one of the few artifact types that don't require activation, and will only do the "lit up" animation when someone is inside of it.
|- id="Human-to-Cyborg Converter"
! Human-to-Cyborg Converter
| The above's much meaner cousin, this one pulls you in when you touch it and ''painfully'' turns you into a generic light Cyborg! It gibs your old body as well, losing you everything you had on your formerly fleshy self. If a Cyborg touches it, they'll receive a mysterious message declaring something like '''UPGRADE COMPLETE'''. You'll know one of these is kicking around somewhere on the station if you suddenly see a lot of borgs with weird names.
* Note to Cyborgs: forcing people to touch a Converter artifact against their will is considered harming a human! Don't do this unless your laws allow it!
|- id="Mutation"
! Mutation
| This silly artifact will give you a certain [[Guide_to_genetics#Mutations|mutation]] when you touch it. Sometimes this is bad, other times it's beneficial! Usually they only last for a limited time either way.
|- id="Injector"
! Injector
| This picks a random cocktail of up to three chemicals and injects anyone who touches it. This is usually never good, though if you're careful and lucky enough you can harvest reagents from it; some very rare reagents can only be found from these.
|- id="Gravity"
! Gravity
| A mildly annoying artifact, this will either pull things towards it or push them away from it.
|- id="Noisemaker"
! Noisemaker
| Harmless, unless you consider the grating noises they make as "harm". These will incessantly play a random, looping sound until destroyed.
|- id="Container"
! Container
| When activated and touched, this artifact will vanish and leave its contents behind, which can be anything from items to weapons to critters to mobs. Be on guard in the case of the last two!
|- id="Warp"
! Warp
| Touch the artifact. Now go run off somewhere and wait a couple of minutes, and you'll suddenly be warped back to wherever the artifact is! This one doesn't need to be activated to work.
|- id="Bomb"
! Bomb
| If you see a message about an artifact catastrophically overloading, '''GET RID OF IT IMMEDIATELY!''' This means it's about to light up like the fourth of July, going off in a spectacular explosion and likely gibbing anyone who stands too close when it does. Artbombs take a while to get up to critical mass, at which point you'll be given another message stating as such; if you're wandering around and suddenly see that second message, ''run''.
* Due to a bug, the second message doesn't always reliably follow the artifact and instead plays from the tile where the artifact was activated. Just in case you start panicking from an invisible artbomb or something.
|- id="Turret"
! Turret
| When these artifacts are activated they reveal an array of GUNS. The artifact will automatically 'turn' and shoot nearby people/monkeys. They deactivate after a while if there is nothing to shoot. Be warned, these can and will shoot you soon after you turn it on for the first time, so run away and come back after a while, the artifact will probably have turned off.
|- id="Plant Helper"
! Plant Helper
| Boosts the health and growth rates of nearby plants in [[Guide to Botany#Hydroponics Tray|hydroponics trays]], like some really weird alien [[Guide to Botany#UV Grow Lamp|UV Grow Lamp]].
|- id="Wishgranter"
! Wishgranter
| Make a wish! When activated, a booming voice will give you a choice of either great wealth or great power. Depending on its mood (which to say, completely randomly), it may do exactly as you intended, bestowing great wads of credits or fabulous [[Guide to Genetics#Mutations|genetic powers]] (or a great power cell if you're a [[Cyborg|robot]]). Or it might just pull a literal genie and just kill you in suitably ironic (and irreversible) fashion.
|- id="Surgery"
! Surgery
| Replaces one of your limbs with a snazzy new [[Roboticist#Legs|robot]] [[Roboticist#Arms|limb]] when you click on it. Certain limbs will always be replaced with certain augmentations, and you can use it as many times as you'd like. Just have a few styptic patches ready.
|- id="Generator"
! Generator
| Click on it while it's over a wire (insulated gloves recommended) to connect it the station power grid, and it'll generate anywhere from 5kW to 5MW of electricity. If it spontaneously bursts into flames/rumbles, do not be alarmed; it's [[Powering_the_station#The_thermoelectric_generator|normal engine behavior]].


===Penalties===
|- id="Air"
As of now, there are two main penalties, Station Grade and Did Not Escape. Traitors, blobs, wizards, and all the other [[Antagonist]]s do not suffer any of these penalties here regardless of whether they escape or live. They also keep their held item.
! 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.


====Station Grade====
|}
This penalty is based on the Total Score you receive at the end. As you'd expect, the higher the score, the lower this penalty and the more Spacebux you get to keep. More precisely, it's a percentage penalty based on a very simple calculation, 100% - Total Score , i.e. whatever the difference between 100% and the Total Score was, that's the percentage of Base Spacebux Wage that gets taken off. So, for example, if the Total Score was 85%, you'd get a 15% of your Base Spacebux Wage taken away.


The Total Score itself is an average of the scores of three departments: Security, Engineering, and Civilian (technically Research is also scored, but it doesn't actually get a score). Each of these department scores are themselves averages of particular criteria:
====Hand-held Artifacts====
*'''Security Department:'''
**'''Crew Member Survival Rate''': Percentage of [[Jobs|station crew]], human, [[Cyborg]], or [[AI]] that lived to the end and [[Terminology#Braindead|didn't leave the game]].
**'''Enemy Objective Failure Rate''': Percentage of [[Antagonist]] objectives that were marked as Failed. If they [[Gang|didn't quite have objectives in the first place]] or [[Nuclear Operative|had ones that aren't actually checked]], they count as failed.
*'''Engineering Department:'''
**'''Station Structural Integrity''': Percentage of the station's original walls, windows, floors, and doors that were still intact in the end.
**'''Station Areas Powered''': Percentage of [[Locations|rooms]] that were still receiving external power, regardless of their [[Engineering Objects#APC|APC settings]]. If the APC is on its external battery, and that battery is on less than 2300 charge it does not count.
*'''Civilian Department:'''
**'''Overall Station Cleanliness''': Percentage of the station flooring,  that was clean and free of blood, piss, vomit, urine, and gibs. If [[Murder#Bombs|for whatever reason]] some flooring no longer exists, they count as "clean" (after all, you can't have messy floors if there's no floor to be messy in the first place.)
**'''Profit Made from Initial Budget''': Amount of money in the stations's whole budget, Research, Shipping, and Payroll, in the end of the round compared to the amount at the beginning (which is about 100k credits). So, how much the [[Quartermaster]]s made from the shipping budget, how much the [[Powering the station#The power transmission laser|PTL]] brought in, how money people playing the [[General Objects#Slot Machine|slot machines]] won, etc.


====Did Not Escape====
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.
This one, as you'd expect, considers whether or not you made it to shuttle and lived to reach CentComm. Unfortunately, the game tends to pretty weird about what counts as "on the shuttle" (sometimes it'll still say you Did Not Escape when you're in CentComm or are even still on the shuttle area). If this sort of thing happens, kindly remind the coders about it by posting about it in the [https://forum.ss13.co/forumdisplay.php?fid=9 Bug Reports subforums.]


One thing's for certain though: Did Not Escape doesn't factor in whether you were actually alive or not. If you die and your corpse was dragged onto the shuttle, you'll count as having escaped and won't get the penalty. Same business if you die on the shuttle, but aren't gibbed. If you ''are'' gibbed, or, as a borg, blown apart on the shuttle (or really anywhere), then you ''don't'' count as having Escaped and will get penalized. And if you're absorbed by a [[Changeling]], then unless your husk ended up on the shuttle for some reason, you'll count as Did Not Escape, regardless of whether the Changeling themselves escaped or not.
* ''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.


Also, any time you're reasonably expected to not call the Escape Shuttle, you don't get this penalty. For example, if you played a Revolution, Nuke, or Blob round, you're exempt from this penalty. If you're the [[AI]], regardless of the round type, you're exempt as well.
====Tiny Artifacts====


==Spend 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.
Those Spacebux are only an intermediate reward. These trinkets and baubles are Goonstation's real gift to you for playing. You buy these at a special screen that appears when you decide to press the Declare Ready button to you join a round (and in the case of late joins, right when you're deciding what job to sign up as).


You can only buy one of these per a round, but they'll persist with you so long as you escape on the shuttle alive. If you're playing a [[Antagonist]] and/or playing nuke/blob/any game mode that can be ended without a shuttle call, you'll still keep the held item. Most of these will spawn in your backpack or similar, sort of like an extra trinket item.
* ''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.


===Spacebux Items===
----
{|class="wikitable sortable" style="width: 60%; text-align: center"
=Nuclear Endings=
! Item
  An attempt to incorporate Manta's custom detonation sequence into the Nuclear Operative page.
! class="unsortable" style="width: 80%"|Notes
Uploading image to wiki gives a  "413 Request Entity Too Large" error
|-
===Trigger the nuke===
| [[Image:Crayons.gif]] <br> Crayon: $50
[[File:nuke.gif|right]] Your side has the upper hand? Great! Now trigger the nuke:
| Allows you to draw cute bees and rude graffiti all over the station floor and walls.
|-
| [[Image:PaintCan.png]] <br> Rainbow Paint Can: $1500
| Paint everything with a can full of paint that changes color every time you use it.
|-
| [[Image:PaintCan.png]] <br> Plaid Paint Can: $3000
| Like the rainbow paint can, but now you'll give everything you paint a plaid design too!
|-
| [[Image:StickerBox.png]] <br> Sticker Box: $300
| A box full of stickers. There are arrows, hearts, happy faces, sad faces, clovers, and...skulls?
|-
| [[Image:BeeCarton.png]] <br> Bee Egg: $550
| Contains one [[Botanist#Bee-keeping|greater domestic space bee egg]], space mankind's greatest friend.
|-
| [[Image:Harmonica.png]] <br> Harmonica: $150
| A harmonica that plays exquisite jazz tunes that really suit a [[Brig]] atmosphere. Pairs well with [[Traits|Jailbird]].  
|-
| [[Image:AirHorn.png]] <br> Air Horn: $800
| A loud, obnoxious airhorn, for when honking a regular bike horn just isn't enough.
|-
| [[Image:BikeHorn.png]] <br> Dramatic Horn: $400
| A bike horn that plays dramatic-sounding sound clips. Can be made into a [[Robots#Chefbot|Chefbot]].
|-
| [[Image:Trumpet.png]] <br> Trumpet: $700
| An excellent companion to the saxophone.
|-
| [[Image:Fiddle.png]] <br> Fiddle: $700
| A classic wooden fiddle that plays some nice folk music tunes. Keep away from [[Syndicate Items#Faustian Bargain kit|devils]].
|-
| [[Image:GoldenZippo.png]] <br> Gold Zippo: $500
| What's better than flicking a zippo and lighting like a badass? Flicking a golden one and lighting like a rich badass! Otherwise identical to the ordinary [[General Objects#Lighter|zippo]].
|-
|data-sort-value="Toy Sword"|[[File:CSaberNew.png]] <br> Toy Sword: $900
| Strike fear into the hearts of men, and see them driven before you with this replicia cyalume saber. Perfect for miscreants.
|-
| [[Image:SoundSynthesizerComponent.png]] <br> Sound Synthesizer: $14000
| Just like the ones [[Cyborg#Brobot|Brobots]] have, available for both humans and cyborgs! Remember that you can click on yourself to change the sound, and click on the synthesizer to actually produce the sound. Suitable for taking the [[Clown]]'s job.
|-
| data-sort-value="Food Synthesizer" | [[Image:MicrowaveNew.png]] <br> Food Synthesizer: $8000
| Just like the ones [[Cyborg#Brobot|Brobots]] have, available for humans and cyborgs alike! You click on yourself to set/change what food it'll spit out and click on the synthesizer to spit it out. You're like a slightly more useful vending machine!
|-
| [[Image:AltJumpsuits.gif]] <br> Alternate Jumpsuit: $1500
| You spawn wearing an alternate version of the jumpsuit associated with your job. It'll have the same design, but it'll be in the opposite/[https://en.wikipedia.org/wiki/Complementary_colors complementary] colors of the usual ones. The Botanists get red jumpsuits with blue stripes, [[Chief Engineer|every]][[Engineer|body]] [[Mechanic|and]] [[Miner|every]][[Quartermaster|one]] in the Engineering department gets purple uniforms, the [[Head of Security]] and their [[Security Officer]] underlings get blue jackets, things like that. 


There's one for basically every job except Chef, Barman, Clown, Chaplain, Detective, Head of Personnel, and Captain.
* Load the nuke into one of your [[Space Pod|pods]] and drop it off near the station.
|-
* Move the nuke to the designated area. If you've forgotten, use the ''notes'' command to remind yourself.
| data-sort-value="Alternate Clown Suit"| TBA <br> Alternate Clown Suit: $200
* 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.
| A clown suit with a different color scheme. Available in pink, purple, blue, and yellow! Note that you have to join/spawn as a [[Clown]] to get the outfit. If you spawn/join as another job, you won't get the outfit!
* 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!
| [[Image:Rucksack.png]] <br> Rucksack: $1400
* Gloat over the radio and vanish in a cloud of radioactive fire!
| Backpack reskin. It's a tall, rather slim, presumably canvas bag for the more adventure-loving sort.
<tabs plain>
|-
<tab inline name="Space and Oshan">
| [[Image:Randoseru.png]] <br> Randoseru: $1500
[[File:Stationexplode1.gif|center|frame|'''Total Syndicate Victory''' - The operatives have destroyed Space Station 13!]]
| Also a backpack reskin. Quintessentially Space Japansese: modestly-sized, rather inconspicuous, and designed for schoolchildren.
</tab>
|-
<tab inline name="Manta">
| [[Image:TravelBackpack.png]] <br> Travel Backpack: $1600
<center>
| Another backpack reskin, for the [[Tourist|sort of people]] who actually like wearing Space Hawaiian shirts and carrying around huge, heaving sacks of stuff.
{| <!--well this is one way to add a "caption"-->
|-
| data-sort-value="Reptillian" | [[Image:Lizardman.png]] <br> Reptillian: $3000
| You start out with the [[Guide to Genetics#Mutations|Saurian Genetics mutation]]. You see slightly better in the dark and have a tendency to extend every  s into a hiss. Your human status is rather murky, but you are still protected by the same [[Rules|anti-griefing and anti-racism protections]] as everyone.
|-
| [[Image:Skeleton.png]] <br> Skeleton: $5000
| You start out with the [[Guide to Genetics#Mutations|Ossification mutation]]. No in-game effects, but people will tend to make skeleton jokes around you a lot. Your human status is rather murky, but you are still protected by the same [[Rules|anti-griefing protections]] as everyone.
|-
| data-sort-value=No Limbs" | [[Image:Potato.png]] <br> No Limbs: $10000
| You start with no limbs at all, so you can't move unless you have someone to drag you around, have somebody give you new limbs, or hitch a [[Vehicles|ride]].
|-
| [[Image:FruitHat.png]] <br> Fruit Hat: $150
| Guaranteed to be free of the ghost of Carmen Miranda.
|-
| [[Image:Hoodie.png]] <br> Hoodie: $1500
| Buy the option to wear casual wear to work, when just finding a tracksuit isn't for you.
|-
|-
| [[Image:StripedOutfit.png]] <br> Stripe Outfit: $1400
|<img src="https://imgur.com/xOFEti5.gif">  
| A relic of a (gladly) bygone [[Game Modes#Waldo|era]].
|-
|-
| data-sort-value="Discount Fake Moustache" | [[Image:Falsemustache.png]] <br> Discount Fake Moustache: $500
|'''Total Syndicate Victory''' - The operatives have destroyed the NSS Manta!
| Won't hide your identity like a real [[Syndicate Items#Fake Mustache|Syndie 'stache]] and you can't twirl it, but it'll still provide the same villainous style.
|-
| [[Image:GoldenTopHat.png]] <br> Golden Top Hat: $900
| The next stage of cranial adornment, suitable for the modern space-faring gentleman/lady. It even sparkles like real gold!  
|-
| [[Image:Alohamaton.png]] <br> Alohamaton Skin: $3000
| Cyborg only (if you respawn as something not a Cyborg, you'll get refunded the Spacebux.) When you spawn as a Cyborg, you'll look like a certain [[Adventure Zone#The Solarium|automaton]] on vacation.
|}
|}
</center>
</tab>
</tabs>
----
=Atlas Horizon=
Prototype for a possible page on the Atlas ruins that were part of the Spacemas version of Horizon
==Atlas Ruins==
===Cargonia, Secstotzka & Civilechia (North)===
<gallery widths=96px heights=96px perrow=7>
Image:AtlasArrivals.png | [[Arrival Shuttle#Atlas|Arrivals]]
Image:AtlasQM.png | [[Cargo Bay#Atlas|Quartermaster's]]
Image:AtlasClownHole.png | [[Clown|Clown Hole]]
Image:AtlasNorthSolars.png | [[Solar Arrays#Atlas|West/North Solar Array]]
Image:AtlasMechanicsLab.png | [[Mechanics Workshop#Atlas|Mechanic's Lab]]
Image:AtlasMining.png | [[Mining Department#Atlas|Mining]]
Image:AtlasMiningDock.png | [[Pod Bay#Atlas|Mining Dock]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasCafeteria.png | [[Bar#Atlas|Cafeteria]]
Image:AtlasKitchen.png | [[Kitchen#Atlas|Kitchen]]
Image:AtlasCateringStorage.png | [[Kitchen#Atlas|Catering Storage]]
Image:AtlasFreezerRoom.png | [[Kitchen#Atlas|Catering Storage/Freezer Room]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasSecurity.png | [[Security (place)#Atlas|Security]]
Image:AtlasSecurityFoyerCheckpoint.png | [[Security Checkpoints#Atlas|Security Foyer Checkpoint]]
Image:AtlasSecurityEquipmentRoom.png | [[Security (place)#Atlas|Security Wing/Security Equipment Room]]
Image:AtlasArmory.png | [[Armory#Atlas|Armory]]
Image:AtlasBrig.png | [[Brig#Atlas|Brig]]
Image:AtlasDetectiveOffice.png | [[Detective's Office#Atlas|Detective's Office]]
</gallery>
===Engiers (West)===
<gallery widths=96px heights=96px perrow=7>
Image:AtlasEngineeringNew.png | [[Engineering#Atlas|Engineering]]
Image:AtlasEngineControlRoomNew.png | [[Engineering#Atlas|Engine Control Room]]
Image:AtlasHotLoop.png | [[Engineering#Atlas|Hot Loop]]
Image:AtlasEngineRoomNew.png | [[Engineering#Atlas|Engine Room]]
Image:AtlasColdLoop.png | [[Engineering#Atlas|Cold Loop]]
Image:AtlasCombustionChamberNew.png | [[Engineering#Atlas|Combustion Chamber]]
Image:AtlasEngineeringGasStorage.png | [[Databank Room#Atlas|Databank Room]]
</gallery>
===Scientopia/Researchica (South)===
<gallery widths96px heights=96px perrow=7>
Image:AtlasResearchSector.png | [[Research Sector#Atlas|Science]]
Image:AtlasChemistry.png | [[Chemistry]]
Image:AtlasArtifactResearch.png | [[Artifact Research|Artifact Research]]
Image:AtlasScienceTeleporter.png | [[Telescience|Science Teleporter]]
Image:AtlasResearchDock.png | [[Pod Bay#Atlas|Research Dock]]
Image:AtlasToxinStorage.png | [[Plasma Research|Toxin Storage]]
Image:AtlasToxinLab.png | [[Plasma Research|Toxin Lab]]
Image:AtlasSouthSolars.png | [[Solar Arrays#Atlas|East/South Solar Array]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasMedbay.png | [[Medbay#Atlas|Medbay]]
Image:AtlasMedbayLobby.png | [[Medbay#Atlas|Medbay Lobby]]
Image:AtlasMedkitRoom.png | [[Medbay#Atlas|Medbay/Medkit Room]]
Image:AtlasMedbayOperatingTheatre.png | [[Operating Theatre#Atlas|Medbay Operating Theater]]
Image:AtlasCloning.png | [[Medical Doctor#The Cloner|Cloning]]
Image:AtlasMedicalResearch.png | [[Genetics#Atlas|Medical Research]]
Image:AtlasCyro.png | [[Medbay#Atlas|Medbay/Cryo]]
Image:AtlasMorgue.png | [[Morgue#Atlas|Medbay/Morgue]]
Image:AtlasRobotics.png | [[Robotics#Atlas|Robotics]]
Image:AtlasPathologyResearch.png | [[Pathology Research#Atlas|Pathology Research]]
</gallery>
===Free State of Siliconzig (Center)===
<gallery widths=96px heights=96px perrow=7>
Image:AtlasComputerCore.png | [[Computer Core#Atlas|Computer Core]]
Image:AtlasHydroponics.png | [[Hydroponics#Atlas|Hydroponics]]
</gallery>
===United Command (East) ===
<gallery widths=96px heights=96px perrow=7>
Image:AtlasEscapeShuttleHallway.png | [[Escape Arm#Atlas|Escape Shuttle Hallway]]
Image:AtlasChapel.png | [[Chapel#Atlas|Chapel]]
Image:AtlasChapelOffice.png | [[Chapel#Atlas|Chapel Office]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasEVAStorage.png | [[EVA#Atlas|EVA Storage]]
Image:AtlasBridge.png | [[Bridge#Atlas|Customs + Bridge]]
Image:AtlasTeleporter.png | [[Teleporter Room#Atlas|Teleporter]]
Image:AtlasCaptainOffice.png | [[Captain's Quarters#Atlas|Captain's Office]]
Image:AtlasHOPOffice.png | [[Head of Personnel's Office#Atlas|Head of Personnel's Office]]
Image:AtlasCommandMeetingRoom.png | [[Command Meeting Room#Atlas|Head of Personnel's Office/Command Meeting Room]]
Image:AtlasCommandLockerRoom.png | [[Command Locker Room#Atlas|Head of Personnel's Office/Command Locker Room]]
</gallery>
<gallery widths=96px heights=96px perrow=7>
Image:AtlasBathroom.png | [[Bathroom#Atlas|Bathroom]]
Image:AtlasLockerRoomNew.png | [[Crew Lounge#Atlas|Crew Lounge]]
Image:AtlasJanitorOffice.png | [[Custodial Closet#Atlas|Janitor's Office]]
Image:AtlasArrivalDockNew.png | [[Arrival Dock#Atlas|Arrival Dock]]
</gallery>
----
=GCS Draft=
Remnant of a draft for the Geothermal Capture System section for the Powering the station, now a possible start for illustrating how to decipher results from overlapping hotspots
==Powering the station: the geothermal capture system==
===All about Hotspots===
These quakes cause particular effects within a certain radius of the center
===Hunting for & Centering Hotspots: The Hard Part===
For example, if you plop a rod northwest of the your previous spot and get an estimate of 8 when your previous one was 9, you should continue northwest. Conversely, if it's 10, you should head the opposite direction, southeast, and if it's 9 again, you should try another direction entirely.
====Overlapping Hotspots====
With a bit of intuition and some simple math, you can still decipher where the centers are. If you manage to find a corner of one hotspot where there isn't overlap (that is, readings of 10 and nothing above that), you could intuit the center based on which corner it is (i.e. if you've found the northwest corner of a hotspot, then the center is 10 tiles to the southeast.) From there, since you know where one hotspot is and thus how far you are its center at any point, you can use to decipher the dowsing rod readings. For example, if you get an estimate of 5 and know that there's a hotspot 3 tiles directly north of you, then that means there's another hotspot 2 tiles away in some direction.
Alternatively, you can ignore the distance estimates entirely and rely upon indicator light alone. Theoretically, you could use a single dowsing rod and find the center by the light alone. However, it's usually easier to make a grid of dowsing rods over an area, and

Latest revision as of 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