User:Nimiety02: Difference between revisions

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{{JobPageHeader
|headerbgcolor = #2175d9
|headerfontcolor = white
|stafftype = MEDICAL / RESEARCH
|imagebgcolor = lightblue
|img = Sci.png
|jobtitle = Researcher
|difficulty = Medium
|rank = N/A
|superior = [[Chief Medical Officer]], [[Commanding Officer]]/[[Executive Officer]]
|unlock = Three hours as a [[Doctor]].
|duties = Research and Development, inspect any xenobiological elements given to you by Marines. Develop new weaponry such as Chemical Grenades in cooperation with the Ordnance Technicians and discover new chemicals.
|guides = [[Chemistry | Guide to Chemistry]], [[Guide_to_Paperwork | Guide to Paperwork]]
|description = You are a civilian, and are not subject to follow military chain of command, but you do work for the USCM.<br>
You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things.<br>
Your role involves some roleplaying, but you can perform the function of a regular doctor. Do not hand out things to marines without getting permission from your supervisor.
}}


''"I wish you could understand what we're trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we've ever seen on any world before."'' ―Dr. Wren, ''Alien Resurrection''
== Role ==
----
As the Medical Researcher it is your job to research and develop new technologies in the science lab and study anything xenobiological. The nature of the Researcher means the role is very open-ended, and can be played in several ways.
Ultimately, your job is to focused around analyzing chemicals, alien blood/liquids, storing alien corpses. Synthesizing experimental drugs and creating prototype explosive grenades. Furthermore you are fully qualified to assist the Medical staff with surgeries, should Medbay be overwhelmed in triage.
=Chemical Research: Pharmacology=
Research has its own chemistry lab that can be used to help out medical by pumping out useful healing chemicals. It is also possible to mix chemicals together to get multiple benefits; however, be aware that there are certain chemicals which will cause '''more harm''' if they are used together. Consult the [[Chemistry|chemistry guide]] for more details.
==Researching Chemicals==
As a medical researcher on-board the USS Almayer you're tasked with creating new medications that might be useful to the marines. But what can you do that the silly doctor in chemistry downstairs can not? Discovering completely new medications of course! Every round there will be new chemicals for you to discover. You'll even start with a note in your old lab coat pocket to get you started. Researching a new chemical requires two important tasks to be completed: discovering the recipe and the properties of the chemical. The latter requiring either thorough testing or sufficient data clearance. So what are you waiting for? It is time to do SCIENCE!
A lot of your work will require a resource called '''Research Credits'''. These can currently be earned by identifying new chemicals, or given to you by the Corporate Liaison (CL).
The Company has provided your laboratory with an ''Advanced X-Ray Fluorescence Scanner'' to help you identify chemicals. On your journey, you will be expected to use this and analyze research samples received from colonies. If you identify a valuable chemical, The Company's interest in your lab will increase. They might even pay USCM High Command.
===Research Machines===
{| class="wikitable"
! style="background-color:#A9A9A9; width:130px;"|Picture
! style="background-color:#A9A9A9; width:150px;"|Name
! style="background-color:#A9A9A9;"|Explanation
|-
|[[File:XRF.png|64px]]|| Advanced X-Ray Fluorescence Scanner || The A-XRF is an advanced spectrometer that can not only detect what a sample is, but also its chemical composition. It does this by nuking the sample with high energy radiation and detecting the emitted fluorescent x-ray patterns. By comparing this to the database it can identify the unique pattern of a sampled chemical, and the combination of chemicals that make the pattern possible. Although there might be chemicals which composition can't be fully identified. This means that you must acquire a sample of the unknown chemical first, and scan it with the XRF. Whenever the XRF scans something unknown, it will save that chemical's emission pattern to its database. '''Successfully identifying a chemical increases Company interests."
Samples are inserted using a vial filled with a pure chemical sample. After scanning, the XRF searches its database for any available information on the identified chemical. It is not actually able to figure out the properties of the chemical, that will require testing.
While the A-XRF can read data from the Company's private chemical database, your clearance level is limited and some information may be classified. Use the '''Research Data Terminal''' to purchase higher clearance or get a clearance grant by a corporate official. For example, the [[Corporate Liaison|Corporate Liaison]], however, their power to do this is limited by funding.
|-
|[[File:Chemical_Centrifuge.png|64px]]|| Chemical Centrifuge || The centrifuge is a research machine meant to assist working with the A-XRF and vial management. By using centrifugal forces it can separate chemicals from a beaker into a set of vials. To operate, insert any beaker with a mixture of chemicals and a vial box containing any amount of vials. The centrifuge will try to fill the vials with different chemicals from the beaker best possible. It will also label pure vials for you.
Additionally the centrifuge also accepts autoinjectors. To do this, load empty autoinjectors into a vial storage box and insert the box into the centrifuge. The centrifuge will recharge the autoinjectors.
The centrifuge operates under the following logic:
* Cycles through reagents in the input beaker starting from the top.
* Will fill pure vials containing the same reagent or an empty one. Purity of vials is first priority for the purpose of operating the A-XRF.
* Will ''not'' fill multiple vials with the same reagent. '''Unless the beaker only has a ''single'' reagent, then it will try to fill all as much as possible. This is useful for when filling autoinjectors.'''
* Will ''not'' transfer reagents from the input beaker if it is within an impure vial inside the box. Use this feature to make impure vials act as filters.
|-
|[[File:Turingdispenser.png|64px]]|| Turing Dispenser || This advanced dispenser is only available to researchers and allows for a level of automation in chem production. While it is relatively complicated to use, it can become a powerful tool in the right hands. Use it to automate the production of advanced research chemicals or complicated drug mixes.
The Turing Dispenser operates by following a set of instructions for what it should be dispensing. These instructions are provided by inserting a vial box, with the vial containing the amount of the chemical you want to dispense. The dispenser reads the vials in order from left to right. The dispenser will run until either: the output beaker is full, all program cycles has finished or a setting is changed while running. 
Unlike the normal dispenser, the Turing Dispenser can directly dispense a wider range of chemicals. It can dispense any chemical the normal dispenser can with the exception of ethanol. In addition to any chemical available from the medical vendor with the exception of oxycodone. It can also directly dispense simple chemical compositions such as Sodium Chloride, Methane and Ammonia. Any other chemical requires the use of the ''Smartlink'' to be dispensed.
'''Programs'''
The Turing Dispenser has two programs: ''Box'' and ''Memory''. ''The Box Program'' is the currently inserted vial box, while ''The Memory Program'' is a Box Program that has been saved to the dispenser’s internal memory. The dispenser can run with just one of either program, or with both; in which case the Memory is run before the Box. This allows up to 12 dispensing steps to be configured (as each box can hold 6 vials).
'''Settings'''
* Program Multiplier: Multiplies the amount of the reagent that’s dispensed on each step. For example, a step with 20 water and a 3x multiplier will dispense 60 units of water.
* Program Cycles: How many times the full cycle of programs will be run before the dispenser goes to sleep.
* Autorun: If ON, then the dispenser will run the program automatically when both a vial box and a beaker is inserted.
* Smartlink: If ON, then the dispenser will check the nearby ''Smartfridge'' for the required chemicals before spending energy to dispense it. Additionally, this allows the dispenser to dispense ''exotic'' chemicals stored in the Smartfridge, making any recipe possible. If the required chemical can not be found and can not be dispensed using energy, then the dispenser will pause the program until the chemical is stored in the Smartfridge. Once available, the program will continue automatically. ''(Beware that, the dispenser will read the Smartfridge from top to bottom and use any beaker or bottle it finds containing the required chemical, even if that container is contaminated. This theoretically allows for more than 12 different chemicals to be dispensed in a cycle.)''
|-
|[[File:Researchterminal.png|64px]]|| Research Data Terminal || This terminal found inside the research study allows control of all research assets. It contains the database for all saved research documents, such as A-XRF scans and Synthesis reports. You can read the documents directly from the terminal, or print a copy. Additionally, the current status of research credits can be checked, and used for various functions. Any document can be added to the database by clicking it with a paper in hand.
'''Purchase Clearance'''
Upgrades the current clearance access by one level. Increasing the clearance level this way costs more the higher your clearance. The CL or a colonist (doctors, scientists and colony liasons) with database clearance can scan their ID card here to override the department's clearance levels for free, but limited by the amount of credits they have.
'''Transmit'''
If you want to pass on your science to the next generation of researchers, you can transmit your findings to the central research database of The Company. This way, other researchers may be able to continue your research, which may be useful if your duty ends early or if you become unable to continue your work for other reasons. But using this function is not free. The more positive properties there are in the chemical, the higher the cost of transmission, while a high number of properties and special rare properties also increase the cost. However, the cost is also lowered by neutral properties and twice as much by negative properties. ''What this function actually does is make the chem spawn in the next round, but with a new name and new recipe. It will also gain a new clearance access, depending on how high the transmission cost was.''
'''Publish'''
The CMO's data terminal has the special function of publishing documents. This allows anyone with a HealthMate HUD to view the document remotely. Any paper scanned in the research terminal can be published in this way, even handwritten ones. It is thus a useful method for the CMO to provide precise information to medics on new chemicals that are being distributed in the field, or any other useful documentation. Be sure to ask your CMO to publish your hard work, and for him to announce over medical comms that a new paper has been published.
|-
|[[File:SynthesisSimulator.png|128px]]|| Synthesis Simulator || This computer uses advanced algorithms to perform simulations of reagent properties, for the purpose of calculating the synthesis required to make a new variant. It needs a complete data sheet from an A-XRF scan to function, meaning that all components and properties of the chemical must be known. All simulations requires research credits. Making a chemical ''better'' will result in the OD threshold decreasing by 5 units, while making it ''worse'' will instead increase it (some properties are considered neutral and does not affect the OD threshold). ''Mixing a chemical with another variant of itself will cause it to react back into its original form.''
'''Amplify'''
This function increases the level of the selected property by one. The credit cost increases based on the level of the property. Amplifying a negative property will increase the OD and vice versa.
'''Suppress'''
This function is the opposite of Amplify, meaning the level of the property is decreased. The credit cost for this function is always 2. Suppressing a positive property increases the OD threshold and vice versa.
'''Relate'''
The relate function makes it possible to change the actual properties of the chemical. To do this, an A-XRF analysis of a reference chemical must also be inserted. The target and reference property must be of the exact same level for relation to be possible, and the target must have more than one property. The credit cost is equal to the level of the targeted property.
==== '''Chemical Naming Conventions''' ====
When a chemical property is changed, the simulator will automatically label the chemical with a code telling you about the changes. The codes are three letter combinations followed by a number signifying the new level of the property.
|-
|}
==Properties==
This is a list of all chemical properties and their effects. They are sorted in the same categories as in the code. <POTENCY> is the level of the property.
The DISABLED rarity means this property can't appear in randomly generated chems. The same goes for ADMIN, with the addition that very few non event exclusive reagents have properties with this rarity level.
All effects are applied once per life tick. Life ticks happen once every two seconds.
===Positive===
{| class="wikitable unsortable" style="width: 100%;"
! style="width: 5%; margin: auto;" |Code
! style="width: 10%; margin: auto;" |Name
! style="width: 10%; margin: auto;" |Rarity
! style="width: 25%; margin: auto;" |Effect
! style="width: 25%; margin: auto;" |OD
! style="width: 25%; margin: auto;" |Crit OD
|-
|{{anchor|ATX}}[[#ATX|ATX]]
|Antitoxic
|COMMON
|
* Heals <POTENCY> toxin damage.
* Accelerates removal of [[#toxin|toxin subtypes]].
|
* Deals <POTENCY> eye damage.
|
* Makes you sleepy.
|-
|{{anchor|ACR}}[[#ACR|ACR]]
|Anticorrosive
|COMMON
|
* Heals <POTENCY> burn damage.
|
* Deals <POTENCY> brute damage.
* Deals <POTENCY> toxin damage.
|
* Deals 4*<POTENCY> brute damage.
* Deals 4*<POTENCY> toxin damage.
|-
|{{anchor|NGN}}[[#NGN|NGN]]
|Neogenetic
|COMMON
|
* Heals <POTENCY> brute damage.
|
* Deals <POTENCY> burn damage.
|
* Deals 4*<POTENCY> burn damage.
* Deals 2*<POTENCY> toxin damage.
|-
|{{anchor|REP}}[[#REP|REP]]
|Repairing
|UNCOMMON
|
* '''ONLY FOR CYBERNETIC LIMBS/ORGANS'''
** Heals 2*<POTENCY> brute damage.
** Heals 2*<POTENCY> burn damage.
|
* Deals 2*<POTENCY> toxin damage.
|
* Deals 4*<POTENCY> toxin damage.
|-
|{{anchor|HMG}}[[#HMG|HMG]]
|Hemogenic
|COMMON
|
* Restores <POTENCY> blood.
* '''POTENCY OVER 3'''
** If blood amount goes over the maximum amount in a human:
*** Deals <POTENCY> brute damage.
*** Deals 2*<POTENCY> oxygen damage.
*** Slows you.
|
* Deals 2*<POTENCY> toxin damage.
|
* Removes 5*<POTENCY> nutrition.
|-
|{{anchor|NST}}[[#NST|NST]]
|Nervestimulating
|COMMON
|
* Knockout duration reduced by <POTENCY>.
* Knockdown duration reduced by <POTENCY>.
* Stun duration reduced by 1.5*<POTENCY>
* '''IF POTENCY>2'''. Reduces the duration of all following effects by 2*<POTENCY>
** Stuttering
** Confusion
** Blurry vision
** Drowsyness
** Dizziness
** Jitteriness
|
* Deals 2*<POTENCY> toxin damage.
|
* Deals <POTENCY> brute damage.
* Deals <POTENCY> burn damage.
* Deals 3*<POTENCY> toxin damage.
|-
|{{anchor|MST}}[[#MST|MST]]
|Musclestimulating
|COMMON
|
* Reduces movement delay by 0.25*<POTENCY>
* Makes you twitch, shiver and blink rapidly.
|
* Deals <POTENCY> heart damage.
|
* Deals <POTENCY> brute damage.
|-
|{{anchor|PNK}}[[#PNK|PNK]]
|Painkilling
|COMMON
|
* Reduces pain by 20*<POTENCY>.
|
* Reduces pain by 20*<POTENCY>.
* Makes you hallucinate.
* Deals <POTENCY> toxin damage.
|
* Deals 3*<POTENCY> liver damage.
* Deals <POTENCY> brain damage.
* Deals 3 oxygen damage.
|-
|{{anchor|HPP}}[[#HPP|HPP]]
|Hematopeutic
|UNCOMMON
|
* Heals 0.5*<POTENCY> liver damage.
|
* Deals 2*<POTENCY> liver damage.
|
* Deals 5*<POTENCY> toxin damage.
|-
|{{anchor|NPP}}[[#NPP|NPP]]
|Nephropeutic
|UNCOMMON
|
* Heals 0.5*<POTENCY> kidney damage.
|
* Deals 2*<POTENCY> kidney damage.
|
* Deals 5*<POTENCY> toxin damage.
|-
|{{anchor|PNP}}[[#PNP|PNP]]
|Pneumopeutic
|UNCOMMON
|
* Heals 0.5*<POTENCY> lung damage.
|
* Deals 2*<POTENCY> lung damage.
|
* Deals 5*<POTENCY> oxygen damage.
|-
|{{anchor|OCP}}[[#OCP|OCP]]
|Oculopeutic
|COMMON
|
* Heals <POTENCY> eye damage.
* Reduces the remaining duration of blurry vision and blindness by 5*<POTENCY>.
|
* Deals 2*<POTENCY> toxin damage.
|
* Deals <POTENCY> brute damage.
* Deals <POTENCY> burn damage.
* Deals 3*<POTENCY> toxin damage.
* Deals <POTENCY> brain damage.
|-
|{{anchor|CDP}}[[#CDP|CDP]]
|Cardiopeutic
|UNCOMMON
|
* Heals 0.5*<POTENCY> heart damage.
|
* Deals 2*<POTENCY> oxygen damage.
|
* Applies a lot of pain.
|-
|{{anchor|NRP}}[[#NRP|NRP]]
|Neuropeutic
|COMMON
|
* Heals 3*<POTENCY> brain damage.
|
* Deals <POTENCY> toxin damage.
|
* Deals 3*<POTENCY> brain damage.
* Stuns you.
|-
|{{anchor|BNM}}[[#BNM|BNM]]
|Bonemending
|UNCOMMON
|
* Mends broken bones one by one.
* The chest and groin take the longest, then head, then arms and legs, hands and feet are the fastest.
|
* Deals 2*<POTENCY> brute damage.
|
* Breaks limbs randomly.
|-
|{{anchor|FLX}}[[#FLX|FLX]]
|Fluxing
|UNCOMMON
|
* With a 10*<POTENCY>% chance:
** Removes shrapnel and implants.
** Also deals 2*<POTENCY> burn damage to prosthetic limbs.
|
* Deals 2*<POTENCY> brute damage.
* Deals 2*<POTENCY> toxin damage.
|
* Deals 4*<POTENCY> brute damage.
* Deals 4*<POTENCY> toxin damage.
|-
|{{anchor|NRC}}[[#NRC|NRC]]
|Neurocrygenic
|UNCOMMON
|
* Stuns and knocks you out.
* '''ONLY ON CORPSES'''
** Increases the defib timer by 5 seconds *<POTENCY>.
|
* Reduces body temperature by 5*<POTENCY>.
|
* Deals 5*<POTENCY> brain damage.
|-
|{{anchor|APS}}[[#APS|APS]]
|Antiparasitic
|UNCOMMON
|
* Decreases the larva stage counter by <POTENCY>
* When the larva gets regressed to stage 0:
** Removes the larva from the host.
** Deals between 20 and 40 burn damage to the host.
|
* Deals 2*<POTENCY> toxin damage.
|
* Deals 4*<POTENCY> toxin damage.
|-
|{{anchor|OGS}}[[#OGS|OGS]]
|Organstabilize
|COMMON
|
* Prevents the effects of organ damage. Does '''not''' actually repair the organs.
|
* Deals <POTENCY> brute damage.
|
* Deals <POTENCY> brute damage.
* Deals <POTENCY> burn damage.
* Deals <POTENCY> toxin damage.
|-
|{{anchor|EGN}}[[#EGN|EGN]]
|Electrogenetic
|COMMON
|
* '''CANNOT BE INGESTED''' Use a syringe or injector.
* Increases defibrillator healing by 4*<POTENCY> brute, burn and toxin damage.
|
|
|-
|{{anchor|DFB}}[[#DFB|DFB]]
|Defibrillating
|RARE
|
* '''DEAD ONLY'''
** Removes oxygen damage.
** Tries to defib the body.
** Combine this with inaprov, painkillers and something that will heal the marine when he is revived.
|
* Deals 2*<POTENCY> oxygen damage.
* Applies pain.
|
* Deals <POTENCY> heart damage.
|-
|{{anchor|HDN}}[[#HDN|HDN]]
|Hyperdensificating
|RARE
|
* Prevents bone fractures.
|
* Slows you.
|
* Deals 3*<POTENCY> brute damage.
|-
|{{anchor|NRS}}[[#NRS|NRS]]
|Neuroshielding
|RARE
|
* Applies the neurotoxin resistance effect.
|
* Deals <POTENCY> liver damage.
|
* Deals 2*<POTENCY> brain damage.
|-
|{{anchor|AAD}}[[#AAD|AAD]]
|Antiaddictive
|RARE
|
* '''POTENCY>4'''
** Cures all addictions.
* '''Otherwise:'''
** Reduces withdrawal and addiction progression by 2*<POTENCY>
** When the addiction progression gets below the potency value, cures the addiction.
|
* Deals 2*<POTENCY> brain damage.
|
* Makes you hallucinate.
|-
|{{anchor|ACG}}[[#TRF|TRF]]
|Transformative
|RARE IRRITANT
|
* Converts 0.75 * <POTENCY>  brute and 0.75 * <POTENCY> burn damage to 0.15 * <POTENCY> toxin damage.
|
* Causes 0.375 * <POTENCY> toxin damage
|
* Causes 1.125 * <POTENCY> toxin damage
|-
|{{anchor|FUL}}[[#FUL|FUL]]
|Fueling
|COMMON
|
{{Fueling Effects}}
|N/A
|N/A
|-
|{{anchor|OXI}}[[#OXI|OXI]]
|Oxidizing
|COMMON
|
{{Oxidizing Effects}}
|N/A
|N/A
|-
|{{anchor|FLW}}[[#FLW|FLW]]
|Flowing
|COMMON
|
{{Flowing Effects}}
|N/A
|N/A
|-
|{{anchor|EXP}}[[#EXP|EXP]]
|Explosive
|COMMON
|
{{Explosive Effects}}
|N/A
|N/A
|-
|{{anchor|CSL}}[[#CSL|CSL]]
|Cardiostabilizing
|DISABLED
|
* Slightly reduces pain.
* Prevents you from taking oxygen damage due to crit.
|
* Knocks you out.
|
* Sleeps you.
* Deals 0.5 heart damage.
|-
|{{anchor|AID}}[[#AID|AID]]
|Aiding
|DISABLED
|
* Removes disabilities and disfigurements.
|
* Confuses you.
* Deals <POTENCY> toxin damage.
|
* Knocks you out.
* Deals <POTENCY> toxin damage.
* Deals 3*<POTENCY> radiation damage.
|-
|{{anchor|OXG}}[[#OXG|OXG]]
|Oxygenating
|DISABLED <!--y tho-->
|
* Heals <POTENCY> oxygen damage.
* Removes <POTENCY> [[Chemistry#lexorin|lexorin]] units.
|
* Deals 0.5*<POTENCY> toxin damage.
|
* Deals <POTENCY> brute damage.
* Deals 2*<POTENCY> toxin damage.
|-
|{{anchor|ACG}}[[#ACG|ACG]]
|Anticarcinogenic
|DISABLED
|
* Heals <POTENCY> radiation damage.
|
* Deals 2*<POTENCY> toxin damage.
|
* Deals 2*<POTENCY> brute damage.
|}
===Neutral===
{| class="wikitable unsortable" style="width: 100%;"
! style="width: 5%; margin: auto;" |Code
! style="width: 10%; margin: auto;" |Name
! style="width: 10%; margin: auto;" |Rarity
! style="width: 25%; margin: auto;" |Effect
! style="width: 25%; margin: auto;" |OD
! style="width: 25%; margin: auto;" |Crit OD
|-
|{{anchor|CMB}}[[#CMB|CMB]]
|Cryometabolizing
|COMMON
|
* '''REAGENT DOES NOT WORK AT TEMPERATURES ABOVE 170K'''
** Boosts the effect of all other properties in the reagent by 0,5*<POTENCY> levels.
|N/A
|N/A
|-
|{{anchor|TMB}}[[#TMB|TMB]]
|Thanatometabolizing
|RARE
|
* '''REAGENT ONLY WORKS ON CORPSES'''
** Reagent now works on corpses. <!--I'm almost sad that this clarification is probably needed.-->
** Caps the effectiveness of all other properties.
|N/A
|N/A
|-
|{{anchor|EXT}}[[#EXT|EXT]]
|Excreting
|UNCOMMON
|
* Rapidly removes all other reagents from the marine's body.
|N/A
|N/A
|-
|{{anchor|NTR}}[[#NTR|NTR]]
|Nutritious
|COMMON
|
* Makes you less hungry.
|N/A
|N/A
|-
|{{anchor|KTG}}[[#KTG|KTG]]
|Ketogenic
|COMMON
|
* Removes <POTENCY> units of [[Chemistry#ethanol|ethanol]] and all it's [[Drinks#Alcoholic|subtypes]].
* Makes you hungry.
|
* Makes you more hungry.
* Deals <POTENCY> toxin damage.
|
* Knocks you out.
|-
|{{anchor|NIH}}[[#NIH|NIH]]
|Neuroinhibiting
|UNCOMMON
|
* '''Is prevented by [[#NRS|neuroshielding]].'''
* Applies near-sightedness.
* If potency is over 1, applies blindness.
* If potency is over 2, applies deafness.
* If potency is over 3, applies muteness.
|
* Deals <POTENCY> brain damage.
* Makes you nervous.
|
* Deals 2*<POTENCY> brain damage.
|-
|{{anchor|AOL}}[[#AOL|AOL]]
|Alcoholic
|COMMON
|
* '''Is prevented by [[#NRS|neuroshielding]]'''
* Makes you drunk. Confusion, sleepyness, etc. All chems that have this are [[Drinks#Alcoholic|subtypes]] of [[Chemistry#ethanol|ethanol]], which also has snowflake code for this. Therefore the effect is way stronger than it should be.
|
* Deals 0,5*<POTENCY> toxin damage.
* Makes you more drunk.
|
* Deals 0,5*<POTENCY> liver damage.
|-
|{{anchor|HLG}}[[#HLG|HLG]]
|Hallucinogenic
|COMMON
|
* Makes you high.
* If potency > 2
** Makes you hallucinate.
** Makes you jittery.
|
* Increases the potency of the previous effects.
* Makes you stumble around.
|
* Deals <POTENCY> brain damage.
* Knocks you out.
|-
|{{anchor|RLX}}[[#RLX|RLX]]
|Relaxing
|COMMON
|
* Makes you slower by <POTENCY>.
|
* Makes you slower by 2*<POTENCY>.
|
* Has a 15*<POTENCY>% chance to knock you out.
* Deals <POTENCY> oxygen damage.
* Deals 0,75*<POTENCY> heart damage.
|-
|{{anchor|HPR}}[[#HPR|HPR]]
|Hyperthermic
|COMMON
|
* Increases body temperature by 2*<POTENCY>.
* If potency>2: applies pain.
|
* Increases body temperature by 4*<POTENCY>.
* Applies pain.
|
* Knocks you out.
|-
|{{anchor|HPO}}[[#HPO|HPO]]
|Hypothermic
|COMMON
|
* Reduces body temperature by 2*<POTENCY>.
|
* Decreases body temperature by 4*<POTENCY>.
* Sleeps you.
|
* Knocks you out.
|-
|{{anchor|BLD}}[[#BLD|BLD]]
|Balding
|UNCOMMON
|
* Liquid baldness.
|
* Deals 0,5*<POTENCY> radiation damage.
|
* Deals <POTENCY> radiation damage.
|-
|{{anchor|FLF}}[[#FLF|FLF]]
|Fluffing
|UNCOMMON
|
* More hair.
|
* 5*<POTENCY>% chance of taking <POTENCY> brute damage.
|
* Deals <POTENCY> brain damage.
|-
|{{anchor|ALG}}[[#ALG|ALG]]
|Allergenic
|UNCOMMON
|
* Makes you sneeze, blink and cough.
|N/A
|N/A
|-
|{{anchor|EPH}}[[#EPH|EPH]]
|Euphoric
|UNCOMMON
|
* Reduces pain.
* Makes you giggle, laugh, smile, etc.
|
* 5*<POTENCY>% chance to *collapse
|
* Deals 3*<POTENCY> oxygen damage.
|-
|{{anchor|EME}}[[#EME|EME]]
|Emetic
|UNCOMMON
|
* <AMOUNT>*<POTENCY>% chance of vomiting.
|
* Deals 0,5*<POTENCY> toxin damage.
|
* Deals 0,5*<POTENCY> toxin damage.
|-
|{{anchor|PST}}[[#PST|PST]]
|Psychostimulating
|COMMON
|
* Gives you messages about feeling more focused.
* Reduces confusion.
|
* Deals <POTENCY> brain damage.
|
* Makes you hallucinate.
* Deals 4*<POTENCY> brain damage.
|-
|{{anchor|AHL}}[[#AHL|AHL]]
|Antihallucinogenic
|COMMON
|
* Removes 5 units of [[Chemistry#spacedrugs|space drugs]] and [[Chemistry#mindbreaker|mindbreaker toxin]].
* Reduces remaining duration of hallucinations by 10*<POTENCY>.
|
* Deals <POTENCY> toxin damage.
|
* Deals <POTENCY> brute damage.
* Deals <POTENCY> burn damage.
* Deals 3*<POTENCY> toxin damage.
|-
|{{anchor|OMB}}[[#OMB|OMB]]
|Hypometabolic
|UNCOMMON
|
* Sets the reagent's metabolism to <METABOLISM>/(1+0,35*<POTENCY>)
|N/A
|N/A
|-
|{{anchor|SDT}}[[#SDT|SDT]]
|Sedative
|COMMON
|
* Puts you to sleep.
|
* Knocks you out.
|
* Deals 5*<POTENCY> oxygen damage.
|-
|{{anchor|HTR}}[[#HTR|HTR]]
|Hyperthrottling
|RARE
|
* Slows you by 4*<POTENCY>.
* Makes you high.
* Lets you speak every language.
|
* Deals 3*<POTENCY> brain damage.
|
* Knocks you out.
|-
|{{anchor|VIS}}[[#VIS|VIS]]
|Viscous
|COMMON
|
* -0,025*<POTENCY> fire radius modifier.
|N/A
|N/A
|-
|{{anchor|TSL}}[[#TSL|TSL]]
|Thermostabilizing
|DISABLED
|
* Tries to get your temperature to 310K.
|
* Knocks you out.
|
* Puts you to sleep.
|-
|{{anchor|FCS}}[[#FCS|FCS]]
|Focusing
|COMMON
|
* Removes <POTENCY> units of [[Chemistry#ethanol|ethanol]] and [[Drinks#Alcoholic|various subtypes]].
* Reduces stuttering, confusion, sleepyness, etc.
|
* Deals 1 toxin damage.
|
* Deals 4 toxin damage.
|-
|{{anchor|UNK}}[[#UNK|UNK]]
|Unknown
|DISABLED
|
* Used for chems that have weird special snowflake coded effects to give them OD effects.
|
* Deals <POTENCY> brute damage.
|
* Deals 3*<POTENCY> brute damage.
* Deals 3*<POTENCY> burn damage.
* Deals 3*<POTENCY> toxin damage.
|}
===Negative===
{| class="wikitable unsortable" style="width: 100%;"
! style="width: 5%; margin: auto;" |Code
! style="width: 10%; margin: auto;" |Name
! style="width: 10%; margin: auto;" |Rarity
! style="width: 25%; margin: auto;" |Effect
! style="width: 25%; margin: auto;" |OD
! style="width: 25%; margin: auto;" |Crit OD
|-
|{{anchor|HPX}}[[#HPX|HPX]]
|Hypoxemic
|COMMON
|
* Deals 2*<POTENCY> oxygen damage.
|
* Deals <POTENCY> brute damage.
* Deals <POTENCY> toxin damage.
* Deals 5*<POTENCY> oxygen damage.
|
* Deals 5*<POTENCY> brute damage.
* Deals 2*<POTENCY> toxin damage.
|-
|{{anchor|TOX}}[[#TOX|TOX]]
|Toxic
|COMMON
|
* Deals <POTENCY> toxin damage.
|
* Deals 2*<POTENCY> toxin damage.
|
* Deals 4*<POTENCY> toxin damage.
|-
|{{anchor|CRS}}[[#CRS|CRS]]
|Corrosive
|COMMON
|
* Deals <POTENCY> burn damage.
|
* Deals 2*<POTENCY> burn damage.
|
* Deals 4*<POTENCY> burn damage.
|-
|{{anchor|BCD}}[[#BCD|BCD]]
|Biocidic
|COMMON
|
* Deals <POTENCY> brute damage.
|
* Deals 2*<POTENCY> brute damage.
|
* Deals 4*<POTENCY> brute damage.
|-
|{{anchor|PNG}}[[#PNG|PNG]]
|Paining
|UNCOMMON
|
* Applies 0,5*<POTENCY> pain.
|
* Applies <POTENCY> pain.
* Deals <POTENCY> brute damage.
|
* Deals 2*<POTENCY> brute damage.
|-
|{{anchor|HML}}[[#HML|HML]]
|Hemolytic
|UNCOMMON
|
* Removes 4*<POTENCY> units of blood.
|
* Removes 8*<POTENCY> units of blood.
* Sleeps you.
* Increases move delay by <POTENCY>.
|
* Deals 4*<POTENCY>% oxygen damage.
|-
|{{anchor|HMR}}[[#HMR|HMR]]
|Hemmorrhaging
|UNCOMMON
|
* 5*<POTENCY> chance:
** Causes bleeding in a random limb.
** Causes internal bleeding in a random limb.
** Makes you cough up blood.
|
* Deals 0,5*<POTENCY> damage to a random organ.
|
* 20*<POTENCY>% chance:
** Causes bleeding in a random limb.
** Causes internal bleeding in a random limb.
|-
|{{anchor|CRG}}[[#CRG|CRG]]
|Carcinogenic
|COMMON
|
* Deals 0,5*<POTENCY> radiation damage.
|
* Deals 2*<POTENCY> radiation damage.
|
* Deals 2*<POTENCY> brute damage.
|-
|{{anchor|HPT}}[[#HPT|HPT]]
|Hepatotoxic
|UNCOMMON
|
* Deals 0,75*<POTENCY> liver damage.
|
* Deals 2*<POTENCY> toxin damage.
|
* Deals 5*<POTENCY> toxin damage.
|-
|{{anchor|NPT}}[[#NPT|NPT]]
|Nephrotoxic
|UNCOMMON
|
* Deals 0,75*<POTENCY> kidney damage.
|
* Deals 2*<POTENCY> toxin damage.
|
* Deals 5*<POTENCY> toxin damage.
|-
|{{anchor|PNT}}[[#PNT|PNT]]
|Pneumotoxic
|UNCOMMON
|
* Deals 0,75*<POTENCY> lung damage.
|
* Deals 2*<POTENCY> oxygen damage.
|
* Deals 5*<POTENCY> oxygen damage.
|-
|{{anchor|OCT}}[[#OCT|OCT]]
|Oculotoxic
|UNCOMMON
|
* Deals 0,75*<POTENCY> eye damage.
|
* Inflicts blindness.
|
* Deals 0,5*<POTENCY> brain damage.
|-
|{{anchor|CDT}}[[#CDT|CDT]]
|Cardiotoxic
|COMMON
|
* Deals 0,75*<POTENCY> heart damage.
|
* Deals 2*<POTENCY> oxygen damage.
|
* Deals 5*<POTENCY> oxygen damage.
|-
|{{anchor|NRT}}[[#NRT|NRT]]
|Neurotoxic
|COMMON
|
* Deals 1,75*<POTENCY> brain damage.
|
* Deals 3*<POTENCY> brain damage.
* Slowly inficts drowsyness.
|
* 15*<POTENCY>% chance to apply neuro.
|-
|{{anchor|EMB}}[[#EMB|EMB]]
|Hypermetabolic
|UNCOMMON
|
* Changes the chem's metabolism according to the following formula: <BASE_METABOLISM>*(1+0,25*<POTENCY>)
|N/A
|N/A
|-
|{{anchor|ADT}}[[#ADT|ADT]]
|Addictive
|RARE
|
* Makes you addicted to the chem. Addictions cause hallucinations, slows, stuns, organ damage and take HOURS to go away.
|
* Deals <POTENCY> brain damage.
|
* Inflicts nervousness.
|-
|{{anchor|HST}}[[#HST|HST]]
|Hemositic
|DISABLED
|
* Consumes 5*<POTENCY> blood.
* Increases the chem's amount by 1.
|
* Consumes 10*<POTENCY> blood.
* Increases the chem's amount by 2*<POTENCY>.
|
* Inflicts nervousness.
|}
===Special===
{| class="wikitable unsortable" style="width: 100%;"
! style="width: 5%; margin: auto;" |Code
! style="width: 10%; margin: auto;" |Name
! style="width: 10%; margin: auto;" |Rarity
! style="width: 25%; margin: auto;" |Effect
! style="width: 25%; margin: auto;" |OD
! style="width: 25%; margin: auto;" |Crit OD
|-
|{{anchor|BST}}[[#BST|BST]]
|Boosting
|LEGENDARY
|
* Increases the level of all other properties by 1 for every level of itself.
|N/A
|N/A
|-
|{{anchor|REG}}[[#REG|REG]]
|Regulating
|LEGENDARY
|N/A
|
* Prevents OD.
|
* Prevents crit OD.
|-
|{{anchor|HGN}}[[#HGN|HGN]]
|Hypergenetic
|LEGENDARY
|
* Heals 0,2*<POTENCY> brute damage.
* Heals 0,2*<POTENCY> burn damage.
|
* Deals 2*<POTENCY> radiation damage.
|
* Deals 3*<POTENCY> brute damage.
* Deals 3*<POTENCY> burn damage.
|-
|{{anchor|DDI}}[[#DDI|DDI]]
|DNA disintegrating
|LEGENDARY
|
* Deals 10*<POTENCY> radiation damage.
* WY wants this an awful lot, even considering how deadly it is. <!--No precise instructions.-->
|N/A
|N/A
|-
|{{anchor|CIP}}[[#CIP|CIP]]
|Ciphering
|DISABLED
|
* What every researcher wants to accomplish.
|N/A
|N/A
<!--|-
|{{anchor|PCI}}[[#PCI|PCI]]
|Pred ciphering
|DISABLED
|
|
|-->
|-
|{{anchor|XMB}}[[#XMB|XMB]]
|Crossmetabolizing
|ADMIN
|
* If <POTENCY> is less than 2 this only works on preds.
* Otherwise works on both preds and humans.
|N/A
|N/A
|-
|{{anchor|MYO}}[[#MYO|MYO]]
|Embryonic
|ADMIN
|
* Larva infection.
|N/A
|N/A
<!--|-
|{{anchor|HGN}}[[#HGN|HGN]]
|Transfroming
|ADMIN
|
* Infects with an otherwise incredibly hard to obtain disease.
|N/A
|N/A-->
|-
|{{anchor|RAV}}[[#RAV|RAV]]
|Ravening
|ADMIN
|
* Infects with black goo (the zombie virus).
|N/A
|N/A
|-
|{{anchor|CUR}}[[#CUR|CUR]]
|Curing
|ADMIN
|
* If <POTENCY> is 2 or more, cures diseases.
|N/A
|N/A
|-
|{{anchor|OMN}}[[#OMN|OMN]]
|Omnipotent
|ADMIN
|
* Rapidly removes all subtypes of [[Chemistry#generictoxin|generic toxin]].
* Heals 5*<POTENCY> brute damage.
* Heals 5*<POTENCY> burn damage.
* Heals 5*<POTENCY> toxin damage.
* Sets all other damage types to 0.
* Removes all status effects.
* Cures all diseases.
|N/A
|N/A
|-
|{{anchor|RAD}}[[#RAD|RAD]]
|Radius
|ADMIN
|
* Increases flamer fuel range by <POTENCY>.
* Increases fire radius for explosives by 0,1*<POTENCY>.
|N/A
|N/A
|-
|{{anchor|INT}}[[#INT|INT]]
|Intensity
|ADMIN
|
* Increases flamer fuel intensity by <POTENCY>.
* Increases fire intensity for explosives by 0,1*<POTENCY>.
|N/A
|N/A
|-
|{{anchor|DUR}}[[#DUR|DUR]]
|Duration
|ADMIN
|
* Increases flamer fuel duration by <POTENCY>.
* Increases fire duration for explosives by 0,1*<POTENCY>.
|N/A
|N/A
|-
|{{anchor|PTR}}[[#PTR|PTR]]
|Fire penetrating
|ADMIN
|
* Makes fire pierce fire immunity.
|N/A
|N/A
|}
===Hints===
Dealing with an unknown chemical is like walking blindfolded. The chemical can have any combination of good and bad properties. Discovering what these are will require testing and organized procedures. How to best approach this will be up to the individual researcher. But here's some things to keep in mind:
* You need 30 units of a chemical for the XRF to work. If you don't have enough, you might want to save it until you know the recipe. If you scan a chemical with the XRF you will know everything about the chemical's properties, given enough clearance.
* Negative properties can also be useful when used with the synthesis simulator to increase the OD threshold.
* Pay attention to research notes brought back from the colony. Colony notes can describe chemicals that are much stronger than the ones you can discover in the lab.
* Distributing a new chemical can still get you in trouble if you overlooked a really bad effect.
* If you can't rely on the marines to bring back research materials, you can try to kick-start your research by mutating plants in hydroponics.
* Your goal is not to get every single person a sample of your new drug, but to help as many as possible. Use the Turing Dispenser for mass production and persuade your superiors to assist with the distribution.
==Chemical Distribution==
While it might be fun to inject a monkey (or coworkers) with your wonder-drug, your ultimate goal should be to distribute it to where it is most needed. You should always seek the CMO's approval before performing mass distribution, because if an accident happens it will be ''your'' medical license that is threatened otherwise. Below are some suggestions to how to distribute your chemicals.
{| class="wikitable"
! style="background-color:#A9A9A9; width:100px;"|Picture
! style="background-color:#A9A9A9; width:150px;"|Name
! style="background-color:#A9A9A9;"|Explanation
|-
|[[File:PillBottle.png|64px]]|| Pill bottle || The old classic, but also the slowest in terms of production and ingestion. It's an efficient way to store a lot of chemical volume, but that's the only upside, really.
|-
|[[File:Hypospray.png|64px]]|| Hypospray || An experimental high-end chemical injector, used for instant injections. Can be unlocked using a screwdriver, to allow the vial capsule to be ejected as a magazine. Pairing a hypospray with a vial pouch can be an excellent way for one person to distribute a series of research chemicals in the field.
|-
|[[File:Customautoinjector.png|64px]]|| Custom Autoinjector || If you have a lot of your experimental chemical on hand, then making custom autoinjectors is a good way to distribute it to the masses. A few boxes with empty autoinjectors can be found in your lab. You can fill a bunch of autoinjectors easily by loading them in a vial storage box and inserting it into the centrifuge for filling.
|-
|[[File:Acid_harness.png|64px]]|| ACID Harness || '''A'''utomated '''C'''hemical '''I'''ntegrated '''D'''elivery Harness. This is the most advanced form of chemical distribution available. Why rely on someone to know when your wonder-drug should be injected and then to actually do it, when you can leave all the work to a computer that does everything for you? The A.C.I.D. will monitor the vitals status for its user constantly, and depending on your configuration, automatically inject the chemical from an internal vial into the user. Additionally the A.C.I.D. will never overdose its user.
While the storage slots in the A.C.I.D. can technically be used for anything that would fit in the webbing, the A.C.I.D. specifically requires both a battery and a vial inside the storage slots in order to operate. A high capacity cell battery will last approximately 50 minutes.
A couple of harnesses will be available in the test lab, but if you need more then you can one by filling a black or brown vest webbing with the following items and then using a wirecutter on the webbing: hypospray, health analyzer, battery, radio, cables.
To configure the A.C.I.D. use a multitool / security access tuner on the webbing.
'''A.C.I.D. Core Configuration'''
{| class="wikitable mw-collapsible mw-collapsed"
! style="background-color:#A9A9A9; width:120;"|Config
! style="background-color:#A9A9A9;  width:250;"|Type
! style="background-color:#A9A9A9;"|Description
|-
| Injection Amount || Setting || How much to inject at a time. The A.C.I.D. will recheck its user's condition after 20 seconds for each unit injected to see if the conditions are still true. If it is, then it will proceed to inject again.
|-
| Damage Threshold || Setting || How much damage must be present in any ''damage type'' configuration. If no damage type configurations are enabled, this setting is not used. Damage type configurations are each considered their own condition.
|-
| AND / OR || Setting || To use AND or OR logic for the configuration. For OR configuration, it injects if any condition becomes true. For AND configuration, it injects only if all conditions are true at the same time.
|-
| Brute || Damage || External brute damage.
|-
| Burn || Damage || External burn damage.
|-
| Toxin || Damage || Internal toxin damage.
|-
| Oxygen || Damage || Internal oxygen damage.
|-
| Genetic || Damage || Genetic cell damage.
|-
| Heart / Liver / Lungs / Kidneys / Brain || Damage || Damage to the respective organ.
|-
| Vitals Level || Condition || Whether or not to inject based on vitals type configuration. If this is not enabled, vitals type configurations are ignored.
|-
| Bleeding || Condition || Whether or not the user is bleeding.
|-
| Internal || Condition || Whether or not the user has internal bleeding.
|-
| Bloodloss || Condition || Whether or not the user has less than 40% blood.
|-
| Fracture || Condition || Whether or not the user has a bone fracture.
|-
| Splinted || Condition || Whether or not the user is wearing a splint.
|-
| Organ damage || Condition || Whether or not an organ has 10 or more damage.
|-
| Organ failure || Condition || Whether or not an organ has 30 or more damage.
|-
| Death || Condition || Whether or not the user is currently dead.
|-
| Defibrillation || Condition || Whether or not the user has just been defibrillated.
|-
| Concussion || Condition || Whether or not the user has been knocked down or knocked out.
|-
| Intoxication || Condition || Whether or not the user is dazed, slowed, confused, drowsy, dizzy or hallucinating.
|-
| Foreign Object || Condition || Whether or not the user contain a foreign object.
|-
| Optimal || Vitals || User is 100% healthy.
|-
| Nominal || Vitals || User is between 80-100% healthy.
|-
| Low || Vitals || User is between 40-80% healthy.
|-
| Very Low || Vitals || User is between 10-40% healthy.
|-
| Critical || Vitals || User is between -10-10% healthy.
|-
| Emergency || Vitals || User is less than -10% healthy, but not dead.
|-
|}
|-
|[[File:Delivery_med.png|64px]]|| Requisitions Delivery Unit || If you want Requisitions to send your chemicals to the surface for you, then you can use this delivery chute to send any item directly down to the Requisitions.
|-
|}
=Alien Research: Xenology=
The art of Xenology. Throughout the operation you will have the opportunity to conduct preliminary research on the Aliens. While this research is more esoteric in nature, providing technical data for the Marine Corps and the Company to use.
At its core, Xenology is accomplished by analyzing alien blood and other liquids, storing dead alien bodies in the research containers, and containing a live alien in the research pen.
===Xenology Blood Research===
Each alien will have two or more unique liquids/blood samples to collect. To analyze alienblood you will need a corpse, an empty beaker, and either a syringe or an IV Drip. After collecting the blood sample, you can place it into a Chemical Centrifuge to split up the different samples. Afterwards you can analyze the samples at the XRF Scanner.
==== Xeno Blood properties: ====
* Acidic Blood - Deals 3 burn damage.
* Dark Acidic Blood - Deals 6 burn bamage.
* Pheremone Plasma - Makes you high, '''fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.'''
* Catecholamine Plasma - Deals 4 brute damage, '''makes you faster'''.
* Chitin Plasma - '''Prevents fractures.'''
* Neurotoxin Plasma - Deals 7 brain damage, deals 1 toxin damage, makes you jittery and hallucinate.
* Anti-Neurotoxin - '''Neuro-Shielding Level 1, Level 2 make marines immune to Queen spit.'''
* Purple Plasma - Deals 2 brute damage.
* Egg Plasma - Infects with Xeno larva, '''useful in research'''.
* Royal Plasma - Infects with Xeno larva, makes you addicted, deals 4 brute damage, makes you hallucinate, makes you high, makes you jittery, '''useful in research'''.
===Xenology Body and Live Specimen Study===
You will need the Marines' assistance in securing egg samples, To grow a Xeno, you will need a monkey in a containment cell and an egg, plant the Egg In the containment cell, then wait.
'''However'''
Making Xenos on their own is not useful and is actually be more of a detriment. This might stall the game out, and if the proper precautions were not taken, Xenos may even break out of containment. Not very good.
The better solution is making '''Corrupted Hive'''. These are friendly Xenos that can be used to help in combat and ship security.
==== Materials ====
* Clearance Level 3
* Egg plasma - extracted from Xeno eggs
* Royal plasma - extracted from an Empress OR can be made by mixing Egg Plasma and Dark Acidic Blood (extracted from a praetorian)
==== Let's Start Making Xenos ====
* Make sure you have Level 5 clearance.
* Scan or re-scan Royal Plasma.
* Relate with a randomized chemical one unique property of Royal Plasma in the Synthesis Simulator called Cyphering. It will cost 10 points. Different levels of unique properties will make different Xeno hives. Level 2 - Corrupt, Level 3 - Alpha and etc.
* Make sure the monkey you are using is connected to a blood supply, such as an IV, as the monkey will lose a lot of blood in this process.
* Infect monkey with egg or Egg plasma.
* Inject 5 units of modified Royal Plasma, before larva hatches.
* Good work! This may take some time before the Corrupted Hive hatches so be patient. Do not try to speed up the process.
=Hydroponics Research=
<big>'''Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.'''</big>
Hydroponics is the process of growing plants without soil. The Company has provided The USS Almayer's research wing with a hydroponics laboratory. Here, researchers can grow and experiment with plant genetics.
{| style="width: 100%; border: none"
|style="width: 100%; vertical-align: top;" | <tabs>
<tab name="Machines">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:100;"|'''Machine:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Hydroponicstray.png|64px]]<br>'''Hydroponics tray '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A specialised tray to grow plants in. You may right-click the tray and select '''Flush Tray''' to reset it, removing everything including nutrients and refill it with water. The lights on the tray correspond to the state of the plant:
*'''Green:''' Plant is ready to be harvested.
*'''Red:''' Plant is unhealthy, old-aged or dead.
*'''Orange/Red flash:''' High amount of weeds or pests.
*'''Yellow:''' Low amounts of nutrients in the tray.
*'''Blue:''' Low amount of water in the tray.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Seedvendor.png|64px]]<br>'''MegaSeed Servitor'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Vendor that contains the basic seeds needed to get started.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Seedextractor.png|64px]]<br>'''Seed extractor <br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Extracts seeds from harvested plants. Insert a plant sample to obtain seeds.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Centrifuge.png|64px]]<br>'''Lysis-isolation Centrifuge'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | By inserting a flora data disk and any plant material (such as seeds or samples), this machine allows you to process the genome of said plant. The plant material is destroyed in the process.
Once analyzed, a set of genes can be extracted. This can be done only a certain number of times before the genes decay completely. The extracted data is saved to the floral data disk. This disk can then be used in the Bioballistic delivery system.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Bioballistic.png|64px]]<br>'''Bioballistic delivery system.'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Uses data disks with extracted genomes from the Lysis-isolation Centrifuge. By inserting a disk and a target plant sample, you can override the existing gene with the stored one. Use this to  positively select your plants. If you modify a sample genome too many times, the genome will decay completely.
|}
</tab>
<tab name="Items">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:100;"|'''Item:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Floradisk.png|64px]]<br>'''Flora data disk '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Data disk for storing plant genes. Used with the lysis-isolation centrifuge and bioballistic delivery system. Can only contain a single gene. Empty data disks can be found in the flora disk boxes inside the hydroponics locker. They can also be stored in the disk cabinet for better organization.
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Plantanalyzer.png|64px]]<br>'''Plant analyzer '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Used to analyze plants quickly and get a reading of its general properties.
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Hoe.png|64px]]<br>'''Mini hoe '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | The mini garden hoe can be used to uproot weeds from hydroponics trays. Using the garden hoe will damage the plant slightly.
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Plantclipper.png|64px]]<br>'''Plant Clippers '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A specialised clipping tool for taking samples off plants. Use this if you want a sample from a plant before maturity, or if you want to harvest without removing the plant completely. Alternatively, other cutting tools may be used.
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Hatchet.png|64px]]<br>'''Hatchet '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Used to cut down large plants into smaller parts. Usually wood.
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|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Spade.png|64px]]<br>'''Spade '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Used to move dirt around. But we don't have dirt onboard, so it has little purpose right now.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Bucket.png|64px]]<br>'''Bucket '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Its a bucket. Fill it with water and pour it somewhere.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Plantbag.png|64px]]<br>'''Plant bag '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Lets you carry a large amount of plant goods around. Click on a tile to store all the plants on that tile in the bag. Use the bag again to drop everything on another tile.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Hydroponicsspray.png|64px]]<br>'''Hydroponics spray '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Functions similarly to a space cleaner spray. Comes with ammonia. You might want to empty it and fill it with your own special mixture. You can spray this on hydroponics trays to add chemicals to them.
</tab>
<tab name="How to do Hydroponics Research">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:100;"|'''Subject:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | <br>'''Identifying Genes '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Modifying your plants can require a lot of work and you may want to take notes during it. Gene labels are reordered and randomized each round, so identifying them requires some trial an error in figuring out which gene corresponds to what trait. Using the plant analyzer will be a great help during this. If you see a plant has a desired trait, try to extract one gene at a time from that plant and apply it to another. Once you see that the desired changes have occurred, you've identified the gene. '''A gene label represents the same trait across all plants'''.
Some traits won't do much, while others can have drastic effects.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | <br>'''Mutating plants '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Radioactive compounds might mutate your plants. Unlike the above process, this relies on RNG. It can kill the plant, change its properties or create an entirely new species. The plant might even start producing new chemicals. To mutate a plant, you need to put 60-120u of [[#mutagen|Unstable Mutagen]] in the hydroponics tray that contains the plant you wish to mutate.
|-
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | <br>'''Keeping your plants alive '''<br>'''
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | Plants are living things and they can die of old age or if not taken care of. Make sure to remove pests and weeds. Some chemicals are beneficial and provides nutrients, while others can be toxic. If your plant is unhealthy, it might contain a lot of toxins, be weeded or contain pests. Providing your plants with water and nutrients will make them slowly heal.
</tab>
</tabs>
|}
==Your Skillset==
[[File:Researcher_skill_set.png]]
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].
= Additional User made information=
* [https://cm-ss13.com/forums/showthread.php?3414-Magnus-Opus-on-Reasearch-by-Cory-Paulson Magnum Opus on Research] by Cory Paulson

Latest revision as of 18:12, 29 August 2021