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==== '''Chemical Naming Conventions''' ====
==== '''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.
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.


In addition to the below properties, there are 6 rare and 4 legendary properties with very unique effects. Legendary properties might even start a medical revolution. Rare properties can spawn in all research chemicals under special circumstances. One rare or legendary property will spawn in clearance level 3 (30%) and 4 (100%) chemicals. Discovering a rare or legendary property should be considered a special achievement by researchers.
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.


'''Negative Properties'''
All effects are applied once per life tick. Life ticks happen once every two seconds.
{| class="wikitable mw-collapsible mw-collapsed"
 
! style="background-color:#A9A9A9; width:120;"|Code
===Positive===
! style="background-color:#A9A9A9; width:250;"|Property
{| class="wikitable unsortable" style="width: 100%;"
! style="background-color:#A9A9A9;"|Description
! 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.
|-
|-
| HPX || Hypoxemic || Reacts with hemoglobin in red blood cells preventing oxygen from being absorbed, resulting in hypoxemia.
|{{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.
|-
|-
| TXC || Toxic || Poisonous substance which causes harm on contact with or through absorption by organic tissues, resulting in bad health or severe illness.
|{{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.
|-
|-
| CRS || Corrosive || Damages or destroys other substances on contact through a chemical reaction. Causes chemical burns on contact with living tissue.
|{{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.
|-
|-
| BCD || Biocidic || Ruptures cell membranes on contact, destroying most types of organic tissue.
|{{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.
|
|
|-
|-
| HML || Hemolytic || Causes intravascular hemolysis, resulting in the destruction of erythrocytes (red blood cells) in the bloodstream. This can result in Hemoglobinemia, where a high concentration of hemoglobin is released into the blood plasma.
|{{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.
|-
|-
| HMR || Hemorrhaging || Ruptures endothelial cells making up bloodvessels, causing blood to escape from the circulatory system.
|{{anchor|HDN}}[[#HDN|HDN]]
|Hyperdensificating
|RARE
|
* Prevents bone fractures.
|
* Slows you.
|
* Deals 3*<POTENCY> brute damage.
|-
|-
| CRG || Carcinogenic || Penetrates the cell nucleus causing direct damage to the deoxyribonucleic acid in cells resulting in cancer and abnormal cell proliferation. In extreme cases causing hyperactive apoptosis and potentially atrophy.
|{{anchor|NRS}}[[#NRS|NRS]]
|Neuroshielding
|RARE
|
* Applies the neurotoxin resistance effect.
|
* Deals <POTENCY> liver damage.
|
* Deals 2*<POTENCY> brain damage.
|-
|-
| HPT || Hepatotoxic || Damages hepatocytes in the liver, resulting in liver deterioration and eventually liver failure.
|{{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.
|-
|-
| NPT || Nephrotoxic || Causes deterioration and damage to podocytes in the kidney resulting in potential kidney failure.
|{{anchor|FUL}}[[#FUL|FUL]]
|Fueling
|COMMON
|
* -0,1*<POTENCY> fire intensity mod.
* 0,2*<POTENCY> fire duration mod.
* 0,01*<POTENCY> fire radius mod.
|N/A
|N/A
|-
|-
| PNT || Pneumotoxic || Toxic substance which causes damage to connective tissue that forms the support structure (the interstitium) of the alveoli in the lungs.
|{{anchor|OXI}}[[#OXI|OXI]]
|Oxidizing
|COMMON
|
* 0,2*<POTENCY> fire intensity mod.
* -0,1*<POTENCY> fire duration mod.
* -0,01*<POTENCY> fire radius mod.
|N/A
|N/A
|-
|-
| OCT || Oculotoxic || Damages the photoreceptive cells in the eyes impairing neural transmissions to the brain, resulting in loss of sight or blindness.
|{{anchor|FLW}}[[#FLW|FLW]]
|Flowing
|COMMON
|
* -0,05*<POTENCY> fire intensity mod.
* -0,05*<POTENCY> fire duration mod.
* 0,05*<POTENCY> fire radius mod.
|N/A
|N/A
|-
|-
| CDT || Cardiotoxic || Attacks cardiomyocytes when passing through the heart in the bloodstream. This disrupts the cardiac cycle and can lead to cardiac arrest.
|{{anchor|EXP}}[[#EXP|EXP]]
|Explosive
|COMMON
|
* <POTENCY> explosion power mod.
* -3/<POTENCY> explosion falloff mod.
|N/A
|N/A
|-
|-
| NRT || Neurotoxic || Breaks down neurons causing widespread damage to the central nervous system and brain functions.
|{{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%;"
'''Neutral Properties'''
! style="width: 5%; margin: auto;" |Code
{| class="wikitable mw-collapsible mw-collapsed"
! style="width: 10%; margin: auto;" |Name
! style="background-color:#A9A9A9; width:120;"|Code
! style="width: 10%; margin: auto;" |Rarity
! style="background-color:#A9A9A9; width:250;"|Property
! style="width: 25%; margin: auto;" |Effect
! style="background-color:#A9A9A9;"|Description
! 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 workes on corpses. <!--I'm almost sad that this clarification is probably needed.-->
** Caps the effectiveness of all other properties.
|N/A
|N/A
|-
|-
| NTR || Nutritious || The compound can be used as, or be broken into, nutrition for cell metabolism.
|{{anchor|EXT}}[[#EXT|EXT]]
|Excreting
|UNCOMMON
|
* Rapidly removes all other reagents from the marine's body.
|N/A
|N/A
|-
|-
| KTG || Ketogenic || Activates ketosis causing the liver to rapidly burn fatty acids and alcohols in the body, resulting in weight loss. Can cause ketoacidosis in high concentrations, resulting in a buildup of acids and lowered pH levels in the blood.
|{{anchor|NTR}}[[#NTR|NTR]]
|Nutritious
|COMMON
|
* Makes you less hungry.
|N/A
|N/A
|-
|-
| PNG || Paining || Activates the somatosensory system causing neuropathic pain all over the body. Unlike nociceptive pain, this is not caused by any tissue damage and is solely perceptive.
|{{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.
|-
|-
| NIH || Neuroinhibiting || Inhibits neurological processes in the brain such to sight, hearing and speech which can result in various associated disabilities. Restoration will require surgery.
|{{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.
|-
|-
| AOL || Alcoholic || Binds to glutamate neurotransmitters and gamma aminobutyric acid (GABA), slowing brain functions response to stimuli. This effect is also known as intoxication.
|{{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.
|-
|-
| HLG || Hallucinogenic || Causes perception-like experiences that occur without an external stimulus, which are vivid and clear, with the full force and impact of normal perceptions, though not under voluntary control.
|{{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.
|-
|-
| AHL || Anti-hallucinogenic|| Stabilizes perseptive abnormalities such as hallucinations caused by mindbreaker toxin.
|{{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.
|-
|-
| RLX || Relaxing || Has a sedative effect on neuromuscular junctions depressing the force of muscle contractions. High concentrations can cause respiratory failure and cardiac arrest.
|{{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.
|-
|-
| HPR || Hyperthermic || Causes an endothermic reaction when metabolized in the body, increasing internal body temperature.
|{{anchor|HPO}}[[#HPO|HPO]]
|Hypothermic
|COMMON
|
* Reduces body temperature by 2*<POTENCY>.
|
* Decreases body temperature by 4*<POTENCY>.
* Sleeps you.
|
* Knocks you out.
|-
|-
| HPO || Hypothermic || Causes an exothermic reaction when metabolized in the body, decreasing internal body temperature.
|{{anchor|BLD}}[[#BLD|BLD]]
|Balding
|UNCOMMON
|
* Liquid baldness.
|
* Deals 0,5*<POTENCY> radiation damage.
|
* Deals <POTENCY> radiation damage.
|-
|-
| BLD || Balding || Damages the hair follicles in the skin causing extreme alopecia, also refered to as baldness.
|{{anchor|FLF}}[[#FLF|FLF]]
|Fluffing
|UNCOMMON
|
* More hair.
|
* 5*<POTENCY>% chance of taking <POTENCY> brute damage.
|
* Deals <POTENCY> brain damage.
|-
|-
| FLF || Fluffing || Accelerates cell division in the hair follicles resulting in random and excessive hairgrowth.
|{{anchor|ALG}}[[#ALG|ALG]]
|Allergenic
|UNCOMMON
|
* Makes you sneeze, blink and cough.
|N/A
|N/A
|-
|-
| ALG || Allergenic || Creates a hyperactive immune response in the body, resulting in irritation.
|{{anchor|EPH}}[[#EPH|EPH]]
|Euphoric
|UNCOMMON
|
* Reduces pain.
* Makes you giggle, laugh, smile, etc.
|
* 5*<POTENCY>% chance to *collapse
|
* Deals 3*<POTENCY> oxygen damage.
|-
|-
| CMB || Cryometabolizing || The chemical is passively metabolized with no other effects in temperatures above 170 kelvin. Below however, the chemical will metabolize with increased effect.
|{{anchor|EME}}[[#EME|EME]]
|Emetic
|UNCOMMON
|
* <AMOUNT>*<POTENCY>% chance of vomiting.
|
* Deals 0,5*<POTENCY> toxin damage.
|
* Deals 0,5*<POTENCY> toxin damage.
|-
|-
| EPH || Euphoric || Causes the release of endorphin hormones resulting intense excitement and happiness.
|{{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.
|-
|-
| EME || Emetic || Acts on the enteric nervous system to induce emesis, the forceful emptying of the stomach.
|{{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.
|-
|-
| PST || Psychostimulating || Stimulates psychological functions causing increased awareness, focus and anti-depressing effects.
|{{anchor|OMB}}[[#OMB|OMB]]
|Hypometabolic
|UNCOMMON
|
* Sets the reagent's metabolism to <METABOLISM>/(1+0,35*<POTENCY>)
|N/A
|N/A
|-
|-
| EXT || Excreting || Excretes all chemicals contained in the blood stream by using the kidneys to turn it into urine.
|{{anchor|SDT}}[[#SDT|SDT]]
|Sedative
|COMMON
|
* Puts you to sleep.
|
* Knocks you out.
|
* Deals 5*<POTENCY> oxygen damage.
|-
|-
| OBM || Hypometabolic  || Takes longer for this chemical to metabolize, resulting in it being in the bloodstream for more time per unit.
|{{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.
|-
|-
| EBM || Hypermetabolic  || Takes less for this chemical to metabolize, resulting in it being in the bloodstream for less time per unit.
|{{anchor|VIS}}[[#VIS|VIS]]
|Viscous
|COMMON
|
* -0,025*<POTENCY> fire radius modifier.
|N/A
|N/A
|-
|-
| SDT || Sedative || Causes the body to release melatonin resulting in increased sleepiness.
|{{anchor|TSL}}[[#TSL|TSL]]
|Thermostabilizing
|DISABLED
|
* Tries to get your temperature to 310K.
|
* Knocks you out.
|
* Puts you to sleep.
|-
|-
| VIS || Viscous || The chemical is thick and gooey due to high surface tension. It will not spread very far when spilled. This would decrease the radius of a chemical fire.
|{{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%;"
'''Positive Properties'''
! style="width: 5%; margin: auto;" |Code
{| class="wikitable mw-collapsible mw-collapsed"
! style="width: 10%; margin: auto;" |Name
! style="background-color:#A9A9A9; width:120;"|Code
! style="width: 10%; margin: auto;" |Rarity
! style="background-color:#A9A9A9; width:250;"|Property
! style="width: 25%; margin: auto;" |Effect
! style="background-color:#A9A9A9;"|Description
! 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.
|-
|-
| ATX || Anti-toxic|| Absorbs and neutralizes toxic chemicals in the bloodstream and allowing them to be excreted safely.
|{{anchor|CRG}}[[#CRG|CRG]]
|Carcinogenic
|COMMON
|
* Deals 0,5*<POTENCY> radiation damage.
|
* Deals 2*<POTENCY> radiation damage.
|
* Deals 2*<POTENCY> brute damage.
|-
|-
| ACR || Anti-corrosive || Accelerates cell division around corroded areas in order to replace the lost tissue. Excessive use can trigger apoptosis.
|{{anchor|HPT}}[[#HPT|HPT]]
|Hepatotoxic
|UNCOMMON
|
* Deals 0,75*<POTENCY> liver damage.
|
* Deals 2*<POTENCY> toxin damage.
|
* Deals 5*<POTENCY> toxin damage.
|-
|-
| NGN || Neogenetic || Regenerates ruptured membranes resulting in the repair of damaged organic tissue. High concentrations can corrode the cell membranes.
|{{anchor|NPT}}[[#NPT|NPT]]
|Nephrotoxic
|UNCOMMON
|
* Deals 0,75*<POTENCY> kidney damage.
|
* Deals 2*<POTENCY> toxin damage.
|
* Deals 5*<POTENCY> toxin damage.
|-
|-
| REP || Repairing || Repairs cybernetic organs by ''REDACTED''.
|{{anchor|PNT}}[[#PNT|PNT]]
|Pneumotoxic
|UNCOMMON
|
* Deals 0,75*<POTENCY> lung damage.
|
* Deals 2*<POTENCY> oxygen damage.
|
* Deals 5*<POTENCY> oxygen damage.
|-
|-
| HMG || Hemogenic || Increases the production of erythrocytes (red blood cells) in the bonemarrow, leading to polycythemia, an elevated volume of erythrocytes in the blood.
|{{anchor|OCT}}[[#OCT|OCT]]
|Oculotoxic
|UNCOMMON
|
* Deals 0,75*<POTENCY> eye damage.
|
* Inflicts blindness.
|
* Deals 0,5*<POTENCY> brain damage.
|-
|-
| NST || Nervestimulating || Increases neuron communication speed across synapses resulting in improved reaction time, awareness and muscular control.
|{{anchor|CDT}}[[#CDT|CDT]]
|Cardiotoxic
|COMMON
|
* Deals 0,75*<POTENCY> heart damage.
|
* Deals 2*<POTENCY> oxygen damage.
|
* Deals 5*<POTENCY> oxygen damage.
|-
|-
| MST || Musclestimulating || Stimulates neuromuscular junctions increasing the force of muscle contractions, resulting in increased strength. High doses might exhaust the cardiac muscles.
|{{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.
|-
|-
| PNK || Painkilling || Binds to opioid receptors in the brain and spinal cord reducing the amount of pain signals being sent to the brain.
|{{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
|-
|-
| HPP || Hepatopeutic || Treats deteriorated hepatocytes and damaged tissues in the liver, restoring organ functions.
|{{anchor|ADT}}[[#ADT|ADT]]
|Addictive
|RARE
|
* Makes you addicted to the chem.
|
* Deals <POTENCY> brain damage.
|
* Inflicts nervousness.
|-
|-
| NPP || Nephropeutic || Heals damaged and deteriorated podocytes in the kidney, restoring organ functions.
|{{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
|-
|-
| PNP || Pneumopeutic || Mends the interstitium tissue of the alveoli restoring respiratory functions in the lungs.
|{{anchor|BST}}[[#BST|BST]]
|Boosting
|LEGENDARY
|
* Increases the level of all other properties by <POTENCY>.
|N/A
|N/A
|-
|-
| OCP || Oculopeutic || Restores sensory capabilities of photoreceptive cells in the eyes returning lost vision.
|{{anchor|REG}}[[#REG|REG]]
|Regulating
|LEGENDARY
|N/A
|
* Prevents OD.
|
* Prevents crit OD.
|-
|-
| CDP || Cardiopeutic || Regenerates damaged cardiomyocytes and recovers a correct cardiac cycle and heart functionality.
|{{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.
|-
|-
| NRP || Neuropeutic || Rebuilds damaged and broken neurons in the central nervous system re-establishing brain functionality.
|{{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
|-
|-
| BNM || Bonemending || Rapidly increases the production of osteoblasts and chondroblasts while also accelerating the process of endochondral ossification. This allows broken bone tissue to be re-wowen and restored quickly if the bone is correctly positioned. Overdosing may result in the bone structure growing abnormally and can have adverse effects on the skeletal structure.
|{{anchor|CIP}}[[#CIP|CIP]]
|Ciphering
|DISABLED
|
* What every researcher wants to accomplish.
|N/A
|N/A
<!--|-
|{{anchor|PCI}}[[#PCI|PCI]]
|Pred ciphering
|DISABLED
|
|
|-->
|-
|-
| FLX || Fluxing || Liquifies large crystalline and metallic structures under bodytemperature in the body and allows it to migrate to and be excreted through the skin.
|{{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
|-
|-
| NRC || Neurocryogenic || Causes a temporal freeze of all neurological processes and cellular respirations in the brain. This allows the brain to be preserved for long periods of time.
|{{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-->
|-
|-
| APS || Anti-parasitic || Antimicrobial property specifically targeting parasitic pathogens in the body disrupting their growth and potentially killing them.
|{{anchor|RAV}}[[#RAV|RAV]]
|Ravening
|ADMIN
|
* Infects with black goo (the zombie virus).
|N/A
|N/A
|-
|-
| EXP || Explosive || The chemical is highly explosive. Do not ignite. Careful when handling, sensitivity is based off the OD threshold, which can lead to spontanous detonation.
|{{anchor|CUR}}[[#CUR|CUR]]
|Curing
|ADMIN
|
* If <POTENCY> is 2 or more, cures diseases.
|N/A
|N/A
|-
|-
| OXI || Oxidizing || The chemical is oxidizing, increasing the intensity of chemical fires. However, the fuel is also burned faster because of it.
|{{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
|-
|-
| FUL || Fueling  || The chemical can be burned as a fuel, expanding the burn time of a chemical fire. However, this also lowers heat intensity.
|{{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
|-
|-
| FLW || Flowing || The chemical is the opposite of viscous, and it tends to spill everywhere. This could probably be used to expand the radius of a chemical fire.
|{{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
|}
|}



Revision as of 02:21, 22 February 2021

MEDICAL / RESEARCH
Sci.png
Researcher
Difficulty: Medium
Supervisors: Chief Medical Officer, Commanding Officer/Executive Officer
Rank: N/A
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: Guide to Research, Guide to Chemistry, Guide to Paperwork
Unlock Requirements: Three hours as a Doctor.
Detailed Description:
|__________|
You are a civilian, and are not subject to follow military chain of command, but you do work for the USCM.

You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things.

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 lowering the DEFCON level via 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.


When dealing with Aliens, this role demands a high level of roleplay. Roleplay doesn’t include:

  • “Yeah, well it makes you a host for aliens.”
  • “Yeah, I’ve seen this before.”
  • “They’re hostile. Kill them all. Don’t worry, I can tell.”
  • “Just jam it in the cage and forget it exists.”


All variations of this are also pretty horrible, so don’t do it, okay?

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 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 from DEFCON lowering. The lower the DEFCON gets, the more research credits are earned each time.


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 and warrant them to lower the DEFCON threat level to ensure the survival of your research.

Research Machines

Picture Name Explanation
XRF.png 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 and provides both DEFCON and research credits.


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, however, their power to do this is limited by the current DEFCON level, so the Lower the DEFCON level, the higher the clearance level the Corporate Liaison may grant you. Certain colonists (doctors, scientists and colony liasons) can bypass the DEFCON restriction however. Some chemicals will require a higher clearance level than others.

Chemical Centrifuge.png 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.
Turingdispenser.png 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.)
Researchterminal.png 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, but the cost is further decreased by the DEFCON status. 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 current DEFCON status.


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.

SynthesisSimulator.png 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

Code Name Rarity Effect OD Crit OD
ATX Antitoxic COMMON
  • Deals <POTENCY> eye damage.
  • Makes you sleepy.
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.
NGN Neogenetic COMMON
  • Heals <POTENCY> brute damage.
  • Deals <POTENCY> burn damage.
  • Deals 4*<POTENCY> burn damage.
  • Deals 2*<POTENCY> toxin damage.
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.
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.
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.
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.
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.
HPP Hematopeutic UNCOMMON
  • Heals 0,5*<POTENCY> liver damage.
  • Deals 2*<POTENCY> liver damage.
  • Deals 5*<POTENCY> toxin damage.
NPP Nephropeutic UNCOMMON
  • Heals 0,5*<POTENCY> kidney damage.
  • Deals 2*<POTENCY> kidney damage.
  • Deals 5*<POTENCY> toxin damage.
PNP Pneumopeutic UNCOMMON
  • Heals 0,5*<POTENCY> lung damage.
  • Deals 2*<POTENCY> lung damage.
  • Deals 5*<POTENCY> oxygen damage.
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.
CDP Cardiopeutic UNCOMMON
  • Heals 0,5*<POTENCY> heart damage.
  • Deals 2*<POTENCY> oxygen damage.
  • Applies a lot of pain.
NRP Neuropeutic COMMON
  • Heals 3*<POTENCY> brain damage.
  • Deals <POTENCY> toxin damage.
  • Deals 3*<POTENCY> brain damage.
  • Stuns you.
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.
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.
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.
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.
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.
EGN Electrogenetic COMMON
  • CANNOT BE INGESTED Use a syringe or injector.
  • Increases defibrillator healing by 4*<POTENCY> brute, burn and toxin damage.
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.
HDN Hyperdensificating RARE
  • Prevents bone fractures.
  • Slows you.
  • Deals 3*<POTENCY> brute damage.
NRS Neuroshielding RARE
  • Applies the neurotoxin resistance effect.
  • Deals <POTENCY> liver damage.
  • Deals 2*<POTENCY> brain damage.
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.
FUL Fueling COMMON
  • -0,1*<POTENCY> fire intensity mod.
  • 0,2*<POTENCY> fire duration mod.
  • 0,01*<POTENCY> fire radius mod.
N/A N/A
OXI Oxidizing COMMON
  • 0,2*<POTENCY> fire intensity mod.
  • -0,1*<POTENCY> fire duration mod.
  • -0,01*<POTENCY> fire radius mod.
N/A N/A
FLW Flowing COMMON
  • -0,05*<POTENCY> fire intensity mod.
  • -0,05*<POTENCY> fire duration mod.
  • 0,05*<POTENCY> fire radius mod.
N/A N/A
EXP Explosive COMMON
  • <POTENCY> explosion power mod.
  • -3/<POTENCY> explosion falloff mod.
N/A N/A
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.
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.
OXG Oxygenating DISABLED
  • Heals <POTENCY> oxygen damage.
  • Removes <POTENCY> lexorin units.
  • Deals 0,5*<POTENCY> toxin damage.
  • Deals <POTENCY> brute damage.
  • Deals 2*<POTENCY> toxin damage.
ACG Anticarcinogenic DISABLED
  • Heals <POTENCY> radiation damage.
  • Deals 2*<POTENCY> toxin damage.
  • Deals 2*<POTENCY> brute damage.

Neutral

Code Name Rarity Effect OD Crit OD
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
TMB Thanatometabolizing RARE
  • REAGENT ONLY WORKS ON CORPSES
    • Reagent now workes on corpses.
    • Caps the effectiveness of all other properties.
N/A N/A
EXT Excreting UNCOMMON
  • Rapidly removes all other reagents from the marine's body.
N/A N/A
NTR Nutritious COMMON
  • Makes you less hungry.
N/A N/A
KTG Ketogenic COMMON
  • Removes <POTENCY> units of ethanol and all it's subtypes.
  • Makes you hungry.
  • Makes you more hungry.
  • Deals <POTENCY> toxin damage.
  • Knocks you out.
NIH Neuroinhibiting UNCOMMON
  • Is prevented by 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.
AOL Alcoholic COMMON
  • Is prevented by neuroshielding
  • Makes you drunk. Confusion, sleepyness, etc. All chems that have this are subtypes of 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.
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.
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.
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.
HPO Hypothermic COMMON
  • Reduces body temperature by 2*<POTENCY>.
  • Decreases body temperature by 4*<POTENCY>.
  • Sleeps you.
  • Knocks you out.
BLD Balding UNCOMMON
  • Liquid baldness.
  • Deals 0,5*<POTENCY> radiation damage.
  • Deals <POTENCY> radiation damage.
FLF Fluffing UNCOMMON
  • More hair.
  • 5*<POTENCY>% chance of taking <POTENCY> brute damage.
  • Deals <POTENCY> brain damage.
ALG Allergenic UNCOMMON
  • Makes you sneeze, blink and cough.
N/A N/A
EPH Euphoric UNCOMMON
  • Reduces pain.
  • Makes you giggle, laugh, smile, etc.
  • 5*<POTENCY>% chance to *collapse
  • Deals 3*<POTENCY> oxygen damage.
EME Emetic UNCOMMON
  • <AMOUNT>*<POTENCY>% chance of vomiting.
  • Deals 0,5*<POTENCY> toxin damage.
  • Deals 0,5*<POTENCY> toxin damage.
PST Psychostimulating COMMON
  • Gives you messages about feeling more focused.
  • Reduces confusion.
  • Deals <POTENCY> brain damage.
  • Makes you hallucinate.
  • Deals 4*<POTENCY> brain damage.
AHL Antihallucinogenic COMMON
  • Deals <POTENCY> toxin damage.
  • Deals <POTENCY> brute damage.
  • Deals <POTENCY> burn damage.
  • Deals 3*<POTENCY> toxin damage.
OMB Hypometabolic UNCOMMON
  • Sets the reagent's metabolism to <METABOLISM>/(1+0,35*<POTENCY>)
N/A N/A
SDT Sedative COMMON
  • Puts you to sleep.
  • Knocks you out.
  • Deals 5*<POTENCY> oxygen damage.
HTR Hyperthrottling RARE
  • Slows you by 4*<POTENCY>.
  • Makes you high.
  • Lets you speak every language.
  • Deals 3*<POTENCY> brain damage.
  • Knocks you out.
VIS Viscous COMMON
  • -0,025*<POTENCY> fire radius modifier.
N/A N/A
TSL Thermostabilizing DISABLED
  • Tries to get your temperature to 310K.
  • Knocks you out.
  • Puts you to sleep.
FCS Focusing COMMON
  • Deals 1 toxin damage.
  • Deals 4 toxin damage.
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

Code Name Rarity Effect OD Crit OD
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.
TOX Toxic COMMON
  • Deals <POTENCY> toxin damage.
  • Deals 2*<POTENCY> toxin damage.
  • Deals 4*<POTENCY> toxin damage.
CRS Corrosive COMMON
  • Deals <POTENCY> burn damage.
  • Deals 2*<POTENCY> burn damage.
  • Deals 4*<POTENCY> burn damage.
BCD Biocidic COMMON
  • Deals <POTENCY> brute damage.
  • Deals 2*<POTENCY> brute damage.
  • Deals 4*<POTENCY> brute damage.
PNG Paining UNCOMMON
  • Applies 0,5*<POTENCY> pain.
  • Applies <POTENCY> pain.
  • Deals <POTENCY> brute damage.
  • Deals 2*<POTENCY> brute damage.
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.
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.
CRG Carcinogenic COMMON
  • Deals 0,5*<POTENCY> radiation damage.
  • Deals 2*<POTENCY> radiation damage.
  • Deals 2*<POTENCY> brute damage.
HPT Hepatotoxic UNCOMMON
  • Deals 0,75*<POTENCY> liver damage.
  • Deals 2*<POTENCY> toxin damage.
  • Deals 5*<POTENCY> toxin damage.
NPT Nephrotoxic UNCOMMON
  • Deals 0,75*<POTENCY> kidney damage.
  • Deals 2*<POTENCY> toxin damage.
  • Deals 5*<POTENCY> toxin damage.
PNT Pneumotoxic UNCOMMON
  • Deals 0,75*<POTENCY> lung damage.
  • Deals 2*<POTENCY> oxygen damage.
  • Deals 5*<POTENCY> oxygen damage.
OCT Oculotoxic UNCOMMON
  • Deals 0,75*<POTENCY> eye damage.
  • Inflicts blindness.
  • Deals 0,5*<POTENCY> brain damage.
CDT Cardiotoxic COMMON
  • Deals 0,75*<POTENCY> heart damage.
  • Deals 2*<POTENCY> oxygen damage.
  • Deals 5*<POTENCY> oxygen damage.
NRT Neurotoxic COMMON
  • Deals 1,75*<POTENCY> brain damage.
  • Deals 3*<POTENCY> brain damage.
  • Slowly inficts drowsyness.
  • 15*<POTENCY>% chance to apply neuro.
EMB Hypermetabolic UNCOMMON
  • Changes the chem's metabolism according to the following formula: <BASE_METABOLISM>*(1+0,25*<POTENCY>)
N/A N/A
ADT Addictive RARE
  • Makes you addicted to the chem.
  • Deals <POTENCY> brain damage.
  • Inflicts nervousness.
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

Code Name Rarity Effect OD Crit OD
BST Boosting LEGENDARY
  • Increases the level of all other properties by <POTENCY>.
N/A N/A
REG Regulating LEGENDARY N/A
  • Prevents OD.
  • Prevents crit OD.
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.
DDI DNA disintegrating LEGENDARY
  • Deals 10*<POTENCY> radiation damage.
  • WY wants this an awful lot, even considering how deadly it is.
N/A N/A
CIP Ciphering DISABLED
  • What every researcher wants to accomplish.
N/A N/A
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
MYO Embryonic ADMIN
  • Larva infection.
N/A N/A
RAV Ravening ADMIN
  • Infects with black goo (the zombie virus).
N/A N/A
CUR Curing ADMIN
  • If <POTENCY> is 2 or more, cures diseases.
N/A N/A
OMN Omnipotent ADMIN
  • Rapidly removes all subtypes of 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
RAD Radius ADMIN
  • Increases flamer fuel range by <POTENCY>.
  • Increases fire radius for explosives by 0,1*<POTENCY>.
N/A N/A
INT Intensity ADMIN
  • Increases flamer fuel intensity by <POTENCY>.
  • Increases fire intensity for explosives by 0,1*<POTENCY>.
N/A N/A
DUR Duration ADMIN
  • Increases flamer fuel duration by <POTENCY>.
  • Increases fire duration for explosives by 0,1*<POTENCY>.
N/A N/A
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.


Picture Name Explanation
PillBottle.png 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.
Hypospray.png 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.
Customautoinjector.png 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.
Acid harness.png ACID Harness Automated Chemical Integrated Delivery 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

Config Type 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.
Delivery med.png 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, it will however provide a great boost towards lowering the DEFCON. Xenology has the potential to significantly decrease the DEFCON level if conducted in a thorough manner.


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.

Each time you analyze a unique blood sample, you will decrease the DEFCON level. Scanning the same sample will not produce a result.

Xenology Body and Live Specimen Study

Storing dead aliens in any research containment cell will contribute a small amount of DEFCON points. However, storing live aliens will contribute a massive bonus to the DEFCON levels. You will need the Marines assistance in securing egg samples, which can be placed in the containment cells.

Hydroponics Research

Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.

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.

Machine: Description:
Hydroponicstray.png
Hydroponics tray
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.
Seedvendor.png
MegaSeed Servitor
Vendor that contains the basic seeds needed to get started.
Seedextractor.png
Seed extractor
Extracts seeds from harvested plants. Insert a plant sample to obtain seeds.
Centrifuge.png
Lysis-isolation Centrifuge
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.

Bioballistic.png
Bioballistic delivery system.
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.
Item: Description:
Floradisk.png
Flora data disk
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.
Plantanalyzer.png
Plant analyzer
Used to analyze plants quickly and get a reading of its general properties.
Hoe.png
Mini hoe
The mini garden hoe can be used to uproot weeds from hydroponics trays. Using the garden hoe will damage the plant slightly.
Plantclipper.png
Plant Clippers
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.
Hatchet.png
Hatchet
Used to cut down large plants into smaller parts. Usually wood.
Spade.png
Spade
Used to move dirt around. But we don't have dirt onboard, so it has little purpose right now.
Bucket.png
Bucket
Its a bucket. Fill it with water and pour it somewhere.
Plantbag.png
Plant bag
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.
Hydroponicsspray.png
Hydroponics spray
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.
Subject: Description:

Identifying Genes
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.


Mutating plants
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.

Keeping your plants alive
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.


Your Skillset

Researcher skill set.png

To find out about how the skill system works head over to the skills system page.