Machine Construction Steps
- Build a machine frame from your 5 metal sheets.
- Add wires.
- Add a circuitboard.
- Examine the machine frame and it will tell you what items you need now.
- When all the parts are added, screwdriver the machine frame to finish it.
Upgrading Machines
Linking Machines
Certain machines need to be linked to other machines or computers in order to work properly. There's different methods for different machines:
- Telecommunications machines, Quantum Pad, Mech Bay Power Port: Using a multitool to download and upload data to link two devices which can sometimes require to open the machine's panel with a screwdriver first.
- R&D machines, Turbine, Cloning Pod, DNA Scanner: Interacting with a console to find nearby machines.
- Teleporter Station: Using wirecutters after opening the panel with a screwdriver.
Machines
Autolathe
Parts needed | Deconstruction | |
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Produces commonly used items such as tools, equipment, and construction material.
Can be hacked to unlock more designs. | ||
Upgrade effects | ||
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Ore Redemption Machine
Recycler
Parts needed | Deconstruction | |
---|---|---|
Grinds items into their base materials. If emagged it will also grind mobs, killing them instantly. | ||
Upgrade effects | ||
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Biogenerator
Plant DNA Manipulator
Chemical Heater
Chem Dispenser
Parts needed | Deconstruction | |
---|---|---|
Dispenses chemicals; the exact same as the ones found in Chemistry. | ||
Upgrade effects | ||
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Circuit Imprinter
Parts needed | Deconstruction | |
---|---|---|
Creates circuits from glass. Needs to be linked with an R&D Console to be used. | ||
Upgrade effects | ||
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Cloning Pod
Parts needed | Deconstruction | |
---|---|---|
Can grow a clone when connected with a DNA Scanner and a Cloning Console. Can be unlocked with a Genetics ID to allow early ejection (available through the right-click menu). If EMPed it has a chance of horribly destroying the clone, but a loss of power will simply eject it. | ||
Upgrade effects | ||
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Limb Grower
Parts needed | Deconstruction | |
---|---|---|
It grows new limbs using Synthflesh. | ||
Upgrade effects | ||
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Cryogenics Tube
Parts needed | Deconstruction | |
---|---|---|
Cools down whoever is inside to sub-zero temperatures, and applies any chemical inside the inserted beaker into the patient, usually Cryoxadone, multiplying the amount. It will cause the patient to sleep while active, and won't open by itself if not set on auto-ejection. Cannot be used alone, as it requires a second person to turn on the tube. | ||
Upgrade effects | ||
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Cyborg Recharging Station
Destructive Analyzer
Parts needed | Deconstruction | |
---|---|---|
Destroys items with research value to gain research levels. See Guide to Research and Development for more information. | ||
Upgrade effects | ||
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DNA Scanner
Parts needed | Deconstruction | |
---|---|---|
Can be used with two consoles: the Cloning Console and the DNA Machine. When linked to a cloning console, it will simply scan bodies for cloning. When linked to a DNA Machine, it will be able to pulse the genes of any humanoid inside, editing their DNA and irradiating them. See the Guide to genetics for more information.
Can be locked down by using the console, trapping the patient inside if necessary. | ||
Upgrade effects | ||
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DNA Vault
Parts needed | Deconstruction | |
---|---|---|
Cannot be deconstructed by conventional means. If you're a nefarious individual looking to setback the station's efforts then consider using extreme force. | ||
Secure the longevity of the current state of humanity within this massive library of scientific knowledge, granting superhuman powers and abilities after its completion. | ||
Upgrade effects | ||
None |
Exosuit Fabricator
Freezer/Heater
Gas Turbine Generator
Parts needed | Deconstruction | |
---|---|---|
The purpose of this technology is unknown. | ||
Upgrade effects | ||
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Gas Turbine Compressor
Parts needed | Deconstruction | |
---|---|---|
The purpose of this technology is unknown. | ||
Upgrade effects | ||
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Hydroponics Tray
Mech Bay Power Port
Parts needed | Deconstruction | |
---|---|---|
Automatically recharges mechs in front of it. | ||
Upgrade effects | ||
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Microwave
Parts needed | Deconstruction | |
---|---|---|
(use wrench to move the machine) | ||
Cooks food and heats reagents. | ||
Upgrade effects | ||
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Smartfridge
Types of Smartfridge
To create other types of fridge, such as the chemistry smart storage, use a screwdriver on the Smartfridge Board before installing it.
Smartfridge Board settings:
- Plant produce: Default smartfridge, stores plant growns and seeds.
- Food: Stores food items.
- Drinks: Stores drinks, named 'drink showcase'.
- Slimes: Stores slime extracts, named 'smart slime extract storage'.
- Chems: Stores chemicals, in bottles, beakers, pills, patches, syringes and pill bottles. Will not store empty bottles, beakers or pill bottles. Named 'smart chemical storage'.
- Viruses: Can store the same items as smart chemical storage, but the fridge is named 'smart virus storage'.
- Organ: Stores organs, whether they are
P.A.C.M.A.N.-type Portable Generator
S.U.P.E.R.P.A.C.M.A.N.-type portable Generator
M.R.S.P.A.C.M.A.N.-type portable Generator
Protolathe
Parts needed | Deconstruction | |
---|---|---|
1x Protolathe Board
2x Small beakers 2x Micro manipulators 2x Matter bins |
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Creates prototypes from various materials. Needs to be linked with an R&D Console to be used. | ||
Upgrade effects | ||
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RnD Server
Parts needed | Deconstruction | |
---|---|---|
Produces research points, as long as it is cooled properly. | ||
Upgrade effects | ||
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Sleeper
Parts needed | Deconstruction | |
---|---|---|
Synthesizes and injects chemicals into patients. The chemicals are unlimited, but unless upgraded can't go above a certain limit, which usually prevents overdosing. If the patient is in critical status, it will only be able to inject Epinephrine. | ||
Upgrade effects | ||
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SMES
Radiation Collector
Parts needed | Deconstruction | |
---|---|---|
Will generate energy when loaded with a Plasma Tank (filled with Plasma Gas), if anchored and activated near an active Singularity or Supermatter. Converts the Plasma into Tritium. Can alternatively be used to generate research points instead of power. To change configuration to research mode, fill the tank with Tritium and Oxygen instead of Plasma. Then use a multitool on the Radiation Collector. Examine it to see current configuration. A generic supermatter setup can produce a total of 10 points per minute for each Radiation Collector generating points. In this research mode, the tank must also be refilled every 5 minutes or so. | ||
Upgrade effects | ||
None |
Tesla Coil
Grounding Rod
Parts needed | Deconstruction | |
---|---|---|
Attracts and grounds tesla bolts, preventing anything around it from being hit. Only works when wrenched down. | ||
Upgrade effects | ||
None |
Space Heater
Parts needed | Deconstruction | |
---|---|---|
Heats the air around it. | ||
Upgrade effects | ||
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Telecommunications
Bus Mainframe
Telecommunication Server
Messaging Server
Processor Unit
Subspace Broadcaster
Subspace Receiver
Telecommunication Hub
Telecomunication Relay
Quantum Pad
Teleporter Station
Teleporter Hub
Vendor
Scanner Gate
(Organ) Harvester
Crystallizer
Parts needed | Deconstruction | |
---|---|---|
TBD | ||
Used to crystallize or solidify gases.
No description. Recipe: 300 moles of Hydrogen 50 moles of BZ
Temperature: 50,000 - 150,000 Kelvin Endothermic reaction
Sells at Cargo for 550 credits per sheet Used for crafting some items A crystal made from the Healium gas, it's cold to the touch. Recipe: 100 moles of Healium 120 moles of Freon 50 moles of Plasma Temperature: 200 - 400 Kelvin Endothermic reaction
A timed grenade, cools down an area and applies stamina damage to nearby mobs
A crystal made from pluonium, you can see the liquid nitrogen and oxygen inside. Recipe: 100 moles of Pluonium 80 moles of Nitrogen 80 moles of Oxygen Temperature: 200 - 400 Kelvin Exothermic reaction
A timed grenade, fills an area with air: 8 parts Nitrogen and 3 parts Oxygen (Does not clean up old air)
No description. Recipe: 60 moles of Freon 160 moles of Plasma 80 moles of Oxygen Temperature: 15 - 35 Kelvin Endothermic reaction
Sells at Cargo for 400 credits per sheet
No description. Recipe: 50 moles of Hydrogen 40 moles of Plasma Temperature: 200 - 240 Kelvin Exothermic reaction Uses: Sells at Cargo for 25 credits per sheet Makes the wardenclyffe look like a child's plaything when shot with a particle accelerator. Recipe: 500 moles of Stimulum 500 moles of Freon 800 moles of Nitryl Temperature: 8,000 - 12,000 Kelvin Endothermic reaction Uses: Creating a Tesla Engine A crystal made from the N2O gas, you can see the liquid gases inside. Recipe: 500 moles of Stimulum 500 moles of Freon 800 moles of Nitryl Temperature: 8,000 - 12,000 Kelvin Endothermic reaction Uses: A timed grenade, releases Nitrous Oxide in an area around the exploded area No description. Recipe: 10,000 moles of Carbon Dioxide Temperature: 10,000 - 30,000 Kelvin Endothermic reaction Uses: Sells at Cargo for 500 credits per sheet Used for crafting several items No description. Recipe: 450 moles of Plasma Temperature: 10 - 20 Kelvin Exothermic reaction Uses: Sells at Cargo for 200 credits per sheet Used for crafting several items A very high power cell made from crystallized plasma. Recipe: 800 moles of Plasma 100 moles of Healium 50 moles of BZ Temperature: 50 - 90 Kelvin Endothermic reaction Uses: A non-rechargeable 50 MJ cell No description. Recipe: 5 moles of Hyper-Noblium 10 moles of Zauker 7.5 moles of BZ Temperature: 5 - 20 Kelvin Exothermic reaction Uses: Sells at Cargo for 900 credits per sheet Used for crafting some items | ||
Upgrade effects | ||
TBD |