Machines

Revision as of 22:30, 10 July 2021 by Asdjky (talk | contribs) (Organized machines into categories)

Machine Construction Steps

  1.    Build a machine frame from your 5 metal sheets.
  2.    Add wires.
  3.    Add a circuitboard.
  4. Examine the machine frame and it will tell you what items you need now.
  5.   When all the parts are added, screwdriver the machine frame to finish it.

Upgrading Machines

See here how to upgrade machines so they work faster, have bigger storage size and save more materials.

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.

Command Machines

DNA Vault

Parts needed Deconstruction
 
  • 1x   DNA Vault Board
  • 2x  Piece of Cable
  • 5x  Super Capacitor
  • 5x  Pico Manipulator
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

Engineering Machines

Autolathe

Parts needed Deconstruction
 
  • 1x   Autolathe Board
  • 1x  Micro manipulator
  • 3x  Matter bins
  • 1x  Glass
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Produces commonly used items such as tools, equipment, and construction material.

Can be hacked to unlock more designs.

Upgrade effects
  • Better matter bins: The Autolathe can hold more materials.
  • Better manipulator: Lowers production costs and production time.

Crystallizer

Parts needed Deconstruction
 
  • 1x   Crystallizer Board
  • 10x  Pieces of cable
  • 10x  Glass
  • 5x  Plasteel
TBD
Used to crystallize or solidify gases.

  Metallic Hydrogen

No description.

Recipe:

300 moles of Hydrogen

50 moles of BZ


Temperature:

50,000 - 150,000 Kelvin

Endothermic reaction


Uses:

Sells at Cargo for 550 credits per sheet

Used for crafting some items

  Healium Crystal

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


Uses:

A timed grenade, cools down an area and applies stamina damage to nearby mobs


  Pluonium Crystal

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


Uses:

A timed grenade, fills an area with air: 8 parts Nitrogen and 3 parts Oxygen (Does not clean up old air)


  Hot Ice

No description.

Recipe:

60 moles of Freon

160 moles of Plasma

80 moles of Oxygen

Temperature:

15 - 35 Kelvin

Endothermic reaction


Uses:

Sells at Cargo for 400 credits per sheet


  Ammonia Crystal

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

  Tesla Generator

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

  Nitrous Oxide Crystal

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

  Diamond

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

  Plasma Sheet

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

  Crystal Cell

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

  Zaukerite Sheet

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

Freezer/Heater

Parts needed Deconstruction
 
  • 1x   Freezer/Heater Board (Use screwdriver on board to select type)
  • 2x  Matter bin
  • 1x  Pieces of cable
  • 2x  High-power micro-laser
  • 1x  Glass
  1.  Screwdriver
    (use wrench here to rotate the machine)
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Changes the temperature of gases connected through the pipes.
Upgrade effects
  • Better lasers: Freezer has lower temperatures available/Heater has higher temperatures available.
  • Better matter bins: Faster cooling/heating.

Gas Turbine Generator

Parts needed Deconstruction
 
  • 1x   Power Turbine Board
  • 6x  Capacitors
  • 5x  Pieces of cable
  1.  Screwdriver
    (use wrench here to rotate the machine)
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
The purpose of this technology is unknown.
Upgrade effects
  • Better capacitors: Increases the turbine's productivity.

Gas Turbine Compressor

Parts needed Deconstruction
 
  • 1x   Power Compressor Board
  • 6x  Micro manipulator
  • 5x  Pieces of cable
  1.  Screwdriver
    (use wrench here to rotate the machine)
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
The purpose of this technology is unknown.
Upgrade effects
  • Better manipulators: Increases the turbine's efficiency.

Grounding Rod

Parts needed Deconstruction
 
  • 1x   Grounding Rod Board
  • 1x  Capacitor
  1.  Wrench
  2.  Screwdriver
  3.  Crowbar
  4.  Wirecutters
  5.  Wrench
Attracts and grounds tesla bolts, preventing anything around it from being hit. Only works when wrenched down.
Upgrade effects
None

P.A.C.M.A.N.-type Portable Generator

Parts needed Deconstruction
 
  • 1x   PACMAN-type Generator Board
  • 2x  Pieces of cable
  • 1x  High-power micro-laser
  • 1x  Matter bin
  • 1x  Capacitor
(use wrench to move the machine)
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Generates power when loaded with plasma and wrenched down on a cable knot. Can be tuned to produce more power while consuming plasma faster.
Upgrade effects
  • Better matter bin: Holds more plasma sheets.
  • Better capacitor: Increase power generation.
  • Better laser: Lower plasma sheet consumption rate and heat generation.

S.U.P.E.R.P.A.C.M.A.N.-type portable Generator

Parts needed Deconstruction
 
  • 1x   SUPERPACMAN-type Generator Board
  • 2x  Pieces of cable
  • 1x  High-power micro-laser
  • 1x  Matter bin
  • 1x  Capacitor
(use wrench to move the machine)
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Like the PACMAN, but uses Uranium and generates more power.
Upgrade effects
  • Better matter bin: Holds more uranium sheets.
  • Better capacitor: Increase power generation.
  • Better laser: Lower uranium sheet consumption rate and heat generation.

M.R.S.P.A.C.M.A.N.-type portable Generator

Parts needed Deconstruction
 
  • 1x   MRSPACMAN-type Generator Board
  • 2x  Pieces of cable
  • 1x  High-power micro-laser
  • 1x  Matter bin
  • 1x  Capacitor
(use wrench to move the machine)
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Like the PACMAN, but uses Diamonds and generates even more power.
Upgrade effects
  • Better matter bin: Holds more diamond sheets.
  • Better capacitor: Increase power generation.
  • Better laser: Lower diamond sheet consumption rate and heat generation.

Radiation Collector

Parts needed Deconstruction
 
  • 1x   Radiation Collector Board
  • 5x  Pieces of cable
  • 1x  Matter bin
  • 2x  Reinforced Plasma Glass
  • 1x  Capacitor
  • 1x  Micro manipulator
  1.  Wrench
  2.  Crowbar to remove any plasma tank
  3.  Screwdriver
  4.  Crowbar
  5.  Wirecutters
  6.  Wrench
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

Scanner Gate

Parts needed Deconstruction
 
  • 1x   Scanner Gate Board
  • 3x  Scanning module
Unkown
Scans people passing through it for one of many conditions - their race, if they are carrying guns, if they're diseased or wanted, and so on.
If the criteria is met, it will flash red and sound an alarm.
Upgrade effects
None

SMES

Parts needed Deconstruction
 
  • 1x   SMES Board
  • 1x  Capacitor
  • 5x  Power cells
  • 5x  Pieces of cable

Building the Terminal: Screwdriver open the SMES, and use 10x  Pieces of cable

  1.  Screwdriver
    (use wrench here to rotate the machine)
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Stores and distributes large amounts of power.
Upgrade effects
  • Better capacitor: Increases the maximum input & output levels.
  • Better power cells: Increases the maximum charge.

Space Heater

Parts needed Deconstruction
 
  • 1x   Space Heater Board
  • 1x  Capacitor
  • 1x  High-power micro-laser
  • 3x  Pieces of cable
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Heats the air around it.
Upgrade effects
  • Better laser: Faster cooling/heating.
  • Better capacitor: Better power efficiency and greater heating/cooling range.

Teleporter Station

Parts needed Deconstruction
 
  • 1x   Teleporter Station Board
  • 2x  Bluespace crystals
  • 2x  Capacitor
  • 1x  Glass
  1.  Screwdriver
    (use wirecutters here to link Station to Hub
    and Console immediately next to it)
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Necessary to operate a Teleporter. Can be linked to other stations with a multitool to enable direct teleportation through Gate Mode. Otherwise it can only target Bluespace Beacons.
Upgrade effects
  • Better capacitors: The station can be linked with more teleporter stations.

Teleporter Hub

Parts needed Deconstruction
 
  • 1x   Teleporter Hub Board
  • 3x  Bluespace crystals
  • 1x  Matter bin
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Generates a portal to use the Teleporter. Can teleport anything not anchored.
Upgrade effects
  • Better matter bin: Lower the risk and severity of accidents. Removes need for calibration.

Tesla Coil

Parts needed Deconstruction
 
  • 1x   Tesla Coil Board (Use screwdriver to change type)
  • 1x  Capacitor
  1.  Wrench
  2.  Screwdriver
  3.  Crowbar
  4.  Wirecutters
  5.  Wrench
Converts tesla shocks into usable power. Needs to be placed on a wire knot to transfer the power. If the wire inside is pulsed, it will emit a tesla shock.
Upgrade effects
  • Better capacitor: Multiplies the generated power and reduces time before the next tesla shock can be absorbed.

Telecommunications

Bus Mainframe

Parts needed Deconstruction
 
  • 1x   Bus Mainframe Board
  • 1x  Piece of Cable
  • 2x  Micro Manipulator
  • 1x  Hyperwave Filter
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
The bus mainframe idles and waits for hubs to relay them signals. They act as junctions for the network.

They transfer uncompressed subspace packets to processor units and then take the processed packet to a server for logging.

Upgrade effects
None

Telecommunication Server

Parts needed Deconstruction
 
  • 1x   Telecommunication Server Board
  • 1x  Piece of Cable
  • 2x  Micro Manipulator
  • 1x  Hyperwave Filter
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
The server logs all traffic and signal data. Once the signal is recorded it is sent to the subspace broadcaster.

Stores a maximum of 400 logs and then deletes them.

Upgrade effects
None

Messaging Server

Parts needed Deconstruction
 
  • 1x   Messaging Server Board
  • 1x  Piece of Cable
  • 2x  Micro Manipulator
  • 3x  Hyperwave Filter
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
The equivalent of the telecommunication server but for PDA and request console messages.

Without it PDA and request console messages cannot be transmitted. PDAs require the rest of the telecomms setup to work, but the request consoles only require the messaging server.

Upgrade effects
None

Processor Unit

Parts needed Deconstruction
 
  • 1x   Processor Unit Board
  • 2x  Piece of Cable
  • 3x  Micro Manipulator
  • 1x  Hyperwave Filter
  • 2x  Subspace Treatment Disk
  • 1x  Subspace Wavelength Analyzer
  • 1x  Subspace Amplifier
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
The processor is a very simple machine that decompresses subspace signals and transfers them back to the original bus. It is essential in producing audible data.
Upgrade effects
None

Subspace Broadcaster

Parts needed Deconstruction
 
  • 1x   Subspace Broadcaster Board
  • 1x  Piece of Cable
  • 2x  Micro Manipulator
  • 1x  Ansible Crystal
  • 1x  Hyperwave Filter
  • 2x  Micro-Laser
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
The broadcaster sends processed messages to all radio devices in the game. They do not have to be headsets; intercoms and station-bounced radios suffice.

They receive their message from a server after the message has been logged.

Upgrade effects
None

Subspace Receiver

Parts needed Deconstruction
 
  • 1x   Subspace Receiver Board
  • 2x  Micro Manipulator
  • 1x  Micro-Laser
  • 1x  Hyperwave Filter
  • 1x  Subspace Ansible
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
The receiver idles and receives messages from subspace-compatible radio equipment; primarily headsets. They then just relay this information to all linked hubs and buses.
Upgrade effects
None

Telecommunication Hub

Parts needed Deconstruction
 
  • 1x   Hub Mainframe Board
  • 2x  Piece of Cable
  • 2x  Micro Manipulator
  • 2x  Hyperwave Filter
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
The Hub idles until it receives information. It then passes on that information depending on where it came from.

This is the heart of the Telecommunications Network, sending information where it is needed. It mainly receives information from long-distance Relays and then sends that information to be processed. Afterwards it gets the uncompressed information from Servers/Buses and sends that back to the relay to then be broadcasted.

Upgrade effects
None

Telecomunication Relay

Parts needed Deconstruction
 
  • 1x   Relay Mainframe Board
  • 2x  Piece of Cable
  • 2x  Micro Manipulator
  • 2x  Hyperwave Filter
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
The relay idles until it receives information. It then passes on that information depending on where it came from.

The relay is needed in order to send information pass Z levels. It must be linked with a Hub, the only other machine that can send/receive pass Z levels.

Upgrade effects
None

Medical Machines

Chem Dispenser

Parts needed Deconstruction
 
  • 1x   Chem Dispenser Board
  • 2x  Matter bin
  • 1x  Capacitor
  • 1x  Power cell
  • 1x  Glass
  • 1x  Micro manipulator
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Dispenses chemicals; the exact same as the ones found in Chemistry.
Upgrade effects
  • Better matter bins: Greater power efficiency per unit dispensed.
  • Better capacitor: Faster recharging speed.
  • Better power cell: Larger maximum power capacity.
  • Better manipulator: Longer and more complex chemistry macros can be performed. At tier 1 manips, macros round to the nearest 5u, then 3u at tier 2, 2u at tier 3 and 1u at tier 4.

Chemical Heater

Parts needed Deconstruction
 
  • 1x   Chemical Heater Board
  • 1x  Micro-laser
  • 1x  Glass
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
When activated with an inserted beaker, it will heat any chemicals inside until it reaches the target temperature. It will slow down the heating as to not go over the desired temperature; if there is no consequence to overheating a chemical it is usually faster to input a very high temperature to prevent this slowdown.
Upgrade effects
  • Better laser: Heats faster.

Cloning Pod

Parts needed Deconstruction
 
  • 1x   Clone Pod Board
  • 2x  Pieces of cable
  • 2x  Micro manipulators
  • 2x  Scanning modules
  • 1x  Glass
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
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
  • Better manipulators: clones grow faster.
  • Better scanning modules: Boosts efficiency (full grown clones have less damage, no more risk of harmful mutation,
    chance of random beneficial mutation, cloning pod more resistant to EMPs)

Cryogenics Tube

Parts needed Deconstruction
 
  • 1x   Cryotube Board
  • 1x  Piece of cable
  • 1x  Matter bin
  • 4x  Glass
  1.  Screwdriver
    (use wrench here to rotate the machine)
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
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
  • Better matter bin: Faster cooling of gas and patient body, increased chem multiplier, patient wakes up faster after treatment.

DNA Scanner

Parts needed Deconstruction
 
  • 1x   Cloning Scanner Board
  • 2x  Pieces of cable
  • 1x  Micro manipulator
  • 1x  Scanning module
  • 1x  Glass
  • 1x  High-power micro-laser
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
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
  • Better scanning module: Enable scanning autoprocess (phasic or more) and ability to scan husks.
  • Better manipulator: Improve the accuracy of genetic manipulations.
  • Better laser: Reduce radiation damages from genetic manipulations.

Limb Grower

Parts needed Deconstruction
 
  • 1x   Limb Grower Board
  • 2x  Beaker
  • 1x  Micro manipulators
  • 1x  Glass
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
It grows new limbs using Synthflesh.
Upgrade effects
  • Better manipulator: Lower production costs and production time.

(Organ) Harvester

Parts needed Deconstruction
 
  • 1x   Harvester Board
  • 4x  Micro-laser
  1. Close the harvester
  2.  Screwdriver
  3.  Crowbar
  4.  Wirecutters
  5.  Wrench
Harvests all organs and limbs from bodies placed inside. Only works on corpses, unless the safety function is disabled by emagging it.
Upgrade effects
Better micro-laser: Increases the organ harvesting speed.

Sleeper

Parts needed Deconstruction
 
  • 1x   Sleeper Board
  • 1x  Piece of cable
  • 1x  Matter bin
  • 1x  Micro manipulator
  • 2x  Glass
  1. Close the sleeper
  2.  Screwdriver
  3.  Crowbar
  4.  Wirecutters
  5.  Wrench
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
  • Better matter bins allow the sleeper to treat more heavily damaged patients, up to a limit of -75% health.
  • Better manipulators unlock a larger selection of chemicals.
    • Nano manipulator adds:
    • Pico manipulator also adds:
      • Charcoal: Heals toxin damage and purges chemicals over time.
      • Salbutamol: Heals suffocation damage.
    • Femto manipulator adds:

Science Machines

Circuit Imprinter

Parts needed Deconstruction
 
  • 1x   Circuit Imprinter Board
  • 1x  Matter bin
  • 1x  Micro manipulator
  • 2x  Small beakers
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Creates circuits from glass. Needs to be linked with an R&D Console to be used.
Upgrade effects
  • Better matter bin: Circuit imprinter can hold more materials.
  • Better manipulator: Lower production costs.

Cyborg Recharging Station

Parts needed Deconstruction
 
  • 1x   Cyborg Recharger Board
  • 2x  Capacitors
  • 1x  Power cell
  • 1x  Micro manipulator
  1.   Unlock the machine
  2.  Screwdriver
  3.  Wrench
  4.  Wirecutters
  5.  Crowbar
  6.  Wirecutters
  7.  Wrench
Recharges cyborgs. Needs to be closed like a locker to work.
Upgrade effects
  • Better capacitors: Faster recharge speed.
  • Better power cell: Faster recharge speed.
  • Better manipulator: Also repairs cyborg while recharging.

Destructive Analyzer

Parts needed Deconstruction
 
  • 1x   Destructive Analyzer Board
  • 1x  Micro manipulator
  • 1x  Scanning module
  • 1x  High-power micro-laser
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Destroys items with research value to gain research levels. See Guide to Research and Development for more information.
Upgrade effects
  • Better components: Increased amount of materials recovered from items.

Exosuit Fabricator

Parts needed Deconstruction
 
  • 1x   Exosuit Fabricator Board
  • 1x  Micro manipulator
  • 2x  Matter bins
  • 1x  Glass
  • 1x  High-power micro-laser
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Creates cyborg and mech parts and equipment, along with cybernetic implants once researched. Does not need an R&D Console to be used, but it needs to sync to one to unlock the higher-tier equipment through research.
Upgrade effects
  • Better matter bins: Fabricator can hold more materials.
  • Better manipulator: Lower production time.
  • Better laser: Lower production costs.

Mech Bay Power Port

Parts needed Deconstruction
 
  • 1x   Mechbay Recharger Board
  • 5x  Capacitors
  • 2x  Piece of cable
  1.  Screwdriver
    (use wrench here to rotate the machine)
    (use multitool here to link with console)
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Automatically recharges mechs in front of it.
Upgrade effects
  • Better capacitors: Recharges mechs faster.

Protolathe

Parts needed Deconstruction
  1x   Protolathe Board
2x  Small beakers
2x  Micro manipulators
2x  Matter bins
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Creates prototypes from various materials. Needs to be linked with an R&D Console to be used.
Upgrade effects
  • Better matter bins: Protolathe can hold more material.
  • Better manipulators: Lower production costs, faster production speed.

Quantum Pad

Parts needed Deconstruction
 
  • 1x   Quantum Pad Board
  • 1x  Bluespace crystal
  • 1x  Piece of cable
  • 1x  Capacitor
  • 1x  Micro Manipulator
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Can be linked to another quantum pad to set it as a target: when used, it will transfer everything on top of it to its target pad, after a delay, then goes on cooldown.

To link pads: open the receiving pad with a screwdriver then use a multitool on it to save it on the buffer. Close it, then go to the sending pad and use the multitool on it without opening it. If you want them linked both ways, repeat the procedure with the opposite pads.

Upgrade effects
  • Better capacitor: Reduces power cost.
  • Better manipulator: Reduces cooldown and chargeup time.

RnD Server

Parts needed Deconstruction
 
  • 1x   R&D Server Board
  • 2x  Pieces of cable
  • 1x  Scanning module
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Produces research points, as long as it is cooled properly.
Upgrade effects
  • Better stock parts: Currently nothing, though less heat generation was intended.

Service Machines

Biogenerator

Parts needed Deconstruction
 
  • 1x   Biogenerator Board
  • 1x  Matter bin
  • 1x  Piece of cable
  • 1x  Micro manipulator
  • 1x  Glass
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Requires a container(beaker, bucket etc.) to operate. Can be loaded with plants, that can be ground to generate biomass.

Biomass can in turn be used to produce several organic items such as toolbelts or fertilizer.

Upgrade effects
  • Better matter bin: Biogenerator is faster and gives more points.
  • Better manipulator: Reduces items costs.

Hydroponics Tray

Parts needed Deconstruction
 
  • 1x   Hydroponics Tray Board
  • 2x  Matter bins
  • 1x  Micro manipulator
  • 1x  Glass
  1.  Screwdriver to detach the hoses if needed.

(use wrench to move the machine)

  1.  Crowbar
  2.  Wirecutters
  3.  Wrench
A tray where seeds can be planted to grow. It keeps track of the plant's growth status and health, and will warn you if the nutrition or water levels are too low or if there are pests or weeds threatening the plant.
Upgrade effects
  • Better matter bins: Increases amount of water & nutrient the tray can hold.
  • Better manipulator: Decreases water/nutrient depletion, weed/pest growth rate and health loss from age/lack of light.

Microwave

Parts needed Deconstruction
 
  • 1x   Microwave Board
  • 2x  Pieces of cable
  • 1x  Micro-laser
  • 1x  Matter bins
  • 2x  Glass
(use wrench to move the machine)
  1.   Clean /  Fix the microwave if needed
  2.  Screwdriver
  3.  Crowbar
  4.  Wirecutters
  5.  Wrench
Cooks food and heats reagents.
Upgrade effects
  • Better lasers: Faster cooking, lower chance of getting dirty from cooking unsuitable items.
  • Better matter bins: Can fit more items at a time.

Plant DNA Manipulator

Parts needed Deconstruction
 
  • 1x   Plant DNA Manipulator Board
  • 1x  Micro-laser
  • 1x  Scanning module
  • 1x  Micro manipulator
  • 1x  Glass
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Edits the genes of any seed inserted. Genes can be extracted from seeds, destroying them in the process, saving them on a disk, or they can be inserted on a seed, replacing the seed's own gene at no cost. Can only save a limited amount of potency (50 with base parts), but it has no limits regarding the other genes.
Upgrade effects
  • Better components: Allows better plant stats to be saved onto disks.
  • Better scanner: Production rate and endurance.
  • Better manipulator: Potency and yield.
  • Better micro-laser: Weed growth rate and vulerability.

Recycler

Parts needed Deconstruction
 
  • 1x   Recycler Board
  • 1x  Micro manipulator
  • 1x  Matter bin
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Grinds items into their base materials. If emagged it will also grind mobs, killing them instantly.
Upgrade effects
  • Better matter bin: Increases material storage.
  • Better manipulator: Recovers materials more efficiently (25% per tier).

Smartfridge

Parts needed Deconstruction
 
  • 1x   Smartfridge Board
  • 1x  Matter Bin
  1.  Screwdriver (use wrench here to move the machine)
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Stores items relative to a job. Using a bag on it will load it with the items inside the bag, which can save time.
Upgrade effects
  • Better matter bins: Greater item capacity. However, know that a smartfridge without upgrades already has a generous capacity of 1500 items. If the fridge is an Organ Smartfridge, damaged organs (not decayed) will regenerate at a rate scaling with the type of matter bin.

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

Vendor

Parts needed Deconstruction
 
  • 1x   Vendor Board (Use screwdriver to select vendor type)
  • 3x  Refill Packs (Corresponding to the vendor type)
  1.  Screwdriver
    (use wrench here to move the machine)
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Stores and dispenses items. Contents vary depending on the chosen vendor board and refill packs. Most vendors can be hacked to unlock a larger selection of items. Some types of vending machines also contain premium items.
Upgrade effects
None

Supply Machines

Ore Redemption Machine

Parts needed Deconstruction
 
  • 1x   Ore Redemption Board
  • 1x  Micro manipulator
  • 1x  Matter bin
  • 1x  Micro-laser
  • 1x  Igniter
  • 1x  Glass
  1.  Screwdriver
  2.  Crowbar
  3.  Wirecutters
  4.  Wrench
Smelts minerals and awards mining points based on the amount smelted. Requires a Mining or Science ID to retrieve minerals.
Upgrade effects
  • Better matter bins: Increases ore output - plus 35% per upgrade tier.
  • Better manipulator: Smelts ores more quickly.
  • Better micro-laser: Increases points generated for miners - plus 35% per upgrade tier.