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.
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.
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.
Screwdriver (use wirecutters here to link Station to Hub and Console immediately next to it)
Crowbar
Wirecutters
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.
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
Wrench
Screwdriver
Crowbar
Wirecutters
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.
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
Screwdriver
Crowbar
Wirecutters
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.
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.
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.
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.
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.
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.
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.
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)
Screwdriver (use wrench here to rotate the machine)
Crowbar
Wirecutters
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.
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
Screwdriver
Crowbar
Wirecutters
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
Close the harvester
Screwdriver
Crowbar
Wirecutters
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.
Heals and sedates patients. Requires upgrading to provide better healing options.
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 treatments.
Nano manipulator adds:
Repair Organs: Grants the option to heal damaged organs.
Pico manipulator also adds:
Purge Toxins: Grants the option to heal toxin damage and purge chemicals over time.
Femto manipulator adds:
Stasis: If the patient is in crit it will put them in stasis, preventing further damage.
Lifeform Stasis Unit
Parts needed
Deconstruction
1x Lifeform Stasis Unit Board
3x Pieces of cable
1x Capacitor
1x Micro manipulator
Screwdriver
Crowbar
Wirecutters
Wrench
A.K.A. "Stasis Beds". Buckle patients to them to put them into stasis to allow for easier treatment & surgery. While in stasis, all life functions are slowed/halted depending on capacitor level. Bleeding, reagent processing, disease, defibrillation timer, organ decay, and more are all affected. Examine to see part efficiency.
Upgrade effects
Better capacitor: Increases the efficiency of the stasis & makes it do more stamina damage when emagged. [33%/50%/75%/100% stasis]
Better manipulator: Makes the stasis bed turn on/off faster. [5/2.5/1.67/1.25 seconds]
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
Screwdriver (use wrench here to rotate the machine) (use multitool here to link with console)
2x Small beakers
2x Micro manipulators
2x Matter bins
Screwdriver
Crowbar
Wirecutters
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
Screwdriver
Crowbar
Wirecutters
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.
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.
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
Screwdriver
Crowbar
Wirecutters
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
Screwdriver
Crowbar
Wirecutters
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
Screwdriver (use wrench here to move the machine)
Crowbar
Wirecutters
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'.
1x Vendor Board (Use screwdriver to select vendor type)
3x Refill Packs (Corresponding to the vendor type)
Screwdriver (use wrench here to move the machine)
Crowbar
Wirecutters
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
Screwdriver
Crowbar
Wirecutters
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.