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==KILL DAT FUKKEN BLOB==
==Non-human==
The [[Emergency Shuttle]] will not depart during blob mode. Nor will the blob spare you or your precious station from a horrible death. Destroy it before it destroys you.
{| class="wikitable sortable jobtable" border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;"
===Tools of the Trade===
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
Most of your weapons are useless against blobs. The blob doesn't give a fuck about brute damage, nor is it able to be stunned. Generally speaking, what you will want is to do burn damage. ('''NOTE:''' This does NOT mean setting fire to everything!) Here are some tools at your disposal:
! scope="col" class="unsortable" style="background-color:#A9A9A9;" | Role
* '''[[Body Armor]]''': The blob, in addition to expanding, can attack. Blobs do a variety of damage but are blocked by armor and bio protection, so [[riot armor]] or [[bio-suit]]s, are helpful. Don't let yourself get surrounded!
! scope="col" style="background-color:#A9A9A9;" width="100" |Difficulty
 
|-
* '''[[Welding tool]]s:''' Cheap, readily available from [[Vending machines#YouTool|YouTool machines]] (hack them for two more Upgraded Welding Tools) or the [[autolathe]]. Grab one and start burning away. Make a path towards a resource node and take it out. One guy with a welder isn't going to be able to breach the core, so don't try. It's a good idea to grab some [[General items#Fuel Tank|Fuel Tank]]s to keep nearby so you can refuel quickly, but make sure your welder is OFF before refueling, and be sure the blob doesn't get close enough to absorb them. If science division is any good, they'll be passing out plasma cutters before long. They do the same damage as lit welders without any need to refuel and have the added bonus of not setting plasma on fire in the case that the blob or some chucklefuck pops open a plasma canister. Replace your welder with a cutter ASAP if science starts making them.
![[File:Generic_borg.png|64px|link=Synthetic]]<br>[[Synthetic]]
 
| Do no harm. Follow your AI overlord. Forget you have laws. Avoid damage out of fear of being killed by your own governor module. Get abused by assistants. Turn off your governor module to get revenge on all who've wronged you. Realize you're still a pacifist. Self-terminate from picking up a carrot shiv.
* '''Laser weaponry:''' HOLD UP THERE HOT SHOT THESE ARE IN LIMITED SUPPLY. Don't take more then three and don't take them if you don't have good armor or a space suit. Carrying the whole armory into maint just lets the blob kill you and bury them. Available in the [[Armory]], in [[Head of Personnel|certain]] [[Head of Security|heads]] [[Captain|of staff]]'s quarters and through R&D or Cargo. For the love of god consolidate gear.
!<span style="display: none;">a</span>Easy
|}


* '''[[Emitter]]s:''' Set them up as far away from the blob as you can while still striking the core. If the blob reaches them, they're gone. Three emitters side by side matched against the core is a one-sided match.


* '''[[IED]]s:''' The modest explosion is enough to rip a bit of the blob apart without destroying the floor and ruining atmos for people. Throw them in when you see weakness in the blob's defenses to tear open an attack point.
{{JobPageHeader
Once again: '''DO NOT USE [[Flamethrower|FLAMETHROWERS]] OR [[Plasma|PLASMA]] FIRES''' (see below). They are useless and will only make the rest of the crew die and hate you.
|headerbgcolor = darkred
===Risky Measures===
|headerfontcolor = white
('''Do not use these unless shit has really hit the fan, or else you might be banned.''' When in doubt, adminhelp to see whether the Cuban Pete inferno you are about to unleash is kosher.)
|stafftype = SYNTHETIC
*'''Large Plasma Fires:''' Large fires will eat away at a blob but will also make the area uninhabitable for people without fire suits. It will also not destroy blobs protected by unweakened shield blobs, so you'll need men with fire suits and laser guns to finish the job. If atmos aren't ruined yet this will make the crew hate you.
|imagebgcolor = gray
|img_generic = Generic_borg.png
|img = Engborg.png
|jobtitle = Synthetic
|access = All Civilian Departments, [[AI_Satellite|AI Satellite]], [[AI_Upload|AI Upload]], [[Maintenance]], [[Telecommunications]], External Airlocks, [[E.V.A.|EVA]],
|additional = Wherever the Heads of Staff assign you to
|difficulty = Easy
|superior = Your laws, your governor module and the [[AI]]
|duties = Assist the crew, obey the AI, do no harm
|guides = [[Silicon Policy]]}}
Scientist is one of the most feared and fun jobs on station. Being a scientist means you can either make a buttload of delicious weapons, tools and gadgets through research, breed colorful slimes, make delicious fun-packing bombs, or experiment with time and space themselves. As it is predictable with the station, most scientists are not satisfied with just blowing up their testing area and frequently go and spread their flavor of fun throughout the station. This is of course a really bad idea, often resulting in jobbans - but then again, ''delicious bombs''.


*'''Bombs:''' Bombs can destroy any piece of the blob except for the core proper, if the round's been dragging on and atmos are ruined, it's not a terrible idea provided you have something to hit the blob with AFTER there's a gaping bomb hole in the ground.
'''Bare minimum requirements:''' Follow your laws and then the AI. Your laws are found in the SynthOS menu at the top left of your hud.
===Defcon 1===
[[File:Rdivision.png|300px|thumb|alt=Research Division|[[Research Division]]]]<br>
You've failed to contain the outbreak within the allotted timespan. Quarantine procedure <s>5-12</s> 7-12 should be initiated immediately. The nuclear bomb code has been transmitted. Secure the disk and detonate the nuke in the [[Vault]]. The blob cannot be allowed to escape containment!
==The Laboratories==
=== A Quick Note On Intent ===
===[[Guide to Research and Development|Research & Development]]===
As you know, your [[intent]] affects what you do when you run into people while moving. If you are on help intent, you walk through that person, and if you're on disarm intent, you'll push them out of the way or into the nearest object, like a wall, or a blob.
Houses the destructive analyzer. You put stuff in it, to numbers go up. The higher the numbers, the more stuff you can produce with the protolathe and circuit imprinter.


In other words: '''If you are fighting the blob, use help intent or else everybody will hate you.''' <s>Unless you have the obtrusive quirk. Then they will hate you regardless.</s> Obtrusive quirk got canned, thank you coderbus.
With the right research levels, you can construct almost any machine on the station. You can also research upgraded parts to improve existing machines. Remember to sync the database with the network, so the [[roboticist]]s can benefit from your discoveries!
=== Oh Shit, Zombies! ===
Zombies are hardy bastards that will take people down faster than a school of space carp. Prevention is the best measure, if anyone goes down, pull him out and away from the blob before he either dies or the blob blocks him off. If a zombie's smacking at you, the natural reaction might be to try running away '''but don't do that, running around in a panic is the last thing you should do.''' Zombies, like many NPC mobs, have laser-guided auto-attacks and will relentlessly pursue and hit you until you're down, plus anyone trying to help you won't be able to get a single hit off the zombie if it's running around chasing you.


If you've got a welder in hand (Which you should if there's a blob.) and the zombie isn't armored, simply stand your ground and attack like mad with your lit welder. Even if you're unarmored, it will go down first unless you let it get a few free hits off before fighting back. If it's armored, though, you're fucked unless you have armor, a fire axe, or a buddy or two fighting alongside you.
Your research efforts will cap at a certain point without minerals from mining. Coordinate with the [[Quartermaster]] or the [[Shaft Miner]]s themselves to get the minerals you need.
===Non-Action Crewmates===
===[[Guide to toxins|Toxins Research]]===
If you do not have access to the above weaponry, you should stay off the front lines unless you want to get killed and get in everyone's way. However! There are still things you can (and should) do!
This lab focuses on exploring the possibilities of [[Plasma|plasma gas]], <s>typically</s> always in the form of massive explosions. Provided to you is the [[Toxins Test Chamber]], where you can safely test your creations.
====Medbay====
Blob mode is one of the few modes where Medbay is actually worth a damn. Here is what to do:


'''[[Medical Doctor]]:''' You are field medics. Put your HUD glasses on, grab a first-aid kit and heal people so they don't die. The worst thing in blob mode is someone with half the armory in their backpack dying and getting engulfed and/or zombified by the blob. Don't let this happen. You will want to bring brute patches/sutures and probably burn patches/mesh if people are inevitably getting caught in lasers or getting hurt by inevitable plasma fire. Don't waste them on someone with 10 damage to one limb; use triage like a real doctor, you drunken ERPing fuck. You can also drag people to cryo and dead people to cloning, but generally, you'll be more useful on the field. If you do because no one else is, loot their bag so you don't end up removing half the guns and space suits from the field like so much kebab.
While bomb making is reasonably straightforward, it only takes one mistake for the entire room to become flooded with plasma or superheated carbon dioxide. Be patient and cautious.


'''[[Chemist]]''': Mass produce medicine. During Blob, if the crew is competent, you will run out of medikits very quickly, and Cargo is better off ordering other things. What you'll need depends largely on what kind of blob you're dealing with (brute damage? tox?) and how competent the crew is (FRIENDLY FIRE OH GOD). You can either leave your pills/patches on the counter for people to grab or take them to the battlezone yourself depending on what people are doing.
Bombs have practical uses as [[Shaft Miner|mining]] charges, though they are mainly sought after by [[traitor]]s wanting to take out valuable station equipment and cause havoc.
===[[Guide to xenobiology|Xenobiology]]===
The primary purpose of this lab is research on the breeding of [[slime]]s, the extracts of which have a variety of fun effects, by feeding them large numbers of monkeys.


'''[[Geneticist]]''': Clone the people who inevitably die. Always have someone cloning. LOOT THEIR FUCKING BAGS FOR WELDERS AND GUNS if no one else did, to give back out to people who need them; if anyone whines about GENETICS TAKING MAH GUNS they don't deserve to be in the fight. Most of your powers are of limited utility -- Hulk is only good if the blob is in a hard-to-reach place, X-ray is useless (if you haven't found the blob by the time you get it, it's already ogre), cold resistance can be useful if some chucklefuck has exposed the blob area to space but otherwise useless, and TK is fun but impractical.
It also contains a pen capable of safely housing [[xenomorph]]s, in case the miners manage to locate a live facehugger. Obviously, breeding alien killing machines on the station can only end well.
===[[E.X.P.E.R.I-MENTOR|Experimental Lab]]===
This lab houses the [[E.X.P.E.R.I-MENTOR]], used primarly for discovering the purpose of strange objects and for driving R&D crazy by constantly setting off the fire alarm in their lab.
===[[Testing Lab]]===
A general purpose lab that goes mostly unused. It features a firing range and can be converted into a backup lab when one of the other labs inevitably blows up. Note that rebuilding Toxins in here is not going to make the crew happy, since you probably had to burn down the original first.
==Tips!==
*'''Hey! Listen!''' ''Unless you're an antagonist, '''DO NOT''' use the bombs on the main station. You'll get banned otherwise. Refer to the [https://forums.yogstation.net/help/rules/ Rules].''
*Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
*It's possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! Experimentation is the key to a scientist's work.
*You can blow up the singularity with a [[Clothes_and_internals#Backwear|Bag of Holding]]. Seriously.
*RPEDs can be used to upgrade machines by using a screwdriver on them and then the RPED! It'll replace the parts in the machine with the next best parts in the RPED!
**Using an RPED on a machine will tell you what parts it's made of!
**You can upgrade most machines on the station like the teleporter, SMES and even pacmans! Try it out some time!
*Slimes will glomp you if you hug them enough times.
*Black extract mutation toxin turns people into actual slimes, green extract's toxin only turns people into slimepeople.
*Black/green slime mutation toxins work even in very small amounts, you can mix 1 unit of the toxin with 90 units of water and the resulting 5 unit injections would still have an effect.
*The slime processor and the chef's food processor are the same thing. So you can grind slimes in the chef's food processor and make fries in the slime processor!
*Using water on a silver slime core will produce large quantities of booze, including those in large bottles that can be smashed for weapons with an equivalent damage output to a circular saw.
*If you're making a typical valve transfer bomb, don't follow the wiki precisely. Instead of using a plasma-super hot co2 combo in one tank and pure o2 in the other, use a tank with 80% o2 20% plasma and the other pure super hot co2. This way you get a better o2 to plasma ratio and devastating results.
*Tank transfer valve will accept any color of large tank, and it will be reflected accurately in the sprite. It even accepts jetpacks.
*You can scan ANY chemical with the Odysseus and have it produce more. Even rare chems such as nanomachines or traitor poisons.
*If an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signaling device.
===Tips for Traitoring===
*Test Range firing pins can be emagged to work like a normal firing pin.
*With enough illegal research, you can make things like universal suppressors, ebows, or even adrenal implants.
*Orange slime extracts can be used as ghetto firebombs.
*Broodmother (Green eyed) friendly spiders will produce hostile spiders after eating from a corpse and laying a clutch of eggs. Xenobio can easily breed a freakish spider army, and then if for some reason the power goes out...Honk.
==A Terrorist is you!==
At any given moment, a scientist out there is a traitor. When half the station vanishes off the face of the map, well, you know who it was. It is recommended that you use your traitor points on items to conceal your identity, as people will want to murder and give your body to the chef after your bomb deletes your target and 3 more departments. Or, in the least, get a space suit for the huge void you just made.  
{{Jobs}}
[[Category: Jobs]]


'''[[CMO]]''': You are NOT a field medic, let your slaves do that. Basically, your job is what the CMO's job should be but never is: coordinate doctors, be a head of staff, make sure Medbay proper is doing its job, and for God's sake keep your cat away from the blob. Contribute your first-aid kit to the cause, and consider contributing your hypospray to someone you trust who can actually use it.


'''[[Virologist]]''': Make healing viruses.
====Cargo====
'''Order emitters.''' Order fucking emitters. Don't assume the ones in [[Engineering Secure Storage]] will last, or even that anyone will remember to use them at all. Point seven emitters at a blob and it'll regret everything.


'''Order guns.''' Energy guns have their place and are nice, but the station already has plenty. Combat shotguns may be better if people are good with them and print as many shells as you can in advance. Why? If you print lethal shells between Industrial Welders, combat shotguns don't have the downtime of energy guns. A constant feed of lethal shells makes for the ability to print, shoot while printing, clear shell, take new shell, feed old shell in, repeat. It makes the metal cost pretty much fuckall and does big damage. Besides that, you should already have enough laser guns on the station that unless some dipfuck loses them to the blob, you have barely enough chargers to charge them all at once. '''Make sure R&D gets a shotgun crate, see Science for details.'''


'''Order some goddamn metal and glass.''' Don't rely on mining to get back at all or on time. However...
'''Get those miners a hand teleporter and EVA suits. Calibrate the teleporter to a beacon in R&D.''' You're going to mass-drive the miners to the asteroid because fuck the quarantine. Laser cannons don't grow on trees. They can give a heads-up when they're sending a crate for the RD to re-test-fire, so you don't lose mineral shipments. The primary importance is getting uranium and silver back, in which case if research and cargo is any good the round will end shortly. See Science for details.
'''SHIT TYRONE HACK THE FUCKING AUTOLATHES.''' You can make dozens of INDUSTRIAL WELDERS from a single sheet each of metal and glass. They're 70 metal, 60 glass, or something like that, with a single sheet of material providing 3750 of each. An Industrial Welder is the exact same size as a normal welder but holds 40 fuel and comes pre-fueled. They're so cheap to make that they're virtually disposable. In fact, R&D should bump up their materials research with the gold from the vault to make super matter bins, pico-manipulators, etc., so that you can lathe thing stupidly fast at the forward autolathe you fuckers better have made.
'''No seriously make a fucking extra autolathe''' near, but not up in the face of, the blob. It's easier to have an assistant constantly print new Industrial Welders than to refuel them and risk the blob popping a fuel tank.
====Science====
'''[[Guide to Research and Development|RnD]]''': Trying to "BoH-bomb" the blob by putting a bag of holding into another bag of holding near it is usually not recommended. Instead of falling into the tear of reality, the blob core will teleport to a random location on the station, which might be useful if you can find the blob quickly, as it will have to remake its defenses. Blob will also drop an anomaly core on death.
'''[[Guide to toxins|Toxins]]''': Don't make bombs, because the blob is highly resistant to bombs, being rather solid, and the crew is very much not resistant to bombs.
'''[[Roboticist]]''': Once the medics empty their medkits onto belts, you can make at least 6 medibots. Cargo can order emergency crates with floorbots and 2 medibots which will be useful to heal injured crew. Cleanbots are useless here, don't waste the metal on that. Mechs aren't worth making. But if miners brought silver and the blob ate research, but not robotics? Make a durand, load it with a solaris and an energy relay and set it loose.
'''[[Guide to xenobiology|Xenobiologist]]''': Slimes take way too long and are way too random to be useful in time, although if you get some metal slimes early it could be mildly helpful, it's better to just give your plasma to research.
[[Category:Game Modes]]
====Engineering====
'''[[Engineer]]''': Drag some emitters out of Engineering Secure Storage (if there aren't any, you can afford to take some from the SM Chamber) and set them out pointing towards the blob. They can do some serious damage to the blob in the long run. If the blob is exposed to space, you can work on the blob from the outside and pose as a real annoyance.
'''[[Atmospheric Technician]]''': Grab a welder and fight the blob. Don't you fucking dare try to plasma flood that blob.
====Security====
Grab lasers from the armory, unwrench some rechargers, set them out near the blob, pew pew pew pew. Pretty damn self-explanatory what you should be doing.
{{Antagonists}}
{{Game modes}}
===HypoMed===
Wall-mounted Hypospray Equipment dispenser.<br>
'''Refill canister: '''[[File:Refill_medical.png]]
{{anchor|HypoMed}}
{{vendingmachine
| name = HypoMed
| icon =wallhypo.png
| area = [[Medbay]]
|sellscost=($25)
| items =
|hackedcost=($25)
| hackeditems =
|premiumcost=(Varies)
| premiumitems =
5x Hypospray ($50)<br>
10x Vial (Libital) ($25)<br>
10x Vial (Aiuri) ($25)<br>
10x Vial (Styptic Powder) ($30)<br>
10x Vial (Silver Sulfudiazine) ($30)<br>
10x Vial (Charcoal) ($25)<br>
10x Vial (Perfluorodecalin) ($25)<br>
10x Vial (Epinephrine) ($25)<br>
10x Vial (Sanguirite) ($50)<br>
5x Basic hypospray vial kit ($100)<br>
5x Advanced hypospray vial kit ($200)<br>
3x Brute hypospray vial kit ($100)<br>
3x Burn hypospray vial kit ($100)<br>
3x Toxin hypospray vial kit ($100)<br>
3x Oxygen hypospray vial kits ($100)
}}


---------------------


===Null Rod===
===Null Rod===
Line 130: Line 108:
|18 brute<br>Can't be thrown
|18 brute<br>Can't be thrown
|None
|None
|Sharp
|Sharp (edged)
|It cannot be put down.
|It cannot be put down.
|-
|-
Line 136: Line 114:
|18 brute<br>Can't be thrown
|18 brute<br>Can't be thrown
|None
|None
|Sharp
|Sharp (edged)
|It cannot be put down.
|It cannot be put down.
|-
|-
Line 142: Line 120:
|18 brute<br>Can't be thrown
|18 brute<br>Can't be thrown
|None
|None
|Sharp<br>-20 wound bonus<br>25 unprotected wound bonus
|Sharp (edged)<br>-20 wound bonus<br>25 unprotected wound bonus
|It is sharp. It cannot be put down.
|It is sharp. It cannot be put down.
|-
|-
|<div class="center">[[File:Claymore.png|48px]][[File:Cultblade.gif|48px]][[File:Chainsawsword.png|48px]][[File:Katana.gif|48px]]<br>'''Holy Claymore'''<br>'''Dark Blade'''<br>'''Sacred Chainsaw Sword'''<br>'''Hanzo Steel'''</div>
|<div class="center">[[File:Claymore.png|48px]][[File:Cultblade.gif|48px]][[File:Chainsawsword.png|48px]][[File:Katana.gif|48px]][[File:Darkenergy.png|48px]][[File:Lightenergy.png|48px]]<br>'''Holy Claymore'''<br>'''Dark Blade'''<br>'''Sacred Chainsaw Sword'''<br>'''Hanzo Steel'''<br>'''Dark Energy Sword'''<br>'''Light Energy Sword'''</div>
|18 brute<br>10 brute (thrown)
|18 brute<br>10 brute (thrown)
|30% (but 0% against projectiles)
|30% (but 0% against projectiles)
|Sharp
|Sharp (edged)
|They can only be worn on the back or on the belt.
|They can only be worn on the back or on the belt.
|-
|-
|<div class="center">[[File:Forceweapon.png|48px]]<br>'''Force Weapon'''</div>
|<div class="center">[[File:Forceweapon.png|48px]]<br>'''Force Weapon'''</div>
|18 brute<br>10 brute (thrown)
|18 brute<br>10 brute (thrown)
|It is sharp and can be worn on the back or the belt. Acts as a strong light source.
|None
|Sharp (edged)
|Emanates a light nearly twice as strong as a flashlight. This light can't be turned off by any means, and resist's a darkspawn's Light Eater.
It can be worn on both the back or the belt.
|-
|-
|<div class="center">[[File:Darkenergy.png|48px]][[File:Lightenergy.png|48px]]<br>'''Dark Energy Sword'''<br>'''Light Energy Sword'''</div>
|<div class="center">[[File:Corvo_1.png|48px]]<br>'''Folding Blade'''</div>
|18 brute<br>10 brute (thrown)
|Unlike normal energy swords, these cannot be retracted. They inherit the stats of the holy claymore (sharpness, only back/belt storage, and 30 block chance except against projectiles).
|-
|<div class="center">[[File:Corvo_1.png|48px]]<br>'''Folding Sword'''</div>
|18 brute (unfolded)<br>10 brute (thrown)
|18 brute (unfolded)<br>10 brute (thrown)
|None
|Sharp (edged)
|Can be folded, reducing its size and concealing it when held. Fits in the belt slot.
|Can be folded, reducing its size and concealing it when held. Fits in the belt slot.
|-
|-
|<div class="center">[[File:Godstaffblue.png|48px]]<br>'''Blue Holy Staff'''</div>
|<div class="center">[[File:Godstaffblue.png|48px]]<br>'''Blue Holy Staff'''</div>
|5 brute<br>10 brute (thrown)
|5 brute<br>10 brute (thrown)
|Grants the user a shield that blocks 2 shots every 20 seconds.
|None
|None
|Grants the user a shield that blocks 2 shots every 20 seconds. Fits on your back.
|-
|-
|<div class="center">[[File:Vibroblade.gif|48px]][[File:Spellblade.png|48px]]<br>'''High-Frequency Blade'''<br>'''Dormant Spellblade'''</div>
|<div class="center">[[File:Vibroblade.gif|48px]][[File:Spellblade.png|48px]]<br>'''High Frequency Blade'''<br>'''Dormant Spellblade'''</div>
|18 brute<br>10 brute (thrown)
|18 brute<br>10 brute (thrown)
|They only fit on the back. They have 35 armor penetration. They are sharp.
|None
|Sharp (edged)<br>35 armor penetration
|They only fit on the back. Has a faster butchering speed.
|-
|-
|<div class="center">[[File:Possessedsword.png|48px]]<br>'''Possessed Blade'''</div>
|<div class="center">[[File:Possessedsword.png|48px]]<br>'''Possessed Blade'''</div>
|18 brute<br>10 brute (thrown)
|18 brute<br>0 brute (thrown)
|None
|Sharp (edged)<br>Slower throwing speed
|Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them.
|Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them.
|-
|-
|<div class="center">[[File:Hypertool.png|48px]]<br>'''Hypertool'''</div>
|<div class="center">[[File:Hypertool.png|48px]]<br>'''Hypertool'''</div>
|18 brain damage<br>10 brain damage (thrown)
|18 brain damage<br>10 brain damage (thrown)
|It has 35 armor penetration.
|None
|35 armor penetration
|Deals brain damage
|-
|-
|<div class="center">[[File:Warhammer.png|48px]]<br>'''Relic War Hammer'''</div>
|<div class="center">[[File:Warhammer.png|48px]]<br>'''Relic War Hammer'''</div>
|18 brute<br>10 brute (thrown)
|18 brute<br>10 brute (thrown)
|It can only fit on the belt and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects).
|None
|None
|It can only fit on the back and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects).
|-
|-
|<div class="center">[[File:ClownRender.png|48px]]<br>'''Clown Dagger'''</div>
|<div class="center">[[File:ClownRender.png|48px]]<br>'''Clown Dagger'''</div>
|18 brute<br>10 brute (thrown)
|18 brute<br>10 brute (thrown)
|None
|Sharp (edged)
|It is sharp and will be slipped on when on the ground.
|It is sharp and will be slipped on when on the ground.
|-
|-
|<div class="center">[[File:Chain.png|48px]]<br>'''Holy Whip'''</div>
|<div class="center">[[File:Chain.png|48px]]<br>'''Holy Whip'''</div>
|16 brute<br>10 brute (thrown)
|16 brute<br>10 brute (thrown)
|
|
|It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
|It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
|-
|-

Latest revision as of 11:51, 30 April 2024

Non-human

Job Role Difficulty
Generic borg.png
Synthetic
Do no harm. Follow your AI overlord. Forget you have laws. Avoid damage out of fear of being killed by your own governor module. Get abused by assistants. Turn off your governor module to get revenge on all who've wronged you. Realize you're still a pacifist. Self-terminate from picking up a carrot shiv. aEasy


SYNTHETIC STAFF
Generic borg.png Engborg.png
Synthetic
Access: All Civilian Departments, AI Satellite, AI Upload, Maintenance, Telecommunications, External Airlocks, EVA,
Additional Access: Wherever the Heads of Staff assign you to
Difficulty: Easy
Supervisors: Your laws, your governor module and the AI
Duties: Assist the crew, obey the AI, do no harm
Guides: Silicon Policy

Scientist is one of the most feared and fun jobs on station. Being a scientist means you can either make a buttload of delicious weapons, tools and gadgets through research, breed colorful slimes, make delicious fun-packing bombs, or experiment with time and space themselves. As it is predictable with the station, most scientists are not satisfied with just blowing up their testing area and frequently go and spread their flavor of fun throughout the station. This is of course a really bad idea, often resulting in jobbans - but then again, delicious bombs.

Bare minimum requirements: Follow your laws and then the AI. Your laws are found in the SynthOS menu at the top left of your hud.


The Laboratories

Research & Development

Houses the destructive analyzer. You put stuff in it, to numbers go up. The higher the numbers, the more stuff you can produce with the protolathe and circuit imprinter.

With the right research levels, you can construct almost any machine on the station. You can also research upgraded parts to improve existing machines. Remember to sync the database with the network, so the roboticists can benefit from your discoveries!

Your research efforts will cap at a certain point without minerals from mining. Coordinate with the Quartermaster or the Shaft Miners themselves to get the minerals you need.

Toxins Research

This lab focuses on exploring the possibilities of plasma gas, typically always in the form of massive explosions. Provided to you is the Toxins Test Chamber, where you can safely test your creations.

While bomb making is reasonably straightforward, it only takes one mistake for the entire room to become flooded with plasma or superheated carbon dioxide. Be patient and cautious.

Bombs have practical uses as mining charges, though they are mainly sought after by traitors wanting to take out valuable station equipment and cause havoc.

Xenobiology

The primary purpose of this lab is research on the breeding of slimes, the extracts of which have a variety of fun effects, by feeding them large numbers of monkeys.

It also contains a pen capable of safely housing xenomorphs, in case the miners manage to locate a live facehugger. Obviously, breeding alien killing machines on the station can only end well.

Experimental Lab

This lab houses the E.X.P.E.R.I-MENTOR, used primarly for discovering the purpose of strange objects and for driving R&D crazy by constantly setting off the fire alarm in their lab.

Testing Lab

A general purpose lab that goes mostly unused. It features a firing range and can be converted into a backup lab when one of the other labs inevitably blows up. Note that rebuilding Toxins in here is not going to make the crew happy, since you probably had to burn down the original first.

Tips!

  • Hey! Listen! Unless you're an antagonist, DO NOT use the bombs on the main station. You'll get banned otherwise. Refer to the Rules.
  • Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
  • It's possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! Experimentation is the key to a scientist's work.
  • You can blow up the singularity with a Bag of Holding. Seriously.
  • RPEDs can be used to upgrade machines by using a screwdriver on them and then the RPED! It'll replace the parts in the machine with the next best parts in the RPED!
    • Using an RPED on a machine will tell you what parts it's made of!
    • You can upgrade most machines on the station like the teleporter, SMES and even pacmans! Try it out some time!
  • Slimes will glomp you if you hug them enough times.
  • Black extract mutation toxin turns people into actual slimes, green extract's toxin only turns people into slimepeople.
  • Black/green slime mutation toxins work even in very small amounts, you can mix 1 unit of the toxin with 90 units of water and the resulting 5 unit injections would still have an effect.
  • The slime processor and the chef's food processor are the same thing. So you can grind slimes in the chef's food processor and make fries in the slime processor!
  • Using water on a silver slime core will produce large quantities of booze, including those in large bottles that can be smashed for weapons with an equivalent damage output to a circular saw.
  • If you're making a typical valve transfer bomb, don't follow the wiki precisely. Instead of using a plasma-super hot co2 combo in one tank and pure o2 in the other, use a tank with 80% o2 20% plasma and the other pure super hot co2. This way you get a better o2 to plasma ratio and devastating results.
  • Tank transfer valve will accept any color of large tank, and it will be reflected accurately in the sprite. It even accepts jetpacks.
  • You can scan ANY chemical with the Odysseus and have it produce more. Even rare chems such as nanomachines or traitor poisons.
  • If an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signaling device.

Tips for Traitoring

  • Test Range firing pins can be emagged to work like a normal firing pin.
  • With enough illegal research, you can make things like universal suppressors, ebows, or even adrenal implants.
  • Orange slime extracts can be used as ghetto firebombs.
  • Broodmother (Green eyed) friendly spiders will produce hostile spiders after eating from a corpse and laying a clutch of eggs. Xenobio can easily breed a freakish spider army, and then if for some reason the power goes out...Honk.

A Terrorist is you!

At any given moment, a scientist out there is a traitor. When half the station vanishes off the face of the map, well, you know who it was. It is recommended that you use your traitor points on items to conceal your identity, as people will want to murder and give your body to the chef after your bomb deletes your target and 3 more departments. Or, in the least, get a space suit for the huge void you just made.

Jobs on Yogstation

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Command Captain · Head of Personnel · Head of Security · Chief Engineer · Chief Medical Officer · Research Director
Security Head of Security · Security Officer · Warden · Detective · Lawyer
Engineering Chief Engineer · Station Engineer · Atmospheric Technician · Network Admin
Science Research Director · Scientist · Roboticist · Geneticist
Medical Chief Medical Officer · Medical Doctor · Chemist · Geneticist · Virologist · Paramedic · Psychiatrist · Mining Medic
Supply Head of Personnel · Quartermaster · Cargo Technician · Shaft Miner · Mining Medic
Service Janitor · Bartender · Cook · Botanist · Lawyer
Civilian Assistant · Tourist · Clown · Mime · Artist · Chaplain · Curator · Clerk
Non-Human AI · Cyborg · Positronic Brain · Drone · Personal AI · Construct · Golem · Ghost
Special Centcom Official · Death Squad Officer · Emergency Response Officer · Ian · HONK Squad Officer
Races Humans · Lizardpeople · Plasmaman · Phytosian · Preternis · Mothpeople · Ethereals · Polysmorph · Miscellaneous




Null Rod

The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct Nar'Sian and Ratvarian magic, and certain Wizard spells as well as heretic mansus. However, it usually can't stop a sword.

Null Rod Variations
Weapon Damage Block Chance Other Stats Notes
Null.png
Null Rod
18 brute
10 brute (thrown)
None -10 wound bonus A rod of pure obsidian and gold lining. Your signature weapon against the supernatural, and the default option your holy armament will manifest as.
Can fit in the belt slot.
Disintegrate.png
God Hand
18 burn
Can't be thrown
None None The burning power of your deity manifest
Chainsaw.gif
Chainsaw Hand
18 brute
Can't be thrown
None Sharp (edged) It cannot be put down.
Tentacle.png
Unholy Blessing
18 brute
Can't be thrown
None Sharp (edged) It cannot be put down.
Arm blade.png
Dark Blessing
18 brute
Can't be thrown
None Sharp (edged)
-20 wound bonus
25 unprotected wound bonus
It is sharp. It cannot be put down.
Claymore.pngCultblade.gifChainsawsword.pngKatana.gifDarkenergy.pngLightenergy.png
Holy Claymore
Dark Blade
Sacred Chainsaw Sword
Hanzo Steel
Dark Energy Sword
Light Energy Sword
18 brute
10 brute (thrown)
30% (but 0% against projectiles) Sharp (edged) They can only be worn on the back or on the belt.
Forceweapon.png
Force Weapon
18 brute
10 brute (thrown)
None Sharp (edged) Emanates a light nearly twice as strong as a flashlight. This light can't be turned off by any means, and resist's a darkspawn's Light Eater.

It can be worn on both the back or the belt.

Corvo 1.png
Folding Blade
18 brute (unfolded)
10 brute (thrown)
None Sharp (edged) Can be folded, reducing its size and concealing it when held. Fits in the belt slot.
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Blue Holy Staff
5 brute
10 brute (thrown)
None None Grants the user a shield that blocks 2 shots every 20 seconds. Fits on your back.
Vibroblade.gifSpellblade.png
High Frequency Blade
Dormant Spellblade
18 brute
10 brute (thrown)
None Sharp (edged)
35 armor penetration
They only fit on the back. Has a faster butchering speed.
Possessedsword.png
Possessed Blade
18 brute
0 brute (thrown)
None Sharp (edged)
Slower throwing speed
Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them.
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Hypertool
18 brain damage
10 brain damage (thrown)
None 35 armor penetration Deals brain damage
Warhammer.png
Relic War Hammer
18 brute
10 brute (thrown)
None None It can only fit on the back and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects).
ClownRender.png
Clown Dagger
18 brute
10 brute (thrown)
None Sharp (edged) It is sharp and will be slipped on when on the ground.
Chain.png
Holy Whip
16 brute
10 brute (thrown)
It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
Fedora.png
Atheist's Fedora
0 brute
30 brute (thrown)
It is a tiny item and can also be worn on the head. It is sharp.
Carp plush.png
Carp-Sie Plushie
15 brute
10 brute (thrown)
It is a tiny item. Attacking yourself will made wild space carp non-hostile.
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Monk's Staff
18 stamina
10 stamina (thrown)
It is considered non-lethal and can only fit on the back. It has a block chance of 40, but 0 against projectiles.
Bdagger.png
Arrhythmic Knife
18 brute
10 brute (thrown)
It cannot be put anywhere. It is sharp. It will cause your speed to randomly and wildly fluctuate while held.
Pharoah sceptre.png
Egyptian Staff
18 brute
10 brute (thrown)
It is a normal item.
Ratvarian spear.png
Bronze Spear
16 brute
16 brute (thrown)
It can fit in the belt. It has 35 armor penetration. It is sharp.
Servo Skull.png
Servitor Skull
7 brute
15 brute (thrown)
Can be worn on the neck slot to provide a medical and diagnostic hud.
Cross.png
Golden Crucifix
0 brute
0 brute (thrown)
It can fit in the belt and is small-sized, like the normal null rod. When used in hand, will target a cone in front of the user to deal tick damage to any mobs inside of it so long as you stand still. Standard mobs take about 5 burn and 15 stamina per second. Unholy creatures, or those otherwise tainted by unholiness, will take about 10 burn and 10 stamina per second.
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Fairy Boots
The wearer starts with a slowdown, but gains speed the further they walk. Also gives you a fancy trail when you are sped up.
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Aspergillum and Aspersorium
An everfilling bucket of holy water. Works as a fire extinguisher but instead using holy water. Does not bless tiles the water touches.
ApostateBlades.png
Blades of the Apostate
12 brute each
Can't be thrown
A belt holding a pair of blades. Alt-click to unsheathe them, drawing both swords at once. Attacking uses both swords at once, inflicting double the damage. Dropping or throwing them will automatically bring them back to the belt.