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Xantholne

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Posts posted by Xantholne

  1. 3 minutes ago, Shadeykins said:

    That was actually in the wiki at some point, as well as "send a fax to call in the deathsquad".

    Deathsquad? Never heard of it. Also doesn't seem very appropriate ti actually request one :P 

  2. So I've been seeing a lot of new Representative's recently, but not a lot going on of them actively doing their job in which they picked. So I thought I'd make a guide to go over everything.

    In this guide: I'll be going over the following in no particular order.

    • Your Office
    • Your Equipment
    • Your task
    • Writing Formats
    • Standard Operating Procedures

    Your Office.

    Spoiler

    29c6a6878e0ccf70ff50130dd3cf1a09.png

    This, is your office at round start. We'll make this simple.

    On the top left is your bookshelf, this has every Standard Operating Procedure book in it for every department.

    Below that is your printer for making copies of reports.

    Right of that is your Stamp and Pen, do not lose either of these.

    And on the very bottom is your life line to Central Command, your fax.

    Your equipment.

    Spoiler

    e9af4bd46917671d67fbb73430b0113c.png

    So this, is all of your equipment. From left to right.

    Your Stamp, NEVER LOSE THIS, EVER. LITERALLY. NEVER SEND A FAX WITHOUT IT EITHER.

    Your Pen. You CAN lose this but you wont be a very good representative without the classic pen.

    Your Cane. This is your personal weapon. Do not lose this.This is your life line from Greytiders and potential murderers.

    Your fancy, golden zippo lighter. This is alright to lose but you'll never smoke in style without it.

    Your headset. This headset is special. It has access to ALL departments that you msut manually turn on, please do so.

    Your Task

    Spoiler

    You have several tasks aboard the NSS Cyberiad. The report on your desk at round start lists several of them. Here I will attempt to go over everything you should be doing as the Representative.

    Your primary task is ensuring Standard Operating Procedures aboard this top of the line Research Station are being followed accordingly by ALL departments and personnel. his includes all heads, and so forth including yourself.

    Ensure the station actually functions as a Research Station

    Report any and all SOP breakers to Central Command.

    Give regular reports to Central Command abouty the current activities and situations.

    Report to Central Command any developments such as Quarantine being enacted or a State of Emergancy from Nuclear Operatives, Blob, and so forth.

    Advise any and ALL situations aboard the station at all times.

    Furthermore, you side WITH Nanotrasen on any and ALL situations and orders. Do not EVER defy them. They are your boss. You answer to them. You are here as a liason, a REPRESENTATIVE of Nanotrasen aboard the Cyberiad. 

    Writing Formats

    Spoiler

    We'll quickly cover a few things before my default letter to Central Command for most situationsPlease be sure to remove the dots that are within the boxes

    [.b] will bold it [/b]

    [.u] Will underline [/u]

    [.i] Will italicize [/i]

    [Small] This will make it small [/small]

    [large] This will make it large [/large]

    [sign] Will sign your name

    [field] Will create a writeable field

    [*] Will make a bullet

    Now, in most situations, this is the writing field which I use personally to make it more official in your stance Also, please be sure to proofread your faxes before sending. As well as making sure you do in fact stamp the paper before faxing.

     

    [.center][logo][/center]

    Hail Trurl,

    [field]

     

    Sincerely,

    Nanotrasen Representative [sign]

     

    [.i][small]This is an official document written by Nanotrasen Representative [sign] aboard the NSS Cyberiad. Any written document without a Nanotrasen Representative approved current stamp is to be seen as not a legitimate document. Any potential forgey or falsehood of this document should be reported to the Representative and Central Command in some cases directly depending on the severity. Any potential forgery, i.e. a missing stamp should be ignored. An attempted forgery with a stamp but no signature or a miss matched signature/incorrect signature should be reported to Security for further investigation.[/small][/i]

    Standard Operating Procedures

    • Like 2
  3. 4 hours ago, Purpose2 said:

    @Taaketa seemed fine to me, but I think we were around 100-120 players. @Allfd could illuminate more on the subject I'm sure.

    Well, that's also like. Our average now that we have the unlisting software thankfully. Although I'm sure it all went well. Allfd's server hosting is quite a lot better than we could ever hope for truth be said.

  4. 10 hours ago, Urlance Woolsbane said:

    There's Bikikarki, who alternates between Security, Medbay, and Science.

    There's Eerhirawk, the friendly trader with the mohawk.

     

    10 hours ago, Urlance Woolsbane said:

    There's Vichi-whatsit, Khar's mad, blue scientist.

    These are the only ones I can definitively say I know but only because their names are differen't by a large margin

  5. On 2/25/2017 at 8:18 AM, Spacemanspark said:

    Nobody can tell them apart, and the names go with the lore.

    No one can tell a vox apart, not even vox can tell other vox apart. They just shorten it to small things like Biki or Tiki and god forbid if there are several with that abbreviation or starting part of their ridiculous name.

  6. Just some things that I'd like for the Engineering department. May seem a bit much but it's bound to happen anyways.

    • Piping rework in Atmospherics
    • TEG Engine area
    • SM Engine area

    Even as half shitly built the Engine areas would still give them something to do while providing an area to do it. Sorta like the assembly line was being just barely built which allowed for you to do anything. Hell not even used for assembly sometimes.

    Plus the piping rework because the current is so terribly bad and can be confusing for a lot of people from how overly complicated it is.

  7.  

    A note on mutating.

     

    Radium does heavy health damage to the plant, directly, and causes toxins both--it's not ideal, at all, for mutating, but it'll do in a pinch.

     

    if you mutate berries into glowberries you can get uranium---uranium deals less health damage and causes less toxin build up in plants and is about as effective as radium for mutating plants; if you're serious about avoiding chemistry for mutagen, then I'd attempt to mutate glowberries sooner, rather than later.

    Updated

     

  8.  

    This is a work in progress botany guide that I need to put more time into but with new botany already out people are going to wonder how to do what etc so it will be updated over the next few days

     

     

    Howdy hello Spessman McGreenie,

     

    So you woke up today, hopped on the shuttle and came over to the Cyberiad with the pretext of being a botanist. Sure you may have had previous experience in botany or may have had none at all, but regardless. I am here today to try and help you understand the new glorious Botany system we have today.

     

    Back in Old Botany if you where one of them previous work experience folks weh ad a thing called DNA splicer or such. It was a two machine thing were you put in seeds, extraced things that didn't mean much to you with your fancy disks from the crate in the back and put them together on the machine next to you with some other seeds until it would not let you anymore.

     

    One of these many things you may have and well; most certain put on other plants was Appearance. Now Appearance in only botany meant many things. It changed how well, the plants appeared. Unfortunatly with rhew new system, you cannot do this. HOWEVER! We do have a similar thing now called Parennial Growth.

     

    Now you may be asking yourself; "What is Parennial Growth?" Pareenial Growth is the DNA trait certain things like grass has that lets you reharvest the plant over and over. Now this trait from what I noticed may not work every time and result in seeds instead. But fear not my fellow Spessman Botanist! Your seed packets it left instead of fruits of your labor contain the same code as it, the plant had before!

     

    So now you may be going. I just arrived here Ms Furbeast, what should I do to make my plants better and improve as an overall botanist? Fear not weary traveler. For I will hold your disgusting space hand through this.

     

    Tips for new Botanists

     

     

    In your Hydroponic Trays, there are a bunch of little inactive lights on the bottom. They will become active to let you know that something is required, something is wrong, or that your plants are ready for harvest.

    From left to right.

    Green: Ready to harvest.

    Red: Low health.

    Red: Weeds/pests/toxins.

    Yellow: Low nutriment.

    Blue: Low water.

    Tools that are of use in botany -

     

    Wrench: Used to move your trays around.

    Wirecutters: Used to set up the irrigation system. If 30u or more of water is put into trays while the irrigation is set up, water will be shared across trays. This will also distribute things like mutagen and plant killer.

    Hatchet: Chops tower-caps into planks, chops other things. This is also a very robust tool that can be hit in backpacks

    Shovel: Digs up grass floors and cleaning the dirt.

    Cultivator: Kills Weeds.

    Plant Bag: Collects up to 50 items or 100 seeds from your harvest.

    Portable Seed Extractor: Found in the lockers of the back room, this can harvest and pick up plants and turn up to 100 plants into seeds.

     

    You an use Wirecutters on your Hydroponic trays to connect them together with an irrigation system which allows you to easily water all trays at the same time evenly.

     

    There are three types of plants. The biggest category is "normal plants". The much smaller ones are mushrooms and weeds. They are a little different from the normal plants:

     

    Mushrooms need less light, and suffer less from lack of it.

    Mushrooms don't need water to grow. They still use it, though.

    Weeds don't suffer from high weed level.

    Mushrooms and weeds can't be overtaken by weeds in a tray.

    Mushrooms' yield can't drop to 0. It will always be at least 1.

     

     

    Chemicals for your plants.

     

     

    Fertilizers:

    E-Z-Nutrient: Makes your plant mutate once every time it's ready for harvesting, and has no effect on the yield.

    Left 4 Zed: Makes your plant mutate twice, but it will only produce one plant at most - if the plant's yield is 0, then nothing is produced! You'll have to use another fertilizer to harvest the normal yield of the plant.

    Robust Harvest: Makes your plant produce twice as much, and will never mutate it. Useful if you already have good stats, are using unstable mutagen and don't want random mutations to interfere, or simply don't want to bother with mutating at all.

    Nutriment: A fertilizer. You can get it from the Chef, or by using your own plants. Heals the plant.

    Ammonia: Also a fertilizer, same effect as nutriment. Get it from the Chemist or hack the Nutri-Vend to get this.

    Diethylamine: A very powerful fertilizer. Twice as effective, meaning 1 unit diethylamine adds 2 units nutrient. Heals the plant AND also kills pests. Get it the same way you get Ammonia.

     

    Pest Removal:

    Pest Killer: Kills pests, and adds a small amount of toxicity.

    Weed Killer: Same as above, but for Weeds.

     

    Plant Medications:

    Charcoal: Makes your plant less toxic. You can get it by whining to anyone who works in Medbay.

    Cryoxadone: Heals your plant, via miracles. Also lowers toxicity. Get it from the Chemist, or find a nice doctor to steal some from cryogenics.

    Holy water: If you can get the Chaplain's attention and make him bless your water, it will heal your plant a bit.

    Ash: Heals your plant and adds nutriment. Also kills weeds.

    Saltpetre: Heals your plant, increases potency and decreases production time.

     

    Plant Killers

    Plant-B-Gone: Seriously damages the plant. Also lowers toxicity by magic and kills weeds.

    Toxins, Acids, Fluorine, Chlorine: Damage the plant.

    Sugar: Makes pests and weeds grow stronger. Unless you plan to use some mutagen to unleash giant spiders upon the station, it's of no use.

    Phosphorus: Damages plant, drains water, kills weeds and, surprisingly, adds nutriment. If you manage to get your hands on a lot of it, you can use it to kill useless plants without hurting the next plant.

     

    Round Start

     

     

    At the start of the round you will want to head to the back room of botany pictured here:

    f0a527aa04363eab17cdd9358e229765.png

    Back here you will want to grab your Cultivator, your hatchet, your portable seed extractor, flora disk box, and a spade from the crate. You will need all of these tools in your daily life as a botanist.

    The Spade is used to remove plants you no longer want.

    The Cultivator is used to deweed your crops.

    The hatchet is used to kill bees, and turn tower caps into wood planks.

    The Portable Seed Extractor is a large 100 capacity plant bag that also lets you turn those seeds into single seed packs if you really wanted ot, but we won't really need to. After that, head over to the seed vendor

    Now, let's take this time to talk about DNA Splicing very quickly and what you need to understand briefly before we go into more detials.

    Plant DNA Splicing allows you to put in a plant seed packet along with a flora plant disk from that nifty looking box in your hand. Doing such you can select a specific trait these seeds have like Slippery Skin, Potency, their Yield count, and so forth. But! Also doing so destroys the seed packet in the processing; so you will want to make additional packets before using your last one.

    The First seeds you should grab for DNA Splicing are:

    Tower Cap Spores

    Tobacco Seeds

    Wheat Seeds

    Lime Seeds

    Glowshroom Spores (Oranges if you cannot hack the vendor, harebells are also acceptable to replace Glowshrooms)

    Liberty Caps (Requires Hacking)

    Grass seeds (My preferred but others work)

     

    So all of these seeds you grabbed are here for a reason. A very specific reason. For almost all of your plants that you wish to be planted, you will want to do DNA Splicing on them. By doing such you make your plants even better. For these specific seeds you will want to put them into the machine on the far top left of the room. This machine is the DNA Splicer. In this machine we will be selecting certain traits from these. Each time we want to select a new trait, we have to put in a fresh, clean disk to get that trait unless you remove the protected cover on your disk with Activate Held Item.

    To go over very quickly, this is each seed packet of what you want to put in, and what you want to extract from them.

    Potency (50) = Tower Cap

    Yield (10) = Tobacco

    Production Speed (1) = Wheat

    Endurance (50) = Limes

    Lifespan (100) = Glowshroom (orange is 60 with no hacking of the seed vendor; harebells are 100)

    Fungal Growth = Liberty Cap

    Perennial Growth = Grass

    After thise, make sure you enable their protected lock with Activate Held Item or by clicking on them in your hand, and put in any seed packet you wish into the splicer and replace all traits they have with these. There you go! You're all ready to make any and all plants that you so desire!

     

     

    Now, in this next section. I will be going into more details on what all you can do with DNA Splicing, and what special traits can do that you may see on your plants.

     

    DNA Splicing and You!

     

     

    DNA Splicing is a somewhat complex but also not very complex thing. In this section I will be going over exactly what does what. Bare with me here, this is more for the experienced to slightly more experienced botanists on what all they will need to know about DNA Splicing. I am not saying a new player Botanists can't do this part, but I wouldn't be expecting them to understand completely.

    Potency:The most important stat. Between 0 and 100. Basically, this determines plant power. Mostly affects the amount of chemicals in the plant, though some have additional effects, such as stun length for bananas. To get the amount of a given chemical in a plant, multiply the reagent in the chart by the potency: for example, 10% nutriment will be 5 nutriment at 50 potency.

    Yield:How much product you get each harvest. Between 0 and 10. Pay attention to this, because if it drops to 0, you won't harvest anything.

    Production Speed:How fast your plant reaches harvest. Between 1 and 10 -- the lower the faster. The plant has to wait (Production Speed) age cycles before each harvest.

    Endurance:Max health. Between 10 and 100

    Lifespan: How long your plant will live.

    Slippery Skin:Causes the plant, or any products of the plant, to become slippery. The stun time is (Potency * 0.08), divided by 3 unless the plant has lube or is a banana. Maximum stun is 7 seconds.

    Liquid Contents:Causes the plant to squash when thrown, applying the reagents inside on the target and destroying the plant.

    Hypodermic Prickles: Plants with this trait will sting when thrown, transferring a portion of their chemicals to the target.

    Capacitive Cell Production: Plants with this trait can be made into batteries with the addition of wire. Electrical Activity increases the cell's maximum charge.

    Electrical Activity: Gives the plant electrical charge, making it recharge batteries when used; it will also electrocute on slip if it also has Slippery Skin and on hit if it has Liquid Contents.

    Bluespace Activity: Gives the plant bluespace properties, making it teleport people hit if the plant has Liquid Contents, and on slip if it has Slippery Skin. (Do not abuse this trait what so ever. It is incredibly griefy and could result in Security arrests for Workplace Hazard or Admin intervention.)

    Bioluminescence: Causes the plant to glow, emitting light equal to 10% of potency.

    Strong Bioluminescence: Causes the plant to glow, emitting light equal to 20% of potency.

    Separated Chemicals: Makes plant reagents not react until squashed.

    Densified Chemicals: Doubles the reagent capacity of the plant.

    Perennial Growth: Plants with this trait can be harvested more than once.

    Weed Adaptation: The plant acquires weed-like properties, making it not need nutrients and immune to weeds in the tray.

    Fungal Vitality: The plant acquires mushroom-like properties, making it not need light or water.

    Gaseous Decomposition: Plants with this trait emit a smoke cloud when squashed, spewing reagents everywhere. Requires Liquid Contents to be useful.

     

     

     

    Setting up Botany to be more efficient.

     

     

    So in Botany, not everything is static. If you aquire a wrench from the backroom, Cargo, Science, or Tool storage, you can use it on your trays to move htem around. Doing such, you can make the room feel much larger, and be much more efficient for your plants with the irrigation system with wirecutters, along with mutating your plants more easily using the Irrigation system. Here is how I like to set up botany to provide lots of room and keep the areas connected with the Irrigation system. I also bring down the Water mister from the back room and leave it sitting by the sink to quickly fill all trays with water.

    ctmOYwG.png

     

     

     

    So here we are. You're sitting here with all of your starting disks ready to shove in your plant seeds. Go ahead and take the time now to begin putting your packets in and every single disk you can to change your plants seed packets with these more diserable traits to make them even better. By doing such, you are already making your life 100% better. (But we can do better than that.)

     

    By now, you may be going There has to be more than this. You say with your trays full of plants, and you're right! We're not going to explore the fantastic world of Plant Mutations!!!

     

    Plant Mutations.

     

     

    Plant Mutations is something Advanced Botanists will do frequently, and pretty much all the time. Extremely Advanced Botanists do this at around start to get an edge that will pays off in the end.

    To mutate a plant, you take a beaker, bucket, anything that can hold contents, and fill it with either;

    Unstable Mutagen: Set transfer value to 5 units per transfer. Highest chance of mutating a plant into a different species. Does not cause Toxin build ups in plants which will kill them very quickly.

    Radium: Set transfer value to 10 units per transfer. Low chance of mutating. Fairly High Toxin and Health damage when applied. Can be aquired from Glowshrooms.

    Uranium: Set transfer value to 10 units per transfer. Low Toxin and Health Damage when applied. Can be made from Glowberries. Same chance as Radium

    Fertilizers also have small mutations that they can do.

    E-Z-Nutrient: Makes your plant mutate once every time it's ready for harvesting, and has no effect on the yield.

    Left 4 Zed: Makes your plant mutate twice, but it will only produce one plant at most - if the plant's yield is 0, then nothing is produced! You'll have to use another fertilizer to harvest the normal yield of the plant.

     

    Mutation Chances:

    10% chance of the plant losing lots of health instantly. The plant can die because of this

    10% chance of mutation into a related species. This destroys the old plant and plants a new one. See the plants table for the information on these mutations.

    15% chance of heavy stat mutation with a 3% chance of a new trait appearing.

    15% chance of normal stat mutation.

    20% chance of nothing. You get a message when this happens.

    10% chance of weeds mutating. If weed level is less than 5, nothing happens, otherwise you get a random mutated weed.

    10% chance of pests mutating. Again, if pest level is less than 5, nothing happens. Otherwise, three spiderlings are spawned. Shout for help and try to explain to security why you didn't use pest spray.

     

     

     

    The Forgotten Method of Reviving the Dead.

     

     

    This is something many have forgotten or may have never known. You can infact; revive the dead as a botanist. Replica Pod Cloning is something that was around before the Cloning machine was added. How it worked was the botanists would get some of the deceased blood, inject it into the seeds, and let it grow. At the start of the round you only have three packets. If you try hard you can increase this on your own by increasing their yield immensely, or mutating Cabbage plants that are being grown. If you do have a deceased waiting to be cloned:

    Take a Syringe from your supplies vendor.

    Take a sample of the bodies blood.

    Inject it into the seed packet.

    Plant the seeds.

    Let it grow and harvest. This will take about a minute.

     

     

     

    Kudzu.

     

     

    Kudzu is a very unique and very dangerous plant that is grown from mutating a tray with high weeds.

    Kudzu is unique as it spawns uncontrolable Level 7 Biohazard vines at botany.

    Kudzu has many unique properties and can be either helpful, or soul crushingly dangerous.

    Kudzu has regular plant stats but some effect it very differently.

    Potency of the seed will make kudzu mutate more on spread, the chance to mutate on each new piece is [potency / 10]

    Production will affect how fast the kudzu can spread, usual kudzu spreads at a rate of 20% of the amount of pieces per tick but no more than 30, production changes the cap [30 * production / 50] and the percent of processed pieces per tick [20 * (production / 50)]

    Killing the last piece of kudzu will create a kudzu seed on its place with all the mutations of the piece saved in the seed, so if you reactivate it new first piece will have all the same mutations the seed has and will spread it to all the progenitors. Kudzu can gain mutations only on spread, here is the list of all of them:

     

    CO2 consumption - positive mutation, consumes CO2 from the air

    Space covering - positive mutation, makes vines grow vine floors over space

    Light - positive mutation, about 40% of the vines with this mutation emit light slightly more powerful than PDA

    Transparency - positive mutation, makes vines look-through

    Toxins consumption - positive mutation, absorbs plasma from the air

    Bluespace vines - minor negative mutation, makes vines be able to grow through anything

    Explosive - minor negative mutation, on death vines with this mutation explode with a 0,0,2 power, clusters of this vine will chain-explode one after another

    Fire resistant - minor negative mutation, makes vines ignore fire damage, be it plasma fires or welders

    Vine eating - minor negative mutation, vines with this mutation will eat vines without it

    Toxicity - negative mutation, eating vine with this mutation or walking thought it will cause you toxin damage

    Aggressive spreading - negative mutation, on spreading vines will cause effect of mini-explosion on the tile they spread to, mobs buckled by this vine will also experience effects akin to minor explosion

    O2 consumption - negative mutation, absorbs O2 from the air around

    N2 consumption - negative mutation, absorbs N2 from the air

    Thorns - negative mutation, makes mobs touching or going through vines recieve physical damage

    Hardening - negative mutation, makes vines not die fast from sharp objects, but makes non-sharp objects(hands included) be more effective agaisnt them, on the full maturation block the passage

    Flowering - negative mutation, makes vines very entangly and spawns harmful flowers occasionally, flowers after destruction spawn flower mob that is agressive and attacks

     

    Adding special chemicals to the tray when the seeds are growing will affect the specific kudzu mutations:

     

    Adding 5u of welding fuel will remove random positive mutation with a 20% probability

    Adding 5u of phenol will remove a random minor negative mutation with a 20% probability

    Adding 5u of sterilizine will remove a random negative mutation with a 20% probability

    Adding 15u of blood will change the production value of the seeds by a random number in the range from -5 to +15

    Adding 5u of amatoxin will change the production value of the seeds by a random number in the range from -15 to +5

    Adding 5u of plasma will change the potency value of the seeds by a random number in the range from -15 to +5

    Adding 10u of holy water will change a potency value of the seeds by a random number in the range from -5 to +15

     

     

     

    Craftables made in Hydroponics.

     

     

    If you create grass, in hand you can activate it to make Astroturf. This is a grass tile block. Get a crowbar and remove a tile on the floor, plant your grass tile and bam! Grass! You can also use a spade and shovel it up to make sand, and from there you can make sandstone by activating it in hand. This will allow you to make a Sandstone door, or a Soilpatch. Soil patches are like trays without the lights and you can walk ontop of them.

     

    You can make Wood Planks by using your hatchet on Tower Caps. This will create a number of planks below you per Tower cap and changes depending on their potency.

     

    Using this wood you can make many things like Drying Racks which let you dry plants that can be smoked.

     

    You can use Cable Coils on a Potato to make a Potato Battery. Using certian plant traits you can make large capacity self recharging Potato batteries.

     

    You can make a Jack-o-lantern by carving a pumpkin with a hatchet.

     

    You can make a cob pipe with a corn cob.

     

    You can make a Carrot Shank by carving a carrot stick.

     

    You can wear Ambrosia and any Flowers in your hair.

     

    You can add dried plants from the drying rack (i.e. Ambrosai, Tobacoo, wheat, Tea leaves) to a Tower Cap and make a torch.

     

    You can make blunts, joints, rollies from dried Ambrosia and rolling paper from vending machines. These let you smoke their chemical properties slowly over time.

     

     

     

    How to be Self Sufficient.

     

     

    Something that may happen is that, Chemistry wont give you Unstable Mutagen, and Science is far less of help as well. That or you want as little social interaction as possible.

    When this is the case you can be self sufficient so that you never have to relay on them but is a bit more complicated.

    The first thing you want to do is get one of your last Glowshroom traits. In this, you will want to modify all of it's DNA with the DNA Splicer from before so it has the best stats possible. While still modifying, you will want to remove all chemical production from the middle section BUT Radium Production.

    Make sure it has Perennial Growth trait.

    After that, plant your Glowshrooms and grow. With this you can produce your own radium to use on your plants.

    To harvest the radium, fill your plant bag up with the Glowshroom fruit. Go to the back room and look for the grinder on the table next to the crate. Load loads upon loads of Glowshrooms into it until you fill it completely with Radium.

    Bam! Now you can be self sufficient on mutating things all on your own. Just don't forget that Radium produces HIGH levels of Toxins ever use.

    Another way instead of Glowshrooms is to take Berries and Mutate them into Glowberries. Glowberries contain Uranium which you can Extract to also use to mutate. Unlike Radium, it is not as high in Toxins and Health Damage, but still does damage the plant and can kill it.

     

    A New way to become self sufficient is to get Pumpkins, mutate them into Blumpkins, get Slowshrooms, put all of your traits on either one, put either the Radium trait from Glowshrooms onto Blumpkins, or the Chlorine Plasma traits from Blumpkins onto the glowshrooms. Remove any other chemicals and just keep growing. This will allow you to create your own unstable mutagen used to mutate plants repeatedly and as much as you'd like.

     

     

    I saved this part for last and it is definitely going to take up a lot of space....

     

    All Plants and Specific Information.

     

     

    All of this is fltered by Name, Reagent Production, Traits, Available From, and what it can mutate into.

    Ambrosia deus: Contains 5% nutriment, 15% omnizine, 15% synaptizine, 10% space drugs, 4% vitamin.Perennial Growth. Mutates from Vulgaris. Mutates into Gaia.

    Ambrosia gaia: Contains 6% nutriment, 5% earthsblood, 5% vitamin Perennial Growth. Mutates from Deus. Can be placed on empty trays to make them never require Nutriment/Water ever again.

    Ambrosia vulgaris: Contains 5% nutriment, 10% bicaridine, 10% kelotane, 15% space drugs, 10% Perennial Growth. Mutates into Deus

    Apple: Contains 10% nutriment, 4% vitamin Perennial Growth. Mutates into Gold Apple

    Banana: Contains 10% banana juice, 10% potassium, 4% vitamin, 2% nutriment Slippery Skin, Perennial Growth Mutates to Mimana, Blue-space banana

    Mimana: Contains 10% nothing, 10% mute toxin, 2% nutriment Slippery Skin, Perennial Growth Mutates from Banana

    Berry: Contains 10% nutriment, 4% vitamin Perennial Growth Mutates into Glow-berry, Poison-berry

    Blood tomato Contains 10% nutriment, 20% blood, 4% vitamin Liquid Contents, Perennial Growth Mutates from Tomato

    Blue-space banana Contains 20% singulo, 10% banana juice, 4% vitamin, 2% nutriment Slippery Skin, Bluespace Activity, Perennial Growth Mutate Mutates from Banana

    Blue-space tomato Contains 10% nutriment, 20% singulo, 20% space lube, 4% vitamin Slippery Skin, Bluespace Activity, Liquid Contents, Perennial Growth Mutates from Blue Tomato

    Blue cherry Contains 7% nutriment, 7% sugar Perennial Growth Mutate Cherry

    Blue tomato 10% nutriment, 20% space lube, 4% vitamin Slippery Skin, Perennial Growth Mutate Tomato Mutates into Blue-space tomato

    Blumpkin 20% ammonia, 10% chlorine, 20% nutriment 10% 10% Plasma Perennial Growth Mutate Pumpkin

    Cabbage 10% nutriment, 4% vitamin Perennial Growth Mutates into Replica pod

    Cannabis 15% space drugs, 35% lipolicide Perennial Growth Hacked Vendor Mutates into Rainbow weed, Deathweed, Lifeweed, Omega weed

    Carpet 2% nutriment, 5% hydrogen Perennial Growth Mutate Grass

    Carrot 5% nutriment, 4% vitamin, 25% oculine Mustates into Parsnip

    Chanterelle 10% nutriment Fungal Vitality

    Cherry 7% nutriment, 7% sugar Perennial Growth Mutates into Blue Cherry

    Cherry Bomb 10% nutriment, 10% sugar, 70% blackpowder Perennial Growth Only Available from Xenobiology

    Chili 4% nutriment, 25% capsaicin, 4% vitamin Perennial Growth Mutates into Ghost chili, Ice Pepper

    Cocoa 10% nutriment, 25% cocoa Perennial Growth Mutates into Vanilla

    Coffee arabica 10% coffee powder, 4% vitamin Perennial Growth Mutates into Coffee robusta

    Coffee robusta 10% coffee powder, 4% vitamin, 10% ephedrine Perennial Growth Mutate Coffee arabica

    Corn 10% nutriment, 20% corn oil, 4% vitamin Mutates into Snapcorn

    Death berry 10% nutriment, 8% coniine, 10% tirizene, 4% vitamin Perennial Growth Mutate Poison-berry

    Death nettle 50% fluorosulphuric acid, 50% sulphuric acid Perennial Growth, Weed Adaptation, Hypodermic Prickles Mutate Nettle, weed mutation

    Deathweed 35% cyanide, 15% space drugs, 15% lipolicide Perennial Growth Mutate Cannabis

    Destroying angel 10% amatoxin, 4% mushroom hallucinogen, 20% amanitin Fungal Vitality Mutate Fly amanita

    Eggplant 10% nutriment, 4% vitamin Perennial Growth Mutates into Egg-plant

    Egg-plant 10% nutriment Perennial Growth Mutate Eggplant, Makes actual eggs when activated

    Fly amanita 35% amatoxin, 4% mushroom hallucinogen Fungal Vitality Mutates into Destroying angel

    Gatfruit 10% sulfur, 10% carbon, 7% nitrogen, 5% potassium Perennial Growth Only available from Xenobiology Does something.. special

    Geranium 5% nutriment, 20% bicaridine Mutate Poppy

    Glow-berry 10% nutriment, 25% uranium, 20% iodine, 4% vitamin. Luminosity: 20%. Strong Bioluminescence, Separated Chemicals, Perennial Growth Mutate Berry

    Ghost chili 4% nutriment, 55% capsaicin, 30% condensed capsaicin Perennial Growth Mutate Chili

    Glowshroom 10% radium, 10% phosphorus, 4% nutriment. Glow: 10% Bioluminescence, Fungal Vitality Mutates into Glowcap

    Glowcap 10% teslium. Glow: 10%. Restores up to 100% battery charge. Electrical Activity, Bioluminescence, Fungal Vitality Mutate Glowshroom

    Gold apple 10% nutriment, 20% gold, 4% vitamin Mutate Apple

    Grapes10% nutriment, 10% sugar, 4% vitamin Perennial Growth Mutates into Green grapes

    Grass 1% nutriment, 5% hydrogen Perennial Growth Mutates into Carpet

    Green grapes 10% nutriment, 20% kelotane, 10% sugar, 4% vitamin Mutate Grapes

    Harebell 4% nutriment Weed Adaptation

    Holymelon 20% holy water, 4% vitamin, 10% nutriment Perennial Growth Mutate Watermelon

    Ice Pepper 2% nutriment, 25% frost oil, 2% vitamin Perennial Growth Mutate Chili

    Killer tomato 10% nutriment, 4% vitamin Liquid Contents Mutate Tomato

    Koibean 5% nutriment, 10% carpotoxin, 4% vitamin Perennial Growth Mutate Soybean

    Kudzu 2% nutriment, 4% charcoal Perennial Growth, Weed Adaptation Weed mutation

    Lemon 5% nutriment, 4% vitamin Perennial Growth Mutates into Combustible Lemon

    Liberty-cap 2% nutriment, 25% mushroom hallucinogen Fungal Vitality

    Lifeweed 35% omnizine, 15% space drugs, 15% lipolicide Perennial Growth Mutate Cannabis

    Lily 5% nutriment, 20% bicaridine Perennial Growth Mutate Poppy

    Lime 5% nutriment, 4% vitamin Perennial Growth Mutate Orange Mutates into Orange

    Meatwheat 5% nutriment, 4% vitamin Mutate Wheat

    Combustible Lemon 5% nutriment Perennial Growth Mutate Lemon Acts like a scaling IED

    Moonflower 2% nutriment, 2% vitamin, 20% moonshine Mutate Sunflower

    Nettle 50% sulphuric acid Perennial Growth, Weed Adaptation Mutates into Death Nettle

    Novaflower 25% condensed capsaicin, 30% capsaicin Mutate Sunflower

    Oat Mutate Wheat Lets you make Cereal

    Omega weed 30% space drugs, 30% mindbreaker toxin, 15% mercury, 15% lithium, 15% atropine, 15% haloperidol, 15% methamphetamine, 15% capsaicin, 15% barber's aid, 15% bath salts, 15% itching powder, 15% crank, 15% krokodil, 15% histamine, 15% lipolicide Perennial Growth Mutate Cannabis

    Orange 5% nutriment, 4% vitamin Mutate Lime Mutates into Lime

    Parsnip 5% vitamin, 5% nutriment Mutate Carrot

    Plump helmet 10% nutriment, 4% vitamin Fungal Vitality Mutates into Walking mushroom

    Poison-berry 10% nutriment, 15% cyanide, 20% tirizene, 4% vitamin Perennial Growth Mutate Berry Mutates into Death Berry

    Poppy 5% nutriment, 20% bicaridine Mutates into Geranium, Lily

    Potato 10% nutriment, 4% vitamin Capacitive Cell Production Sweet Potato

    Pumpkin 20% nutriment, 4% vitamin Perennial Growth Mutates into Blumpkin Can be carved into Jack-o-lanterns

    Rainbow weed 15% mindbreaker toxin, 35% lipolicide Perennial Growth Mutate Cannabis Is very pretty

    Redbeet 5% nutriment, 5% vitamin Densified Chemicals Mutate Whitebeet

    Rice

    Reishi 35% charcoal, 35% morphine Fungal Vitality

    Replica pod Mutate Cabbage Used to do Botany Cloning

    Snapcorn 10% nutriment, 20% corn oil, 4% vitamin Mutate Corn

    Soybean 5% nutriment, 4% vitamin Perennial Growth Mutates into Koibean

    Space tobacco 3% nutriment, 8% nicotine, 5% salbutamol Mutate Tobacco

    Starthistle

    Steelcap Fungal Vitality Mutate Towercap

    Sugarcane 25% sugar Perennial Growth

    Sweet Potato 10% nutriment, 10% sugar, 10% vitamin Mutate Potato

    Tea aspera 10% tea powder, 4% vitamin Perennial Growth Mutates into Tea astra

    Tea astra 10% tea powder, 10% synaptizine, 4% vitamin Perennial Growth Mutate Tea aspera

    Tobacco 3% nicotine, 3% nutriment Mutates into Space tobacco

    Tomato 10% nutriment, 4% vitamin Liquid Content, Perennial Growth Mutates into Blood, Blue or Killer tomato

    Towercap Fungal Vitality Mutates into Steelcap

    Vanilla 25% vanilla, 10% nutriment Perennial Growth Mutate Cocoa

    Walking mushroom 15% nutriment, 5% vitamin Fungal Vitality Mutate Plump helmet

    Watermelon 20% nutriment, 20% water, 4% vitamin Perennial Growth Mutates into Holymelon

    Wheat 4% nutriment Mutates into

    Whitebeet 5% nutriment, 20% sugar, 4% vitamin Mutates into Redbeet

    Holy shit I am finally at the end

     

     

     

     

     

    This is as much as the guide is going to be covering for today, but for all of you space farring Matt Damons boarding the Cyberiad today and hoping to find out more information on New Botany, this will hopefully be of a great help to you.

     

    If you have any questions that I have not yet covered; you can PM or @Xantholne on The Paradise Discord server for me to make the crying less painful.

     

    • Like 3
  9.  

    This is a refined version of the Soviet Invasion and Annexation event I had previously posted.

     

    This one is entirely to be more refined to make it more clear and less murderboney and the likes.

     

    The new name for it is purely: Factions.

     

    IC Announcement: It'll mainly be the standard Nations announcement followed up by a CC Announcement saying they're detecting several delegation ships heading towards the Cyberiad.

    Equipment Needed:

    For Soviets:

    Soviet Admiral. Soviet Soldiers. Mosins Nagats. Stripper Clip (7.62mm). speed loader (.357)

     

    For Facisti:

    Solider Jackets. Soldier Uniforms. Officer Hat. Bulletproof Helmet. Bulletproof Armor. AEGs renamed to MP44s. toploader magazine (5.56mm).

     

    For FREEEEDOM:

    Glorious Freedom Red While and Blue Eagle suits. M-GL90 Carbines. (Not sure on the ammo) M1911s (9mm Magazines I think?)

     

    At the start of the game the start of Nations where all contracts are dissolved goes off. The crew is then left as their basic Cyberiad self. All Nation Icons are then changed however to be the blank ones Assistants have as to identify they ahve not chosen a Faction. About five minutes after it has gone off. At about 12:10 to 12:15 Soviet forces board the now unclaimed Cyberiad and declare themselves as the Annexers of the station. They openly welcome all crew to join them and meet them at a the bar like true Soviets. All crew who show to join the Soviets have their icons changed to the Brigston Icons so they know they're pure Reds.

     

    It is expected like we've learned through the previous Annexations of the Cyberiad events that Security and some of Command mostly will not agree with this and likely attack the soviets. Said Soviet soldiers should be briefed to expect Combat shortly after docking. The Soviets entire goal is to make the whole of Cyberiad into a Sickle and Hammer. Purely Red and made of strong, Soviet steel.

     

    About 10 minutes after the Soviets board the station. The Facisti also board the station now as well. Their icons being Scientopia. As such they will move to Escape and call for all crew members who wish for good healthcare, and a strong, reliable Nation to head to Escape. There crew members will get to join them as well. The Facisti's entire goal is to unit the crew under the idea of progress, the glory of Science and technology under a strong, Anti Soviet banner.

     

    However, that is not needless to say Democracy will not also be in this bid of power for the Cyberiad. Democracy lives and breaths off of the people and buisnesses. As such, they have sent Freedom Operatives of pure Democracy sent to the station which will have the Cargonia icon for them. They will also make an announcement calling for all FREEEDOM loving crew members to come to Cargo and join their Faction of DEMOCRACY. The entire goal of the Freedom Forces is to make the entire station into a Capitalists dream full of Freedom and Money.

     

  10.  

    Title of Event: Soviet Invasion and Annexation

     

    This event will be generally better if there is 1-2 other Game Admins on to help with spawning and controlling the masses

     

    Pretense (if you want me to message the station prior)

     

     

     

    Soviet Communique

     

    Da is General Georgy Zhukov speakings. Is hear great loves from many Russian crew members on Cyberiads whos wish to rejoin glorious Soviet sovereignty and become glorious iron station.

     

    As such, we are here by declarings Annexation of Cyberiads from Nanotrasen. All crews of Cyberiad who embrace the coming Soviet troops will be blessed by glorious leader with Soviet citizenship and be conscripted into Soviet army. All disgusting corporate security officers are also demanded to store their weapons and be screened by Soviet approved officers on joining glorious Soviet army.The Captain, Nanotrasen Represenative, and Blueshield along with any other current heads who do not submit to Annexation will be takings to firing range and executed for crimes against the state. Any crew members who resist Soviet annexation will also be killed or taken to be executed with the other Nanotrasen scum.

     

    Glory to the Motherland!

     

    Equipment Necessary(Style of equipment, flavor, surroundings what do you want?):

     

    Mosin Nagats Surplus crates for Conscripts. Soviet Soldier uniforms, ushankas, and combat boots also all for conscripts in a large surplus. Appropriate ammo for the mosins if any possible.

    At least one Soviet Admiral, preferrably admin played to lead the Soviet armed forces.

    Many Soviet Soldiers all ghost requested These soldiers instead of the Auto revolver that the admiral gets receive regular .357 revolvers. Soldiers also receive 2-3 L6 saws with ammo boxes, one sniper, and the rest of the original soviets all with C20rs

     

    The NT funded Freedom ops on the other hand will be given Nanotrasen Sabers, m1911s, Two L.W.A.P.s and full American Eagle outfits.

    All of which will need appropriate ammo caches spawned.

     

    Later in Soviet forces will receive additional caches of Bulldog shotguns with ammo cache. NT Funded forces will receive weapon and ammo caches for Sabers and M-90gl Carbines.

     

    There will also be 5 Dark Gygax's for the Soviets and 5 Seraphs delivered with a ammo and medical supply drop for both forces.

     

    Ammo and Medical supply drops will include a surgery crate and 5 platsteel for each. Appropriate ammo inside of crates, and many medkits.

     

    To ensure crew members do join either side it will be required to force traitor on 10-15 crew members to embrace the Soviet forces and join their ranks as conscripts.

    It will also be required to force 10-15 crew members to form an underground resistance movement at the old bar and create fortifications in hopes of a liberation force to arrive.

    Both sides will have to try and sway public opinion into their favor and attempt to increase their influence the rest of the crew to join their movement.

    Plot (if one exists):

     

    After long term infiltration, the Soviet forces have been slowly increasing their number on Nanotrasen stations. As such Russian crewmembers have been slowly influencing the station with Soviet propaganda and cause a revolt against Nanotrasen. This incentive to leave Nanotrasen and become a Soviet station has been heard of from USSR Command who are dispatching the 22nd Armed Space Division to Annex the station. With them they bring many bear pelt hats, Mosin Nagats, and Soviet uniforms for willing crew members who embrace this new reign.

     

    Crew members will be urged to accept the offering from the Soviets and will be given Mosin Nagats, uniforms, and a Soviet Conscript as their ID. They will embrace the Soviet Soldiers and Soviet Admiral who board the station and force Security to lay down their arms. Resistance will be expected from Security officers and any still loyal to the Captain during this hostile take over.

     

    All crew members who revolt will be executed or placed into the gulag by the heavily armed Soviet soldiers who take the station. Security officers can choose to stay loyal to the corporation can attempt to resist. Any hostile actions from resisting crew members can be met with death.

     

    Soviet Soldiers and new loyal conscripts will be arresting the Captain, Blueshield, and Nanotrasen Rep to remove them from Command as the Soviet Admiral takes over. Any head of staff that chooses to resist will also be taken with them. They will be held at Isolation before having a proper execution.

     

    The station will assume normal duties under the new Soviet rule. Crew members who misbehave badly with a Major crime in Space Law will be taken to the perma brig.. Assaulting or attempting to kill a Soviet soldier or conscript will result in the crew member being lined up for firing squad execution.

     

    Every 15-25m of the round a supply drop will be made via the Cargo shuttle with crates full of uniforms, weapons, ammo, etc.

     

    At around 12:30 NT learns of this annexation and hires the mercenaries known as Freedom Operatives who stand by Freedom from Soviet scum especially and arm them heavily with the weapons stated above. The goal of the Freedom Ops is to neutralize all Soviet personnel, and free the captured crew members who had resisted along with the Captain, Blueshield, and NT Rep who were to be executed at 13:20. They are also to try and inspire the crew to rejoin Nanotrasen. As such they will have addtional weapons including the m1911s and a crate full of Nanotrasen Navy uniforms for the NT Aligned crew to wear.

     

    The Freedom Ops will also be given Supply caches from the white CC shuttle at docking port 4. In this they will receive ammo, medkits, a surgery crate, and later on their mechs.

     

    At around 13:30 Both factions mechs will begin to be delievered on their supply shuttles with a notification about the additional armaments to fight the other faction with.

     

    It may also be recommended to "bluespace teleport" supplies and reinforcements in other locations to help prevent them from being instantly killed in the first 10m

     

    It is expected much of the crew will die, as such there will be reinforcements on both sides for ghosts who died to come back and join their appropriate faction in each wave. Waves are expected to arrive with the supplies every 15-25m The victor at the end of turning the Cyberiad into a warzone will be decided at when the emergancy shuttle docs. It will be then that the NT Aligned Freedom ops and their allies are to take the shuttle and efend it from any Soviet forces who seek to use it to invade Central Command.

     

    Soviet forces at the time the shuttle docks will be tasked by their Admiral or Soviet Command if the Admiral is dead to take the Emergancy Shuttle and use it to surprise attack Central Command to ensure their ability to Annex more Nanotrasen stations in this region of space.

     

     

     

     

    A quick short summary of both sides objectives as time goes on

     

    Soviet Forces:

    At round start Soviet forces gear up in white CC docking shuttle. at 12:05 a message is sent to the crew that the station is now in Soviet Space and being Annexed by the USSR.

     

    Soviet forces are gien the objective at round start to secure the Cyberiad and arrest the BS, Cap, and NT Rep. They are grnated persmission to arrest/kill anyone who attempts to resist this hostile take over. They are however STRICTLY encouraged NOT to use excessive force. Using excessive force will end up with them being gibbed for disobedience.

     

    After the take over Soviet forces are to reinforce the station and await further orders from Soviet High Command.

     

    Once the Freedom forces board the station they are to attempt to repel the invaders and keep the station under Soviet control.

     

    When the shuttle docks they are then ordered to take it and use it for a surprise attack at Central Command to determine their victory.

     

    Their win condition is arriving at central command with at least one Soviet member on the shuttle.

     

    NT Funded Freedom Operatives:

     

    This operatives are entirely being funded and paid for by Nanotrasen. Their leader will be a NT Officer or Captain whom is overseeing the Liberation of the Cyberiad.

     

    Freedom Forces when they arrive are given the objective to make contact with the underground freedom fighters at the Old Bar. They will bring with them crates with a few small arms for the freedom fighters.

     

    The Liberation force is then contacted and told to begin attempting to retake the station from the Soviet forces. They are notified supply drops will be made at the Old Bar and with the CC white transport shuttle.

     

    Their first objectives are to free the Captain, NT Rep, and Blueshield from the gulag before their execution. After wards they begin to fight heavily against Soviet forces in an attempt to take back the station.

     

    Upon shuttle arrival they are ordered to sieze the shuttle and prevent Soviet forces from tkaing it over.

     

    Their win condition is the Shuttle arriving at Central Command with no soviet forces aboard.

     

  11. I'll have to try a hemo next time I am doing R&D and see how that rolls, although I did used to go to the outpost for things; since it is likely going to be removed and takes some considerable amount of time to get there, I like to avoid anything from the outpost. Also by the time you do get to durand circuits you most defianately should have upgraded your circuit imprinter by then. Otherwise you'll use your entire first beaker you brought from chemlab

  12. I've gone ahead after about a year and updated this to my personal Research and Development routine. With this you won't require more Acid and can finish by 12:10 Station time if you know what to do first at round start.

     

    At Round Start you should hurry over to R&D if you havn't spawned there, grab a screwdriver, and wirecutters and cut/mend every wire until you cut the wire controlling the blue light. Once you have that done, make yourself at the Autolathe a Flamethrower, Industrial Welder, Hemostat, and a 10mm ammo box. Then grab the Analyzer from the toolbox you perviously had. This should be all you will need from it or anywhere else.

     

     

     


    Basic Capacitor    (Power 1)


    Micro Manipulator    (Data 1 Material 1)


    Basic Micro Laser    (Magnets 1)


    High-Capacity power cell    (Power 2)


    Flamethrower    (Combat 1 Plasma 1)


    Analyzer    (Engineering 1)


    Industrial Welder (Plasma 2 Material 2) 


    Tracking beacon    (Bluespace 1)


    Hemostat    (Biotech 1)


    Reagent Scanner (Biotech 2 Magnets 2)


    3 Super-Capacity Power Cell (Power 5)


    Personal AI Device    (Data 2)


    Weld Gas Mask         (Material 2)


    Advanced Matter Bin    (Material 3)


    Welding Shield Implant    (Biotech 3 Material 4)


    Super Matter Bin    (Material 5)


    High-Power Micro-Laser    (Magnets 3)


    Advanced Reagent scanner (Magnets 4)


    PACMAN    (Data 3 Engineering 3 Plasma 3)


    Cryotube Board    (Data 4 Engineering 4)


    10mm Ammo box    (Combat 2)


    Large Grenade     (Combat 3)

    At this time you should make a Rapid Part Exchange Device (RPED), Three Pico Manipulators, One Super Matter Bin, And One High-Power Micro-Laser.

    Run down to Cargo, screwdriver open their Ore Redemption Machine (ORM) And used the RPED on it, then screw driver it shut. Head back to R&D, and do the exact same thing on the Circuit Imprinter.

     

    SMES Circuit (Engineering 5 Power 5)

    Relay Mainframe Circuit (Bluespace 2)

    2 Programmable Underloader Board (Data 6)

    Radio-Enabled MMI (Biotech 4)

    At this point you're done until you get Gold from mining. If you don't want to wait them, either break into Robotics and make a Exosuit Gravity Generator under Exosuit Equipment, or make your own Exosuit Fabricator in R&D.

     

    Telepad Beacon  (Bluespace 3)

    Teleportation Station Circuit (Bluespace 4)

    Teleportation Hub Circuit (Bluespace 5)

    Phasic Scanning Module (Magnets 5)

    Triphasic Scanning Module (Magnets 6)

    Hyper-Capacity Power Cell (Power 6)

    Bluespace Power Cell (Power 7)

    Femto Manipulator (Material 6)

     

    Upgrades: At this time you should make a Bluespace RPD (BRPD) and make and atleast, 30 Femto Maipulators, 30 Bluespace Beakers, 30 Triphasic Scanning Modules, 30 Quadratic Capacitors, and 30 Quad-Tulrea Micro-Lasers. Now your first things to upgrade is everything inside of R&D. So just zap all of that, then run over and jump onto the table outside of Robotics and zap their Circuit Imprinter. Now scurry down to Cargo and zap their ORM again. From there it is a simple trip to Medbay to Zap Everything inside of Cloning, cryo pods, and the sleepers. The Brig Physician is also very happy if you'd run up there and zap their sleeper aswell. From there you should head down to xenobiology and zap all of their machines as well and zap the Experimentor. From then everything but Cyborg Rechargers and Mech Charging stations are upgraded. If you feel very generous, bug Robotics or the AI to open it for upgrades; as well as head down to the Mechanic workshop and zap their Spacepod Fabricator.

     

    Increasing beyond "max" tech.

    I highly, HIGHLY recommend making styptic patches or saline glucose from the science chemlab before this next part as it WILL do quite a lot of damage to you. To make Styptic Powder, make Sulhpuric Acid, Aluminum, Hydrogen, Oxygen. Then put them into the chem master and make how ever many patches you want, I recommend at least five 45u patches.

    However; a second way to do this while a bit controversial is to make a bluespace beaker; and a maxed Portable Chem Dispenser. With it; fill the beaker to 300u of Cryoxadone. (Acetone, Plasma, Cryostylane, and Unstable Mutagen) A drinking glass in the autolathe, and a Rapid Construction Device set to Deconstruct with enough matter. Go to the experimentor; Decon a floor next to the EXPERIMENTOR, keep your internals on, and drinks Cryoxadone whenever you see yourself going past yellow.

    To increase Biotech up higher for better implants

    Make two Radio Man Machine Interfaces and go to the experimentor which you should upgrade

    Sit there and spam the Destroy or Poke on it until it draws life from you.

    Put the second one in and repeat said proccess until it draws life from you twice.

    Head back to the R&D lab.

    Put the first Radio MMI in and then the second

     

    First Radio MMI goes to (Biotech 6)

    Second Radio MMI gooes to (Biotech 7)

    After that put in a Durand Weapon circuit until it draws life from you repeating the process said earlier.

     

    Durand Weapon Circuit (Combat 6)

     

    Now if you did not have a suspicious toolbox, you can now make Xray laser guns.

     

    Xray Laser gun (Illegal 2)

    Xray Laser gun (Illegal 2)

    Energy Crossbow again (Illegal 3)

    Reviver Implant (Illegal 4)

     

    Take a thermal implant down to the Experimentor, use it until it draws life from you

     

    Thermal Implant (illegal 5)

     

    Now you will have access to all tech items besides a Mech Teleport module which is not as great as it would be believed to be. However if you wish to get it you need to put in a Teleportaiton Hub Circuit and bump that Bluespace up to Level 8. (That means three circuits used in the Experimentor.)

     

    If you have any questions on the guide, please feel free to comment about it, send a forum PM, or message @Xantholne on the Paradise server Discord.

     

    • Like 1
  13.  

    You have been banned by fre3bie.

    Reason: Metagaming during a wizard round with Soman Bat, joined as Blueshield after Soman was killed by wizard to then hunt the wizard before declaring their "job was done". Has previous warnings about metagaming with their friend..

     

    Admin Key: fre3bie

     

    Complaint:

    So to start things off I had been talking on discord while upstairs making some late night food while I waited for the round to start. It was about 20 minutes into the round when I finally got down and popped open the crew manifest after going back up to wash my hands before eating and saw Nova was Head of Security.

     

    Now I generally like Command or Security roles when Nova is around since we get to interact more and saw Blueshield was open for once so I joined as that so I could tag along with her in maintenance and such to protect her from anything bad.

     

    Upon joining the AI IDE and Chief Engineer Nara yell at me that there is a Wizard running around killing everyone and that all of Security and Command (As they listed the names off one by one) Where dead.

     

    Being the Blueshield I am and the last person who can really put an end to the Wizard I geared up and headed to security since the AI stated they where an IPC over the voice communcation announcement and I grabbed an Egun on the floor that was obviously the Wardens and the Ion rifle.

     

    I then wandered down asking where the Wizard is in which the AI whom was tracking promptly said Bridge and shortly after said tech storage. I rushed down to Tech Storage with Nara who opened the door and promptly fired almost every Ion charge in the rifle and killed the Wizard.

     

    Feeling the glorious triumpth of victory after literally everyone else in Command and Security died for lack there of I stated promptly that my task as done as a reference to Noth the Plaguebringer in World of Warcraft during the Death Knight starting area when he finishes making a cauldron; I.E. his solemn duty.

     

    I thought it was fitting because I was Blueshield and the last person that could potentially deal with the murder spree Wizard who was literally killing everyone.

     

    Promptly later into the next round start I was munching on my food finally when I was banned without any admin whispering. I immediantely messaged Jay and Fox saying "well this is a surprise" since it was out of the blue.

     

    Both had said that nothing was every discussed or anything what so ever about potential metaing or anything in admin chat. I even took the liberty of gyzaoing both my skype and discord chats with Soman to further more prove that there was no metaing what so ever since as far as I know both leave a mark ((unsure about discord since I am new to it)) and there was no such thing on either of them.

     

    Thank you for your time, I hope you consider this matter dearly.

     

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