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Posted (edited)

For those of you who go about here, I previously made a list about upgradable items upon the station. 

 

 

Since then, there has been a lot of changes and there have been quite a few updates to a lot of items, some of which none of the crew even know they can upgrade. Today, I've decided to finish the list that I never got to fixing due to RL and admin duties.

So let us begin! Anything on this list is to do with the Rapid Part Exchange and the items you can put in it. I will not be including beakers as those require you to deconstruct the machine, put them in manually and re-construct it. If you wish to do that, that is fine. The same goes with APCs and power cells.

This only counts for machines / upgrades count for the station. I may make one for mining, engineering outpost, ect. Also, some items I found that can be upgraded didn't seem to have any form of effect, but I have included them so you lot can dive into the code and yell at me for being lazy.

Science

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Services
 

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Medical
 

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Engineering
 

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Supply
 

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Security

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Command / VIP Areas
 

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Public / Maintenance areas
 

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Edited by Abydos
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https://www.paradisestation.org/forum/topic/17134-rd-upgrade-list-mark-2/
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Posted

That's generally up to the player and possibly marked down within the list already.

A Brig Phys getting a body scanner is the same as within medical. Or Robotics getting a Autolathe is the same as the one within cargo.

The list is purely roundstart machinery.. if people make machines in say.. 50 minutes into the round, it's kinda expected for them to have upgraded parts. It's also up to them to upgrade them when the time comes or ask science to do it for them.

Posted

This list is very comprehensive, but it would be even better if it distinguished how important each upgrade was.

The most important upgrades are:

  1. ORE machine (matter bin multiplies ALL minerals you get)
  2. Robotics fabs (manipulator reduces mineral consumption of the #1 most mineral-consuming machines)
  3. R&D Machines (same reason as 2, plus enables you to print more upgrade parts if you upgrade protolathe first)
  4. Medical Cloner (clones faster, phasic scanner enables autoprocess, may even let you scan people not previously scannable. Overall, huge boost to medical's ability to keep crew alive, and enables easy cloning of people whose bodies are not recoverable, e.g: gateway explorers)

When doing science upgrades, you need to do those first.

After those the next most useful set is:

  1. Robotics Cyborg Rechargers (faster recharging, self-repair, makes cyborgs more useful)
  2. Medical sleepers
  3. Kitchen appliances
  4. Xenobio machines
  5. All autolathes (both cargo and science lathes)
  6. Teleporter (to stop people spacing themselves)
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  • explodyparrot 1
Posted

I've been code diving to clear up some unknowns:

  • Slime Storage: It's a smartfridge. More storage.
  • R&D Servers: Decreases heat generation.
  • Cryo Cell: Matter bins make occupants cool faster in the cell and wake faster after ejecting.
  • Chem Master/Condi-Master: Only beakers have an effect: Increases maximum buffer capacity.
  • Tesla Coil: capacitors decrease the zap cooldown (minimum time between tesla zaps) by 2 seconds per part level.
  • Emitters: fire faster with the micro-laser level and use less power with the manipulator level.
  • Grounding Rod: Upgrades do nothing.
  • Mining Vendor: Upgrades do nothing.
  • Recycler: Matter bins increase recycled material capacity, manipulator increases recycling efficiency.
  • Teleporter Hub: Decreases calibration time and chance of a mis-teleport when not calibrated.
  • Holopad: Increases hologram roaming range from 4 to 4 + capacitor level
  • Virtual Gameboard: No effect.
  • Claw Game: Increases bonus prize chance by 5% per matter bin level. manipulator does nothing.
  • Prize Counter: No effect.
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