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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

Spoiler

 

Research & Development (R&D)

Destructive Analyzer - 1 Scanning Module, 1 Micro-manipulator, 1 Micro-laser.
Upgrade effect: Increased salvage of materials when you deconstruct an item.

Protolathe - 2 Matter Bins, 2 Micro-Manipulators.
Upgrade effect: Items cost less resources, Protolathe holds more materials, Items are made faster.

Circuit Imprinter - 1 Matter Bin, 1 Micro-manipulator.
Upgrade effect: Circuit boards cost less resources.

Recharger - 1 Capacitor
Upgrade Effect: Items that can be or require a recharge, recharge faster (Tested with 2 energy guns, both empty. Upgraded Recharger took about 3-5 seconds, while the normal recharger took x2/x3 that.)

Robotics Lab

Exosuit Fabricator (Two) - 2 Matter Bins, 1 Micro-manipulator, 1 Micro-laser.
Upgrade effect: Robotic parts cost less materials, Exosuit Fabricator holds more materials, Robotic parts are made faster

Circuit Imprinter - See R&D

Mech Bay

Mech Bay Power Port (Mech Recharge, two of them) - 5 Capacitors.
Upgrade effect: Mechs recharge faster.

Cyborg Recharging Station (Two) - 2 Capacitors, 1 Micro-manipulator, 1 High-Capacity power cell.
Upgrade effect: Cyborgs, IPCs, and Maint Drones recharge much faster, are self-repaired while inside the Recharging Station, gather materials for specific Cyborg modules faster.

Server Room

Robotics and Mechanic R&D Server - 1 Scanning module.
Upgrade effect: Decreases heat generation.

Core R&D Server - 1 Scanning module.
Upgrade effect: Decreases heat generation.

Freezer - 2 Matter bins, 2 Micro-laser.
Upgrade effect: Faster at reaching required temperatures, allow you to go above or below the normal threshold.

E.X.P.E.R.I-MENTOR Lab

E.X.P.E.R.I-MENTOR - 1 Scanning module, 2 Micro-manipulator, 2 Micro-laser.
Upgrade effect: Less % chance at a bad or negative experiment on an item.

Toxins Mixing Room

Freezer - See Server Room.

Test Lab

Chemical Heater (Two) - 2 Matter bins, 3 Micro-laser.
Upgrade effect: Heating or lowering temperature of chemicals much faster.

Chem Dispenser (Two) - 2 Matter bins, 1 Capacitor, 1 Micro-manipulator, 1 High-capacity power cell.
Upgrade effect: Higher energy (8000 at fully upgraded compared to 1000 non-upgraded), Unlocks additional chemicals (Oil, Ash, Acetone, Saltpetre, Ammonia, Diethylamine, Welding fuel). Faster recharge of energy (80 every 5-10 seconds compared to 10)

ChemMaster 3000 (Two) - 1 Micro-manipulator.
Upgrade effect: Only beakers have an effect: Increases maximum buffer capacity.

Xenobiology

Monkey Recycler - 1 Micro-manipulator, 1 Matter bin.
Upgrade effect: 1 monkey is worth more recycle points. (1.2 if I recall correctly from 0.3)

Slime Processor - 1 Matter bin, 1 Micro-manipulator.
Upgrade effect: More slime cores are generated from 1 slime (Up to 4-6).

Slime Extract Storage - 1 Matter bin.
Upgrade effect: Increased storage.

All-In-One Grinder - 2 Micro-manipulator, 1 Matter bin.
Upgrade effect: More chemicals generated from grinding materials / items.

 

Services
 

Spoiler

 

Hydroponics

Disk Compartmentalizer - 1 Matter bin.
Upgrade effect: Increased storage of disks.

Plant DNA manipulator - 1 Scanning module, 1 Micro-laser, 1 Micro-manipulator.
Upgrade effect: Higher % chance at extracting high / useful genes.

Seed Extractor - 1 Matter bin, 1 Micro-manipulator.
Upgrade effect: More seeds from a single plant.

Biogenerator - 1 Matter bin, 1 Micro-manipulator.
Upgrade effect: Higher point generation from plants.

Hydroponics Tray (19) - 2 matter Bins, 1 Micro-Manipulator:
Upgrade effect: Higher Water and Nutrient capacity (400 water vs 100 water. 40 Nutrient vs 10 Nutrient).

ChemMaster 3000 - 1 Micro-manipulator.
Upgrade effect: Only beakers have an effect: Increases maximum buffer capacity.

Kitchen

All-In-One Grinder - 2 Micro-manipulator, 1 Matter bin.
Upgrade effect: More chemicals generated from grinding materials / items.

Food Processor - 1 Matter bin, 1 Micro-manipulator.
Upgrade effect: More food is processed / created.

SmartFridge - 1 Matter bin.
Upgrade effect: More storage

Oven - 2 Micro-lasers.
Upgrade effect: More food created at faster speeds.

Deep fryer - 2 Micro-lasers.
Upgrade effect: More food created at faster speeds.

Microwave (Two) - 1 Micro-laser.
Upgrade effect: More food created at faster speeds.

Grill - 2 Micro-lasers.
Upgrade effect: More food created at faster speeds.

Candy Machine - 1 Micro-manipulator.
Upgrade effect: More food created at faster speeds.

CondiMaster Neo - 1 Micro-manipulator.
Upgrade effect: Only beakers have an effect: Increases maximum buffer capacity.

Bar / Diner

Virtual Gameboard - 1 Micro-laser.
Upgrade effect: Absolutely nothing.

Booze Dispenser / Booze Portal 9001 - 2 Matter bins, 1 Capacitor, 1 Micro-manipulator, 1 High-Capacity power cell.
Upgrade Effect: More energy (8000 vs 1000). Higher recharge of energy (80 vs 10 per 5-10 seconds). Additional chemicals unlocked (Iced Beer, Irish Cream, Manhattan, Antihol, Synthignon, Brave Bull).

Soda Fountain / Soda Dispens-o-matic - 2 Matter bins, 1 Capacitor, 1 Micro-manipulator, 1 High-Capacity power cell.
Upgrade Effect: More energy (8000 vs 1000). Higher recharge of energy (80 vs 10 per 5-10 seconds). Additional chemicals unlocked (Banana Honk, Milkshake, Cafe Latte, Cafe Mocha, Triple Citrus, Iced Tea)

All-In-One Grinder - See Kitchen

 

Medical
 

Spoiler

 

EXAM Room

Sleeper (Two) - 1 Matter bin, 1 Micro-manipulator.
Upgrade effect: Higher increase of chemicals you can inject per patient (80 vs 20).

Body Scanner - 1 Scanning module.
Upgrade effect: Higher accuracy of detecting items in patient (Things such as Loyal implants, shrapnel, borers. Antag level gear such as holoparas won't be detected).

Cryogenics

Freezer - 2 Matter bins, 2 Micro-laser.
Upgrade effect: Faster at reaching required temperatures, allow you to go above or below the normal threshold.

Cryo Cell (Two) - 1 Matter bin.

Upgrade effect: Matter bins make occupants cool faster in the cell and wake faster after ejecting.

Chemistry Lab

All-In-One Grinder - 2 Micro-manipulator, 1 Matter bin.
Upgrade effect: More chemicals generated from grinding materials / items

Chemical Heater (Two) - 2 Matter bins, 3 Micro-laser.
Upgrade effect: Heating or lowering temperature of chemicals much faster.

Chem Dispenser (Two) - 2 Matter bins, 1 Capacitor, 1 Micro-manipulator, 1 High-capacity power cell.
Upgrade effect: Higher energy (8000 at fully upgraded compared to 1000 non-upgraded), Unlocks additional chemicals (Oil, Ash, Acetone, Saltpetre, Ammonia, Diethylamine, Welding fuel). Faster recharge of energy (80 every 5-10 seconds compared to 10)

ChemMaster 3000 (Two) - 1 Micro-manipulator.
Upgrade effect: Only beakers have an effect: Increases maximum buffer capacity.

Refrigerated Medicine Storage (Two) - 1 Matter Bin
Upgrade effect: Increased storage

Genetics Cloning

Freezer - See Cryogenics

Cryo Cell - See Cryogenics

DNA Modifier - 1 Scanning module, 1 Micro-manipulator, 1 Micro-laser.
Upgrade effect: Allows Autoprocessing to be enabled.

Cloning Pod - 2 Scanning modules, 2 Micro-manipulators.
Upgrade effect: Patient will not require cryo, not require mannitol or require mutadon for genetic defects. They will clone with 100% health.

Morgue

Body Scanner - See EXAM Room

Genetics

DNA Modifier (Two) - 1 Scanning module, 1 Micro-manipulator, 1 Micro-laser.
Upgrade effect: Higher chance of activating positive powers, higher chance of radiating the specific cell you are targeting.

Operating Theatre (One and Two)

Body Scanner (One in each) - See EXAM Room

Virology Lab

Smart Virus Storage - 1 Matter bin
Upgrade effect: Increased storage.

All-In-One Grinder - See Chemistry Lab

Microwave - 1 Micro-laser.
Upgrade effect: More food created at faster speeds.

Staff Room

Recharger - 1 Capacitor
Upgrade Effect: Items that can be or require a recharge, recharge faster (Tested with 2 energy guns, both empty. Upgraded Recharger took about 3-5 seconds, while the normal recharger took x2/x3 that.)

 

Engineering
 

Spoiler

 

Engineering Foyer

Cyborg Recharging Station - 2 Capacitors, 1 Micro-manipulator, 1 High-Capacity power cell.
Upgrade effect: Cyborgs, IPCs, and Maint Drones recharge much faster, are self-repaired while inside the Recharging Station, gather materials for specific Cyborg modules faster.

Engine Room

Power Storage Unit (SMES, four of them) - 5 High-Capacity power cells, 1 Capacitor.
Upgrade Effect: Increased power storage (1.3e+007 vs 3.3e+006. Higher Charge rate (800000w vs 200000w). Higher Output rate (800000w vs 200000w).

P.A.C.M.A.N.-type Portable Generator - 1 Matter bin, 1 Micro-laser, 1 Capacitor.
Upgrade effect: Holds more materials, uses less materials, generates less temperature (Lower risk of explosion).

Engine Containment

Emitter (Four of them) - 1 Micro-Laser, 1 Micro-Manipulator.
Upgrade effect: Fire faster with the micro-laser level and use less power with the manipulator level.

Grounding Rod (Four of them) - 1 Capacitor
Upgrade effect: Absolutely nothing.

Tesla Coil (Nine of them) - 1 Capacitor
Upgrade effect: Capacitors decrease the zap cooldown (minimum time between tesla zaps) by 2 seconds per part level.

Secure Storage

Emitter (Five of them) - See Engine Containment

P.A.C.M.A.N.-type Portable Generator - See Engine Room

Atmospherics

Freezer (Four of them) - 2 Matter bins, 2 Micro-laser.
Upgrade effect: Faster at reaching required temperatures, allow you to go above or below the normal threshold.

Heater - 2 Matter bins, 2 Micro-laser.
Upgrade effect: Faster at reaching required temperatures, allow you to go above or below the normal threshold.

Mechanic Workshop

Spacepod Fabricator - 2 Matter Bins, 1 Micro-manipulator, 1 Micro-laser.
Upgrade effect: Pod parts cost less materials, Spacepod Fabricator holds more materials, Pod parts are made faster

Solars (Aft Port, Fore Port, Fore Starboard, Aft Starboard)

Power Storage Unit (SMES, 1 in each) - See Engine Room

Turbine

Power Storage Unit (SMES) - See Engine Room

Turbine Compressor - 6 Micro-manipulators
Upgrade: Processes gas at a much faster rate for power generation

Gas Turbine Generator - 6 Capacitors
Upgrades: Processes power at a much faster rate.

Electrical Maintenance

Cyborg Recharging Station - See Engineering Foyer

Power Storage Unit (SMES, two of them) - See Engine Room

Mech Bay Power Port (Mech Charger) - 5 Capacitors.
Upgrade effect: Mechs recharge faster.

P.A.C.M.A.N.-type Portable Generator - See Engine Room

Gravity Generator

Power Storage Unit (SMES) - See Engine Room

 

Supply
 

Spoiler

 

Delivery Office

Ore Redemption Machine - 1 Matter bin, 1 Micro-manipulator, 1 Micro-laser
Upgrade effect: Higher rate of ore turning into more useful materials, more point generation for miners. 

Recharger - Recharger - 1 Capacitor
Upgrade Effect: Items that can be or require a recharge, recharge faster (Tested with 2 energy guns, both empty. Upgraded Recharger took about 3-5 seconds, while the normal recharger took x2/x3 that.)

Cargo Office

Autolathe - 3 Matter bins, 1 Micro-manipulator.
Upgrade effect: Items are made much quicker, item cost less resources, Autolathe holds more materials.

Mining Dock

Mining Equipment Vendor - 3 Matter bins
Upgrade effect: Absolutely nothing.

Disposals

Recycler - 1 Matter bin, 1 Micro-manipulator
Upgrade effect: Matter bins increase recycled material capacity, manipulator increases recycling efficiency.

 

Security

Spoiler

 

Equipment Storage

Wall Recharger (Two) -  1 Capacitor
Upgrade Effect: Items that can be or require a recharge, recharge faster (Tested with 2 energy guns, both empty. Upgraded Recharger took about 3-5 seconds, while the normal recharger took x2/x3 that.)

Firing Range

Recharger (Two) - See Equipment Storage

Head of Security's Office

Recharger - See Equipment Storage

Warden's Office

Recharger - See Equipment Storage

Brig Medical Bay

Sleeper - 1 Matter bin, 1 Micro-manipulator.
Upgrade effect: Higher increase of chemicals you can inject per patient (80 vs 20).

Prison Wing / Permabrig

Seed Extractor - 1 Matter bin, 1 Micro-manipulator.
Upgrade effect: More seeds from a single plant.

Biogenerator - 1 Matter bin, 1 Micro-manipulator.
Upgrade effect: Higher point generation from plants.

Microwave - 1 Micro-laser.
Upgrade effect: More food created at faster speeds.

Prison Hydroponics Tray (5 of them) - 2 matter Bins, 1 Micro-Manipulator:
Upgrade effect: Higher Water and Nutrient capacity (400 water vs 100 water. 40 Nutrient vs 10 Nutrient).

Security Checkpoint

Recharger - See Equipment Storage

 

Command / VIP Areas
 

Spoiler

 

Head of Personnel's Office

Wall Recharger - 1 Capacitor
Upgrade Effect: Items that can be or require a recharge, recharge faster (Tested with 2 energy guns, both empty. Upgraded Recharger took about 3-5 seconds, while the normal recharger took x2/x3 that.)

Conference Room

Recharger - See Head of Personnel's Office

Bridge

Recharger - See Head of Personnel's Office

Captain's Office

Recharger - See Head of Personnel's Office

Teleporter

Teleporter Station - 2 Capacitors
Upgraded effect: When combined with an upgraded Teleporter Hub, does not require calibration. Will always be Optimal. On it's own, faster Calibration.

Teleporter Hub - 1 Matter Bin
Upgraded effect: When combined with an upgraded Teleporter Hub, does not require calibration. Will always be Optimal. Decreases calibration time and chance of a mis-teleport when not calibrated on it's own.

MiniSat Teleporter Room

Teleporter Station - See Teleporter

Teleporter Hub - See Teleporter

MiniSat Foyer

Microwave - 1 Micro-laser.
Upgrade effect: More food created at faster speeds.

MiniSat Service Bay

P.A.C.M.A.N.-type Portable Generator - 1 Matter bin, 1 Micro-laser, 1 Capacitor.
Upgrade effect: Holds more materials, uses less materials, generates less temperature (Lower risk of explosion).

Cyborg Recharging Station (Two of them) - 2 Capacitors, 1 Micro-manipulator, 1 High-Capacity power cell.
Upgrade effect: Cyborgs, IPCs, and Maint Drones recharge much faster, are self-repaired while inside the Recharging Station, gather materials for specific Cyborg modules faster.

AI Core

Power Storage Unit (SMES, four of them) - 5 High-Capacity power cells, 1 Capacitor.
Upgrade Effect: Increased power storage (1.3e+007 vs 3.3e+006. Higher Charge rate (800000w vs 200000w). Higher Output rate (800000w vs 200000w).

Gateway

Recharger - See Head of Personnel's Office

 

Public / Maintenance areas
 

Spoiler

 

Garden

Seed Extractor - 1 Matter bin, 1 Micro-manipulator.
Upgrade effect: More seeds from a single plant.

Biogenerator - 1 Matter bin, 1 Micro-manipulator.
Upgrade effect: Higher point generation from plants.

Abandoned Kitchen

Oven - 2 Micro-lasers.
Upgrade effect: More food created at faster speeds.

Arcade

Claw Game (Two) - 1 Matter bin, 1 Micro-manipulator
Upgrade effect: Increases bonus prize chance by 5% per matter bin level. manipulator does nothing.

Prize Counter - 1 Matter bin, 1 Micro-manipulator
Upgrade effect: Absolutely nothing.

Virtual Gameboard - 1 Micro-laser.
Upgrade effect: Absolutely nothing.

Unisex Restrooms

Cyborg Recharging Station - 2 Capacitors, 1 Micro-manipulator, 1 High-Capacity power cell.
Upgrade effect: Cyborgs, IPCs, and Maint Drones recharge much faster, are self-repaired while inside the Recharging Station, gather materials for specific Cyborg modules faster.

Maintenance Chemistry Lab

Chemical Heater (Two) - 2 Matter bins, 3 Micro-laser.
Upgrade effect: Heating or lowering temperature of chemicals much faster.

ChemMaster 3000 (Two) - 1 Micro-manipulator.
Upgrade effect: Only beakers have an effect: Increases maximum buffer capacity.

Abandoned Bar (South)

Deep fryer - 2 Micro-lasers.
Upgrade effect: More food created at faster speeds.

Microwave - 1 Micro-laser.
Upgrade effect: More food created at faster speeds.

Grill - 2 Micro-lasers.
Upgrade effect: More food created at faster speeds.

Bonus: All areas

Holopad - 1 Capacitor
Upgrade effect: Increases hologram roaming range from 4 to 4 + capacitor level

 

 

Edited by Abydos
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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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