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I am either working on or have on my to-do list: | |||
* Rewriting [[Identifying Antagonists]] | * Rewriting [[Identifying Antagonists]] | ||
* Modernizing engineering department sprites (Supermatter, Construction) | |||
* Expanding [[Misc Items]] including adding all the plushies | |||
* Updating the the names of the bottom part of [[MODsuits]] to their lore names. | |||
* Expand [[Simple Mobs]]. | |||
* something like... https://paradisestation.org/tgwiki2/index.php?title=Guide_to_power | |||
[[Haydenredacted/RnD]] | |||
[[Haydenredacted/Supermatter Engine]] | |||
[[Haydenredacted/Guide to Smithing]] | |||
If you'd like to reach out to me about anything, my discord is haydenredacted | |||
<b><hr></b> | |||
<!-- ===== THE BEGINNING OF THE ANTAGONIST REWRITE ==== --> | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%"> | |||
<span style="font-size:1.2em;">[[File:Syndiflag.png|32px]] '''Identifying Antagonists'''</span> | |||
Here holds my [[Identifying Antagonists]] rewrite. | |||
<div class="mw-collapsible-content"> | |||
== [[The Syndicate]] [[File:Syndiflag.png|32px]]== | |||
The Syndicate is a collection of space pirates and other corporate entities seeking to disrupt and oppose any of Nanotrasen's growth. The Syndicate employs a wide variety of different kinds of agents, all with varying methods of their goal seeking and equipment. | |||
=== [[Traitor|Syndicate Operatives/Traitors]] [[File:Emag.png|32px]]=== | |||
Syndicate Agents/Traitors | |||
Syndicate Agents are standard Nanotrasen employees that have been either bribed or intimidated into doing the Syndicate's dirty work. The methodology of a traitor can widely vary from silently breaking into to steal one of the [[High-Risk Items]], assassinating a fellow crew member, or even going on a murderous rampage to try and hijack the escape shuttle. | |||
Some of the most recognizable devices are: | |||
* PDA Bombs (Be wary, nuclear operatives may also utilize these), which cause a specific person's PDA to explode, injuring them in the process | |||
* Cryptographic sequencers, also known as emags, are used to disrupt the internal circuitry of different machinery. Usually used on airlocks and lockers to bypass their ID lock. An emagged airlock will have smoking panel if you examine it, while the light on a locker will be turned off however this can also happen if you apply enough brute force to a locker. | |||
* Occasionally, a traitor will choose to spend all their TC and become a Contractor. This special subsection of the Syndicate focuses on kidnapping crew members and sending them to a Syndicate jail to be interrogated for Nanotrasen's secrets. Contractors have access to chameleon clothing and an [[Syndicate Items#Stealth and Camouflage Items|Agent ID]] which can make them able to change their clothes and identity on the go, leading to a hard to track criminal. | |||
* Most of the gear a Syndicate agent will have will originate from the uplink preinstalled on their PDA. This gear can beC-Class contraband which is enough to be brigged for, while S-Class contraband is enough to be permabrigged. Refer to the Contraband section of [[Space Law]]. | |||
=== [[Guardian|Guardian]] [[File:Guardian.gif|32px]]=== | |||
Guardians are nanomachine creations utilized by The Wizard Federation and the [[Syndicate]], however the Syndicate variant is usually referred to as a holoparasite. These creatures must remain nearby their host and go invisible at will so always be wary of them. Holoparasites can be up to 9 different subtypes. Ranging from being able to heal their host, fling shards of crystals at enemies, and summon gases, holoparsites can be a hard to deal with threat. However, both them and their host are only mortal and lethals are recommended to be lethally dealt with. | |||
=== [[Nuclear Agent|Nuclear Strike Teams/Nuclear Operatives]] [[File:Syndicate.png|32px]]=== | |||
Nuclear Operatives, also know as nukies, are Syndicate agents sent to steal the Nuclear Authentication Disk and detonate their own nuke on station. Nukies will arrive in two main ways. Declaring war, in which a loud announcement and siren will play along with the alert level being elevated to Gamma, or by stealthily infiltrating the station to steal the NAD. Nukies have unique MODsuits that can be easily recognizable, the blood red MODsuit and elite MODsuit. Brandishing energy swords, rocket launchers, shotguns, and even mechs, these agents are not to be taken lightly and with the guns that should be ordered from cargo, you can hopefully hold them off. | |||
=== [[Malfunctioning AI]] [[File:Malf_AI.gif|32px]]=== | |||
The Syndicate will occasionally sneak an AI with proprietary Syndicate code giving the AI a unique objective, Survive. Malf AIs will need to either hijack the shuttle or activate their Doomsday Device which is a special device that purges all organic life. If you notice any cyborgs acting strange, you may want to first check if they are synced with their master AI. If not, they could simply be emagged. An unlocked cover could be a dead give away however this could be a product of a forgetful [[Roboticist]]. Be on the look out for any permanently dark blue APCs. These APCs are the malfunctioning AI's method of gaining power to use their unique abilities such as giving their cyborgs combat upgrades, blowing up Rapid Construction Devices, and activating the Doomsday Device. | |||
== [[Changeling|Changelings]] [[File:Changeling32.gif]]== | |||
(possible pictures including armblade, armor, and changeling being cremated) | |||
<br> | |||
Changelings are alien organisms that can morph into any crew it may come in contact with. Changelings also take contracts from the Syndicate, however have none of the Syndicate's equipment and no access to an uplink. Due to their perfect imitation abilities, it can be difficult to pick one out of a crowd if they are not actively using an ability. Their grotesque arm blade, armor that covers their entire body, and ability to revive themselves from death are all dead giveaways you are dealing with a changeling. Changelings have the unique ability to revive themselves after taking their death so the only true way to defeat them is to cremate them in the chapel or gib them in the gibber, usually found in the kitchen. Alternatively, someone changelings can expand and explode, leaving a headslug in it's wake which needs to find a host to plant its eggs. Killing the headslug will also permanently kill the changeling. | |||
== [[Vampire|Vampires]] [[File:Vampire.png|32px]]== | |||
(possible picture of a vamp blindfolded and being fed holy water) | |||
<br> | |||
Vampires are creatures that are able to drain blood from sapient beings in order to satiate their hunger and gain new abilities. Similar to changelings, it's difficult to just pick one out of a crowd. A vampire's most recognizable ability is their glare in which a vampire's eyes emit a red flash stunning nearby people. This glare silences anyone so they can not call for help. This makes it extremely important to not hunt vampires alone. Find a buddy and be ready to make call outs. If there are bloodless bodies without any noticeable injuries, this is usually a sign there is a vampire on station. After obtaining a certain amount of blood, vampires have four different paths they can take: | |||
* Gargatua (referred to as a "garg"): This type of vampire has a specialization in melee combat. Able to reduce incoming damage and stun duration, stomp the ground which sends a shockwave that knocks people back, or charge towards people, it is incredibly important to keep your distance and remain diligent about the damage it dishes out. | |||
* Haemomancer (referred to as a "hemo): A vampire using their obtained blood to form weapons and utilities can be hard to deal with. Some things to look for are claws made out of blood, tentacles and walls made of blood erupting from the ground, and exploding blood pools. | |||
* Umbrae: Masters of darkness, umbrae vampires focus on mobility through darkness by utilizing speed boosts in the dark, ensnaring people in blinding shadow traps, and extinguishing nearby light sources. | |||
* Dantalion: These vampires take a different approach to their vampiric ways. Dantalion vampires focus on gaining thralls, which are people who are bent to the vampire's control, and supporting them. These vampire are able to telepathically talk with their thralls, swap places with a nearby target, and removing incapacitating effects from their thralls. If you have captured one of the vampire's thralls, feed them 40u of holy water to unthrall them and send them in their merry way. | |||
Once you have captured a vampire, it's important to blindfold them as soon as you can as they can still glare you even if handcuffed. Next, you'll need to get holy water from either the chaplain who has slapped a water tank with their Bible or Chemistry. Slowly feed the vampire holy water until they vomit up all their blood, usually to the point of normal vomit. Be careful, as too much holy water can quickly become lethal and set them on fire. However, once a vampire becomes fully powered, they are completely immune to holy water. Lethal force should ALWAYS be utilized against fully powered vampires as it is part of Space Law as they cannot be contained. | |||
== [[Mindflayer|Mindflayers]] [[File:Mindflayer.png|32px]]== | |||
Mindflayers are IPCs who have fused with a swarm of nanomachines that are able to extract brain-energy from sapient beings in order to become more powerful. Similar to vampires, they seek out crew members to drain them of vital resources. Victims usually tend to have lots of brain damage without many physical injuries. With a built in stun prod that temporarily disables headsets, they can quickly pick off people one by one. Even in a mindflayer's later stages, lethal weaponry isn't always the best option due to their healing abilities. Stun weapons such as disablers and stun batons work well at getting a mindflayer subdued. Once you have cuffed a mindflayer, you will need to get a nanite pacifier from either Cargo or Robotics, assuming the research levels are high enough. You will need to implant the nanite pacifier in their chest to nullify their abilities. If you're unsure one of your IPC crew mates is a mindflayer, feed them some conductive lube, made at Chemistry. If they start to spark, they are a mindflayer. | |||
== [[Cultist|Practitioners of the Occult]] [[File:Cultist.png|32px]]== | |||
Cultists are practitioners of the occult, hell bent on summoning their deity onto the station, killing anyone in its path. Focusing on converting crew members into the cult, any cult can quickly spiral out of control. While cultist have the ability to silence people as they kidnap them, you may find some resilient enough to shout out on the radio, which usually sounds like unintelligible slurring, sometimes related to a cult. This is a dead giveaway you have a cult on board. Other sighs are runes made of blood when examined, cultist items found on station, and crew members with unnatural red eyes which are gained when 10% of the crew has been converted. Once 30% of the crew has been converted, you will receive an announcement from Central Command about the extra-dimensional influence aboard. All cultists will soon gain a red pentagram above their head following this announcement. Lethals are HEAVILY recommended on cultists now and required on any constructs the cultists have made. If this is the first sign of a cult you've had, you better order guns and pray. The end goal of the cult is to sacrifice certain targets and then create a giant rune which will eventually summon their deity, calling the shuttle in the process. You will get an announcement about this and when you do Space Law is temporarily lifted and you must stop them AT ALL COSTS. | |||
When you have captured a cultist, you will need to feed them 40u of holy water to deconvert them. They will begin to slur and speak about their deity uncontrollably before finally returning to their senses, with no memory of their cult behaviors. | |||
== [[Wizard|Wizard]] [[File:Wizard.png|32px]]== | |||
To be written automagically. | |||
== [[Abductor|Abductor]] [[File:Agent.png|32px]]== | |||
To be written. | |||
== [[Morph|Morph]] [[File:Morph.png|32px]]== | |||
To be written. | |||
== [[Revenant|Revenant]] [[File:Revenant.png|32px]]== | |||
To be written. | |||
== [[Revolutionary|Revolutionary]] [[File:Rev.png|32px]]== | |||
To be written. | |||
== [[Shadow Demon|Shadow Demon]] [[File:Shadow_Demon.png|32px]]== | |||
To be written. | |||
== [[Pulse Demon|Pulse Demon]] [[File:Pulse_Demon.gif|32px]]== | |||
To be written. | |||
== [[Slaughter Demon|Slaughter Demon]] [[File:Slaughterdemon.png|32px]]== | |||
To be written. | |||
== Biohazards == | |||
=== [[Blob|Blob]] [[File:Blob_core.gif|32px]]=== | |||
To be written. | |||
=== [[Terror Spiders|Terror Spider]] [[File:Terror_white.png|32px]]=== | |||
To be written. | |||
=== [[Xenomorph|Xenomorph]] [[File:Alien.png|32px]]=== | |||
To be written. | |||
</div></div> | |||
<!-- ===== THE END OF THE ANTAGONIST REWRITE ==== --> | |||
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<span style="font-size:1.2em;">[[File:Woodcoffin.png|32px]] '''Ghost Bar'''</span> | |||
The guide to atmospherics post H2O and H2 | |||
<div class="mw-collapsible-content"> | |||
{{JobEngineering}}Atmospherics. To the uninitiated, a magical flow of gases that somehow lets you breathe. To the knowledgeable [[Atmospheric Technician]], an interconnected network of pipes for moving gases around. With the right knowledge, you can refill a breached room quickly like it’s just another Tuesday or burn the brightest plasmafires seen on this side of the sector. | {{JobEngineering}}Atmospherics. To the uninitiated, a magical flow of gases that somehow lets you breathe. To the knowledgeable [[Atmospheric Technician]], an interconnected network of pipes for moving gases around. With the right knowledge, you can refill a breached room quickly like it’s just another Tuesday or burn the brightest plasmafires seen on this side of the sector. | ||
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'''Moles''' are the amount of | '''Moles''' are the amount of molecules that are contained in the tile you are trying to analyze. | ||
'''Temperature''' is measured in Celsius and Kelvin and should usually be around 293 Kelvin or 19 degrees Celsius when dealing with air that is to be breathed. Both too hot gas and too cold gas can hurt most species so make sure you’re not pumping gases with extreme temperatures into the distro pipes! | '''Temperature''' is measured in Celsius and Kelvin and should usually be around 293 Kelvin or 19 degrees Celsius when dealing with air that is to be breathed. Both too hot gas and too cold gas can hurt most species so make sure you’re not pumping gases with extreme temperatures into the distro pipes! | ||
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'''Heat Capacity''' is the required amount of energy needed to heat up a gas. Fires will spread quicker in gas mixtures with low heat capacity and spread slower in gases mixtures with high heat capacity. | '''Heat Capacity''' is the required amount of energy needed to heat up a gas. Fires will spread quicker in gas mixtures with low heat capacity and spread slower in gases mixtures with high heat capacity. | ||
'''Thermal energy''' is | '''Thermal energy''' is the kinetic energy of the molecules in a gas. This is really only used when making theoretical burn mixes. This is not temperature, as that is the velocity of the molecules, not the kinetic energy. | ||
== The Gases and What They Do == | == The Gases and What They Do == | ||
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! {{Anchor|Nitrogen}}Nitrogen (N2)<br> [[File:N2_canister.png]] | ! {{Anchor|Nitrogen}}Nitrogen (N2)<br> [[File:N2_canister.png]] | ||
|The most abundant gas you will encounter. Nitrogen is not | |The most abundant gas you will encounter. Nitrogen is not flammable, making it good for quelling fires in environments such as the [[Supermatter Engine]]. Vox must breathe pure Nitrogen, while the rest of the organic crew breathes a 80% to 20% ratio of Nitrogen and Oxygen. | ||
|- | |- | ||
! {{Anchor|Oxygen}}Oxygen (O2)<br> [[File:O2_canister.png]] | ! {{Anchor|Oxygen}}Oxygen (O2)<br> [[File:O2_canister.png]] | ||
|Oxygen is the other portion of what the crew breathes | |Oxygen is the other portion of what the crew breathes. This is poisonous to Vox and can cause Plasmamen to ignite if they make contact without their envirosuit. | ||
|- | |- | ||
! {{Anchor|Air}}Air <br> [[File:Air_Canister.png]] | ! {{Anchor|Air}}Air <br> [[File:Air_Canister.png]] | ||
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! {{Anchor|Carbon Dioxide}}Carbon Dioxide (CO2)<br> [[File:CO2_canister.png]] | ! {{Anchor|Carbon Dioxide}}Carbon Dioxide (CO2)<br> [[File:CO2_canister.png]] | ||
|A gas slightly heavier than air. This is what crew members will be breathing out and produced | |A gas slightly heavier than air. This is what crew members will be breathing out and produced by fires. Used sometimes in [[Supermatter Engine]] setups and high concentrations can make you pass out and suffocate. | ||
|- | |- | ||
! {{Anchor|Nitrous Oxide}}Nitrous Oxide (N2O)<br> [[File:N2O_canister.png]] | ! {{Anchor|Nitrous Oxide}}Nitrous Oxide (N2O)<br> [[File:N2O_canister.png]] | ||
|A white gas that is slightly heavier than Carbon Dioxide and invisible in small quantities. In small amounts, it causes giggling and laughing, while in large amounts, it will put you to sleep. Used in Medbay and Robotics to put patients to sleep during surgery and implanting. | |A white gas that is slightly heavier than Carbon Dioxide and invisible in small quantities. In small amounts, it causes giggling and laughing, while in large amounts, it will put you to sleep. Used in Medbay and Robotics to put patients to sleep during surgery and implanting. If heated to over 1000C/1273K, it will decompose into N2 and O2 in an exothermic reaction. | ||
|- | |- | ||
! {{Anchor|Plasma}}Plasma<br> [[File:Plasma_canister.png]] | ! {{Anchor|Plasma}}Plasma<br> [[File:Plasma_canister.png]] | ||
| | |A purple gas that is flammable and toxic to anyone to breathe other than Plasmamen. Highly flammable in the presence of oxygen. | ||
|- | |- | ||
! {{Anchor|Agent B}}Agent B<br> [[File:Agent_B_Canister.png]] | ! {{Anchor|Agent B}}Agent B<br> [[File:Agent_B_Canister.png]] | ||
|A | |A gas that has a higher heat capacity than plasma. Acts similar to Nitrogren. Able to set fire to Carbon Dioxide while generating Oxygen. | ||
|} | |} | ||
== Where to Get Pipes == | == Where to Get Pipes == | ||
Meet your new best friend. The [[File:rapid_pipe_dispenser.png|32px]] Rapid Pipe Dispenser, also known as the RPD. which is found in your locker or printed at an [[Autolathe]]. It even fits in your backpack and can dispense any type of pipe you need and can recycle any you don't! | Meet your new best friend. The [[File:rapid_pipe_dispenser.png|32px]] Rapid Pipe Dispenser, also known as the RPD. which is found in your locker or printed at an [[Autolathe]]. It even fits in your backpack and can dispense any type of pipe you need and can recycle any you don't! | ||
<tabs> | <tabs> | ||
<tab name="Atmospheric Pipes"> | <tab name="Atmospheric Pipes"> | ||
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|Passive Gate | |Passive Gate | ||
|A passive one-way valve. | |A passive one-way valve. | ||
|A valve | |A special one-way valve. Gas will only flow if pressure at the input is greater than at the output. Flow will stop if output pressure reaches or exceeds the target pressure. Pressure range of 0-4500 kPa. Does not require power. | ||
|- | |- | ||
|[[File:Gas_Filter.png|64px]] | |[[File:Gas_Filter.png|64px]] | ||
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You have plenty of tools at your disposal to assist you with your atmospheric duties, whether that be firefighting or refilling a room with air. | You have plenty of tools at your disposal to assist you with your atmospheric duties, whether that be firefighting or refilling a room with air. | ||
====Analyzer [[file:analyzer.png|64px]]==== | |||
The analyzer is your eyes into the world of Atmospherics. Able to tell you all sorts of information such as how much gas is a certain area, the temperature, pressure within canisters/pipes, and more. Any [[Atmospheric Technician]] should have this at arm's length, ready to be use. | |||
====Firefighter Suit [[file:Atmospherics Fire Helmet.png|64px]][[file:Atmpspherics Firesuit.png|64px]]==== | ====Firefighter Suit [[file:Atmospherics Fire Helmet.png|64px]][[file:Atmpspherics Firesuit.png|64px]]==== | ||
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From there you can cycle through: | From there you can cycle through: | ||
* Water, which is pretty self explanatory, is used to put out fires. | * Water, which is pretty self explanatory, is used to put out fires. | ||
* Nanofrost which is a special substance that replaces burning plasma with Nitrogen, quickly halting plasma fires. However be careful, as it welds vents and scrubbers | * Nanofrost which is a special substance that replaces burning plasma with Nitrogen, quickly halting plasma fires. However be careful, as it welds vents and scrubbers. | ||
* Metal foam is a liquid that eventually solidifies into a flimsy, yet airtight wall or floor. | * Metal foam is a liquid that eventually solidifies into a flimsy, yet airtight wall or floor. | ||
The Atmospherics MODsuit is also pre-equiped with a module that serves the same purpose. | The Atmospherics MODsuit is also pre-equiped with a module that serves the same purpose. | ||
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====Portable Air Pump [[file:Portable Air Pump.gif|64px]]==== | ====Portable Air Pump [[file:Portable Air Pump.gif|64px]]==== | ||
This is an invaluable resource when you want to quickly fill a room up with air again. Filled by wrenching it to a connector port with light blue pipes attached to it, this can be taken anywhere and output air when set to the Out setting. Inversely, you can set it to the In setting to refill it on the go. Also can be used to fill a tank or empty a tank. | This is an invaluable resource when you want to quickly fill a room up with air again. Filled by wrenching it to a connector port with light blue pipes attached to it, this can be taken anywhere and output air when set to the Out setting. Inversely, you can set it to the In setting to refill it by sucking air in from its surroundings. Another option for refilling it while on the go, is to connect a connector to the distro line to refill the air pump. This is also applicable to scrubbers. Also can be used to fill a tank or empty a tank. | ||
====Portable Air Scrubber [[file:Portable Air Scrubber.gif|64px]]==== | ====Portable Air Scrubber [[file:Portable Air Scrubber.gif|64px]]==== | ||
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====Huge Air Scrubber [[file:Huge_air_scrubber.png|64px]]==== | ====Huge Air Scrubber [[file:Huge_air_scrubber.png|64px]]==== | ||
Rarely seen outside of the [[Toxins]] gas storage, these behemoths can only be used when wrenched down and synced to a nearby area air control computer. Can also be used to empty out tanks and be wrenched to a connector to empty its contents. | Rarely seen outside of the [[Toxins]] gas storage, these behemoths can only be used when wrenched down and synced to a nearby area air control computer by using a multitool. Can also be used to empty out tanks and be wrenched to a connector to empty its contents. | ||
====Air Alarms [[File:AirAlarm.png|64px]]==== | ====Air Alarms [[File:AirAlarm.png|64px]]==== | ||
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====Space Heaters [[file:Space Heater.gif|64px]]==== | ====Space Heaters [[file:Space Heater.gif|64px]]==== | ||
These industrial little things can be used to heat up cold areas around the station. Use a screwdriver to access its power cell and heat setting. Be wary of its charge level, as it can run out very quickly. | These industrial little things can be used to heat up cold areas around the station. Use a screwdriver to access its power cell and heat setting. Be wary of its charge level, as it can run out very quickly. | ||
====Atmospheric MODsuit [[File:Mod Atmospheric.png]]==== | |||
Thanks to the progression of hardsuit technology, you have your own special MODsuit! Offering COMPLETE fire protection and ash protection, this bad boy will keep you comfortable in any fire. Comes with built in welding protection, a t-ray scanner, magnetic stabilization which acts as magboots, and a firefighter tank that is exactly like the one written above. | |||
=Atmospherics 1.03: Setting Up Atmospherics, Practical Appliances, and Tips!= | =Atmospherics 1.03: Setting Up Atmospherics, Practical Appliances, and Tips!= | ||
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====Setting Up Atmospherics==== | ====Setting Up Atmospherics==== | ||
After getting all your gear, you need to start working on setting up atmospherics. It's best to do this | After getting all your gear, you need to start working on setting up atmospherics. It's best to do this | ||
</div></div> | |||
= | <div class="toccolours mw-collapsible mw-collapsed" style="width:99%"> | ||
<span style="font-size:1.2em;">[[File:Singulo_11.gif|32px]] '''My next project!'''</span> | |||
Inspiration to write strikes me like lighting. | |||
<div class="mw-collapsible-content"> | |||
Latest revision as of 17:26, 9 March 2025
I am either working on or have on my to-do list:
- Rewriting Identifying Antagonists
- Modernizing engineering department sprites (Supermatter, Construction)
- Expanding Misc Items including adding all the plushies
- Updating the the names of the bottom part of MODsuits to their lore names.
- Expand Simple Mobs.
- something like... https://paradisestation.org/tgwiki2/index.php?title=Guide_to_power
Haydenredacted/RnD Haydenredacted/Supermatter Engine Haydenredacted/Guide to Smithing
If you'd like to reach out to me about anything, my discord is haydenredacted
Here holds my Identifying Antagonists rewrite.
The Syndicate 
The Syndicate is a collection of space pirates and other corporate entities seeking to disrupt and oppose any of Nanotrasen's growth. The Syndicate employs a wide variety of different kinds of agents, all with varying methods of their goal seeking and equipment.
Syndicate Operatives/Traitors 
Syndicate Agents/Traitors Syndicate Agents are standard Nanotrasen employees that have been either bribed or intimidated into doing the Syndicate's dirty work. The methodology of a traitor can widely vary from silently breaking into to steal one of the High-Risk Items, assassinating a fellow crew member, or even going on a murderous rampage to try and hijack the escape shuttle. Some of the most recognizable devices are:
- PDA Bombs (Be wary, nuclear operatives may also utilize these), which cause a specific person's PDA to explode, injuring them in the process
- Cryptographic sequencers, also known as emags, are used to disrupt the internal circuitry of different machinery. Usually used on airlocks and lockers to bypass their ID lock. An emagged airlock will have smoking panel if you examine it, while the light on a locker will be turned off however this can also happen if you apply enough brute force to a locker.
- Occasionally, a traitor will choose to spend all their TC and become a Contractor. This special subsection of the Syndicate focuses on kidnapping crew members and sending them to a Syndicate jail to be interrogated for Nanotrasen's secrets. Contractors have access to chameleon clothing and an Agent ID which can make them able to change their clothes and identity on the go, leading to a hard to track criminal.
- Most of the gear a Syndicate agent will have will originate from the uplink preinstalled on their PDA. This gear can beC-Class contraband which is enough to be brigged for, while S-Class contraband is enough to be permabrigged. Refer to the Contraband section of Space Law.
Guardian 
Guardians are nanomachine creations utilized by The Wizard Federation and the Syndicate, however the Syndicate variant is usually referred to as a holoparasite. These creatures must remain nearby their host and go invisible at will so always be wary of them. Holoparasites can be up to 9 different subtypes. Ranging from being able to heal their host, fling shards of crystals at enemies, and summon gases, holoparsites can be a hard to deal with threat. However, both them and their host are only mortal and lethals are recommended to be lethally dealt with.
Nuclear Strike Teams/Nuclear Operatives 
Nuclear Operatives, also know as nukies, are Syndicate agents sent to steal the Nuclear Authentication Disk and detonate their own nuke on station. Nukies will arrive in two main ways. Declaring war, in which a loud announcement and siren will play along with the alert level being elevated to Gamma, or by stealthily infiltrating the station to steal the NAD. Nukies have unique MODsuits that can be easily recognizable, the blood red MODsuit and elite MODsuit. Brandishing energy swords, rocket launchers, shotguns, and even mechs, these agents are not to be taken lightly and with the guns that should be ordered from cargo, you can hopefully hold them off.
Malfunctioning AI 
The Syndicate will occasionally sneak an AI with proprietary Syndicate code giving the AI a unique objective, Survive. Malf AIs will need to either hijack the shuttle or activate their Doomsday Device which is a special device that purges all organic life. If you notice any cyborgs acting strange, you may want to first check if they are synced with their master AI. If not, they could simply be emagged. An unlocked cover could be a dead give away however this could be a product of a forgetful Roboticist. Be on the look out for any permanently dark blue APCs. These APCs are the malfunctioning AI's method of gaining power to use their unique abilities such as giving their cyborgs combat upgrades, blowing up Rapid Construction Devices, and activating the Doomsday Device.
Changelings 
(possible pictures including armblade, armor, and changeling being cremated)
Changelings are alien organisms that can morph into any crew it may come in contact with. Changelings also take contracts from the Syndicate, however have none of the Syndicate's equipment and no access to an uplink. Due to their perfect imitation abilities, it can be difficult to pick one out of a crowd if they are not actively using an ability. Their grotesque arm blade, armor that covers their entire body, and ability to revive themselves from death are all dead giveaways you are dealing with a changeling. Changelings have the unique ability to revive themselves after taking their death so the only true way to defeat them is to cremate them in the chapel or gib them in the gibber, usually found in the kitchen. Alternatively, someone changelings can expand and explode, leaving a headslug in it's wake which needs to find a host to plant its eggs. Killing the headslug will also permanently kill the changeling.
Vampires 
(possible picture of a vamp blindfolded and being fed holy water)
Vampires are creatures that are able to drain blood from sapient beings in order to satiate their hunger and gain new abilities. Similar to changelings, it's difficult to just pick one out of a crowd. A vampire's most recognizable ability is their glare in which a vampire's eyes emit a red flash stunning nearby people. This glare silences anyone so they can not call for help. This makes it extremely important to not hunt vampires alone. Find a buddy and be ready to make call outs. If there are bloodless bodies without any noticeable injuries, this is usually a sign there is a vampire on station. After obtaining a certain amount of blood, vampires have four different paths they can take:
- Gargatua (referred to as a "garg"): This type of vampire has a specialization in melee combat. Able to reduce incoming damage and stun duration, stomp the ground which sends a shockwave that knocks people back, or charge towards people, it is incredibly important to keep your distance and remain diligent about the damage it dishes out.
- Haemomancer (referred to as a "hemo): A vampire using their obtained blood to form weapons and utilities can be hard to deal with. Some things to look for are claws made out of blood, tentacles and walls made of blood erupting from the ground, and exploding blood pools.
- Umbrae: Masters of darkness, umbrae vampires focus on mobility through darkness by utilizing speed boosts in the dark, ensnaring people in blinding shadow traps, and extinguishing nearby light sources.
- Dantalion: These vampires take a different approach to their vampiric ways. Dantalion vampires focus on gaining thralls, which are people who are bent to the vampire's control, and supporting them. These vampire are able to telepathically talk with their thralls, swap places with a nearby target, and removing incapacitating effects from their thralls. If you have captured one of the vampire's thralls, feed them 40u of holy water to unthrall them and send them in their merry way.
Once you have captured a vampire, it's important to blindfold them as soon as you can as they can still glare you even if handcuffed. Next, you'll need to get holy water from either the chaplain who has slapped a water tank with their Bible or Chemistry. Slowly feed the vampire holy water until they vomit up all their blood, usually to the point of normal vomit. Be careful, as too much holy water can quickly become lethal and set them on fire. However, once a vampire becomes fully powered, they are completely immune to holy water. Lethal force should ALWAYS be utilized against fully powered vampires as it is part of Space Law as they cannot be contained.
Mindflayers 
Mindflayers are IPCs who have fused with a swarm of nanomachines that are able to extract brain-energy from sapient beings in order to become more powerful. Similar to vampires, they seek out crew members to drain them of vital resources. Victims usually tend to have lots of brain damage without many physical injuries. With a built in stun prod that temporarily disables headsets, they can quickly pick off people one by one. Even in a mindflayer's later stages, lethal weaponry isn't always the best option due to their healing abilities. Stun weapons such as disablers and stun batons work well at getting a mindflayer subdued. Once you have cuffed a mindflayer, you will need to get a nanite pacifier from either Cargo or Robotics, assuming the research levels are high enough. You will need to implant the nanite pacifier in their chest to nullify their abilities. If you're unsure one of your IPC crew mates is a mindflayer, feed them some conductive lube, made at Chemistry. If they start to spark, they are a mindflayer.
Practitioners of the Occult 
Cultists are practitioners of the occult, hell bent on summoning their deity onto the station, killing anyone in its path. Focusing on converting crew members into the cult, any cult can quickly spiral out of control. While cultist have the ability to silence people as they kidnap them, you may find some resilient enough to shout out on the radio, which usually sounds like unintelligible slurring, sometimes related to a cult. This is a dead giveaway you have a cult on board. Other sighs are runes made of blood when examined, cultist items found on station, and crew members with unnatural red eyes which are gained when 10% of the crew has been converted. Once 30% of the crew has been converted, you will receive an announcement from Central Command about the extra-dimensional influence aboard. All cultists will soon gain a red pentagram above their head following this announcement. Lethals are HEAVILY recommended on cultists now and required on any constructs the cultists have made. If this is the first sign of a cult you've had, you better order guns and pray. The end goal of the cult is to sacrifice certain targets and then create a giant rune which will eventually summon their deity, calling the shuttle in the process. You will get an announcement about this and when you do Space Law is temporarily lifted and you must stop them AT ALL COSTS.
When you have captured a cultist, you will need to feed them 40u of holy water to deconvert them. They will begin to slur and speak about their deity uncontrollably before finally returning to their senses, with no memory of their cult behaviors.
Wizard 
To be written automagically.
Abductor 
To be written.
Morph 
To be written.
Revenant 
To be written.
Revolutionary 
To be written.
Shadow Demon 
To be written.
Pulse Demon 
To be written.
Slaughter Demon 
To be written.
Biohazards
Blob 
To be written.
Terror Spider 
To be written.
Xenomorph 
To be written.
The guide to atmospherics post H2O and H2
Departmental Head
Chief Engineer
Atmospherics. To the uninitiated, a magical flow of gases that somehow lets you breathe. To the knowledgeable Atmospheric Technician, an interconnected network of pipes for moving gases around. With the right knowledge, you can refill a breached room quickly like it’s just another Tuesday or burn the brightest plasmafires seen on this side of the sector.
Atmospherics 1.01: Basic Characteristics of Gases and Pipes
Firstly, it’s important to understand what the different properties of gases mean. Grab an analyzer from a toolbox or an autolathe. Alternatively, enable the Gas Scanner option on your PDA. You can either use the analyzer in your hand to get an analysis of the gases of the tiles you’re standing on or hit a pipe or canister to see the contents of it.
Moles are the amount of molecules that are contained in the tile you are trying to analyze.
Temperature is measured in Celsius and Kelvin and should usually be around 293 Kelvin or 19 degrees Celsius when dealing with air that is to be breathed. Both too hot gas and too cold gas can hurt most species so make sure you’re not pumping gases with extreme temperatures into the distro pipes!
Volume is the total space in the segment of pipes or tile you are analyzing. For example, analyzing the main air distribution pipe would have a much higher volume than the Supermatter Crystal cooling loop.
Pressure is the measure of how much force the gas is exerting on the container it is in, whether that be a pipe or canister. If there is too much pressure in a pipe that you try to unwrench, make sure you have magboots lest you be launched and possibly seriously hurt.
Heat Capacity is the required amount of energy needed to heat up a gas. Fires will spread quicker in gas mixtures with low heat capacity and spread slower in gases mixtures with high heat capacity.
Thermal energy is the kinetic energy of the molecules in a gas. This is really only used when making theoretical burn mixes. This is not temperature, as that is the velocity of the molecules, not the kinetic energy.
The Gases and What They Do
Canisters | Description |
Nitrogen (N2)![]() |
The most abundant gas you will encounter. Nitrogen is not flammable, making it good for quelling fires in environments such as the Supermatter Engine. Vox must breathe pure Nitrogen, while the rest of the organic crew breathes a 80% to 20% ratio of Nitrogen and Oxygen. |
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Oxygen (O2)![]() |
Oxygen is the other portion of what the crew breathes. This is poisonous to Vox and can cause Plasmamen to ignite if they make contact without their envirosuit. |
Air ![]() |
A 1:4 gas mixture of Oyxgen and Nitrogen. This is found all throughout the station and is breathed by most crew. |
Carbon Dioxide (CO2)![]() |
A gas slightly heavier than air. This is what crew members will be breathing out and produced by fires. Used sometimes in Supermatter Engine setups and high concentrations can make you pass out and suffocate. |
Nitrous Oxide (N2O)![]() |
A white gas that is slightly heavier than Carbon Dioxide and invisible in small quantities. In small amounts, it causes giggling and laughing, while in large amounts, it will put you to sleep. Used in Medbay and Robotics to put patients to sleep during surgery and implanting. If heated to over 1000C/1273K, it will decompose into N2 and O2 in an exothermic reaction. |
Plasma![]() |
A purple gas that is flammable and toxic to anyone to breathe other than Plasmamen. Highly flammable in the presence of oxygen. |
Agent B![]() |
A gas that has a higher heat capacity than plasma. Acts similar to Nitrogren. Able to set fire to Carbon Dioxide while generating Oxygen. |
Where to Get Pipes
Meet your new best friend. The Rapid Pipe Dispenser, also known as the RPD. which is found in your locker or printed at an Autolathe. It even fits in your backpack and can dispense any type of pipe you need and can recycle any you don't!
Items | Name | Description | Details |
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Normal Pipes | Generic pipes that can be used for most tasks. | These are airtight pipes that can carry any gas you pump into them. |
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Air Supply Pipe | Used to distribute air all across the station. | Special pipes that are mostly used for the air distribution network. Can be laid in parallel to normal pipes and scrubber pipes. |
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Scrubbers Pipe | Used to move waste or harmful gases. | Special pipes that are mostly used for the waste network. Can be laid in parallel to normal pipes and air supply pipes. |
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Heat Exchange Pipe | Shares heat between the pipe and the environment. | Exchanges heat between any gas in the pipe and any gas in the tile. Think space loop(for cooling) or the Toxins burn chamber(for heating). Connects to normal pipes via junctions. |
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Universal Pipe Adapter | Can be fitted to any pipe type. | Used to interface between normal, air supply, and scrubbers pipes. They cannot connect to each other without this. |
Atmospherics 1.02: Your Tools and You!
You have plenty of tools at your disposal to assist you with your atmospheric duties, whether that be firefighting or refilling a room with air.
Analyzer 
The analyzer is your eyes into the world of Atmospherics. Able to tell you all sorts of information such as how much gas is a certain area, the temperature, pressure within canisters/pipes, and more. Any Atmospheric Technician should have this at arm's length, ready to be use.
Firefighter Suit 

With the both the helmet and suit, you're completely safe from any fires you may encounter at the cost of your movement speed. Found in an atmospheric technician's locker and any fire cabinets around the station. You're usually better off using one of your MODsuits, though the firesuit can be useful if you need protection quickly.
Engineering Goggles 
These handy goggles have three modes. A meson mode, which allows you to see the outline of the walls around you and protecting you from the Supermatter-induced hallucinations, a T-ray scanner mode, which allows you to see the piping, cabling, and disposal pipe network underneath plating, and finally a radiation mode, which allows you to see how many total rads something has.
Backpack Firefighting Tank 

Replacing your backpack, this firefighting tank gives you three helpful substances to assist you in your atmospheric work. Activate it and its nozzle will extend. From there you can cycle through:
- Water, which is pretty self explanatory, is used to put out fires.
- Nanofrost which is a special substance that replaces burning plasma with Nitrogen, quickly halting plasma fires. However be careful, as it welds vents and scrubbers.
- Metal foam is a liquid that eventually solidifies into a flimsy, yet airtight wall or floor.
The Atmospherics MODsuit is also pre-equiped with a module that serves the same purpose.
ATMOS Holofan 
This holofan projector will probably be your second best friend you'll have working for Nanotrasen. This handy tool lets you block any and all changes in the atmosphere. Useful for plasma fires from spreading and gas escaping to space when a breach inevitability happens. You can place up to three at a time and all placed holofans can be cleared by using the holofan in your hand.
Oxygen Grenades 
Want to easily fill up a room with oxygen and throw a grenade? Use an oxygen grenade which after a short period after being primed will release about 50 moles of oxygen into the air. Good for places that cannot be easily connected to the main distribution system.
Portable Air Pump 
This is an invaluable resource when you want to quickly fill a room up with air again. Filled by wrenching it to a connector port with light blue pipes attached to it, this can be taken anywhere and output air when set to the Out setting. Inversely, you can set it to the In setting to refill it by sucking air in from its surroundings. Another option for refilling it while on the go, is to connect a connector to the distro line to refill the air pump. This is also applicable to scrubbers. Also can be used to fill a tank or empty a tank.
Portable Air Scrubber 
Alternatively, the air scrubber is good tool to cleanse the air of any unwanted gases. The higher you set the pressure option, the quicker it will scrub the air. Whenever you're finished with it or the internal tank gets full, wrench it down to a connector port that is attached with purple pipes.
Huge Air Scrubber 
Rarely seen outside of the Toxins gas storage, these behemoths can only be used when wrenched down and synced to a nearby area air control computer by using a multitool. Can also be used to empty out tanks and be wrenched to a connector to empty its contents.
Air Alarms 
Found all throughout the station, Air Alarms are the main way you'll be controlling the behavior of the vents and scrubbers. Only able to be used in a powered and blueprinted room. For a full explanation, visit the Air Alarm page.
The Computers
- The Atmospheric Alert Computer will tell you where you should divert your attention. A green color means the air is all good, yellow means something is going wrong or should be checked on, and red means something has gone wrong such as a leak or breach to space.
- Distribution and Waste Monitor is a console that will tell you the status of your distribution line, waste line, and mixed air tank. Use this computer to make sure your air supply tank hasn't been tainted with Nitrous Oxide, Plasma, or anything else you don't want your crew members breathing. You can also check to see if vents will burst if welded. Remember, if the distro is over 5000 kPA, vents WILL burst.
- Tank Monitor is the console that does exactly what it says, monitors the pressure and temperature (in Kelvin) of the gases in storage.
- Central Atmospherics Computer allows you to view the status of every air alarm on station and are able to remotely control any air alarm, assuming remote control is enabled on said air alarm.
Space Heaters 
These industrial little things can be used to heat up cold areas around the station. Use a screwdriver to access its power cell and heat setting. Be wary of its charge level, as it can run out very quickly.
Atmospheric MODsuit 
Thanks to the progression of hardsuit technology, you have your own special MODsuit! Offering COMPLETE fire protection and ash protection, this bad boy will keep you comfortable in any fire. Comes with built in welding protection, a t-ray scanner, magnetic stabilization which acts as magboots, and a firefighter tank that is exactly like the one written above.
Atmospherics 1.03: Setting Up Atmospherics, Practical Appliances, and Tips!
Setting Up Atmospherics
After getting all your gear, you need to start working on setting up atmospherics. It's best to do this