Difference between revisions of "User:SPACE"
(Created page with "Recently started editing the wiki, currently working on adding secondary goals to station goal page which you can see below to do list: *add secondary goal section and refference to the page *help updating science a bit '''If you see anything wrong with what i wrote below, correct it and please tell me, I am still learning and want to improve!''' <div style="float: right;"> {{JobEngineering}} {{JobCommand}} </div> Station Goals are special long-term objectives for t...") |
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*add secondary goal section and refference to the page | *add secondary goal section and refference to the page | ||
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These are completely different then the rest, you can get a station goal to complete a number of these secondary goals (based off the number of crew round-start). They are also always avalible contrary to every other goal. | These are completely different then the rest, you can get a station goal to complete a number of these secondary goals (based off the number of crew round-start). They are also always avalible contrary to every other goal. | ||
Every request console has the option to request a secondary goal, currently only [[Chef|The Chef]], [[Bartender]], [[Botanist]], [[Virologist]], [[Chemist]] | Every request console has the option to request a secondary goal, currently only [[Chef|The Chef]], [[Bartender]], [[Botanist]], [[Virologist]], [[Chemist]], [[Chief Medical Officer]], [[Roboticist]], [[Scientist]] and [[Research Director]] have secondary goals. | ||
All the credits rewarded from completing a task will be split into 3, one part for cargo, one for your department and one for you. The amount of credits you recieve varies on the difficulty and type of goal. All the amounts shown on this page are already divided by 3. | All the credits rewarded from completing a task will be split into 3, one part for cargo, one for your department and one for you. The amount of credits you recieve varies on the difficulty and type of goal. All the amounts shown on this page are already divided by 3. |
Latest revision as of 05:43, 14 December 2024
Recently started editing the wiki, currently working on adding secondary goals to station goal page which you can see below
to do list:
- add secondary goal section and refference to the page
- help updating science a bit
- update guide to food and guide to chemistry same as guide to drinks (secondary goal amount and difficulty)
If you see anything wrong with what i wrote below, correct it and please tell me, I am still learning and want to improve!
Departmental Head
Chief Engineer
Departmental Head
Captain
Captain • | Head of Personnel • | Head of Security • | Chief Engineer • | Research Director • | Chief Medical Officer • | Quartermaster |
Guide to Command • | Paperwork • | Faxes • | AI Modules • | Station Goals • | Purchasable Shuttles • | High-Risk Items • | Space Law • | Chain of Command • | Standard SOP • | Command SOP |
Station Goals are special long-term objectives for the crew to pursue, which result in very special and powerful machines.
The Station Goal for each round is random, and is communicated through a printed report at every communications console.
Bluespace Artillery
To complete this station goal you'll need to build a functional Bluespace Artillery!
Steps to Complete
- To start with, you'll need to order the circuit boards from cargo; the crate costs 1500 credits and is only unlocked if this is the station objective. It can be ordered multiple times.
- Next you'll need to set up three machine frames horizontally along with a computer frame placed anywhere in the same room. When positioning it remember the cannon will destroy everything in front of it, so point it at space and not towards the station. The cannon itself is 11x3 tiles in size, so at least a 13x5 room is recommended. The room must also be powered with an APC.
- Start building the machines. The Artillery Generator is the back part, the Artilery Bore is the front, and the Artillery Fusor goes in the middle. The computer frame will be the console, and requires no parts.
- Collect the materials to make the machines. You will need 5 quadratic capacitors, 5 femto-manipulators, and 20 artificial bluespace crystals sourced from RnD.
- After you complete all the parts, use a multitool to link both ends of the artillery to the fusor in the middle. Then use the console to finalize the construction; if the full sprite appears, you now have a functional bluespace artillery.
Benefits
Building the Bluespace Artillery will let you fire it at will! To do so it'll need a lot of power, drawn from the room's APC. The target is chosen with the console, which can aim at any GPS signal. Firing the Artillery will then obliterate the target and anything around it. The BSA is not limited by Z-Levels, and can be used towards the Lavaland or even Centcomm, if you manage to get a GPS in there.
Remember to not stay in front of the artillery when it fires, unless you enjoy being vaporized!
DNA Vault
To complete this station goal you'll need to build and stock a DNA Vault!
Steps to Complete
- To start with you'll need to order the DNA Vault Parts crate, that contains the DNA Vault board, from cargo; the crate costs 1000 credits and is only unlocked if this is the station objective. It can be ordered multiple times.
- Build a machine frame where you want the vault to be located. It corresponds to the top part seen in the image above. Ideally this should be built on a public or semi-public area to allow anyone to deliver DNA and to get the reward. Insert the board, 5 pico manipulators, 5 super capacitors and two wires, then use a screwdriver on it to build the vault.
- Order at least one DNA Vault Samplers crate from cargo. Each costs 250 credits and contains 5 DNA probes, which are reusable.
- Use the probes to collect DNA samples! You'll need:
- 15-20 animal samples, obtained from scanning simple animals like Ian or slimes. Animals have to be of different species.
- 20-25 plant samples, obtained from scanning hydroponic trays with ready-to-harvest plants. Plants need to be of different species too; you'll have to mutate them to reach the quota.
- 75% of the station's roundstart population in human samples. The samples do not necessarily have to be of the initial crew, and monkeymen can be used as well.
- Upload the samples onto the DNA Vault by using the samplers on it.
- When all the requirements are fulfilled, the DNA Vault will become active, fulfill the goal, and give genetic upgrades for free!
Benefits
When a DNA Vault is complete, everyone who uses it receives a choice between two of these. Picking one will apply that upgrade permanently. This has no cost and can be done on anyone who visits the Vault.
- Toxin Adaptation: Makes the user able to breathe plasma harmlessly, and gives total virus immunity.
- Lung Enhancement: The user no longer needs to breathe. As a side effect, they'll take brute damage instead of oxygen when in crit.
- Thermal Regulation: Makes the user fireproof while also causing them to take half burn damage from any source.
- Neural Repathing: Halves stun times.
- Hardened Skin: Gives a +30 bonus to armor. However, you're unable to use automenders or syringes.
- Arm Muscle Stimulus: Doubles the rate at which your clicks register.
Meteor Shield Satellites
To complete this station goal you'll need to place Meteor Shield Satellites in space outside the station!
Steps to Complete
- To start with, you'll need to order some Shield Generator Satellite crates and its corresponding Shield System Control Board crate from cargo; the Shield Generator Satellite crates costs 250 credits each, the Shield System Control Board 750 credits and is only unlocked if this is the station objective. Shield Generator Satellite crates should be ordered multiple times.
- Each Shield Generator Satellite crate contains 3 satellites. They are bulky items, so cannot be carried or placed back into a crate once it's been opened. Using a multitool on the satellites will tell you its designation (MSAT-0, MSAT-1 etc), as well as its current status.
- Once you have the Shield System Control Board, you will need to set up a computer (probably on the Bridge) to monitor the percentage of the station's shield coverage.
- The satellites themselves need to be dragged into space outside the station. It doesn't especially matter where (outside the solars might be a good idea...) so long as they aren't attached to an existing room, and are on top of a space tile. Satellites can not be activated on top of plating or catwalks. While satellites can shoot through grilles, their line of sight is still blocked by walls; make sure they can cover as many angles as possible.
- When the satellites are in position, the computer you made earlier can be used to lock the satellites in place (can also lock the satellite by left clicking on it) and they will begin projecting their shield (note that the shield is invisible). You will be able to see the current coverage as a percentage; placing satellites in different locations will adjust the coverage, as each unit projects a field from itself centrally.
- Note that you can place as many satellites as you wish in order to increase the station's coverage.
Benefits
If you consider the station not being ravaged by meteors to be a benefit, then you will be very happy! Any future meteor showers (or meaty ore showers) will fail to collide with any parts of the station covered by your new best friends. It might also keep the NT Rep off your back for a little while, which is always a plus.
Bluespace Harvester
To complete this station goal you'll need to build a Bluespace Harvester, a powerhungry, experimental device mining other dimensions for resources.
Steps to Complete
- To start with, you'll need to order the circuit board from cargo; the crate costs 1000 credits and is only unlocked if this is the station objective. It can be ordered multiple times.
- Next, create a wire knot with ample access to power and build a machine frame on it. Wire the frame, insert the circuit board, then add 5 bluespace crystals and 5 quadratic capacitors.
- Finish the construction, taking into account the machine takes 3 by 3 tiles, with the bottom center tile missing, centered on the machine frame.
- Set a desired mining level in the machine's UI. Higher levels need more power but generate more points. You need to generate 45000 points with ONE of the harvesters for the goal to count as complete, multiple harvesters do not stack to reach 45000 points.
Benefits
The Harvester produces points at the cost of energy: 2 points per level for the first 10 mining levels and 4(5 when emagged) additional points per Megawatt of mining power. These points can be spent on various, random rewards, ranging from a fancy hat to a chance at a guardian creator. Also, a highscore will be announced at roundend that secures you bragging rights for especially high points.
Incursions and Stabilizers
Above level 15 the BSH can cause incursions, which spawn portals which in turn spawn hostile mobs. The chance for incursions increases with mining level.
To prevent incursions the BSH has stabilizers. These consume power to reduce the chance of incursions, or even outright prevent them. Full stabilization requires 5MW per level above 15 at levels 16 and 17, and 10MW per level above 15 at level 18 or above.
When active they display the following messages:
- If the stabilizers have enough power to completely prevent incursions: "High Power, Engaging Stabilizers"
- If the stabilizers do not have enough power to completely prevent the chance for incursions: "Stabilizers Overwhelmed, Instability Likely"
In addition the BSH will automatically shut itself off when an incursion occurs. This feature can be disabled, and it and the stabilizers are both permanently disabled when the BSH is emagged.
Safety
- Be mindful of hotwiring the station's power grid, as this can cause severe damage and injury when APCs spark and overload.
- The Harvester has an auto shutdown feature that will shut it down immediately when portals are spawned.
- Keep an eye on the harvester or build it in a secure location. The safety features can be turned off from the interface, and it can also be emagged, permanently disabling all safety features and increasing the chance of portal formation even at mining levels that are normally safe.
- If you cannot reach an emagged Harvester to turn it off due to too many mobs, and if the AI doesn't have a camera to turn it off remotely, consider cutting off its power source. Even emagged, the Harvester is harmless without power, giving you time to clean up the Incursion.
Secondary goals
These are completely different then the rest, you can get a station goal to complete a number of these secondary goals (based off the number of crew round-start). They are also always avalible contrary to every other goal.
Every request console has the option to request a secondary goal, currently only The Chef, Bartender, Botanist, Virologist, Chemist, Chief Medical Officer, Roboticist, Scientist and Research Director have secondary goals.
All the credits rewarded from completing a task will be split into 3, one part for cargo, one for your department and one for you. The amount of credits you recieve varies on the difficulty and type of goal. All the amounts shown on this page are already divided by 3.
Upon requesting a goal Central Command will send you (and bridge and captains office) a messege saying what they want, for most a personal crate will be on board the shuttle next time it arrives.
You can complete a infinite amount of goals and they can be a great source of money if you wish to be the most rich escape.
Service
Chef
As the chef you can recieve 3 types of requests: bulk amounts of food, bulk amounts of condiment and variety food. It will tell you what you need to make in the messege, ask botany for the ingridients you need, if you need beakers ask cargo to deliver the personal crate with the amount of large beakers you need. Once you load everything into the crate close it and use your ID to lock it, deliver it to cargo and they will handle the rest.
You can be awarded 150 credits for variety food, 100/150/200 credits from a bulk food goal (depends on difficulty.)
Bartender
Similarly, you will recieve a personal crate, ask cargo for extra beakers and glasses for your goals, make the drinks they want, put them in the crate, lock it and deliver to cargo.
You can recieve 100 credits for cariety drinks and 50/100/150 credits for a bulk drinks goal.
Botanist
Central Command will request a number of kudzu seeds with certain traits, put them in a personal crate, lock it and deliver to cargo.
You will be rewarded with 200 credits.
Medbay
Chemist/CMO
You can recieve 2 types of orders: bulk amount of medicine or a number of different healing chemicals, bottles will do fine, for variety chemicals patches and pills also work, once it is all done put it all in the crate, lock it and deliver to cargo.
You can recieve 100 credits for a variety request and 50/100/150 credits for bulk amounts, depends on the difficulty.
Virologist/CMO
You can recieve 2 types of orders:
- First one is a specific symptom picked by Central Command with a set number for properties (transmission, stealth etc.)
- The second type is 5 symptoms set by Central Command.
Once completed put 15u of the virus sample in a crate, you can put the sample into a vial storage lockbox and lock it.
Once delivered you recieve 66 credits.
Science
Scientist/RD
Using the request console in RnD you can ask for a goal, bulk chemical or a variety chemical goal, wait for the personal crate, once you made the chemicals put the bottles in the crate, lock it and deliver to cargo.
You can recieve 100 credits from a variety chemical goal and 50/100/150 credits from a bulk chemical goal (depends on the difficulty).
Robotics/RD
Use your request console in robotics and your goal is to construct a ripley with a random piece of general and industrial exosuit equipment. Once constructed use your ID on a hand labler and label the ripley (you can use the one in cargo), leaving it in cargo and telling them to sell it, remember to remove the ID lock!
Once delivered to Central Command you will recieve 200 credits.