СЛАВА БОГОПОДОБНОМУ ВИГЕРСУ ЗА ЕГО СТАРЫЙ НАШ ЗАКАЗ НА ВАС МЫ ДУДОСИМ ВАШИ ЕБУЧИЕ СЕРВЕРЫ С КОРВУКСОИДНЫМ ГОВНОКОД БИЛДОМ ЮДП ФЛУДОМ СЛАВА SUNRISE SQUAD СПАСИБО ВИЗАРДАМ ЗА ГЛОТОК СВЕЖЕГО ВОЗДУХА 60% ИГРОКАМ РУ СС14 НА НАШИХ ПАРТНЁРСКИХ СЕРВЕРАХ, САНРАЙЗ СКВАД ВЕРНУЛСЯ СЛАЩАВЫЕ ПЕДИКИ! ДС Санрайза:ttps://discord.com/invite/sunrise14 ДС Sunrise Squad:ttps://discord.gg/p3Hw9ndJkd ▓▓▓▓▓_VIGERS_WAS_RIGHT_▓▓▓▓▓▓ ▓▓▓▀░░░░░▄██▄░░░░░▀▓▓▓ ▓▓░░░░░▄▄██▀░░░░░░░░▓▓ ▓░░░░░▄██▀░░░▄█▄░░░░░▓ ▌░░░░░▀██▄▄▄█████▄
СЛАВА БОГОПОДОБНОМУ ВИГЕРСУ ЗА ЕГО СТАРЫЙ НАШ ЗАКАЗ НА ВАС МЫ ДУДОСИМ ВАШИ ЕБУЧИЕ СЕРВЕРЫ С КОРВУКСОИДНЫМ ГОВНОКОД БИЛДОМ ЮДП ФЛУДОМ СЛАВА SUNRISE SQUAD СПАСИБО ВИЗАРДАМ ЗА ГЛОТОК СВЕЖЕГО ВОЗДУХА 60% ИГРОКАМ РУ СС14 НА НАШИХ ПАРТНЁРСКИХ СЕРВЕРАХ, САНРАЙЗ СКВАД ВЕРНУЛСЯ СЛАЩАВЫЕ ПЕДИКИ!
{{Imported Page}}
[[Category:Departments]]
ДС Санрайза:ttps://discord.com/invite/sunrise14
{{Callout|Info|h=<big>Uh oh, this page is still under research!</big>|Due to the nature of Science, this page can be out of date or lacking information. This page will be updated as soon as we can. We thank you for your patience crewmate!|align=Center|image=Kaleigh.png}}
'''Welcome to the Science department!'''
ДС Sunrise Squad:ttps://discord.gg/p3Hw9ndJkd
One second you might be excitedly stumbling onto a money printing artifact. The next moment that same artifact turns the Science department into a crater. This department is all about throwing caution to the wind all while you scream "'''In the name of science!'''"
'''Science''', also called '''Research and Development''', '''R&D''', or '''RnD''', is a large department that revolves around the acquisition and use of research points to gain new technologies for the station. The department is composed of three subdepartments—[[Anomalous Research]], [[Xenoarcheology]], and [[Robotics]]—and it's staffed by the [[Research Director]], [[scientist]]s, and [[research assistant]]s, with [[cyborg]]s being manufactured by the department.
{{TOC|depth=3}}
== Subdepartments ==
=== Anomalous Research ===
[[File:Anomgenbase.png|alt=A picture of the anomaly generator|right|100px]]
[[Anomalous Research]] is focused around the containment and manipulation of various unique anomalies. It's one of R&D's main ways to harvest research points, and the leading cause of headaches in captains of non-coordinated stations. These anomalies can be extremely dangerous to the station if left alone, so be careful!
=== Xenoarcheology ===
[[File:Alien artifact-East-4911.png|alt=A picture of a artifact|right|100px]]
[[Xenoarcheology]] is the other main methodology for producing research points. This methodology for harvesting is simultaneously safer for the station and more dangerous for Science personnel. Xenoarcheology involves a lot of trial and error to figure out to activate alien artifacts, which can be really mild or really dangerous.
=== Robotics ===
[[File:Cyborg (Si-8864)-South-4944.png|alt=A picture of a Cyborg with the generic chassis|right|100px]]
[[Robotics]] is the synthetic lifeblood of the station. Robotics strives to create as many synthetic lives as they can to help the station and its crew. Roboticists can make small and helpful bots, such as medibots. They may also focus on more expensive creations like [[Cyborg]]s and [[mech]]s, such as the [[Ripley APLU]].
== Staff ==
=== Research Director ===
[[File:RD.png|alt=A picture of the many looks of the Research Director|right|100px]]
The [[Research Director]] (often shortened to RD) is in charge of the Science department and oversees the duties of Research and Development.
While they will ideally have Scientists under them to aid in research, they are expected to have at least a fundamental understanding of how to operate their department. The Research Director will be focusing on teaching any staff that needs assistance. The Research Director is also expected to lead the team through a path of research through the Research Tree. The Research Director might also have to pick up any role that is missing so that the department remains functional.
=== Scientist ===
[[File:Vince Shaw-South.png|alt=A picture of what a Scientist cold look like|right|100px]]
[[Scientist]]s follow guidance, direction, and tasks assigned by the Research Director.
Scientists are usually tasked with providing research points by researching artifacts or studying anomalies. Scientists may also be tasked with building and providing various high tech tools, weapons, equipment, and machines to the other various departments. It's important as a scientist to be kind to your colleagues, provide gifts for others, and throw caution to the wind '''in the name of science!'''
=== Research Assistant ===
[[File:Eric Poley-South.png|alt=What a Research Assistant could look like|right|100px]]
[[Research assistant]]s follow guidance, direction, and tasks assigned by the Research Director and Scientists.
Research assistants are usually tasked with providing research points by researching artifacts or studying anomalies. Feel free to ask someone higher up if you get confused on what to do or how to do something. Study, learn, and watch your teacher blow up the Science department while trying to teach you artifacts!
=== Cyborg ===
[[File:Cyborg (Si-8864)-South-4944.png|alt=A picture of a Cyborg with the generic chassis|right|100px]]
Brought to life by the power of research and technology sits the silicon life of the [[Cyborg]].
The Cyborg is bound by [[Server Rules#Silicones must follow Silicon Rules|silicon laws]] that restrict how they can interact with others. With a default "crewsimov" set of laws the cyborg will be out to help the crew in any way they are asked to. Cyborgs typically will report to Science to assist research and in turn gain the benefit of new chassis and modules that will aid their goals.
== Researching technologies ==
Research points are used to unlock new technologies and can be acquired through a few different sources, the most profitable being [[Xenoarcheology]], which is the process of analyzing and activating different randomly generated artifacts that can be found via events, [[Salvage Specialist|salvage]] debris, and by ordering them from cargo. Most artifacts have more than one Stimulus-Reaction combination (known scientifically as Nodes), so make sure to scan and activate as many of them as you can before selling it to cargo, or keeping it around because its effects are cool enough to warrant keeping.
Another highly valuable source of research points is [[Anomalous Research]]. Most R&D departments come equipped with an Anomaly Generator, Anomalous Particle Emitters (A.P.E.), and Anomaly Vessels, which are used to spawn, interact with, and generate points from anomalies respectively. Anomalies can come in different forms, ranging from raging balls of pink-hot matter to electrically-discharging motes of light to radioactive gravity wells, so make sure to wear some protective gear while studying them.
Research points can also be acquired through research disks, which can be found in maintenance, expeditions, or salvaged from space.
[[File:R&D Console UI.png|alt=The user interface of the R&D Console|thumb|The user interface of the R&D Console]]
New technologies can be researched in the R&D Console by using previously generated points. When opening the console, it will display the department's current amount of research points, Main Discipline, and tiers for each discipline. On the right side of the console's window is a list of four different technologies, one for each discipline. This list is randomized each time the department researches a new technology, taking from the ''Researchable Technologies'' list on the left side. Technologies that have already been researched are listed in the ''Unlocked Technologies'' section.
All the progress made by the Science department, including points and technologies, is stored in the R&D server. If the department loses its server, all unlocked technologies will be lost and all connected fabricators will lose the ability to craft items associated with these technologies.
The four disciplines into which technologies are categorized are ''Industrial'', ''Arsenal'', ''Experimental'', and ''Civilian Services'', with the first three being aimed towards the [[Engineering]], [[Security]], and [[Science]] departments respectively, while Civilian Services mainly covers [[Service]], with a handful of technologies aimed at [[Medical]] and [[Cargo]]. A few upgrades benefiting [[Cargo]] are also under the ''Industrial'' discipline.
Technologies are ranked into three progressive tiers—1, 2, and 3. Generally, higher tier technologies unlock stronger and better equipment than lower tiers. To research higher tier technologies, researchers must increase the tier of the respective discipline, done by researching the majority of technologies available in the prior tier. For example, researching the majority of tier 1 Industrial technologies will allow scientists to the research tier 2 Industrial technologies, but not tier 2 Arsenal, Experimental, or Civilian Services technologies.
Assuming they have enough points, the Science department can research all tier 1 and tier 2 technologies, but increasing a discipline to tier 3 makes it become the department's ''Main Discipline'' - generally you can only have one tier 3 discipline. It is possible to get tier 3 technologies from other disciplines, either through gambling with the Technology Disk Terminal or by acquiring multiple R&D servers, as the Main Discipline is only a per-server limit.
* {{item|h.o.n.k. peripherals control module|cap=1}}
* {{item|h.o.n.k. weapon control and targeting module|cap=1}}
* {{item|mech horn|cap=1}}
}}
{{Technology box
|name = Mechanized Treatment
|image = Medical cyborg (Si-8848)-South-25629.png
|color = 7ECD48
|cost = 5000
|unlocks =
* {{item|advanced chemical cyborg module|cap=1}}
}}
}}
===== Tier 3 =====
{{Collapse|
{{Technology box
|name = Bluespace Chemistry
|image = Bluespace beaker-East-11758.png
|color = 7ECD48
|cost = 10000
|unlocks =
* {{item|bluespace beaker|cap=1}}
* {{item|bluespace syringe|cap=1}}
}}
{{Technology box
|name = Quantum Fiber Weaving
|image = Speed boots-East-11645.png
|color = 7ECD48
|cost = 10000
|unlocks =
* {{item|speed boots|cap=1}}
}}
{{Technology box
|name = Syringe Gun
|image = Syringe gun.png
|color = 7ECD48
|cost = 15000
|unlocks =
* {{item|syringe gun|cap=1}}
* {{item|mini syringe|cap=1}}
}}
}}
=== Alternative Research ===
[[File:Technology_Disk_Printer.png|alt=Technology Disk Terminal sprite|right|100px]]
There is another method to research a technology, and that is using the Technology Disk Terminal. If there is no such console immediately available within the station, it can be created after researching the Tier 1 Experimental technology ''Alternative Research''.
By spending 1000 research points, a technology disk is dispensed, containing the recipe of any single random item of any tier for the lathes to fabricate. The item ranges from a redundant item that has already been researched to highly sought-after and expensive items.
When used early into the round, it may reward the department with end-tier items immediately at the cost of the primary research progress. This is essentially gambling with research points, so ensure that your department agrees with this plan. When used late into the round, it may grant recipes from technologies that have been locked out in favor of the Main Discipline.
== Equipment ==
The [[Protolathe]], [[Circuit Imprinter]], [[Security Techfab]], [[Medical Techfab]], and the [[Exosuit Fabricator]] gain new recipes when researching technologies. These machines can only access unlocked recipes if they're connected to the R&D server, so make sure they're set up properly.
''The following section will only cover recipes unlocked through research.''
=== Protolathe ===
[[File:Protolathe.png|alt=A picture of a Protolathe|right|100px]]
The [[Protolathe]] is a machine capable of printing most researched recipes. Protolathes are mainly found at Science but can sometimes be found in [[Engineering]] or on [[salvage]] expeditions.
|{{item recipe|wide-spectrum anomaly locator|1|Protolathe|mat only=1|mat only layout=hor|blocky=0}}
|Basic Anomalous Research
|1
|{{FORMATNUM:5000}}
|Experimental
|}
=== Circuit Imprinter ===
[[File:CircuitImprinter.png|alt=A picture of a Circuit Imprinter|right|100px]]
The [[Circuit Imprinter]] is a machine capable of printing machine boards used for creating machines and computers. They all require {{item|steel}} and {{item|glass}}, and some, in addition, need {{item|gold bar|label=gold}} or {{item|plastic}}.
Machine boards can be inserted into a machine frame whilst electronics can be inserted into computers or other machines built with [[Construction]].
The [[Exosuit Fabricator]] is a machine that is capable of crafting a large variety of [[Cyborg]] and [[Mech]] parts. The Exosuit Fabricator is a material hungry machine and can use {{item|gold bar|label=gold}}, {{item|silver bar|label=silver}}, {{item|steel}}, {{item|plastic}}, {{item|glass}}, and {{item|plasma}}. The Exosuit Fabricator is a vital part of [[Robotics|Cyborg creation]] and many of the advanced pieces are locked behind research.
|{{item recipe|advanced tool cyborg module|1|ExosuitFabricator|mat only=1|mat only layout=hor|blocky=0}}
|Advanced Tools
|2
|{{FORMATNUM:10000}}
|Industrial
|-
|{{item|HAMTR harness}}
|{{item recipe|HAMTR harness|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Critter Mechs
|1
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|HAMTR left arm}}
|{{item recipe|HAMTR left arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Critter Mechs
|1
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|HAMTR left leg}}
|{{item recipe|HAMTR left leg|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Critter Mechs
|1
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|HAMTR right arm}}
|{{item recipe|HAMTR right arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Critter Mechs
|1
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|HAMTR right leg}}
|{{item recipe|HAMTR right leg|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Critter Mechs
|1
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|H.O.N.K. harness|cap=1}}
|{{item recipe|H.O.N.K. harness|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|H.O.N.K. Mech
|2
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|H.O.N.K. left arm|cap=1}}
|{{item recipe|H.O.N.K. left arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|H.O.N.K. Mech
|2
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|H.O.N.K. left leg|format amount=0|cap=1}}
|{{item recipe|H.O.N.K. left leg|1|ExosuitFabricator|mat only=1|mat only layout=hor|blocky=0}}
|H.O.N.K. Mech
|2
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|H.O.N.K. right arm|cap=1}}
|{{item recipe|H.O.N.K. right arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|H.O.N.K. Mech
|2
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|H.O.N.K. right leg|cap=1}}
|{{item recipe|H.O.N.K. right leg|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|H.O.N.K. Mech
|2
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|hydraulic clamp|cap=1}}
|{{item recipe|hydraulic clamp|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Ripley APLU
|1
|{{FORMATNUM:7500}}
|Industrial
|-
|{{item|Mech horn|cap=1}}
|{{item recipe|Mech horn|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|H.O.N.K. Mech
|2
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|proximity sensor|cap=1}}
|{{item recipe|proximity sensor|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Basic Robotics
|1
|{{FORMATNUM:5000}}
|Experimental
|-
|{{item|ripley harness|cap=1}}
|{{item recipe|ripley harness|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Ripley APLU
|1
|{{FORMATNUM:7500}}
|Industrial
|-
|{{item|ripley left arm|cap=1}}
|{{item recipe|ripley left arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Ripley APLU
|1
|{{FORMATNUM:7500}}
|Industrial
|-
|{{item|ripley left leg|cap=1}}
|{{item recipe|ripley left leg|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Ripley APLU
|1
|{{FORMATNUM:7500}}
|Industrial
|-
|{{item|ripley right arm|cap=1}}
|{{item recipe|ripley right arm|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Ripley APLU
|1
|{{FORMATNUM:7500}}
|Industrial
|-
|{{item|ripley right leg|cap=1}}
|{{item recipe|ripley right leg|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Ripley APLU
|1
|{{FORMATNUM:7500}}
|Industrial
|-
|{{item|small hydraulic clamp|cap=1}}
|{{item recipe|small hydraulic clamp|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Critter Mechs
|1
|{{FORMATNUM:7500}}
|Civilian Services
|-
|{{item|vim harness|cap=1}}
|{{item recipe|vim harness|1|ExosuitFabricator|mat only=1|mat only layout=hor}}
|Critter Mechs
|1
|{{FORMATNUM:7500}}
|Civilian Services
|}
=== Security Techfab ===
[[File:security techfab-East-11993.png|alt=A picture of a Security Techfab|right|100px]]
Set deep within the security department sits the [[Security Techfab]]. The Security Techfab can use {{item|steel}}, {{item|plastic}}, {{item|glass}}, {{item|silver bar|label=silver}}, {{item|gold bar|label=gold}}, {{item|uranium}}, and {{item|plasma}}. Providing the Security Techfab with materials will allow crew members to produce ammo, grenades, and weapons. Given some research, this machine can fill the armory with some of the most dangerous weapons you can get a hold of.
|{{item recipe|ptk-800 "matter dematerializer" machine board|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Salvage Weapons
|1
|{{FORMATNUM:5000}}
|Arsenal
|-
|{{item|signal trigger|format amount=0|cap=1}}
|{{item recipe|signal trigger|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Explosive Technology
|1
|{{FORMATNUM:10000}}
|Arsenal
|-
|{{item|small-capacity power cage|format amount=0|cap=1}}
|{{item recipe|small-capacity power cage|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Shuttle Basic Armament
|2
|{{FORMATNUM:10500}}
|Arsenal
|-
|{{item|smg magazine (.35 auto incendiary)|format amount=0|cap=1}}
|{{item recipe|smg magazine (.35 auto incendiary)|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Draconic Munitions
|1
|{{FORMATNUM:10000}}
|Arsenal
|-
|{{item|smg magazine (.35 auto uranium)|format amount=0|cap=1}}
|{{item recipe|smg magazine (.35 auto uranium)|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Uranium Munitions
|1
|{{FORMATNUM:7500}}
|Arsenal
|-
|{{item|speed loader (.45 magnum incendiary)|format amount=0|cap=1}}
|{{item recipe|speed loader (.45 magnum incendiary)|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Draconic Munitions
|1
|{{FORMATNUM:10000}}
|Arsenal
|-
|{{item|speed loader (.45 magnum uranium)|format amount=0|cap=1}}
|{{item recipe|speed loader (.45 magnum uranium)|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Uranium Munitions
|1
|{{FORMATNUM:7500}}
|Arsenal
|-
|{{item|telescopic shield|format amount=0|cap=1}}
|{{item recipe|telescopic shield|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Advanced Riot Control
|1
|{{FORMATNUM:8000}}
|Arsenal
|-
|{{item|temperature gun|format amount=0|cap=1}}
|{{item recipe|temperature gun|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Thermal Weaponry
|3
|{{FORMATNUM:15000}}
|Arsenal
|-
|{{item|timer trigger|format amount=0|cap=1}}
|{{item recipe|timer trigger|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Explosive Technology
|1
|{{FORMATNUM:10000}}
|Arsenal
|-
|{{item|truncheon|format amount=0|cap=1}}
|{{item recipe|truncheon|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Advanced Riot Control
|1
|{{FORMATNUM:8000}}
|Arsenal
|-
|{{item|voice trigger|format amount=0|cap=1}}
|{{item recipe|voice trigger|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Explosive Technology
|1
|{{FORMATNUM:10000}}
|Arsenal
|-
|{{item|x-ray cannon|format amount=0|cap=1}}
|{{item recipe|x-ray cannon|1|security techfab|mat only=1|mat only layout=hor|blocky=0}}
|Wave Particle Harnessing
|2
|{{FORMATNUM:10000}}
|Arsenal
|}
=== Medical Techfab ===
[[File:medical techfab-East-37017.png|alt=A picture of a Medical Techfab|right|100px]]
Anchored into the back of medical sits the [[Medical Techfab]]. It can use {{item|steel}}, {{item|plastic}}, {{item|glass}}, {{item|cloth}}, {{item|plasma}}, and {{item|silver bar|label=silver}}. A small amount of highly valuable items are acquired through the Medical Techfab.
Hyper convection machines are a highly valuable upgrade that is obtained from the ''Industrial Engineering'' technology. These will only use half the original materials needed when crafting. However, they produce an immense amount of heat, which can quickly become lethal without sufficient preparations. One of the ways to make a safe enclosure for hyper convection machines is:
#Unwrench the {{item|protolathe}}, {{item|autolathe}}, and {{item|circuit Imprinter}} and put them against a wall.[[File:HyperA.png|alt=Hyperconvection building part 1|center]]
#Build a 2x3 box of {{item|directional reinforced window|label=directional reinforced windows}}, with a {{item|windoor}} for access.[[File:HyperB.png|alt=Hyperconvection building part 2|center]]
#Create an {{item|air alarm}} and an {{item|air sensor}}. Place the air sensor within the box and the air alarm nearby.[[File:HyperC.png|alt=Hyperconvection building part 3|center]]
#Put at least one {{item|space heater}} in the glass box.[[File:HyperD.png|alt=Hyperconvection part 4|center]]4a. Turn on the space heaters and set their power level to {{button|High|state=pressed}}.[[File:HyperD1.png|alt=Hyperconvection part 4.1|center]]
#[[Hacking|Hack]] the air alarm or ask an [[engineer]] to help you with networking. To hack the air alarm, first use a {{item|screwdriver}} on it to open the panel. When the panel is open, use a {{item|wirecutter}} tool on the air alarm itself. The lights above refer to the wires below. The wire that we are looking to cut is the ACC wire (short for ACCESS), which controls who is authorized to network and control the air alarm.[[File:HyperE1.png|alt=Air alarm panel|center]]5a. Cut the wires from left to right by clicking on them with a wirecutter in hand until you get the ACC light to turn off. You may get unlucky like I did and hit a power wire before the ACC wire, you will get shocked because of this. Skip the power wire and continue until you reach the ACC wire. Once you have found the ACC wire, repair all other wires by clicking on them with a wirecutter in hand and leave the ACC wire cut. Close the panel on the air alarm with the screwdriver.[[File:HyperE2.png|alt=Hyperconvection part 4.2|center]]
#Use a {{item|multitool}} or a {{item|network configurator}} and click on the air sensor first, followed by the air alarm.[[File:HyperF2.png|alt=air sensor clicked|center]]6a. Click {{button|Add}} on the air alarm GUI and then close the GUI.[[File:HyperF1.png|alt=Air alarm networking|center]]
#In a similar process, use a multitool or a network configurator and click on the windoor first, followed by the air alarm. [[File:HyperG1.png|alt=Hyperconvection networking windoor|center]]7a. Click the {{button|Danger}} button and then click {{button|Close}}. Click on the {{button|Warning}} button and click {{button|Close}}. Finally, click the {{button|Normal}} button and then click {{button|Open}}. Then click the {{button|Done}} button.[[File:HyperG2.png|alt=Hyperconvection networking windoor|center]]
#Create the {{item|CircuitImprinterHyperConvectionMachineCircuitboard}} at the circuit imprinter. Create or gather 1 matter bin and 1 igniter. Use a screwdriver to open the panel on the Circuit Imprinter.[[File:Imprinter_panel_open.png|alt=Imprinter panel open|center]]8a. Use a crowbar to deconstruct the imprinter into a machine frame.[[File:Imprinter_machineframe.png|alt=Imprinter machineframe|center]]8b. Use a crowbar again to remove the parts from the machine frame.[[File:Imprinter_machineframe1.png|alt=Imprinter machineframe1|center]]8c. Remove the circuit imprinter machine board from the stack of items. Click on the machine frame while holding the hyper convection circuit imprinter machine board. Shift+click the machine frame and fill it with the rest of the materials that it requires. You should have all the materials if the previous steps were followed.[[File:Machine_frame_p3.png|center]]8d. Screwdriver the machine frame to finish the construction. If this does not work, you are missing materials.
# Repeat step 8 through 8d with the Protolathe and Autolathe machines.
# Congratulations, you have set-up hyper convection machines for safe use! Good work, fellow scientist!
Latest revision as of 17:25, 30 October 2026
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One second you might be excitedly stumbling onto a money printing artifact. The next moment that same artifact turns the Science department into a crater. This department is all about throwing caution to the wind all while you scream "In the name of science!"
Science, also called Research and Development, R&D, or RnD, is a large department that revolves around the acquisition and use of research points to gain new technologies for the station. The department is composed of three subdepartments—Anomalous Research, Xenoarcheology, and Robotics—and it's staffed by the Research Director, scientists, and research assistants, with cyborgs being manufactured by the department.
Anomalous Research is focused around the containment and manipulation of various unique anomalies. It's one of R&D's main ways to harvest research points, and the leading cause of headaches in captains of non-coordinated stations. These anomalies can be extremely dangerous to the station if left alone, so be careful!
Xenoarcheology
Xenoarcheology is the other main methodology for producing research points. This methodology for harvesting is simultaneously safer for the station and more dangerous for Science personnel. Xenoarcheology involves a lot of trial and error to figure out to activate alien artifacts, which can be really mild or really dangerous.
Robotics
Robotics is the synthetic lifeblood of the station. Robotics strives to create as many synthetic lives as they can to help the station and its crew. Roboticists can make small and helpful bots, such as medibots. They may also focus on more expensive creations like Cyborgs and mechs, such as the Ripley APLU.
Staff
Research Director
The Research Director (often shortened to RD) is in charge of the Science department and oversees the duties of Research and Development.
While they will ideally have Scientists under them to aid in research, they are expected to have at least a fundamental understanding of how to operate their department. The Research Director will be focusing on teaching any staff that needs assistance. The Research Director is also expected to lead the team through a path of research through the Research Tree. The Research Director might also have to pick up any role that is missing so that the department remains functional.
Scientist
Scientists follow guidance, direction, and tasks assigned by the Research Director.
Scientists are usually tasked with providing research points by researching artifacts or studying anomalies. Scientists may also be tasked with building and providing various high tech tools, weapons, equipment, and machines to the other various departments. It's important as a scientist to be kind to your colleagues, provide gifts for others, and throw caution to the wind in the name of science!
Research Assistant
Research assistants follow guidance, direction, and tasks assigned by the Research Director and Scientists.
Research assistants are usually tasked with providing research points by researching artifacts or studying anomalies. Feel free to ask someone higher up if you get confused on what to do or how to do something. Study, learn, and watch your teacher blow up the Science department while trying to teach you artifacts!
Cyborg
Brought to life by the power of research and technology sits the silicon life of the Cyborg.
The Cyborg is bound by silicon laws that restrict how they can interact with others. With a default "crewsimov" set of laws the cyborg will be out to help the crew in any way they are asked to. Cyborgs typically will report to Science to assist research and in turn gain the benefit of new chassis and modules that will aid their goals.
Researching technologies
Research points are used to unlock new technologies and can be acquired through a few different sources, the most profitable being Xenoarcheology, which is the process of analyzing and activating different randomly generated artifacts that can be found via events, salvage debris, and by ordering them from cargo. Most artifacts have more than one Stimulus-Reaction combination (known scientifically as Nodes), so make sure to scan and activate as many of them as you can before selling it to cargo, or keeping it around because its effects are cool enough to warrant keeping.
Another highly valuable source of research points is Anomalous Research. Most R&D departments come equipped with an Anomaly Generator, Anomalous Particle Emitters (A.P.E.), and Anomaly Vessels, which are used to spawn, interact with, and generate points from anomalies respectively. Anomalies can come in different forms, ranging from raging balls of pink-hot matter to electrically-discharging motes of light to radioactive gravity wells, so make sure to wear some protective gear while studying them.
Research points can also be acquired through research disks, which can be found in maintenance, expeditions, or salvaged from space.
The user interface of the R&D Console
New technologies can be researched in the R&D Console by using previously generated points. When opening the console, it will display the department's current amount of research points, Main Discipline, and tiers for each discipline. On the right side of the console's window is a list of four different technologies, one for each discipline. This list is randomized each time the department researches a new technology, taking from the Researchable Technologies list on the left side. Technologies that have already been researched are listed in the Unlocked Technologies section.
All the progress made by the Science department, including points and technologies, is stored in the R&D server. If the department loses its server, all unlocked technologies will be lost and all connected fabricators will lose the ability to craft items associated with these technologies.
The four disciplines into which technologies are categorized are Industrial, Arsenal, Experimental, and Civilian Services, with the first three being aimed towards the Engineering, Security, and Science departments respectively, while Civilian Services mainly covers Service, with a handful of technologies aimed at Medical and Cargo. A few upgrades benefiting Cargo are also under the Industrial discipline.
Technologies are ranked into three progressive tiers—1, 2, and 3. Generally, higher tier technologies unlock stronger and better equipment than lower tiers. To research higher tier technologies, researchers must increase the tier of the respective discipline, done by researching the majority of technologies available in the prior tier. For example, researching the majority of tier 1 Industrial technologies will allow scientists to the research tier 2 Industrial technologies, but not tier 2 Arsenal, Experimental, or Civilian Services technologies.
Assuming they have enough points, the Science department can research all tier 1 and tier 2 technologies, but increasing a discipline to tier 3 makes it become the department's Main Discipline - generally you can only have one tier 3 discipline. It is possible to get tier 3 technologies from other disciplines, either through gambling with the Technology Disk Terminal or by acquiring multiple R&D servers, as the Main Discipline is only a per-server limit.
There is another method to research a technology, and that is using the Technology Disk Terminal. If there is no such console immediately available within the station, it can be created after researching the Tier 1 Experimental technology Alternative Research.
By spending 1000 research points, a technology disk is dispensed, containing the recipe of any single random item of any tier for the lathes to fabricate. The item ranges from a redundant item that has already been researched to highly sought-after and expensive items.
When used early into the round, it may reward the department with end-tier items immediately at the cost of the primary research progress. This is essentially gambling with research points, so ensure that your department agrees with this plan. When used late into the round, it may grant recipes from technologies that have been locked out in favor of the Main Discipline.
The following section will only cover recipes unlocked through research.
Protolathe
The Protolathe is a machine capable of printing most researched recipes. Protolathes are mainly found at Science but can sometimes be found in Engineering or on salvage expeditions.
The Circuit Imprinter is a machine capable of printing machine boards used for creating machines and computers. They all require steel and glass, and some, in addition, need gold bar or plastic.
Machine boards can be inserted into a machine frame whilst electronics can be inserted into computers or other machines built with Construction.
The Exosuit Fabricator is a machine that is capable of crafting a large variety of Cyborg and Mech parts. The Exosuit Fabricator is a material hungry machine and can use gold bar, silver bar, steel, plastic, glass, and plasma. The Exosuit Fabricator is a vital part of Cyborg creation and many of the advanced pieces are locked behind research.
Set deep within the security department sits the Security Techfab. The Security Techfab can use steel, plastic, glass, silver bar, gold bar, uranium, and plasma. Providing the Security Techfab with materials will allow crew members to produce ammo, grenades, and weapons. Given some research, this machine can fill the armory with some of the most dangerous weapons you can get a hold of.
Anchored into the back of medical sits the Medical Techfab. It can use steel, plastic, glass, cloth, plasma, and silver bar. A small amount of highly valuable items are acquired through the Medical Techfab.
Hyper convection machines are a highly valuable upgrade that is obtained from the Industrial Engineering technology. These will only use half the original materials needed when crafting. However, they produce an immense amount of heat, which can quickly become lethal without sufficient preparations. One of the ways to make a safe enclosure for hyper convection machines is:
Unwrench the protolathe, autolathe, and circuit Imprinter and put them against a wall.
Build a 2x3 box of directional reinforced window, with a windoor for access.
Create an air alarm and an air sensor. Place the air sensor within the box and the air alarm nearby.
Put at least one space heater in the glass box.4a. Turn on the space heaters and set their power level to High.
Hack the air alarm or ask an engineer to help you with networking. To hack the air alarm, first use a screwdriver on it to open the panel. When the panel is open, use a wirecutter tool on the air alarm itself. The lights above refer to the wires below. The wire that we are looking to cut is the ACC wire (short for ACCESS), which controls who is authorized to network and control the air alarm.5a. Cut the wires from left to right by clicking on them with a wirecutter in hand until you get the ACC light to turn off. You may get unlucky like I did and hit a power wire before the ACC wire, you will get shocked because of this. Skip the power wire and continue until you reach the ACC wire. Once you have found the ACC wire, repair all other wires by clicking on them with a wirecutter in hand and leave the ACC wire cut. Close the panel on the air alarm with the screwdriver.
Use a multitool or a network configurator and click on the air sensor first, followed by the air alarm.6a. Click Add on the air alarm GUI and then close the GUI.
In a similar process, use a multitool or a network configurator and click on the windoor first, followed by the air alarm. 7a. Click the Danger button and then click Close. Click on the Warning button and click Close. Finally, click the Normal button and then click Open. Then click the Done button.
Create the CircuitImprinterHyperConvectionMachineCircuitboard at the circuit imprinter. Create or gather 1 matter bin and 1 igniter. Use a screwdriver to open the panel on the Circuit Imprinter.8a. Use a crowbar to deconstruct the imprinter into a machine frame.8b. Use a crowbar again to remove the parts from the machine frame.8c. Remove the circuit imprinter machine board from the stack of items. Click on the machine frame while holding the hyper convection circuit imprinter machine board. Shift+click the machine frame and fill it with the rest of the materials that it requires. You should have all the materials if the previous steps were followed.8d. Screwdriver the machine frame to finish the construction. If this does not work, you are missing materials.
Repeat step 8 through 8d with the Protolathe and Autolathe machines.
Congratulations, you have set-up hyper convection machines for safe use! Good work, fellow scientist!