Difference between revisions of "User:Burrito Justice/Sandbox"

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(psych meds are annoying just end me)
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brute = f5d7d7 burn = f7f4cb tox = c4ffd1 oxy = c9e5f5 rad = b0fca4 organ = efe3ff gene = e8e8e8
{{toc_right}}
=Power Generation=
If you want power then you gotta talk about how it's generated first


!style='background-color:#c9e5f5;'|Name
==Thermoelectric Generator==
|Effects
<small>See also: [[Supermatter_Engine#The_TEGs|Supermatter Engine Guide]]</small><br>
|Desc
You put in cold gas in one end and hot gas in the other and you get power depending on the difference in temperature and if the pressure difference isn't awful
|Metabolism
|TBA


=Chemicals=
==Tesla Coils==
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<small>See also: [[INDRA]]</small><br>
==Dispenser Chemicals==
sorry burrito justice... it's over
<small><i>Unless otherwise stated, all basic chemicals listed below overdose at 30u. They are also all found in the dispenser, and have no recipe.</i></small>
<div class="mw-collapsible-content">
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;"
! scope="col" style='width:150px; background-color:#eeffee;'|Name
! scope="col" class="unsortable" style='background-color:#eeffee;'|Effects
! scope="col" class="unsortable" style='background-color:#eeffee;'|Description
! scope="col" class="unsortable" style='background-color:#d5eaff;'|Metabolism
! scope="col" class="unsortable" style='background-color:#f7f4cb;'|Side Effects
|-
!style='background-color:#d5d7d7;'|Acetone
|
*Damages organs by 3 organ damage per unit.
*Dissolves ink on printed material.
|A colorless liquid solvent used in chemical synthesis.
|0.04u/tick
|TBA
|-
!style='background-color:#ffffff;'|Aluminum
|
*TODO
|A silvery white and ductile member of the boron group of chemical elements.
|0.2u/tick
|TBA
|-
!style='background-color:#f5d7d7;'|Ammonia
|
*Damages organs by 1.5 organ damage per unit.
|A caustic substance commonly used in fertilizer or household cleaners. Poisonous to most lifeforms, lingers for a while if inhaled.
|0.1u/tick, 0.05u inhaled
|TBA
|-
!style='background-color:#c9e5f5;'|Carbon
|
*Removes 1u of another reagent per unit, if ingested.
*Makes turfs dirty if splashed on.
|A chemical element, the builing block of life.
|1u/tick
|TBA
|-
!style='background-color:#c9e5f5;'|Copper
|
*If patient is Skrell:
**Regenerates blood if ingested.
|A highly ductile metal.
|0.2u/tick
|TBA
|-
!style='background-color:#f5d7d7;'|Ethanol
|
*Dissolves ink on printed material.
*If injected:
**Damages organs.
*If ingested:
**Causes drugginess.
**May cause hallucinations.
**Raises pulse.
**Damages organs in Unathi and Vaurca patients.
|A well-known alcohol with a variety of applications.
|0.2u/tick, 1u ingested
|TBA
|-
!style='background-color:#f5d7d7;'|Hydrazine
|
*If ingested:
**Damages organs by 4 organ damage per unit.
**Unless they have a fuel cell augment, in which case it converts into nutrition.
*If inhaled:
**Damages lungs by 0.5 organ damage per unit.
*If touched:
**Damages organs by 0.2 organ damage per unit.
**Covers with flammable fuel.
|A toxic, colorless, flammable liquid with a strong ammonia-like odor, in hydrate form.
|0.04u/tick, 5u touched
|TBA
|-
!style='background-color:#f5d7d7;'|Hydrochloric Acid
|
*Deals 3 brute damage per unit.
*Deals 3 burn damage per unit.
*Damages lungs by 1.5 organ damage per unit if inhaled.
|A very corrosive mineral acid with the molecular formula HCl.
|0.4u/tick, 50u touched
|TBA
|-
!style='background-color:#c9e5f5;'|Iron
|
*If patient is neither Skrell nor Varuca:
**Restores blood if ingested.
|Pure iron is a metal.
|0.2u/tick
|TBA
|-
!style='background-color:#f5d7d7;'|Lithium
|
*Forces the patient to step in a random direction.
*Causes drooling, among other things.
*Doesn't actually treat depression.
|A chemical element, used as antidepressant.
|Metabolism
|TBA
|-
!style='background-color:#f5d7d7;'|Mercury
|
*Exact same effects as Lithium.
*Damages the brain by 1 organ damage per unit.
|A chemical element.
|0.2u/tick, 0.04u ingested
|TBA
|-
!style='background-color:#ffffff;'|Phosphorous
|
*TODO
|A chemical element, the backbone of biological energy carriers.
|0.2u/tick
|TBA
|-
!style='background-color:#ffffff;'|Potassium
|
*Raises pulse.
*Explodes if put in contact with water, purging all reagents from the container.
|A soft, low-melting solid that can easily be cut with a knife. Reacts violently with water.
|Metabolism
|TBA
|-
!style='background-color:#f5d7d7;'|Radium
|
*Irradiates the patient.
**Significantly increases the chance of curing disease, at the cost of severely damaging organs as a direct result.
*Spawns glowing goo if thrown onto turfs.
|Radium is an alkaline earth metal. It is extremely radioactive.
|0.2u/tick
|TBA
|-
!style='background-color:#ffffff;'|Silicon
|
*TODO
|A tetravalent metalloid, silicon is less reactive than its chemical analog carbon.
|0.2u/tick
|TBA
|-
!style='background-color:#ffffff;'|Sodium
|
*Explodes if put in contact with water, purging all reagents from the container.
|A chemical element, readily reacts with water.
|0.2u/tick
|TBA
|-
!style='background-color:#c9e5f5;'|Sugar
|
*Slightly restores blood if injected.
|The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste.
|0.2u/tick
|TBA
|-
!style='background-color:#c9e5f5;'|Sulfur
|
*If patient is Varuca:
**Restores blood.
|A chemical element with a pungent smell.
|0.2u/tick
|TBA
|-
!style='background-color:#f5d7d7;'|Sulphuric Acid
|
*Deals 4 brute damage per unit.
*Deals 4 burn damage per unit.
*Damages lungs by 2 organ damage per unit if inhaled.
|A very corrosive mineral acid with the molecular formula H2SO4.
|0.4u/tick, 50u touched
|TBA
|-
!style='background-color:#c9e5f5;'|Tungsten
|
*TODO
|A chemical element, and a strong oxidizing agent.
|0.2u/tick
|TBA
|}
</div></div>


=Compounds=
==Solar Panels==
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;"
<small>See also: [[Solars|Solar Setup Guide]]</small><br>
! scope="col" style='width:150px; background-color:#eeffee;'|Name
You connect the solars to a solar tracker and it tries to track the sun and generates power based on how many solars can see the sun
! scope="col" class="unsortable" style='width:150px; background-color:#eeffee;'|Recipe
! scope="col" class="unsortable" style='background-color:#eeffee;'|Effects
! scope="col" class="unsortable" style='background-color:#eeffee;'|Description
! scope="col" class="unsortable" style='background-color:#d5eaff;'|Metabolism
! scope="col" class="unsortable" style='background-color:#f7f4cb;'|Side Effects
! scope="col" style='background-color:#dd9999;'|Overdose
|-
!style='background-color:#efe3ff;'|{{anchor|Adipemcina}}Adipemcina
|1 Lithium, 1 [[#Dylovene|Dylovene]], 1 Potassium = 3 units
|
*Heals the heart by 2 damage per unit.
|Adipemcina is a complex, organ-regenerative medication that increases the rate at which cells differentiate into myocardial cells. Adipemcina overdoses result in severe liver damage and vomiting.
|0.2u/tick
|TBA
|30u, vomiting
|-
!style='background-color:#efe3ff;'|{{anchor|Alkysine}}Alkysine
|1 Hydrochloric Acid, 1 Ammonia, 1 [[#Dylovene|Dylovene]] = 2 units
|
*Heals the brain by 30 damage per unit, but only if oxygenation is 85% or greater.
|Alkysine is a complex drug which increases cerebral circulation, ensuring the brain does not become hypoxic and increasing the rate at which neurological function returns after a catastrophic injury.
|0.05u/tick
|TBA
|30u
|-
!style='background-color:#b0fca4;'|{{anchor|Arithrazine}}Arithrazine
|1 Hydrazine, 1 [[#Hyronalin|Hyronalin]] = 2 units
|
*Removes 70 units of radiation per unit.
*Has a 60% chance of dealing 4 brute damage.
*Deals severe damage to Dionae
|Arithrazine is a recent improvement of Hyronalin, rapidly destroying any ionised cells, though this often leads to collateral cell damage, resulting in contusions across affected parts of the body.
|0.05u/tick
|TBA
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Asinodryl}}Asinodryl
|3 Water, 1 [[#Cetahydramine|Cetahydramine]], 1 [[#Synaptizine|Synaptizine]], 5 Tungsten (catalyst) = 3 units
|
*Reduces the chance of vomiting.
|Asinodryl is an anti-emetic medication which acts by preventing the two regions in the brain responsible for vomiting from controlling the act of emesis.
|0.05u/tick
|TBA
|N/A
|-
!style='background-color:#f5d7d7;'|{{anchor|Bicaridine}}Bicaridine
|1 Carbon, 1 [[#Inaprovaline|Inaprovaline]] = 2 units
|
*Heals 5 brute damage per unit.
|Bicaridine is a complex medication which specifically targets damaged tissues and damaged blood vessels by encouraging the rate at which the damaged tissues are regenerated. Overdosing bicaridine allows the drug to take effect on damaged muscular tissues of arteries.
|0.1u/tick
|TBA
|30u, 2% chance of healing arterial bleeding
|-
!style='background-color:#efe3ff;'|{{anchor|Cataleptinol}}Cataleptinol
|1 [[#Alkysine|Alkysine]], 0.1 Phoron, 0.1 [[#Cryoxadone|Cryoxadone]] = 1 unit
|
*Heals the brain by 10 damage per unit.
*Heals the brain by 30 damage per unit if patient's temperature is below 170K.
*Has a chance to cure the following, compounded by the amount metabolized:
**Dumbness
**Cerebral Blindness
**Cerebral Paralysis
**Colorblindness
**Aphasia
|Cataleptinol is a highly advanced, expensive medication capable of regenerating the most damaged of brain tissues. Cataleptinol is used in the treatment of dumbness, cerebral blindness, cerebral paralysis and aphasia. The drug is more effective when the patient’s core temperature is below 170K.
|0.4u/tick
|TBA
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Cetahydramine}}Cetahydramine
|1 [[#Inaprovaline|Inaprovaline]], 1 [[#Cryptobiolin|Cryptobiolin]] = 2 units
|
*Causes drowsiness.
|Cetahydramine is a complex antihistamine medication available OTC which blocks the release of histamine, thus making it effective at suppressing allergies and sneezing. Cetahydramine can cause drowsiness in larger doses, making it an effective sleep aid.
|0.01u/tick, 0.2 ingested, 0.4 inhaled
|TBA
|N/A
|-
!style='background-color:#e8e8e8;'|{{anchor|Clonexadone}}Clonexadone
|1 Sodium, 1 [[#Cryoxadone|Cryoxadone]], 0.1 Phoron, 5 Phoron (catalyst) = 2 units
|
*Slows pulse.
*If the body is below 170K:
**Heals 30 gene damage per unit.
**Heals 30 brute damage per unit.
**Heals 30 burn damage per unit.
**Heals 30 hypoxia damage per unit.
|Clonexadone is a ground-breaking, complex medication that improved upon Cryoxadone. When acting on bodies cooler than 170K, the drug is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Clonexadone, alongside Cryoxadone, are the backbones of the cloning industry.
|0.1u/tick
|TBA
|N/A
|-
!style='background-color:#ffffff;'|{{anchor|Cough Syrup}}Cough Syrup
|1 Ammonia, 1 Carbon, 1 Water = 3 units
|
*Lightly kills pain.
|A complex antitussive medication available OTC which is very effective at suppressing cough reflexes. The medication also acts as a very weak analgesic medication, leading to it being a very cheap recreational drug or precursor to other recreational drugs.
|0.2u/tick, 0.4 inhaled
|TBA
|30u, vomiting, twitching, drowsiness, brain damage
|-
!style='background-color:#e8e8e8;'|{{anchor|Cryoxadone}}Cryoxadone
|1 Water, 1 Acetone, 1 [[#Dexalin|Dexalin]] = 3 units
|
*Slows pulse.
*If the body is below 170K:
**Heals 10 gene damage per unit.
**Heals 10 brute damage per unit.
**Heals 10 burn damage per unit.
**Heals 10 hypoxia damage per unit.
|Cryoxadone is a ground-breaking and complex medication that, when acting on bodies cooler than 170K, is capable of increasing the rate at which wounds regenerate, as well as treating genetic damage. Cryoxadone, alongside Clonexadone, are the backbones of the cloning industry.
|0.1u/tick
|TBA
|N/A
|-
!style='background-color:#f7f4cb;'|{{anchor|Dermaline}}Dermaline
|1 Acetone, 1 Phosphorous, 1 [[#Kelotane|Kelotane]] = 3
|
*Heals 12 burn damage per unit.
|Dermaline is a recent improvement of kelotane, working in a similar way, though twice as effective. Dermaline is capable of recovering even the most dire of burnt tissues, being able to treat full-thickness burning.
|0.1u/tick
|Cancels out [[#Kelotane|Kelotane]] from metabolizing.
|15u
|-
!style='background-color:#c9e5f5;'|{{anchor|Dexalin}}Dexalin
|2 Acetone, 0.1 Phoron, 1 Phoron (catalyst) = 1 unit
|
*Oxygenates the blood to 50%.
*Removes [[#Lexorin|Lexorin]].
|Dexalin is a complex oxygen therapeutic and is available OTC. The chemical utilises carbon nanostructures which cling to oxygen and, in pathological conditions where tissues are hypoxic, will oxygenate these regions. Dexalin is twice as efficient when inhaled.
|0.2u/tick, 0.1 inhaled
|TBA
|30u, deals 1 damage to the brain, deals 0.5 damage to the eyes
|-
!style='background-color:#c9e5f5;'|{{anchor|Dexalin Plus}}Dexalin Plus
|1 Carbon, 1 Iron, 1 [[#Dexalin|Dexalin]] = 3 units
|
*Oxygenates the blood to 80%
*Removes [[#Lexorin|Lexorin]]
|Dexalin Plus was a ground-breaking improvement of Dexalin, capable of transporting several times the amount of oxygen, allowing it to have more clinical uses in treating hypoxia. Dexalin Plus is twice as efficient when inhaled.
|0.2u/tick, 0.1 inhaled
|TBA
|15u, deals 1 damage to the brain, deals 0.5 damage to the eyes
|-
!style='background-color:#c4ffd1;'|{{anchor|Dylovene}}Dylovene
|1 Ammonia, 1 Potassium, 1 Silicon = 3 units
|
*Heals the liver by 0.3 damage per unit.
*Heals the kidneys by 0.3 damage per unit.
*Reduces hallucinations.
*Reduces drowsiness.
*Removes [[#Zombie Powder|Zombie Powder]]
|Dylovene is a broad-spectrum over-the-counter antitoxin. It is used in response to a variety of poisoning cases, being able to neutralise and remove harmful toxins from the bloodstream.
|0.1u/tick
|TBA
|N/A
|-
!style='background-color:#ffffff;'|{{anchor|Ethylredoxrazine}}Ethylredoxrazine
|1 Acetone, 1 Carbon, 1 [[#Dylovene|Dylovene]] = 3 units
|
*Neutralizes anything alcohol-related, preferably administered where the alcohol in question is.
*Reduces dizziness.
*Reduces drowsiness.
*Reduces stuttering.
*Reduces confusion.
|Ethylredoxrazine is a powerful medication which oxidises ethanol in the bloodstream, reducing the burden on the liver to complete this task. Ethylredoxrazine also blocks the reuptake of neurotransmitters responsible for symptoms of alcohol intoxication.
|0.06u/tick
|TBA
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Fluvectionem}}Fluvectionem
|1 Mercury, 1 Ammonia, 1 [[#Sodium Chloride|Sodium Chloride]] = 3 units
|
*Removes 4u of other reagents per unit.
*Damages organs by 1 organ damage every unit.
*Damages organs by 0.5 organ damage for every unit of reagent purged.
**All of these effects are doubled if overdosed, and done twice as fast.
|Fluvectionem is a complex anti-toxin medication that is capable of purging the bloodstream of toxic reagents. The drug is capable of neutralising the most difficult of compounds and acts very fast, however it is inefficient and results in benign waste products that can be damaging to the liver.
|0.1u/tick
|TBA
|30u, see effects
|-
!style='background-color:#ffffff;'|{{anchor|Hyperzine}}Hyperzine
|1 Sugar, 1 Phosphorous, 1 Sulfur = 3 units
|
*Increases running speed.
*Increases pulse.
|Hyperzine is a complex cardio-synaptic stimulant drug designed to increase the performance of the body. Downsides include violent muscle spasms and tremors.
|0.03u/tick, 0.015u inhaled
|TBA
|15u
|-
!style='background-color:#b0fca4;'|{{anchor|Hyronalin}}Hyronalin
|1 Radium, 1 [[#Dylovene|Dylovene]] = 2 units
|
*Removes 30 units of radiation per unit.
*Deals severe damage to Dionae.
|Hyronalin is a complex anti-radiation medication which specifically targets ionised cells, reducing their cell division rate to prevent their growth before gradually destroying these afflicted cells.
|0.05u/tick
|TBA
|30u
|-
!style='background-color:#c9e5f5;'|{{anchor|Inaprovaline}}Inaprovaline
|1 Acetone, 1 Carbon, 1 Sugar = 3 units
|
*Allows patient to breathe even if heart is stopped.
*Slows all bleeding down by 20%.
*Prevents heart damage from chemically-induced tachycardia.
*Attempts to regulate heart beat.
*Reduces effects of low blood oxygenation.
*Reduces speed at which brain takes damage from low blood.
*Heals minor brain damage.
*Lightly kills pain.
|Inaprovaline is a cardiostimulant which stabilises myocardial contractility, working towards maintaining a steady pulse and blood pressure. Inaprovaline also acts as a weak analgesic.
|0.1u/tick
|TBA
|60u
|-
!style='background-color:#f7f4cb;'|{{anchor|Kelotane}}Kelotane
|1 Carbon, 1 Silicon = 2 units
|
*Heals 6 burn damage per unit.
|Kelotane is a complex medication which specifically targets tissues which have been lost to severe burning by encouraging the rate at which these damaged tissues are regenerated.
|0.1u/tick
|Cancels out [[#Dermaline|Dermaline]] from metabolizing.
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Leporazine}}Leporazine
|1 Copper, 1 Silicon, 5 Phoron (catalyst) = 2 units
|
*Regulates body temperature.
|Leporazine is a complex medication which improves thermal homeostasis, stabilising and regulating the body’s core temperature. Leporazine often results in hyperventilation which should be monitored.
|0.2u/tick
|TBA
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Mortaphenyl}}Mortaphenyl
|1 Acetone, 1 Ethanol, 1 [[#Inaprovaline|Inaprovaline]] = 3 units
|
*Effectively kills pain.
**Does nothing if inhaled.
|Mortaphenyl is an advanced synthetic opioid medication which is highly effective at treating mild-severe pain as a result of severe, physical injury. Mortaphenyl is not effective when inhaled. Sometimes known as Tramadol.
|0.02u/tick, 0.4u ingested, 0.8u inhaled
|TBA
|30u, hallucinations
|-
!style='background-color:#efe3ff;'|{{anchor|Oculine}}Oculine
|1 Carbon, 1 Hydrazine, 1 [[#Dylovene|Dylovene]] = 2 units
|
*Heals the eyes by 5 damage per unit.
*Reduces blurry vision.
*Removes temporary blindness.
|Oculine is a complex organ-regenerative medication which increases the rate at which cells can differentiate into those required to recover damage to ocular tissues. Sometimes known as Imidazoline.
|0.2u/tick
|TBA
|30u, hallucinations
|-
!style='background-color:#ffffff;'|{{anchor|Oxycomorphine}}Oxycomorphine
|1 Ethanol, 1 [[#Mortaphenyl|Mortaphenyl]], 5 Phoron (catalyst) = 1 unit
|
*Ludicrously kills pain.
**Does nothing if inhaled.
|Oxycomorphine is a highly advanced synthetic opioid medication which is extremely effective at treating severe-agonising pain as a result of injuries usually incompatible with life. The drug is highly addictive and sense-numbing. Oxycomorphine is not effective when inhaled. Sometimes known as Oxycodone.
|0.02u/tick, 0.4u ingested, 0.8u inhaled
|Causes intense hallucinations if patient's blood alcohol content is greater than 0.02
|20u, hallucinations
|-
!style='background-color:#ffffff;'|{{anchor|Perconol}}Perconol
|1 Sugar, 1 Water, 1 [[#Mortaphenyl|Mortaphenyl]] = 3 units
|
*Mildly kills pain
**Does nothing if inhaled.
|Perconol is an advanced NSAID medication which is highly effective at treating minor-mild pain, inflammation and high fevers. The drug is available over-the-counter for treating minor illnesses and mild pain. Perconol is not effective when inhaled.
|0.02u/tick, 0.4u ingested, 0.8u inhaled
|TBA
|60u, hallucinations
|-
!style='background-color:#efe3ff;'|{{anchor|Peridaxon}}Peridaxon
|1 [[#Bicaridine|Bicaridine]], 1 [[#Clonexadone|Clonexadone]], 5 Phoron (catalyst) = 1 unit
|
*Heals 1 organ damage per unit, on any organ.
**Does not heal the brain if it has greater than minor damage.
*Causes disorientation.
|Peridaxon is complex, broad-spectrum organ-regenerative medication which increases the rate at which cells can differentiate into organ cells to recover damaged organ tissues. The drug is hard on the body, leading to confusion and drowsiness.
|0.2u/tick
|TBA
|10u
|-
!style='background-color:#ffffff;'|{{anchor|Polysomnine}}Polysomnine
|1 Ethanol, 1 Hydrochloric Acid, 1 Water = 1 unit
|
*Sedates the patient.
*Damages the liver by 1 damage per unit.
|Polysomnine is a complex drug which rapidly induces sedation in preparation for surgery. Polysomnine’s sedative effect is fast acting, and sedated individuals wake up with zero amnesia regarding the events leading up to their sedation, however the only downside is how hard the drug is on the liver.
|0.1u/tick, 0.05u inhaled
|TBA
|15u
|-
!style='background-color:#c9e5f5;'|{{anchor|Pneumalin}}Pneumalin
|1 Copper, 1 [[#Cough Syrup|Cough Syrup]], 1 [[#Pulmodeiectionem|Pulmodeiectionem]] = 2 units
|
*Slightly oxygenates the blood.
*Heals the lungs by 1.5 organ damage per unit.
*Lowers pulse.
*Fixes "rescued" lungs.
**All of this only works if inhaled.
|Pneumalin is a powerful, organ-regenerative medication that increases the rate at which lung tissues are regenerated. Pneumalin only works when inhaled, and overdosing can lead to severe bradycardia.
|0.2u/tick
|TBA
|15u, bradychardia
|-
!style='background-color:#ffffff;'|{{anchor|Pulmodeiectionem}}Pulmodeiectionem
|1 [[#Fluvectionem|Fluvectionem]], 1 [[#Lexorin|Lexorin]] = 2 units
|
*Removes 5u of other reagents in the lungs per unit.
*Damages the lungs by 0.2 damage per unit.
*Causes coughing.
*Reduces oxygenation.
|Pulmodeiectionem is a complex anti-toxin medication that is capable of purging the lungs of toxic reagents by damaging the mucous lining of the bronchi and trachea, allowing particulate to be coughed out of the lungs. Pulmodeiectionem works only when inhaled and can cause long-term damage to the lungs.
|0.4u/tick
|TBA
|10u
|-
!style='background-color:#ffffff;'|{{anchor|RMT}}Regenerative-Muscular Tissue Supplements
|1 Potassium, 1 [[#Inaprovaline|Inaprovaline]] = 1 unit
|
*Removes slowdown on unassisted Off-Worlders, and their subsequent flavor texts.
**This does not work if it is injected.
|RMT Supplement is a bioengineered, fast-acting growth factor that specifically helps recover bone and muscle mass caused by prolonged zero-gravity adaptations. It can also be used to treat chronic muscle weakness.
|0.04u/tick
|TBA
|N/A
|-
!style='background-color:#f5d7d7;'|{{anchor|Rezadone}}Rezadone
|1 Copper, 1 [[#Cryptobiolin|Cryptobiolin]], 1 [[#Carp|Carpotoxin]] = 3 units
|
*Heals 20 brute damage per unit.
*Heals 20 burn damage per unit.
*Heals 20 gene damage per unit.
*Slightly improves oxygenation.
*Heals the liver by 1 damage per unit.
*If dose is above 10 units:
**Causes dizziness.
**Causes jitteriness.
|Rezadone is an extremely expensive, ground-breaking miracle drug that is widely. The compound is capable of treating all kinds of physical damage, disfiguration, as well as genetic damage. Excessive consumption of rezadone can lead to severe disorientation.
|0.2u/tick
|TBA
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Ryetalyn}}Ryetalyn
|1 Carbon, 1 [[#Arithrazine|Arithrazine]] = 2 units
|
*Instantly removes all mutations. Only 1 unit is necessary.
**Does <b>NOT</b> heal gene damage.
|Ryetalyn is a novel, highly advanced, broad-spectrum medication, developed by Dominian scientists, which has varying clinical uses in treating genetic abnormalities including certain cancers, autoimmune conditions, and Hulk Syndrome.
|1u/tick
|TBA
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Soporific}}Soporific
|4 Sugar, 1 [[#Polysomnine|Polysomnine]] = 5 units
|
*Sedates the patient.
|Soporific is highly diluted polysomnine which results in slower and more gradual sedation. This makes the drug ideal at treating insomnia and anxiety disorders, however is generally not reliable for sedation in preparation for surgery except in high doses.
|0.1u/tick, 0.033u inhaled
|TBA
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Synaptizine}}Synaptizine
|1 Lithium, 1 Sugar, 1 Water = 3 units
|
*Mildly kills pain.
*Reduces weakness.
*Reduces paralysis.
*Reduces stunning.
*Removes [[#Mindbreaker|Mindbreaker Toxin]].
*Removes hallucinations.
*Damages organs by 5 organ damage per unit.
|Synaptizine is an advanced synaptic stimulant and nootropic which improves synaptic transmission and keeps one alert, giving it many clinical uses in the treatment of paralysis, weakness, narcolepsy and hallucinations. Synaptizine is difficult to metabolise and is hard on the liver.
|0.01u/tick
|TBA
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Thetamycin}}Thetamycin
|1 [[#Cryptobiolin|Cryptobiolin]], 1 [[#Dylovene|Dylovene]] = 2 units
|
*Effects at <5u dosage
**None.
*Effects at >=5u dosage
**Instantly cures germs below infection level 1.
**Heals infections between level 1 and level 2, at a rate of 3 germ units per second.
**Heals infections between level 2 upwards, at a rate of 1 germ unit per second.
*May cause vomiting.
|Thetamycin is a complex, broad-spectrum antibiotic developed to treat wound infections, organ infections, and septicaemia, even those caused by superbugs with high anti-bacterial resistances. Sometimes known as Spaceacillin.
|0.01u/tick, 0.4u inhaled
|TBA
|30u
|-
!style='background-color:#f5d7d7;'|{{anchor|Tricordrazine}}Tricordrazine
|1 [[#Dylovene|Dylovene]], 1 [[#Inaprovaline|Inaprovaline]] = 2 units
|
*Depending on the temperature of the compound:
**Heals 3 brute damage.
**Heals 3 burn damage.
*Does nothing if inhaled.
|Tricordrazine is an old, though still useful, medication largely set aside following bicaridine and kelotane’s development. The drug increases the rate at which tissues regenerate, though far slower than modern medications.
|0.05u/tick
|TBA
|N/A
|-
!style='background-color:#ffffff;'|{{anchor|Verunol Syrup}}Verunol Syrup
|1 Ethanol, 1 Hydrazine, 1 [[#Dylovene|Dylovene]] = 3 units
|
*Causes vomiting if ingested.
*Damages organs by 2 organ damage per unit if injected.
|A complex emetic medication that causes the patient to vomit due to gastric irritation and the stimulating of the vomit centres of the brain.
|0.2u/tick
|TBA
|30u
|}


=Psychiatric Medicines=
==Antimatter==
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;"
Wacky engine that supplies power by feeding it fuel. It can also be scaled as large as you want and in any shape you want as long as the parts are laterally adjacent. There's not much else to it unless you mess up the settings, then it might blow up. Ordered through cargo.
! scope="col" style='width:150px; background-color:#eeffee;'|Name
! scope="col" class="unsortable" style='width:150px; background-color:#eeffee;'|Recipe
! scope="col" class="unsortable" style='background-color:#eeffee;'|Effects
! scope="col" class="unsortable" style='background-color:#eeffee;'|Description
! scope="col" class="unsortable" style='background-color:#d5eaff;'|Metabolism
! scope="col" class="unsortable" style='background-color:#f7f4cb;'|Side Effects
! scope="col" style='background-color:#dd9999;'|Overdose
|-
!style='background-color:#ffffff;'|{{anchor|Corophenidate}}Corophenidate
|1 Hydrazine, 1 [[#Mindbreaker|Mindbreaker Toxin]] = units
|
*Removes hallucinations.
*Suppresses the following:
**Imaginary friends.
**Phobias.
|Corophenidate is a new generation, psychoactive stimulant used in the treatment of ADHD and ADD. It has far fewer side effects than previous generations of CNS stimulants. Withdrawal symptoms include hallucinations and disruption of focus.
|0.002u/tick
|TBA
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Emoxanyl}}Emoxanyl
|1 Ethanol, 1 Silicon, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units
|
*Suppresses the following:
**Concussions.
**Phobias.
|Emoxanyl is a novel, antioxidant medication which increases cerebral circulation and is used to treat anxiety, depression, concussion, and epilepsy. It has fewer side effects than many other forms of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.
|0.002u/tick
|TBA
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Minaphobin}}Minaphobin
|1 Carbon, 1 [[#Mindbreaker|Mindbreaker Toxin]] = 2 units
|
*Suppresses the following:
**Phobias.
**Monophobias.
|Minaphobin is a new generation, psychoactive drug used in the treatment of anxiety disorders such as phobias and social anxiety. It has far fewer side effects than previous generations of psychoactive drugs. Withdrawal symptoms include hallucinations and heightened anxiety.
|0.002u/tick
|TBA
|30u
|-
!style='background-color:#ffffff;'|{{anchor|Neurapan}}Neurapan
|1 Ethanol, 1 [[#Space Drugs|Space Drugs]], 1 [[#Mindbreaker|Mindbreaker Toxin]] = 3 units
|
*Suppresses the following:
**Split personalities.
**Imaginary friends.
**Stuttering.
**Speech impediments.
**Monophobia.
**Hallucinations.
**Muscle spasms.
**Tourettes.
|Neurapan is a groundbreaking, expensive antipsychotic medication capable of treating a whole spectrum of mental illnesses, including psychoses, anxiety disorders, Tourette Syndrome and depression, and can alleviate symptoms of stress. Neurapan can be addictive due to its tranquilising effects, and withdrawal symptoms are dangerous.
|0.002u/tick
|TBA
|30u
|}


!style='background-color:#ffffff;'|{{anchor|Name}}Name
==PACMAN==
|Recipe
Secure over a wire knot, give fuel, set target power, turn on. What fuel it takes and how high it can go depends on the subtype
|Effects
*PACMAN: Takes phoron sheets
|Desc
*SUPERPACMAN: Takes uranium
|Metabolism
*MRSPACMAN: Takes tritium
|Side Effects
|Overdose


=Miscellaneous Reagents=
==Radioisotope Thermoelectric Generator==
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2; background-color:white;"
thing with infinite fuel that can power up to 1 kilowatt. that's it. there's an advanced version that can generate up to 10 KW with good parts
! scope="col" style='width:150px; background-color:#eeffee;'|Name
 
! scope="col" class="unsortable" style='width:150px; background-color:#eeffee;'|Recipe
==Unimplemented and Misc==
! scope="col" class="unsortable" style='background-color:#eeffee;'|Effects
===TEG 2===
! scope="col" class="unsortable" style='background-color:#eeffee;'|Description
If the TEG is so great then why isn't there a TEG 2? Well, there was. It didn't go anywhere and has been sitting around collecting dust in the code for ages.
! scope="col" class="unsortable" style='background-color:#d5eaff;'|Metabolism
 
! scope="col" class="unsortable" style='background-color:#f7f4cb;'|Side Effects
===Radiation Collector Arrays===
! scope="col" style='background-color:#dd9999;'|Overdose
Though available in cargo, these don't collect radiation since they've existed before radiation was actually implemented and never got changed. They can harvest power from a singularity but they can't harvest energy from a SM because that part of the code got commented out.
|-
 
!style='background-color:#f5d7d7;'|Polytrinic Acid
===Gas Turbine===
|
<small>See also: [[Guide_to_Atmospherics#Unimplemented|Guide to Atmospherics]]</small><br>
*Deals 6 brute damage per unit.
Two machines that compress gas in the surrounding atmosphere to shove through a turbine in order to generate power. The compressor takes power to do its job, meaning this engine can be run at a net loss for power, but if supplied a decently hot burn mix then the pressure will be high enough to allow the turbine to turn at a rate that can generate sort of decent amounts of power - the turbine is more of a supplement to existing engines for powering the station rather than a standalone one. As it stands, despite the code not being meaningfully altered in almost a decade, the turbine runs almost exactly as it was intended.
*Deals 6 brute damage per unit.
 
*Damages lungs by 3 organ damage per unit if inhaled.
===Pipe Turbine===
|Polytrinic acid is a an extremely corrosive chemical substance.
The pipe version of the gas turbine, however the code and era when it was implemented are completely different. High pressure gas must be piped into the input and the output pipe should remain as low pressure as possible to allow gas to be turned through without issue. The turbine will then turn a motor which generates power. Just needs a proc called on the motor to connect to a wired power net, otherwise this setup is still functional. Mention the Adiabatic Process
|0.4u/tick, 50u touched
 
|TBA
===Fractal Reactor===
|}
Generates 1 MW of power when active, which is pretty crazy, and it doesn't seem to use any fuel. Probably because it's actually used for debugging. If you see this then you should probably ahelp.
 
=Power Storage=
If you wanna keep power then you gotta talk about how it's stored
 
==[[File:SMES.png]]SMES==
Big battery fella. The amount of power it can store and the amount of power it can input and output per tick depends on the type and amount of coils installed. Receives power through a terminal, outputs power into a wire beneath itself
 
===SMES Coils===
Coils determine how much power can be stored and how far you can adjust the I/O. You can fit six coils inside a single SMES unit
*Superconductive Magnetic Coil: Stores 5 MJ of power, I/O of 250 KW
*Transmission Coil: Stores 0.5 MJ of power, I/O of 1000 KW
*Capacitance Coil: Stores 50 MJ of power, I/O of 50 KW
*Basic Coil: Stores 1 MJ of power, I/O of 150 KW
 
==Power Cell Rack PSU==
An alternative to the SMES. I/O is probably locked but the amount of power you can store depends on how many power cells you shoved inside it.
 
===Power Cells===
*Default: 1000
*Heavy Duty: 5000, found in APCs and portable atmospheric equipment
*High Capacity: 10000
*Super Capacity: 20000
*Hyper Capacity: 30000
*Slime: 15000, recharges, harvested from yellow slimes in xenobiology
*Potato: 300
 
=Power Distribution=
If you wanna use power you gotta talk about how it's distributed
 
==Wires==
Things you throw down to carry power from one place to the next. Distance doesn't matter, a cable close to a SMES and a cable really far on the same network will have the same charge. use a multitool on these to figure out how much power is available.
 
==APC==
Stores power but not much, it supplies power to all machines in the same area as the APC. If it's not in the same area, it's not under that APC's control
 
==Rechargers==
These things use ridiculous amounts of power so maybe don't decide to recharge more than two power cells at a time lmao
*Device Recharger: 45 KW when active. Accepts power cells, energy weapons, batons, and certain devices.
*Heavy-Duty Cell Charger: 90 KW when active. Only accepts [[#Power Cells|power cells]].
*Cyborg Recharging Station: 40 KW when active with default parts. Accepts stationbounds, [[IPC|IPCs]], and biologic crew if they're wearing a [[Hardsuit Operation|RIG]]. It can also repair the damage of synthetic individuals if its parts are upgraded, though this can consume more power.
*Exosuit Dock: 90 KW when active. Park a mech over this to recharge its cell.
 
==Power Priority==
SMES receive priority over APCs, otherwise everything will try to charge equally and simultaneously based on available input, i.e. four SMES units with max input but only 4 KW available will mean that all four SMES will charge at 1 KW/h
 
==Interruptions and Syncing==
APCs will turn red for a while if an explosion happens or if substations have their breaker boxes toggled. That's because power code sucks and has to resync everything after a large change in power nets like wires being spawned or deleted. if people complain about APCs being red and that engineering sucks tell them to shove it up their ass and wait two seconds lmao
 
==RCON==
RCON is short for Remote Control in that it is a program that can remotely interface with SMES units that have their RCON wire enabled, and it is also able to toggle breaker boxes remotely, allowing you to manage most of the grid from a single computer. It's intended purpose is to separate and organize department power networks into their own grids so that they aren't wholly reliant on the main grid. There are many reasons to setup substations, however there are another many reasons to ''not'' use RCON. [[#Pros and Cons|You will have to determine when it's best to use]], but setting up substations is by no means necessary: unless purposefully sabotaged, the main grid will power the whole station just fine assuming the SMES in charge of the grid is charged and outputting enough power.
 
The ideal way to configure each substation is to set it up in a way that the department will always receive power when necessary. If you aren't sure what settings to use then don't bother configuring the substation; it's simpler and safer to just run it off the grid directly. Nonetheless, the substation's output must be able to meet a number of factors:
#'''The amount of APCs:''' All rooms should have one APC, though sometimes multiple rooms share an APC. Departments vary in the amount of APCs they have but, ignoring the rest of these factors, 20 to 60 KW is a safe minimum to expect.
#'''The amount of machinery:''' Lots of machinery will consume power while idle, so it's important to keep them in mind, ''especially'' when they're in use. Lights fall under this category, atmospheric installations especially so.
#'''The amount of [[#Rechargers|rechargers]]:''' Rechargers are machines that tend to consume the most power at a time. The amount of rechargers in a department is what you want to know the most, and you'll want to adjust the SMES output to account for the potential for all rechargers being used at the same time. If the SMES output doesn't go high enough then the department will lose power if someone decides to recharge a lot of equipment. Research is especially prone to this.
If you want a quick and easy way to determine how much power a department will draw normally, just setup the substation like normal and set the output to maximum, the SMES will tell you the expected draw. If the draw is below available output then you can lower it to something a bit above that value to account for intermittent draws of power. However, if the draw is the same as available output or higher then you will need to either upgrade the SMES or re-enable the bypass.
 
The substation's input, on the other hand, must be set to what the department is expected to require at the least. It is '''safe to set the input lower than the output''' - as long as the input can meet demand during normal work then the higher output will use the SMES' stored charge to account for more demanding loads, assuming the high demand is only temporary (like recharging equipment).
 
===Breaker Boxes===
Breaker boxes are the physical objects next to SMES units inside substations that determine whether or not the substation is bypassed. It does this by literally spawning wires underneath itself to connect a wire leading to it from the grid to a wire beneath the SMES leading to the rest of the department, effectively connecting the department to the grid and ''bypassing'' the SMES. Breaker boxes can be interacted with in person or remotely, though to prevent [[#Interruptions and Syncing|power net weirdness]] they cannot be toggled back for a while. To clarify: wires beneath the breaker means the SMES is '''bypassed''', wires missing from beneath the breaker means the '''bypass is disabled'''.
 
===Pros and Cons===
Setting substations can be a nice tool if you know what you're doing, but it can easily incapacitate entire departments if you aren't careful. If you aren't sure then don't setup substations. Anyway here's all the benefits and disadvantages to disabling the bypasses of substations:
*'''Pros:'''
**Department-specific power net monitors will be limited to only their department instead of it ''and'' whatever else is connected to the grid, allowing you to diagnose room-specific power draw issues remotely more easily.
**Substation SMES can function as backup batteries if something terrible happens to everything else, assuming they're charged. This, however, doesn't require the bypass to be disabled: the SMES will charge as long as a wire from the grid is connected to its terminal, and it will always be there unless damage or sabotage is done.
**Incomprehensibly high power draw can be isolated to a single department, sparing the rest of the station.
**''Carefully maintained'' output can reduce the damage of being shocked by equipment managed by the substation.
*'''Cons:'''
**Values that do not take all equipment in a department into account can result in the department running out of power, or simply not being supplied enough power.
**Certain departments (like Research) are capable of exceeding the maximum possible output of their substation SMES by several times, meaning either the SMES needs to be upgraded or the SMES should remain bypassed.
**The benefits of keeping a SMES' output low for the sake of reducing the damage of shocks is irrelevant if you are forced to maximize the output or need to bypass the SMES.
**Grid checks affect APCs ''and'' SMES units. A SMES must be restarted before it can output power again, so departments that don't have their bypass enabled are reliant on their substation to restart rather than the main grid SMES being restarted and powering everything.
 
{{Engineering}}
{{Guides}}
[[Category:Engineering]]
[[Category:Guides]]
<!---if you're seeing this then I'm not working on a project at the moment--->

Latest revision as of 10:26, 15 October 2023

Power Generation

If you want power then you gotta talk about how it's generated first

Thermoelectric Generator

See also: Supermatter Engine Guide
You put in cold gas in one end and hot gas in the other and you get power depending on the difference in temperature and if the pressure difference isn't awful

Tesla Coils

See also: INDRA
sorry burrito justice... it's over

Solar Panels

See also: Solar Setup Guide
You connect the solars to a solar tracker and it tries to track the sun and generates power based on how many solars can see the sun

Antimatter

Wacky engine that supplies power by feeding it fuel. It can also be scaled as large as you want and in any shape you want as long as the parts are laterally adjacent. There's not much else to it unless you mess up the settings, then it might blow up. Ordered through cargo.

PACMAN

Secure over a wire knot, give fuel, set target power, turn on. What fuel it takes and how high it can go depends on the subtype

  • PACMAN: Takes phoron sheets
  • SUPERPACMAN: Takes uranium
  • MRSPACMAN: Takes tritium

Radioisotope Thermoelectric Generator

thing with infinite fuel that can power up to 1 kilowatt. that's it. there's an advanced version that can generate up to 10 KW with good parts

Unimplemented and Misc

TEG 2

If the TEG is so great then why isn't there a TEG 2? Well, there was. It didn't go anywhere and has been sitting around collecting dust in the code for ages.

Radiation Collector Arrays

Though available in cargo, these don't collect radiation since they've existed before radiation was actually implemented and never got changed. They can harvest power from a singularity but they can't harvest energy from a SM because that part of the code got commented out.

Gas Turbine

See also: Guide to Atmospherics
Two machines that compress gas in the surrounding atmosphere to shove through a turbine in order to generate power. The compressor takes power to do its job, meaning this engine can be run at a net loss for power, but if supplied a decently hot burn mix then the pressure will be high enough to allow the turbine to turn at a rate that can generate sort of decent amounts of power - the turbine is more of a supplement to existing engines for powering the station rather than a standalone one. As it stands, despite the code not being meaningfully altered in almost a decade, the turbine runs almost exactly as it was intended.

Pipe Turbine

The pipe version of the gas turbine, however the code and era when it was implemented are completely different. High pressure gas must be piped into the input and the output pipe should remain as low pressure as possible to allow gas to be turned through without issue. The turbine will then turn a motor which generates power. Just needs a proc called on the motor to connect to a wired power net, otherwise this setup is still functional. Mention the Adiabatic Process

Fractal Reactor

Generates 1 MW of power when active, which is pretty crazy, and it doesn't seem to use any fuel. Probably because it's actually used for debugging. If you see this then you should probably ahelp.

Power Storage

If you wanna keep power then you gotta talk about how it's stored

File:SMES.pngSMES

Big battery fella. The amount of power it can store and the amount of power it can input and output per tick depends on the type and amount of coils installed. Receives power through a terminal, outputs power into a wire beneath itself

SMES Coils

Coils determine how much power can be stored and how far you can adjust the I/O. You can fit six coils inside a single SMES unit

  • Superconductive Magnetic Coil: Stores 5 MJ of power, I/O of 250 KW
  • Transmission Coil: Stores 0.5 MJ of power, I/O of 1000 KW
  • Capacitance Coil: Stores 50 MJ of power, I/O of 50 KW
  • Basic Coil: Stores 1 MJ of power, I/O of 150 KW

Power Cell Rack PSU

An alternative to the SMES. I/O is probably locked but the amount of power you can store depends on how many power cells you shoved inside it.

Power Cells

  • Default: 1000
  • Heavy Duty: 5000, found in APCs and portable atmospheric equipment
  • High Capacity: 10000
  • Super Capacity: 20000
  • Hyper Capacity: 30000
  • Slime: 15000, recharges, harvested from yellow slimes in xenobiology
  • Potato: 300

Power Distribution

If you wanna use power you gotta talk about how it's distributed

Wires

Things you throw down to carry power from one place to the next. Distance doesn't matter, a cable close to a SMES and a cable really far on the same network will have the same charge. use a multitool on these to figure out how much power is available.

APC

Stores power but not much, it supplies power to all machines in the same area as the APC. If it's not in the same area, it's not under that APC's control

Rechargers

These things use ridiculous amounts of power so maybe don't decide to recharge more than two power cells at a time lmao

  • Device Recharger: 45 KW when active. Accepts power cells, energy weapons, batons, and certain devices.
  • Heavy-Duty Cell Charger: 90 KW when active. Only accepts power cells.
  • Cyborg Recharging Station: 40 KW when active with default parts. Accepts stationbounds, IPCs, and biologic crew if they're wearing a RIG. It can also repair the damage of synthetic individuals if its parts are upgraded, though this can consume more power.
  • Exosuit Dock: 90 KW when active. Park a mech over this to recharge its cell.

Power Priority

SMES receive priority over APCs, otherwise everything will try to charge equally and simultaneously based on available input, i.e. four SMES units with max input but only 4 KW available will mean that all four SMES will charge at 1 KW/h

Interruptions and Syncing

APCs will turn red for a while if an explosion happens or if substations have their breaker boxes toggled. That's because power code sucks and has to resync everything after a large change in power nets like wires being spawned or deleted. if people complain about APCs being red and that engineering sucks tell them to shove it up their ass and wait two seconds lmao

RCON

RCON is short for Remote Control in that it is a program that can remotely interface with SMES units that have their RCON wire enabled, and it is also able to toggle breaker boxes remotely, allowing you to manage most of the grid from a single computer. It's intended purpose is to separate and organize department power networks into their own grids so that they aren't wholly reliant on the main grid. There are many reasons to setup substations, however there are another many reasons to not use RCON. You will have to determine when it's best to use, but setting up substations is by no means necessary: unless purposefully sabotaged, the main grid will power the whole station just fine assuming the SMES in charge of the grid is charged and outputting enough power.

The ideal way to configure each substation is to set it up in a way that the department will always receive power when necessary. If you aren't sure what settings to use then don't bother configuring the substation; it's simpler and safer to just run it off the grid directly. Nonetheless, the substation's output must be able to meet a number of factors:

  1. The amount of APCs: All rooms should have one APC, though sometimes multiple rooms share an APC. Departments vary in the amount of APCs they have but, ignoring the rest of these factors, 20 to 60 KW is a safe minimum to expect.
  2. The amount of machinery: Lots of machinery will consume power while idle, so it's important to keep them in mind, especially when they're in use. Lights fall under this category, atmospheric installations especially so.
  3. The amount of rechargers: Rechargers are machines that tend to consume the most power at a time. The amount of rechargers in a department is what you want to know the most, and you'll want to adjust the SMES output to account for the potential for all rechargers being used at the same time. If the SMES output doesn't go high enough then the department will lose power if someone decides to recharge a lot of equipment. Research is especially prone to this.

If you want a quick and easy way to determine how much power a department will draw normally, just setup the substation like normal and set the output to maximum, the SMES will tell you the expected draw. If the draw is below available output then you can lower it to something a bit above that value to account for intermittent draws of power. However, if the draw is the same as available output or higher then you will need to either upgrade the SMES or re-enable the bypass.

The substation's input, on the other hand, must be set to what the department is expected to require at the least. It is safe to set the input lower than the output - as long as the input can meet demand during normal work then the higher output will use the SMES' stored charge to account for more demanding loads, assuming the high demand is only temporary (like recharging equipment).

Breaker Boxes

Breaker boxes are the physical objects next to SMES units inside substations that determine whether or not the substation is bypassed. It does this by literally spawning wires underneath itself to connect a wire leading to it from the grid to a wire beneath the SMES leading to the rest of the department, effectively connecting the department to the grid and bypassing the SMES. Breaker boxes can be interacted with in person or remotely, though to prevent power net weirdness they cannot be toggled back for a while. To clarify: wires beneath the breaker means the SMES is bypassed, wires missing from beneath the breaker means the bypass is disabled.

Pros and Cons

Setting substations can be a nice tool if you know what you're doing, but it can easily incapacitate entire departments if you aren't careful. If you aren't sure then don't setup substations. Anyway here's all the benefits and disadvantages to disabling the bypasses of substations:

  • Pros:
    • Department-specific power net monitors will be limited to only their department instead of it and whatever else is connected to the grid, allowing you to diagnose room-specific power draw issues remotely more easily.
    • Substation SMES can function as backup batteries if something terrible happens to everything else, assuming they're charged. This, however, doesn't require the bypass to be disabled: the SMES will charge as long as a wire from the grid is connected to its terminal, and it will always be there unless damage or sabotage is done.
    • Incomprehensibly high power draw can be isolated to a single department, sparing the rest of the station.
    • Carefully maintained output can reduce the damage of being shocked by equipment managed by the substation.
  • Cons:
    • Values that do not take all equipment in a department into account can result in the department running out of power, or simply not being supplied enough power.
    • Certain departments (like Research) are capable of exceeding the maximum possible output of their substation SMES by several times, meaning either the SMES needs to be upgraded or the SMES should remain bypassed.
    • The benefits of keeping a SMES' output low for the sake of reducing the damage of shocks is irrelevant if you are forced to maximize the output or need to bypass the SMES.
    • Grid checks affect APCs and SMES units. A SMES must be restarted before it can output power again, so departments that don't have their bypass enabled are reliant on their substation to restart rather than the main grid SMES being restarted and powering everything.
Engineering Department
Head of Department Chief Engineer
Personnel Engineer - Atmospheric Technician
Useful Guides Guide to Atmospherics - Supermatter Engine - Guide to the INDRA - Guide to Thrusters - Telecommunications - Integrated Electronics
Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink