One second you might be excitedly stumbling onto a money printing artifact. The next moment that same artifact turns science department into a crater. This department is all about throwing caution to the wind all while you scream "'''In the name of science!!"'''
One second you might be excitedly stumbling onto a money printing artifact. The next moment that same artifact turns 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 ''(commonly called R&D or RnD)'' is a large department that is composed of a few sections. The sections that are under the science department includes '''Robotics''', '''Anomalous Research''', and '''Xenoarcheology'''. There are three jobs that are typically associated with the science department. The jobs that are associated with science includes '''Research Director''', '''Scientist''', '''Research Assistant''', and '''Cyborgs'''.
Science ''(commonly called R&D or RnD)'' is a large department that is composed of a few sections. The sections that are under the science department includes '''Robotics''', '''Anomalous Research''', and '''Xenoarcheology'''. There are three jobs that are typically associated with the science department. The jobs that are associated with science includes '''Research Director''', '''Scientist''', '''Research Assistant''', and '''Roboticists'''.
The department typically lies behind purple and grey doors. In the department typically exists a set of Lathe and Science machines. Often you will see lockers with lab equipment in them.
The department typically lies behind purple and grey doors. In the department typically exists a set of Lathe and Science machines. Often you will see lockers with lab equipment in them.
Due to the nature of science, this page can be out of date or lacking information.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!
Welcome to the Science department!
One second you might be excitedly stumbling onto a money printing artifact. The next moment that same artifact turns 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 (commonly called R&D or RnD) is a large department that is composed of a few sections. The sections that are under the science department includes Robotics, Anomalous Research, and Xenoarcheology. There are three jobs that are typically associated with the science department. The jobs that are associated with science includes Research Director, Scientist, Research Assistant, and Roboticists.
The department typically lies behind purple and grey doors. In the department typically exists a set of Lathe and Science machines. Often you will see lockers with lab equipment in them.
Science gameplay largely revolves around the acquisition and use of research points to gain new technologies for the station.
Robotics is the synthetic lifeblood of the station.
Robotics is a department that strives to create as many synthetic lives as they can to help the station and it's crew. Roboticists can make small and helpful bots, such as medibots. They may also focus on more expensive creations like cyborgs and mechs like the Ripley.
Anomalous Research is a subdepartment of R&D focused around the containment and manipulation of various unique anomalies.
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 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. This section of science involves a lot of trial and error to figure out to activate alien artifacts. These artifacts can be really mild or really dangerous depending on their depth.
The Research Director (Or 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.
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 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!
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 chasis and modules that will aid their goals.
Point Generation
Research points can be acquired through a few different sources.
The most profitable form of point generation is 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.
Points can also be acquired through research disks, which can be found in maintenance, salvaged from space, or found on expeditions.
In the R&D computer new technologies can be unlocked via points. To research a technology, click on it if it's in the Unlockable technologies column. Technologies in the Future technologies are locked behind others, requiring you to research a previous technology (in the Unlockable technologies column). Technologies in the Unlocked technologies section have already been researched.
R&D Tree
The R&D tree is the main focus of the R&D system. The R&D Tree system is composed of four categories: Industrial, Arsenal, Experimental, and Civilian Services. When accessing the R&D console you will get a choice of one node of each of the four categories.
The nodes are sorted into multiple tiers.
Tier 1 has basic technologies.
Tier 2 has moderately advanced technologies.
Tier 3 has highly advanced technologies.
To advance from one tier to another you must purchase the majority of a single tier from a category before you can advance to the next. For example, buying the majority of the tier 1 Industrial category will advance you to the tier 2 industrial category.
You can research all nodes from each category until you research a tier 3 research from one category. Researching the tier 3 node from a category will lock you to that category as your "Main Discipline". It is possible to acquire multiple R&D servers but the game will only allow one Main Discipline per R&D server. Tier three research that is not your Main Discipline may also be acquired through gambling with the Technology Disk Terminal.
There is another method to research a technology, and that is using the Technology Disk Terminal. If there is no such console 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 would be dispensed, containing the recipe of a single random item (of any tier) for the lathes to fabricate. The random item ranges from a HAMTR Harness within the "Critter Mechs" technology, a redundant item you've already researched, to the highly-sought-after (and expensive) satchel of holding.
When used early into the round, it may reward the research 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 the research department recipes of technologies that have been locked out of the direct research method of unlocking the technology.
The Protolathe is a machine capable of printing most of what you've researched. It can make things such from large beakers to microreactor batteries. Protolathes are mainly found at science but can (sometimes) be found in engineering or on salvage expeditions.
Hyper convection machine are a highly valuable upgrade that is obtained from the Industrial Engineering research node. Hyper convection machines will craft items at a 50% discount from the original cost. The trade-off when it comes to these powerful machines is that they produce an immense amount of heat. The heat that is produced from these machines can quickly become lethal if sufficient preparations are not made. One of the ways to make a safe enclosure for hyper convection machines is:
Create one (required) or two (optional) File:Space heater-East-13370.pngspace heater(s) at the top-right and bottom-right of the box.Hyperconvection part 44a. Set the space heaters to have {{#vardefine: button_bg_clip_pixels|5}}High energy consumption and make sure that they are {{#vardefine: button_bg_clip_pixels|5}}On.Hyperconvection part 4.1
Either hack the air alarm or ask an engineer to help you with networking. To hack the air alarm we must first use a File:Screwdriver-East-13569.pngscrewdriver on it to open the panel. When the panel is open use a File:Wirecutter-East-13492.pngwirecutter 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. The ACC wire is what controls who is authorized to network and control the Air Alarm.Air alarm panel5a. 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.Hyperconvection part 4.2
In a similar process, use a multitool or a network configurator and click on the windoor first, followed by the air alarm. Hyperconvection networking windoor7a. Click the {{#vardefine: button_bg_clip_pixels|5}}Danger button and then click {{#vardefine: button_bg_clip_pixels|5}}Close. Click on the {{#vardefine: button_bg_clip_pixels|5}}Warning button and click {{#vardefine: button_bg_clip_pixels|5}}Close. Finally, click the {{#vardefine: button_bg_clip_pixels|5}}Normal button and then click {{#vardefine: button_bg_clip_pixels|5}}Open. Then click the {{#vardefine: button_bg_clip_pixels|5}}Done button.Hyperconvection networking windoor
Create the File:Science.pnghyper convection circuit imprinter machine board at the Circuit Imprinter. Create or gather 1 matter bin and 1 igniter. Use a screwdriver to open the panel on the Circuit Imprinter.Imprinter panel open8a. Use a crowbar to deconstruct the imprinter into a machine frame.Imprinter machineframe8b. Use a crowbar again to remove the parts from the machine frame.Imprinter machineframe18c. 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.png8d. 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 built a hyper convection machines and a safe setup! Good work fellow scientist!
Troubleshooting
"I can't get any points/I can't print anything"
The likely cause is that the Lathe/Imprinter/Computer isn't synced up with the RD server.
To fix this in the Lathe/Imprinter/Computer click Server list, click on ID x || RDSERVER and then exit the window.