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Grenades are made of three things: Chemicals, trigger assemblies, and a crunchy candy coating (usually made of metal). When you arm them, the trigger sits there, waiting patiently for an excuse to go off, until finally the grenade primes, the chemicals mix, and whatever happens, happens.
Grenades are made of three things: Chemicals, trigger assemblies, and a crunchy candy coating (usually made of metal). When you arm them, the trigger sits there, waiting patiently for an excuse to go off, until finally the grenade primes, the chemicals mix, and whatever happens, happens.


==Construction==
==Construction==
#Obtain a grenade casing (regular or large), one to two chembottles or beakers full of your payload, an igniter, and a trigger assembly (timer, proximity sensor, mousetrap, remote signaler, or infrared beam).
#Obtain a Grenade Casing (regular can be made from using metal in hand), one to two bottles or beakers full of your [[Guide_to_chemistry|chemical payload]](see below for ideas), and a [[Engineering_items#Cable_Coil|cable coil]] [[File:CableCoils.png]].
#*You can create a slime core grenade by substituting a slime core for one of the bottles, but only when using a large grenade casing obtained from R&D. Be sure you have another bottle with the necessary reagent, or the slime core won't do anything!
#Attach the [[Engineering_items#Cable_Coil|cable coil]] [[File:CableCoils.png]] to the Grenade Casing.
#Use a screwdriver to ready the igniter and trigger for assembly. When they are "can be attached", use one on the other to create the grenade assembly.
#*After adding [[Engineering_items#Cable_Coil|cable coil]] [[File:CableCoils.png]], you can also add a [[#Triggers|trigger]] if you desire an optional way of triggering the grenade than just "activate+throw".
#Attach the grenade assembly to the grenade and insert the bottles. There will be no getting them back out, be sure you're happy with it.
#*#Use your [[#Triggers|trigger]] in hand to adjust settings as desired (some of them will open a window). Some of them can also be alt-clicked to toggle certain options.  
#Screwdriver the grenade one more time to finish construction
#*#Make sure the [[#Triggers|trigger]] is '''NOT''' in "can be attached" mode, or it won't work (toggleable with a [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]]). This is counter-intuitive. The "can be attached" mode is only used to attach triggers together, but that's no longer used in grenade making.
#*#Use the [[#Triggers|trigger]] on the unsecured chemical grenade to open a [[Hacking|"hacking"]] window. Click "attach" with the [[#Triggers|trigger]] in hand to attach it. Then close the hacking window.
#Insert the bottles or beakers with your desired [[Guide_to_chemistry|chemicals]] (will be mixed when grenade is triggered) into the unsecured chemical grenade.
#Use [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]] on the unsecured chemical grenade to finish the Grenade [[File:Grenade.png]].
#If you only used [[Engineering_items#Cable_Coil|cable coil]] [[File:CableCoils.png]] to craft the grenade, use a [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]] on the finished grenade [[File:Grenade.png]] to toggle its timer between 3 and 5 seconds. Or use a [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]] to choose any timer value between 3 and 5 seconds <s>(or instant)</s><- bugged. This also works with some other [[#Triggers|triggers]].


For a list of possible chemical reactions, see the [[Guide to chemistry]]. Note that some reactions go off immediately when mixed, and must be separated into two bottles. Also note that slime cores are volatile, and when used in grenades, some reagents may be lost.
A [[Wrench]] can be used to extract the payload from an unsecured chemical grenade. If the [[Wrench]] is used on an empty unsecured chemical grenade the [[Engineering_items#Cable_Coil|cable coil]] will be removed and leave it to be just a Grenade Casing.
 
For a list of possible chemical reactions, see the [[Guide to chemistry]]. Note that some reactions go off immediately when mixed, and must be separated into two bottles. Also note that slime cores are volatile, and when used in grenades, some reagents may be lost.


===Obtaining the Materials===
===Obtaining the Materials===
*Standard grenade casings can be made by using a metal sheet.
*Standard [[Grenade Casing]]s can be made by using a [[Metal Sheet]]
*Large grenade casings are made by [[Guide to Research and Development|R&D]] after some research.
*[[Large Grenade Casing]]s are made by [[Guide to Research and Development|R&D]] after some research
*Igniters can be found in chemistry, R&D, and in some vending machines.
*[[Research items#Pyro Grenade|Pyro Grenades]] and [[Research items#Advanced Release Grenade|Advanced Release Grenades]] are made by RnD as well
*Most triggers can be found in chemistry, R&D, and in some vending machines.
*[[Engineering_items#Cable_Coil|Cable coils]] [[File:CableCoils.png]] can be found in chemistry, [[Art Storage]], [[Engineering]], and many other places
*Autolathes can produce igniters, timers, signalers, and infrared emitters.
*Most triggers can be found in [[Vendomat|Vendomat vending machines]].  
*Slime cores can only be obtained through [[Xenobiology]].
*[[Autolathe]]s can produce Timers, Remote Signaling Devices, Health Sensors and Infrared Emitters
*The chemicals necessary for the most interesting grenades can only be produced in [[Chemistry]].
*[[Slime Core]]s can only be obtained through [[Xenobiology]]
*[[Bottle]]s and [[Beaker]]s can be found in [[Chemistry]]
*The chemicals necessary for the most interesting grenades can only be produced in [[Chemistry]]
 
 
===Large Grenade Casings===
When using a [[Research_items#Large_Grenade_Casing|Large Grenade Casing]] [[File:Large_Grenade_Casing.png]], researchable at R&D, instead of a standard casing [[File:Grenade_Casing.png]], you will be able to put these things in it:
#Create a slime core grenade by substituting one of the bottles/beakers with a [[Guide_to_xenobiology#Formulas|slime extract]]. Be sure you have another bottle with the necessary reagent in the same grenade, or the slime extract won't do anything!
#For the strongest grenades you will need to use [[Medical_items#Bluespace_Beaker|Bluespace Beakers]], which also only fit in [[Research_items#Large_Grenade_Casing|Large Grenade Casings]].  
 
 
{|
||
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Grenade Casing]]
|image = Grenade_Casing.png
}}
{{Item
|bgcolor1 = #ccccee
|bgcolor2 = #ddddff
|name = [[Large Grenade Casing]]
|image = Large_Grenade_Casing.png
}}
{{Item
|bgcolor1 = #ccccee
|bgcolor2 = #ddddff
|name = [[Research items#Advanced Release Grenade|Advanced Release Grenade]]
|image = Adv_grenade.png
}}
{{Item
|bgcolor1 = #ccccee
|bgcolor2 = #ddddff
|name = [[Research items#Pyro Grenade|Pyro Grenade]]
|image = Pyro_grenade.png
}}
||
{{Item
|bgcolor1 = #ccccee
|bgcolor2 = #ddddff
|name = [[Cable Coil]]
|image = CableCoils.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Igniter]] (no longer used to make triggers)
|image = Igniter.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Timer]]
|image = Timer.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Mousetrap]]
|image = Mousetrap.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Proximity Sensor]]
|image = Prox Sensor.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Remote Signaling Device]]
|image = Signaler.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Voice Analyzer]]
|image = Voice_Analyzer.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Infrared Emitter]] (doesn't work in grenades)
|image = Infared.png
}}
{{Item
|bgcolor1 = #FFEE88
|bgcolor2 = #FFDD66
|name = [[Health Sensor]]
|image = Health_sensor.png
}}
||
{{Item
|bgcolor1 = #ccccee
|bgcolor2 = #ddddff
|name = [[Slime Core]]
|image = Slimecore.png
}}
{{Item
|bgcolor1 = #cce6ff
|bgcolor2 = #99ccff
|name = [[Bottle]]
|image = bottle.png
}}
{{Item
|bgcolor1 = #cce6ff
|bgcolor2 = #99ccff
|name = [[Beaker]]
|image = beaker.png
}}
|}


===Legal Payload Ideas===
===Legal Payload Ideas===
* [[Metal Foam]]:
* '''[[Metal Foam]]''':
*# 30x Iron/Aluminium
*# Bottle: 30u Iron/Aluminium
*# 10x [[Foaming Agent]], 10x Polytrinic Acid
*# Bottle: 10u [[Guide_to_chemistry#Foaming_Agent|Foaming Agent]], 10u [[Guide_to_chemistry#Fluorosulfuric_Acid|Fluorosulfuric Acid]]
* '''Cleaner''':
*# Beaker: 40u [[Guide_to_chemistry#Fluorosurfactant|Fluorosurfactant]]
*# Beaker: 40u Water, 10u [[Guide_to_chemistry#Space_Cleaner|Space Cleaner]]
* '''Tear Gas''':
*# Beaker: 25u [[Guide_to_chemistry#Condensed_Capsaicin|Condensed Capsaicin]], 25u Potassium
*# Beaker: 25u Phosphorus, 25u Sugar
* '''Plant Killer'''
*# Beaker: 25u Sugar, 25u [[Guide_to_chemistry#Plant-B-Gone|Plant-B-Gone]]
*# Beaker: 25u Potassium, 25u Phosphorous


===Illegal Payload Ideas===
===Illegal Payload Ideas===
* [[Chloral Hydrate]] [[Smoke]]:
* '''Knockout [[Guide_to_chemistry#Smoke|Smoke]]''':
*# 10x Phosporous, 10x Potassium, 10x [[Chloral Hydrate]]
*# Bottle: 10u Phosporous, 10u Potassium, 10u [[Guide to chemistry#Chloral_Hydrate|Chloral Hydrate]]
*# 10x Sugar, 20x [[Chloral Hydrate]]
*# Bottle: 10u Sugar, 20u [[Guide to chemistry#Chloral_Hydrate|Chloral Hydrate]]
* '''Small [[Guide_to_chemistry#Explosion|Explosive]]''':
*# Bottle: 30u Potassium
*# Bottle: 30u Water
* '''Lethal Meth Grenade'''
*# Beaker: 10u Phosphorous, 10u Potassium, 30u Meth
*# Beaker: 10u Sugar, 40u Meth
*## Tested on a chef in a confined space. Flailed around uncontrollably and quickly became severely brain damaged before dropping into crit. Died shortly after going into crit from an insane amount of toxin damage.
* '''Fluorosulfuric Foam Grenade'''
*# Beaker: 30u [[Guide_to_chemistry#Fluorosurfactant|Fluorosurfactant]], 20u [[Guide_to_chemistry#Fluorosulfuric_Acid|Fluorosulfuric Acid]]
*# Beaker: 30u Water, 20u [[Guide_to_chemistry#Fluorosulfuric_Acid|Fluorosulfuric Acid]]
*## Will deal damage. Victims will likely slip in the foam and fall down, causing even more damage.
* '''Silent Murder'''
*# Beaker: 15u Phosphorous, 15u Potassium, 20u [[Guide_to_chemistry#Mute_Toxin|Mute Toxin]]
*# Beaker: 15u Sugar, 35u [[Guide_to_chemistry#Cyanide|Cyanide]]
*## Silences victims, then kills them very slowly with [[Guide_to_chemistry#Cyanide|Cyanide]]. When [[Beyond the impossible|used correctly]], it is a possible tool for mass murder. For bonus points, use a voice analyzer so it kills the [[Clown|clown]] the next time he HONKs.
 
==Triggers==
The grenade can work differently depending on the trigger used in its construction. You must always start with [[Cable]]. After you have added [[Cable]], you can choose to also attach a trigger (see [[#Construction|construction]]):
*[[Cable]] only: Goes off after 5 seconds by default. Use screwdriver on the finished grenade to toggle between 3 and 5 seconds, or a [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]] to choose any timer value between 3 and 5 seconds.
*[[Timer]]: Goes off after a certain time has elapsed. You must set the timer before you attach it to the grenade (it's fine to keep it on "not timing"). Then using the finished grenade will make that timer start ticking instead of the normal 3 or 5 seconds.
*[[Mousetrap]]: Goes off when its current container is opened. Activate mousetrap before attaching it to the grenade. Grenade primes like a normal grenade (3 or 5 seconds) if activated manually in hand when finished.
*[[Proximity Sensor]]: Goes off when something moves within a chosen range (there is an arming period). Set it up before attaching. It should be set to "Not arming" before attaching it. Detection range 1 = the same tile as the grenade. Then using the finished grenade in hand will start the activation timer, which gives you time to place it.
*[[Remote Signaling Device]]: Goes off when it receives the correct code via another [[Remote Signaling Device]]. Grenade primes like a normal grenade (3 or 5 seconds) if activated manually in hand.
*[[Voice Analyzer]]: Goes off when the trigger phrase is said out loud, after a short delay (record phrase with voice analyzer beforehand). Grenade primes like a normal grenade (3 or 5 seconds) if activated manually in hand.
*[[Health Sensor]]: Goes off when the person carrying it is in crit or dead (alt-click the health sensor to toggle crit/death). Grenade primes like a normal grenade (3 or 5 seconds) if activated manually in hand.
*[[Infrared Emitter]]: <s>When activated, a laser beam (either invisible or red) will extend out in the direction the grenade is facing (it can be rotated by dragging it).</s> Can't be used in grenades. But can still be used in a pair with a remote signaller(in a grenade) and an infrared emitter-signaller assembly. Using same frequency to activate grenade by intercepting emitter's beam.<br>
 
In the past you used to make custom trigger assemblies by attaching an igniter and trigger together, but this was changed in june 2019 to the above system.


==Use==
==Use==
The grenade will be called different things depending on the trigger:
Use a grenade in hand to activate it in case of a [[Cable]] trigger (and others). When the grenade is activated, throw it by clicking on the target. Live grenades will be thrown regardless of "throw" mode being enabled or not.  
*Grenade - Timer: Goes off after a certain time has elapsed
*Contact Mine - Mousetrap: Goes off when stepped on
*Proximity Mine - Proximity Sensor: Goes off when something moves adjacent (there is an arming period)
*Remote Mine - Signaler: Goes off when it receives the correct code via radio
*Tripwire Mine - Infrared Emitter: When triggered, a laser beam (either invisible or red) will extend out in the direction the grenade is facing (it can be rotated before use). If that beam is disturbed, the grenade will go off.


Everything except the Contact Mine has options you can set with a multitool once the grenade is completed.  This lets you set the time on a grenade, set infrared lasers to visible, alter the signaler frequency, etc.
Other triggers than just [[Cable]] usually work as normal [[Cable]] grenades if using them in hand, but they can also be triggered as described in the [[#Triggers|triggers list]].  


When the grenade goes off, the chemical beakers inside will mix their contents. If the mixture causes an effect (smoke, an explosion, etc), it will happen at this time; otherwise, the resultant chemicals will be spread over everything in range. A grenade filled with Space Lube, for instance, will coat every nearby floor surface with slippery goop; a grenade filled with Mindbreaker Toxin will cause everyone unlucky enough to be in range to trip fucking balls.
When the grenade goes off, the chemical beakers/bottles inside will mix their contents and heat them by 10 Kelvin (or 500 Kelvin if you use a [[Research_items#Pyro_Grenade|Pyro Grenade]]). If the mixture causes an effect ([[Guide_to_chemistry#Smoke|Smoke]], an explosion, etc), it will happen at this time; otherwise, the resultant chemicals will be [[Guide_to_chemistry#Smoke_vs_foam_vs_others|splashed]] on everything nearby. A grenade filled with [[Guide_to_chemistry#Space_Lube|Space Lube]], for instance, will coat every nearby floor surface with slippery goop.  


===Disarming===
===Disarming===
If you use a multitool on a grenade, you will have access to the trigger assembly.  Most will cause a dialog box to pop up with options, which will allow you to disarm a live grenade (or, potentially, set off an unarmed grenade).
If you use [[Wirecutters]] on a Grenade, you will unsecure it, but this doesn't work on activated grenades. A [[Wrench]] can then be used to remove the payload to prevent anyone from rearming it.
[[Category:Weapons]][[Category:Objects]]
 
[[Category:Weapons]][[Category:Objects]][[Category:Guides]]

Latest revision as of 20:13, 1 July 2023

Grenades are made of three things: Chemicals, trigger assemblies, and a crunchy candy coating (usually made of metal). When you arm them, the trigger sits there, waiting patiently for an excuse to go off, until finally the grenade primes, the chemicals mix, and whatever happens, happens.

Construction

  1. Obtain a Grenade Casing (regular can be made from using metal in hand), one to two bottles or beakers full of your chemical payload(see below for ideas), and a cable coil .
  2. Attach the cable coil to the Grenade Casing.
    • After adding cable coil , you can also add a trigger if you desire an optional way of triggering the grenade than just "activate+throw".
      1. Use your trigger in hand to adjust settings as desired (some of them will open a window). Some of them can also be alt-clicked to toggle certain options.
      2. Make sure the trigger is NOT in "can be attached" mode, or it won't work (toggleable with a screwdriver ). This is counter-intuitive. The "can be attached" mode is only used to attach triggers together, but that's no longer used in grenade making.
      3. Use the trigger on the unsecured chemical grenade to open a "hacking" window. Click "attach" with the trigger in hand to attach it. Then close the hacking window.
  3. Insert the bottles or beakers with your desired chemicals (will be mixed when grenade is triggered) into the unsecured chemical grenade.
  4. Use screwdriver on the unsecured chemical grenade to finish the Grenade .
  5. If you only used cable coil to craft the grenade, use a screwdriver on the finished grenade to toggle its timer between 3 and 5 seconds. Or use a multitool to choose any timer value between 3 and 5 seconds (or instant)<- bugged. This also works with some other triggers.

A Wrench can be used to extract the payload from an unsecured chemical grenade. If the Wrench is used on an empty unsecured chemical grenade the cable coil will be removed and leave it to be just a Grenade Casing.

For a list of possible chemical reactions, see the Guide to chemistry. Note that some reactions go off immediately when mixed, and must be separated into two bottles. Also note that slime cores are volatile, and when used in grenades, some reagents may be lost.

Obtaining the Materials


Large Grenade Casings

When using a Large Grenade Casing , researchable at R&D, instead of a standard casing , you will be able to put these things in it:

  1. Create a slime core grenade by substituting one of the bottles/beakers with a slime extract. Be sure you have another bottle with the necessary reagent in the same grenade, or the slime extract won't do anything!
  2. For the strongest grenades you will need to use Bluespace Beakers, which also only fit in Large Grenade Casings.


Grenade Casing
Grenade Casing
Large Grenade Casing
Large Grenade Casing
Advanced Release Grenade
Advanced Release Grenade
Pyro Grenade
Pyro Grenade
Cable Coil
Cable Coil
Igniter (no longer used to make triggers)
Igniter (no longer used to make triggers)
Timer
Timer
Mousetrap
Mousetrap
Proximity Sensor
Proximity Sensor
Remote Signaling Device
Remote Signaling Device
Voice Analyzer
Voice Analyzer
Infrared Emitter (doesn't work in grenades)
Infrared Emitter (doesn't work in grenades)
Health Sensor
Health Sensor
Slime Core
Slime Core
Bottle
Bottle
Beaker
Beaker

Legal Payload Ideas

Illegal Payload Ideas

  • Knockout Smoke:
    1. Bottle: 10u Phosporous, 10u Potassium, 10u Chloral Hydrate
    2. Bottle: 10u Sugar, 20u Chloral Hydrate
  • Small Explosive:
    1. Bottle: 30u Potassium
    2. Bottle: 30u Water
  • Lethal Meth Grenade
    1. Beaker: 10u Phosphorous, 10u Potassium, 30u Meth
    2. Beaker: 10u Sugar, 40u Meth
      1. Tested on a chef in a confined space. Flailed around uncontrollably and quickly became severely brain damaged before dropping into crit. Died shortly after going into crit from an insane amount of toxin damage.
  • Fluorosulfuric Foam Grenade
    1. Beaker: 30u Fluorosurfactant, 20u Fluorosulfuric Acid
    2. Beaker: 30u Water, 20u Fluorosulfuric Acid
      1. Will deal damage. Victims will likely slip in the foam and fall down, causing even more damage.
  • Silent Murder
    1. Beaker: 15u Phosphorous, 15u Potassium, 20u Mute Toxin
    2. Beaker: 15u Sugar, 35u Cyanide
      1. Silences victims, then kills them very slowly with Cyanide. When used correctly, it is a possible tool for mass murder. For bonus points, use a voice analyzer so it kills the clown the next time he HONKs.

Triggers

The grenade can work differently depending on the trigger used in its construction. You must always start with Cable. After you have added Cable, you can choose to also attach a trigger (see construction):

  • Cable only: Goes off after 5 seconds by default. Use screwdriver on the finished grenade to toggle between 3 and 5 seconds, or a multitool to choose any timer value between 3 and 5 seconds.
  • Timer: Goes off after a certain time has elapsed. You must set the timer before you attach it to the grenade (it's fine to keep it on "not timing"). Then using the finished grenade will make that timer start ticking instead of the normal 3 or 5 seconds.
  • Mousetrap: Goes off when its current container is opened. Activate mousetrap before attaching it to the grenade. Grenade primes like a normal grenade (3 or 5 seconds) if activated manually in hand when finished.
  • Proximity Sensor: Goes off when something moves within a chosen range (there is an arming period). Set it up before attaching. It should be set to "Not arming" before attaching it. Detection range 1 = the same tile as the grenade. Then using the finished grenade in hand will start the activation timer, which gives you time to place it.
  • Remote Signaling Device: Goes off when it receives the correct code via another Remote Signaling Device. Grenade primes like a normal grenade (3 or 5 seconds) if activated manually in hand.
  • Voice Analyzer: Goes off when the trigger phrase is said out loud, after a short delay (record phrase with voice analyzer beforehand). Grenade primes like a normal grenade (3 or 5 seconds) if activated manually in hand.
  • Health Sensor: Goes off when the person carrying it is in crit or dead (alt-click the health sensor to toggle crit/death). Grenade primes like a normal grenade (3 or 5 seconds) if activated manually in hand.
  • Infrared Emitter: When activated, a laser beam (either invisible or red) will extend out in the direction the grenade is facing (it can be rotated by dragging it). Can't be used in grenades. But can still be used in a pair with a remote signaller(in a grenade) and an infrared emitter-signaller assembly. Using same frequency to activate grenade by intercepting emitter's beam.

In the past you used to make custom trigger assemblies by attaching an igniter and trigger together, but this was changed in june 2019 to the above system.

Use

Use a grenade in hand to activate it in case of a Cable trigger (and others). When the grenade is activated, throw it by clicking on the target. Live grenades will be thrown regardless of "throw" mode being enabled or not.

Other triggers than just Cable usually work as normal Cable grenades if using them in hand, but they can also be triggered as described in the triggers list.

When the grenade goes off, the chemical beakers/bottles inside will mix their contents and heat them by 10 Kelvin (or 500 Kelvin if you use a Pyro Grenade). If the mixture causes an effect (Smoke, an explosion, etc), it will happen at this time; otherwise, the resultant chemicals will be splashed on everything nearby. A grenade filled with Space Lube, for instance, will coat every nearby floor surface with slippery goop.

Disarming

If you use Wirecutters on a Grenade, you will unsecure it, but this doesn't work on activated grenades. A Wrench can then be used to remove the payload to prevent anyone from rearming it.