Machines
Machine Construction Steps
- Build a machine frame from your 5 metal sheets.
- Add wires.
- Wrench it.
- Add a circuitboard.
- Examine the machine frame and it will tell you what items you need now.
- When all the parts are added, screwdriver the machine frame to finish it.
Upgrading Machines
Linking Machines
Certain machines need to be linked to other machines or computers in order to work properly. There's different methods for different machines:
- Telecommunications machines, Quantum Pad, Mech Bay Power Port and some others: Using a multitool to download and upload data to link two devices which can sometimes require to open the machine's panel with a screwdriver first.
- R&D machines, Turbine, Cloning Pod, DNA Scanner: Interacting with a console to find nearby machines.
- Teleporter Station: Using wirecutters after opening the panel with a screwdriver.
Machines
Autolathe
Parts needed | Deconstruction | |
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1x Autolathe Board 1x Micro manipulator 3x Matter bins 1x Glass |
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Produces commonly used items such as tools, equipment, and construction material. Can be hacked to unlock more designs. | ||
Upgrade effects | ||
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Ore Silo
Parts needed | Deconstruction | |
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1x Ore Silo (Machine Board)
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Stores sheets of materials and shares them with linked machines. Ore Redemption Machines, Techfabs, Protolathes and Circuit Imprinters can be linked to it by first using a multitool on the ore silo, and then using the same multitool on the machine you wish to link it to. By default, the pre-built Ore Silo is already linked to those machines that exist roundstart. Typically found in the Vault. Clicking the ore silo opens a menu. This menu can be used to unlink machines, and gives you a list of items/materials that have been printed from linked machines, and the area locations of them. Useful if the ORM gets stolen. You can eject/insert materials directly into the silo. If the silo is destroyed, all inserted materials in its linked system will be ejected from it. | ||
Upgrade effects | ||
None. |
Ore Redemption Machine
Parts needed | Deconstruction | |
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1x Ore Redemption Board 1x Micro manipulator 1x Matter bin 1x Micro-laser 1x Igniter 1x Glass |
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Smelts minerals and awards mining points based on the amount smelted. Requires a Mining or Science ID to retrieve minerals. Can be rotated with alt-click when its panel has been opened with a screwdriver. Can be linked to an Ore Silo with a multitool. Linking to an Ore Silo will make it share materials with other linked machines. | ||
Upgrade effects | ||
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Bluespace Miner
Parts needed | Deconstruction | |
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1x Bluespace Miner Board 3x Micro manipulator 3x Matter bin 1x Micro-laser 1x Scanning module 3x Bluespace crystal |
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Generates materials out of thin air, great if your Miners had an unfortunate accident. Must be linked to an Ore Silo with a multitool before it will produce materials. The production rate is very slow, and it will never produce Bluespace Crystals. | ||
Upgrade effects | ||
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Recycler
Parts needed | Deconstruction | |
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1x Recycler Board 1x Micro manipulator 1x Matter bin |
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Grinds items into their base materials. If emagged it will also grind mobs, killing them instantly. | ||
Upgrade effects | ||
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Biogenerator
Plant DNA Manipulator
Chemical Heater
Chem Dispenser
Parts needed | Deconstruction | |
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1x Portable Chem Dispenser Board 2x Matter bin 1x Capacitor 1x Power cell 1x Glass 1x Micro manipulator |
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Dispenses chemicals; the exact same as the ones found in Chemistry. | ||
Upgrade effects | ||
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Protolathe
Parts needed | Deconstruction | |
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1x Protolathe Board 2x Small beakers 2x Micro manipulators 2x Matter bins |
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Creates prototypes from various materials. Needs to be linked with an R&D Console to be used. Can be linked to an Ore Silo by first using a multitool on the Ore Silo, and then using the same multitool on the protolathe. Linking to an Ore Silo will make it share materials with other linked machines. | ||
Upgrade effects | ||
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Circuit Imprinter
Parts needed | Deconstruction | |
---|---|---|
1x Circuit Imprinter Board 1x Matter bin 1x Micro manipulator 2x Small beakers |
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Creates circuits from glass. Needs to be linked with an R&D Console to be used. Can be linked to an Ore Silo by first using a multitool on the Ore Silo, and then using the same multitool on the circuit imprinter. Linking to an Ore Silo will make it share materials with other linked machines. Circuit Imprinters have departmental varieties, so not every imprinter can print all researched machines. | ||
Upgrade effects | ||
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Cloning Pod
Parts needed | Deconstruction | |
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1x Clone Pod Board 2x Pieces of cable 2x Micro manipulators 2x Scanning modules 1x Glass |
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Can grow a clone when connected with a DNA Scanner and a Cloning Console. Can be unlocked with a Genetics ID to allow early ejection (available through the right-click menu). If EMPed it has a chance of horribly destroying the clone, but a loss of power will simply eject it. | ||
Upgrade effects | ||
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Limb Grower
Cryogenics Tube
Parts needed | Deconstruction | |
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1x Cryotube Board 1x Piece of cable 1x Matter bin 4x Glass |
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Cools down whoever is inside to sub-zero temperatures, and applies any chemical inside the inserted beaker into the patient, usually Cryoxadone, multiplying the amount. It will cause the patient to sleep while active, and won't open by itself if not set on auto-ejection. Cannot be used alone, as it requires a second person to turn on the tube. | ||
Upgrade effects | ||
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Cyborg Recharging Station
Destructive Analyzer
Parts needed | Deconstruction | |
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1x Destructive Analyser Board 1x Micro manipulator 1x Scanning module 1x High-power micro-laser |
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Destroys items with research value to gain research levels. See Guide_to_Research_and_Development for more information. | ||
Upgrade effects | ||
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DNA Scanner
Parts needed | Deconstruction | |
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1x Cloning Scanner Board 1x Matter bin 2x Pieces of cable 1x Micro manipulator 1x Scanning module 1x Glass 1x High-power micro-laser |
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Can be used with two consoles: the Cloning Console and the DNA Machine. When linked to a cloning console, it will simply scan bodies for cloning. When linked to a DNA Machine, it will be able to pulse the genes of any humanoid inside, editing their DNA and irradiating them. See the Guide to genetics for more information. Can be locked down by using the console, trapping the patient inside if necessary. | ||
Upgrade effects | ||
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Exosuit Fabricator
Freezer/Heater
Gas Turbine Generator
Parts needed | Deconstruction | |
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1x Power Turbine Board 6x Capacitors 5x Pieces of cable |
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Upgrade effects | ||
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Gas Turbine Compressor
Parts needed | Deconstruction | |
---|---|---|
1x Power Compressor Board 6x Micro manipulator 5x Pieces of cable |
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Upgrade effects | ||
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Hydroponics Tray
Mech Bay Power Port
Parts needed | Deconstruction | |
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1x Mech Bay Recharger Board 5x Capacitors 2x Piece of cable |
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Automatically recharges mechs in front of it. | ||
Upgrade effects | ||
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Microwave
Parts needed | Deconstruction | |
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1x Microwave Board 2x Pieces of cable 1x Micro-laser 1x Matter bins 2x Glass |
(use wrench to move the machine) | |
Cooks food and heats reagents. | ||
Upgrade effects | ||
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Gibber
Parts needed | Deconstruction | |
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1x Gibber (Machine Board) 1x Matter bin 1x Micro manipulator |
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Lets you gib/butcher humanoids, to turn them into meat and some other byproducts, such as skin. This will destroy all organs. To gib someone, grab them aggressively and then click the gibber with an empty hand while on grab intent . After a progress bar, that person will be inserted into the gibber. Click the gibber again with an empty hand to turn it on. Without upgrades you can only gib unclothed bodies. They can still be alive though. Meat produced by the gibber will contain any reagents the inserted body had in its systems when gibbed, with some blacklisted exceptions. | ||
Upgrade effects | ||
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Food Processor
Parts needed | Deconstruction | |
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1x Food Processor (Machine Board) (can be turned into a slime processor board with a screwdriver) 1x Matter bin 1x Micro manipulator |
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Can process some food items into refined ingredients. Insert an ingredient by clicking the processor with the ingredient in hand. Then click the processor with an empty hand to process inserted food. See the Guide to Food and Drinks for a full list of processable food, and things you can make with the results. | ||
Upgrade effects | ||
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Smartfridge
Types of Smartfridge
To create other types of fridge, such as the chemistry smart storage, use a screwdriver on the Smartfridge Board before installing it.
Smartfridge Board settings:
- Plant produce: Default smartfridge, stores plant growns and seeds.
- Food: Stores food items.
- Drinks: Stores drinks, named 'drink showcase'.
- Slimes: Stores slime extracts, named 'smart slime extract storage'.
- Organs: Can store organs. Storing organs will prevent them from decaying. Can store 20 organs per tier of matter bin. Every tier of matter bin beyond the first will make the fridge repair organs, but will not repair completely broken ones.
- Chems: Stores chemicals, in bottles, beakers, pills, patches, syringes and pill bottles. Will not store empty bottles, beakers or pill bottles. Named 'smart chemical storage'.
- Viruses: Can store the same items as smart chemical storage, but the fridge is named 'smart virus storage'.
- Disks: Constructs a disk compartmentalizer (instead of a fridge), able to store disks. Mostly useful for botany.
Dish Drive
Lipid Extractor
Parts needed | Deconstruction | |
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1x Lipid Extractor (Machine Board) 1x High-power micro-laser 1x Fork |
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Sucks fat from fat people while giving them 'useful' tips. Starts sucking fat 2 seconds after entering it. They can leave during the extraction cycle unless the someone toggled the safety hatch by alt-clicking it. The extractor does not take you into starving threshold unless emagged, and only starts sucking when you are more satiated than "well fed". Produces meat as a byproduct. | ||
Upgrade effects | ||
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P.A.C.M.A.N.-type Portable Generator
S.U.P.E.R.P.A.C.M.A.N.-type portable Generator
M.R.S.P.A.C.M.A.N.-type portable Generator
Protolathe
Parts needed | Deconstruction | |
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1x Protolathe Board 2x Small beakers 2x Micro manipulators 2x Matter bins |
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Creates prototypes from various materials. Needs to be linked with an R&D Console to be used. Protolathes have departmental varieties, so not every protolathe can print all researched items. | ||
Upgrade effects | ||
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RnD Server
Public Nanite Chamber
Parts needed | Deconstruction | |
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1x Public Nanite Chamber Board 2x High-power micro-laser 1x Micro manipulator |
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The public nanite chamber will automatically implant nanites into anyone who enters it, without the need for a second person. The nanites will be synchronised to a cloud and will do nothing unless that cloud has nanite programs installed. Use a multitool on the Public Nanite Chamber circuit board first to choose which backup cloud you want it synched to. If you don't multitool the board it will default to cloud 1. | ||
Upgrade effects | ||
None. |
Lifeform Stasis Unit
Parts needed | Deconstruction | |
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1x Lifeform Stasis Unit (Machine Board) 3x Pieces of cable 1x Capacitor 1x Micro manipulator |
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Aka "Stasis Beds". Buckle patients to them to put them into stasis. While in stasis they no longer bleed, no longer process reagents or diseases (good or bad), and if dead it freezes their defibrillation timer. Works for surgery. | ||
Upgrade effects | ||
None. |
Sleeper
Parts needed | Deconstruction | |
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1x Sleeper Board (can no longer be found or made on station) 1x Piece of cable 1x Matter bin 1x Micro manipulator 2x Glass |
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Synthesizes and injects chemicals into patients. The chemicals are unlimited, but unless upgraded can't go above a certain limit per body. If the patient is in critical status, it will only be able to inject Epinephrine. How to use:
Available chemicals: Nano manipulator adds: Pico manipulator also adds: Femto manipulator adds: | ||
Upgrade effects | ||
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SMES
Radiation Collector
Parts needed | Deconstruction | |
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1x Radiation Collector Board 5x Pieces of cable 1x Matter bin 2x Reinforced Plasma Glass 1x Capacitor 1x Micro manipulator |
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Will generate energy when loaded with a Plasma Tank (filled with Plasma Gas), if anchored and activated near an active Singularity or Supermatter. | ||
Upgrade effects | ||
None. |
Tesla Coil
Grounding Rod
Parts needed | Deconstruction | |
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1x Grounding Rod Board 1x Capacitor |
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Attracts and grounds tesla bolts, preventing anything around it from being hit. Only works when wrenched down. | ||
Upgrade effects | ||
None. |
Space Heater
Telecommunications
Bus Mainframe
Parts needed | Deconstruction | |
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1x Bus Mainframe Board 1x Piece of cable 2x Micro manipulators 1x Hyperwave filters |
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Upgrade effects | ||
None. |
Channel Server
Parts needed | Deconstruction | |
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1x Telecommunication Server Board 1x Piece of cable 2x Micro manipulators 1x Hyperwave filter |
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Upgrade effects | ||
None? |
Processor Unit
Subspace Broadcaster
Parts needed | Deconstruction | |
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1x Subspace Broadcaster Board 1x Pieces of cable 2x Micro manipulators 1x Ansible crystal 1x Hyperwave filter 2x High-power micro-laser |
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Upgrade effects | ||
None? |
Subspace Receiver
Parts needed | Deconstruction | |
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1x Subspace Receiver Board 2x Micro manipulators 1x High-power micro-laser 1x Hyperwave filter 1x Subspace ansible |
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Upgrade effects | ||
None? |
Telecommunication Hub
Parts needed | Deconstruction | |
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1x Hub Mainframe Board 2x Pieces of cable 2x Micro manipulators 2x Hyperwave filters |
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Upgrade effects | ||
None? |
Telecomunication Relay
Parts needed | Deconstruction | |
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1x Relay Mainframe Board 2x Pieces of cable 2x Micro manipulators 2x Hyperwave filters |
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Upgrade effects | ||
None? |
Messaging Server
Bluespace Launchpad
Parts needed | Deconstruction | |
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1x Bluespace Launchpad (Machine Board) 1x Bluespace crystal 1x Micro Manipulator |
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Must be connected to and operated by a launchpad control console. To connect: Open the launchpad with a screwdriver then use a multitool on it to save it on the buffer. Close it, then go to a launchpad control console and use the multitool on it. The console does not need to be in the same area as the launchpad. How to use: Use the connected launchpad control console. Click arrow buttons to choose a target tile from the launchpad's perspective (such as 5N, 5E). Click either "launch" to teleport things from the launchpad to the target destination, or click "pull" to teleport things from the target tile to the launchpad. Has a small delay before teleporting. Some things can't be teleported, such as anchored machines. The targeted tile can be seen by people wearing diagnostic HUD. | ||
Upgrade effects | ||
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Quantum Pad
Teleporter Station
Parts needed | Deconstruction | |
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1x Teleportation Station Board 2x Bluespace crystals 2x Capacitor 1x Glass |
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Necessary to operate a Teleporter. Can be linked to other stations with screwdriver+multitool (first station) and then multitool (target station) to enable direct teleportation through Gate Mode. Otherwise it can only target Tracking Beacons. See Teleporter Station for detailed operation instructions. | ||
Upgrade effects | ||
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Teleporter Hub
Parts needed | Deconstruction | |
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1x Teleportation Hub Board 3x Bluespace crystals 1x Matter bin |
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Generates a portal to use the Teleporter. Can teleport anything not anchored. See Teleporter Station for detailed operation instructions. | ||
Upgrade effects | ||
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Vendor
Scanner Gate