Machines

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Revision as of 20:52, 13 September 2019 by Yodeler (talk | contribs) (→‎Sleeper: Replaces Cobbychems)
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Machine Construction Steps

  1. Build a machine frame from your 5 metal sheets.
  2. Add wires.
  3. Wrench it.
  4. Add a circuitboard.
  5. Examine the machine frame and it will tell you what items you need now.
  6. When all the parts are added, screwdriver the machine frame to finish it.

Upgrading Machines

See here how to upgrade machines so they work faster, have bigger storage size and save more materials.

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
1x  Autolathe Board
1x Micro manipulator
3x Matter bins
1x Glass
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Produces commonly used items such as tools, equipment, and construction material.

Can be hacked to unlock more designs.

Upgrade effects
  • Better matter bins: the Autolathe can hold more materials.
  • Better manipulator: lowers production costs and production time.

Ore Silo

Parts needed Deconstruction
1x  Ore Silo (Machine Board)
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
1x  Ore Redemption Board
1x Micro manipulator
1x Matter bin
1x Micro-laser
1x Igniter
1x Glass
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Better matter bins: Increases ore output - plus 15% per upgrade tier.
  • Better manipulator: Smelts ores more quickly.
  • Better micro-laser: Increases ore output - plus 20% per upgrade tier.

Recycler

Parts needed Deconstruction
1x  Recycler Board
1x Micro manipulator
1x Matter bin
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Grinds items into their base materials. If emagged it will also grind mobs, killing them instantly.

Upgrade effects
  • Better matter bin: Increases material storage.
  • Better manipulator: Recovers materials more efficiently (25% per tier).


Biogenerator

Parts needed Deconstruction
1x  Biogenerator Board
1x Matter bin
1x Piece of cable
1x Micro manipulator
1x Glass
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Requires a beaker to operate. Can be loaded with plants, that can be ground to generate biomass.

Biomass can in turn be used to produce several organic items such as toolbelts or fertilizer.

Upgrade effects
  • Better matter bin: biogenerator is faster and gives more points.
  • Better manipulator: reduces items costs.

Plant DNA Manipulator

Parts needed Deconstruction
1x  Plant DNA Manipulator Board
1x Micro-laser
1x Scanning module
1x Micro manipulator
1x Glass
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Edits the genes of any seed inserted. Genes can be extracted from seeds, destroying them in the process, saving them on a disk, or they can be inserted on a seed, replacing the seed's own gene at no cost. Can only save a limited amount of potency (50 with base parts), but it has no limits regarding the other genes. You can quick swap disks or seeds out of it by clicking it with a new seed/disk when there is already another seed or disk inside.

Upgrade effects
  • Better components: allows better plant stats to be saved onto disks.
  • Better scanner: Production rate and endurance.
  • Better manipulator: Potency and yield.
  • Better micro-laser: Weed growth rate and vulerability.

Chemical Heater

Parts needed Deconstruction
1x Micro-laser
1x Glass
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

When activated with an inserted beaker, it will heat any chemicals inside until it reaches the target temperature. It will slow down the heating as to not go over the desired temperature; if there is no consequence to overheating a chemical it is usually faster to input a very high temperature to prevent this slowdown.

Upgrade effects
  • Better laser: heats faster.

Chem Dispenser

Parts needed Deconstruction
1x  Portable Chem Dispenser Board
2x Matter bin
1x Capacitor
1x Power cell
1x Glass
1x Micro manipulator
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Dispenses chemicals; the exact same as the ones found in Chemistry.

Upgrade effects
  • Better matter bins: greater power efficiency per unit dispensed.
  • Better capacitor: faster recharging speed.
  • Better power cell: larger maximum power capacity.
  • Better manipulator: unlocks more chemicals.

Protolathe

Parts needed Deconstruction
1x  Protolathe Board
2x Small beakers
2x Micro manipulators
2x Matter bins
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Better matter bins: protolathe can hold more material.
  • Better manipulators: lower production costs, faster production speed.


Circuit Imprinter

Parts needed Deconstruction
1x  Circuit Imprinter Board
1x Matter bin
1x Micro manipulator
2x Small beakers
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Better matter bin: circuit imprinter can hold more materials.
  • Better manipulator: lower production costs.

Cloning Pod

Parts needed Deconstruction
1x  Clone Pod Board
2x Pieces of cable
2x Micro manipulators
2x Scanning modules
1x Glass
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Better manipulators: clones grow faster.
  • Better scanning modules: boosts efficiency (full grown clones have less damage, no more risk of harmful mutation,
    chance of random beneficial mutation, cloning pod more resistant to EMPs)

Limb Grower

Parts needed Deconstruction
1x  Limb Grower Board
2x Beaker
1x Micro manipulators
1x Glass
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

It grows new limbs using Synthflesh.

Upgrade effects
  • Better manipulator: lower production costs and production time.

Cryogenics Tube

Parts needed Deconstruction
1x  Cryotube Board
1x Piece of cable
1x Matter bin
4x Glass
  1. Screwdriver
    (use wrench here to rotate the machine)
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Better matter bin: faster cooling of gas and patient body, increased chem multiplier, patient wakes up faster after treatment.

Cyborg Recharging Station

Parts needed Deconstruction
1x  Cyborg Recharger Board
2x Capacitors
1x Power cell
1x Micro manipulator
  1. Unlock the machine
  2. Screwdriver
  3. Wrench
  4. Wirecutters
  5. Crowbar
  6. Wirecutters
  7. Wrench

Recharges cyborgs. Needs to be closed like a locker to work.

Upgrade effects
  • Better capacitors: faster recharge speed.
  • Better power cell: faster recharge speed.
  • Better manipulator: also repairs cyborg while recharging.

Destructive Analyzer

Parts needed Deconstruction
1x  Destructive Analyser Board
1x Micro manipulator
1x Scanning module
1x High-power micro-laser
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Destroys items with research value to gain research levels. See Guide_to_Research_and_Development for more information.

Upgrade effects
  • Better components: increased amount of materials recovered from items.

DNA Scanner

Parts needed Deconstruction
1x  Cloning Scanner Board 
1x Matter bin
2x Pieces of cable
1x Micro manipulator
1x Scanning module
1x Glass
1x High-power micro-laser
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Better scanning module: Enable scanning autoprocess (phasic or more) and the ability to scan husks.
  • Better matter bin: Decreases cooldown on the "joker" option when pairing genetic sequences.
    • Tier 1: 20 minutes
    • Tier 2: 15 minutes
    • Tier 3: 10 minutes
    • Tier 4: 5 minutes
  • Better manipulator: Improve the accuracy of genetic manipulations (only used when pulsing Unique Identifiers).
  • Better laser: Reduce radiation damages from genetic manipulations (when scrambling genes or pulsing Unique Identifiers).

Exosuit Fabricator

Parts needed Deconstruction
1x  Exosuit Fabricator Board
1x Micro manipulator
2x Matter bins
1x Glass
1x High-power micro-laser
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Creates cyborg and mech parts and equipment, along with cybernetic implants once researched. Does not need an R&D Console to be used, but it needs to sync to one to unlock the higher-tier equipment through research.

Upgrade effects
  • Better matter bins: fabricator can hold more materials.
  • Better manipulator: lower production time.
  • Better laser: lower production costs.

Freezer/Heater

Parts needed Deconstruction
1x  Freezer/Heater Board 
(Use screwdriver on board to select type) 2x Matter bin 1x Pieces of cable 2x High-power micro-laser 1x Glass
  1. Screwdriver
    (use wrench here to rotate the machine)
  2. Crowbar
  3. Wirecutters
  4. Wrench

Changes the temperature of gases connected through the pipes. Ctrl-click to turn on/off and alt-click to max/min their temperature out.

Upgrade effects
  • Better lasers: Freezer has lower temperatures available/Heater has higher temperatures available.
  • Better matter bins: Faster cooling/heating.

Gas Turbine Generator

Parts needed Deconstruction
1x  Power Turbine Board
6x Capacitors
5x Pieces of cable
  1. Screwdriver
    (use wrench here to rotate the machine)
  2. Crowbar
  3. Wirecutters
  4. Wrench
Upgrade effects
  • Better capacitors: increases the turbine's productivity.

Gas Turbine Compressor

Parts needed Deconstruction
1x  Power Compressor Board
6x Micro manipulator
5x Pieces of cable
  1. Screwdriver
    (use wrench here to rotate the machine)
  2. Crowbar
  3. Wirecutters
  4. Wrench
Upgrade effects
  • Better manipulators: increases the turbine's efficiency.

Hydroponics Tray

Parts needed Deconstruction
1x  Hydroponics Tray Board
2x Matter bins
1x Micro manipulator
1x Glass
  1. Screwdriver to detach the hoses if needed.

(use wrench to move the machine)

  1. Crowbar
  2. Wirecutters
  3. Wrench

A tray where seeds can be planted to grow. It keeps track of the plant's growth status and health, and will warn you if the nutrition or water levels are too low or if there are pests or weeds threatening the plant.

Upgrade effects
  • Better matter bins: increases amount of water & nutrient the tray can hold.
  • Better manipulator: Decreases water/nutrient depletion, weed/pest growth rate and health loss from age/lack of light.

Mech Bay Power Port

Parts needed Deconstruction
1x  Mech Bay Recharger Board
5x Capacitors
2x Piece of cable
  1. Screwdriver
    (use wrench here to rotate the machine)
    (use multitool here to link with console)
  2. Crowbar
  3. Wirecutters
  4. Wrench

Automatically recharges mechs in front of it.

Upgrade effects
  • Better capacitors: recharges mechs faster.

Microwave

Parts needed Deconstruction
1x  Microwave Board
2x Pieces of cable
1x Micro-laser
1x Matter bins
2x Glass

(use wrench to move the machine)

  1. Clean /Fix the microwave if needed
  2. Screwdriver
  3. Crowbar
  4. Wirecutters
  5. Wrench

Cooks food and heats reagents.

Upgrade effects
  • Better lasers: Faster cooking, cooked food contains higher amounts of some reagents, and lower risk of microwave getting dirty from cooking unsuitable items.
  • Better matter bins: Can fit more items at a time.

Gibber

Parts needed Deconstruction
1x  Gibber (Machine Board)
1x Matter bin
1x Micro manipulator
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Better matter bin: Increases number of meat slabs produced.
  • Better manipulator: Reduces gib time. If tier 2 and above it also lets you gib fully clothed people.

Food Processor

Parts needed Deconstruction
1x  Food Processor (Machine Board) (can be turned into a slime processor board with a screwdriver)
1x Matter bin
1x Micro manipulator
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Better matter bin: Increases number of food items produced.
  • Better manipulator: Reduces processing time.


Smartfridge

Parts needed Deconstruction
1x  Smartfridge Board
1x Matter Bin
  1. Screwdriver (use wrench here to move the machine)
  2. Crowbar
  3. Wirecutters
  4. Wrench

Stores items relative to a job. Using a bag on it will load it with the items inside the bag, which can save time.

Upgrade effects
  • Better matter bins: Greater item capacity. However, know that a smartfridge without upgrades already has a generous capacity of 1500 items.

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

Parts needed Deconstruction
1x  Dish Drive (Machine Board)
1x Glass
1x Micro manipulators
2x Matter bin

(Use wrench to move the machine)

  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Automatically sucks in empty plates and drinking glasses within 4 tiles, and beams them to a disposal bin within 7 tiles once per minute. Suction can be toggled by activating the circuit board in hand before construction. Beaming can be toggled by alt-clicking the circuit board. You can click the machine to take an item out of it, and you can insert empty dishes manually by using them on it. Alt-click the machine to manually make it beam its current items to a nearby disposal bin. Also works unwrenched.

Upgrade effects
  • Better matter bins: Decreases power consumption.
  • Better manipulators: Decreases power consumption.

Lipid Extractor

Parts needed Deconstruction
1x  Lipid Extractor (Machine Board)
1x High-power micro-laser
1x Fork
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Can not be upgraded.

P.A.C.M.A.N.-type Portable Generator

Parts needed Deconstruction
1x  P.A.C.M.A.N.-type Generator Board
2x Pieces of cable
1x High-power micro-laser
1x Matter bin
1x Capacitor

(use wrench to move the machine)

  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Generates power when loaded with plasma and wrenched down on a cable. Can be tuned to produce more power while consuming plasma faster.

Upgrade effects
  • Better matter bin: holds more plasma sheets.
  • Better capacitor: increase power generation.
  • Better laser: lower plasma sheet consumption rate and heat generation.

S.U.P.E.R.P.A.C.M.A.N.-type portable Generator

Parts needed Deconstruction
1x  S.U.P.E.R.P.A.C.M.A.N.-type Generator
2x Pieces of cable
1x High-power micro-laser
1x Matter bin
1x Capacitor

(use wrench to move the machine)

  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Like the PACMAN, but uses Uranium and generates more power.

Upgrade effects
  • Better matter bin: holds more uranium sheets.
  • Better capacitor: increase power generation.
  • Better laser: lower uranium sheet consumption rate and heat generation.

M.R.S.P.A.C.M.A.N.-type portable Generator

Parts needed Deconstruction
1x  MRSPACMAN-type Generator Board
2x Pieces of cable
1x High-power micro-laser
1x Matter bin
1x Capacitor

(use wrench to move the machine)

  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Like the PACMAN, but uses Diamonds and generates even more power.

Upgrade effects
  • Better matter bin: holds more diamond sheets.
  • Better capacitor: increase power generation.
  • Better laser: lower diamond sheet consumption rate and heat generation.

Protolathe

Parts needed Deconstruction
1x  Protolathe Board
2x Small beakers
2x Micro manipulators
2x Matter bins
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Better matter bins: protolathe can hold more material.
  • Better manipulators: lower production costs, faster production speed.

RnD Server

Parts needed Deconstruction
1x  RnD Server Board
2x Pieces of cable
1x Scanning module
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Produces research points, as long as it is cooled properly.

Upgrade effects
  • Better stock parts: Currently nothing, though less heat generation was intended.

Public Nanite Chamber

Parts needed Deconstruction
1x  Public Nanite Chamber Board
2x High-power micro-laser
1x Micro manipulator
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
1x  Lifeform Stasis Unit (Machine Board)
3x Pieces of cable
1x Capacitor
1x Micro manipulator
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench
  5. Screwdriver

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
1x  Sleeper Board (can no longer be found or made on station)
1x Piece of cable
1x Matter bin
1x Micro manipulator
2x Glass
  1. Close the sleeper
  2. Screwdriver
  3. Crowbar
  4. Wirecutters
  5. Wrench

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:

  1. Ensure the sleeper is open. If it's not, open it.
  2. Pull the patient near the sleeper.
  3. Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.
  4. Click on the sleeper to open the menu.
  5. Inject chemicals they need.
  6. Open the sleeper and remove the patient.

Available chemicals:

Nano manipulator adds:

Pico manipulator also adds:

Femto manipulator adds:

Upgrade effects
  • Better matter bins allow the sleeper to treat more heavily damaged patients, up to a limit of -75% health.
  • Better manipulators unlock a larger selection of chemicals (see above).

SMES

Parts needed Deconstruction
1x  SMES Board
1x Capacitor
5x Power cells
5x Pieces of cable

Building the Terminal: Screwdriver open the SMES, and use 10x Pieces of cable

  1. Screwdriver
    (use wrench here to rotate the machine)
  2. Crowbar
  3. Wirecutters
  4. Wrench

Stores and distributes large amounts of power.

Upgrade effects
  • Better capacitor: increases the maximum input & output levels.
  • Better power cells: increases the maximum charge.

Radiation Collector

Parts needed Deconstruction
1x  Radiation Collector Board
5x Pieces of cable
1x Matter bin
2x Reinforced Plasma Glass
1x Capacitor
1x Micro manipulator
  1. Wrench
  2. Crowbar to remove any plasma tank
  3. Screwdriver
  4. Crowbar
  5. Wirecutters
  6. Wrench

Will generate energy when loaded with a Plasma Tank (filled with Plasma Gas), if anchored and activated near an active Singularity or Supermatter.
Converts the Plasma into Tritium. Can alternatively be used to generate research points instead of power.

To change configuration to research mode, fill the tank with Tritium and Oxygen instead of Plasma. Then use a multitool on the Radiation Collector.
Examine it to see current configuration. A generic supermatter setup can produce a total of 10 points per minute for each Radiation Collector generating points.
In this research mode, the tank must also be refilled every 5 minutes or so.

Upgrade effects

None.

Tesla Coil

Parts needed Deconstruction
1x  Tesla Coil Board
1x Capacitor
  1. Wrench
  2. Screwdriver
  3. Crowbar
  4. Wirecutters
  5. Wrench

Converts tesla shocks into usable power. Needs to be placed on a cable to transfer the power. If the wire inside is pulsed, it will emit a tesla shock.

Upgrade effects
  • Better capacitor: multiplies the generated power and reduces time before the next tesla shock can be absorbed.

Grounding Rod

Parts needed Deconstruction
1x  Grounding Rod Board
1x Capacitor
  1. Wrench
  2. Screwdriver
  3. Crowbar
  4. Wirecutters
  5. Wrench

Attracts and grounds tesla bolts, preventing anything around it from being hit. Only works when wrenched down.

Upgrade effects

None.

Space Heater

Parts needed Deconstruction
1x Space Heater Board
1x Capacitor
1x High-power micro-laser
3x Pieces of cable
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Heats the air around it.

Upgrade effects
  • Better laser: Faster cooling/heating.
  • Better capacitor: Better power efficiency and greater heating/cooling range.

Telecommunications

Bus Mainframe

Parts needed Deconstruction
1x  Bus Mainframe Board
1x Piece of cable
2x Micro manipulators
1x Hyperwave filters
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench
Upgrade effects

None.

Channel Server

Parts needed Deconstruction
1x  Telecommunication Server Board
1x Piece of cable
2x Micro manipulators
1x Hyperwave filter
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench
Upgrade effects

None?

Processor Unit

Parts needed Deconstruction
1x  Processor Unit Board
2x Pieces of cable
3x Micro manipulators
1x Hyperwave filter
2x Subspace treatment disks
1x Subspace analyzer
1x Subspace amplifier
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench
Upgrade effects

None?

Subspace Broadcaster

Parts needed Deconstruction
1x  Subspace Broadcaster Board
1x Pieces of cable
2x Micro manipulators
1x Ansible crystal
1x Hyperwave filter
2x High-power micro-laser
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench
Upgrade effects

None?

Subspace Receiver

Parts needed Deconstruction
1x  Subspace Receiver Board
2x Micro manipulators
1x High-power micro-laser
1x Hyperwave filter
1x Subspace ansible
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench
Upgrade effects

None?

Telecommunication Hub

Parts needed Deconstruction
1x  Hub Mainframe Board
2x Pieces of cable
2x Micro manipulators
2x Hyperwave filters
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench
Upgrade effects

None?

Telecomunication Relay

Parts needed Deconstruction
1x  Relay Mainframe Board
2x Pieces of cable
2x Micro manipulators
2x Hyperwave filters
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench
Upgrade effects

None?

Messaging Server

Parts needed Deconstruction
1x  Messaging Server (Machine Board)
1x Pieces of cable
2x Micro manipulators
2x Hyperwave filters
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

A machine that processes and routes PDA and request console messages. Takes 15 minutes of calibration before it works if newly constructed.
Use a multitool to configure its settings and link it to the (tcommsat) network and hub. If there is no active messaging server, PDA and request console messages won't work.

Upgrade effects

None.

Bluespace Launchpad

Parts needed Deconstruction
1x  Bluespace Launchpad (Machine Board)
1x Bluespace crystal
1x Micro Manipulator
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Better manipulator: Increases maximum range by 15 per tier, up to 60.

Quantum Pad

Parts needed Deconstruction
1x  Quantum Pad Board
1x Bluespace crystal
1x Piece of cable
1x Capacitor
1x Micro Manipulator
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Can be linked to another quantum pad to set it as a target: when used, it will transfer everything on top of it to its target pad, after a delay, then goes on cooldown.

To link pads: Open the receiving pad with a screwdriver then use a multitool on it to save it on the buffer. Close it, then go to the sending pad and use the multitool on it without opening it. If you want them linked both ways, repeat the procedure with the opposite pads. You can also save a receiving pad to a Quantum Keycard. Simply use the Quantum Keycard on the receiving pad to save that pad as a custom destination. Then activate another quantum pad with the same keycard and it will activate a teleport to the quantum pad saved to the keycard, instead of to the destination saved to the pad.

Upgrade effects
  • Better capacitor: reduces power cost.
  • Better manipulator: reduces cooldown and chargeup time.

Teleporter Station

Parts needed Deconstruction
1x  Teleportation Station Board
2x Bluespace crystals
2x Capacitor
1x Glass
  1. Screwdriver
    (use wirecutters here to link Station to Hub
    and Console immediately next to it)
  2. Crowbar
  3. Wirecutters
  4. Wrench

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
  • Better capacitors: the station can be linked with more teleporter stations.

Teleporter Hub

Parts needed Deconstruction
1x  Teleportation Hub Board
3x Bluespace crystals
1x Matter bin
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

Generates a portal to use the Teleporter. Can teleport anything not anchored. See Teleporter Station for detailed operation instructions.

Upgrade effects
  • Better matter bin: lower the risk and severity of accidents. Removes need for calibration.

Bluespace Navigation Gigabeacon

Parts needed Deconstruction
1x  Bluespace Navigation Gigabeacon (Machine Board)
  1. Screwdriver
  2. Crowbar
  3. Wirecutters
  4. Wrench

A device that creates a bluespace anchor which allows ships with navigation consoles to jump near it. Can be locked with a multitool or an EMP. A locked gigabeacon can't be jumped to.

Upgrade effects

None

Vendor

Parts needed Deconstruction
1x Vendor Board 
(Use screwdriver to select Vendor type)
(DonkSoft vendors require a special board, which requires illegal technology research.)
1x Refill packs
(corresponding to the vendor type)
  1. Screwdriver
    (use wrench here to move the machine)
  2. Crowbar
  3. Wirecutters
  4. Wrench

Vends several items. Can be hacked to unlock more items, and a few vendors also have special premium items.

Upgrade effects

None?

Scanner Gate

Parts needed
1x  Scanner Gate Board
3x Scanning module

Scans people passing through it for one of many conditions - their race, if they are carrying guns, if they're diseased or wanted, and so on.
If the criteria is met, it will flash red and sound an alarm.

Upgrade effects

None


(Organ) Harvester

Parts needed Deconstruction
1x  Harvester Board
4x Micro-laser
  1. Close the harvester
  2. Screwdriver
  3. Crowbar
  4. Wirecutters
  5. Wrench

Harvests all organs and limbs from bodies placed inside. Only works on corpses, unless the safety function is disabled by emagging it.

Upgrade effects

Better micro-laser: Increases the organ harvesting speed.