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Access: Research Division, Xenobiology, Laboratories, Ordnance Storage Additional Access: Robotics, Tech Storage, Genetics Difficulty: Medium Supervisors: Research Director Duties: Do experiments, research, feed the slimes, and make bombs! Guides: Guide to Research and Development, Guide to Ordnance, Guide to Xenobiology, Guide to Cytology, Guide to Circuits, Guide to Artifact Science, Guide to Nanites, Guide to Smithing Alternate Titles: Circuitry Designer, Xenobiologist, Cytologist, Plasma Researcher, Anomalist, Lab Technician, Theoretical Physicist, Ordnance Technician, Xenoarchaeologist, Research Assistant, Graduate Student |
Scientist is one of the most feared and fun jobs on station. Being a scientist means you can either make a buttload of delicious weapons, tools and gadgets through research, breed colorful slimes, make delicious fun-packing bombs, or experiment with time and space themselves. As it is predictable with the station, most scientists are not satisfied with just blowing up their testing area and frequently go and spread their flavor of fun throughout the station. This is of course a really bad idea, often resulting in jobbans - but then again, delicious bombs.
Bare minimum requirements: Do R&D if nobody else is.
Basic skills: Upgrade machines around the station. Do your job without blowing up the department.
Advanced skills: Do Xenobiology before the Captain calls the shuttle. Make bombs and get your teeth kicked in by security.
Houses the Research and Development console, the science department protolathe, the science department circuit imprinter, and the destructive analyzer. The RnD console is where you research specific tech nodes, which unlock new items, which can be printed out by the various department protolathes and circuit imprinters distributed around the station. The science department protolathe prints out machine parts, which can be used to upgrade various pieces of machinery. The Destructive Analyzer is now mostly obsolete, only being used to unlock the "Illegal Technology" and "Alien Surgery" tech nodes.
This lab focuses on exploring the possibilities of plasma gas, typically always in the form of massive explosions. Provided to you is the Ordnance test chamber, where you can safely test your creations.
While bomb making is reasonably straightforward, it only takes one mistake for the entire room to become flooded with plasma or superheated carbon dioxide. Be patient and cautious.
Bombs have practical uses as mining charges, though they are mainly sought after by traitors wanting to take out valuable station equipment and cause havoc.
The primary purpose of this lab is research on the breeding of slimes, the extracts of which have a variety of fun effects, by feeding them large numbers of monkeys.
It also contains a pen capable of safely housing xenomorphs, in case the miners manage to locate a live facehugger. Obviously, breeding alien killing machines on the station can only end well.
The all feared artifacts. Things that, if used correctly, can make some really quirky tools for almost all departments, along with supplying R&D with fat amounts of research points for each artifact researched. Just don't touch squishy things without knowing they will explode the entire room and get you the bad attention of admins.
Nanomachines, son! Make the station annoyingly unkillable until they get shocked or EMPed and have to suffer the fall from heaven to hell. Nanites are little machines inside your body that can do a whole lot of things, from making medical redundant to 100%ing the Geneva suggestions!
The power of the hammer lies here, where you perfect your craft and make serious medieval gear for the old-fashioned among us. From shields and spears to full armor and even the old reliable pickaxe, bash those metals until something decent comes out!