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R&D for autists

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May 25th, 2015
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  1. R&D:
  2. Obtain intellicard, either from tech storage, bridge, RD office (can get you murdered by a paranoid AI if you mention the word "intellicard" over radio though, or if you get spotted taking it)
  3. (Nigger Style: Steal Freezer Circuit (from toxins, fuck toxins, man))
  4. If you're the RD or you're REALLY worried about wasting acid, teleporter console board from RD office
  5.  
  6. Obtain and deconstruct in order:
  7. Potato Battery/Capacitor > Power 2
  8. High Cap Power Cell > Power 3
  9. Health Analyzer - Biological 2, Electromagnetic 2
  10. Wrench > Materials 2, Engineering 2
  11. GPS > Engineering 3, Data 2
  12. Flamethrower > Plasma 2, Combat 2
  13. Stunprod (doesn't need a cell) > Combat 3
  14. Practice Laser Gun > Electromagnetic 3, Combat 4
  15. Plasma Sheet (from xenobio/chemistry) > Materials 3, Plasma 3
  16.  
  17. Print and decon in this order:
  18. Advanced Capacitor > Power 4
  19. Tracking Beacon > Bluespace 2
  20. Advanced Scanning Module > Electromagnetic 4
  21. Nano Manipulator > Materials 4, Data 3
  22.  
  23. Then:
  24. Freezer Circuit > Plasma 4, Data 4
  25. Intellicard > Materials 5, Data 5
  26.  
  27. Make RPED
  28. Print a pico manip, advanced scanning module, and high-power microlaser to upgrade DA. Will help with some research later.
  29. Print lots of pico manips, super matter bins, and upgrade the protolathe and circuit imprinter. This way you save mats and acid (you can print all your needed circuits for most necessary research off the original beaker.) In the meantime, build the machine frames for your PCD and autolathe.
  30.  
  31. Sleeper Board > Engineering 4, Biological 3
  32.  
  33. Build PCD and Autolathe (for console screens - you WILL help the station out with new machines after you've done research... right?)
  34. (Nigger Style: Don't build an autolathe. Close all the shutters to Science, requesting Cargo to send materials through disposals, and build your own personal armory. And army, if anyone's/you're working xenobio.)
  35.  
  36. At this point, unless you're a nigger, you should probably make a Somatoray if there's someone working Hydroponics.
  37.  
  38. Portable Chemical Dispenser > Engineering 5, Bio 4
  39. Power Turbine Board > Engineering 6, Power 5
  40. Teleporter Console Board > Bluespace 3
  41.  
  42. Sync with robotics, and upgrade the exosuit fabs w/ super matter bin, pico manip, high-power micro laser for minimum material wastage
  43.  
  44. Mech Syringe Gun > Electromagnetic 5, Bio 5 (there really isn't a way to get around this beyond deconning an ion rifle/carbine, which needs mining, and a high-tier slime core, which is probably not available yet even if somebody is working xenobio)
  45. Mech Wormhole Gen > Bluespace 4
  46. (Nigger Style: Soulstone shard from Chaplain's office OR hand tele from teleporter room/captain's office instead)
  47.  
  48. Telepad/Teleporter Station Board > Bluespace 5
  49. Teleporter Hub Board > Bluespace 6
  50. (Nigger Style: You can get these by deconning the teleporter in the Teleporter Room—NOT TELESCIENCE.)
  51.  
  52. Durand Weapons Board > Combat 5
  53. Super Cap Power Cell > Power 6
  54. Phazon Peripherals Board > Data 6
  55.  
  56. IF the RNG gods have smiled upon you, the super matter bin or pico manipulator may be able to be deconned for materials 6 if at reliability of 78 or above.
  57.  
  58. --Materials 5/6, Engineering 6, Plasma 4, Power 6, Bluespace 6, Bio 5, Combat 5, Electromagnetic 5, Data 6, Illegals 1 --
  59.  
  60. Otherwise:
  61.  
  62. Mining/Cargo:
  63. (If you're a syndie, upping illegals levels is easy as shit anyways, but then again, you're probably not doing research)
  64.  
  65. Get uranium and silver. Don't make a Durand. Print out phasic and ultra-high-power micro laser and complete DA upgrades. You may also want to complete the upgrades on Robotics exofabs (high-power microlaser to ultra-high-power.)
  66.  
  67. THEN a super matter bin/pico manipulator for Materials 6.
  68. Phasic Scanning Module > Electromagnetic 6
  69.  
  70. (Serious nigger style—pretty hard to pull off as a carbon unless you use telescience, are the captain, or have an all-access ID: T.Y.R.A.N.T, P.A.L.A.D.I.N, and the ugly AI modules from the upload, OneHuman and Purge > Materials 7, Illegals 2)
  71.  
  72. (Moderate nigger Style: Toy AI > Materials 7, Illegals 6)
  73.  
  74. OneHuman/Purge AI Module > Materials 7
  75. Combat Shotgun > Combat 6
  76. XRay Gun > Illegals 2
  77. T.Y.R.A.N.T AI Module > Illegals 3
  78. Ebow > Illegals 4
  79.  
  80. Sync with robotics, give robotics a diamond or something
  81. Thermals implant > Biological 6, Illegals 5
  82.  
  83. --Materials 7, Engineering 6, Plasma 4, Power 6, Bluespace 6, Bio 6, Combat 6, Electromagnetic 6, Data 6, Illegals 5--
  84.  
  85. AUTISM-TIER (just because we fucking can)
  86.  
  87. Get a miner to bring back a facehugger from the asteroid, infect a monkey, contain it in xenobio (and make sure it's actually contained), then shoot the poor thing when it matures and debrain it. Rinse, wash, repeat.
  88.  
  89. Alien Brain x2 > Biological 8
  90. Hyper Cap Cell > Power 7
  91.  
  92. AUTISM/LUCK-TIER
  93.  
  94. NULL crate can get you some neat illegal levels that are completely fucking pointless
  95. Robust part of the nuke ops team and decon their weapons; Uzi, SMG, and silenced pistol together can get you to illegals 9
  96. Manage (somehow) to hijack two deathsquad's mechs and steal all their equipment.
  97. Teleporter x3 > Bluespace 11
  98. Mech Pulse Rifle x3 > Combat 9
  99. Congratulations, you can now build mecha teleporters and decloners. How the fuck did you manage to get this done?
  100.  
  101. Anomalies will get you stupid, absolutely pointless levels, but I'm not sure of the specifics.
  102. --Materials 7, Engineering 6, Plasma 4, Power 7, Bluespace 11, Bio 8, Combat 9, Electromagnetic 6, Data 6, Illegals 9--
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