Files
tbd-station-14/Resources/ServerInfo/Guidebook/Science/Science.xml
UBlueberry c6ff1e44fb Guidebook Updates for the Amateur Spessman (#28603)
* Created NewPlayer.xml

* Created NewPlayer.yml and added it to guides.ftl

* shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later

* switched some stuff between the New? entry and the Space Station 14 entry

* Made everything so nice!!!!!!!!!!!!!!

* fixed formatting inconsistencies

* added a How to use this guidebook section

* build correction and guidebook clarification for other servers

* wrote character creation ig probs fo shizzle

* added new terms to the glossary and alphabetized it

* meh this seems important enough to add

* okay no more shitsec bad idea

* I HATED Roleplaying.xml ANYWAY!!!

* I REALLY REALLY HATED IT ACTUALLYLLL

* Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete

* Separated the character creation bits that are just cosmetic from the ones that matter

* also put all the related new player xml files in their own folder

* expanded Radio.xml, kinda fixed survival.xml

* removed the line that mighta maybe sorta possibly could encourage self antag

* thought about this randomly but ICK OCK

* talking is no longer a key part of this game

* moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around

* ah probably should make sure this works first also me when i lie on the internet

* don't be such a grammar nukie

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* okay nevermind that's justified

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* prepare. it is coming. the great reorganization...

* yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP.

* rename that real quick

* step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete.

* update shiftandcrew.yml to only have departments as children also fuck it alphabetization

* consolidated salvage into cargo

* made a new entry for command

* gave salvage a home and service an existence

* made some XML files to be filled out later

* quick rename...

* took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml

* The Great Writing about Departments (25XX, black and white)

* added a bunch of links everywhere

* biochemical is no longer a thing

* service formatinaaaaaaa

* shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,,

* let's get that fixed

* second time i made a typo there as well

* we hate fun around here

* grammar?!???/

* various fixes and more linkings

* oops

* wewlad lol!!

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-06-09 01:00:43 +02:00

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2.8 KiB
XML

<Document>
# Science
[color=#c96dbf]Science[/color], often called Research and Development, is a job made up of both generating research points to unlock new technologies as well as using said technologies to produce new items at lathes to help out the station.
## Personnel
[color=#c96dbf]Science[/color]'s staff is made up of Research Assistants and Scientists. [color=#c96dbf]Science[/color] is run by the Research Director.
<Box>
<GuideEntityEmbed Entity="ToyFigurineScientist" Caption="Scientist"/>
<GuideEntityEmbed Entity="ToyFigurineResearchDirector" Caption="RD"/>
</Box>
## Technologies
<Box>
<GuideEntityEmbed Entity="ComputerResearchAndDevelopment"/>
<GuideEntityEmbed Entity="ResearchAndDevelopmentServer"/>
</Box>
The most important thing inside your department is the R&D server, which stores unlocked technologies, and the R&D computer, which allows you to unlock [color=#a4885c]technologies[/color].
Each technology costs [color=#a4885c]Research Points[/color] and unlocks recipes at lathes. Some technologies will also have prerequisites you have to unlock before you can research them.
[textlink="Click here to see a list of technologies." link="Technologies"].
## Disciplines
Technologies are spread over 5 different Disciplines:
<Box>
<GuideEntityEmbed Entity="Wrench" Caption="Industrial"/>
<GuideEntityEmbed Entity="WeaponTetherGun" Caption="Experimental"/>
<GuideEntityEmbed Entity="ComputerTelevision" Caption="Civil Services"/>
<GuideEntityEmbed Entity="WeaponXrayCannon" Caption="Arsenal"/>
</Box>
<GuideEntityEmbed Entity="ComputerResearchAndDevelopment"/> Use your nearest R&D console to take note of which kind of research is locked behind each Discipline tree.
## Tiers
Each Discipline tree has up to 3 tiers of technologies. At the start the only tier that is open and available for you is tier 1.
In order to progress further, you have to research up to [color=brown]75%[/color] of the current tier to move to the next one. So in order to unlock T2 researches you need to research 75% of T1.
Now [color=green]Tier 3[/color] is where it gets interesting. If you research a T3 tech, you [color=brown]lock out[/color] T3 techs from other Discipline trees. That is, unless... you find some other way around it, probably should ask your [color=purple]Research Director[/color].
## Lathes
<Box>
<GuideEntityEmbed Entity="Protolathe"/>
<GuideEntityEmbed Entity="CircuitImprinter"/>
</Box>
<Box>
<GuideEntityEmbed Entity="ExosuitFabricator"/>
<GuideEntityEmbed Entity="MedicalTechFab"/>
<GuideEntityEmbed Entity="SecurityTechFab"/>
</Box>
At a lathe, you can choose a server to allow it print whatever recipes you have unlocked. Recipes require various materials (steel, glass, plastic, gold, plasma) which can be acquired at Cargo or Salvage.
</Document>