* 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>
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2.8 KiB
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55 lines
2.8 KiB
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<Document>
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# Science
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[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.
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## Personnel
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[color=#c96dbf]Science[/color]'s staff is made up of Research Assistants and Scientists. [color=#c96dbf]Science[/color] is run by the Research Director.
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<Box>
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<GuideEntityEmbed Entity="ToyFigurineScientist" Caption="Scientist"/>
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<GuideEntityEmbed Entity="ToyFigurineResearchDirector" Caption="RD"/>
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</Box>
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## Technologies
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<Box>
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<GuideEntityEmbed Entity="ComputerResearchAndDevelopment"/>
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<GuideEntityEmbed Entity="ResearchAndDevelopmentServer"/>
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</Box>
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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].
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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.
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[textlink="Click here to see a list of technologies." link="Technologies"].
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## Disciplines
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Technologies are spread over 5 different Disciplines:
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<Box>
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<GuideEntityEmbed Entity="Wrench" Caption="Industrial"/>
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<GuideEntityEmbed Entity="WeaponTetherGun" Caption="Experimental"/>
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<GuideEntityEmbed Entity="ComputerTelevision" Caption="Civil Services"/>
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<GuideEntityEmbed Entity="WeaponXrayCannon" Caption="Arsenal"/>
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</Box>
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<GuideEntityEmbed Entity="ComputerResearchAndDevelopment"/> Use your nearest R&D console to take note of which kind of research is locked behind each Discipline tree.
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## Tiers
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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.
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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.
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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].
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## Lathes
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<Box>
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<GuideEntityEmbed Entity="Protolathe"/>
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<GuideEntityEmbed Entity="CircuitImprinter"/>
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</Box>
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<Box>
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<GuideEntityEmbed Entity="ExosuitFabricator"/>
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<GuideEntityEmbed Entity="MedicalTechFab"/>
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<GuideEntityEmbed Entity="SecurityTechFab"/>
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</Box>
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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.
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</Document>
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