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Slig's RnD List
Posted: Mon Mar 13, 2017 9:22 pm
by Slignerd
After writing it on paper in-game too many times to count, I finally decided to put up my RnD list on the forums. Updated it on the go, and while it's probably identical to existing guides, I thought it could still serve as a decent reference.
Stage 1 - Collecting
micro-manipulator
air analyzer
capacitor
high-power cell
welding tool
flamethrower
Stage 2 - Printing
mining drill
mass-spectrometer
nano manipulator
super-power cell
health scanner HUD
security HUD
holo sign projector
advanced release grenade
advanced mass-spectrometer
welding shield // supers and picos available
tracking beacon
GPS device // bluespace RPED available
Stage 3 - Upgrading and Circuits
power turbine (circuit) // portable chem disp. available
durand weapons and targeting (circuit)
teleporter console (circuit)
quantum pod (circuit)
Stage 4 - Advanced
uranium
diamond
bluespace crystal x2
heart
brain
piercing syringe
purge AI module
phazon torso
charged slime core
lazarus injector
chain of command/combat shotguns
glowberries, glowshrooms, glowcaps
death nettlles
abrosia gaia
Re: Slig's RnD List
Posted: Tue Mar 14, 2017 6:32 am
by AnonymousNow
I've used Duke's for a long time, but it doesn't always get updated. We appreciate peoples' contributions.
Can you put down where to source these items, for convenience's sake? Most of us know where to go to find these things, but not everyone.
Re: Slig's RnD List
Posted: Tue Mar 14, 2017 7:31 am
by XDTM
I think a sec HUD is better than a syringe gun, since it costs less and it's in the same panel as the health HUD for easy clicking.
Also this list is pretty much the same as mine
Re: Slig's RnD List
Posted: Tue Mar 14, 2017 10:58 am
by Slignerd
XDTM wrote:I think a sec HUD is better than a syringe gun, since it costs less and it's in the same panel as the health HUD for easy clicking.
Also this list is pretty much the same as mine
I'll check if it works the same in-game and update it if it does.
And, yeah, it's pretty much the same. While I think I figured most of it on my own, I definitely have to credit you for mass-spectrometers, adv. spectrometers, adv grenades and holo sign projectors - I'm really not sure if I'd have guessed those.
AnonymousNow wrote:Can you put down where to source these items, for convenience's sake? Most of us know where to go to find these things, but not everyone.
I think most of it is pretty self-explanatory given the names of the stages. I can elaborate on some specifics though.
- Flamethrower can be made by unsecuring welding tool with a screwdriver and attaching a metal rod to it.
- Uranium, diamond and bluespace crystals come from mining.
- Heart and brain can come from dead crewmembers or monkeys.
- Piercing syringe, purge AI module, Phazon torso, and charged slime core can all be made in Research - if you have diamonds, you can print piercing syringe at the protolathe, and purge AI module at the circuit imprinter. Phazon torso can be printed by an exosuit fabricator and charged slime core can be obtained by injecting plasma into a yellow slime core.
- Lazarus injector and jetpack upgrade can both be purchased by miners for 3000 points total. DNA syringe requires Genetics to discover most of the powers and machine prototype can be ordered from Cargo.
- Chain of command spawns in the Captain's office and combat shotguns can be ordered from Cargo.
- Glowberries, glowshrooms, glowcaps, death nettlles, abrosia gaia can all be grown by Botany.
I think that covers it.
Re: Slig's RnD List
Posted: Tue Mar 14, 2017 11:52 am
by XDTM
Oh yeah, the jetpack upgrade can be replaced by a piercing syringe if you have diamonds, which are usually easier to get than the jetpack.
Re: Slig's RnD List
Posted: Tue Mar 14, 2017 4:39 pm
by Slignerd
Duke reminding me once again that I may only feasibly seek to be the server's second best at RnD.
Seriously though, thanks, I didn't know know that. I'll see if I can add it somewhere.
Re: Slig's RnD List
Posted: Tue Mar 14, 2017 10:48 pm
by oranges
Real RnD's don't use a list, they chaos mode it
Re: Slig's RnD List
Posted: Tue Mar 14, 2017 11:10 pm
by kevinz000
oranges wrote:Real RnD's don't use a list, they chaos mode it
I memorize .DM files for designs.
Re: Slig's RnD List
Posted: Tue Mar 14, 2017 11:27 pm
by cedarbridge
kevinz000 wrote:oranges wrote:Real RnD's don't use a list, they chaos mode it
I memorize .DM files for designs.
Settle down Rainman.
Re: Slig's RnD List
Posted: Tue Mar 14, 2017 11:51 pm
by ShadowDimentio
Your guide specializes in getting to important stuff ASAP, my guide specializes in progressing with 100% reliability and as little mats required as possible.
https://docs.google.com/document/d/19qF ... f6ITE/edit
Edit: On further review my guide takes fewer steps and requires leaving science for only plants and materials at the dead end of research. What's your final research levels? Lets compare R&D E-peens
Re: Slig's RnD List
Posted: Wed Mar 15, 2017 12:32 am
by Slignerd
I don't personally like relying on stuff like drone shells - the more stuff outside RnD lab you need, the more trouble it might cause for you if circumstances change. For example, drone shell as an RnD step does not work so well on MetaStation.
Secondly, if I can skip getting the regular RPED before the bluespace version at all, I definitely prefer to do so. Once the old RPED becomes obsolete, it can't exactly be recycled in any way, making it actually a bit of a nuisance. That's why miners who drop the silver in the ORM before departing are the best miners I can hope for - since that allows me to get a bluespace RPED and autocloner up before they even return from Lavaland.
Similarly, I find there's really no point in upgrading or printing any circuits before you get to pico manipulators and super matter bins, which you get at Mat 5. That way I can play it safe with circuit printing - before I need to print anything at all, all circuits already only use 5 sulphuric acid, leaving me a lot of breathing room with acid usage - 9 circuits before I even need a chem dispenser at all. Also, given the RPED "one tier up" behavior when upgrading parts, upgrading before supers and picos just adds unnecessary Tier 2 parts to rotation.
Lastly, using two flamethrowers instead of one, or two high power cells instead of one also seem a bit wasteful for "as little mats required as possible" - since the role of the first flamethrower or the first power cell can just as easily be fulfilled by a welder and a capacitor respectively, both of which are at an arm's reach in the lab.
Re: Slig's RnD List
Posted: Wed Mar 15, 2017 4:22 am
by ShadowDimentio
The guide is meant to be extremely stringent on /rare/ materials, not regular mats like metal and glass which can be found in abundance all over the station. Further, a drone fab is available on every map, with Meta being the exception because for SOME FUCKING REASON IT'S IN A SECURE AREA THAT NOBODY EVER GOES IN RRRRRREEEEEEEEEEEEEEEEEEEEEEEEE
Re: Slig's RnD List
Posted: Wed Mar 15, 2017 7:56 am
by Slignerd
I mean, that's not 100% reliability then.
Not sure about materials either. The list in the OP doesn't use anything but metal, glass and acid until Stage 4, even in Stage 3 only Power Turbine Board is crucial - and by that time, its costs only 125 glass and 5 acid.
We can compare costs on metal and glass, but I always found these to be a non-issue - and by the time you try to get Data 6, Engi 6 or Plasma 6 (purge AI and piercing syringe with 300-400 units of diamonds amd phazon torso with several sheets of plasma), you tend to be drowning in materials already.
Nice catch on exosuit medical beamgun though - what are the levels needed to print it?
Re: Slig's RnD List
Posted: Wed Mar 15, 2017 5:41 pm
by XDTM
Oh right, mech beamguns and teslaguns give some extremely high levels now i think
Re: Slig's RnD List
Posted: Fri Mar 17, 2017 3:59 pm
by Bluespace
What do you get from the charged slime core and above?
Re: Slig's RnD List
Posted: Fri Mar 17, 2017 6:27 pm
by XDTM
Piercing Syringe has engi 5, getting you to 6
Purge has data 5, getting you to 6.
Phazon torso has plasma 5, getting you to 6.
Charged has power 5, getting you to 6.
Re: Slig's RnD List
Posted: Sat Mar 18, 2017 11:22 am
by Bluespace
You pretty much always need a Lazarus and charged slime core for all the highest stock parts then?
Unless I'm mistaken.
Re: Slig's RnD List
Posted: Sat Mar 18, 2017 12:01 pm
by XDTM
You do, but on the other hand they're the least useful parts of the bunch. Scanners in particular don't add anything to cloners from T3 to T4, they're pointless in the DA, and at most can give 5% max potency in the plant DNA manipulator.
Re: Slig's RnD List
Posted: Sat Mar 18, 2017 12:15 pm
by Bluespace
I thought T4 scanners added beneficial mutations?
Re: Slig's RnD List
Posted: Sat Mar 18, 2017 1:41 pm
by XDTM
That's from T3 onwards, i'm pretty sure.