Scientist

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Scientist

I wonder what happens if I poke it?

Department:

Research

Access:

Research, RnD, Workshop, Anomaly Lab, Toxins, Robotics, Xenobiology, Xenoarcheology

Supervisors:

CRO | Chief Research Overseer

Difficulty:

Easy to Hard

The Scientist is one of the most feared and fun jobs on colony. Being a scientist means you can make and test a large number of tools and gadgets through research, construct highly explosive bombs, or study dangerous alien life forms.

Science Tool

As a Scientist, you may have many uses for many different tools, but these are some of the most common tool you will likely need on hand is a Science Tool, besides a tool box!

The Science tool lets you scan papers form Xenoarch big anomalies to get "Data Blocks" that when smacked back onto the main RnD console will be worth big points, this also rings true to printed scans of picked plants, and lastly autopsy reports! This handy dandy tool allows you to scan slime cores to get data points as well. Besides gathering points off objects or papers its main use is telling you how much something is worth in its scan. Do note however when it scans an object it doesn't account if the level it has is already gotten, meaning it gives you face value point readings!

The Laboratories

Research & Development

This lab houses the development of hi-tech devices including weapons, batteries, drills, and circuit boards.

Items around the colony such as the fancy guns, advanced tools and many other items can be collected used to improve research tech levels.

Your printing efforts will likely cap at a certain point without minerals from mining. Co-ordinate with the Chief_Executive_Officer or the Lonestar_Miners themselves to get the minerals you need. Or in a pinch trade with The Prospectors

For a more in-depth guide, see the Guide to Research and Development.

Toxins Research

Toxins Mixing is down the lift, to the right of the bottom floor.

This lab focuses on exploring the possibilities of plasma gas, typically in the form of massive explosions. Also provided to you is the toxins test site. Hopefully, this is where you will be testing your bombs.

Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of plasma, fire, plasma that's on fire, or even plasma that's on fire and spreading N2O. Yep, it ain't easy being a scientist.

For more information, refer to the Guide to Toxins.

Xenoarcheology and Anomaly study

You can get here from the the lift to the left of the bottom floor, as well as the top right of the outpost.

This whole place is focused on finding and excavating artifacts from the mines, outside or even in the colony maintenance themselves, and if you're really lucky: To experiment on large anomalous artifacts you may find while out on a dig.

For more information, refer to the Guide to Xenoarchaeology

Xenobiology

This laboratory specializes in the the study of alien lifeforms, such as slimes and sometimes xenomorphs.

Careful handling and caution if this lab is advised as it is common for untrained personnel to inadvertently release the specimen. It is important to make sure your flock is fed, and any extra unneeded slimes culled to keep them from getting out of hand, it's also important to make sure adult slimes are fed enough to split, or they'll make a mess of their pens... Or you! Experiment on all sorts of fancy cores.

For more information, refer to the Guide to Xenobiology

Xenofloral

This laboratory is located just past the Circuitry lab and contains all the tools necessary for exploring and modifying the genetic structure of local and not so local plant species.

Here is where the line between biology and technology is defined as you will be using a variety of tools and machines to edit the raw genetic structure of plants to do anything from improve harvest yield by %400 to acquire nutrients from live test monkeys.

Caution must be taken as some local varieties of plants emit noxious fumes or consume oxygen at rates fast enough to vacuum seal a room. Special containment rooms exist with the own atmosphere controls and should be used for all experimental testing of dangerous or invasive species.

For more information, refer to the Guide to Xenofloral.

Tips

  • Unless you're a traitor, don't use the bombs on the colony. You'll likely get banned otherwise.
  • Always warn the colony before your detonate a bomb as stated in SoP.
  • Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
  • You can open your PDA, minimize the new window, and leave your PDA in your pocket so that you can set off your bombs as long as you don't need to change the frequency. Whenever it's time for an explosion you just open the window you minimized, click send signal, and it'll do it!
  • Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.
  • Maybe sub-departments have loads of RnD points, just scan papers or items in most cases to see the value, get nodes and more.
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