equipment crafting tool blueprints

[Category: melee weapon]

bolo machete

A long machete with a sturdy alloy blade, its textured polymer handle provides superior grip to basic colonial-grade machetes of similar form and the blade is forged to provide greater balance and sharpness. Whilst it does serve the utility purposes of a lesser machete, it was intended to be utilised as a weapon. Durability: [||||||||||] [25/25] Attacks: [1] machete slash [2] machete hack Module capacity: 50/50 The bolo machete has no modules installed. The bolo machete can be thrown for 2 - 8 damage. Requirements for bolo machete * Requires responsive metal x1 (0) -- 25% of project quality * Requires plastiform brick x1 (0) -- 30% of project quality * Requires solid-phase alloy x2 (0) -- 45% of project quality Total complexity for this project: 25.0

shock baton

A thick iron rod fits snug into the palm, covered with blue and red wires at the tip, crackling with energy. Durability: [||||||||||] [25/25] Attacks: [1] shock baton bash Skill required: Advanced Slashing and Shooting Module capacity: 50/50 The shock baton has no modules installed. The shock baton can be thrown for 6 - 24 damage. Requirements for shock baton * Requires weak power emitter x4 (1) -- 60% of project quality * Requires native lumber x1 (0) -- 20% of project quality * Requires inert metal x1 (0) -- 20% of project quality Total complexity for this project: 28.0

laser whip

A terrible-quality whip made of a length of rope and a metal rod for a handle. Some chucklefuck has written "CAUTION: LASER" on the handle, glued on a plastic button labeled "power" and painted the rope bright red. Durability: [||||||||||] [25/25] Attacks: [1] laserwhip lash Module capacity: 50/50 The laser whip has no modules installed. The laser whip can be thrown for 1 - 5 damage. Requirements for laser whip * Requires native fiber x2 (0) -- 50% of project quality * Requires inert metal x1 (0) -- 50% of project quality Total complexity for this project: 3.0

[Category: ranged weapon]

m141 assault rifle

The standard weapon for corporate sanctioning forces in colonial space. Durability: [||||||||||] [25/25] Attacks: [1] m141 laser blast Skill required: Self Defense Training Module capacity: 50/50 The m141 assault rifle has no modules installed. It accepts weapon cell as ammunition. It is unloaded. It has 25 / 25 condition remaining. Requirements for m141 assault rifle * Requires weak power emitter x1 (1) -- 20% of project quality * Requires electronics-grade silica x3 (0) -- 20% of project quality * Requires solid-phase metal x2 (0) -- 20% of project quality * Requires wooden stock x1 (0) -- 20% of project quality * Requires inert casing x1 (0) -- 20% of project quality Total complexity for this project: 25.0

recoilless AVK tube

A large re-usable LAW-rocket tube, designed to channel exhaust gases from the rocket in a manner which results in little or no recoil forces. Durability: [||||||||||] [25/25] Attacks: [1] avk explosion Module capacity: 50/50 The recoilless AVK tube has no modules installed. It accepts AVK insert as ammunition. It is unloaded. It has 25 / 25 condition remaining. Requirements for recoilless AVK tube * Requires inert wiring x2 (0) -- 20% of project quality * Requires plastiform brick x2 (0) -- 40% of project quality * Requires solid-phase alloy x2 (0) -- 40% of project quality Total complexity for this project: 25.0

e34 laser blaster

A bulky, blocky laser rifle with a bank of large capacitors running along the bottom face. Based upon the m141 standard assault rifle, a large set of capacitors, charging circuitry, cooling equipment and heat shields were added to allow the rifle to pass electricity down a powerful laser beam to a target. Durability: [||||||||||] [25/25] Attacks: [1] m141 laser blast [2] laser shock Skill required: Self Defense Training Module capacity: 50/50 The e34 laser blaster has no modules installed. It accepts weapon cell as ammunition. It is unloaded. It has 25 / 25 condition remaining. Requirements for e34 laser blaster * Requires m141 assault rifle x1 (0) -- 40% of project quality * Requires inert wiring x1 (0) -- 20% of project quality * Requires heavy capacitor unit x1 (0) -- 20% of project quality * Requires solid-phase alloy x2 (0) -- 20% of project quality Total complexity for this project: 22.0

judge brand pistol

A heavy old-style repeating handgun constructed of sturdy metal and bearing chequered wooden grips. Following ancient tried-and-tested design when it comes to putting holes through things, the only thing that this handgun bears that differs from an antiquated Colt 1900 is that it's internals are modified for use with system-standard 10x28mm caseless ammunition. Durability: [||||||||||] [25/25] Attacks: [1] slugpistol fire [2] slugpistol DOUBLEWHAMMY Module capacity: 50/50 The judge brand pistol has no modules installed. It accepts any shell slug clip as ammunition. It is unloaded. It has 25 / 25 condition remaining. Requirements for judge brand pistol * Requires slugthrower mechanics x1 (0) -- 30% of project quality * Requires barrel x1 (0) -- 30% of project quality * Requires plastiform brick x2 (0) -- 20% of project quality * Requires solid-phase alloy x1 (0) -- 20% of project quality Total complexity for this project: 25.0

inferno pistol

A bulky pistol-like device designed to accelerate wads of burning-hot plasma at a target. As the plasma disperses when it meets air and the pistol has no system to prevent dispersion, the wad of plasma quickly evolves into a cloud of hot ionised matter. Good for toasting things. Durability: [||||||||||] [25/25] Attacks: [1] inferno pistol blast Module capacity: 50/50 The inferno pistol has no modules installed. It accepts plasma cell as ammunition. It is unloaded. It has 25 / 25 condition remaining. Requirements for inferno pistol * Requires weak power emitter x1 (1) -- 20% of project quality * Requires supermagnetic alloy x1 (0) -- 20% of project quality * Requires electronic weapon internals x1 (0) -- 20% of project quality * Requires inert wiring x2 (0) -- 5% of project quality * Requires heavy capacitor unit x1 (0) -- 20% of project quality * Requires plastiform brick x1 (0) -- 15% of project quality Total complexity for this project: 28.0

maxi-melter

This weapon must be deployed before use and is intended to supress or destroy enemy vehicles. Durability: [||||||||||] [25/25] Attacks: [1] maxi melter melta Skill required: Touchpanel Training Module capacity: 50/50 The maxi-melter has no modules installed. It accepts melta battery as ammunition. It is unloaded. It has 25 / 25 condition remaining. The maxi-melter must be deployed before firing. Requirements for maxi-melter * Requires offensive beam generator x1 (0) -- 20% of project quality * Requires supermagnetic alloy x2 (0) -- 20% of project quality * Requires electronic weapon internals x1 (0) -- 20% of project quality * Requires high-grade wiring x2 (0) -- 20% of project quality * Requires tactical stock x1 (0) -- 20% of project quality Total complexity for this project: 40.0

colonial handgun

A heavy old-style repeating handgun constructed of sturdy metal and bearing chequered wooden grips. Following ancient tried-and-tested design when it comes to putting holes through things, the only thing that this handgun bears that differs from an antiquated Colt 1900 is that it's internals are modified for use with system-standard 10x28mm caseless ammunition. Durability: [||||||||||] [25/25] Attacks: [1] slugpistol fire Module capacity: 50/50 The colonial handgun has no modules installed. It accepts any shell slug clip as ammunition. It is unloaded. It has 25 / 25 condition remaining. Requirements for colonial handgun * Requires slugthrower mechanics x1 (0) -- 30% of project quality * Requires inert metal x2 (0) -- 20% of project quality * Requires native lumber x1 (0) -- 20% of project quality * Requires barrel x1 (0) -- 30% of project quality Total complexity for this project: 25.0

colonial rifle

A simple slug rifle whose parts are issued by Alpha Complex for self defense. Durability: [||||||||||] [25/25] Attacks: [1] slugthrower fire Module capacity: 50/50 The colonial rifle has no modules installed. It accepts any shell slug clip as ammunition. It is unloaded. It has 25 / 25 condition remaining. Requirements for colonial rifle * Requires colonial rifle kit x1 (0) -- 80% of project quality * Requires inert metal x1 (0) -- 10% of project quality * Requires native lumber x1 (0) -- 10% of project quality Total complexity for this project: 6.0

colonial revolver

A no-frills revolver with sharp-ish corners and a slightly worn parkerized finish. At least the rubber grips still have their checquering, and it'd still ruin something or someone's day good and proper. A Territory Arms Co. logo is stamped on the receiver. Durability: [||||||||||] [25/25] Attacks: [1] magnum fire Module capacity: 50/50 The colonial revolver has no modules installed. It accepts magnum slug clip as ammunition. It is unloaded. It has 25 / 25 condition remaining. Requirements for colonial revolver * Requires slugthrower mechanics x1 (0) -- 30% of project quality * Requires inert metal x3 (0) -- 20% of project quality * Requires native lumber x1 (0) -- 20% of project quality * Requires barrel x1 (0) -- 30% of project quality Total complexity for this project: 27.5

[Category: harvesting tool]

slimfast organic collector

Standard issue survival gear, this machine harvests small amounts of organic matter. Durability: [||||||||||] [25/25] Module capacity: 50/50 The slimfast organic collector has no modules installed. This tool can harvest native fiber, native lumber, adaptive-phase fiber, obscure lumber, native fungus, native berries, neuro-aligned fiber, plastiform fiber, ocean fiber, hydrocarbon sludge, mineral acids, fuming mineral acids, solid lumber, native tubers, nutri-brand stalks, protein tubers, biofuel grade stalks, phantom spider silk, silver spider silk, exotic fiber. This tool is not currently configured to harvest a specific resource. The slimfast organic collector takes 3.0 seconds to harvest one unit of a resource and 8.0 seconds to perform a survey. Requirements for slimfast organic collector * Requires weak power emitter x1 (0) -- 20% of project quality * Requires slimfast intake x1 (0) -- 40% of project quality * Requires solid-phase metal x4 (0) -- 20% of project quality * Requires inert casing x1 (0) -- 20% of project quality Total complexity for this project: 30.0

landslide farming harvestor

Standard issue survival gear, this machine harvests small amounts of organic matter. Durability: [||||||||||] [25/25] Module capacity: 50/50 The landslide farming harvestor has no modules installed. This tool can harvest nutri-brand stalks, protein tubers, biofuel grade stalks. This tool is not currently configured to harvest a specific resource. The landslide farming harvestor takes 5.0 seconds to harvest one unit of a resource and 10.0 seconds to perform a survey. Requirements for landslide farming harvestor * Requires weak power emitter x1 (0) -- 50% of project quality * Requires inert metal x2 (5) -- 50% of project quality Total complexity for this project: 10.0

cheap orgo-reaper

Standard issue survival gear, this machine harvests small amounts of organic matter. Durability: [||||||||||] [25/25] Module capacity: 50/50 The cheap orgo-reaper has no modules installed. This tool can harvest native fiber, native lumber, native fungus, native berries, adaptive-phase fiber, neuro-aligned fiber, plastiform fiber, ocean fiber, hydrocarbon sludge, mineral acids, fuming mineral acids, solid lumber, obscure lumber, native tubers. This tool is not currently configured to harvest a specific resource. The cheap orgo-reaper takes 5.0 seconds to harvest one unit of a resource and 10.0 seconds to perform a survey. Requirements for cheap orgo-reaper * Requires weak power emitter x1 (0) -- 50% of project quality * Requires inert metal x2 (5) -- 50% of project quality Total complexity for this project: 10.0

[Category: special weapon]

terrain surveyor

This device, when activated, records a wide array of exploration data from the world around you, GPS locations, air and soil composition, detailed flora and fauna data and a few other things. Durability: [||||||||||] [25/25] Module capacity: 50/50 The terrain surveyor has no modules installed. Requirements for terrain surveyor * Requires weak power emitter x1 (0) -- 50% of project quality * Requires inert casing x1 (0) -- 50% of project quality Total complexity for this project: 14.0

e-med patch blaster

A common sight in colonial medical lockers, this medigun can apply a heal over time effect. Durability: [||||||||||] [25/25] Module capacity: 50/50 The e-med patch blaster has no modules installed. Requirements for e-med patch blaster * Requires delivery tubing x1 (0) -- 50% of project quality * Requires medical wielder interface x1 (0) -- 30% of project quality * Requires nanobot lifesupport x1 (0) -- 20% of project quality Total complexity for this project: 15.0

hand-held mapping AI

Capable of recording more data than a baseline terrain surveyor. Durability: [||||||||||] [25/25] Module capacity: 50/50 The hand-held mapping AI has no modules installed. Requirements for hand-held mapping AI * Requires weak power emitter x1 (0) -- 20% of project quality * Requires solid-phase metal x2 (0) -- 80% of project quality Total complexity for this project: 12.0

e-med broadbeam

A stark white metallic device that relays a hot red beam of specialized healing nanites. The surrounding targets riddled with weakness and injury are the first to go, and the device works diligently at this process. Durability: [||||||||||] [25/25] Module capacity: 50/50 The e-med broadbeam has no modules installed. Requirements for e-med broadbeam * Requires delivery tubing x1 (0) -- 50% of project quality * Requires medical wielder interface x1 (0) -- 30% of project quality * Requires nanobot lifesupport x1 (0) -- 20% of project quality Total complexity for this project: 15.0

low-power hand miner

A Star-China hand miner. With a low destructive frequency, this simple tool is generally used to collect small amounts of minerals from deposits on or near the surface. Durability: [||||||||||] [25/25] Module capacity: 50/50 The low-power hand miner has no modules installed. Requirements for low-power hand miner * Requires solid-phase metal x2 (0) -- 50% of project quality * Requires high-grade wiring x1 (0) -- 50% of project quality Total complexity for this project: 4.0

[Category: armor]

padded EVA suit

The simplest form of spacesuit, this suit allows for survival in the solar void. Durability: [||||||||||] [50/50] The padded EVA suit covers the head, torso, hands, legs, feet slots. Resists: burning: (40% resist) void: (100% resist) electric: (50% resist) cold: (50% resist) Integrity: 50/50 Module capacity: 25/25 The padded EVA suit is in perfect condition. Requirements for padded EVA suit * Requires responsive metal x2 (15) -- 15% of project quality * Requires neuro-aligned fiber x4 (0) -- 30% of project quality * Requires plastiform mesh x2 (0) -- 20% of project quality * Requires adaptive-phase fabric x3 (0) -- 35% of project quality Total complexity for this project: 40.0

scrap armor

A chestplate cobbled together out of various bits of scrap and affixed with rivets, solder and even a bit of glue. It is supremely uncomfortable and quite heavy, but it provides better protection than standard civilian clothes. Durability: [||||||||||] [50/50] The scrap armor covers the torso slots. Resists: burning: (5% resist) slug shell: (10% resist) explosive: (10% resist) impact: (10% resist) electric: (5% resist) sharp: (2% resist) toxic: (5% resist) cold: (5% resist) Integrity: 50/50 Module capacity: 0/0 The scrap armor is in perfect condition. Requirements for scrap armor * Requires vendor trash x20 (0) -- 100% of project quality Total complexity for this project: 12.0

scrap helmet

A crude head covering made of bent, discarded shuttle plating, still bearing scorch marks from the plasma-torch that was used to create it. Durability: [||||||||||] [50/50] The scrap helmet covers the head slots. Resists: burning: (5% resist) slug shell: (10% resist) explosive: (10% resist) impact: (10% resist) electric: (5% resist) sharp: (2% resist) toxic: (5% resist) cold: (5% resist) Integrity: 50/50 Module capacity: 0/0 The scrap helmet is in perfect condition. Requirements for scrap helmet * Requires vendor trash x5 (0) -- 100% of project quality Total complexity for this project: 12.0

salvage pants

Cobbled together from various strewn-about bits of metal plating, hull fragments, and natural materials, this protective garment can help keep its wearer alive in the vast and many-dangered colonial wilderness. Durability: [||||||||||] [50/50] The salvage pants covers the legs slots. Resists: burning: (5% resist) slug shell: (10% resist) explosive: (10% resist) impact: (10% resist) electric: (5% resist) sharp: (2% resist) toxic: (5% resist) cold: (5% resist) Integrity: 50/50 Module capacity: 0/0 The salvage pants is in perfect condition. Requirements for salvage pants * Requires vendor trash x12 (0) -- 100% of project quality Total complexity for this project: 12.0

scrap boots

A makeshift boot made of all sorts of junk. Durability: [||||||||||] [50/50] The scrap boots covers the feet slots. Resists: burning: (5% resist) slug shell: (10% resist) explosive: (10% resist) impact: (10% resist) electric: (5% resist) sharp: (2% resist) toxic: (5% resist) cold: (5% resist) Integrity: 50/50 Module capacity: 0/0 The scrap boots is in perfect condition. Requirements for scrap boots * Requires vendor trash x5 (0) -- 100% of project quality Total complexity for this project: 12.0

smile-corp flight helmet

Skulls, in general, are quite susceptible to breaking from high-velocity impacts at near light speed. Wearing this black ceramic nano-polymer helmet won't change that, but it might keep you safe from bumping against the cockpit of a vehicle when entering. Durability: [||||||||||] [50/50] The smile-corp flight helmet covers the head slots. Resists: laser: (25% resist) impact: (25% resist) sharp: (35% resist) The smile-corp flight helmet modifies clarity max bonus by 1. Integrity: 50/50 Module capacity: 25/25 The smile-corp flight helmet is in perfect condition. Requirements for smile-corp flight helmet * Requires responsive metal x1 (15) -- 20% of project quality * Requires plastiform brick x1 (0) -- 15% of project quality * Requires plastiform mesh x2 (0) -- 40% of project quality * Requires adaptive-phase fabric x2 (0) -- 25% of project quality Total complexity for this project: 22.5

turret gunner helmet

A retinal projection system sits atop this minimal protective head covering, ready to beam a miniature holographic display directly onto its wearer's retina. Aside from the large data interface on its rear, the helmet largely resembles any other typical VR HUD display mechanism. Durability: [||||||||||] [50/50] The turret gunner helmet covers the head slots. Resists: impact: (20% resist) sharp: (20% resist) The turret gunner helmet modifies clarity max bonus by 2. Integrity: 50/50 Module capacity: 25/25 The turret gunner helmet is in perfect condition. Requirements for turret gunner helmet * Requires inert metal x2 (25) -- 25% of project quality * Requires solid-phase metal x3 (27) -- 40% of project quality * Requires adaptive-phase fiber x3 (0) -- 35% of project quality Total complexity for this project: 25.0

smile-corp control gloves

Smile! You're wearing the happiest gloves credits can buy! Durability: [||||||||||] [50/50] The smile-corp control gloves covers the hands slots. Resists: laser: (20% resist) impact: (20% resist) sharp: (30% resist) The smile-corp control gloves modifies aggression max bonus by 1. Integrity: 50/50 Module capacity: 25/25 The smile-corp control gloves is in perfect condition. Requirements for smile-corp control gloves * Requires responsive metal x1 (15) -- 20% of project quality * Requires hardened leather x1 (0) -- 20% of project quality * Requires plastiform mesh x2 (0) -- 40% of project quality * Requires adaptive-phase fabric x1 (0) -- 20% of project quality Total complexity for this project: 20.5

cloth pants

Durability: [||||||||||] [50/50] The cloth pants covers the legs slots. Integrity: 50/50 Module capacity: 25/25 The cloth pants is in perfect condition. Requirements for cloth pants * Requires any plant material x6 (0) -- 100% of project quality Total complexity for this project: 12.0

black cloak

A full-body black hooded robe, made of thick cloth. Durability: [||||||||||] [50/50] The black cloak covers the head, hands, torso, feet, legs slots. Integrity: 50/50 Module capacity: 25/25 The black cloak is in perfect condition. The cloak's hood is up, hiding the wearer's face. Requirements for black cloak * Requires fiber cloth x4 (0) -- 100% of project quality Total complexity for this project: 30.0

[Category: tool]

vehicle assembly station

This workstation is built in a garage and produces vehicle components and vehicles. Durability: [||||||||||] [10/10] [[vehicle assembly station]] The tool is inactive. Use list vehicle assembly station to see available projects, and then craft with vehicle assembly station to start a project. Requirements for vehicle assembly station * Requires weak power emitter x2 (0) -- 20% of project quality * Requires solid-phase metal x4 (27) -- 40% of project quality * Requires inert casing x4 (0) -- 40% of project quality Total complexity for this project: 20.0

structure crafting tool

Boasting a single detachable structure drone, this tool is used to construct buildings and building components. Durability: [||||||||||] [10/10] Requirements for structure crafting tool * Requires weak power emitter x1 (1) -- 40% of project quality * Requires solid-phase metal x4 (0) -- 20% of project quality * Requires inert casing x4 (0) -- 40% of project quality Total complexity for this project: 15.0

micro-bot crafting tool

This tool is packed with assembler nanites and can build small, generally single use robotic constructs and drones. Durability: [||||||||||] [10/10] Requirements for micro-bot crafting tool * Requires weak power emitter x1 (1) -- 40% of project quality * Requires thermal kretherson x4 (0) -- 20% of project quality * Requires inert casing x2 (0) -- 40% of project quality Total complexity for this project: 21.0

maker block

A domestic appliance used to fabricate common items from raw material. It has a front bay for loading ingredients, several nozzles to vent gasses produced during fabrication, and a top output plate with holographic preview/progress indicator. Durability: [||||||||||] [10/10] [[maker block]] The tool is inactive. Use list maker block to see available projects, and then craft with maker block to start a project. The maker block's indicator shows 0 charges available. Requirements for maker block * Requires weak power emitter x4 (1) -- 40% of project quality * Requires solid-phase metal x4 (0) -- 40% of project quality * Requires domestic maker AI x1 (0) -- 20% of project quality Total complexity for this project: 25.0

robotic fabrication table

chemistry tool

A confusing mass of tubes and liquid reservoirs used for the seperation and recombination of chemicals. Durability: [||||||||||] [10/10] Requirements for chemistry tool * Requires weak power emitter x2 (1) -- 50% of project quality * Requires solid-phase metal x4 (0) -- 50% of project quality Total complexity for this project: 25.0

defensive crafting tool

A basic crafting tool for creating simple products. Durability: [||||||||||] [10/10] Requirements for defensive crafting tool * Requires weak power emitter x4 (1) -- 50% of project quality * Requires thermal kretherson x10 (0) -- 20% of project quality * Requires solid-phase metal x2 (0) -- 30% of project quality Total complexity for this project: 20.0

food processor

A basic crafting tool for creating simple products. Durability: [||||||||||] [10/10] [[food processor]] The tool is inactive. Use list food processor to see available projects, and then craft with food processor to start a project. Requirements for food processor * Requires weak power emitter x6 (1) -- 50% of project quality * Requires domestic grade building AI x1 (1) -- 20% of project quality * Requires inert siding x2 (0) -- 30% of project quality Total complexity for this project: 35.0

advanced structure tool

A crafting tool for creating advanced structures. Durability: [||||||||||] [10/10] Requirements for advanced structure tool * Requires weak power emitter x1 (0) -- 50% of project quality * Requires inert metal x2 (57) -- 50% of project quality Total complexity for this project: 10.0

material processor

A basic crafting tool for creating simple products. Durability: [||||||||||] [10/10] [[material processor]] The tool is inactive. Use list material processor to see available projects, and then craft with material processor to start a project. Requirements for material processor * Requires weak power emitter x3 (0) -- 30% of project quality * Requires solid-phase metal x4 (0) -- 30% of project quality * Requires inert casing x4 (0) -- 40% of project quality Total complexity for this project: 20.0

component crafting tool

A basic crafting tool for creating simple products. Durability: [||||||||||] [10/10] Requirements for component crafting tool * Requires weak power emitter x1 (0) -- 50% of project quality * Requires inert metal x2 (57) -- 50% of project quality Total complexity for this project: 10.0

electronics processor

An array of articulated robotic arms and 3D-printers on a bench with storage space, as well as more traditional tools such as soldering irons and clamps. Durability: [||||||||||] [10/10] [[electronics processor]] The tool is inactive. Use list electronics processor to see available projects, and then craft with electronics processor to start a project. You can also improvise recipes on this tool, use 'IMPROVISE ON ' to see possible items made using non-standard methods. Requirements for electronics processor * Requires weak power emitter x1 (0) -- 25% of project quality * Requires inert metal x4 (57) -- 25% of project quality * Requires solid-phase metal x2 (0) -- 25% of project quality * Requires inert casing x1 (0) -- 25% of project quality Total complexity for this project: 20.0

engineering tool

A basic crafting tool for creating simple products. Durability: [||||||||||] [10/10] Requirements for engineering tool * Requires weak power emitter x1 (0) -- 50% of project quality * Requires inert metal x2 (57) -- 50% of project quality Total complexity for this project: 10.0

advanced equipment workstation

A basic crafting tool for creating simple products. Durability: [||||||||||] [10/10] [[advanced equipment workstation]] The tool is inactive. Use list advanced equipment workstation to see available projects, and then craft with advanced equipment workstation to start a project. You can also improvise recipes on this tool, use 'IMPROVISE ON ' to see possible items made using non-standard methods. Requirements for advanced equipment workstation * Requires weak power emitter x2 (0) -- 20% of project quality * Requires industrial grade maker AI x1 (0) -- 30% of project quality * Requires solid-phase alloy x3 (0) -- 30% of project quality * Requires inert casing x3 (0) -- 20% of project quality Total complexity for this project: 40.0

basic crafting tool

A basic crafting tool for creating simple products. Durability: [||||||||||] [10/10] Requirements for basic crafting tool * Requires weak power emitter x1 (0) -- 50% of project quality * Requires inert metal x2 (57) -- 50% of project quality Total complexity for this project: 10.0

[Category: component]

wooden stock

A set of wooden furniture for a weapon including hand guard, pistol grip and buttstock. Quality: 0 Requirements for wooden stock * Requires native lumber x2 (67) -- 60% of project quality * Requires inert metal x1 (57) -- 40% of project quality Total complexity for this project: 15.0

tactical stock

A set of adjustable furniture for a weapon made of a tough plastic. Quality: 0 Requirements for tactical stock * Requires neuro-aligned fiber x1 (0) -- 20% of project quality * Requires plastiform brick x2 (0) -- 50% of project quality * Requires solid-phase alloy x1 (0) -- 30% of project quality Total complexity for this project: 20.0

slugthrower mechanics

A set of metal components for a slugthrower. Breech, bolt, trigger group and everything. Quality: 0 Requirements for slugthrower mechanics * Requires inert metal x2 (57) -- 30% of project quality * Requires solid-phase metal x2 (0) -- 70% of project quality Total complexity for this project: 20.0

barrel

A long and fairly thick metal tube with a set of parallel helical grooves on the inside, obviously a barrel for some kind of firearm or other ballistic weapon. Quality: 0 Requirements for barrel * Requires solid-phase metal x3 (0) -- 100% of project quality Total complexity for this project: 15.0

slimfast intake

This rather ingenious device recognizes and prepares a method of extraction for almost any and all kinds of organic material from simple grasses, trees and fungi to the weird and alien plants that can be found on the various planets of the galaxy. Quality: 0 Requirements for slimfast intake * Requires weak power emitter x1 (0) -- 50% of project quality * Requires solid-phase metal x1 (0) -- 50% of project quality Total complexity for this project: 10.0

[Category: ammunition]

weapon cell

A simple colonial grade weapon charging cell. This cell will provide power to most basic ranged weapons. The weapon cell contains 50/50 charge(s). Durability: [||||||||||] [10/10] Requirements for weapon cell * Requires inert metal x1 (57) -- 50% of project quality * Requires any energy x1 (0) -- 50% of project quality Total complexity for this project: 5.0

plasma cell

A cell bearing a mixture of semiconductor and metal, prepped to be vaporised and ionised into a hot, dense plasma upon release and acceleration. The plasma cell contains 50/50 charge(s). Durability: [||||||||||] [10/10] Requirements for plasma cell * Requires any energy x3 (0) -- 60% of project quality * Requires inert metal x1 (57) -- 20% of project quality * Requires neuro-aligned fiber x1 (0) -- 20% of project quality Total complexity for this project: 18.0

reactive gauss dart clip

A plastic clip holding a number of metal darts held within light polymer sabots, the darts are designed to be accelerated by magnetic fields utilised in gauss guns. The reactive gauss dart clip contains 10/10 dart(s). Durability: [||||||||||] [10/10] Requirements for reactive gauss dart clip * Requires responsive metal x2 (0) -- 70% of project quality * Requires native fiber x1 (0) -- 15% of project quality * Requires inert metal x1 (57) -- 15% of project quality Total complexity for this project: 15.0

AVK insert

This warhead package can be loaded into an AVK tube by following the pictorial instructions. The AVK insert contains 3/3 rocket(s). Durability: [||||||||||] [10/10] Requirements for AVK insert * Requires responsive metal x2 (0) -- 20% of project quality * Requires small fuel cell x2 (0) -- 20% of project quality * Requires explosive unit x2 (0) -- 30% of project quality * Requires inert casing x2 (0) -- 20% of project quality Total complexity for this project: 12.3

solid alloy slug clip

A metal charger clip of system-wide standard 10x28mm caseless slug rounds. In each round, a small bullet is held within a brick of solid propellant and a solid primer compound is visible on the base of each round through holes in the clip. The solid alloy slug clip contains 22/22 round(s). Durability: [||||||||||] [10/10] Requirements for solid alloy slug clip * Requires inert metal x2 (57) -- 25% of project quality * Requires solid-phase alloy x1 (0) -- 75% of project quality Total complexity for this project: 12.0

melta battery

A black plastic brick with two shiny metal contacts, containing a battery energy storage cells. The melta battery contains 1/1 charge(s). Durability: [||||||||||] [10/10] Requirements for melta battery * Requires weapon cell x2 (0) -- 60% of project quality * Requires inert metal x1 (57) -- 30% of project quality * Requires inert wiring x1 (0) -- 10% of project quality Total complexity for this project: 20.0

14.5mm inert slug belt

A heavy metal box containing large 14.5x86mm caseless rounds belted with frangible links for heavy machine guns and large anti-materiel rifles. It comes with a funky mechanical auto-loader for speedily loading magazines of heavy weapons without a great deal of manual effort. The 14.5mm inert slug belt contains 50/50 belted round(s). Durability: [||||||||||] [10/10] Requirements for 14.5mm inert slug belt * Requires inert metal x4 (57) -- 40% of project quality * Requires explosive unit x1 (0) -- 40% of project quality * Requires solid-phase metal x2 (0) -- 20% of project quality Total complexity for this project: 20.0

magnum slug clip

A round metal clip containing standard triangular 12x39mm caseless slug rounds. In each of the rounds a wide round bullet is held in a brick of solid propellant and a solid primer compound is visible on the base of each round. These big slugs are intended for use in large sidearms and rifles. The magnum slug clip contains 8/8 round(s). Durability: [||||||||||] [10/10] Requirements for magnum slug clip * Requires native fiber x2 (0) -- 30% of project quality * Requires thermal kretherson x1 (0) -- 20% of project quality * Requires solid-phase metal x1 (0) -- 50% of project quality Total complexity for this project: 20.0

[Category: container]

competence cabinet

A gun metal grey holosheath is rotating around a list of citizen-friendly action contributions you have been awarded recently. There are 0 trophies in the cabinet. Requirements for competence cabinet * Requires native lumber x4 (67) -- 100% of project quality Total complexity for this project: 6.0

heavy fabric backpack

A stout, durable backpack made of heavy canvas fabric. The shoulder and waist straps are adjustable, and a cord with a clasp allows the top of the bag to be sealed with the top flap ensuring the contents of the backpack are sheltered. Durability: [||||||||||] [10/10] It is closed. It is capable of holding 65 kilograms. It has room for 80 items. Requirements for heavy fabric backpack * Requires solid-phase metal x3 (0) -- 25% of project quality * Requires fiber cloth x4 (0) -- 35% of project quality * Requires adaptive-phase fabric x3 (0) -- 40% of project quality Total complexity for this project: 30.0

[Category: gadget]

disposable oceanic apparatus

This cheaply and hastily made device is a very basic breathing apparatus meant to be used in aquatic environments. It consists of a face mask made of a flimsy material which is connected to a small backpack that contains a very limited power supply coupled with an oxygen tank. Unfortunately, due to its disposable design, it cannot be repaired if damaged. Durability: [||||||||||] [10/10] Requirements for disposable oceanic apparatus * Requires weak power emitter x1 (0) -- 50% of project quality * Requires native fiber x2 (0) -- 10% of project quality * Requires inert metal x6 (57) -- 40% of project quality Total complexity for this project: 35.0

assault jetpack

Two large low-impact fusion turbines are mounted on what appears to be a large backpack, which in turn rests on a set of foldable braces designed to be attached to the wearer's legs. Control arms for the device jut awkwardly out the side of the turbine housing. Durability: [||||||||||] [10/10] Throttle: [| ] Requirements for assault jetpack * Requires weak power emitter x6 (0) -- 50% of project quality * Requires thermal kretherson x8 (0) -- 25% of project quality * Requires solid-phase metal x4 (0) -- 25% of project quality Total complexity for this project: 20.0

rocket pack

Durability: [||||||||||] [10/10] Throttle: [|] Requirements for rocket pack * Requires ceramic plate x2 (0) -- 20% of project quality * Requires solid-phase alloy x5 (0) -- 30% of project quality * Requires high-grade wiring x3 (0) -- 20% of project quality * Requires large fuel cell x2 (0) -- 30% of project quality Total complexity for this project: 35.0

robot control hand-pad

A primitive control pad for broadcasting orders to a robotic servitor. It can only handle one robot and has a lackluster set of features. Durability: [||||||||||] [10/10] Requirements for robot control hand-pad * Requires weak power emitter x1 (0) -- 30% of project quality * Requires blank IC chip x1 (0) -- 25% of project quality * Requires inert wiring x2 (0) -- 20% of project quality * Requires inert casing x1 (0) -- 25% of project quality Total complexity for this project: 20.0

emergency teleporter

Durability: [||||||||||] [10/10] Requirements for emergency teleporter * Requires responsive metal x2 (0) -- 50% of project quality * Requires intrinsic field kretherson x1 (0) -- 50% of project quality Total complexity for this project: 10.0

[Category: module]

claratin vision visor

Durability: [||||||||||] [10/10] This module can be installed on a head armor. This module will take up 50 module capacity when installed. This module would be tough to install on something, and can only be permanently installed, and thusly cannot be removed once installed. This module increases clarity max by 3. Requirements for claratin vision visor * Requires standard holo-filter lense x1 (0) -- 50% of project quality * Requires homebrew logical AI x1 (0) -- 50% of project quality Total complexity for this project: 10.0

[Category: product]

kodak flasher

This simple camera, although disposable, is renowned for it's durability. Durability: [||||||||||] [10/10] Requirements for kodak flasher * Requires weak power emitter x1 (0) -- 50% of project quality * Requires inert casing x1 (0) -- 50% of project quality Total complexity for this project: 8.0

salt water fishing gear

A sturdy set of fishing gear for use in salt water. Durability: [||||||||||] [10/10] Requirements for salt water fishing gear * Requires native lumber x2 (67) -- 50% of project quality * Requires inert metal x4 (57) -- 50% of project quality Total complexity for this project: 20.0

fibrous bandage

A bandage made from woven native plant matter. Durability: [||||||||||] [10/10] Requirements for fibrous bandage * Requires native fiber x2 (0) -- 100% of project quality Total complexity for this project: 7.0

fragmentation grenade

A fist-sized cylinder full of explosives. A low-tech anti-personnel explosive designed to spray shrapnel at hostiles. There is a safety spoon and pin at the top. Durability: [||||||||||] [10/10] Requirements for fragmentation grenade * Requires responsive metal x1 (0) -- 15% of project quality * Requires inert wiring x1 (0) -- 5% of project quality * Requires explosive unit x1 (0) -- 50% of project quality * Requires solid-phase metal x3 (0) -- 30% of project quality Total complexity for this project: 17.5

colony beacon

A powerful radio transmitter contained in a robust spherical casing, topped with a round red light that slowly pulses. Durability: [||||||||||] [10/10] The colony beacon is offline. Requirements for colony beacon * Requires weak power emitter x1 (0) -- 40% of project quality * Requires any energy x5 (0) -- 30% of project quality * Requires inert metal x2 (57) -- 30% of project quality Total complexity for this project: 9.0

remote charge

A brick of explosives with a detonator and a remote triggering device. Durability: [||||||||||] [10/10] Requirements for remote charge * Requires responsive metal x1 (0) -- 15% of project quality * Requires limited rate response chip x2 (0) -- 20% of project quality * Requires inert wiring x2 (0) -- 15% of project quality * Requires explosive unit x1 (0) -- 50% of project quality Total complexity for this project: 25.0

timed charge

A brick of explosives with a detonator and an electronic timer. Durability: [||||||||||] [10/10] Requirements for timed charge * Requires responsive metal x1 (0) -- 15% of project quality * Requires limited rate response chip x3 (0) -- 20% of project quality * Requires inert wiring x3 (0) -- 15% of project quality * Requires explosive unit x1 (0) -- 50% of project quality Total complexity for this project: 25.0

proximity charge

A brick of explosives with a detonator and a set of sensors to detonate the charge when an organic creature approaches. Durability: [||||||||||] [10/10] Requirements for proximity charge * Requires responsive metal x1 (0) -- 10% of project quality * Requires sensory feed unit x1 (0) -- 25% of project quality * Requires inert wiring x2 (0) -- 25% of project quality * Requires explosive unit x1 (0) -- 40% of project quality Total complexity for this project: 30.0

LAM

A rounded fist-sized headstone of polymer containing a slab of explosives and detonation devices. LAM - Lightweight Attack Munitions, or Large Angry Murderer- whichever you like best. Durability: [||||||||||] [10/10] Requirements for LAM * Requires responsive metal x1 (0) -- 15% of project quality * Requires plastiform fiber x1 (0) -- 10% of project quality * Requires inert wiring x1 (0) -- 5% of project quality * Requires explosive unit x1 (0) -- 50% of project quality * Requires solid-phase alloy x2 (0) -- 20% of project quality Total complexity for this project: 22.5

okama gamesphere

The computer gaming platform of the future. Durability: [||||||||||] [10/10] Requirements for okama gamesphere Total complexity for this project: 0.0

boing insta-plastic grenade

A bright purple and white label says 'BOING!'. A smaller yellow label reminds the user of his or her cupability in any injuries sustained using this product. Durability: [||||||||||] [10/10] Requirements for boing insta-plastic grenade * Requires native fiber x2 (0) -- 20% of project quality * Requires inert metal x4 (57) -- 30% of project quality * Requires plastiform casing x1 (0) -- 50% of project quality Total complexity for this project: 16.0

Return to the tools list