From Colonial Marines Wiki
Supervisors: Chief Medical Officer, Commander/Executive Officer
Duties: .Research and Develop, inspect any xenobiological elements given to you by Marines. Make chemicals.
Guides: Guide to Research, Guide to Chemistry
"I wish you could understand what we're trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we've ever seen on any world before." ―Dr. Wren, Alien Resurrection
Note that Research is currently undergoing a complete rework so as it stands researcher is very much a stand in doctor and a fluff, Rp role.
The better name for this job might be "mad scientist" or "jack of all trades". In general, your job is to research and develop new technology in the science lab and study anything xenobiological. Past that, this role can be very open-ended and can be played in several ways. It's unclear whether the Researchers are MDs or PhDs, but it's doubtful anybody will get upset at you for knowing and practicing medicine. It's also doubtful anybody will be offended if you take on engineering projects like building machines and other equipment. Unless you're trying to interact and be helpful, it's very possible that no one will pay attention to you at all - but please don't blow the ship up or harm the crew. The Researcher is a good "swing role" to help out an over-burdened medical team or assist other departments. Be prepared to channel your inner Dr. Frankenstein and clone dead people if the CMO wants you to.
When dealing with Xenomorphs, this role demands a high level of roleplay. Roleplay doesn’t include:
- “Yeah, well it makes you a host for xenomorphs.”
- “Yeah, I’ve seen this before.”
- “They’re hostile. Kill them all. Don’t worry, I can tell.”
- “Just jam it in the cage and forget it exists.”
- “Guys, I can translate. Get me a recorder. I can tell it’ll work.” (Deduce it, please? Like, for fifteen minutes?)
All variations of this are also pretty horrible, so don’t do it, okay?
You are supplied with some top of the line equipment. A list of it can be found below:
- Destructive Analyzer
- W-Y Brand Organic Analyzer
- Circuit Imprinter
- W-Y Brand Bio-Organic Printer
- Toximate 3000
- Chemistry Dispenser
- ChemMaster 3000
- Biological Containment Cells
How to Research
To prepare the R&D lab for research:
- Click the research console and sync all the devices around it
- Get 120u Sulfuric Acid from the Chemistry Dispenser and add it to the Circuit Imprinter
- Add around 12 sheets of glass to the Circuit Imprinter and about 14 sheets to the Protolathe
- Add around 20 sheets of metal to the Protolathe
Advancing Research Levels
Get the research levels up by sticking things in the Destructive Analyzer and letting it destroy them. Here's a general guide on how to get levels up with minimal effort:
- Scattered around R&D: Matter Bin, Micro Laser, Capacitor, Large Chemical Grenade, Health Analyzer
- Use the Protolathe: Tracking Beacon
- Use the Circuit Imprinter: Arcade Machine, Gas Heating System Board, PanDEMIC 2200
- Use the Protolathe: Mining Drill, Optical Meson Scanners, Security HUD, Health HUD, Chem Sprayer, Nanopaste
- Perhaps request M39 SMGs from the RO, the armory, or the firing range (a Researcher usually needs someone to help)
- Use the Circuit Imprinter: Cloning Pod, RUST Fuel Controller, Subspace Broadcaster, Relay Mainframe
When these objects have all been analyzed, check your research levels. They should generally be around 4 or 5. Exceptions are Biological research and Illegal research. To gain levels in Biological, perform an autopsy on a Xenomorph and stick one alien part in the Organic Analyzer. Once that's done, stick the other parts in the Organic Printer and that'll let you print fun Xeno-based stuff.
Use the console Settings to sync all research levels. It's unclear whether this transfers all technology levels to the rest of the Almayer.
The Researcher role is fairly open-ended. Possible projects include:
- Protolathing laser scalpels for the medical staff
- Protolathing advanced power cells for Engineers and Specialists
- Synthesizing useful or interesting medicines for the staff and Marines
- Creating Autolathes for the medical staff or in other locations
- Engineering large chemical grenades
- Building useful robots
- Assisting the medical staff
- Generating Alien technology to distribute
Other smart Researchers should add to this list
Creating Machines and Robots
Noted bug: Anything requiring a "scanning module" actually wants a "sensing module".
To make machines, you'll need a coil of wires. Request this from Engineering, find one in the sleepers, or scavenge one.
- Print an Autolathe circuit from the Circuit Imprinter
- Print 3 Matter Bins and 1 Manipulator from the Protolathe (print the best ones that research allows)
- Print a console screen from the Autolathe
- Find the spot to build the Autolathe
- Click a stack of metal and construct the machine frame
- Click the machine frame with a coil of wire
- Click the Autolathe Circuit into the machine frame
- Add the other parts
- Tap the assembly with a screwdriver to finish it
Medibot (by default, injects Tricordazine)
- Empty a medkit (there are lots in the medbay)
- Use the printers in the Operating Rooms to print a robot arm
- Add the robot arm to the empty medkit
- Add a Health Analyzer to the assembly
- Autolathe (or vend in R&D) and add a Proximity Sensor
- Use the hand labeler to name your new Medibot
Tap the Medibot with your ID to open the control panel. This provides new options for the bot and allows a researcher to add a beaker containing medicine. Experience with this has been mixed.
- Autolathe a Bucket
- Autolathe (or vend in R&D) and add a Proximity Sensor
- Use the printers in the Operating Rooms to print and add a robot arm
- Use the hand labeler to name your new Cleanbot
Guide to Chemistry
This guide is neither exhaustive nor proven 100% accurate:
- Bicardine: Inaprovaline + Carbon
- Clonexadone: (5u Phoron Catalyst) Cryoxadone + Sodium + 0.1 Phoron
- Cryoxadone: Dexaline + Oxygen + Water
- Dermaline: Kelotane + Phosphorus + Oxygen
- Dexaline: (5u Phoron Catalyst) 0.1 Phoron + 20 Oxygen
- Inaprovaline: Carbon + Oxygen + Sugar
- Kelotane: Carbon + Silicon
- Peridaxon: Bicardine + Clonexadone
- Synthmeat: 5 Blood + Clonexadone
A Peridaxon walkthrough: 20 Phoron + 20 Oxygen + 10 Water + 10 Oxygen + 30 Sodium + 20 Carbon + 10 Sugar + 10 Oxygen + 20 Carbon.
- Ammonia: 3 Hydrogen + Nitrogen
- Cleaner: Ammonia + Water
- Explosive: Potassium + Water (dangerous reaction)
- Fire: Phoron + Aluminum + Sulfuric Acid (dangerous reaction)
- Flash: Sulfur + Aluminum + Potassium
- Polytrinic Acid: Sulfuric Acid + Hydrochloric Acid + Potassium
- Silicate: (5u Phoron Catalyst) Aluminum + Silicon + Oxygen
- Smoke: Potassium + Sugar + Phosphorus
- Thermite: Iron + Aluminum + Oxygen
Obviously, be careful making grenades. They're dangerous. For an explosive grenade:
- Autolathe 2 large beakers (Buckets also work)
- Protolathe 1 Large Chem Grenade (it holds 2 beakers)
- Grab 2 remote signalers and 1 igniter from the vendor in the lab or make them from the Autolathe
- Put potassium in one large beaker using the chem dispenser (Click it in your hand to use a lid)
- Put an equal amount of water into the other beaker using the sinks upstairs in the operating rooms (while moving using ladders do not hold open beakers in your hands, the contents will spill)
- Place both containers into the Large Chem Grenade shell by clicking on the shell with the beaker in your active hand
- Use a screwdriver (from Autolathe or a toolbox) on the igniter to make it ready to attach
- Set both signalers to the same frequency and same code. DO NOT use the defaults since someone will probably send signals for fun and end up triggering your grenade at a bad time. If you use a signaller now, the other should *beep, beep*.
- Use a screwdriver on one signaler until it's ready to attach
- Attach that signaler to the igniter; use the screwdriver on that assembly to make it "ready"
- If you put the ready signaler-igniter assembly on the ground and use the other signaler, the assembly should spark
- Add the ready signaler-igniter assembly to the Large Chemical Grenade by clicking on it
- Use the screwdriver to ready the grenade (it should turn green)
- Use the hand labeler to name the detonator and grenade the same thing
- DO NOT send the signal unless you want to breach R&D like an idiot. Give it to a competent marine.
60 units of each potassium and water is a medium boom. 90 units of each is a serious bang. 120 units each might breach the ship's walls.
Try out different mixes of chemicals. You can make a Peridaxon smoke cloud grenade or one filled with polytrinic acid. Just remember that certain combinations will instantly react and should not be allowed in the same beaker. For instance, if you filled one beaker with 60u potassium and tried to add 60u of water, it'll blow up in your face.
The igniter can also be combined with other things, like the timer, the proximity sensor, or the infrared laser.
- TIMER: Set the parameters on the timer before inserting the timer assembly into the grenade shell. When the grenade is fully assembled, you'll have to click the grenade one more time to prime it and start the timer's program.
- PROXIMITY SENSOR: Set the parameters on the proximity sensor before inserting its assembly into the grenade shell. When the grenade is fully assembled, you'll have to click the grenade one more time to prime it and start the proximity sensor's program. It's also useful as a doorbell or early Xeno warning.
- IR LASER: Before attaching it to anything else, rotate the IR laser to your desired direction by clicking on it. One way to use the laser is to attach it to a signaler to detonate a grenade. It's also useful as a doorbell or early Xeno warning.
Hypothetically, the components available in R&D could be used to make really crafty traps. As one example, the anti-acid spray seems particularly useful on explosive grenades.
To find out about how the skill system works head over to the skills system page.