[SPOILER] Teraton Fabricator since 1.1.

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PM
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Mon Mar 10, 2014 2:19 am

Items that change material, energy, and/or disposition:
Ringer Ambrosia: +5 disposition
Ringer Spice: +1 disposition
Radioactive Waste: -1 energy, -5 disposition
Organic Acid: -1 disposition
Soul item: Adds item level to disposition
Luxury Food: -1 energy, +1 disposition (usually)
Resource, energy: Adds item level to energy
Resource, other: Adds item level to material
Fuel: Adds item level to energy
Armor segment: Adds item level to material, -1 to energy
Medical items: Subtracts item level from disposition

Input that produces items, with sufficient resources within fabricator.
Weapons
Damaged Weapon with level between 2 and 7:
Costs: Subtract double item level from material and energy, and -2 disposition if available.
Result: If disposition is 2 or more, random item of the same level. Else, random item of the previous lower level.

Weapon with level between 2 and 7:
Costs: Subtract double item level from material and energy, and -2 disposition if available.
Result: If disposition is 2 or more, random item of the next higher level. Else, random item of same level.

Damaged Weapon with level between 8 and 10:
Costs: Subtract double item level from material and energy, and either -5 or -2 disposition.
Result: If disposition is 5 or more, random item of the previous lower level. Else, random item of the previous two lower levels.

Weapon with level between 8 and 10:
Costs: Subtract double item level from material and energy, and either -5 or -2 disposition.
Result: If disposition is 5 or more, random item of the same level. Else, random item of the previous lower level.

Engine/Reactor
Damaged reactor or engine with level between 2 and 7:
Costs: Subtract item level from material, subtract double item level from energy, and -2 disposition if available.
Result: If disposition is 2 or more, random item of the same level. Else, random item of the previous lower level.

Reactor or engine with level between 2 and 7:
Costs: Subtract item level from material, subtract double item level from energy, and -2 disposition if available.
Result: If disposition is 2 or more, random item of the next higher level. Else, random item of same level.

Damaged reactor or engine with level between 8 and 10:
Costs: Subtract item level from material, subtract double item level from energy, and either -5 or -2 disposition.
Result: If disposition is 5 or more, random item of the previous lower level. Else, random item of the previous two lower levels.

Reactor or engine with level between 8 and 10:
Costs: Subtract item level from material, subtract double item level from energy, and either -5 or -2 disposition.
Result: If disposition is 5 or more, random item of the same level. Else, random item of the previous lower level.

Shields/Devices
Damaged shield or miscellaneous device with level between 2 and 7:
Costs: Subtract item level from material and energy, and -2 disposition if available.
Result: If disposition is 2 or more, random item of the same level. Else, random item of the previous lower level.

Shield or miscellaneous device with level between 2 and 7:
Costs: Subtract item level from material and energy, and -2 disposition if available.
Result: If disposition is 2 or more, random item of the next higher level. Else, random item of same level.

Damaged shield or miscellaneous device with level between 8 and 10:
Costs: Subtract item level from material and energy, and either -5 or -2 disposition.
Result: If disposition is 5 or more, random item of the previous lower level. Else, random item of the previous two lower levels.

Shield or miscellaneous device with level between 8 and 10:
Costs: Subtract item level from material and energy, and either -5 or -2 disposition.
Result: If disposition is 5 or more, random item of the same level. Else, random item of the previous lower level.

Devices
Any device that fails to meet the above requisite criteria or costs:
Costs: n/a
Result: Adds item level to material and energy, subtracts item level from disposition.

Ammunition
Missile up to level 10
Costs: Subtract item level from material and energy.
Result: 8 to 12 more missiles of the same type as input.

Missile with level between 11 and 15
Costs: Subtract double item level from material and energy.
Result: 8 to 12 more missiles of the same type as input.

Rubbish
Non-device items that are not listed or fail to meet costs are crushed, discarded, and removed from the game.

* * *

Soul Items (adds disposition by item level)
Abbasid thanogram: +3
slave coffin: +5
death cube: +6
CDM Archive: +7
human cadaver: +8

Luxury Food (+1 disposition and -1 energy, or special)
Australian Chardonnay
Bariani olive oil
Bombay Sapphire gin
California Cabernet Sauvignon
cryofrozen prime beef
dried Europan ice moss
Eridani mineral water
Europan Ice vodka
Exile Starport Champagne
frozen Hogei salmon
frozen natural ham
Hennessy cognac
Icelandic salmon
Imperial caviar
Jasmine pearl tea
jinn-khan
Martian Merlot
Misato sake
natural periweed
New Coke
Terran eggs

Special: Each fabricator may have up to two favorite foods and from two to four hated foods, all selected randomly. If it receives food it likes, it gains +5 disposition. If it receives food it hates, it loses 5 to 8 points from disposition. Giving favorite or hated food to the fabricator does not cost energy.

Tips for those struggling to stockpile luxury food:
* Sell wanted items to Corporate factories that offer and produce luxury food.
* Player may order up to 120 chests of jinn-khan from Corporate Trading post, far more than other luxury food item types.
* Donating less than 1250 credits worth of medical items to the doctor at CSC Sahara infirmary yields one Europan Ice Vodka.
* Random encounter table may spawn an Ares Polar plus escorts late in the game. Polars sometimes carry luxury food (and other resources) as loot.

Resources with Nuclear, AntiMatter, or ZeroPoint attributes (adds energy by item level)
uranium ore: +1
helium regolith: +2
cobalt-thorium ore: +3
xenotite ore: +4
pteracnium ore: +5
chronimium gas: +6
boson condensate: +7
promethium crystal: +7
quantum vacuum: +8
hadron archeolith: +9
hyperonic ore: +10

Other Resources (adds material by item level)
hydrocarbons: +1
hydrogen gas: +1
titanium ore: +1
water ice: +1
carbon fiber: +2
heavy water: +2
plasteel ore: +2
hyperfiber: +3
liquid oxygen: +3
palladium ore: +3
uranium fuel rod: +3
cerallox ore: +4
gold ore: +4
lanthanum glass: +4
neodymium magnet array: +4
cerium electrode: +5
duranium ore: +5
platinum ore: +5
erbium rod: +6
holmium fiber: +6
orthosteel ore: +6
ithalium ore: +7
neutronium ore: +8
tetramite ore: +9
etherium ore: +10

Note: Uranium fuel rod has the Res attribute, which takes priority over Fuel. It will add to material instead of energy.

Medical items (subtracts disposition by item level - DO NOT OFFER!)
Stimuzine muscle-enhancers: -1
medical supplies: -2
biofactor paste: -3
hypermycin: -4
artificial plasma: -5
unlicensed cancer dust: -5
Humagen heart and lungs prostheses: -5
human organ: -6
neuranase: -6
rejuv tank fluid: -6
cyanavir: -7
portable autodoc: -8
Last edited by PM on Sat Jun 28, 2014 5:57 pm, edited 1 time in total.
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RPC
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Mon Mar 10, 2014 6:10 am

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Ultimate Chicken
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Tue Mar 11, 2014 12:49 pm

Oh THIS will be useful if Kytryn Plasma Pods spawn in my game. :3

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sun1404
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Mon Feb 22, 2016 5:14 am

Sorry for necro (though I think this post is arguably timeless, at least until the fabricator is changed) but is there any restriction to what the fabricator can create, beyond level and available resources? Can it fabricate weapons with notrandom, for example? Is it possible to get a Lamplighter, or a Qianlong?
Yes, look at my avatar, I have a wyvera type ship.

NMS
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Mon Feb 22, 2016 5:37 am

I suspect they're generated in the same way as other random items, but requiring an exact level and category. So they can't be notrandom and commons are more likely than uncommons, etc.

gunship256
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Location: repairing armor

Mon Feb 22, 2016 5:49 am

sun1404 wrote:Sorry for necro (though I think this post is arguably timeless, at least until the fabricator is changed) but is there any restriction to what the fabricator can create, beyond level and available resources? Can it fabricate weapons with notrandom, for example? Is it possible to get a Lamplighter, or a Qianlong?
The Lamplighter is level 10, so I don't think the fabricator can create one. I may be wrong, though, as I don't use the fabricator any more. For me, it's easier to pick up a plasma cannon at Point Juno or to longzhu an Areas positron cannon or Ringer positron lancer than it is to feed items to the fabricator to get sub- endgame level equipment.

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sun1404
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Mon Feb 22, 2016 12:29 pm

The Fabricator can transform a level ten weapon into another level ten. I've been transforming a Kytryn launcher into a Kytryn launcher for some time now (which is NOT my intention at all.)
Yes, look at my avatar, I have a wyvera type ship.

PM
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Mon Feb 22, 2016 3:37 pm

Fabricator spawns new items randomly weighted by frequency; it cannot spawn items with notrandom. For example, you cannot fabricate a Lamplighter archcannon.
Download and Play in 1.7 Beta...
Playership Drones v7 (Beta): Acquire and command almost any ship in Stars of the Pilgrim or Eternity Port.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Relive classic arcade gaming in a new Transcendence adventure!
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.

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