Jump to content

Guide to Xenobiology: Difference between revisions

From Ishkod Outpost
No edit summary
No edit summary
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{toc_right}}
{{toc_right}}
Xenobiologists are in charge of the creation, care, and eventual culling and harvesting of '''slimes''', which are dangerous to handle without the right equipment. Slimes yield **slime plorts** (also called extracts) when processed after death; injecting reagents into a plort triggers reactions. The in-game book '''Slime plorts and reactions''' lists all plort reactions and links to this guide.
Xenobiologists are in charge of the creation, care, and eventual culling and harvesting of '''slimes''', which are dangerous to handle without the right equipment. Slimes yield '''slime plorts''' (also called extracts) when processed; injecting reagents into a plort triggers reactions. The in-game book '''Slime plorts and reactions''' lists all plort reactions and links to this guide.


----
== Familiarize Yourself ==
== Familiarize Yourself ==
You and your slimes are typically located in a remote area referred to as Xenobiology. There is an airlock leading into the lab. Inside are multiple cells to place slimes in. Each cell usually has a disposals chute to safely give food to slimes and a way to lock down the cell if the glass breaks. Some layouts have extra isolation cells; use main cells when possible so you have disposals and lockdown.
You and your slimes are typically located in a remote area referred to as '''Xenobiology'''.


* '''The Lab:''' Located behind the main airlock. Contains multiple containment cells.
* '''Containment Cells:''' Each cell usually has a '''disposals chute''' to safely give food to slimes and a '''lockdown''' button to shutter the glass.
* '''Layout Tip:''' Use main cells when possible; isolation cells often lack the disposals/lockdown infrastructure.
* '''Slime compresser:''' Machinery that processes slimes (alive or dead) into plorts. Insert a slime via grab (neck grip) or MouseDrop. After a short delay, the slime is destroyed and one plort is produced '''per core''' the slime had (default 1, up to 3 if given a slime steroid). This is the primary way to harvest plorts.
----
== Get Equipped ==
== Get Equipped ==
You'll need these items to do your job.
=== Essential Tools ===
{| class="wikitable" style="width:100%;"
! Item !! Purpose !! Pro-Tip
|-
| '''Xenobio baton''' (Vesalius-Andra xenobio baton) || Primary Culling Tool || '''Highly Recommended.''' A stun baton designed against slimes. When switched on and used on a slime, it triggers instant death (no damage ticks), leaving the body intact. Process the corpse in the '''slime compresser''' to obtain plorts. Uses charge (125 per hit); no cell included by default—bring a small cell.
|-
| '''Core Stopper Gun''' ("Ranch" core stopper gun) || Ranged Culling || '''Superior Control.''' Fires a beam that is harmless to non-slimes. On hit, a slime dies instantly with no body destruction. Process the corpse in the '''slime compresser''' for plorts. Uses 20 charge per shot; accepts small cells. Research design: Combat tech.
|-
| '''Fire extinguisher''' || Emergency Kill || '''Last Resort Only.''' Water is a slime weakness but is highly ineffective for culling: slow damage, slipping hazards, and often multiple refills. Use only in emergencies when specialized tools are unavailable.
|-
| '''Syringe / Dropper''' || Reagent Injection || Used to trigger reactions in '''slime plorts''' (typically 1u per reaction unless noted).
|-
| '''Welder & Mask''' || Maintenance || Essential for mending cracks in cell windows.
|}


* **Fire extinguisher** – to efficiently kill slimes. Some slimes can set you on fire. For best effect, move the slime into a corner so the water hits them.
=== Optional Gear ===
* **Syringe and/or dropper** – to inject reagents (e.g. plasma, blood, water) into **slime plorts**. Plorts are obtained from dead slimes (e.g. by sawing corpses in the operating room).
* '''Medibot:''' (Robotics) Healing if the lab is far from Medical.
* **Slime baton** – works like a stun baton but is only effective against slimes (and Prometheans). One hit stuns and disciplines the slime. Can be used to build a slime securitron with Robotics.
* '''Temperature gun:''' (R&D) Cold setting damages slimes; slower than xenobio tools and can affect the environment.
* **Slime taser** – an energy weapon effective only against slimes and similar. Shorter stun than the baton but works at range and through windows. More can be made in R&D.
* '''Slime steroid''' (Purple plort + Plasma): Apply to a '''baby''' slime to raise its core count to 3. Each such slime then yields up to 3 plorts when processed in the compresser.
* **Welder and welding helmet** – for minor repairs and for mending cracks in cell windows (slimes may smash them when they see food).
* '''Extract enhancer''' (Slime steroid jar): Apply to an unused plort to give it 3 uses instead of 1. Cannot be used on already-enhanced or already-used plorts.


Optional but useful:
----
== Slime Biology (Mechanics) ==
=== Life Stages ===
* '''Baby slime:''' Default state. '''maxHealth = 80''', '''max nutrition = 1000'''. Can evolve into an adult when growth conditions are met.
* '''Adult slime:''' Evolved from baby. '''maxHealth = 150''', '''max nutrition = 1200'''. Can reproduce by splitting into four baby slimes.


* **Slime securitron** (Robotics) – optimized to fight slimes.
=== Death and Harvesting ===
* **Medibot** (Robotics) – for healing when medical is far.
* '''Baby slime death:''' When a baby slime is killed (e.g. xenobio baton or Core Stopper), it leaves a corpse. It does not drop plorts on the ground; you must place the corpse (or a live slime) into the '''slime compresser''' to produce plorts. The compresser yields one plort per '''core''' (1 by default, 3 if the slime was given a slime steroid).
* **Temperature gun** (R&D) – cold setting can kill slimes at range and can replace the fire extinguisher.
* '''Adult slime "death":''' If an adult slime is killed without being gibbed, it does '''not''' die normally. Instead it '''regresses''' to a baby slime (same colour) and is revived, often in a '''rabid''' state. No plorts are produced. To harvest plorts from adults, use the '''slime compresser''' (grab and insert) so they are processed into plorts directly.


== Basics of Slime Care ==
=== Cores (Plorts per Slime) ===
You usually start with one or more **grey slime plorts** in the lab. To get a grey baby slime: take plasma (e.g. from the grinder in the lab), put liquid plasma into a syringe, and inject it into a grey plort. The plort will spawn a baby grey slime.
* Each slime has a '''cores''' value (default 1). Slime steroid (baby only) sets it to 3.
* The slime compresser creates one plort of the slime’s colour per core, then deletes the slime.
* Surgical core extraction exists: on a '''dead''' slime, perform the slime core extraction surgery steps (cut flesh → cut innards → saw core) to remove one core at a time as a plort; the slime can be left with 0 cores (dead, no plorts left).


Keep at least one cell dedicated to grey slimes so you have a renewable source of monkey cubes (grey plort + blood). When greys reproduce, keep one grey alive and move or cull the rest. Keep a spare grey plort in reserve in case all greys are lost; injecting it with plasma gives a new grey slime.
----
== Nutrition and Growth ==
Slimes have four nutrition thresholds. Values below are for baby / adult.


**Never put more than one colour in a cell** – slimes of different colours fight each other and make it hard to tase the right one.
* '''Max nutrition:''' 1000 / 1200 — cap; slimes cannot store more.
* '''Grow nutrition:''' 800 / 1000 — above this, the slime can grow (baby → adult) or reproduce (adult → split).
* '''Hunger nutrition:''' 500 / 600 — below this, the slime is considered hungry and more likely to hunt/feed.
* '''Starve nutrition:''' 200 / 300 — below this, the slime is starving; it will prioritise feeding and may lose Friends.


Plorts have a limited number of **uses** (typically 1; they can be enhanced with a slime steroid agent to 3). Each reaction consumes one use; when uses reach zero the plort becomes inert. Most reactions need 1 unit of a reagent; some need 5 (or 10). Slime jelly is unique (e.g. compresses at 100 units for certain uses).
=== Growth and Reproduction ===
* Every life tick there is a 15% chance the slime loses '''1 + (1 if adult)''' nutrition.
* When '''nutrition ≥ get_grow_nutrition()''' and '''amount_grown < 10''', the slime spends 20 nutrition to gain 1 '''amount_grown''' (up to 10).
* When '''amount_grown >= 10''' and the slime is not chasing a target:
  ** '''Baby:''' Can '''Evolve''' (verb) to become an adult. Resets amount_grown to 0.
  ** '''Adult:''' Can '''Reproduce''' (verb). Splits into 4 baby slimes; colour is the same or a mutation (see Mutation table). The original is replaced by one of the four (mind/key transfer if player). New slimes inherit Friends; nutrition and powerlevel are divided.


Priority colours to work toward:
=== Feeding on Victims ===
* Slimes can latch onto a living victim ('''Feedon''') and drain life. They must be adjacent and the victim must be valid (e.g. not already being fed on by another slime, not dead, not overly burned).
* While feeding: victim takes fire and clone damage every ~3 seconds; slime gains ~20–25 nutrition per tick, heals, and stays anchored. Feeding continues until the victim is invalid or the slime is stopped.
* Wrestling the slime off (attack_hand) has a chance to apply '''Discipline''' and break the feed. Disciplining a slime that is feeding on someone is “justified” and helps obedience.


* **Dark purple** – renewable plasma (plort + plasma → plasma sheets; grind for liquid plasma). Essential for many other reactions.
----
* **Grey** – monkey cubes (blood), roach cubes (blattedin), spiderlings (pararein). Always keep a grey line.
== Discipline, Obedience, and Friends ==
* **Blue** – frost oil (water) and glass/plasma glass (plasma). Frost oil is used with metal plorts for some materials.
=== Discipline ===
* **Metal** – steel and plasteel (plasma), plastic (water), uranium (radium 5u; causes radiation burst). First step for renewable metals.
* '''Discipline''' is a numeric value. While '''Discipline > 0''', the slime is less likely to attack and may stop chasing.
* **Purple** – slime steroid jar (plasma; makes baby slimes split into three plorts) and extra slime jelly (sugar). Good for scaling plort production.
* Each tick there is a 10% chance Discipline decreases by 1.
* Gaining Discipline: Hitting the slime with a weapon (e.g. baton) while it is attacking or feeding often increases Discipline (e.g. +1 with high probability when wrestled off someone, or when hit with force ≥ 3). Unjustified hits (e.g. attacking a calm slime) can '''reduce''' Discipline (e.g. 50% chance to set to 0 if already disciplined).
* High Discipline (e.g. ≥ 5) can help clear '''rabid''' (60% chance per tick to set rabid = 0).


== Slime Plort Reactions (Summary) ==
=== Friends and Obedience ===
Use the in-game '''Slime plorts and reactions''' book for the full list. This section matches current in-game mechanics.
* Slimes maintain a '''Friends''' list (mob → number). Friends are not considered valid feeding targets.
* Feeding until the victim dies can add the victim’s attacker (LAssailant) as a Friend (50% if not rabid/attacked). Obedience with that person increases (e.g. “stop” and “follow” commands require sufficient Friend level).
* Starving slimes (nutrition < starve) may slowly lose Friends (1% chance per tick to reduce a random Friend’s value; remove if ≤ 0).


{| class="wikitable"
=== Voice Commands ===
Slimes listen for phrases containing their '''number''' or “slimes”. Requirements are Friend-based (roughly: follow > 2, stop chasing > 3, stop feeding > 4, stay > 2). If a slime is following a Leader, “follow” from someone with higher Friend value can switch Leader.
* '''“Slimes follow”''' / “follow” — slime may set you as Leader (needs Friends[you] > 2 if no current Leader).
* '''“Slimes stop”''' — stop feeding, stop chasing, or stop following (depending on state; may reduce Friends slightly if they comply reluctantly).
* '''“Slimes attack [Target]”''' — not present in code; only follow/stop/stay-style commands are implemented.
 
----
== Slime Psychology and AI ===
* '''attacked:''' Raised when the slime is harmed; increases hunting and can override some calm behaviour. Capped at 50; decays by 1 per tick.
* '''rabid:''' If set (e.g. Red plort + Blood, or after adult regression), the slime attacks almost anything. Cleared with high Discipline over time.
* '''Target / Leader:''' AI chooses a target to chase or a leader to follow. '''target_patience''' (e.g. 5–7 + 3 if adult) ticks down while chasing; when it hits 0 or the slime is disciplined/stunned, the target is dropped.
* '''holding_still:''' When set (e.g. “stay” command), the slime does not move for a duration (e.g. Friends[who] * 10 ticks).
* '''Mood:''' Shown on the slime’s face (e.g. angry when rabid/attacked, mischievous when chasing, pout when disciplined, sad/:3 at random).
 
----
== Environment and Weaknesses ===
* '''Cold:''' Body temperature is tracked. Below '''hurt_temperature''' (T0C - 40) the slime takes toxin damage (e.g. 30 per tick); at or below '''die_temperature''' (50 K) it takes massive toxin damage (200). Cold areas and cold weapons (e.g. temperature gun) can kill slimes.
* '''Fire:''' Slimes '''heal''' from fire (adjustFireLoss is negated). Do not use fire to cull.
* '''Movement:''' Slimes slow down when cold (bodytemperature < 183.222), when low health, when on hyperzine or frost oil, and when injured. They speed up at high temperature (e.g. bodytemperature ≥ 330.23).
* '''Power level:''' 0–10; affects chance to attack objects (e.g. windows) when hungry and bumping, and influences AI and dialogue. Increases with nutrition gain (prob(amount*2) per gain).
 
----
== Mutation and Colours ===
When a slime reproduces, each offspring has a '''mutation_chance''' (25–35%) to mutate to a different colour. The possible outcomes are given by a '''mutation table''' per colour (four options per colour). Tier structure (simplified):
* '''Tier 1:''' Grey → Orange, Metal, Blue, Purple.
* '''Tier 2:''' Purple → Dark Purple, Dark Blue, Green; Metal → Silver, Yellow, Gold; Orange → Dark Purple, Yellow, Red; Blue → Dark Blue, Silver, Pink.
* '''Tier 3:''' Dark Blue, Dark Purple, Yellow, Silver → various (e.g. back to Purple, Blue, Metal, Orange).
* '''Tier 4:''' Pink → Pink, Light Pink; Red → Red, Oil; Gold → Gold, Adamantine; Green → Green, Black.
* '''Tier 5:''' Black, Oil, Light Pink, Adamantine, etc. → often same or special (e.g. Black + Mutagen 1u → random baby slime from a weighted colour list).
 
Black plort + 1u Mutagen spawns a random baby slime (weighted: grey common; purple, metal, orange, blue; then dark blue, dark purple, yellow, silver; then pink, red, gold, green).
 
----
== Slime Plort Reactions ==
''Reactions occur when the listed reagent(s) are added to the plort (e.g. via syringe). Standard amount is 1u unless stated. Each reaction consumes one plort use; enhanced plorts have 3 uses.''
 
{| class="wikitable sortable" style="text-align: center; width:100%;"
! Colour !! scope="col" | Plasma !! scope="col" | Blood !! scope="col" | Water !! scope="col" | Other
|-
|-
! Colour !! Key reagents (→ result)
! Grey
| Baby Grey Slime (spawn) || 3× Monkey Cubes || — || Blattedin 3× Roach Cubes; Pararein → 3× Spiderlings
|-
|-
| Grey || Plasma → baby grey slime; Blood → monkey cubes; Blattedin → roach cubes; Pararein → spiderlings
! Green
| 10u Mutagen || — || Genetics Purger (slime purger item) || —
|-
|-
| Green || Plasma → mutagen; Water genetics purger (slime)
! Metal
| 15 Steel + 5 Plasteel || — || 15 Plastic || Radium 5u 3 Uranium (+ radiation in range)
|-
|-
| Metal || Plasma → steel + plasteel; Water → plastic; Radium 5u → uranium (radiation!)
! Gold
| 15 Gold bars || — || || Nutriment 5u → 20u Honey
|-
|-
| Gold || Plasma gold bars; Nutriment 5u → honey
! Silver
| Flash + 4–6 random snacks (Bork) || — || — || Nutriment 5u 5u Enzyme; Uranium 5u → 15 Silver + 5 Tritium
|-
|-
| Silver || Plasma → flash + random food; Nutriment 5u → universal enzyme; Liquid uranium 5u → silver + tritium bars
! Blue
| 15 Glass + 5 Plasma Glass || — || 10u Frost Oil || —
|-
|-
| Blue || Water → frost oil; Plasma glass + plasma glass
! Dark Blue
| Delayed Cold Snap (50 ticks, then −140 temp in 7-tile range) || — || — || Honey 5u 1u Pure Slime Jelly
|-
|-
| Dark Blue || Plasma → delayed cold snap; Honey 5u → pure slime jelly (small amount)
! Orange
| Mass Fire (Danger! Plasma release + hotspot) || 10u Pepper Spray || Fire/Pressure Resist Jar || —
|-
|-
| Orange || Water → fire/pressure resist jar; Plasma → mass fire (danger!); Blood → pepper spray (condensed capsaicin)
! Yellow
| Shock Resist Jar || EMP (Danger! 3–7 range) || Slime Lights || —
|-
|-
| Yellow || Water → slime lights; Plasma → shock resist jar; Blood EMP (danger to mechanical organs)
! Purple
| Slime Steroid Jar || — || — || Sugar 10u Slime Jelly
|-
|-
| Purple || Plasma slime steroid jar (baby split x3); Sugar → slime jelly
! Dark Purple
| 10 Plasma sheets || — || — || Au+Ag+U 1u each Random tool upgrade (randomizer)
|-
|-
| Dark Purple || Plasma plasma sheets; Uranium + Gold + Silver 1u each → random tool mod (randomizer)
! Red
| 8u Glycerol || Enrage slimes in view (rabid) || Speed Jar || Frost Oil 15 Osmium + 5 Metallic Hydrogen
|-
|-
| Red || Plasma glycerol; Frost oil osmium + metallic hydrogen; Water → speed jar; Blood → enrage all nearby slimes (avoid!)
! Pink
| — || — || || Nutriment 5u Docility Jar (baby); Honey 5u Advanced Docility Jar (adult)
|-
|-
| Pink || Nutriment 5u → baby docility jar; Honey 5u adult docility jar
! Black
| || — || — || Mutagen 1u Random Baby Slime (weighted colours)
|-
|-
| Black || Mutagen 1u random-colour baby slime (weighted to grey)
! Oil
| Explosion (Danger! 1–3–6) || — || Thermal Vision Mod (gun sight) || Space Lube 5u Non-slip module
|-
|-
| Oil || Plasma delayed explosion (very dangerous); Water thermal vision mod (restricted); Space lube 5u → non-slip soles
! Light Pink
| || — || — || Plasticide 5u Slaught-o-matic (pink); Wood Pulp 10u Baseball bat
|-
|-
| Light Pink || Plasticide 5u → auto pistol; Wood pulp 10u → baseball bat
! Adamantine
|-
| Golem Rune (ghost-claimable) || || || Pure Slime Jelly 1u → 5 Diamond + 5 Biomatter; Au+Ag+U 1u each → 5 Platinum
| Adamantine || Plasma → golem rune; Pure slime jelly 1u → diamonds + biomatter; Uranium + Gold + Silver 1u each → platinum
|-
| Rainbow || No documented plort reactions
|}
|}


Bluespace, Pyrite, Cerulean, and Sepia plorts exist in some iterations but may have no documented reactions in the current build.
----
 
== Slime Protection ==
== Slime Protection ==
Slimes can harm you in several ways depending on colour. Use the right gear.
Match your gear to the slime and reagents:
 
* '''Bio Suits:''' Reduce damage from glomping and block chemical injections.
* **Bio suits** – reduce damage from slimes eating you and block some chemical attacks. Slimes may still glomp you.
* '''Fire Suits:''' For '''Orange''' slimes or when '''Dark Purple''' reactions ignite plasma.
* **Fire suits** – for orange (fire) and when dark purple is killed with fire (plasma release).
* '''Bomb Suits:''' When handling '''Oil''' slimes or Oil plort + Plasma.
* **Bomb suits** – for oil slimes (explode if killed with fire).
* '''Radiation Suits:''' For '''Green''' slimes and Metal + Radium (uranium) processing.
* **Radiation suits** – for green (radioactive) and thick enough to help against chemical attacks.
 
== Slime Life-cycle ==
Slimes start as babies and are still dangerous. They need food or they die; starving slimes may attack.
 
When fed enough, babies grow into adults. Well-fed adults eventually **reproduce** by splitting into four new slimes. There is a chance one or more offspring **mutate** to a different colour. Isolate mutants so they do not fight same-cell slimes of another colour. Use the slime taser through the glass to move or cull as needed.
 
== Slime Psychology ==
 
=== Discipline ===
Slimes can be disciplined with the slime baton (and similar tools). The slime will show a sad face and stop attacking for a while. Removing a slime from someone it is eating can also discipline it. Heavy repeated hits sometimes discipline but are not reliable.
 
=== Obedience ===
Disciplining a slime when it is harming someone (“justified”) increases obedience; discipline then lasts longer. Enough obedience can make discipline last a long time. Obedient slimes can still defend themselves if attacked.
 
Disciplining when the slime is not harming anyone (“unjustified”) can cause **resentment**. Too much resentment can make the slime **enrage** and attack everything. A slime securitron will attack “guilty” slimes and leave innocent ones alone.
 
=== Resentment and rage ===
Unjustified discipline builds resentment. Pushed too far, the slime enrages and tries to kill everything in sight. Enraged slimes can sometimes be calmed with more discipline, but it is often safer to kill them (baton + fire extinguisher). A slime securitron will fight an enraged slime until one is destroyed.
 
=== Speech and commands ===
Slimes can produce slow, simple speech and respond to topics. If a slime likes you or is obedient enough, you can give commands such as **follow**, **stop**, or **attack** a target. You may need to use the slime’s “name” or say “slimes” to address all in earshot.
 
=== Tactics ===
Slimes glomp (melee), and some colours inject chemicals on hit. Thick clothing (e.g. bio suit) can block injections. A dangerous behaviour is **latching on** to eat the victim, causing severe damage; remove the slime as soon as possible. Slime securitrons may assist if you are being eaten. Slimes can also shove or use stored electricity to stun.
 
=== Friend or foe ===
Slimes do not attack other slimes of the same colour (or Prometheans). When disciplined, they will not attack humanoids or robots but may still eat monkeys. **Pacified** slimes (docility agents from pink plorts) do not harm anyone and cannot enrage. Enraged slimes ignore discipline.


== Reference ==
----
* In-game: '''Slime plorts and reactions''' book – full plort reaction list and link to this wiki guide.
== Quick Reference ==
* Keep one grey cell, work toward dark purple for plasma, then other colours as needed.
* '''Harvest:''' Use '''xenobio baton''' or '''Core Stopper''' to kill slimes (baby leaves corpse; adult regresses to baby). Put slimes (live or dead) in the '''slime compresser''' to get plorts (1 per core; steroid gives 3 cores).
* Never mix colours in one cell; always have a fire extinguisher and slime tools.
* '''Primary goals:''' Maintain '''Grey''' (monkey cubes, spawns) and work toward '''Dark Purple''' (plasma sheets, tool upgrades) and other high-value colours.
* '''Safety:''' One colour per cell; use baton or Core Stopper for control; extinguisher only in emergencies.
* '''Plorts:''' Inject reagents (usually 1u) into plorts to trigger reactions; use '''extract enhancer''' for 3 uses per plort. Steroid on baby slimes gives 3 plorts per slime in the compresser.


{{Gameplay guides}}
{{Gameplay guides}}
[[Category:Guides]]
[[Category:Guides]]
[[Category:Research Locations]]
[[Category:Research Locations]]

Latest revision as of 16:34, 4 March 2026


Xenobiologists are in charge of the creation, care, and eventual culling and harvesting of slimes, which are dangerous to handle without the right equipment. Slimes yield slime plorts (also called extracts) when processed; injecting reagents into a plort triggers reactions. The in-game book Slime plorts and reactions lists all plort reactions and links to this guide.


Familiarize Yourself

You and your slimes are typically located in a remote area referred to as Xenobiology.

  • The Lab: Located behind the main airlock. Contains multiple containment cells.
  • Containment Cells: Each cell usually has a disposals chute to safely give food to slimes and a lockdown button to shutter the glass.
  • Layout Tip: Use main cells when possible; isolation cells often lack the disposals/lockdown infrastructure.
  • Slime compresser: Machinery that processes slimes (alive or dead) into plorts. Insert a slime via grab (neck grip) or MouseDrop. After a short delay, the slime is destroyed and one plort is produced per core the slime had (default 1, up to 3 if given a slime steroid). This is the primary way to harvest plorts.

Get Equipped

Essential Tools

Item Purpose Pro-Tip
Xenobio baton (Vesalius-Andra xenobio baton) Primary Culling Tool Highly Recommended. A stun baton designed against slimes. When switched on and used on a slime, it triggers instant death (no damage ticks), leaving the body intact. Process the corpse in the slime compresser to obtain plorts. Uses charge (125 per hit); no cell included by default—bring a small cell.
Core Stopper Gun ("Ranch" core stopper gun) Ranged Culling Superior Control. Fires a beam that is harmless to non-slimes. On hit, a slime dies instantly with no body destruction. Process the corpse in the slime compresser for plorts. Uses 20 charge per shot; accepts small cells. Research design: Combat tech.
Fire extinguisher Emergency Kill Last Resort Only. Water is a slime weakness but is highly ineffective for culling: slow damage, slipping hazards, and often multiple refills. Use only in emergencies when specialized tools are unavailable.
Syringe / Dropper Reagent Injection Used to trigger reactions in slime plorts (typically 1u per reaction unless noted).
Welder & Mask Maintenance Essential for mending cracks in cell windows.

Optional Gear

  • Medibot: (Robotics) Healing if the lab is far from Medical.
  • Temperature gun: (R&D) Cold setting damages slimes; slower than xenobio tools and can affect the environment.
  • Slime steroid (Purple plort + Plasma): Apply to a baby slime to raise its core count to 3. Each such slime then yields up to 3 plorts when processed in the compresser.
  • Extract enhancer (Slime steroid jar): Apply to an unused plort to give it 3 uses instead of 1. Cannot be used on already-enhanced or already-used plorts.

Slime Biology (Mechanics)

Life Stages

  • Baby slime: Default state. maxHealth = 80, max nutrition = 1000. Can evolve into an adult when growth conditions are met.
  • Adult slime: Evolved from baby. maxHealth = 150, max nutrition = 1200. Can reproduce by splitting into four baby slimes.

Death and Harvesting

  • Baby slime death: When a baby slime is killed (e.g. xenobio baton or Core Stopper), it leaves a corpse. It does not drop plorts on the ground; you must place the corpse (or a live slime) into the slime compresser to produce plorts. The compresser yields one plort per core (1 by default, 3 if the slime was given a slime steroid).
  • Adult slime "death": If an adult slime is killed without being gibbed, it does not die normally. Instead it regresses to a baby slime (same colour) and is revived, often in a rabid state. No plorts are produced. To harvest plorts from adults, use the slime compresser (grab and insert) so they are processed into plorts directly.

Cores (Plorts per Slime)

  • Each slime has a cores value (default 1). Slime steroid (baby only) sets it to 3.
  • The slime compresser creates one plort of the slime’s colour per core, then deletes the slime.
  • Surgical core extraction exists: on a dead slime, perform the slime core extraction surgery steps (cut flesh → cut innards → saw core) to remove one core at a time as a plort; the slime can be left with 0 cores (dead, no plorts left).

Nutrition and Growth

Slimes have four nutrition thresholds. Values below are for baby / adult.

  • Max nutrition: 1000 / 1200 — cap; slimes cannot store more.
  • Grow nutrition: 800 / 1000 — above this, the slime can grow (baby → adult) or reproduce (adult → split).
  • Hunger nutrition: 500 / 600 — below this, the slime is considered hungry and more likely to hunt/feed.
  • Starve nutrition: 200 / 300 — below this, the slime is starving; it will prioritise feeding and may lose Friends.

Growth and Reproduction

  • Every life tick there is a 15% chance the slime loses 1 + (1 if adult) nutrition.
  • When nutrition ≥ get_grow_nutrition() and amount_grown < 10, the slime spends 20 nutrition to gain 1 amount_grown (up to 10).
  • When amount_grown >= 10 and the slime is not chasing a target:
 ** Baby: Can Evolve (verb) to become an adult. Resets amount_grown to 0.
 ** Adult: Can Reproduce (verb). Splits into 4 baby slimes; colour is the same or a mutation (see Mutation table). The original is replaced by one of the four (mind/key transfer if player). New slimes inherit Friends; nutrition and powerlevel are divided.

Feeding on Victims

  • Slimes can latch onto a living victim (Feedon) and drain life. They must be adjacent and the victim must be valid (e.g. not already being fed on by another slime, not dead, not overly burned).
  • While feeding: victim takes fire and clone damage every ~3 seconds; slime gains ~20–25 nutrition per tick, heals, and stays anchored. Feeding continues until the victim is invalid or the slime is stopped.
  • Wrestling the slime off (attack_hand) has a chance to apply Discipline and break the feed. Disciplining a slime that is feeding on someone is “justified” and helps obedience.

Discipline, Obedience, and Friends

Discipline

  • Discipline is a numeric value. While Discipline > 0, the slime is less likely to attack and may stop chasing.
  • Each tick there is a 10% chance Discipline decreases by 1.
  • Gaining Discipline: Hitting the slime with a weapon (e.g. baton) while it is attacking or feeding often increases Discipline (e.g. +1 with high probability when wrestled off someone, or when hit with force ≥ 3). Unjustified hits (e.g. attacking a calm slime) can reduce Discipline (e.g. 50% chance to set to 0 if already disciplined).
  • High Discipline (e.g. ≥ 5) can help clear rabid (60% chance per tick to set rabid = 0).

Friends and Obedience

  • Slimes maintain a Friends list (mob → number). Friends are not considered valid feeding targets.
  • Feeding until the victim dies can add the victim’s attacker (LAssailant) as a Friend (50% if not rabid/attacked). Obedience with that person increases (e.g. “stop” and “follow” commands require sufficient Friend level).
  • Starving slimes (nutrition < starve) may slowly lose Friends (1% chance per tick to reduce a random Friend’s value; remove if ≤ 0).

Voice Commands

Slimes listen for phrases containing their number or “slimes”. Requirements are Friend-based (roughly: follow > 2, stop chasing > 3, stop feeding > 4, stay > 2). If a slime is following a Leader, “follow” from someone with higher Friend value can switch Leader.

  • “Slimes follow” / “follow” — slime may set you as Leader (needs Friends[you] > 2 if no current Leader).
  • “Slimes stop” — stop feeding, stop chasing, or stop following (depending on state; may reduce Friends slightly if they comply reluctantly).
  • “Slimes attack [Target]” — not present in code; only follow/stop/stay-style commands are implemented.

Slime Psychology and AI =

  • attacked: Raised when the slime is harmed; increases hunting and can override some calm behaviour. Capped at 50; decays by 1 per tick.
  • rabid: If set (e.g. Red plort + Blood, or after adult regression), the slime attacks almost anything. Cleared with high Discipline over time.
  • Target / Leader: AI chooses a target to chase or a leader to follow. target_patience (e.g. 5–7 + 3 if adult) ticks down while chasing; when it hits 0 or the slime is disciplined/stunned, the target is dropped.
  • holding_still: When set (e.g. “stay” command), the slime does not move for a duration (e.g. Friends[who] * 10 ticks).
  • Mood: Shown on the slime’s face (e.g. angry when rabid/attacked, mischievous when chasing, pout when disciplined, sad/:3 at random).

Environment and Weaknesses =

  • Cold: Body temperature is tracked. Below hurt_temperature (T0C - 40) the slime takes toxin damage (e.g. 30 per tick); at or below die_temperature (50 K) it takes massive toxin damage (200). Cold areas and cold weapons (e.g. temperature gun) can kill slimes.
  • Fire: Slimes heal from fire (adjustFireLoss is negated). Do not use fire to cull.
  • Movement: Slimes slow down when cold (bodytemperature < 183.222), when low health, when on hyperzine or frost oil, and when injured. They speed up at high temperature (e.g. bodytemperature ≥ 330.23).
  • Power level: 0–10; affects chance to attack objects (e.g. windows) when hungry and bumping, and influences AI and dialogue. Increases with nutrition gain (prob(amount*2) per gain).

Mutation and Colours =

When a slime reproduces, each offspring has a mutation_chance (25–35%) to mutate to a different colour. The possible outcomes are given by a mutation table per colour (four options per colour). Tier structure (simplified):

  • Tier 1: Grey → Orange, Metal, Blue, Purple.
  • Tier 2: Purple → Dark Purple, Dark Blue, Green; Metal → Silver, Yellow, Gold; Orange → Dark Purple, Yellow, Red; Blue → Dark Blue, Silver, Pink.
  • Tier 3: Dark Blue, Dark Purple, Yellow, Silver → various (e.g. back to Purple, Blue, Metal, Orange).
  • Tier 4: Pink → Pink, Light Pink; Red → Red, Oil; Gold → Gold, Adamantine; Green → Green, Black.
  • Tier 5: Black, Oil, Light Pink, Adamantine, etc. → often same or special (e.g. Black + Mutagen 1u → random baby slime from a weighted colour list).

Black plort + 1u Mutagen spawns a random baby slime (weighted: grey common; purple, metal, orange, blue; then dark blue, dark purple, yellow, silver; then pink, red, gold, green).


Slime Plort Reactions

Reactions occur when the listed reagent(s) are added to the plort (e.g. via syringe). Standard amount is 1u unless stated. Each reaction consumes one plort use; enhanced plorts have 3 uses.

Colour Plasma Blood Water Other
Grey Baby Grey Slime (spawn) 3× Monkey Cubes Blattedin → 3× Roach Cubes; Pararein → 3× Spiderlings
Green 10u Mutagen Genetics Purger (slime purger item)
Metal 15 Steel + 5 Plasteel 15 Plastic Radium 5u → 3 Uranium (+ radiation in range)
Gold 15 Gold bars Nutriment 5u → 20u Honey
Silver Flash + 4–6 random snacks (Bork) Nutriment 5u → 5u Enzyme; Uranium 5u → 15 Silver + 5 Tritium
Blue 15 Glass + 5 Plasma Glass 10u Frost Oil
Dark Blue Delayed Cold Snap (50 ticks, then −140 temp in 7-tile range) Honey 5u → 1u Pure Slime Jelly
Orange Mass Fire (Danger! Plasma release + hotspot) 10u Pepper Spray Fire/Pressure Resist Jar
Yellow Shock Resist Jar EMP (Danger! 3–7 range) Slime Lights
Purple Slime Steroid Jar Sugar → 10u Slime Jelly
Dark Purple 10 Plasma sheets Au+Ag+U 1u each → Random tool upgrade (randomizer)
Red 8u Glycerol Enrage slimes in view (rabid) Speed Jar Frost Oil → 15 Osmium + 5 Metallic Hydrogen
Pink Nutriment 5u → Docility Jar (baby); Honey 5u → Advanced Docility Jar (adult)
Black Mutagen 1u → Random Baby Slime (weighted colours)
Oil Explosion (Danger! 1–3–6) Thermal Vision Mod (gun sight) Space Lube 5u → Non-slip module
Light Pink Plasticide 5u → Slaught-o-matic (pink); Wood Pulp 10u → Baseball bat
Adamantine Golem Rune (ghost-claimable) Pure Slime Jelly 1u → 5 Diamond + 5 Biomatter; Au+Ag+U 1u each → 5 Platinum

Slime Protection

Match your gear to the slime and reagents:

  • Bio Suits: Reduce damage from glomping and block chemical injections.
  • Fire Suits: For Orange slimes or when Dark Purple reactions ignite plasma.
  • Bomb Suits: When handling Oil slimes or Oil plort + Plasma.
  • Radiation Suits: For Green slimes and Metal + Radium (uranium) processing.

Quick Reference

  • Harvest: Use xenobio baton or Core Stopper to kill slimes (baby leaves corpse; adult regresses to baby). Put slimes (live or dead) in the slime compresser to get plorts (1 per core; steroid gives 3 cores).
  • Primary goals: Maintain Grey (monkey cubes, spawns) and work toward Dark Purple (plasma sheets, tool upgrades) and other high-value colours.
  • Safety: One colour per cell; use baton or Core Stopper for control; extinguisher only in emergencies.
  • Plorts: Inject reagents (usually 1u) into plorts to trigger reactions; use extract enhancer for 3 uses per plort. Steroid on baby slimes gives 3 plorts per slime in the compresser.