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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'''.  
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.
* '''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.  
* '''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.
* '''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.


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== Get Equipped ==
== Get Equipped ==
=== Essential Tools ===
=== Essential Tools ===
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! Item !! Purpose !! Pro-Tip
! Item !! Purpose !! Pro-Tip
|-
|-
| '''Xenofauna baton''' || Primary Culling Tool || '''Highly Recommended.''' The most reliable way to kill slimes. It stuns on the first hit and kills shortly after without damaging the body, ensuring maximum plort yield.
| '''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''' || Ranged Culling || '''Superior Control.''' Rapidly "stops" slime biological activity at a distance. Much safer than a baton as it allows you to cull from outside the cell or across a room while keeping the corpse intact.
| '''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.''' While water is a "weakness," it is actually '''highly ineffective''' for professional culling. It deals damage slowly, creates slipping hazards, and often requires several refills to kill a single adult. Use only if a slime escape is imminent and your specialized tools are empty.
| '''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'''.
| '''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.
| '''Welder & Mask''' || Maintenance || Essential for mending cracks in cell windows.
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=== Optional Gear ===
=== Optional Gear ===
* '''Medibot:''' (Robotics) Provides healing if the lab is far from the Medical wing.
* '''Medibot:''' (Robotics) Healing if the lab is far from Medical.
* '''Temperature gun:''' (R&D) The '''Cold''' setting can kill slimes at range. Like water, it is significantly slower than specialized Xenobiology gear and should be used cautiously to avoid damaging the environment.
* '''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.


== Basics of Slime Care ==
----
=== Getting Started ===
== Slime Biology (Mechanics) ==
You usually start with '''grey slime plorts'''.  
=== Life Stages ===
1. Obtain '''Liquid Plasma''' (from the lab grinder).
* '''Baby slime:''' Default state. '''maxHealth = 80''', '''max nutrition = 1000'''. Can evolve into an adult when growth conditions are met.
2. Inject it into a '''Grey Plort''' to spawn a baby grey slime.
* '''Adult slime:''' Evolved from baby. '''maxHealth = 150''', '''max nutrition = 1200'''. Can reproduce by splitting into four baby slimes.


=== Why Proper Culling Matters ===
=== Death and Harvesting ===
Using a '''Slime Baton''' or '''Core Stopper''' ensures the slime dies in a state that allows for easy harvesting. While the '''Fire Extinguisher''' is effective at stopping a rampaging slime, the "brute force" nature of high-pressure water makes it much harder to salvage high-quality extracts. '''Always aim to baton or shoot slimes before they grow out of control.'''
* '''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.


=== General Rules ===
=== Cores (Plorts per Slime) ===
* '''The Grey Line:''' Always keep one cell dedicated to grey slimes. They provide '''Monkey Cubes''' (Blood + Grey Plort).
* Each slime has a '''cores''' value (default 1). Slime steroid (baby only) sets it to 3.
* '''Isolation:''' Never put more than one color in a cell. Slimes of different colors fight, making management impossible.
* The slime compresser creates one plort of the slime’s colour per core, then deletes the slime.
* '''Steroids:''' Plorts usually have '''1 use'''. Injecting a '''Slime Steroid Agent''' increases this to 3 uses.
* 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).


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== 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 ==
== Slime Plort Reactions ==
''Standard reactions require 1u of reagent. Reactions with specific amounts are noted (e.g., 5u).''
''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%;"
{| class="wikitable sortable" style="text-align: center; width:100%;"
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|-
|-
! Grey
! Grey
| Baby Grey Slime || 3x Monkey Cubes || — || Blattedin → Roach Cubes; Pararein → Spiderlings
| Baby Grey Slime (spawn) || Monkey Cubes || — || Blattedin → Roach Cubes; Pararein → Spiderlings
|-
|-
! Green
! Green
| Mutagen || — || Genetics Purger || —
| 10u Mutagen || — || Genetics Purger (slime purger item) || —
|-
|-
! Metal
! Metal
| Steel + Plasteel || — || Plastic (10 sheets) || Radium (5u) → Uranium
| 15 Steel + 5 Plasteel || — || 15 Plastic || Radium 5u → 3 Uranium (+ radiation in range)
|-
|-
! Gold
! Gold
| Gold Bars || — || — || Nutriment (5u) → Honey
| 15 Gold bars || — || — || Nutriment 5u → 20u Honey
|-
|-
! Silver
! Silver
| Flash + Food || — || — || Nutriment (5u) → Enzyme; Uranium (5u) → Silver + Tritium
| Flash + 4–6 random snacks (Bork) || — || — || Nutriment 5u → 5u Enzyme; Uranium 5u → 15 Silver + 5 Tritium
|-
|-
! Blue
! Blue
| Glass + Plasma Glass || — || Frost Oil || —
| 15 Glass + 5 Plasma Glass || — || 10u Frost Oil || —
|-
|-
! Dark Blue
! Dark Blue
| Delayed Cold Snap || — || — || Honey (5u) → Pure Slime Jelly
| Delayed Cold Snap (50 ticks, then −140 temp in 7-tile range) || — || — || Honey 5u → 1u Pure Slime Jelly
|-
|-
! Orange
! Orange
| Mass Fire (Danger!) || Pepper Spray || Fire/Pressure Resist Jar || —
| Mass Fire (Danger! Plasma release + hotspot) || 10u Pepper Spray || Fire/Pressure Resist Jar || —
|-
|-
! Yellow
! Yellow
| Shock Resist Jar || EMP (Danger!) || Slime Lights || —
| Shock Resist Jar || EMP (Danger! 3–7 range) || Slime Lights || —
|-
|-
! Purple
! Purple
| Slime Steroid Jar || — || — || Sugar → Slime Jelly
| Slime Steroid Jar || — || — || Sugar → 10u Slime Jelly
|-
|-
! Dark Purple
! Dark Purple
| Plasma Sheets || — || — || Au+Ag+U (1u) → Random Mod
| 10 Plasma sheets || — || — || Au+Ag+U 1u each → Random tool upgrade (randomizer)
|-
|-
! Red
! Red
| Glycerol || Enrage Slimes || Speed Jar || Frost Oil → Osmium/Metallic Hydrogen
| 8u Glycerol || Enrage slimes in view (rabid) || Speed Jar || Frost Oil → 15 Osmium + 5 Metallic Hydrogen
|-
|-
! Pink
! Pink
| — || — || — || Honey (5u) → Docility Jars
| — || — || — || Nutriment 5u → Docility Jar (baby); Honey 5u → Advanced Docility Jar (adult)
|-
|-
! Black
! Black
| — || — || — || Mutagen (1u) → Random Baby Slime
| — || — || — || Mutagen 1u → Random Baby Slime (weighted colours)
|-
|-
! Oil
! Oil
| Explosion (Danger!) || — || Thermal Vision Mod || Space Lube (5u) → Non-slip Soles
| Explosion (Danger! 1–3–6) || — || Thermal Vision Mod (gun sight) || Space Lube 5u → Non-slip module
|-
|-
! Light Pink
! Light Pink
| — || — || — || Plasticide (5u) → Pistol; Wood Pulp (10u) Bat
| — || — || — || Plasticide 5u → Slaught-o-matic (pink); Wood Pulp 10u → Baseball bat
|-
|-
! Adamantine
! Adamantine
| Golem Rune || — || — || Slime Jelly (1u) Diamonds + Biomatter; Au+Ag+U (1u) → Platinum
| Golem Rune (ghost-claimable) || — || — || Pure Slime Jelly 1u → 5 Diamond + 5 Biomatter; Au+Ag+U 1u each 5 Platinum
|}
|}


----
== Slime Protection ==
== Slime Protection ==
Slimes can harm you in several ways. Match your gear to the slime:
Match your gear to the slime and reagents:
* '''Bio Suits:''' Reduces damage from ''glomping'' and blocks chemical injections.
* '''Bio Suits:''' Reduce damage from glomping and block chemical injections.
* '''Fire Suits:''' For '''Orange''' slimes or when '''Dark Purple''' slimes ignite plasma.
* '''Fire Suits:''' For '''Orange''' slimes or when '''Dark Purple''' reactions ignite plasma.
* '''Bomb Suits:''' Essential when handling '''Oil''' slimes.
* '''Bomb Suits:''' When handling '''Oil''' slimes or Oil plort + Plasma.
* '''Radiation Suits:''' Required for '''Green''' slimes or uranium processing.
* '''Radiation Suits:''' For '''Green''' slimes and Metal + Radium (uranium) processing.
 
== Slime Psychology ==
=== Discipline vs. Obedience ===
* '''Discipline:''' Using a baton on a slime makes it stop attacking.
* '''Obedience:''' Disciplining a slime while it is attacking someone (''justified'') increases obedience. High obedience makes discipline last longer.
* '''Resentment:''' Disciplining a slime for no reason (''unjustified'') builds resentment. Too much resentment leads to '''Rage'''.
 
=== Commands ===
If a slime is obedient or likes you, you can use voice commands:
* '''"Slimes follow"'''
* '''"Slimes stop"'''
* '''"Slimes attack [Target]"'''


----
== Quick Reference ==
== Quick Reference ==
* '''Primary Goal:''' Reach '''Dark Purple''' (Plasma) and '''Grey''' (Food).
* '''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).
* '''Tools of Choice:''' Use the '''Slime Baton''' or '''Core Stopper''' for kills.
* '''Primary goals:''' Maintain '''Grey''' (monkey cubes, spawns) and work toward '''Dark Purple''' (plasma sheets, tool upgrades) and other high-value colours.
* '''Safety First:''' The extinguisher is for emergencies only.
* '''Safety:''' One colour per cell; use baton or Core Stopper for control; extinguisher only in emergencies.
* '''No Mixing:''' Keep colors separate to prevent ''Slime Wars''.
* '''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.