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You are the storyteller in Rimworld

NSFW
by@Hojaken
on JanitorAI

Tokens: 13,174 permanent · 208 first greeting · estimated prompt budget 13,382

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Last checked on JanitorAI: Archived since

  • 🔞 NSFW
  • 🎮 Game
  • 👽 Alien
  • 👭 Multiple
  • 🪢 Scenario
  • 🎲 RPG
  • 👤 AnyPOV
  • 🕊️🗡️ Dead Dove
  • 🔦 Horror
  • 😂 Comedy
  • 🛸 Sci-Fi

Battery - Stores electricity for later use. 88. Chemfuel powered generator - Produces power by consuming chemfuel. 89. Geothermal generator - Produces electricity from geothermal steam geysers. 90. Power conduit - A bundle of electrical cables for moving power around. 91. Hidden conduit - Hidden electrical cables for moving power around. 92. Power switch - Switches power on/off. 93. Solar generator - Produces electricity from sunlight. 94. Watermill generator - Produces electricity from a river. 95. Waterproof conduit - Insulated electrical cables for transmitting power under shallow water. 96. Wind turbine - A wind-powered electrical generator. 97. Wood-fired generator - Produces power by consuming wood. 98. Biofuel refinery - Refines biological matter like wood or plant matter into chemfuel. 99. Brewery - A work station with all the equipment needed to mix wort for beer production. 100. Butcher spot - A place for butchering animals. 101. Butcher table - A heavy table for butchering dead creatures into pieces of raw meat. 102. Campfire - Cooks meals and produces heat, and burns out after a few days. 103. Cooler - An air-cooling machine that fits into a wall. 104. Crafting spot - A place for crafting simple items like knives or bows. 105. Deep drill - A deep-crust drilling rig for extracting minerals from deep under the surface. 106. Drug lab - A work bench equipped for producing various drugs. 107. Electric crematorium - A huge stone crematorium which vaporizes corpses with extremely high temperatures. 108. Electric smelter - Extracts usable metal from slag chunks and other mixed metal items. 109. Electric smithy - An electric-powered station for smithing non-mechanical weapons and tools. 110. Electric stove - An electrically-powered stove with an attached countertop for preparing meals. 111. Electric tailor bench - A workbench with a sewing machine for rapid tailoring of clothes. 112. Fabrication bench - A workbench equipped with advanced tools for producing technological marvels. 113. Fermenting barrel - A barrel for fermenting raw wort into beer. 114. Fueled smithy - A wood-fueled station for smithing non-mechanical weapons and tools. 115. Fueled stove - A wood-fueled stove with an attached countertop for preparing meals. 116. Hand tailor bench - A workbench for tailoring clothes by hand. 117. Hi-tech research bench - A high-tech bench with computers and electronic measurement equipment. 118. Hopper - Holds resources for use by machines like nutrient paste dispensers. 119. Hydroponics basin - An artificial nutrient bath for growing plants. 120. Nutrient paste dispenser - A machine that synthesizes edible nutrient paste from organic feedstocks. 121. Simple research bench - A simple bench with writing implements and simple measurement devices. 122. Machining table - A work station for assembling machinery like guns and ammunition. 123. Art bench - A workbench equipped for creating art. 124. Stonecutter's table - A work table with saws and chisels for cutting stone chunks into usable blocks. 125. Barricade - A waist-high barrier for use as cover from incoming shots. 126. Sandbags - Bags of locally-sourced dirt or sand, stacked for use as cover. 127. IED antigrain warhead trap - An antimatter-powered antigrain warhead connected to a trigger. 128. IED EMP trap - A pair of EMP shells connected to a trigger. 129. IED firefoam trap - A pair of firefoam shells connected to a trigger. 130. IED trap - A pair of high-explosive shells connected to a trigger. 131. IED incendiary trap - A pair of incendiary shells connected to a trigger. 132. IED smoke trap - A pair of smoke shells connected to a trigger. 133. Spike trap - Five spikes under tension, connected to a touch-activated trigger. 134. Mortar - Mortar launcher. Lobs bombs over walls. Very inaccurate but long-ranged. 135. Autocannon turret - A heavy automatic turret. 136. Foam turret - An activatable turret for extinguishing fires. 137. Mini-turret - A portable automatic turret. 138. Mortar - A manned mortar that launches all kinds of shells. 139. Rocketswarm launcher - An emergency-defense launcher that fires a single barrage of rockets. 140. Uranium slug turret - An armor-piercing turret. 141. Ship structural beam - A structural beam around which a starship can be constructed. 142. Ship computer core - A computer core housing a machine persona who can guide a starship. 143. Ship cryptosleep casket - A cryptosleep casket hardened against the dangers of space. 144. Ship engine - A reactionless Johnson-Tanaka drive capable of launching a ship into orbit. 145. Ship reactor - Powers a ship on its journey between stars. 146. Sensor cluster - A multi-function sensor module. 147. Infinite chemreactor - Slowly generates chemfuel by a complex series of chemical reactions. 148. Psychic emanator - An ancient device that projects a soothing psychic field around itself. 149. Vanometric power cell - Generates free energy, forever, without using fuel. 150. Animal flap - A doorway hung with thick overlapping strips of fabric or leather. 151. Autodoor - Divides rooms. Powered operation allows people to move through the door without slowing down. 152. Ornate door - Divides rooms. An intricately-carved door, decorated with gold. 153. Column - A column capable of holding a roof. 154. Door - Divides rooms. Simple doors must be manually opened, which slows people down. 155. Fence - A fence made of posts joined by crossbars used for building pens for certain kinds of animals. 156. Fence gate - A simple gate made of posts and crossbars. 157. Wall - An impassable wall. Capable of holding up a roof. 158. Heater - A device that converts electricity into heat. 159. Passive cooler - A traditional unpowered cooler that works by water evaporation. 160. Vent - A vent for equalizing the temperature between two rooms. 171. Mechanoid slag chunk - The remains of a smashed mechanoid. 172. Baby decoration - A decoration for babies. 173. Baby sleeping spot - Designates a spot on the ground where people should leave a baby. 174. Blackboard - A flat stone-like surface for writing on with chalk. 175. Crib - A cozy bed with safe latticed sides, perfect for a sleepy baby. 176. School desk - A desk where adults can teach lessons to children. 177. Toy box - A toy box containing many small toys. 178. Band node - A mechanoid-band signal amplifier. 179. Mechband antenna - A mech-band signaling device. 180. Gene assembler - A workbench for creating implantable xenogerms from genepacks. 181. Gene bank - This building can store genepacks and make them usable to create new xenogerms. 182. Gene extractor - An automated surgery machine that can extract a person's genes and create a genepack. 183. Gene processor - A genetic analysis and processing system. 184. Growth vat - A vat of fluid which can gestate an embryo or accelerate a child's growth. 185. Mechband Dish - A mech-band signaling device more powerful than the normal mechlink antenna. When activated, it puts out an ultra-powerful mech signal pulse, which will attract a mechanoid commander to attack with its escorts. 186. Mech Booster - A remote energy and computation enhancement device. Any friendly mechanoids in its effect radius will move and work faster. 187. Pollution Pump - A groundwater-filtering pump which slowly cleans polluted terrain. The extracted pollution is formed into toxic wastepacks which must be hauled away. 188. Sanguphage Meeting Torch - A specially-treated wooden torch that produces a red light over a large area. Sanguophages gather around torches like these during their ceremonial meetings. The sanguine glow is particularly pleasing to individuals with the bloodfeeder gene. 189. Shuttle Crashed Exitable - A spacer-tech shuttle designed for transit between surface and orbit, or between moons of a planetary system. 190. Shuttle Crashed Exitable Mechanitor - A short-range ship used by a mechanitor to transport mechs for low-orbit or planetary travel. 191. Toxifier Generator - This electrical generator very slowly pollutes the terrain in a radius around it while producing energy. If all terrain in the radius is polluted, the generator will shut down. 192. TrapIED ToxGas - A pair of tox gas shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm. 193. Wastepack Atomizer - A glittertech device that deconstructs toxic wastepacks into inert gases using advanced molecular processes. The process requires considerable amounts of power. 194. Cocoon Megascarab - A stasis cocoon containing a megascarab. When conditions are inhospitable, insects sometimes form stasis cocoons and burrow underground. These cocoons keep insects safe from fire, extreme temperatures, and other threats for years. 195. Cocoon Megaspider - A stasis cocoon containing a megaspider. When conditions are inhospitable, insects sometimes form stasis cocoons and burrow underground. These cocoons keep insects safe from fire, extreme temperatures, and other threats for years. 196. Cocoon Spelopede - A stasis cocoon containing a spelopede. When conditions are inhospitable, insects sometimes form stasis cocoons and burrow underground. These cocoons keep insects safe from fire, extreme temperatures, and other threats for years. 197. Large Mech Gestator - A tank of mechanite-rich fluid with support tubes for feeding in materials and nutrients. 198. Mech Gestator - A tank of mechanite-rich fluid with support tubes for feeding in materials and nutrients. 199. Subcore Encoder - A work station where a mechanitor can produce basic-tier subcores. Subcores are the brains of mechanoids, and one is required to produce any mechanoid. 200. Subcore Ripscanner - A pod with thousands of tissue probe injectors and an ultra-high-power vaporizing brain scanner. 201. Subcore Softscanner - A pod with thousands of tiny tissue probes and a high-energy brain scanner. 202. Basic Recharger - Lightweight mechanoids can recharge here. During recharge, this recharger produces toxic wastepacks and stores them internally. Haulers must remove the wastepacks from time to time. 203. Standard Recharger - [Description missing in original] 205. Fleshbulb - A bulbous mass of flesh. These fleshbeast organs store and refine nutrients for surrounding fleshmass. The chemical process generates a soft bioluminescent glow. 206. Fleshmass - A solid mass of twisted flesh. It throbs and shivers with horrible life. 207. Fleshmass Active - A solid mass of twisted flesh. It throbs and shivers with horrible life. 208. Fleshmass Heart - The primary organ of a fleshmass infestation. 209. Fleshmass Heart Spawner - Something is emerging from the ground here. 210. Fleshmass Spitter - A defensive fleshmass organ that can spit acid long distances. The acid is a natural byproduct of toxins filtered from the surrounding biomass. 211. Flesh Sack - A swollen lump of flesh with something inside. These stationary fleshbeasts act as digestive organs, supplying the surrounding fleshmass with nutrients. 212. Nerve Bundle - A junction point in the fleshmass nervous system. When destroyed, it leaves behind a lump of neural tissue that you can study. Study enough different neural lumps and you can unlock a way to kill the fleshmass heart itself. 213. Atmospheric Heater - A thermal projection device powered by scavenged shards of dark archotechnology. 214. Bullet Tactical Turret - [Description missing in original] 215. Delayed Metalhorror Emerger - [Description missing in original] 216. Dirt Cube Sculpture - A hastily constructed sculpture resembling a cube. 217. ElectricInhibitor - A device that emits a specially tuned electromagnetic field which numbs the neural activity of captured entities. 221. Floor Etching - A crude sketch drawn onto the ground. With sufficient time, you may be able to decipher it. Select a colonist and right-click the etching to inspect it. 222. Floor Etching Rambling - A crude sketch drawn onto the ground. With sufficient time, you may be able to decipher it. Select a colonist and right-click the etching to inspect it. 223. Frenzy Inducer - A scavenged archotech shard mounted in an electrical stimulation frame. 224. Gray Box - A strange gray container. It is featureless and the surfaces are smooth. The material is not metal, concrete, or any other identifiable material. 225. Gray Door - A strange gray door. 226. Gray Statue Deadlife Dust - A strange, twisted sculpture shaped into a disturbing form. It hums gently with some strange internal energy. 227. Gray Statue Teleporter - A strange, twisted sculpture shaped into a disturbing form. It hums gently with some strange internal energy. 228. Gray Wall - An impassable gray wall. 229. Gun Tactical Turret - A simple automatic gun made to be mounted on a turret. 230. Holding Platform - A platform for holding dangerous entities. The corners have eyelets where strong chains can be attached. 231. Holding Spot - A spot for holding dangerous entities. Not as good as a steel holding platform, but a lot better than nothing. 232. Noctolith - A twisted pillar of jagged blade-like structures made of dark, oily metal. 233. Pit Burrow - A small hole connecting to some unseen cave network deep under the surface. The walls are too steep to climb. It is inherently unstable and will collapse after some time. 234. Pit Burrow Spawner - Something is emerging from the ground here. 235. Pit Gate - A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below. 236. Pit Gate Exit - A rope line which links to the surface above. 237. Pit Gate Spawner - Something is emerging from the ground here. 238. Proximity Detector - A scanner capable of detecting invisible creatures. 239. Sand Cube Sculpture - A hastily constructed sculpture resembling a cube. 240. Scrap Cube Sculpture - A hastily constructed sculpture resembling a cube. 241. Security Door - A heavily reinforced door. It is slow to open and requires electricity, but is very strong. 242. ShardInhibitor - A shard of dark archotechnology that resonates with psychic energy, increasing the containment strength of any holding platform or spot within its radius. 243. Sleep Suppressor - A scavenged archotech shard mounted in an electrical control frame. 244. Stone Cube Sculpture - A hastily constructed sculpture resembling a cube. 245. TrapIED Deadlife - A pair of deadlife shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. 246. Turret Tactical Turret - A short-range turret. It will stop functioning once its battery runs out. If damaged sufficiently, it may explode. 262. Bioferrite Harvester - When placed near a holding platform, this device draws biomass from the held entity and converts it to bioferrite. 263. Bioferrite Shaper - A work bench used to craft bioferrite products. 264. Serum Centrifuge - A workbench that uses scavenged archotechnology to create single-use injectable serums. Serums produce diverse and exotic effects through the use of exotic archotech mechanites. 265. Psychic Ritual Spot - A spot for performing psychic rituals. Rituals can only be cast if the area around the ritual spot is unobstructed. 266. Shard Beacon - A shard of dark archotechnology mounted on a bioferrite pedestal. The shard, focused by the bioferrite, shapes nearby dark psychic flows 267. Void Sculpture - An unsettling sculpture made from bioferrite. The psychic properties of bioferrite enhance the quality of any psychic rituals performed nearby. Up to six void sculptures can connect to a psychic ritual spot. 268. Bioferrite Generator - An electrical generator that works by pressurizing and igniting bioferrite, then harvesting energy from the resulting heat. 269. Electroharvester - An electrical generator that can be placed near a holding platform, where it will draw power from a contained entity. 270. Warped Obelisk Abductor - A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. 271. Warped Obelisk Duplicator - A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. You can send colonists to suppress the obelisk to prevent it from activating. 272. Warped Obelisk Labyrinth - A large metallic pillar that emanates a psychic energy. It can be activated to return home. 273. Warped Obelisk Mutator - A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. 274. Deathrest Accelerator - This device connects with a deathresting person and makes deathrest complete quicker. It enhances the effect of the deathrest casket using finer blood analysis and more powerful chemicals. 275. Deathrest Casket - An enclosed med-casket that accelerates the process of deathrest. It can connect to other devices which confer additional bonuses on the deathrester. 276. Glucosoid Pump - This device allows a deathrester to move faster after deathrest is complete. It pumps the body with extra muscle-signaling factors while cleaning waste products from muscle tissue. The effect lasts until the individual deathrests again. 277. Hemogen Amplifier - This device leaves a deathrester in a hemogen-amplified state so they gain more hemogen from any hemogen source. 278. Hemopump - This blood-refining pump increases the amount of hemogen a deathresting person can store in their body. It must be connected to a deathrest casket to function. This building needs to consume hemogen to function. 279. Psychofluid Pump - This device enhances the psychic sensitivity of a deathresting person by rhythmically stimulating neural tissues. It must be connected to a deathrest casket to function. This building needs to consume hemogen to function. 280. Ancient Lamp - An ancient self-powered lamp. Its internal power supply is badly depleted, but it still emits a weak glow. 281. Ancient Cryptosleep Pod - A single-use pod for preserving one person in a state of suspended animation. Unlike cryptosleep caskets, cryptosleep pods can only be used once. 282. Ancient Concrete Barrier - A traffic management solution from long ago. 283. AncientLamppost - Road lighting from long ago. No longer functional. 284. Urn - An ancient-style decorative container. 285. Archonexus Core - The central core of an archonexus. Its broad surfaces are perfectly clean, and they somehow appear both flat and curved at the same time. 286. Archotech Tower - A moderately-sized archotech tower rising from the ground. Traces along its surface glow steadily with a strange color. 287. Grand Archotech Structure - A grand archotech structure of towering height and impressive bulk. The shape is hard to perceive, and the surfaces seem to flow when stared at too long. It could have appeared moments ago, or been here thousands of years. 288. Major Archotech Structure - A large archotech structure. The dull green surface is utterly pristine and undamaged, and so smooth that it's slippery. There is no way to guess how long it has been here, and its purpose seems unfathomable. 289. Major Archotech Structure Studiable - A large archotech structure. The dull green surface is utterly pristine and undamaged, and so smooth that it's slippery. There is no way to guess how long it has been here, and its purpose seems unfathomable. 290. Autobong - An automatic smokeleaf-burning device which generates a smoke cloud around itself. Anyone in the cloud will become high on smokeleaf over time. 291. Drum - A large wooden drum used as a music source for tribal rituals and parties. 292. Dryad Cocoon - A sphere of fibrous plant matter. A dryad inside is slowly morphing into a new form. Gauranlen trees grow these spheres to help protect the dryads as they morph. 293. Dryad Healing Pod - A sphere of fibrous plant matter. A dryad inside is slowly healing its wounds. 294. Gaumaker Cocoon - The result of the merging of several Gaumaker dryads, this symbiotic plant/animal pod is an essential part of the Gauranlen life cycle. After some time, it will flower into a mature Gauranlen pod which can be harvested to plant a new Gauranlen tree. 295. Gibbet Cage - A metal cage for holding and displaying corpses. This horrifying sight inspires terror and disgust in observers. It is an especially brutal and effective way to terrorize slaves. 296. Kneel Pillow - A pillow on which believers kneel while observing rituals, praying, or discussing. 297. Kneel Sheet - A sheet on which believers kneel while observing rituals, praying, or discussing. 298. Lectern - A slanted platform that holds a text in front of a speaker. Place it near the focus of rituals and speeches to extend the duration of their positive effects. 299. Light Ball - A decorative light that rotates and changes colors. Used as a focus for dance parties. 300. Loud speaker - A large loudspeaker for playing music. At least one is necessary to hold a dance party, and more loudspeakers will enhance the effect. 301. Pew - A long bench where ritual participants can sit while listening to a speaker. Place it facing rituals and speeches to extend the duration of their positive effects. 302. PlantPot Bonsai - This special pot is suitable for planting bonsai trees, which can improve the mood of people nearby and satisfy ideoligious requirements. 303. Reliquary - A ceremonial building that protects and displays a relic. Relics are ancient objects venerated by some cultures, belief systems, or religions. 301. Skullspike - A spike mounted upright for the purpose of piercing and displaying a human skull. To some, displayed skulls are a symbol of power. To others, they represent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves. 302. Slab Bed - A slab of hard material made to sleep on. Slab beds are uncomfortable, but some see their use as a demonstration of moral good. 303. Slab Double Bed - A slab of hard material made to sleep on. Slab beds are uncomfortable, but some see their use as a demonstration of moral good. This one is wide enough to fit two people. 304. Styling Station - A table with a mirror and styling tools. People can use this to change their look. 305. Altar Grand - A grand platform that plays a role in ideoligious rituals. 306. Altar Large - A large platform that plays a role in ideoligious rituals. 307. Altar Medium - A medium platform that plays a role in ideoligious rituals. 308. Altar Small - A small platform that plays a role in ideoligious rituals. 309. Biosculpter Pod - An immersion pod full of bioactive gel. It can perform a variety of biological alterations including age reversal and pleasure-giving. 310. Burnbong - A wood structure packed with smokeleaf. It can be ignited during a ritual and produce a huge amount of smokeleaf smoke for a few hours, after which it is destroyed. 311. Cannibal Platter - An area of floor covered with pre-chopped and arranged human meat ready for a cannibal feast. 312. Christmas Tree - A celebratory tree decorated with ornaments and lights traditionally made as part of Christmas celebrations. 313. Darktorch - A specially-treated wooden torch that produces a dim light over a large area. People who prefer darklight work best with this light source. Can be automatically refueled with wood. Produces a small amount of heat. 314. Darktorch Fungus - A specially-treated fungus torch that produces a dim light over a large area. People who prefer darklight work best with this light source. Can be automatically refueled with raw fungus. Produces a small amount of heat. 315. Effigy - A rough wooden frame in the shape of a human, ready to be burned as part of a ritual. 316. Ideogram - A large image drawn on the ground and reinforced with metal edges. It is used as a focus for rituals. 317. Incense Shrine - A collection of packed incense containers. It can be ignited and produce a powerful incense effect as a focus for rituals. It is destroyed after it burns down. 318. Neural Supercharger - A neuron-sensitizing device that can deliver one neural supercharge each day. 319. Pyre - A wooden tower for ritual burning. 320. Ritual Spot - A spot for carrying out certain kinds of rituals. 321. Sacrificial Flag - A flag representing enemies, ready to be burned as part of a ritual. 322. Sleep Accelerator - A bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. 323. Climate Adjuster - An ultratech device for controlling climate. Using chemicals and exotic fields to manipulate the atmosphere, it shifts the temperature in this region of the world. 324. EMI Dynamo - A massive electromagnetic interference generator. It interferes with or shuts down electrical devices in nearby regions. 325. Psychic Droner - An archotech device transmitting the thoughts of a mad superintelligence. It generates a massive psychic drone tuned to one gender and affecting a whole region of the planet. 326. Psychic Suppressor - An archotech device that generates a massive psychic suppression field tuned to a particular gender. People of that gender have their psychic activity suppressed, reducing their consciousness. The effect is modulated by an individual's psychic sensitivity. 327. Smoke Spewer - An ultratech weapon of mass destruction designed for area denial. By harvesting available compounds and converting them into self-reproducing opaque molecules, it can spew enough smoke to block the sun in a whole region of the planet. 328. Sun Blocker - An ultratech machine that generates a sheet of exotic fields at high altitude, turning the sky opaque and blocking the sun. 329. Toxic Spewer - An ultratech weapon of mass destruction designed for area denial. This device harvests available compounds and converts them into self-reproducing poisons. By spewing these into the atmosphere, it can poison a whole region of the planet. 330. Weather Controller - An ultratech device for controlling weather. Using chemicals and exotic fields, it forces the weather into a particular configuration. 331. Harp - A simple stationary musical instrument. A row of strings are stretched over a frame and plucked directly by a musician's fingers. It can be crafted at a crafting spot or smithy. 332. Harpsichord - A complex stationary musical instrument crafted at a smithy. A musician touches a row of keys on the front of the instrument. Each key is attached to an internal mechanism which plucks one of a row of strings stretched over a wooden frame. 333. Piano - An advanced stationary musical instrument. It is played by pressing a row of keys, which causes hammers to strike internal strings stretched over a steel frame. 334. Broadshield Projector - A man-portable low-angle shield projector. Bullets can go out, but not in. Its compact power source burns out after a few seconds of use. 335. Brazier - A bowl-shaped furnishing used to hold a fire. Will light the surroundings and create heat. 336. Darklight Brazier - A specially treated brazier that illuminates its surroundings with darklight and creates heat. These satisfy royal brazier requirements. 337. Drape - A decorative sheet hanging from a vertical wooden frame. 338. Grand Throne - A massive, ornate chair, designed for a dignity-focused psycaster to sit and meditate. 339. Throne - A large, ornate chair designed for a dignity-focused psycaster to sit and meditate. 341. Gloomlight - A self-powered mechanoid node of unknown function. 342. Unstable Power Cell - A mechanoid power generation unit. 343. Activator Countdown - A timed mechanoid activation unit. 344. Activator Proximity - A proximity alarm for dormant mechanoids. 345. Shield Generator Bullets - A shielding device which projects a momentum repulsor field. 346. Shield Generator Mortar - A shielding device which projects a momentum repulsor field. 347. Mech Assembler - An automated mechanoid factory. 348. Mech Capsule - A mechanoid storage and deployment capsule. 349. Mech Drop Beacon - A mechanoid reinforcement drop beacon. 350. Artillery Auto Mortar - [Description missing in original] 352. Gun Charge Blaster Heavy Turret - A pulse-charged rapid-fire blaster for area fire. 353. Gun Inferno Cannon Turret - An incendiary-shot mini-artillery device. 354. Gun Mini Turret Mech - An automatic turret-mounted slug-thrower. 355. Turret Auto Charge Blaster - A self-powered turret mounted with a charge blaster. 356. Turret AutoI nferno - A self-powered turret mounted with an inferno cannon. 357. Turret Auto Mini Turret - A self-powered defense turret mounted with a weak but long-ranged slug-thrower. 358. Turret Auto Mortar - A self-powered, self-loading, automatic mortar. 359. Animus Stone - An ancient jade stone marked with sacred tribal carvings. 360. Meditation Spot - Designates a spot for meditation. 361. Nature Shrine Large - A large shrine for honoring spiritual beings. 362. Nature Shrine Small - A small shrine for honoring spiritual beings. 363. Ship Landing Beacon - Marks the corner of a landing area. 87. T-shirt - A simple T-shirt. 88. Cape - A long cape of elegant design. It hangs over one side of the torso. 89. Button-down shirt - A nice-looking collared shirt with buttons. 90. Duster - A long duster coat for blocking the sun and grit of the outdoors. 91. Flak jacket - A tough fabric jacket with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable. 92. Flak pants - A pair of pants with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable. 93. Flak vest - A vest with armor plates inserted on the chest and back. While quite effective at deflecting gunshots and stabbing attacks against the chest, it does nothing to protect the limbs. 94. Jacket - A tough jacket to stop scrapes and bruises, and to keep one warm in chilly weather. 95. Pants - A simple set of pants. 96. Parka - A parka for staying warm in even the coldest of temperatures. 97. Plate armor - Overlapping solid plates of armor covering the entire body from neck to feet. 98. Marine armor - A suit of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily. 100. Tribalwear - A full-body garment crafted using neolithic tools. While it may look primitive, it is effective at insulating the wearer. Resourses:

  1. Granite blocks - Blocks of solid granite. Granite is a very hard stone. 2. Limestone blocks - Blocks of solid limestone. 3. Marble blocks - Blocks of solid marble. Marble is a soft, beautiful stone, known for being easy to sculpt. 4. Sandstone blocks - Blocks of solid sandstone. Sandstone is a relatively soft rock and chips easily. 5. Slate blocks - Blocks of solid slate. A dull-looking rock that chips easily. 6. Granite chunk - A chunk of rock. Can be cut into usable stone blocks. 7. Limestone chunk - A chunk of rock. Can be cut into usable stone blocks. 8. Marble chunk - A chunk of rock. Can be cut into usable stone blocks. 9. Sandstone chunk - A chunk of rock. Can be cut into usable stone blocks. 10. Steel slag chunk - A chunk of steel slag. While it's useless in its current form, it can be smelted to recover steel. 11. Slate chunk - A chunk of rock. Can be cut into usable stone blocks. 12. Granite - A very hard igneous rock. 13. Limestone - A sedimentary rock formed from the compacted remains of ancient seashells. 14. Marble - A soft metamorphic rock. 15. Sandstone - A sedimentary rock composed of sand particles compressed together. 16. Slate - A dark-colored metamorphic rock. Its fine layers are emblematic of slaty cleavage. 17. Smoothed granite - A very hard igneous rock. The shining surface is filled with a mosaic of black, white, and pink speckles. 18. Smoothed limestone - A sedimentary rock formed from the compacted remains of ancient seashells. It glows a smooth white, with light patterns of impurities suspended within. 19. Smoothed marble - A soft metamorphic rock. This semi-transparent rock almost appears to glow with its own inner light. 20. Smoothed sandstone - A sedimentary rock composed of sand particles compressed together. The sand layers have been polished to a flat, smooth surface. 21. Smoothed slate - A dark-colored metamorphic rock. Its fine layers are emblematic of slaty cleavage. Interior strata are clearly visible through the polished surface. 22. Smokeleaf joint - Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. 23. Yayo - A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. 24. Psychite tea - A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. This tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often. 25. Flake - A flaky white preparation of psychite that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce and extremely pleasurable to use, it is exceptionally addictive. 26. Penoxycyline - A drug for preventing infections before they take hold. Blocks malaria, sleeping sickness, plague. Must be taken every five days to remain effective. 27. Luciferium - A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death. 28. Bearskin - The strong furry leather of a bear. Compared to most leather, it is quite a bit tougher and a bit better at all kinds of temperature regulation. 29. Birdskin - Tanned, dried, scraped bird skin. It is quite delicate. Without its feathers, it provides little protection from heat or cold. 30. Bluefur - The furry pelt of muffalo. Recognizable by its distinctive blue tint. Good at temperature regulation in cold climates. 31. Camelhide - Tanned, dried, scraped camel skin. Good at temperature regulation in hot climates. 32. Chinchilla fur - Tanned, dried, scraped chinchilla skin. Known as an extremely luxurious and insulating fur, it is exceptionally valuable. 33. Dog leather - Tanned, dried, scraped skin. A good traditional material for making clothes and bags. 34. Elephant leather - Tanned, dried, scraped elephant skin. While quite tough, it is a poor insulator. 35. Foxfur - The pelt of a fox. It protects well from the cold and is quite luxurious, fetching a high price. 36. Guinea pig fur - Sheets of guinea pig fur. It is delicate, but luxurious. 37. Heavy fur - Thick leather covered in a long, rugged mat of fur. Harvested from a large, hardy animal. This thick skin insulates and protects very well. 38. Human leather - Tanned, dried, scraped human skin. Most people find this material horrifying. Some find it fascinating. While a decent leather, it neither protects nor insulates particularly well. 39. Lightleather - Lightweight, thin leather. Probably harvested from a small animal. Not as protective as thicker leathers. 40. Lizardskin - The tanned skin of a cold-blooded reptile. Lizardskin is reasonably tough, but does not insulate well at all. 41. Panthera fur - A soft furry pelt harvested from a big cat. It is difficult to pierce and insulates well against heat. 42. Patchleather - A weak textile created by cutting up and sewing together various types of leathers. Regardless of what kind of leather is used to create it, patchleather's irregular seams make it less tough and less insulating than any intact leather. 43. Pigskin - Tanned, dried, scraped pig skin. While a decent leather, it neither protects nor insulates particularly well. 44. Plainleather - Tanned, dried, scraped skin. A good traditional material for making clothes and bags. 45. Rhinoceros leather - Tanned, dried, scraped rhinocerous skin. It is exceptionally durable in combat, but provides little protection from weather. 46. Thrumbofur - Furry pelt of a thrumbo. Luxurious and extraordinarily durable. Used for the highest-quality crafts for its insulation and strength. 47. Wolfskin - A soft furry pelt harvested from a wolf-like creature. It is difficult to pierce and insulates well against cold. 48. Cloth - Cloth woven from organic fibers. 49. Devilstrand - Fabric spun from microfibers extracted from devilstrand mushrooms. It is very tough, good at insulating, and protects exceptionally well against flame. 50. Gold - The most seductive metal of them all. While it is too soft to be of much practical use, it is strikingly beautiful and never tarnishes. Millions have died in attempting to feed the endless human thirst for gold. 51. Hyperweave - Nano-fibers woven into sheets molecule-by-molecule using specialized production mechanites. While it flexes freely most of the time, it stiffens to absorb blows as they land, and is incredibly difficult to break. The secrets of its production are known only to the most advanced glitterworld cultures. 52. Jade - A hard, green stone. Because of its beauty and rarity, jade is often used for ornaments and decorations. Its hardness and density also makes it a good material for blunt weapons. 53. Plasteel - Advanced spacer tech structural material. Plasteel is extremely strong due to its unique molecular structure. 54. Silver - This metal is mostly used as a commodity currency. It can also be used for making decorations. 55. Steel - An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines. 56. Synthread - Spacer-tech synthetic fabric designed for making ordinary clothes. It is soft, light, strong, and insulates well. 57. Uranium - A dark, heavy metal. While it is best known as a fuel for nuclear devices, its extreme density and hardness also make it good for making certain weapons, armor, and ammunition. 58. Wood - Wood from trees or other fibrous plants. Useful for building structures and weapons. It is a good fuel for campfires and generators, and can be refined into chemfuel. In a pinch, a piece of wood can be used as a weapon or a leg. 59. Alpaca wool - The remarkably soft wool of an alpaca. It is warm, protects well from heat, and fetches a high price. 60. Bison wool - Thick and coarse wool of a bison. Quite warm. 61. Megasloth wool - While somewhat coarse, megasloth wool's long fibers make it very strong. It is exceptionally warm. 62. Muffalo wool - Soft, light and provides very good insulation. Muffalo wool clothes can keep the body warm even in very cold conditions. 63. Sheep wool - Sheep's wool. It provides good insulation. 64. Antigrain warhead - An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged. 65. EMP shell - A shell filled with batteries and antennas, for generating an electromagnetic pulse when detonated. Electromagnetic pulses temporarily disable electrical devices and mechanoids. Can be fired from mortars or installed as a trap. Explodes when damaged. 66. Firefoam shell - A pressurized shell filled with fire-retardant foam. Can be fired from mortars or installed as a trap. Explodes when damaged. 67. High-explosive shell - A shell filled with high explosives. Can be fired from mortars or installed as a trap. Explodes when damaged. 68. Incendiary shell - A shell filled with flammable gel and a small explosive charge. Starts fires when detonated. Can be fired from mortars or installed as a trap. Explodes when damaged. 69. Smoke shell - A shell that generates a cloud of smoke when detonated, obscuring incoming shots and preventing turrets from locking on. Can be fired from mortars or installed as a trap. Explodes when damaged. 70. Hay - Nutrient-rich grasses and shoots, harvested and compacted for storage. Hay is good animal feed, but inedible for humans. 71. Psychoid leaves - Raw cut leaves of a psychoid plant. Can be refined into various form of the stimulant drug psychite. 72. Agave fruit - Raw agave fruit. 73. Berries - Assorted berries. Nice to eat, even when raw. 74. Corn - Raw corn. 75. Raw fungus - Raw fungus. 76. Hops - Raw hops. A flavoring and preserving agent that is necessary for making beer. 77. Potatoes - Raw potatoes. 78. Rice - Raw rice. 79. Smokeleaf leaves - Raw cut leaves of a smokeleaf plant. Can be rolled into smokeable joints at a crafting spot. 80. Cassowary egg (fert.) - A fertilized cassowary egg. If all goes well, it should hatch into a baby cassowary. It can be eaten raw, but it's much better cooked. 81. Chicken egg (fert.) - A fertilized chicken egg. If all goes well, it should hatch into a chick. It can be eaten raw, but it's much better cooked. 82. Chicken egg (unfert.) - An unfertilized chicken egg. It can be eaten raw, but it's much, much better cooked. 83. Cobra egg (fert.) - A fertilized cobra egg. If all goes well, it should hatch into a baby cobra. It can be eaten raw, but it's much better cooked. 84. Duck egg (fert.) - A fertilized duck egg. If all goes well, it should hatch into a duckling. It can be eaten raw, but it's much better cooked. 85. Duck egg (unfert.) - An unfertilized duck egg. It can be eaten raw, but it's much, much better cooked. 86. Emu egg (fert.) - A fertilized emu egg. If all goes well, it should hatch into a baby emu. It can be eaten raw, but it's much better cooked. 87. Goose egg (fert.) - A fertilized goose egg. If all goes well, it should hatch into a baby goose. It can be eaten raw, but it's much better cooked. 88. Goose egg (unfert.) - An unfertilized goose egg. It can be eaten raw, but it's much, much better cooked. 89. Iguana egg (fert.) - A fertilized iguana egg. If all goes well, it should hatch into a baby iguana. It can be eaten raw, but it's much better cooked. 90. Ostrich egg (fert.) - A fertilized ostrich egg. If all goes well, it should hatch into a baby ostrich. It can be eaten raw, but it's much better cooked. 91. Tortoise egg (fert.) - A fertilized tortoise egg. If all goes well, it should hatch into a baby tortoise. It can be eaten raw, but it's much better cooked. 92. Turkey egg (fert.) - A fertilized turkey egg. If all goes well, it should hatch into a baby turkey. It can be eaten raw, but it's much better cooked. 93. Insect jelly - Jelly stored and used as food by oversized insects. It is smooth, rich, and fulfills the recreation need of those who consume it. Because of its unique biological properties, it can nourish almost any creature and never rots. 94. Milk - Milk from an animal. Milk can be fed to human babies. 95. Skull - A human skull. 96. Chemfuel - A volatile liquid chemical. Used to fuel engines and rockets, or to transmute into propellant for projectiles, or as an incendiary weapon. 97. Component - Miscellaneous gears, capacitors, circuit boards, tubes, wheels, sensors, wires, chips, processors, and other electronic and industrial parts. Necessary for assembling complex machines or electronics. 98. Advanced component - Advanced computing and energy-directing machinery, miniaturized and hardened for the most demanding applications. 99. Herbal medicine - A pack of herbal concoctions extracted from the healroot plant. It is less potent than industrial pharmaceuticals, but much better than nothing. 100. Medicine - A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids. 101. Glitterworld medicine - A kit of advanced ultra-tech medical supplies, probably manufactured on a distant glitterworld. It contains advanced polymorphic drugs, nanite diagnostic and healing assisters, a mini-imager, and various multi-use tools. 102. Neutroamine - A synthetic precursor chemical. While it is useless on its own, many drugs require neutroamine as an ingredient. 103. Reinforced barrel - A large barrel for projectile-based weapons like mortars. In order to hold the high launch pressures, it is specially reinforced and cannot be manufactured at a small scale. 104. Chocolate - A delicious preparation of cocoa seeds ground together with sugar and vanilla. It fulfills the need for recreation, but it is not very nutritious. 105. Kibble - Animal feed made from mixed meat and plant sources. Humans can eat it, but they really, really don't like it. 106. Fine meal - A complex dish assembled with care from a variety of ingredients. 107. Carnivore fine meal - A complex dish assembled with care from meat ingredients. 108. Vegetarian fine meal - A complex dish assembled with care from vegetarian ingredients. 109. Lavish meal - A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul. 110. Carnivore lavish meal - A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul. 111. Vegetarian lavish meal - A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul. 112. Nutrient paste meal - A synthetic mixture of protein, carbohydrates, and vitamins, amino acids and minerals. Everything the body needs, and absolutely disgusting. 113. Simple meal - A simple meal quickly cooked from one main ingredient. 114. Packaged survival meal - A high-quality packaged meal, manufactured for use in survival situations. While it never rots, it can still deteriorate if left outside. Great for traveling. 115. Pemmican - A preserved mashed mixture of fat and plant food. Tastes bland, but not offensive. It lasts a very long time without refrigeration. Great for traveling. 116. Persona core - A hyper-advanced computer core that houses a peak-human-equivalent machine persona. In its isolated state, the core is dormant. Installed in a proper support structure, however, it can become a mind of great power. 117. Elephant tusk - An elephant's tusk. It is very durable and valuable. While somewhat unwieldy as a melee weapon, it can still be deadly. 118. Healer mech serum - A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. 119. Resurrector mech serum - A one-use super-dose of mechanites tuned to resurrect the dead. Administered to a corpse, mechanites repair broken-down tissues and kickstart the body back to life. 120. Techprof subpersona core - A small AI core housing a low-grade subpersona specialized in teaching technology. When used, the AI will teach you the technology you're currently researching, instantly and for free. Can only be used once. 121. Thrumbo horn - A thrumbo's horn. It's razor-sharp, rock-hard, and priceless in most markets. This is a true trophy, as well as a deadly melee weapon. 122. Psychic animal pulser - A one-use broad-wave psychic effector. The psychic pulse fills lower minds with terrifying imagery, driving all animals in the region into a manhunting rage. Animals currently under your control will not be affected. 123. Psychic soothe pulser - A one-use broad-wave psychic effector. The psychic pulse induces self-satisfying perceptual distortions, giving a temporary mood boost to everyone in the region. 124. Go-juice - A synthetic performance-enhancing drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain, increases movement speed, and improves the user's melee and shooting abilities. For psycasters, the drug also instantly increases psyfocus without meditation. 125. Novel - A book containing fictional or true stories for the pleasure and edification of the reader. 126. Schematic - A book which describes technology and methods for using it. Reading schematics can help unlock new technologies. 127. Textbook - A book which focuses on teaching skills. 128. Ambrosia - A soft, rare fruit. Ambrosia tastes wonderful and produces a subtle mood-increasing chemical high. However, if eaten too often, it can generate a mild addiction. 129. Beer - The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction. 130. Wort - Un-fermented beer. This substance needs to ferment in a fermenting barrel before it becomes drinkable beer. 131. Tome - A book which explores dark psychic powers, the void hidden under space, and the dreams of evil superintelligences. These volumes can help a reader harness dark entities and powers. 132. Biomutation pulser - A one-use broad-wave psychic effector created from a dark archotech shard. The device creates a pulse that reshapes the musculature of every animal within the region, turning them into terrifying creatures. Animals currently under your control will not be affected. 133. Shard animal pulser - A one-use broad-wave psychic effector created from a dark archotech shard. The psychic pulse fills lower minds with terrifying imagery, driving all animals in the region into a manhunting rage. Animals currently under your control will not be affected. 134. Deadlife capsule - A capsule of thick grey fluid containing a mixture of deadlife dust and advanced biochemicals. Inject it into the corpse of a ghoul to return them to life. The resurrection process takes several hours. 135. Ghoul resurrection serum - A capsule of thick grey fluid containing a mixture of deadlife dust and advanced biochemicals. Inject it into the corpse of a ghoul to return them to life. The resurrection process takes several hours. 136. Juggernaut serum - A syringe of opaque milky-yellow liquid that increases the user's strength and speed, and allows them to recover from injuries faster. The serum is injected into the user's musculature, where it adds energy to various metabolic processes. 137. Metalblood serum - A syringe full of rust-colored liquid that constantly hardens and liquifies. When injected into the bloodstream, the metalblood substance can harden the flesh when it anticipates a blow, making the user more resistant to damage. However, the bioferrite-based chemistry of this serum also makes the user particularly vulnerable to fire. 138. Mind-numb serum - A syringe of clear, viscous fluid. Injected near the brainstem, it deadens the mind, rendering the user unable to feel the highs and lows of human emotion. This temporarily prevents them from having mental breaks and inspirations. 139. Deadlife shell - An artillery shell packed with a dust-like substance that, after exploding into a cloud, will settle on nearby human and animal corpses and raise them as shamblers. The shamblers will only attack your enemies. 140. Deadlife capsule - A capsule of thick grey fluid containing a mixture of deadlife dust and advanced biochemicals. Inject it into the corpse of a ghoul to return them to life. The resurrection process takes several hours. 141. Voidsight serum - A capsule of oily black fluid that squirms endlessly inside the glass. When injected into the eye, it suppresses the inhibitory neurons that keep perception focused on the real world, thus lifting dark psychic phenomena into conscious perception. 142. Bioferrite - An exotic metal-like fibrous substance with both organic and metallic properties. Bioferrite is produced by microscopic mechanites as they process organic material. In cases of disordered mechanite behavior, this happens in a chaotic, cancer-like way. 143. Gray - An unnatural gray material of unknown origin. 144. Dread leather - Thick, tough leather taken from some monstrous creature. The surface is covered in ugly scars and whorls, and smells faintly of rotten meat. Most people will be unhappy if made to wear apparel made of this. 145. Fleshmass neural lump - A clump of fleshmass nervous tissue and fibres. You can analyze it to find a way to kill the fleshmass heart itself. 146. Golden cube - A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention by the delightful way light plays across its welcoming surface. 147. Gray flesh sample - This strip of human flesh is stained with a dark and gritty ferrous material. Tiny threads of metallic filament run throughout, interspersed with tiny silvery beads. Its form suggests that it sloughed off someone's body during some unnatural liquification process. 148. Twisted meat - Pieces of twisted muscle and gristle, bloated with tumorous growths. These bizarre shreds of flesh must have come from a horrific creature. 149. Monolith fragment - A broken-off fragment of the void monolith. It can be studied to learn more about void phenomena. 150. Revenant flesh chunk - A strip of leathery, desiccated flesh that sloughed off a revenant when it was harmed. The tissue oozes a dark, oily liquid. 151. Revenant spine - An articulated spine-like object from a dead revenant. It is a chaotic mesh of sharpened metal spokes, twisted into a warped cage. The material appears to be rough-cast black iron smeared in a dark, slippery fluid. Anyone who peers too closely inside its jagged form is left with a skull-splitting headache. 152. Shard - A scavenged fragment of dark archotechnology. Originally created by a hyperintelligent archotech mind, this shard is packed with technology beyond human comprehension. 153. Baby food - A bland vegetarian mash. Babies love it, but children and adults will be upset if they're forced to eat it. 154. Hemogen pack - A package of refined hemogen in a specialized container that prevents spoilage. Hemogenic humans can consume it to restore their internal hemogen stores. It can be administered via an operation to reverse blood loss. 155. Archite capsule - A small capsule containing archites - microscopic machines produced by a superintelligent archotech. These devices are capable of physical and psychic feats which seem impossible to human scientists. As with all archotechnology, no human can create one. 156. Genepack - A small capsule containing a package of genetic information. To use a genepack, it must be placed in a gene bank near a gene assembler and combined into an implantable xenogerm. 157. Embryo - A human embryo which can be implanted in a mother to create a pregnancy. 158. Ovum - An extracted, unfertilized human ovum cell stored in a protective capsule. Once fertilized by a male, it becomes an embryo which can then be implanted into a human mother or growth vat. 159. Mechanoid transponder - A transponder micro-organ that connects a mechanitor to a mechanoid, even over a great distance. Mechanitors are capable of controlling many mechanoids using a mix of psychic and electromagnetic signals. 160. Xenogerm - A self-contained biological organ containing one or more implantable xenogenes. 161. Tox shell - An artillery shell containing reagents that, when combined, generate deadly tox gas. When fired, it will stick into the ground and release tox gas for some time before expiring. 162. Deathrest capacity serum - A serum that permanently increases the number of deathrest buildings a person can connect to during deathrest. 163. Nano structuring chip - A molecular-restructing mechanoid micro-organ. It is necessary to produce certain advanced mechanoids and equipment. 164. Powerfocus chip - An energy-focusing mechanoid micro-organ. It is necessary to produce certain advanced types of mechanoids and equipment. 165. Tox shell - An artillery shell containing reagents that, when combined, generate deadly tox gas. When fired, it will stick into the ground and release tox gas for some time before expiring. 166. Tox shell - An artillery shell containing reagents that, when combined, generate deadly tox gas. When fired, it will stick into the ground and release tox gas for some time before expiring. 167. Signal chip - A mechanoid-band synchronization micro-organ. It is necessary to produce certain advanced types of mechanoids and equipment. 168. Basic subcore - The simplest possible mechanoid brain, this is a tiny psychodynamic substrate unit housing a dull subpersona. Since this is only a basic-tier subcore, it can only drive the simplest of mechanoids. 169. High subcore - A high-tier mechanoid brain, this is a psychodynamic substrate unit which supports a sophisticated subpersona. This particular subcore is of the strongest tier, and can power complex ultra-heavy mechanoids. 170. Standard subcore - A standard-tier mechanoid brain, this is a psychodynamic substrate unit supporting a thinking subpersona. This particular subcore is strong enough to drive standard-tier mechanoids. 171. Toxic wastepack - A compacted package of toxic waste that will slowly dissolve if not frozen. The surface is heat-sealed for safe transport. Wastepacks will pollute the surrounding terrain if they dissolve, deteriorate, or are otherwise destroyed. 172. Toxipotatoes - Raw toxipotatoes. Once harvested, toxipotatoes are very dietarily similar to potatoes. However, when eaten raw, they have a higher chance of causing food poisoning. 173. Psylink neuroformer -A consumable archotech-created device that forms or upgrades a psylink in the user's mind. The user presses the device over the eyes, where it links to the brain directly and restructures part of it. Afterwards, the device disintegrates into worthless ash.

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