Станционный инженер: различия между версиями
(Перевод необходимых навыков и советов) |
(Перевод инженерного инвентаря) |
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! style="background-color: {{ColorPalette|Supply|Secondary}}" |Contents | ! style="background-color: {{ColorPalette|Supply|Secondary}}" |Contents | ||
|- align="center" | |- align="center" | ||
|[[File:Utilitybelt.png|62px]] <br>'''[[Utility Belts| | |[[File:Utilitybelt.png|62px]] <br>'''[[Utility Belts|Пояс для инструментов]]''' | ||
|[[File:engineer_toolbelt_contents.png|448px]] <br> | |[[File:engineer_toolbelt_contents.png|448px]] <br>Отвертка, ключ, кусачки, мультитул, моток кабеля, лом, сварка. | ||
|- align="center" | |- align="center" | ||
|[[File:Eng backpack.png]] <br>'''[[Backpack]]''' | |[[File:Eng backpack.png]] <br>'''[[Backpack]]''' | ||
|[[File:Engineer_backpack_contents.png|448px]] <br>Internals box, | |[[File:Engineer_backpack_contents.png|448px]] <br>Internals box, сварочный шлем, металл, стекло, энергоёмкая батарейка. | ||
|- align="center" | |- align="center" | ||
|[[File:Box.png|62px]] <br>'''[[Box]]''' | |[[File:Box.png|62px]] <br>'''[[Box]]''' | ||
|[[File:Engineer_box_contents.png|448px]] <br> | |[[File:Engineer_box_contents.png|448px]] <br>Дыхательная маска, эпинефрин, T-ray сканнер, плата шлюза, плата ЛКП, моток кабеля, фонарик. | ||
|} | |} | ||
С чем-то вы начнёте, что-то нужно найти самостоятельно. Вещи, рекомендованные инженеру: | |||
*[[File:IGloves.png]] '''Insulated Gloves:''' Your most prized possession, especially if all modsuits are snatched up already. These puppies protect you from shock. Engineers work with insane amounts of electricity, and it's easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There's a few pairs laying around engineering, and more in the electrical closet. Lock the closet when you're done unless you want the clown and mime to steal all the remaining pairs. | *[[File:IGloves.png]] '''Insulated Gloves:''' Your most prized possession, especially if all modsuits are snatched up already. These puppies protect you from shock. Engineers work with insane amounts of electricity, and it's easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There's a few pairs laying around engineering, and more in the electrical closet. Lock the closet when you're done unless you want the clown and mime to steal all the remaining pairs. | ||
* [[File:Welder.png]] '''Industrial Welding Tool:''' Grab this from the welding locker next to the electronics locker; it has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE). | *[[File:Welder.png]] '''Industrial Welding Tool:''' Grab this from the welding locker next to the electronics locker; it has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE). | ||
*[[File:WeldingHelmet.png]] '''Welding Mask:''' You need this to avoid going blind while welding. Note if you have the MODsuit activated, it works as a welding mask you don't have to flip up/flip down. | *[[File:WeldingHelmet.png]] '''Welding Mask:''' You need this to avoid going blind while welding. Note if you have the MODsuit activated, it works as a welding mask you don't have to flip up/flip down. | ||
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*[[File:EngiScanners.png]] '''Engineering Scanner Goggles''' These have two modes: Meson mode allows vision of structures and terrain through walls; and T-ray mode allows vision of objects beneath flooring such as cables and pipes. | *[[File:EngiScanners.png]] '''Engineering Scanner Goggles''' These have two modes: Meson mode allows vision of structures and terrain through walls; and T-ray mode allows vision of objects beneath flooring such as cables and pipes. | ||
*[[File:Gas_mask.png]] '''Gas mask:''' Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the [[Virologist|virologist]] inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. Note, syndicate voice changer looks exactly like it, so don't be surprised if Security asks you to take off your mask to verify you are who you say you are. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels. | *[[File:Gas_mask.png]] '''Gas mask:''' Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the [[Virologist|virologist]] inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. Note, syndicate voice changer looks exactly like it, so don't be surprised if Security asks you to take off your mask to verify you are who you say you are. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels. | ||
*[[File:Extended_Emergency_Oxygen_Tank.png]] '''Extended-capacity emergency oxygen tank:''' These canisters hold a LOT of air. The MODsuits when deployed can hold full-sized canisters which hold more, but two of these filled up in your bag and there's very little chance of you ever running out of air. '''To fill up:''' place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you're sure it's closed, remove the tank. | *[[File:Extended_Emergency_Oxygen_Tank.png]] '''Extended-capacity emergency oxygen tank:''' These canisters hold a LOT of air. The MODsuits when deployed can hold full-sized canisters which hold more, but two of these filled up in your bag and there's very little chance of you ever running out of air. '''To fill up:''' place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you're sure it's closed, remove the tank. | ||
* [[File:Power_cell.png]] '''Power Cell:''' Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand. | *[[File:Power_cell.png]] '''Power Cell:''' Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand. | ||
*'''Inducer:''' The Electromagnetic Power Inducer can be used to charge objects like APCs, cyborgs, and [[Weapons#Longarm (Energy)|energy-based weapons]] without replacing their power cells. | *'''Inducer:''' The Electromagnetic Power Inducer can be used to charge objects like APCs, cyborgs, and [[Weapons#Longarm (Energy)|energy-based weapons]] without replacing their power cells. | ||
*'''Rapid Construction Device:''' RCDs can be used to create or destroy simple objects such as walls, doors and windows without using tools on them. Cannot construct/deconstruct reinforced walls. | *'''Rapid Construction Device:''' RCDs can be used to create or destroy simple objects such as walls, doors and windows without using tools on them. Cannot construct/deconstruct reinforced walls. | ||
*[[File:Flashlight.png]] '''Flashlights:''' These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze. | *[[File:Flashlight.png]] '''Flashlights:''' These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze. | ||
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*[[File:Hazard.png]] '''Hazard Vest:''' An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren't in a MODsuit or firesuit. | *[[File:Hazard.png]] '''Hazard Vest:''' An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren't in a MODsuit or firesuit. | ||
* [[File:Circuitboard.png]] '''Power control module:''' You need this to repair a fully broken APC. Some sit by the SMES modules. | *[[File:Circuitboard.png]] '''Power control module:''' You need this to repair a fully broken APC. Some sit by the SMES modules. | ||
* [[File:Circuitboard.png]] '''Airlock electronics:''' You need this to construct an airlock. Having one on hand can save you a long trip back if you run across a broken door. Some by the metal and supplies, and one by the SMES modules. | *[[File:Circuitboard.png]] '''Airlock electronics:''' You need this to construct an airlock. Having one on hand can save you a long trip back if you run across a broken door. Some by the metal and supplies, and one by the SMES modules. | ||
*[[File:T-ray.gif]] '''T-ray Scanner:''' Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes. Works in pockets and on your belt. | *[[File:T-ray.gif]] '''T-ray Scanner:''' Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes. Works in pockets and on your belt. | ||
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Note that some of these are for roleplay reasons only. Roleplay too determines if you're a good engineer or not -- When talking with people face to face, pop the helmet off -- MODsuits look pretty cool without the helmet on. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn't nearly as fun for everyone. | Note that some of these are for roleplay reasons only. Roleplay too determines if you're a good engineer or not -- When talking with people face to face, pop the helmet off -- MODsuits look pretty cool without the helmet on. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn't nearly as fun for everyone. | ||
==[[File:Wrench.png]] Doing Your Duty== | ==[[File:Wrench.png]] Doing Your Duty== | ||
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There are a few ways you can do this: | There are a few ways you can do this: | ||
===Ghetto space suit=== | === Ghetto space suit=== | ||
Put on a Firesuit plus either a hardhat, firefighting hat or EVA helmet. Now you just need to keep warm.<br> | Put on a Firesuit plus either a hardhat, firefighting hat or EVA helmet. Now you just need to keep warm.<br> | ||
Grab some coffee, tea or hot chocolate from a vending machine.<br> | Grab some coffee, tea or hot chocolate from a vending machine.<br> | ||
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Grab a bunch of [[Guide_to_chemistry#Salicyclic Acid|Salicyclic Acid]], [[Guide_to_chemistry#Omnizine|Omnizine]], or [[Guide_to_chemistry#Earthsblood|Earthsblood]] - anything that heals brute damage. | Grab a bunch of [[Guide_to_chemistry#Salicyclic Acid|Salicyclic Acid]], [[Guide_to_chemistry#Omnizine|Omnizine]], or [[Guide_to_chemistry#Earthsblood|Earthsblood]] - anything that heals brute damage. | ||
===O² is for nerds=== | === O² is for nerds=== | ||
Lost your internals or oxygen tank? [[Guide_to_chemistry#Salbutamol|Salbutamol]] heals suffocation damage quickly enough for you to spacewalk comfortably.<br> | Lost your internals or oxygen tank? [[Guide_to_chemistry#Salbutamol|Salbutamol]] heals suffocation damage quickly enough for you to spacewalk comfortably.<br> | ||
[[Epinephrine]] from your epipen works in a pinch too. | [[Epinephrine]] from your epipen works in a pinch too. | ||
===The Übermensch === | ===The Übermensch=== | ||
The space adaptation mutation is no more! Though, the Temperature Adaptation from [[Guide_to_genetics#List_of_Mutations|Genetics]] protects against the cold of space and high heat. That's half of the dangers of space, all you would need next is some pressure protection from a firesuit + fire helmet and you'd be all set. No need to keep drinking coffee over and over! | The space adaptation mutation is no more! Though, the Temperature Adaptation from [[Guide_to_genetics#List_of_Mutations|Genetics]] protects against the cold of space and high heat. That's half of the dangers of space, all you would need next is some pressure protection from a firesuit + fire helmet and you'd be all set. No need to keep drinking coffee over and over! | ||
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==[[File:Light_Bulb.png]] Tips== | ==[[File:Light_Bulb.png]] Tips== | ||
=== The Engine/Power=== | ===The Engine/Power=== | ||
* The engineering and atmos MODsuits have radiation protection modules. Make sure to wear one or a radiatuion suit if working near an active [[Guide_to_the_Supermatter|Supermatter Engine]]. | * The engineering and atmos MODsuits have radiation protection modules. Make sure to wear one or a radiatuion suit if working near an active [[Guide_to_the_Supermatter|Supermatter Engine]]. | ||
*Engines can be wired directly into the power grid; in the SMES rooms, each one has an input and an output. Connecting the two will cause the power to bypass the SMES cells. This is [[Traitor|extremely dangerous]], and can caused shocked doors to instantly put people into critical condition. | * Engines can be wired directly into the power grid; in the SMES rooms, each one has an input and an output. Connecting the two will cause the power to bypass the SMES cells. This is [[Traitor|extremely dangerous]], and can caused shocked doors to instantly put people into critical condition. | ||
*Arriving half an hour into the round and nobody's set up power? Chances are all the SMES cells can be drained. However, you can still power Emitters and other equipment by loading the P.A.C.M.A.N generator with plasma, wiring it up and setting its output to full power. | * Arriving half an hour into the round and nobody's set up power? Chances are all the SMES cells can be drained. However, you can still power Emitters and other equipment by loading the P.A.C.M.A.N generator with plasma, wiring it up and setting its output to full power. | ||
*The P.A.C.M.A.N-type generators can each hold 450 sheets of their respective fuels once fully upgraded. Their fuel types and maximum upgraded outputs are as follows: | *The P.A.C.M.A.N-type generators can each hold 450 sheets of their respective fuels once fully upgraded. Their fuel types and maximum upgraded outputs are as follows: | ||
**P.A.C.M.A.N generator (Plasma) = 60000 W | **P.A.C.M.A.N generator (Plasma) = 60000 W | ||
** S.U.P.E.R.P.A.C.M.A.N generator (Uranium) = 180000 W | **S.U.P.E.R.P.A.C.M.A.N generator (Uranium) = 180000 W | ||
===Construction=== | ===Construction=== | ||
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And finally, if you truly hate the station, it is within your grasp to release the <strike>kraken</strike> fury of the supermatter, and generally sabotage the power supply of the station. | And finally, if you truly hate the station, it is within your grasp to release the <strike>kraken</strike> fury of the supermatter, and generally sabotage the power supply of the station. | ||
==Traitor Tips== | ==Traitor Tips == | ||
*You can attach a remote signaler to the Telecomms APC to have a a station wide radio jammer in your backpack (just watch out for that pesky [[AI]]). | *You can attach a remote signaler to the Telecomms APC to have a a station wide radio jammer in your backpack (just watch out for that pesky [[AI]]). | ||
*You have access to some of the most robust tools for breaking into secure areas (hacking tools shiftstart, jaws of life, and insulated gloves). | * You have access to some of the most robust tools for breaking into secure areas (hacking tools shiftstart, jaws of life, and insulated gloves). | ||
*You can print AI upload boards at your lathe once they are researched, or steal the one in secure tech storage. | *You can print AI upload boards at your lathe once they are researched, or steal the one in secure tech storage. | ||
*You can delam the SM into a singularity or tesla for a reason to call the shuttle or a last ditch effort to kill your target. | *You can delam the SM into a singularity or tesla for a reason to call the shuttle or a last ditch effort to kill your target. |
Версия от 23:02, 22 июля 2024
Инженерный департамент | |
Станционный инженер |
Доступ: Инженерия, силовое оборудование, техническое хранилище, внешние шлюзы, строительная площадка, свободный офис, технические туннели, телекоммуникации Дополнительный доступ: Атмосферика Сложность: Средняя Глава: Старший инженер Обязанности: Запускать двигатель кристалла суперматерии, подключать солнечные панели, чинить обшивку станции и проводить кабели. Если нет атмосферных техников, чинить повреждённые трубы. В общем-то, делать всё, что связано с энергоснабжением и починкой. Также, быть готовым стать героем, которого заслуживает станция, потому что охрана слишком ленива. Руководства: Инженерный инвентарь, руководство по строительству, руководство по продвинутому строительству, руководство по энергоснабжению, двигатель суперматерии, солнечные панели, руководство по взлому, руководство по телекоммуникациям Цитата: Починю свет. После обеда. |
Внимание!
Руководство по запуску кристалла суперматерии
По-сути, вы высшая форма ассистента, которая не боится электричества благодаря своим изоляционным перчаткам. Тем не менее, вы можете оказать существенное влияние на работу станции, губительное или благое, весомей любого ассистента. От остального экипажа вас отделяет хорошее оснащение для сборки объектов, аппаратуры, починки структурных повреждений и наиболее подходящие скафандры для осуществления внекорабельной деятельности на просторах космоса.
Минимальные навыки: Латать пробоины в корпусе, чинить кабеля/ЛКП если отсек обесточен. Знать как работают солнечные панели и СМЕСы. Сопротивляться искушению смыться со скафандром в начале смены
Основные навыки: Запуск двигателя без жертв. Чинить взломанные шлюзы и пересобирать аппаратуру. Ознакомиться со взломом.
Продвинутые навыки: Обнаруживать и устранять последствия саботажа - телекоммуникаций, двигателя, утечки энергии. Знать достаточно об атмосферике, чтобы остановить утечку плазмы.
The Engineer
Инженерный этикет
Первым делом, сосчитайте своих инженерных техно-товарищей. Если вас много, вероятно, не стоит тащить всё, что не прибито гвоздями. Не деритесь за скафандры. Не вмешивайтесь посреди процесса в настройку важной инфраструктуры: два человека, вразнобой переставляющие трубы для суперматерии могут спровоцировать его расслоение.
Будьте вежливы и чаще всего к вам отнесутся так же. Обруганные за медлительность или некомпетентность коллеги, вероятно, не станут торопиться вытаскивать ваше тело с солнечных панелей, когда его настигнет пуля синдиката.
Инженерный инвентарь
Инженеры носят много снаряжения для исполнения своих разнообразных задач. Работа станет намного проще, если вы носите с собой то, что вам нужно, и вам не придется постоянно возвращаться в инженерный отдел на каждом этапе ремонтного процесса.
Вот совет, как приготовиться к заварушке на космической станции:
Container | Contents |
---|---|
Пояс для инструментов |
Отвертка, ключ, кусачки, мультитул, моток кабеля, лом, сварка. |
Backpack |
Internals box, сварочный шлем, металл, стекло, энергоёмкая батарейка. |
Box |
Дыхательная маска, эпинефрин, T-ray сканнер, плата шлюза, плата ЛКП, моток кабеля, фонарик. |
С чем-то вы начнёте, что-то нужно найти самостоятельно. Вещи, рекомендованные инженеру:
- Insulated Gloves: Your most prized possession, especially if all modsuits are snatched up already. These puppies protect you from shock. Engineers work with insane amounts of electricity, and it's easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There's a few pairs laying around engineering, and more in the electrical closet. Lock the closet when you're done unless you want the clown and mime to steal all the remaining pairs.
- Industrial Welding Tool: Grab this from the welding locker next to the electronics locker; it has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE).
- Welding Mask: You need this to avoid going blind while welding. Note if you have the MODsuit activated, it works as a welding mask you don't have to flip up/flip down.
- Metal & Glass: Basic building blocks. Carrying just one stack each is generally fine; convert it into floor tiles, bars, or reinforced glass as necessary. If you take one stack to yourself, pay close attention to the radio so you know where they are needed.
- Engineering Scanner Goggles These have two modes: Meson mode allows vision of structures and terrain through walls; and T-ray mode allows vision of objects beneath flooring such as cables and pipes.
- Gas mask: Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the virologist inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. Note, syndicate voice changer looks exactly like it, so don't be surprised if Security asks you to take off your mask to verify you are who you say you are. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels.
- Extended-capacity emergency oxygen tank: These canisters hold a LOT of air. The MODsuits when deployed can hold full-sized canisters which hold more, but two of these filled up in your bag and there's very little chance of you ever running out of air. To fill up: place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you're sure it's closed, remove the tank.
- Power Cell: Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand.
- Inducer: The Electromagnetic Power Inducer can be used to charge objects like APCs, cyborgs, and energy-based weapons without replacing their power cells.
- Rapid Construction Device: RCDs can be used to create or destroy simple objects such as walls, doors and windows without using tools on them. Cannot construct/deconstruct reinforced walls.
- Flashlights: These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze.
- Hazard Vest: An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren't in a MODsuit or firesuit.
- Airlock electronics: You need this to construct an airlock. Having one on hand can save you a long trip back if you run across a broken door. Some by the metal and supplies, and one by the SMES modules.
- T-ray Scanner: Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes. Works in pockets and on your belt.
Firesuits can no longer be carried in bags, and it's unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere in the station, learn their locations.
Note that some of these are for roleplay reasons only. Roleplay too determines if you're a good engineer or not -- When talking with people face to face, pop the helmet off -- MODsuits look pretty cool without the helmet on. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn't nearly as fun for everyone.
Doing Your Duty
You have a few things you should do, if you don't want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble.
Starting the Engine
This is an extremely important task. Luckily, it is laughably simple. Make certain you follow the instructions precisely; an engineer who accidentally unleashes the fury of a supermatter engine is not a popular person.
Working on the Solars
Read the guide, make sure you have wire, internals and a space suit. Best of luck.
Fixing the Station
Is there a hole in the wall? Are floor tiles broken? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Are cables torn up leading to an APC? Are the APC's themselves fried? Is it more than thirty seconds into the round? The answer to two or more of these is always yes.
Quit reading "The Lusty Xenomorph Maid" and get to work!
Fixing the Power
The main engine and/or the solars provide more than enough energy to fully power a state-of-the-art space station -- unless something goes wrong, which it almost always will. Whether it's due to shoddy wiring, a powersink, a bomb, an assistant cutting cables, a delaminated supermatter or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call -- assuming the supermatter isn't shouting on the radio about imminent causality stabilization.
See the guide to power to learn how to into power and, more importantly, how to fix everything.
Getting the Man Out of Danger... Alive!
It's your job to save lives when they cry out for help.
Firefighting
Engineers get access to maintenance hallways, which contain several firesuits and extinguishers. If a fire breaks out somewhere, put it out. Firesuits allow you to walk in almost any fire. Extinguishers have a limited capacity. Refill them with water tanks, which can be found all around the station.
Physical Rescue
If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. Hacking airlocks, deconstructing walls, basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so!
Space Recovery
A body's been spaced? Now it's your job to recover it. Ask the AI or captain to get a jetpack and space suit from EVA and go after the body. You'll most frequently find bodies either somewhere near the derelict or the AI satellite. Drag them to a teleporter and get them back to the station. The use of lockers will help greatly, as lockers do not drift like bodies do, but cannot travel across Z-levels. ALWAYS have tools, glass and metal with you when doing this! Some teleporters need to be rebuilt and some bodies float around randomly and need floor tiles to be build in their path to actually stop
I have no suit and I must EVA
Eventually, you'll be in the uncomforable situation where all MODsuits are gone, yet you have to fix the Supermatter cooling pipes or retrieve the Captain's frozen corpse from space.
You'll need to protect against three things: The cold (burn damage), the lack of pressure (brute) and lack of oxygen (suffocation).
There are a few ways you can do this:
Ghetto space suit
Put on a Firesuit plus either a hardhat, firefighting hat or EVA helmet. Now you just need to keep warm.
Grab some coffee, tea or hot chocolate from a vending machine.
Even better - ask a Chemist for Leporazine (stabilizes body temperature), the Bartender for Cafe Latte (better than regular coffee) or Botany for Capsaicin (heats your body).
Ghetto space suit part two
Can't find a Firesuit? Wear an explorer's suit or winter coat plus boots. This is much harder to pull off, since the lack of pressure hits you with a lot of brute damage.
Grab a bunch of Salicyclic Acid, Omnizine, or Earthsblood - anything that heals brute damage.
O² is for nerds
Lost your internals or oxygen tank? Salbutamol heals suffocation damage quickly enough for you to spacewalk comfortably.
Epinephrine from your epipen works in a pinch too.
The Übermensch
The space adaptation mutation is no more! Though, the Temperature Adaptation from Genetics protects against the cold of space and high heat. That's half of the dangers of space, all you would need next is some pressure protection from a firesuit + fire helmet and you'd be all set. No need to keep drinking coffee over and over!
Why not use Pressure Adaptation, you might ask? Well, while Pressure Adaptation is certainly not a bad choice, you'd still need to protect yourself from the cold somehow since the two mutations can't be combined. That means you'd have to constantly consume drinks or chemicals that keep your body heat in check. With Temperature Adaptation all you need is a full firesuit setup, no extra chemicals needed.
Moving around in space
Don't have a jetpack? Grab a fire extinguisher, a water tank and buckle yourself to a rolling chair.
Or, grab a stack of many small items (metal rods, cable coil) that you can throw to propel yourself.
You can build lattices in open space to instantly stop movement too.
Tips
The Engine/Power
- The engineering and atmos MODsuits have radiation protection modules. Make sure to wear one or a radiatuion suit if working near an active Supermatter Engine.
- Engines can be wired directly into the power grid; in the SMES rooms, each one has an input and an output. Connecting the two will cause the power to bypass the SMES cells. This is extremely dangerous, and can caused shocked doors to instantly put people into critical condition.
- Arriving half an hour into the round and nobody's set up power? Chances are all the SMES cells can be drained. However, you can still power Emitters and other equipment by loading the P.A.C.M.A.N generator with plasma, wiring it up and setting its output to full power.
- The P.A.C.M.A.N-type generators can each hold 450 sheets of their respective fuels once fully upgraded. Their fuel types and maximum upgraded outputs are as follows:
- P.A.C.M.A.N generator (Plasma) = 60000 W
- S.U.P.E.R.P.A.C.M.A.N generator (Uranium) = 180000 W
Construction
- To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there's a wall between them, use an analyzer on the assembly after you weld it to the wall to create an xray camera. Otherwise, count seven tiles from where the previous camera disappears from view and build a camera there.
- It is possible to upgrade the AI's cameras by using certain items: analysers confer X-ray vision, potentially allowing the AI to observe Maintenance areas; proximity sensors give their effect to the camera, alerting the AI when someone walks by. Plasma sheets will cause the camera to become EMP-proof.
- You can use an airlock circuit in your hand to modify its access requirements. Necessary if you're rebuilding doors to restricted areas such as the armory or bridge.
- For most construction/deconstruction operations (Mining, wrenching chairs/tables, deconstructing walls) you can click on multiple spaces to take things apart or build multiple things at a time.
- You can put windows directly on grilles by using a glass/reinforced glass sheet on them. Make sure to screw them on afterwards!
- You can also pry up 4 floor tiles and weld them together to get a metal sheet, which you can grind down for iron. Glass for silicon. Reinforced glass for metal and silicon. Wood for carbon.
- You can screwdriver wooden flooring to remove it without breaking it.
- You can turn one color of wire into another color easily, so long as you have at least one piece of the color you want: You can transfer wires from a stack of another color you have to change their color.
- You can hack the YouTool to get upgraded industrial welding tools, which hold 80 units of fuel as opposed to normal tools' 20 and industrial's 40.
Traitorneering
"Lets do this Texas style!"
Being a traitor engineer can be both the easiest and hardest task on the station. On the one hand, you can go almost everywhere on the station, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work ("I need this to repair hull damage, Captain!")
On the other hand, Engineers lack weapons. Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight. Stungloves are gone 5ever, but stun prods can be made from basic tools! In addition, cable restraints may be constructed from cable coils. In a pinch, the welding tool is a fairly powerful weapon which causes burn damage when turned on. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel. Engineers are also one of the few jobs which retain their maintenance access, making travel around the station significantly safer, faster and easier.
And finally, if you truly hate the station, it is within your grasp to release the kraken fury of the supermatter, and generally sabotage the power supply of the station.
Traitor Tips
- You can attach a remote signaler to the Telecomms APC to have a a station wide radio jammer in your backpack (just watch out for that pesky AI).
- You have access to some of the most robust tools for breaking into secure areas (hacking tools shiftstart, jaws of life, and insulated gloves).
- You can print AI upload boards at your lathe once they are researched, or steal the one in secure tech storage.
- You can delam the SM into a singularity or tesla for a reason to call the shuttle or a last ditch effort to kill your target.
- You have easy access to space via your engineering MODsuit. Solars are a great hiding place for bodies or illegal items later in the shift.
- The RCD can be a very valuable asset. You can use it to construct doors, walls, and floors very quickly. And vice versa!