Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Purpose: | To facilitate teleportation. |
Key items: | The teleporter, a Hand Teleporter, Shield Generators |
Workers: | None |
Access: | Captain, Research Director |
Exits: | Captain's Quarters north, Central Primary Hallway east, the teleporter |
Command |
Located in the Bridge, south of the Captains Quarters, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into the Captains Quarters and any location with a Tracking Beacon. The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.
This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, whether by traitors looking to steal the Hand Teleporter or chucklefucks trying to backdoor into the Captain's Quarters.
In case of emergencies, there are shutters leading directly to the teleporter hub.
Tracking Beacons
To set up the teleporter, you will require a beacon in the desired location. These beacons are automatically detected by the teleporter.
At the start of the shift, the following Tracking Beacons are available:
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Purpose: | To facilitate teleportation. |
Key items: | The teleporter, a Hand Teleporter, Shield Generators |
Workers: | None |
Access: | Captain, Research Director |
Exits: | North to Captain's Quarters, Central Primary Hallway east, the teleporter |
Command |
Located in the Bridge, south of the Captains Quarters, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into the Captains Quarters and any location with a Tracking Beacon. The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.
This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, whether by traitors looking to steal the Hand Teleporter or chucklefucks trying to backdoor into the Captain's Quarters. The teleporter room contains shutters behind the teleporter hub for public access.
Tracking Beacons
To set up the teleporter, you will require a beacon in the desired location. These beacons are automatically detected by the teleporter.
At the start of the shift, the following Tracking Beacons are available:
- AI Satellite
- Arrivals
- Bridge
- Command hallway
- Courtroom
- Engineering entrance
- Escape
- E.V.A.
- Medbay
- Research Division
- Starboard Primary hallway (outside Brig)
- Testing Lab
- Toxins Test Chamber
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Purpose: | To facilitate teleportation. |
Key items: | The teleporter, a Hand Teleporter, Shield Generators |
Workers: | None |
Access: | Captain, Research Director |
Exits: | East to Bridge Maintenance, west to Command Hallway |
Command |
Located in the Bridge, west of the Captains Quarters, the teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into any location with a Tracking Beacon. The teleporter room stores some Shield Generators (ID-locked to teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.
This is a secure area, is bolted by default, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, usually by traitors looking to steal the Hand Teleporter.
Tracking Beacons
To set up the teleporter, you will require a beacon in the desired location. These beacons are automatically detected by the teleporter.
At the start of the shift, the following Tracking Beacons are available:
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Purpose: | To facilitate teleportation. |
Key items: | The teleporter, a Hand Teleporter, Shield Generators |
Workers: | None |
Access: | Captain, Research Director |
Exits: | East to Central Maintenance, south to Central Primary Hallway, west to the Bridge |
Command |
Located in the Bridge, south of the Captains Quarters, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into the Captains Quarters and any location with a Tracking Beacon. The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.
This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, whether by traitors looking to steal the Hand Teleporter or chucklefucks trying to backdoor into the Captain's Quarters.
In case of emergencies, there are shutters leading directly to the teleporter hub.
Tracking Beacons
To set up the teleporter, you will require a beacon in the desired location. These beacons are automatically detected by the teleporter.
At the start of the shift, the following Tracking Beacons are available:
- Aft Primary Hallway
- Atmospherics
- AI Satellite
- Bridge
- Courtroom
- Escape
- Experimental Lab
- Teleporter
- Toxins Test Chamber
- Outside the Vault
- Xenobiology secure containment
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Purpose: | To facilitate teleportation. |
Key items: | The teleporter, a Hand Teleporter, Shield Generators |
Workers: | None |
Access: | Captain, Research Director |
Exits: | Command Hallway north, Central Primary Hallway south, the teleporter |
Command |
Located in the Bridge, south of the Head of Personnel's Office, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into any location with a Tracking Beacon. The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.
This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, whether by traitors looking to steal the Hand Teleporter or chucklefucks trying to backdoor into the Captain's Quarters. The teleporter room contains shutters on the south for public access.
Tracking Beacons
To set up the teleporter, you will require a beacon in the desired location. These beacons are automatically detected by the teleporter.
At the start of the shift, the following Tracking Beacons are available:
- AI Satellite
- Arrivals
- Atmospherics
- Bridge
- Command Hallway
- Courtroom
- Escape
- Experimental Lab
- Fore Primary Hallway
- Starboard Primary Hallway
- Teleporter
- Toxins Test Chamber
- Xenobiology secure containment
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Purpose: | To facilitate teleportation. |
Key items: | The teleporter, a Hand Teleporter, Shield Generators |
Workers: | None |
Access: | Captain, Research Director |
Exits: | North to Captain's Quarters, west to Starboard Primary Hallway, anywhere through the teleporter |
Command |
Located in the Bridge, west of the Captains Quarters, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into the Captains Quarters and any location with a Tracking Beacon. The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.
This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, whether by traitors looking to steal the Hand Teleporter or chucklefucks trying to backdoor into the Captain's Quarters.
In case of emergencies, there are shutters leading directly to the teleporter hub.
Tracking Beacons
To set up the teleporter, you will require a beacon in the desired location. These beacons are automatically detected by the teleporter.
At the start of the shift, the following Tracking Beacons are available:
- Arrivals
- Atmospherics
- Bridge
- Fore Primary Hallway
- Teleporter
- Toxins Test Chamber
Teleporter Room | |
The teleporter sounds cooler than it really is. | |
Purpose: | To facilitate teleportation. |
Key items: | The teleporter, a Hand Teleporter, Shield Generators |
Workers: | None |
Access: | Captain, Research Director |
Exits: | Fore Primary Hallway north, the teleporter |
Command |
Located in the Bridge, south of the Head of Personnel's Office, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into any location with a Tracking Beacon. The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start. There is a tank dispenser in the center of the room, which contains ten oxygen tanks and ten plasma tanks.
This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, whether by traitors looking to steal the Hand Teleporter or chucklefucks trying to backdoor into the Captain's Quarters. The teleporter room contains shutters on the south for public access.
Tracking Beacons
To set up the teleporter, you will require a beacon in the desired location. These beacons are automatically detected by the teleporter.
At the start of the shift, the following Tracking Beacons are available:
- Aft Primary Hallway
- AI Satellite
- Arrivals
- Bridge
- Escape
- E.V.A.
- Teleporter
Using the Teleporter
The teleporter can be confusing at first, but is actually very simple to use.
The teleporter comes in three parts: The control console, the teleporter station, and the teleporter hub.
Understanding the Teleporter interface
Begin by using the control console. It will bring up the same window as the one shown above (if no-one has used it yet).
At the top you will see three pieces of status information:
- Current regime
- Current target
- Calibration
Underneath that you will see three buttons:
- Change regime
- Set target
- Calibrate Hub
Regime is the current location of the teleporter that you are using.
Target is the beacon that the teleporter will send you to when you step into the teleporter hub.
Calibration is whether the teleporter is calibrated correctly. There will be further information below on this.
To choose a target destination, select Set target and choose a tracking beacon from the list that will appear. You will notice the Current target has changed on the status screen.
Calibration
Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning. A malfunctioning teleporter will turn you into a fly person during the teleport. Gross!
To calibrate the teleporter, press Calibrate Hub. You will see the status screen say it is calibrating (shown by yellow text). After a while the status screen will say it is calibrated (shown by green text). Calibrated teleporters will never turn you into a fly person.
Time to Teleport
Once you have set a target and calibrated the teleporter, it is time to do the teleporting. Double check before you proceed that the Current target is set correctly and the Calibration is done. Once you have checked and it is all fine, press the teleporter station to activate the hub. Then walk into the hub and you will find yourself magically at the new destination.
Locations on Yogstation | |||||||||
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