Found in: Nearly everywhere Used for: Laying electrical wires, building things that use electricity Strategy: Wire is a resource, and can be used in many constructions and to lay down power lines. Make sure all APCs are connected to the main lines with wires, or you'll have black outs.
Description
Almost all machines require wires, including the singularity engine. Make sure you don't touch wires on the ground without insulated gloves.
By right clicking, you can turn the wires into ghetto restraints to tie someone down, but only takes 30 seconds to get out of. Comes in many fun colors.
Can be recharged in a Cell Charger. Comes in four varieties:
Standard (1 kW)
High-Capacity (10 kW)
Super-Capacity (20 kW)
Hyper-Capacity (30 kW)
Tools
Crowbar
Found in: Nearly everywhere Used for: Opening airlocks, breaking things. Strategy: If the power goes out on the station, you will need a crowbar to open doors. Otherwise its just for breaking things.
Description
The crowbar can pry open things or pry closed things and is used in deconstructing objects like computers and airlocks. It will open powered down doors and fire doors. You can use it to remove floor tiles, especially useful when they are damaged or you believe wires have been cut. Comes in two flavors, gunmetal grey and robust red.
A simple, but often needed tool. Everything from APCs to windows to computers can be unscrewed. Grilles can be unscrewed and pulled away instead of broken. A screwdriver to the eyes is a dangerous weapon.
More or less an undo tool with wires. Can be used to disable cameras, and needed to take apart most machines. Can also be used to destroy grille in two hits.
Wrench
Found in: Nearly everywhere Used for: Deconstruction, attaching bolts Strategy: Wrenches are usually used to take things apart, like wall girders, or tables. Only the emitters and computers use them in construction stages. They either fasten bolts, or take apart bolts.
Description
This tool is used more to take the station apart than to put it together. Most departments need one to secure some machine or another.
Welding Tool
Found in: Auxiliary Tool Storage, Engineering, EVA, Primary Tool Storage, R&D, Robotics Used for: Sealing airlocks, construction and deconstruction. Fighting aliens. Strategy: You can cut all manner of things apart, from lockers (open locker, click while lit) to walls. OR, You can weld shut doors and lockers. It is useless when out of fuel.
Description
A must have for engineers. Most modifications you make to the station will require this tool. It does have an open flame, so it will light everything from cigarettes to plasma. Use it as a weapon against weeds and vines. Don't refuel it when lit unless you want an explosion.
You can get an industrial version with double fuel capacity from the welding lockers from Engineering, ordering one from Cargo or from a hacked vending machine.
Used for hacking Airlocks, APCs, Auto-lathes, Mule-bots, vending machines, and nearly anything else with a panel. See the guide to hacking for more information.
Analyzer
Found in: Toolboxes Used for: Scanning the air Strategy: If you ever needed a complex readout about your current atmosphere, this is the tool for you.
Description
Can be used to scan the atmosphere, and shows you what's inside a Canister or a pipe. Miners will find it useful for defusing certain volatile ores.
Otherwise, made practically worthless by the PDA Air Scanner.
Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, and make cloaked people flicker. You can put it in your belt, or leave them lying all over the place.
Airlock Painter
Found in: Engineering Used for: Painting airlocks Strategy: Put a toner in it and use it on an airlock and select how you want it to look
Description
An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob.
Found in: Engineering, Solars, AI Chamber, Mining Station, Telecommunications Used for: Storing and distributing power Strategy: Set an input (must be lower value than the input from wire, otherwise nothing goes in!), set on output (preferably smaller than the input so something will actually be stored in the cell), and watch the station flourish!
Description
Huge cell/battery for power distributing purposes. Maximum capacity 5 megawatts.
Left lights represent how much of the SMES is loaded.
The top right light shows the input power status. If it's off = none, red = on but receiving no power, blinking yellow = receiving power and loading.
The middle right light shows the output power status. If it's off = not outputting power, green = outputting power.
APC Area Power Controller
Found in: Every room with power Used for: Controlling the power for a sector on the station. Strategy: Have power equipment access, swipe your ID on it to unlock it and choose your action.
Description
Actions available on the APC:
Main Breaker: On/Off - Toggles power to the room
Equipment: Auto/On/Off - Toggles power to computers, doors, and other electronic equipment.
Lighting: Auto/On/Off - Toggles power to lighting in the area.
Environmental: Auto/On/Off - Toggles power to the ventilation in the area, as well as the Air Alarm.
Cover Lock: Engaged/Disengaged: Provides a cover to protect the battery.
Remember, 'Auto' power settings slowly cuts off each breaker when power runs low (<20 %) in this order: Equipment, Lighting, Environment.
Replacing the APC's Battery
To replace the APC battery, you need an ID with sufficient access to unlock the APC itself.
Swipe ID with power equipment access to unlock the interface.
These will drain power directly from the room's APC unit to recharge Power Cells. Beware with high capacity cells, as they will drain the room's APC completely. Can be secured and unsecured using a Wrench.
Needs solid plasma as fuel and be secured on an exposed wire to generate power. Can be secured and unsecured using a Wrench.
S.U.P.E.R.P.A.C.M.A.N.-Type Portable Generator
Found in: R&D Used for: Portable backup generator Strategy: If you really need to use that uranium for power.
Description
Needs uranium as fuel and be secured on an exposed wire to generate power. Can be secured and unsecured using a Wrench.
M.R.S.P.A.C.M.A.N.-Type Portable Generator
Found in: R&D Used for: Portable backup generator Strategy: Because diamonds are not manly.
Description
Needs diamonds as fuel and be secured on an exposed wire to generate power. Can be secured and unsecured using a Wrench.
Emitter
Found in: Engineering Secure Storage, Engine Used for: To power up the shields containing the singularity Strategy: Ensure it has a powered wire under it, wrench and weld it in place and turn it on. Lock with ID if needed
Description
A heavy duty industrial laser. Shoots nonstop when turned on. There are four at the engine, powering up the Field Generators with laser shots.
Emitter are also useful as a weapon, if your target stand still long enough for you to set it up. (Hint: Blobs don't move.)
Field Generator
Found in: Engineering Secure Storage, Engine Used for: Containing the singularity or other dangerous things Strategy: Point an Emitter at it and turn them both on
Description
A large thermal battery that projects a high amount of energy when powered.
Found in: Engineering Used for: Creating gravity to the station Strategy: If broken, fix it with a screwdriver, welding tool, 10 units of plasteel and then a wrench.
Description
Provides sweet sweet gravity when enabled. Provides sweet sweet anger when not. When powered, and toggled on, it will charge until 100%, which will then enable the gravity. If it isn't powered, via the APC on the environment channel, or it is toggled off then it will discharge until it hits 0%; which will then disable the gravity. While charging/discharging, the generator will emit a lot of radiation so make sure you wear a radiation suit.