Station Engineer: Difference between revisions
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Added tips from Awesome Misc Stuff.
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=== Space Recovery === | === Space Recovery === | ||
A body's been spaced? Well 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 [[Guide_to_construction#Floor|floor tiles]] to be build in their path to actually stop | A body's been spaced? Well 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 [[Guide_to_construction#Floor|floor tiles]] to be build in their path to actually stop | ||
==Tips== | |||
* 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. | |||
* Tired of asking RD for circuit boards? Robotics has a circuit imprinter in it. | |||
* By placing Arcade machines next to the singularity in engineering, every time the singularity spits out an EMP, the arcade machines will spit out toys. I'm not sure if it's necessary, but you can simply screw and unscrew it again to reset the EMP check so you can spawn more toys from the same arcade cabinet. Engineering toy factory ahoy! | |||
* How to make an airlock with selected access: Get a hold on the airlock control circuit and click it in your hand, use your engineer ID to change settings on it and pick the access you want it to have. | |||
* Had a power sink? Found and removed it? Good, now turn the output of every SMES off - and then turn the output back on. Sounds silly and IT-crowdish, but it works. If you do not do that some APCs may not recharge correctly. | |||
* Currently having a power sink? Wire the singularity into the grid! Stage 3 (purple) and up can counteract a power sink. Although I must admit I'm not quite sure how much MW is needed exactly to do this. | |||
* A stage 2 (red) singularity is enough to power the 3 engineering SMES at max input. I don't know why everyone wants the singularity to be stage 3. Having it at stage 2 gives you a bit more time to spot particle accelerator sabotage. | |||
* With the current setup of field generators, a stage 4 singularity can be contained without a problem. Stage 5, however, is coded to dislodge structures, i.e. it WILL eat the field generators by simply pulling them apart. | |||
* Emitters will still work even after wiring in engineering as been destroyed by a bomb. Only cutting a power cable with wirecutters will cause them to stop working. | |||
* Arriving half an hour into the round and no one cba to setup the engine? Engineering SMES are drained entirely, thus the emitters just won't go online? Grab the plasma from engineering storage, put it into the PACMAN. Drag the PACMAN to the tile south of the engineering APC, use a wrench on it, set the output to 10000 and turn it on. With the 30 sheets the game starts with, you now have a good while to supply enough current to the emitters to get the engine working. | |||
* How to wire singulo straight to grid: If you look at the complete station map thing, you'll see that the three Engineering SMES units receive input together and send their output out across each other. Wire the inputs across each other and into the output. You should virtually NEVER do this EXCEPT to counteract a power sink because if anyone gets shocked anywhere they’ll go straight to crit. | |||
* 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. Works when drawing with crayons as well if you move through the UI fast enough. | |||
* You can put windows directly on grilles. | |||
* 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. | |||
* Cell chargers give power to inserted cells faster than it takes power from the APC, meaning it generates some power from nothing, and you can alternate between two cell and keep an APC running forever. | |||
* Power testing: | |||
** The most power the system will drain seems to be around 225000 W. (Tested this by using the Make All Areas Un-powered secret, then the Power All SMES secret.) With most of the station's lights shut off, except for medical and security areas the system drains around 150000 W. (Tested that by shutting off lighting for every APC except for those areas.) | |||
** I've also been messing around with the PACMAN type generators and have discovered that, if created with the best parts you can make, each generator will produce: | |||
** P.A.C.M.A.N generator = 60000 W | |||
** S.U.P.E.R.P.A.C.M.A.N generator = 180000 W | |||
** M.R.S.P.A.C.M.A.N generator = 480000 W (Probably enough to power Meta on it's own, but I dunno.) | |||
** They will also hold 450 sheets of fuel. Meaning, if you've maxed out research you can power the entire station with one SUPERPACMAN and a PACMAN (240000 W), or the entire station minus lights with one SUPERPACMAN. | |||
** So if you're playing sandbox and you wanna power your own station, put those solar panels away. | |||
** Also, the solar panel crate in engineering only starts with 13 solar assemblies instead of 21 like solar crates ordered from cargo. A proper solar array is made up of 61 solar panels (including the tracker), so it takes 60 supply points to completely replace one. | |||
* Powersinks explode when they've drained a certain amount of power. This explosion is only slightly smaller than that of a proper syndicate bomb, but it'll make an obnoxious and largely unique sound for the last few seconds before the blast. This means you can wire the singularity straight to the powernet and the powersink will overload after a while. | |||
* First of all, the Power Monitoring computer should always be the first port of call. | |||
# '''Power goes out everywhere, in under 10 seconds or so?''' This is most likely a power sink, power sinks have the odd quirk of still powering the area they are placed in, so your best bet is to get searching for somewhere were the lights are still on, or if it's in maint, where you don't have to crowbar the doors. | |||
# '''Power goes out everywhere, but gradually, section by section?''' This means there's a problem in Engineering itself as the rest of the station is being topped up with charge. It'll be immediately obvious if the engine isn't on/has escaped. Your next port of call should be the SMES cells. Check they're outputting enough power to overcome the drain OR if no APCs are showing on the Power Monitoring computer, it means a wire has been cut either inside or immediately outside the Engineering area and is not being supplied to the rest of the station. | |||
# '''Power is out across a small area?''' This is most commonly a broken wire, the easiest way to find it is with familiarity with the power-net and using that in conjunction with the power monitoring computer. If an area has had all wires sending power to it snipped, it's APCs will no longer show on the power monitoring computer. For example, if Medbay as a whole has lost power and isn't showing any of its APCs on the power monitor. The wire cut is most likely in the maint tunnel behind Medbay. The more familiar you become with the power nets, the quicker you will be able to work out where the break is and be able to recognize common spots used. | |||
# '''Power is out across 2 small rooms or in one room?''' This is most likely an APC that has been tampered with in some way. Either hacked by an AI/Saboteur, destroyed somehow or just had its cell ripped out. Again, if the APC doesn't show up on the Power Monitoring computer, it means it's been severed from the power net and wire either inside that room or very close to the APC has been cut. | |||
# '''Power is intermittent across the station. Stuff turns off for a while, starts working, then goes off again?''' Your SMES aren't outputting enough power to keep the APCs charged. This happens most often when the output is just under the drain so therefore some APCs get enough power, while others don't. | |||
* It is possible to upgrade the AI's cameras by using certain items... For example, you can give them x-ray properties if you apply a ultra micro laser to them. Pretty useful if the AI needs eyes in maint and you actually have the research to produce them. Watch as the AI freaks out when it realizes it now sees EVERYTHING in the dorms.There is also a proximity sensor upgrade. Install a proximity sensor upgrade on a camera and the AI will be immediately alerted if anyone comes in view range. There's a third upgrade too, but it's not as good and I do not remember it. (the guide to construction states: For upgrades, insert solid plasma for EMP proofing, a carrot for X-Ray and a proximity sensor for Motion). | |||
* You can make a voice-locked door by making an airlock, attaching a signaler to the bolt wire, creating a voice analyzer-signaler assembly and keep it on you, when you speak the code word, it toggles the bolts. You can also just use a signaler but that's no fun. | |||
* Still don't get why people watch the singularity during start-up. The point you turn the PA to 0 is reached when all of the SMES are charging - not when the singularity goes purple, red, green or whatever. The power output of the singularity goes up exponentially (at least it seems like it from my experience) so by the time the SMES start blinking, the output is usually between 1 - 1.5 MW already. | |||
* Here's a hint for noticing power sinks before anybody else does: | |||
** always set up the SMES so that all the APCs stay full all the time (100 000+ output each) | |||
** if you see an APC go red (i.e. not charging), check if it is still connected to the power grid | |||
** if it is connected, go check the total power load on the station (either via PDA or a power monitoring console) | |||
** normal load for the entire station is <200 000W. If you see the load steadily rising to well above 500 000W start thinking about wiring the black hole into the grid | |||
** during a power sink, load tops out at around 1.4MW; so get the singularity to ouput at least 1.7MW or so. | |||
** Note that even after the sink has been removed, the system is still all wonky and buggy. Disconnecting the singularity from the grid again, may make it look like there's a second sink in place, causing power alarms all over the station, depending on how well charged the APCs are. Feels like some APCs simply break down after such stress - best course of action is to just keep the singularity wired in... | |||
* Power output is a function of singularity size and the amount of total plasma in collectors. | |||
* How to be a good engineer: | |||
** Get singulo stable at stage 2, set all SMES units to 200K in 110K out.* How to be a manly engineer: | |||
** Get singulo stable at stage 3, set all SMES units as above... including the 4 solar SMES units. Wire singulo and all 7 SMES units to grid directlike. Stroke your beard in satisfaction. | |||
* You can screwdriver wooden flooring to remove it without breaking it. | |||
* If a window is not attached (Screwdriver, Crowbar, Screwdriver), you can use a wrench on it to deconstruct it. | |||
* You can turn one color of wire into another color easily. | |||
** Get a color of wire you want, and a color of wire you have | |||
** Add the color you have to the color you want to increase the amount of the color you want | |||
* Need to set up the singulo? No CE or AI to open secure storage? Use the nearby APC to turn off equipment power and crowbar open the blast doors. | |||
===Tips for Traitoring=== | |||
See [[#Hacking|Awesome hacking stuff]] and the official [[Hacking]]-page. | |||
== Traitorneering == | == Traitorneering == |