Station Engineer: Difference between revisions

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99 bytes removed ,  08:18, 3 May 2015
removed tips, upgraded the power stuff to an actual section as it is useful
imported>Kingofkosmos
m (Added tips from Awesome Misc Stuff.)
imported>Bandit
(removed tips, upgraded the power stuff to an actual section as it is useful)
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* [[File:WeldingHelmet.png]] '''Welding Mask:''' You need this to avoid going blind while welding. Note if you have the hardsuit on, 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 hardsuit on, it works as a welding mask you don't have to flip up/flip down.


* [[File:Metal.png]][[File:Glass.png]] '''Metal & Glass:''' Basic building blocks. Carrying just stack each is generally fine, and 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.
* [[File:Metal.png]][[File:Glass.png]] '''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.


* [[File:MGlasses.png]] '''Optical Meson Scanners:''' These illuminate everything structural in range, showing you the layout of dark maintenance tunnels and such. Note that in the darkness, you will only see one tile around you in every direction, so don't think you're getting free x-rays out of these and don't be surprised when John Q. Changeling appears out of nowhere while you walk through maintenance without your lights on. You can find one pair of these laying around engineering, and two more in the engineering locked lockers.
* [[File:MGlasses.png]] '''Optical Meson Scanners:''' These illuminate everything structural in range, showing you the layout of dark maintenance tunnels and such. Note that in the darkness, you will only see one tile around you in every direction, so don't think you're getting free x-rays out of these and don't be surprised when John Q. Changeling appears out of nowhere while you walk through maintenance without your lights on. You can find one pair of these laying around engineering, and two more in the engineering locked lockers.


* [[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 hardsuits 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. Click the tank in your hand and lower the mask pressure to 16 KPA, which will give you the most possible use.
* [[File:Extended_Emergency_Oxygen_Tank.png]] '''Extended-capacity emergency oxygen tank:''' These canisters hold a LOT of air. The hardsuits 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. Click the tank in your hand and lower the mask pressure to 16 KPA, which will give you the most possible use.
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== Getting the Man Out of Danger... Alive! ==
== Getting the Man Out of Danger... Alive! ==
It's your job to save lives when they cry out for help.
It's your job to save lives when they cry out for help.
== Fixing the Power ==
See that Power Monitoring computer? If people complain of power outages, it 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 where 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, its 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.
*'''Power isn't actually out?''' Either someone is crying wolf or something else has happened to make it ''look'' like power went out, most likely a [[Random_event#Electrical_Storm|electrical storm]].


=== Firefighting ===
=== Firefighting ===
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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? 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==
==Tips==
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* 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.
* 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.
* 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.
* Currently having a power sink? Wire the singularity into the grid! Stage 3 (purple) and up can counteract a power sink. Power sinks explode when this happens, so this can also be used tactically by the traitor.
* 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.
* 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.
* 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.
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** So if you're playing sandbox and you wanna power your own station, put those solar panels away.
** 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.
** 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).
* 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.
* 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.
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