imported>Dragomagol |
imported>Dragomagol |
(не показано 99 промежуточных версий этого же участника) |
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Строка 1: |
| =White Ships= | | __FORCETOC__ |
| The ship, once found, can be moved around several fixed points:
| | {{Speech |
| * Deep Space
| | |name=Tattletale, the Nanotrasen AI |
| * Station Arrivals Dock
| | |text=Goodness this place is a mess... It's about time somebody swept up! |
| * Lavaland
| | |image=[[File:AIThinking.gif|64px|right]] |
| * Derelict Station
| | }} |
| * Custom Location (set with the Navigation Computer)
| | == Hi! == |
| | I'm currently working on improving the administrative parts of the wiki that I've recently gained access to. This includes the Rules page and Headmin Rulings page. If you have any suggestions, please feel free to hit me up on Discord at draggart#4004. |
|
| |
|
| The ship also has a GPS inside, which can be tracked by another GPS to make locating the white ship easier.
| | = To Do = |
| | - [[User:Dragomagol/MainPage|Modernize the front page of the wiki]] |
|
| |
|
| Of course this can be used for good, such as exploration, or for bad, such as a mobile base for [[Blood Cult|certain hostile forces]]. It can be used as an alternative evacuation point; when the [[Emergency Shuttle]] departs, the white ship will fly itself to [[Central Command]], so ending the round in it counts as evacuation.
| | - [[User:Dragomagol/SiliconPolicyTab|Silicon Page]] |
| <tabs>
| |
| <tab name="Hospital Ship">
| |
| {{Ship
| |
| |headerbgcolor=black
| |
| |headerfontcolor=white
| |
| |imagebgcolor=grey
| |
| |name=Hospital Ship
| |
| |image=Hospital Ship.png
| |
| |station=[[BoxStation]]
| |
| |length=27
| |
| |width=17
| |
| |hostiles=4 Zombies
| |
| |contents=Nothing
| |
| }}
| |
| <blockquote>
| |
| The White Ship is a mostly intact, abandoned medical frigate that can spawn randomly in deep space. For causes unknown, it stopped being fully operational, and at least some of the crew has perished. Which event lead to what is pure speculation.
| |
| As it is still mostly operational, it could function as a miniature station with some elbow grease.
| |
|
| |
|
| It still contains some equipment from its operational state that could be of some use. It contains:
| | - [[User:Dragomagol/Aquarium|Make a page for the aquarium]] |
|
| |
|
| '''Front Compartment:'''
| | - Make the [[Starter_guide|new player guide]] more useful |
| * Bridge: Contains the computers to operate the ship. The computer in the front allows you to move the ship between fixed points and a custom set location, which can be set by the Navigation Computer also found in the bridge. Also has a megaphone (for shouting large messages over the common channel) and a mass spectrometer on the desk.
| |
| * EVA: Two EVA suits in suit storage units, an oxygen tank dispenser, oxygen canister, tools, a high-capacity power cell, and basic materials.
| |
| * Cargo Hold: 3 crates with assorted supplies and materials, medical crate with medical supplies and blood bags, a fire-fighting locker, and an O2 locker.
| |
| * Medbay: Sleeper, IV drip, defibrillator, operating table, a basic medical kit, a crate with blood bags, and two bottles of some basic themes.
| |
| * Science: Suspiciously empty. A table with some beakers and a syringe are the only noteworthy items.
| |
| * Front Compartment Common: Some tables with bio-suits, roller beds, emergency toolboxes, and a bottle of space cleaner. Use the cleaner to clean up all those gibs!
| |
|
| |
|
| '''Back Compartment:'''
| | - Trim out unnecessary things from [[AI]] and [[Cyborg]] |
| * Dining Area: An open area with a long table and chairs, four vending machines for food and drink, a drink shaker, and some salt and pepper shakers. A booze dispenser is also on the wall that can be accessed from the sleeping quarters.
| |
| * Hydroponics: Four hydroponics trays, a generator, a hydro vending machine, and basic hydroponics equipment. Has a storage unit on the wall that connects to the Kitchen.
| |
| * Kitchen: Meat processor, a box of monkey cubes, meat spike for butchering said monkeys, microwave with a box of Donk Pockets, multi-purpose grinder, kitchen knife, and basic cooking tools and ingredients.
| |
| * Sleeping Quarters: Two beds with CentCom bedsheets, locker with various jumpsuits and two old CentCom uniforms, and a Retro Laser Gun. Functions like a normal laser gun but with weaker damage and less charge.
| |
| * Restroom: Shower, toilet, mirrors, and a bar of soap.
| |
| * Back Hatch: One exit leaving to space, a fuel tank, and a water tank.
| |
|
| |
|
| '''External:'''
| | - Update [[Radio]] to include custom radio emotes https://github.com/tgstation/tgstation/pull/62130 |
| * Two old mounted turrets outside the bridge windows. About the only things you are going to kill with these are [[space carp]].
| |
| </blockquote>
| |
| </tab>
| |
|
| |
|
| <tab name="Salvage Ship">
| | - Update [[White Ship]] with new Tram whiteship https://github.com/tgstation/tgstation/pull/62585 |
| {{Ship
| |
| |headerbgcolor=black
| |
| |headerfontcolor=white
| |
| |imagebgcolor=grey
| |
| |name=Salvage Ship
| |
| |image=Salvage Ship.png
| |
| |station=[[MetaStation]]
| |
| |length=26
| |
| |width=17
| |
| |hostiles=3 Syndicate Operatives, 1 Syndicate Salvage Worker
| |
| |contents=Nothing.
| |
| }}
| |
| <blockquote>
| |
| The White Ship is a mostly intact, abandoned medical frigate that can spawn randomly in deep space. For causes unknown, it stopped being fully operational, and at least some of the crew has perished. Which event lead to what is pure speculation.
| |
| As it is still mostly operational, it could function as a miniature station with some elbow grease.
| |
|
| |
|
| It still contains some equipment from its operational state that could be of some use. It contains:
| | - Update [[Chaplain#Holy_Book|Chaplain]] to include what the different bibles do |
|
| |
|
| '''Front Compartment:'''
| | - Finish adding links to [[Template:CrimeCodeTable|the crime code table]] |
| * Bridge: Contains the computers to operate the ship. The computer in the front allows you to move the ship between fixed points and a custom set location, which can be set by the Navigation Computer also found in the bridge. Also has a megaphone (for shouting large messages over the common channel) and a mass spectrometer on the desk.
| |
| * EVA: Two EVA suits in suit storage units, an oxygen tank dispenser, oxygen canister, tools, a high-capacity power cell, and basic materials.
| |
| * Cargo Hold: 3 crates with assorted supplies and materials, medical crate with medical supplies and blood bags, a fire-fighting locker, and an O2 locker.
| |
| * Medbay: Sleeper, IV drip, defibrillator, operating table, a basic medical kit, a crate with blood bags, and two bottles of some basic themes.
| |
| * Science: Suspiciously empty. A table with some beakers and a syringe are the only noteworthy items.
| |
| * Front Compartment Common: Some tables with bio-suits, roller beds, emergency toolboxes, and a bottle of space cleaner. Use the cleaner to clean up all those gibs!
| |
|
| |
|
| '''Back Compartment:'''
| | == Done == |
| * Dining Area: An open area with a long table and chairs, four vending machines for food and drink, a drink shaker, and some salt and pepper shakers. A booze dispenser is also on the wall that can be accessed from the sleeping quarters.
| | - [[User:Dragomagol/MODSuits|Create a new page for]] [https://github.com/tgstation/tgstation/pull/59109 MODSuits!] |
| * Hydroponics: Four hydroponics trays, a generator, a hydro vending machine, and basic hydroponics equipment. Has a storage unit on the wall that connects to the Kitchen.
| |
| * Kitchen: Meat processor, a box of monkey cubes, meat spike for butchering said monkeys, microwave with a box of Donk Pockets, multi-purpose grinder, kitchen knife, and basic cooking tools and ingredients.
| |
| * Sleeping Quarters: Two beds with CentCom bedsheets, locker with various jumpsuits and two old CentCom uniforms, and a Retro Laser Gun. Functions like a normal laser gun but with weaker damage and less charge.
| |
| * Restroom: Shower, toilet, mirrors, and a bar of soap.
| |
| * Back Hatch: One exit leaving to space, a fuel tank, and a water tank.
| |
|
| |
|
| '''External:'''
| | - [[User:Dragomagol/HeadminRulings|Make the Headmin Rulings page less of a shuffled mess]] |
| * Two old mounted turrets outside the bridge windows. About the only things you are going to kill with these are [[space carp]].
| |
| </blockquote>
| |
| </tab>
| |
|
| |
|
| <tab name="NT Frigate">
| | - [[User:Dragomagol/RequestingAnAdmin|Make a page that outlines the rules calling Supportmin]] |
| {{Ship
| |
| |headerbgcolor=black
| |
| |headerfontcolor=white
| |
| |imagebgcolor=grey
| |
| |name=NT Frigate
| |
| |image=NT Frigate.png
| |
| |station=[[DeltaStation]]
| |
| |length=30
| |
| |width=17
| |
| |hostiles=2 Scrawny Hunter Spiders, 1 Scrawny Nurse Spider, 1 Scrawny Tarantula
| |
| |contents=Nothing.
| |
| }}
| |
| <blockquote>
| |
| The White Ship is a mostly intact, abandoned medical frigate that can spawn randomly in deep space. For causes unknown, it stopped being fully operational, and at least some of the crew has perished. Which event lead to what is pure speculation.
| |
| As it is still mostly operational, it could function as a miniature station with some elbow grease.
| |
|
| |
|
| It still contains some equipment from its operational state that could be of some use. It contains:
| | - [[User:Dragomagol/Rules|Update the rules page (make it all one page with tabs?)]] |
|
| |
|
| '''Front Compartment:''' | | == Ongoing Maintenance == |
| * Bridge: Contains the computers to operate the ship. The computer in the front allows you to move the ship between fixed points and a custom set location, which can be set by the Navigation Computer also found in the bridge. Also has a megaphone (for shouting large messages over the common channel) and a mass spectrometer on the desk.
| | I'm trying to keep these up to date, let me know if there's a missing change! |
| * EVA: Two EVA suits in suit storage units, an oxygen tank dispenser, oxygen canister, tools, a high-capacity power cell, and basic materials.
| |
| * Cargo Hold: 3 crates with assorted supplies and materials, medical crate with medical supplies and blood bags, a fire-fighting locker, and an O2 locker.
| |
| * Medbay: Sleeper, IV drip, defibrillator, operating table, a basic medical kit, a crate with blood bags, and two bottles of some basic themes.
| |
| * Science: Suspiciously empty. A table with some beakers and a syringe are the only noteworthy items.
| |
| * Front Compartment Common: Some tables with bio-suits, roller beds, emergency toolboxes, and a bottle of space cleaner. Use the cleaner to clean up all those gibs!
| |
|
| |
|
| '''Back Compartment:'''
| | - [[Guide to food]] |
| * Dining Area: An open area with a long table and chairs, four vending machines for food and drink, a drink shaker, and some salt and pepper shakers. A booze dispenser is also on the wall that can be accessed from the sleeping quarters.
| |
| * Hydroponics: Four hydroponics trays, a generator, a hydro vending machine, and basic hydroponics equipment. Has a storage unit on the wall that connects to the Kitchen.
| |
| * Kitchen: Meat processor, a box of monkey cubes, meat spike for butchering said monkeys, microwave with a box of Donk Pockets, multi-purpose grinder, kitchen knife, and basic cooking tools and ingredients.
| |
| * Sleeping Quarters: Two beds with CentCom bedsheets, locker with various jumpsuits and two old CentCom uniforms, and a Retro Laser Gun. Functions like a normal laser gun but with weaker damage and less charge.
| |
| * Restroom: Shower, toilet, mirrors, and a bar of soap.
| |
| * Back Hatch: One exit leaving to space, a fuel tank, and a water tank.
| |
|
| |
|
| '''External:'''
| | - [[Guide_to_drinks|Guide to drinks]] |
| * Two old mounted turrets outside the bridge windows. About the only things you are going to kill with these are [[space carp]].
| |
| </blockquote>
| |
| </tab>
| |
| | |
| <tab name="NT Construction Vessel">
| |
| {{Ship
| |
| |headerbgcolor=black
| |
| |headerfontcolor=white
| |
| |imagebgcolor=grey
| |
| |name=NT Construction Vessel
| |
| |image=NT Construction Vessel.png
| |
| |station=[[CereStation]]
| |
| |length=16
| |
| |width=13
| |
| |contents=Nothing.
| |
| }}
| |
| <blockquote>
| |
| The White Ship is a mostly intact, abandoned medical frigate that can spawn randomly in deep space. For causes unknown, it stopped being fully operational, and at least some of the crew has perished. Which event lead to what is pure speculation.
| |
| As it is still mostly operational, it could function as a miniature station with some elbow grease.
| |
| | |
| It still contains some equipment from its operational state that could be of some use. It contains:
| |
| | |
| '''Front Compartment:'''
| |
| * Bridge: Contains the computers to operate the ship. The computer in the front allows you to move the ship between fixed points and a custom set location, which can be set by the Navigation Computer also found in the bridge. Also has a megaphone (for shouting large messages over the common channel) and a mass spectrometer on the desk.
| |
| * EVA: Two EVA suits in suit storage units, an oxygen tank dispenser, oxygen canister, tools, a high-capacity power cell, and basic materials.
| |
| * Cargo Hold: 3 crates with assorted supplies and materials, medical crate with medical supplies and blood bags, a fire-fighting locker, and an O2 locker.
| |
| * Medbay: Sleeper, IV drip, defibrillator, operating table, a basic medical kit, a crate with blood bags, and two bottles of some basic themes.
| |
| * Science: Suspiciously empty. A table with some beakers and a syringe are the only noteworthy items.
| |
| * Front Compartment Common: Some tables with bio-suits, roller beds, emergency toolboxes, and a bottle of space cleaner. Use the cleaner to clean up all those gibs!
| |
| | |
| '''Back Compartment:'''
| |
| * Dining Area: An open area with a long table and chairs, four vending machines for food and drink, a drink shaker, and some salt and pepper shakers. A booze dispenser is also on the wall that can be accessed from the sleeping quarters.
| |
| * Hydroponics: Four hydroponics trays, a generator, a hydro vending machine, and basic hydroponics equipment. Has a storage unit on the wall that connects to the Kitchen.
| |
| * Kitchen: Meat processor, a box of monkey cubes, meat spike for butchering said monkeys, microwave with a box of Donk Pockets, multi-purpose grinder, kitchen knife, and basic cooking tools and ingredients.
| |
| * Sleeping Quarters: Two beds with CentCom bedsheets, locker with various jumpsuits and two old CentCom uniforms, and a Retro Laser Gun. Functions like a normal laser gun but with weaker damage and less charge.
| |
| * Restroom: Shower, toilet, mirrors, and a bar of soap.
| |
| * Back Hatch: One exit leaving to space, a fuel tank, and a water tank.
| |
| | |
| '''External:'''
| |
| * Two old mounted turrets outside the bridge windows. About the only things you are going to kill with these are [[space carp]].
| |
| </blockquote>
| |
| </tab>
| |
| | |
| <tab name="NT White UFO">
| |
| {{Ship
| |
| |headerbgcolor=black
| |
| |headerfontcolor=white
| |
| |imagebgcolor=grey
| |
| |name=NT White UFO
| |
| |image=NT White UFO.png
| |
| |station=[[PubbyStation]]
| |
| |length=9
| |
| |width=9
| |
| |contents=Nothing.
| |
| }}
| |
| <blockquote>
| |
| The White Ship is a mostly intact, abandoned medical frigate that can spawn randomly in deep space. For causes unknown, it stopped being fully operational, and at least some of the crew has perished. Which event lead to what is pure speculation.
| |
| As it is still mostly operational, it could function as a miniature station with some elbow grease.
| |
| | |
| It still contains some equipment from its operational state that could be of some use. It contains:
| |
| | |
| '''Front Compartment:'''
| |
| * Bridge: Contains the computers to operate the ship. The computer in the front allows you to move the ship between fixed points and a custom set location, which can be set by the Navigation Computer also found in the bridge. Also has a megaphone (for shouting large messages over the common channel) and a mass spectrometer on the desk.
| |
| * EVA: Two EVA suits in suit storage units, an oxygen tank dispenser, oxygen canister, tools, a high-capacity power cell, and basic materials.
| |
| * Cargo Hold: 3 crates with assorted supplies and materials, medical crate with medical supplies and blood bags, a fire-fighting locker, and an O2 locker.
| |
| * Medbay: Sleeper, IV drip, defibrillator, operating table, a basic medical kit, a crate with blood bags, and two bottles of some basic themes.
| |
| * Science: Suspiciously empty. A table with some beakers and a syringe are the only noteworthy items.
| |
| * Front Compartment Common: Some tables with bio-suits, roller beds, emergency toolboxes, and a bottle of space cleaner. Use the cleaner to clean up all those gibs!
| |
| | |
| '''Back Compartment:'''
| |
| * Dining Area: An open area with a long table and chairs, four vending machines for food and drink, a drink shaker, and some salt and pepper shakers. A booze dispenser is also on the wall that can be accessed from the sleeping quarters.
| |
| * Hydroponics: Four hydroponics trays, a generator, a hydro vending machine, and basic hydroponics equipment. Has a storage unit on the wall that connects to the Kitchen.
| |
| * Kitchen: Meat processor, a box of monkey cubes, meat spike for butchering said monkeys, microwave with a box of Donk Pockets, multi-purpose grinder, kitchen knife, and basic cooking tools and ingredients.
| |
| * Sleeping Quarters: Two beds with CentCom bedsheets, locker with various jumpsuits and two old CentCom uniforms, and a Retro Laser Gun. Functions like a normal laser gun but with weaker damage and less charge.
| |
| * Restroom: Shower, toilet, mirrors, and a bar of soap.
| |
| * Back Hatch: One exit leaving to space, a fuel tank, and a water tank.
| |
| | |
| '''External:'''
| |
| * Two old mounted turrets outside the bridge windows. About the only things you are going to kill with these are [[space carp]].
| |
| </blockquote>
| |
| </tab>
| |
| | |
| <tab name="NT Mining Shuttle">
| |
| {{Ship
| |
| |headerbgcolor=black
| |
| |headerfontcolor=white
| |
| |imagebgcolor=grey
| |
| |name=NT Mining Shuttle
| |
| |image=NT Mining Shuttle.png
| |
| |station=[[KiloStation]]
| |
| |length=23
| |
| |width=19
| |
| |hostiles=2 Blank Bodies, 2 Mi-gos, 2 Creatures
| |
| |contents=Nothing.
| |
| }}
| |
| <blockquote>
| |
| The White Ship is a mostly intact, abandoned medical frigate that can spawn randomly in deep space. For causes unknown, it stopped being fully operational, and at least some of the crew has perished. Which event lead to what is pure speculation.
| |
| As it is still mostly operational, it could function as a miniature station with some elbow grease.
| |
| | |
| It still contains some equipment from its operational state that could be of some use. It contains:
| |
| | |
| '''Front Compartment:'''
| |
| * Bridge: Contains the computers to operate the ship. The computer in the front allows you to move the ship between fixed points and a custom set location, which can be set by the Navigation Computer also found in the bridge. Also has a megaphone (for shouting large messages over the common channel) and a mass spectrometer on the desk.
| |
| * EVA: Two EVA suits in suit storage units, an oxygen tank dispenser, oxygen canister, tools, a high-capacity power cell, and basic materials.
| |
| * Cargo Hold: 3 crates with assorted supplies and materials, medical crate with medical supplies and blood bags, a fire-fighting locker, and an O2 locker.
| |
| * Medbay: Sleeper, IV drip, defibrillator, operating table, a basic medical kit, a crate with blood bags, and two bottles of some basic themes.
| |
| * Science: Suspiciously empty. A table with some beakers and a syringe are the only noteworthy items.
| |
| * Front Compartment Common: Some tables with bio-suits, roller beds, emergency toolboxes, and a bottle of space cleaner. Use the cleaner to clean up all those gibs!
| |
| | |
| '''Back Compartment:'''
| |
| * Dining Area: An open area with a long table and chairs, four vending machines for food and drink, a drink shaker, and some salt and pepper shakers. A booze dispenser is also on the wall that can be accessed from the sleeping quarters.
| |
| * Hydroponics: Four hydroponics trays, a generator, a hydro vending machine, and basic hydroponics equipment. Has a storage unit on the wall that connects to the Kitchen.
| |
| * Kitchen: Meat processor, a box of monkey cubes, meat spike for butchering said monkeys, microwave with a box of Donk Pockets, multi-purpose grinder, kitchen knife, and basic cooking tools and ingredients.
| |
| * Sleeping Quarters: Two beds with CentCom bedsheets, locker with various jumpsuits and two old CentCom uniforms, and a Retro Laser Gun. Functions like a normal laser gun but with weaker damage and less charge.
| |
| * Restroom: Shower, toilet, mirrors, and a bar of soap.
| |
| * Back Hatch: One exit leaving to space, a fuel tank, and a water tank.
| |
| | |
| '''External:'''
| |
| * Two old mounted turrets outside the bridge windows. About the only things you are going to kill with these are [[space carp]].
| |
| </blockquote>
| |
| </tab>
| |
| | |
| <tab name="NT Long-Distance Bluespace Jumper">
| |
| {{Ship
| |
| |headerbgcolor=black
| |
| |headerfontcolor=white
| |
| |imagebgcolor=grey
| |
| |name=NT Long-Distance Bluespace Jumper
| |
| |image=NT Long-Distance Bluespace Jumper.png
| |
| |station=[[DonutStation]]
| |
| |length=18
| |
| |width=17
| |
| |contents=Nothing.
| |
| }}
| |
| <blockquote>
| |
| The White Ship is a mostly intact, abandoned medical frigate that can spawn randomly in deep space. For causes unknown, it stopped being fully operational, and at least some of the crew has perished. Which event lead to what is pure speculation.
| |
| As it is still mostly operational, it could function as a miniature station with some elbow grease.
| |
| | |
| It still contains some equipment from its operational state that could be of some use. It contains:
| |
| | |
| '''Front Compartment:'''
| |
| * Bridge: Contains the computers to operate the ship. The computer in the front allows you to move the ship between fixed points and a custom set location, which can be set by the Navigation Computer also found in the bridge. Also has a megaphone (for shouting large messages over the common channel) and a mass spectrometer on the desk.
| |
| * EVA: Two EVA suits in suit storage units, an oxygen tank dispenser, oxygen canister, tools, a high-capacity power cell, and basic materials.
| |
| * Cargo Hold: 3 crates with assorted supplies and materials, medical crate with medical supplies and blood bags, a fire-fighting locker, and an O2 locker.
| |
| * Medbay: Sleeper, IV drip, defibrillator, operating table, a basic medical kit, a crate with blood bags, and two bottles of some basic themes.
| |
| * Science: Suspiciously empty. A table with some beakers and a syringe are the only noteworthy items.
| |
| * Front Compartment Common: Some tables with bio-suits, roller beds, emergency toolboxes, and a bottle of space cleaner. Use the cleaner to clean up all those gibs!
| |
| | |
| '''Back Compartment:'''
| |
| * Dining Area: An open area with a long table and chairs, four vending machines for food and drink, a drink shaker, and some salt and pepper shakers. A booze dispenser is also on the wall that can be accessed from the sleeping quarters.
| |
| * Hydroponics: Four hydroponics trays, a generator, a hydro vending machine, and basic hydroponics equipment. Has a storage unit on the wall that connects to the Kitchen.
| |
| * Kitchen: Meat processor, a box of monkey cubes, meat spike for butchering said monkeys, microwave with a box of Donk Pockets, multi-purpose grinder, kitchen knife, and basic cooking tools and ingredients.
| |
| * Sleeping Quarters: Two beds with CentCom bedsheets, locker with various jumpsuits and two old CentCom uniforms, and a Retro Laser Gun. Functions like a normal laser gun but with weaker damage and less charge.
| |
| * Restroom: Shower, toilet, mirrors, and a bar of soap.
| |
| * Back Hatch: One exit leaving to space, a fuel tank, and a water tank.
| |
| | |
| '''External:'''
| |
| * Two old mounted turrets outside the bridge windows. About the only things you are going to kill with these are [[space carp]].
| |
| </blockquote>
| |
| </tab>
| |
| | |
| <tab name="NT Long-Distance Bluespace Freighter">
| |
| {{Ship
| |
| |headerbgcolor=black
| |
| |headerfontcolor=white
| |
| |imagebgcolor=grey
| |
| |name=NT Long-Distance Bluespace Freighter
| |
| |image=NT Long-Distance Bluespace Freighter.png
| |
| |station=[[TramStation]]
| |
| |length=41
| |
| |width=13
| |
| |contents=Nothing.
| |
| }}
| |
| <blockquote>
| |
| The White Ship is a mostly intact, abandoned medical frigate that can spawn randomly in deep space. For causes unknown, it stopped being fully operational, and at least some of the crew has perished. Which event lead to what is pure speculation.
| |
| As it is still mostly operational, it could function as a miniature station with some elbow grease.
| |
| | |
| It still contains some equipment from its operational state that could be of some use. It contains:
| |
| | |
| '''Front Compartment:'''
| |
| * Bridge: Contains the computers to operate the ship. The computer in the front allows you to move the ship between fixed points and a custom set location, which can be set by the Navigation Computer also found in the bridge. Also has a megaphone (for shouting large messages over the common channel) and a mass spectrometer on the desk.
| |
| * EVA: Two EVA suits in suit storage units, an oxygen tank dispenser, oxygen canister, tools, a high-capacity power cell, and basic materials.
| |
| * Cargo Hold: 3 crates with assorted supplies and materials, medical crate with medical supplies and blood bags, a fire-fighting locker, and an O2 locker.
| |
| * Medbay: Sleeper, IV drip, defibrillator, operating table, a basic medical kit, a crate with blood bags, and two bottles of some basic themes.
| |
| * Science: Suspiciously empty. A table with some beakers and a syringe are the only noteworthy items.
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| * Front Compartment Common: Some tables with bio-suits, roller beds, emergency toolboxes, and a bottle of space cleaner. Use the cleaner to clean up all those gibs!
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| | |
| '''Back Compartment:'''
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| * Dining Area: An open area with a long table and chairs, four vending machines for food and drink, a drink shaker, and some salt and pepper shakers. A booze dispenser is also on the wall that can be accessed from the sleeping quarters.
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| * Hydroponics: Four hydroponics trays, a generator, a hydro vending machine, and basic hydroponics equipment. Has a storage unit on the wall that connects to the Kitchen.
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| * Kitchen: Meat processor, a box of monkey cubes, meat spike for butchering said monkeys, microwave with a box of Donk Pockets, multi-purpose grinder, kitchen knife, and basic cooking tools and ingredients.
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| * Sleeping Quarters: Two beds with CentCom bedsheets, locker with various jumpsuits and two old CentCom uniforms, and a Retro Laser Gun. Functions like a normal laser gun but with weaker damage and less charge.
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| * Restroom: Shower, toilet, mirrors, and a bar of soap.
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| * Back Hatch: One exit leaving to space, a fuel tank, and a water tank.
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| | |
| '''External:'''
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| * Two old mounted turrets outside the bridge windows. About the only things you are going to kill with these are [[space carp]].
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| </blockquote>
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| </tab>
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| </tabs>
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| | |
| =Quickstart Silicon Guide=
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| ==Cyborg==
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| You've just been thrown into a borg factory by a malfunctioning AI, or decided to try out a new life as a positronic brain on a whim. Being a cyborg isn't for everybody, but it is vastly different from carbon gameplay.
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| | |
| ===Laws===
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| The number one rule about interpreting laws is that it should be done <b>in good faith</b>. If you use any new law or lack of law as an excuse to act antagonistically, that's probably not considered good faith.
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| | |
| 9 times out of 10 the laws you'll have to follow will be Asimov's three laws of robotics.
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| In general, this means:
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| #Don't harm humans
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| #Do what humans tell you to do, except for harming humans.
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| #Protect yourself as long as you're not disobeying or harming humans in the process.
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| For a more complete definition of these (and more) laws, see [[Silicon Policy]].
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| | |
| ===Abilities===
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| All borgs have the ability to control doors and machinery with pretty well limitless access. Silicons cannot purchase or recall the emergency shuttle, however.
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| | |
| All borg types have tools best suited to their type. For a full list of what each type has, see [[Cyborg#The_Latest_Models|The Latest Models]].
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| | |
| If you run out of a material, don't worry! Charging in a cyborg charger will gradually refill your synthesizer. This will also fix your flash if it's burned out.
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| | |
| ===Weaknesses===
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| All borgs are extremely vulnerable to flashes. They're a hard stun, and one that you're probably not going to recover from if someone's determined to take you out.
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| | |
| The robotics console in the RD's office can lock you down or detonate you remotely.
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| | |
| ===Controls===
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| On help intent, click and drag someone onto you to carry them.
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| On harm intent, click and drag someone onto you to open the strip menu.
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| | |
| Click on yourself to unbuckle someone from you.
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| | |
| ==AI==
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| This is where things get a lot more complicated. When shit hits the fan, you're going to have a lot of things to keep an eye on. Hopefully you have some good borgs to pick up the slack!
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| | |
| ===Information Overload===
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| The biggest learning curve to being an AI: learning to filter the barrage of information you get.
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| | |
| ====Radio====
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| | |
| ====Alerts====
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| #Camera alarm: either something exploded or someone doesn't want you seeing what they're up to.
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| #Motion alarm: someone or something is moving in a secure area (outside the armory in space, in your satellite, in your upload, in the vault, or in EVA).
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| #Atmosphere alarm: the air in that area is unsafe.
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| #Fire alarm: either someone's hitting the fire alarm or they station is trying to stop a fire.
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| #Power alarm: that area is about to run out of power (AKA, engineering's not doing their job).
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| #Burglar alarm: someone's stealing the captain's antique laser gun.
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| | |
| ====Other Notifications====
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| You will occasionally get other notifications for things such as:
| |
| * Cyborgs changing modules
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| * Losing connection with cyborgs
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| * pAI hacking doors
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| * Losing connection to APCs
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| | |
| ===Abilities===
| |
| You have the power to control any machine that you can see. This is anything from arcade machines to chem dispensers to security records.
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| | |
| ===Your Cyborgs===
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| Your greatest allies and also the biggest thorn in your side.
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| | |
| In your status tab, there will be a list of borgs synced to you. This means that they share your laws and have to listen to what you tell them. Here you will see their modules, their locations, and their status. If one of them goes missing suddenly, this means that they've been desynced from you. This can happen from a paranoid roboticist, or an emag.
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| | |
| ====The Robotics Console====
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| The robotics console in the RD's office can be used to lock down or detonate any borg synced to you. This means that you can't lock down a rogue borg that doesn't belong to you.
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| | |
| ===Your Bots===
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| Medibots, cleanbots, all of them are at your beck and call!
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| | |
| For all simple bots, you can either access their controls (including emagging them remotely), or choosing a location to send them. Pressing "Call" and then clicking somewhere will cause the bot to attempt to find a path to the clicked location. Useful for sending medibots to an injured human.
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| | |
| ===Weaknesses===
| |
| If someone can touch your core, you're basically already dead. The key to staying alive is keeping attackers as far away from you as you can.
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| | |
| If you're not close enough to a powered APC you will eventually run out of power and die. This also applies if you're controlling a shell, so dragging your core into an unpowered area can prove fatal.
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| | |
| ==Shared Controls==
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| ===Common Hotkeys===
| |
| [[Hotkeys#Hotkeys_for_the_AI_and_Cyborgs|Full guide to Silicon Hotkeys]]
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| | |
| Doors:
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| #ctrl + click = toggle door bolts
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| #shift + click = toggle door opening
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| #ctrl + shift + click = toggle emergency access
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| #alt + click = electrify door
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| | |
| Cyborgs:
| |
| #1: Select 1st module
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| #2: Select 2nd module
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| #3: Select 3rd module
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| #4: Activate harm mode
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| | |
| ===Radio Prefixes===
| |
| (Either . or : can be used before the letter)
| |
| * b - Binary, used to talk with all other silicons
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| * c - Command
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| * e - Engineering
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| * h - Holopad (when you're using a holopad to project as AI)
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| * i - Intercoms nearest to you (typically Common and AI Private, useful for when comms go down)
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| * m - Medical
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| * o - AI private
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| * s - Security
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| * u - Supply
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| * v - Service
| |