Инженер: различия между версиями
imported>Denton (added a section on how to spacewalk without hardsuits) |
Rafnik (обсуждение | вклад) м (Rafnik переименовал страницу Station Engineer в Инженер) |
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(не показано 49 промежуточных версий 15 участников) | |||
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{{JobPageHeader | {{JobPageHeader | ||
|headerbgcolor = orange | |headerbgcolor = orange | ||
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|imagebgcolor = #ffff88 | |imagebgcolor = #ffff88 | ||
|img_generic = Generic_engineer.png | |img_generic = Generic_engineer.png | ||
|img = | |img = Engineering modsuit.png | ||
|jobtitle = Station Engineer | |jobtitle = Station Engineer | ||
|access = [[Engineering]], Power Equipment, [[Tech Storage]], External airlocks, [[Construction Area|Construction]] [[Vacant Office|Site]], [[Maintenance]], [[Telecoms]] | |access = [[Engineering]], Power Equipment, [[Tech Storage]], External airlocks, [[Construction Area|Construction]] [[Vacant Office|Site]], [[Maintenance]], [[Telecoms]] | ||
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|difficulty = Medium | |difficulty = Medium | ||
|superior = [[Chief Engineer]] | |superior = [[Chief Engineer]] | ||
|duties = Start the [[Supermatter]], wire the solars, repair station hull and wiring damage, | |duties = Start the [[Supermatter]], wire the solars, repair station hull and wiring damage, and if there are no [[Atmospheric Technician|atmos techs]], repair station piping when damaged. Basically, do everything that has anything to do with power and repairs. Also, be prepared to be the hero the station deserves, because [[Security]] is lazy. | ||
|guides = [[Engineering items | |guides = [[Engineering items]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to power]], [[Guide_to_the_Supermatter|Supermatter Engine]], [[Solars]], [[Hacking]], [[Guide to Telecommunications]] | ||
|quote = I'll fix the power as soon as I'm off my lunch break. | |quote = I'll fix the power as soon as I'm off my lunch break. | ||
}} | }} | ||
Effectively, you are an assistant on steroids, and need not fear any electrical things with your gloves. You can, however, affect the station, for good or for ill, much more profoundly than a mere [[assistant]] can. | <span style="background-color:#ffff88"><font size="4"><u>[[File:Warningsign.png|32px]]'''Hey, Listen!'''[[File:Warningsign.png|32px]]</u> <br>'''[[Guide_to_the_Supermatter|For the Guide to setting up the Supermatter engine, click here.]]<font size="2"> | ||
Effectively, you are an assistant on steroids, and need not fear any electrical things with your gloves. You can, however, affect the station, for good or for ill, much more profoundly than a mere [[assistant]] can. What sets you apart from the rest of the crew on the station is that you are the most equipped for constructing objects and machinery, repairing structural damage, and are the best-equipped crewmembers for E.V.A. missions in the cold of [[Space]]. | |||
'''Bare minimum requirements:''' Fix hull breaches, fix cables/[[Engineering_items#Equipment|APCs]] if power goes out in an area. Know how [[Solars]] and [[Engineering_items#Equipment|SMES]] work. '''Resist the temptation to run off with a | '''Bare minimum requirements:''' Fix hull breaches, fix cables/[[Engineering_items#Equipment|APCs]] if power goes out in an area. Know how [[Solars]] and [[Engineering_items#Equipment|SMES]] work. '''Resist the temptation to run off with a MODsuit at roundstart.'''<br> | ||
'''Basic skills:''' [[Guide_to_the_Supermatter|Set up the engine]] without killing everyone. [[Construction#Airlock|Fix emagged airlocks]] and rebuild [[Machinery|machines]]. Familiarize yourself with [[Hacking]].<br> | '''Basic skills:''' [[Guide_to_the_Supermatter|Set up the engine]] without killing everyone. [[Construction#Airlock|Fix emagged airlocks]] and rebuild [[Machinery|machines]]. Familiarize yourself with [[Hacking]].<br> | ||
'''Advanced skills:''' Detect and fix sabotage - [[Guide_to_Telecommunications|Telecomms]], the engine, power sinks. Know enough about [[Guide_to_Atmospherics|Atmospherics]] to stop a plasma flood.<br> | '''Advanced skills:''' Detect and fix sabotage - [[Guide_to_Telecommunications|Telecomms]], the engine, power sinks. Know enough about [[Guide_to_Atmospherics|Atmospherics]] to stop a plasma flood.<br> | ||
=== Engineering Etiquette === | ==[[File:RigHelmet.png]] The Engineer== | ||
Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there's a ton, you probably don't want to snatch up everything that isn't nailed down. Don't fight over | |||
===[[File:Paper.png]] Engineering Etiquette === | |||
Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there's a ton, you probably don't want to snatch up everything that isn't nailed down. Don't fight over MODsuits. Don't try to break into the middle of a task someone has already begun: two people messing around with the Supermatter pipes without coordinating can lead to delamination. | |||
Be nice and courteous and you'll often be treated well, curse people out for their incompetence or how slow they are and people aren't going to rush to your retrieve your corpse when syndicates blow your head off on the solars. | Be nice and courteous and you'll often be treated well, curse people out for their incompetence or how slow they are and people aren't going to rush to your retrieve your corpse when syndicates blow your head off on the solars. | ||
=== Engineering Equipment === | ===[[File:Engiepack.png]] Engineering Equipment === | ||
Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don't constantly have to be running back to engineering for each step of a repair process. | Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don't constantly have to be running back to engineering for each step of a repair process. | ||
Строка 52: | Строка 59: | ||
Some of this you start with, some you need to collect. The items you pick up are: | Some of this you start with, some you need to collect. The items you pick up are: | ||
* [[File:IGloves.png]] '''Insulated Gloves:''' Your most prized possession, | * [[File:IGloves.png]] '''Insulated Gloves:''' Your most prized possession, especially if all modsuits are snatched up already. These puppies protect you from shock. Engineers work with insane amounts of electricity, and it's easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There's a few pairs laying around engineering, and more in the electrical closet. Lock the closet when you're done unless you want the clown and mime to steal all the remaining pairs. | ||
* [[File:Welder.png]] '''Industrial Welding Tool:''' Grab this from the welding locker next to the electronics locker; it has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE). | * [[File:Welder.png]] '''Industrial Welding Tool:''' Grab this from the welding locker next to the electronics locker; it has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE). | ||
* [[File:WeldingHelmet.png]] '''Welding Mask:''' You need this to avoid going blind while welding. Note if you have the | * [[File:WeldingHelmet.png]] '''Welding Mask:''' You need this to avoid going blind while welding. Note if you have the MODsuit activated, 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 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: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: | * [[File:EngiScanners.png]] '''Engineering Scanner Goggles''' These have two modes: Meson mode allows vision of structures and terrain through walls; and T-ray mode allows vision of objects beneath flooring such as cables and pipes. | ||
* [[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 | * [[File:Extended_Emergency_Oxygen_Tank.png]] '''Extended-capacity emergency oxygen tank:''' These canisters hold a LOT of air. The MODsuits when deployed 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. | ||
* [[File:Power_cell.png]] '''Power Cell:''' Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand. | * [[File:Power_cell.png]] '''Power Cell:''' Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand. | ||
* '''Inducer:''' The Electromagnetic Power Inducer can be used to charge objects like APCs, cyborgs, and [[Weapons#Longarm (Energy)|energy-based weapons]] without replacing their power cells. | |||
* '''Rapid Construction Device:''' RCDs can be used to create or destroy simple objects such as walls, doors and windows without using tools on them. Cannot construct/deconstruct reinforced walls. | |||
* [[File:Flashlight.png]] '''Flashlights:''' These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze. | * [[File:Flashlight.png]] '''Flashlights:''' These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze. | ||
* [[File:Hazard.png]] '''Hazard Vest:''' An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren't in a | * [[File:Hazard.png]] '''Hazard Vest:''' An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren't in a MODsuit or firesuit. | ||
* [[File:Circuitboard.png]] '''Power control module:''' You need this to repair a fully broken APC. Some sit by the SMES modules. | * [[File:Circuitboard.png]] '''Power control module:''' You need this to repair a fully broken APC. Some sit by the SMES modules. | ||
Строка 80: | Строка 91: | ||
Firesuits can no longer be carried in bags, and it's unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere in the station, learn their locations. | Firesuits can no longer be carried in bags, and it's unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere in the station, learn their locations. | ||
Note that some of these are for roleplay reasons only. Roleplay too determines if you're a good engineer or not -- When talking with people face to face, pop the helmet off | Note that some of these are for roleplay reasons only. Roleplay too determines if you're a good engineer or not -- When talking with people face to face, pop the helmet off -- MODsuits look pretty cool without the helmet on. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn't nearly as fun for everyone. | ||
== | ==[[File:Wrench.png]] Doing Your Duty == | ||
[[File: | |||
You have a few things you should do, if you don't want to be [[robust]]ed, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble. | You have a few things you should do, if you don't want to be [[robust]]ed, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble. | ||
=== [[Guide_to_the_Supermatter#Box_and_Meta_station_setup|Starting the Engine]] === | ===[[File:Supermatter shard.png]] [[Guide_to_the_Supermatter#Box_and_Meta_station_setup|Starting the Engine]] === | ||
This is an extremely important task. Luckily, it is [[Guide_to_the_Supermatter#Box_and_Meta_station_setup|laughably simple]]. Make certain you follow the instructions precisely; an engineer who accidentally unleashes the fury of a supermatter engine is not a popular person. | This is an extremely important task. Luckily, it is [[Guide_to_the_Supermatter#Box_and_Meta_station_setup|laughably simple]]. Make certain you follow the instructions precisely; an engineer who accidentally unleashes the fury of a supermatter engine is not a popular person. | ||
=== | ===[[File:Solar tracker.png]] Working on the [[Solars]] === | ||
Read the guide, make sure you have wire, internals and a space suit. Best of luck. | Read the guide, make sure you have wire, internals and a space suit. Best of luck. | ||
=== [[Construction|Fixing the Station]] === | ===[[File:Wrench.png]] [[Construction|Fixing the Station]] === | ||
Is there a hole in the wall? Are floor tiles broken? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Are cables torn up leading to an APC? Are the APC's themselves fried? Is it more than thirty seconds into the round? The answer to two or more of these is always yes. | Is there a hole in the wall? Are floor tiles broken? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Are cables torn up leading to an APC? Are the APC's themselves fried? Is it more than thirty seconds into the round? The answer to two or more of these is always yes. | ||
''Quit reading "The Lusty Xenomorph Maid" and get to work!'' | ''Quit reading "The Lusty Xenomorph Maid" and get to work!'' | ||
=== Fixing the Power === | ===[[File:Shockwarning.png]] [[Guide_to_power#ENGINEERING WHY ARE WE LOSING POWER|Fixing the Power]] === | ||
The main engine and/or the solars provide more than enough energy to fully power a state-of-the-art space station -- unless something goes wrong, which it almost always will. Whether it's due to shoddy wiring, a powersink, a bomb, an assistant cutting cables, a | The main engine and/or the solars provide more than enough energy to fully power a state-of-the-art space station -- unless something goes wrong, which it almost always will. Whether it's due to shoddy wiring, a powersink, a bomb, an assistant cutting cables, a delaminated supermatter or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call -- assuming the supermatter isn't shouting on the radio about imminent causality stabilization. | ||
See the [[guide to power]] to learn how to into power and, more importantly, how to fix everything. | See the [[guide to power]] to learn how to into power and, more importantly, how to fix everything. | ||
== Getting the Man Out of Danger... Alive! == | ==[[File:Warningsign.png]] 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. | ||
=== Firefighting === | ===[[File:Firesuit.png]] Firefighting === | ||
Engineers get access to maintenance hallways, which contain several [[Engineering_items#Firesuit|firesuits]] and [[Engineering_items#Fire_Extinguisher|extinguishers]]. If a fire breaks out somewhere, put it out. [[Engineering_items#Firesuit|Firesuits]] allow you to walk in almost any fire. [[Engineering_items#Fire_Extinguisher|Extinguishers]] have a limited capacity. Refill them with water tanks, which can be found all around the station. | Engineers get access to maintenance hallways, which contain several [[Engineering_items#Firesuit|firesuits]] and [[Engineering_items#Fire_Extinguisher|extinguishers]]. If a fire breaks out somewhere, put it out. [[Engineering_items#Firesuit|Firesuits]] allow you to walk in almost any fire. [[Engineering_items#Fire_Extinguisher|Extinguishers]] have a limited capacity. Refill them with water tanks, which can be found all around the station. | ||
=== Physical Rescue === | ===[[File:Welder.png]] Physical Rescue === | ||
If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. [[Hacking#Airlocks|Hacking airlocks]], [[Guide_to_construction#Walls_2|deconstructing walls]], basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so! | If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. [[Hacking#Airlocks|Hacking airlocks]], [[Guide_to_construction#Walls_2|deconstructing walls]], basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so! | ||
=== Space Recovery === | ===[[File:Jetpack-black.gif]] Space Recovery === | ||
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 | 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 | ||
== I have no suit and I must EVA == | ==[[File:Evahelmet.png]] I have no suit and I must EVA == | ||
Eventually, you'll be in the uncomforable situation where all | Eventually, you'll be in the uncomforable situation where all MODsuits are gone, yet you have to fix the Supermatter cooling pipes or retrieve the Captain's frozen corpse from space.<br> | ||
You'll need to protect against three things: The cold (burn damage), the lack of pressure (brute) and lack of oxygen (suffocation).<br> | You'll need to protect against three things: The cold (burn damage), the lack of pressure (brute) and lack of oxygen (suffocation).<br> | ||
There are a few ways you can do this: | There are a few ways you can do this: | ||
=== Ghetto space suit === | === Ghetto space suit === | ||
Put on a Firesuit plus either a hardhat, firefighting hat or EVA helmet. Now you just need to keep warm.<br> | Put on a Firesuit plus either a hardhat, firefighting hat or EVA helmet. Now you just need to keep warm.<br> | ||
Grab some coffee, tea or hot chocolate from a vending machine. Even better - ask | Grab some coffee, tea or hot chocolate from a vending machine.<br> | ||
Even better - ask a [[Chemist]] for [[Guide_to_chemistry#Leporazine|Leporazine]] (stabilizes body temperature), the [[Bartender]] for Cafe Latte (better than regular coffee) or [[Botany]] for Capsaicin (heats your body). | |||
=== Ghetto space suit part two === | === Ghetto space suit part two === | ||
Can't find a Firesuit or | Can't find a Firesuit? Wear an explorer's suit or winter coat plus boots. This is much harder to pull off, since the lack of pressure hits you with a lot of brute damage.<br> | ||
Grab a bunch of | Grab a bunch of [[Guide_to_chemistry#Salicyclic Acid|Salicyclic Acid]], [[Guide_to_chemistry#Omnizine|Omnizine]], or [[Guide_to_chemistry#Earthsblood|Earthsblood]] - anything that heals brute damage. | ||
=== O² is for nerds === | === O² is for nerds === | ||
Lost your internals or oxygen tank? | Lost your internals or oxygen tank? [[Guide_to_chemistry#Salbutamol|Salbutamol]] heals suffocation damage quickly enough for you to spacewalk comfortably.<br> | ||
[[Epinephrine]] from your epipen works in a pinch too. | |||
=== The Übermensch === | === The Übermensch === | ||
The | The space adaptation mutation is no more! Though, the Temperature Adaptation from [[Guide_to_genetics#List_of_Mutations|Genetics]] protects against the cold of space and high heat. That's half of the dangers of space, all you would need next is some pressure protection from a firesuit + fire helmet and you'd be all set. No need to keep drinking coffee over and over! | ||
Why not use Pressure Adaptation, you might ask? Well, while Pressure Adaptation is certainly not a bad choice, you'd still need to protect yourself from the cold somehow since the two mutations can't be combined. That means you'd have to constantly consume drinks or chemicals that keep your body heat in check. With Temperature Adaptation all you need is a full firesuit setup, no extra chemicals needed. | |||
=== Moving around in space === | |||
Don't have a jetpack? Grab a fire extinguisher, a water tank and buckle yourself to a rolling chair.<br> | |||
Or, grab a stack of many small items (metal rods, cable coil) that you can throw to propel yourself.<br> | |||
You can build lattices in open space to instantly stop movement too. | |||
=== | ==[[File:Light_Bulb.png]] Tips== | ||
===The Engine/Power=== | |||
* The engineering and atmos MODsuits have radiation protection modules. Make sure to wear one or a radiatuion suit if working near an active [[Guide_to_the_Supermatter|Supermatter Engine]]. | |||
* Engines can be wired directly into the power grid; in the SMES rooms, each one has an input and an output. Connecting the two will cause the power to bypass the SMES cells. This is [[Traitor|extremely dangerous]], and can caused shocked doors to instantly put people into critical condition. | |||
* Arriving half an hour into the round and nobody's set up power? Chances are all the SMES cells can be drained. However, you can still power Emitters and other equipment by loading the P.A.C.M.A.N generator with plasma, wiring it up and setting its output to full power. | |||
*The P.A.C.M.A.N-type generators can each hold 450 sheets of their respective fuels once fully upgraded. Their fuel types and maximum upgraded outputs are as follows: | |||
** P.A.C.M.A.N generator (Plasma) = 60000 W | |||
** S.U.P.E.R.P.A.C.M.A.N generator (Uranium) = 180000 W | |||
== | ===Construction=== | ||
* 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. | * 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. | ||
* | * It is possible to upgrade the AI's cameras by using certain items: analysers confer X-ray vision, potentially allowing the AI to observe Maintenance areas; proximity sensors give their effect to the camera, alerting the AI when someone walks by. Plasma sheets will cause the camera to become EMP-proof. | ||
* You can use an airlock circuit in your hand to modify its access requirements. Necessary if you're rebuilding doors to restricted areas such as the [[armory]] or [[bridge]]. | |||
* | |||
* 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. | * 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. | ||
* You can put windows directly on grilles. | * You can put windows directly on grilles by using a glass/reinforced glass sheet on them. Make sure to screw them on afterwards! | ||
* 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. | * 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. | ||
* You can screwdriver wooden flooring to remove it without breaking it. | * You can screwdriver wooden flooring to remove it without breaking it. | ||
* You can turn one color of wire into another color easily, so long as you have at least one piece of the color you want: You can transfer wires from a stack of another color you have to change their color. | |||
* You can turn one color of wire into another color easily | * You can hack the YouTool to get upgraded industrial welding tools, which hold 80 units of fuel as opposed to normal tools' 20 and industrial's 40. | ||
* | ==[[File:Doubleagent.gif]] Traitorneering == | ||
<i>"Lets do this Texas style!"</i> | |||
Being a [[traitor]] engineer can be both the easiest and hardest task on the station. On the one hand, you can go almost everywhere on the station, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work ("I need this to repair hull damage, Captain!") | Being a [[traitor]] engineer can be both the easiest and hardest task on the station. On the one hand, you can go almost everywhere on the station, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work ("I need this to repair hull damage, Captain!") | ||
Строка 208: | Строка 182: | ||
And finally, if you truly hate the station, it is within your grasp to release the <strike>kraken</strike> fury of the supermatter, and generally sabotage the power supply of the station. | And finally, if you truly hate the station, it is within your grasp to release the <strike>kraken</strike> fury of the supermatter, and generally sabotage the power supply of the station. | ||
== Traitor Tips == | |||
* You can attach a remote signaler to the Telecomms APC to have a a station wide radio jammer in your backpack (just watch out for that pesky [[AI]]). | |||
* You have access to some of the most robust tools for breaking into secure areas (hacking tools shiftstart, jaws of life, and insulated gloves). | |||
* You can print AI upload boards at your lathe once they are researched, or steal the one in secure tech storage. | |||
* You can delam the SM into a singularity or tesla for a reason to call the shuttle or a last ditch effort to kill your target. | |||
* You have easy access to space via your engineering MODsuit. Solars are a great hiding place for bodies or illegal items later in the shift. | |||
* The RCD can be a very valuable asset. You can use it to construct doors, walls, and floors very quickly. And vice versa! | |||
{{Jobs}} | {{Jobs}} | ||
[[Category: Jobs]] | [[Category: Jobs]] |
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ENGINEERING ПЕРСОНАЛ | |
Station Engineer Профессия (на RU) |
Доступ: Engineering, Power Equipment, Tech Storage, External airlocks, Construction Site, Maintenance, Telecoms Дополнительный доступ При малом количестве сотрудников на станции : AtmosphericsСложность: Medium Руководители: Chief Engineer Обязанности: Start the Supermatter, wire the solars, repair station hull and wiring damage, and if there are no atmos techs, repair station piping when damaged. Basically, do everything that has anything to do with power and repairs. Also, be prepared to be the hero the station deserves, because Security is lazy. Руководства: Engineering items, Guide to construction, Guide to advanced construction, Guide to power, Supermatter Engine, Solars, Hacking, Guide to Telecommunications Цитаты: I'll fix the power as soon as I'm off my lunch break. |
Файл:Warningsign.pngHey, Listen!Файл:Warningsign.png
For the Guide to setting up the Supermatter engine, click here.
Effectively, you are an assistant on steroids, and need not fear any electrical things with your gloves. You can, however, affect the station, for good or for ill, much more profoundly than a mere assistant can. What sets you apart from the rest of the crew on the station is that you are the most equipped for constructing objects and machinery, repairing structural damage, and are the best-equipped crewmembers for E.V.A. missions in the cold of Space.
Bare minimum requirements: Fix hull breaches, fix cables/APCs if power goes out in an area. Know how Solars and SMES work. Resist the temptation to run off with a MODsuit at roundstart.
Basic skills: Set up the engine without killing everyone. Fix emagged airlocks and rebuild machines. Familiarize yourself with Hacking.
Advanced skills: Detect and fix sabotage - Telecomms, the engine, power sinks. Know enough about Atmospherics to stop a plasma flood.
Файл:RigHelmet.png The Engineer[править | править код]
Файл:Paper.png Engineering Etiquette[править | править код]
Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there's a ton, you probably don't want to snatch up everything that isn't nailed down. Don't fight over MODsuits. Don't try to break into the middle of a task someone has already begun: two people messing around with the Supermatter pipes without coordinating can lead to delamination.
Be nice and courteous and you'll often be treated well, curse people out for their incompetence or how slow they are and people aren't going to rush to your retrieve your corpse when syndicates blow your head off on the solars.
Файл:Engiepack.png Engineering Equipment[править | править код]
Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don't constantly have to be running back to engineering for each step of a repair process.
Here's a suggestion how you can be prepared for shit on the space station:
Container | Contents |
---|---|
Tool Belt |
Файл:Engineer toolbelt contents.png Screwdriver, wrench, wirecutters, multitool, cable coil, crowbar, welding tool. |
Файл:Eng backpack.png Backpack |
Файл:Engineer backpack contents.png Internals box, welding helmet, metal, glass, high-capacity power cell. |
Файл:Box.png Box |
Файл:Engineer box contents.png Breath mask, epinephrine medipen, T-ray scanner, airlock electronics, power control module, cable coil, flashlight. |
Some of this you start with, some you need to collect. The items you pick up are:
- Insulated Gloves: Your most prized possession, especially if all modsuits are snatched up already. These puppies protect you from shock. Engineers work with insane amounts of electricity, and it's easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There's a few pairs laying around engineering, and more in the electrical closet. Lock the closet when you're done unless you want the clown and mime to steal all the remaining pairs.
- Industrial Welding Tool: Grab this from the welding locker next to the electronics locker; it has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE).
- Файл:WeldingHelmet.png Welding Mask: You need this to avoid going blind while welding. Note if you have the MODsuit activated, it works as a welding mask you don't have to flip up/flip down.
- 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.
- Engineering Scanner Goggles These have two modes: Meson mode allows vision of structures and terrain through walls; and T-ray mode allows vision of objects beneath flooring such as cables and pipes.
- Файл: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 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.
- Extended-capacity emergency oxygen tank: These canisters hold a LOT of air. The MODsuits when deployed 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.
- Power Cell: Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand.
- Inducer: The Electromagnetic Power Inducer can be used to charge objects like APCs, cyborgs, and energy-based weapons without replacing their power cells.
- Rapid Construction Device: RCDs can be used to create or destroy simple objects such as walls, doors and windows without using tools on them. Cannot construct/deconstruct reinforced walls.
- Файл:Flashlight.png Flashlights: These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze.
- Hazard Vest: An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren't in a MODsuit or firesuit.
- Файл:Circuitboard.png Power control module: You need this to repair a fully broken APC. Some sit by the SMES modules.
- Файл:Circuitboard.png Airlock electronics: You need this to construct an airlock. Having one on hand can save you a long trip back if you run across a broken door. Some by the metal and supplies, and one by the SMES modules.
- Файл:T-ray.gif T-ray Scanner: Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes. Works in pockets and on your belt.
Firesuits can no longer be carried in bags, and it's unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere in the station, learn their locations.
Note that some of these are for roleplay reasons only. Roleplay too determines if you're a good engineer or not -- When talking with people face to face, pop the helmet off -- MODsuits look pretty cool without the helmet on. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn't nearly as fun for everyone.
Doing Your Duty[править | править код]
You have a few things you should do, if you don't want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble.
Starting the Engine[править | править код]
This is an extremely important task. Luckily, it is laughably simple. Make certain you follow the instructions precisely; an engineer who accidentally unleashes the fury of a supermatter engine is not a popular person.
Working on the Solars[править | править код]
Read the guide, make sure you have wire, internals and a space suit. Best of luck.
Fixing the Station[править | править код]
Is there a hole in the wall? Are floor tiles broken? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Are cables torn up leading to an APC? Are the APC's themselves fried? Is it more than thirty seconds into the round? The answer to two or more of these is always yes.
Quit reading "The Lusty Xenomorph Maid" and get to work!
Файл:Shockwarning.png Fixing the Power[править | править код]
The main engine and/or the solars provide more than enough energy to fully power a state-of-the-art space station -- unless something goes wrong, which it almost always will. Whether it's due to shoddy wiring, a powersink, a bomb, an assistant cutting cables, a delaminated supermatter or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call -- assuming the supermatter isn't shouting on the radio about imminent causality stabilization.
See the guide to power to learn how to into power and, more importantly, how to fix everything.
Файл:Warningsign.png Getting the Man Out of Danger... Alive![править | править код]
It's your job to save lives when they cry out for help.
Файл:Firesuit.png Firefighting[править | править код]
Engineers get access to maintenance hallways, which contain several firesuits and extinguishers. If a fire breaks out somewhere, put it out. Firesuits allow you to walk in almost any fire. Extinguishers have a limited capacity. Refill them with water tanks, which can be found all around the station.
Physical Rescue[править | править код]
If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. Hacking airlocks, deconstructing walls, basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so!
Файл:Jetpack-black.gif Space Recovery[править | править код]
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 floor tiles to be build in their path to actually stop
Файл:Evahelmet.png I have no suit and I must EVA[править | править код]
Eventually, you'll be in the uncomforable situation where all MODsuits are gone, yet you have to fix the Supermatter cooling pipes or retrieve the Captain's frozen corpse from space.
You'll need to protect against three things: The cold (burn damage), the lack of pressure (brute) and lack of oxygen (suffocation).
There are a few ways you can do this:
Ghetto space suit[править | править код]
Put on a Firesuit plus either a hardhat, firefighting hat or EVA helmet. Now you just need to keep warm.
Grab some coffee, tea or hot chocolate from a vending machine.
Even better - ask a Chemist for Leporazine (stabilizes body temperature), the Bartender for Cafe Latte (better than regular coffee) or Botany for Capsaicin (heats your body).
Ghetto space suit part two[править | править код]
Can't find a Firesuit? Wear an explorer's suit or winter coat plus boots. This is much harder to pull off, since the lack of pressure hits you with a lot of brute damage.
Grab a bunch of Salicyclic Acid, Omnizine, or Earthsblood - anything that heals brute damage.
O² is for nerds[править | править код]
Lost your internals or oxygen tank? Salbutamol heals suffocation damage quickly enough for you to spacewalk comfortably.
Epinephrine from your epipen works in a pinch too.
The Übermensch[править | править код]
The space adaptation mutation is no more! Though, the Temperature Adaptation from Genetics protects against the cold of space and high heat. That's half of the dangers of space, all you would need next is some pressure protection from a firesuit + fire helmet and you'd be all set. No need to keep drinking coffee over and over!
Why not use Pressure Adaptation, you might ask? Well, while Pressure Adaptation is certainly not a bad choice, you'd still need to protect yourself from the cold somehow since the two mutations can't be combined. That means you'd have to constantly consume drinks or chemicals that keep your body heat in check. With Temperature Adaptation all you need is a full firesuit setup, no extra chemicals needed.
Moving around in space[править | править код]
Don't have a jetpack? Grab a fire extinguisher, a water tank and buckle yourself to a rolling chair.
Or, grab a stack of many small items (metal rods, cable coil) that you can throw to propel yourself.
You can build lattices in open space to instantly stop movement too.
Tips[править | править код]
The Engine/Power[править | править код]
- The engineering and atmos MODsuits have radiation protection modules. Make sure to wear one or a radiatuion suit if working near an active Supermatter Engine.
- Engines can be wired directly into the power grid; in the SMES rooms, each one has an input and an output. Connecting the two will cause the power to bypass the SMES cells. This is extremely dangerous, and can caused shocked doors to instantly put people into critical condition.
- Arriving half an hour into the round and nobody's set up power? Chances are all the SMES cells can be drained. However, you can still power Emitters and other equipment by loading the P.A.C.M.A.N generator with plasma, wiring it up and setting its output to full power.
- The P.A.C.M.A.N-type generators can each hold 450 sheets of their respective fuels once fully upgraded. Their fuel types and maximum upgraded outputs are as follows:
- P.A.C.M.A.N generator (Plasma) = 60000 W
- S.U.P.E.R.P.A.C.M.A.N generator (Uranium) = 180000 W
Construction[править | править код]
- 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.
- It is possible to upgrade the AI's cameras by using certain items: analysers confer X-ray vision, potentially allowing the AI to observe Maintenance areas; proximity sensors give their effect to the camera, alerting the AI when someone walks by. Plasma sheets will cause the camera to become EMP-proof.
- You can use an airlock circuit in your hand to modify its access requirements. Necessary if you're rebuilding doors to restricted areas such as the armory or bridge.
- 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.
- You can put windows directly on grilles by using a glass/reinforced glass sheet on them. Make sure to screw them on afterwards!
- 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.
- You can screwdriver wooden flooring to remove it without breaking it.
- You can turn one color of wire into another color easily, so long as you have at least one piece of the color you want: You can transfer wires from a stack of another color you have to change their color.
- You can hack the YouTool to get upgraded industrial welding tools, which hold 80 units of fuel as opposed to normal tools' 20 and industrial's 40.
Файл:Doubleagent.gif Traitorneering[править | править код]
"Lets do this Texas style!"
Being a traitor engineer can be both the easiest and hardest task on the station. On the one hand, you can go almost everywhere on the station, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work ("I need this to repair hull damage, Captain!")
On the other hand, Engineers lack weapons. Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight. Stungloves are gone 5ever, but stun prods can be made from basic tools! In addition, cable restraints may be constructed from cable coils. In a pinch, the welding tool is a fairly powerful weapon which causes burn damage when turned on. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel. Engineers are also one of the few jobs which retain their maintenance access, making travel around the station significantly safer, faster and easier.
And finally, if you truly hate the station, it is within your grasp to release the kraken fury of the supermatter, and generally sabotage the power supply of the station.
Traitor Tips[править | править код]
- You can attach a remote signaler to the Telecomms APC to have a a station wide radio jammer in your backpack (just watch out for that pesky AI).
- You have access to some of the most robust tools for breaking into secure areas (hacking tools shiftstart, jaws of life, and insulated gloves).
- You can print AI upload boards at your lathe once they are researched, or steal the one in secure tech storage.
- You can delam the SM into a singularity or tesla for a reason to call the shuttle or a last ditch effort to kill your target.
- You have easy access to space via your engineering MODsuit. Solars are a great hiding place for bodies or illegal items later in the shift.
- The RCD can be a very valuable asset. You can use it to construct doors, walls, and floors very quickly. And vice versa!