Участник:Dragomagol
White Ships
A collection of pilotable ships that can be found by following a GPS signal while exploring Space. Previously each ship would only spawn in the space of its associated station, but now each ship has an equal chance of appearing.
This can be used for good, such as exploration, or for bad, such as a mobile base for 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.
The ship, once found, can be moved around several fixed points:
- Deep Space
- Station Arrivals Dock
- Lavaland
- Derelict Station
- Custom Location (set with the Navigation Computer)
Shuttle | |
Hospital Ship | |
Associated Station | BoxStation |
Hostiles | 4 Zombies |
Noteworthy contents | A pair of medical sleepers |
Dimensions | |
Length | 27 |
Width | 17 |
Locations on /tg/station |
The Hospital Ship
The Hospital 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:
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), a telescopic baton, and a flash.
EVA
- Two EVA suits in suit storage units, one per side.
Sleeping Quarters
- Two beds with white bedsheets, locker with a photo album and a pair of medals.
Cryogenics
- Two cryo tubes hooked up to a freezer as well as beakers of cryoxadone. Also contains two medical sleepers.
Restroom
- Shower, toilet, mirrors, and a bar of soap.
Medical storage
- Five roller beds with respective IV drips and a freezer of blood. Also contains a locker of white clothing.
Surgery
- An operating table, operating computer, prosthetic limbs crate, and duffel bag with surgery tools.
"Tails"
- Northern Tail: An emergency closet, heater, oxygen canister, water tank, bucket, mop, and trash bag.
- Southern Tail: An emergency closet, fuel tank, SMES, and a P.A.C.M.A.N generator.
Shuttle | |
Salvage Ship | |
Associated Station | MetaStation |
Hostiles | 3 Syndicate Operatives, 1 Syndicate Salvage Worker |
Noteworthy contents | Retro laser gun |
Dimensions | |
Length | 26 |
Width | 17 |
Locations on /tg/station |
The Salvage Ship
The Salvage Ship is an old Nanotrasen vehicle overtaken by the Syndicate. In its prime, it would load wreckages into its bay, strip them for resources, and eject whatever couldn't be used back into the void. Now, however, it is used to patrol Nanotrasen space without raising suspicions.
It still contains some equipment from its operational state that could be of some use. It contains:
Sleeping Quarters
- Two bedrooms with a bed and personal locker each. In the common area, a black wardrobe closet, laundry machine, and linen bin.
Restroom
- Shower, toilet, mirrors, and a bar of soap.
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, photo album, and camera for taking group photos with the crew.
Hydroponics
- Four hydroponics trays, a hydro vending machine, and basic hydroponics equipment. Has a storage unit on the wall that connects to the Kitchen.
Kitchen
- Fridge full of synthmeat and flour, microwave, multi-purpose grinder, kitchen knife, and basic cooking tools and ingredients.
EVA
- Two EVA suits in suit storage units and two emergency closets, one each per side.
Dining Area An open area with a long table and chairs, two vending machines for drinks and cigarettes, a litany of alcohols, a stack of plates and forks, and a microwave with donk pockets. Cargo Hold:
- Several crates with assorted supplies and materials, medical crate with medical supplies, a fire-fighting locker, and an O2 locker.
Upper Storage
- An oxygen canister, air pressure tank, fire-fighting locker, O2 locker, and heater.
Lower Storage
- A crate of mining supplies, power monitoring console, SMES, and a P.A.C.M.A.N generator.
Back Hatch
- One exit leaving to space, an air canister, heater, and tools.
External:
- Two old mounted turrets outside the bridge windows. About the only things you are going to kill with these are space carp.
Shuttle | |
NT Frigate | |
Associated Station | DeltaStation |
Hostiles | 2 Scrawny Hunter Spiders, 1 Scrawny Nurse Spider, 1 Scrawny Tarantula |
Noteworthy contents | Retro laser gun, medical sleeper |
Dimensions | |
Length | 30 |
Width | 17 |
Locations on /tg/station |
The NT Frigate
The NT Frigate is a once-proud Nanotrasen warship, now fallen into the fuzzy hands of 8 legged enemy combatants. State of the art and armed to the teeth, she was more than ready to take on enemy ships. What she wasn't prepared for was an attack from within.
Arms
- Each arm contains a pilot's seat and destroyed computer console.
- Northern Arm, the crew area: A table and stools, Booze-O-Mat, fridge stocked with beer and food, as well as a microwave and box of donk pockets. Crates containing rations are stored up top.
- Southern Arm, cargo hold: Several crates with assorted supplies and materials, medical crate with medical supplies, and cell charger.
EVA
- Two EVA suits in suit storage units and two emergency closets, one each per side.
Sleeping Quarters
- Two beds with CentCom bedsheets, locker with various jumpsuits and two old CentCom uniforms.
Restroom
- Shower, toilet, mirrors, and a bar of soap.
Medbay
- Sleeper, IV drip, defibrillator, operating table, a basic medical kit, a crate with blood bags, a NanoMed, and two bottles of some basic themes.
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, retro laser, photo album, and nifty CentCom hat (once you lift it off the heap of bones it's resting on)!
Storage Compartment
- A fuel tank, water tank, mining supplies, SMES, and a P.A.C.M.A.N generator.
External:
- Two old mounted turrets on each arm. About the only things you are going to kill with these are space carp.
Shuttle | |
NT Construction Vessel | |
Associated Station | CereStation |
Hostiles | None |
Noteworthy contents | 25% chance of a working Ripley |
Dimensions | |
Length | 16 |
Width | 13 |
Locations on /tg/station |
The NT Construction Vessel
The NT Construction Vessel is a simple abandoned mining ship designed to deploy large mechs to mine and retrieve ore. Simple in concept, simple in design, nearly more dust than ship.
It still contains some equipment from its operational state that could be of some use. It contains:
Mech Bay
- A rectangular room containing the wreckage of a Ripley, two mech bay control consoles, and one mech bay power port. There is a 25% chance of a second working Ripley spawning, 75% chance of a second wreck.
Cargo Bay
- A long, open room with crates, mining gear, an ore box, and an oxygen tank dispenser. On either side of the bay is a pair of blast doors that can be opened with the nearby buttons.
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 suit storage locker, as well as an emergency closet.
Shuttle | |
NT White UFO | |
Associated Station | PubbyStation |
Hostiles | None |
Noteworthy contents | Medical beamgun, retro laser gun, magboots |
Dimensions | |
Length | 9 |
Width | 9 |
Locations on /tg/station |
The NT White UFO
The NT White UFO is a compact ship of unknown origin. Was it lifted from the hands of alien lifeforms, or is it a Nanotrasen creation to harness the power of alien minimalist architecture? One thing is for sure: it's much easier to find a parking spot for than the Frigate.
It still contains some equipment from its operational state that could be of some use. It contains:
Bridge
- 3 x 3 glass cube containing the navigation computer and white ship controls. Also contains an EVA suit with an air tank, a pair of magboots, a laser with a charger, and a medical beamgun. Who needs all those departments?
Everything else
- An empty ring around the bridge. There's a door and a pair of engines on each side.
Shuttle | |
NT Mining Shuttle | |
Associated Station | KiloStation |
Hostiles | 2 Blank Bodies, 2 Mi-gos, 2 Creatures |
Noteworthy contents | Retro laser gun |
Dimensions | |
Length | 23 |
Width | 19 |
Locations on /tg/station |
The NT Mining Shuttle
The NT Mining Shuttle is an unconventional beast, shaped perfectly to deposit ore on KiloStation's now-abandoned warehouse (though other stations may have difficulty in accommodating it). Once a luxury asteroid mining ship designed for long hauls, the NT Mining Shuttle is now slathered in grime, blood, and ectoplasm. There is no sign of the crew that once occupied it; all that remains are the strange beasts that prowl its halls.
It still contains some equipment from its operational state that could be of some use. It contains:
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 stack of space cash, and a recharger for your weapons.
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
- A pair of ore boxes, an internals crate, a crate with mining equipment, and a small amount of iron, glass, and plasma sheets. Here there are a pair of blast doors that can be opened to unload cargo.
Dining Area
- A small room with a worn couch (and immaculately preserved bearger). Also contains a microwave, box of donk pockets, grilled cheese sandwiches and beer in the fridge, an all-in-one grinder... and is that a human stomach?
Common Area
- A pair of personal closets and a washing machine. Here also are the crew rooms: two cramped rooms with a bed each, and a larger room with an antique laser for the captain. The wall is adorned with a golden plaque, and the bed a Nanotrasen bedsheet.
Storage Compartment
- A canister of oxygen, an air tank, welding fuel and welder, SMES, and a P.A.C.M.A.N generator.
Exterior
- Four old mining turrets across the outside of the ship. Perfectly well suited for fending off ancient goliaths, basilisks, and other asteroid fauna.
Shuttle | |
NT Long-Distance Bluespace Jumper | |
Associated Station | DonutStation |
Hostiles | None |
Noteworthy contents | 25% chance of a working Ripley |
Dimensions | |
Length | 18 |
Width | 17 |
Locations on /tg/station |
The NT Long-Distance Bluespace Jumper
The NT Long-Distance Bluespace Jumper is the wreckage of a once-great passenger vessel. On one of her long hauls, she was smashed into by a uranium meteor, which left fragments aboard the remains it left. The bridge is bolted and empty, but a printout of the ship's blackbox still rests on the navigation computer...
It still contains some equipment from its operational state that could be of some use. It contains:
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 contains a mug, cell charger, folder, and blackbox printout.
EVA
- An EVA suit, oxygen tank dispenser, air canister, and emergency closet.
Mech Bay
- A rectangular room containing the wreckage of a Ripley, two mech bay control consoles, and one mech bay power port. There is a 25% chance of a second working Ripley spawning, 75% chance of a second wreck.
Passenger Bay
- A gaping hole in the ship marks the passenger bay. All that remains is a stack of uranium, medkit, and metal rods.
Storage Compartment
- An APC frame, APC electronics, a power cell, SMES, and a P.A.C.M.A.N generator.
Restroom====
- Urinals, toilet, mirrors, and a bar of soap.
Shuttle | |
NT Long-Distance Bluespace Freighter | |
Associated Station | TramStation |
Hostiles | None |
Noteworthy contents | A small tram |
Dimensions | |
Length | 41 |
Width | 13 |
Locations on /tg/station |
The NT Long-Distance Bluespace Freighter
The NT Long-Distance Bluespace Freighter is a long-haul freighter that has fallen into ruin. All that remains of its precious cargo, aside from odds and ends, is a small, innocuous tram, surrounded by the long-dead corpses of two engineers and a doctor. The only hint of what may have caused their untimely demise is a smudged message from the doctor, which appears to read "blender."
It still contains some equipment from its operational state that could be of some use. It contains:
Northern Storage
- One exit leaving to space, a fuel tank, water tank, two EVA suits in suit storage, SMES, and a P.A.C.M.A.N generator.
Cargo Hold
- A tram (not operational), three corpses, several random crates (including a science crate stocked with machine parts) and miscellaneous items.
Restroom
- Shower, toilet, mirror, and a bar of soap.
Medbay
- Five no longer operational stasis beds, two cryogenic tubes hooked up to a freezer and oxygen, an operating table, toxin kit, burn kit, and brute kit, as well as other medical supplies.
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, telescopic baton, and a flash.
Quickstart Silicon Guide
Cyborg
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.
Laws
The number one rule about interpreting laws is that it should be done in good faith. If you use any new law or lack of law as an excuse to act antagonistically, that's probably not considered good faith.
9 times out of 10 the laws you'll have to follow will be Asimov's three laws of robotics. In general, this means:
- Don't harm humans
- Do what humans tell you to do, except for harming humans.
- Protect yourself as long as you're not disobeying or harming humans in the process.
For a more complete definition of these (and more) laws, see Silicon Policy.
Abilities
All borgs have the ability to control doors and machinery with pretty well limitless access. Silicons cannot purchase or recall the emergency shuttle, however.
All borg types have tools best suited to their type. For a full list of what each type has, see The Latest Models.
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.
Weaknesses
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.
The robotics console in the RD's office can lock you down or detonate you remotely.
Controls
On help intent, click and drag someone onto you to carry them.
On harm intent, click and drag someone onto you to open the strip menu.
Click on yourself to unbuckle someone from you.
AI
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!
Information Overload
The biggest learning curve to being an AI: learning to filter the barrage of information you get.
Radio
Alerts
- Camera alarm: either something exploded or someone doesn't want you seeing what they're up to.
- 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).
- Atmosphere alarm: the air in that area is unsafe.
- Fire alarm: either someone's hitting the fire alarm or they station is trying to stop a fire.
- Power alarm: that area is about to run out of power (AKA, engineering's not doing their job).
- Burglar alarm: someone's stealing the captain's antique laser gun.
Other Notifications
You will occasionally get other notifications for things such as:
- Cyborgs changing modules
- Losing connection with cyborgs
- pAI hacking doors
- Losing connection to APCs
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.
Your Cyborgs
Your greatest allies and also the biggest thorn in your side.
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.
The Robotics Console
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.
Your Bots
Medibots, cleanbots, all of them are at your beck and call!
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.
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.
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.
Common Hotkeys
Doors:
- ctrl + click = toggle door bolts
- shift + click = toggle door opening
- ctrl + shift + click = toggle emergency access
- alt + click = electrify door
Cyborgs:
- 1: Select 1st module
- 2: Select 2nd module
- 3: Select 3rd module
- 4: Activate harm mode
Radio Prefixes
(Either . or : can be used before the letter)
- b - Binary, used to talk with all other silicons
- c - Command
- e - Engineering
- h - Holopad (when you're using a holopad to project as AI)
- i - Intercoms nearest to you (typically Common and AI Private, useful for when comms go down)
- m - Medical
- o - AI private
- s - Security
- u - Supply
- v - Service