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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.

  • Northern EVA: contains a crate of donk pockets and bottled water, as well as a fridge stocked with a burrito, tofu, berry muffins, and more water.
  • Southern EVA: holds medical equipment: a NanoMed, a toxin kit, burn kit, and brute kit, as well as other medical supplies.

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 Nothing.
Dimensions
Length 26
Width 17
Locations on /tg/station


The Salvage Ship

The Salvage 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.
Shuttle
NT Frigate
Associated Station DeltaStation
Hostiles 2 Scrawny Hunter Spiders, 1 Scrawny Nurse Spider, 1 Scrawny Tarantula
Noteworthy contents Nothing.
Dimensions
Length 30
Width 17
Locations on /tg/station


The NT Frigate

The NT Frigate 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.
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, 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 Antique 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 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.

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:

  1. Don't harm humans
  2. Do what humans tell you to do, except for harming humans.
  3. 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

  1. Camera alarm: either something exploded or someone doesn't want you seeing what they're up to.
  2. 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).
  3. Atmosphere alarm: the air in that area is unsafe.
  4. Fire alarm: either someone's hitting the fire alarm or they station is trying to stop a fire.
  5. Power alarm: that area is about to run out of power (AKA, engineering's not doing their job).
  6. 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.

Shared Controls

Common Hotkeys

Full guide to Silicon Hotkeys

Doors:

  1. ctrl + click = toggle door bolts
  2. shift + click = toggle door opening
  3. ctrl + shift + click = toggle emergency access
  4. alt + click = electrify door

Cyborgs:

  1. 1: Select 1st module
  2. 2: Select 2nd module
  3. 3: Select 3rd module
  4. 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