Участник:Dragomagol
White Ships
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)
The ship also has a GPS inside, which can be tracked by another GPS to make locating the white ship easier.
Of course 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.
Shuttle | |
Hospital Ship | |
The Final Frontier. | |
Associated Station | BoxStation |
Hostiles | None |
Noteworthy contents | Nothing. |
Dimensions | |
Length | 27 |
Width | 17 |
Locations on /tg/station |
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.
Shuttle | |
NT Frigate | |
The Final Frontier. | |
Associated Station | DeltaStation |
Hostiles | None |
Noteworthy contents | Nothing. |
Dimensions | |
Length | 30 |
Width | 17 |
Locations on /tg/station |
Shuttle | |
NT Construction Vessel | |
The Final Frontier. | |
Associated Station | CereStation |
Hostiles | None |
Noteworthy contents | Nothing. |
Dimensions | |
Length | 16 |
Width | 13 |
Locations on /tg/station |
Shuttle | |
NT Long-Distance Bluespace Freighter | |
The Final Frontier. | |
Associated Station | TramStation |
Hostiles | None |
Noteworthy contents | Nothing. |
Dimensions | |
Length | 41 |
Width | 13 |
Locations on /tg/station |
Shuttle | |
NT Long-Distance Bluespace Jumper | |
The Final Frontier. | |
Associated Station | DonutStation |
Hostiles | None |
Noteworthy contents | Nothing. |
Dimensions | |
Length | 18 |
Width | 17 |
Locations on /tg/station |
Shuttle | |
NT White UFO | |
The Final Frontier. | |
Associated Station | PubbyStation |
Hostiles | None |
Noteworthy contents | Nothing. |
Dimensions | |
Length | 9 |
Width | 9 |
Locations on /tg/station |
Shuttle | |
NT Mining Shuttle | |
The Final Frontier. | |
Associated Station | KiloStation |
Hostiles | None |
Noteworthy contents | Nothing. |
Dimensions | |
Length | 23 |
Width | 19 |
Locations on /tg/station |
Shuttle | |
Salvage Ship | |
The Final Frontier. | |
Associated Station | MetaStation |
Hostiles | None |
Noteworthy contents | Nothing. |
Dimensions | |
Length | 26 |
Width | 17 |
Locations on /tg/station |
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