Mechanics Workshop
Mechanics Workshop | |
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Production of machines with varying degrees of usefulness. | |
The Mechanics Workshop is a place by the Escape Arm where engineers tinker with MechComp, the Ruckingenur Kit, and other toys. If the lab is covered in teleporters and flying objects do not be concerned: this is an indicator that everything is working exactly how it should. There are data terminals and all the tools engineers need in the lab. There are also multiple Reverse-Engineering Fabricators around for producing helpful items for the crew to use.
See also: Ruckingenur Kit
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Usually, being an impenetrable machine fortress. | |
Here, nefarious engineers spend their shifts converting their cosy little corner below Engineering into an impenetrable machine fortress. Most of the time, this involves knocking down the windows and using the ruckingenur kit and other machines to create a castle of Zoldorfs and slots machines. Should this happen (it's somewhat rare these days, but when it does, it tends to be pretty annoying), go around it by taking the maintenance tunnel above Medbay or break out the deconstruction device and tear down the walls.
Maintenance Information
This place has no vent.
The APC for this room is in the room above, which is called the Power Room.
Mechanics Workshop | |
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Usually, being an impenetrable death machine fortress. | |
In here, nefarious mechanics spend their shifts turning their little alcove above Cargo and below Research into an impenetrable death machine fortress. This usually involves filling the room with complex-looking MechComp machines that usually just involve a graviton into a telepad into Space or the crusher. Should this happen, bring a wrench to detach the offending components and be wary of any metal sheets that may hide a trigger for some offensively uncreative trap.
Mechanics Workshop | |
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Production of inventions with varying degrees of usefulness. | |
Mechanics Workshop is the base of operations for the mechanics, who are tasked with maintaining the station's computers and other electrical devices. This apparently involves hitting them with 1990s-era scanners, then hitting a "ruck-ruck kit" with said scanner to somehow upload the information within onto it, inserting the resulting blueprint into a fabricator, making a device frame using materials from said fabricator, and then using a soldering iron on the frame to magically create a machine, like a cloning pod or a gun.
There's also a MechComp dispenser here, loaded with various components that the mechanics insist are vital to their Rube Goldberg machines.
Maintenance Information
There is no vent.
Mechanics Workshop | |
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Production of robots with varying degrees of usefulness. | |
The Mechanics Workshop is a place where engineers go to tinker with MechComp, the Ruckingenur Kit, and other doohickeys. It is located next to the Engine and the place that most frequently wishes its vital machinery was scanned, Medbay. If the lab is covered in teleporters and flying objects do not be concerned: this is an indicator that the engineers are doing their jobs well. There are all the tools engineers need in the lab, including, most importantly, a Reverse-Engineering Fabricator and ruckingenur kit (of no relation to obscure reverse-engineering games) for producing helpful items for the crew to use.
See also: Ruckingenur Kit
Maintenance Information
There is no vent. Why would you need air when you're a reverse-engineering hacker GENIUS like the Engineer?
The APC for this room is on the north wall, next to the Mechanics locker
Mechanics Workshop | |
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Computer nerd cave. | |
The Mechanics Workshop is the base of operations for the mechanics. It is right across the hall from the Crew Lounge, very close to the one place that most wants its vital machinery scanned and the one place that least wants its vital, especially dangerous equipment scanned (though they prefer it over being stolen).
If the lab is covered in telepads and flying objects do not be concerned: this is an indicator that the mechanics are doing their job well, and anyways, it'll usually stay in there. There are all the tools mechanics need in the lab, including, most importantly, a Reverse-Engineering Fabricator and ruckingenur kit (of no relation to obscure reverse-engineering games) for producing helpful items for the crew to use.
See also: Mechanic
Maintenance Information
There is no vent. Why would you need air when you're a master packet hacker GENIUS like the Mechanic?
The APC for this room is on the southeast wall, near the door into maintenance.
Mechanics Workshop | |
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Bob the Builder fanclub convention. | |
This weirdly L-shaped room below Botany is Mechanics Workshop, the den of station's engineers. Despite their usual associations, they're not in charge of fixing up the station's fleet of space pods or anything (though they certainly can, and absolutely nothing is going to stop from doing so). Instead, they're in charge of maintaining the station's vast array of electric machinery. This usually involves either reverse-engineering their internals to create more copies of it or inventing new machines by combining special mechanical-electrical components. Hence all the wide open space for all the MechComp machines and item frames.
There's also a few genuine electrical components scattered about here, like circuit boards and resistors, relics of an thankfully long-gone era where electrical devices had to be manually made piece by piece, and blueprints only gave you a list of the hundreds of components you needed to build a certain machine.
Maintenance Information
There is no vent. Can you build inside a pipe? No, you can't!
The APC for this room is on the northern wall, left of the mail chute.
Mechanics Workshop | |
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Tinker nerd cave. | |
Mechanics is a special place in the southeast of the station reserved for the station's team of reverse engineers, the Mechanics. It contains all the tools and machines they need to scan, analyze, and rebuild the station's vast array of electrical devices and is strategically located near the one place that least wants its vital equipment scanned and not too far from the place that most wants its equipment scanned.
The insulated gloves are still too close to the window though, so there's still going to be somebody who's going to try and break down the windows and snatch one of the gloves for nefarious purposes.
Maintenance Information
There is no vent. Why would you need air when you're a master tinker GENIUS like the Mechanics?
The APC for this room is on the north wall, near the door into maintenance.
Mechanics Workshop | |
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Mad inventor's underwater lair. | |
Mechanics Lab is the highly-visible underwater lair of the station's legion of friendly neighborhood part-time mad inventors, the Engineers, located directly above the station's main minisub hangar. Despite the "mad" moniker, they're actually reasonably kind. If you need a another copy of a computer or electronic device, they're usually more than happy to scan it, print out its blueprints, and manufacture it right there, all through the power of reverse-engineering. If you need to build one of those fancy computers that requires a data terminal, they've spots for not one, not two, but three spots for them in the back. Even if you just need some tools, they've loads of them in the mechanics carts in the side room.
On occasion, you might see some nifty, Rubeberg-esque contraption made with MechComp being built here. It might be a graviton rollercoaster. It might be a super loafmaker. It might even be an actual Turing machine. Whether it is, you're in for a real treat.
Maintenance Information
There is no vent. Why would you need air when you're a master inventor GENIUS like the engineers?
The APC for this room is on the north wall, near the door into the side room.
Mechanics Workshop | |
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Where those extra Zoldorfs come from. | |
In addition to power and ore one of Engiers' main exports is electronics. Most of it comes from either Cargo Bay or the Mechanic's Lab province in the top right/"southwestern" parts of Atlas, above the province of Engineering and left of said Cargo Bay.
As with most modern manufacturers, most of their goods are not designed within the province, but, instead, in other countries that often have no industrial base of their own. When these countries need more electronic devices, they ask a special representative, called a Engineer, to scan the device with a proprietary analyzer. Then, the Engineer uploads the info onto a ruckingeur kit and has it print out a blueprint of the device. Afterwards, the Engineer inserts the blueprint into a manufacturer and configures it to automatically create a machine frame of the device. Finally, the Engineer deploys the machine frame with a soldering iron. This process can replicate a variety of gadgets and machines, from NanoMeds to phones to energy guns.
This province also has a small computer industry with the terminals and materials (from the mechanics cart) for at two terminal or heavy mainframes. It is also home to a unique modular machine components system called MechComp, which can be used to make anything from basic telepad systems to full-blown regional radio networks.
Maintenance Information
There is no vent. Space Occupational Space Safety and Space Health Space Administration Space Inspectors have been generously bribed to ignore regulations about vents, especially the ones about hand labelers.
The APC for this room is in its bottom left, by the fabricator/manufacturer.
Mechanics Workshop | |
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Electronics nerd containment. | |
The Mechanic's Lab in the lower west/left/port portion of the NSS Manta, a little bit down the hall from Arrivals and below the Rising Tide bar, is basically a MakerSpace, or a nerd cave if you're feeling a bit mean, for the ship's Mechanics. Here, they have loads of tools, machines, and space for replicating devices with the ruckingenur gear, making MechComp contraptions, playing with computer packets, and just generally doing Mechanic stuff.
Scanning and copying tools and machines with the device analyzer and ruckingenur kit is a huge part of the Mechanic job, so naturally there's two ruckingenur kits and reverse-engineering fabricators so the Mechanics can do their work without having to wait so much on print jobs or machine frame fabrication, as well as a reclaimer for restocking the fabricators. When someone bombs Medbay's cloning equipment, you might see the Mechanics set up a replacement lab here, and if Nuclear Operatives are spotted attempting to enter the ship, this place might become an public armory as the Mechanics scramble to copy and manufacture weapons for the crew.
Another big part of the job is MechComp. It's basically like LEGO or Erector, but instead of plastic building blocks or metal parts, it's specialized electronic components that do things like add a number or send a computer packet. The fun thing about MechComp is seeing what sorts of crazy, creative stuff you can make with it, which is why this lab has plenty of wide-open space for contraptions.
There's also a small side room for experimenting with packet hacking. Essentially, some of the machines on the ship, most notably its doors, use packets, special radio signals tuned to different frequencies and encoded with different info, to do certain things, and packet-hacking is all about making your own signals to accomplish what you want. Hence, the data terminals for terminal or heavy computers to interface with the network and a packet sniffer for obtaining authentication codes.
Besides all that, there's also lots of useful tools, like electrical and mechanical toolboxes. No loose insulated gloves though--sorry, greytiders. One of the boxes has a few boxes of light tubes and light bulbs, while another box has some utility belts--very handy for holding all the tools here!
Fun historical fact: there used to be a blueprint for a prison loaf processor here. Now it's gone.
Maintenance Information
There is no vent. Vents aren't electronics, silly!
The APC for this room is near the bottom left of the main room, near the table and coincidentally opposite the entrance to the main hallway.
Mechanics Workshop | |
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Making a bunch of nonsense | |
In here, engineers spend their shifts turning their little alcove in the northeast corner across the hall from the Gym into a mechanical nightmare. This usually involves filling the room with complex-looking MechComp machines or expanding outwards to set up some gravatons to throw people at walls. Should this happen, bring a wrench to detach the offending components and be wary of any metal sheets that may hide a trigger for a painful trap.
The room itself has "the works": soldering irons, toolboxes and multitools, and two closets for all the tools they need; a ruckingenur-reverse fabricator combo to duplicate machines across the station, and a MechComp dispenser. To learn how to use these, see also Ruckingenur Kit.
Maintenance Information
There is no vent. What's the point, they'd probably figure out some air-making device anyways.
The APC for this room is on the top-left wall.