|Mechanical Toolbox||The standard blue toolbox and iconic symbol of SS13's robust combat system because of its longstanding choice as an improvised weapon. For best results, apply directly to forehead. It contains useful tools for anyone without a nearby fabricator. be found throughout the station/ship, and every Engineering Crate comes with two of these, with orange tools
|Electrical Toolbox||Intended for fixing destroyed power infrastructure. The ones in Electrical Maintenance Crates come with orange tools, while the ones found tool storage and electronics have default colors. Contains:
|Emergency Toolbox||Hidden mainly in firefighting stashes in maintenance tunnels and emergency supply lockers. They're still great for caving in a skull.|
|Tool Belt||A toolbox that fits on the belt slot. A Holy Grail for anyone unwilling or unable to stuff their tools into a backpack box. Engineers spawn with a version with tools. Empty ones often appear in Engineering Storage and sometimes Tool Storage, Warehouse, and maintenance depending on the map. Additional empty belts also appear in, naturally, Utility Belt Crates from Cargo.|
Holds absolutely anything in the tools category and many other tiny or small items. Contains:
|Screwdriver||One of the most essential tools, if not the most. Used in moving windows and grilles, building computers, opening maintenance panels in electronics, fixing microwaves, modifying small devices, opening cyborg heads and more. There are various versions that come with different-colored handles. They aren't for different types of screws or anything; the color just gives an idea of where it came from. They otherwise function identically. The versions include:
|Wirecutters||Used in wiring, hacking, deconstructing computers, etc. Live wires should always be handled with insulated gloves. There are various versions with different-colored handles. Aside from having different sprites, they all act alike. The color just indicates where you might find/obtain them.
|Wrench||Used in building computers, activating cyborgs, deconstructing walls and furniture, etc. These come in various different colors, but they all wrench the same way. They're color-coded based on where it might have came from.
|Golden Wrench||Shiny. It's only gold-plated though, so there's no gold to extract, and it doesn't sparkle. It still works like a regular wrench though. You can obtain it by winning arcade machine games and activating prize vending modules; golden wrenches are one of the possible prizes, among others.|
|Monkey Wrench||Get it? Hopefully not made from actual monkeys. Despite the (rather unsettling) tail, the monkey wrench still behaves like a normal wrench. This novelty tool can be found in a handful of monkey-themed areas, such as a underwater sea monkey hideout that sometimes spawns in the Trench.|
|Welder||A heavy engineering tool. An active welder will ignite plasma, break light bulbs, set off nearby fire alarms and do horrible things when swung at a person. Click on it while it's in-hand to activate it. To refuel it, click on a handheld or full-size welding fuel tank while the welder is off and in your active hand. Operating one will cause eye damage without proper protection.|
There are a number of variants. While they have different-colored handles, they all function the same, and any one of them will get the job done. The main differences are where they came from.
|Crowbar||A general-purpose opener. Used to pry open firelocks and unpowered doors, prying up or out floor tiles, window frames, wall girders, computer modules and so on. There are several variants, with colors roughly indicating their origin. Aside from the different bodies, they otherwise behave identically.
|Multitool||An electrician's precision tool. Known mostly for being a cornerstone of hacking, it's also essential for finishing APC repairs, checking the wattage of wires, getting the Network ID of doors and lockers for Packets, checking the amount of Watts in a Cable, and wiping data from mainframe memory cores, disks, tapes, and the like if they are not set to Read Only. There are a handful of variants, some with different-colored stripes. They all function identically.|
|T-Ray Scanner||A combined ultrasound probe and volt meter. When operated like a flashlight, it emits terahertz range radio pulses that briefly reveal hidden wires, disposal pipes and cloakers. When used on wires, doors or other electronic equipment, it reports whether it's powered or electrified. Engineer's PDAs have these instead of the standard flashlight modules. Extra T-ray scanners can be made at an Engineering Specialist Manufacturer.|
|Wire||Spare cable, found plentifully in yellow toolkits and boxes marked "Cable Storage". Used in constructing computers, repairing damaged wiring under floors and much more. Check out Guide to Wiring for details on how to put floors and wire together to make things happen. While red is the most common color, electrical toolboxes and certain Cargo crates (all under Basic Materials section) have wire in many other colors, including: black, blue, brown, green, hot pink, orange, purple, white, and yellow.|
|Soldering Iron||Essential for deploying frames as far as gadget construction is concerned, but not much more than a superheated stabbing implement for the rest. Spare soldering irons can be manufactured at an Engineering Specialist Manufacturer.|
|Deconstruction Device||Often shortened to "decon device". Does the exact opposite of what the soldering iron does and disassembles any piece of machinery, yielding its respective object frame, which can later be deployed elsewhere using a soldering iron. The general process is that you click on the thing with the device, and then press the right buttons with the right tool in your active hand and the device in your other hand.
There are two versions that deconstruct the same but have different damage and availibility:
|Atmospheric Analyzer||Instant atmospheric analysis. Can detect the nearest hull breach. Lists the temperature, pressure and the proportions of gases either in the open air or inside canisters, pipes, Radiation Collector Arrays, Radiation Collector Control machines, nuclear reactors, gas turbines, and gas channels. Abundantly available in blue toolboxes, but every PDA has this feature built-in. Adding an atmospheric analyzer upgrade lets it analyze gases in open air, but not canisters or similar, from long range.|
|Atmospheric Analyzer Upgrade||Allows the atmospheric analyzer (what else?) scan gases from a distance, with some limitations. Vendomats have a few, and they sometimes appear on various tables in maintenance and other vaguely Engineering-related areas, alongside various randomly-selected items.|
|Device Analyzer||Scans one or multiple electronic devices into memory, which can then be redeemed for a blueprint in the ruckingenur kit. The engineer's PDA comes with a superior scanner which transmits all schematics wirelessly into the workshop. The device analyzer can technically scan anything (including people, to whom it will show a funny message) but you won't get any blueprints unless you use it on actual machines.|
If you try to put a handheld analyzer onto tables, into backpacks, etc. it'll normally just scan them; switch to Harm intent to put it onto things or bash things with it without scanning them.
|Miniaturized Lamp Manufacturer||Installs, changes, and removes lights. Click on the device while it's in your active hand/slot, and it'll open up a wheel of buttons that let you choose what color lamps it makes (Set White, Set Cyan,etc.), whether it'll make light bulbs or light tubes (Fitting Production: Bulbs, Fitting Production: Tubes), or toggle whether it removes lights or replaces them (Toggle Fitting Removal). |
Click on a wall, window, or floor tile it with it, and it'll attempt to place down a light fixture of the configured color and tube/bulb setting. Click on a existing light, and it'll either swap it to the color you chose if toggled to replace lamps in the Toggle Fitting Removal or delete it if set in Toggle Fitting Removal to remove fittings.
There are two versions of this that differ by resource cost.
|Floor and Wall Designer||Formerly known as the Floor and Wall Designer and often just called the floor planner/floor designer. Changes the textures of existing floors and walls and can also remove changed textures. To use it, put it in your hand and left click on it. It will pop up a dialog box for three modes:
|Window Planner||Currently unobtainable. Formerly the material shaper, a tool that takes processed metal bars and glass cubes and uses them to produce preset glass/grille windows, providing a efferent and quick way to make them without manually setting them down yourself. The gun has two different modes that are pretty straight forward. Has two modes:
Point-and-click repair magic! The Rapid Construction Device (RCD) conjures up and tears down various station structures using a 50-unit magazine of compressed matter, depending on the setting, which is changed by clicking on the thing while it's in your hand (Hotkey: C for Goon WASD, Z for /tg/style hotkeys). Each construction/deconstruction action has a 5-second delay, and it creates sparks when switching between modes or when it finishes its task, which may ignite nearby flammable materials.
The whole station has exactly two units: one is locked away in EVA and the CE sleeps next to a fancy yellow one. Engineering cyborgs have built-in RCDs that do not need refilling and instead replicate the compressed matter straight from their power supplies, at 1 matter unit = 100 charge, so emergency repair work usually falls on them. It is also possible to buy an empty one from Cargo's RCD replacement crate or make one at a mining fab that's been hacked.
Ghost Drones have a unique Realistic Cardboard Device that has the same modes as the normal RCD mentioned above, but builds significantly weaker constructions. The Cardboard RCD is only able to deconstruct other cardboard walls and floors and cannot remove normal station walls or floors.
|Img||Name||Normal RCD Cost||RCD Custom Cost||Description|
|Floors and Walls||
||Floor tiles are made isntantaneously. It takes 5 seconds to build a full wall on a floor tile, and it takes 5 seconds to reinforce a wall. Hitting a completed wall again with the RCD will reinforce it. This setting cannot replace burnt flooring or add tiles to bare plating; use floor tiles for those!|
|Windows||Uses 2 units to make a window||Uses 4 units to make a window||Creates a generic (i.e. not reinforced) glass window over a plating or grille and takes 2 seconds to construct.|
|Airlocks||Uses 5 units to make an airlock||Uses 4 units to make an airlock||The RCDs from Cargo and in EVA build a generic grey airlock. This airlock has no access attached to it. The Chief Engineer has a snazzy yellow RCD that allows for customizing doors and setting unique access levels. Making a new airlock takes 5 seconds.|
|Light Bulbs||Uses 2 units to make a light bulb fixture.||Uses 2 units to make a light bulb fixture.||Like a companion to the Miniaturized Lamp Manufacturer, this setting on the RCD allows the placement of full light fixtures including light bulbs. You can then use the lamp manufacturer on it to change the bulb colors out. It takes 2 seconds to place a light fixture, and it must be placed on a wall. You can't place a light fixture on a wall that already has a fixture on it.|
|Light Tubes||Uses 2 units to make a light tube fixture.||Uses 2 units to make a light tube fixture.||Like a companion to the Miniaturized Lamp Manufacturer, this setting on the RCD allows the placement of full light fixtures including light tubes. You can then use the lamp manufacturer on it to change the tube colors out.It takes 2 seconds to place a light fixture, and it must be placed on a wall. You can't place a light fixture on a wall that already has a fixture on it.|
||Removes any built components. Floors, walls, windows, and airlocks all take 5 seconds to remove. Removing a wall's reinforcement also takes 5 seconds. Removing a light fixture takes 3 seconds.|
Compressed Matter Cartridges
Every RCD needs compressed matter units to construct and deconstruct structures. Each RCD has a limited supply of compressed matter units, and to refill them, you use compressed matter cartridges, which come in various sizes listed below. Note the RCDs on ghostdrones and cyborgs drain the silicon user's battery to create compressed matter, so those two don't need to worry about compressed matter cartridges.
|Compressed Matter Cartridge||10||"Ammo" for the rapid construction device. These standard size ones each give 10 units of matter for the RCD. Five of them are usually bundled in the "RCD crate" the station's RCD units come in, and additional ones can be created at mining fabs and general fabricators that have been hacked.|
|Medium Compressed Matter Cartridge||50||These larger cartridges grant 50 units of matter for the rapid construction device, enough to fill a completely empty one. Available at mining fabs and general fabricators that have been hacked.|
|Large Compressed Matter Cartridge||100||The extra big ones start with a generous 100 units of matter for the rapid construction device Since RCDs have 50 unit capacities, this of course means some left over. Can be made at mining fabs and general fabricators that have been hacked, with correspondingly high material requirements.|
|Welding Helmet||Also called a welding mask; whatever you call it, it definitely looks all business. When toggled down via the Toggle Welding Mask ability, it will darken the wearer's vision a bit and prevent eye damage from light sources, be it welding or something else. When toggled up through the same ability, it will grant melee protection to the head. Can be found in Engineer equipment lockers and welding supplies lockers or fabricated at general manufacturer.|
|Hotrod Welding Helmet||A sweet-ass reskin for the welding helmet, created by using the Slow Burn medal reward on a welding helmet. Despite the somewhat different name and sprite, it still functions like any other, less-adorned welding helmet.|
|Hard Hat||Comes with a built-in flashlight. Protects the head quite well.|
|Chief Engineer's Hard Hat||The Chief Engineer's hard hat works exactly like the normal hard hat, except it has a green band on the top, so you can know who the CE is/was after the engine explodes. It starts on the CE's noggin, of course.|
|Hi-Vis Vest||That's short for high-visibility vest, also sometimes called a safety vest. Not too much in the way of stats aside from some slight cold resistance, but sure does make you look like you know what you're doing. Found in the Engineering Apparel vendor and appears in many maps' Warehouse areas.|
|Engineering Headset||Stay in touch and coordinate with your colleagues. Type say :e to talk over the engineering channel.|
|Meson Goggles||What distinguishes an engineer from an assistant. Tints the vision green, but, when toggled, allows the wearer to see the condition of the station infrastructure through walls, and allows better vision in the dark. Rather scarce aside from the units that start in card-locked equipment lockers.|
|Insulated Gloves||For handling live wires. Highly coveted for their ability to allow door hacking. Found in electrical supplies, Engineer's, and Mechanic's lockers and can be ordered by the Quartermaster in the form of Electrical Maintenance Crates. They are also sometimes found out in the open in Engineering and Mechanics Workshop, as if waiting for someone to break in and steal them.|
|Firesuit||Protects the wearer from fire and extreme heat. It reduces damage from being on fire by 45%, and if you get a firefighting helm, that'll push you to 60%. The suit does protect from the cold somewhat, but it's not effective against hard vacuum and will slow down your running speed when you're wearing it. It's available in Engineering Storage and, on some maps, a few other parts of Engineering, it spawns in firefighting closets fairly often, and more can be bought from Cargo through Firefighting Supplies Crates.|
|Firefighter Helm||Offers more resistance to fire and extreme temperatures than most helmets and fits the firesuit better than the hard hat does. Doesn't reduce damage to the head as much as the hard hat or other helmets though. Often found in Engineering Storage and the like. Firefighting Supplies Crates from Cargo each have two of these, and each firefighting closet has a 50-50 chance of randomly spawning with one.|
|Fire-Fighting Grenade||Creates a roughly 5x5 spray of fire-fighting foam, instantly putting out most fires. Typically used on rooms that are engulfed in flames, but it helps extinguish people (or other mobs) set ablaze too. Remember: click on it in-hand to prime, press SPACE to enter Throw mode, then click on a tile to actually throw it somewhere. Found in Engineering Storage and Cargo's Firefighting Supplies Crate.|
|Red Oxygen Grenade||Disperses approximately an oxygen canister's worth of oxygen throughout an area instantly. Remember: click on it in-hand to prime, press SPACE to enter Throw mode, then click on a tile to actually throw it somewhere. Found in Engineering Storage and Station Pressurization Crate. Each engineer also starts with one in their pack, and you can make additional oxygen grenades at a gas extractor.|
|Engineering Space Suit||Preferred gear for braving the vacuum of space. Will slow down your running speed indoors. The helmet has a built-in flashlight.|
|Engineering Diving Suit||Preferred gear for braving the Trench, unnecessary on the station Z-level. Will slow down your running speed indoors. The helmet has a built-in flashlight. On Oshan Laboratory and Nadir (i.e. the maps where you'd see these), you can manufacture more engineering diving suit sets at a mining fabricator.|
|Engineering Light Space Helmet||Compared to the standard engineering space helmet, the engineering light space helmet has much less armor and half as much heat protection and Disorient (Eye) and Disorient (Ear) resistance, and it cannot conceal your face for disguises, but it doesn't slow you down. Identical stats otherwise. The Chief Engineer starts with a pair in their role-exclusive equipment locker, and it's possible to make one at a mining fabricator.|
|Engineering Light Space Suit||The engineering light space suit has identical stats to the standard version, but it provides less protection against projectiles and melee attacks and offers less heat resistance. However, it doesn't affect your movement speed, so it won't slow you down when you're running away from a singularity. The Chief Engineer's equipment locker starts with one, and you can get your own at a mining fabricator, provided it has the materials.|
|Class II Radiation Suit + Hood||The preferred choice for working around active singularity engines, walking in radstorms, and handling radioactive substances such as cerenkite or fuel rods for the Nuclear Engine. Each piece reduces damage from radiation by a fair bit, so wearing the full set helps, and the suit piece clicks in the presence of radiation, with faster clicks meaning more intense radiation (same as handheld Geiger counter). It has poor insulation though; don't expect it to protect you from the vacuum of Space or a roaring hot loop fire. |
Only Clarion and Nadir have these on-station, so order one from Cargo or scavenge one from the Debris Field if you're on a different map or need a spare.
|Aurora Belt||A special, enhanced version of the standard tool belt, available exclusively in the Chief Engineer's locker. It's a personal shield generator that blocks the wearer from 25% of melee attacks. When activated, it blocks 80% of melee attacks and grants complete cold and heat protection, plus a little ranged damage reduction. The effect lasts around 20 seconds and recharges in about twice that time. It can also hold an RCD and its matter unit cartridges, on top of the stuff regular utility belts can fit.|
|Jetpack||Provides air and allows you to move freely in space when worn on your back and the jetpack function is on, at cost of high oxygen drain. The flying function can be toggled on/off by pressing Toggle jetpack(jetpack name) button in the top left. You must set the jetpack's oxygen supply in the exact same way you would set an oxygen tank, and it requires a breath or gas mask to work. Note: Don't be tempted to top off your jetpack with regular air. It only works with pure oxygen.|
There are two versions, or rather one main version and its subvariant:
|Magnetic Boots||Aka, magboots. When activated via the (De)Activate Magboots (magnetic shoes) ability in the top left, they provide some Disorient (Body) resistance, give you a clonky footstep sound, and prevent you from being thrown, pushed, or pulled, even if you're dead on the ground - the boots must be removed first. You also cannot be moved around by a conveyor belt or teleported by a telegun. However, they slow you down, and you can still be grabbed. Switching placing while on Help intent still works.
Useful for safely repairing hull breaches, since they prevent from you from slipping in space being pushed backward by on-coming air. A pair starts in the CE's locker and a few more are available to engineers and miners.
|Power Cell||Main power for Cyborgs and backup juice for APCs before the lights go out. Several types of these high-capacity batteries can be found on the station, differing in maximum capacity or other properties. If depleted, they may be recharged manually.|
|Fuel Pellet||Used by the radioisotope thermoelectric generator to make electricity. As you'd expect, the amount of power they generate depends on their radioactivity (which, curiously, is measured in rads), though as of now, they only come in cerenkite pellets. More cannot be fabricated. Hardly found outside of Clarion's engine room.|
|Light Tubes||In addition to windows and floor tiles, the incandescent tubes are usually the first casualties of rampant chemistry in the science wing or the cafeteria. Boxes of replacement lights are available in e.g. tool storage and the janitor's closet. They can also be fabricated in a rainbow of colors, including black light, and fit light tube fixtures.|
|Light Bulbs||Dimmer and cheaper, ordinary bulbs are used in areas less traveled such as maintenance halls and emergency tool stashes. They can be usually found in the same haunts as light tubes and are fabricated in as many varieties and fit light bulb fixtures.|
|Neon Lining||Neon lighting that can be configured in many different shapes and colors and does not require power, obtained via the Neon Lining Crate from Cargo. Click on the coil of neon lining in-hand to swap it between three colors, blue, pink, and yellow, place it down simply by clicking on the tile, and remove it with a crowbar. Use screwdriver to rotate, wrench to change shape of neon lining, multitool to change placement of glow at ends, and wirecutters to turn off/on.|
|Metal Sheets||Used for many construction projects. Can come in many different materials, with steel being most common, but they all otherwise act the same. Available in Engineering Storage, Tool Storage, and sometimes a few other odd places, and Cargo can order them in bulk in 50- and 200-sheet packs. General manufacturers can make them one sheet at a time. Can only be assembled in stacks of up to 50 by hand. Can also click on them while they are selected in your hand to craft them into various shapes.|
|Reinforced Metal Sheets||Stronger metal. Make them yourself by combining regular metal sheets and rods or have a general manufacturer build them straight from processed ore, one at a time.|
|Glass Sheets||Used for many construction projects. Available in Tool Storage, Engineering Storage, and sometimes a few random maintenance areas depending on the map, and Cargo can order them in bulk in 50- and 200-sheet packs. General manufacturers can make them five sheet at a time. Can only be assembled in stacks of up to 50 by hand.|
|Reinforced Glass Sheets||Almost twice as strong as regular glass. Made by adding rods to standard glass sheets or by using a general manufacturer, which creates them one at a time.|
|Plasma Glass||Stronger than regular glass. Can only be made in a fabricator.|
|Reinforced Plasma Glass||Extremely strong. Made by adding rods to plasma glass or by using a fabricator.|
|Rods||Used for many construction projects. Made by constructing them with regular metal sheets, removing reinforcement from reinforced metal sheets, and using a general manufacturer, robotics fab, or medical fab. Also available in Tool Storage, Engineering Storage, and sometimes a few odd maintenance areas depending on the map.|
|Floor Tiles||Make these from regular metal sheets or just crowbar them right out from under people's feet. Damaged floor tiles are automatically discarded upon removal.|
|Metal Foam Grenade||Creates a huge expanding mass of liquid metal foam that stops gas flow and, after a short delay, solidifies into weak metal foam walls and floors. The solid foam is fragile and is easily destroyed by blunt objects. Clicking on the foam with floor tiles will instantly replace the foam with flooring, without breaking the foam and potentially causing an air leak. Good for sealing huge hull breaches to quickly stop atmospherics leaks and then later adding something more solid.|
|Frame||Instant electronics, just add soldering! Clicking on a frame with a soldering iron consumes the frame and creates the gadget or machine on the frame's label, e.g. a "defibrillator frame" turns into a functioning defib. Note that vending machines made via frames start off empty and need restock cartridges, while manufacturers/fabricators made via frames don't have materials.
You can make frames, indirectly, using a ruckingenur kit, and turn certain machines back into frames via a deconstruction device. Many Cargo crates come with frames too, since it's an easy way to store and transport appliances and things that normally can't be moved.
|Mechanic's Locker||Found in the Mechanics Workshop (natch), Mechanic's lockers contain various pieces of equipment for tinkering with electronics. Notably, there's a deconstruction device and a spare set of insulated gloves. The "Mechanic" refers to the old Mechanic job.|
|Power Transmission Laser||Converts excess power into cash for the engineers and station by beaming it out into space.|
|Carousel Power Unit||Accepts power like an SMES to make the conveyor belts of Oshan Lab's Cargo Carousel go faster.|
|Shield Generator||Like a Meteor Shield Generator, but for the whole entire ship. Despite all the fancy blinkenlights and displays, all you have to do is click on this thing to turn the ship-wide meteor shield on, blocking not only all the meteors but also all the Space Pods going in. It's somewhat hard to notice, but if there's a meteor shower coming/going on, the little ship screen in the middle will display where exactly the meteors are coming from.|
|Shield Control Computer||Basically a smaller version of the Shield Generator, for turning on and turning off Clarion's ship forcefield remotely from the Bridge.|
|Furnaces||A combustion-based power/heat generator that accepts many different solid fuels. Click on furnace with fuel source in-hand to load it in, or, for certain fuel types, click-drag its sprite onto furnace sprite to load several in at once. Click on furnace to turn it on/off and start/stop burning fuel and making energy.|
|SMES||The station's capacitors. All APCs draw power from the SMES, assuming the connection is intact and stable. The SMES in turn draw power from sources such as the engine or solar arrays, or the furnaces. SMES must be configured for optimal use: The input must be set equal or less than the power coming in, and the output must be set to equal or less than the input. The difference between output and input will build up as reserve power in case the power source is disabled.|
|Engine Output Monitoring Computer||Located in engineering's power control room, wired in between the engine and the SMES. Displays the output from the engine, and how much the SMESs draw. The PowerChecker app on Engineering PDAs also shows the engine output and the pressures and temperatures on the hot and cold loops|
|Solar Panel Control||Shows orientation and power output from connected solars. Can be used to manually align the panels to the sun, but that's rarely necessary.|
|Power Monitoring Computer||Located in engineering's power control room. When connected to the power grid, it will display a list of all APCs on the station and their current charge. If the SMES are set correctly, then the total power output should exceed the power load. If no APCs show up on the screen, it means a wire has been cut somewhere.|
|Reactor Statistics Computer||Displays several tables of information about the thermo-electric engine, the combustion chamber, and the gas loops, all explained here.|
|APC||Short for area power controller. It controls power to certain types of electric devices in the room and houses a backup cell to power machinery if it is not receiving adequate power externally. These have many, many settings, detailed here.|
|Experimental Local Generator||A portable cell charger that uses plasma as fuel. It can directly charge the local APC or an inserted power cell. The generator is available from the cargo bay.|
|Portable Combustion Generator||An internal combustion engine you can hook into the power grid. Using ambient air or gas tank in conjunction with a fuel tank you can provide power to an area. Different combustible fluids and air mixtures will provide different results.|
|Radioisotope Thermoelectric Generator||A stationary generator that uses the radioactive decay of inserted fuel pellets to create electricity. It charges wires in a power grid rather than power cells or APCs. Hard to find outside of Clarion.|
|General Alert Computer||Lists all alerts on the station and lets you clear them. Unfortunately, it doesn't mention specifics, and half the time it's nothing to worry about. Found in the Bridge.|
|Gas Reserve Tank||Fixed pressure vessel used to store a large amount of gas, roughly double the volume of portable canisters. Every air hookup contains one of these.|
|Tank Dispenser||Dispenses gas tanks. Found in engineering, toxin research and other places.|
|Air Siphon||A portable gas container that can be set to either intake the local atmosphere or expel its contents. If filled with air, it can be used to re-pressurize areas that have lost their atmosphere, such as recently fixed hull breaches. Can also take in or expel its contents into portable tanks, which can be attached then detached. You can obtain additional pumps by ordering Gas Filtration Machinery crates.|
|Air Scrubber||This portable device filters out plasma, N2O/sleeping gas, and CO2 from the surrounding atmosphere and removes chemsmoke clouds. These require power from the local APC and are specifically controlled by the "Environmental" setting. If need be, clicking on the machine with a wrench or similar anchors/unanchors it, making it unmovable/movable. You can get more scrubbers by ordering Gas Filtration Machinery crates.|
|Emergency Pressurizer Device||An extreme version of the air scrubber. It can also either intake or expel the local atmosphere but once sufficient pressurize has been reached it can expel it at extreme velocities allowing for rapid pressurization. It also has a material processor to convert raw gas materials (Molitz and Viscerite) into its contents.|
|Space HVAC||Slowly heats and/or cools the surrounding air to a designated temperature. Good for after a hull breach sucks all the warm air from a room or when the Thermoelectric Generator gets out of hand. You can screwdriver open the panel to swap out the cell and/or set the temperature the HVAC it should try to reach, and its temperature limits can be tampered with. Can be found in various nooks and crannies in maintenance.|
|Energy-Shield Generator||Creates a energy shield that prevents certain objects from passing through the shield depending on the power level, which is toggleable via the right click menu. Power Level 1 blocks gases, 2 gases and liquids, and 3 people, and other solid objects. Like its meteor shield cousin, it usually runs on power cells, but it can run on the station power grid if someone unscrews its cover and wrenches it over a wire.|
|Fluid Tank||Heavy-duty fluid-draining (or -flooding) tank that can hold up to 20000 units of liquid. If you click on the tank, you can turn it on and off and toggle whether it's taking in fluids or pumping them out into its surroundings. Usually found in a few odd nooks and crannies in maintenance and can be created at general manufacturers.|
|Disposal Pipe Dispenser Cart||Basically a disposal pipe dispenser with wheels, so that you can replace/add disposal pipes without lugging a whole bunch of pipe parts all the way from Disposals. Also has the option to lay pipe while moving, similar to laying cable. It's usually found in Engineering, and you can buy extra disposal pipe dispenser carts by ordering Disposal Pipe Dispenser Cart crates from Cargo.|
|ABC-U||Found in ABCU Unit Crates and occasionally other places. Can build entire rooms.|
|Ruckingenur Kit||Creates blueprints of scanned devices, which can then be used in a fabricator/manufacturer; see the Ruckingenur Kit guide for details. Those with a Head of Staff ID can lock and unlock any blueprints scanned into the system, although those same people can print locked blueprints themselves.|
|MechComp Dispenser||Stocks a wide variety of MechComp components.|
Often found in Engineering Storage areas, the Engineering Apparel vending machine offers more than just clothes. In addition to dispensing sets of uniforms and various engineering fashion items that make you look all business, it also has a small selection of protective equipment, including firesuits, gas masks, and hard hats, as well as...construction cones?
|2||Atmospheric technician's jumpsuit||0||No|
|2||Construction worker's overalls (Orange version)||0||No|
|2||Construction worker's overalls (Yellow version)||0||No|
|4||Engineering winter coat||0||No|
|1||Yellow costume goggles||0||No|
|2||Engineer PDA (Same one Engineers get)||200||No|
|2||Technical Assistant PDA (Same one Technical Assistants get)||150||No|
|2||Atmos PDA (Just has AlertMaster Cartridge)||150||No|
|2||Engineer's jumpsuit (Alternate/April Fool's version)||0||Yes|
|2||Mechanic's uniform (Alternate/April Fool's version)||0||Yes|
|Dowsing Rod||Essential for finding hotspots, appears inside crates in Oshan's Engineering foyer. When it's placed down, relays a wealth of information:
While these are intended to be used on the seafloor outside the main station area Oshan Lab, these can be placed on any title, making it extremely useful for detecting if a hotspot is passing by the station.
|Power Shovel||Used to dig holes on Abzu's seafloor for vent capture unit construction. It can also mine, though it usually can't break anything harder than rock, ice, or the softer ores. Runs on a 100 PU battery, and digging with it costs 2 PU when active, for a total of 50 digs. Attacking costs 10 PU when active. The shovel can be recharged at a recharger, and it accepts other cells. Several of these appear on a rack in Oshan's Engineering foyer, and Engineering cyborgs get a borg version that draws from their internal cyborg cell.|
|Reinforced Wire||A special electrical wire, reinforced with additional metal and surrounded by a thick coat of synthblubber. These are explosion-resistant and may take several tries to snip with wirecutters. Its coils often hold more cable. Comes as loose coils and in boxes scattered throughout Oshan's Engineering foyer. You can make more at the Engineering Specialist Manufacturer.|
|Vent Capture Unit||Converts a section of a hotspot's geothermal energy to electricity. The more heat, the more electricity. Adjacent units reduce electricity production of other units somewhat. To construct one, simply stand over a hole dug by a power shovel and either click on the unbuilt vent capture unit while it's in your hand, as if you were constructing a table or put the unbuilt unit over the hole and use a screwdriver, wrench, crowbar, or soldering iron. To deconstruct it, hit it wrench, crowbar, screwdriver, or soldering iron. Unbuilt kits are found in Oshan's Engineering foyer, and more can be scanned through the ruckingenur kit.|
|Stomper Unit||When placed and activated on top of or directly adjacent to the center of a hotspot, it will lock the hotspot in place. If it's activated anywhere else in the hotspot region, it will send the hotspot away from the stomper and cause to start drifting acrosst he map, potentially causing massive damage. Has an auto-stomp mode that can be toggled via right-click menu. Can, unsurprisingly, stomp up people and certain objects if they somehow end up under it. Found in Oshan's Engineering foyer|
|Controlled Demolition Pipe||Essentially a weak pipebomb for making holes on the seafloor, so you can harvest the energy trapped in the rock underneath, found in engineering explosive crates. The explosion can't break any flooring besides seafloor, can only damage nearby windows and walls, and does little damage to people, (though it still does shrapnel), but it's still strong enough to create a roughly 3x3 hole in the seafloor. Still a bad idea to use these on the station.|
|Engineering Explosive Crate||Contains six controlled demolition pipes for blowing through the seafloor to mine the rock underneath for extra hotspot energy. Access-locked to Engineering, i.e. if you can access Engineering, you can open and close this crate. Oshan's Engineering foyer has one.|
|Sea Ladder||Lets you safely go up and down deep holes in the seafloor. Simply plop it over a hole to deploy the ladder, then click on it to climb up/down, assuming that there is a hole in the floor/ceiling in order to access the other side. To remove it, right-click the ladder and choose Fold up. Oshan's Engineering foyer has some on a rack, the Syndicate Battlecruiser has one, and there are some scattered about maintenance on Oshan, as well as in some of the crates found scattered across the Trench. Often used to reach rock under a hotspot, but since you can still pull it while it's deployed, it might make an interesting Trench shortcut...|
|Emitter||Essentially a glorified laser. Once welded down, wrenched into place, and activated, it periodically emits a huge energy beam that deals huge damage, can pass through windows, and, somehow, activates and powers field generators. Unsurprisingly good, if somewhat slow, at murdering Blobs, assuming no reflective membranes of course.|
|Field Generator||Magical force field generator that, once welded to the floor, bolted down with a wrench, and activated, somehow uses and stores the energy from emitter beams to create a containment field. This containment field will shock you if walk into it, even if you're wearing insulated gloves, so keep your distance!|
|Gravitional Singularity Generator||The holy jam jar. This is the actual component that generates a Singularity, but it can't do that if it's not within a 5x5 space enclosed by an containment field.|
|Collection Array||Like a solar panel, but instead of converting radiation from a star into electricity, it converts Hawking radiation from a black hole. Requires a tank of plasma to function, which it consumes at a very negligible rate.|
|Array Controller||A hub of sorts for adjacent collection arrays. This is the machine that's actually outputting all the electricity generated by the arrays; in fact, if you use an atmos analyzer on it, it'll tell you exactly how much. Most setups arbitrarily link them to only two arrays, but it can handle up to eight directly adjacent to it, which is actually indicated on the little panel.|
|Engine Master||Lets you startup Mushroom Station's/Donut 2's/Donut 3's Singularity Generator, if all the components are secured over a data terminal.|
|Singularity Buster Rocket Launcher||Safe singularity destabilization. Load with it with the specialized buster rocket, aim, and fire; note that the launcher slows you down. If it hits, the rocket will downgrade the singularity into a blackhole, which will rapidly suck up everything towards it but eventually disappear. Both the launcher and its ammo can be found in the Chief Engineer's private quarters on Donut 3, casually sitting on a desk, and in Anti-Singularity Packs.|
|Objects and Items|
|General · Janitor · Engineering · Mining · Medical · Science · Security|
|Machinery||Pods · Vehicles · Computers · Fabricators & Manufacturers · PDAs · Implants|
|Catering||Plants & Hydro Equipment · Foods & Drinks|
|Weapons||Syndicate Items · Guns · Grenades · Bombs|