Difference between revisions of "Mechanics Workshop"

From Space Station 13 Wiki
Jump to navigation Jump to search
(RIP Manta loafer blueprint)
m (Text replacement - "Making and Breaking#Reclaimers & Material Processors" to "Making and Breaking#Portable Reclaimers")
 
(8 intermediate revisions by the same user not shown)
Line 3: Line 3:
{{Location
{{Location
|Picture=MechanicsWorkshop.png
|Picture=MechanicsWorkshop.png
|Function=Production of robots with varying degrees of usefulness.
|Function=Production of machines with varying degrees of usefulness.
|Access=[[Chief Engineer]], [[Mechanic]]}}
|Access=[[Chief Engineer]], [[Engineer]]}}


The '''Mechanics Workshop''' is the base of operations for the [[mechanic]]. It is located next to the [[Escape Arm]]. If the lab is covered in teleporters and flying objects do not be concerned: this is an indicator that the mechanic is doing their job well. There are [[Computers#Data Terminal|data terminals]] and all the tools mechanics need in the lab. There are also multiple Reverse-Engineering Fabricators around for producing [[Security Objects#Energy Gun|helpful items]] for the crew to use.
The '''Mechanics Workshop''' is a place by the [[Escape Arm#Cogmap2|Escape Arm]] where [[engineer]]s 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 [[Computers#Data Terminal|data terminals]] and all the tools engineers need in the lab. There are also multiple Reverse-Engineering Fabricators around for producing [[Security Objects#Energy Gun|helpful items]] for the crew to use.


See also: [[Mechanic]]
See also: [[Ruckingenur Kit]]




Line 16: Line 16:
|Picture=CogmapMechanicsWorkshop.png
|Picture=CogmapMechanicsWorkshop.png
|Function=Usually, being an impenetrable machine fortress.
|Function=Usually, being an impenetrable machine fortress.
|Access=[[Chief Engineer]], [[Mechanic]]}}
|Access=[[Chief Engineer]], [[Engineer]]}}


Here, [[Traitor|nefarious]] [[mechanic]]s spend their shifts converting their cosy little corner below [[Engineering#Cogmap1|Engineering]] into an impenetrable machine fortress. Most of the time, this involves knocking down the windows and using the [[Mechanic#The Device Analyzer|ruckingenur kit and reverse-fab]] 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#Cogmap1|Medbay]] or break out the [[Engineering Objects#Deconstruction Device|deconstruction device]] and tear down the walls.
Here, [[Traitor|nefarious]] [[engineer]]s spend their shifts converting their cosy little corner below [[Engineering#Cogmap1|Engineering]] into an impenetrable machine fortress. Most of the time, this involves knocking down the windows and using the [[Ruckingenur Kit|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#Cogmap1|Medbay]] or break out the [[Engineering Objects#Deconstruction Device|deconstruction device]] and tear down the walls.


==Maintenance Information==
==Maintenance Information==
Line 42: Line 42:
|Access=[[Chief Engineer]], [[Mechanic]]}}
|Access=[[Chief Engineer]], [[Mechanic]]}}


'''Mechanics Workshop''' is the base of operations for the [[mechanic]]s, who are tasked with maintaining the station's computers and other electrical devices. This apparently involves hitting them with [[Engineering Objects#Device Analyzer|1990s-era scanners]], then hitting a [[Engineering Objects#Ruckingenur|"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 [[Engineering Objects#Soldering Iron|soldering iron]] on the frame to magically create a machine, like a [[Medical Objects#Cloning Pod|cloning pod]] or a [[Security Objects#Energy Gun|gun]].
'''Mechanics Workshop''' is the base of operations for the [[mechanic]]s, who are tasked with maintaining the station's computers and other electrical devices. This apparently involves hitting them with [[Engineering Objects#Device Analyzer|1990s-era scanners]], then hitting a [[Engineering Objects#Ruckingenur Kit|"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 [[Engineering Objects#Soldering Iron|soldering iron]] on the frame to magically create a machine, like a [[Medical Objects#Cloning Pod|cloning pod]] or a [[Security Objects#Energy Gun|gun]].


There's also a [[MechComp]] dispenser here, loaded with [[MechComp#Your (Metaphorical) Toolbox|various components]] that the [[mechanic]]s insist are vital to their Rube Goldberg machines.  
There's also a [[MechComp]] dispenser here, loaded with [[MechComp#Your (Metaphorical) Toolbox|various components]] that the [[mechanic]]s insist are vital to their Rube Goldberg machines.  
Line 54: Line 54:
|Picture=ClarionMechanicsWorkshop.png
|Picture=ClarionMechanicsWorkshop.png
|Function=Production of robots with varying degrees of usefulness.
|Function=Production of robots with varying degrees of usefulness.
|Access=[[Chief Engineer]], [[Mechanic]]}}
|Access=[[Chief Engineer]], [[Engineer]]}}


The '''Mechanics Workshop''' is the base of operations for the [[mechanic]]. It is located next to the [[Engineering#Clarion|Engine]] and the place that most frequently wishes its [[Medical Objects#Cloning Scanner|vital]] [[Medical Objects#Cloning Pod|machinery]] was scanned, [[Medbay#Clarion|Medbay]]. If the lab is covered in teleporters and flying objects do not be concerned: this is an indicator that the mechanic is doing their job well. 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 [[Security Objects#Energy Gun|helpful items]] for the crew to use.
The '''Mechanics Workshop''' is a place where [[engineer]]s go to tinker with [[MechComp]], the [[Ruckingenur Kit]], and other doohickeys. It is located next to the [[Engineering#Clarion|Engine]] and the place that most frequently wishes its [[Medical Objects#Cloning Scanner|vital]] [[Medical Objects#Cloning Pod|machinery]] was scanned, [[Medbay#Clarion|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 [[Security Objects#Energy Gun|helpful items]] for the crew to use.


See also: [[Mechanic]]
See also: [[Ruckingenur Kit]]


==Maintenance Information==
==Maintenance Information==
There is no vent. Why would you need air when you're a reverse-engineering hacker '''''GENIUS''''' like the [[Mechanic]]?
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
The APC for this room is on the north wall, next to the Mechanics locker
Line 79: Line 79:


==Maintenance Information==
==Maintenance Information==
There is no vent. Why would you need air when you're a master [[Advanced Guide to ThinkDOS|packet]] hacker '''''GENIUS''''' like the [[Mechanic]]?
There is no vent. Why would you need air when you're a master [[Packets|packet hacker]] '''''GENIUS''''' like the [[Mechanic]]?


The APC for this room is on the southeast wall, near the door into maintenance.
The APC for this room is on the southeast wall, near the door into maintenance.
Line 88: Line 88:
|Picture=Donut2MechanicWorkshop.png
|Picture=Donut2MechanicWorkshop.png
|Function=Bob the Builder fanclub convention.
|Function=Bob the Builder fanclub convention.
|Access=[[Chief Engineer]], [[Mechanic]]}}
|Access=[[Chief Engineer]], [[Engineer]]}}


This weirdly L-shaped room below [[Hydroponics#Donut 2|Botany]] is '''Mechanics Workshop''', the den of station's [[Mechanics|mechanics]]. Despite their usual associations, they're not in charge of fixing up the station's fleet of [[Space Pods|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 [[Mechanic#The_Device_Analyzer|reverse-engineering their internals to create more copies]] of it or inventing new machines by combining special [[MechComp|mechanical-electrical components]]. Hence all the wide open space for all the [[MechComp]] machines and [[Mechanic#The_Device_Analyzer|item frames]].
This weirdly L-shaped room below [[Hydroponics#Donut 2|Botany]] is '''Mechanics Workshop''', the den of station's [[engineer]]s. Despite their usual associations, they're not in charge of fixing up the station's fleet of [[Space Pods|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 [[Ruckingenur Kit|reverse-engineering their internals to create more copies]] of it or inventing new machines by combining special [[MechComp|mechanical-electrical components]]. Hence all the wide open space for all the [[MechComp]] machines and [[Engineering Objects#Frame|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.
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.
Line 120: Line 120:
|Picture=OshanMechanicsLabV2.png
|Picture=OshanMechanicsLabV2.png
|Function=Mad inventor's underwater lair.
|Function=Mad inventor's underwater lair.
|Access=[[Chief Engineer]], [[Mechanic]]}}
|Access=[[Chief Engineer]], [[Engineer]]}}


'''Mechanics Lab''' is the highly-visible underwater lair of the station's duo of friendly neighborhood mad inventors, the [[Mechanic]]s, located directly above [[Pod Bay#Oshan|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 with their [[Mechanic#R&D|ruckingeur equipment]]. If you need to build one of those fancy computers that requires a [[Computers#Data Terminal|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.  
'''Mechanics Lab''' is the highly-visible underwater lair of the station's legion of friendly neighborhood part-time mad inventors, the [[Engineer]]s, located directly above [[Pod Bay#Oshan|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 [[Ruckingenur Kit|reverse-engineering]]. If you need to build one of those fancy computers that requires a [[Computers#Data Terminal|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 [[Foods and Drinks#Prison Loaf Processor|super loafmaker]]. It might even be an actual Turing machine. Whether it is, you're in for a real treat.
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 [[Foods and Drinks#Prison Loaf Processor|super loafmaker]]. It might even be an actual Turing machine. Whether it is, you're in for a real treat.


==Maintenance Information==
==Maintenance Information==
There is no vent. Why would you need air when you're a master inventor '''''GENIUS''''' like the [[Mechanic|Mechanics]]?
There is no vent. Why would you need air when you're a master inventor '''''GENIUS''''' like the [[engineer]]s?


The APC for this room is on the north wall, near the door into the side room.
The APC for this room is on the north wall, near the door into the side room.
Line 136: Line 136:
|Picture=AtlasMechanicsLab.png
|Picture=AtlasMechanicsLab.png
|Function=Where those extra Zoldorfs come from.
|Function=Where those extra Zoldorfs come from.
|Access=[[Chief Engineer]], [[Mechanic]]}}
|Access=[[Chief Engineer]], [[Engineer]]}}


In addition to [[Engineering#Atlas|power]] and [[Mining Department#Atlas|ore]] one of Engiers' main exports is electronics. Most of it comes from either [[Cargo Bay#Atlas|Cargo Bay]] or the '''Mechanic's Lab''' province in the top right/"southwestern" parts of Atlas, above the province of [[Engineering#Atlas|Engineering]] and left of said [[Cargo Bay#Atlas|Cargo Bay]].  
In addition to [[Engineering#Atlas|power]] and [[Mining Department#Atlas|ore]] one of Engiers' main exports is electronics. Most of it comes from either [[Cargo Bay#Atlas|Cargo Bay]] or the '''Mechanic's Lab''' province in the top right/"southwestern" parts of Atlas, above the province of [[Engineering#Atlas|Engineering]] and left of said [[Cargo Bay#Atlas|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 [[Mechanic]], to scan the device with a [[Mechanic#The Device Analyzer|proprietary analyzer]]. Then, the [[Mechanic]] uploads the info onto a [[Mechanic#R&D|ruckingeur kit]] and has it print out a blueprint of the device. Afterwards, the [[Mechanic]] inserts the blueprint into a [[Making and Breaking#Automated|manufacturer]] and configures it to automatically create a machine frame of the device. Finally, the [[Mechanic]] deploys the machine frame with a soldering iron. This process can replicate a variety of gadgets and machines, from [[Medical Objects#Medical Dispenser|NanoMeds]] to [[General Objects#Phone|phones]] to [[Security Objects#Energy Gun|energy guns]].
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 [[Engineering Objects#Device Analyzer|proprietary analyzer]]. Then, the [[Engineer]] uploads the info onto a [[Engineering Objects#Ruckingenur Kit|ruckingeur kit]] and has it print out a blueprint of the device. Afterwards, the [[Engineer]] inserts the blueprint into a [[Making and Breaking#Automated|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 [[Medical Objects#NanoMed Plus|NanoMeds]] to [[General Objects#Phone|phones]] to [[Security Objects#Energy Gun|energy guns]].


This province also has a small computer industry with the [[Computers#Data Terminals|terminals]] and materials (from the mechanics cart) for at two [[Computers#Terminal|terminal]] or [[Computers#Heavy|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.
This province also has a small computer industry with the [[Computers#Data Terminals|terminals]] and materials (from the mechanics cart) for at two [[Computers#Terminal|terminal]] or [[Computers#Heavy|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.
Line 156: Line 156:
|Access=[[Chief Engineer]], [[Mechanic]]}}
|Access=[[Chief Engineer]], [[Mechanic]]}}


The '''Mechanic's Lab''' in the lower west/left/port portion of the NSS ''Manta'', left of [[Arrivals#Manta|Arrivals]] and below the [[Bar#Manta|Rising Tide bar]], is basically a MakerSpace, or a nerd cave if you're feeling a bit mean, for the ship's [[Mechanic]]s. Here, they have loads of tools, machines, and space for replicating devices with the [[Mechanic#The Device Analyzer|ruckingenur gear]], making [[MechComp]] contraptions, playing with [[Advanced Guide to ThinkDOS#Signals: What It's All About|computer packets]], and just generally doing [[Mechanic]] stuff.
The '''Mechanic's Lab''' in the lower west/left/port portion of the NSS ''Manta'', a little bit down the hall from [[Arrivals#Manta|Arrivals]] and below the [[Bar#Manta|Rising Tide bar]], is basically a MakerSpace, or a nerd cave if you're feeling a bit mean, for the ship's [[Mechanic]]s. Here, they have loads of tools, machines, and space for replicating devices with the [[Mechanic#The Device Analyzer|ruckingenur gear]], making [[MechComp]] contraptions, playing with [[Packets|computer packets]], and just generally doing [[Mechanic]] stuff.


Scanning and copying tools and machines with the [[Mechanic#The Device Analyzer|device analyzer and ruckingenur kit]] is a huge part of the [[Mechanic]] job, so naturally there's two [[Mechanic#The Device Analyzer|ruckingenur kits]] and reverse-engineering fabricators so the [[Mechanic]]s can do their work without having to wait so much on print jobs or machine frame fabrication, as well as a [[Making and Breaking#Reclaimers & Material Processors|reclaimer]] for restocking the fabricators. When someone bombs [[Medbay]]'s [[Medical Doctor#The Cloner|cloning equipment]], you might see the [[Mechanics]] set up a [[Construction#Cloning Lab|replacement lab]] here, and if [[Nuclear Operative]]s are spotted attempting to enter the ship, this place might become an public armory as the [[Mechanic]]s scramble to copy and manufacture weapons for the crew.
Scanning and copying tools and machines with the [[Mechanic#The Device Analyzer|device analyzer and ruckingenur kit]] is a huge part of the [[Mechanic]] job, so naturally there's two [[Mechanic#The Device Analyzer|ruckingenur kits]] and reverse-engineering fabricators so the [[Mechanic]]s can do their work without having to wait so much on print jobs or machine frame fabrication, as well as a [[Making and Breaking#Portable Reclaimers|reclaimer]] for restocking the fabricators. When someone bombs [[Medbay]]'s [[Medical Doctor#The Cloner|cloning equipment]], you might see the [[Mechanics]] set up a [[Construction#Cloning Lab|replacement lab]] here, and if [[Nuclear Operative]]s are spotted attempting to enter the ship, this place might become an public armory as the [[Mechanic]]s 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 [[Advanced Guide to ThinkDOS#Signals: What It's All About|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.
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 [[Packets|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 [[Advanced Guide to ThinkDOS#Signals: What It's All About|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 [[Computers#Data Terminal|data terminals]] for [[Computers#Terminal|terminal]] or [[Computers#Heavy|heavy]] computers to interface with the network and a [[Advanced Guide to ThinkDOS#Packet Sniffer|packet sniffer]] for obtaining authentication codes.  
There's also a small side room for experimenting with [[Packets|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 [[Computers#Data Terminal|data terminals]] for [[Computers#Terminal|terminal]] or [[Computers#Heavy|heavy]] computers to interface with the network and a [[Packets|packet sniffer]] for obtaining authentication codes.  


Besides all that, there's also lots of useful tools, like [[Engineering Objects#Electrical Toolbox|electrical]] and [[Engineering Objects#Mechanical Toolbox|mechanical toolboxes]]. No loose [[Engineering Objects#Insulated Gloves|insulated gloves]] though--sorry, greytiders. One of the boxes has a few boxes of [[Engineering Objects#Light Tubes|light tubes]] and [[Engineering Objects#Light Bulbs|light bulbs]], while another box has some [[Engineering Objects#Toolbelt|utility belts]]--very handy for holding all the tools here!
Besides all that, there's also lots of useful tools, like [[Engineering Objects#Electrical Toolbox|electrical]] and [[Engineering Objects#Mechanical Toolbox|mechanical toolboxes]]. No loose [[Engineering Objects#Insulated Gloves|insulated gloves]] though--sorry, greytiders. One of the boxes has a few boxes of [[Engineering Objects#Light Tubes|light tubes]] and [[Engineering Objects#Light Bulbs|light bulbs]], while another box has some [[Engineering Objects#Toolbelt|utility belts]]--very handy for holding all the tools here!
Line 178: Line 178:
|Picture=KondaruMechanics.PNG
|Picture=KondaruMechanics.PNG
|Function=Making a bunch of nonsense
|Function=Making a bunch of nonsense
|Access=[[Chief Engineer]], [[Mechanic]]}}
|Access=[[Chief Engineer]], [[Engineer]]}}


In here, [[mechanic]]s spend their shifts turning their little alcove in the northeast corner across the hall from the [[Gym#Kondaru|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.
In here, [[engineer]]s spend their shifts turning their little alcove in the northeast corner across the hall from the [[Gym#Kondaru|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 ruckinggear-reverse fabricator combo to duplicate machines across the station, and a MechComp dispenser. To learn how to use these, see also: [[Mechanic]].
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==
==Maintenance Information==

Latest revision as of 06:17, 19 November 2024

Mechanics Workshop
Location

MechanicsWorkshop.png

Production of machines with varying degrees of usefulness.

Access

Chief Engineer, Engineer


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


Mechanics Workshop
Location

CogmapMechanicsWorkshop.png

Usually, being an impenetrable machine fortress.

Access

Chief Engineer, Engineer


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
Location

DestinyMechanics.png

Usually, being an impenetrable death machine fortress.

Access

Chief Engineer, Mechanic


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
Location

LinemapMechanicLab.png

Production of inventions with varying degrees of usefulness.

Access

Chief Engineer, Mechanic


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
Location

ClarionMechanicsWorkshop.png

Production of robots with varying degrees of usefulness.

Access

Chief Engineer, Engineer


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
Location

MushroomMechanicsWorkshop.png

Computer nerd cave.

Access

Chief Engineer, Mechanic


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
Location

Donut2MechanicWorkshop.png

Bob the Builder fanclub convention.

Access

Chief Engineer, Engineer


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
Location

ChironMechanics.png

Tinker nerd cave.

Access

Chief Engineer, Mechanic


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
Location

OshanMechanicsLabV2.png

Mad inventor's underwater lair.

Access

Chief Engineer, Engineer


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
Location

AtlasMechanicsLab.png

Where those extra Zoldorfs come from.

Access

Chief Engineer, Engineer


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
Location

MantaMechanics.png

Electronics nerd containment.

Access

Chief Engineer, Mechanic


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
Location

KondaruMechanics.PNG

Making a bunch of nonsense

Access

Chief Engineer, Engineer


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.

Stationmap.png Locations on Cogmap2
General Arrivals · Emergency Storage B · Escape · Escape Pod Bay · Locker Room · Maintenance · Owlery · Main Hangar 1 & 2 · Net Cafe · Public Garden · Routing Depot · Tool Storage · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Catering Pod Bay · Chapel · Clown Tent · Crew Quarters · Derelict Crew Quarters · Gym · Health Spa · Hydroponics · Janitor's Closet · Janitor's Supply Closet · Jazz Lounge · Kitchen · Pool · Public Market Booths · Ranch · Shower Room · Staff Assistants' Quarters
Security Security · Armory · Beepsky's House · Brig · Head of Security's Office · Interrogation Room · Secure Hangar · Courtroom · Detective's Office · Security Checkpoints
Command Bridge · AI Chamber · AI Upload · AI Upload Foyer · Captain's Quarters · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Genetics · Medical Director's Office · Morgue · Operating Theatre · Pathology · Robotics · Auxiliary Storage · Medical Booth · Robot Depot
Research Research Wing · Artifact Research · Chemistry · Plasma Research · Research Director's Office · Science Pod Bay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Central Storage · Ore Processing / Refinery · Mining Department
Engineering Engineering · Chief Engineer's Office · Engineering Pod Bay · Emergency Storage A · Emergency Air Hookup · Mechanics Workshop · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory · Mining Outpost · Listening Post · Research Outpost · Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Cogmap1
General Arrivals · Bathrooms · Crew Quarters A · Crew Quarters B · Emergency Storage · Escape · Locker Room · Maintenance · Owlery · Observatory · Main Hangar · Routing Depot · Tool Storage · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Catering Pod Bay · Chapel · Clown Tent · Crew Lounge · Gym · Hydroponics · Information Office · Janitor's Office · Janitor's Supply Closet · Jazz Lounge · Kitchen · Pool · Public Market · Ranch · Shower Room · Stock Market Room
Security Security · Armory · Beepsky's House · Brig · Dispatch · Head of Security's Office · Interrogation Room · Secure Hangar · Courtroom · Detective's Office · Mini-Brig
Command Bridge · AI Chamber · AI Upload · AI Upload Foyer · Captain's Quarters · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Genetics · Medical Director's Office · Morgue · Operating Theatre · Pathology · Robotics · Medical Booth
Research Research Wing · Artifact Research · Chemistry · Plasma Research · Research Director's Office · Robot Depot · Science Pod Bay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Central Storage · Mining Department · Ore Processing / Refinery · Routers
Engineering Engineering · Chief Engineer's Office · Engineering Pod Bay · Emergency Air Hookup · Mechanics Workshop · Primary Tool Storage · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory · Mining Outpost · Listening Post · Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Oshan Laboratory
General Arrivals · Crew Quarters A · Data Center · Emergency Storage A · Emergency Storage B · Escape Hallway · Information Office · Maintenance · Net Cafe · Observatory · Pod Bay · Tool Storage · Toilets · Waste Disposal
Civilian & Recreation Arcade · Bar · Bar Office · Barbershop · Catering Hangar · Catering Storage · Chapel · Clown Hole · Crew Lounge · Fitness Center · Hydroponics · Janitor's Office · Janitor's Supply Closet · Jazz Lounge · Kitchen · Nerd Dungeon · Public Market · Radio Lab · Ranch · Sauna · Shower Room · West Crew Lounge · Zen Garden
Security Security Department · Armory · Beepsky's House · Defendant's Chair · General Population · HoS Office · Interrogation Room · Processing Room · Secure Dock · Security Foyer · Solitary Cells · Courtroom · Detective's Office · Security Checkpoints
Command AI Chamber · AI Upload · Bridge · Captain's Quarters · Customs · Head of Personnel's Office · EVA · Teleporter Room
Medical Medbay · Cloning · Cryo · Genetics · Medbay Operating Theatre · Medbay Restroom · Medical Director's Office · Medical Storage · Monkey Dome · Morgue · Pharmacy · Pathology · Robotics · Treatment Cells
Research Research Sector · Artifact Lab · Chemistry · Computer Core · Research Dock · Research Director's Office · Robot Depot · Science Teleporter · Toxins Storage · Research Outpost · Research Outpost Hangar · Research Outpost Toxins Storage · Research Outpost Test Chamber · Toxins
Cargo & Mining Central Warehouse · Mining · Mining Dock · Quartermaster's Office · Refinery · Supply Lobby
Engineering Engineering · Chief Engineer's Office · Engineering Dock · Engineering Gas Storage · Engineering Storage · Inner Engineering · Power Room · Engineering EVA · Mechanic's Lab · Technical Storage
Off-Station Ghost Drone Factory · Listening Post · Sea Elevator · Seafloor · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Manta
General Arrivals · Crew Quarters A · Crew Quarters B · Crew Quarters C · Bathrooms · Escape · Maintenance · Submarine Bay (Port) · Submarine Bay (Starboard) · Waste Disposal
Civilian & Recreation Arcade · The Rising Tide/Bar · Barman's Office · Chapel · Chapel Office · Crematorium · Crew Lounge · Fitness Room · Garbage Garbs · Hydroponics · Janitor's Office · The Rusty Crab/Kitchen · Freezer · Sauna
Security Security Department · Security Foyer Checkpoint · Sec. Officers Quarters · Armory · Brig · Cell Block Control · General Population · Cell #1 · Solitary Confinement · Visitation · Head of Security's Office · Interrogation Room · Submarine Bay (Security) · Courtroom · Detective's Office · Detective's Bedroom · Beepsky's House
Command AI Upload Chamber · AI Upload Foyer Port · AI Upload Foyer Starboard · Bridge · Communications Office · Communications Office Bedroom · Captain's Office · Captain's Quarters · Head of Personnel's Office · Head of Personnel's Personal Quarters · Port Torpedo Bay · Starboard Torpedo Bay · EVA Storage · Teleporter Room
Medical Medbay · Medbay Lobby · Cloning · Medical Research · Morgue · Medbay Treatment Area · Cryo · Medbay Operating Theatre · Medbay Restroom · Robotics · Treatment Rooms · Medbay Staff Area · Medical Storage · Medical Director's Office
Research Research Sector · Artifact Lab · Chemistry · Pathology Research · Robot Depot · Research Director's Private Quarters · Research Restroom · Science Teleporter · Test Chamber
Cargo & Mining Mining · Submarine Bay (Mining) · Cargo Bay · Cargo Bay Office
Engineering Engineering · Engineering Break Room · Engineering Quarters · Engineering Restroom · Chief Engineer's Office · Engineering Storage · Engineering Control Room · Inner Engineering · Singularity Core · Engineering Power Room · Engineering Gas Storage · Mechanic's Lab · Technical Storage
Off-Station Abandoned Ship · Clown Hole · Ghost Drone Factory · Robot Trading Outpost · Sea Diner · Tunnel Snake Mining Rig · Seafloor · Syndicate Assault Vessel · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality
Stationmap.png Locations on Kondaru
General Arrivals · Aviary · Bathrooms · Crew Quarters · Emergency Storage A · Escape Arm · Escape Dock · Gym · Nerd Dungeon · Pool · Public Market · Routing Cabinet · Routing Depot · Sauna · Waste Disposal
Civilian & Recreation Arcade · Bar · Barbershop · Bar Office · Catering Storage · Chapel · Clown Hole · Hydroponics · Janitor Office · Janitor Supply Closet · Jazz Lounge · Kitchen · News Office · Public Podbay · Ranch
Security Security · Armory · Beepsky's House · Brig · Head of Security's Office · Interrogation Room · Courtroom · Detective's Office · Security Checkpoints · Secure Hangar
Command Bridge · AI Chamber · AI Upload · Captain's Quarters · Command Pod Pad · Computer Core · Customs · EVA · Head of Personnel's Office · Teleporter Room
Medical Medbay · Cloning · Cryo · Genetics · Medbay Podbay · Medical Booth · Medical Director's Office · Monkey Dome · Morgue · Operating Theatre · Pathology · Pharmacy · Robotics · Treatment Rooms
Research Artifact Lab · Chemistry · Plasma Research · Research Director's Office · Research Router · Robot Depot · Science Podbay · Telescience · Test Chamber
Cargo & Mining Cargo Bay · Cargo Pod Bay · Warehouse · Ore Processing / Refinery · Mining Department · Mining Podbay
Engineering Chief Engineer's Office · Cold Loop · Engineering · Engineering Break Room · Engineering Gas Storage · Engineering Podbay · Power Room · Engine Room · Hot Loop · Mechanics Workshop · Power Transmission Laser · Pump Control Room · Solar Arrays · Technical Storage
Off-Station Ghost Drone Factory· Listening Post· Mining Outpost· Space · Syndicate Battlecruiser · Wizard's Den · Afterlife Bar · Virtual Reality