Difference between revisions of "Mechanics Workshop"
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|Access=[[Chief Engineer]], [[Mechanic]]}} | |Access=[[Chief Engineer]], [[Mechanic]]}} | ||
In here, [[Traitor|nefarious]] [[mechanic]]s spend their shifts turning their little alcove above [[Cargo Bay#Destiny|Cargo]] and below [[Research Wing#Destiny|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 [[Waste | In here, [[Traitor|nefarious]] [[mechanic]]s spend their shifts turning their little alcove above [[Cargo Bay#Destiny|Cargo]] and below [[Research Wing#Destiny|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 [[Waste Disposal#Destiny|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. | ||
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Revision as of 05:37, 3 June 2018
Mechanics Workshop | |
Location | |
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Production of robots with varying degrees of usefulness. | |
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 data terminals and all the tools mechanics need in the lab. There are also multiple Reverse-Engineering Fabricators around for producing helpful items for the crew to use.
See also: Mechanic
Mechanics Workshop | |
Location | |
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Usually, being an impenetrable machine fortress. | |
Here, nefarious mechanics 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 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 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 | |
---|---|
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 | |
Location | |
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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 | |
Location | |
---|---|
Production of robots with varying degrees of usefulness. | |
The Mechanics Workshop is the base of operations for the mechanic. 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 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 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 reverse-engineering hacker GENIUS like the Mechanic?
The APC for this room is on the north wall, next to the Mechanics locker
Mechanics Workshop | |
Location | |
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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 | |
Location | |
---|---|
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.