Difference between revisions of "Engineering Objects"
Studenterhue (talk | contribs) (How to turn on the jetpack function, mention it only propels you when the jetpack function is on) |
Studenterhue (talk | contribs) (Jetpack thrusters need to be on to prevent being dragged towards the trench on Manta) |
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| 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 [[General Objects#Gas Tank|oxygen tank]], and it requires a breath or gas mask to work. Blue ones are found in [[EVA]], the [[Mining Department]], and sometimes [[Engineering]], while the red ones spawn in red closets in the [[Listening Post]] and [[Syndicate Battlecruiser]].<br> | | 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 [[General Objects#Gas Tank|oxygen tank]], and it requires a breath or gas mask to work. Blue ones are found in [[EVA]], the [[Mining Department]], and sometimes [[Engineering]], while the red ones spawn in red closets in the [[Listening Post]] and [[Syndicate Battlecruiser]].<br> | ||
'''Note:''' Don't be tempted to top off your jetpack with regular air. It only works with pure oxygen. | '''Note:''' Don't be tempted to top off your jetpack with regular air. It only works with pure oxygen. | ||
* [[Image:JetpackNew.png]] - On [[Manta]], when the ship is in motion, the [[#Magnetic Tether|magnetic tether]] must be active | * [[Image:JetpackNew.png]] - On [[Manta]], when the ship is in motion, if the jetpack function is toggled on, the jetpack prevents you from being dragged towards the bottom of the station [[z-level]], but the [[#Magnetic Tether|magnetic tether]] must be active. While the sprite is different to reflect this, jetpacks otherwise act the same as on other stations'. | ||
* [[Image:JetpackRed.png]] - The red jetpack is not subject to the Manta's tether and can thus fly when the tether is down. | * [[Image:JetpackRed.png]] - The red jetpack is not subject to the Manta's tether and can thus fly when the tether is down. | ||
|- id="Magnetic Boots" | |- id="Magnetic Boots" |
Revision as of 01:20, 26 September 2019
Containers
Item | Image | Description |
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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. Found all over the station, and contains useful tools for anyone without a nearby fabricator. Contains: screwdriver, wirecutters, wrench, welder, crowbar, atmospheric analyzer. | |
Electrical Toolbox | Intended for fixing destroyed power infrastructure. They are clustered around tool storage and electronics. Contains: | |
Emergency Toolbox | Hidden mainly in firefighting stashes in maintenance tunnels and emergency supply lockers. They're still great for caving in a skull. Contains: fire extinguisher, station bounced radio, flashlight, crowbar. | |
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. Available in e.g. tool storage and the engineering warehouse. Starts empty. Holds absolutely anything in the tools category and many other tiny or small items. |
Tools
Item | Image | Description |
---|---|---|
Screwdriver | One of the most, if not the most essential tool. Used in moving windows and grilles, building computers, opening maintenance panels in electronics, fixing microwaves, modifying small devices, opening cyborg heads and more. | |
Wirecutters | Used in wiring, hacking, deconstructing computers, etc. Live wires should always be handled with insulated gloves. | |
Wrench | Used in building computers, activating cyborgs, deconstructing walls and furniture etc. | |
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. | |
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. | |
Power Shovel | Used to dig holes on Abzu's seafloor for vent capture unit construction. | |
Multitool | An electrician's precision tool. Known mostly for being a cornerstone of hacking, it's also essential for finishing APC repairs. | |
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 and mechanic's PDAs have these instead of the standard flashlight modules. | |
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. | |
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. | |
Soldering Iron | Essential for electronic projects as far as gadget construction is concerned, but not much more than a superheated stabbing implement for the rest. | |
Deconstruction Device | Does the exact opposite and disassembles any piece of machinery that has been deployed via the mechanics. For instance, vending machines blocking off the escape shuttle can be removed quickly by using this device. | |
Atmospheric Analyzer | Instant atmospheric analysis. Lists the temperature, pressure and the proportions of gases either in the open air or inside pipes and canisters. Abundantly available in blue toolboxes, but every PDA has this feature built-in. Adding a atmospheric analyzer upgrade from a Vendomat lets it analyze gases in open air from long range. | |
Device Analyzer | Scans one or multiple electronic devices into memory, which can then be redeemed for a blueprint in the ruckingenur kit. The mechanic's PDA comes with a superior scanner which transmits all schematics wirelessly into the workshop. | |
RCD (Rapid Construction Device) | Point-and-click repair magic! The RCD conjures up and tears down walls, windows, floors and airlocks using a 50-unit magazine of compressed matter. It costs 1 to build a floor or add plating to a girder, 2 to build a wall or window and 5 to build an airlock. Deconstruction costs vary, but are generally higher. It creates sparks when switching between modes or when it finishes its task, which may ignite nearby flammable materials. Additional RCD ammo can be made at a hacked general manufacturer or Mining Fabricator or bought from certain space merchants. The whole station has exactly two units: one is locked away in EVA and the CE sleeps next to the other one - stealing a RCD is a possible traitor objective. Engineering cyborgs and Ghost Drones have built-in RCDs that replicate the compressed matter straight from their power supplies, so emergency repair work usually falls on them. |
Equipment
Item | Image | Description |
---|---|---|
Welding Mask | Looks all business. When toggled down, will darken the wearer's vision a bit and prevent eye damage from light sources, be it welding or something else. Can be found in the engineering lockers or fabricated. | |
Hard Hat | Comes with a built-in flashlight. Protects the head quite well. | |
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 engineering and mechanics, and can be ordered by the quartermaster. | |
Firesuit | Protects the wearer from extreme heat/cold and from catching fire. The suit can deteriorate from prolonged exposure to extreme conditions, so don't go wading into that scorching plasma fire. The suit is also not effective against hard vacuum and will slow down your running speed when you're wearing it. Available in engineering storage. | |
Fire-Fighting Grenade | Creates a roughly 5x5 spray of fire-fighting foam, instantly putting out most fires. Clicking on a distant tile will let you instantly prime and throw the grenade onto that tile. | |
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. | |
Class II Radiation Suit + Hood | The preferred choice for walking in radstorms and handling radioactive substances such as cerenkite, or, in theory, fuel rods. Each piece reduces damage from radiation by a fair bit, so wearing the full set helps. It has poor insulation though; don't expect it to protect you from the vacuum of Space or a roaring hot loop fire. Only Linemap, Clarion, and Destiny 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. | |
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. Blue ones are found in EVA, the Mining Department, and sometimes Engineering, while the red ones spawn in red closets in the Listening Post and Syndicate Battlecruiser. Note: Don't be tempted to top off your jetpack with regular air. It only works with pure oxygen.
| |
Magnetic Boots | Protects the wearer from slipping in space, getting moved around by a conveyor belt, and being pushed backward by on-coming air, allowing them to safely repair hull breaches. The wearer of these boots can also not be pushed or pulled, even if they lie dead on the ground - the boots must be removed before dragging them anywhere. You may also use the grab intent to pull them if their boots are still on, albeit at a much slower pace. 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. | |
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. | |
Metal Sheets | Used for many construction projects. Available in numerous places, and the cargo bay can handle enormous bulk orders. Can only be assembled in stacks of up to 50 by hand. | |
Reinforced Metal Sheets | Stronger metal. Make them yourself by combining regular metal sheets and rods or have a fabricator build them straight from processed ore. | |
Glass Sheets | Used for many construction projects. Available in numerous places, and the cargo bay can handle enormous bulk orders. Can only be assembled in stacks of up to 50 by hand. | |
Reinforced Glass Sheets | Made by adding rods to glass or by using a general manufacturer. | |
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 constructions projects. Made from regular metal, and available in e.g. tool storage and the engineering warehouse. | |
Floor Tiles | Make these from regular metal 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, after a short delay, solidifies into weak metal foam walls and floors. It's great for sealing huge hull breaches that would take ages to manually repair, but the solid foam is fragile and is easily destroyed by blunt objects. | |
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. To remove it, right-click the ladder and choose Fold up. 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... |
Machinery
Item | Image | Description |
---|---|---|
Power Transmission Laser | See Powering the station. | |
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/Destiny's ship forcefield remotely from the Bridge. | |
Magnetic Tether | When the ship is moving, and this thing is active, ensures jetpacks on Manta can prevent their users from being passively pulled towards the bottom of the map and into the Trench. If turned off or otherwise rendered inactive, jetpack users will be pulled towards the map bottom, though they can still propel themselves if their jetpack thrusters are on. Otherwise does nothing when Manta is not in motion. | |
Furnaces | A combustion-based power generator. The furnaces burn flammable substances (primarily char ore) to provide energy of about 5000 W per furnace. The fuel must first be loaded, then the furnace may be turned on. Furnaces remain online until they run out of fuel or are shut off manually. On the main station, they are mildly useful for heating the engine's hot loop, however they are the only source of power on the mining outpost. Furnaces can accept many alternative fuel sources, such as cannabis leaves, paper, dead critters or monkeys. | |
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. | |
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. | |
Engine Master | Lets you startup Linemap's/Mushroom Station's/Donut 2's singularity engine, if all the components are secured over a data terminal. | |
APC | The power control board for individual rooms and sectors of the station, and the last stop in the station's power grid. Each APC houses a power cell, from which it will draw power if it is not receiving power externally. The power load depends on the equipment tied to that particular APC. It can individually control equipment, lighting and environmental circuits. The AI and cyborgs have an additional option to overload the lighting circuit, blowing out all lights connected to the APC. APCs can be renamed with a hand labeler; unfortunately, the changes are not reflected in the power monitoring computer. | |
Junction Box | Weird little doodads scattered throughout Manta that sometimes malfunction and require fixing. If left unrepaired, they drain a few tens of kilowatts every second from the power grid. | |
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. | |
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 or Destiny. | |
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. | |
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. | |
Air Scrubber | This portable device filters out plasma and CO2 from the surrounding atmosphere and removes chemsmoke clouds. | |
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 hellburns get hella outta hand. You can screwdriver open the panel to swap out the cell and/or set the temperature the HVAC it should try to reach. 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, takes out the cell, 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. | |
ABC-U | Found in ABCU Unit Crates and occasionally other places. Can build entire rooms - see Construction for more information. | |
Ruckingenur Kit | Creates blueprints of scanned devices, which can then be used in the reverse-engineering fabricator. | |
MechComp Dispenser | Stocks a wide variety of electronic components. |
Geothermal Capture System Components
Item | Image | Description |
---|---|---|
Dowsing Rod | Essential for finding hotspots. When it's placed on the seafloor and in the range of a hotspot, the indicator near the top will periodically estimate the distance to the center of the nearest hotspot, and the light will turn a certain color depending on the temperature of the ground beneath. Blue signified cool temperatures, while pink & red ones denote hotter ones. White means it hasn't found a hotspot. Distance estimates are affected by Doppler shift. | |
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/whatever tool would make sense. To deconstruct it, hit it wrench, crowbar, or screwdriver. | |
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. | |
Controlled Demolition Pipe | Essentially a weak pipebomb for making holes on the seafloor, so you can harvest the energy trapped in the rock underneath. 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. Found in Engineering explosive crates. |
Singularity Engine Components
Item | Image | Description |
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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. | |
Singularity Buster Rocket Launcher | Safe singularity destabilization. Load with it with the specialized buster rocket, aim, and fire. If it hits, the rocket will downgrade the singularity into a blackhole, which will rapidly suck up everything towards it but eventually disappear. May very rarely create another singularity instead. Both the launcher and its ammo can be found in the Chief Engineer's private quarters on Manta, casually sitting on a desk, and in Anti-Singularity Packs. |
Objects and Items | |
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Equipment by Department |
General · Janitor · Engineering · Mining · Medical · Science · Security |
Machinery | Pods · Vehicles · Computers · Fabricators & Manufacturers · PDAs · Implants |
Clothing | Clothing |
Catering | Plants & Hydro Equipment · Foods & Drinks |
Weapons | Syndicate Items · Guns · Grenades · Bombs |