Difference between revisions of "Mechanic Components And You"

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{{Transcript}}
{{Transcript}}
==Quick-start Guide==
<BIG><B>Quick-start Guide</B></BIG>
 
<br>
To connect Components to each other you use drag and drop. For this to work the components need to be secured into place by means of a Wrench. You need to be holding a multi-Tool to be able to change Connections and Options of Components.  
<br>To connect Components to each other you use drag and drop.
 
<br>For this to work the components need to be secured into place by means of a Wrench.
A basic construction would look something like:<br>
<br>You need to be holding a multi-Tool to be able to change Connections and Options of Components.
*''Wrench a Button Component into Place.''<br>
<br>
*''Wrench a Graviton Accelerator into Place.''<br>
<br>A basic construction would look something like :
*''Drag the Button onto the Accelerator and drop.''<br>  
<br><I>Wrench a Button Component into Place.</I>
*''Set the Button as Trigger.''<br>
<br><I>Wrench a Graviton Accelerator into Place.</I>
*''Select the only existing target input on the Accelerator.''<br>
<br><I>Drag the Button onto the Accelerator and drop.</I>
 
<br><I>Set the Button as Trigger.</I>
Using the Button will now activate the Accelerator.  
<br><I>Select the only existing target input on the Accelerator.</I>
 
<br>
You can see the Connections between Components when they are not covered by Tiles. Just use a Crowbar to reveal the Plating and you'll be able to see what's connected to what.  
<br>Using the Button will now activate the Accelerator.
 
<br>
The Components can also be connected to some Machines and Gadgets around the Station. You could try messing around with Doors or vending Machines. If you want to connect two non-component objects together - say two Doors, you will have to use a Component between the two Objects. Relays are easily used for this. You would connect the Relay to Door 1 as Receiver and then connect the Relay to Door 2 as Trigger.  
<br>You can see the Connections between Components when they are not covered by Tiles.
 
<br>Just use a Crowbar to reveal the Plating and you'll be able to see what's connected to what.
Most Components offer additional Options in their right-Click Menu when you are standing right next to them. These Options can range from Rotation to setting the output Signal and such Things.  
<br>
 
<br>The Components can also be connected to some Machines and Gadgets around the Station.
''Information about the specific Components follows below.''
<br>You could try messing around with Doors or vending Machines.
 
<br>If you want to connect two non-component objects together - say two Doors,
==Component specific Information==
<br>you will have to use a Component between the two Objects. Relays are easily used for this.
 
<br>You would connect the Relay to Door 1 as Receiver and then connect the Relay to Door 2 as Trigger.
===AND Component===
<br>
Sends specified signal when both inputs receive a Signal within a specified Time Frame.  
<br>Most Components offer additional Options in their right-Click Menu when you are standing right next to them.
 
<br>These Options can range from Rotation to setting the output Signal and such Things.
===Button===
<br>
Sends set Signal when used.  
<br><I>Information about the specific Components follows below.</I>
 
<br>
===Delay Component===
<hr>
Delays an incoming signal a certain amount of time before sending it to its connections.  
<br><BIG><B>Component specific Information</B></BIG>
 
<br>
===Graviton Accelerator===
<br><B>AND Component:</B>
Accelerates objects on it into a given direction for 3 seconds after being activated.  
<br>Sends specified signal when both inputs receive a Signal within a specified Time Frame.
 
<br>
===Gun Component===
<br>
Shoots a Gun in the given Direction. Needs to have a Gun installed before it can be used. Simply use the Gun on the Component.  
<br><B>Button:</B>
 
<br>Sends set Signal when used.
===E-Gun Component===
<br>
Shoots a Gun in the given Direction. Needs to have a Gun installed before it can be used. Simply use the Gun on the Component. This Component only works for Energy based Guns with Power Cells in them. Can recharge the Gun inside it at the Cost of temporarily deactivating itself. Additionally, there is a short cooldown Period between Shots.
<br>
 
<br><B>Delay Component:</B>
===LED Component===
<br>Delays an incoming signal a certain amount of time before sending it to its connections.
Provides light when triggered. The "set rgb" Input takes a Color in the HTML Color Code Format.
<br>
 
<br>
For Example: #FF1200
<br><B>Graviton Accelerator:</B>
 
<br>Accelerates objects on it into a given direction for 3 seconds after being activated.
===Microphone Component===
<br>
Forwards nearby speech as signal. The "Toggle Show-Source" option determines whether the component adds the source's name to the signal or not.  
<br>
 
<br><B>Gun Component:</B>
===OR Component===
<br>Shoots a Gun in the given Direction.
Sends a specified Signal when it receives a specified Signal in one of its Inputs.  
<br>Needs to have a Gun installed before it can be used. Simply use the Gun on the Component.
 
<br>
===Pressure Sensor===
<br>
Detects Pressure and dispatches Signal.
<br><B>E-Gun Component:</B>
 
<br>Shoots a Gun in the given Direction.
===RegEx Find Component===
<br>Needs to have a Gun installed before it can be used. Simply use the Gun on the Component.
Attempts to find an expression within a String. If found it can either forward the found String as Signal or send its own Signal. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].
<br>This Component only works for Energy based Guns with Power Cells in them.
 
<br>Can recharge the Gun inside it at the Cost of temporarily deactivating itself.
===RegEx Replace Component===
<br>Additionally, there is a short cooldown Period between Shots.
Attempts to find an expression within a String and then replaces it. Forwards the modified String as Signal. Also has an Input that lets you set the Expression. The variant of RegEx used is described [http://www.byond.com/docs/ref/#/{notes}/regex here].
<br>
 
<br>
===Relay Component===
<br><B>LED Component:</B>
Forwards an input signal to another Target. If Signal changing is enabled, the Component will change the incoming Signal to its own before relaying it.  
<br>Provides light when triggered.
 
<br>The \"set rgb\" Input takes a Color in the HTML Color Code Format, for Example: #FF1200 .
===Selection Component===
<br>
Holds a List of Signals that can be manipulated, browsed and sent. Can be set to randomly select Items for sending or triggered to send a random Item once.  
<br>
 
<br><B>Letter Display Component:</B>
===Signal Builder Component===
<br>Displays a single letter from the input signal.
Builds a String out of incoming Signals until it is triggered to send whats in the Buffer at which point the accumulated String will be sent and the Buffer cleared. The starting/ending String Settings allow you to define a String that will be put at the Beginning or End of each String.  
<br>Set the letter index to choose which letter is displayed.  For example, if the letter index is 2, and an input signal of "Hello" arrives, "E" will be displayed.
 
<br>
===Signal Check Component===
<br>
Sends either its own Signal or the input Signal when it receives a Signal that has the set Trigger String in it somewhere. Can be toggled to trigger when it does NOT find the specified string.
<br><B>Microphone Component:</B>
 
<br>Forwards nearby speech as signal.
For Example: Trigger -> cat, Incoming Signal -> "catswithhats" -> the Component activates. This is not case-sensitive.  
<br>The "Toggle Show-Source" option determines whether the component adds the source's name to the signal or not.
 
<br>
===Sound Synthesizer===
<br>
Speaks whatever Signal it receives out loud. Rate-limited to 2 Seconds.
<br><B>OR Component:</B>
 
<br>Sends a specified Signal when it receives a specified Signal in one of its Inputs.
===Teleport Component===
<br>
To link Pads set the ID to the same string on both Pads. If there are more than 2 Pads with the same ID, Destinations will be picked at random. Has an Input that allows a message to change the ID of the Pad and through that its Destination. Individual Pads can be set to send only Mode - in this Mode they can not be the Target Location of other Pads with the same ID. This is useful if you want to have several Pads teleport to one exit Pad. Teleporters can only teleport to locations on the same [[Z-level]].
<br>
 
<br><B>Pressure Sensor:</B>
===Toggle Component===
<br>Detects Pressure and dispatches Signal.
Can be turned on, off or be toggled. Outputs 2 different Signals depending on its new State - one for on and one for off. Can also be triggered to just output the appropriate Signal without doing anything else.  
<br>
 
<br>
===Wifi Component===
<br><B>RegEx Find Component:</B>
The "send radio message" Command accepts Messages in the Format of command=herp&data=derp which will then be sent on the set Frequency. The Component can recieve a sendmsg Radio Signal that will send the Data in the "data" Portion of the Signal to the Outputs of this Component. Following the previous Syntax a sendmsg Signal would look like this : address_1=WIFICompoAddHere&command=sendmsg&data=MyCompoCommand
<br>Attempts to find an expression within a String. If found it can either forward the found String as Signal or send its own Signal.
 
<br>The type of RegEx used is PCRE. Look-ahead or look-behind assertions are not supported.
Normal PDA Messages can also be used to trigger the Component.
<br>
The frequency can be changed wirelessly as well by using the setfreq Command : address_1=WIFICompoAddHere&command=setfreq&data=1419
<br>
 
<br><B>RegEx Replace Component:</B>
If you enable the forward all option, the Component will forward any Radio Messages it receives, unprocessed and in the above format, to its Outputs. By disabling NetID filtering you can make the Component react to any and all Radio Messages on its frequency. The Component will blink green when it receives a wireless Message and blink red when it sends a wireless Message.
<br>Attempts to find an expression within a String and then replaces it. Forwards the modified String as Signal. Also has an Input that lets you set the Expression.
 
<br>The type of RegEx used is PCRE. Look-ahead or look-behind assertions are not supported.
===Wifi Signal Splitter Component===
<br>
Returns the value of a field within a Radio signal. The components Trigger Field is the Field you want the Value of.  
<br>
 
<br><B>Relay Component:</B>
For example: Set the Trigger Field to "user_id". When a Signal with "user_id=captain" arrives the Component forwards "captain"
<br>Forwards an input signal to another Target. If Signal changing is enabled, the Component will change the incoming Signal to its own before relaying it.
<br><br>
<br>
<br>
<br><B>Selection Component:</B>
<br>Holds a List of Signals that can be manipulated, browsed and sent.
<br>Can be set to randomly select Items for sending or triggered to send a random Item once.
<br>
<br>
<br><B>Signal Builder Component:</B>
<br>Builds a String out of incoming Signals until it is triggered to send whats in the Buffer at which point the accumulated String will be sent and the Buffer cleared.
<br>The starting/ending String Settings allow you to define a String that will be put at the Beginning or End of each String.
<br>
<br>
<br><B>Signal Check Component:</B>
<br>Sends either its own Signal or the input Signal when it receives a Signal that has the set Trigger String in it somewhere. Can be toggled to trigger when it does NOT find the specified string.
<br>For Example: Trigger -> cat, Incoming Signal -> \"catswithhats\" -> the Component activates. This is not case-sensitive.
<br>
<br>
<br><B>Sound Synthesizer:</B>
<br>Speaks whatever Signal it receives out loud. Rate-limited to 2 Seconds.
<br>
<br>
<br><B>Teleport Component:</B>
<br>To link Pads set the ID to the same string on both Pads. If there are more than 2 Pads with the same ID, Destinations will be picked at random.
<br>Has an Input that allows a message to change the ID of the Pad and through that its Destination.
<br>Individual Pads can be set to send only Mode - in this Mode they can not be the Target Location of other Pads with the same ID.
<br>This is useful if you want to have several Pads teleport to one exit Pad.
<br>
<br>
<br><B>Toggle Component:</B>
<br>Can be turned on, off or be toggled. Outputs 2 different Signals depending on its new State - one for on and one for off.
<br>Can also be triggered to just output the appropriate Signal without doing anything else.
<br>
<br>
<br><B>Wifi Component:</B>
<br>The "send radio message" Command accepts Messages in the Format of command=herp&data=derp which will then be sent on the set Frequency.
<br>The Component can receive a sendmsg Radio Signal that will send the Data in the \"data\" Portion of the Signal to the Outputs of this Component.
<br>Following the previous Syntax a sendmsg Signal would look like this : address_1=WIFICompoAddHere&command=sendmsg&data=MyCompoCommand
<br>Normal PDA Messages can also be used to trigger the Component.
<br>The frequency can be changed wirelessly as well by using the setfreq Command : address_1=WIFICompoAddHere&command=setfreq&data=1419
<br>If you enable the forward all option, the Component will forward any Radio Messages it receives, unprocessed and in the above format, to its Outputs.
<br>By disabling NetID filtering you can make the Component react to any and all Radio Messages on its frequency.
<br>The Component will blink green when it receives a wireless Message and blink red when it sends a wireless Message."
<br>
<br>
<br><B>Wifi Signal Splitter Component:</B>
<br>Returns the value of a field within a Radio signal. The components Trigger Field is the Field you want the Value of.
<br>For example: Set the Trigger Field to \"user_id\". When a Signal with \"user_id=captain\" arrives the Component forwards \"captain\"
<br>
<br>
<br><B>Movement Component:</B>
<br>This component can only be deployed inside a component cabinet. It will allow the cabinet to move by it's own power.
<br>For this it has two possible inputs:
<br>"step" will make the cabinet take a single step in the given direction.
<br>"walk" will make the cabinet walk in the given direction until it is stopped.
<br>The speed of the cabinet can also be configured.
<br>Directions can be given as numbers or text
<br>Stopping is done via 0
<br>north 1
<br>south 2
<br>east 4
<br>west 8
<br>northeast 5
<br>southeast 6
<br>northwest 9
<br>southwest 10
{{books}}
{{books}}



Revision as of 08:37, 31 January 2023

WizardSpellbookV2-32x32.gif This page contains a transcript of ingame content.
The following information supplements the rest of the wiki. It is kept for documentation purposes.

Quick-start Guide

To connect Components to each other you use drag and drop.
For this to work the components need to be secured into place by means of a Wrench.
You need to be holding a multi-Tool to be able to change Connections and Options of Components.

A basic construction would look something like :
Wrench a Button Component into Place.
Wrench a Graviton Accelerator into Place.
Drag the Button onto the Accelerator and drop.
Set the Button as Trigger.
Select the only existing target input on the Accelerator.

Using the Button will now activate the Accelerator.

You can see the Connections between Components when they are not covered by Tiles.
Just use a Crowbar to reveal the Plating and you'll be able to see what's connected to what.

The Components can also be connected to some Machines and Gadgets around the Station.
You could try messing around with Doors or vending Machines.
If you want to connect two non-component objects together - say two Doors,
you will have to use a Component between the two Objects. Relays are easily used for this.
You would connect the Relay to Door 1 as Receiver and then connect the Relay to Door 2 as Trigger.

Most Components offer additional Options in their right-Click Menu when you are standing right next to them.
These Options can range from Rotation to setting the output Signal and such Things.

Information about the specific Components follows below.



Component specific Information

AND Component:
Sends specified signal when both inputs receive a Signal within a specified Time Frame.


Button:
Sends set Signal when used.


Delay Component:
Delays an incoming signal a certain amount of time before sending it to its connections.


Graviton Accelerator:
Accelerates objects on it into a given direction for 3 seconds after being activated.


Gun Component:
Shoots a Gun in the given Direction.
Needs to have a Gun installed before it can be used. Simply use the Gun on the Component.


E-Gun Component:
Shoots a Gun in the given Direction.
Needs to have a Gun installed before it can be used. Simply use the Gun on the Component.
This Component only works for Energy based Guns with Power Cells in them.
Can recharge the Gun inside it at the Cost of temporarily deactivating itself.
Additionally, there is a short cooldown Period between Shots.


LED Component:
Provides light when triggered.
The \"set rgb\" Input takes a Color in the HTML Color Code Format, for Example: #FF1200 .


Letter Display Component:
Displays a single letter from the input signal.
Set the letter index to choose which letter is displayed. For example, if the letter index is 2, and an input signal of "Hello" arrives, "E" will be displayed.


Microphone Component:
Forwards nearby speech as signal.
The "Toggle Show-Source" option determines whether the component adds the source's name to the signal or not.


OR Component:
Sends a specified Signal when it receives a specified Signal in one of its Inputs.


Pressure Sensor:
Detects Pressure and dispatches Signal.


RegEx Find Component:
Attempts to find an expression within a String. If found it can either forward the found String as Signal or send its own Signal.
The type of RegEx used is PCRE. Look-ahead or look-behind assertions are not supported.


RegEx Replace Component:
Attempts to find an expression within a String and then replaces it. Forwards the modified String as Signal. Also has an Input that lets you set the Expression.
The type of RegEx used is PCRE. Look-ahead or look-behind assertions are not supported.


Relay Component:
Forwards an input signal to another Target. If Signal changing is enabled, the Component will change the incoming Signal to its own before relaying it.


Selection Component:
Holds a List of Signals that can be manipulated, browsed and sent.
Can be set to randomly select Items for sending or triggered to send a random Item once.


Signal Builder Component:
Builds a String out of incoming Signals until it is triggered to send whats in the Buffer at which point the accumulated String will be sent and the Buffer cleared.
The starting/ending String Settings allow you to define a String that will be put at the Beginning or End of each String.


Signal Check Component:
Sends either its own Signal or the input Signal when it receives a Signal that has the set Trigger String in it somewhere. Can be toggled to trigger when it does NOT find the specified string.
For Example: Trigger -> cat, Incoming Signal -> \"catswithhats\" -> the Component activates. This is not case-sensitive.


Sound Synthesizer:
Speaks whatever Signal it receives out loud. Rate-limited to 2 Seconds.


Teleport Component:
To link Pads set the ID to the same string on both Pads. If there are more than 2 Pads with the same ID, Destinations will be picked at random.
Has an Input that allows a message to change the ID of the Pad and through that its Destination.
Individual Pads can be set to send only Mode - in this Mode they can not be the Target Location of other Pads with the same ID.
This is useful if you want to have several Pads teleport to one exit Pad.


Toggle Component:
Can be turned on, off or be toggled. Outputs 2 different Signals depending on its new State - one for on and one for off.
Can also be triggered to just output the appropriate Signal without doing anything else.


Wifi Component:
The "send radio message" Command accepts Messages in the Format of command=herp&data=derp which will then be sent on the set Frequency.
The Component can receive a sendmsg Radio Signal that will send the Data in the \"data\" Portion of the Signal to the Outputs of this Component.
Following the previous Syntax a sendmsg Signal would look like this : address_1=WIFICompoAddHere&command=sendmsg&data=MyCompoCommand
Normal PDA Messages can also be used to trigger the Component.
The frequency can be changed wirelessly as well by using the setfreq Command : address_1=WIFICompoAddHere&command=setfreq&data=1419
If you enable the forward all option, the Component will forward any Radio Messages it receives, unprocessed and in the above format, to its Outputs.
By disabling NetID filtering you can make the Component react to any and all Radio Messages on its frequency.
The Component will blink green when it receives a wireless Message and blink red when it sends a wireless Message."


Wifi Signal Splitter Component:
Returns the value of a field within a Radio signal. The components Trigger Field is the Field you want the Value of.
For example: Set the Trigger Field to \"user_id\". When a Signal with \"user_id=captain\" arrives the Component forwards \"captain\"


Movement Component:
This component can only be deployed inside a component cabinet. It will allow the cabinet to move by it's own power.
For this it has two possible inputs:
"step" will make the cabinet take a single step in the given direction.
"walk" will make the cabinet walk in the given direction until it is stopped.
The speed of the cabinet can also be configured.
Directions can be given as numbers or text
Stopping is done via 0
north 1
south 2
east 4
west 8
northeast 5
southeast 6
northwest 9
southwest 10

Books
Command AI Programming 101 · Captaining 101
Engineering Engineering Pocket Guide · Generator Startup Procedure · The Goon Geothermal Capture System Field Training Manual · Nuclear Engineering for Idiots · How to properly operate Singularity Buster rocket launcher‎ · Mechanic components and you · Spatial Interdictor Assembly and Use · Thermo-electric Power Generation
Supply Cargo Pocket Guide (Nadir Version) · NT-PROTO: Transception Array · Dummies' Guide to Material Science · Mineralogy 101 · Mining Pocket Guide
Medical Cryogenics Instruction Manual‎ · Elective Prosthetics for Dummies · H-87 Cloning Apparatus Manual · Medbay Pocket Guide · Pharmacopia · Trent's Anatomy
Research The Buddy Book · Critter Compendium · DWAINE for Dummies
Civilian Bartending Pocket Guide · Bee Exposition Extravaganza · The Helpful Hydroponics Handbook · To Serve Man
Security A-97 Port-A-Brig Manual · Nanotrasen Space Law · Your Lawbringer And You
Syndicate Nuclear Agent Sentry Turret Manual · Syndicate Commander's Diary · A Syndicate's Guide to Doing Your Fuckin' Job · Reinforcement Disclaimer · Laser Designator Pamphlet · Deployment Remote Note · Marionette Implant Readme
Miscellaneous Albert and the Deep Blue Sea · Creature Conspectus Revised Edition · Dealing With Cloneliness · Fun Facts About Shelterfrogs · How to properly install official Nanotrasen neon lining · SOLO card game rules · Spacemen the Grifening rulebook · Stations and Syndicates 9th Edition Rulebook · A Treatise on Build-A-Vends · The Trial of Heisenbee · Wizardry 101 · Your Player Piano and You


Department Guides
Engineering Making and Breaking · Construction · Gas · Power Grid · Thermoelectric Generator · Singularity Generator · Geothermal Generator · Catalytic Generator · Nuclear Generator · Mining · Materials and Crafting · Wiring · Hacking · MechComp · Mechanic components and you · Control Unit · Ruckingenur Kit · Reactor Statistics Computer · Cargo Crates
Medsci Doctoring · Genetics · Robotics · Telescience · Plasma Research · Artifact Research · Chemistry · Chemicals · ChemiCompiler · Decomposition
Security Security Officer · Contraband · Forensics · Space Law
Service Foods and Drinks · Botany · Writing · Piano Song Dump · Instruments
The AI Artificial Intelligence · AI Laws · Chain of Command · Guide to AI · Humans and Nonhumans · Killing the AI
Computers Computers · TermOS · ThinkDOS · Packets