Difference between revisions of "Engineering Objects"
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|- id="MechComp" | |- id="MechComp" | ||
! MechComp Dispenser | ! MechComp Dispenser | ||
| <center>[[Image: | | <center>[[Image:GenericVendingMachine2.png]]</center> | ||
| Stocks a wide variety of [[Mechanic|electronic components]]. | | Stocks a wide variety of [[Mechanic|electronic components]]. | ||
|} | |} | ||
<br>{{objects}} | <br>{{objects}} |
Revision as of 11:05, 16 November 2014
Containers
Item | Image | Description |
---|---|---|
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: screwdriver, wirecutters, crowbar, t-ray scanner, 3x wire coils. | |
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. Must be activated to work and has a limited supply of fuel. Has nearly as many uses as screwdrivers and crowbars, but 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. | |
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. | |
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 electronics lab. 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. | |
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, floors and airlocks using a 50-unit magazine of compressed matter. It costs 1 to build a floor, 2 to build a wall 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 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. Construction cyborgs 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 :h (resp. :e if you are the CE) to access the engineering channel. | |
Optical Meson Scanner | What distinguishes an engineer from an assistant. Tints the vision green, but allows the wearer to see the condition of the station infrastructure through walls. 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 electronics, 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 also is not effective against hard vacuum. The suit will also slow down your running speed while you wear it. Available in engineering storage. | |
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. | |
Jetpack | Provides air and allows you to move freely in space when worn on your back. The flying function can be toggled on/off, but moving in space will drain the tank fairly quickly. 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 mask to work. Found in EVA and the mining department. 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, 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. | |
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. |
Machinery
Item | Image | Description |
---|---|---|
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. Furnace 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. | |
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. | |
Experimental Local Generator | Sounding a lot cooler than it actually is, this is basically a portable cell charger that needs a plasma tank to work and costs the quartermaster a small fortune to buy. It doesn't actually interface with the power grid at all. | |
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. | |
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 is meant for rapidly sucking in the local atmosphere in the event of a toxic gas leak. | |
Space Heater | Slowly heats up the surrounding area. Good for after a hull breach sucks all the warm air from a room. Can be found in various nooks and crannies in maintenance. | |
ABC-U | Stationed in the warehouse. 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. |
Objects and Items | |
---|---|
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 |