Access Levels
Revision as of 05:16, 25 March 2021 by Studenterhue (talk | contribs) (Finally, add Handling of Contraband Permit access and give row-id for Firearms Carry Permit for easier linking)
A table of various access levels, which the game uses to determine if you can enter certain areas or open certain lockers and crates, among many other things. Generally, rooms, vending machines/dispensers, and containers are access locked, while the items and machines are not. To use something access-locked, you need to be wearing an ID card or implanted with an access implant with the relevant level. ID cards and access implants are modified at an ID computer, and it is possible to change the access levels of certain devices directly through the Head of Personnel's Access-Pro.
Name | Area(s) Accessible | Lockers/Machinery Accessible | Additional Notes |
---|---|---|---|
Morgue | Morgue | None | Both the one in Medbay and the one in the Chapel. |
Maintenance | Maintenance Tool Storage (usually) |
None | Usually allows you to go through the airlocks into the station as well. |
Chaplain's Office | Chaplain's Office | Religious Supplies lockers. | Religious Supplies in this case means snazzy outifts (and spare bibles and holy water vials). |
Technical Storage | Tech Storage | None | |
Bar | Behind the Bar | None | The general bar area is open to everyone; it's the area behind the counter that needs this access level. Not the same as Kitchen access! |
Janitorial Equipment | Custodial Closet | Custodial Supplies lockers | |
Crematorium | None | None | Not the room containing it, but rather the switch that turns it on. |
Kitchen | Kitchen | FoodTech vendors Catering supplies lockers |
|
Hydroponics | Hydroponics | Botanical Supplies lockers | But not the Seed Fabricators or GardenVends--those are open-access! |
External Airlock | None | None | Supposed to allow you through most of the airlocks into the station. Rarely used these days, since those airlocks tend to use Maintenance access nowadays. |
Construction Site | None | None | Absolutely useless (for now). |
Engineering | Electrical Substation | Engineer's Equipment lockers | These are the rooms with the SMES Units for the Solar Arrays |
Engineering Storage | Engineering Storage | None | |
Electrical Equipment | None | None | Lets you unlock APCs and configure their settings. |
Engine Room | Engine Room, duh | None | Lets you into the room(s) that contain the engine itself, which is usually, depending on the map, either the room with the Thermo-Electrical Generator unit itself or the little containment area with gravitational generator. |
Mechanical Lab | Mechanics Workshop | Mechanic's Equipment lockers | |
Engineering Gas Storage/Atmospherics | Engineering Gas Storage Atmospherics |
None | |
Mining Department | Mining Department | Miner's Equipment lockers | |
Mining Outpost | Mining Outpost | None | |
Mining Outpost Shuttle | None | None | Basically unused. The Mining Shuttle itself and the computers that control it are public access. |
Engine Control Room | Engine Control Room,duh | Emitters and Field Generators Shield Generator (Clarion/Destiny) |
Lets you into whatever the map has designated the engine's control room, which is usually where there is an Engineering Output Monitor Computer. |
Hangar | None | None | Unused. It was originally intended for the pod bay hangar doors, but the idea was canned. |
Cargo Bay | Cargo Bay | Quartermaster's Console Quartermaster's Equipment lockers |
Also lets you unlock MULEBots (actually controlling them uses a PDA app though), and, more importantly, make announcements on the Quartermaster Announcement computer! |
Medical | Most of Medbay Pathology |
NanoMed dispenser Port-a-NanoMed Path-o-Matic Medical Records computer Medibots |
Basically any part of Medbay that isn't Genetics or Robotics, but not most of the lockers and vendors within. Those need Medical Equipment access. |
Toxins Research | Plasma Research | None | Pipes and connecters and burn chambers and most of the canisters and such, but not the place where the plasma canisters are actually stored. |
Toxins Storage | Plasma Research | Science uniform lockers Chemical Storage lockers |
For the restricted area where the canisters of plasma in Plasma Research are actually stored. |
Med-Sci/Genetics | Genetics | None | |
Medical Equipment | None | Medkit storage lockers Blood supply fridge Pathology fridge Medicine Storage lockers Anesthetic lockers Animal Control lockers Medical uniform lockers |
Basically any locker/vendor in Medbay that's not the restricted medicine locker (requires Medical Director Office access) or the NanoVend/Port-a-NanoMed (requires just Medical access). |
Research Sector | Research Wing corridors. | None | Lets you into the Research Wing but not the labs within, each of which have their own individual access levels. |
Robotics | Robotics | None | |
Chemical Lab | Chemistry | None | Every machine inside can by used by eveyone though, Chem Lab access or no. |
Security | Security Brig |
SecTech Vendors Secbots SecMate computer Confiscated Items crate/locker |
|
Forensics | Detective's Office | Forensics equipment locker Security Records |
|
Security Equipment | None | Security equipment lockers Taser recharger rack |
Now, this is what you need to open Security equipment lockers and the room that contains them. The weapons themselves, however, are not access-restricted. At all. |
Firearms Carry Permit | None | None | Securitrons, scanners, and GuardBuddies will not freak out if you're holding a gun or have one on your belt. This does not cover weapons that aren't guns, e.g. a stun baton. |
Handling of Contraband Permit | None | None | This allows you to carry certain non-gun Contraband (e.g. an EMAG you're confiscating, but not a SPES-12) in your hand or belt without alerting the Securitrons, scanners, GuardBuddies, and the like. |
Research Director's Office | Research Director's Office | Research Director's locker | But not control of GuardBuddies or do anything requiring su/superuser access. |
Emergency Storage | None | None | Doesn't actually open Emergency Storage. |
ID Computer | None | ID Computer | Lets you modify access levels of ID cards using the ID Computer. |
AI Upload | AI Chamber AI Upload AI Module Storage Computer Core |
Turret deactivation control | Any chump can upload a law, however, if they've a AI Law board. |
Teleporter | Teleporter Room | None | Not the one in Research, it's the other one that only teleports to beacons. |
EVA | EVA | None | |
Head's Quarters/Bridge | Bridge | Communications console! Airbridge Computer Bank Records Research Mainframe. |
If the GuardBuddies are on purge, they will leave you alone. |
Captain's Quarters | Captain's Quarters | Captain's equipment locker | |
Chief Engineer's Office | Chief Engineer's Office | Chief Engineer's locker | |
Medical Director's Office | Medical Director's Office | Medical Director's locker Restricted medicine locker |
|
Head of Personnel's Office | Head of Personnel's Office | Head of Personnel's locker. |
Game Mechanics | |
---|---|
The Basics | Getting Started · Super Quick Tutorial · Rules · Game FAQ · Quick guide to station systems · Mentorhelp · SpicyChickenGod Tutorials |
Critters | Critters · Cyborgs · Robots · Viruses |
Game Abstractions | Access Levels · Adventure Zone · Fishing · Game Modes · Health Indicators · Holiday Cheer · Inventory · Medals · Random Events · Station Grade · Traitor Objectives · XP · Z-level |
Miscellaneous | Being A Better Traitor · Books · Calling the Escape Shuttle · Fixing the Paint Machine · Guide to Being Robust · Guide to Murder · Kendo · NT Reputation · Roleplay Tips and Tricks · Safe-Cracking · Spacebux · Spacemen: The Grifening · Space Travel · Traits · Zoldorf |