Engineering Objects
Revision as of 06:48, 1 October 2014 by Convair880 (talk | contribs) (New image: general alert computer.)
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, it's bursting with useful tools for anyone without a nearby fabricator.
Contains: screwdriver, wirecutters, wrench, welder, crowbar, analyzer | |
Electrical Toolbox | Intended for Mechanics fixing destroyed power infrastructure, they are clustered around Tool Storage and Electronics.
Contains: screwdriver, wirecutters, crowbar, T-ray scanner, wire x3 | |
Emergency Toolbox | Hidden mainly in firefighting stashes in Maintenance 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 into the belt slot. A Holy Grail for anyone unwilling or unable to stuff their tools into a box in their backpack, such as spacewalkers and other hoarders, made twice so by the fact that there's only a limited few available in Tool Storage and the exclusive Engineering warehouse.
Starts empty. Holds absolutely anything in the Tools category. |
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. | |
Welder | A heavy engineering tool. An active welder will ignite plasma, break lightbulbs, set off fire alarms just being held in a hand near the vicinity of a sensor and do horrible things when swung at a person. Must be activated to work and the fuel tank is small, so be sure to top up often. Has nearly as many uses as screwdrivers and crowbars, but operating one will cause eye damage without proper eyewear. Can dismantle walls, fix robots, melt shards into glass, seal doors, clear the space kudzu, fight the meat kudzu, etc. | |
Crowbar | A general-purpose opener. First used by assistants to pry open firelocks and unpowered doors on the way to the escape shuttles, they are also essential for prying open or wedging shut floor tiles, window frames, wall girders, computer modules, pod casings 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. The hard plastic casing makes it surprisingly handy for pistol-whipping someone in a pinch. | |
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 and Mechanic 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, fixing APCs, building pods, fixing cyborgs, making pretty art, and making a crap-ton of other neat stuff! Check out Guide to Wiring for details on how to put floors and wire together to make things happen. | |
Soldering Iron | The Mechanic's second half. This does most of the work in Electronics as far as gadget construction is concerned, but not much more than a superheated stabbing implement for the rest. | |
Analyzer | Instant atmospheric analysis. When used, 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 an electronic device into memory, which can then be redeemed for a blueprint in the ruckingenur kit. The Mechanic PDA comes with a superior scanner which transmits all schematics wirelessly into the workshop, so this thing is only useful for pretenders. | |
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 for a bit of precious, precious uqill or bought from certain space merchants. The whole station has exactly two units: one is locked away in EVA and the Chief Engineer sleeps next to the other one, but electronics can assemble copies if needed. 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. | |
i-Pen | Writes messages on walls in infrared ink, visible only to the AI, cyborgs, and those wearing mesons. Great for clandestine messaging and crude graffiti. |
Equipment
Item | Image | Description |
---|---|---|
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. There's one pair sitting on a table corner in the central AI core for some preposterous reason. | |
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 Warehouse lockers or fabricated. | |
Hard Hat | Comes with built in flashlight. Protects the head, somewhat. Typical wear for chief engineers and firemen, they can be found in Maintenance tool stashes. | |
Power Cell | Main power for Robots, backup juice for APCs before the lights go out. They're just high-capacity batteries. If depleted they may be recharged at either the Recharger in Engineering Storage or in an engine-powered APC. Every APC in the station starts with a fully charged power cell. The power monitoring computers reporting any less than 100% charge on these is usually a sign that things are quickly going to hell. | |
Plasma Tank | Contains (surprise!) plasma. Used to be a key component of flamethrowers before the smaller fuel bottles came in, now less common. Still useful for bombs, however. | |
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 Tool Storage, EVA, Electronics, and the Janitor's closet. They can also be fabricated in a rainbow of colors, including blacklight. | |
Light Bulbs | Dimmer and cheaper, ordinary bulbs are used in areas less traveled such as maintenance halls, Janitor's closets, emergency tool stashes and confessionals. They can be usually found in the same haunts as light tubes and are fabricated in as many varieties. Their most notable feature compared to tube-based lighting is that completely empty bulb fixtures are a bitch to see and nearly impossible to find in the dark. | |
Metal Sheets | Used for many constructions. Available in Tool Storage, the Warehouse and EVA, but the Cargo Bay can handle enormous bulk orders. Can only be assembled in stacks of up to 50 by hand. | |
Reinforced Metal Sheets | More robust-looking when assembled into walls. Make them yourself by combining regular metal sheets and rods or have a fabricator build them straight from raw ore. | |
Glass Sheets | Used for many constructions. Available in Tool Storage, the Warehouse and EVA, but the Cargo Bay can handle enormous bulk orders. Can only be assembled in stacks of up to 50 by hand. | |
Reinforced Glass Sheets | Made from adding rods to glass or made straight in a fabricator. | |
Rods | Used for many constructions. Available in Tool Storage, the Warehouse, and EVA. | |
Crystal Glass | Stronger than regular glass, can only be made in a fabricator. | |
Reinforced Crystal Glass | Extremely strong. Can only be made in a fabricator. | |
Floor Tiles | Make these in fours from sheet metal, find them in the Warehouse, scavenge the many unfinished construction sites on the station or just crowbar them right out from under people's feet. Damaged floor tiles are automatically discarded upon removal. | |
Jetpack | Works like a regular oxygen tank, but lets you fly in space! Moving in space will suck up your O2 reserves so try not to get lost. The flying function has to be toggled on or off. The O2 in these can be topped off using a large O2 canister. Putting regular air inside it will make it stop working. You must set the jetpack's oxygen supply in the exact same way you would set an oxygen tank. With a gas mask or breath mask equipped, click on the jetpack and activate it. The pressure can be set as low as 17, any lower and you will suffocate. Right-click the jetpack and select 'toggle jetpack' to actually turn it on and start exploring space. Can be found in EVA. |
Machinery
Item | Image | Description |
---|---|---|
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 set the rotation of the solars, but that's rarely necessary. | |
SMES | The station's capacitors. The station's APCs draw power from the SMES, assuming the connection is stable. The SMES in turn draw power from sources such as the engine, 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. | |
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. The APC can individually control equipment, lighting, and environmental circuits. The AI and cyborgs have an additional option on the APC to overload the lighting circuits, blowing out all lights tied to the APC. | |
Furnaces | A combustion based power generator. The furnaces burn flammable substances, primarily Char ore, to provide energy of about 5000W per furnace. The fuel must first be loaded, then the furnace may be turned on. Furnaces stay on 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, but furnaces are the only source of power on the Mining Outpost. Furnace can accept many alternate fuel sources. | |
General Alert Computer | Located in the bridge and in the chapel air hookup. Lists all alerts on the station and lets you clear them. Unfortunately, it doesn't mention what the alert is about, and half the time it's nothing to worry about. The AI also gets these alerts, but if you don't trust it, the computer's there. | |
Tank Dispenser | Dispenses oxygen tanks and plasma tanks. Found in Engineering, Toxins, and EVA. | |
Air Siphon | A portable gas container that can be set to either intake the local atmosphere or expel its contents. If filled with air, 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. | |
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. |
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 |