Mechanics Workshop
Mechanics Workshop | |
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Production of robots with varying degrees of usefulness. | |
The Mechanics Workshop is the base of operations for the mechanic. It is located next to the Escape Arm. If the lab is covered in teleporters and flying objects do not be concerned: this is an indicator that the mechanic is doing their job well. There are data terminals and all the tools mechanics need in the lab. There are also multiple Reverse-Engineering Fabricators around for producing helpful items for the crew to use.
See also: Mechanic
Mechanics Workshop | |
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Usually, being an impenetrable machine fortress. | |
Here, nefarious mechanics spend their shifts converting their cosy little corner below Engineering into an impenetrable machine fortress. Most of the time, this involves knocking down the windows and using the ruckingenur kit and reverse-fab to create a castle of Zoldorfs and slots machines. Should this happen (it's somewhat rare these days, but when it does, it tends to be pretty annoying), go around it by taking the maintenance tunnel above Medbay or break out the deconstruction device and tear down the walls.
Maintenance Information
This place has no vent.
The APC for this room is in the room above, which is called the Power Room.
Mechanics Workshop | |
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Usually, being an impenetrable death machine fortress. | |
In here, nefarious mechanics spend their shifts turning their little alcove above Cargo and below Research into an impenetrable death machine fortress. This usually involves filling the room with complex-looking MechComp machines that usually just involve a graviton into a telepad into Space or the crusher. Should this happen, bring a wrench to detach the offending components and be wary of any metal sheets that may hide a trigger for some offensively uncreative trap.
Mechanics Workshop | |
Location | |
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Production of inventions with varying degrees of usefulness. | |
Mechanics Workshop is the base of operations for the mechanics, who are tasked with maintaining the station's computers and other electrical devices. This apparently involves hitting them with 1990s-era scanners, then hitting a "ruck-ruck kit" with said scanner to somehow upload the information within onto it, inserting the resulting blueprint into a fabricator, making a device frame using materials from said fabricator, and then using a soldering iron on the frame to magically create a machine, like a cloning pod or a gun.
There's also a MechComp dispenser here, loaded with various components that the mechanics insist are vital to their Rube Goldberg machines.
Maintenance Information
There is no vent.
Mechanics Workshop | |
Location | |
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Production of robots with varying degrees of usefulness. | |
The Mechanics Workshop is the base of operations for the mechanic. It is located next to the Engine and the place that most frequently wishes its vital machinery was scanned, Medbay. If the lab is covered in teleporters and flying objects do not be concerned: this is an indicator that the mechanic is doing their job well. There are all the tools mechanics need in the lab, including, most importantly, a Reverse-Engineering Fabricator and ruckingenur kit (of no relation to obscure reverse-engineering games) for producing helpful items for the crew to use.
See also: Mechanic
Maintenance Information
There is no vent. Why would you need air when you're a reverse-engineering hacker GENIUS like the Mechanic?
The APC for this room is on the north wall, next to the Mechanics locker
Mechanics Workshop | |
Location | |
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Computer nerd cave. | |
The Mechanics Workshop is the base of operations for the mechanics. It is right across the hall from the Crew Lounge, very close to the one place that most wants its vital machinery scanned and the one place that least wants its vital, especially dangerous equipment scanned (though they prefer it over being stolen).
If the lab is covered in telepads and flying objects do not be concerned: this is an indicator that the mechanics are doing their job well, and anyways, it'll usually stay in there. There are all the tools mechanics need in the lab, including, most importantly, a Reverse-Engineering Fabricator and ruckingenur kit (of no relation to obscure reverse-engineering games) for producing helpful items for the crew to use.
See also: Mechanic
Maintenance Information
There is no vent. Why would you need air when you're a master packet hacker GENIUS like the Mechanic?
The APC for this room is on the southeast wall, near the door into maintenance.
Mechanics Workshop | |
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Bob the Builder fanclub convention. | |
This weirdly L-shaped room below Botany is Mechanics Workshop, the den of station's mechanics. Despite their usual associations, they're not in charge of fixing up the station's fleet of space pods or anything (though they certainly can, and absolutely nothing is going to stop from doing so). Instead, they're in charge of maintaining the station's vast array of electric machinery. This usually involves either reverse-engineering their internals to create more copies of it or inventing new machines by combining special mechanical-electrical components. Hence all the wide open space for all the MechComp machines and item frames.
There's also a few genuine electrical components scattered about here, like circuit boards and resistors, relics of an thankfully long-gone era where electrical devices had to be manually made piece by piece, and blueprints only gave you a list of the hundreds of components you needed to build a certain machine.
Maintenance Information
There is no vent. Can you build inside a pipe? No, you can't!
The APC for this room is on the northern wall, left of the mail chute.
Mechanics Workshop | |
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Tinker nerd cave. | |
Mechanics is a special place in the southeast of the station reserved for the station's team of reverse engineers, the Mechanics. It contains all the tools and machines they need to scan, analyze, and rebuild the station's vast array of electrical devices and is strategically located near the one place that least wants its vital equipment scanned and not too far from the place that most wants its equipment scanned.
The insulated gloves are still too close to the window though, so there's still going to be somebody who's going to try and break down the windows and snatch one of the gloves for nefarious purposes.
Maintenance Information
There is no vent. Why would you need air when you're a master tinker GENIUS like the Mechanics?
The APC for this room is on the north wall, near the door into maintenance.
Mechanics Workshop | |
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Mad inventor's underwater lair. | |
Mechanics Lab is the highly-visible underwater lair of the station's duo of friendly neighborhood mad inventors, the Mechanics, located directly above the station's main minisub hangar. Despite the "mad" moniker, they're actually reasonably kind. If you need a another copy of a computer or electronic device, they're usually more than happy to scan it, print out its blueprints, and manufacture it right there with their ruckingeur equipment. If you need to build one of those fancy computers that requires a data terminal, they've spots for not one, not two, but three spots for them in the back. Even if you just need some tools, they've loads of them in the mechanics carts in the side room.
On occasion, you might see some nifty, Rubeberg-esque contraption made with MechComp being built here. It might be a graviton rollercoaster. It might be a super loafmaker. It might even be an actual Turing machine. Whether it is, you're in for a real treat.
Maintenance Information
There is no vent. Why would you need air when you're a master inventor GENIUS like the Mechanics?
The APC for this room is on the north wall, near the door into the side room.