Difference between revisions of "Chief Engineer"

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(Merge the Duties section with the SOP section, explain & update the duties of CE more thoroughly)
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The '''Chief Engineer''' is the head of the engineering department, responsible for making sure the station is powered, equipment is functional, and wise-ass engineers aren't trying to run the engine backwards. They start with special gear and [[EVA]] access to help patch up hull breaches quickly and safely, or to go on wild adventures and get lost in the dangerous depths of space.
The '''Chief Engineer''' is the head of the engineering department, responsible for making sure the station is powered, equipment is functional, and wise-ass engineers aren't trying to run the engine backwards. They start with special gear and [[EVA]] access to help patch up hull breaches quickly and safely, or to go on wild adventures and get lost in the dangerous depths of space.
==Duties==
As the CE, you have three primary duties: starting as well as maintaining the [[Powering the station|thermo-electric generator]], setting up the backup [[Solar Arrays|solars]] and organizing the station's engineering department. Keep in mind you can have the AI help with this if you are short on engineering crew or other complications.
Although many chief engineers choose to simply take their magnetic shoes and disappear mysteriously (usually into space or into a bottle of Stinkeye's), you should not. Since the entire station will fail without power, and there is a chance that a traitor or an incompetent engineer may set engineering on fire, you should personally oversee the starting of the engine.


==Equipment==
==Equipment==
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==Standing Operating Procedure==
==Standing Operating Procedure==
The first thing you should do is go to engineering, and check whether the [[Powering the station|engine]] is being started. Without power, the entire station will yell at you and the captain will probably blame you when he's looking for someone to hang. Any nearby engineers should assist you in setting up the hot and cold loops.
===Start & Maintain the Engine===
 
The first thing you should do is go to [[Engineering]] and check whether the [[Powering the station|engine]] is being started. If it isn't, you should obviously start it, and get any nearby [[Engineer]]s to help you. On most maps, this means the [[Powering the station|thermo-electric generator]], with the big exception of [[Oshan Lab]], which uses the [[Powering the station#The geothermal capture system|geothermal capture system]]. In any case, if you don't set up it up, the station will gradually lose power and begin failing. The lights will go out, doors will stop responding, and life-saving technologies, like [[Medical Doctor#The Cloner|cloning]] and [[Computers#Communications Console|communication links]], become nonfunctional.
 
===Set Up the Solars===
 
After setting up the engine, go configure the [[Solar Arrays]] if someone hasn't already, unless you're [[Oshan Laboratory|a station that doesn't have them]]. These should be online at all times, even if the engine is running and generating power. If some idiot and/or traitor manages to set engineering on fire, you want the station to be powered until the AI can call the shuttle. Setting the solars should not take you very long; there's no wiring involved, and it usually only involves [[Powering the station#The solar arrays|pressing buttons to make numbers go up]]. You may also ask the AI to do it if you can't be bothered to hotwire them. Also, keep in mind that the solars can be put out of action by snipping a single wire, so keep an eye on them and mend their wiring if required.
 
===Repair the Station===
 
It's also important to ensure the station stays intact and fix any damages and breaches that occur. You have a [[Engineering Objects#RCD|rapid construction device]] that makes repairs a breeze, though there are a [[Engineer#Repairing the Station|few things it can't fix]]. In addition to the aforementioned magical RCD, you also have a vast stock of construction equipment and supplies in [[Engineering Storage]], access to the [[Mining Department]] & the [[Cargo Bay]] to replenish it all, and access to the [[Mechanics Workshop]] to replace any lost electronics.
 
===Manage Cargo & Mining===
 
If you've the time, help the [[Quartermaster]]s churn out a profit in any way you can, whether it's by activating the [[Powering the station#The power transmission laser|PTL]], [[Miner#Gettin' to work|mining asteroids]] for ore to sell, or just throwing some funds into the Shipping budget. Feel free to suggest a gimmick to do or participate in one they're already doing. If there aren't any QMs, fill in for them if someone's requesting a crate from Cargo.
 
Speaking of mining, you should lend the [[Miner]]s a hand as well. You don't have to suit up and mine asteroids with them if you don't want to (though it's often preferred). Just finding asteroids on the [[Guide to Mining#The Quantum Telescope|quantum telescope]] or handing them [[Quartermaster#MedicalFirstAid|extra medicine]] is often just as good. At the very least, check up on them from time to time to make sure they haven't died of radiation poisoning or suffocated in [[Space]]/the [[Trench]].


After setting up the engine, think about the solar arrays and set them up if you haven't already. These should be online at all times, even if the engine is running and generating power. If some idiot and/or traitor manages to set engineering on fire, you are going to want the station to be powered until the AI can call the shuttle. Setting the solars should not take you very long, see [[Powering the station#The solar arrays|Powering the station]] for more information. You may also ask the AI to do it if you can't be bothered to hotwire them. Also keep in mind that the solars can be put out of action by snipping a single wire, so keep an eye on them and mend their wiring if required.
===Supervise Mechanics===


For the rest of the round, the chief engineer should do rounds of the station, so that he may be available to assist his team if necessary. This means ''not'' wandering off into space.
Keep an eye on the [[Mechanic]]s. Make sure they aren't setting up traps in the halls or trying to build some sort of horrific lag-machine. Beyond that, they usually don't need much direction or aid from you and can typically run themselves perfectly fine. Feel free to [[Mechanic#The Device Analyzer|scan some devices]] on your own or experiment with [[MechComp]].


== Syndicate CE ==
== Syndicate CE ==

Revision as of 05:52, 26 December 2018

Your home, right in the middle of hell.
Your home, not too far from hell.
Your home, a good distance away from hell.
Your home, with a door straight into hell and an evil lair.
Your home, with a door straight into the oblivion.
Your home, looking out to a quarry and a bottomless pit.
Your home, safe and sound in the Bridge.
Your home, just a door away from Leviathan.

The Chief Engineer is the head of the engineering department, responsible for making sure the station is powered, equipment is functional, and wise-ass engineers aren't trying to run the engine backwards. They start with special gear and EVA access to help patch up hull breaches quickly and safely, or to go on wild adventures and get lost in the dangerous depths of space.

Equipment

As the head of the engineering department, the CE will most likely find himself building, repairing, or breaking something at some point during the round. In addition to regular engineering equipment, you get a set of magnetic boots to protect you from space wind, a flash to keep your unruly subordinates in check, and an aurora belt to hold your tools and protect you from extreme temperatures. You're also free to help yourself to anything in EVA, such as the RCD, though you also start with one in your office.

Engineering Radio Channel

The chief engineer has access to a headset with a radio channel used solely by the station's engineers, miners, mechanics and quartermasters. The engineering headset has a yellow stripe on it. To use it, simply type:

  • say :e If I catch you idiots goofing off in space, I'm gonna throw you into the furnace.

This message won't be broadcast over the normal radio channel. However, someone standing close to you can hear messages on the engineering frequency.

Standing Operating Procedure

Start & Maintain the Engine

The first thing you should do is go to Engineering and check whether the engine is being started. If it isn't, you should obviously start it, and get any nearby Engineers to help you. On most maps, this means the thermo-electric generator, with the big exception of Oshan Lab, which uses the geothermal capture system. In any case, if you don't set up it up, the station will gradually lose power and begin failing. The lights will go out, doors will stop responding, and life-saving technologies, like cloning and communication links, become nonfunctional.

Set Up the Solars

After setting up the engine, go configure the Solar Arrays if someone hasn't already, unless you're a station that doesn't have them. These should be online at all times, even if the engine is running and generating power. If some idiot and/or traitor manages to set engineering on fire, you want the station to be powered until the AI can call the shuttle. Setting the solars should not take you very long; there's no wiring involved, and it usually only involves pressing buttons to make numbers go up. You may also ask the AI to do it if you can't be bothered to hotwire them. Also, keep in mind that the solars can be put out of action by snipping a single wire, so keep an eye on them and mend their wiring if required.

Repair the Station

It's also important to ensure the station stays intact and fix any damages and breaches that occur. You have a rapid construction device that makes repairs a breeze, though there are a few things it can't fix. In addition to the aforementioned magical RCD, you also have a vast stock of construction equipment and supplies in Engineering Storage, access to the Mining Department & the Cargo Bay to replenish it all, and access to the Mechanics Workshop to replace any lost electronics.

Manage Cargo & Mining

If you've the time, help the Quartermasters churn out a profit in any way you can, whether it's by activating the PTL, mining asteroids for ore to sell, or just throwing some funds into the Shipping budget. Feel free to suggest a gimmick to do or participate in one they're already doing. If there aren't any QMs, fill in for them if someone's requesting a crate from Cargo.

Speaking of mining, you should lend the Miners a hand as well. You don't have to suit up and mine asteroids with them if you don't want to (though it's often preferred). Just finding asteroids on the quantum telescope or handing them extra medicine is often just as good. At the very least, check up on them from time to time to make sure they haven't died of radiation poisoning or suffocated in Space/the Trench.

Supervise Mechanics

Keep an eye on the Mechanics. Make sure they aren't setting up traps in the halls or trying to build some sort of horrific lag-machine. Beyond that, they usually don't need much direction or aid from you and can typically run themselves perfectly fine. Feel free to scan some devices on your own or experiment with MechComp.

Syndicate CE

As a traitor CE, you can do one of two things, depending on what your objective is. One option is to simply deny the station power by never setting up the engine and disabling the solars - which will cause a complete power failure after around 30 minutes. If you are in the mood for real mass destruction, get the engine to produce so much power that the APCs shoot lightning at nearby people, and electrified grills and airlocks shock people so much they explode! Note that doing this as an non-traitor is a bannable offence, so if you do have to produce a lot of power, please keep it reasonable.

Remember that the furnaces are the best hiding places for bodies - toss them in, and nothing can ever recover them.

As CE, you are authorized to enter the AI upload. You don't even have to go through the trouble of hacking in to subvert it to your whims! As boss of the engineers and mechanics, you won't raise any suspicion in keeping a close eye on the technical staff who have the abilities to undo your troublemaking.

Supplementary Video


Jobs on Space Station 13
Command &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus