Difference between revisions of "Electrician"

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[[File:Electronics.png|thumb|Electronics.]]
[[File:Electronics.png|thumb|Electronics.]]


Electricians are part of the Engineering jobs and start in the Electrician Office unsurprisingly. They spawn with a yellow (electric) toolbox, device analyzer, a solder, and insulated gloves when assigned along with the standard stuff, and have access to more tools and equipment in the Office. They are cousins of the Engineers in that they share a similar purpose of fixing the station (or not) when times are rough in Space Station 13, but unlike engineers can fix the irreparable damage to many devices that engineers can't (or just steal some traitor's c-sword and make a million copies and hand them out instead all round). They have most of the access engineers do, except access to the engineering bay.  
Electricians are part of the Engineering department and start in the [[Electronics|Electronics Lab]]. Their function is to build and repair complex machinery on the station. They may also be charged with internal repairs; after a bombing, [[engineer]]s may patch up a hull breach while electricians fix the damaged wiring and power systems. Electricians should have a good familiarity with the more technical aspects of the station, including [[Constructions|building and repairing computers]] and [[Guide to wiring|wiring]].


== The Device Analyzer: How to Copy and Make (A Zillion Gibbers)==
==Electrician's Gear==
They begin with an [[Engineering Objects#Electrical Toolbox|Electrical Toolbox]], a device analyzer, a [[Engineering Objects#Soldering Iron|soldering iron]], and [[insulated gloves]]. Additional equipment including extra pairs of gloves are available in their lockers. Their office contains two vending machines that dispense electrical components and 3 irreplaceable ruckingenur kits.


The most important difference between the rest of the crew and an electrician is his analyzer because it gives access to copying many electronic devices around the station. Slamming it against many electronic devices around will analyze how the object is built and give you access to its blueprint (holds one blueprint at a time) which you can throw into the manufacturer in order to start researching. Once the object is researched you can then produce a disk of the components needed that you can put in your device analyzer to read as well as create a frame of the object you copied. Using the component vending machines in the Electrician Office you can then read off your device analyzer and attach the components to the frame. Once all the components are in the frame, solder it, then click the frame to put it in a box. Then move to where you want the object to go, as some objects are immovable once dropped, and solder the box again to deploy.
==The Device Analyzer==
[[File:deviceanalyzer.png]]
The Device Analyzer is the crucial piece of equipment for the Electrician. It can scan valid objects or machinery and store a temporary blueprint of that item, which can be added to your database by using the analyzer on the ruckingenur kit. The analyzer can only hold one of these types of blueprints at a time, so if you are going to scan a complex item that has multiple components (such as the [[Genetics|cloner]]), bring a second analyzer with you.


== Traitor Item ==
The second function of the analyzer is that it can store schematics of devices to build, once they have been researched. There is no limit to how many schematics an analyzer can hold. Pop in a data module from a ruckingenur kit and use the analyzer in your active hand to bring up a list of all stored schematics.
A traitor electrician often doesn't need to act too differently from normal to succeed. Even in the best of times, electricians are megalomaniacs that enjoy nothing more than getting a scan on a security taser or the Captain's egun and gleefully using their new toy.  Being a traitor just means that they're perfectly justified in blocking off hallways with slot machines and distributing bombs that they know nobody will use responsibly.  Access to as many tools as they could ever want also makes them prime candidates to corrupt the [[AI]], or to make terrible, inappropriate use of [[stun gloves]].


In addition to these perks, they also have a unique item: device analyzer that can copy a couple things a regular analyzer can't, like the Traitor items or the Chef's gibber.  Copying things that people often consider fun, like the Fake Mustache, is a pretty effective way to make the entire station devolve into a bunch of fuck-offs who couldn't care less that you're a traitor.
The Device Analyzer can scan a lot of things, including weapons, circuit boards, vending machines, certain machinery, even some things you wouldn't reasonably expect to be made of electronic components. Experiment!
----


==R&D==
[[File:ruckingenur.png]]
Once an item is in the database, select it to begin research. The process takes about 2 minutes, and each ruckingenur kit can only research 1 item at a time (though they all draw from the same database). The Electrician begins with several items already in the database, including the device analyzer, which is handy for making backups. When the kit completes its research, it will ding noticeably. The Electrician can now produce two items from the kit: a data-module, which puts the schematics of the item into their device analyzer, and a frame, which will eventually become the completed item.


[[File:frame.png]]
Using the list of items in the schematics, dispense those items from the vendotron. You can then quickly add all of those items to your frame by clicking and dragging one of them onto it, which will begin to move them all at once. You can double-check your work by clicking a frame in your active hand to bring up a list of all components on it, and an option to remove individual ones. Nothing will happen if you do this before adding any components.
[[file:boxframe.png]]
With a frame full of all necessary components in hand, '''solder''' it once to secure it, then use the frame in your active hand. If you added the right parts you will get a deployable box-frame, if not, you will get an error message. To finish the project, '''solder''' the box-frame once more. Keep in mind that certain items once deployed can '''never''' be moved-- things like a cloning vat. Make sure the frame is in the right place before finishing it!
==Stuff to Do==
A good electrician can help the station by backing up vital parts that will help the crew out during an emergency. One of the most common electrician constructions is a second [[Genetics|cloner]], useful due to the main Genetics lab's propensity to being bombed. Electricians can also make a copy of the [[Teleporter Room|Teleporter]], assuming a head clears them access to use it. Electricians start with most everything needed for [[hacking]] so they can break in and grab scans of whatever they want anyway. Keep in mind that the [[Detective]] armed with thermals is right next door and probably monitoring your suspicious deeds.
During an emergency, an electrician may be pressed to start manufacturing weapons and [[thermals]] en masse. On slow rounds, the Electrician has a great deal of freedom to choose what they want to build, or how they want to deck out their lab. Some Electricians set up a public shop to hawk their wares, trading for cash or blueprints. Others will wall up their lab and ravenously attack anyone who attempts to nose into their business. Still others may use their Tech storage access to take the time to experiment with the finer points of [[ThinkDOS]].
== Syndicate Electricians ==
A traitor electrician often doesn't need to act too differently from normal to succeed.  Even in the best of times, electricians are megalomaniacs that enjoy nothing more than getting a scan on a security taser or the Captain's [[Security Objects#E-Gun|e-gun]] and gleefully using their new toy.  Being a traitor just means that they're perfectly justified in blocking off hallways with slot machines and distributing bombs that they know nobody will use responsibly.  Access to as many tools as they could ever want also makes them prime candidates to corrupt the [[AI]], or to make terrible, inappropriate use of [[stun gloves]].
In addition to these perks, they also have a unique item: a [[Syndicate Items#Syndicate Device Scanner|syndicate device analyzer]] that can copy a couple things a regular analyzer can't, like traitor items or the [[Disposals|crusher]].  Copying things that people often consider fun, like the Fake Mustache, is a pretty effective way to make the entire station devolve into a bunch of fuck-offs who couldn't care less that you're a traitor.
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Revision as of 09:51, 14 October 2012

Electronics.

Electricians are part of the Engineering department and start in the Electronics Lab. Their function is to build and repair complex machinery on the station. They may also be charged with internal repairs; after a bombing, engineers may patch up a hull breach while electricians fix the damaged wiring and power systems. Electricians should have a good familiarity with the more technical aspects of the station, including building and repairing computers and wiring.

Electrician's Gear

They begin with an Electrical Toolbox, a device analyzer, a soldering iron, and insulated gloves. Additional equipment including extra pairs of gloves are available in their lockers. Their office contains two vending machines that dispense electrical components and 3 irreplaceable ruckingenur kits.

The Device Analyzer

Deviceanalyzer.png The Device Analyzer is the crucial piece of equipment for the Electrician. It can scan valid objects or machinery and store a temporary blueprint of that item, which can be added to your database by using the analyzer on the ruckingenur kit. The analyzer can only hold one of these types of blueprints at a time, so if you are going to scan a complex item that has multiple components (such as the cloner), bring a second analyzer with you.

The second function of the analyzer is that it can store schematics of devices to build, once they have been researched. There is no limit to how many schematics an analyzer can hold. Pop in a data module from a ruckingenur kit and use the analyzer in your active hand to bring up a list of all stored schematics.

The Device Analyzer can scan a lot of things, including weapons, circuit boards, vending machines, certain machinery, even some things you wouldn't reasonably expect to be made of electronic components. Experiment!

R&D

File:Ruckingenur.png Once an item is in the database, select it to begin research. The process takes about 2 minutes, and each ruckingenur kit can only research 1 item at a time (though they all draw from the same database). The Electrician begins with several items already in the database, including the device analyzer, which is handy for making backups. When the kit completes its research, it will ding noticeably. The Electrician can now produce two items from the kit: a data-module, which puts the schematics of the item into their device analyzer, and a frame, which will eventually become the completed item.

Frame.png Using the list of items in the schematics, dispense those items from the vendotron. You can then quickly add all of those items to your frame by clicking and dragging one of them onto it, which will begin to move them all at once. You can double-check your work by clicking a frame in your active hand to bring up a list of all components on it, and an option to remove individual ones. Nothing will happen if you do this before adding any components.

File:Boxframe.png With a frame full of all necessary components in hand, solder it once to secure it, then use the frame in your active hand. If you added the right parts you will get a deployable box-frame, if not, you will get an error message. To finish the project, solder the box-frame once more. Keep in mind that certain items once deployed can never be moved-- things like a cloning vat. Make sure the frame is in the right place before finishing it!

Stuff to Do

A good electrician can help the station by backing up vital parts that will help the crew out during an emergency. One of the most common electrician constructions is a second cloner, useful due to the main Genetics lab's propensity to being bombed. Electricians can also make a copy of the Teleporter, assuming a head clears them access to use it. Electricians start with most everything needed for hacking so they can break in and grab scans of whatever they want anyway. Keep in mind that the Detective armed with thermals is right next door and probably monitoring your suspicious deeds.

During an emergency, an electrician may be pressed to start manufacturing weapons and thermals en masse. On slow rounds, the Electrician has a great deal of freedom to choose what they want to build, or how they want to deck out their lab. Some Electricians set up a public shop to hawk their wares, trading for cash or blueprints. Others will wall up their lab and ravenously attack anyone who attempts to nose into their business. Still others may use their Tech storage access to take the time to experiment with the finer points of ThinkDOS.

Syndicate Electricians

A traitor electrician often doesn't need to act too differently from normal to succeed. Even in the best of times, electricians are megalomaniacs that enjoy nothing more than getting a scan on a security taser or the Captain's e-gun and gleefully using their new toy. Being a traitor just means that they're perfectly justified in blocking off hallways with slot machines and distributing bombs that they know nobody will use responsibly. Access to as many tools as they could ever want also makes them prime candidates to corrupt the AI, or to make terrible, inappropriate use of stun gloves.

In addition to these perks, they also have a unique item: a syndicate device analyzer that can copy a couple things a regular analyzer can't, like traitor items or the crusher. Copying things that people often consider fun, like the Fake Mustache, is a pretty effective way to make the entire station devolve into a bunch of fuck-offs who couldn't care less that you're a traitor.

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