Участник:Chada1/Sandbox: различия между версиями

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>Chada1
м (Added for testing)
>Chada1
м (Table update.)
 
(не показано 14 промежуточных версий этого же участника)
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{{Navbox Lore}}
== Overview: The Tesla Engine ==
== The Aurora Galaxy ==
[[File:Tesla_1.png|thumb|left|200px|alt=|Be sure to click enlarge for a closer look.]]
{{Aurora Starmap}}
(Please note that this guide assumes you have a basic knowledge of the station layout, but limited knowledge of the engineering department layout specifically, and as such, will assume you can do things like “go to the surface level” without being told exactly what steps to take. If you need more help, please ask for help in-character.)


*:The year is [[Timeline| 2461 CE (Common Era)]] in [[Galactic Standard Time]] and since the late 21st century, Humanity has been spreading out among the stars.. Leaving behind their homeworld of [[Earth]], humans proliferated throughout space, expanding hundreds of light-years in all directions under the banner of the [[Sol Alliance]]. After a century, flourishing cities had been established in nearby systems such as [[Tau Ceti]] and [[Eridani Federation]], and in the centuries that would follow, hundreds of systems would fall under the control of humanity. Outposts on garden worlds became metropolises in the span of decades, entire asteroids and moons were mined out and hostile worlds were terraformed and subdued by growing corporations that began to become the dominant economic powers of human space.
So, the Tesla engine. What is it? Chances are, you’ve never even heard of it before, because it’s tucked away on the Engineering sub-level, and it’s rather out of the way. Or if you have heard of it, you’ve probably heard that it’s an infernal death machine; something that only insane people or the ignorant attempt to utilize. What’s important to know is that, when assembled correctly, the Tesla engine can be a helpful asset, and safer than the Supermatter Engine to operate. It’s more than capable of powering the station all by itself, and you don’t have to deal with the threat of radiation, hallucinations, toxic gas, phoron fires, and complete delamination.
*:At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but this soon came to an end as an economic collapse found Trans-Stellar corporations picking away at Sol Alliance authority piece by piece. In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others. Any semblance of equilibrium between the mega-corps was shattered with NanoTrasen's discovery of the element Phoron in 2417.
*:Humanity is not alone in this vast sea of stars. Numerous alien Species have been discovered in the past 50 years, some peaceful, some hostile and some just plain weird. The brilliant [[Skrell]], the crafty [[Tajara]], the proud [[Unathi]], the enigmatic [[Vaurca|Vaurcae]], and the elegant [[Dionaea]], are but a few of the Species of this extremely diverse galaxy. Many more exist, and while most are simply apathetic to humanity, others are openly hostile. If one thing can be said to unite the various species, it is the drive to control the powerful element Phoron, which not only has revitalized space travel but also holds untold capabilities. Humanity, specifically NanoTrasen, has taken control of the vast majority of Phoron deposits, drawing the interest of many alien species, extremist cults and even more mysterious forces.
*:Within humanity, a divide has begun to form: What is NanoTrasen's role not just economically but in human society? Are they the benevolent corporation that keeps the engine of human interstellar civilization alive or are they the greedy suits dedicated to manipulating galactic society through their stranglehold on the Phoron market? Recently the Syndicate has emerged as an organization dedicated to stopping NanoTrasen. Decentralized, secretive and efficient, the Syndicate has attacked NanoTrasen installations, mining outposts and personnel. Some decry them as terrorists, others see them as the only force with a chance to overthrown NanoTrasen.


===Your Workplace===
=== What You Need and Where to Find It ===
*:Welcome to [[Tau Ceti]], a star system approximately 12 light-years away from [[Sol]], under the joint control of the [[Republic of Biesel]] and the trans-stellar corporate conglomerate [[Nanotrasen Corporation|Nanotrasen]]. You have been assigned to work aboard the NSS Aurora, a state-of-the-art research and mining facility orbiting Tau Ceti within the Romanovich Cloud at the very edge of the system. Even after several centuries of being inhabited by human colonists, and flourishing into a central trade hub for human space, the edge of Tau Ceti is still considered to be a frontier of sorts, as are the outer areas of most other star systems.
When you spawn into the game or arrive later, you begin in the Engineering Foyer. To get properly equipped, you’ll need to head over to the Engineering Storage room, which can be found beyond the two double doors to your left.
*:After the discovery of a substance known as [[Phoron]] in this system, Nanotrasen quickly established a monopoly that granted them control over Humanity's fuel source and established them as the most powerful corporation in human space.  


===The Economy===
[[File:Tesla_4.png|350px]]
*:The most common currency in human space is the [[Economy|Standard Credit]], originally issued by the Sol Alliance in the early 22nd century. Despite the decline of the Sol Alliance, the Standard Credit remains the reserve currency of many polities, and it is accepted on most worlds throughout human space. The Standard Credit is represented by '''cr''' (e.g. 5,000 cr).
[[File:Tesla_2.png|350px]]
*:The galactic economy is divided amongst the handful of transtellar corporations that have earned the title of "Mega-Corporations", which are monopolies of vast sizes with the entire economy of known space divided amongst themselves.


==Known Space==
Inside this room, you have access to all the safety gear that you might need. The table below will explain further.
<div class=" mw-collapsible" style="width:99%">
===[[Sol]]===
*:The home system of humanity, Sol is by far the most populated and, arguably, the most developed system in human space. It has seen great scientific process, prosperity and development but also great upheavals and bitter divides. At the end of the [[Timeline of Humanity|First Interstellar War]], The Sol system was ravaged by economic recession. It has slowly rebuilt itself over the past century, but the recovery remains unstable.
*:Earth occupies a place of prestige as humanity's symbolic homeworld. [[Luna]] has become something of a mishmash of galactic society: glittering skyscrapers within pressurized underground caverns share space with slums. [[Mars]] has seen small scale terraforming efforts take hold, with the once "Red Planet" now tinted with green. The administrative center of the [[Sol Alliance]] is the Unity station, in orbit around Earth. It was built after the First Interstellar War to show the Sol Alliance represents all of humanity. The Sol Alliance is roughly divided into three areas based upon distance from Earth.


====[[Sol_Alliance#Key_Colonies|Sols Colonies]]====
*'''Insulated Gloves''' [[File:InsulatedGloves.png|50px]]
<div class="mw-collapsible mw-collapsed">
*# For protecting your precious hands from electrical shock. Note: DO NOT use Budget Insulated Gloves. Ever.
The three divisions of Sol Space: The Inner-to-Outer Colonies.
*# Can be found in the Electrical Supplies Locker (Green Square)
<div class="mw-collapsible-content">
*'''Welding Mask''' [[File:WeldingHelmet.png|50px]]
*:'''Inner Colonies'''
*# For protecting your eyes from damage while welding. Note: Goggles also work.
:Also known as the Inner Sphere. The inner colonies lie within 100 lightyears of Sol. The inner sphere is home to 50 billion people. Inner Colonies are the oldest in human space, typically between 200 and 350 years old. These worlds form the heartland of the Sol Alliance and are the technological and economic hub of human space, with endless streams of trade ships flowing through the Bluespace Gates connecting the most developed systems.
*# Available in the Welding Supplies Locker (Pink Square)
:Life here is the best in human space. Much of the population lives in relative comfort, although the average wage tends to be lower than that of the middle and some outer colonies. Towering arcologies, massive city-stations, and great multi-tiered metropolises which can reach over a kilometer tall can be found on the most populated of these systems. The Inner Colonies are home to the greatest cultural diversity in human space, with distinct colonial identities in many of the older systems, and several hundred spoken languages. The average lifespan ranges from 90 - 120 years.
*'''Voidsuit''' [[File:Engineering_VoidsuitFull.png|50px]]
*:'''Mid Colonies'''
*# When combined with Insulated Gloves, it makes the Tesla’s arcs harmless and not deadly. Note: They will still stun you.
:Also known as the Mid Sphere. The Mid Colonies lie between 100 and 200 lightyears from Sol. The mid sphere has a estimated population of 38 billion, and contains hundreds more systems than the Inner Colonies. Three of these systems have populations of at least a billion. Colonies here are typically 100 to 200 years old. The Sol Alliance remains the dominant power in this region of space, though it's clear the people here share their loyalties between them and their home systems.
*# Available in the Engineering Voidsuit Storage (Blue Square)
:Life here is good, though not quite as nice as in the inner colonies. Metropolises and mega-cities are a rarer site here than in the Inner Colonies, infrastructure tends to be less developed and the lack of direct access to the Bluespace Gates means trading is more expensive. Inhabitants of the mid colonies are more likely to be skeptical of the Sol Alliance, resenting the control the inner colonies exert over the Alliance. The mid colonies are widely considered to be the edge of "developed" space, much to the consternation of the inhabitants of the outer colonies. The average lifespan here generally ranges from 90 - 100.
*:'''Outer Colonies'''
:Also known as the Outer Sphere. The Outer Colonies lie between 200 and 300 lightyears from Sol. The outer sphere is home to 29 billion people and contains over three hundred systems with more than 100,000 residents. New colonies are still regularly founded in this sphere, and most settlements are less than 100 years old. These worlds lie just beyond the reach of the Sol Alliance, and the power of the Mega-Corporations begin to replace it.
:Life here is harder than in the Mid colonies, though many see the relative independence from SolGov as being worth the price. People here generally live in towns and cities of around 5,000-50,000 people. The 'Spacer' culture is especially strong in the Outer Colonies as countless migrants mine the asteroid belts in search of fortune. Millions of Outer Colonials live in simple orbitals, many relying on centrifugal force rather than gravity generators. Technology is generally a decade or two behind that of the inner and mid colonies. The average lifespan here ranges from 80 - 100.
</div></div>


Once you’ve gathered these items, make sure to put them on (save for the voidsuit, which isn’t necessary until you actually fire the engine), and then head onto your next location, Hard Storage, which you’ll find northward.


===[[Republic of Biesel]]===
[[File:Tesla_3.png|350px]]
*:The Republic of Biesel is an independent system within the Core of human space. It is heavily tied to the NanoTrasen corporation at nearly every level of government. The Republic of Biesel is the government of the Tau Ceti System, exercising authority over Biesel, New Gibson and all other settlements and installations within Tau Ceti's gravity well. It is one of the most populated systems in human space, a financial center, industrial powerhouse and one of the most prestigious systems in the galaxy. However, unrest and gridlock undermine the government, and the aggressive attitude of the Sol Alliance against its former system has made many worried of the future of the Republic.


===[[Frontier Alliance]]===
[[File:Tesla_5.png|350px]]
*:This loosely confederated Alliance is the largest power in the frontier, and possibly the most populous entity in the Orion Spur. Arising from the Coalition of Colonies, the systems of the Alliance greatly value their independence and freedom. A few powerful systems dominate the politics of the Frontier. Many of those in the Frontier Alliance harbor distrust of the Sol Alliance even after the end of the First Intestellar War. Humans and aliens from any and all ethnicities, as well as any combination of them, can be found in the Frontier Alliance.
[[File:Tesla 6.png|350px]]


===[[Republic of Elyra]]===
Once inside, you’ll want to go for the Green Crate, and you’ll want to take the following two highlighted things, as they’ll be needed to make the engine able to properly power the station.
*:The Republic of Elyra, or its more official name, The Serene Republic of Elyra, was formed during a large scale colonization and emigration effort from south western Asia and northern Africa during the early years of space colonization from Pre-Alliance Earth. It is made up of multiple star systems. It's national motto is "For Greatness We Strive". Its official language is Tau Ceti Basic, though several old-earth languages cling to life in small enclaves, such as Arabic, Persian, and Farsi.


===[[Empire of Dominia]]===
==== The Engine Room: Where do I find it? ====
*:A heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Dominia in the X’yr Vharn’p system. This autocratic state is ruled by His Imperial Majesty Boleslaw Keeser. The Empire of Dominia was proclaimed in 2437 by Unathi raiders who invaded the planet of Moroz, a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socio-economically stratified due to the so-called blood debt, known as the Mor’iz’al.
Once you have the items that were mentioned above, you’ll need to head down to the Engineering Sublevel, which can easily be accessed from the elevator.


===The Free Frontier===
[[File:Tesla_7.png|350px]]
*:The frontier consists of all space unclaimed by one of the major interstellar powers. The population of the frontier is difficult to estimate, but conservative guesses place it between 25 and 50 billion. The government, technological development, economy, and social systems of these independent systems vary wildly. Piracy, corporate exploitation, and smuggling are commonplace throughout the frontier. People hailing from these areas, known as frontiersmen, are known for their rugged independence and distrust of megacorporations and government alike.
</div>


==Main Spacefaring Species==
Follow that along, and you’ll soon find yourself outside the secondary Engine Room.
<div class=" mw-collapsible" style="width:99%">
===Humanity===
:''''Homo Sapiens'. Or as they're more commonly known, Humans.'''
[[image:Human_fem.png]][[image:Human_Male.png]]
*'''Home System:''' [[Sol]]
*'''Homeworld:''' [[Earth]]
*'''Majority Languages:''' Tau Ceti Basic, Sol Common
*'''Major Political Entities:''' [[Sol Alliance]], [[The Frontier Alliance]], [[Republic of Biesel]], [[Republic of Elyra]], [[Empire of Dominia]], [[Eridani Federation|Eridani Corporate Federation]]
*: The most prevalent species in known space. Collectively, they have more territory under their control than all other known species combined. Most trans-stellar corporations and conglomerates are owned and staffed by humans, giving them significant economic pull in the galactic community.
*: However, despite their collective achievements, humans are fractured into hundreds of independent factions, severely limiting their ability to organize as a Species.
*: Additionally, ideological differences further deteriorate relations between human factions.
*: Highly advanced technologically, humans are one of several known Species to independently achieve viable, interstellar space flight.
*: A detailed history of humanity can be found on the [[Timeline of Humanity]].
-----
===[[Skrell]]===
:''''S. Sapiens'. Or as they're more commonly known, Skrell.
[[image:Skrell_Fem.png]][[image:Skrell_Male.png]]
*'''Home System:''' [[Skrell| Jargon (Nralakk)]]
*'''Homeworld:''' [[Skrell| Jargon IV(Qerrbalak)]]
*'''Majority Languages:''' Nral'Malic, Tau Ceti Basic
*'''Major Political Entities:''' [[Skrell#Political_Structure|Jargon Federation]]‏
*:An amphibious species whose passion lies in the field of the combined sciences, the [[Skrell]] are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities, such as moist, pliant and nearly translucent skin, as well as their vestigial gill slits.
*:[[Skrell]] are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.
*:While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong confederation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.
-----
===[[Unathi]]===
:''''U. Sapiens', or as they call themselves, Sinta'Unathi. Shortened to Unathi.
[[image:Unathi_fem.png]][[image:Unathi_Male.png]]
*'''Home System:''' [[Uueoa-Esa]]
*'''Homeworld:''' [[Moghes| Moghes]]
*'''Majority Languages:''' Sinta'Unathi, Sinta'Azaziba
*'''Major Political Entities:''' Izweski Nation
*:The Unathi species is a highly honorbond and clan based species. Unathi hail from their home world of [[Moghes]] and their colony planet [[Ouerea]]. Some are also found in [[Empire_of_Dominia|the Empire of Dominia]]
*:The Hegemony is a feudalistic government that has been struggling to survive and consolidate power after the brutal Contact War in 2439. With their second planet Ouerea liberated from the former Colonial administration of the Sol Alliance and Jargon Federation, many Unathi believe the Hegemony may soon expand beyond Uueoa-Esa to flee the death of Moghes, while others demand their ancestral homeland is saved. Moghean culture has strict gender roles, and breaking them is highly taboo. Many Unathi struggle with the competing cultures of human space with the strong connections they feel to their home culture.
*:Ouerean Unathi number in the millions, and are ruled by a planetary Overlord. Just a few years ago they were ruled by humans and skrell who funded their initial growth as Moghes tore itself apart in war. While the society is more lax, unathi stubbornness prevents true reform from taking place, on top of the new, much more conservative colonial government.
*:Unathi religion emphasizes respect, loyalty, and worship of their ancestors.
-----
===[[Tajara]]===
:''''T. Sapiens'. Or as they're commonly known, Tajara.
[[image:Tajara_fem.png]][[image:Tajara_Male.png]]
*'''Home System:''' [[Tajara| S'rand'marr]]
*'''Homeworld:''' [[Adhomai| Adhomai]]
*'''Majority Languages:''' Siik'maas, Siik'Tajir
*'''Major Political Entities:''' People's Republic of Adhomai
*:The Tajaran are a feline-like species, and the least technologically advanced. Most of their early history is a story of indentured servitude to their own people, having been governed by a oligarchy composed of blood line rulers. Approximately two years after they were discovered by humans, they revolted against the ruling class and successfully claimed their independence. Today they find themselves embroiled in a three-way civil war on their home planet.  
-----


===[[Dionaea]]===
[[File:Tesla_8.png|350px]]
:''''D. Primo'. A Worker Gestalt, or as they're commonly known, Dionae. (Diona for singular, Dionaea for their whole species)
[[image:Dionaea.png]]
*'''Home System:''' Epsilon Ursae Minoris
*'''Homeworld:''' N/A
*'''Majority Languages:''' Rootsong
*'''Major Political Entities:''' N/A
*:The [[Dionaea]] are a peaceful, plantlike race that were discovered by the Skrell in 2294 CE. Each individual dionaea is in fact an amalgamation of millions of smaller organisms operating as a single unit. Gentle and even-tempered, the Dionaea have no official government and have no military force to speak of. They possess good relations with the governments of most other sentient species.
-----
===[[Vaurca]]===
:''''V. esseli or V. sapiens', named after the Scientist Phoebe Essel. Commonly known as Vaurcae.
[[image:vaurcafemale.png]][[image:vaurcamale.png]]
*'''Home System:''' Sedantis (Ske'hazik'staza, "Blinding Light.")
*'''Homeworld:''' [[Sedantis I]](Vaur'azek'uyuz, "Home.")
*'''Majority Languages:''' Vaurcese (Vaur'uyit'yaza, "The Old Speech.")
*'''Major Political Entities:''' Zo'ra Hive, K'lax Hive, C'thur Hive
*:The mostly bipedal, insectoid creatures hailing from the moon known as [[Sedantis I]], [[Vaurca]] (Vore-Kah, Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hive-Ship contact in human space, December 21, 2456. They have a complex caste system based on three types, and many even lack sentience. Although barely tolerated on Tau Ceti stations (mostly owned by NanoTrasen) many have found homes in Tau Ceti, whether in isolated and concentrated camps, barren lightless caves below sun-scorched earth or even actual houses. The largest, and most common hive in Tau Ceti is the Zo'ra Hive.
-----
===[[IPC|IPC]]===
:''''Integrated Positronic Chassis'. Commonly called an IPC.
[[image:IPC.png]]
*'''Home System:''' N/A
*'''Homeworld:''' N/A
*'''Majority Languages:''' N/A
*'''Major Political Entities:''' N/A
*:An [[IPC| Integrated Positronic Chassis]], or IPC, is a positronic artificial intelligence inside of a bipedal, humanoid frame. These IPCs are not bound to any master AI or activity-restricting components. Some have collected enough currency to purchase their own freedom from their owners. The existence of IPCs is still a highly inflammatory subject, and as of yet, they lack the basic rights that members of most organic Species possess. While gender neutral, individual intelligences may develop personality quirks to further their "uniqueness." These are only one of many kinds of [[Synthetics]].
-----
===[[Vox]]===
:''''Vox primalis', the subordinates of the 'Vox Apex'. Commonly known as just Vox.
[[image:Vox Lineup.jpg]]
*'''Home System:''' Unknown
*'''Homeworld:''' Unknown
*'''Majority Languages:''' Tau Ceti Basic, Vox Standard
*'''Major Political Entities:''' Unknown
*:A coalition of several different species and subspecies of avian aliens, the [[Vox]] are known throughout civilized space. They are usually in the role of raiders or swindlers. While most other sentient Species have some individuals that turn to a life of piracy, it seems that with the Vox, piracy and theft are important aspects to their culture. They raid shipping convoys and newly established colonies for resources, before retreating back into interstellar space, where most governments do not have the jurisdiction, nor the military power to pursue them. Not much is known about the Vox, despite their ubiquity in known space. Despite the average Vox not being extremely intelligent, extreme caution is still advised if one is encountered.
</div>


==Governing Entities==
You’ll want to head further inside with the Superconductive Coils from earlier.
<div class=" mw-collapsible" style="width:99%">
===[[Contractors|Trans-stellar Corporations]]===
*:The massive corporations, uniquely human entities,  rose to prominence during the advent of space travel, allowing entire planets to be claimed as corporate assets. Trans-stellar corporations normally cooperate with local governments and frontier colonies to establish trade agreements and gain the rights to utilize certain resources. Extremely powerful, most have established their own colonies and exert power over them like any regional government would. Trans-stellar corporations usually employ private military contractors and security consultants to police the areas under their control.
*:There are a number of major trans-stellars, almost all of which are owned by humans. The six major ones in known space are the [[Nanotrasen Corporation| Nanotrasen Corporate Conglomerate]], [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], [[Hephaestus Industries]], [[Necropolis Industries]] and [[Idris Incorporated]].
*:Not everyone was in favor of the formation of trans-stellar megacorporations, and many smaller companies [[The Syndicate| allied themselves against them]]. However, these alliances were met with stunning and repeated failures, and by the end of the 23rd century, they had collapsed due to economic ruin and internal intrigue.


===[[Minor_Factions|Minor Human Factions]]===
[[File:Tesla_9.png|350px]]
*:These are former colony worlds that declared independence from the Sol Alliance. As the Alliance's influence has waned over the centuries, many of these flourished and grew in power, often laying claim to the entirety of their star system. However, not every nation gets along with its neighbors, and sometimes interstellar war can occur between two independent states, just as conventional war happened on Earth up to the late 21st century.  
*:These groups include (but are not limited to) the [[Empire of Dominia]], [[Republic of Elyra]], [[Republic of Biesel]], and the [[Eridani_Federation|Eridani Federation]]


===[[Sol Alliance]]===
You’ll want to bring the Coils to the SMES unit that’s highlighted above, screwdriver its maintenance panels open, insert them both into it, and then screwdriver it closed once again. The coils will greatly increase the amount of power that the SMES unit can store, and output as well. Feel free to alter the settings as you see fit, but my personal settings are always putting both settings on maximum, like shown further below.
*:Once the central government of a unified Humanity, the [[Sol Alliance]] is now a shadow of its former glory. Reduced to the human home system of Sol and the inner and mid colonies surrounding it, the Alliance has lost authority over a significant portion of humanity.
*:While most transtellars publicly support the Alliance, and many of their corporate profits flow back into the Inner-colonies, some wonder at what point will these megacorporations start threatening (or outright buying) the weakened Alliance. Nanotrasen has gone so far as to establish a foothold within the center of Alliance space, a move some are calling a bloodless coup.


===[[Skrell#Political_Structure|Jargon Federation]]===
[[File:Tesla_10.png|350px]]
*:The turmoil of the [[Skrell_History#The_Third_Incident|Third Incident]] and the resulting [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets, with those other planets that didn't survive now being called Tomb Worlds for the billions of dead. [[Notable_Skrell_Systems_and_Locations#Qerrbalak.2C_Homeworld|Jargon IV]] didn't recover from the chaos until 2319 CE, when the many fractured states on the planet reformed into a new, united Federation.
 
*:The scattered colonies of the [[Skrell]] slowly regained contact with one another, and by 2388 CE the various colonies, after months of disagreement and debate, agreed to form a new Federation. The [[Skrell#Political_Structure|Skrell government]] that we know today stems from this agreement. The [[Skrell#Political_Structure|Jargon Federation]] united the [[Skrell]], and they put at its head a [[Notable_Skrell#Weashbi_Jrugl|Grand Councillor]] elected every decade. Not all of the [[Skrell]] have united, however. Many colonies are still believed to be lost within [[Notable_Skrell_Systems_and_Locations#The_Traverse:_.E2.80.9CThe_Skrellian_Frontier.E2.80.9D|the Traverse]], with no means of contact.
(Note: A SMES unit can’t output more power than it’s inputting, so it’s always best to set their Input value to MAX. Output can be adjusted as is necessary to increase or decrease the amount of energy in the main power grid.)
</div>
 
{{Navbox Lore}}
==== Assembling the Particle Accelerator ====
[[Category: Lore]]
The Particle Accelerator is a vital piece of equipment for setting up the engine. It can be done first, or last, but it’s ultimately required to jumpstart the engine so that it’ll produce power. It does this by firing accelerated particles at the Tesla Generator; so don’t stand in front of it when it’s active, or you’ll be irradiated!
[[Category:Pages]]
 
The pieces of the PA all start in the places that they need to be, so wrench them all to secure the pieces in place. Following that, you should use some cable to start adding wires to the components. They should look like this if done properly:
 
[[File:Tesla_11.png|350px]]
 
Once wired, you should then close their panels by using a screwdriver, at which point the assembly should look like this;
 
[[File:Tesla_26.png|350px]]
 
==== Assembling the Engine ====
To start properly assembling the Engine, you’ll need to grab the components from inside the storage room.
 
[[File:Tesla_13.png|350px]]
 
The devices highlighted in green are Tesla Coils, which are vital pieces of equipment for generating power. When the Tesla fires arcs of lightning, tesla coils convert it into usable electricity.
 
The devices highlighted in orange are the Grounding Rods, which don’t generate any power, however they instead exist as safety equipment. They’re placed in certain locations within the engine room in order to attract the tesla arcs to them. That means, standing near them stops you from getting fried by a stray arc of lightning.
 
The device highlighted in red is the Tesla Ball Generator, which is what turns into the giant ball of electricity when shot by a Particle Accelerator. It is the last part that should go into the engine setup, and is consumed in the reaction that jumpstarts the engine; so don’t let it go to waste.
 
To begin setting up the engine, first drag the Tesla Coils into the engine room.
 
[[File:Tesla_14.png|350px]]
 
[[File:Tesla_15.png|350px]]
 
Once you’ve taken them inside, you’ll notice three wire knots on the North, South, and West sides of the engine room, making nine in total. Which is handy, because there are exactly nine Tesla Coils as well. The Tesla Coils need to be placed above each wire knot, and wrenched into place, like in the image below. And you’ll want to use them all, or the engine won’t make enough power.
 
[[File:Tesla_16.png|350px]]
 
Once you’ve secured all nine Tesla Coils, you’ll want to turn to these devices, the Emitters, and the Field Generators.
 
Both of these need to be wrenched into place. There are four emitters in total; two on the south side of the engine room, and two on the north side. As for field generators, there are eight, and they form a square around the center of the room; they also need to be wrenched down, as well.
 
[[File:Tesla_17.png|350px]]
 
Next, flip down your welding mask or goggles, because you also need to weld down each emitter and field generator too, or they won’t function. The reason behind this is that these pieces of equipment are also used in the outdated Singularity Engine setup, and they needed to be able to resist immense gravitational pull; not that the Tesla emits one, however. But nonetheless, flip those goggles down, and weld all those pieces down too. Four emitters, and eight field generators.
 
Next, go back to storage and start carrying out the Grounding Rods. These don’t have specific locations that they’re absolutely required to be placed in, just so long as they’re placed and wrenched down. My prefered locations for them are as follows; South, East, and North.
 
[[File:Tesla_18.png|350px]]
 
[[File:Tesla_19.png|350px]]
 
Once you’re done with those, go back into storage, grab the Tesla Ball Generator, and put it in the very center of the engine room, like so;
 
[[File:Tesla_20.png|350px]]
 
And once you’ve done that, head back into the observation room for now.
 
=== Final Steps ===
 
There are a few final steps for the Tesla Engine to make it safe and effective. The first one being a bypass from the Tesla Grid to the Containment Grid, which will be explained below.
 
First, go to the northernmost SMES unit, and change its settings to match the image below.
 
[[File:Tesla_21.png|350px]]
 
This SMES will always start with 40% charge, which is important, as the input and output need to be enabled in order for the engine room emitters to work properly. If this isn’t enabled, the emitters will draw from the room’s APC, which does not have enough capacity to sustain them, and the containment field will fail mid-firing.
 
Once the containment SMES is enabled, we’re ready to start up the engine.
 
==== Firing the Engine ====
Head into the engine room once more, and turn on all four emitters by clicking on them, and make sure they stay on. Pay attention to the warning markings on the floor, and don’t walk into the beams, because they can very easily kill you -- even with a voidsuit on. Don’t forget to swipe your ID card on them after you’ve turned them on to lock the controls, so that nobody can turn them off.
 
Once the emitters are up, head into the central square, and start turning on each of the field generators by clicking on them, as well. Make sure to click on them all, even the ones not being shot by emitters, but don’t get yourself stuck inside! Generally a good idea is to turn on just seven, then step outside before enabling the last one, like so.
 
[[File:Tesla_22.png|350px]]
 
Make sure NOT to walk into the energy field, or you’ll be launched back, and that’ll hurt quite a bit on its own. But you might also fly into a wall or window or piece of machinery, and that’ll hurt even more. This can and will kill you if you’re careless. Make sure to be careful, and watch your step. Also, if you do trap yourself inside the energy field, call out over the radio and ask another engineer or the AI to disable the containment SMES so that the emitters are no longer powered. You’ll have to wait for the field generators to run out of power (just a couple seconds) for the energy fields to fail.
 
Once you do step outside the square, enable the last generator, and it should look like this.
 
[[File:Tesla_23.png|350px]]
 
Now that this is done, you’re finally ready to turn on the Particle Accelerator! Go back into the observation room, activate the Control Computer (Run Scan for parts if you haven’t already), turn the PA’s power up to 2, and turn it ON. It should look like this;
 
[[File:Tesla_24.png|350px]]
 
(Note: I walked into the energy field and died so I had to respawn as a drone. BE CAREFUL!)
 
 
Once you enable the Particle Accelerator, it’ll take a minute or two for the engine to properly start up. Don’t worry if nothing happens for a bit, because that’s quite normal. You’ll know the engine is working when you suddenly hear a loud and repetitive sound of thunder, and see arcs of electricity flying around. You should keep it on for a little bit and watch the energy ball generate smaller ones that float around it. It’s worth keeping in mind that the more of these small balls there are, the more electricity the Tesla engine will produce, and the further the bolts can travel. However, if it produces too many, the Tesla will grow too powerful for containment and begin to melt the equipment to escape. Roughly 8 to 10 balls is a good target, as that will max out the amount of power the SMES can input, and it won’t be strong enough to escape its cage.
 
Now, turn the PA strength down to 0 and leave it on, this should stop it from gaining more energy and will keep it sustained. Now, there’s no need to worry, the Tesla is up and running and likely powering the station! Make sure to check up on it over the cameras every now and then, just to be sure things are running smoothly, or check on it in person.
 
A PA on 0 looks like this:
 
[[File:Tesla_25.png|350px]]
 
== TESLOOSE ==
In the event that the Tesla gets loose, the most important thing you can do is keep calm. The ball is capable of jumping z-levels, and it will vaporize any walls, windows, machines or people in its path, while also shooting blasts of lightning as it does so. Luckily, located in Hard Storage is an emergency beacon that exists for this very event that will save the day, called the emergency singularity beacon. It’s called this because it also works for an escaped Singularity, too.
 
[[File:Tesla_27.png|350px]]
[[File:Tesla_28.png|200px]]
[[File:Tesla_29.png|350px]]
 
Once screwed down, all you need to do is click on it with a free hand to turn it on, and it should light up. You should step behind it, not in between it and the raging lightning ball.
 
When the Tesla ball gets close enough, it will shoot a lightning arc at the beacon - which will turn it to ash. Don’t panic, that’s supposed to happen! After that happens, the Tesla ball will disappear.
 
[[File:Tesla_30.png|215px]]
 
Now that that’s handled; conduct repairs, and if necessary have evac called. You stopped the tesla, but depending on how long it has been rampaging, you might not have much of a station left. Survey the damage and pass on to the rest of command your opinion on the matter.
 
== Final Notes ==
In the event that you need to start the Tesla due to an issue with the Supermatter -- most likely delamination, it’s important that you coordinate with the other engineers to get it set up as fast as possible, because starting the Tesla is not easy when you lack any power in the Tesla Bay APC, which is what the Particle Accelerator draws from. If you need to set it up, and power is low, make sure to bring some extra charged power cells to swap out with ones in the APC -- or bring along a PACMAN generator, and temporarily disconnect the cable that leads out into the station’s main grid, so that you can keep the APC powered, and the PA functioning, until the engine is properly up. Also remember: if someone tells you that setting up the Tesla is a bad idea, that you’re not allowed to without the Captain’s/CE’s permission (though please ask your CE’s permission if you do have one), that it’s dangerous, or that it can’t power the station; then politely inform them they’re wrong, and set it up anyway. It’s always a good idea to have a backup, you don’t need permission unless it’s explicitly prohibited by Command, and it can power the station, so don’t listen to them. Be the hero that the station needs.
 
Enjoy your much more interesting engine!

Текущая версия от 06:32, 8 декабря 2019

Overview: The Tesla Engine

Be sure to click enlarge for a closer look.

(Please note that this guide assumes you have a basic knowledge of the station layout, but limited knowledge of the engineering department layout specifically, and as such, will assume you can do things like “go to the surface level” without being told exactly what steps to take. If you need more help, please ask for help in-character.)

So, the Tesla engine. What is it? Chances are, you’ve never even heard of it before, because it’s tucked away on the Engineering sub-level, and it’s rather out of the way. Or if you have heard of it, you’ve probably heard that it’s an infernal death machine; something that only insane people or the ignorant attempt to utilize. What’s important to know is that, when assembled correctly, the Tesla engine can be a helpful asset, and safer than the Supermatter Engine to operate. It’s more than capable of powering the station all by itself, and you don’t have to deal with the threat of radiation, hallucinations, toxic gas, phoron fires, and complete delamination.

What You Need and Where to Find It

When you spawn into the game or arrive later, you begin in the Engineering Foyer. To get properly equipped, you’ll need to head over to the Engineering Storage room, which can be found beyond the two double doors to your left.

Inside this room, you have access to all the safety gear that you might need. The table below will explain further.

  • Insulated Gloves
    1. For protecting your precious hands from electrical shock. Note: DO NOT use Budget Insulated Gloves. Ever.
    2. Can be found in the Electrical Supplies Locker (Green Square)
  • Welding Mask
    1. For protecting your eyes from damage while welding. Note: Goggles also work.
    2. Available in the Welding Supplies Locker (Pink Square)
  • Voidsuit
    1. When combined with Insulated Gloves, it makes the Tesla’s arcs harmless and not deadly. Note: They will still stun you.
    2. Available in the Engineering Voidsuit Storage (Blue Square)

Once you’ve gathered these items, make sure to put them on (save for the voidsuit, which isn’t necessary until you actually fire the engine), and then head onto your next location, Hard Storage, which you’ll find northward.

Once inside, you’ll want to go for the Green Crate, and you’ll want to take the following two highlighted things, as they’ll be needed to make the engine able to properly power the station.

The Engine Room: Where do I find it?

Once you have the items that were mentioned above, you’ll need to head down to the Engineering Sublevel, which can easily be accessed from the elevator.

Follow that along, and you’ll soon find yourself outside the secondary Engine Room.

You’ll want to head further inside with the Superconductive Coils from earlier.

You’ll want to bring the Coils to the SMES unit that’s highlighted above, screwdriver its maintenance panels open, insert them both into it, and then screwdriver it closed once again. The coils will greatly increase the amount of power that the SMES unit can store, and output as well. Feel free to alter the settings as you see fit, but my personal settings are always putting both settings on maximum, like shown further below.

(Note: A SMES unit can’t output more power than it’s inputting, so it’s always best to set their Input value to MAX. Output can be adjusted as is necessary to increase or decrease the amount of energy in the main power grid.)

Assembling the Particle Accelerator

The Particle Accelerator is a vital piece of equipment for setting up the engine. It can be done first, or last, but it’s ultimately required to jumpstart the engine so that it’ll produce power. It does this by firing accelerated particles at the Tesla Generator; so don’t stand in front of it when it’s active, or you’ll be irradiated!

The pieces of the PA all start in the places that they need to be, so wrench them all to secure the pieces in place. Following that, you should use some cable to start adding wires to the components. They should look like this if done properly:

Once wired, you should then close their panels by using a screwdriver, at which point the assembly should look like this;

Assembling the Engine

To start properly assembling the Engine, you’ll need to grab the components from inside the storage room.

The devices highlighted in green are Tesla Coils, which are vital pieces of equipment for generating power. When the Tesla fires arcs of lightning, tesla coils convert it into usable electricity.

The devices highlighted in orange are the Grounding Rods, which don’t generate any power, however they instead exist as safety equipment. They’re placed in certain locations within the engine room in order to attract the tesla arcs to them. That means, standing near them stops you from getting fried by a stray arc of lightning.

The device highlighted in red is the Tesla Ball Generator, which is what turns into the giant ball of electricity when shot by a Particle Accelerator. It is the last part that should go into the engine setup, and is consumed in the reaction that jumpstarts the engine; so don’t let it go to waste.

To begin setting up the engine, first drag the Tesla Coils into the engine room.

Once you’ve taken them inside, you’ll notice three wire knots on the North, South, and West sides of the engine room, making nine in total. Which is handy, because there are exactly nine Tesla Coils as well. The Tesla Coils need to be placed above each wire knot, and wrenched into place, like in the image below. And you’ll want to use them all, or the engine won’t make enough power.

Once you’ve secured all nine Tesla Coils, you’ll want to turn to these devices, the Emitters, and the Field Generators.

Both of these need to be wrenched into place. There are four emitters in total; two on the south side of the engine room, and two on the north side. As for field generators, there are eight, and they form a square around the center of the room; they also need to be wrenched down, as well.

Next, flip down your welding mask or goggles, because you also need to weld down each emitter and field generator too, or they won’t function. The reason behind this is that these pieces of equipment are also used in the outdated Singularity Engine setup, and they needed to be able to resist immense gravitational pull; not that the Tesla emits one, however. But nonetheless, flip those goggles down, and weld all those pieces down too. Four emitters, and eight field generators.

Next, go back to storage and start carrying out the Grounding Rods. These don’t have specific locations that they’re absolutely required to be placed in, just so long as they’re placed and wrenched down. My prefered locations for them are as follows; South, East, and North.

Once you’re done with those, go back into storage, grab the Tesla Ball Generator, and put it in the very center of the engine room, like so;

And once you’ve done that, head back into the observation room for now.

Final Steps

There are a few final steps for the Tesla Engine to make it safe and effective. The first one being a bypass from the Tesla Grid to the Containment Grid, which will be explained below.

First, go to the northernmost SMES unit, and change its settings to match the image below.

This SMES will always start with 40% charge, which is important, as the input and output need to be enabled in order for the engine room emitters to work properly. If this isn’t enabled, the emitters will draw from the room’s APC, which does not have enough capacity to sustain them, and the containment field will fail mid-firing.

Once the containment SMES is enabled, we’re ready to start up the engine.

Firing the Engine

Head into the engine room once more, and turn on all four emitters by clicking on them, and make sure they stay on. Pay attention to the warning markings on the floor, and don’t walk into the beams, because they can very easily kill you -- even with a voidsuit on. Don’t forget to swipe your ID card on them after you’ve turned them on to lock the controls, so that nobody can turn them off.

Once the emitters are up, head into the central square, and start turning on each of the field generators by clicking on them, as well. Make sure to click on them all, even the ones not being shot by emitters, but don’t get yourself stuck inside! Generally a good idea is to turn on just seven, then step outside before enabling the last one, like so.

Make sure NOT to walk into the energy field, or you’ll be launched back, and that’ll hurt quite a bit on its own. But you might also fly into a wall or window or piece of machinery, and that’ll hurt even more. This can and will kill you if you’re careless. Make sure to be careful, and watch your step. Also, if you do trap yourself inside the energy field, call out over the radio and ask another engineer or the AI to disable the containment SMES so that the emitters are no longer powered. You’ll have to wait for the field generators to run out of power (just a couple seconds) for the energy fields to fail.

Once you do step outside the square, enable the last generator, and it should look like this.

Now that this is done, you’re finally ready to turn on the Particle Accelerator! Go back into the observation room, activate the Control Computer (Run Scan for parts if you haven’t already), turn the PA’s power up to 2, and turn it ON. It should look like this;

(Note: I walked into the energy field and died so I had to respawn as a drone. BE CAREFUL!)


Once you enable the Particle Accelerator, it’ll take a minute or two for the engine to properly start up. Don’t worry if nothing happens for a bit, because that’s quite normal. You’ll know the engine is working when you suddenly hear a loud and repetitive sound of thunder, and see arcs of electricity flying around. You should keep it on for a little bit and watch the energy ball generate smaller ones that float around it. It’s worth keeping in mind that the more of these small balls there are, the more electricity the Tesla engine will produce, and the further the bolts can travel. However, if it produces too many, the Tesla will grow too powerful for containment and begin to melt the equipment to escape. Roughly 8 to 10 balls is a good target, as that will max out the amount of power the SMES can input, and it won’t be strong enough to escape its cage.

Now, turn the PA strength down to 0 and leave it on, this should stop it from gaining more energy and will keep it sustained. Now, there’s no need to worry, the Tesla is up and running and likely powering the station! Make sure to check up on it over the cameras every now and then, just to be sure things are running smoothly, or check on it in person.

A PA on 0 looks like this:

TESLOOSE

In the event that the Tesla gets loose, the most important thing you can do is keep calm. The ball is capable of jumping z-levels, and it will vaporize any walls, windows, machines or people in its path, while also shooting blasts of lightning as it does so. Luckily, located in Hard Storage is an emergency beacon that exists for this very event that will save the day, called the emergency singularity beacon. It’s called this because it also works for an escaped Singularity, too.

Once screwed down, all you need to do is click on it with a free hand to turn it on, and it should light up. You should step behind it, not in between it and the raging lightning ball.

When the Tesla ball gets close enough, it will shoot a lightning arc at the beacon - which will turn it to ash. Don’t panic, that’s supposed to happen! After that happens, the Tesla ball will disappear.

Now that that’s handled; conduct repairs, and if necessary have evac called. You stopped the tesla, but depending on how long it has been rampaging, you might not have much of a station left. Survey the damage and pass on to the rest of command your opinion on the matter.

Final Notes

In the event that you need to start the Tesla due to an issue with the Supermatter -- most likely delamination, it’s important that you coordinate with the other engineers to get it set up as fast as possible, because starting the Tesla is not easy when you lack any power in the Tesla Bay APC, which is what the Particle Accelerator draws from. If you need to set it up, and power is low, make sure to bring some extra charged power cells to swap out with ones in the APC -- or bring along a PACMAN generator, and temporarily disconnect the cable that leads out into the station’s main grid, so that you can keep the APC powered, and the PA functioning, until the engine is properly up. Also remember: if someone tells you that setting up the Tesla is a bad idea, that you’re not allowed to without the Captain’s/CE’s permission (though please ask your CE’s permission if you do have one), that it’s dangerous, or that it can’t power the station; then politely inform them they’re wrong, and set it up anyway. It’s always a good idea to have a backup, you don’t need permission unless it’s explicitly prohibited by Command, and it can power the station, so don’t listen to them. Be the hero that the station needs.

Enjoy your much more interesting engine!