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>Burrito Justice
(hrrrrgh)
>La Villa Strangiato
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(не показана 21 промежуточная версия 2 участников)
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=Atmospherics: The Department=
{{toc_right}}
[[File:Atmosproper.png|right|thumb|500px|Your department. Middle click the image to bring up to fullscreen.|link=https://wiki.aurorastation.org/images/e/e3/Atmosproper.png]]{{toc_right}}Welcome to Atmospherics, the place where Dreams Come True™. Or at least the place that can partially sustain the ability to dream... y'know, by allowing you to breathe and stuff. Breathing is important, and the primary function of this maze of pipes and gas is to distribute breathable air throughout the station efficiently, and to restore air to depressurized - but hopefully air-tight - rooms. Its secondary function is to process contaminant gases captured by the scrubber network and sort the gas accordingly into one of many chambers.
=Power Generation=
If you want power then you gotta talk about how it's generated first


If you're new to all of this - or even just someone who's never really given Atmos a fair shake - then this will all look very complex and downright intimidating to look at. This mostly stems from just how much stuff can get on screen at once, but there's a few things put in place to make pipe-readability easier on the user if they just take the time to truly examine what each pipe network is meant to do. Alongside that will be this guide to help you out. '''You are by no means required to read all of this to start messing around with pipes''', or even to join as an Atmos Tech. The goal of this guide is to elaborate on how every device works, allowing you to use this as a ''reference'' to determine what pipe does what and what pipe might be best to use in your setup.
==Thermoelectric Generator==
<small>See also: [[Supermatter_Engine#The_TEGs|Supermatter Engine Guide]]</small><br>
You put in cold gas in one end and hot gas in the other and you get power depending on the difference in temperature and if the pressure difference isn't awful


==What Do These Colors Mean?==
==Tesla Coils==
So there's a lot of pipes with a bunch of colors and they all look really important. It's true that all of the colored pipes - which represent different pipe networks - have their place in the department, but not all of them are strictly necessary to produce gas. Here's all of the important colors, though note that the colored pipes beneath the catwalks aren't to be taken into account:
<small>See also: [[INDRA]]</small><br>
*<span style="color:#00cccc">'''{{anchor|Air Mix}}Air Mix'''</span>: This is the air mix loop, and these pipes are the most important: they're the ones that contain the [[#Air|air mix]], which is combined at a [[#Gas Mixer|mixer]] set to specific percentages to ensure that the gas everyone breathes is, in fact, breathable. Tampering with the mixer is ill-advised, as is modifying this network in such a way that it will not be able to reach the [[#Distribution|distribution network]].
sorry burrito justice... it's over
*<span style="color:#0000ff">'''{{anchor|Distribution}}Distribution'''</span>: Equally important is this blue network, offset pipes to the south alongside the [[#ScrubberN|scrubber pipes]]. This massive network of pipes is what will actually distribute the air that it receives from the [[#Air Mix|air mix loop]] and send it all towards [[#Unary Vent|vents]] placed all around the station, ensuring every room remains at [[#Pressure|optimal pressure]].
*<span style="color:#ff0000">'''{{anchor|Filtering}}Filtering'''</span>: These pipes are part of the ''filtering network'', a pipe line connected to the [[#ScrubberN|scrubber network]] that leads to [[#Gas Filter|filtering devices]] which will filter a select gas out of the line and output it into a large storage chamber full of that same gas. If the gas type does not match then it'll continue down the line until it eventually does reach where it's meant to go. If, somehow, it reaches the end of the line and doesn't match any of the filtering criteria then it will just be output into the [[#Mix|mix loop]].
*<span style="color:#ff0000">'''{{anchor|ScrubberN}}Scrubber'''</span>: You'll probably notice some [[#Pipe Adapter|pipe adapters]] and pipes that aren't centered towards the south of Atmos proper. These pipes are part of the scrubber network and, as you can imagine, much of this network is comprised of [[#Scrubber|scrubbers]]. The end of this line - where all of the scrubber pipe contents are pumped out towards - is the [[#Filtering|filtering line]].
*<span style="color:#8b6e00">'''{{anchor|Mix}}Mix'''</span>: This line is a bit odd, but its intended function is to provide a pipe network that you can pump any of the gases in atmos into, allowing you to make custom mixes and letting you warm them up or cool them down. Using this line isn't necessary for Atmos to function, but it's good to use as a test bed of sorts if you'd like to experiment with how devices interact with pipe networks. Note that part of this network is colorless.
*<span style="color:#00cc00">'''Misc Mix'''</span>: These pipes aren't actually part of a network, they just pipe [[#O2|oxygen]] and [[#N2|nitrogen]] into a [[#Gas Mixer|mixer]] which outputs into the [[#Air|air chamber]] which later outputs into the [[#Air Mix|air mix line]].
*'''Waste''': These are the black pipes, as few as they are, towards the southern end of Atmos proper. It's intended function is to eject undesirable gas out into space harmlessly, usually by pumping gas you don't want filtered into it from either the [[#Mix|mix line]] or the [[#Filtering|filter line]] by way of [[#Gas Pump|pumps]], and turning a [[#Manual Valve|valve]] open to space.


=Principles and Concepts=
==Solar Panels==
<small>See also: [[Solars|Solar Setup Guide]]</small><br>
You connect the solars to a solar tracker and it tries to track the sun and generates power based on how many solars can see the sun


==Pressure==
==Antimatter==
Wacky engine that supplies power by feeding it fuel. It can also be scaled as large as you want and in any shape you want as long as the parts are laterally adjacent. There's not much else to it unless you mess up the settings, then it might blow up. Ordered through cargo.


===Delta P===
==PACMAN==
watch out for that pressure differential. also 200 kpa ambient pressure blah blah
Secure over a wire knot, give fuel, set target power, turn on. What fuel it takes and how high it can go depends on the subtype
*PACMAN: Takes phoron sheets
*SUPERPACMAN: Takes uranium
*MRSPACMAN: Takes tritium


==Temperature==
==Radioisotope Thermoelectric Generator==
e x p a n d
thing with infinite fuel that can power up to 1 kilowatt. that's it. there's an advanced version that can generate up to 10 KW with good parts


===Specific Heat===
==Unimplemented and Misc==
factors into heat capacity
===TEG 2===
If the TEG is so great then why isn't there a TEG 2? Well, there was. It didn't go anywhere and has been sitting around collecting dust in the code for ages.


==Volume==
===Radiation Collector Arrays===
Though available in cargo, these don't collect radiation since they've existed before radiation was actually implemented and never got changed. They can harvest power from a singularity but they can't harvest energy from a SM because that part of the code got commented out.


==Mass==
===Gas Turbine===
moles moles moles
<small>See also: [[Guide_to_Atmospherics#Unimplemented|Guide to Atmospherics]]</small><br>
Two machines that compress gas in the surrounding atmosphere to shove through a turbine in order to generate power. The compressor takes power to do its job, meaning this engine can be run at a net loss for power, but if supplied a decently hot burn mix then the pressure will be high enough to allow the turbine to turn at a rate that can generate sort of decent amounts of power - the turbine is more of a supplement to existing engines for powering the station rather than a standalone one. As it stands, despite the code not being meaningfully altered in almost a decade, the turbine runs almost exactly as it was intended.


==Math==
===Pipe Turbine===
See [[#Basic Pipes|this section]] for volume of pipes
The pipe version of the gas turbine, however the code and era when it was implemented are completely different. High pressure gas must be piped into the input and the output pipe should remain as low pressure as possible to allow gas to be turned through without issue. The turbine will then turn a motor which generates power. Just needs a proc called on the motor to connect to a wired power net, otherwise this setup is still functional. Mention the Adiabatic Process


Pressure (in kPa) * Volume = Moles * 8.314 (the molar gas constant) * temperature (in Kelvin. Kelvin = Celsius + 273.15)
===Fractal Reactor===
Generates 1 MW of power when active, which is pretty crazy, and it doesn't seem to use any fuel. Probably because it's actually used for debugging. If you see this then you should probably ahelp.


==Meta: Simulated vs Unsimulated==
=Power Storage=
if you find unsim turf you're golden lmfao
If you wanna keep power then you gotta talk about how it's stored


=Gas Gas Gas=
==[[File:SMES.png]]SMES==
[[File:CanisterUI.png|right|thumb|Your typical canister UI.]]
Big battery fella. The amount of power it can store and the amount of power it can input and output per tick depends on the type and amount of coils installed. Receives power through a terminal, outputs power into a wire beneath itself
*{{anchor|O2}}[[File:Oxygen_canister.png]]'''Oxygen (O2)''': 20 SH, 0.032 MM, oxidizer, necessary for life
*{{anchor|N2}}[[File:Nitrogen_canister.png]]'''Nitrogen (N2)''': 20 SH, 0.028 MM, inert, non-toxic
*{{anchor|Air}}[[File:Air_canister.png]]'''Air (Air)''': 79% N2 21% O2, if you wanna sound like a nerd then call it nitrox
*{{anchor|CO2}}[[File:Carbon_canister.png]]'''Carbon Dioxide (CO2)''': 30 SH 0.044 MM, toxic in concentrations greater than or equal to 7 kPa
*{{anchor|N2O}}[[File:Nitrous_canister.png]]'''Nitrous Oxide (N2O)''': No, it's not N20, it's N2O. Jamming twenty nitrogen molecules together would be stupid. 40 SH 0.044 MM, sleep agent, oxidizer
*{{anchor|H2}}[[File:Hydrogen_canister.png]]'''Hydrogen (H2)''':  100 SH 0.002 MM, fuel, non-toxic
*{{anchor|PH}}[[File:Phoron_canister.png]]'''Phoron (PH)''': 200 SH 0.405 MM, fuel, toxic, contaminant


=Relevant Tools=
===SMES Coils===
It's said that tools are only as good as the person using them, but what if you have no tools? Well, you probably can't do much, then. Be sure to have some of these tools on your person if you plan to mess around with gas outside of breathing it.
Coils determine how much power can be stored and how far you can adjust the I/O. You can fit six coils inside a single SMES unit
*[[File:Impactwrench.png]]'''Impact Wrench''': The impact wrench (or power drill, if you prefer) is a tool that condenses a screwdriver and wrench down into one tool. As you've probably found out by now, activating the item in hand will change its bit. For pipes you'll want a wrench bit in order to either secure or unsecure pipe sections and other devices. It cannot unwrench a pipe if its [[#Delta P|internal pressure exceeds 200 kPa over ambient pressure]].
*Superconductive Magnetic Coil: Stores 5 MJ of power, I/O of 250 KW
*[[File:Wrench.png]]'''Wrench''': If you're missing an impact wrench then you probably have this instead. When it comes to pipe interaction there is no difference between this tool and its powered counterpart.
*Transmission Coil: Stores 0.5 MJ of power, I/O of 1000 KW
*[[File:Pipewrench.png]]'''Pipe Wrench''': As the name might imply this tool is specialized towards dealing with pipes. The pipe wrench's biggest advantage over other wrenches is that '''it can unsecure a pipe at any pressure'''. It's also able to <s>mangle</s> bend or straighten simple pipe segments if they are not already secured. This comes at the price of being unable to function like a normal wrench for anything other than pipes and atmospheric devices.
*Capacitance Coil: Stores 50 MJ of power, I/O of 50 KW
*[[File:Analyzer.png]]'''Gas Analyzer''': This tool is invaluable to any aspiring atmos tech. Though some may argue you should already have an innate sense of exactly what's inside a pipe via telepathy (you're the person in charge of that gas, you put it in that pipe!!!) this shouldn't stop you from deciding to use a tool like the analyzer. Once upon a time this device did ''pretty much nothing'' but now it can be used to measure the following:
*Basic Coil: Stores 1 MJ of power, I/O of 150 KW
**[[#Pressure|Pressure]]
**[[#Temperature|Temperature]]
**[[#Moles|Moles]]
**[[#Gas Gas Gas|Gas concentrations]]
It can also be used to analyze gas on the turf you're standing in by activating it in hand, and it can analyze [[#Handhelds|tanks]] and [[#Portables|other atmos devices]] as well.
*[[File:Pipedispenser.png]]'''Pipe Dispenser''': Despite the fact that this object cannot be held, it is still a tool. Put simply, when secured to the floor (with a wrench) in a powered area, this device will vend pretty much anything under the [[#Pipes and Devices|pipes subheading]], giving you plenty of options. Oddly enough securing this to the floor is faster than unsecuring it. The more you know.
*[[File:RPD.png]]'''Rapid Fabrication Device - Pipes''': The handheld version of the pipe dispenser, the RFD-P is capable of... well, pretty much everything its bigger cousin can do, though with a smaller list of pipes and devices that can be created, heat exchange pipes most notably having gone missing. Activating the item in hand will bring up a list of pipes, and alt-clicking it will swap through device categories. The RPD requires matter cartridges in order to operate, but thankfully the ones that can be found in lockers are already loaded.
*[[File:Extinguisher.png]]'''Fire Extinguisher''': Yes, most fires come about from wacky gas interaction. Will this tool actually stop fires? Probably not, since this server uses Zone Atmospherics System instead of LINDA, but it ''can'' cool down superheated rooms significantly. '''Significantly'''. By several thousand degrees even. That's kind of nuts. Make sure to toggle the safety by activating it in hand before use!
*[[File:Multitool.png]]'''Multitool''': Perhaps an unexpected addition, but the multitool actually does have a use in the land of pipes, as niche as it is. It is used to flip which overlapping pipe network a [[#Meter|meter]] observes. For instance, if one network crosses from east to west and another network crosses from south to north on the same turf, and a multitool is secured over these pipes, using a multitool on it will swap between both pipe nets. Figuring out which is which is as simple as waving your gas analyzer over a network and comparing the readings.
*[[File:Gasmask.png]]'''Gas Mask''': Gotta have some PPE around here. This mask is capable of filtering out [[#N2O|nitrous]] and [[#PH|phoron]] from the air, allowing you to breathe safely... assuming there's also oxygen in the air, since you kind of need that to live. Gas masks can also be used to setup an internal atmosphere. Older versions of this mask can be found in maintenance, though their filters are only effective against N2O.


=Pipes and Devices=
==Power Cell Rack PSU==
Gas exists in the space around us. That space, in the context of SS13, is usually a bunch of rooms. What is a room but an exceptionally large container for gas? Similarly, pipes like to contain gas as well among other similar gas storage mediums. Some of these pipes and devices also help to get gas from one place to another easier! Below is basically every pipe and device you can get your hands on.
An alternative to the SMES. I/O is probably locked but the amount of power you can store depends on how many power cells you shoved inside it.


==Basic Pipes==
===Power Cells===
Many of these pipes have distro and scrubber variants. You will need a pipe adapter to transition between pipe types. Note that almost all devices do not fit with non-standard pipes.
*Default: 1000
*[[File:Pipestraight.png]]'''Straight''': The most common type of pipe you will see. It goes straight from one direction to another. It holds up to 70L.
*Heavy Duty: 5000, found in APCs and portable atmospheric equipment
**[[File:Pipecorner.png]]'''Corner''': Effectively the same as the straight pipe, except it's not straight. Wow!
*High Capacity: 10000
*[[File:Manifold.png]]'''Manifold''': A pipe with ''three'' ends on it instead of two. Holds up to 105L.
*Super Capacity: 20000
*[[File:4waymanifold.png]]'''Four Way''': Even better than the previous entry, this one has '''four ends'''. Whooooaaaa. Holds up to 140L.
*Hyper Capacity: 30000
*[[File:Pipecap.png]]'''Cap''': A bit that simply closes off the end of a pipe with a cap. There's no real reason to use this, especially since pipes don't leak, but it holds up to 35L regardless.
*Slime: 15000, recharges, harvested from yellow slimes in xenobiology
*[[File:Zpipe.png]]'''Z-Pipe''': A pipe piece that connects one level to another. Holds 70L, but since you need at least two to make this work it's effectively 140L.
*Potato: 300
*[[File:Pipeadapter.png]]'''{{anchor|Pipe Adapter}}Universal Pipe Adapter''': This special piece of work will connect different pipe types together, namely normal, distro, and scrubber pipes. This can make for some rather creative pipe setups if you don't mind a few pipes being colored red or blue. Holds up to 70L.
*[[File:PipeHE.png]]'''Heat Exchange''': Special pipe designed in a way to equalize heat with the gas inside and the environment that it's in. In other words, if you pipe super cooled gas into heat exchange pipes winding around a room that's normally at room temperature, then the room will cool down and the gas will heat up. Holds up to 70L.
**[[File:PipeHEJ.png]]'''Junction''': Weirdly enough, pipe adapters cannot connect heat exchangers to normal pipes, requiring the use of this special pipe. On one end goes normal pipes and on the other goes heat exchange pipes. You can figure it out.
*[[File:Pipeinsulated.png]]'''Insulated''': Extremely niche pipes, these have no special use other than reinforcing pipes well beyond what's necessary. Only consists of straight pipes, meaning there's no manifolds or four-ways. Holds up to 70L.


==Devices and Utilities==
=Power Distribution=
Every device available to you. This ranges from something as simple as a meter to a high power pump. Devices <span style="color:#009900>'''in green'''</span> do not require power in order to function. Most devices that are powered will consume up to 150 watts when they are idle.
If you wanna use power you gotta talk about how it's distributed


===Non-Pipe===
==Wires==
*[[File:Pipemeter.gif]]<span style="color:#009900>'''{{anchor|Meter}}Pipe Meter'''</span>: A device that will observe whatever pipe network it is secured onto. It will tell you the temperature and pressure of the network, even from a distance, and it even gives visual indicators of the pressure! This won't replace gas analyzers, though, since it can neither determine how many moles are in a net nor can it determine what gases are in the network. You can use a multitool to switch which network a meter pays attention to assuming it's secured over overlapping pipes.
Things you throw down to carry power from one place to the next. Distance doesn't matter, a cable close to a SMES and a cable really far on the same network will have the same charge. use a multitool on these to figure out how much power is available.
*[[File:Pipemeter.gif]]<span style="color:#009900>'''Turf Meter'''</span>: The pipe meter's slightly awkward cousin, this will measure the gas on the turf that it is secured upon. It's functionally similar to the pipe meter otherwise.
*[[File:Gassensor.png]]'''Gas Sensor''': What could be considered an advanced turf meter, minus the visual indicators. In fact, this device requires a specific console in order to see what it's reading. It can determine pressure, temperature, and gas concentrations. You'll probably see these in the large gas chambers.


===Unary===
==APC==
*[[File:Connectorport.png]]<span style="color:#009900>'''{{anchor|Connector}}Connector'''</span>: Definitely one of the most important utilities in any atmos setup, this will allow you to connect any [[#Portables|portable atmospheric device]] to to a pipe network with a wrench, typically canisters. Anything connected to one of these will automatically balance the gases between the connected device and the connected pipe network.
Stores power but not much, it supplies power to all machines in the same area as the APC. If it's not in the same area, it's not under that APC's control
*[[File:Heatexchanger.png]]<span style="color:#009900>'''Heat Exchanger'''</span>: Not to be confused with the [[#Basic Pipes|heat exchange pipes]] seen above, this radiator is designed to face another heat exchanger in order to balance heat between two networks without actually mixing the gases together.
*[[File:Gastank.png]]<span style="color:#009900>'''{{anchor|Tank}}Tank'''</span>: A massive, immobile tank of gas that has a capacity of 10000L. They can neither be built nor deconstructed. They're only found in the command bunker, emergency atmos substation near the docks, and in telecomms. Not to be confused with [[#Canisters|canisters]] or [[#Handhelds|small handheld tanks]].
*[[File:Freezer.gif]]'''Gas Cooler''': A large device that is capable of cooling the contents of a pipe network to [[#Temperature|near-Absolute Zero]] values. How fast it cools and how large its volume is depends on upgrades made to it. Holds 600L by default.
*[[File:Heater.gif]]'''Gas Heater''': A large device that is capable of heating the contents of a pipe network to rather high values. How fast it heats and how large its volume is depends on upgrades made to it. Holds 600L by default.
*[[File:Gasinjector.png]]'''Air Injector''': A device whose whole purpose is to pump gas (not just air, like the name implies) onto a turf, similar to a vent pump, except it's rated to pressurize up to 15000 kPa. Usually controlled from a special console. Holds 700L, allows a flow rate of up to 700L/s, rated to pressurize up to 15000 kPa, can consume up to 15 kW at max operational capacity.
*[[File:VentP.gif]]'''{{anchor|Unary Vent}}Vent Pump (Unary Vent)''': The device that you'll probably see the most around the station, these vents are typically controlled by an [[#Air Alarm Operation|air alarm]] to determine what pressure to target. Special versions of this vent allow it to siphon gas indiscriminately instead, a notable example being the vent pump in the SM core. Vents performing both functions can be found in airlocks. Holds up to 200L, allows a flow rate of up to 200L/s, rated to pressurize to 7500 kPa, can consume up to 7.5 kW at max operational capacity.
*[[File:ScrubberP.png]]'''{{anchor|Scrubber}}Scrubber''': Where a vent pump (usually) pumps a gas (typically air) into a room, scrubbers do the opposite, with a twist: they can be controlled by an air alarm to target and collect any type of gas and pump it into a pipe network while leaving other gases alone. It can also be set to forcefully siphon gas indiscriminately, giving it a lot more power. Holds up to 200L, allows a flow rate of up to up to 200L/s, 2500L/s on siphon, rated to pressurize to 7500 kPa, can consume 7.5 kW at max operational capacity.
*[[File:Cryo.gif]]'''Cryo Cell''': Maybe not immediately concerning to your average pipe enthusiast, the cryo cell is nonetheless an atmospheric utility. It's connected to a pipe network that hopefully has chilled oxygen, which can be used to put a patient in stasis and heal some of their wounds. See [[Guide to Medicine#Cryogenics|the guide to medicine]] for more info.


===Binary===
==Rechargers==
*[[File:Pressureregulator.png]]<span style="color:#009900>'''Pressure Regulator'''</span>: An often overlooked device, this programmable gate allows for a number of tasks. It can be programmed to allow gas through until the output end is greater than or equal to the target pressure, or it can be programmed to allow gas through when its input end reaches the target pressure, and will stay open until the input end is less than or equal to the target pressure. All of this comes at the cost of being unable to pump gas; if its input is at a lower pressure than the output, gas cannot flow through. In order to allow the regulator to do its job the valve must be unlocked. The end with the bright red valve is the output end. Both ends of the regulator hold 500L, making this effectively 1000L, allows a flow rate of up to 500L/s.
These things use ridiculous amounts of power so maybe don't decide to recharge more than two power cells at a time lmao
*[[File:Manualvalve.png]]<span style="color:#009900>'''{{anchor|Manual Valve}}Manual Valve'''</span>: A simple gate that allows you to connect two networks together or shut them off from each other. Note that neither the AI nor its borgs can operate these valves. It also contains no volume, oddly enough.
*Device Recharger: 45 KW when active. Accepts power cells, energy weapons, batons, and certain devices.
**[[File:Digitalvalve.png]]<span style="color:#009900>'''Digital Valve'''</span>: Exactly the same as the manual valve, except it '''cannot be unsecured''', for reasons beyond comprehension. It also cannot be vended from a pipe dispenser. If you carefully observe where these valves are located you might be able to determine what their true purpose is. They can also be operated by the AI and its borgs.
*Heavy-Duty Cell Charger: 90 KW when active. Only accepts [[#Power Cells|power cells]].
*[[File:Circulator.png]]<span style="color:#009900>'''TEG Circulator'''</span>: This is just one part of a [[Supermatter Engine#The TEGs|thermoelectric generator]]. Basically it takes gas in on one end and outputs it on another end. Which end is what can be determined by examining the circulator. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s (probably).
*Cyborg Recharging Station: 40 KW when active with default parts. Accepts stationbounds, [[IPC|IPCs]], and biologic crew if they're wearing a [[Hardsuit Operation|RIG]]. It can also repair the damage of synthetic individuals if its parts are upgraded, though this can consume more power.
*[[File:Gaspump.png]]'''{{anchor|Gas Pump}}Gas Pump''': A strong staple in any pipe setup, this will attempt to force gas on its input end into the output end for as long as the gas on the output end is at a lower pressure than target, and there is gas in the input end. The pump is smart and will just let gas through if the output end is at a lower pressure than the input end, but the pump's effectiveness will decrease dramatically if the pressure on the input end is well below the pressure of the output pipe. The output end is the bit with the red stripe on it. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s, rated to pressurize to 15000 kPa, can consume up to 7.5 kW at max operational capacity.
*Exosuit Dock: 90 KW when active. Park a mech over this to recharge its cell.
**[[File:Hpgaspump.png]]'''High Power Pump''': The big sister of the gas pump, the high power pump can target higher pressures. The output end is the bit with the red stripe on it. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s, rated to pressurize to 15000 kPa, can consume 15 kW at max operational capacity.


===Ternary/Quaternary===
==Power Priority==
*[[File:Manualtvalve.png]]<span style="color:#009900>'''T-Valve'''</span>: A bit of an odd specimen, this valve has one input and two potential outputs, but at least one of them will always be closed, and neither of them can be open or closed at the same time. The indicator lights will tell you which side is open and which is closed, and turning the valve will toggle which output is opened. The AI and its borgs cannot operate the valve. There is also a mirrored variant.
SMES receive priority over APCs, otherwise everything will try to charge equally and simultaneously based on available input, i.e. four SMES units with max input but only 4 KW available will mean that all four SMES will charge at 1 KW/h
**[[File:Digitaltvalve.png]]<span style="color:#009900>'''Digital T-Valve'''</span>: Functionally identical to its manual sister, but it cannot be unsecured from the floor wherever it is found, and it cannot be vended from the pipe dispenser. The AI and its borgs are able to operate the valve. There is also a mirrored variant.
*[[File:Gasfilter.gif]]'''{{anchor|Gas Filter}}(Omni) Gas Filter''': The gas filter is an impressive device that is capable of pumping gas through to another network while scrubbing a target gas out into a different, perpendicular network. A series of these set to different gases is what allows the [[#Filtering|filtering line]] of Atmospherics to function. There is a mirrored variant of this device as well. There is also a much more flexible '''omni''' variant, which allows you to set which side is the input, output, and allows you to set two more sides as filters. Each programed side holds 200L, making this effectively 800L assuming an omni filter is set to have all four sides in use, allows a flow rate of up to 200L/s, rated to pressurize up to 7500 kPa, can consume up to 7.5 kW at max operational capacity.
*[[File:Gasmixer.gif]]'''{{anchor|Gas Mixer}}(Omni) Gas Mixer''': As the name implies, this device mixes gas together, usually by taking two input gases (which can already have been mixed up by something else) and outputting the combined result into a pipe with programmed concentrations. One of these devices is what allows the [[#Air Mix|air line]] of Atmospherics to maintain a strict [[#Air|79% N2 21% O2 air mix]]. There is a mirrored variant of this device as well. There is also a much more flexible '''omni''' variant, which allows you to set up to three inputs and one output. Each programmed side holds 200L, making this effectively 800L assuming an omni mixer is set to have all four sides in use, allows a flow rate of up to 200L/s, rated to pressurize up to 7500 kPa, can consume up to 7.5 kW at max operational capacity.


==Portables==
==Interruptions and Syncing==
[[File:PAPUI.png|right|thumb|Portable air pump UI. By default it is set to pump gas into itself.]]Everything here (with the exception of the space heater) can be connected to a [[#Connector|connector]] to balance gas contents between the portable and the pipe network that the connector is secured to. None of these devices need to be turned on or have their settings altered in order for this to be accomplished.
APCs will turn red for a while if an explosion happens or if substations have their breaker boxes toggled. That's because power code sucks and has to resync everything after a large change in power nets like wires being spawned or deleted. if people complain about APCs being red and that engineering sucks tell them to shove it up their ass and wait two seconds lmao
*[[File:Air_canister.png]]'''Canisters''': Probably the most common form of portable atmospherics, a canister can hold up to 1000L of gas, and (miraculously) can withstand an infinite amount of pressure and temperature. This doesn't mean they're indestructible - they can rupture due to explosions nearby... or just because a random event told it to rupture. Canisters are typically pressurized to 4560 kPa as a standard. They have their own internal pressure regulator rated up to 1013 kPa, and can either be allowed to pressurize its turf and surroundings up to that pressure (assuming it has enough gas) or it can be used to fill [[#Handhelds|handheld tanks]] up to that pressure. You can also change the color of the canister by emptying it and pressing the "Label" button. Not to be confused with [[#Handhelds|handheld tanks]] or [[#Tank|the much larger tanks which sort of accomplishes the same goal]].
*[[File:Airpump.png]]'''Portable Air Pump''': Basically a fancier canister, but with a pump, rated to pressurize up to 1013 kPa, at a rate of a '''whopping 1000L/s'''! Air pumps are typically pressurized as high as possible with room temperature air (about 6157 moles of air) to facilitate refilling depressurized rooms. This is capable of pumping gas out into surrounding turfs ''or'' pumping gas into itself from surrounding turfs. Pumps, of course, require power, hence this device possessing a power cell. The cell can be retrieved by screwing it out. The pump can both fill or empty a tank inserted into it. Can hold up to 1000L.
*[[File:Portablescrubber.png]]'''Portable Scrubber''': This particular curio is basically a non-programmable scrubber that will scrub anything that isn't nitrogen or oxygen from the air. Its pump is rated to pressurize up to 1013 kPa at a rate of 200L/s. It will not use power if it is turned on and there are no gases to scrub. It will scrub contaminants (anything that isn't oxygen or nitrogen) from any connected tank while turned on. Like the portable air pump, this too requires power, and has a power cell that can be replaced by screwing it out. Holds up to 750L, allows a flow rate of up to 200L/s.
*[[File:Planttray.png]]'''Hydroponics Tray''': Bet you weren't expecting to see this here. It's true, plant trays do have gas interactions which can be controlled by hooking it into a connector and flipping the lid down. The plants (assuming they're mutated and not dead) will passively generate gas, and are capable of outputting this into pipes if the tray is connected to a pipe network. The tray is capable of holding up to 100L.
*[[File:Spaceheater.gif]]'''Space Heater''': Not something that contains gas, and it cannot be connected to a connector anyway, but it is an atmospheric utility nonetheless. It can be programmed to either heat up or cool down rooms in a range between 0 and 90 Celsius. The power cell can be removed by screwing it out.


===Handhelds===
==RCON==
Any handheld item that can store gas will be under this heading. This is usually in the form of tanks, but jetpacks are also here. Tanks can only store up to x kPa before rupturing. You can tell how much pressure is inside by activating the object in hand. You can also examine the item to determine how hot it is.
RCON is short for Remote Control in that it is a program that can remotely interface with SMES units that have their RCON wire enabled, and it is also able to toggle breaker boxes remotely, allowing you to manage most of the grid from a single computer. It's intended purpose is to separate and organize department power networks into their own grids so that they aren't wholly reliant on the main grid. There are many reasons to setup substations, however there are another many reasons to ''not'' use RCON. [[#Pros and Cons|You will have to determine when it's best to use]], but setting up substations is by no means necessary: unless purposefully sabotaged, the main grid will power the whole station just fine assuming the SMES in charge of the grid is charged and outputting enough power.
*'''Oxygen Tank''': Probably the most common tank seen on the Aurora, this simply holds pure oxygen. It can hold up to 70L, and its release pressure is set to 21 kPa by default. It can be worn on your back. This tank may be seen in multiple colors, such as yellow, red, or more rarely brown.
**'''Anesthetic Tank''': General anesthetic in gas form, filled with [[#N2O|nitrous oxide]] and [[#O2|oxygen]]. Using these as internals will probably put you to sleep. Medical won't use these too often.
**'''Air Tank''': Similar to the oxygen tank, but it contains an [[#Air|air mix]] instead. Because the O2 is in a lower concentration, the release pressure is set to 101 kPa, meaning this tank will not last as long as a pure oxygen tank.
*'''Emergency Oxygen Tank''': The small tank that almost everyone spawns with in their emergency internals box. This, too, contains pure oxygen, but it can only store up to 2L of gas, making this a very, very small tank. There is a yellow version that is slightly bigger and holds 6L, and an even bigger version that holds 10L. These can be worn on your belt or put in your pocket.
*'''Jetpack''': These jetpacks can be used to maneuver in zero gravity environments freely, and can even traverse z-levels if used correctly. They can also be used as internals. They can be filled with anything, but usually only [[#O2|oxygen]] or [[#CO2|carbon dioxide]] is used. Holds up to 70L.
*'''Phoron Tank''': A tank full of [[#PH|Phoron]]. Who could've guessed? Can be used as internals, so beware. Holds up to 70L.
*'''Hydrogen Tank''': A tank full of [[#H2|hydrogen]]. Holds up to 70L.


==Unimplemented==
The ideal way to configure each substation is to set it up in a way that the department will always receive power when necessary. If you aren't sure what settings to use then don't bother configuring the substation; it's simpler and safer to just run it off the grid directly. Nonetheless, the substation's output must be able to meet a number of factors:
Everything in this category exists in the code but can neither be seen anywhere on the current map nor can they be created by normal means. This list may change, but for posterity's sake all unimplemented devices will have their basic functions described in case they do, in fact, return to use.
#'''The amount of APCs:''' All rooms should have one APC, though sometimes multiple rooms share an APC. Departments vary in the amount of APCs they have but, ignoring the rest of these factors, 20 to 60 KW is a safe minimum to expect.
*'''Passive Vent''': Effectively just a pipe that's allowed exchanging gas contents with the turf it's secured upon. As you can imagine, a passive vent connected to an empty pipe exposed to a turf of air will fill the pipe with air. While it does have its uses, it's not seen in the pipe dispenser list for some reason.
#'''The amount of machinery:''' Lots of machinery will consume power while idle, so it's important to keep them in mind, ''especially'' when they're in use. Lights fall under this category, atmospheric installations especially so.
*'''Binary Vent Pump''': Basically a [[#Unary Vent|vent pump]], except it has two ends where you can connect pipes. One end is the input - for when it's pumping gas into a room -, and the other end is the output - for when the vent siphons gas instead. Not seen anywhere on the Aurora and otherwise unobtainable.
#'''The amount of [[#Rechargers|rechargers]]:''' Rechargers are machines that tend to consume the most power at a time. The amount of rechargers in a department is what you want to know the most, and you'll want to adjust the SMES output to account for the potential for all rechargers being used at the same time. If the SMES output doesn't go high enough then the department will lose power if someone decides to recharge a lot of equipment. Research is especially prone to this.
*'''Oxygen Generator''': An absolute dinosaur, this device hasn't been used since ye olden days. As the name implies it produces pure oxygen... from nothing. Normally connected to a pipe on one end. There's a pretty good chance that this doesn't work anymore.
If you want a quick and easy way to determine how much power a department will draw normally, just setup the substation like normal and set the output to maximum, the SMES will tell you the expected draw. If the draw is below available output then you can lower it to something a bit above that value to account for intermittent draws of power. However, if the draw is the same as available output or higher then you will need to either upgrade the SMES or re-enable the bypass.
*'''Thermal Plate''': One may believe that this was a precursor to the heat exchange pipe, but this was actually created after. Anyway this was connected to a pipe on one end and would exchange heat with the turf it was secured on. You would need dozens of these with some awkward pipe work to accomplish what simple spaghetti HE pipes can accomplish now.
*'''Thruster''': Probably related to overmap functions. Assuming that's the case, this would just eject gas to produce thrust for overmap shuttles.
*'''Pipe Turbine''': This was effectively a condensed version of the gas turbine. It would produce energy by piping extremely high pressure gas (usually superheated) to turn a turbine in order to generate power, assuming it was connected directly to a special generator. Even when this was developed way back when, it was never really used that much, and it's not seen anywhere on the Aurora. It probably doesn't work anymore, even if you manage to find a setup.


=Breathe That Air=
The substation's input, on the other hand, must be set to what the department is expected to require at the least. It is '''safe to set the input lower than the output''' - as long as the input can meet demand during normal work then the higher output will use the SMES' stored charge to account for more demanding loads, assuming the high demand is only temporary (like recharging equipment).
something about how stuff works in practice? idk


==Air Alarm Operation==
===Breaker Boxes===
[[File:AiralarmUI.png|200px|right|thumb|An air alarm's interface set to the sensors screen. You can adjust alarm thresholds here.]]how to work that dumb air alarm. include sensors stuff (O2 16 19 135 140, CO2 off off 5 10, Phoron off off 0.2 0.5, Hydrogen off off 0.2 0.5, Other off off 0.5 1, Pressure 81.1 91.2 111.5 121.6, Temperature 247.2 273.2 313.2 339.2), env mode (filtering, replace air, panic, cycle, fill, off), vent control (most vents set to external pressure check but can be set to both at the same time, external pressure bound set to 101.3, can be reset), scrubber control (on or off, scrubbing or siphoning, filters o2, n2, co2, ph, h2, and n2o), air alarms allow remote control if alarm triggered, can panic siphon, thermostat goes between 0 and 40C, can activate area atmos alarm if you want
Breaker boxes are the physical objects next to SMES units inside substations that determine whether or not the substation is bypassed. It does this by literally spawning wires underneath itself to connect a wire leading to it from the grid to a wire beneath the SMES leading to the rest of the department, effectively connecting the department to the grid and ''bypassing'' the SMES. Breaker boxes can be interacted with in person or remotely, though to prevent [[#Interruptions and Syncing|power net weirdness]] they cannot be toggled back for a while. To clarify: wires beneath the breaker means the SMES is '''bypassed''', wires missing from beneath the breaker means the '''bypass is disabled'''.


=PHORON CHECK!=
===Pros and Cons===
<nowiki>*face melts off*</nowiki>
Setting substations can be a nice tool if you know what you're doing, but it can easily incapacitate entire departments if you aren't careful. If you aren't sure then don't setup substations. Anyway here's all the benefits and disadvantages to disabling the bypasses of substations:
*'''Pros:'''
**Department-specific power net monitors will be limited to only their department instead of it ''and'' whatever else is connected to the grid, allowing you to diagnose room-specific power draw issues remotely more easily.
**Substation SMES can function as backup batteries if something terrible happens to everything else, assuming they're charged. This, however, doesn't require the bypass to be disabled: the SMES will charge as long as a wire from the grid is connected to its terminal, and it will always be there unless damage or sabotage is done.
**Incomprehensibly high power draw can be isolated to a single department, sparing the rest of the station.
**''Carefully maintained'' output can reduce the damage of being shocked by equipment managed by the substation.
*'''Cons:'''
**Values that do not take all equipment in a department into account can result in the department running out of power, or simply not being supplied enough power.
**Certain departments (like Research) are capable of exceeding the maximum possible output of their substation SMES by several times, meaning either the SMES needs to be upgraded or the SMES should remain bypassed.
**The benefits of keeping a SMES' output low for the sake of reducing the damage of shocks is irrelevant if you are forced to maximize the output or need to bypass the SMES.
**Grid checks affect APCs ''and'' SMES units. A SMES must be restarted before it can output power again, so departments that don't have their bypass enabled are reliant on their substation to restart rather than the main grid SMES being restarted and powering everything.
 
{{Engineering}}
{{Guides}}
[[Category:Engineering]]
[[Category:Guides]]
<!---if you're seeing this then I'm not working on a project at the moment--->

Текущая версия от 11:26, 15 октября 2023

Power Generation

If you want power then you gotta talk about how it's generated first

Thermoelectric Generator

See also: Supermatter Engine Guide
You put in cold gas in one end and hot gas in the other and you get power depending on the difference in temperature and if the pressure difference isn't awful

Tesla Coils

See also: INDRA
sorry burrito justice... it's over

Solar Panels

See also: Solar Setup Guide
You connect the solars to a solar tracker and it tries to track the sun and generates power based on how many solars can see the sun

Antimatter

Wacky engine that supplies power by feeding it fuel. It can also be scaled as large as you want and in any shape you want as long as the parts are laterally adjacent. There's not much else to it unless you mess up the settings, then it might blow up. Ordered through cargo.

PACMAN

Secure over a wire knot, give fuel, set target power, turn on. What fuel it takes and how high it can go depends on the subtype

  • PACMAN: Takes phoron sheets
  • SUPERPACMAN: Takes uranium
  • MRSPACMAN: Takes tritium

Radioisotope Thermoelectric Generator

thing with infinite fuel that can power up to 1 kilowatt. that's it. there's an advanced version that can generate up to 10 KW with good parts

Unimplemented and Misc

TEG 2

If the TEG is so great then why isn't there a TEG 2? Well, there was. It didn't go anywhere and has been sitting around collecting dust in the code for ages.

Radiation Collector Arrays

Though available in cargo, these don't collect radiation since they've existed before radiation was actually implemented and never got changed. They can harvest power from a singularity but they can't harvest energy from a SM because that part of the code got commented out.

Gas Turbine

See also: Guide to Atmospherics
Two machines that compress gas in the surrounding atmosphere to shove through a turbine in order to generate power. The compressor takes power to do its job, meaning this engine can be run at a net loss for power, but if supplied a decently hot burn mix then the pressure will be high enough to allow the turbine to turn at a rate that can generate sort of decent amounts of power - the turbine is more of a supplement to existing engines for powering the station rather than a standalone one. As it stands, despite the code not being meaningfully altered in almost a decade, the turbine runs almost exactly as it was intended.

Pipe Turbine

The pipe version of the gas turbine, however the code and era when it was implemented are completely different. High pressure gas must be piped into the input and the output pipe should remain as low pressure as possible to allow gas to be turned through without issue. The turbine will then turn a motor which generates power. Just needs a proc called on the motor to connect to a wired power net, otherwise this setup is still functional. Mention the Adiabatic Process

Fractal Reactor

Generates 1 MW of power when active, which is pretty crazy, and it doesn't seem to use any fuel. Probably because it's actually used for debugging. If you see this then you should probably ahelp.

Power Storage

If you wanna keep power then you gotta talk about how it's stored

Файл:SMES.pngSMES

Big battery fella. The amount of power it can store and the amount of power it can input and output per tick depends on the type and amount of coils installed. Receives power through a terminal, outputs power into a wire beneath itself

SMES Coils

Coils determine how much power can be stored and how far you can adjust the I/O. You can fit six coils inside a single SMES unit

  • Superconductive Magnetic Coil: Stores 5 MJ of power, I/O of 250 KW
  • Transmission Coil: Stores 0.5 MJ of power, I/O of 1000 KW
  • Capacitance Coil: Stores 50 MJ of power, I/O of 50 KW
  • Basic Coil: Stores 1 MJ of power, I/O of 150 KW

Power Cell Rack PSU

An alternative to the SMES. I/O is probably locked but the amount of power you can store depends on how many power cells you shoved inside it.

Power Cells

  • Default: 1000
  • Heavy Duty: 5000, found in APCs and portable atmospheric equipment
  • High Capacity: 10000
  • Super Capacity: 20000
  • Hyper Capacity: 30000
  • Slime: 15000, recharges, harvested from yellow slimes in xenobiology
  • Potato: 300

Power Distribution

If you wanna use power you gotta talk about how it's distributed

Wires

Things you throw down to carry power from one place to the next. Distance doesn't matter, a cable close to a SMES and a cable really far on the same network will have the same charge. use a multitool on these to figure out how much power is available.

APC

Stores power but not much, it supplies power to all machines in the same area as the APC. If it's not in the same area, it's not under that APC's control

Rechargers

These things use ridiculous amounts of power so maybe don't decide to recharge more than two power cells at a time lmao

  • Device Recharger: 45 KW when active. Accepts power cells, energy weapons, batons, and certain devices.
  • Heavy-Duty Cell Charger: 90 KW when active. Only accepts power cells.
  • Cyborg Recharging Station: 40 KW when active with default parts. Accepts stationbounds, IPCs, and biologic crew if they're wearing a RIG. It can also repair the damage of synthetic individuals if its parts are upgraded, though this can consume more power.
  • Exosuit Dock: 90 KW when active. Park a mech over this to recharge its cell.

Power Priority

SMES receive priority over APCs, otherwise everything will try to charge equally and simultaneously based on available input, i.e. four SMES units with max input but only 4 KW available will mean that all four SMES will charge at 1 KW/h

Interruptions and Syncing

APCs will turn red for a while if an explosion happens or if substations have their breaker boxes toggled. That's because power code sucks and has to resync everything after a large change in power nets like wires being spawned or deleted. if people complain about APCs being red and that engineering sucks tell them to shove it up their ass and wait two seconds lmao

RCON

RCON is short for Remote Control in that it is a program that can remotely interface with SMES units that have their RCON wire enabled, and it is also able to toggle breaker boxes remotely, allowing you to manage most of the grid from a single computer. It's intended purpose is to separate and organize department power networks into their own grids so that they aren't wholly reliant on the main grid. There are many reasons to setup substations, however there are another many reasons to not use RCON. You will have to determine when it's best to use, but setting up substations is by no means necessary: unless purposefully sabotaged, the main grid will power the whole station just fine assuming the SMES in charge of the grid is charged and outputting enough power.

The ideal way to configure each substation is to set it up in a way that the department will always receive power when necessary. If you aren't sure what settings to use then don't bother configuring the substation; it's simpler and safer to just run it off the grid directly. Nonetheless, the substation's output must be able to meet a number of factors:

  1. The amount of APCs: All rooms should have one APC, though sometimes multiple rooms share an APC. Departments vary in the amount of APCs they have but, ignoring the rest of these factors, 20 to 60 KW is a safe minimum to expect.
  2. The amount of machinery: Lots of machinery will consume power while idle, so it's important to keep them in mind, especially when they're in use. Lights fall under this category, atmospheric installations especially so.
  3. The amount of rechargers: Rechargers are machines that tend to consume the most power at a time. The amount of rechargers in a department is what you want to know the most, and you'll want to adjust the SMES output to account for the potential for all rechargers being used at the same time. If the SMES output doesn't go high enough then the department will lose power if someone decides to recharge a lot of equipment. Research is especially prone to this.

If you want a quick and easy way to determine how much power a department will draw normally, just setup the substation like normal and set the output to maximum, the SMES will tell you the expected draw. If the draw is below available output then you can lower it to something a bit above that value to account for intermittent draws of power. However, if the draw is the same as available output or higher then you will need to either upgrade the SMES or re-enable the bypass.

The substation's input, on the other hand, must be set to what the department is expected to require at the least. It is safe to set the input lower than the output - as long as the input can meet demand during normal work then the higher output will use the SMES' stored charge to account for more demanding loads, assuming the high demand is only temporary (like recharging equipment).

Breaker Boxes

Breaker boxes are the physical objects next to SMES units inside substations that determine whether or not the substation is bypassed. It does this by literally spawning wires underneath itself to connect a wire leading to it from the grid to a wire beneath the SMES leading to the rest of the department, effectively connecting the department to the grid and bypassing the SMES. Breaker boxes can be interacted with in person or remotely, though to prevent power net weirdness they cannot be toggled back for a while. To clarify: wires beneath the breaker means the SMES is bypassed, wires missing from beneath the breaker means the bypass is disabled.

Pros and Cons

Setting substations can be a nice tool if you know what you're doing, but it can easily incapacitate entire departments if you aren't careful. If you aren't sure then don't setup substations. Anyway here's all the benefits and disadvantages to disabling the bypasses of substations:

  • Pros:
    • Department-specific power net monitors will be limited to only their department instead of it and whatever else is connected to the grid, allowing you to diagnose room-specific power draw issues remotely more easily.
    • Substation SMES can function as backup batteries if something terrible happens to everything else, assuming they're charged. This, however, doesn't require the bypass to be disabled: the SMES will charge as long as a wire from the grid is connected to its terminal, and it will always be there unless damage or sabotage is done.
    • Incomprehensibly high power draw can be isolated to a single department, sparing the rest of the station.
    • Carefully maintained output can reduce the damage of being shocked by equipment managed by the substation.
  • Cons:
    • Values that do not take all equipment in a department into account can result in the department running out of power, or simply not being supplied enough power.
    • Certain departments (like Research) are capable of exceeding the maximum possible output of their substation SMES by several times, meaning either the SMES needs to be upgraded or the SMES should remain bypassed.
    • The benefits of keeping a SMES' output low for the sake of reducing the damage of shocks is irrelevant if you are forced to maximize the output or need to bypass the SMES.
    • Grid checks affect APCs and SMES units. A SMES must be restarted before it can output power again, so departments that don't have their bypass enabled are reliant on their substation to restart rather than the main grid SMES being restarted and powering everything.
Engineering Department
Head of Department Chief Engineer
Personnel Engineer - Atmospheric Technician
Useful Guides Guide to Atmospherics - Supermatter Engine - Guide to the INDRA - Guide to Thrusters - Telecommunications - Integrated Electronics
Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink