Sandbox:WilliamMurdoch: различия между версиями

Материал из FIJTeam Project Wiki
Перейти к навигации Перейти к поиску
>William Murdoch
Нет описания правки
>William Murdoch
Нет описания правки
Строка 1: Строка 1:
{{Gameplay Guides}}
EVA is an often used phrase that means '''Extravehicular Activity''', which more often than not refers to going out into space, or '''spacewalking''', which typically involves working on the Horizon from the outside, or in space during an expedition or even mining work. EVA may also refer to EVA Storage on Deck 1.
This page contains most of the typical construction recipes on Aurora. These recipes range from basic construction materials to advanced machines.
 
=Space Suits and Equipment=
In order to not succumb to vacuum and have your blood boil out of your pores, you must wear protective equipment. Below are the different types of equipment available.


Construction recipes have been condensed into a few large sections. Each of these sections can be expanded to show the individual recipes. Each item has all necessary steps including: Construction, deconstruction, and, where applicable, repair steps. These steps have icons whenever possible.
==[[File:Softsuit.png|64px]]Softsuits==
Softsuits are your most basic protective equipment against vacuum and space. They are commonly found in the blue emergency oxygen closets placed around the station. The suit and helmet are separate, but also quite fragile and susceptible to puncturing and tearing, which would render the suit useless against space. They are also clunky, encumbering, and colored very brightly.


To better navigate this page, use the table of contents below by clicking the blue arrow.
==[[File:Engineering_VoidsuitFull.png|64px]]Voidsuits==
{{TOC Hidden}}
Voidsuits are much more advanced over softsuits, and provide a slightly better range of options. The only downside is that they must be refit in a [[#Suit_Cycler|suit cycler]] to fit your species/anatomy if you are not human. Voidsuits, however, contain a suit slot for oxygen tanks so that you don't have to place one on your back, which has the added benefit of letting you wear your backpack. On top of this, voidsuits can also be assembled and compacted down to a single item, which will be covered below. Despite what some may look like, voidsuits are ''not'' suits of armor, and can still be damaged beyond optimal operation.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<div class="toccolours mw-collapsible mw-collapsed">
==[[File:Construction_materials.gif]][[Guide_to_Construction_Materials|Materials]]==
In this expandable list is your go-to voidsuit information and our current departmental voidsuits.
<small><i>A selection of materials made from base construction materials.</i></small>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
===[[File:Rods.png]] Metal Rods===
==Assembly==
Rods are equally as useful as steel. They are used to make a wide variety of useful items that are commonly used around the vessel.  
Assembly is done by taking a voidsuit component and clicking on the main suit with it. This will attach it to the suit, and will deploy once the main suit is equipped ''as long as nothing is in the way,'' shoes being an exception for magboots. To remove components, use a screwdriver on the suit. Assembly is optional but very much encouraged.
* [[File:Medical_Voidsuit_Helmet.png|64px]]'''Voidsuit helmet:''' Occupies helmet slot. Removes the need for an oxygen mask as long as it's worn.
* [[File:Medical_Hardsuit.png|64px]]'''Voidsuit:''' Occupies exo slot.
* [[File:Mashoe.png|64px]]'''Magboots:''' Occupies shoe slot. Will fit over any shoes you're already wearing.
* [[File:Oxygen_tank.png|64px]]'''Oxygen tank:''' Occupies suit storage slot. Provides breathable oxygen. Can be ejected by right clicking the suit.<br>'''OR'''<br>
* [[File:Suit_cooler.png|64px]]'''Suit cooler:''' Occupies suit storage slot. Cools the internal atmosphere of the suit for synthetic users. Can be ejected by right clicking the suit.
 
==Departmental Voidsuits==
[[File:GreysuitFull.png|64px]] '''Standard greysuit:''' Cannot attach oxygen tank easily/pieces don't converge into the center like the others.


To make metal rods:
[[File:Mining_VoidsuitFull.png|64px]] '''Mining voidsuit:''' All accessories can be slotted into the center chest piece for a quick deploy. A hardy suit for hardy labor, providing protection against melee and explosions. Found in Mining. Used by [[Shaft Miner|miners]].
#Use[[File:Metal.png]]steel in your active hand to open the construction menu.
#Select “construction recipes”
#Select “metal rod”
From there, use the metal rods as needed. They have their own construction menu as well.  


To deconstruct metal rods:
[[File:Medical_VoidsuitFull.png|64px]] '''Medical voidsuit:''' All accessories can be slotted into the center chest piece for a quick deploy. A white and blue suit for when medical inevitably gets breached by debris or something, nothing really notable about it. Found in EVA Storage. Used by [[Paramedic|medbay staff]].
*Click on the stack of rods with a [[File:Welderon.gif]] welder.
===[[File:Floor_tile.png]] Floor tiles===
As the name implies, these are used to cover plating with tiles that are nicer to look at.  


To make floor tiles:
[[File:Security_VoidsuitFull.png|64px]] '''Security voidsuit:''' All accessories can be slotted into the center chest piece for a quick deploy. A blue voidsuit to match the colors of the security, provides good melee and explosive protection. Found in EVA Storage. Used by [[Security Officer|officers]].
#Use [[File:Metal.png]] steel in your active hand to open the construction menu.
#Select “construction recipes”
#Select either “regular floor tile” or “full regular floor tile”. The difference is looks, primarily.
#Floor tiles '''CANNOT''' be deconstructed after they are made. Make sure to not make too much!
===[[File:Glass_r.png]]Reinforced Glass===
Reinforced glass is used in almost the exact same way as standard glass, however it is stronger and is typically the only form of glass used on ship (aside from broscillate glass).  


To make reinforced glass:
[[File:Sciencevoidsuit.png|64px]] '''Research voidsuit:''' All accessories can be slotted into the center chest piece for a quick deploy. A special suit that designed for usage by NanoTrasen research personnel, provides good energy and radiation protection. Found in the research department. Used by [[Scientist|research staff]].
*Use a stack of [[File:Rods.png]] rods on [[File:Glass.png]] glass.
*Reinforced glass '''CANNOT''' be separated back into [[File:Rods.png]] metal rods and [[File:Glass.png]] glass after it is made.
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
[[File:Engineering_VoidsuitFull.png|64px]]''' Engineering voidsuit:''' All accessories can be slotted into the center chest piece for a quick deploy. Probably the most iconic suit, this engineering voidsuit has decent radiation protection, though not complete immunity. Found in EVA Storage and Engineering Storage. Used by [[Station Engineer|engineers]].
==[[File:Flooring_and_support.gif]]Flooring and Support==
<small><i>The what and how that keeps you grounded.</i></small>
<div class="mw-collapsible-content">
===[[File:Lattice.png]] Lattice===
Lattices are the most basic form of support. They are just collections of rods connected together that allow you to stand. You can move down through lattices, although this comes at the cost of not being airtight.


To construct a lattice:
[[File:Atmospherics_VoidsuitFull.png|64px]]''' Atmospherics voidsuit:''' All accessories can be slotted into the center chest piece for a quick deploy. A suit similar to the engineering voidsuit, but it can withstand an incredible 30000 Kelvin atmosphere, provided the user isn't on fire. Found in EVA Storage and Atmospherics. Used by [[Atmospheric Technician|atmos techs]].
*Use [[File:Rods.png]] rods on open space.


To deconstruct a lattice:
[[File:Captain_VoidsuitFull.png|64px]] '''Captains voidsuit:''' All accessories can be slotted into the center chest piece for a quick deploy. A bulky suit with decent protection all around, though with a slight speed penalty. Found in the Captain's Quarters. Used by the [[Captain]].
*Use a[[File:Welderon.gif]] welder on the [[File:Lattice.png]] lattice to cut it back into [[File:Rods.png]] rods.
===[[File:Plating.png]] Plating===
Plating is the bare minimum for airtight flooring. Similar to [[File:Lattice.png]] lattices, you can stand on plating, however you cannot move down unlike lattices. Plating is airtight, however.


To construct plating:
[[File:Skrell_Voidsuit.png|64px]] '''Skrell voidsuit:''' All accessories can be slotted into the center chest pieces for a quick deploy.
*Use [[File:Floor_tile.png]] floor tiles on a [[File:Lattice.png]] lattice.
A voidsuit fitted for [[Skrell]] users, providing good energy and explosive resistance. Found in EVA Storage. Used by [[Skrell]] crew.


To deconstruct plating:
==Voidsuit repair:==  
*Unfortunately, the only way to remove plating is via an RCD, which can either be found, purchased from a [[Merchant]], or the RCD that the [[Chief Engineer]] spawns with.
[[File:Wrench.png|64px]]
===Floors===
Voidsuits are not suits of armor (at least most aren't). They can be damaged easily to the point that it is no longer able to protect the user from vacuum or other factors. Suits can become sub-optimal by two common forms of damage: punctures and scorches.
Every kind of flooring is constructed in the same way:
*'''Punctures''' - These usually manifest from sources of blunt force, like axes, bullets, or simply being shoved around and crashing into walls from unstable atmosphere. These are fixed by using a welder on the suit.
#Create floor tiles using their respective material, as shown [[#Materials|before]].
*'''Scorches''' - Burn marks usually mean the suit's been melted away by intense heat and that sort. These are fixed by using steel sheets on the suit.
#Use the floor tiles on bare [[File:Plating.png]] plating.
Note: There can be multiple instances of damage on a suit. Be sure to examine the suit until all sources disappear.
While the way of placing flooring is the same, the process of removing it is different for different types of flooring.
Note that typically, removing flooring will give back one tile of that piece of flooring. If the floor is too damaged, however, no tiles will be returned.
*[[File:Floor.png]] Steel floors: [[File:Crowbar.png]] Crowbar
*[[File:WoodFloor.png]] Wood floors: [[File:Screwdriver_tool.png]] Screwdriver
*[[File:Enginefloor.png]] Reinforced floors: [[File:Wrench.png]] Wrench
If you are unsure how to remove a certain type of flooring, just examine the floor. Towards the bottom of the examine message, the required tool will be listed.
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==[[File:Walls_and_structures.gif]]Walls and Structures==
<small><i>Rated the best way to hold an atmosphere by 9 out of 10 Atmospheric Technicians!</i></small>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Wall_generic.png]] Wall===
<div class="mw-collapsible-content">
This is a standard steel wall. It prevents passage, blocks vision, and can contain atmosphere within a room.


To make a steel wall:
==Suit Cycler:==
*Stand in the desired location of the wall.
[[File:Suit_cycler.png|64px]]
*Use [[File:Metal.png]] steel in your active hand.
This large stationary machine refits voidsuits to a race's anatomy, particularly ones that are not human. There are different cyclers for different department voidsuits, all locked to prevent other departments from obtaining or impersonating another department's color. As long as you have access, you are able to lock and unlock a suit cycler.
*Select "construction recipes"
*Select "wall girders"
*Use at least 2 sheets of [[File:Metal.png]] steel on the girders.
A wall can be damaged in numerous ways. To repair a wall:
*Use a [[File:Welderon.gif]] welder on the damaged wall.


To deconstruct a wall:
'''Operation:'''
*Use a [[File:Welderon.gif]] welder to cut away the wall's plating
A small window of options should appear once the cycler is unlocked. Options range from recoloring and refitting suits to sterilizing the voidsuit in UV light. To refit a suit, place the voidsuit and helmet inside the cycler, select the type of suit (which will just change the sprite, the suit will still have the same stats as before), and select your race. Click '''Begin Customization Routine''' and wait for around ten seconds until the cycler pings. Remove the voidsuit and helmet and ensure that they fit on your character.
**'''Note:''' If the wall is damaged, the wall must be repaired before it can be deconstructed.
*Either use a [[File:Crowbar.png]] crowbar to dislodge the girder allowing it to move, or use a [[File:Wrench.png]] wrench to disassemble the girder back into [[File:Metal.png]] steel.
</div></div>
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==[[File:Evasuit.png|64px]]Hardsuits==
===[[File:Wall_reinforced.png]] Reinforced Wall===
Hardsuits are perhaps the most advanced pieces of EVA equipment supplied by Nanotrasen. They resemble control modules that fit on your back to deploy and manage components and modules at the press of a button. Refitting hardsuits is unnecessary (and impossible) because the hardsuit will conform to a user's anatomy as soon as it deploys. They also contain a detachable oxygen tank, power cell, and bone support. They are much sturdier than voidsuits and may even work as armor, depending on the control module you're wearing. Hardsuits have more utility over voidsuits in that they contain modules that can perform a variety of tasks, depending on the control module you're wearing. The downsides of hardsuits, however, are that they inflict a speed penalty and they are both uncommon and expensive.
<div class="mw-collapsible-content">
The reinforced wall is much like the standard wall. The primary difference, aside from looks, is that the reinforced wall is sturdier and can take more damage, and also takes longer to deconstruct.
 
To make a reinforced wall:
*Make a wall girder as described above.
*Use a [[File:Screwdriver_tool.png]] screwdriver on the girders.
*Use [[File:Metal_r.png]] plasteel to reinforce the girder.
*Use [[File:Metal_r.png]] plasteel again to reinforce the wall again and finish the wall.
To repair a reinforced wall, use the same method as a standard wall.


To deconstruct a reinforced wall:
<div class="toccolours mw-collapsible mw-collapsed">
*Use [[File:Wirecutters.png]] wirecutters to cut the outer grille.
In this expandable list will be station provided hardsuits/maintenance.
*Use a [[File:Screwdriver_tool.png]] screwdriver to expose the reinforced cover.
*Use a [[File:Welderon.gif]] welder to cut the reinforced cover.
*Use a [[File:Crowbar.png]] crowbar to remove the reinforced cover.
*Use a [[File:Wrench.png]] wrench to loosen the support rods.
*Use a [[File:Welderon.gif]] welder to cut the support rods.
*Use a [[File:Crowbar.png]] crowbar to remove the inner cover.
*Use a [[File:Screwdriver_tool.png]] screwdriver to unsecure the inner supports.
*Use [[File:Wirecutters.png]] wirecutters to cut the inner supports.
*Use a [[File:Wrench.png]] wrench to disassemble the girder.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Grille.png]] Grille===
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
A grille is a pattern of overlapping metal rods. They are most commonly used in a role similar to fencing, protecting external parts of the vessel that need to be exposed to the void but also need to be physically protected. Light and atmosphere can pass through grilles, however physical objects cannot.
[[File:Evasuit.png|64px]] '''Standard EVA suit:''' Building these rigs can be for any purpose. Most orders for robotics are this suit. Can be modified with non-combat accessories. Explore!


To construct a grille:
[[File:Rescuesuit.png|64px]]''' Rescue suit module:''' Adding utility to this rig will assist the user/patient. <s>For picking those dead miners off barren exoplanets!</s> A durable suit designed for medical rescue in high risk areas. Located in Medical EMT Bay. Comes with integrated magboots, maneuvering jets, helmet light, and a cover lock. Provides immunity to biohazards and radiation, strong defense against energy, very small defense against blunt force and explosions, and barely protects against ballistics and lasers.
*Use [[File:Rods.png]] rods in hand.
*Select "grille"
Grilles cannot be repaired, and deconstructing them is as easy as constructing them.


To deconstruct grilles:
[[File:Rdnewrig.png|64px]] '''AMI suit:''' <s> Does anyone actually wear this?</s> An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it. Located in the Research Director's office and the Vault. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, very strong defense against energy, strong defense against explosions, moderate defense against blunt force, small protection against lasers, and barely protects against ballistics. It is also resistant to EMPs.
*Use [[File:Wirecutters.png]] wirecutters on the grille.
*Alternatively, use brute force and hit the grille until it breaks.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:False_Wall.gif]] False walls===
<div class="mw-collapsible-content">
False walls look and act like normal walls in every way except they can be opened when someone pushes on them. Useful for making secret hideouts or being an overachiever.


To construct a false wall:
[[File:Advancedsuit.png|64px]] '''CE's suit:''' An advanced voidsuit that protects against hazardous, low pressure environments. Shines with a high polish. Located in Chief Engineer's Office. Basically a cooler EVA RIG. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, small protection against explosions and blunt force, very small protection against lasers and energy, and barely protects against ballistics. The gloves are also insulated. '''Slap the biggest cell into this baby for that mounted RFC'''
*Make a wall girder as shown above.
*Use a [[File:Crowbar.png]] crowbar to displace the girder.
*Use [[File:Metal.png]] steel to finish the wall.
To construct a 'reinforced' false wall:
*Make a wall girder as shown above.
*Use a [[File:Screwdriver_tool.png]] screwdriver on the girder.
*Use a [[File:Wrench.png]] wrench to displace the girder.
*Use [[File:Metal_r.png]] plasteel to reinforce the girder.
*Use [[File:Metal_r.png]] plasteel on the girder again to add the external cover.
Deconstructing false walls uses the same method as their normal versions.
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
[[File:Newindustrialsuit.png|64px]] '''Industrial rig:''' <s> Installing the mining drill to shoot at Security </s> A heavy, powerful rig used by construction crews and mining corporations. Bought at the mining vendor. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force, moderate protection against radiation and ballistics, very small defense against explosions and lasers, and barely protects against energy. It is also weaker to EMPs.


==[[File:Windows.gif]]Windows==
[[File:Hazardsuit.png|64px]] '''Hazard suit:''' A Security hardsuit designed for prolonged EVA in dangerous environments. Found in the Vault or built by robotics. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force and explosions, small protection against ballistics, very small defense against lasers and radiation, and barely protects against energy.
<small><i>Like a wall, but weaker and see through. Look at those pretty stars!</i></small>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Glass_panel.png]] Glass Panel===
<div class="mw-collapsible-content">
A glass panel is as it appears, a thin sheet of glass that faces one direction. They are useful as dividers within a room but are weak and not generally used beyond that role. They can hold an atmosphere, although glass panels should never be relied on for that.


To construct a glass panel:
[[File:Combatsuit.png|64px]] ''' Combat suit:''' '''This hardsuit can only be worn by HUMANS'''<s> Should mining supply you in time </s> A sleek and dangerous hardsuit for active combat. Can be built by robotics. Provides immunity to biohazards, strong defense against blunt force, ballistics, lasers, bomb and barely protects against energy. You'll need to slap modules into these after you get them built.
*Use either [[File:Glass.png]] normal glass or [[File:Glass_r.png]] reinforced glass in your active hand.
*Face the desired direction for the glass panel.
*Click "one direction"
*If the panel is facing the wrong direction, right-click and select rotate or alt-click on the panel to change its direction.
*Use a [[File:Screwdriver_tool.png]] screwdriver to fasten the panel down.
Alternatively:
*Use either [[File:Glass.png]] standard glass or [[File:Glass_r.png]] reinforced glass on a [[File:Grille.png]] grille.
*Right-click and select rotate or alt-click the panel until it is facing the correct direction.
*Use a [[File:Screwdriver_tool.png]] screwdriver to fasten the panel down.
To deconstruct a glass panel:
*Use a [[File:Screwdriver_tool.png]] screwdriver to unfasten the panel.
*Use a [[File:Wrench.png]] wrench to disassemble the glass panel.
Alternatively:
*Use an object to smash the panel.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Windoor.png]] Windoor===
<div class="mw-collapsible-content">
Windoors are similar in size to a glass panel except they can open and close like an airlock. They are very useful for smaller areas where an airlock may too large, or as a way to keep an area open while still have ID restrictions on certain spaces, like the medical lobby. They are best used alongside glass panels.


To construct a windoor:
==Hardsuit Operation==
*Use [[File:Glass_r.png]] reinforced glass in your hand. A windoor can '''only''' be made with reinforced glass.
Hardsuit control modules are meant to be worn on your back, and it may take some time to put it on. Ensure that you are not wearing anything on the outer clothing or helmet slot. Once equipped, two new tabs will appear in the top-right of your screen with a handful of new verbs, the most important of them being Toggle-Hardsuit in the Hardsuit tab. Details on all verbs can be found below. Once the Toggle-Hardsuit verb is used, the hardsuit will deploy into your outer clothing, gloves, helmet, and shoe slots, and will begin calibrating to your anatomy. If you are already wearing shoes or gloves, then the hardsuit will fit over them automatically. Once calibrated, you will be able to move around freely with some speed penalty.
*Click on "windoor" while facing the desired direction of the door.
*Use a [[File:Wrench.png]] wrench to secure the windoor frame.
*Use [[File:Rods.png]] rods to make a 'secure windoor'
*Use [[File:Cable-coil.png]] cable coil to wire the windoor.
*Insert a [[File:Airlock_control.png]] airlock control circuit.
**If you want to add ID restrictions to the door, use a [[File:multitool.gif]] multitool on the [[File:Airlock_control.png]] circuit and set the restrictions before inserting it.
*Use a [[File:Crowbar.png]] crowbar to secure the electronics and engage the windoor.
To deconstruct a windoor:
*Hit the windoor with a blunt or sharp object, or a welder until it shatters.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Full_window.png]] Window===
<div class="mw-collapsible-content">
Windows are the second most common structure type. They act like walls in that they can hold an atmosphere and take effort to deconstruct. However, unlike walls, windows allow lasers to pass through and hit anything on the other side.


To construct a window:
===Hardsuit Tab===
*Use [[File:Metal.png]] steel in your active hand.
*'''Configure Voice Synthesiser:''' Will allow you to toggle a voice synthesizer on and off, and lets you type in a voice to imitate. Obviously this will do nothing if your hardsuit does not possess the required module.
*Click on "construction recipes"
*'''Deploy Hardsuit:''' Deploys all components immediately and simultaneously.
*Select "steel window frame"
*'''Engage Module:''' Summons a pop-up prompt with a list of modules to activate on your suit. Slow and clunky.
*Use either [[File:Glass_r.png]] reinforced glass or [[File:Phoron_glass_r.png]] reinforced broscillate glass (the latter is stronger) on the frame.
*'''Open Hardsuit Interface:''' Opens a sleek window detailing modules, power supply, and suit permissions.
To deconstruct a window:
*'''Select Module:''' Summons a pop-up prompt with a list of modules that will standby until you click. Slow and clunky.
*Use a [[File:Screwdriver_tool.png]] screwdriver to unfasten the window.
*'''Switch Vision Mode:''' Cycles through vision settings. Only useful if your hardsuit has a configurable visor.
*Use a [[File:Crowbar.png]] crowbar to pry out the glass.
*'''Toggle Boots/Chestpiece/Gauntlets/Helmet:''' Un/Deploys the selected component.
*Use a [[File:Wrench.png]] wrench to undo the safety bolts and remove the glass.
*'''Toggle Hardsuit:''' Turns the suit either on or off. The suit must be fully deployed to perform either of these tasks.
*After removing the glass, use a [[File:Screwdriver_tool.png]] screwdriver to unfasten the frame.
*'''Toggle Module:''' Summons a pop-up prompt with a list of modules that you can toggle on or off. Slow and clunky.
*Use a [[File:Welderon.gif]] welder to cut the frame back into [[File:Metal.png]] steel.
*'''Toggle Visor:''' Self explanatory. Won't work if your suit does not have a configurable visor.
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===Hardsuit Modules Tab===
==Furniture==
This is a nice tab to switch to if you don't like the game unfocusing when you select a standalone window/prompt. It will display your suit charge, modules, toggles on said modules, and how much energy it will take to perform actions with these modules. Any cost value ending in '''E''' means that the suit will consume that much energy immediately upon activation, while values ending in '''A''' means the suit will consume that much energy when the module is in use.
<small><i>Reminder that interior decoration is not a required skill for engineers.</i></small>
<div class="mw-collapsible-content">
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Chair.png]] Chairs===
<div class="mw-collapsible-content">
Chairs are perhaps one of the more useful pieces of furniture around and are easy to make. Why grab a chair when you can make it?


To construct a chair:
===RIG Module Press===
*Use a material in your active hand, this is most commonly [[File:Planks.png]] wood or [[File:Metal.png]] steel.
This device converts usable items into modules to be installed in your hardsuits/rigs.
*Select "generic construction"
*Select "(Material name) chair"
There are other types of chairs that can be made as well. Steel can make office chairs and padded chairs alongside the standard chair from above.


To construct office chairs and padded chairs:
===Maintenance===
*Use [[File:Metal.png]] steel in your active hand.
Hardsuits may need to be recharged or have their internals refilled, primarily the former, or perhaps the hardsuit itself is damaged. To conduct maintenance, do the following:
*Select "miscellaneous construction"
#Swipe your ID over the control module.
*Select either "dark office chair", "light office chair", or "plain padded chair"
#Crowbar the panel open.
**Similar to the office and padded chair, steel can also make sofas. Sofas, unlike chairs, have different parts allowing you to make as long or short of a sofa as you want.
#For internals:
**Within the "miscellaneous construction" menu, you can select the left, right, middle, and corner sofa options to make a sofa of any length.
##Wrench the tank out.
*Both padded chairs and sofas are constructed without padding. To add padding (and color) to both, use either leather, cloth, or carpet on the chair or sofa.
#For power cell/control board:
To deconstruct a chair:
##Screwdriver.
*Use a [[File:Wrench.png]] wrench on the chair to deconstruct it back into its base material.
##Select which part you wish to remove.
</div></div>
#Crowbar and ID the control module to lock the suit back up.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Table.png]] Table===
<div class="mw-collapsible-content">
Tables are a common piece of furniture that allows items to be set down. Tables can also be flipped over as improvised pieces of cover.


The following list of materials can be used to create a table:
To repair the hardsuit, remove the control module and do the following:
*[[File:Metal.png]] Steel
*For scorches, use metal.
*[[File:Planks.png]] Wood
*For punctures, use a welder.
*[[File:Glass.png]] Glass
*For module damage, remove the module and use cable coil or nanopaste.
*[[File:Marble.png]] Marble
*[[File:Plastic.png]] Plastic
*[[File:Sandstone.png]] Sandstone
*[[File:Carpet.png]] Carpet (when added to a wood table)
To construct a table:
*Use [[File:Metal.png]] steel in your active hand.
*Click on "construction recipes"
*Select "table frame"
*Use your desired material on the frame.
To deconstruct a table:
*Use a [[File:Wrench.png]] wrench on the table to remove the covering.
*Use a [[File:Wrench.png]] wrench again to disassemble the frame.
Tables can also be [[File:R-table.png]] reinforced.


To construct a reinforced table:
*Follow the same steps for a normal table.
*Click and drag the reinforcing material onto the table.
To deconstruct a reinforced table:
*Use a [[File:Screwdriver_tool.png]] screwdriver to remove the reinforcement.
*Follow the same deconstruction steps for a normal table.
</div></div>
</div></div>
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==[[File:Oxygen_tank.png|64px]]Internal Atmosphere==
==Machinery and Electronics==
[[File:Canister_prompt.png|frame|128px|Canister interface. Set the pressure to max, open the valve, then close it and eject the tank.]]
<small><i>Batteries not included.</i></small>
So if you're made of meat and [[#Cooled Atmosphere|are not synthetic]], then you most likely breathe. Not breathing is bad, and space (or vented rooms) doesn't really grant you the luxury of breathing. If your internal atmosphere (dubbed '''"internals"''') isn't enabled, then you are breathing the atmosphere around you which can either be fine or ''really bad.'' In most instances to conserve oxygen, you'll want your internals to be turned off while inside the station when there's no emergency or anything of that sort. While exploring breached/vented/contaminated rooms or exiting the station, however, you'll want to turn your internals on, otherwise you may asphyxiate, breathe in toxins, or (sometimes) catch airborne pathogens.
<div class="mw-collapsible-content">


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
The most common method of establishing an internal atmosphere for yourself is with an oxygen tank and a breath mask, both of which are found in the box inside your backpack. It is worth mentioning that, while tanks of all sizes can be pressurized to a little over 1000 kilopascals (kPa), their size still determines how much air is actually contained inside the tank (an emergency oxygen tank at 1013 kPa won't last nearly as long as a normal oxygen tank at 1013 kPa). Another thing to note is that the emergency tank you spawn with isn't topped off to maximum capacity, only holding 303 kPa set to release at 21 kPa, meaning that the tank is truly for emergency use and won't last you more than seven minutes.
===[[File:Apc.png]]APC===
<div class="mw-collapsible-content">
Area Power Controllers (APC) are what powers each room around the vessel. Every piece of machinery from guns to newsreaders and even doors pull power from APCs. In turn, APCs draw power from the vessel's power grid.
These are most often where electrical issues lie, whether they be a virus that blue-screens the controller to an imbalance if input-output.


To construct an APC:
Almost all tanks for use as internals are blue tanks of pure oxygen instead of an air mix, the most notable difference between the two being the pressure at which the contents of the tank are released into a mask: O2 releases at 21 kPa by default (16 kPa is the minimum safe pressure before you begin to asphyxiate) while Air releases at 101 kPa. Release pressure can be adjusted by clicking the tank in hand. If you wish to top off your tank (to a maximum of 1013 kPa), you must put your tank in an oxygen canister and open the valve at max pressure until the gauge on the tank matches. Once it does, close the valve and eject the tank.
*Use [[File:Metal.png]] steel in your active hand.
*Select "construction recipes"
*Select "apc frame"
*Use the APC frame on the desired wall.
*Use [[File:Cable-coil.png]] cable coil to wire the APC to the electrical grid.
**'''Important:''' Green wires are used for 'department' grids which connect to the associated department sub station. Red wires are the 'main' grid which connects to the engine. '''Always''' connect APCs to the green department grid unless it is an emergency.
*Fit a [[File:Circuit_board.png]] power control board into the frame.
*Use a [[File:Screwdriver_tool.png]] screwdriver to secure the electronics.
*Insert a [[File:Power_cell.png]] power cell into the frame.
*Use a [[File:Crowbar.png]] crowbar to shut the cover and finish the APC.
**Note: New APCs start with a locked cover and with the main breaker off. Use your ID to unlock the interface and cover.
**Another note: APCs can only be built where there is a defined Vessel Area that does not already have an APC. To make a new Vessel Area, use the Chief Engineer's blueprints.
To deconstruct the APC while it is '''broken''':
*Use a [[File:Welderon.gif]] welder to cut open the broken cover.
*Pull out the [[File:Power_cell.png]] with a free hand.
*Use a [[File:Crowbar.png]] crowbar to pry out the broken electronics.
*Use a [[File:Crowbar.png]] crowbar again to remove the flooring beneath the APC.
*Use [[File:Wirecutters.png]] wirecutters to disconnect the APC terminal.
*Use a [[File:Welderon.gif]] welder to clear off the broken frame.
If the APC is '''NOT broken''':
*Use an [[File:Id_regular.png]] ID to unlock the APC and its cover.
*Use a [[File:Crowbar.png]] crowbar to pry open the cover.
*Pull out the [[File:Power_cell.png]] power cell with an open hand.
*Use a [[File:Screwdriver_tool.png]] screwdriver to remove the electronics.
*Use a [[File:Crowbar.png]] crowbar to remove the flooring beneath the APC.
*Use [[File:Wirecutters.png]] wirecutters to disconnect the APC terminal.
**'''Note:''' If the grid the APC is connected to is powered, wear [[File:Gloves_insulated.png]] insulated gloves to not get shocked.
*Use a [[File:Crowbar.png]] crowbar to pry out the [[File:Circuit_board.png]] power control board.
*Use a [[File:Welderon.gif]] welder to cut apart the APC frame.
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Airalarm.gif]]Air Alarm===
<div class="mw-collapsible-content">
Air Alarms are the main devices which manage the vessel's atmosphere. These useful machines check room's atmospheric contents for any harmful gases or for the lack of oxygen. They control the vents and scrubbers in each room as well. They can only work in designated areas, however, so keep that in mind when making new ones.


To construct an air alarm:
==[[File:Suit_cooler.png|64px]]Cooled Atmosphere==
*Use [[File:Metal.png]] steel in your active hand.
If you don't actually breathe air and are a synthetic user, then you will be using suit cooling units instead of oxygen tanks. Often while wearing a voidsuit, hardsuit, or other vacuum-proof equipment, synthetic individuals will begin to overheat because the atmosphere inside continues to heat up from their warmth. To counteract this, suit coolers are used in place of an oxygen tank to constantly cool the air inside the suit as long as it is turned on and the cell inside has power. For voidsuits and hardsuits, activate the suit cooler and place it on the suit storage slot (preferably quickly). To recharge the cell, use a screwdriver on the unit, then click on the cooler while it is in your hand to pop the cell out, then just place the cell in a cell charger. '''Coolers cannot be assembled into voidsuits,''' but Research is able to make a cooling module for hardsuits if need be.
*Select "construction recipes"
*Select "air alarm frame"
*Use the frame on whichever wall surface you would like.
*Fit in the [[File:Circuit_board.png]] circuit board into the frame.
*Use [[File:Cable-coil.png]] cable coil to wire the frame.
*Use a [[File:Screwdriver_tool.png]] screwdriver to close the frame.
To deconstruct:
*Use a [[File:Screwdriver_tool.png]] Screwdriver to open the cover.
*Interact with the air alarm using an empty hand and cut all wires using [[File:Wirecutters.png]] wirecutters.
*Cut the remaining wires by using [[File:Wirecutters.png]] wirecutters on the air alarm.
*Use a [[File:Crowbar.png]] crowbar to remove the [[File:Circuit_board.png]] circuit board.
*Use a [[File:Wrench.png]] wrench to remove the frame from the wall.
*Use a [[File:Wrench.png]] wrench to turn the frame into [[File:Metal.png]] steel.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== [[File:Fire_alarm.gif]] Fire Alarm===
<div class="mw-collapsible-content">
Fire Alarms are simple but useful devices. These devices monitor an area for a fire and, when a fire is detected, shut all emergency shutters in the area to contain the flames. These alarms can be manually triggered or reset as well which is commonly used to block line of sight with Space Carp to avoid structural damage to windows.
 
To construct a fire alarm:
*Use [[File:Metal.png]] steel in your active hand.
*Select "construction recipes"
*Select "fire alarm frame"
*Place the frame onto a wall.
*Insert the [[File:Circuit_board.png]] fire alarm circuit board.
*Use [[File:Cable-coil.png]] to wire the alarm.
*Close the device with a [[file:Screwdriver_tool.png]] screwdriver.
To deconstruct:
*Use a [[File:Screwdriver_tool.png]] screwdriver to open the frame.
*Use [[File:Wirecutters.png]] wirecutters to cut the alarm's wiring.
*Use a [[File:Crowbar.png]] crowbar to pry out the [[File:Circuit_board.png]] circuit board.
*Use a [[File:Wrench.png]] wrench to remove the frame from the wall.
*Use a [[File:Wrench.png]] wrench again to turn the frame back to [[File:Metal.png]] steel.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== [[File:Airlock.gif]] Airlock===
<div class="mw-collapsible-content">
Airlocks are the most basic door on any space-faring vessel. They can hold an atmosphere, lock, shock, and link to the ship's systems allowing an AI or bound robot to open them remotely. Airlocks can also have their access restricted to a select range of access levels, and even have no restrictions going one direction and restricted access going to other. Make sure you know how to change these settings!


To construct an airlock:
==[[File:Jetpack_black.gif|64px]]Jetpacks==
*Stand in the desired location of the airlock.
'''To get these to work the best use them on your characters BACK slot''' Unless you're using a hardsuit with maneuvering jets, jetpacks are necessary to navigate environments without gravity, otherwise you will drift perpetually unless another force acts on your character, such as throwing or coming into contact with an object. Activating a jetpack will allow you to move around quickly, and activating stabilization (at the cost of more propellant) will allow for more precise movement, as well as keeping you from falling through holes. Jetpacks must be placed on your back to work, and '''should not be used as internals''' if the paint on the jetpack is black. If you are not granted the luxury of using a jetpack, a fire extinguisher will work as well.
*Use [[File:Metal.png]] steel in your active hand.
*Select "airlock assemblies"
*Select desired airlock type.
**'''Note:''' The emergency shutter is NOT a standard airlock. It will only connect to the fire alarms and air alarms and cannot be controlled like a standard airlock.
*Use a [[File:Wrench.png]] wrench to secure the frame into place.
*Use a [[File:Pen.png]] pen to name the airlock, if desired.
*Use [[File:Glass_r.png]] reinforced glass on the frame to insert glass panels, if desired.
*Use [[File:Cable-coil.png]] cable coil to wire the frame.
*Insert a [[File:Circuit_board.png]] airlock board into the frame.
**'''Note:''' To change access requirements, use your ID on the airlock circuit board, then interact with it in your active hand.
*Use a [[File:Screwdriver_tool.png]] screwdriver to close the maintenance panel.
To deconstruct a '''BROKEN''' airlock:
*Use [[File:Wirecutters.png]] wirecutters to remove the airlock's wiring.
*Use a [[File:Welderon.gif]] welder to weld the airlock closed.
*Use a [[File:Welderon.gif]] welder again to cut the airlock bolts.
*Use a [[File:Crowbar.png]] crowbar to pry out the airlock electronics.
*Use [[File:Wirecutters.png]] wirecutters to cut out the wiring.
*If there is glass, use a [[File:Welderon.gif]] welder to cut out the glass panels.
*Use a [[File:Wrench.png]] wrench to unsecure the airlock frame.
*Use a [[File:Welderon.gif]] welder to cut the frame back into [[File:Metal.png]] steel.
To deconstruct a '''NON-BROKEN''' airlock:
*Use a [[File:Screwdriver_tool.png]] screwdriver to open the maintenance panel.
*Use [[File:Wirecutters.png]] wirecutters to disable everything.
**Make sure to wear [[File:Gloves_insulated.png]] insulated gloves if there is power connected!
*Use a [[File:Welderon.gif]] welder to weld the door shut.
*Use a [[File:Crowbar.png]] crowbar to pry out the electronics.
*Use [[File:Wirecutters.png]] wirecutters to remove the wiring.
*Optionally, use a [[File:Welderon.gif]] welder to cut out glass panels.
*Use a [[File:Wrench.png]] wrench to unsecure the frame.
*Use a [[File:Welderon.gif]] welder to cut the frame back into [[File:Metal.png]] steel.
To deconstruct an airlock shorted by a cryptographic sequencer, skip immediately to using a [[File:Crowbar.png]] crowbar to pry out the electronics.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== [[File:Modular_Computer.gif]] Computer===
<div class="mw-collapsible-content">
Modular Computers are the silent workhorses for most jobs on the vessel. They are capable of running a wide range of programs from alarm monitors to warrant systems. Every department uses modular computers to some extent, so it is useful to know how to construct and deconstruct them. Just try not to take over the [[Librarian|Tech Support's]] job!


To construct a modular computer:
==[[File:Oxycandle.png|64px]]Oxycandles==
*Stand in the desired spot of the computer.
Oxycandles are basically cans containing a chemical mixture capable of generating breathable air upon combustion. These are for emergency use and don't provide much air; it produces roughly enough to sustain two or three turfs with stable atmosphere, therefore lighting this in a vented hallway may as well be a waste. They can be found in emergency closets, sometimes providing as much as three candles. These can be useful for refilling airlocks that have been forced open or if the canister that provides air happens to be empty.
*Use [[File:Metal.png]] steel in your active hand.
*Select "construction recipes"
*Select "computer frame"
*Use a [[File:Wrench.png]] wrench to bolt the frame in place.
*Insert the [[File:Circuit_board.png]] desired circuit board into the frame.
**Some computers have specific circuit boards that dictate their function. Make sure you choose the right one!
*Use a [[File:Screwdriver_tool.png]] screwdriver to secure the electronics.
*Use [[File:Cable-coil.png]] cable coil to wire the frame.
*Add [[File:Glass.png]] glass to the computer.
*Use a [[File:Screwdriver_tool.png]] screwdriver to connect the monitor and finish the computer.
To deconstruct a modular computer:
*Use a [[File:Screwdriver_tool.png]] screwdriver to disconnect the monitor.
*Use a [[File:Crowbar.png]] crowbar to pry off the monitor.
*Use [[File:Wirecutters.png]] wirecutters to cut out the wiring.
*Use a [[File:Crowbar.png]] to pry out the electronics.
*Use a [[File:Wrench.png]] wrench to unsecure the frame.
*Use a [[File:Welderon.gif]] welder to cut apart the frame back into [[File:Metal.png]] steel.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== [[File:lightfixture.gif]] Light Fixture===
<div class="mw-collapsible-content">
Light Fixtures are one of few ways to light up the vessel's numerous halls and rooms. Light fixtures connect to the APC of the room they are within and remain on so long as a connected light switch is on, although keep in mind that new light switches CANNOT be made. Each light fixture is capable of three light levels: Off, night lighting, and full-brightness. Alongside this, light fixtures can accept a wide variety of light tubes from colored lights to plain lights. Keep them handy in case a virus shatters all of the light tubes!


To construct a light fixture:
==[[File:Airbubble_folded.png|64px]]Air Bubbles==
*Click the [[File:Metal.png]] steel in an active hand.
Air bubbles are pretty much self-explanatory, being a bubble filled - for the most part - with air. They are used in emergencies where the user is trapped in/unable to move away from hazardous atmospheric conditions, primarily vacuum. They are found inside emergency closets, though they are small enough to fit inside your emergency internals box. Deploying the bag is simple, all it takes is for you to activate it in-hand and the air bubble will deploy on the same turf as you, now it's as simple as unzipping it, stepping onto it, and zipping it back over yourself. The atmosphere inside isn't pleasant, but it's better than vacuum, though be careful; moving will place you outside of the bag! The tank that supplies oxygen is an extended engineering airtank which, by default, is capable of supplying around an hour or so of oxygen. Without an air tank enabled, the bubble's atmos contents will simply mimic whatever's around it. This tank may be removed with the right click context menu, and can be replaced by clicking on the air bubble with any tank. Examining the bubble will tell you if a tank is attached and how much pressure is left in it. Once you are safe, you may exit the bag and click-drag it onto your character to fold it back up, albeit poorly, leaving you with a larger mess of material that will no longer fit in your internals box. Additionally, it can only fit one person... or perhaps victim; cable restraints can be used on the zipper to lock it, preventing anyone from the inside or the outside from opening it unless they have wirecutters, perfect for abductions when combined with the right air mix.
*Select "construction recipes"
*Select either "small light fixture frame" or "light fixture frame"
*Use the frame on the wall you wish to use.
*Use [[File:Cable-coil.png]] cable coil to add wiring.
*Use [[File:Screwdriver_tool.png]] screwdriver to secure wiring.
*Add a [[File:Light_tube.png]] light tube or [[File:Light_bulb.png]] light bulb depending on chosen frame.
To deconstruct a light fixture:
*Remove the [[File:Light_tube.png]] light tube or [[File:Light_bulb.png]] light bulb.  
**Note: The light should be off beforehand, or [[File:BGloves.png]] gloves should be used.
*Use a [[File:Screwdriver_tool.png]] screwdriver to expose the wiring.
*Use [[File:Wirecutters.png]] wirecutters to remove the wiring.
*Use a [[File:Wrench.png]] wrench to detach the frame from the wall.
*Use a [[File:Welderon.gif]] welder to turn the frame back into [[File:Metal.png]] steel.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== [[File:Turretcover.png]] Turret===
<div class="mw-collapsible-content">
Turrets are perhaps not the most used piece of machinery on any vessel, but can be incredibly useful depending on the location, purpose, and situation. Just keep in find that turrets target indiscriminately, which may include you and coworkers. However, they are very useful in secure areas, such as the vault, which is why it can be equally useful to know how to construct them.


To construct a turret:
=Exiting the Ship=
*Use [[File:Metal.png]] steel in an active hand
[[File:Airlock prompt.png|frame|Airlock panel. Controls airlock doors and atmosphere control.]]
*Select "turret frames"
Once your have the gear you need, you're ready to exit the ship. Most of the time, exiting the station is done by cycling through an airlock, which will depressurize the room you're in momentarily and open to the outside. If the airlock has not been operated before or it is not cycled to your side of it, you must press the button on your side of the door to open it. From there, click the control panel and select '''Cycle to Exterior'''. ''DO NOT'' click any buttons that will force the doors, otherwise the airlock and the adjacent room will depressurize and you'll probably fly out as a result. It is highly recommended that your activate your internals and magboots before operating the airlock interface in case an accident occurs during the cycling procedure. Once the vents shut off and the opposite door opens, you are free to walk through.
*Select desired frame.
*Use a [[File:Wrench.png]] wrench to bolt the turret frame.
*Use [[File:Metal.png]] steel to add a turret cover.
*Use a [[File:Wrench.png]] wrench to bolt the cover.
*Add [[File:Laserrifle.png]] any energy-type weapon.
*Add a [[File:Proximitysensor.png]] proximity sensor.
*Use a [[File:Screwdriver_tool.png]] screwdriver to secure the assembly.
*Use more [[File:Metal.png]] steel to add a turret hatch.
*Use a [[File:Welderon.gif]] welder to secure the turret hatch.
To deconstruct a turret:
*Destroy the turret.
**'''Note:''' Unless it is absolutely necessary, do not destroy active turrets. Attempt to turn them off using turret controls first, if possible.
*Use a [[File:Crowbar.png]] crowbar to salvage any components left.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== [[File:Gravity_activated.gif|32px]] Gravity Generator===
<div class="mw-collapsible-content">
Gravity Generators are some of the most useful and complex pieces of machinery on any vessel. They are the sole reason, aside from magboots, that anyone is capable of walking on a vessel as well as having objects and processes replicate those of a planet. There is usually just one on each vessel, but these very delicate devices are vital to standard operations and should be well-maintained and powered. While some disturbances may happen that lead to the temporary suspension of gravity, these devices will keep running as long as they are powered and working.


To REPAIR a gravity generator:
==Working around the Horizon==
*Before starting, put on a radiation suit in case the generator outputs radiation during repairs.
If for some reason you need to head outside of the Horizon to work on it, you will need to remain fully aware of your surroundings and of the current situation as you do. While catwalks and railings should allow you to move around the ship's hull without slipping, magboots are always advised. Most importantly however, make sure that it is safe to go or stay outside in the first place. Firstly, make sure that no hazardous elements are actually around the ship, rogue drones and carps can easily prove to be your end... Thankfully however, the automated announcement system will warn you. In doubt, communicate with the crew, ask it if it is safe outside. Secondly, make sure that the ship is not moving. Being outside once the Horizon starts moving will throw you off and leave you to float in the void, most likely to your demise. Any good command member or bridge crew should warn the crew if the Horizon is about to move, and an "EVA ban" will be set up, if you are already outside at that time, warn your crew over the comms and head for the first airlock you see.
*Use a [[File:Crowbar.png]] crowbar to pry open the back panel.
*Use a [[File:Screwdriver_tool.png]] screwdriver to secure the screws on the framework.
*Use a [[File:Welderon.gif]] welder to mend the damage on the framework.
*Use at least 10 sheets of [[File:Metal_r.png]] plasteel to replace plating on the framework.
*Use a [[File:Wrench.png]] wrench to secure the plating onto the framework.
*Use a [[File:Crowbar.png]] crowbar to pry the back panel back into place.
*Turn on the generator's main breaker.
There is a manual containing all of this information, alongside other guidelines in the gravity generator observation room.


'''Note:''' A new generator CANNOT be made. If the generator is damaged beyond repair, there is no way to replace it.
==Exploring Space==
</div></div>
Space is... well, space. Aesthetically and mechanically. There's no air, no floor, and no gravity. Without a jetpack, you will be forced to use magboots and cling to the exterior of any kind of structure you find to navigate. If you fall out of range of said structure, you will have to throw something in the direction you are traveling in order to send yourself back. If someone is unconscious in space, they will have to be pulled towards the to a place where they can be helped. If they are fully conscious but unable to maneuver in space, switching to an intent other than help and bumping into them will move them.
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
If you accidentally fall into space and begin orbiting any kind of structure, go ahead and rest to prepare yourself to land. When you hit the asteroid again, you'll tuck and roll, reducing the amount of damage you take greatly and negating chances of bleeding and/or puncturing your suit as a result.
==Advanced Machinery==
<small><i>Putting the work in workplace.</i></small>
<div class="mw-collapsible-content">
The following machines are all "advanced machines". Each machine serves a specific purpose and, unlike previous machines, can be upgraded by Research and Development with new parts which can make the machine better in certain ways.


Alongside this, ever machine under this section is made in the same way. The steps to constructing an advanced machine are:
===Returning===
*Stand in the desired location of the machine
Returning to the ship is about the same as exiting except you're going into the airlock from the other side and maybe also tracking in a ton of dust from your boots. Simply bring up the interface and click '''Cycle to Interior''' and wait for the room to repressurize. In the event that there's not enough air in the supply canisters, allow the room to pressurize as high as it will go before forcing the interior door, though using an [[#Oxycandles|oxycandle]] may prove useful here. While a little dangerous, depending on the size of the airlock and what the atmosphere is, at least you won't be stuck.
*Use [[File:Metal.png]] steel in an active hand.
*Select "construction recipes"
*Select "machine blueprint" [[File:Machine Frame.png]]
*Rotate the blueprint as desired.
** If you want to build a gas cooler or gas heater, don't forget to face the direction in which you want the machine to connect.
*Click on the blueprint with an empty hand to finalize its rotation.
*Add wires to the frame. [[File:Wired Frame.png]]
*Add the specific circuit board. [[File:Circuit Frame.png]]
*You will receive a prompt showing the items required for the machine. You can examine the frame to see what items it still requires, and add items to the machine by clicking on it with the items in-hand.
*When all the parts are added, use a [[File:Screwdriver_tool.png]] screwdriver on the machine frame to finish it.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
{{Gameplay Guides}}
===Machines===
<div class="mw-collapsible-content">
The following table contains the specific machines that can found on the vessel, what their purpose is, and what items are needed.
{| class="sortable" border="2" cellspacing="1" cellpadding="2" align="left" style="margin-bottom:1em;"
! style='background-color:#9c9c9c;'|
! style='background-color:#9c9c9c;'|Name
! style='background-color:#9c9c9c;'|Parts needed
! style='background-color:#9c9c9c;'|Description
|-
![[File:Autolathe.gif|50px]]
!Autolathe
!
2 Pieces of Cable
1 Manipulator
3 Matter bins
1 Console screen
!
The Autolathe, a more simplified version of the Protolathe for Civilian use. it can create a variety of common tools.
|-
![[File:Protolathe.gif|50px]]
!Protolathe
!
2 Small beakers
2 Manipulators
2 Matter bins
!
The Protolathe, a more advanced version of the Autolathe for professional use. It can create much more advanced tools due to its complexity.
|-
![[File:Destructive_analyzer.gif|50px]]
!Destructive Analyzer
!
1 Manipulator
1 Scanning Module
1 Micro laser
!
The Destructive Analyzer. Used in Research & Development to obtain Research levels. Science couldn't be done without this.
|-
![[File:Circuit_imprinter.gif|50px]]
!Circuit Imprinter
!
1 Matter bin
1 Manipulator
2 Small beakers
!
The Circuit Imprinter. Used in Robotic and Research & Development. Required for many Scientific tasks, including creating mechs. You will need the server synced to make good use of this.
|-
![[File:Broad.gif|50px]]
!Subspace Broadcaster
!
1 Pieces of Cable
2 Manipulators
1 subspace crystal
1 subspace filter
2 High-powered Micro laser
!
The Subspace Broadcaster. Very important for a variety of tasks, including Telecommunications.
|-
![[File:Sreceiver.gif|50px]]
!Subspace Receiver
!
2 Manipulators
1 Scanning Module
1 Micro laser
1 subspace filter
1 subspace ansible
!
The Subspace Receiver. Very important for a variety of tasks, including Telecommunications and Telescience. It functions by 'receiving' whoever is standing on the platform between locations.
|-
![[File:Exofab.png|50px]]
!Exosuit Fabricator
!
1 Manipulator
2 Matter bins
1 Console screen
1 Micro laser
!
The Exosuit Fabricator. Used to create Cyborgs, Androids, Robots, and Mechs. One can be found in Robotics and Engineering. it is also capable of printing Robotics limbs and other useful items.
|-
![[File:Rndserver.png|50px]]
!RnD Scanner
!
2 Cable coils
1 Scanning module
!
The Research & Development Server. Critical for Scientific Research and capable of syncing between multiple departments, Syncing it across areas is very important for Robotics.
|-
![[File:Hub.gif|50px]]
!Telecoms Hub
!
2 Pieces of Cable
2 Manipulators
2 Subspace filters
!
The Telecommunications Hub. Critical for the distribution of messages across the Aurora.
|-
![[File:Bus.gif|50px]]
!Telecoms Bus
!
1 Piece of Cable
2 Manipulators
1 Subspace filters
!
The Telecommunications Bus. Critical for the distribution of messages across the Aurora.
|-
![[File:Relay.gif|50px]]
!Telecoms Relay
!
2 Pieces of Cable
2 Manipulators
2 Subspace filters
!
The Telecommunications Relay. Critical for the distribution of messages across the Aurora.
|-
![[File:Server.gif|50px]]
!Telecoms Server
!
1 Piece of Cable
2 Manipulators
1 Subspace filter
!
The Telecommunications Server. Critical for the distribution of messages across the Aurora.
|-
![[File:Pro.gif|50px]]
!Telecoms Processer
!
2 Pieces of Cable
3 Manipulators
1 Subspace filter
2 Subspace treatment
1 Subspace analyzer
1 Subspace amplifier
!
The Telecommunications Processor. Critical for the distribution of messages across the Aurora.
|-
![[File:portgen_on.gif|50px]]
!Portable Generator
!
2 Pieces of Cable
1 Micro-laser
1 Matter bin
1 Capacitor
!
A Pacman Mobile generator. Helpful for power generation in a pinch.
|-
![[File:advanced_portgen_on.gif|50px]]
!Advanced Portable Generator
!
2 Pieces of Cable
1 Micro-laser
1 Matter bin
1 Capacitor
!
A Superpacman Mobile generator. Helpful for power generation in a pinch.
|-
![[File:CyborgRecharger.png|50px]]
!Cyborg Recharging Station
!
2 Capacitators
2 Manipulators
1 Power cell
5 Pieces of cable
!
A Cyborg Recharging Station. Critical for all Station-bound Synthetics. IPCs can also make use of them.
|-
![[File:Freezer.gif|50px]]
!Gas Cooling System
!
1 Matter bin
1 Manipulator
2 Capacitors
2 Pieces of Cable
!
A Gas Cooling System. Critical for Engineering, this is constructed to aid in reducing gas temperatures.
|-
![[File:Heater.png|50px]]
!Gas Heating System
!
1 Matter bin
1 Manipulator
2 Capacitors
5 Pieces of Cable
!
A Gas Heating System. Critical for Engineering, this is constructed to aid in increasing gas temperatures.
|-
![[File:Biogenerator.gif|50px]]
!Biogenerator
!
1 Matter bin
1 Manipulator
!
A Biogenerator, it creates a complex item from biomass, this includes an array of useful items, including food.
|-}
</div></div>
</div></div>
[[Category:Pages]]

Версия от 18:34, 13 мая 2023

EVA is an often used phrase that means Extravehicular Activity, which more often than not refers to going out into space, or spacewalking, which typically involves working on the Horizon from the outside, or in space during an expedition or even mining work. EVA may also refer to EVA Storage on Deck 1.

Space Suits and Equipment

In order to not succumb to vacuum and have your blood boil out of your pores, you must wear protective equipment. Below are the different types of equipment available.

Softsuits

Softsuits are your most basic protective equipment against vacuum and space. They are commonly found in the blue emergency oxygen closets placed around the station. The suit and helmet are separate, but also quite fragile and susceptible to puncturing and tearing, which would render the suit useless against space. They are also clunky, encumbering, and colored very brightly.

Voidsuits

Voidsuits are much more advanced over softsuits, and provide a slightly better range of options. The only downside is that they must be refit in a suit cycler to fit your species/anatomy if you are not human. Voidsuits, however, contain a suit slot for oxygen tanks so that you don't have to place one on your back, which has the added benefit of letting you wear your backpack. On top of this, voidsuits can also be assembled and compacted down to a single item, which will be covered below. Despite what some may look like, voidsuits are not suits of armor, and can still be damaged beyond optimal operation.

In this expandable list is your go-to voidsuit information and our current departmental voidsuits.

Assembly

Assembly is done by taking a voidsuit component and clicking on the main suit with it. This will attach it to the suit, and will deploy once the main suit is equipped as long as nothing is in the way, shoes being an exception for magboots. To remove components, use a screwdriver on the suit. Assembly is optional but very much encouraged.

  • Voidsuit helmet: Occupies helmet slot. Removes the need for an oxygen mask as long as it's worn.
  • Voidsuit: Occupies exo slot.
  • Magboots: Occupies shoe slot. Will fit over any shoes you're already wearing.
  • Oxygen tank: Occupies suit storage slot. Provides breathable oxygen. Can be ejected by right clicking the suit.
    OR
  • Suit cooler: Occupies suit storage slot. Cools the internal atmosphere of the suit for synthetic users. Can be ejected by right clicking the suit.

Departmental Voidsuits

Standard greysuit: Cannot attach oxygen tank easily/pieces don't converge into the center like the others.

Mining voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A hardy suit for hardy labor, providing protection against melee and explosions. Found in Mining. Used by miners.

Medical voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A white and blue suit for when medical inevitably gets breached by debris or something, nothing really notable about it. Found in EVA Storage. Used by medbay staff.

Security voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A blue voidsuit to match the colors of the security, provides good melee and explosive protection. Found in EVA Storage. Used by officers.

Research voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A special suit that designed for usage by NanoTrasen research personnel, provides good energy and radiation protection. Found in the research department. Used by research staff.

Engineering voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. Probably the most iconic suit, this engineering voidsuit has decent radiation protection, though not complete immunity. Found in EVA Storage and Engineering Storage. Used by engineers.

Atmospherics voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A suit similar to the engineering voidsuit, but it can withstand an incredible 30000 Kelvin atmosphere, provided the user isn't on fire. Found in EVA Storage and Atmospherics. Used by atmos techs.

Captains voidsuit: All accessories can be slotted into the center chest piece for a quick deploy. A bulky suit with decent protection all around, though with a slight speed penalty. Found in the Captain's Quarters. Used by the Captain.

Skrell voidsuit: All accessories can be slotted into the center chest pieces for a quick deploy. A voidsuit fitted for Skrell users, providing good energy and explosive resistance. Found in EVA Storage. Used by Skrell crew.

Voidsuit repair:

Voidsuits are not suits of armor (at least most aren't). They can be damaged easily to the point that it is no longer able to protect the user from vacuum or other factors. Suits can become sub-optimal by two common forms of damage: punctures and scorches.

  • Punctures - These usually manifest from sources of blunt force, like axes, bullets, or simply being shoved around and crashing into walls from unstable atmosphere. These are fixed by using a welder on the suit.
  • Scorches - Burn marks usually mean the suit's been melted away by intense heat and that sort. These are fixed by using steel sheets on the suit.

Note: There can be multiple instances of damage on a suit. Be sure to examine the suit until all sources disappear.


Suit Cycler:

This large stationary machine refits voidsuits to a race's anatomy, particularly ones that are not human. There are different cyclers for different department voidsuits, all locked to prevent other departments from obtaining or impersonating another department's color. As long as you have access, you are able to lock and unlock a suit cycler.

Operation: A small window of options should appear once the cycler is unlocked. Options range from recoloring and refitting suits to sterilizing the voidsuit in UV light. To refit a suit, place the voidsuit and helmet inside the cycler, select the type of suit (which will just change the sprite, the suit will still have the same stats as before), and select your race. Click Begin Customization Routine and wait for around ten seconds until the cycler pings. Remove the voidsuit and helmet and ensure that they fit on your character.

Hardsuits

Hardsuits are perhaps the most advanced pieces of EVA equipment supplied by Nanotrasen. They resemble control modules that fit on your back to deploy and manage components and modules at the press of a button. Refitting hardsuits is unnecessary (and impossible) because the hardsuit will conform to a user's anatomy as soon as it deploys. They also contain a detachable oxygen tank, power cell, and bone support. They are much sturdier than voidsuits and may even work as armor, depending on the control module you're wearing. Hardsuits have more utility over voidsuits in that they contain modules that can perform a variety of tasks, depending on the control module you're wearing. The downsides of hardsuits, however, are that they inflict a speed penalty and they are both uncommon and expensive.

In this expandable list will be station provided hardsuits/maintenance.

Standard EVA suit: Building these rigs can be for any purpose. Most orders for robotics are this suit. Can be modified with non-combat accessories. Explore!

Rescue suit module: Adding utility to this rig will assist the user/patient. For picking those dead miners off barren exoplanets! A durable suit designed for medical rescue in high risk areas. Located in Medical EMT Bay. Comes with integrated magboots, maneuvering jets, helmet light, and a cover lock. Provides immunity to biohazards and radiation, strong defense against energy, very small defense against blunt force and explosions, and barely protects against ballistics and lasers.

AMI suit: Does anyone actually wear this? An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it. Located in the Research Director's office and the Vault. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, very strong defense against energy, strong defense against explosions, moderate defense against blunt force, small protection against lasers, and barely protects against ballistics. It is also resistant to EMPs.

CE's suit: An advanced voidsuit that protects against hazardous, low pressure environments. Shines with a high polish. Located in Chief Engineer's Office. Basically a cooler EVA RIG. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, small protection against explosions and blunt force, very small protection against lasers and energy, and barely protects against ballistics. The gloves are also insulated. Slap the biggest cell into this baby for that mounted RFC

Industrial rig: Installing the mining drill to shoot at Security A heavy, powerful rig used by construction crews and mining corporations. Bought at the mining vendor. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force, moderate protection against radiation and ballistics, very small defense against explosions and lasers, and barely protects against energy. It is also weaker to EMPs.

Hazard suit: A Security hardsuit designed for prolonged EVA in dangerous environments. Found in the Vault or built by robotics. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force and explosions, small protection against ballistics, very small defense against lasers and radiation, and barely protects against energy.

Combat suit: This hardsuit can only be worn by HUMANS Should mining supply you in time A sleek and dangerous hardsuit for active combat. Can be built by robotics. Provides immunity to biohazards, strong defense against blunt force, ballistics, lasers, bomb and barely protects against energy. You'll need to slap modules into these after you get them built.

Hardsuit Operation

Hardsuit control modules are meant to be worn on your back, and it may take some time to put it on. Ensure that you are not wearing anything on the outer clothing or helmet slot. Once equipped, two new tabs will appear in the top-right of your screen with a handful of new verbs, the most important of them being Toggle-Hardsuit in the Hardsuit tab. Details on all verbs can be found below. Once the Toggle-Hardsuit verb is used, the hardsuit will deploy into your outer clothing, gloves, helmet, and shoe slots, and will begin calibrating to your anatomy. If you are already wearing shoes or gloves, then the hardsuit will fit over them automatically. Once calibrated, you will be able to move around freely with some speed penalty.

Hardsuit Tab

  • Configure Voice Synthesiser: Will allow you to toggle a voice synthesizer on and off, and lets you type in a voice to imitate. Obviously this will do nothing if your hardsuit does not possess the required module.
  • Deploy Hardsuit: Deploys all components immediately and simultaneously.
  • Engage Module: Summons a pop-up prompt with a list of modules to activate on your suit. Slow and clunky.
  • Open Hardsuit Interface: Opens a sleek window detailing modules, power supply, and suit permissions.
  • Select Module: Summons a pop-up prompt with a list of modules that will standby until you click. Slow and clunky.
  • Switch Vision Mode: Cycles through vision settings. Only useful if your hardsuit has a configurable visor.
  • Toggle Boots/Chestpiece/Gauntlets/Helmet: Un/Deploys the selected component.
  • Toggle Hardsuit: Turns the suit either on or off. The suit must be fully deployed to perform either of these tasks.
  • Toggle Module: Summons a pop-up prompt with a list of modules that you can toggle on or off. Slow and clunky.
  • Toggle Visor: Self explanatory. Won't work if your suit does not have a configurable visor.

Hardsuit Modules Tab

This is a nice tab to switch to if you don't like the game unfocusing when you select a standalone window/prompt. It will display your suit charge, modules, toggles on said modules, and how much energy it will take to perform actions with these modules. Any cost value ending in E means that the suit will consume that much energy immediately upon activation, while values ending in A means the suit will consume that much energy when the module is in use.

RIG Module Press

This device converts usable items into modules to be installed in your hardsuits/rigs.

Maintenance

Hardsuits may need to be recharged or have their internals refilled, primarily the former, or perhaps the hardsuit itself is damaged. To conduct maintenance, do the following:

  1. Swipe your ID over the control module.
  2. Crowbar the panel open.
  3. For internals:
    1. Wrench the tank out.
  4. For power cell/control board:
    1. Screwdriver.
    2. Select which part you wish to remove.
  5. Crowbar and ID the control module to lock the suit back up.

To repair the hardsuit, remove the control module and do the following:

  • For scorches, use metal.
  • For punctures, use a welder.
  • For module damage, remove the module and use cable coil or nanopaste.

Internal Atmosphere

Canister interface. Set the pressure to max, open the valve, then close it and eject the tank.

So if you're made of meat and are not synthetic, then you most likely breathe. Not breathing is bad, and space (or vented rooms) doesn't really grant you the luxury of breathing. If your internal atmosphere (dubbed "internals") isn't enabled, then you are breathing the atmosphere around you which can either be fine or really bad. In most instances to conserve oxygen, you'll want your internals to be turned off while inside the station when there's no emergency or anything of that sort. While exploring breached/vented/contaminated rooms or exiting the station, however, you'll want to turn your internals on, otherwise you may asphyxiate, breathe in toxins, or (sometimes) catch airborne pathogens.

The most common method of establishing an internal atmosphere for yourself is with an oxygen tank and a breath mask, both of which are found in the box inside your backpack. It is worth mentioning that, while tanks of all sizes can be pressurized to a little over 1000 kilopascals (kPa), their size still determines how much air is actually contained inside the tank (an emergency oxygen tank at 1013 kPa won't last nearly as long as a normal oxygen tank at 1013 kPa). Another thing to note is that the emergency tank you spawn with isn't topped off to maximum capacity, only holding 303 kPa set to release at 21 kPa, meaning that the tank is truly for emergency use and won't last you more than seven minutes.

Almost all tanks for use as internals are blue tanks of pure oxygen instead of an air mix, the most notable difference between the two being the pressure at which the contents of the tank are released into a mask: O2 releases at 21 kPa by default (16 kPa is the minimum safe pressure before you begin to asphyxiate) while Air releases at 101 kPa. Release pressure can be adjusted by clicking the tank in hand. If you wish to top off your tank (to a maximum of 1013 kPa), you must put your tank in an oxygen canister and open the valve at max pressure until the gauge on the tank matches. Once it does, close the valve and eject the tank.


Cooled Atmosphere

If you don't actually breathe air and are a synthetic user, then you will be using suit cooling units instead of oxygen tanks. Often while wearing a voidsuit, hardsuit, or other vacuum-proof equipment, synthetic individuals will begin to overheat because the atmosphere inside continues to heat up from their warmth. To counteract this, suit coolers are used in place of an oxygen tank to constantly cool the air inside the suit as long as it is turned on and the cell inside has power. For voidsuits and hardsuits, activate the suit cooler and place it on the suit storage slot (preferably quickly). To recharge the cell, use a screwdriver on the unit, then click on the cooler while it is in your hand to pop the cell out, then just place the cell in a cell charger. Coolers cannot be assembled into voidsuits, but Research is able to make a cooling module for hardsuits if need be.

Jetpacks

To get these to work the best use them on your characters BACK slot Unless you're using a hardsuit with maneuvering jets, jetpacks are necessary to navigate environments without gravity, otherwise you will drift perpetually unless another force acts on your character, such as throwing or coming into contact with an object. Activating a jetpack will allow you to move around quickly, and activating stabilization (at the cost of more propellant) will allow for more precise movement, as well as keeping you from falling through holes. Jetpacks must be placed on your back to work, and should not be used as internals if the paint on the jetpack is black. If you are not granted the luxury of using a jetpack, a fire extinguisher will work as well.

Oxycandles

Oxycandles are basically cans containing a chemical mixture capable of generating breathable air upon combustion. These are for emergency use and don't provide much air; it produces roughly enough to sustain two or three turfs with stable atmosphere, therefore lighting this in a vented hallway may as well be a waste. They can be found in emergency closets, sometimes providing as much as three candles. These can be useful for refilling airlocks that have been forced open or if the canister that provides air happens to be empty.

Air Bubbles

Air bubbles are pretty much self-explanatory, being a bubble filled - for the most part - with air. They are used in emergencies where the user is trapped in/unable to move away from hazardous atmospheric conditions, primarily vacuum. They are found inside emergency closets, though they are small enough to fit inside your emergency internals box. Deploying the bag is simple, all it takes is for you to activate it in-hand and the air bubble will deploy on the same turf as you, now it's as simple as unzipping it, stepping onto it, and zipping it back over yourself. The atmosphere inside isn't pleasant, but it's better than vacuum, though be careful; moving will place you outside of the bag! The tank that supplies oxygen is an extended engineering airtank which, by default, is capable of supplying around an hour or so of oxygen. Without an air tank enabled, the bubble's atmos contents will simply mimic whatever's around it. This tank may be removed with the right click context menu, and can be replaced by clicking on the air bubble with any tank. Examining the bubble will tell you if a tank is attached and how much pressure is left in it. Once you are safe, you may exit the bag and click-drag it onto your character to fold it back up, albeit poorly, leaving you with a larger mess of material that will no longer fit in your internals box. Additionally, it can only fit one person... or perhaps victim; cable restraints can be used on the zipper to lock it, preventing anyone from the inside or the outside from opening it unless they have wirecutters, perfect for abductions when combined with the right air mix.

Exiting the Ship

Airlock panel. Controls airlock doors and atmosphere control.

Once your have the gear you need, you're ready to exit the ship. Most of the time, exiting the station is done by cycling through an airlock, which will depressurize the room you're in momentarily and open to the outside. If the airlock has not been operated before or it is not cycled to your side of it, you must press the button on your side of the door to open it. From there, click the control panel and select Cycle to Exterior. DO NOT click any buttons that will force the doors, otherwise the airlock and the adjacent room will depressurize and you'll probably fly out as a result. It is highly recommended that your activate your internals and magboots before operating the airlock interface in case an accident occurs during the cycling procedure. Once the vents shut off and the opposite door opens, you are free to walk through.

Working around the Horizon

If for some reason you need to head outside of the Horizon to work on it, you will need to remain fully aware of your surroundings and of the current situation as you do. While catwalks and railings should allow you to move around the ship's hull without slipping, magboots are always advised. Most importantly however, make sure that it is safe to go or stay outside in the first place. Firstly, make sure that no hazardous elements are actually around the ship, rogue drones and carps can easily prove to be your end... Thankfully however, the automated announcement system will warn you. In doubt, communicate with the crew, ask it if it is safe outside. Secondly, make sure that the ship is not moving. Being outside once the Horizon starts moving will throw you off and leave you to float in the void, most likely to your demise. Any good command member or bridge crew should warn the crew if the Horizon is about to move, and an "EVA ban" will be set up, if you are already outside at that time, warn your crew over the comms and head for the first airlock you see.

Exploring Space

Space is... well, space. Aesthetically and mechanically. There's no air, no floor, and no gravity. Without a jetpack, you will be forced to use magboots and cling to the exterior of any kind of structure you find to navigate. If you fall out of range of said structure, you will have to throw something in the direction you are traveling in order to send yourself back. If someone is unconscious in space, they will have to be pulled towards the to a place where they can be helped. If they are fully conscious but unable to maneuver in space, switching to an intent other than help and bumping into them will move them.

If you accidentally fall into space and begin orbiting any kind of structure, go ahead and rest to prepare yourself to land. When you hit the asteroid again, you'll tuck and roll, reducing the amount of damage you take greatly and negating chances of bleeding and/or puncturing your suit as a result.

Returning

Returning to the ship is about the same as exiting except you're going into the airlock from the other side and maybe also tracking in a ton of dust from your boots. Simply bring up the interface and click Cycle to Interior and wait for the room to repressurize. In the event that there's not enough air in the supply canisters, allow the room to pressurize as high as it will go before forcing the interior door, though using an oxycandle may prove useful here. While a little dangerous, depending on the size of the airlock and what the atmosphere is, at least you won't be stuck.

Шаблон:Gameplay Guides