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(A lot of small fixes and more in depth explenation on atmos techs. This should help out new and old players alike, since this page was riddled with errors.)
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{{JobPageHeader
{{toc_right}}
|headerbgcolor = lightblue
|headerfontcolor = black
|stafftype = ENGINEERING
|imagebgcolor = #ffff88
|img = Generic_atmos.png
|jobtitle = Atmospheric Technician
|access = Atmospherics, Maintenance
|difficulty = Medium to Hard
|qualifications = At least 25 years of age, applicable Bachelors degree or 7 years experience in engineering-related field.
|education = [[Ceres University]] - [[Hongsun Park Engineering Institute]] - [[Shastar Technical University]]
|superior = [[Chief Engineer]]
|duties = Ensure the air is breathable on the station, fight fires, repair pipes, help out the [[Station Engineer|Engineers]].
|guides = [[Guide to Construction]], [[Guide to Atmospherics]]
}}
As an '''Atmospheric Technician''', what you do is rather simple. Firstly, your stations atmospherics system starts up and running, but there is always room for improvement. Secondly, if there is any sort of environmental disaster, head off and fix it! Most of the crew requires air to survive and a good atmospheric tech can change the flow of an entire round. You have your tools, your [[Guide_to_Communication_Devices#Headset|engineering headset]], portable and mobile pipe dispensers, several space heaters, and atmospheric survival equipment. When things get quiet, sit back and start your own little projects, usually consisting of plotting ways to flood the station with a variety of toxic gases or the finding the exact amount of high powered pumps to crash that power supply and yell at the inferior engineers. Should you ever use said plans as a way to leverage other departments into recognizing the sovereignty of the great nation of Atmosia, be prepared for [[Security]] to come in and beat you silly.


For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], [[#Bots|Bots]], and [[#Exosuits|Exosuits]], as well as the repair of [[#IPCs|IPCs]].
== Atmospherics ==


=Robotics Equipment=
This is your home. This is your motherland. Atmosia loves you, and you love Atmosia. Treat her right, and she'll never leave you hanging or gasping.


==Machines==
Atmosia is a beautiful land of pipes and various bits of atmospheric regulation equipment. Here, you'll find the pipes that distribute gas to the rest of the station, the means to control that gas, the supplies to keep that gas moving, breathable, and on the station rather than out in the vacuum of space, and the computers that will let you monitor the atmosphere on the whole station or remotely control them. Ever wondered why cargo loves wearing the Ushanka? Probably has to do with an atmos tech making their workplace a freezer with a button on their console.


===Exosuit Fabricator===
At first glance, the tangled mess of pipes that is Atmosia proper can seem intimidating. Don't let that frighten you. Atmosia is not nearly as confusing as she seems - and she is well worth the effort.
[[File:Exofab.png|100px|left]]
If you are in need of a little training jump in as engineering apprentice and have someone explain the basics to you once or twice, before starting to yell at them for constantly stealing your pipe dispenser.
The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could possibly need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later.  


== Your Job ==


In addition, the machine itself will also be upgraded by simply researching two specific techs. These benefits have no cap, and will continue to have a benefit at any increased research level (The levels themselves are capped by the availability of high tech items to research)
Your job is air. You keep the station breathing. Without you, this place would suffocate while sucking on hard vacuum. Or freeze to death. Or die of depressurization. Or catch on fire. Or poison itself with phoron. You get the picture.
*Materials research will increase material efficiency, reducing the quantity of materials you require to build things.
*Data Theory research will increase speed efficiency, reducing the time required to build various parts


It can be upgraded
In more specific terms, though, you have two primary duties: keeping the station's atmospheric systems running at full capacity and taking care of any specific atmospheric problems that pop up on the station. This means that you refill areas that have been depressurized, drain areas that have overpressurized, filter out [[Phoron|toxic gases]], fight fires, and any number of other things. See the [[Guide to Atmospherics]] for more details.
*Upgrading the Laser will increase material efficiency, reducing the quantity of materials you require to build things.
*Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts
*Upgrading the Matter Bins will allow it to store more materials


=Cyborgs=
=== Repressurization ===
'''See also [[Guide_to_Paperwork#Robotics:_Cyborgification|Cyborgification Contracts]].'''
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!


The [[Cyborg]] is the Roboticist's primary creation and upkeep. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists.
Repressurizing an area that has lost some of its atmosphere is the most common task you'll face as an Atmospheric Technician. Areas usually undergo depressurization when something exposes them to the cold void of space. This causes all of its atmosphere to rush out, along with anything unlucky enough to be caught in the windstorm. Coordinate with your fellow engineers. They can repair the walls while you lay out your majestic pipes or drag along another pipe dispenser. It is usually good to have them aware that you are active and able to fix the atmos issue while they focus on changing lightbulbs.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
After your [[Station Engineer|engineering buddies]] have taken care of a hull breach, it'll be your job to refill the area and make it breathable. This can be done by using the Air Alarms mounted on the walls in most areas, as well as the local vents and scrubbers. Atmosia, fortunately, is largely self-regulating; after a hull breach is sealed and the system is set to filter or fill in fresh air, the vents on the station will automatically begin replacing lost air as long as the pipes to the vents in the area are undamaged. This process is usually rather slow, unless you have upgraded your atmos systems to get the most out of it. You'll mainly be called to focus on critical or high-traffic area, and the crew needs it to be breathable ''now''. A well prepared portable air pump can fill an area within seconds. If your hands are full have the apprentices drag them in for you.
===Making a Cyborg===


<div class="mw-collapsible-content">
=== Filtering and Depressurizing ===
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.
# Click on the Exosuit Fabricator to open its menu. Select '''Add To Queue''' for Robot Endoskeleton, Left Arm, Right Arm, Left Leg, Right Leg, Torso, and Head then click on '''Process Queue''' in the right side.
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.
# When putting the parts together, use the [[File:Robot_endoskeleton.png]] Robot Endoskeleton as a base. Attach components by picking them up and then clicking on the endoskeleton.
#* Add 2x [[File:sflash.png]] Synthetic Flash to the Head before attaching it. You do this by picking up the flashes and then clicking on the head. .
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.
# The last step is installing either an [[File:MMI.png]]MMI or a [[File:Posibrain.png]]posibrain.
</div></div>


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Less commonly, you'll be called on to filter out toxins from the air or drain an area that's become overpressurized. Removing excess atmosphere from a room is as simple as going to the air alarm and selecting the replace setting (or Panic Syphon in extreme cases), then waiting for it to go back to green before switching back to Filter.
===Extract a brain for the Cyborg===


Getting rid of toxins, on the other hand, is usually more difficult. Setting the air alarm filters to scrub out toxins and N2O from the air will help, but it might not be enough. Air scrubbers can be used to get rid of toxins, but if the spill is very large, you might have to resort to Panic Syphon or Replace Air settings. Remember to keep people out of the room as long as you're working. Not only are the toxins dangerous, but the fact that depressurization is probably your best option adds another threat. Just make sure to enable your magboots before bashing in a window and that the grill is not shocked. If it's a phoron spill, be damn sure there's nothing around that can set it off (unless you're planning on burning off the phoron, which is extremely dangerous and shouldn't be attempted in anything but the most extreme cases or by experienced Atmospheric Technicians).


'''Note:''' Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.
=== Fire! ===
<div class="mw-collapsible-content">
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].
# Aim for the organ's location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)
# Use a [[File:Scalpel.png]] '''scalpel''' to cut back the flesh.
# Use the [[File:Hemostat.png]] '''hemostat''' to stop any potential bleeding.
# Use your [[File:Retractor.png]] '''retractors''' to lift up the skin.
#  Use the [[File:Saw.png]] '''saw''' to cut through the bones.
#  Use the [[File:Retractor.png]] '''retractor''' to separate the bones.
#  Use the [[File:Scalpel.png]] '''scalpel'''. This will open up a window asking you which organ you'd like to cut loose. Select the Brain.
#  Use the [[File:Hemostat.png]] '''hemostat'''. This will open up a window asking you which loose organ you'd like to remove. Select the Brain again.
#  Place the brain in an [[File:MMI empty.png]] MMI.
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.


You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.
There's a fire! This is a comparatively rare occurrence, but when there is one, you're expected to suit up and get the problem fixed without hesitation. Generally, this involves locking the area down and using Panic Syphon and/or Replace Air to quell the fire. Keep in mind that your atmos suit is designed for EVA operations. Your firefighter suit is not.
</div></div>
====So You Decapitated Your Patient====
Don't panic just yet!  You can still complete the brain extraction. It's actually easier then extracting the brain from an attached head. Use a [[File:Scalpel.png]] '''scalpel''', then a [[File:Retractor.png]] '''retractor''', then a [[File:Hemostat.png]] '''hemostat'''.


== Cyborg Maintenance ==
=== Total Emergency: The Fire Axe and You ===
You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time.


The Fire Axe is your tool of choice during emergencies, since you can use it like a crowbar to open door when the power is off ''and'' use it as an incredibly powerful melee weapon or just to get rid of a window quickly. Just keep in mind that you have to be holding it with both hands to use it effectively (click on it while you're holding it to do this). Because it's so dangerous and it doesn't fit in a backpack or satchel, it should usually be left in its case in the computer room. If you have to have it, though, use a multi tool to unlock its case. Just be aware that, once it's out, you are seen as armed and dangerous, and [[Traitor|some people]] want to get their hands on it. Security will probably want to know why you grabbed it, too.


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== Traitoring ==
=== Repair ===


When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple
Atmospherics is already sensitive work, and it's just complex enough that people who don't know how it works themselves will generally let you do what you say needs to be done rather than question you when there's an Atmospherics alert in the area. This combined with the ability to remotely trigger such alarms or cause atmos troubles, gives you a free pass to enter almost all of the station without raising an eyebrow. This gives you all sorts of opportunity for shenanigans. Beyond that, you can sabotage the entire station's air supply very, very easily if you know what you're doing - but do it carefully, because you'll be one of those most under suspicion. You have easy access to phoron and other harmful substances as well. With a bit of inventiveness, you can do a lot of damage. Make sure to clear it with admins if you plan to send an entire department to sleep or declare the bridge a new construction zone via rapid phoron induced deconstruction.
<div class="mw-collapsible-content">
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head.  
#* ''Note: Be sure to remember this step or you could go blind!''
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.


Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.
</div></div>


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
{{Engineering}}
=== Cyborg Component Repair ===
{{Jobs}}
 
[[Category:Engineering]]
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.
[[Category:Pages]]
<div class="mw-collapsible-content">
[[Category: Jobs]]
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Crowbar.png]] Crowbar out the desired component.
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Powercell.png]] Remove the cyborg's power cell by clicking on it with an empty hand.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.
</div></div>
 
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=== Human Prosthetic Repair ===
 
You may be asked to repair damage to the artificial limbs of your fellow crew members.
<div class="mw-collapsible-content">
To fix brute damage:
# Follow the same procedure as outlined above for fixing dents in cyborgs, making sure to target the specific area that requires fixing.
To fix burn damage:
# [[File:CableCoils.png]] Use a cable coil on the damaged area.
</div></div>
 
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=== Upgrading the Power Cell ===
 
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.
<div class="mw-collapsible-content">
Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.
#* ''Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 15,000, and the Science Department can research power cells that exceed 30,000.''
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.
</div></div>
 
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=== Modules ===
 
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help.
<div class="mw-collapsible-content">
You can manually reset its module to allow it the option of choosing a new one by following this order:
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
This also works with any other module - just replace the "reset module" with the module of your choosing.
 
=== Modifications ===
 
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.
<div class="mw-collapsible-content">
In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
 
There are three lights in the cyborg with three corresponding wires:
 
* '''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
**''Pulsing'' does nothing.
**''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
**''Mending'' this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
 
*'''AI Link''': If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
**''Pulsing'' this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
**''Cutting'' this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
**''Mending'' this wire does nothing. You need to pulse it to reconnect it to an AI.
 
*'''Module Lock''': If this light is on, the module of the cyborg cannot be changed.
**''Pulsing'' this will reset the module of a cyborg and allow it to pick a new one.
**''Cutting'' this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.
**''Mending'' this wire will allow the cyborg to change modules.
 
An emagged cyborg will have no LawSync or AI link and cannot be reset.
 
'''Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.'''
</div></div>
 
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=== Creating a Spiderbot ===
 
Spiderbots are temporary bodies for brains.
<div class="mw-collapsible-content">
They can carry around small items, zap things, move through vents and generally act like pests. They are seldom used on the Aurora, but can still be constructed.
Combine the following:
* Robot head.
* Manipulator.
* Occupied MMI or positronic brain.
</div></div>
 
= IPCs =
Sometimes, you will need to repair synthetics other than Cyborgs, such as IPCs. The procedures for repairing an IPC are quite different from that of cyborgs, and are as follows:
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
 
==Opening and Closing Surgical Sites==
<small><i>The first and last steps of most repairs.</i></small>
<div class="mw-collapsible-content">
* To open a surgical site;
# [[File:Screwdriver tool.png]] Open the limb's hatch using a screwdriver.
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.
* To close a surgical site;
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.
# [[File:Screwdriver tool.png]] Open the limb's hatch using a screwdriver.
</div></div>
 
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== Exterior repair ==
 
In the case that any damage is only external (Anything less than "Severe" or "A lot of"), damage can be repaired.
<div class="mw-collapsible-content">
 
For dents:
# [[File:WeldingHelmet.png]] Equip a welding helmet on your head.
# [[File:Welderon.gif]] Place a  welder in your hand, click on it while it's in your hand to light it, target the affected organ and then click on the IPC.
 
For burns:
# [[File:CableCoils.png]] Target the affected organ and click on the IPC with a cable coil.
 
</div></div>
 
=== Advanced interior repair ===
 
IPCs possess their own set of internal organs, the locations and identities of which are as follows (Organs with their name in bold are vital - removing it will kill the IPC!):
# '''Microbattery''' - chest
# '''Optical sensor''' - head
# '''IPC identification tag''' - head
# '''Positronic brain''' - head (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain.)
<div class="mw-collapsible-content">
 
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==== Organ repair ====
<div class="mw-collapsible-content">
 
While targeting the organ's parent limb:
# [[File:Screwdriver tool.png]] Open the limb's hatch using a screwdriver.
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.
# [[File:Nanopaste.png]] [[File:Screwdriver tool.png]] Mend the damage to the organ using nanopaste or a screwdriver.
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.
 
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==== Organ removal ====
<div class="mw-collapsible-content">
 
While targeting the organ's parent limb:
# [[File:Screwdriver tool.png]] Open the limb's hatch using a screwdriver.
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.
# [[File:Multitool.png]] Decouple the target organ (you can choose if there are multiple) using a multitool. ''NOTE: It may take multiple clicks before it works.''
# [[File:Hemostat.png]] Remove the target organ with the hemostat
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.
 
</div></div>
 
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==== Organ attachment ====
<div class="mw-collapsible-content">
 
While targeting the organ's parent limb:
# [[File:Screwdriver tool.png]] Open the limb's hatch using a screwdriver.
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.
# Insert the organ by clicking on the IPC with it in your hand.
# [[File:Screwdriver tool.png]] Reattach the target organ using a screwdriver.
# [[File:Crowbar.png]] Close and secure the hatch using a crowbar.
 
</div></div>
 
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==== Positronic brain installation ====
<div class="mw-collapsible-content">
 
While targeting the head:
# [[File:Screwdriver tool.png]] Open the head's hatch using a screwdriver.
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.
# Install the Positronic Brain by clicking on the IPC with it in your hand.
# [[File:Crowbar.png]5] Close and secure the hatch using a crowbar.
 
</div></div>
 
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==== Voice mending surgery ====
<div class="mw-collapsible-content">
Helping a poor Shell sing again!
While targeting the Shells' mouth.
# [[File:Scalpel.png]] To open the Shells' Synthskin face and reveal the neck.
# [[File:Multitool.png]] or [[File:CableCoils.png]] To mend the voice modulator.
# [[File:Retractor.png]] To bend the Shells' Synthskin face and neck back into place.
 
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
==== IPC revival ====
<div class="mw-collapsible-content">
 
Time to bring a dead robot back to life:
While targeting the head:
# [[File:Screwdriver tool.png]] Open the head's hatch using a screwdriver.
# [[File:Crowbar.png]] Pry open the hatch using a crowbar.
# [[File:Multitool.png]] Decouple the Positronic brain.
# [[File:Hemostat.png]] Remove the brain with the hemostat.
# [[File:Exofab.png]] Create a full cyborg chassis.
#* The IPC's species depends on the brand of the torso. Different brands can be ordered through cargo.
# [[File:Multitool.png]] Use the multitool on the head to disable the law manager.
# [[#Making_a_Cyborg|Build a cyborg and follow the steps above.]]
 
</div></div></div>
 
= Bots =
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Medibot.gif|50px]] Medibot===
 
These will only inject chemicals if the chemical helps with the target's damage by default.
<div class="mw-collapsible-content">
They can also be Emagged to repeatedly inject anyone with harmful chemicals. Note that these don't synthesise their own chemicals, except tricordazine.
 
Combine the following ingredients in order:
# Cyborg Right or Left Arm.
# Empty [[File:SMed.png]] Medkit.
#* ''Note: Differently colored medkits will also change the resulting color of your Medibot.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# [[File:Healthanalyzer.png]] health analyzer.
# [[File:Proximitysensor.png]] proximity sensor.
# [[File:Beaker.png]] beaker filled with the medicine of your choice.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Cleanbot.gif|50px]] Cleanbot===
 
Cleanbots are great, as they serve the exact same purpose as the Janitor.
<div class="mw-collapsible-content">
 
Even better is that it uses Space Cleaner to mop, so no slipping on everything!
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with Autolathe)
# [[File:Proximitysensor.png]] proximity sensor.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Cyborg Right or Left Arm.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
=== [[File:Farmbot.png|50px]] Farmbot ===
 
A relatively useful bot that helps with the mundane aspects of Hydroponics and Xenobotany.
<div class="mw-collapsible-content">
 
It will water plants, clearout weeds, harvest plants, and refill nutrients
To make one:
# Attach a robot arm (cyborg right or left arm) to a [[File:Watertank.png]] water tank.
# Attach a plant analyzer.
# Attach a [[File:Bucket.png]] bucket.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Attach a mini-hoe.
# [[File:Proximitysensor.png]] proximity sensor.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Floorbot.gif|50px]] Floorbot===
 
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station.
<div class="mw-collapsible-content">
 
They zoom around and repair busted floor tiles.
To make:
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
# [[File:Proximitysensor.png]] proximity sensor.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Cyborg Right or Left Arm.
 
Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Securitron.gif|I AM THE LAW|50px]] Securitron===
 
Basically, Officer Beepsky without the personality.
<div class="mw-collapsible-content">
You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a Electromagnetic Card (E-mag), as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
To make:
* [[File:Screwdriver tool.png]] Use a '''Screwdriver''' on a [[File:remote_signaller.png]]Remote Signaling Device
* Combine with a [[File:Helmet.png]]Helmet (Get these from Security)
* [[File:Welderon.gif]]Weld them together
* Add a [[File:Proximitysensor.png]]Proximity Sensor and a Robot Arm.
* Toss in a [[File:StunBaton.gif]]Stun Baton
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:ED209.png|50px]] ED-209===
 
Beepsky's bigger brother.
<div class="mw-collapsible-content">
 
Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To make:
* Use a [[File:Metal.png]] metal sheet on a Cyborg Endoskeleton to reinforce it.
* Add two Robot Legs and a [[File:Armor.png]]security vest.
* [[File:Welderon.gif]]Weld everything together
* Add in a security [[File:Helmet.png]]Helmet
* Attach a [[File:Proximitysensor.png]]Proximity Sensor to the assembly
* Insert wires
* Add a [[File:Taser.png]]Taser and attach it with a [[File:Screwdriver tool.png]]Screwdriver.
* Insert a [[File:Powercell.png]]Power cell. Your own murder-robot is complete!
 
A emagged ED-209 fires deadly lasers AND attacks anyone on sight. Anyone emagging a ED-209 is advised to run like crazy.
</div></div>
 
= Exosuits =
Construction of exosuits are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.
 
Exosuits are wholly modular, meaning what you make can (mostly) be mixed and matched to create whatever vehicle you desire. From chicken-legged brawling mecha to tread-based taxis, the possibilities are endless.
 
The current list of exosuit parts is as follows.
==Exosuit Construction==
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Mechframe.png]] The Frame===
 
The backbone of the mech itself, this can be modified at any stage of construction.
<div class="mw-collapsible-content">
 
To finish:
* Apply 15 steel sheets to the frame.
* Wrench the steel sheets in place.
* Weld the steel sheets in place.
* Wire the frame.
* Wire cutters to neaten the wiring.
* The following is the limitation and requirement for the frame's finished parts :
* - Motivators
* - Sensors
* - Manipulators
* - Chassis
* Once it's all applied, screwdriver to complete.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Robotarmor.png]] The Parts===
 
The actual defining features of the mech, appearance and performance wise.
Each part has unique attributes that make them superior or inferior to the other parts, depending on situation.
<div class="mw-collapsible-content">
Individual parts of the mech require various, smaller parts from the mech fabricator to finish. Robot parts are found under the "robot" tab specifically, not the exosuit tab itself.
 
To finish the '''motivators and manipulators''':
* Apply one robot actuator.
 
To finish the '''sensors''':
* Apply one robot camera.
* Apply one robot radio.
* Apply one ''exosuit control module'', this is among the most important parts of the mech.
To finish the '''chassis''':
* Apply the exosuit armor of your choice. This is very important as it judges the durability of your mech.
* Apply one power cell of your choice.
* Apply one robot diagnostic unit.
 
 
* Once it's all done, place the parts on the mech frame.
 
====The Exosuit Control Module====
The Exosuit Control Module takes very specific boards, but only two of any variety. This marks the limitation for modules that mecha can use. Theoretically, any mech can be used for any purpose with this system. The boards can be seen below.
* Basic Weapon Control - Controls the majority of weapons found in the exosuit fabricator. Without it, none of these can be utilized.
* Advanced Weapon Control - Controls the higher-end weaponry, such as X-RAYs and pulse cannons. Doesn't work for basic weapons without also using the basic weapon board.
* Utility Systems Control - Controls almost every utility system, such as clamps, drills and floodlights.
* Engineering Systems Control - Controls engineering systems such as the mounted RFD or fire extinguisher.
* Medical Systems Control - Controls medical systems such as sleepers, health analyzers and crisis drones.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Robotradio.png]] The Details===
 
The specifics on each frame available to robotics.
<div class="mw-collapsible-content">
====Exosuit Frames====
[[File:ModularAPLU.png]]'''Powerloader''' - Parts for an industrial-grade power loader. The modular mecha adaptation of the APLU "Ripley," tends to be utilized for mining and heavy lifting.
* Has decent armor across the board.
* Has an open chassis, not protected against the environment. Can carry two people inside of it.
* Powerful, heavy manipulators with substantial damage per swing.
* Slow and bulky but hard to damage motivators.
 
[[File:ModularLight.png]]'''Light Chassis''' - Parts for a light, maneuverable and fragile mech. The modular mecha adaptation of the Odysseus, tends to be utilized for medical response and scouting.
* Has terrible armor, generally.
* Has a sealed chassis, protected from the environment.
* Light, nigh harmless manipulators that are unable to damage windows or doors.
* Fast and agile motivators basically made of glass.
 
[[File:ModularHeavy.png]]'''Heavy Chassis''' - Parts for an absurdly large, heavy-duty mech. The modular mecha adaptation of the Durand, tends to be utilized for really big problem solving.
* Has phenomenal armor, generally.
* Has a sealed chassis, protected from the environment.
* Extremely heavy and equally slow motivators.
* The heaviest duty manipulators available, presumably carries the impact of a train.
 
[[File:ModularCombat.png]]'''Combat Chassis''' - Parts for a well-balanced combat mech. The modular mecha adaptation of the Gygax, tends to be utilized for dynamic combat situations.
* Has relatively good armor.
* Has a sealed chassis, protected from the environment.
* Moderately armored motivators, still quite fast.
* Quick, but light manipulators that don't have much force behind them.
 
====Miscellaneous Parts====
* Armored Treads - The fastest traditionally available motivators, very durable with terrible turning delay. Not good for maneuverable mechs, but great for straight lines.
* Hover Thrusters - A set of thruster motivators that permit flight and the total disregard of holes.
* Quadruped Motivators - A set of stable motivators that permit the scaling of walls and have instant turn speed.
* Spherical Pod Chassis - A spherical hoverpod chassis, in modular mech form! About as useless as its predecessor and only a little prettier.
====Exosuit Armor====
[[File:Robotarmor.png]] '''Armor''' - The armor of your mech determines a plethora of things and can be changed depending on the specialty you expect for your mech. Some available are listed below.
* Basic exosuit armor - Simple enough, durable armor with no special attributes.
* Radiation-proof armor - Exactly what the name says, this will protect the user entirely from the threat of radiation.
* EM-resistant armor - EMP proofing, for your mech in effect.
* Combat armor - Extremely durable without the special attributes of the former plating.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:ModularRFD.png]] The Equipment===
 
The wielded equipment, utilities and weapons of the mech available to robotics.
<div class="mw-collapsible-content">
====Weapons====
* Electro-laser carbine - An electrode-based taser that doesn't pass through windows but does a mighty amount of pain to whoever it hits.
* Heavy Ion Cannon - A mech-mounted duplicate of the ion rifle. Two modes : stun, and lethal. Stun has ten shots, lethal has six. Can't be fitted onto shoulder slots.
* Mounted laser carbine - A laser rifle fitted onto a mech. Ten shots, all lethal. Can't be fitted onto shoulder slots.
* Mounted machine gun - A very robust ballistic autocannon for mech usage, very lethal.
 
====Utilities====
* Mounted Clamp - A sturdy clamp that can carry pretty much anything that isn't bolted down. Great for securely moving loaded crates. When loaded with an ore box, this automatically picks up anything you drill.
* Mounted Drill - A drill with an interchangeable head that excels at destroying pretty much anything in the game, from rocks to killer monsters to people to rocks again. More efficient the harder the head's material is.
* Floodlight - Very bright headlamps for exosuit mounting. Wonderful for just about any mech.
* Mounted Plasma Cutter - A robust plasma cutter for mech usage.
* Gravitational Catapult - A grav-pult with two modes ; area, and targeted selection. Utilizing either, you're able to push, pull or shove any object not bolted down.
====Engineering====
* Mounted RFD - An RFD with three modes ; construct wall/plating, deconstruct wall/plating/airlock, and construct airlock.
* Extinguisher - A very high capacity fire extinguisher.
====Medical====
* Mounted sleeper - A sleeper that permits the operator to scoop up people quickly, it's also fitted onto the back of the mech and comes with a variety of beneficial chemicals.
* Health analyzer - A health analyzer. That's it.
* Crisis Drone - Automatically attempts to stabilize people nearby when activated.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Examplemech.png]] Mech Piloting===
Simple tips to piloting your new death robot.
<div class="mw-collapsible-content">
====Basics====
Mechs are pretty much larger versions of your own character in operation, meaning that, mechanically speaking (not RP wise) it's as simple as utilizing normal hotkeys once you've climbed into the mech to navigate.
 
To climb into the mech, drag your character's sprite onto the mech. Provided the canopy is open, you'll simply enter the mech after a brief delay. Any action will interrupt this process, especially being knocked over or pushed.
 
If the hatch/canopy/roll cage/etc. is closed, simply click on the mecha itself to swing it open.
 
Once you're inside, you ought to have full access to your inventory with the exception of using some items, using RIG modules, etc.
 
[[File:MechaInterface.png]]
 
The interface of the mech starts here. This is where basic functions are controlled.
* '''The MAINT button''' toggles the maintenance protocol on/off. Maintenance protocol permits the manipulation/deconstruction of the completed mecha, regardless of the presence of a pilot.
* '''The EJECT button''' ejects you, provided the canopy is unlocked.
* '''The CLEAR button''' toggles the hardpoint access system, permitting or forbidding editing of hardpoints from outside of the mech.
* '''The LOCK button''' locks the canopy once it's closed.
* '''The CLOSE/OPEN button''' opens/closes the canopy.
* '''The RADIO button''' permits configuration of the exosuit's internal radio.
* '''The CAMERA button''' does god-knows-what.
* '''The RENAME button''' permits the relabeling of the exosuit to whatever hilarious or cool thing you can come up with.
[[File:Mechainterface2.png]]
 
The next part of the exosuit interface is seen here. Basically, clicking on the background of the icon in question permits you to select the specific module that occupies that slot. Alt+clicking on the icon activates one of its utilities, like setting something to burst fire or dropping something from a clamp. Ctrl+clicking on the icon's background will eject the module entirely from your mech. To the right of this, ammunition/drill integrity/clamp contents can be seen.
 
[[File:Mechainterface3.png]]
 
The final piece is seen here, this displays the integrity of your mech. Damage will display on various specific parts, like motivators/manipulators/sensors/etc as it comes.
 
====Repairing Your Mech====
Repairing a mech is a complex procedure, one that tends to involve activating maintenance protocols, wrenching the frame to dismantle it, and taking it apart piece by piece to fix the parts. Welder+wire will be needed in excess to fix damaged parts, and at higher damage thresholds, entire components will require replacement. This makes field repair of mechs rather difficult without a lot of spare parts on hand, so mechs aren't that sustainable running about aimlessly.
 
====Replacing the Cell====
Replacing the cell of a mech is simple - just crowbar it out with maintenance protocols enabled, and place a new (hopefully charged) one inside.
 
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:RemoteChairT.png]] Remote Piloting===
How to setup a remotely controlled mech.
<div class="mw-collapsible-content">
====Requirements====
* '''Any [[Guide_to_Robotics#Exosuit_Construction|finished and functional mech]]'''
Simply follow the steps above to create your own mech. Take it for a test ride and make sure it is charged. Parking it on a charger will ensure it remains charged until it is actually needed.
 
* '''Remote control upgrade'''
Those can be printed via the integrated circuit printer. You can get one of those from your friendly [[Guide_to_Research_and_Development|scientist]] over at R&D.
They come in three forms, which respond to three different control networks: Standard for public use, penal to be used in prison work programs for the mines and AI to be controlled by the [[AI|station intelligence]]. It can only be attached to a fully working mech and cannot be removed. Only if the mech and control chair are on the same network will you be able to pilot your Mech from it.
 
* '''Linked remote control chair'''
You will need a mech control center assembly kit, which can be printed on the protolathe in R&D. It can be deployed anywhere and moved by using your wrench on it. Entering the chair will give you a list of all mechs connected to the corresponding network. You are able to control the mech as long as you remain within the chair itself.
 
</div></div>
= Hardsuits =
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[File:Amisuit.png|32px]][[File:Rescuesuit.png|32px]][[File:Advancedsuit.png|32px]][[File:Newindustrialsuit.png|32px]] [[Hardsuit Operation#Civilian_RIGs|Civilian Hardsuit]] Assembly===
<div class="mw-collapsible-content">
* Cable
* Wirecutters
* Control circuit board
* Screwdriver
* Steel
* Wrench
* Welding tool
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
===[[Hardsuit Operation#Combat RIGs|Combat Hardsuit]] Assembly===
<div class="mw-collapsible-content">
* Cable
* Wirecutters
* Central circuit board
* Screwdriver
* Control circuit board
* Screwdriver
* Advanced scanning module
* Screwdriver
* Steel
* Wrench
* Welding tool
* Plasteel
* Wrench
* Welding tool
</div></div>
 
{{Research}}
{{Special_Guides}}
{{Gameplay_Guides}}
[[Category:Pages]] [[Category:Guides]] [[Category:Special guides]] [[Category:Research]]

Версия от 22:06, 6 июня 2020

ENGINEERING
Должность
не определена


Atmospheric Technician

Руководители: Chief Engineer
Сложность: Medium to Hard
Обязанности: Ensure the air is breathable on the station, fight fires, repair pipes, help out the Engineers.
Руководства: Guide to Construction, Guide to Atmospherics
Доступ: Atmospherics, Maintenance
Альтернативные названия: Отсутствуют

Файл:F19.png

As an Atmospheric Technician, what you do is rather simple. Firstly, your stations atmospherics system starts up and running, but there is always room for improvement. Secondly, if there is any sort of environmental disaster, head off and fix it! Most of the crew requires air to survive and a good atmospheric tech can change the flow of an entire round. You have your tools, your engineering headset, portable and mobile pipe dispensers, several space heaters, and atmospheric survival equipment. When things get quiet, sit back and start your own little projects, usually consisting of plotting ways to flood the station with a variety of toxic gases or the finding the exact amount of high powered pumps to crash that power supply and yell at the inferior engineers. Should you ever use said plans as a way to leverage other departments into recognizing the sovereignty of the great nation of Atmosia, be prepared for Security to come in and beat you silly.

Atmospherics

This is your home. This is your motherland. Atmosia loves you, and you love Atmosia. Treat her right, and she'll never leave you hanging or gasping.

Atmosia is a beautiful land of pipes and various bits of atmospheric regulation equipment. Here, you'll find the pipes that distribute gas to the rest of the station, the means to control that gas, the supplies to keep that gas moving, breathable, and on the station rather than out in the vacuum of space, and the computers that will let you monitor the atmosphere on the whole station or remotely control them. Ever wondered why cargo loves wearing the Ushanka? Probably has to do with an atmos tech making their workplace a freezer with a button on their console.

At first glance, the tangled mess of pipes that is Atmosia proper can seem intimidating. Don't let that frighten you. Atmosia is not nearly as confusing as she seems - and she is well worth the effort. If you are in need of a little training jump in as engineering apprentice and have someone explain the basics to you once or twice, before starting to yell at them for constantly stealing your pipe dispenser.

Your Job

Your job is air. You keep the station breathing. Without you, this place would suffocate while sucking on hard vacuum. Or freeze to death. Or die of depressurization. Or catch on fire. Or poison itself with phoron. You get the picture.

In more specific terms, though, you have two primary duties: keeping the station's atmospheric systems running at full capacity and taking care of any specific atmospheric problems that pop up on the station. This means that you refill areas that have been depressurized, drain areas that have overpressurized, filter out toxic gases, fight fires, and any number of other things. See the Guide to Atmospherics for more details.

Repressurization

Repressurizing an area that has lost some of its atmosphere is the most common task you'll face as an Atmospheric Technician. Areas usually undergo depressurization when something exposes them to the cold void of space. This causes all of its atmosphere to rush out, along with anything unlucky enough to be caught in the windstorm. Coordinate with your fellow engineers. They can repair the walls while you lay out your majestic pipes or drag along another pipe dispenser. It is usually good to have them aware that you are active and able to fix the atmos issue while they focus on changing lightbulbs.

After your engineering buddies have taken care of a hull breach, it'll be your job to refill the area and make it breathable. This can be done by using the Air Alarms mounted on the walls in most areas, as well as the local vents and scrubbers. Atmosia, fortunately, is largely self-regulating; after a hull breach is sealed and the system is set to filter or fill in fresh air, the vents on the station will automatically begin replacing lost air as long as the pipes to the vents in the area are undamaged. This process is usually rather slow, unless you have upgraded your atmos systems to get the most out of it. You'll mainly be called to focus on critical or high-traffic area, and the crew needs it to be breathable now. A well prepared portable air pump can fill an area within seconds. If your hands are full have the apprentices drag them in for you.

Filtering and Depressurizing

Less commonly, you'll be called on to filter out toxins from the air or drain an area that's become overpressurized. Removing excess atmosphere from a room is as simple as going to the air alarm and selecting the replace setting (or Panic Syphon in extreme cases), then waiting for it to go back to green before switching back to Filter.

Getting rid of toxins, on the other hand, is usually more difficult. Setting the air alarm filters to scrub out toxins and N2O from the air will help, but it might not be enough. Air scrubbers can be used to get rid of toxins, but if the spill is very large, you might have to resort to Panic Syphon or Replace Air settings. Remember to keep people out of the room as long as you're working. Not only are the toxins dangerous, but the fact that depressurization is probably your best option adds another threat. Just make sure to enable your magboots before bashing in a window and that the grill is not shocked. If it's a phoron spill, be damn sure there's nothing around that can set it off (unless you're planning on burning off the phoron, which is extremely dangerous and shouldn't be attempted in anything but the most extreme cases or by experienced Atmospheric Technicians).

Fire!

There's a fire! This is a comparatively rare occurrence, but when there is one, you're expected to suit up and get the problem fixed without hesitation. Generally, this involves locking the area down and using Panic Syphon and/or Replace Air to quell the fire. Keep in mind that your atmos suit is designed for EVA operations. Your firefighter suit is not.

Total Emergency: The Fire Axe and You

The Fire Axe is your tool of choice during emergencies, since you can use it like a crowbar to open door when the power is off and use it as an incredibly powerful melee weapon or just to get rid of a window quickly. Just keep in mind that you have to be holding it with both hands to use it effectively (click on it while you're holding it to do this). Because it's so dangerous and it doesn't fit in a backpack or satchel, it should usually be left in its case in the computer room. If you have to have it, though, use a multi tool to unlock its case. Just be aware that, once it's out, you are seen as armed and dangerous, and some people want to get their hands on it. Security will probably want to know why you grabbed it, too.

Traitoring

Atmospherics is already sensitive work, and it's just complex enough that people who don't know how it works themselves will generally let you do what you say needs to be done rather than question you when there's an Atmospherics alert in the area. This combined with the ability to remotely trigger such alarms or cause atmos troubles, gives you a free pass to enter almost all of the station without raising an eyebrow. This gives you all sorts of opportunity for shenanigans. Beyond that, you can sabotage the entire station's air supply very, very easily if you know what you're doing - but do it carefully, because you'll be one of those most under suspicion. You have easy access to phoron and other harmful substances as well. With a bit of inventiveness, you can do a lot of damage. Make sure to clear it with admins if you plan to send an entire department to sleep or declare the bridge a new construction zone via rapid phoron induced deconstruction.


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
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - First Responder - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles