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Everything posted by TullyBBurnalot
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Told you.
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inb4 balance argument. I should point out that, contrary to popular belief, it's ridiculously easy to get regular tape off your mouth. Having done that myself, can confirm it's a matter of just opening your mouth wide and chewing on the damned thing.
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Engineering Job SOP --- Complete!
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
Added: To the acclimatized rooms thingy. -
Engineering Job SOP --- Complete!
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
I'll write something up. EDIT: "Rewire" changed to "Repipe". As for the rest, I dunno, kinda feels like it'd fall under the "Common Sense" category, really. No point having that specified in company procedure. -
Engineering Job SOP --- Complete!
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
Hmm... How so? -
Engineering Job SOP --- Complete!
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
I am averse to doing so, because fucking with Atmos intentionally as a non-antag is a great way to be on the receiving end of a Permaban. Kinda redundant to have it in SOP like that. -
Added Exotic Implant SOP to the Medical and Science Job SOP pages.
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ADDENDUM: Implant SOP for Science and Medical
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
In the absence of any further discussion, moving these to Medical and Science SOP pages. -
Engineering Job SOP --- Complete!
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
Changed the Guideline to: Next up: Added: To the Guideline. To be quite honest, I don't think this should be in SOP. A Department not letting Engineers in to repair damage is its own punishment and, frankly, sucks to be them for not opening the door really. As for the hacking, it's counted as Vandalism, Breaking and Entering or Grand Sabotage, depending on what you do. I'll add: To Engie SOP. -
Engineering Job SOP --- Complete!
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
Added: -
Engineering Job SOP --- Complete!
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
Alright, so, there are 4 unique jobs in the Engineering Department: Chief Engineer, Station Engineer, Atmospheric Technician, and Mechanic. The proposed Job SOP for each is as follows: Chief Engineer: The Chief Engineer must make sure that the Gravitational Singularity Engine and/or Tesla Engine and/or Solar Panels are fully set up and wired before any further action is taken by themselves or their team; The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. The Chief Engineer may not upload malicious scripts or in any way hinder the proper functionality of Telecommunications, and must diagnose and repair any issues that arise; The Chief Engineer is not to authorize the ordering of a Supermatter Shard before any power source is fully set up; The Chief Engineer is bound to the same rules regarding the axe as Atmospheric Technicians; The Chief Engineer is permitted to carry a telescopic baton and a flash; The Chief Engineer is responsible for maintaining the integrity of the Gravitational Singularity Engine and/or the Supermatter Engine and/or the Tesla Engine. Neglecting this duty is grounds for termination should the Engine malfunction; The Chief Engineer is responsible for maintaining the integrity of the Cyberiad’s Atmospherics System. Failure to maintain this integrity is grounds for termination: The Chief Engineer may declare an area "Condemned", if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time; The Chief Engineer is permitted to grant Building Permits to crewmembers, but must keep the Station Blueprints in a safe location at all times Station Engineer: Engineers must properly activate and wire the Gravitational Singularity Engine and/or Tesla Engine and/or the Solar Panels at the start of the shift, before any other actions are undertaken; Engineers are responsible for maintaining the integrity of the Gravitational Singularity Engine and/or the Supermatter Engine and/or the Tesla Engine. Neglecting this duty is grounds for termination should the Engine malfunction; Engineers are not permitted to construct additional power sources (Supermatter Engines, additional Tesla Engines, additional Gravitational Singularity Engines or additional Solar Panels) until at least one (1) power source is correctly wired and set up; Engineers are permitted to carry out solo reconstruction/rebuilding/personal projects if there is no damage to the station that requires fixing; Engineers must periodically check on the Gravitational Singularity Engine, if it is the chosen method of power generation, in intervals of, at most, thirty (30) minutes. While the Tesla Engine is not as prone to malfunction, this action should still be undertaken for it; Engineers must constantly monitor the Supermatter Engine, if it is the chosen method of power generation, if it is currently active (ie, under Emitter Fire). This is not negotiable; Engineers must respond promptly to breaches, regardless of size. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Engineers to report or an Atmospheric Technician has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape, for the sake of everyone else; Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs; Engineers are to maintain the integrity of the Cyberiad's Power Network. In addition, hotwiring the Gravitational Singularity Engine, Supermatter Engine or Tesla Engine is strictly forbidden; Engineers must ensure there is at least one (1) engineering hardsuit available on the station at all times, unless there is an emergency that requires the use of all suits Atmospheric Technician: Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the Turbine; Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the Turbine; Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine; Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked; Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Plasmamen and Vox), provided they receive express permission from the Chief Engineer; Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes; Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape, for the sake of everyone else Mechanic: The Mechanic is not permitted to fit any weaponry onto constructed Space Pods without express permission by the Head of Security; The Mechanic is permitted to construct Space Pods for any crewmember that requests one, provided the Pods do not have any weaponry. Anyone possessing a Pod is to follow Mechanic SOP, Civilians included; The Mechanic is not permitted to enter the Security Pod Bay, unless the Security Pod Pilot or Head of Security permit it; The Mechanic is not permitted to bring any Space Pod into the actual station Ladies and gents, let the discussion commence. -
Engineering Job SOP --- Complete!
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
Engineering SOP it is! -
Would like to point out that, at least if infections are working as intended, getting Organ Surgery in an unsanitary environment (IE, Robotics) WILL give you internal organ infections which, if left unchecked, will horribly kill you. That and, surprise fuckin' surprise, letting Robotics do Implant Surgery unsupervised is a piss-poor idea for a multitude of reasons.
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In sheer terms of "Ease of Access" V "Usability" V "Ease of Removal", Cybernetic Implants are hilariously broken. Assuming Science does its job (and it always does), it's trivially easy for them to just make a miniature surgery room and all be running about with Anti-Drop, Stun Reduction and the ability to sic Beepsky on people. Unlike Genemods, Cybernetic Implants either require Surgery to remove (which implies detaining and/or subduing the person and keeping them under control for the duration of the surgery, and is itself dependent on the quality and skill of the Surgeon) or an EMP/Ion weapon, which can very well kill people if they have certain Implants. This is NOT helped by the fact that Robotics can easily crap out tons of the goddamn things, AND has the tools required to do the surgery, AND is mostly unregulated and left to its own devices. And unlike Medbay, who tends to have a couple good CMOs who like to keep tabs, Robotics is literally right next to the corridor, anyone can be let in, and most Research Directors won't bother actually regulating the damned things. And the best part? You'll never know. The entirety of Science can be running around with Anti-Drop, Stun Reduction and Sec HUDs and you will have absolutely no idea. Then you pull out the stunbaton and "Oh shit, what the hell". The fact that these things can be mass produced (unlike Genemods) quite cheaply, and can only be removed via Surgery or EMP (which, again, high chance of damage to the person) puts them in a VERY dangerous place as is.
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Engineering Job SOP --- Complete!
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
GO, ENGINEERING, GO! RUN, MY PRETTIES! SERVICE WILL FINISH LAST, JUST LIKE ALWAYS! NYEHEHEHEHEHEHEHEHEHEHEHEH! -
Engineering Job SOP --- Complete!
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
Nyet. -
Fuckin' bears.
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Engineering Job SOP: Complete! Greetings, aspiring SOP writers. If you've clicked this thread, then you're either interested in contributing to Standard Operating Procedure, or are merely interested in seeing how it's going. Therefore, I shall begin by explaining what this (soon-to-be) megathread is all about: Part 1: What is this? Approximately 4 months ago, Necaladun approached me with a personal project of his: a complete overhaul of Standard Operating Procedure, meant to centralize SOP in such a way that allowed for more interaction with the Legal sub-Department, more actual guidelines on how to conduct one's performance, and generally formalize what was once only nebulous guidelines in an effort to get everyone on the same page. This was the project that led to the current version of Security SOP. However, it was left half done, as Necaladun took his leave shortly after Sec SOP was added, and the project crumbled from lack of interest/time. However, I continued the project, but only recently picked it back up in full. The point of this megathread will be to, at the end of the line, have a single, well-defined, centralized Standard Operating Procedure that everyone can look at and fully comprehend, without any self-contradictory information. This, of course, will be changed in the Wiki, which is still the main source of information for the playerbase. Part 2: How does it work? Seeing as I actually have most of this stuff already written down, the process will be quite simple, and I'll break it down in stages: Stage 1: Selection of which part of SOP to look at, out of provided options (because we have to start somewhere). This will be done via poll; Stage 2: Proposal of new SOP. This will come from myself, again, because I have pretty much most of it already written down, so we have a solid base to go from; Stage 3: General feedback from the community. This is the main part of the process, as it will be the one where everyone can pitch in, say which parts are right, which parts are wrong, what should be changed, etc; Stage 4: Amendments made to SOP based on this feedback, and continued discussion, until a finalized version is produced; Stage 5: SOP is posted on the Wiki; Stage 6: Refer to Stage 1 Do keep in mind the following: everyone is permitted to pitch in. If you believe you have anything to add to the discussion, please do, but do try to keep this on track and problem-oriented, otherwise we'll never get off the drawing board. Part 3: What does it entail? The following are the proposed additions to this new, centralized SOP: Security Job SOP; (added by Necaladun before he took his leave) Engineering Job SOP; Medical Job SOP; (finalized!) Service Job SOP; Supply Job SOP; (finalized!) Science Job SOP (finalized!) In addition to the basic SOP for each Department, I also propose: Departmental SOP (as in, general guidelines for each Department that everyone should follow); (stricken to avoid bloat) Command SOP (in-depth SOP for each member of Command, not in Guideline form); (yes in Guideline form, the hell was I thinking?!) Legal SOP (standardization of Legal procedures and the action of the Legal sub-Department); A revised General SOP, for each Color Code. This will include Safety Regulations As you can see, this is a rather big project and, as such, will be tackled in small stages. At each point, the completed section of SOP will be crossed out, and a notification written. At the end of the journey, a single, massive Standard Operating Procedure page will be added to the wiki, with all the above SOPs for everyone to look at. In addition, of course, to their own specific pages. And now, you've reached the end of the page. It's time to start, ladies and gentlemen.
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ADDENDUM: Implant SOP for Science and Medical
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
If it works any way like SecHUDs, then ID doesn't matter. A random person can grab SecHUDs and change your records, I believe. -
ADDENDUM: Implant SOP for Science and Medical
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
Edited. -
ADDENDUM: Implant SOP for Science and Medical
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
Wait, do MedHUD implants also allow you to change Med Records? EDIT: Also keep in mind that the CMO/RD can veto the X-Ray implanter thingymabobber, so there's that. -
ADDENDUM: Implant SOP for Science and Medical
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
*scratches chin* Stricken, Captain-only. -
ADDENDUM: Implant SOP for Science and Medical
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
It would, but they'd probably get horribly murdered in the process. -
ADDENDUM: Implant SOP for Science and Medical
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
RD. I'd argue they're not combat capable as, unlike Anti-Drop and CNS Rebooter, they have no direct impact on ACTUAL combat. Anti-Drop means you can hold on to your weapons, CNS Rebooter functions as a miniature adrenaline implant. By comparison, Thermals and X-Ray are peanuts, especially considering you still need them implanted by a surgeon on your eyes. Plus, the CMO can just veto it. -
ADDENDUM: Implant SOP for Science and Medical
TullyBBurnalot replied to TullyBBurnalot's topic in Wiki Development
Yeah, Xenomorph Eggs, even laid by humans, produce hostile Facehuggers that can very easily begin infestations. Only people with, I believe, a certain Xenomorph Node Organ, are immune to them. Hence the danger.