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So you want to explore space, huh? Better familarise yourself with [[z-level|Z-levels]] and everything you need to become a proper spaceman, as well as how to maximise your ruin-finding potential. Space exploration is not easy and can be frustrating, but you will get to explore areas infrequenlty visited and may get some incredibly rare items. Or you could die in seconds.
{{Needs revision|reason=i reworked this just but someone's gonna want to touch this up later}}
== Introduction to Space ==
Space has three qualities that make it harmful to human life - the lack of pressure, the freezing cold, and the lack of oxygen to breathe. In order to go out into space for any significant length of time, you will need to find solutions to these three problems. The lack of pressure and cold can be solved by a [[hardsuit]], as these protect from lack of pressure and have integrated temperature regulators for keeping warm. However, the cell of the hardsuit will eventually run dry and need to be replaced. This involves taking the hardsuit off, so it is best to replace these within a pressurised room. The next problem is oxygen, and this can easily be solved with a basic internals mask and a large oxygen canister that can be found almost anywhere; it will fit in your suit storage and last for a very long time (much less if your hardsuit has an integrated jetpack, which is the next problem). Another thing that will not kill you but will make space travel generally a massive inconvenience is the lack of gravity - a jetpack will solve this, but will consume fuel very quickly. Highly recommended to bring a refueling canister and never use your jetpack for internals - this will only drain your reserves faster.


== What will you need? ==
 
So you want to explore space, huh? Better familarise yourself with [[z-level|Z-levels]] and everything you need to become a proper spaceman, as well as how to maximise your ruin-finding potential. Space exploration is not easy and can be frustrating, but you will get to explore areas infrequently visited and may get some incredibly rare items. Or you could die in seconds.
==Introduction to Space==
Space has three qualities that make it harmful to human life - the lack of pressure, the freezing cold, and the lack of oxygen to breathe. In order to go out into space for any significant length of time, you will need to find solutions to these three problems. The lack of pressure and cold can be solved by an EVA suit, as these protect from lack of pressure and have integrated temperature regulators for keeping warm. However, the cell of the suit will eventually run dry and need to be replaced. But really, the suit can keep you warm for long shifts, and you can always snag a spare battery from around science before you leave if you're scared. The next problem is oxygen, and this can easily be solved with a basic internals mask and a large oxygen canister that can be found almost anywhere; it will fit in your suit storage and last for a very long time. Pack a jetpack too, and preferably find a canister to get your hands on more fuel.
 
== What will you need?==
Essential :
Essential :
* [[Hardsuit]] - get from [[EVA]] or your heroic beacon as a [[Curator]] - more on this later.
*EVA suit - get from EVA. I beg of you, do not use a MODsuit. The cells run out stupidly fast.
* [[Oxygen]] - trivial to acquire.
*Oxygen - duh. Bring a space tank, there's a thousand emergency air tanks on the station and death by oxyloss is embarrassing.
* A [[Research items#GPS|GPS]] - You do not "space explore" without this. The GPS tells you both where some interesting space ruins are, and where '''you''' are on a Z-level.
*[[Jetpack]] - Get one from EVA.
*Oxygen/gas canister - If your jetpack runs out, you're fucked. DO NOT. FORGET. THIS.
Highly recommended :
Highly recommended :
* [[Jetpack]] - get from EVA or craft one yourself (you will need 2 large oxygen tanks, a fire extinguisher, 3 pipe and 30 cable coil).
*Tools - You can find them in the Derelict in either the singularity wreckage and the south solar array. If possible, grab at least a crowbar before you leave for space - Many ruins are depowered and will have doors that need to be pried open.
* Tools and a toolbelt - these are present in EVA on most maps, if some greytiding [[mime]] already broke in, go to [[cargo]] and get more from their [[autolathe]]. You will need tools, particularly a crowbar, if you want to actually enter space ruins. Read the [[guide to hacking]] for help.
*[[Clothing and Accessories#Combat Gloves|Combat Gloves]] - You can get them in Syndicate toolboxes, such as those in the Derelict - they allow you to fire guns, remove lights, AND greytide.
*[[Insulated gloves]] OR an [[RCD]] - you will need one of these to hack open/deconstruct airlocks, but you will never need both. 
*[[Flashlight]] - I mean, you could, but PDA light works perfectly.
* Meson goggles or engineering scanning goggles, switched to meson mode - allows you to see potential ruins with no hassle.
* [[Flashlight]] - exploration of unpowered space ruins.
* A GPS, or two - makes finding the [[White Ship]] trivial and is, unsurprisingly, a great aid to navigation. These can sometimes be found in ruins (such as the white ship), but good luck finding those ruins without a GPS.  
Useful :  
Useful :  
*A weapon (preferably ranged, ballistic for easy reloads) - basic self defence from carp etc and other hostile [[critters]] that may be found while exploring. The most robust space explorers will be able to take on most ruins unarmed. These can sometimes be found in ruins.
*A retro laser gun - you can frequently find this in ruins.
*Meds - even the best space explorers take damage sometimes and it is best to go around at 100% HP when possible. These can sometimes be found in ruins.
*Meds - even the best space explorers take damage sometimes and it is best to go around at 100% HP when possible. These can sometimes be found in ruins. Try to grab a set of sutures from medbay before you leave, to patch up <s>bullet holes</s> space carp bites. Remember, sutures and pills require you to take off your space suite, patches go on OVER a space suit.
*[[Food]] - stock up on some from vendors before heading out, as the movement debuff from hunger applies while spacewalking as well, even though you aren't using your legs, or any part of your body to move.
*[[Food]] - If you find a pressurised ruin with food, chow down. If you're going all in on prep, Mothic ration bars from cargo are extremely nutriment-dense.
*Oxygen/gas canister - to refuel your jetpack. These can sometimes be found in ruins.
*Power cells or inducer - recharge your hardsuit. These can sometimes be found in ruins.
Easy mode :
Easy mode :
*[[Hand teleporter]] with tracking beacons - with this you become the alpha-chad of space exploration, able to hop between the station and your conquests at will. Just wish the HoP gives you teleporter access and that the powergaming captain hasn't secured both within his locker first.
*[[Hand teleporter]]<nowiki/>s make you the God of the void, able to hop between the White Ship and the station in seconds. ALWAYS get this if you can.
*Hand drill and jaws of life - advanced tools that make breaking and entering trivial.
 
*Advanced hardsuit or jetpack upgrade module - only available with a generous miner friend or the CE. Hard to get but keeps you hands free - inventory managment is key when space exploring.
==What's a Z-level?==
 
Z-levels are areas. Every time you leave one you are teleported to another. This z-level teleportation is random each round (like space ruin placement), but consistent within the round - so if you go far enough in one direction you will loop back around to where you started.  
 
CentCom has its own z-level, Level 1, that cannot be accessed through space exploration because there's literally a pulse carbine there. The station should always be located on Level 2 - You can tell if you've drifted into it by the <s>terrifying</s> reassuring sight of lavaland in the background. Lavaland itself has its own Z-level, but it never connects into space - The only ways to access it are the mining shuttles, and Jacob's Ladders.


== What's a Z-level? ==
Notably, radio messages cannot transmit across z-levels and need a relay to link to the station's telecomms. Testing the radio once you cross into a new z-level (can be checked by looking at the 3rd number of your GPS location) can notify you of a ruin with an active relay in the z-level, or you can just hear someone. There are two ruins with a relay that starts active.


Z-levels are areas. Every time you leave one you are teleported to another. This z-level teleportation is random each round (like space ruin placement), but consistent within the round - so if you go far enough in one direction you will loop back around to where you started. Centcomm has its own z-level that cannot be accessed through EVAing. Notably, radio messages cannot transmit across z-levels and need a relay to link to the station's telecomms. Testing the radio once you cross into a new z-level (can be checked by looking at the 3rd number of your GPS location) can notify you of a ruin with an active relay in the z-level.
==Optimal Strategy ==
*Spawn as assistant - nobody will give a shit.
*Break into EVA using a toolbox and some metal - the shutter button is your enemy. (THIS STRATEGY IS BROKEN BLAME CODERBUS, ASK THE AI INSTEAD)
*Get an EVA suit, helmet, a jetpack, and everything from a blue toolbox except the gas analyzer.
*Go to dorms, turn on one of the blue portable air pumps and set it to draw air from the environment. Let it run for a few seconds, then plug in your jetpack and set it to push air out. The jetpacks in EVA start with around 600 KPA of gas - This will top it out at around 2,500 KPA.
*Break into the teleporter, optimally secure the hand tele (unless the Captain already ran off with it like a scared bitch)
*Set it to 'Abandoned Teleporter' and use a handtele portal to get in so some dumbass doesn't wander through and fucking die.
*Get a GPS from the abandoned tele closet and set it to your name. For bonus points, build the broken teleporter here for a fast way home. Grab any rods (or loose metal sheets, to turn into rods), you can use them to place footholds in space, if your jetpack runs out.
* Hop between distant signals. If you see a few asteroids surrounded by carp and some shuttles, stay the fuck away unless you know what you're doing. That's the traderoute, and it doesn't have a signal for a reason.
*Focus on locating a Syndicate toolbox, meds, a retro laser gun, and a whiteship. These are some of the best items of loot in space. Or if you are very good at mauling simplemobs to death you can go to the Trade Route and snag a pirate's energy cutlass (BROKEN, BLAME CODERBUS), which is identical to an esword (but can't go rainbow), or, if you REALLY know what you're doing, you can loot the rightmost ship for a 40mm grenade launcher that can instantly win any fight. (Spare ammo is on the pirate cutter.)
*Return to station <s>and get mauled to death by shitcurity for having combat gloves</s> If you found a whiteship, you can send it back to the station's auxiliary port using the destination computer.


==Optimal Strategy==
== Tips==
* Spawn as [[curator]] - gives you free hardsuit, carp will not attack you in it and a semi robust knife.
* Go to the HoPline and get 1. EVA 2. Engineering and preferably 3. Teleporter access
* Go into EVA and get the toolbelt, load it with tools. Call in your hardsuit (via heroic beacon) and get the [[AI]] to open jetpack storage to get a jetpack. Do not take the hardsuit out of the box as you want to get to Engineering ASAP. Stock up on oxygen tanks. Also get the GPS from EVA.
* Go to engineering and get insuls or an RCD (on some maps an RCD spawns in a crate in EVA). Get the GPS from secure storage.
* Go to [[escape|departures]] or alternatively the teleporter if you got access.
* If you went to departures, open your GPS interface and immediately go off the station Z-level. Follow all GPS signals you see (Interesting ruins lie at the end of all of them). If you do not see any signals, continue going straight.
* If you find a ruin, note down the co-ordinates and turn 90 degrees for your next trip. This will prevent you uselessly running back into the station. Rinse and repeat until you find a cool GPS signal and head for that instead.
* If you find nothing, go perpendicular to your original direction once you return to the station. If you still find nothing, go on a diagonal axis.
* If you got teleporter access, set the teleporter to the "abandoned teleporter" and fully calibrate it. Gear up for EVA as the area is depressurised. Once you get there, fix up the teleporter and note the co-ordinates or leave another GPS there. This will be your base for exploration, instead of the station.


== Tips ==
*If anything shoots you, either flee or dump a retro lasergun into it.
*Most basic mobs (blame coders) you find will be hostile, but you might occasionally find a friendly cat in an EVA suit.
*Many syndicate basic mobs (Generally labelled as 'Syndicate Operative') will only use bullet-firing guns on you. Glass windows and windowed doors block ''their'' bullets, but not ''your'' lasers. Until they break it, at least.
*On that note, syndicate basic mobs gib on death and destroy any 'equipment' they had on them, Don't go into a group fight while planning on scavenging their equipment.
*There are very few people in space. They are likely to be friendly, but if they've got a Syndicate MODsuit, go ham. If you find a corpse in space, you can be helpful and fling it <s>further into space</s> away from whatever wall it shored up against, hopefully back to the station.
*Whiteship placement computers (The ones that zoom you WAY out and show a flashing silhouette of the ship when you use them) can be used to scout of any ruins on the same Z-level as you.
*Ruins are often given a Distant Signal GPS. If you see one on Z-2 (station Z) you may want to investigate. If it's on Z-1, some serious adminbus is going on and you need to get the fuck to safety.
*If you space explore as an important role PLEASE MAKE SURE THAT THE STATION CAN OPERATE WITHOUT YOU.


* If anything shoots you, go in the opposite direction.
[[category:guides]]
* Most [[critters]] you find will be hostile.
* There are very few people in space. Assume hostility of all people that you find, especially if they carry weapons. However, a large amount of "people" in space ruins are actually AI-controlled, so they will attack with no mercy. The few sentient people will probably be so surprised that a station employee is out here that they will forget to attack you, allowing you an opportunity to negotiate and show yourself as non-hostile.
* Interesting ruins have unique names on the GPS screen. Boring ones are just called "unknown location".
* Trying to explore space as an important role, such as a [[security officer]] or the [[Captain]], will earn you the ire of the crew and a dereliction of duty charge. The curator is ideal for space exploring, nobody will care much if you are gone.

Latest revision as of 16:24, 26 February 2024

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The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example.
The revision reason is: "i reworked this just but someone's gonna want to touch this up later"


So you want to explore space, huh? Better familarise yourself with Z-levels and everything you need to become a proper spaceman, as well as how to maximise your ruin-finding potential. Space exploration is not easy and can be frustrating, but you will get to explore areas infrequently visited and may get some incredibly rare items. Or you could die in seconds.

Introduction to Space

Space has three qualities that make it harmful to human life - the lack of pressure, the freezing cold, and the lack of oxygen to breathe. In order to go out into space for any significant length of time, you will need to find solutions to these three problems. The lack of pressure and cold can be solved by an EVA suit, as these protect from lack of pressure and have integrated temperature regulators for keeping warm. However, the cell of the suit will eventually run dry and need to be replaced. But really, the suit can keep you warm for long shifts, and you can always snag a spare battery from around science before you leave if you're scared. The next problem is oxygen, and this can easily be solved with a basic internals mask and a large oxygen canister that can be found almost anywhere; it will fit in your suit storage and last for a very long time. Pack a jetpack too, and preferably find a canister to get your hands on more fuel.

What will you need?

Essential :

  • EVA suit - get from EVA. I beg of you, do not use a MODsuit. The cells run out stupidly fast.
  • Oxygen - duh. Bring a space tank, there's a thousand emergency air tanks on the station and death by oxyloss is embarrassing.
  • A GPS - You do not "space explore" without this. The GPS tells you both where some interesting space ruins are, and where you are on a Z-level.
  • Jetpack - Get one from EVA.
  • Oxygen/gas canister - If your jetpack runs out, you're fucked. DO NOT. FORGET. THIS.

Highly recommended :

  • Tools - You can find them in the Derelict in either the singularity wreckage and the south solar array. If possible, grab at least a crowbar before you leave for space - Many ruins are depowered and will have doors that need to be pried open.
  • Combat Gloves - You can get them in Syndicate toolboxes, such as those in the Derelict - they allow you to fire guns, remove lights, AND greytide.
  • Flashlight - I mean, you could, but PDA light works perfectly.

Useful :

  • A retro laser gun - you can frequently find this in ruins.
  • Meds - even the best space explorers take damage sometimes and it is best to go around at 100% HP when possible. These can sometimes be found in ruins. Try to grab a set of sutures from medbay before you leave, to patch up bullet holes space carp bites. Remember, sutures and pills require you to take off your space suite, patches go on OVER a space suit.
  • Food - If you find a pressurised ruin with food, chow down. If you're going all in on prep, Mothic ration bars from cargo are extremely nutriment-dense.

Easy mode :

  • Hand teleporters make you the God of the void, able to hop between the White Ship and the station in seconds. ALWAYS get this if you can.

What's a Z-level?

Z-levels are areas. Every time you leave one you are teleported to another. This z-level teleportation is random each round (like space ruin placement), but consistent within the round - so if you go far enough in one direction you will loop back around to where you started.

CentCom has its own z-level, Level 1, that cannot be accessed through space exploration because there's literally a pulse carbine there. The station should always be located on Level 2 - You can tell if you've drifted into it by the terrifying reassuring sight of lavaland in the background. Lavaland itself has its own Z-level, but it never connects into space - The only ways to access it are the mining shuttles, and Jacob's Ladders.

Notably, radio messages cannot transmit across z-levels and need a relay to link to the station's telecomms. Testing the radio once you cross into a new z-level (can be checked by looking at the 3rd number of your GPS location) can notify you of a ruin with an active relay in the z-level, or you can just hear someone. There are two ruins with a relay that starts active.

Optimal Strategy

  • Spawn as assistant - nobody will give a shit.
  • Break into EVA using a toolbox and some metal - the shutter button is your enemy. (THIS STRATEGY IS BROKEN BLAME CODERBUS, ASK THE AI INSTEAD)
  • Get an EVA suit, helmet, a jetpack, and everything from a blue toolbox except the gas analyzer.
  • Go to dorms, turn on one of the blue portable air pumps and set it to draw air from the environment. Let it run for a few seconds, then plug in your jetpack and set it to push air out. The jetpacks in EVA start with around 600 KPA of gas - This will top it out at around 2,500 KPA.
  • Break into the teleporter, optimally secure the hand tele (unless the Captain already ran off with it like a scared bitch)
  • Set it to 'Abandoned Teleporter' and use a handtele portal to get in so some dumbass doesn't wander through and fucking die.
  • Get a GPS from the abandoned tele closet and set it to your name. For bonus points, build the broken teleporter here for a fast way home. Grab any rods (or loose metal sheets, to turn into rods), you can use them to place footholds in space, if your jetpack runs out.
  • Hop between distant signals. If you see a few asteroids surrounded by carp and some shuttles, stay the fuck away unless you know what you're doing. That's the traderoute, and it doesn't have a signal for a reason.
  • Focus on locating a Syndicate toolbox, meds, a retro laser gun, and a whiteship. These are some of the best items of loot in space. Or if you are very good at mauling simplemobs to death you can go to the Trade Route and snag a pirate's energy cutlass (BROKEN, BLAME CODERBUS), which is identical to an esword (but can't go rainbow), or, if you REALLY know what you're doing, you can loot the rightmost ship for a 40mm grenade launcher that can instantly win any fight. (Spare ammo is on the pirate cutter.)
  • Return to station and get mauled to death by shitcurity for having combat gloves If you found a whiteship, you can send it back to the station's auxiliary port using the destination computer.

Tips

  • If anything shoots you, either flee or dump a retro lasergun into it.
  • Most basic mobs (blame coders) you find will be hostile, but you might occasionally find a friendly cat in an EVA suit.
  • Many syndicate basic mobs (Generally labelled as 'Syndicate Operative') will only use bullet-firing guns on you. Glass windows and windowed doors block their bullets, but not your lasers. Until they break it, at least.
  • On that note, syndicate basic mobs gib on death and destroy any 'equipment' they had on them, Don't go into a group fight while planning on scavenging their equipment.
  • There are very few people in space. They are likely to be friendly, but if they've got a Syndicate MODsuit, go ham. If you find a corpse in space, you can be helpful and fling it further into space away from whatever wall it shored up against, hopefully back to the station.
  • Whiteship placement computers (The ones that zoom you WAY out and show a flashing silhouette of the ship when you use them) can be used to scout of any ruins on the same Z-level as you.
  • Ruins are often given a Distant Signal GPS. If you see one on Z-2 (station Z) you may want to investigate. If it's on Z-1, some serious adminbus is going on and you need to get the fuck to safety.
  • If you space explore as an important role PLEASE MAKE SURE THAT THE STATION CAN OPERATE WITHOUT YOU.