Difference between revisions of "Guide to Engineering"

From Paradise Station Wiki
Jump to navigation Jump to search
(added WIP tag)
(Completely rewrote page)
Line 1: Line 1:
{{Needsrevision|reason = needs to be expanded and made more useful}}
==Introduction==
{{wip|assign = Sirryan2002}}
So you want to be an [[Engineer]] huh? Well follow these simple instructions and you'll turn out alright.
So, you're an [[Station Engineer|Engineer]] huh? Well here's the guide for you then. Engineering, the NanoTrasen way!


== The Basics ==
As an engineer, you'll be the first person people call when things explode or the power goes out. Once you master the arts of electricity, construction, and basic atmospherics there will be no problem you can't fix on the station. With your trusty tool belt and non-existent health insurance plan you can make NanoTrasen proud.


Engineering is rather complex, but in itself teaches you many of the game's core mechanics. Even a new player, who can pick up and empty a toolbox is able to become a good engineer. If you're a completely new player however, you should first glance at the [[The_Basics|starter guide]]. Use [[Maintenance]] for some helpful info on cable/pipe/disposal placement.
If you're brand new to all of this, it's best you stick with your fellow engineers and the [[Chief Engineer]] who can show you the ropes. Area's like the alternate construction area and [[Assembly Line]] are great places to experiment with building so make sure to utilize them when you have down time.


== Before we start ==
==Resources available==
An engineer is only as good as the tools they use. Make sure to stay well equipped and well informed of what tools you have available. There's usually a tool that can help you in any situation. Some tools may only be available from [[Cargo]] or [[Secure Storage]] so keep that in mind.


== The Engine, Solars and Power ==
===Tools===
{| class="wikitable mw-collapsible mw-collapsed" width="90%" style="background-color: #fffcec;"
|- style="font-weight: bold; text-align: center; background-color: #ffc050; color: white;"
| style="width: 150pt; center;" | Basic Tool
| style="width: 150pt; center;" | Advanced Tool
| style="center;"              | Usage
| style="center;"              | Notes
|-
! Crowbar
[[File:Crowbar.png]]
! Jaws of Life
[[File:Jawsoflife.png]]
| Prying things in/out of place
|
* Can pry open unpowered airlocks/lift floor tiles
* Jaws of Life can pry open powered airlocks
* Can be used to remove damaged electronics
* Jaws of Life performs actions faster
|-
! Wirecutters
[[File:Wirecutters.png]]
! Jaws of Life
[[File:Jawsoflife1.png]]
| Snipping wires/grilles
|
* Can snip fingertips off gloves
* Jaws of Life performs actions faster
|-
! Welding Tool
[[File:Welders.gif]]
! Experimental Welding Tool
[[File:Expwelder.png]]
| Welding/slicing metal
|
* Can seal airlocks/vents while on harm intent
* Can repair structures while on help intent
* Can repair robotic limbs (brute)
* Experimental welder regenerates fuel
|-
! Cable Coil
[[File:CableCoils.png]]
! Cable Layer
[[File:Cablelayer.png]]
| Wiring systems together
|
* Can repair robotic limbs (burn)
* Cable Layer rapidly spools and lays cable
|-
! Screwdriver
[[File:Screwdriver_tool.png]]
! Power Drill
[[File:Powerdrill1.png]]
| Securing/opening panels
|
* Can open airlock panels for [[Hacking]]
* Can open vents to slide paper into them
* Power Drill performs actions faster
|-
! Wrench
[[File:Wrench.png]]
! Power Drill
[[File:Powerdrill.png]]
| Ratcheting/unsecuring objects
|
* Used to deconstruct most things
* Can secure/unsecure most machinery
* Power Drill performs actions faster
|-
! Multitool
[[File:Multitool.png]]
! N/A


=== Generating Power ===
| Modifying/specifying special parameters
The primary purpose of engineering is to maintain the station's power. This can be done in multiple ways, the easiest of which is either an engine (DONT TRY TO SET IT UP IF YOU DO NOT KNOW WHAT YOU ARE DOING) or Solars. The station can run on Solar panels only, but it is advised to secure even more power. An Engine can be either the [[Tesla Engine]] or the [[Singularity Engine]], out of which the Tesla is the much safer option. An engine, of either type, is extremely dangerous, as a potential release, either by intention or accident, will result in widespread station destruction, as such they should be kept safe.
|
* Used to connect systems together
* Can toggle certain machinery on/off
|-
! T-Ray Scanner
[[File:T-ray.gif]]
! N/A
| Locating Wires and Pipes under floor tiles.
|
* Toggle on and off to see piping/wires under station flooring
|-
! Analyzer
[[File:Analyzer.png]]
! N/A
| Analyzing various things
|
* Can help contain Anomalies
* Will detect the current Atmospheric Composition in the air
|-
! Rapid Construction Device
[[File:RCD.png]]
! Combat RCD
[[File:RCD.png]]
| Rapid construction/deconstruction
|
* Combat RCD issued to ERT engineers. Has improved magazine (500 material)
* Can select from a variety of different structures
* Can deconstruct most basic structures (walls, windows, floors)
|-
! Pipe Dispenser
[[File:PipeDispenser.png]]
! Rapid Piping Device
[[File:Rapid_pipe_dispenser.png]]
| Dispensing disposal/air pipes.
|
* Dispenses unfastened pipes
* Dispenser must be anchored to dispense pipes.
* No magazine/material limit on RPD or dispenser.
* Bluespace RPD upgrade can dispense pipes at range.
* Alt-click the RPD to change modes via the radial menu. (You can also change modes via its popup window)
|-
! Welding Mask/Goggles
[[File:Welding Goggles.png|64px]]
! Superior Welding Goggles
[[File:Superiorwelding.png|64px]]
| Protecting your eyes against bright lights
|
* Prevents eye damage from welder usage
* Only found in the CE and RD's office
|-
! Black Gloves
[[File:Black Gloves.png]]
! Insulated Gloves
[[File:Yellowgloves.png]]
| Protecting your hands from danger
|
* Prevents damage from picking up hot light bulbs and broken glass
* The Insulated Gloves protect you from shock when working with wires and hacking
|}
 
===EVA Equipment===
{| class="wikitable mw-collapsible mw-collapsed" width="90%" style="background-color: #fffcec;"
|- style="font-weight: bold; text-align: center; background-color: #ffc050; color: white;"
| style="width: 150pt; center;" | Eva Suit
| style="width: 150pt; center;" | Location
| style="center;"              | Notes
|-
! Engineering Hardsuit
[[File:Engineer Hardsuit.png|64px]]
| [[Secure Storage]], [[Engineering]]
|
* Built-in Welding-Helmet
* Retractable Helmet
* Has A helmet light
|-
! Regular Eva Suit
[[File:EVASuit.png|64px]]
| [[EVA]]
|
* Basic EVA Suit
* Has a Separate helmet
|-
! Atmospheric Hardsuit
[[File:Atmos Hardsuit.png|64px]]
| [[Atmospherics]]
|
* Built-in Welding Helmet
* Impervious to High/Low Pressure
* Impervious to Super Heated/Cooled Gases
* Radiation Proof
|-
! Chief Engineer's Hardsuit
[[File:CE Hardsuit.png|64px]]
| [[Chief Engineer's Office|CE's Office]]
|
* Built-in Welding Helmet
* Resistant to Super Heated/Cooled Gases
* Built-in Jet pack
* Radiation Proof
|-
! Mag Boots
[[File:Magboots.png ‎]]
| [[Engineering]], [[EVA]]
|
* Allows you to negate the effects of zero-gravity when adjacent to a structure(walls,lattice,floors, etc)
* Small speed slowdown when activated
|-
! Atmospherics Mag Boots
[[File:Atmos Magboots.png]]
| [[Atmospherics]]
|
* Prevents you from being thrown back from pressure when unwrenching pipes
|-
! Advanced Mag Boots
[[File:Advanced Magboots.png]]
| [[Engineering]], [[EVA]]
|
* Allows you to negate the effects of zero-gravity when adjacent to a structure(walls,lattice,floors, etc)
* No speed slowdown when activated
|-
! Jet Packs
[[File:EVASuit.png]]
| [[Chief Engineer's Office|CE's Office]], [[EVA]]
|
* Allows you to change direction or stabilize yourself in space without nearby structures
* Needs Oxygen or C02 tank to work.
* May need to wear it in backpack slot depending on the EVA suit.
* Some jetpacks are directly attached to an EVA suit.
|}
 
===Misc Items Items===
{| class="wikitable mw-collapsible mw-collapsed" width="90%" style="background-color: #fffcec;"
|- style="font-weight: bold; text-align: center; background-color: #ffc050; color: white;"
| style="width: 150pt; center;" | Equipment
| style="width: 150pt; center;" | Location
| style="center;"              | Uses
|-
! Space Heater
[[File:Space Heater.gif|64px]]
| [[Engineering]], [[Emergency Storage]]
|
* Will raise the temperature in the surrounding area
* Can Melt Snow
|-
! Portable Air Pump
[[File:Portable Air Pump.gif|64px]]
| [[Atmospherics]], outside [[Engineering]], [[Locker Room]]
|
* Insert a tank into the pump and it will dispense the gas into the surrounding area
* Good for restoring atmos in badly vented areas(see [[Maintenance]])
|-
! Portable Air Scrubber
[[File:Portable Air Scrubber.gif|64px]]
| [[Atmospherics]], outside [[Engineering]], [[Locker Room]]
|
* Use this to scrub bad/toxic gases out of the air
* A must-have for N2O and Plasma Gas Spills
|-
! Emergency Shield Projector
[[File:Shield Projector.gif|64px]]
| [[Secure Storage]]
|
* Use this to deploy Impassable energy shields in space
* Will absorb meteor strikes
|-
! Emergency Floodlight
[[File:Floodlight.gif|64px]]
| [[Secure Storage]]
|
* Use this to light up a massive area
* Good for defending against [[Shadowling|Shadowlings]]
* Work without the need for power
* Wrench them down to prevent theft
|-
! P.A.C.M.A.N Generators
[[File:Pacman generators.gif|64px]]
| [[Engineering]], [[Protolathe]]
|
* Produces lots of power while consuming uranium/plasma
* Can Explode if left on high too long or [[EMP effects|EMP'd]]
* Useful for setting up the engine to keep left SMES powered so containment won't fail
|-
! Radiation Suit
[[File:Radiation Suit.png|64px]][[File:Radiation Hood.png|64px]]
| [[Engineering]], [[Gravity Generator]]
|
* Gives you a large amount of protection from radiation
* Need to wear while around a Singularity/SM Shard without an Engineering Hardsuit
|-
! Inflatable Walls
[[File:InflatableWall.gif|64px]]
| [[Engineering]]
|
* Easily deployable wall to seal breaches
|}
 
==Fixing Stuff==
When shit hit's the fan and stuff starts breaking it's up to you to fix it.
 
You should always prioritize the most public and damaged areas first, especially hull breaches and mass casualty incidents. If there's a lot of widespread damage make sure to work with your department to delegate tasks out to different engineers in order to be more efficient.
 
===General Destruction===
[[File:General Destruction.png|right|frame|An Area which may have been welderbombed]]
Whether it be your occasional welderbomb or a less than friendly xenobiology mob, the station is bound to be damaged in some way. You will hear about this over comms or find it on your patrols around the station.
 
The [[Guide to Construction]] will be your best friend so go ahead and keep it open.
 
====Flooring====
If a floor tile has burn marks on it then you will need to crowbar it and replace it with a new floor tile. In the case that the plating underneath it is damaged(burn marks) then you will need to weld it before you can put a new floor tile on it.
 
The same is true for wood/carpet tiles. Planks in the wood floor will be missing and the carpet will be burned away.
 
====Walls====
If a wall has burn marks on it, all you need to do is use the welder on it.
 
If the metal is just peeled away, go ahead and use the metal on the girders to rebuild the wall.
 
If the wall is completely gone, stand on the plating where it used to be and use the metal in your hand to create girders. Once that is done, apply more metal to the girders to complete the wall.
 
If the wall is a reinforced wall, then you should instead apply titanium to the girders to complete it.
 
====Windows====
All the windows on the station use reinforced glass so make sure to utilize that instead of regular glass. If you're out of reinforced glass then use metal rods on glass to create more. Glass shards can be welded to create regular glass.
 
In order to fix a damaged window, weld it. If it's completely gone, then you can click on the grate with reinforced glass to build a new window. This new window needs to be screwed to the floor, then crowbarred into the frame and screwed again to the frame.
 
If the grille is destroyed, use two metal bars in your hand to build a new grille.
 
====Airlocks====
You can get airlock electronics from the Engi-Vend in [[Engineering]].
 
See the [[Guide to Construction#Mixed Constructions|Guide to Construction]]
 
If someone uses a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]] on an airlock, or "emags it", then you will need to fix it. You can do this by opening the wire panel with a screwdriver, [[Hacking#Airlocks|cutting all of the wires except the bolt wire]](make sure the airlock is not bolted when you do this), welding the airlock shut(harm intent with a welder), and then crowbarring the airlock electronics out and replacing them with new ones. Make sure to properly set the airlock permission by using the airlock electronics in your hand.
 
====Computers and Machines====
See the [[Guide to Advanced Construction]]
<br>
<br>
<br>
===Hull Breaches===
[[File:Hull Breach.png|right|frame|A Hull Breach]]
The first thing you should do in the case of a hull breach is to seal off the breached area from the general public in order to prevent injuries and further atmospherics loss. Have someone use an Atmospherics Holofan Projector to seal off areas and the engineering barrier projector to keep people from entering spaced areas. If you do not have holofans, consider using inflatable barriers to do the job instead.


Alternatively, the station can run on solars only, but it is then advised you hotwire the solars, so the station is always getting as much power as it can. By choosing a non-Engine approach, expect to be yelled at. No matter what you choose, the Solars should be wired to secure Emergency power. [[Solars|here]]
If there are missing floors, use iron bars to create lattice and then use floor tiles on the lattice to create floor plating. Otherwise, replace the walls and windows as needed.


Additional power sources are the Atmos Turbine, which does belong to Atmospherics, but if power is needed it is needed. [[Gas Turbine]]
====Restoring Atmospherics====
This is a job for your local [[Atmospheric Technician|Atmos Wizards]] but if they're not available you'll need to help out. Ensure that all of the air distribution pipes(Blue) are wrenched down and all the unary vents are also wrenched down. If the Air Alarm is intact then air should flow into the room and pressurize it.  


One can also construct additional power sources, like a [[Thermoelectric Generator]], thought this will take time to setup.
If this is an area without vents, then use Oxygen grenades or a portable air injector with an O2 tank to finish the job.


And lastly, PACMANS. One can be found by the engine, these are basicly small mobile generators that run on plasma sheets. To use one, wire a node under it, and wrench it. Then use its menu to turn it on, on the output you desire. The station can run on solely PACMANs, if you upgrade and/or build more of them.
For more information check the [[Guide to Atmospherics]]
<br>
<br>
<br>
===Widespread Destruction===
[[File:Large Scale Destruction.png|right|400px|frame|The results of a Syndicate Bomb]]
A max cap will inevitably be detonated on the station or lady tesla will tour the station in her typical destructive fashion. This often leaves sections of the entire station destroyed and rendered unusable. Sometimes you can fix it, sometimes you cant. Engineering will have to work as a team to fix this issue.


=== Wiring ===
While there's no one way to go about fixing these issues here are a few tips
If a part of the station loses power it is likely wires have been cut somewhere. To search for cut wires under floors you will need a [[Engineering_Items#T-Ray Scanner|T-Ray Scanner]]. To cut wires, use the wirecutters and to place new ones click on the floor where you'd like them to be placed. The wire will be placed on the targeted tile from the tile you're standing on. You can also place wires on the tile you're currently on by clicking the tile. the wire will be placed in the direction you're currently facing. To place smooth wires, click on the red dot (end point) of an existing wire with more wire in your hand.
* Focus on sealing breaches first
* Make sure to establish a pressurized escape route for those who are isolated because of the damage
* Prioritize rebuilding parts of the station in this order: [[Escape]], Central Primary Hallway/Starboard Primary Hallways, [[Arrivals]], [[Medbay]], other departments, everything else.


Wiring intersections demand special mention. Making an intersection requires all the wire pieces to be end-points. If you make a smooth wire going south to north and place a half-wire going east, they will not be connected. To connect them you have to remove the smooth wire and replace it with two half-wires. Once all of them are placed, if you right click the tile you should see three wire pieces, all of which meet in the center. In case of a knot, just cut the wire, and then hit the knot.
If you cannot rebuild an area, consider just walling it off and having the CE condemn the area, barring anyone from going into it.
<br>
<br>
<br>
<br>
<br>
<br>


==The Power Grid==
=== Power monitoring and Distribution ===
=== Power monitoring and Distribution ===
Power grids are a thing, created in a network of cables. If you create a small network connected to the turbine only for example, that will be its own grid. At start the engine will have its own grid, with the engine being its power source. (If Tesla the Coils, if Singulo the Rad collectors). The power source will if connected make its output available on the engine grid. The Power monitoring computer will show production and use on the net its connected to, and the APCs that are on its grid. If a SMES is connected both under and at its terminal to a grid, its a battery on that grid, the SMES left of the engine is one example of this, they can be useful if the power output is unstable, or as a backup. SMES can also be used as "dams" or floodvalves toother grids, and as such regulate power on said other grids. The SMES to the right of the engine are an example of this. They then need to have the node under them be from its input grid and the terminal node the output grid.
Power grids are a network of cables. For example, the engine has it's own power grid as its network of wires don't actually directly connect to the rest of the station. as they are separated by [[SMES]]'s. On each grid you can have a Power monitoring computer. It will show power input and the consumption of the APCs connected to it.


An [[APC|APC]] or [[APC|Area Power Controller]] is located in every room. It is usually locked, but you can unlock it by swiping your ID on it. It contains a [[Power cell|power cell]]. You can shut off a room's power or disable or enable lighting, equipment or atmospheric systems with it. Every room can have only one APC. The guide to their construction and deconstruction can be found in the [[Construction|Construction]]. APC's can also be [[Hacking#APCs|hacked]]. It's also a good idea to know how to do that. APCs can be turned off, have certain things turned off, or have the power cell changed in the case of poweroutages or lack of power.
A [[SMES]] serves to regulate the power grid. The station's power grid cannot handle the amount of wattage an engine produces. What the SMES does is limit how much power is outputed and serves an additional purpose as a massive battery to insulate against low power output and over-consumption.


== Station Structural Integrity ==
An [[APC|APC]] or [[APC|Area Power Controller]] is located in every room. It is usually locked, but you can unlock it by swiping your ID on it. It contains a [[Power cell|power cell]]. From the APC you can flip breakers to disable power to things like equipment, lighting, and life support in a room. Without an APC most machines and computers cannot turn on. Each APC is connected via a terminal [[File:Terminal.png]] connected by wire to the station power grid. This is how it receives power.
An educated word which basically means wall repairs.


=== Walls ===
=== Generating Power ===
Walls come in two forms: Regular and reinforced. Building a regular wall is a two step process: constructing girders and adding plating. To construct a girder have a stack of two or more sheets of metal on you (right click the metal and examine it to see how many sheets are in the stack). Left click the metal for a construction window to appear. Choose "Construct wall girders" from the list and wait a few seconds while they're built. Once they're built, click on the girders with another stack of two or more metal to add the plating.
[[File:SingularityEngine.png|350px|right|Where the Engine is Contained]]
One of the primary purposes of engineering is to maintain the station's power. This can be done in multiple ways, the easiest of which is either an engine or [[Solars|Solar Panels]]. An Engine can be either the [[Tesla Engine]] or the [[Singularity Engine]]. An engine, of either type, is extremely dangerous, as a potential release, either by intention or accident, will result in widespread station destruction, as such they should be kept safe. As a result of this you should <b> really really read the guide to setting up either engine and set it up with an experienced engineer</b>


Note that only fully built walls will prevent air from escaping freely through them. Reinforced walls share the first step: the building of the girders. After this, you'll need plasteel, which can be gained from the mining department or from partially destroyed reinforced walls. Use one of them on the girders to create reinforced girders and the other on the reinforced girders to finalize them. Reinforced walls are much stronger than regular walls and take much longer to get through using regular tools.
Alternatively, the station can run on solars. However, the solars must be wired in order for them to work as well as properly setting up the solar tracker and computer. DO NOT hotwire the solars, if there is a solar flare then the station grid will overflow with power and the APCs will begin arching lightning.


For more on construction see the [[Construction|guide to construction]].
Additional power sources are the [[Supermatter Engine]], [[Thermoelectric Generator|TEG]], and the [[Gas Turbine]]. All of which will require Atmospheric Technicians to set up.


=== Pretty glass ===
Lastly, PACMANS. They are small mobile generators that run on plasma and uranium sheets. To use one, wrench it on top of an exposed wire. Then use its menu to turn it on, on the output you desire. The station can run on solely PACMANs, if you upgrade and/or build more of them. Beware, leaving it on too high of a setting will lead it to explode.
Notice how most of the glass around the station is built as a double pane, which surrounds a grille. Making this by hand can be a bit tricky at first, but is simple once you get the hang of it. To build such a wall, you'll need 4 sheets of glass and 3 sheets of metal, alternatively you can have 6 sets of rods. You'll also need a screwdriver and crowbar, though having wirecutters and a welder with you is a good idea, as you'll likely get it wrong the first time and will need those to dismantle the grille.  


First you have to prepare your materials. Use the metal on itself and create 6 sets of rods (2 are made each time). Now pick the rods up (you can stack them, but don't click too quickly or the game might think you wanted to build a grille). After this, use 4 of the rods on 4 sheets of glass to create 4 sheets of reinforced glass. Now pick up all your tools (put them on your utility belt if you have one or in your backpack) and pick up the remaining two rods in one hand and the 4 sheets of reinforced glass in your other (remember, you can stack glass too). Now stand where you'd like the glass to be. Use the rods on themselves and this will create a grille. DO NOT MOVE! Now use the glass on itself 4 times and create a single paned glass every time. Right click on the glass to rotate it until you have 3 of the 4 sides covered. The remaining side is your escape route. use the combination of screwdriver - crowbar - screwdriver on each of the 3 panes which are already in place to secure them. Now move out of the grille and rotate the last window so it covers the last side. Fasten that with the same screwdriver - crowbar - screwdriver combination. Congratulations. You've just made a proper window. You're already better at construction than most.  
=== Wiring ===
If a part of the station loses power it is likely wires have been cut somewhere. To search for cut wires under floors you will need a [[Engineering_Items#T-Ray Scanner|T-Ray Scanner]]. In order to place wires, hold cable coils in your hand and click the floor in the direction you want them placed. Doing this to an already placed wire will create a node, which is used for shocking grilles and powering certain machines. In order to remove wires, use wirecutters on them while wearing insulated gloves.


For more on construction see the [[Construction|guide to construction]].
For more information on how to place wires see the [[Guide to Construction]]


== Robots, Artificial Intelligence and Computers ==
==The Anatomy of a Room==
As an engineer, it is required of you to understand how most computers are operated, how they work, how they're created, dismantled and repaired. You're also the best equipped station employee to prevent the AI from taking a life of it's own.


=== Computers ===
Every room on the [[NSS Cyberiad]] has a few things:
Computers are everywhere on SS13. Engineering has a power monitoring computer, several solar computers and a general alerts computer. Almost everything you can control is done through a computer. Making them is described in the [[Construction#Computers|guide to construction]], as is their dissasembly (for those which can be deconstructed). To learn how to operate different computer you'll need to start using them and find out how they work while doing so. There are too many to explain them all here.
* Vents and Scrubbers
* An Air Alarm
* An APC
* Wiring
* A Sealed Hull
* Blueprinted Area
 
Without those, a room will have problems that may include having no atmosphere or no power.
 
===Creating a Room===
In order to create a room, you must follow the criteria listed above.
 
You can start by laying flooring and walling off an area with airlocks included. Next, you will want to run wires into the station's power grid into the room. At this point, use the [[High-Risk Items#Station Blueprints|Station Blueprints]] or a building permit to declare an area as a room. You can name it whatever you want.
 
Now you should use metal in your hand to make an APC frame. Use that frame on a wall, place a power control module in it, wire it, a screwdriver it, wire it again, and then place a battery inside it. You can finalize the APC by crowbarring the panel closed. Now you can install an Air alarm. It's the same exact process except you use an Air Alarm frame, air alarm electronics, and you don't need a battery.
 
At this point your room is about ready to go, however, you will need an [[Atmospheric Technician]] to run the waste and distribution pipes into the room and properly pressurize it before it's safe to go in without an EVA suit on.
 
==Station Goals==
Every shift, [[Central Command]] assigns the station one goal to fulfill. These are known as the [[Station goals|Station Goals]]. They can range from artillery pieces to from scientific machines that pull amazing objects out of bluespace. After setting up power and keep the station intact this is the primary thing you should focus on.


== Getting Crew out of Danger ==
== Getting Crew out of Danger ==
It's your job to save lives when they cry out for help.
When the integrity of the station is in peril, more often than not, there are casualties that the medical staff can't retrieve due to environmental hazards. If the [[Paramedic]] isn't available you'll have to retrieve people using your EVA suits and bring them to a safe area where they can be treated by medical.
 
Use your tools to break into places that are unpowered/unaccesible. You may need to hack bolted doors (see [[Hacking]]) in order to get to restricted areas.  


=== Firefighting ===
=== Firefighting ===
Engineers get access to maintenance hallways, which contain several [[Firesuit|firesuits]] and extinguishers. If a fire breaks out somewhere, put it out. [[Firesuit|Firesuits]] allow you to walk in almost any fire. Extinguishers have a limited capacity. Refill them with water tanks, which can be found all around the station.
Engineers get access to maintenance hallways, which contain several [[Firesuit|firesuits]] and extinguishers. If a fire breaks out somewhere, put it out. [[Firesuit|Firesuits]] allow you to walk in almost any fire. Extinguishers have a limited capacity. Refill them with water tanks, which can be found all around the station.


=== Physical rescue ===
If you're dealing with plasma fires, it's best just to wait it out and use the Portable Air Scrubbers to clean up toxic gases.
If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. [[Hacking#Airlocks|Hacking airlocks]], [[Construction#Walls_2|deconstructing walls]], basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so!
 
==Other Scenarios==
===Creepy Crawlies From the Unknown===
Occasionally the station will be infested by various creatures that use the station distribution and waste pipes as a method of transportation. Of the many creatures that can vent crawl, [[Terror Spiders|Terror Spiders]], [[Swarmer|Swarmers]], and [[Xenomorph|Xenomorphs]] are the most prolific, common, and dangerous. As an [[Engineer]] it's your job to weld vents closed.
 
You can help the station by welding vents and scrubbers to close off access/exit to pipes across the station. Places like the [[Mechanic Workshop]], [[Turbine]], and the [[Vault]] are most commonly forgotten about so make sure to hit those locations. In order to ensure that the vents stay closed it's important that the pressure in the distribution network stays below 1000 kPa. Otherwise, the vents will burst open and will continue to do so until the pressure is reduced.
 
Keep in mind that some creatures can break open welded vents so make sure to go back and check areas!
 
<b>DO NOT</b> unwrench pipes to prevent antags from using the pipe networks. This will not only free creatures sealed into the pipes via welded vents but cutoff oxygen/waste access to and from [[Atmospherics]] all while attracting the ire of the [[Administrators|Gods]].
 
===Asteroids===
Occasionally you will hear over the intercoms that harrowing words that will send even the most experienced engineer into a fit of rage: "Meteors have been detected on a collision course with the station." Do not fear! There is many solutions to this here.
 
If your station objective is meteor satellites, then simply putting more out all around the station will go a long way towards eliminating the possibility of the NSS Cyberiad turning into Swiss cheese. In the case that you don't have meteor satellites(or enough) then you will need to take more extreme precautions.
 
In the case of a shorter wave of meteors, it's best to weather the storm and keep an eye on the engine so containment doesn't fail. However, if you're stuck with more meteors than you can realistically wait out you will have to construct defenses.
 
Utilize Emergency Shield Projectors to provide heavy-duty protection to important areas such as [[Containment]], [[Arrivals]], and [[Escape]]. You will also need to construct soft barriers(grilles/walls) a little away from the station in order to absorb explosions from large meteor impacts.
 
Utilize Oxygen grenades and inflatable walls/doors to seal breached areas as well as Atmospherics Tanks.
 
If you ever encounter the infamous Tungsuka, you have to declare an area as condemned and seal it off from the station for the cleanup crew to deal with later.
 
===Malfunctioning AI===
 
What happens when your AI becomes bugged and turns into a murderous killer who has full control over the station's electronics? Well, besides not dying, there's a lot you can do as an engineer.
 
You can go around the station cutting cameras to disable the AI's view of the station. Additionally, all APCs, Air Alarms, and Airlocks have an AI control wire. You should go and cut every one of those so the AI can't shock/bolt doors or disable power.
 
Borgs are essentially the hands of the AI so you should disable them. Besides the good ol' smash and dash tactic, you can indirectly disable them by destroying all on-station borg recharging ports.
 
==Additional Resources==
* [[Guide to Atmospherics]]
* [[Hacking]]
* [[Station goals|Station Goals]]
* [[Guide to Construction]]
* [[Guide to Advanced Construction]]
* [[Engineering Items]]
* [[Tesla Engine]]
* [[Singularity Engine]]


[[Category:Guides]]
[[Category:Guides]]

Revision as of 15:16, 5 January 2021

Introduction

So you want to be an Engineer huh? Well follow these simple instructions and you'll turn out alright.

As an engineer, you'll be the first person people call when things explode or the power goes out. Once you master the arts of electricity, construction, and basic atmospherics there will be no problem you can't fix on the station. With your trusty tool belt and non-existent health insurance plan you can make NanoTrasen proud.

If you're brand new to all of this, it's best you stick with your fellow engineers and the Chief Engineer who can show you the ropes. Area's like the alternate construction area and Assembly Line are great places to experiment with building so make sure to utilize them when you have down time.

Resources available

An engineer is only as good as the tools they use. Make sure to stay well equipped and well informed of what tools you have available. There's usually a tool that can help you in any situation. Some tools may only be available from Cargo or Secure Storage so keep that in mind.

Tools

Basic Tool Advanced Tool Usage Notes
Crowbar

Crowbar.png

Jaws of Life

Jawsoflife.png

Prying things in/out of place
  • Can pry open unpowered airlocks/lift floor tiles
  • Jaws of Life can pry open powered airlocks
  • Can be used to remove damaged electronics
  • Jaws of Life performs actions faster
Wirecutters

Wirecutters.png

Jaws of Life

Jawsoflife1.png

Snipping wires/grilles
  • Can snip fingertips off gloves
  • Jaws of Life performs actions faster
Welding Tool

Welders.gif

Experimental Welding Tool

File:Expwelder.png

Welding/slicing metal
  • Can seal airlocks/vents while on harm intent
  • Can repair structures while on help intent
  • Can repair robotic limbs (brute)
  • Experimental welder regenerates fuel
Cable Coil

CableCoils.png

Cable Layer

Cablelayer.png

Wiring systems together
  • Can repair robotic limbs (burn)
  • Cable Layer rapidly spools and lays cable
Screwdriver

Screwdriver tool.png

Power Drill

Powerdrill1.png

Securing/opening panels
  • Can open airlock panels for Hacking
  • Can open vents to slide paper into them
  • Power Drill performs actions faster
Wrench

Wrench.png

Power Drill

Powerdrill.png

Ratcheting/unsecuring objects
  • Used to deconstruct most things
  • Can secure/unsecure most machinery
  • Power Drill performs actions faster
Multitool

Multitool.png

N/A Modifying/specifying special parameters
  • Used to connect systems together
  • Can toggle certain machinery on/off
T-Ray Scanner

T-ray.gif

N/A Locating Wires and Pipes under floor tiles.
  • Toggle on and off to see piping/wires under station flooring
Analyzer

Analyzer.png

N/A Analyzing various things
  • Can help contain Anomalies
  • Will detect the current Atmospheric Composition in the air
Rapid Construction Device

RCD.png

Combat RCD

RCD.png

Rapid construction/deconstruction
  • Combat RCD issued to ERT engineers. Has improved magazine (500 material)
  • Can select from a variety of different structures
  • Can deconstruct most basic structures (walls, windows, floors)
Pipe Dispenser

PipeDispenser.png

Rapid Piping Device

Rapid pipe dispenser.png

Dispensing disposal/air pipes.
  • Dispenses unfastened pipes
  • Dispenser must be anchored to dispense pipes.
  • No magazine/material limit on RPD or dispenser.
  • Bluespace RPD upgrade can dispense pipes at range.
  • Alt-click the RPD to change modes via the radial menu. (You can also change modes via its popup window)
Welding Mask/Goggles

Welding Goggles.png

Superior Welding Goggles

Superiorwelding.png

Protecting your eyes against bright lights
  • Prevents eye damage from welder usage
  • Only found in the CE and RD's office
Black Gloves

Black Gloves.png

Insulated Gloves

Yellowgloves.png

Protecting your hands from danger
  • Prevents damage from picking up hot light bulbs and broken glass
  • The Insulated Gloves protect you from shock when working with wires and hacking

EVA Equipment

Eva Suit Location Notes
Engineering Hardsuit

Engineer Hardsuit.png

Secure Storage, Engineering
  • Built-in Welding-Helmet
  • Retractable Helmet
  • Has A helmet light
Regular Eva Suit

EVASuit.png

EVA
  • Basic EVA Suit
  • Has a Separate helmet
Atmospheric Hardsuit

File:Atmos Hardsuit.png

Atmospherics
  • Built-in Welding Helmet
  • Impervious to High/Low Pressure
  • Impervious to Super Heated/Cooled Gases
  • Radiation Proof
Chief Engineer's Hardsuit

CE Hardsuit.png

CE's Office
  • Built-in Welding Helmet
  • Resistant to Super Heated/Cooled Gases
  • Built-in Jet pack
  • Radiation Proof
Mag Boots

Magboots.png

Engineering, EVA
  • Allows you to negate the effects of zero-gravity when adjacent to a structure(walls,lattice,floors, etc)
  • Small speed slowdown when activated
Atmospherics Mag Boots

Atmos Magboots.png

Atmospherics
  • Prevents you from being thrown back from pressure when unwrenching pipes
Advanced Mag Boots

Advanced Magboots.png

Engineering, EVA
  • Allows you to negate the effects of zero-gravity when adjacent to a structure(walls,lattice,floors, etc)
  • No speed slowdown when activated
Jet Packs

EVASuit.png

CE's Office, EVA
  • Allows you to change direction or stabilize yourself in space without nearby structures
  • Needs Oxygen or C02 tank to work.
  • May need to wear it in backpack slot depending on the EVA suit.
  • Some jetpacks are directly attached to an EVA suit.

Misc Items Items

Equipment Location Uses
Space Heater

Space Heater.gif

Engineering, Emergency Storage
  • Will raise the temperature in the surrounding area
  • Can Melt Snow
Portable Air Pump

Portable Air Pump.gif

Atmospherics, outside Engineering, Locker Room
  • Insert a tank into the pump and it will dispense the gas into the surrounding area
  • Good for restoring atmos in badly vented areas(see Maintenance)
Portable Air Scrubber

Portable Air Scrubber.gif

Atmospherics, outside Engineering, Locker Room
  • Use this to scrub bad/toxic gases out of the air
  • A must-have for N2O and Plasma Gas Spills
Emergency Shield Projector

Shield Projector.gif

Secure Storage
  • Use this to deploy Impassable energy shields in space
  • Will absorb meteor strikes
Emergency Floodlight

Floodlight.gif

Secure Storage
  • Use this to light up a massive area
  • Good for defending against Shadowlings
  • Work without the need for power
  • Wrench them down to prevent theft
P.A.C.M.A.N Generators

Pacman generators.gif

Engineering, Protolathe
  • Produces lots of power while consuming uranium/plasma
  • Can Explode if left on high too long or EMP'd
  • Useful for setting up the engine to keep left SMES powered so containment won't fail
Radiation Suit

Radiation Suit.pngRadiation Hood.png

Engineering, Gravity Generator
  • Gives you a large amount of protection from radiation
  • Need to wear while around a Singularity/SM Shard without an Engineering Hardsuit
Inflatable Walls

InflatableWall.gif

Engineering
  • Easily deployable wall to seal breaches

Fixing Stuff

When shit hit's the fan and stuff starts breaking it's up to you to fix it.

You should always prioritize the most public and damaged areas first, especially hull breaches and mass casualty incidents. If there's a lot of widespread damage make sure to work with your department to delegate tasks out to different engineers in order to be more efficient.

General Destruction

An Area which may have been welderbombed

Whether it be your occasional welderbomb or a less than friendly xenobiology mob, the station is bound to be damaged in some way. You will hear about this over comms or find it on your patrols around the station.

The Guide to Construction will be your best friend so go ahead and keep it open.

Flooring

If a floor tile has burn marks on it then you will need to crowbar it and replace it with a new floor tile. In the case that the plating underneath it is damaged(burn marks) then you will need to weld it before you can put a new floor tile on it.

The same is true for wood/carpet tiles. Planks in the wood floor will be missing and the carpet will be burned away.

Walls

If a wall has burn marks on it, all you need to do is use the welder on it.

If the metal is just peeled away, go ahead and use the metal on the girders to rebuild the wall.

If the wall is completely gone, stand on the plating where it used to be and use the metal in your hand to create girders. Once that is done, apply more metal to the girders to complete the wall.

If the wall is a reinforced wall, then you should instead apply titanium to the girders to complete it.

Windows

All the windows on the station use reinforced glass so make sure to utilize that instead of regular glass. If you're out of reinforced glass then use metal rods on glass to create more. Glass shards can be welded to create regular glass.

In order to fix a damaged window, weld it. If it's completely gone, then you can click on the grate with reinforced glass to build a new window. This new window needs to be screwed to the floor, then crowbarred into the frame and screwed again to the frame.

If the grille is destroyed, use two metal bars in your hand to build a new grille.

Airlocks

You can get airlock electronics from the Engi-Vend in Engineering.

See the Guide to Construction

If someone uses a Cryptographic Sequencer on an airlock, or "emags it", then you will need to fix it. You can do this by opening the wire panel with a screwdriver, cutting all of the wires except the bolt wire(make sure the airlock is not bolted when you do this), welding the airlock shut(harm intent with a welder), and then crowbarring the airlock electronics out and replacing them with new ones. Make sure to properly set the airlock permission by using the airlock electronics in your hand.

Computers and Machines

See the Guide to Advanced Construction


Hull Breaches

A Hull Breach

The first thing you should do in the case of a hull breach is to seal off the breached area from the general public in order to prevent injuries and further atmospherics loss. Have someone use an Atmospherics Holofan Projector to seal off areas and the engineering barrier projector to keep people from entering spaced areas. If you do not have holofans, consider using inflatable barriers to do the job instead.

If there are missing floors, use iron bars to create lattice and then use floor tiles on the lattice to create floor plating. Otherwise, replace the walls and windows as needed.

Restoring Atmospherics

This is a job for your local Atmos Wizards but if they're not available you'll need to help out. Ensure that all of the air distribution pipes(Blue) are wrenched down and all the unary vents are also wrenched down. If the Air Alarm is intact then air should flow into the room and pressurize it.

If this is an area without vents, then use Oxygen grenades or a portable air injector with an O2 tank to finish the job.

For more information check the Guide to Atmospherics


Widespread Destruction

The results of a Syndicate Bomb

A max cap will inevitably be detonated on the station or lady tesla will tour the station in her typical destructive fashion. This often leaves sections of the entire station destroyed and rendered unusable. Sometimes you can fix it, sometimes you cant. Engineering will have to work as a team to fix this issue.

While there's no one way to go about fixing these issues here are a few tips

  • Focus on sealing breaches first
  • Make sure to establish a pressurized escape route for those who are isolated because of the damage
  • Prioritize rebuilding parts of the station in this order: Escape, Central Primary Hallway/Starboard Primary Hallways, Arrivals, Medbay, other departments, everything else.

If you cannot rebuild an area, consider just walling it off and having the CE condemn the area, barring anyone from going into it.





The Power Grid

Power monitoring and Distribution

Power grids are a network of cables. For example, the engine has it's own power grid as its network of wires don't actually directly connect to the rest of the station. as they are separated by SMES's. On each grid you can have a Power monitoring computer. It will show power input and the consumption of the APCs connected to it.

A SMES serves to regulate the power grid. The station's power grid cannot handle the amount of wattage an engine produces. What the SMES does is limit how much power is outputed and serves an additional purpose as a massive battery to insulate against low power output and over-consumption.

An APC or Area Power Controller is located in every room. It is usually locked, but you can unlock it by swiping your ID on it. It contains a power cell. From the APC you can flip breakers to disable power to things like equipment, lighting, and life support in a room. Without an APC most machines and computers cannot turn on. Each APC is connected via a terminal Terminal.png connected by wire to the station power grid. This is how it receives power.

Generating Power

One of the primary purposes of engineering is to maintain the station's power. This can be done in multiple ways, the easiest of which is either an engine or Solar Panels. An Engine can be either the Tesla Engine or the Singularity Engine. An engine, of either type, is extremely dangerous, as a potential release, either by intention or accident, will result in widespread station destruction, as such they should be kept safe. As a result of this you should really really read the guide to setting up either engine and set it up with an experienced engineer

Alternatively, the station can run on solars. However, the solars must be wired in order for them to work as well as properly setting up the solar tracker and computer. DO NOT hotwire the solars, if there is a solar flare then the station grid will overflow with power and the APCs will begin arching lightning.

Additional power sources are the Supermatter Engine, TEG, and the Gas Turbine. All of which will require Atmospheric Technicians to set up.

Lastly, PACMANS. They are small mobile generators that run on plasma and uranium sheets. To use one, wrench it on top of an exposed wire. Then use its menu to turn it on, on the output you desire. The station can run on solely PACMANs, if you upgrade and/or build more of them. Beware, leaving it on too high of a setting will lead it to explode.

Wiring

If a part of the station loses power it is likely wires have been cut somewhere. To search for cut wires under floors you will need a T-Ray Scanner. In order to place wires, hold cable coils in your hand and click the floor in the direction you want them placed. Doing this to an already placed wire will create a node, which is used for shocking grilles and powering certain machines. In order to remove wires, use wirecutters on them while wearing insulated gloves.

For more information on how to place wires see the Guide to Construction

The Anatomy of a Room

Every room on the NSS Cyberiad has a few things:

  • Vents and Scrubbers
  • An Air Alarm
  • An APC
  • Wiring
  • A Sealed Hull
  • Blueprinted Area

Without those, a room will have problems that may include having no atmosphere or no power.

Creating a Room

In order to create a room, you must follow the criteria listed above.

You can start by laying flooring and walling off an area with airlocks included. Next, you will want to run wires into the station's power grid into the room. At this point, use the Station Blueprints or a building permit to declare an area as a room. You can name it whatever you want.

Now you should use metal in your hand to make an APC frame. Use that frame on a wall, place a power control module in it, wire it, a screwdriver it, wire it again, and then place a battery inside it. You can finalize the APC by crowbarring the panel closed. Now you can install an Air alarm. It's the same exact process except you use an Air Alarm frame, air alarm electronics, and you don't need a battery.

At this point your room is about ready to go, however, you will need an Atmospheric Technician to run the waste and distribution pipes into the room and properly pressurize it before it's safe to go in without an EVA suit on.

Station Goals

Every shift, Central Command assigns the station one goal to fulfill. These are known as the Station Goals. They can range from artillery pieces to from scientific machines that pull amazing objects out of bluespace. After setting up power and keep the station intact this is the primary thing you should focus on.

Getting Crew out of Danger

When the integrity of the station is in peril, more often than not, there are casualties that the medical staff can't retrieve due to environmental hazards. If the Paramedic isn't available you'll have to retrieve people using your EVA suits and bring them to a safe area where they can be treated by medical.

Use your tools to break into places that are unpowered/unaccesible. You may need to hack bolted doors (see Hacking) in order to get to restricted areas.

Firefighting

Engineers get access to maintenance hallways, which contain several firesuits and extinguishers. If a fire breaks out somewhere, put it out. Firesuits allow you to walk in almost any fire. Extinguishers have a limited capacity. Refill them with water tanks, which can be found all around the station.

If you're dealing with plasma fires, it's best just to wait it out and use the Portable Air Scrubbers to clean up toxic gases.

Other Scenarios

Creepy Crawlies From the Unknown

Occasionally the station will be infested by various creatures that use the station distribution and waste pipes as a method of transportation. Of the many creatures that can vent crawl, Terror Spiders, Swarmers, and Xenomorphs are the most prolific, common, and dangerous. As an Engineer it's your job to weld vents closed.

You can help the station by welding vents and scrubbers to close off access/exit to pipes across the station. Places like the Mechanic Workshop, Turbine, and the Vault are most commonly forgotten about so make sure to hit those locations. In order to ensure that the vents stay closed it's important that the pressure in the distribution network stays below 1000 kPa. Otherwise, the vents will burst open and will continue to do so until the pressure is reduced.

Keep in mind that some creatures can break open welded vents so make sure to go back and check areas!

DO NOT unwrench pipes to prevent antags from using the pipe networks. This will not only free creatures sealed into the pipes via welded vents but cutoff oxygen/waste access to and from Atmospherics all while attracting the ire of the Gods.

Asteroids

Occasionally you will hear over the intercoms that harrowing words that will send even the most experienced engineer into a fit of rage: "Meteors have been detected on a collision course with the station." Do not fear! There is many solutions to this here.

If your station objective is meteor satellites, then simply putting more out all around the station will go a long way towards eliminating the possibility of the NSS Cyberiad turning into Swiss cheese. In the case that you don't have meteor satellites(or enough) then you will need to take more extreme precautions.

In the case of a shorter wave of meteors, it's best to weather the storm and keep an eye on the engine so containment doesn't fail. However, if you're stuck with more meteors than you can realistically wait out you will have to construct defenses.

Utilize Emergency Shield Projectors to provide heavy-duty protection to important areas such as Containment, Arrivals, and Escape. You will also need to construct soft barriers(grilles/walls) a little away from the station in order to absorb explosions from large meteor impacts.

Utilize Oxygen grenades and inflatable walls/doors to seal breached areas as well as Atmospherics Tanks.

If you ever encounter the infamous Tungsuka, you have to declare an area as condemned and seal it off from the station for the cleanup crew to deal with later.

Malfunctioning AI

What happens when your AI becomes bugged and turns into a murderous killer who has full control over the station's electronics? Well, besides not dying, there's a lot you can do as an engineer.

You can go around the station cutting cameras to disable the AI's view of the station. Additionally, all APCs, Air Alarms, and Airlocks have an AI control wire. You should go and cut every one of those so the AI can't shock/bolt doors or disable power.

Borgs are essentially the hands of the AI so you should disable them. Besides the good ol' smash and dash tactic, you can indirectly disable them by destroying all on-station borg recharging ports.

Additional Resources