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Below is a rewrite of the Guide to Atmospherics page. I also am either working on or have on my to-do list:
I am either working on or have on my to-do list:


* Uploading images on [[Pages with broken file links]] (yes, the page being broken is ironic)
* Modernizing engineering department sprites
* Removing cargo points from [[Station Goals]] and possibly changing some wording
* Expanding on the [[Singularity Engine]] page
* Rewriting [[Identifying Antagonists]]
* Rewriting [[Identifying Antagonists]]
* Modernizing engineering department sprites (Supermatter, Construction)
* Expanding [[Misc Items]] including adding all the plushies
* Updating the the names of the bottom part of [[MODsuits]] to their lore names.
* Expand [[Simple Mobs]].
* something like... https://paradisestation.org/tgwiki2/index.php?title=Guide_to_power


<hr>
[[Haydenredacted/RnD]]
[[Haydenredacted/Supermatter Engine]]


If you'd like to reach out to me about anything, my discord is haydenredacted


{{JobEngineering}}Atmospherics. To the uninitiated, a magical flow of gases that somehow lets you breathe. To the knowledgeable [[Atmospheric Technician]], an interconnected network of pipes for moving gases around. With the right knowledge, you can refill a breached room quickly like it’s just another Tuesday or burn the brightest plasmafires seen on this side of the sector.
<b><hr></b>


=Atmospherics 1.01: Basic Characteristics of Gases and Pipes=
<!-- ===== THE BEGINNING OF THE ANTAGONIST REWRITE ==== -->
Firstly, it’s important to understand what the different properties of gases mean. Grab an [[File:Analyzer.png|32px]] analyzer from a toolbox or an autolathe. Alternatively, enable the Gas Scanner option on your PDA. You can either use the analyzer in your hand to get an analysis of the gases of the tiles you’re standing on or hit a pipe or canister to see the contents of it.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<span style="font-size:1.2em;">[[File:Syndiflag.png|32px]] '''Identifying Antagonists'''</span>


'''Moles''' are  the amount of “particles” that are contained in the tile you are trying to analyze.  
Here holds my [[Identifying Antagonists]] rewrite.
<div class="mw-collapsible-content">
== [[The Syndicate]] [[File:Syndiflag.png|32px]]==
The Syndicate is a collection of space pirates and other corporations entities seeking to disrupt and oppose any of Nanotrasen's growth. The Syndicate employs a wide variety of different kinds of agents, all with varying methods of their goal seeking and equipment.


'''Temperature''' is measured in Celsius and Kelvin and should usually be around 293 Kelvin or 19 degrees Celsius when dealing with air that is to be breathed. Both too hot gas and too cold gas can hurt most species so make sure you’re not pumping gases with extreme temperatures into the distro pipes!
=== [[Traitor|Syndicate Operatives/Traitors]] [[File:Emag.png|32px]]===
Syndicate Agents/Traitors
Syndicate Agents are standard Nanotrasen employees that have been either bribed or intimidated into doing the Syndicate's dirty work. The methodology of a traitor can widely vary from silently breaking into to steal one of the [[High-Risk Items]], assassinating a fellow crew member, or even going on a murderous rampage to try and hijack the escape shuttle.
Some of the most recognizable devices are:
* PDA Bombs (Be wary, nuclear operatives may also utilize these), which cause a specific person's PDA to explode, injuring them in the process
* Cryptographic sequencers, also known as emags, are used to disrupt the internal circuitry of different machinery. Usually used on airlocks and lockers to bypass their ID lock. An emagged airlock will have smoking panel if you examine it, while the light on a locker will be turned off however this can also happen if you apply enough brute force to a locker.
* Occasionally, a traitor will choose to spend all their TC and become a Contractor. This special subsection of the Syndicate focuses on kidnapping crew members and sending them to a Syndicate jail to be interrogated for Nanotrasen's secrets. Contractors have access to chameleon clothing and an [[Syndicate Items#Stealth and Camouflage Items|Agent ID]] which can make them able to change their clothes and identity on the go, leading to a hard to track criminal.
* Most of the gear a Syndicate agent will have will originate from the uplink preinstalled on their PDA. This gear can beC-Class contraband which is enough to be brigged for, while S-Class contraband is enough to be permabrigged. Refer to the Contraband section of [[Space Law]].


'''Volume''' is the total space in the segment of pipes or tile you are analyzing. For example, analyzing the main air distribution pipe would have a much higher volume than the Supermatter Crystal cooling loop.
=== [[Guardian|Guardian]] [[File:Guardian.gif|32px]]===
Guardians are nanomachine creations utilized by The Wizard Federation and the [[Syndicate]], however the Syndicate variant is usually referred to as a holoparasite. These creatures must remain nearby their host and go invisible at will so always be wary of them. Holoparasites can be up to 9 different subtypes. Ranging from being able to heal their host, fling shards of crystals at enemies, and summon gases, holoparsites can be a hard to deal with threat. However, both them and their host are only mortal and lethals are recommended to be lethally dealt with.


'''Pressure''' is the measure of how much force the gas is exerting on the container it is in, whether that be a pipe or canister. If there is too much pressure in a pipe that you try to unwrench, make sure you have magboots lest you be launched and possibly seriously hurt.  
=== [[Nuclear Agent|Nuclear Strike Teams/Nuclear Operatives]] [[File:Syndicate.png|32px]]===
Nuclear Operatives, also know as nukies, are Syndicate agents sent to steal the Nuclear Authentication Disk and detonate their own nuke on station.  Nukies will arrive in two main ways. Declaring war, in which a loud announcement and siren will play along with the alert level being elevated to Gamma, or by stealthily infiltrating the station to steal the NAD. Nukies have unique MODsuits that can be easily recognizable, the blood red MODsuit and elite MODsuit. Brandishing energy swords, rocket launchers, shotguns, and even mechs, these agents are not to be taken lightly and with the guns that should be ordered from cargo, you can hopefully hold them off.


'''Heat Capacity''' is the required amount of energy needed to heat up a gas. Fires will spread quicker in gas mixtures with low heat capacity and spread slower in gases mixtures with high heat capacity.
=== [[Malfunctioning AI]] [[File:Malf_AI.gif|32px]]===
The Syndicate will occasionally sneak an AI with proprietary Syndicate code giving the AI a unique objective, Survive. Malf AIs will need to either hijack the shuttle or activate their Doomsday Device which is a special device that purges all organic life. If you notice any cyborgs acting strange, you may want to first check if they are synced with their master AI. If not, they could simply be emagged. An unlocked cover could be a dead give away however this could be a product of a forgetful [[Roboticist]]. Be on the look out for any permanently dark blue APCs. These APCs are the malfunctioning AI's method of gaining power to use their unique abilities such as giving their cyborgs combat upgrades, blowing up Rapid Construction Devices, and activating the Doomsday Device.


'''Thermal energy''' is something I don’t understand.
== [[Changeling|Changelings]] [[File:Changeling32.gif]]==
== The Gases and What They Do ==
(possible pictures including armblade, armor, and changeling being cremated)
<br>
Changelings are alien organisms that can morph into any crew it may come in contact with. Changelings also take contracts from the Syndicate, however have none of the Syndicate's equipment and no access to an uplink. Due to their perfect imitation abilities, it can be difficult to pick one out of a crowd if they are not actively using an ability. Their grotesque arm blade, armor that covers their entire body, and ability to revive themselves from death are all dead giveaways you are dealing with a changeling. Changelings have the unique ability to revive themselves after taking their death so the only true way to defeat them is to cremate them in the chapel or gib them in the gibber, usually found in the kitchen. Alternatively, someone changelings can expand and explode, leaving a headslug in it's wake which needs to find a host to plant its eggs. Killing the headslug will also permanently kill the changeling.


{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #fffcec;"
== [[Vampire|Vampires]] [[File:Vampire.png|32px]]==
|- style="font-weight: bold; text-align: center; background-color: #ffc050; color: black;"
(possible picture of a vamp blindfolded and being fed holy water)
| style="width: 150pt; center;" | Canisters
<br>
| class="unsortable"            | Description
Vampires are creatures that are able to drain blood from sapient beings in order to satiate their hunger and gain new abilities. Similar to changelings, it's difficult to just pick one out of a crowd. A vampire's most recognizable ability is their glare in which a vampire's eyes emit a red flash stunning nearby people. This glare silences anyone so they can not call for help. This makes it extremely important to not hunt vampires alone. Find a buddy and be ready to make call outs. If there are bloodless bodies without any noticeable injuries, this is usually a sign there is a vampire on station. After obtaining a certain amount of blood, vampires have four different paths they can take:  
|-
* Gargatua (referred to as a "garg"): This type of vampire has a specialization in melee combat. Able to reduce incoming damage and stun duration, stomp the ground which sends a shockwave that knocks people back, or charge towards people, it is incredibly important to keep your distance and remain diligent about the damage it dishes out.
|-
* Haemomancer (referred to as a "hemo): A vampire using their obtained blood to form weapons and utilities can be hard to deal with. Some things to look for are claws made out of blood, tentacles and walls made of blood erupting from the ground, and exploding blood pools.
! {{Anchor|Nitrogen}}Nitrogen (N2)<br> [[File:N2_canister.png]]
* Umbrae: Masters of darkness, umbrae vampires focus on mobility through darkness by utilizing speed boosts in the dark, ensnaring people in blinding shadow traps, and extinguishing nearby light sources.
* Dantalion: These vampires take a different approach to their vampiric ways. Dantalion vampires focus on gaining thralls, which are people who are bent to the vampire's control, and supporting them. These vampire are able to telepathically talk with their thralls, swap places with a nearby target, and removing incapacitating effects from their thralls. If you have captured one of the vampire's thralls, feed them 40u of holy water to unthrall them and send them in their merry way.


|The most abundant gas you will encounter. Nitrogen is not very heat absorbent, making it good for quelling fires in environments such as the [[Supermatter Engine]]. Vox must breathe pure Nitrogen, while the rest of the organic crew breathes a 80% to 20% ratio of Nitrogen and Oxygen.
Once you have captured a vampire, it's important to blindfold them as soon as you can as they can still glare you even if handcuffed. Next, you'll need to get holy water from either the chaplain who has slapped a water tank with their Bible or Chemistry. Slowly feed the vampire holy water until they vomit up all their blood, usually to the point of normal vomit. Be careful, as too much holy water can quickly become lethal and set them on fire. However, once a vampire becomes fully powered, they are completely immune to holy water. Lethal force should ALWAYS be utilized against fully powered vampires as it is part of Space Law as they cannot be contained.
|-
! {{Anchor|Oxygen}}Oxygen (O2)<br> [[File:O2_canister.png]]


|Oxygen is the other portion of what the crew breathes. When mixed with Plasma, can start plasma fires, with more Oxygen causing a bigger and hotter fire. This is poisonous to Vox and can cause Plasmamen to ignite if they make contact without their envirosuit.
== [[Mindflayer|Mindflayers]] [[File:Mindflayer.png|32px]]==
|-
! {{Anchor|Air}}Air <br> [[File:Air_Canister.png]]


|A 1:4 gas mixture of Oyxgen and Nitrogen. This is found all throughout the station and is breathed by most crew.  
Mindflayers are IPCs who have fused with a swarm of nanomachines that are able to extract brain-energy from sapient beings in order to become more powerful. Similar to vampires, they seek out crew members to drain them of vital resources. Victims usually tend to have lots of brain damage without many physical injuries. With a built in stun prod that temporarily disables headsets, they can quickly pick off people one by one. Even in a mindflayer's later stages, lethal weaponry isn't always the best option due to their healing abilities. Stun weapons such as disablers and stun batons work well at getting a mindflayer subdued. Once you have cuffed a mindflayer, you will need to get a nanite pacifier from either Cargo or Robotics, assuming the research levels are high enough. You will need to implant the nanite pacifier in their chest to nullify their abilities. If you're unsure one of your IPC crew mates is a mindflayer, feed them some conductive lube, made at Chemistry. If they start to spark, they are a mindflayer.
|-
! {{Anchor|Carbon Dioxide}}Carbon Dioxide (CO2)<br> [[File:CO2_canister.png]]


|A gas slightly heavier than air. This is what crew members will be breathing out and produced in plasma fires. Used sometimes in [[Supermatter Engine]] setups and can make you pass out an suffocate.
== [[Cultist|Practitioners of the Occult]] [[File:Cultist.png|32px]]==
|-
Cultists are practitioners of the occult, hell bent on summoning their deity onto the station, killing anyone in its path. Focusing on converting crew members into the cult, any cult can quickly spiral out of control. While cultist have the ability to silence people as they kidnap them, you may find some resilient enough to shout out on the radio, which usually sounds like unintelligible slurring, sometimes related to a cult. This is a dead giveaway you have a cult on board. Other sighs are runes made of blood when examined, cultist items found on station, and crew members with unnatural red eyes which are gained when 10% of the crew has been converted. Once 30% of the crew has been converted, you will receive an announcement from Central Command about the extra-dimensional influence aboard. All cultists will soon gain a red pentagram above their head following this announcement. Lethals are HEAVILY recommended on cultists now and required on any constructs the cultists have made. If this is the first sign of a cult you've had, you better order guns and pray. The end goal of the cult is to sacrifice certain targets and then create a giant rune which will eventually summon their deity, calling the shuttle in the process. You will get an announcement about this and when you do Space Law is temporarily lifted and you must stop them AT ALL COSTS.
! {{Anchor|Nitrous Oxide}}Nitrous Oxide (N2O)<br> [[File:N2O_canister.png]]


|A white gas that is slightly heavier than Carbon Dioxide and invisible in small quantities. In small amounts, it causes giggling and laughing, while in large amounts, it will put you to sleep. Used in Medbay and Robotics to put patients to sleep during surgery and implanting.
When you have captured a cultist, you will need to feed them 40u of holy water to deconvert them. They will begin to slur and speak about their deity uncontrollably before finally returning to their senses, with no memory of their cult behaviors.
|-
! {{Anchor|Plasma}}Plasma<br> [[File:Plasma_canister.png]]


|The oil of the current age. A purple gas that is flammable and toxic to anyone to breathe other than Plasmamen. Causes fires when mixed with oxygen at high enough temperature or pressure.
|-
! {{Anchor|Agent B}}Agent B<br> [[File:Agent_B_Canister.png]]


|A mysterious gas with an unknown origin that has a higher heat capacity than plasma. Able to set fire to Carbon Dioxide while generating Oxygen, making this an incredibly robust ingredient of burn mixes.  
== [[Wizard|Wizard]] [[File:Wizard.png|32px]]==
|}
To be written automagically.


== Where to Get Pipes ==
== [[Abductor|Abductor]] [[File:Agent.png|32px]]==
Meet your new best friend. The [[File:rapid_pipe_dispenser.png|32px]] Rapid Pipe Dispenser, also known as the RPD. which is found in your locker or printed at an [[Autolathe]]. It even fits in your backpack and can dispense any type of pipe you need and can recycle any you don't! If you have a wrench in your other hand, any pipes placed down will be automatically wrenched down making pipe placement a lot quicker.
To be written.


<tabs>
== [[Morph|Morph]] [[File:Morph.png|32px]]==
<tab name="Atmospheric Pipes">
To be written.
{| class="wikitable mw-collapsible" style="width:80%"
|style="width:32px"|'''Items'''
|style="width:15%"|'''Name'''
|style="width:15%"|'''Description'''
|style="text-align:center;"|'''Details'''
|-
|[[File:Atmospheric_Pipe.png|64px]]
|Normal Pipes
|Generic pipes that can be used for most tasks.
|These are airtight pipes that can carry any gas you pump into them.
|-
|[[File:supply_pipe.png|64px]]
|Air Supply Pipe
|Used to distribute air all across the station.
|Special pipes that are mostly used for the air distribution network. Can be laid in parallel to normal pipes and scrubber pipes.
|-
|[[File:scrubber_pipe.png|64px]]
|Scrubbers Pipe
|Used to move waste or harmful gases.
|Special pipes that are mostly used for the waste network. Can be laid in parallel to normal pipes and air supply pipes.
|-
|[[File:heat_exchanger_pipe.png|64px]]
|Heat Exchange Pipe
|Shares heat between the pipe and the environment.
|Exchanges heat between any gas in the pipe and any gas in the tile. Think space loop(for cooling) or the [[Toxins]] burn chamber(for heating). Connects to normal pipes via junctions.
|-
|[[File:universal_pipe.png|64px]]
|Universal Pipe Adapter
|Can be fitted to any pipe type.
|Used to interface between normal, air supply, and scrubbers pipes. They cannot connect to each other without this.
|}
</tab>
<tab name="Atmospheric Devices">
{| class="wikitable mw-collapsible" style="width:80%"
|style="width:32px"|'''Items'''
|style="width:15%"|'''Name'''
|style="width:15%"|'''Description'''
|style="text-align:center;"|'''Details'''
|-
|[[File:Vent_Port.png|64px]]
|Unary Vent
|The standard vent used to distribute air.
|Needs to be inside a blueprinted room with a functional air alarm to operate. Typically used to pump breathable air into a room.
|-
|[[File:Scrubber_Port.png|64px]]
|Air Scrubber
|Scrubs the air clean.
|Needs to be inside a blueprinted room with a functional air alarm to operate. Can remove specific gases from the room it is in, or rapidly siphon out all gas. Typically used to remove harmful gases like CO2 from the station's air.
|-
|[[File:Vent_Port.png|64px]]
|Passive Vent
|An unpowered vent that relies on pipe pressure to operate.
|Freely exchanges gas and heat between the tile and the connected pipe network, based on pressure and temperature gradients. Does not require power, or even a blueprinted room.


|-
== [[Revenant|Revenant]] [[File:Revenant.png|32px]]==
|[[File:Connector_Port.png|64px]]
To be written.
|Connector Port
|A connector port for canisters of gas.
|Connects canisters to pipe networks. When used in conjunction with pumps, allows you to fill canisters or to empty them into a pipe network.
|-
|[[File:Pump.png|64px]]
|Gas Pump
|A generic pressure pump.
|This pump is configured to measure how much gas it pumps by pressure. Can be set to only pump a certain amount of pressure through. The maximum pressure this pump can be set to move is 4500 kPa
|-
|[[File:Volumetric_Pump.png|64px]]
|Volume Pump
|The gas pump's cool sibling.
|This pump is configured to measure how much gas it pumps by volume instead of pressure. Can be set to pump only a specific volume of gas through. The maximum volume this pump can be set to move is 200L/s.
|-
|[[File:Passive_Gate.png|64px]]
|Passive Gate
|A passive one-way valve.
|A valve that only lets gas pass through if the input pressure and the target setting are both higher than the output pressure and the input pressure is above the target setting. Can be set between 0 and 4500 kPa and does not require power.
|-
|[[File:Gas_Filter.png|64px]]
|Gas Filter
|Separates out gases.
|A scrubber in pipe form. Checks for whatever gas you set it to, then filters it out into another pipe.
|-
|[[File:Gas_Mixer.png|64px]]
|Gas Mixer
|Mixes gases together.
|The opposite of a filter. Takes the contents of its two inputs and combines them together at whatever ratio you tell it to, then pumps them through the output. Importantly, ratios are measured by pressure, not volume. Maximum output pressure is 4500 kPa
|-
|[[File:Heat_exchanger.png|64px]]
|Heat Exchanger
|Equalize heat between two pipe networks.
|When two heat exchangers are placed next to each other, facing each other, they will try to equalize the heat between the two pipe networks they are connected to. They connect to normal pipes and thus are not part of the heat exchanger pipe system.
|-
|[[File:Air_Injector.png|64px]]
|Air Injector
|Used to force gases into high pressure areas.
|A gas injector that will continue to pump its contents out regardless of how high the pressure around it is. Measures how much it pumps by volume. Will not operate without being linked to a console. Will display a green light when on.
|-
|[[File:Manual_Valve.png|64px]]
|Manual Valve
|A simple hand-turned gas valve.
|A manually-controlled valve, it requires no power and also no ID authorization to use. Doesn't require power(or a blueprinted room), doesn't require ID access, and cannot be operated by the AI, borgs, or drones. Displays a small green light when open.
|-
|[[File:Digital_Valve.png|64px]]
|Digital Valve
|An electronic valve.
|An electronically-controlled gas valve. Requires power, requires ID access, and can be operated by the AI, borgs, and drones. Displays a small green light when open.
|-
|[[File:meter.gif|64px]]
|Meter
|Measures temperature and pressure inside the pipe it's on.
|Simply place over any flat stretch of pipe and wrench it on. Upon examination, it should now be yielding measurements on what is going on inside the pipe. Does not provide as much information as an analyser/gas scanner, but good for being able to tell what is going on at a glance.
|-
|[[File:Gas_Sensor.png|64px]]
|Gas Sensor
|Senses gas. No, really.
|Used to sense the pressure and temperature of the gas surrounding the sensor itself, rather than a pipe. Must be connected to one of several kinds of computer to be used.
|}
</tab>
<tab name="Disposal Pipes">
{| class="wikitable mw-collapsible" style="width:80%"
|style="width:32px"|'''Items'''
|style="width:15%"|'''Name'''
|style="text-align:center;"|'''Description'''
|-
|[[File:Disposal_pipe.png|64px]]
|Disposal Pipe
|Large pneumatic pipes that are used to carry trash, mail, and occasionally people around the station.
|-
|[[File:Disposal_bin.png|64px]]
|Disposal Bin
|The preferred method for delivering garbage into disposal pipes. Holds onto contents until they are flushed, whether manually or automatically.
|-
|[[File:Disposal_outlet.png|64px]]
|Disposal Outlet
|Whenever something or someone has reached this from a disposal pipe, they are ejected after a buzzer sounds.
|-
|[[File:Disposal_intake.png|64px]]
|Disposal Intake
|An open chute into disposal pipes. Objects or people that enter will be sent into connected disposal pipes. Objects or people who reach one of these at the end of a disposal pipe are ejected at high speed in a random direction.
|}
</tab>
<tab name="Transit Tubes">
{| class="wikitable mw-collapsible" style="width:80%"
|style="width:32px"|'''Items'''
|style="width:15%"|'''Name'''
|style="text-align:center;"|'''Description'''
|-
|[[File:Transit_Tube.png|64px]]
|Transit Tube
|A glass tube used for transportation with the use of transit pods.
|-
|[[File:Diagonal_Transit_Tube.png|64px]]
|Diagonal Transit Tube
|A glass tube used for transportation with the use of transit pods. This one is diagonal.
|-
||[[File:Curved_Transit_Tube.png|64px]]
|Curved Transit Tube
|A glass tube used for transportation with the use of transit pods. This one is curved
|-
|[[File:Junction_Transit_Tube.png|64px]]
|Junction Transit Tube
|A glass tube used for transportation with the use of transit pods. This one has three sides. You can hold down a directional key to choose which side to go to.
|-
|[[File:Transit_Tube_Station.png|64px]]
|Transit Tube Station
|A station for transit pods to park in midway through the ride, letting the person leave by pressing the directional key the exit is facing in or going through the station faster by pressing a directional key where the next transit tube is. You can board it by walking in through it's entrance. It's density prevents people or bullets from passing through it.
|-
|[[File:Terminus_Dispenser_Tube_Station.png|64px]]
|Terminus Dispenser Tube Station
|A terminus used to signify the end or beginning of a transit tube network. It can be boarded it by walking in through it's entrance. This one creates and recycles transit pods.
|-
|[[File:Dispenser_Tube_Station.png|64px]]
|Dispenser Tube Station
|A station for transit pods to park in midway through the ride, letting the person leave by pressing the directional key the exit is facing in or going through the station faster by pressing a directional key where the next transit tube is. It can be boarded it by walking in through it's entrance. This one creates and recycles transit pods. It's density prevents people or bullets from passing through it.
|-
</tab></tabs>


=Atmospherics 1.02: Your Tools and You!=
== [[Revolutionary|Revolutionary]] [[File:Rev.png|32px]]==
To be written.


You have plenty of tools at your disposal to assist you with your atmospheric duties, whether that be firefighting or refilling a room with air.
== [[Shadow Demon|Shadow Demon]] [[File:Shadow_Demon.png|32px]]==
To be written.


====Firefighter Suit [[file:Atmospherics Fire Helmet.png|64px]][[file:Atmpspherics Firesuit.png|64px]]====
== [[Pulse Demon|Pulse Demon]] [[File:Pulse_Demon.gif|32px]]==
With the both the helmet and suit, you're completely safe from any fires you may encounter at the cost of your movement speed. Found in an atmospheric technician's locker and any fire cabinets around the station. You're usually better off using one of your [[MODsuits]], though the firesuit can be useful if you need protection quickly.
To be written.


====Engineering Goggles [[File:Engineering_Goggles.gif|64px]]====
== [[Slaughter Demon|Slaughter Demon]] [[File:Slaughterdemon.png|32px]]==
These handy goggles have three modes. A meson mode, which allows you to see the outline of the walls around you and protecting you from the Supermatter-induced hallucinations, a T-ray scanner mode, which allows you to see the piping, cabling, and disposal pipe network underneath plating, and finally a radiation mode, which allows you to see how many total rads something has.
To be written.


====Backpack Firefighting Tank [[File:Backpack_Firefighter_Tank.gif|64px]][[File:Extinguisher_Nozzle.png|64px]]====
== Biohazards ==
Replacing your backpack, this firefighting tank gives you three helpful substances to assist you in your atmospheric work. Activate it and its nozzle will extend.
From there you can cycle through:
* Water, which is pretty self explanatory, is used to put out fires.
* Nanofrost which is a special substance that replaces burning plasma with Nitrogen, quickly halting plasma fires. However be careful, as it welds vents and scrubbers which could be dangerous when used in the Supermatter Engine or impede the cleanup after a fire.
* Metal foam is a liquid that eventually solidifies into a flimsy, yet airtight wall or floor.
The Atmospherics MODsuit is also pre-equiped with a module that serves the same purpose.


====ATMOS Holofan [[File:Engineering_Holofan_Projector.gif|64px]]====
=== [[Blob|Blob]] [[File:Blob_core.gif|32px]]===
This holofan projector will probably be your second best friend you'll have working for Nanotrasen. This handy tool lets you block any and all changes in the atmosphere. Useful for plasma fires from spreading and gas escaping to space when a breach inevitability happens. You can place up to three at a time and all placed holofans can be cleared by using the holofan in your hand.
To be written.


====Oxygen Grenades [[File:Oxygen Grenade.png|64px]]====
=== [[Terror Spiders|Terror Spider]] [[File:Terror_white.png|32px]]===
Want to easily fill up a room with oxygen and throw a grenade? Use an oxygen grenade which after a short period after being primed will release about 50 moles of oxygen into the air. Good for places that cannot be easily connected to the main distribution system.
To be written.


====Portable Air Pump [[file:Portable Air Pump.gif|64px]]====
=== [[Xenomorph|Xenomorph]] [[File:Alien.png|32px]]===
This is an invaluable resource when you want to quickly fill a room up with air again. Filled by wrenching it to a connector port with light blue pipes attached to it, this can be taken anywhere and output air when set to the Out setting. Inversely, you can set it to the In setting to refill it on the go. Also can be used to fill a tank or empty a tank.
To be written.
</div></div>


====Portable Air Scrubber [[file:Portable Air Scrubber.gif|64px]]====
<!-- ===== THE END OF THE ANTAGONIST REWRITE ==== -->
Alternatively, the air scrubber is good tool to cleanse the air of any unwanted gases. The higher you set the pressure option, the quicker it will scrub the air. Whenever you're finished with it or the internal tank gets full, wrench it down to a connector port that is attached with purple pipes.


====Huge Air Scrubber [[file:Huge_air_scrubber.png|64px]]====
Rarely seen outside of the [[Toxins]] gas storage, these behemoths can only be used when wrenched down and synced to a nearby area air control computer. Can also be used to empty out tanks and be wrenched to a connector to empty its contents.


====Air Alarms [[File:AirAlarm.png|64px]]====
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
Found all throughout the station, Air Alarms are the main way you'll be controlling the behavior of the vents and scrubbers. Only able to be used in a powered and blueprinted room. For a full explanation, visit the [[Air Alarm]] page.
<span style="font-size:1.2em;">[[File:Woodcoffin.png|32px]] '''Ghost Bar'''</span>


====The Computers====
It's eternity in there.
* '''The Atmospheric Alert Computer''' will tell you where you should divert your attention. A green color means the air is all good, yellow means something is going wrong or should be checked on, and red means something has gone wrong such as a leak or breach to space.
<div class="mw-collapsible-content">
* '''Distribution and Waste Monitor''' is a console that will tell you the status of your distribution line, waste line, and mixed air tank. Use this computer to make sure your air supply tank hasn't been tainted with Nitrous Oxide, Plasma, or anything else you don't want your crew members breathing. You can also check to see if vents will burst if welded. Remember, if the distro is over 5000 kPA, vents WILL burst.
* '''Tank Monitor''' is the console that does exactly what it says, monitors the pressure and temperature (in Kelvin) of the gases in storage.
* '''Central Atmospherics Computer''' allows you to view the status of every air alarm on station and are able to remotely control any air alarm, assuming remote control is enabled on said air alarm.


====Space Heaters [[file:Space Heater.gif|64px]]====
{{JobPageHeader
These industrial little things can be used to heat up cold areas around the station. Use a screwdriver to access its power cell and heat setting. Be wary of its charge level, as it can run out very quickly.
|colour = 777777
|hcolour = white
|stafftype = DECEASED
|img = Woodcoffin.png
|jobtitle = Ghost Bar Occupant
|access = Ghost Bar
|difficulty = None
|superior = No one.
|duties = Chill with other dead players, play UNUM!, have a deep and emotional talk while drinking yourself to second death, fight other ghosts with shark plushies.
|guides = [[Death]], [[Mob Spawners]], [[Guide to Drinks]], [[Guide to Food]]
}}
{{JobCivilian}}


=Atmospherics 1.03: Setting Up Atmospherics, Practical Appliances, and Tips!=
The '''Ghost Bar''' is a special location only accessible to players who have died or decided to observe the round. Here, you can find plenty of things to do along with any other dead ghosts that may have joined you.


==How To Join the Ghost Bar==


====Setting Up Atmospherics====
After dying a horrible death to either a [[changeling]] or other "natural" cause, you have the ability to join the Ghost Bar. Simply click on the Ghost tab and then the Mob spawners menu button. You'll be able to see all the things ghosts are able to respawn as. Be careful though, once you spawn as ANYTHING, you will be unable to be revived and enter the round normally again. Find the "ghastly rejuvenator" and click spawn and you'll get an option to play as a character you have already created. Once you've done that, you're in!
After getting all your gear, you need to start working on setting up atmospherics. It's best to do this as soon as you can so you won't have to worry about it later on. Your two biggest concerns are the waste lines getting too clogged and vents starting to burst which can allow biohazards such as [[Xenomorphs]] and [[Terror Spiders]] to easily navigate the station. Setting up atmospherics is not too hard once you know what to do. Firstly, you'll want to find the air filters connected by purple and green pipes. Head over to them and max out the pressure on all the filters. What this does is ensures that the gases flowing through the waste line is quickly deposited back into storage so the waste line doesn't get backed up. (I NEED CRUNCH/SILVERPLATE'S JUDGEMENT ON THIS NEXT PART) Next, you'll want to locate the distribution line room, usually located near the gas mix chamber. You'll want to wrench up the volumetric pump that is connected to the cyan pipes which contains the air mix, labeled something like To Distro. Replace it with a normal pump, turn it on and max the pressure. Doing this prevents the distro pressure from rising too high which burst vents. Vents begin to burst at around 5000 kPa so be sure to do this early on in the shift.


''' '' Images are currently WIP. '' '''
==What to Do in the Ghost Bar==
<tabs container="width:800px">
<tab name="Cyberiad">[[File:Boxstation_atmospherics.png|Make sure to max the pressure out of the dark blue circles and replace the volumetric pump in the light blue circles with normal pumps|frame|right]] </tab>
<tab name="Kerberos">[[File:Deltastation_atmospherics.png|Make sure to max the pressure out of the dark blue circles and replace the volumetric pump in the light blue circles with normal pumps|frame|right]]</tab>
<tab name="Cerebron">[[File:Metastation_atmospherics.png|Make sure to max the pressure out of the dark blue circles and replace the volumetric pump in the light blue circles with normal pumps|frame|right]]</tab>
<tab name="Farragus">[[File:Cerestation_atmospherics.png|Make sure to max the pressure out of the dark blue circles and replace the volumetric pump in the light blue circles with normal pumps|frame|right]]</tab>
<tab name="Diagoras">[[File:Emeraldstation_atmospherics.png|Make sure to max the pressure out of the dark blue circles and replace the volumetric pump in the light blue circles with normal pumps|frame|right]]</tab>
</tabs>


====Prepping Space Cooled Gas For Engineering====
You've got many things to do here in the Ghost Bar. You can obviously just talk to other patrons. This area is an extension of dead chat, so it okay to talk about OOC things such as the current antagonists or how you met your end. To communicate with normal dead chat, simply pretend like you're talking on the radio and everyone will be able to hear you.  
Sometimes, you'll have a [[Chief Engineer]] or engineering team asking for Carbon Dioxide (CO2) for the Supermatter Engine. Pretty easy, right? Just turn on the pumps and valves and let the CO2 flow until however many moles is inside the To Engine line! Sadly, you'll probably be asked to more than 10,000 moles which doesn't always fit in the pipe. Due to more gas being able to fit in a pipe the colder it is, you'll want to space cool it. Don one of your [[MODsuits]] and head to space. You'll want to replace some of the pipes in space with heat exchange pipes using your Rapid Pipe Dispenser,[[File:rapid_pipe_dispenser.png|32px]] around 15 to 20 of them should suffice. This will cool the carbon dioxide or whatever gas you're working with and allow you to work with much greater volumes of gas.


[[File:Boxstation_Example_Cooling_Loop.png| A [[Chief Engineer]] filling a cooling loop with Carbon Dioxide.|thumb|right]]
</div></div>
====How Gas Actually Flows====
It's important to know that gas doesn't technically "flow" through pipes. It is omnipresent in a section of pipes. This means that if you wanted to connect something like a thermomachine, it wouldn't matter where you place it in the pipenet, it will still work the same. Do note, that the bigger the section of pipe or pipenet is, the less efficient atmospheric machines work. 


====Basic Mathematical Applications====


=====The Ideal Gas Law=====
The Ideal Gas Law is helpful to explain how hot your burn mixes will be and why the gas in coolant pipes are the way they are.


Formula: '''PV=nRT'''
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<span style="font-size:1.2em;">[[File:Singulo_11.gif|32px]] '''My next project!'''</span>


'''P''' - Pressure in kilopascals or kPa<br>
Inspiration to write strikes me like lighting.
'''V''' - Volume in liters<br>
<div class="mw-collapsible-content">
'''n''' - is the amount of substance of gas (also known as number of moles)<br>
'''R''' - is a constant or 8.31<br>
'''T''' - Temperature in Kelvin<br>
 
Cooling a gas will cause it to take up less space in the pipe, while heating it up causes it to take up more space in the pipe.
 
=====Celsius and Kelvin Conversion=====
While using an [[File:Analyzer.png|32px]] analyzer shows you both Kelvin and Celsius, it may be useful to convert temperatures back in forth if you are using a thermomachine, which only gives you the temperature in Kelvin.
 
Formula: '''K = C + 273.15'''
 
'''C''' - Celsius<br>
'''K''' - Kelvin
 
(Basically, subtract 273.15 from your Kelvin temperature and you have your Celsius temperature)
 
====Miscellaneous Tips====
* Most of any the atmospheric devices (valves, pumps, filters, etc.) that come from your Rapid Pipe Dispenser can be safely wrenched up without the fear of being launched back without magboots.
* All types of pipes, valves, filters, and mixers and be enabled by CTRL+Clicking them and have their pressure maxed by ALT+Clicking them.
* Setting an [[Air Alarm]] to the Contaminated option is usually a better way to clear out lots of unwanted gases than turning on Panic Siphon.
* When people are in-evidently screaming "ATMOS FIX THE DISTRO" when xenomorphs or terror spiders have been discovered, check the Distribution and Waste Monitor to ensure the distro pressure is below 5000 kPA and ensure that the distro piping has been set up properly up.
* While setting an Air Alarm to Refill can be useful for quickly pressurizing a room, don't forget to set it back to its previous setting or the area while become over pressurized very quickly.
* It can be useful to just stare at the pipes until you understand them. Make a mental path of how gas flows throughout atmos. For example, follow the path that Oxygen and Nitrogen take to get to the air mix chamber and then to the rest of the station.
* Don't be afraid to ask for help from your fellow Chief Engineer or Atmospheric Technician! Atmospherics is a very complicated thing that can be hard to wrap your head around.
* Arrived late to a station where a biohazard was just announced and worried about the vent pressure? No worries! Simply connect the distro line and waste line with a straight pipe and then unwrench it. This will immediately half all the pressure in the distro line as the other half is now in the waste line.
 
=Additional Guides=
 
*[[File:Gasturbine.png|32px|link=Gas Turbine]] [[Gas Turbine|Guide to Gas Turbine]]
*[[File:Supermatter.png|link=Supermatter Engine|32px]] [[Supermatter Engine|Guide to Supermatter Engine]]
*[[File:AirAlarm.png|link=Air Alarm|32px]] [[Air Alarm|Guide to Air Alarms]]

Latest revision as of 06:02, 6 February 2025

I am either working on or have on my to-do list:

Haydenredacted/RnD Haydenredacted/Supermatter Engine

If you'd like to reach out to me about anything, my discord is haydenredacted



Identifying Antagonists

Here holds my Identifying Antagonists rewrite.

The Syndicate

The Syndicate is a collection of space pirates and other corporations entities seeking to disrupt and oppose any of Nanotrasen's growth. The Syndicate employs a wide variety of different kinds of agents, all with varying methods of their goal seeking and equipment.

Syndicate Operatives/Traitors

Syndicate Agents/Traitors Syndicate Agents are standard Nanotrasen employees that have been either bribed or intimidated into doing the Syndicate's dirty work. The methodology of a traitor can widely vary from silently breaking into to steal one of the High-Risk Items, assassinating a fellow crew member, or even going on a murderous rampage to try and hijack the escape shuttle. Some of the most recognizable devices are:

  • PDA Bombs (Be wary, nuclear operatives may also utilize these), which cause a specific person's PDA to explode, injuring them in the process
  • Cryptographic sequencers, also known as emags, are used to disrupt the internal circuitry of different machinery. Usually used on airlocks and lockers to bypass their ID lock. An emagged airlock will have smoking panel if you examine it, while the light on a locker will be turned off however this can also happen if you apply enough brute force to a locker.
  • Occasionally, a traitor will choose to spend all their TC and become a Contractor. This special subsection of the Syndicate focuses on kidnapping crew members and sending them to a Syndicate jail to be interrogated for Nanotrasen's secrets. Contractors have access to chameleon clothing and an Agent ID which can make them able to change their clothes and identity on the go, leading to a hard to track criminal.
  • Most of the gear a Syndicate agent will have will originate from the uplink preinstalled on their PDA. This gear can beC-Class contraband which is enough to be brigged for, while S-Class contraband is enough to be permabrigged. Refer to the Contraband section of Space Law.

Guardian

Guardians are nanomachine creations utilized by The Wizard Federation and the Syndicate, however the Syndicate variant is usually referred to as a holoparasite. These creatures must remain nearby their host and go invisible at will so always be wary of them. Holoparasites can be up to 9 different subtypes. Ranging from being able to heal their host, fling shards of crystals at enemies, and summon gases, holoparsites can be a hard to deal with threat. However, both them and their host are only mortal and lethals are recommended to be lethally dealt with.

Nuclear Strike Teams/Nuclear Operatives

Nuclear Operatives, also know as nukies, are Syndicate agents sent to steal the Nuclear Authentication Disk and detonate their own nuke on station. Nukies will arrive in two main ways. Declaring war, in which a loud announcement and siren will play along with the alert level being elevated to Gamma, or by stealthily infiltrating the station to steal the NAD. Nukies have unique MODsuits that can be easily recognizable, the blood red MODsuit and elite MODsuit. Brandishing energy swords, rocket launchers, shotguns, and even mechs, these agents are not to be taken lightly and with the guns that should be ordered from cargo, you can hopefully hold them off.

Malfunctioning AI

The Syndicate will occasionally sneak an AI with proprietary Syndicate code giving the AI a unique objective, Survive. Malf AIs will need to either hijack the shuttle or activate their Doomsday Device which is a special device that purges all organic life. If you notice any cyborgs acting strange, you may want to first check if they are synced with their master AI. If not, they could simply be emagged. An unlocked cover could be a dead give away however this could be a product of a forgetful Roboticist. Be on the look out for any permanently dark blue APCs. These APCs are the malfunctioning AI's method of gaining power to use their unique abilities such as giving their cyborgs combat upgrades, blowing up Rapid Construction Devices, and activating the Doomsday Device.

Changelings

(possible pictures including armblade, armor, and changeling being cremated)
Changelings are alien organisms that can morph into any crew it may come in contact with. Changelings also take contracts from the Syndicate, however have none of the Syndicate's equipment and no access to an uplink. Due to their perfect imitation abilities, it can be difficult to pick one out of a crowd if they are not actively using an ability. Their grotesque arm blade, armor that covers their entire body, and ability to revive themselves from death are all dead giveaways you are dealing with a changeling. Changelings have the unique ability to revive themselves after taking their death so the only true way to defeat them is to cremate them in the chapel or gib them in the gibber, usually found in the kitchen. Alternatively, someone changelings can expand and explode, leaving a headslug in it's wake which needs to find a host to plant its eggs. Killing the headslug will also permanently kill the changeling.

Vampires

(possible picture of a vamp blindfolded and being fed holy water)
Vampires are creatures that are able to drain blood from sapient beings in order to satiate their hunger and gain new abilities. Similar to changelings, it's difficult to just pick one out of a crowd. A vampire's most recognizable ability is their glare in which a vampire's eyes emit a red flash stunning nearby people. This glare silences anyone so they can not call for help. This makes it extremely important to not hunt vampires alone. Find a buddy and be ready to make call outs. If there are bloodless bodies without any noticeable injuries, this is usually a sign there is a vampire on station. After obtaining a certain amount of blood, vampires have four different paths they can take:

  • Gargatua (referred to as a "garg"): This type of vampire has a specialization in melee combat. Able to reduce incoming damage and stun duration, stomp the ground which sends a shockwave that knocks people back, or charge towards people, it is incredibly important to keep your distance and remain diligent about the damage it dishes out.
  • Haemomancer (referred to as a "hemo): A vampire using their obtained blood to form weapons and utilities can be hard to deal with. Some things to look for are claws made out of blood, tentacles and walls made of blood erupting from the ground, and exploding blood pools.
  • Umbrae: Masters of darkness, umbrae vampires focus on mobility through darkness by utilizing speed boosts in the dark, ensnaring people in blinding shadow traps, and extinguishing nearby light sources.
  • Dantalion: These vampires take a different approach to their vampiric ways. Dantalion vampires focus on gaining thralls, which are people who are bent to the vampire's control, and supporting them. These vampire are able to telepathically talk with their thralls, swap places with a nearby target, and removing incapacitating effects from their thralls. If you have captured one of the vampire's thralls, feed them 40u of holy water to unthrall them and send them in their merry way.

Once you have captured a vampire, it's important to blindfold them as soon as you can as they can still glare you even if handcuffed. Next, you'll need to get holy water from either the chaplain who has slapped a water tank with their Bible or Chemistry. Slowly feed the vampire holy water until they vomit up all their blood, usually to the point of normal vomit. Be careful, as too much holy water can quickly become lethal and set them on fire. However, once a vampire becomes fully powered, they are completely immune to holy water. Lethal force should ALWAYS be utilized against fully powered vampires as it is part of Space Law as they cannot be contained.

Mindflayers

Mindflayers are IPCs who have fused with a swarm of nanomachines that are able to extract brain-energy from sapient beings in order to become more powerful. Similar to vampires, they seek out crew members to drain them of vital resources. Victims usually tend to have lots of brain damage without many physical injuries. With a built in stun prod that temporarily disables headsets, they can quickly pick off people one by one. Even in a mindflayer's later stages, lethal weaponry isn't always the best option due to their healing abilities. Stun weapons such as disablers and stun batons work well at getting a mindflayer subdued. Once you have cuffed a mindflayer, you will need to get a nanite pacifier from either Cargo or Robotics, assuming the research levels are high enough. You will need to implant the nanite pacifier in their chest to nullify their abilities. If you're unsure one of your IPC crew mates is a mindflayer, feed them some conductive lube, made at Chemistry. If they start to spark, they are a mindflayer.

Practitioners of the Occult

Cultists are practitioners of the occult, hell bent on summoning their deity onto the station, killing anyone in its path. Focusing on converting crew members into the cult, any cult can quickly spiral out of control. While cultist have the ability to silence people as they kidnap them, you may find some resilient enough to shout out on the radio, which usually sounds like unintelligible slurring, sometimes related to a cult. This is a dead giveaway you have a cult on board. Other sighs are runes made of blood when examined, cultist items found on station, and crew members with unnatural red eyes which are gained when 10% of the crew has been converted. Once 30% of the crew has been converted, you will receive an announcement from Central Command about the extra-dimensional influence aboard. All cultists will soon gain a red pentagram above their head following this announcement. Lethals are HEAVILY recommended on cultists now and required on any constructs the cultists have made. If this is the first sign of a cult you've had, you better order guns and pray. The end goal of the cult is to sacrifice certain targets and then create a giant rune which will eventually summon their deity, calling the shuttle in the process. You will get an announcement about this and when you do Space Law is temporarily lifted and you must stop them AT ALL COSTS.

When you have captured a cultist, you will need to feed them 40u of holy water to deconvert them. They will begin to slur and speak about their deity uncontrollably before finally returning to their senses, with no memory of their cult behaviors.


Wizard

To be written automagically.

Abductor

To be written.

Morph

To be written.

Revenant

To be written.

Revolutionary

To be written.

Shadow Demon

To be written.

Pulse Demon

To be written.

Slaughter Demon

To be written.

Biohazards

Blob

To be written.

Terror Spider

To be written.

Xenomorph

To be written.


Ghost Bar

It's eternity in there.

DECEASED


Ghost Bar Occupant

Superiors: No one.
Difficulty: None
Guides: Death, Mob Spawners, Guide to Drinks, Guide to Food
Access: Ghost Bar
Duties: Chill with other dead players, play UNUM!, have a deep and emotional talk while drinking yourself to second death, fight other ghosts with shark plushies.


Assistant/Misc.

Departmental Head
N/A

Civilian/Misc. Roles
Civilian/Misc. Guides


The Ghost Bar is a special location only accessible to players who have died or decided to observe the round. Here, you can find plenty of things to do along with any other dead ghosts that may have joined you.

How To Join the Ghost Bar

After dying a horrible death to either a changeling or other "natural" cause, you have the ability to join the Ghost Bar. Simply click on the Ghost tab and then the Mob spawners menu button. You'll be able to see all the things ghosts are able to respawn as. Be careful though, once you spawn as ANYTHING, you will be unable to be revived and enter the round normally again. Find the "ghastly rejuvenator" and click spawn and you'll get an option to play as a character you have already created. Once you've done that, you're in!

What to Do in the Ghost Bar

You've got many things to do here in the Ghost Bar. You can obviously just talk to other patrons. This area is an extension of dead chat, so it okay to talk about OOC things such as the current antagonists or how you met your end. To communicate with normal dead chat, simply pretend like you're talking on the radio and everyone will be able to hear you.


My next project!

Inspiration to write strikes me like lighting.