====== Engineering Items ====== =====Containers===== ^ Item ^ Description ^ | Mechanical Toolbox | The standard blue toolbox and iconic symbol of Space Station 13's robust combat system because of its longstanding choice as an improvised weapon, still just as useful in SC13. For best results, apply directly to forehead. Found all over the station, and contains useful tools for anyone without a nearby fabricator. \\ \\ Contains: \\ Screwdriver, wirecutters, wrench, welder, crowbar, atmospheric analyzer. (default) \\ Upgraded atmospheric analyzer, soldering iron, t-ray scanner, wire coil, milk, banana, peanut butter sandwich (the variant Engineers spawn with) | | Electrical Toolbox | A yellow toolbox intended for fixing destroyed power infrastructure. They are clustered around tool storage and electronics. \\ \\ Contains: \\ Screwdriver, wirecutters, crowbar, t-ray scanner, 3x wire coils (default) \\ T-ray scanner, device analyzer, soldering iron, wire coil, robust coffee, chips, cheese sandwich (the variant mechanics spawn with) | | Emergency Toolbox | A red toolbox hidden mainly in firefighting stashes in maintenance tunnels and emergency supply lockers. They're still great for caving in a skull. \\ \\ Contains: fire extinguisher, station bounced radio, flashlight, crowbar (red variant). | | Tool Belt | A toolbox that fits on the belt slot. A Holy Grail for anyone unwilling or unable to stuff their tools into a backpack box. Mechanics and Engineers spawn with a version with tools. Empty ones often appear in Engineering Storage and sometimes Tool Storage, Warehouse, and maintenance depending on the map. Additional empty belts also appear in, naturally, Utility Belt Crates from Cargo. \\ Holds absolutely anything in the tools category and many other tiny or small items. Contains: \\ Nothing. (default) \\ Screwdriver, wirecutters, wrench, welder, crowbar, multitool, deconstruction device. (variant Mechanic and Engineer start with) | =====Tools===== ^ Item ^ Description ^ | Screwdriver | One of the most essential tools, if not the most. Used in moving windows and grilles, building computers, opening maintenance panels in electronics, fixing microwaves, modifying small devices, opening cyborg heads and more. A special yellow variant spawns in the toolbelts of any Engineers or Mechanics. | | Wirecutters | Used in wiring, hacking, deconstructing computers, etc. Live wires should always be handled with insulated gloves. A special yellow variant spawns in the toolbelts of any Engineers or Mechanics. | | Wrench | Used in building computers, activating cyborgs, deconstructing walls and furniture etc. A special yellow variant spawns in the toolbelts of any Engineers or Mechanics. | | Welder | A heavy engineering tool. An active welder will ignite flammables, break light bulbs, set off nearby fire alarms and do horrible things when swung at a person. Click on it while it's in-hand to activate it. To refuel it, click on a handheld or full-size welding fuel tank while the welder is off and in your active hand. Operating one will cause eye damage without proper protection. A special yellow variant spawns in the toolbelts of any Engineers or Mechanics. | | Crowbar | A general-purpose opener. Used to pry open firelocks and unpowered doors, prying up or out floor tiles, window frames, wall girders, computer modules and so on. There is a variant with a red body that appears in emergency toolboxes; aside from a different sprite, it behaves identically to its less-decorated kin. A special yellow variant spawns in the toolbelts of any Engineers or Mechanics. | | Multitool | An electrician's precision tool. Known mostly for being a cornerstone of hacking, it's also essential for finishing APC repairs, checking the wattage of wires, getting the Network ID of doors and lockers for Packets, and wiping data from mainframe memory cores, disks, tapes, and the like if they are not set to Read Only. | | T-Ray Scanner | A combined ultrasound probe and volt meter. When operated like a flashlight, it emits terahertz range radio pulses that briefly reveal hidden wires, disposal pipes and cloakers. When used on wires, doors or other electronic equipment, it reports whether it's powered or electrified. Engineer's and mechanic's PDAs have these instead of the standard flashlight modules. Extra T-ray scanners can be made at a general manufacturer. | | Wire | Spare cable, found plentifully in yellow toolkits and boxes marked "Cable Storage". Used in constructing computers, repairing damaged wiring under floors and much more. Check out Guide to Wiring for details on how to put floors and wire together to make things happen. While red is the most common color, electrical toolboxes and certain Cargo crates (all under Basic Materials section) have wire in many other colors, including: black, blue, brown, green, hot pink, orange, purple, white, and yellow. | | Soldering Iron | Essential for deploying frames and electronic projects as far as gadget construction is concerned, but not much more than a superheated stabbing implement for the rest. | | Deconstruction Device | Often shortened to "decon device". Does the exact opposite of what the soldering iron does and disassembles any piece of machinery, yielding its respective object frame, which can later be deployed elsewhere using a soldering iron. The general process is that you click on the thing with the device, and then press the right buttons with the right tool in your active hand and the device in your other hand. \\ There are two versions that deconstruct the same but have different damage and availibility: \\ The one with a nasty saw blade is also a slow but brutal weapon. Engineers and Mechanics start with this on their utility belt, the Chief Engineer's aurora belt also has it, and so do Mechanic equipment lockers and Mechanics Reconstruction Kits from Cargo. \\ The one that vaguely resembles an RCD does no damage at all. Cyborgs with the engineering module get this one. | | Atmospheric Analyzer | Instant atmospheric analysis. Lists the temperature, pressure and the proportions of gases either in the open air or inside canisters, pipes, Radiation Collector Arrays, Radiation Collector Control machines, nuclear reactors, gas turbines, and gas channels. Abundantly available in blue toolboxes, but every PDA has this feature built-in. Adding a atmospheric analyzer upgrade from a Vendomat lets it analyze gases in open air, but not canisters or similar, from long range. | | Atmospheric Analyzer Upgrade | Allows the atmospheric analyzer (what else?) to scan gases from a distance, with some limitations. Vendomats have a few, and they sometimes appear on various tables in maintenance and other vaguely Engineering-related areas, alongside various randomly-selected items. | | Device Analyzer | Scans one or multiple electronic devices into memory, which can then be redeemed for a blueprint in the ruckingenur kit. The mechanic's PDA comes with a superior scanner which transmits all schematics wirelessly into the workshop. The device analyzer can technically scan anything (including people, to whom it will show a funny message) but you won't get any blueprints unless you use it on actual machines. \\ If you try to put a handheld analyzer onto tables, into backpacks, etc. it'll normally just scan them; switch to Harm intent to put it onto things or bash things with it without scanning them. | | Miniaturized Lamp Manufacturer | Installs, changes, and removes lights. Click on the device while it's in your active hand/slot, and it'll open up a wheel of buttons that let you choose what color lamps it makes (Set White, Set Cyan, etc.), whether it'll make light bulbs or light tubes (Fitting Production: Bulbs, Fitting Production: Tubes), or toggle whether it removes lights or replaces them (Toggle Fitting Removal). \\ \\ Click on a wall, window, or floor tile it with it, and it'll attempt to place down a light fixture of the configured color and tube/bulb setting. Click on a existing light, and it'll either swap it to the color you chose if toggled to replace lamps in the Toggle Fitting Removal or delete it if set in Toggle Fitting Removal to remove fittings. \\ There are two versions of this that differ by resource cost. \\ \\ The gun-shaped one can be found in Engineer equipment lockers and is included in the Construction Equipment crate that can ordered by the QM(s), and it requires 1 metal sheet with each use. To load it, simply click on the device with the sheets; loading it takes up to 5 sheets from the stack, and it has a capacity of 20 sheets. \\ The claw-like version is used by certain types of Cyborg, and rather than metal, it takes charge from the cyborg's battery, with adding in missing lights, removing lights, and replacing functional ones costing more than replacing broken ones. | | Floor and Wall Designer | Formerly known as the Floor and Wall Designer and often just called the floor planner/floor designer. Changes the textures of existing floors and walls and can also remove changed textures. To use it, put it in your hand and left click on it. It will pop up a dialog box for three modes: \\ Floors: Lets you pick from a list of several floor patterns, from standard station floors to grass and sand to even caves and strange stone (there are no pictures). After you've chose the one you want, you can left-click on a floor to change it to the selected texture. Some floors cannot be changed. \\ Walls: Works similar to floor mode, except with walls. Again, some walls cannot be changed. \\ Restore original: For if you want to completely remove the new sprite you put in and go back the original one before you did any modifications. It works exactly like putting down new floor/walls textures, making reversing changes nice and easy. \\ \\ Part of the Construction Equipment crate, which can be ordered from the Quartermaster(s). | | Window Planner | Formerly the material shaper, a tool that takes processed metal bars and glass cubes and uses them to produce preset glass/grille windows, providing a different and quick way to make them without manually setting them down yourself. The gun has two different modes that are pretty straight forward. Has two modes: 'Marking/unmarking plans for grille and glass structures.' - When you left click on an area, it puts down a transparent red outline of where you want your glass/grille section to go. Left clicking it again in this mode erases it. You can see the outlines with a construction visualizer, if you somehow got a hold of one. 'Constructing planned grille and glass structures.' - Left-clicking on outlines set down on the above mode (not the floor they're on) uses the stored glass/metal to make the structure for you at the cost of 2 metal and 4 glass. | ===RCD=== Point-and-click repair magic! The Rapid Construction Device (RCD) conjures up and tears down various station structures using a 50-unit magazine of compressed matter, depending on the setting, which is changed by clicking on the thing while it's in your hand. Each construction/deconstruction action has a 5-second delay, and it creates sparks when switching between modes or when it finishes its task, which may ignite nearby flammable materials. One is locked away in EVA and the CE sleeps next to a fancy yellow one. Engineering cyborgs have built-in RCDs that do not need refilling and instead replicate the compressed matter straight from their power supplies, at 1 matter unit = 100 charge, so emergency repair work usually falls on them. It is also possible to buy an empty one from Cargo's RCD replacement crate or make one at a mining fab that's been hacked. \\ \\ Ghost Drones have a unique Realistic Cardboard Device that has the same modes as the normal RCD mentioned above, but builds significantly weaker constructions. The Cardboard RCD is only able to deconstruct other cardboard walls and floors and cannot remove normal ship/station walls or floors. \\ \\ List of RCD modes: \\ Floors and Walls \\ Uses 1 unit to build a floor on empty space or a lattice Uses 2 units to build a wall on a flooring (Yellow version uses 1) Uses 1 unit to add plating to a girder Uses 2 units to reinforce a wall \\ Floor tiles are made instantaneously. It takes 5 seconds to build a full wall on a floor tile, and it takes 5 seconds to reinforce a wall. Hitting a completed wall again with the RCD will reinforce it. This setting cannot replace burnt flooring or add tiles to bare plating; use floor tiles for those! \\ Windows: Uses 2 units to make a window (Yellow version uses 4). Creates a generic (i.e. not reinforced) glass window over a plating or grille and takes 2 seconds to construct. \\ Airlocks: Uses 5 units to make an airlock (Yellow version uses 4). The RCDs from Cargo and in EVA build a generic grey airlock. This airlock has no access attached to it. The Chief Engineer has a snazzy yellow RCD that allows for customizing doors and setting unique access levels. Making a new airlock takes 5 seconds. \\ Light Bulbs: Uses 2 units to make a light bulb fixture. \\ Like a companion to the Miniaturized Lamp Manufacturer, this setting on the RCD allows the placement of full light fixtures including light bulbs. You can then use the lamp manufacturer on it to change the bulb colors out. It takes 2 seconds to place a light fixture, and it must be placed on a wall. You can't place a light fixture on a wall that already has a fixture on it. | | Light Tubes: Uses 2 units to make a light tube fixture. \\ Like a companion to the Miniaturized Lamp Manufacturer, this setting on the RCD allows the placement of full light fixtures including light tubes. You can then use the lamp manufacturer on it to change the tube colors out. It takes 2 seconds to place a light fixture, and it must be placed on a wall. You can't place a light fixture on a wall that already has a fixture on it. | | Deconstruct: Uses 8 units to remove walls, girders, floors, lattices, and windows \\ Uses 15 units to remove airlocks (Yellow version uses 10). \\ Can downgrade a reinforced wall into a regular wall for 8 units (Yellow version uses 6). \\ Removes any built components. Floors, walls, windows, and airlocks all take 5 seconds to remove. Removing a wall's reinforcement also takes 5 seconds. Removing a light fixture takes 3 seconds. | === Compressed Matter Cartridges === Every RCD needs compressed matter units to construct and deconstruct structures. Each RCD has a limited supply of compressed matter units, and to refill them, you use compressed matter cartridges, which come in various sizes listed below. Note the RCDs on ghostdrones and cyborgs drain the silicon user's battery to create compressed matter, so those two don't need to worry about compressed matter cartridges. | Compressed Matter Cartridge | These standard size ones each give 10 units of matter for the RCD. Five of them are usually bundled in the "RCD crate" the station's RCD units come in, and additional ones can be created at mining fabs and general fabricators that have been hacked. | | Medium Compressed Matter Cartridge | These larger cartridges grant 50 units of matter for the rapid construction device, enough to fill a completely empty one. Available at mining fabs and general fabricators that have been hacked. | | Large Compressed Matter Cartridge | The extra big ones start with a generous 100 units of matter for the rapid construction device. Since standard RCDs have 50 unit capacities, this of course means some left over. Can be made at mining fabs and general fabricators that have been hacked, with correspondingly high material requirements. | =====Equipment===== ^ Item ^ Description ^ | Welding Mask | Looks all business. When toggled down, will darken the wearer's vision a bit and prevent eye damage from light sources, be it welding or something else. When toggled up it will grant melee protection to the head. Can be found in Engineer equipment lockers and welding supplies lockers or fabricated at general manufacturer. | | Hard Hat | Comes with a built-in flashlight. Protects the head quite well. | | Hi-Vis Vest | That's short for high-visibility vest, also sometimes called a safety vest. Not too much in the way of stats aside from some slight cold resistance, but sure does make you look like you know what you're doing. Found in the equipment lockers for Engineer, Mechanic, and Chief Engineer and appears in many maps' Warehouse areas. | | Engineering Headset | Stay in touch and coordinate with your colleagues. Type say :e to talk over the engineering channel. | | Meson Goggles | What distinguishes an engineer from an assistant. Tints the vision green, but, when toggled, allows the wearer to see the condition of the station infrastructure through walls, and allows better vision in the dark. Rather scarce aside from the units that start in card-locked equipment lockers. | | Insulated Gloves | For handling live wires. Highly coveted for their ability to allow door hacking. Found in electrical supplies, Engineer's equipment, and Mechanic's equipment lockers and can be ordered by the Quartermaster in the form of Electrical Maintenance Crates. They are also sometimes found out in the open in Engineering and Mechanics, as if waiting for someone to break in and steal them. | | Firesuit | Protects the wearer from fire and extreme heat. It reduces damage from being on fire by 45%, and if you get a firefighting helm, that'll push you to 60%. The suit does protect from the cold somewhat, but it's not effective against hard vacuum and will slow down your running speed when you're wearing it. It's available in Engineering Storage and, on some maps, a few other parts of Engineering, it spawns in firefighting closets fairly often, and more can be bought from Cargo through Firefighting Supplies Crates. | | Firefighter Helm | Offers more resistance to fire and extreme temperatures than most helmets; definitely complements with the firesuit better than the hard hat, too. Doesn't reduce damage to the head as much as the hard hat or other helmets though. Often found in Engineering Storage and the like. Firefighting Supplies Crates from Cargo each have two of these, and each firefighting closet has a 50-50 chance of randomly spawning with one. | | Fire-Fighting Grenade | Creates a roughly 5x5 spray of fire-fighting foam, instantly putting out most fires. Typically used on rooms that are engulfed in flames, but it helps extinguish people (or other mobs) set ablaze too. Remember: click on it in-hand to prime, press SPACE to enter Throw mode, then click on a tile to actually throw it somewhere. Found in Engineering Storage and Cargo's Firefighting Supplies Crate. | | Red Oxygen Grenade | Disperses approximately an oxygen canister's worth of oxygen throughout an area instantly. Remember: click on it in-hand to prime, press SPACE to enter Throw mode, then click on a tile to actually throw it somewhere. Found in Engineering Storage and Station Pressurization Crate. Each engineer also starts with one in their pack. | | Engineering Space Suit | Preferred gear for braving the vacuum of space. Will slow down your running speed indoors. The helmet has a built-in flashlight. | | Engineering Diving Suit | Preferred gear for braving extremely high pressure environments (usually underwater), usually unhelpful on the ship/station. Will slow down your running speed indoors. The helmet has a built-in flashlight. | | Engineering Light Space Helmet | Compared to the standard engineering space helmet, the engineering light space helmet has much less armor and half as much heat protection and Disorient (Eye) and Disorient (Ear) resistance, but it doesn't slow you down. Identical stats otherwise. The Chief Engineer starts with a pair in their role-exclusive equipment locker, and it's possible to make one at a mining fabricator. | | Engineering Light Space Suit | The engineering light space suit has identical stats to the standard version, but it provides less protection against projectiles and melee attacks and offers less heat resistance. However, it doesn't affect your movement speed, so it won't slow you down when you're running away from a singularity. The Chief Engineer's equipment locker starts with one, and you can get your own at a mining fabricator, provided it has the materials. | | Class II Radiation Suit + Hood | The preferred choice for working around active singularity engines, walking in radstorms, and handling radioactive substances such as cerenkite, or, in theory, fuel rods. Each piece reduces damage from radiation by a fair bit, so wearing the full set helps, and the suit piece clicks in the presence of radiation, with faster clicks meaning more intense radiation (same as handheld Geiger counter). It has poor insulation though; don't expect it to protect you from the vacuum of Space or a roaring hot loop fire. Order one from Cargo or scavenge one from derelicts if you need a spare. | | Aurora Belt | A special, enhanced version of the standard tool belt, available exclusively in the Chief Engineer's locker. It's a personal shield generator that blocks the wearer from 25% of melee attacks. When activated, it blocks 80% of melee attacks and grants complete cold and heat protection, plus a little ranged damage reduction. The effect lasts around 20 seconds and recharges in about twice that time. It can also hold an RCD and its matter unit cartridges, on top of the stuff regular utility belts can fit. | | Jetpack | Provides air and allows you to move freely in space when worn on your back and the jetpack function is on, at cost of high oxygen drain. The flying function can be toggled on/off by pressing "Toggle jetpack(jetpack name)" button in the top left. You must set the jetpack's oxygen supply in the exact same way you would set an oxygen tank, and it requires a breath or gas mask to work. Blue ones are found in EVA, the Mining Department, and sometimes Engineering, while the red ones spawn in red closets in the Listening Post and Syndicate Battlecruiser. \\ \\ Note: Don't be tempted to top off your jetpack with regular air. It only works with pure oxygen. | | Magnetic Boots | Aka, magboots. When activated via the (De)Activate Magboots (magnetic shoes) ability in the top left, they provide some Disorient (Body) resistance, give you a clonky footstep sound, and prevent you from being thrown, pushed, or pulled, even if you're dead on the ground - the boots must be removed first. You also cannot be moved around by a conveyor belt or teleported by a telegun. However, they slow you down, and you can still be grabbed. Switching placing while on Help intent still works. \\ Useful for safely repairing hull breaches, since they prevent from you from slipping in space or being pushed backward by on-coming air. A pair starts in the CE's locker and a few more are available to engineers and miners. | | Power Cell | Main power for Cyborgs and backup juice for APCs before the lights go out. Several types of these high-capacity batteries can be found on the station, differing in maximum capacity or other properties. If depleted, they may be recharged manually. | | Fuel Pellet | Used by the radioisotope thermoelectric generator to make electricity. As you'd expect, the amount of power they generate depends on their radioactivity (which, curiously, is measured in rads), though for now, they only come in cerenkite pellets. | =====Building Materials===== ^ Item ^ Description ^ | Light Tubes | In addition to windows and floor tiles, the incandescent tubes are usually the first casualties of rampant chemistry in the science wing or the cafeteria. Boxes of replacement lights are available in e.g. tool storage and the janitor's closet. They can also be fabricated in a rainbow of colors, including black light, and fit light tube fixtures. | | Light Bulbs | Dimmer and cheaper, ordinary bulbs are used in areas less traveled such as maintenance halls and emergency tool stashes. They can be usually found in the same haunts as light tubes and are fabricated in as many varieties and fit light bulb fixtures. | | Neon Lining | Neon lighting that can be configured in many different shapes and colors and does not require power, obtained via the Neon Lining Crate from Cargo. Click on the coil of neon lining in-hand to swap it between three colors, blue, pink, and yellow, place it down simply by clicking on the tile, and remove it with a crowbar. Use screwdriver to rotate, wrench to change shape of neon lining, multitool to change placement of glow at ends, and wirecutters to turn off/on. | | Metal Sheets | Used for many construction projects. Can come in many different materials, with steel being most common, but they all otherwise act the same. Available in Engineering Storage, Tool Storage, and sometimes a few other odd places, and Cargo can order them in bulk in 50- and 200-sheet packs. General manufacturers can make them one sheet at a time. Can only be assembled in stacks of up to 50 by hand. Can also click on them while they are selected in your hand to craft them into various shapes. | | Reinforced Metal Sheets | Stronger metal. Make them yourself by combining regular metal sheets and rods or have a general manufacturer build them straight from processed ore, one at a time. | | Glass Sheets | Used for many construction projects. Available in Tool Storage, Engineering Storage, and sometimes a few random maintenance areas, and Cargo can order them in bulk in 50- and 200-sheet packs. General manufacturers can make them five sheets at a time. Can only be assembled in stacks of up to 50 by hand. | | Reinforced Glass Sheets | Almost twice as strong as regular glass. Made by adding rods to standard glass sheets or by using a general manufacturer, which creates them one at a time. | | Phoron Glass | Stronger than regular glass. Can only be made in a fabricator. | | Reinforced Phoron Glass | Extremely strong. Made by adding rods to phoron glass or by using a fabricator. | | Rods | Used for many construction projects. Made by constructing them with regular metal sheets, removing reinforcement from reinforced metal sheets, or using a general manufacturer, robotics fab, or medical fab. Also available in Tool Storage, Engineering Storage, and sometimes a few odd maintenance areas. In addition to construction, rods are also serviceable weapons in a pinch and can be used as "lances" when "jousting" with Segways. They are also used for many thing-on-a-stick recipes. | | Floor Tiles | Make these from regular metal sheets or just crowbar them right out from under people's feet. Damaged floor tiles are automatically discarded upon removal. | | Metal Foam Grenade | Creates a huge expanding mass of liquid metal foam that stops gas flow and, after a short delay, solidifies into weak metal foam walls and floors. The solid foam is fragile and is easily destroyed by blunt objects. Clicking on the foam with floor tiles will instantly replace the foam with flooring, without breaking the foam and potentially causing an air leak. Good for sealing huge hull breaches to quickly stop atmospherics leaks and then later adding something more solid. | | Frame | Instant electronics, just add soldering! Clicking on a frame with a soldering iron consumes the frame and creates the gadget or machine on the frame's label, e.g. a "defibrillator frame" turns into a functioning defib. Note that vending machines made via frames start off empty and need restock cartridges, while manufacturers/fabricators made via frames don't have materials. \\ \\ You can make frames, indirectly, using a ruckingenur kit, and turn certain machines back into frames via a deconstruction device. Many Cargo crates come with frames too, since it's an easy way to store and transport appliances and things that normally can't be moved. | =====Machinery===== ^ Item ^ Description ^ | Engineering Apparel | Often found in Engineering Storage areas, the Engineering Apparel vending machine offers more than just clothes. In addition to dispensing sets of uniforms and various engineering fashion items that make you look all business, it also has a small selection of protective equipment, including firesuits, gas masks, and hard hats, as well as... construction cones? | | Mechanic's Locker | Found in the Mechanics Workshop (natch), Mechanic's lockers contain various pieces of equipment for tinkering with electronics. Notably, there's a deconstruction device and a spare set of insulated gloves. The "Mechanic" refers to the old Mechanic job. | | Power Transmission Laser | The power transmission laser, or PTL for short, rewards engineers who go above and beyond the usual power supply. Using the interface on the laser system (click the lower left side of control panel sprite), the laser can receive power as an input and then output it, just like a SMES unit can. Once the PTL finishes charging (indicated by a nice little charging meter above the controls, just like those sci-fi movies), the PTL outputs its power in the form of a huge laser beam that gets sent all the way across the station Z-Level and, presumably, to some other people in need of power somewhere in space. As the PTL continues running, the engineers get a share of the money earned to their bank accounts, and the rest of the station starts receiving a steady amount of extra cash into the payroll budgets, depending on how much power is transmitted. There are a few restrictions to keep in mind, however: \\ \\ The PTL will not input any more than half of the total engine output, even if you set it beyond that threshold on the console. \\ The PTL also cannot transmit power beyond 999 TW (terawatts). You need to have an insanely powerful engine setup for this to be a problem, but it's worth mentioning. \\ Finally, the PTL obviously cannot transmit power when the door blocking the laser is closed. \\ \\ Setting up the PTL is much like setting up an SMES Unit. However, instead of clicking on plus and minus signs to set the input and output levels, you input a number between 1 and 999 (the default is 1, but you can click on the number itself to input a different value) and then pick a suitable watt range, such as W, KW, MW, etc. As with an SMES, setting output slightly lower than input is preferred (though having them be the same is also viable, if the PTL already has some charge stored). A misconfigured PTL won't exactly fail, but it will output sporadic bursts, which tend to be less efficient at earning credits than a steady continuous beam. \\ \\ You'll need to constantly micromanage the laser input with the total engine output to make sure that your cash-making machine isn't at the expense of station function, but with sufficiently high-power engine setups, this won't be an issue. Experiment with how much power you're able to get away with beaming into space! | | Carousel Power Unit | Accepts power like an SMES to make conveyor belts go faster. This power storage unit that looks strikingly like a battery uses the electricity fed into it to boost the speed of the cargo carousel system. \\ \\ It accepts power like an SMES unit, in that it directly takes power from a wire, directly from the geothermal capture units, but there is no configuration needed. Simply lay wire between it and the geothermal capture units. The wire outside on the Seafloor leading into it is just above the fork of wires leading to the SMES units in the Power Room, so you can also bridge the two together, if you've already connected the vents to the SMES. \\ \\ Initially, items on the cargo carousel take about two minutes or so to make a complete loop, and every megawatt shaves a few seconds off that time. At 35 MW, objects take only around a half minute to circumnavigate the belts, significant enough to make delivering goods through the carousel relatively quick. Past that, every additional watt provides less additional speed up than before, but the reductions are no less significant. At the maximum level, 135 MW, a full loop around the carousel takes mere seconds. Deliveries are near instantaneous, and the belts go so fast that you'll probably won't need a oxygen tank for any sections that go into airless areas. | | Shield Generator | Like a Meteor Shield Generator, but for the whole entire ship, and also deflects other missiles and beam weapons while active. Despite all the fancy blinkenlights and displays, all you have to do is click on this thing to turn the ship-wide shield on, blocking not only all things coming in but also all things going out. It's somewhat hard to notice, but if there's a meteor shower coming/going on, the little ship screen in the middle will display where exactly the meteors are coming from. | | Shield Control Computer | Basically a smaller version of the Shield Generator, for turning on and turning off the forcefield remotely from the Bridge and monitoring its level of damage. | | Furnaces | A combustion-based power/heat generator that accepts many different solid fuels. Click on furnace with fuel source in-hand to load it in, or, for certain fuel types, click-drag its sprite onto furnace sprite to load several in at once. Click on furnace to turn it on/off and start/stop burning fuel and making energy. Burns flammable substances for energy and is largely "set and forget". Furnaces come in two variants. One produces heat and is usually found in the hot loop of a thermoelectric generator. The other directly produces 5000 W and is often found in off-station locales such the Mining Outpost. Maps that use the singularity engine also have the power-producing variant as a backup/auxiliary source, ostensibly in case the singularity fails. Aside from type of output, both work identically. \\ \\ To load fuel of choice in, simply click on the furnace with the fuel item in-hand. For some types of fuel, namely char ore, plasmastone ore, and cannabis leaves, you can also click-drag the fuel item's sprite onto the furnace to load all the adjacent fuel in. Then click on the furnace to turn it on, if it isn't already. Furnaces remain online until they run out of fuel or are shut off manually by clicking on them. \\ \\ Typically, you will burn char ore, which is often found in "furnace fuel" crates nearby, but it is not the only option. Furnaces can accept many alternative sources. For example, the aforementioned plasmastone lasts the longest in the furnaces, and furnaces can accept paper, weed, wooden planks, clothes, cash, food left in the oven for too long, fried and grilled food (the more time it spent in the fryer/on the grill, the better, e.g. "fried spoon" lasts longer than "lightly-fried spoon"), even dead critters... and people and monkeys, dead or alive (they require click-dragging them onto the furnace.) But, do note, each source produces the same amount of heat/power, so they primarily differ how long they last in the furnace. | | SMES | The station's capacitors. All APCs draw power from the SMES, assuming the connection is intact and stable. The SMES in turn draw power from sources such as the engine or solar arrays, or the furnaces. SMES must be configured for optimal use: The input must be set equal or less than the power coming in, and the output must be set to equal or less than the input. The difference between output and input will build up as reserve power in case the power source is disabled. | | Engine Output Monitoring Computer | Located in engineering's power control room, wired in between the engine and the SMES. Displays the output from the engine, and how much the SMESs draw. The PowerChecker app on Engineering PDAs also shows the engine output and the pressures and temperatures on the hot and cold loops. | | Solar Panel Control | Shows orientation and power output from connected solars. Can be used to manually align the panels to the sun, but that's rarely necessary. | | Power Monitoring Computer | Located in engineering's power control room. When connected to the power grid, it will display a list of all APCs on the station and their current charge. If the SMES are set correctly, then the total power output should exceed the power load. If no APCs show up on the screen, it means a wire has been cut somewhere. | | Reactor Statistics Computer | Displays several tables of information about the connected thermo-electric engine, the combustion chamber, and the gas loops, all explained [[https://wiki.ss13.co/Reactor_Statistics_Computer|here]]. | | APC | Short for area power controller. It controls power to certain types of electric devices in the room and houses a backup cell to power machinery if it is not receiving adequate power externally. \\ \\ Area power controllers, little white panels that control the electricity coming into a room or sector, much like a fusebox or circuit breaker panel, and are the last stop in the ship or station's power grid. These are usually located in maint tunnels, but the ones in more secure locations are usually inside the room they control. \\ \\ When you click on one, it opens up an interface with oodles of info: \\ \\ Main breaker: Controls whether the room is getting power at all. Best not to mess with this, unless it actually is your job to mess with this. \\ External power: Indicates if the room is receiving power and gives a qualitative description of how much. Good means it's receiving more than enough power, Low not enough, None no power at all. \\ Power cell: Indicates the charge levels of the APC's backup internal cell. If the APC loses connection or receives inadequate amounts of power, the APC will make up for it by draining its cell until it runs out, in which case all the electrical devices in the room lose power. \\ Power Channels: Indicates how much power various categories of devices in the room are consuming and their power settings. Logically, the more machinery there is, the more power being drawn. On/Off are self-explanatory, Auto means the devices in the category will stay on if there is enough power is available and shut off to let other less power-hungry devices function if there is not. \\ Equipment: Computers, manufacturers, vendors, dispensers, conveyor belts, things like that. \\ Lighting: Light tubes and light bulbs, but not the emergency lights. \\ Environmental: Fire alarms and firelocks, as well as emergency lighting. Air scrubbers too if they're active. \\ Total Load: The total power consumption of the electrical devices in area controlled by the APC. \\ Cover lock: Indicates whether the APC's settings can be changed and whether the APC panel can be pried open with a crowbar or not. You specifically need "Electrical Equipment" access to engage/disengage this, and Mechanic and Engineer IDs start with this access level. \\ Swipe an Mechanic or Engineer ID or any ID with "Electrical Equipment" access on the APC to disengage the cover lock and make the Main Breaker and Power Channels settings configurable. If the solars and engine aren't generating and sending enough power, you'll be doing this a lot. In drastic/urgent cases (e.g. powering Medbay or Cloning after a power sink is removed), you might need to disengage the lock, pry open the APC panel, and insert a fresh fully-charged cell to repower a room. \\ \\ The AI and Cyborgs do not need an ID to configure APC settings. In addition, they have an additional option to "overload the lighting circuit", blowing out all lights connected and emitting lots of sparks. These sparks can potentially ignite flammables, so it is usually not recommended and often considered Grief. \\ \\ APCs can be renamed with a hand labeler; unfortunately, the changes are not reflected in the power monitoring computer. | | Experimental Local Generator | A portable cell charger that uses plasma as fuel. It can directly charge the local APC or an inserted power cell. The generator is available from the cargo bay. | | Portable Combustion Generator | An internal combustion engine you can hook into the power grid. Using ambient air or gas tank in conjunction with a fuel tank you can provide power to an area. Different combustible fluids and air mixtures will provide different results. | | Radioisotope Thermoelectric Generator | A stationary generator that uses the radioactive decay of inserted fuel pellets to create electricity. It charges wires in a power grid rather than power cells or APCs. | | General Alert Computer | Lists all alerts on the ship/station and lets you clear them. Unfortunately, it doesn't mention specifics, and half the time it's nothing to worry about. Found in the Bridge. | | Gas Reserve Tank | Fixed pressure vessel used to store a large amount of gas, roughly double the volume of portable canisters. Every air hookup contains one of these. | | Tank Dispenser | Dispenses gas tanks. Found in engineering, toxin research and other places. | | Air Siphon | A portable gas container that can be set to either intake the local atmosphere or expel its contents. If filled with air, it can be used to re-pressurize areas that have lost their atmosphere, such as recently fixed hull breaches. Can also take in or expel its contents into portable tanks, which can be attached then detached. | | Air Scrubber | This portable device filters out plasma, N2O/sleeping gas, and CO2 from the surrounding atmosphere and removes chemsmoke clouds. These require power from the local APC and are specifically controlled by the "Environmental" setting. If need be, clicking on the machine with a wrench or similar anchors/unanchors it, making it unmovable/movable. | | Emergency Pressurizer Device | An extreme version of the air scrubber. It can also either intake or expel the local atmosphere but once sufficient pressurize has been reached it can expel it at extreme velocities allowing for rapid pressurization. It also has a material processor to convert raw gas materials such as Molitz and Viscerite into its contents. | | Space HVAC | Slowly heats and/or cools the surrounding air to a designated temperature. Good for after a hull breach sucks all the warm air from a room or when hellburns get hella outta hand. You can screwdriver open the panel to swap out the cell and/or set the temperature the HVAC it should try to reach. Can be found in various nooks and crannies in maintenance. | | Energy-Shield Generator | Creates a energy shield that prevents certain objects from passing through the shield depending on the power level, which is toggleable via the right click menu. Power Level 1 blocks gases, 2 gases and liquids, and 3 people, and other solid objects. Like its meteor shield cousin, it usually runs on power cells, but it can run on the station power grid if someone unscrews its cover and wrenches it over a wire. | | Fluid Tank | Heavy-duty fluid-draining (or -flooding) tank that can hold up to 20000 units of liquid. If you click on the tank, you can turn it on and off and toggle whether it's taking in fluids or pumping them out into its surroundings. Usually found in a few odd nooks and crannies in maintenance and can be created at general manufacturers. | | Disposal Pipe Dispenser Cart | Basically a disposal pipe dispenser with wheels, so that you can replace/add disposal pipes without lugging a whole bunch of pipe parts all the way from Disposals. Also has the option to lay pipe while moving, similar to laying cable. | | ABC-U | Found in ABCU Unit Crates and occasionally other places. Can build entire rooms - see Construction for more information. | | Ruckingenur Kit | Creates blueprints of scanned devices, which can then be used in the reverse-engineering fabricator. | | MechComp Dispenser | Stocks a wide variety of electronic components. | =====Geothermal Capture System Components===== ^ Item ^ Description ^ | Dowsing Rod | Essential for finding geothermal hotspots, appears inside crates in the Engineering foyer. When it's placed down, relays a wealth of information: \\ \\ The light will turn a certain color depending on the temperature of the ground beneath. Blue signifies cool temperatures, while purple, pink & red ones denote hotter ones. White means it hasn't found a hotspot. \\ \\ If it's within range of a hotspot, the indicator near the top will briefly flash the estimated distance to center of nearest hotspot and periodically broadcast it to those nearby. If there are multiple hotspots on its tile, it will take distances to all the hotspot centers and add them. Distance estimates are affected by Doppler shift. If it isn't within range of any hotspots, the indicator doesn't say anything. \\ \\ If it beeps, that means it's found the true center of a hotspot. | | Power Shovel | Used to dig holes for vent capture unit construction. It can also mine, though it usually can't break anything harder than rock, ice, or the softer ores. Runs on a 100 PU battery, and digging with it costs 2 PU when active, for a total of 50 digs. Attacking costs 10 PU when active. The shovel can be recharged at a recharger, and it accepts other cells. Several of these appear on a rack in the Engineering foyer, and Engineering cyborgs get a borg version that draws from their internal cyborg cell. | | Reinforced Wire | A special electrical wire meant for external use, reinforced with additional metal and surrounded by a thick coat of synthblubber. These are explosion-resistant and may take several tries to snip with wirecutters. Its coils often hold more cable. Comes as loose coils and in boxes scattered throughout the Engineering foyer. | | Vent Capture Unit | Converts a section of a hotspot's geothermal energy to electricity; the more heat, the more electricity. Adjacent units reduce electricity production of other units somewhat. To construct one, simply stand over a hole dug by a power shovel and either click on the unbuilt vent capture unit while it's in your hand, as if you were constructing a table or put the unbuilt unit over the hole and use a screwdriver, wrench, crowbar, or soldering iron. To deconstruct it, hit it wrench, crowbar, screwdriver, or soldering iron. Unbuilt kits are found in Oshan's Engineering foyer, and more can be scanned through Mechanics. | | Stomper Unit | When placed and activated on top of or directly adjacent to the center of a hotspot, it will lock the hotspot in place. If it's activated anywhere else in the hotspot region, it will send the hotspot away from the stomper and cause to start drifting across the map, potentially causing massive damage. Has an auto-stomp mode that can be toggled via right-click menu. Can, unsurprisingly, stomp up people and certain objects if they somehow end up under it. Found in the Engineering foyer. | | Controlled Demolition Pipe | Essentially a weak pipebomb for making holes in the ground, so you can harvest the energy trapped in the rock underneath, found in engineering explosive crates. The explosion can't break any flooring besides planetary ground or seafloor, can only damage nearby windows and walls, and does little damage to people (though it still does shrapnel), but it's still strong enough to create a roughly 3x3 hole in the floor. Still a bad idea to use these on the station. | | Engineering Explosive Crate | Contains six controlled demolition pipes for blowing through the seafloor to mine the rock underneath for extra hotspot energy. Access-locked to Engineering, i.e. if you can access Engineering, you can open and close this crate. The Engineering foyer has one. | | Ladder | Lets you safely go up and down between decks on the ship, or between Z-levels of a planet. Simply plop it over a hole to deploy the ladder, then click on it to climb up/down. To remove it, right-click the ladder and choose Fold up. The Engineering foyer has some on a rack, the Syndicate Battlecruiser has one, and there are some scattered about maintenance. Often used to reach rock under a hotspot, but since you can still pull it while it's deployed, it might make an interesting shortcut... | ===== Singularity Engine Components ===== ^ Item ^ Description ^ | Emitter | Essentially a glorified laser. Once welded down, wrenched into place, and activated, it periodically emits a huge energy beam that deals huge damage, can pass through windows, and, somehow, activates and powers field generators. Unsurprisingly good, if somewhat slow, at murdering Blobs, assuming no reflective membranes of course. | | Field Generator | Magical force field generator that, once welded to the floor, bolted down with a wrench, and activated, somehow uses and stores the energy from emitter beams to create a containment field. This containment field will shock you if walk into it, even if you're wearing insulated gloves, so keep your distance! | | Gravitional Singularity Generator | The holy jam jar. This is the actual component that generates a Singularity, but it can't do that if it's not within a 5x5 space enclosed by an containment field. | | Collection Array | Like a solar panel, but instead of converting radiation from a star into electricity, it converts Hawking radiation from a black hole. Requires a tank of phoron to function, which it consumes at a very negligible rate. | | Array Controller | A hub of sorts for adjacent collection arrays. This is the machine that's actually outputting all the electricity generated by the arrays; in fact, if you use an atmos analyzer on it, it'll tell you exactly how much. Most setups arbitrarily link them to only two arrays, but it can handle up to eight directly adjacent to it, which is actually indicated on the little panel. | | Engine Master | Lets you start up the singularity engine, if all the components are secured over a data terminal. | | Singularity Buster Rocket Launcher | Safe singularity destabilization. Load with it with the specialized buster rocket, aim, and fire; note that the launcher slows you down when carried. If it hits, the rocket will downgrade the singularity into a blackhole, which will rapidly suck up everything towards it but eventually disappear. Both the launcher and its ammo can be found in the Chief Engineer's private quarters, casually sitting on a desk, and in Anti-Singularity Packs. | ===== Tools ===== ==== Mechanical Toolbox ==== * Found in: Engineering, auxiliary storage and many places around the station including tool storage and the locker room * Used for: Contains tools which are needed whenever you want to construct or deconstruct something * Damage: 20 brute * Strategy: It is very heavy, useful for the beating up of people. Contains the tools all engineers need to have * Contains: Screwdriver, Wrench, Welding Tool, Crowbar, Analyzer, Wirecutters * This red toolbox contains many tools needed in the day to day lives of engineers. If you want a reliable way to break into an area, then this toolbox has just about all the tools you'll need. If your job is to repair damage, the tools will be needed when you'll have to fix the inevitable mistakes you'll make. As a heavy item, there's a chance to miss using it as a weapon, and there's a chance the contents will spill out. ==== Electrical Toolbox ==== * Found in: Engineering, Primary Tool Storage, Tech Storage, Electrical Maintenance * Used for: Contains tools which you'll need when fixing or disassembling electrical equipment * Damage: 20 brute * Strategy: The electrical toolbox is good to have when fixing electrical systems, although a welding tool and a multitool are also required. * Contains: Screwdriver, Wirecutters, T-Ray Scanner, Crowbar, 3 Coils of Cable (30 units); 25% chance budget insulated gloves; 10% chance insulated gloves * The electrical toolbox's contents are intended to help fix (and disassemble) electrical equipment. Insulated gloves are a must when dealing with electricity though. As a heavy item, there's a chance to miss using it as a weapon, and there's a chance the contents will spill out. Does 20 brute damage. Yellow toolboxes have a small chance of containing a pair of insulated gloves. Wirecutters.png Wirecutter Cut wires of all types! Either on the floor or in machines, also cuts grills. Does 6 brute damage. Welderon.gif Welding Tool You can cut all manner of things apart, from lockers (open locker, click while lit) to walls. OR, You can weld shut doors and lockers. It is useless when out of fuel, except to smash open windows and for some reason do some cutting jobs that really should require a flame, and must be lit to do anything useful! Warning: It will ignite phoron while lit. There are Industrial version of welding tools that have double the fuel tank of normal welding tools, these can only be obtained by engineers, or hackers. It deals a lot of damage to people without burn protection. It knocks out very sparingly, though does 15 burn damage as long as it's on. Does 3 brute damage otherwise. REMEMBER: Use common sense when refueling. Wrench.png Wrench Wrenches are usually used to take things apart, like wall girders, or tables. Only the emitters and computers use them in construction stages. They either fasten bolts, or take apart bolts. Does 5 damage. Screwdriver tool.png Screwdriver Take this tool to screw (and unscrew) all sorts of things. Aiming for the eyes does a special attack which can cause blindness, doing 7 brute damage. Otherwise does 5 brute damage. Analyzer.png Analyzer Most people take it and throw it out. Effectively, it is an air scanner, which provides more detail than the PDA air scanner. Sadly, that detail is never truly needed, so it gets thrown away. Does no damage unless thrown, which deals 5 brute damage. Multitool.png Multitool The multitool is for hacking. You pulse wires in any machine or door to see what they do and vending machines are the best targets since no one gets upset for having a wider selection. Can also be used to unlock fire axe cases and wall safes. Does 5 brute damage. T-ray.gif T-ray Scanner The T-ray Scanner allows you to see through wires and piping through floor tiles. It can cause cloaked people to flicker for a fraction of a second, usually shortly before they smash your head head open with something. Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, and make cloaked people flicker. You can put it in your belt, or leave them lying all over the place. Also, throw it when you start to drift in space, it will save you by throwing you the opposite direction. Otherwise, useless. Does no damage. Does 1 brute damage if thrown. Crowbar.png Crowbar The crowbar can pry open things and is used in deconstructing objects like computers and airlocks. It will open powered down doors and fire doors. You can use it to remove floor tiles, especially useful when they are damaged or you believe wires have been cut. Does 5 brute damage per hit. CableCoils.png Cable Coil Superconducting heavy duty wires. Cable coils are normally found in threes in electrical (yellow) toolboxes, which are mostly located in abundance in engineering. There is some also in tool storage, and loose cabling in EVA and technical storage. You can create cable coils in autolathes, and in a pinch you can cut wiring using wirecutters to create pieces of wire to join together to form cable coils while wearing insulated gloves. Wire is a resource, and can be used in many constructions and to lay down power lines. Make sure all APCs are connected to the main lines with wires, or you'll have black outs. Does no damage. Items Emergency Toolbox Redtoolbox.png Emergency Toolbox Found in: emergency lockers and storage areas Used for: Contains tools which are useful in emergencies Strategy: Contains a flashlight which is useful as well as a crowbar. Contents Description Flashlight.png Station Bounced Radio.png FireExtinguisher.pngCrowbar.png The toolbox contains a flashlight, a crowbar, a radio and a fire extinguisher. All of which are very useful not only when emergencies hit but also when trying to cause an emergency. As a heavy item, there's a chance to miss using it as a weapon, and there's a chance the contents will spill out. Does 20 brute damage. Cellcharger.pngCell Charger Place power cells into these to charge them up. Can be secured and unsecured using a wrench. This is a slow process, and takes more time for higher charges. They can be found in cargo bay, engineering, and robotics, as well as in some maintenance storage areas. You don't need to use this with cyborg cells, as they can just go into the cyborg charger. Beware in lower power situations, if the Supermatter Engine is knocked out, and the solars were never connected, cell chargers will quickly drain the power from the station. Powercell.pngPower Cell Used to power APCs, cyborgs, and various electrical equipment. Use insulated gloves on these to make stun gloves. Comes in three varieties, standard, high capacity, and super capacity. Does 10 brute damage. Flamethrower.gifFlamethrower NOT a standard tool (duh). An ineffective weapon made from a welding tool, some spare parts, and a phoron tank. It creates a stream of flame that briefly superheats the air and might catch a target on fire. It has a short range and is most effective against alien weeds, Blobs and the immobile. May simply cause masses of phoron to be spewed everywhere if the pressure settings are too high. Currently broken. To build: Use screwdriver on igniter, and then screwdriver on welder, attach rods to welder to make 'flamethrower', add igniter to 'flamethrower', use screwdriver on 'flamethrower' and finish with adding a phoron tank. Can also be made in a hacked Autolathe. Flashlight.pngFlashlight It sheds light when you click on it, even if it's on your belt or in your pocket. The light sources stack to create brighter light sources, so if you have a flashlight in your belt, a flashlight in both pockets, and a flashlight in each hand, along with a safety helmet on your head, you will SHINE LIKE THE SUN, LEAVING EVERY DARK CORNER EXPOSED TO TRUTH! Can be used to tell if non-human creatures are dead or not, with a simple flash of the eyes. Does no damage. Can blind someone for a very short time if aiming for the eyes and is turned on. Station Bounced Radio.pngStation Bounced Radio Radios to use when the Telecommunications are down. FireExtinguisher.pngFire Extinguisher Trigger the safety, point, and click to unleash a fire killing spray! Also useful against windows, and correcting directions when in space (equal and opposite reaction). Aim for the head, and bash. That's all you need to know. It does 15 brute damage and quickly beats a target unconscious. RCD.pngRapid Construction Device (RCD) Compressed matter cartridge.pngCompressed Matter Cartridge Wearable Tool Belt Utilitybelt.png Tool Belt Found in: Primary Tool Storage, Emergency Storage, Engineering, and Maintenance. Used for: Storing tools more easily on your belt. Strategy: Engineers would benefit the most from these. Description Holds all standard tools and has as much space as a toolbox. Very useful. Does no damage as a weapon. MGlasses.pngOptical Meson Scanner Allows you to see turf (walls, floors) that would normally be obscured by obstructions or lack of light. Cannot see mobs (that's for the thermal scanners) or objects (that's material scanners). Mining has a few sets of these, but engineering is usually a better bet (if they aren't already stolen by some entrepreneurial miner). Use these to view hull breaches from safety or watch in horror as an assistant crowbars up all of your precious floor tiles. These are imperative in mining as they allow you to see and hone in on any ores on screen. Does no damage as a weapon. Hazard.pngHazard Vest The hazard vest is found in the engineering bay. It enables flashlights, tools and emergency oxygen tanks to be stored in its suit slot. It also has mild protective benefits for the engineer or assistant on the go. Firesuit.pngFiresuit A bad ass looking suit worn over your uniform that protects marginally against temperature extremes. Used most commonly when fighting fires, even though a cyborg would do it better. They are bulky, so will slow down the wearer's run speed. They afford no protection in a rumble. Keep in mind that you will still get very hot or cold (and take movement penalties) if you are in an extreme temperature environment and the firesuit works best at the perimeter of hazardous areas, not in the mix of them The firesuit can now withstand temperatures of over 9000 degrees (the temperature at which walls and floors start to melt). Still, try and avoid fire tiles where the floor can't be seen for the amount of fire. It can be used as a substitute to a space suit for a short amount of time! CE Hardsuit.pngEngineer Hardsuit.pngEngineering Hardsuits Main article: Space Suit Is needed to turn the emitters, and fields up to contain the singularity. The hardsuit is a useful space suit, offering protection from both space, radiation, as well as limited heat protection. Also serves as low-strength armor. Wearing the hardsuit will slow you down to speeds appropriate to spacewalks. Mashoe.pngMagboots Special boots used with hardsuit to better stick to the ground. Hardhat.pngHard Hat Protects your head. Mostly useless. Fire Fighter Hat.pngFire Fighter Hat Protects against heat when used with a firesuit. Welding Goggles.pngWelding Goggles Goggles to protect your eyes when welding. WeldingHelmet.pngWelding Helmet A helmet to protect your eyes when welding. Radiation Suit.pngRadiation Hood.pngRadiation Suit Protects the wearer from radiation. Gas mask.pngGas Mask Devices Plasma canister.pngPhoron Canister Tank Storage Unit.pngTank Storage Unit Icard.pngIntelicard Handheld-Plasmatank.pngPhoron Tank Oxygen Tank Fueltank.pngFuel Tank Watertank.pngWater Tank Proximitysensor.pngProximity Sensor Infrared sensor.pngInfrared Sensor Infrared beam.pngInfrared Beam RemoteSignalingDevice.pngRemote Signaling Device Timer.pngTimer Igniter.pngIgniter Book.pngEngineering Books The four user guide books: "Particle Accelerator user's Guide", "Singularity Safety in Special Circumstances", "Station Repairs and Construction", and "Hacking". Engineering Circuit Boards Power control module.pngPower Control Module Airlock electronics.pngAirlock Electronics Airlock Electronic Circuit Boards are used in building new Airlocks. Airlock electronics can be found in Engineering, more can be made in an autolathe, they are very cheap, as they require only 50 metal and 50 glass. Airlock electronics may be programmed once unlocked with an ID card with engineering access. The electronics may be changed to vary the airlocks access levels and appearance of airlock. Uploadmodule.pngReset AI Module Circuitry.pngCircuit board (xxxxx) Atmospherics Items See Atmospherics Items. Construction Materials See Construction Materials. Constructions & Assemblies See Basic Construction, Electronics and Guide to Construction. Machines Shield Generator.pngShield Generator Produces a simple barrier shield between two generators. Needs an active power cable under each generator to work. Place in a line, wrench them down. Then click on them and taunt your enemies from the safety of your technological superiority Gravitational Singularity Generator.pngGravitational Singularity Generator Shield generator.pngshield generator shield capacitor Charges a shield generator. Needs an active power cable underneath. Place next to a hull or bubble shield generator, orient towards it an wrench it down. Emitter.pngEmitter This is the ignition key of the station. Needed to get the supermatter warm and glowing. Is also a key to anything else that might be in the way of the beam, so be careful where you point this. Needs an active power cable underneath. point in direction of supermatter or thing you want gone, wrench and weld down and press the button. Field Generator.pngField Generator Emergency Shield Projector.pngEmergency Shield Projector Seals off hull breaches by projecting a forcefield over all open space and lattice tiles. Does not need an outside power source to work. SMES.pngPower Storage Unit(SMES) EngiVend.pngEngi-Vend Vending Machine YouTool.pngYouTool Vending Machine Solar Panels Solar assembly.pngSolar panel.pngSolar Array Solar Control Computer Solar tracker.pngSolar Tracker Particle Accelerator Engine Main article: Singularity Engine Control box.pngParticle Accelerator Control Computer Particle Accelerator Top.pngAlpha Particle Generation Array Particle Accelerator Middle.pngEM Acceleration Chamber Particle Accelerator Bottom.pngParticle Focusing EM Lens Particle Accelerator Emitter Left.pngParticle Accelerator Emitter Middle.pngParticle Accelerator Emitter Right.pngEM Containment Grids Collector array.pngRadiation Collector Array Supermatter Engine Main article: Supermatter Engine Supermatter.png Supermatter Collector array.png Radiation Collector Array Items Cable Coil Cable Coil Found in: Nearly everywhere Used for: Laying electrical wires, building things that use electricity Strategy: Wire is a resource, and can be used in many constructions and to lay down power lines. Make sure all APCs are connected to the main lines with wires, or you'll have black outs. Description Comes in many fun colors. Can be laid down on the plating to distribute electrical power, read the guide to wiring to see how. Almost all machines require wires, including the singularity engine. Make sure you don't touch wires on the ground without insulated gloves. By right clicking, you can turn the wires into Cablecuffs.png ghetto restraints to tie someone down, but only takes 30 seconds to get out of. Power Cell Power Cell Found in: Cargo, Engineering, EVA, Tech Storage, Primary Tool Storage, R&D, Robotics, inside APCs, inside Space Heaters Used for: Building things that use electricity Strategy: Used to power APCs, cyborgs and various electrical equipment. Description Can be recharged in a Cellcharger.png Cell Charger. Comes in four varieties: Powercell.png Standard (1 kW) Power cell.png High-Capacity (10 kW) Supercell.png Super-Capacity (20 kW) Hypercell.png Hyper-Capacity (30 kW) Tools Rapid Construction Device (RCD) Rapid Construction Device (RCD) Found in: EVA Used for: Making and destroying walls, doors, and floors. Description An experimental device which can build, or deconstruct areas rapidly. This is held in the EVA for emergencies (and is the Chief Engineer's responsibility). However they can be made in hacked autolathes as well. This little bugger can be set (by clicking in active hand) to do a number of things: Build Floors (2 Ammo) Build a Wall (16 Ammo) Build a wall on top of a girder (8 Ammo) Build a Grille (4 Ammo) Build a Window (8 Ammo) Build a Reinforced Window (12 Ammo) Build an airlock (16 Ammo) Deconstruct a girder(13 Ammo) Deconstruct a wall(26 Ammo) (Can't deconstruct reinforced walls, unless it's a cyborg or mech RCD) Deconstruct a floor tile into space(33 Ammo) Deconstruct a grille(4 Ammo) Deconstruct a window(8 Ammo) Deconstruct an airlock(32 Ammo) Right click to toggle airlock access and appearance, and to swap between normal and reinforced windows. Can be loaded with Compressed Matter Cartridges and regular metal and glass sheets. One Cartridge holds 40 units, with 160 being the maximum. Be forewarned that changing RCD mode can cause it to emit sparks, which can cause fires in plasma-rich environiments. It also can robust the shit out people. Or AIs, if needed. Crowbar Crowbar Found in: Nearly everywhere Used for: Opening airlocks, breaking things. Strategy: If the power goes out on the station, you will need a crowbar to open doors. Otherwise it's just for breaking things. Description The crowbar can pry open things or pry closed things and is used in deconstructing objects like computers and airlocks. It will open powered down doors and fire doors. You can use it to remove floor tiles, especially useful when they are damaged or you believe wires have been cut. Comes in two flavors, gunmetal grey and robust red. Screwdriver Screwdriver Found in: Auxiliary Tool Storage, Engineering, EVA, Primary Tool Storage, R&D, Robotics Used for: Construction and deconstruction Strategy: Almost every machine requires a screwdriver to build it or take it apart. Description A simple, but often needed tool. Everything from APCs to windows to computers can be unscrewed. Grilles can be unscrewed and pulled away instead of broken. A screwdriver to the eyes is a dangerous weapon. Wirecutters Wirecutters Found in: Auxiliary Tool Storage, Engineering, EVA, Tech Storage, Primary Tool Storage, R&D, Robotics Used for: Removing wires Strategy: One quick snip and you can remove wires from any machine, security camera, or from the floor. Make sure to wear gloves. Description More or less an undo tool with wires. Can be used to disable cameras, and needed to take apart most machines. Can also be used to deconstruct grilles instantly. Wrench Wrench Found in: Nearly everywhere Used for: Deconstruction, attaching bolts Strategy: Wrenches are usually used to take things apart, like wall girders, or tables. Only the emitters and computers use them in construction stages. They either fasten bolts, or take apart bolts. Description This tool is used more to take the station apart than to put it together. Most departments need one to secure some machine or another. Welding Tool Welding Tool Found in: Auxiliary Tool Storage, Engineering, EVA, Primary Tool Storage, R&D, Robotics Used for: Sealing airlocks, construction and deconstruction. Fighting aliens. Strategy: You can cut all manner of things apart, from lockers (open locker, click while lit) to walls. OR, You can weld shut doors and lockers. It is useless when out of fuel. Description A must have for engineers. Most modifications you make to the station will require this tool. It does have an open flame, so it will light everything from cigarettes to plasma. Use it as a weapon against weeds and vines. Don't refuel it when lit unless you want an explosion. Be sure to use eye protection unless you like slowly going blind. You can get an industrial version with double fuel capacity from the welding lockers from Engineering, ordering one from Cargo or from a hacked vending machine. Multitool Multitool Found in: Cargo, Engineering, EVA, Maintenance, Tech Storage, Primary Tool Storage, Robotics Used for: Hacking Strategy: Multitools are used to pulse wires while hacking anything. Having one gives you more control over the device you are hacking. Description Used for hacking Airlocks, APCs, autolathes, mulebots, vending machines, and nearly anything else with a panel. See the guide to hacking for more information. Analyzer Analyzer Found in: Toolboxes Used for: Scanning the air Strategy: If you ever needed a complex readout about your current atmosphere, this is the tool for you. Description Can be used to scan the atmosphere, and shows you what's inside a Canister or a pipe. The analyzer can also be added to an unscrewed Security Camera to upgrade it to an X-ray camera, and will prove invaluable in the case of a anomaly. Otherwise, made practically worthless by the PDA Air Scanner. T-ray Scanner T-ray Scanner Found in: Auxiliary Tool Storage, Engineering, EVA, Primary Tool Storage, R&D, Robotics Used for: Seeing under floor tiles Strategy: If you are actually doing repair work, a T-ray scanner in your pocket will let you plan out wires and pipes. Description Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes, as well as make cloaked people flicker. You can put it in your belt, or leave them lying all over the place. Airlock Painter Airlock Painter Found in: Engineering Used for: Painting airlocks Strategy: Put a toner in it and use it on an airlock and select how you want it to look Description An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob. Emergency Welding Tool Emergency Welding Tool Found in: Emergency toolboxes through the station Used for: Same as a regular welding tool Strategy: Welding stuff Description Functions identically to a normal welding tool, but only has 10 units of fuel. Engineering Gear Hard Hat Hard Hat Welding Helmet Welding Helmet Optical Meson Scanner Optical Meson Scanner Engineering Scanner Goggles Engineering Scanner Goggles Hazard Vest Hazard Vest Insulated Gloves Insulated Gloves Tool Belt Tool Belt Hardsuit Helmet Hardsuit Helmet Hardsuit Hardsuit Equipment Engi-Vend Engi-Vend Found in: Engineering Used for: Supplying yourself with electronics and engineering equipment Strategy: Get a loaded RCD from here. Description Spare tool vending. SMESSuperconducting Magnetic Energy Storage SMES Superconducting Magnetic Energy Storage Found in: Engineering, Solars, AI Chamber, Mining Station, Telecommunications Used for: Storing and distributing power Strategy: Set an input (must be lower value than the input from wire, otherwise nothing goes in!), set on output (preferably smaller than the input so something will actually be stored in the cell), and watch the station flourish! Description Huge cell/battery for power distributing purposes. Maximum capacity 5 megawatts. Left lights represent how much of the SMES is loaded. The top right light shows the input power status. If it's off = none, red = on but receiving no power, blinking yellow = receiving power and loading. The middle right light shows the output power status. If it's off = not outputting power, green = outputting power. Guide to building a SMES. APCArea Power Controller APC Area Power Controller Found in: Every room with power Used for: Controlling the power for a sector on the station. Strategy: Have power equipment access, swipe your ID on it to unlock it and choose your action. Description Actions available on the APC: Main Breaker: On/Off - Toggles power to the room Equipment: Auto/On/Off - Toggles power to computers, doors, and other electronic equipment. Lighting: Auto/On/Off - Toggles power to lighting in the area. Environmental: Auto/On/Off - Toggles power to the ventilation in the area, as well as the Air Alarm. Cover Lock: Engaged/Disengaged - Provides a cover to protect the battery. Remember, 'Auto' power settings slowly cuts off each breaker when power runs low in this order: <30 % = Equipment off, <15% = Lighting and Environment off. Replacing the APC's Battery: To replace the APC battery, you need an ID with sufficient access to unlock the APC itself. Id regular.png Swipe ID with power equipment access to unlock the interface. Open the panel and disengage the cover lock. Crowbar.png Use a crowbar on the APC to open the cover. Hud-hands.gif Take the battery out with a free hand. Power cell.png place in the new battery. Crowbar.png Close the cover again with your crowbar. Re-engage the cover lock. Id regular.png Swipe ID to secure the interface. Guide to building an APC. Guide to hacking an APC. Cell Charger Cell Charger Found in: Cargo, Engineering, Primary Tool Storage, R&D, Robotics Used for: Recharging power cells Strategy: Place power cells into these to charge them up Description These will drain power directly from the room's APC2.gif APC unit to recharge Powercell.png Power Cells. Beware with high capacity cells, as they will drain the room's APC completely. Can be secured and unsecured using a wrench. P.A.C.M.A.N.-Type Portable Generator P.A.C.M.A.N.-Type Portable Generator Found in: Engineering Power Storage Used for: Portable backup generator Strategy: Mostly used to jump start the Engine Description Needs solid plasma as fuel and be secured on an exposed knotted wire to generate power. Can be secured and unsecured using a wrench. Guide to building a P.A.C.M.A.N.-Type Portable Generator. S.U.P.E.R.P.A.C.M.A.N.-Type Portable Generator S.U.P.E.R.P.A.C.M.A.N.-Type Portable Generator Found in: R&D Used for: Portable backup generator Strategy: If you really need to use that uranium for power. Description Needs uranium as fuel and be secured on an exposed knotted wire to generate power. Can be secured and unsecured using a wrench. Guide to building a S.U.P.E.R.P.A.C.M.A.N.-Type Portable Generator. M.R.S.P.A.C.M.A.N.-Type Portable Generator M.R.S.P.A.C.M.A.N.-Type Portable Generator Found in: R&D Used for: Portable backup generator Strategy: Because diamonds are not manly. Description Needs diamonds as fuel and be secured on an exposed knotted wire to generate power. Can be secured and unsecured using a wrench. Guide to building a M.R.S.P.A.C.M.A.N.-Type Portable Generator. Emitter Emitter Found in: Engineering Secure Storage, Engine, more can be ordered from Cargo Used for: To power up the shields containing the Singularity Strategy: Ensure it has a powered wire under it, wrench and weld it in place and turn it on. Lock with ID if needed Description A heavy duty industrial laser. Shoots non-stop when turned on. There are four at the engine, powering up the Field Generators with laser shots. Emitter are also useful as a weapon, if your target stand still long enough for you to set it up. (Hint: Blobs don't move.) Field Generator Field Generator Found in: Engineering Secure Storage, Engine, more can be ordered from Cargo Used for: Containing the singularity or other dangerous things Strategy: Point an Emitter at it and turn them both on Description A large thermal battery that projects a high amount of energy when powered. Gravitational Singularity Generator Gravitational Singularity Generator Found in: Engineering Secure Storage, Engine, more can be ordered from Cargo Used for: Creating a Singularity Strategy: Place in front of a Particle Accelerator Description An odd device which produces a Gravitational Singularity when set up. NewPA.png Particle Accelerator Found in: Engine, parts can be ordered from Cargo Used for: Creating and maintaining a Singularity Strategy: Set a Gravitational Singularity Generator in front of it and turn it on Description Guide to Setting Up the Particle Accelerator Guide to hacking the Particle Accelerator. Radiation Collector Radiation Collector Found in: Engine, more can be ordered from Cargo Used for: Creating energy from radiation. Description Will create energy loaded with a Plasma tank.png Plasma Tank (filled with Plasma Gas) and near an active Singularity or Supermatter. Anti-Breach Shielding Projector Anti-Breach Shielding Projector Found in: Engineering Secure Storage, Engine, more can be ordered from Cargo Used for: Used to seal minor hull breaches Strategy: Wrench it in place near a hull breach and turn it on Description An energy shield used to contain hull breaches. All space tiles within a 2 square radius will be blocked off with a shield. Shield Generator Shield Generator Found in: Teleporter, Xenobiology, more can be ordered from Cargo Used for: To seal in/out aliens and such Strategy: Wrench it in place Description Creates a barrier between two Shield Generators. Gravity Generator.png Gravity Generator Found in: Gravity Generator Room Used for: Creating gravity to the station Strategy: If broken, fix it with a screwdriver, welding tool, 10 units of plasteel and then a wrench. Description Provides sweet sweet gravity when enabled. Provides sweet sweet anger when not. When powered, and toggled on, it will charge until 100%, which will then enable the gravity. If it isn't powered, via the APC on the environment channel, or it is toggled off then it will discharge until it hits 0%; which will then disable the gravity. While charging/discharging, the generator will emit a lot of radiation so make sure you wear a radiation suit. Compressor.gif Turbine.gif Gas Turbine Generator and Compressor Found in: MetaStation Used for: Creating power through a contained small fire Strategy: Make inferno fire to compressor-side, turn Gas Turbine Generator on, open the turbine-end to space so fire moves through the machine to generate power. Higher airflow and temperature makes more power. Description See here how to construct a Gas Turbine Generator. Thermo-Electric Generator.png Thermo-Electric Generator Found in: MiniStation Used for: Creating power through a contained huge inferno Strategy: See below. Description See here how to set it up. https://tgstation13.org/wiki/Engineering_items