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games:sc13:objects:construct_destruct

Construction and Deconstruction

Guide to Construction

For the basics on construction and deconstruction, see Basic Construction. For the construction of machines, see Guide to Advanced Construction. For the construction of weapons, see Improvised Weapons.

Contents [hide] 1 Construction 1.1 Advanced Materials 1.1.1 Rods 1.1.2 Floor tiles 1.1.3 Reinforced Glass 1.1.4 Reinforced Metal 1.2 Floor 1.2.1 Lattice 1.2.2 Plating 1.2.3 Steel Floor 1.2.4 Light Floor 1.3 Walls 1.4 Reinforced walls 1.5 Grille 1.6 Glass panels 1.6.1 One directional 1.6.2 Full 1.7 Reinforced glass panels 1.7.1 One directional 1.7.2 Full 1.7.3 Window-door (Windoor) 1.8 Hidden Door 1.8.1 Regular 1.8.2 Reinforced 1.9 Wall Mountings 1.9.1 APC 1.9.2 Air Alarm 1.9.3 Fire Alarm 1.10 Emergency Shutter 1.11 Airlock 1.12 Computers 1.13 AI Core 1.14 Machine 1.15 Light Fixture 1.16 Security Camera 1.17 Turrets 1.18 Robots, cyborgs and mechs 1.19 Flamethrower 1.20 Disposal Pipes and Machinery 1.21 Solar Panels and Trackers 1.22 Bookcase 2 Deconstruction 2.1 Floors 2.2 Walls 2.3 Reinforced walls 2.4 Grille 2.5 Glass panels 2.6 Reinforced glass panels 2.7 Hidden Door (Regular or Reinforced) 2.8 Table 2.9 Reinforced Table 2.10 Wall Mountings 2.10.1 APC 2.10.2 Air Alarm 2.10.3 Fire Alarm 2.11 Emergency Shutter 2.12 Airlock 2.13 Computers 2.14 Machine 2.15 Recharge Station 2.16 Security Camera 2.17 Disposal Pipes 2.17.1 Disposal Machinery 2.18 Solar Panels and Trackers 2.19 Locker Construction Advanced Materials Rods.png Rods Requires 1 x Metal Use metal and click “2x metal rods” (makes two sets of rods) Floor Tiles.png Floor tiles Requires 1 x Metal Use metal and click “4x floor tiles” (makes 4 floor tiles) Glass r.png Reinforced Glass Requires 1 x Rods, 1 x Glass Use rods on glass Metal r.png Reinforced Metal Smelted with a combination of iron ore, coal and platinum ore ore at the Mining furnace.

Floor Lattice.png Lattice Requires 1 x Rods The basic base for all types of construction, this is placed directly in space. Place by having rods in your hand, and clicking on a empty space tile. Plating.png Plating Requires 1 x Floor tile The basic floor which you put things like wires and pipes upon, 'all' floor is built ontop of this. Place by having the floor tile in your hand, and click on a lattice. Floor.png Steel Floor Requires 1 x Floor tile This is the basic “nice” floor, this floor should be considered used in all public areas, hence why there's none of these in maintence. Place by having the floor tile in your hand, and click on a Plating tile. LightFloor.gif Light Floor Requires Screwdriver tool.png, Autolathe.gif Assuming there already is a plating Manufacture the tile in Autolathe Drag the tile to the destination Secure with screwdriver Wall.png Walls Requires 2 x Metal, 2 x Metal OR any stacked material Click the metal in your hand to open the construction panel, Choose 'wall girders' from the list Use the remaining 2 sheets of metal (or some other material) on the girders R wall.png Reinforced walls Requires 2 x Metal, 4 x Reinforced metal OR any stacked material, Screwdriver tool.png Click the metal in your hand to open the construction panel, Choose 'wall girders' form the list Use the Screwdriver tool.png screwdriver on the girder to begin reinforcing. Click on the girder with the reinforced metal (or some other material) in hand. Use the last sheet of reinforced metal (or some other material) on the reinforced girders to finish the wall Grille.png Grille Requires 2 x Rods Stand where you wish the grille to be placed Click on the stack of 2 rods with the hand you have them in Glass panels Glass panel.png One directional Requires 1 x Glass, Screwdriver Click the glass pane Click the “one direct” button Right-click the new pane and rotate it Use the screwdriver to fasten it down Alternatively: Use the glass on a grille. Right-click the new pane and rotate it Use the screwdriver to fasten it down Glass wall.png Full Requires 2 x Glass, Screwdriver Click the glass pane Click the “full” button Use the screwdriver to fasten it down Reinforced glass panels Glass panel r.png One directional Requires 1 x Reinforced glass, Screwdriver, Crowbar Click the reinforced glass pane Click the “one direct” button Right-click the new pane and rotate it Screwdriver (Secure frame to floor.) Crowbar (Pop pane in.) Screwdriver (Secure pane.) Alternatively: Use the reinforced glass on a grille. Right-click the new pane and rotate it Screwdriver (Secure frame to floor.) Crowbar (Pop pane in.) Screwdriver (Secure pane.) Glass wall r.png Full Requires 2 x Reinforced glass, Screwdriver, Crowbar Click the reinforced glass pane Click the “full” button Screwdriver Crowbar Screwdriver Windoor.png Window-door (Windoor) Requires 5 x Reinforced glass, 4x Rods, 1x Wire coil, Wrench, Screwdriver, Crowbar, 1x Circuitboard Click the reinforced glass pane Click the “Windoor” button Wrench Rods(Optional: To create a secure windoor) Cable Airlock Electronics Crowbar Hidden Door False Wall.gif Regular Requires 4 x Metal, Crowbar Click the metal in your hand to open the construction panel, Choose 'Build wall girders' form the list Use crowbar on girders and wait a few seconds for the girders to dislodge. Use the remaining 2 sheets of metal on the girders To turn a wall into a hidden door, follow the deconstruction guide for the wall type until the final wrenching, and instead proceed from the “Use crowbar on girders” line above.

False Wall r.gif Reinforced Requires 2 x Metal,2 x Reinforced metal, Crowbar Click the metal in your hand to open the construction panel, Choose 'Build wall girders' form the list Use crowbar on girders and wait a few seconds for the girders to dislodge. Use the reinforced metal on the dislodged girders twice to finish it Wall Mountings APC.png APC Requires 2 x Metal, 1x Wire coil, 1x Circuitboard Power Control Module, Screwdriver, 1x Power Cell, Crowbar, Authorized ID Use the metal and make an APC frame Use the frame on the wall you want the APC on. Fit it with the wire coil. Fit it with the Power Control Module. Screwdriver the electronics into place. Add the Power Cell. Crowbar shut. It starts ID locked, with the cover engaged and the main switch turned off. APCs may only be placed in areas which have been defined as a Station Area using the Chief Engineer's Station Blueprints. If you're trying to replace a broken APC, you can get the cover off by breaking it, likely with a fire extinguisher.

AirAlarm.png Air Alarm Requires 2 x Metal, 1x Wire coil, 1x Circuitboard Air Alarm Electronics, Screwdriver Use the metal and make an air alarm frame. Use the frame on the wall you want it on. Put in the electronics. Wire it with 5 cable pieces. Screwdriver to close. FireAlarm.png Fire Alarm Requires 2 x Metal, 1x Wire coil, 1x Circuitboard Fire Alarm Electronics, Screwdriver Use the metal and make an air alarm frame. Use the frame on the wall you want it on. Put in the electronics. Wire it with 5 cable pieces. Screwdriver to close. Hazard Door.png Emergency Shutter Requires 4 x Metal, Wrench, 1x Wire coil, 1x Circuitboard Air Alarm Electronics Use the metal and make an Emergency Shutter Assembly. Wrench it inplace. Add cables to the apparatus. Add Air Alarm Electronics to it. Airlock.gif Airlock Requires 4 x Metal, 1x Reinforced glass, 1x Wire coil, Wrench, Screwdriver, 1x Circuitboard Use the metal and make an Airlock Assembly Wrench it inplace Use pen to name the Airlock (OPTIONAL) Add reinforced glass (Only if you wish to make a glass airlock) Add wires Unlock the airlock electronic board with an ID Use the airlock electronic board and set the access level Add the airlock electronic board to the airlock frame. Screwdriver to finish Repairing Airlocks Use the metal on the airlock to plate it Weld to finish Destroyed airlocks must be deconstructed and rebuilt. Computer Solar.png Computers Requires 5 x Metal, 2x Glass, 1x Wire coil (5 pieces), Wrench, Screwdriver, 1x Circuitboard Use the metal to open the construction panel Choose Computer frame Wrench it inplace Insert Circuitboard Screwdriver Wires glass Screwdriver to finish AI.gif AI Core Requires 4 x Reinforced metal, 2x Reinforced Glass, 1x Wire Coil, Wrench, Screwdriver, 1x AI Circuitboard, optional: Human brain 0AICore.pngBuild Frame from 4 plasteel sheets Wrench into place 1AICore.pngAdd Circuit board 2AICore.pngScrewdriver 3AICore.pngAdd wires 4AICore.pngAdd brain placed in an MMI or a Posibrain (only if you want a NEW AI) 5AICore.pngAdd reinforced glass Screwdriver Autolathe.gif Machine Their construction detailed in the machine construction guide.

Lightfixture.png Light Fixture Requires 2 x Metal, 1x Wire Coil, light tube/bulb,Screwdriver Build frame from 2 metal sheets (or 1 metal sheet for small lights) Place frame on wall Add wires Screwdriver Add light tube (or light bulb for small fixtures) Security Camera.gif Security Camera Requires 1 x Camera Assembly, 1x Wire Coil, Wrench, Welder, Screwdriver Place the camera assembly on the tile where'd you like the camera to be. Wrench it into position Weld it to the wall. Add any additional upgrades. (OPTIONAL) Add wire. Screwdriver the camera to complete it. Set camera network (default is SS13) Set camera direction For upgrades, insert solid phoron for EMP proofing, a carrot for X-Ray and a proximity sensor for Motion.

Turret.PNG Turrets requires 7 x Metal, Wrench, Screwdriver, Welder, 1 x any energy-based gun , 1 x proximity sensor Build a turret frame from metal Use a wrench to secure the turret frame(it can be moved around before being secured) Use metal on the turret frame to build the cover Use a wrench on the frame to bolt the cover Add the gun Add the prox sensor Use a screwdriver to secure it all Use more metal on the frame Finally use a welder to secure the second layer of metal Floorbot.gifGeneric borg.pngRipley.pngRobots, cyborgs and mechs Their construction is described: robots, cyborgs and mechs.

Flamethrower.gif Flamethrower Requires 1 x Rods, Screwdriver, Welder, Igniter, Phoron Tank Screwdriver the welder Add rods to the welder to create the flamethrower Screwdriver the igniter Add the igniter to the flamethrower Screwdriver to finish Load a Phoron tank - high pressures work best You can also get one from a hacked Autolathe, minus the phoron tank. It is not very useful but it is used in science and it can destroy alien weeds.

Disposal pipe.pngDisposal bin.pngDisposal outlet.png Disposal Pipes and Machinery Requires 1 x Disposal Pipe/Machine, Welder, Wrench, Crowbar Retrieve the pipe/machine from the Disposal Pipe Dispenser (found in Atmosia) Crowbar floortile if exists to access plating Move pipe over plating, rotate and flip using the rightclick menu Wrench pipe Weld pipe Solar assembly.pngSolar panel.pngSolar tracker.png Solar Panels and Trackers Requires Solar Assembly, Wrench, Glass or Reinforced Glass, Tracker Electronics (OPTIONAL) Place the solar assembly on where you want to construct your solar panel/tracker. To connect it to a wire you must construct it under a wire node. Wrench the solar assembly into place. Add the electronics if you want to create a solar tracker (OPTIONAL) Finish the construction by placing glass, or reinforced glass, into the assembly frame. Bookcase Requires 5 x Planks.png, Wrench, Construct a frame with 4 wooden planks. Wrench the frame into place. Add a plank to the frame to make a shelf. Deconstruction Floors Requires Crowbar, For light floors: Wirecutters For all floors, use a crowbar on a floor tile to remove it, except for light floor, use screwdriver Walls Requires Welder, Wrench (Or Crowbar) Weld off the plating Wrench the girders apart (Alternately, you can use a Crowbar to dislodge the girders and drag them out of the way) Reinforced walls Requires Welder, Wrench, Screwdriver, Wirecutters, Crowbar Wirecutters. Screwdriver. Welder. Crowbar. Wrench. Welder. Crowbar. Screwdriver. Wirecutters. Wrench. Grille Requires Wirecutters or Screwdriver Use wirecutters twice to destroy the grille OR Use screwdriver to unfasten it First method destroys it, giving two sets of metal rods. Wirecutters will remove it instantly, attacking the grill will instead kick it, requiring a good few kicks. Second loosens the grille, allowing it to be pulled around. Destroying the grill in this method will leave behind a still-secured section of broken grill which may be walked over but is not aesthetically pleasing. Wirecutters will not instantly remove this remnant. However, using a lit welder will destroy it instantly.

Glass panels Requires Welder or Screwdriver,wrench Lots of Welder usage to destroy it or Screwdriver to detach it from its sockets, then wrench to dismantle it to glass sheets. Reinforced glass panels Requires Crowbar, Screwdriver Screwdriver to loosen the pane. Crowbar to pop it out. Screwdriver to unscrew the frame. Hitting the pane repeatedly with a blunt item or welder will smash it into one set of metal rods and a glass shard.

Hidden Door (Regular or Reinforced) Requires Screwdriver,Welder, Wrench Screwdriver Welder Wrench Table Requires Wrench Wrench to disassemble the plating. Wrench again to dismantle the table frame. Reinforced Table Requires Screwdriver, Wrench Remove the reinforcements with the screwdriver. Wrench to disassemble the plating. Wrench again to dismantle the frame. Wall Mountings APC Requires Screwdriver, Wirecutters, Crowbar, Welder, Authorized ID Swipe Card to unlock APC. Remove Power Cell. Screwdriver to unsecure electronics. Crowbar to lift floor tile in front of APC Wirecutters to remove cables. Crowbar to remove Power Control Board. Welder to remover from wall. Wrenching the frame that is now detached from the wall de-constructs it to two metal sheets.

Air Alarm Requires Screwdriver, Wirecutters, Crowbar, Wrench Open cover with screwdriver. Cut all the wires using wirecutters. Cut the remaining wires by clicking on the airalarm with wirecutters. Pry out the circuit using the crowbar. Remove the frame from the wall using the wrench. Fire Alarm Requires Screwdriver, Wirecutters, Crowbar, Wrench Open cover with screwdriver. Cut the wires by clicking on the firealarm with wirecutters. Pry out the circuit using the crowbar. Remove the frame from the wall using the wrench. Emergency Shutter Requires Welder, Wrench, Screwdriver, Crowbar Screwdriver the shutter to open it's hatch. Crowbar the Electronics out. Wrench the shutter assembly to unsecure it. Weld the unsecured assembly to disassemble it into sheets of metal. Airlock Requires Welder, Wrench, Screwdriver, Wirecutters, Crowbar, Multitool Screwdriver the door. Use multitool and wirecutters to disable everything except the doorbolts as detailed here. Doorbolts must be up for this to work. Weld the door shut. Crowbar the electronics out. (if the door is electrified, this won't work for some reason) Wirecut the wires out. Unsecure it with a wrench. Weld it to deconstruct to metal plates. Cannot be done to an Emagged airlock. RCD deconstruction must be used for that. It is possible to build a new airlock over the emagged one.

Computers Requires Welder, Wrench, Screwdriver, Wirecutters, Crowbar Screwdriver to detach the screen. Crowbar to pry off the screen. Wirecutters to cut the cables. Screwdriver to detach the circuit lid. Crowbar to pry out the circuit. Wrench to detach the frame. Welder to disassemble the frame. Returns all components used in construction.

Machine Requires Screwdriver, Crowbar, Wirecutters, Wrench Screwdriver to open the cover. Crowbar to pry out the circuit. Wirecutters to remove the wires. Wrench to disassemble the frame. Usually returns all or most components used in construction. Some components may become broken.

Recharge Station Requires Screwdriver, Crowbar, Wirecutters, Wrench, Authorized ID Unlock the charger with an ID Screwdriver to open the cover. Wrench to dislodge the internal plating. Wirecutters to remove the wires. Crowbar to remove the components. Usually returns all or most components used in construction. Some components may become broken.

Security Camera Requires Screwdriver, Wirecutters, Crowbar, Wrench, Welder Screwdriver the camera to open the back panel. Use your wirecutter to cut all the wires. (Cutting the alarm wire is optional) Use your welder to unweld the camera from the wall. Wrench the camera to unattach it from the wall. Crowbar the camera assembly to remove any upgrades.

Disposal Pipes Requires Welder, Wrench Welder on pipe to remove its joints Wrench to detach it from the plating Note: You can then click and drag the pipe segment onto the disposal pipe dispenser to delete it

Disposal Machinery Requires Screwdriver, Welder, Wrench If Disposal Bin, turn off the pump Screwdriver to remove power connection Welder on machine to remove its joints Wrench to detach it from the plating Solar assembly.pngSolar panel.pngSolar tracker.png Solar Panels and Trackers Requires Crowbar, Wrench Take out the panel with a crowbar. If you are deconstructing a tracker, you can take out the electronics with your crowbar (OPTIONAL) Unwrench the leftover assembly from it's place and you will be able to move it. Locker Requires Welder Open the locker. Weld the locker.

Basic Construction

Basic Construction If you want to do any job like station engineer you need to know how to build and demolish stuff.

For a full list of things you can construct and take apart, see the Guide to Construction.

Contents [hide] 1 What you'll need 1.1 Basic Tools 1.2 Materials 2 Furniture 2.1 Chairs 2.2 Stools 2.3 Tables 3 Walls 4 Reinforced Walls 5 Windows 6 Reinforced Windows 7 Grilles 8 Wiring 8.1 How do I wire? 8.2 Dot wiring 8.3 Smooth Wiring 8.4 Cut the Wire 8.5 Wire-net reset 9 Pipes 9.1 How do I get pipes? 9.2 Placing and removing pipes 9.2.1 Disposal 9.2.2 Gas pipes 9.2.3 How to remove a pipe What you'll need Basic Tools Before you can begin any construction or de-construction you need to gather a few useful tools.

These tools can be found in any blue mechanical toolbox on the station.

Crowbar.png Crowbar Additional Uses: Opening unpowered doors, bashing heads in

Screwdriver tool.png Screwdriver Additional Uses: Opening panels, poking eyes

Welderon.gif Welder Additional Uses: Welding doors, burning people, breaking glass.

You will need a welding mask or goggles if you plan to do more than a little welding, also remember to turn it off before you refill.

Wirecutters.png Wirecutters Additional Uses: Cutting people, wires and grills.

Wrench.png Wrench Additional Uses: Securing gas tanks, killing spys, fitting pipes, etc.

Materials To build anything you need materials, the two main materials are Metal Metal.png and Glass Glass.png, these can be found around the station, ordered from the Quartermaster or salvaged from parts of the station itself. If botanists are growing tower caps, you will have planks Planks.png to build with.

Once you have your tools and material you can starting building.

Furniture Chairs Object Requires Uses Chair.pngChair Metal.pngx1 Decoration Electric Chair Chair Cuffing Buckling in Stand where you want the chair. Pick up some metal. Click the metal in hand. Select chair from menu. Stools Object Requires Uses Stool.pngStool Metal.pngx1 Decoration Stand where you want the stool. Pick up some metal. Click the metal in hand. Select stool from menu. Tables Object Requires Uses Table.pngTable or Woodtable.png Wooden Table Metal.pngx1 and any other stacked material x1 Decoration. Tabling. Ghetto Surgery. Placing items on. Pick up some steel sheets. Click the metal in hand. Select table frame from menu. Use either steel or another material to add plating to the table frame.

Object Requires Uses R-table.pngReinforced Table Metal.pngx1 A table with added security Follow the instructions above to create metal table parts Hold the stack you're using to reinforce the table in your hands. Drag the stack from your hands onto the table. Walls This is the standard type of wall found around the station, they are easy to construct and remove but are not as strong as reinforced walls. They also come in the hidden variety.

Object Requires Uses Wall.png Steel Wall Metal.pngx4 Keeping people out. Keeping people in. Keeping people from going places. Stand where you want the wall. Click the metal in hand. Select girder from the menu. Click the girder again.

Hidden Walls

Object Requires Uses Wall.png Hidden Wall Metal.pngx4 Almost undetectable escape route. Otherwise, same as normal wall. Stand where you want the wall. Click the metal in hand. Select girder from the menu. Click the girder holding a crowbar. Click the girder holding the metal. Reinforced Walls This is the reinforced type of wall found in secure areas of station, they are reasonably simple to construct, but are very time consuming to remove. They also come in the hidden variety.

Object Requires Uses R wall.png Reinforced Plasteel Wall Metal.pngx2 Metal r.pngx4 Screwdriver tool.png Keeping people in and out of high security areas. Keeping people from going into secure places. Stand where you want the reinforced wall. Click the metal in hand. Select girder from the menu. Use the screwdriver on the girder to begin reinforcing. Click on the girder with the reinforced metal to reinforce it. Click the girder again with the last piece of reinforced metal.

Hidden Reinforced Walls

Object Requires Uses R wall.png Hidden Reinforced Wall Metal.pngx2 Metal r.pngx4 Screwdriver tool.png Almost undetectable escape route. Otherwise, same as reinforced wall. Stand where you want the hidden reinforced wall. Click the metal in hand. Select girder from the menu. Click the girder holding a crowbar. Use the screwdriver on the girder to begin reinforcing. Click on the girder with the reinforced metal to reinforce it. Click the girder holding the reinforced metal. Windows Windows come in 2 types: Full and One Direction. Full is basically a weaker, see-through and shoot-through wall, while one direction allows the square it is on to be entered from any direction, except the direction it's facing.

Object Requires Uses Glass panel.png Glass wall.png Windows Glass.pngx2 Full: See Wall. Usually only used if you don't have enough. for 2-4 one directions or the metal for a wall.

One Direction: Stops movement only from the way it faces. Click the glass in hand. Select Full or One Direction from the menu. Drag where you want it. Rotate to the direction you want, if one directional. Click holding screwdriver. amount needs to be corrected

Reinforced Windows Reinforced Windows come in 2 types: Full and One Direction. Full is basically a weaker, see-through and shoot-through wall, while one direction allows the square it is on to be entered from any direction, except the direction it's facing.

Object Requires Uses Glass panel r.png Glass wall r.png Windows Glass r.pngx2 Full: See Wall. Usually only used if you don't have enough for 2-4 one directions or the metal for a wall.

One Direction: Stops movement only from the way it faces. Click the reinforced glass in hand. Select Full or One Direction from the menu. Drag where you want it. Rotate to the direction you want, if one directional. Click holding screwdriver. Grilles Grilles are usually used in combination with directional windows. They allow gases and energy rounds to pass through them, but stop other objects. They can also be electrified for high security areas.

Object Requires Uses Grille.png Grille Rods.pngx2 Keeping people in or out. Securing an area with electrified grilles. Stand where you would like the grille to be placed. Click the metal rods in hand. Wiring You cannot construct wires. They are only available right now from yellow tool boxes, or scattered about the station's construction and storage areas.

All wires are electrified if connected to a power net (a charged SMES battery is attached to the wire), and you will get fried if you touch them. Insulated gloves negate any electrical shocks to the player. Let's say you have the following situation to fix:

How do I wire? Wires are directionally dependent on where you set them down, and will apply adjacently to each “tile” you are standing by. Wires will always face inwards to you, sort of like this:

Wire laying1.PNG

This image was made by standing in the center tile with a wire coil in hand and clicking on all 8 surrounding tiles.

In situations where you can't place a wire like this you have an alternative way. Just stand on a tile, face the direction you want it to go (ctrl+arrow key) and click the tile you're standing on.

Wire laying2.PNG

This image was made by standing on the tile, pressing ctrl + left arrow key and then clicking the tile. The cable coil was in my active hand.

Dot wiring Let's say you have a situation that you need to fix:

Wiring situation.png

The easiest method of wiring is dot-wiring. Also known as unsmooth or non-smooth wiring.

Fixing this is simple:

Wire 1 1.PNG → Wire 1 2.PNG → Wire 1 3.PNG. Done.

You just position yourself properly and click the tile to lay down wire. Make sure you click on the plating (floor) and not the already laid wire. This is because:

Wire 2 1.PNG + Wire 2 2.PNG = Wire 2 3.PNG

This might look about the same as in the previous image, however it's not. In the previous image your ending result had three pieces of wire, one going from the east to the center, one going from the north to the center and one going from the west to the center. In this situation you have two pieces of wire. One going east to west and one going north to center. The two wires don't meet in the center, because the horizontal wire is going east-west without it having a point (or dot) in the center.

Smooth Wiring Just click on wires that are “knotted” at on end (you just need to click on the wire, not the little knotted dot). Smooth wires do not power other wires on their same tile. So make sure to apply to the source wire, or the connective tip.

To fix this situation with smooth wire you'll have to follow the steps:

Wire 1 1.PNG → Wire 3 2.PNG → Wire 3 3.PNG → Wire 3 4.PNG. Done.

In this method you first lay one cable to go from one of the directions to the center (image 1). You then position yourself in another direction and click on the already laid wire piece (and not the floor!). This will make the already placed piece and the new piece combine into one smooth piece of wire (image 2). You then place another piece to go from the last remaining direction to the center (image 3) and click it from the last direction to make a 2nd smooth piece of wire (image 4).

This method often uses up more wire than dot-wiring, but it's prettier and usually preferred.

Cut the Wire Use wire cutters to trim wires! Simple as that.

Wear insulated gloves if you value your life. Wire-net reset This is byond's attempt to “reset” the whole power net in order to deal with new/ removed wires that shift the power value of a whole system. It will cause APCs to stop charging for a moment, and in huge nets it can shut down the charging of all APCs for a while.

Don't mess with wires unless you have to, it causes problems to everyone in both OOC (due to potential lag) and IC (power loss). Pipes How do I get pipes? Pipes are only constructed from pipe dispensers in atmospherics. To use a pipe dispenser, follow these steps:

Put dispenser in a powered area. Wrench Dispenser to lock it into place. Click on the pipe dispenser with an empty hand and select the pipes you wish to use. You have a pipe to play with now. Wrench dispenser to make it mobile once more. Placing and removing pipes Disposal Rotate the pipe to the direction you wish the pipe to be in. Use a lit welder to fuse the pipe to the ground. Gas pipes Rotate the pipe to the direction you wish (pay attention to gas pumps as they are direction dependent). Wrench into place. Turn on the pipe if necessary. How to remove a pipe Perform the step you used to set the pipe into place in reverse (make sure the pipe is powered off). Brace for any junk that might blast out of the pipe.

Guide to Advanced Construction

Guide to Advanced Construction The page details the construction of “machines”, a class of fairly complex objects used aboard the station. The basic process of construction is the same for all machines; only the parts used change.

Build a machine frame by clicking metal sheets in-hand and selecting “Machine Frame” from the resulting menu Machine Frame.png If you want to build a gas cooler or gas heater, don't forget to face the direction in which you want the machine to connect. Add wires to the frame Wired Frame.png Add a circuit board Circuit Frame.png You will receive a prompt showing the items required for the machine. You can examine the frame to see what items it still requires, and add items to the machine by clicking on it with the items in-hand. When all the parts are added, screwdriver the machine frame to finish it Screwdriver tool.png Some machines can be upgraded by science to make them more efficient.

Machines Name Parts needed Clone.gif Cloning Pod 2 Pieces of Cable 2 Manipulators 2 Scanning Modules 1 Console screen Scanner.gif Cloning Scanner 2 Pieces of Cable 1 Manipulator 1 Scanning Module 1 Console screen 1 Micro laser Autolathe.gif Autolathe 2 Pieces of Cable 1 Manipulator 3 Matter bins 1 Console screen Protolathe.gif Protolathe 2 Small beakers 2 Manipulators 2 Matter bins Destructive analyzer.gif Destructive Analyzer 1 Manipulator 1 Scanning Module 1 Micro laser Circuit imprinter.gif Circuit Imprinter 1 Matter bin 1 Manipulator 2 Small beakers Broad.gif Subspace Broadcaster 1 Pieces of Cable 2 Manipulators 1 subspace crystal 1 subspace filter 2 High-powered Micro laser Sreceiver.gif Subspace Receiver 2 Manipulators 1 Scanning Module 1 Micro laser 1 subspace filter 1 subspace ansible Exofab.png Exosuit Fabricator 1 Manipulator 2 Matter bins 1 Console screen 1 Micro laser Rndserver.png RnD Scanner 2 Cable coils 1 Scanning module Hub.gif Telecoms Hub 2 Pieces of Cable 2 Manipulators 2 Subspace filters Bus.gif Telecoms Bus 1 Piece of Cable 2 Manipulators 1 Subspace filters Relay.gif Telecoms Relay 2 Pieces of Cable 2 Manipulators 2 Subspace filters Server.gif Telecoms Server 1 Piece of Cable 2 Manipulators 1 Subspace filter Pro.gif Telecoms Processer 2 Pieces of Cable 3 Manipulators 1 Subspace filter 2 Subspace treatment 1 Subspace analyzer 1 Subspace amplifier Pacman.png P.A.C.M.A.N.-type portable Generator 2 Pieces of Cable 1 Micro-laser 1 Matter bin 1 Capacitor Superpacman.png S.U.P.E.R.P.A.C.M.A.N.-type portable Generator 2 Pieces of Cable 1 Micro-laser 1 Matter bin 1 Capacitor CyborgRecharger.png Cyborg Recharging Station 2 Capacitors 1 Power Cell 1 Manipulator Freezer.gif Gas Cooling System 1 Matter bin 1 Manipulator 2 Capacitors 2 Pieces of Cable Heater.png Gas Heating System 1 Matter bin 1 Manipulator 2 Capacitors 5 Pieces of Cable Biogenerator.gif Biogenerator 1 Matter bin 1 Manipulator Borgcharger.png Borg Recharger 2 Capacitators 2 Manipulators 1 Power cell 5 Pieces of cable

Improvised Weapons

Improvised Weapons For regular construction, see Construction

This is a brief list of improvised weapons that you can build from parts around the station. Keep in mind most of these count as contraband and Security will be all over you if you're found to have them.

Contents [hide] 1 Ranged 1.1 Powered crossbow 1.2 Pneumatic cannon 2 Melee 2.1 Wired rod 2.2 Spear 2.3 Cattle prod 2.4 Butterfly knife Ranged Powered crossbow Crossbowframe0.png Make a crossbow frame from wooden planks. Rods.png 3 x metal rods. Welderon.gif Welding tool. CableCoils.png 5 x cable. Plastic.png 3 x plastic sheeting. CableCoils.png 5 x cable. Screwdriver tool.png Screwdriver to finish. Power cell.png Add a cell (screwdriver to remove). Pneumatic cannon Pneumatic0.png Make a cannon frame from metal sheets. Install a length of atmos piping. Welderon.gif Welding tool. Metal.png 5 x metal sheets. Welderon.gif Welding tool. Install a tank transfer valve. Welderon.gif Welding tool to finish. Handheld-Plasmatank.png Add a gas tank (right-click, eject tank to remove). Melee Wired rod Cablerestraints.png Make a set of cable restraints from cable. Rods.png Use a metal rod on the cable restraints. Spear Largeglassshard.png Add a glass shard to a wired rod. Cattle prod Wirecutters.png Add a pair of wirecutters to a wired rod. Power cell.png Add a cell (screwdriver to remove). Butterfly knife Butterflyknifehandle.png Make a knife handle from plasteel. Butterflyknifeblade.png Make a knife blade from metal sheets. Butterflyknife0.png Use the blade on the handle. Screwdriver tool.png Screwdriver to finish.

All this assumes you've figured out the game pretty well so far. You have, right?

Contents [hide] 1 Makin' 1.1 Weapons 1.1.1 Bombs 1.1.1.1 Butt bomb 1.1.1.2 Suicide bomb vest 1.1.1.3 Rigged light tube/power cell 1.1.1.4 Pipe bomb 1.1.1.4.1 Mousetrap bomb 1.1.1.4.2 Mousetrap car 1.1.1.5 Mousetrap pie launcher 1.1.1.6 Single tank bomb 1.1.1.7 Transfer valve bomb 1.1.1.7.1 Transfer valve butt 1.1.1.8 Canister bomb 1.1.2 Stun gloves 1.1.3 Flamethrower 1.1.4 Antique laser gun 1.1.5 Zip gun 1.1.6 Flash/cell assembly 1.1.7 Poisoned surgery tools 1.1.8 Miscellaneous assemblies 1.1.8.1 Igniter assembly 1.1.8.2 Signaller assembly 1.1.8.3 Beaker assembly 1.1.8.4 Chemical grenade 1.1.8.5 Chemical grenade assembly 1.2 Machinery 1.2.1 Space Pod 1.2.1.1 MiniPutt 1.2.2 Computers 1.2.2.1 Console 1.2.2.2 Terminal 1.2.2.3 Heavy 1.2.3 Electric Chair 1.2.4 Light fixtures 1.2.5 Station Bots 1.2.5.1 Cyborgs 1.2.5.2 AI shells 1.2.5.3 Other robots 1.2.6 Fixing bombed APCs 1.2.7 Fixing microwaves 1.2.8 Fixing manufacturers 1.3 Clothing 1.3.1 Skull mask 1.3.2 Paper mask 1.3.3 Bucket helmet 1.3.4 Cardboard box disguise 1.3.5 Ghost disguise 1.3.6 Cape 1.3.7 Armored Biosuit 1.3.8 Armored paramedic suit 1.3.9 Armored firesuit 1.3.10 Rocket Shoes 1.3.11 Shackles 1.4 Walls, Doors, and Floors 1.4.1 Metal Walls 1.4.1.1 Regular 1.4.1.2 Reinforced 1.4.2 Glass Walls/Windows 1.4.2.1 Regular window (one direction) 1.4.2.2 Regular window (full) 1.4.2.3 Reinforced window (one direction) 1.4.2.4 Reinforced window (full) 1.4.3 Floors 1.4.4 Barricades 1.4.5 Hidden Doors 1.4.5.1 Hidden Door - Regular Wall 1.4.5.2 Hidden Door - Reinforced Wall 1.5 Entire Rooms 1.6 Misc 1.6.1 Building and fixing disposal pipes 1.6.1.1 The building blocks 1.6.1.2 Managing your pipes 1.6.1.3 Controlling the flow 1.6.2 Table 1.6.3 Glass Table 1.6.4 Heads on a spike 1.6.5 Skull chalice 1.6.6 Jack-o'-lantern 1.6.7 Bandages 1.6.8 Instruments 2 Breakin' 2.1 Walls, Doors, and Floors 2.1.1 Airlock 2.1.2 Firedoors 2.1.3 Metal Grille 2.1.4 Glass Windows 2.1.5 Reinforced Windows 2.1.6 Regular Walls 2.1.7 Reinforced Walls 2.1.8 Hidden Doors - Regular and Reinforced Walls 2.2 Computers 2.2.1 Console 2.2.2 Terminal/Heavy 2.3 APC 2.4 Fire Alarms, Security Cameras, and Atmosphere Alarms 2.5 Manufacturers 2.6 Light fixtures 3 Obsolete Junk 3.1 Fixing Propulsion Thrusters Makin' Weapons Bombs Butt bomb Harmless prank. Works like a grenade.

You will need:

A butt A timer To build:

Add the timer to the butt. Suicide bomb vest The payload will be triggered upon death of whoever is wearing the vest, heating the mixture inside the beaker by 30 K (see ignition temperatures) when so equipped. If required, the payload can be removed and the entire suit taken apart with a wrench.

You will need:

A regular ballistic vest A health analyzer An igniter A grenade OR pipe bomb OR beaker A screwdriver A wrench (optional) To build:

Use a screwdriver on the igniter. Combine the igniter with the health analyzer. Secure the assembly with the screwdriver. Combine the assembly with the vest. If you intend to use the beaker, prepare a chemical mix of your choice. Attach the payload to the vest. Rigged light tube/power cell A rather uncommon and creative way to booby-trap machinery or whole rooms. It is not a bad idea to turn the power off before installing either of them.

You will need:

A light tube OR power cell A syringe of liquid plasma To build:

Inject the light tube or power cell with plasma. Pipe bomb Not to be confused with the version traitors can order. Other materials can be used in place of welding fuel if available. Ordered by explosive power: phlogiston, CLF3, or black powder. Plasmastone and erebite work differently in that they are crafted from custom metal sheets, then combined with one of the listed reagents. A small variety of items can also be shoved into one or both of the pipe bomb's two pipes to add a special effect to the detonation.

You will need:

3 metal sheets A cable coil An igniter A timer A container (beaker, glass etc.) of welding fuel (20 units) A welder A screwdriver Optionally, one or two additional items. To build:

Turn the metal sheets into a pipe frame. Use the welder on the frame. Optionally, use the extra item(s) on the hollow frame (note: you cannot do this once the frame is filled!). Fill the frame with welding fuel. Add some wires. Use a screwdriver on the igniter. Combine the igniter with the timer. Add the timer/igniter assembly to the pipe frame. Available additives:

Butt Glowstick Paper Ectoplasm Meat …And more! Mousetrap bomb Compatible with pipe bombs (regular, Syndicate) and grenades. They can be used as makeshift mines or to booby-trap backpacks and other containers. Can be taken apart with a wrench if required.

You will need:

A mousetrap A pipe bomb OR grenade A wrench (optional) To build:

Attach the pipe bomb or grenade to the mousetrap. Don't forget to arm the mousetrap by clicking on it before use. Mousetrap car A mousetrap bomb on wheels. Once set in motion, the cart will scoot off in whichever direction you're facing and detonate the grenade upon impact with a large object or unfortunate bystander. Can be taken apart with a wrench if required.

You will need:

3 metal sheets A mousetrap bomb (grenade or pipe bomb only) A wrench (optional) To build:

Turn the metal sheets into a pipe frame. Combine the mousetrap bomb with the pipe frame. Mousetrap pie launcher For the seasoned prankster. Go on…open it! (Or just take it apart with a wrench.)

You will need:

A mousetrap A left or right arm (any type) A pie (any type) A wrench (optional) To build:

Attach the arm to the mousetrap. Add the pie. Don't forget to arm the mousetrap by clicking on it before use. Single tank bomb Also known as plasma tank assemblies. Less powerful than transfer valve bombs, but they still fit in backpacks. You'll have to discover suitable gas mixtures yourself.

You will need:

A plasma tank An igniter A timer OR proximity sensor OR remote signaller A screwdriver A welder To build:

Fill the plasma tank with a gas mixture of your choice. Use a screwdriver on the igniter. Combine the igniter with the timer, proximity sensor or remote signaller. Secure the assembly with the screwdriver. Attach the assembly to the plasma tank. Weld a hole in the tank. Transfer valve bomb Big bombs for a big bang. Again, this guide won't tell you how to create the perfect explosive mix, so feel free to sign up as a scientist and mess around with the equipment in the laboratory. You should also use the mainframe and VR goggles to run simulations instead of testing your bombs on the station.

You will need:

A tank of heated gas (Tip: usually involves plasma.) A tank of a reactive gas (Tip: …and oxygen.) A tank transfer valve A timer OR proximity sensor OR remote signaller To build:

Connect the first tank to the transfer valve. Do the same with the other tank. Attach the timer, proximity sensor or remote signaller to the transfer valve. Transfer valve butt To build this (mostly) harmless gimmick bomb, simply substitute the tank of reactive gas for a butt. No other modifications are necessary. Keep the pressure in the other tank high for a truly horrific blast.

Canister bomb Massive bombs. As usual, the gas mixture is not revealed, only the assembly process.

BIG FUCKING WARNING NOTE: These bombs are no joke. The amount of hull they can take out of the station has the potential to warrant an Emergency Shuttle call, so if you're not an antagonist and seek to build a canister bomb for whatever reason, run it by the admins first with adminhelp.

You will need:

A canister full of an explosive gas mixture. A plasma tank filled to at least 700 kPa of pure plasma. A timer An igniter A cable coil A screwdriver A multitool A station bounced radio (optional) - Creates a command report upon priming. A remote signaller (optional) A crowbar (optional) A pair of wirecutters (optional) Suitable attachment class items (optional, see list below) To build:

Use the screwdriver to unsecure the igniter. Add the multitool to the igniter. Add the plasma tank to the assembly. Secure the assembly with a screwdriver. Use the cable coil on the assembly. Add the timer to the assembly. Optionally, add the station bounced radio to your assembly. Optionally, add a remote signalling device to your assembly. Optionally, add up to three attachment class items to your assembly. Use the assembly on the canister. The detonator assembly may have up to 3 attachment class items. Each attachment adds an additional wire to the assembly, each having a unique effect. You may have more than one of any type of attachment.

An analyzer (Detonates the bomb if the gas is leaking from the canister.) A power cell (Adds an additional detonation wire.) A flash (Occasionally flashes nearby people.) A sheet of paper and a pen (Adds a note to the canister bomb interface.) A bike horn (Self-explanatory.) A vuvuzela. (Ditto.) Detonators may be disassembled if necessary. A screwdriver is required to unscrew and a crowbar is required to pry out the plasma tank, and everything else can be cut apart with the wirecutters. Attachments may be removed from the assembly with a screwdriver.

Stun gloves Insulated gloves armed with a powerful shock to briefly stun whomever they touch. Your intent must be set to harm in order for this to work. Craftable stun gloves only hold one charge at a time.

You will need:

A pair of insulated gloves OR power gloves A charged power cell A cable coil To build:

Add some wiring to the gloves. Use the power cell on the gloves to charge them. Flamethrower Welding fuel is a solid choice. You can also fill the tank with other reagents, so there is plenty of room for experimentation. See Chemistry for more information.

You will need:

A welder One rod An igniter An air mix OR oxygen tank A fuel tank A screwdriver To build:

Use the screwdriver on the welder. Attach the rod to the welder. Combine the igniter with the welder/rod assembly. Secure the assembly with the screwdriver. Attach the air mix or oxygen tank to the assembly. Add the fuel tank to the assembly. Antique laser gun See Guns for more information.

You will need:

An antique laser gun A charged power cell (small) A small coil A lens A cable coil A screwdriver A multitool A soldering iron To build:

Open the maintenance panel with the screwdriver. Add wiring. Install the small coil. Solder the coil into place. Install the lens. Use the multitool. Install the power cell. Close the maintenance panel with the screwdriver. Zip gun You can use different types of ammunition, of which .38 Special is easiest to obtain from a hacked general manufacturer. The zip gun holds two rounds at a time.

You will need:

3 metal sheets A welder A staple gun To build:

Turn the metal sheets into a pipe frame. Use the welder on the frame. Combine the the staple gun with the frame. Flash/cell assembly In addition to stunning people like any other flash, this overcharged version also sets them on fire. Unlike a regular flash, it will only work once. If required, the assembly can be taken apart by using a screwdriver followed by a wrench.

You will need:

A flash A charged power cell A screwdriver A wrench (optional) To build:

Open the flash's battery compartment with the screwdriver. Attach the power cell to the flash. Poisoned surgery tools Certain surgery tools can be dipped in a poison or other reagent for fun and wacky effects upon stabbing.

You will need:

A scalpel OR saw OR enucleation spoon A filled container (beaker, glass etc.) To build:

Dip the scalpel, saw or spoon in the beaker. Miscellaneous assemblies IgniterAssemblies2.png

Timers and other basic tools may be put together as assemblies, most of which can function as bomb detonators. Not included is the health analyzer/igniter combination, a suicide bomb vest-specific trigger.

Igniter assembly The bread-and-butter choice for most situations.

You will need:

An igniter A timer OR proximity sensor OR remote signaller A screwdriver To build:

Use the screwdriver on the igniter. If you intend to employ a signaller, use the screwdriver on it as well. Combine the igniter with the timer, proximity sensor or signaller. Secure the assembly with the screwdriver. Signaller assembly A standalone, proximity- or timer-activated radio. Doesn't work as an attachment, but can come in handy to remotely trigger bombs or door bolts. The bike horn assembly is only useful for noise pollution, though.

You will need:

A remote signaller A proximity sensor OR timer OR bike horn A screwdriver To build:

Use the screwdriver on the signaller (not required for horn assembly). Attach the signaller to the proximity sensor, timer or bike horn. Secure the assembly with the screwdriver (not required for horn assembly). Beaker assembly BeakerAssemblies.png

These assemblies are quite popular to release chemical smoke from a safe distance - for the user at least. Deadly in the hands of a skilled chemist. When triggered, the igniter will heat the mixture by 30 K (see ignition temperatures). To detach the beaker, place the whole thing on the floor and use the context menu by right-clicking on it.

You will need:

A beaker An igniter assembly A screwdriver To build:

If the assembly has been secured beforehand, undo that with the screwdriver. Prepare a chemical mix of your choice. Combine the igniter assembly with the beaker. Secure the beaker assembly with the screwdriver. Chemical grenade The starter kit generally can't be acquired without a traitor scientist's PDA. See Murder for more information.

Note: You can't retrieve the beakers after securing the grenade, so make sure your chemical mix works beforehand!

You will need:

A grenade starter kit Up to 2 beakers A screwdriver To build:

Add the fuse to the grenade casing. Prepare a chemical mix of your choice. Add the beaker(s) to the unsecured grenade. Secure it with the screwdriver. Chemical grenade assembly Combines the advantages of chem grenades (two beakers) with the versatility of beaker assemblies.

You will need:

A chemical grenade (Anything that looks like this: Chemgrenade.png) An igniter assembly To build:

Combine the igniter assembly with the chem grenade. Machinery Space Pod Be advised that you have to stand adjacent to the south west corner of the pod in order to construct it, since it is a 64×64 sprite. Use a bottle of champagne on the finished pod to give it a unique name.

You will need:

A pod frame kit A box of pod circuitry A pod control interface An engine manifold A set of pod armour A paint job kit (optional) A cable coil 5 metal sheets 5 reinforced glass sheets A wrench A welder To build:

Deploy the frame kit by clicking on the box. Wrench the jumble of metal. It should look less like a pile of junk. Wrench again. It should look like a functional but unsecured frame of a space pod. Use the welder. Insert wires. Place the circuitry inside the frame. Add metal to the frame. Install the engine manifold. Put armor on the pod frame. Use the welder. Install the control interface. Add the reinforced glass sheets. Optionally, use the paint job kit on the finished pod. MiniPutt Some of the key components are slightly different, but the construction plan is otherwise the same. And as with space pods, you can rename the finished craft with a champagne bottle.

You will need:

A MiniPutt frame kit A box of MiniPutt circuitry A MiniPutt control interface A MiniPutt engine manifold A set of pod armour A paint job kit (optional) A cable coil 3 metal sheets 3 reinforced glass sheets A wrench A welder To build:

Follow the Space Pod guide. Computers Console Intended for computers built from a single circuit board. Console frames don't accept mainboards and peripheral cards.

You will need:

5 metal sheets 2 glass sheets A cable coil A wrench A screwdriver One circuit board To build:

Click on the metal and choose 'Console frame'. Wrench the frame into place. Insert the circuit board. Use the screwdriver. Add wires. Use the glass on the frame. Connect the monitor with the screwdriver. Terminal Useful for computers built from components and peripherals. Wired computers (as in part of a network) will need to be positioned over a data terminal (deployable with the help of a mechanic), which in turn has to be connected to the power grid.

You will need:

3 metal sheets 1 glass sheets 5 lengths of cable A wrench A screwdriver A computer mainboard Up to 2 peripheral cards (An ID scanner module is pretty much mandatory.) A storage drive To build:

Click on the metal and choose choose 'Computer terminal frame'. Wrench the frame into place. Insert the computer mainboard. Use the screwdriver. Insert the peripheral cards (up to 2). Add wires. Insert the storage drive. Use the glass on the frame. Connect the monitor with the screwdriver. Heavy Some of the components are slightly different, but the construction plan is otherwise the same.

You will need:

5 metal sheets 2 glass sheets A cable coil A wrench A screwdriver A computer mainboard Up to 3 peripheral cards (An ID scanner module is pretty much mandatory.) A storage drive To build:

Click on the metal and choose choose 'Computer frame'. Follow the Terminal guide for the rest. Electric Chair To change the default frequency/code, you must click on the electropack while you're holding it, and modify it from the pop-up interface. Electric chairs can be remotely activated, but must be toggled on before usage (right click, and select controls). Also, the room must have power for the chair to work. Said power can come from two sources: the local APC (capped at ~80 BURN) or a direct, wired connection to the power grid (scales with the engine's output, and can even vaporize somebody).

To disassemble the chair, use a wrench.

You will need:

An electropack A security helmet One sheet of metal A cable coil (optional) A remote signaler (optional) A wrench (optional) To build:

Optionally, lay wires using the cable coil to create a direct connection to the power grid. Click on the metal while you're holding it. Build a chair. Optionally, place it on the same tile as the prepared wiring. Optionally, change the electropack's default frequency and code. Use the helmet on the electropack. Attach the helmet/electropack assembly to the chair. Light fixtures These fixtures, installed by Nanotrasen or otherwise, are controlled by the local APC. Light tubes and bulbs may be obtained from boxes (ask the janitor) or a general manufacturer.

You will need:

A wall Two metal sheets A light tube or bulb To build:

Turn the metal sheets into one set of light fixture parts. Attach the parts to a wall. Insert the light tube or bulb, depending on the type of fixture. Station Bots Cyborgs See Roboticist

AI shells See Roboticist

Other robots See Robots

Fixing bombed APCs This is for APCs that have been completely broken (they have a damaged sprite and the area is left unpowered), not APCs that have had their wires shorted.

You will need:

A screwdriver A wrench A multitool A cable coil To fix:

Use the screwdriver on the APC. Add the wire. Wrench the APC. Apply the mulitool. Finally, use the screwdriver on it again. Fixing microwaves If the microwave is just dirty, use a spray bottle of space cleaner. A completely broken unit has to be fixed with some tools.

You will need:

A screwdriver A wrench To fix:

Use the screwdriver on the microwave. Finish the job with a wrench. Fixing manufacturers You will need:

A screwdriver
A welder OR cable coil

To fix:

Open the maintenance panel with the screwdriver.
Depending on the severity of the damage, use the welder (light) or cable coil (heavy).
Use the screwdriver again to close the panel.

Clothing Skull mask Custom masks are named after the former owner of the skull.

You will need:

A skull A circular saw To build:

Hollow out the skull with the circular saw. Paper mask Standard pens contain black ink, and you can also use a red or blue marker.

You will need:

A sheet of paper A cable coil A pair of scissors or wirecutters A pen (optional) To build:

Cut the paper with the scissors or wirecutters. Use the cable coil on the unfinished mask. Optionally, colour the mask with the pen. Bucket helmet You will need:

A bucket A pair of wirecutters To build:

Cut eye holes with the wirecutters. Cardboard box disguise You will need:

A cardboard box A pair of scissors or wirecutters A fake moustache (optional) To build:

Cut eye holes with the scissors or wirecutters. Optionally, attach the moustache to the cardboard box. Ghost disguise You will need:

A bedsheet A pair of scissors or wirecutters To build:

Cut eye holes with the scissors or wirecutters. Cape If required, the cable holding the cape together can be cut apart with wirecutters or scissors.

You will need:

A bedsheet A cable coil A pair of scissors or wirecutters (optional) To build:

Use the cable coil on the bedsheet. Armored Biosuit You will need:

A biosuit A regular ballistic vest To build:

Attach the body armor to the biosuit. Armored paramedic suit You will need:

A paramedic suit A regular ballistic vest To build:

Attach the body armor to the paramedic suit. Armored firesuit You will need:

A firesuit A regular ballistic vest To build:

Attach the body armor to the firesuit. Rocket Shoes How many uses you get out of these depend on the type of tank: 2 (emergency O2), 4 (large air or O2) or 6 (jetpack). Do not expect much in the way of steering either way. Rocket shoes are technically disposable, but you can build another pair by taping a replacement gas tank to it.

You will need:

A jetpack OR air/O2 tank OR emergency oxygen tank A pair of shoes (any type) To build:

Use the gas tank on the shoes. Shackles Forces the wearer to move at walking speed. Shackles can be taken apart by holding them in an active hand and clicking on them.

You will need:

A pair of orange shoes A pair of handcuffs To build:

Use the handcuffs on the orange shoes. Walls, Doors, and Floors Metal Walls While a variety of metals may be used to create sheets and rods, different materials can't be used interchangeably within the same construction project. For example, it's impossible to add mauxite plating to a steel girder.

Regular You will need:

Four sheets of metal To build:

Click on the metal while you're holding it. Choose Wall Girders. Add plating by clicking on the girder with the metal. Reinforced You will need:

Four sheets of metal Two rods To build:

Click on the metal while you're holding it. Choose Wall Girders. Combine the remaining metal sheets with the rods twice. Pick up and stack the reinforced metal sheets and then click on the girder to reinforce it. Use the remaining reinforced metal sheets to add the plating. Glass Walls/Windows Regular window (one direction) Windows will be build in the direction your mob is facing. They are fastened to the floor by default.

You will need:

One sheet of glass A screwdriver (optional) To build:

Click on the glass while you're holding it. Choose Thin Window. Optionally, unsecure the window by using the screwdriver, then then right-click and choose rotate to reorient the window. Regular window (full) You may push/pull this window around. By default, they are not fastened to the floor.

You will need:

Two sheets of glass A screwdriver (optional) To build:

Click on the glass while you're holding it. Choose Large Window. Optionally, secure the window by using the screwdriver. Note: Glass made of different types of material can't be used interchangeably within the same construction project.

Reinforced window (one direction) Windows will be build in the direction your mob is facing. They are fastened to the floor by default.

You will need:

One sheet of glass One rod A screwdriver (optional) A crowbar (optional) To build:

Combine the rod with the glass sheet. Click on the glass while you're holding it. Choose Thin Window. Optionally, unsecure the window by using screwdriver-crowbar-screwdriver. Optionally, right-click and choose rotate to reorient the window. Reinforced window (full) You may push/pull this window around. By default, they are not fastened to the floor.

You will need:

Two sheets of glass Two rods A screwdriver (optional) A crowbar (optional) To build:

Combine the rods with the glass sheets. Pick up and stack the reinforced glass sheets. Click on the glass while you're holding it. Choose Large Window. Optionally, secure the window by using screwdriver-crowbar-screwdriver. Note: Glass made of different types of material can't be used interchangeably within the same construction project.

Floors Regular floors can be made in space by:

  1. using rods first on empty space, creating a lattice
  2. then placing a floor tile on top of it (floor tiles can be made from a sheet of metal)

Use another floor tile on the plating to create a regular floor. Fire-resistant floors can be made using one floor tile, and one rods Use rods on plating to create a floor similar to the engine floor Barricades Barricades can be made in space by:

  1. using rods first on empty space, creating a lattice
  2. then using more rods on the lattice to create the barricade
  3. and can be reinforced with even more rods

Hidden Doors While a variety of metals may be used to create sheets and rods, different materials can't be used interchangeably within the same construction project. For example, it's impossible to add mauxite plating to a steel girder.

Hidden Door - Regular Wall You will need:

Four sheets of metal A crowbar To build:

Click on the metal while you're holding it. Choose Wall Girders. Use the crowbar on the girder to dislodge it. Add plating by clicking on the girder with the metal. Hidden Door - Reinforced Wall You will need:

Four sheets of metal Two rods A crowbar To build:

Click on the metal while you're holding it. Choose Wall Girders. Use the crowbar on the girder to dislodge it. Combine the remaining metal sheets with the rods twice. Pick up and stack the reinforced metal sheets and then click on the girder to add the plating. Entire Rooms ABC-Us and blueprint markers can be found in Engineering, in the Cold Loop. You don't need to replicate entire rooms. You can pick a section of it or multiple sections to create different rooms. The blueprint marker can create multiple blueprints before running out of energy. This way you can pick all the pieces you want in advance and put them together in a new configuration. Remember to save them with their own names so you don't get them mixed.

You will need:

ABC-U (Automated Blueprint Construction Unit) Blueprint marker Metal and glass sheets To build:

Select tiles using blueprint marker. Print a blueprint from the marker and put it in the ABC-U. Check the material cost on the ABC-U and load accordingly. Drag the ABC-U in position, lock it down and make it start building. Note: ABC-Us can only make new rooms on space tiles.

Misc Building and fixing disposal pipes Like most things in Space Station 13, the plumbing system is surprisingly deep. A skilled space plumber can set you up for a wild ride that'll send you racing through most of the station and spit you out from a mailbox. Now you can be that skilled plumber.

The building blocks There's a few pipe dispensers scattered around the station. The most easily accessible one can be found in disposals. Pipes come in 8 variations, 5 of which the dispensers will provide:

Straight - Straight tube. Bent - Tube bent at a 90 degree angle. Junction - A three-way junction. The arrow indicates where items exit. Y-junction - A three-way junction with another exit point. Trunk - Entry and exit point for pipes. Disposal and mail chutes come pre-connected to these, but players can't connect on their own. Mail-junction - Not available from the dispenser. A three-way junction with a filter that only allows items to pass through. People and creatures will be diverted away into the side-pipe. Visually distinguished from regular junctions by a red dot on the pipe. Controlled pipe segments - Specialized equipment available to mechanics. Managing your pipes Pipes come in four states:

Free - Can be moved, rotated and flipped over by right-clicking on them. Wrenched - Wrenched to the floor. Immobile and inoperable. You can walk over them and rotate them. Welded - Welded to the floor. Immobile and can't be rotated. Fully operable. Broken - Welded to the floor. Inoperable. Must be welded at all ends to remove. You need three tools. A crowbar to remove the tiles covering the floor. This exposes existing pipes and lets you place new pipes. A wrench to fasten free pipes. A welding tool to make wrenched pipes operable or to loosen welded pipes.

Controlling the flow Take these tips to heart and you'll be a plumbing like a champion in no time.

T-ray scanners show you pipes hidden under floor tiles. Always wrench the pipe in place before welding it. Poorly secured pipes will break the floor tile covering it and fall out of place. Items will follow the pipeline from chute to exit point as long as every piece is connected, nothing is broken and there's no blockage. Items entering a junction from the wrong end (the side with the exit arrow), will randomly go out one of the two other sides. Fat people are poorly suited for pipes and can easily create a blockage. Blockages can be cleared by unwelding the blocked section. Pipelines ending in a regular pipe will shoot things out in a straight line. Trunks eject items in random directions. Combine with programmable electronics components to make some truly wild rides. Table You will need:

Two sheets of regular OR reinforced metal To build:

Click on the metal while you're holding it. Choose Table Parts. Pick up and click on the parts to build a table. Glass Table You will need:

Two sheets of regular OR reinforced glass One sheet of metal (regular or reinforced; it does not matter) To build:

Click on the metal while holding the glass in your active hand (or vice versa). Pick up and click on the parts to build a glass table. Heads on a spike Heads can be removed by clicking on the spike with an empty hand.

You will need:

One rod A severed head (up to 3) A welder (optional) To build:

Impale the head(s) on the rod. Optionally, secure the spike by welding it to the ground. Skull chalice You will need:

A skull One rod To build:

Use the rod on the skull. Jack-o'-lantern Click the jack-o'-lantern to light it.

You will need:

A pumpkin A flashlight A chainsaw or knife To build:

Use the chainsaw or knife on the pumpkin to carve it. Use the flashlight on the carved pumpkin. Bandages You get three bandages for every piece of fabric.

You will need:

A bedsheet OR cape OR towel A pair of scissors or wirecutters To build:

Cut the base material apart with the wirecutters or scissors. Instruments See the dedicated Instruments page.

Breakin' For more, see Hacking

Note that almost everything can be destroyed with a bomb.. but we hope you don't get that desperate.

Walls, Doors, and Floors Airlock Screwdriver on Airlock Click Airlock (without screwdriver in hand) Have a Multitool in hand to test which wire does what Have a Wirecutter to cut or mend desired wire(s) If test light is on and bolts are down, pulse the wires to raise bolts. Crowbar opens unpowered doors with raised bolts Screwdriver the door to close it up when finished. Crowbar also opens powered doors, whose test lights are off,and the bolts up. Door wiring is randomized per game, but all doors have the same wires. Using a multitool to pulse wires will only work if the door has power. Cutting wires can rid the door of some features (AI Control for instance) until the said wire is mended.

Ghetto Door hacking that works on all doors (just make sure you have insulated - or boxing! - gloves):

Screwdriver on some random Airlock Wirecutters on Airlock Cut everything until the bolts drop, make a note of which color does this Leave Screwdriver the Airlock you want to open Wirecutters, cut every other wire except that one Crowbar the door Firedoors Crowbar to Open/Close Welder to seal Closed Metal Grille Wirecutter to destroy, welder to remove what's left OR Screwdriver to remove/re-secure Some grilles are electrified, as such it would be wise to have Insulated Gloves on before attempting to destroy or dislodge it. Alternatively, hit it repeatedly with a shard of glass to avoid a shock.

Glass Windows Welder to break OR Screwdriver to loosen, then push out OR Bashing object to break Reinforced Windows Screwdriver Crowbar Screwdriver OR Bash in with heavy object(Fire Extinguisher takes approximately five hits) Regular Walls Welder Screwdriver on 'Wall' to dislodge girders OR Wrench to dismantle girders Note that the metal plates created by doing this obscure most of the 'wall', so be sure you are clicking on the right thing. Reinforced Walls Wirecutter Screwdriver Welder Crowbar Wrench Welder Crowbar Screwdriver Wirecutter Wrench Note: Wait 5-8 secs for each to complete. Hidden Doors - Regular and Reinforced Walls To disassemble:

Screwdriver Wrench Computers Console To Break:

Screwdriver Crowbar Wirecutters Screwdriver Crowbar (removes circuit board) Wrench Welder Note: Not all computers can be dismantled.

Terminal/Heavy To Break:

Screwdriver Crowbar Crowbar (removes hard drive) Wirecutters Crowbar (removes all modules) Screwdriver Crowbar (removes motherboard) Wrench Welder APC Screwdriver Click on APC and drag the windows away from each other so you can see both at once Get wirecutters out of your toolbox/backpack/pockets and use them on the APC with the windows still open There are four wires. Two short out the APC when cut, one cuts AI control when cut, and one does nothing when cut, but unlocks the APC when pulsed with a multitool. There's a chance you'll get shocked when cutting wires, so either have insulated gloves or do it in an isolated area where no-one will find you. South maintenance is a good choice.

Fire Alarms, Security Cameras, and Atmosphere Alarms Wirecutter to Break, and Fix Manufacturers Keep in mind that completely dismantled fabricators can't be replaced without the help of electronics!

You will need:

A wrench A crowbar A wirecutters To break:

Open the outer cover with the wrench. Use the crowbar to pry off the cover. Remove the wiring with the wirecutters. Undo the final bolts with the wrench. Light fixtures You will need:

A light fixture A screwdriver An ID card with engineering access To break:

Unlock the local APC and turn off the lighting circuit. Remove the light tube or bulb. Use the screwdriver on the light fixture to disassemble it. Obsolete Junk Removed or otherwise obsolete construction plans kept for reference.

Fixing Propulsion Thrusters Technically working, but shuttle engines cannot be damaged anymore. It was previously possible to immobilize them by disabling the thrusters.

You will need:

A screwdriver EVA gear (optional, but recommended) To fix:

Use the screwdriver on the thruster to secure its outer frame. Do the same with the other engine, if necessary.

Robots Robots are non-sentient machines that do various tasks automatically. They can be constructed manually through the right combination of parts or automatically from the robotics fabricator. The quartermaster's robotics crate also contains a number of drones.

Contents [hide] 1 Medbot 2 Floorbot 3 Firebot 4 Cleanbot 5 Securitron 6 GuardBuddy 7 Cambot 8 MULEBot 9 Buttbot 10 Amusing Duck 11 Chefbot 12 Skullbot 13 Boogie Bot 14 Supplementary Video Medbot Medbot.png The most commonly seen robot. Medbots will detect nearby people and inject them with helpful drugs to slowly bring them back to health. They are a supplement to medical doctors, not a replacement.

Medbots may be unlocked by anyone with an ID that has medbay access. Several settings are available: the amount of units per injection (5-15), how severely injured a target has to be before taking action (80-95% of max health) and the option to draw chemicals from a beaker instead of the internal synthesizer.

Traitors or jackass research staff will occasionally insert a big beaker of horrible things. When emagged, the medbot will enthusiastically inject everyone with massive amounts of poison regardless of injury or not.

Medbots may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled by using the following procedure:

You will need:

An empty medkit (any color) A proximity sensor A cyborg arm (left or right) A health analyzer A pen (optional) To build:

Use the cyborg arm on the empty medkit. Use the health analyzer on the resulting assembly. Optionally, you may use a pen to rename the finished robot. Use the proximity sensor to finish the robot. Floorbot FloorbotNew.png Floorbots will detect nearby areas of space and tirelessly use their very finite supply of floor tiles to turn it into walkable floors. They are most commonly used to fix holes in the station from bomb explosions. They have a limited number of tiles, but can be refilled by anyone. They hold a max of 50 tiles.

Floorbots may be unlocked by anyone with an ID that has engineering access. Several settings are available: turn single sheets of metal into floor tiles when empty (defaults to off), collect nearby floor tiles (defaults to off) and an option to disable the automatic repair task (broken, will do so regardless of setting).

When emagged, floorbots will RIP UP floors equally as tirelessly, quickly turning habitable parts of a station into cold, airless tombs.

Floorbots may be produced outright at a robotics fabricator (where they will spawn with 10 tiles), ordered from the cargo bay or assembled with the following procedure: You will need:

An empty mechanical toolbox A proximity sensor A cyborg arm (left or right) At least one floor tile To build:

Use the floor tile on the empty toolbox. Use the proximity sensor to finish the robot. Use the cyborg arm on the resulting assembly. Note: If you use more than 10 floor tiles, the finished floorbot will have however many you put in. If you use less than 10, the floorbot will have 10. Therefore, it is most efficient to use 1-2 in creation and load the rest after the floorbot is done.

Firebot FirebotNew.png Firebots will detect nearby fires, whether on tiles or on people, and put them out. They are commonly used to breach areas that are consumed in flames, where there is a serious risk of a flash-over that could kill the firefighters. One also spawns in the chemistry lab, where people routinely set them selves ablaze. They tend to fight fires very slowly. If a fire is in a critical area such as the escape arm, human firefighters are best.

When emagged, firebots will ram anyone nearby, knocking them down with surprising efficiency.

Firebots may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled with the following procedure:

You will need:

An empty emergency toolbox A proximity sensor A cyborg arm (left or right) A fire extinguisher (Almost always found in the emergency toolbox.) A pen (optional) To build:

Use the cyborg arm on the toolbox. Use the fire extinguisher on the resulting assembly. Optionally, you may use a pen to rename the finished robot. Use the proximity sensor to finish the robot. Cleanbot Cleanbot.gif Cleanbots will clean the floor around them automatically. They do so without leaving the floor wet. Most commonly used when a janitor is not on the station or if they are a lazy nincompoop who is more interested in tripping people than cleaning messes. A cleanbot is best used in areas where messes are routinely made (e.g. the bar), instead of a place where a lot of messes are made at once.

When emagged, cleanbots will apply space lube to as many nearby floors as they can.

Cleanbots may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled with the following procedure:

You will need:

A bucket A proximity sensor A cyborg arm (left or right) To build:

Use the sensor on the bucket. Use the cyborg arm on the resulting assembly. Securitron Secbot.png Securitrons network into the station's security computer, identify criminals, and arrest them. Arrest, in this case, means liberal application of a stun baton and subsequent application of handcuffs. Securitrons will also arrest anyone aside from security or command who is holding a weapon, but their concept of a weapon is very limited. A uncompromising securitron named “Officer Beepsky” spawns in personal quarters near the bridge.

Securitrons may be unlocked by anyone with a security ID and set to stay where they are (guarding the room they're in), or patrol (where they move through the public parts of the station). By default they will not patrol. They may also be told to enforce or ignore weapon policies, and to either arrest offenders (the above behavior) or detain them (stay with them and repeatedly stun them if they try to escape).

When emagged, securitrons arrest everyone they see. In addition, if emagged a second time, securitrons literally flip the fuck out, repeatedly stunning anyone that enters their sights.

Securitrons may be produced outright at a robotics fabricator, ordered from the cargo bay or assembled with the following procedure:

You will need:

A remote signaler A security helmet A proximity sensor A cyborg arm (left or right) A stun baton A screwdriver A welding tool A pen (optional) To build:

Use the screwdriver on the remote signaler. Use the signaler on the helmet. Weld them together with the welding tool. Add the proximity sensor to the assembly. Attach the cyborg arm to the assembly. Optionally, you may use a pen to rename the finished robot. Add the stun baton. GuardBuddy Robuddy.png A variant of the PR-6 Robuddy, the PR-6S Guardbuddy is the primary non-cyborg helper on the station. Utilizes the DWAINE terminals to conduct operations. To properly use them, one must manually enter commands via the DWAINE terminals in the research sector. However due to their uncompromising nature, they will follow orders to the last letter. This makes them a perfect tool for traitors to incapacitate the whole station with their non-lethal but efficient purge directives. Some modules can malfunction dangerously when exposed to EMP grenades. There are several models of this wonderful robot running around.

Variants

Variant Equipped with Description GuardBuddy Flash Basic Security model. Often seen guarding research, the RD or patrolling purging the station. Makes a perfect guard. Secbuddy Taser An early sub-model of the popular PR-6S Guardbuddy line. In active service in various outposts. If you intend on murdering the poor thing, do try and stay away from it when you do kill it, as this line of buddies seems to be powered by highly volatile explodium. Wardbuddy Syringe gun Equipped with a syringe gun which is loaded with haloperidol (EMP'd: cyanide). Gunbuddy Taser Shockbuddy Electricity Shoots an incapacitating arc of electricity at the target. Snoozebuddy Smoker tool Try your best not to provoke this variant of guard buddy, because when angered, they will dispense a plume of ketamine smoke (EMP'd: neurotoxin), knocking out anyone unfortunate enough to be caught in the cloud for about four to six minutes. Jinglebuddy Snowball thrower A festive holiday version of the basic Guardbuddy. Resembling a present, its green and red striped chassis is equipped with a snowball throwing tool, which are surprisingly effective at stopping crime. Klaus Flash and a neat hat! Safetybuddy Klaus wants you to mind safety (and security) regulations. Ol' Harner Flash and an awesome hat! Dispenses The Law akin to Beepsky. El Vaquero Taser Fabricado en México. Super Protector Friend III Flash 'New technology! Blinking light action!' PR-4 Robuddy Flash and a sweet hat! A very old model. Equipped with a flash. A well known PR-4 is known as “Murray”, who is in service as a station tour guide, found next to the arrival shuttle, who will stop at nothing to give its tour of the station, no matter how many hull breaches or changelings are in the way. Murray only ever uses his flash if directly attacked, and will resume its tour normally when its assailant is arrested. PR-1 Automated Checkpoint Bureaucracy and a printer The great-great-great-great-great grandfather of the PR-6 Guardbuddy. Apparently it has wheels, but the lazy things never move. You will need:

A Guardbuddy frame A Guardbuddy mainboard A Guardbuddy tool module (any) A charged power cell A cyborg arm (left or right) A pen (optional) To build:

Insert the power cell into the frame. Insert the tool module. Optionally, you may use a pen on the mainboard to rename the finished robot. Insert the mainboard. Add the robot arm. Cambot Smile for the camera! Essentially slightly less annoying tourists, cambots leisurely roam around the station, occasionally taking pictures of just about anything they see. When emagged, their photographic flash works like an actual flash, stunning cyborgs and humans for quite some time.

You will need:

A camera A proximity sensor A cyborg arm (left or right) A pen (optional) To build:

Attach the cyborg arm to the camera
Optionally, use the pen on the camera/arm assembly to rename the finish robot.
Attach the proximity sensor to the camera/arm assembly

MULEBot Mulebot.png The Multiple Utility Load Effector robot. Meant to reliably transport crates of equipment without it being easily stolen by the crew, yet in reality it sits idle in QM most of the time. These days, crates are more likely to be delivered via Belt Hell, but that doesn't mean it can't be useful.

While Belt Hell usually works faster, there are a number of MULE beacons which are either strategically placed in the system's blind spots or more convenient for the department receiving the supplies. So in a way, they complement one another. It's also noteworthy that the bot has all access - with a bit of creativity, breaking into sensitive areas is a breeze! You can order more of them from Centcom, which arrive in a replacement MULE crate.

The MULE can be controlled with the appropriate PDA program (available to QMs, the AI and cyborgs) or manually:

Function Description Toggle Power Flip the switch to perform maintenance. Stop Proceed Return to Home Won't work if a home beacon hasn't been assigned. Set Destination Refer to The MULE for the complete list. Set Bot ID Pointless. The game does that automatically. Set Home Remember to set this to QM #2 if you bought another MULE! This can't be done with the PDA. Toggle Auto Return Home Default: On. Won't work if a home beacon hasn't been assigned. Toggle Auto Pickup Crate Default: On. The crate should be placed on the checkered tile. Of course, nothing would be complete without a bit of hacking! Grab a screwdriver, multitool and a pair of wirecutters. Once you've opened the maintenance panel, pulse the wires to figure out their function and then bypass the safety by cutting the corresponding cables. They are randomized for every bot.

Feedback Description Power cell Click this with an empty hand to remove the cell for recharging or upgrading. You hear a radio crackle. Leave those wires alone. Used for navigation and to interface with PDAs. The charge light flickers. Leave as is. Both wires need to be intact or the bot will be immobilized. The load platform clunks. Pointless. Out of the box, any type of cargo can be loaded onto the MULE now. The drive motor whines briefly. Disables the speed limiter. Highly recommended, but make sure to only cut one of the two wires! The external warning lights flash briefly. When cut, the machine will run over anybody in its path. Bad idea unless you're a traitor. Buttbot ButtBot.png Buttbots…should be seen instead of explained. They can only be assembled. When emagged, they produce an amazing amount of enjoyment to bystanders.

You will need:

A butt A cyborg arm (left or right) To build:

Attach the cyborg arm to the butt. Amusing Duck AmusingDuck.png Amusing ducks will slowly move around at random, quacking and emitting a playful jingle. They will occasionally lay eggs (similar, but not identical to Easter eggs), which in turn may contain fun items.

When emagged, they lay eggs and quack more frequently. However, they will also play their jingle on dissonant chords, giving them a distinctly 'wrong' and slightly unsettling sound. Amusing ducks can be colossally annoying when a lot of them are stacked into a small area and can easily inspire some to violence to make the quacking stop.

You will need:

A bike horn A cyborg arm (left or right) To build:

Combine the bike horn with the robot arm. Yes, really. Chefbot DramaticChefBot.png The impartial judge of fine cuisine.

You will need:

A dramatic bike horn (not a regular one) A cyborg arm (left or right) To build:

Combine the dramatic bike horn with the robot arm. Yep. Skullbot Skullbot.png Spooky. When emagged, they provide a wide variety of skeleton puns.

You will need:

A skull A cyborg leg (left or right) To build:

Attach the cyborg leg to the skull. Boogie Bot BoogieBot.png Boogie Bots will slowly move around, feeling the groove, dancing to the beat, partying like it's 1978. They have been known to boogie all night long.

Hacking An immensely useful skill to get into areas you aren't supposed to and discover new things.

Contents [hide] 1 Gear 2 Wires 3 Doors 3.1 Quick Guide 4 Vending Machines and Fabricators 4.1 Quick Guide 5 APCs 5.1 Quick Guide Gear To hack things successfully, you will need to secure a few items first. Not all of these are essential, specially for some kinds of hacking, but having the full set can be pretty helpful

Screwdriver - Any hackable item needs to have its wires first exposed by using the Screwdriver. Multitool - Although you can cut wires with the Wirecutter, there are a few functions you can't get without pulsing wires with the Multitool, like getting the door bolts to go up. Wirecutters - Wirecutters have a somewhat different effect in wires than the Multitool. Although they are more plentifull, they can sometimes put the hacked item in a situation that can't be fixed without a Multitool. Still, some things, like electrifying a door permanently, are impossible without the Wirecutters. Wirecutters are used for both cutting and mending wires. Insulated Gloves - Many items may be hacked to shock whoever use it, or even stand near it. If you trigger this by mistake, and you don't have Insulated Gloves, you may be out for a while. Crowbar - Crowbars are good for getting powered down airlocks open, although they aren't really necessary for hacking. Remote Signaling Device - After you open their cover with the Screwdriver, you can attach the Remote Signaling Device to an airlock wire, which will pulse the wire (Like a Multitool) if a Remote Signaling Device with the same frequency and code is used! Allowing you to remotely bolt doors among other things. This will not work in reverse! Opening a door will NOT trigger a Remote Signaling Device attached to the “open door” wire. Use the Mechanic's wireless components instead. Wires Wires all control different functions of an object, for instance in a door, one will control electrification, another for bolts, etc. These are randomized each round, but are the same across all of that object during the round. Of course, wires in vending machines are different from wires in doors, for example, but all vending machines in a round will have wires that work the same.

Doors There are 8 possible wire functions on a door:

Function Explanation Effect When Pulsed Effect When Cut Main Power This provides power to the door. A door without power won't open by itself, but it can be opened with a crowbar, if it isn't bolted. The test-light is an indicator if an airlock has power or not. Power fails for a minute or so. Main power is cut until cable is mended. Backup Power It will pick up the slack if the main power fails, coming online again after about 10 seconds. Note that both power sources depend on the APC supplying them with energy. The backup power fails for a minute or so. Note that if the primary power is online, the test light won't even blink. The backup power is cut until the cables are mended. ID Scan This is the id scan functionality of an airlock. If it is offline in a restricted door, it won't open for anyone, except robots and AI. If it is offline in a public door, the airlock won't open if handled, but will still open if you try to walk against them. The Id refused lights blinks. The ID scanner will go offline until the cables are mended. Door Open This wire controls the opening of the door. If the door is public, it opens immediately. If it isn't, it will only open if the ID Scan is offline. The door won't open any more. Bolts This controls the door bolts. A bolted airlock will remain closed or open until it is unbolted, and not even the crowbar is enough to move it. It is clear from the hacking interface if the bolts are up or not. Note that the bolts can fall if the door has no power, but they can't be retracted in that state! It toggles the bolts, either raising or dropping them. The bolts drop. Mending the cable will do nothing. This is one of the main reasons a multitool is necessary for hacking. AI Control This cable asserts that cyborgs and the AI have access to the door implicitly. If this is disabled, the AI can do nothing to the door, and cyborgs will need to interact with it, like humans. The AI control light shows whether this is on or off. The AI control goes offline for a few seconds. The AI control goes offline until the cable is mended. Safety Sensor This wire starts off already cut. If it is repaired, the SS comes online, preventing the door from closing when a creature or person is in the doorway Forces the door to close, even if the is a mob in the doorway The SS goes offline; the door can be closed, even if the is a mob in the doorway. Electrify Electrified doors will shock people that try to open or interact with it in anyway, unless they are using insulated gloves. The door becomes electrified for a few seconds (around 30). The door becomes electrified until the wires are mended. You may notice, however, that doors have 10 cables. The remaining two wires are also for backup power, but the power-checking code is bugged, so they have no function. Consider them as an added challenge to finding the right wire.

Quick Guide Before you go after whatever door you actually want to hack through, you need to find a door that you can break without anyone minding too much - just go into maintenance and pick one.

Beware that if you are hacking doors without insulating gloves (or SMES Human or some other kind of electricity immunity), pulsing the electrify wire can result in you being shocked, potentially to death. If the maintenance window is still open, BYOND will recognise this as you keeping your hands on the wire, so close the window to prevent yourself from becoming something akin to the chef's smoldering mess.

On your Test Door.

Screwdriver to open the panel. Multitool/Wirecutters to test the wires. Pulse or cut all the wires, noting which one controls what. All you really need to know is bolts, but if you can figure out the main power wire, you can hack the door in a “cleaner” way - after 30 seconds or so the backup power will come online and nobody will be the wiser. Done. On your Target Door, to pass through:

Screwdriver to open the panel. Pulse/Cut either all the wires EXCEPT bolts, or just main power, depending on how much you know about the wires and what you're planning to do. Crowbar to open the door. Optional - Crowbar again to close. Optional - Screwdriver again to close the maintenance hatch. You can also wedge a door permanently open. Be warned that this is suspicious and if you are not an antagonist then you are leaving the door open for someone who is.

Screwdriver to open the panel. Cut ID Scan and AI Control. Pulse Door Open. Cut Bolts.

Note: Doors that are operational, but have a maintenance hatch that is open cannot be “bumped” or clicked to open, even with the correct access. You need to grab your ID and use it on the door for it to open. lots of people don't know that so grab a screwdriver and go wild

Vending Machines and Fabricators Vending machines have 4 wires and 4 lights on them. Just like with airlocks, the function of each wire is randomized each round, but the same for all vending machines:

Function Explanation Effect When Pulsed Effect When Cut Authorization A few of the machines in the station require authorization. These won't work unless you have the right id to use them, like the sec dispenser and the medbay dispenser. But this security system is controlled by one of the cables, and can be bypassed. The purple light will become yellow if such is done. Note that messing with this system on a non restricted vendor does nothing. Pulsing this cable does nothing. As long as the cables are cut, the system will be offline, allowing anyone to use the machine. Hidden Items A few of the vendors have items inside them that don't show up in the normal menu. Valuechimp, for example, holds 100 bananas inside it. This system is represented by the green light, which will go on if the items are unlocked. Note that some machines have no hidden items. It toggles the green light, either allowing or forbidding the purchase of hidden items. The green light goes off, no matter what it was before. Mending it won't restore it either, so you need a multitool to access the items. Electrify Just like doors, vending machines can be electrified. When they are, the orange light will go on. Electrifies the machine for a little while (about 30 seconds). Note that pulsing again doesn't cancel it. It just extends the duration. Cutting the cables will electrify it until they are mended. Note that cutting the cables and then mending will cancel a pulse electrification. Functionality This cable, associated to the red blinking light, determines if the machine will work correctly. If the light isn't blinking, the machine will malfunction, throwing items on people randomly. Toggles the lights blinking/off. Turn the lights off until mended. Fabricators are similar:

Function Explanation Effect When Pulsed Effect When Cut Disk Access One of the cables control the possibility of clearing the uploaded schematics of an fabricator. It is represented by a light that can be either red, or green. If it is green, you can clear the schematics from the disk. Note that schematics seem to no longer be used in the game. Switches the light between green and red. Makes the light go red. Mending won't make the light green, but you can then pulse it. Hidden Items A few of the fabricator have items inside them that don't show up in the normal menu, like the bike horn in the one near the QM. This system is represented by the white light, which will go on if the items are unlocked. It toggles the white light, either allowing or forbidding the purchase of hidden items. The white light goes off, no matter what it was before. Mending it won't restore it either, so you need a multitool to access the items. Electrify Works just like the vending machines, but the light is yellow. Electrifies the machine for a little while (about 30 seconds). Note that pulsing again doesn't cancel it. It just extends the duration. Cutting the cables will electrify it until they are mended. Note that cutting the cables and then mending will cancel a pulse electrification. Functionality This cable, associated to the blue light, determines if the machine will work correctly. If the light starts flashing, the machine will malfunction, working more slowly and making awful grinding noises. Toggles the lights flashing/on. Makes the lights flash until the cables are mended. Quick Guide You need a multitool to hack vendors and fabricators without screwing them up

Screwdriver Multitool (Trying to use the multitool itself on the thing will just result in you hitting it, click with an empty hand and the window with the wires will pop up underneath the regular menu, then switch to the multitool again) Pulse wires until they're all green, blinking, or on Screwdriver Look at the menu to make sure the extra items are showing up You can use wirecutters to get the extra items, but usually this results in the machine running really slowly and electrocuting anyone touching it so don't do this unless you're desperate You can also cut wires to make vending machines launch products at people, and/or electrocute them! For extra fun, forcefeed someone a lot of booze and then cut all the wires in the limeaid vendor!

APCs APCs have four wires, although two wires are identical. Unlike other devices, APC wires can be bitten, which acts the same as wirecutters - but remember that if you don't have the real thing, you can't mend them again. Killing the power to an APC also automatically kills the power for doors and cameras. Meaning you can use this as a faster means for door hacking if you don't plan on using any powered devices for a short period. Although people may not like the power for their room suddenly shutting off.

Function Explanation Effect When Pulsed Effect When Cut Lock Most APCs on the station start locked, meaning they can't be controlled by humans until they're unlocked. An authorised ID, like the Mechanic or Captain's, can be swiped on the APC to unlock controls. Or you could hack it. Note that this is not the cover lock, which controls whether or not the APC can be crowbarred open. Temporarily unlocks the APC. Doesn't seem to do anything. Functionality There are two of these wires, which control the APC's ability to supply power to the room. If this is disrupted, all the APC's outputs (environment, equipment, lighting) get stuck on 'off'. Shorts out the APC's power temporarily. Shorts out the APC's power. Mending the wire restores power. AI control This cable asserts that cyborgs and the AI have access to the door implicitly. If this is disabled, the AI can do nothing to the door, and cyborgs will need to interact with it, like humans. The AI control light shows whether this is on or off. The AI control goes offline for a few seconds. The AI control goes offline until the cable is mended. Quick Guide You need a multitool to hack vendors and fabricators without screwing them up

Screwdriver Multitool (Trying to use the multitool itself on the APC will just result in you hitting it, click with an empty hand and the window with the wires will pop up underneath the regular menu, then switch to the multitool again) Pulse each wire until you find the unlock wire. Do whatever you need to. If you accidentally short it out, cut and mend the wire that you just pulsed.

games/sc13/objects/construct_destruct.txt · Last modified: 2020/02/24 16:06 by 127.0.0.1

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