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		<title>Guide to mapping</title>
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		<updated>2024-05-04T15:18:54Z</updated>

		<summary type="html">&lt;p&gt;Seryn: Minor tweaks to update to NSV&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Other related guides: [[Understanding SS13 code]] &amp;amp; [[SS13 for experienced programmers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS CURRENTLY BEING UPDATED- Seryn&lt;br /&gt;
== &amp;lt;big&amp;gt;'''&amp;lt;u&amp;gt;Talk to the Maintainers before making a map&amp;lt;/u&amp;gt;'''&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Meta's Guide to Enthusiast Mapping (Slightly modified to bring relevant details up to this decade and more relevant to NSV)&lt;br /&gt;
'''Written for those with any or no idea of how to use a map maker'''&lt;br /&gt;
&lt;br /&gt;
I have no idea how experienced anyone reading this is, so I'll start from the top and try to assume little. First, you need to get yourself a copy of all the files for editing. To do this, go [https://github.com/tgstation/-tg-station here] and click the ZIP button next to clone this in windows. You won't be able to push to the GitHub repo or anything, but that's complicated and something you can get round to later. Once the .zip downloads, extract it wherever.&lt;br /&gt;
&lt;br /&gt;
The two modern mapping programs are [https://github.com/monster860/FastDMM2?tab=readme-ov-file FastDMM2], for if you'd like to edit your map in a web browser, and [https://github.com/SpaiR/StrongDMM StrongDMM], if you'd like to do it standalone on your PC. The first step in map editing is to open up nsv.dme with your editor. This is the reference file that all maps use, and is automatically updated as things change. '''If you are using a git client, never commit changes to this file. It isn't required and will cause merge conflicts.''' Afterwards, navigate to the maps folder, under NSV13\_maps\map_files and open one of them up with your selected program. You'll then get something looking a bit like this: &lt;br /&gt;
[[File:Dreammakermap.png|center|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Switch from the '''files''' tab to the '''objects''' tab, and you'll see '''area''', '''mob''', '''objects''', and '''turf'''. These are the four primary 'layers' that you can see in the editor. You can toggle their visibility and interactivity on and off using the '''layers '''dropdown. I'd advise copying this map, and renaming it to, say, teststation.dmm. Perhaps delete most or all of the default station, and build on the now-empty z-level, wherever you like. To build stuff, use the object tree on the left of the UI to select things, then click to place them. A simple click lets you place one item per tile from each category, while Ctrl-click '''stacks''' it on '''top''' of all previous ones and Shift-click deletes the '''topmost''' item. You can have multiple maps open at once - I usually have the default /tg/station map and mine open, and can then shamelessly copy-paste things far more easily. Also, finding stuff in the object tree can be tedious as hell - right click something you see and you can see its path in the tree - obj/structure/closet/etc. This will help you find things. From this point on, really, you can begin mapping proper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can select areas to copy/paste/delete, or enter add or fill mode when placing objects. Basically just click around all the menus and you'll work out how they work, more or less. '''Options&amp;gt;Zoom''' allows you to zoom out to 50% to see more stuff. Use layers to select which of area, objects and turf you want to edit. If you actually want to be able to see anything, I'd deselect area, and tick 'only show selectable layers'.&lt;br /&gt;
&lt;br /&gt;
The first step, then, is to be able to create your first few rooms. Select a turf (floor) from the generic simulated floors. These will start with the right make-up and pressure of air on them, which is how you'll want it. Surround these floors with walls, and hey presto you have a room. Try sticking some tables in there, perhaps a vending machine or two. &lt;br /&gt;
&lt;br /&gt;
If you want to add some chips to your new den but are unhappy of how they neatly stack on top of eachother, you can change their &amp;quot;pixel_x&amp;quot; and &amp;quot;pixel_y&amp;quot; values in the &amp;quot;edit&amp;quot; rmb-menu to arrange them as you want! (Remember to start and end the value with doublequotes! Also, all custom values are '''bold''' so it's easier to identify them.) In fact, most wall-mounted machines on stations are shifted like this, and while they APPEAR to be on a wall, they are actually on the tile in front of it. Just don't go overboard with this, as every new instance of an object is added as its own entry in the menu, and when there are dozens of them it can get hard to remember which one you wanted. Once you've made your room you'll want to put lights in. &lt;br /&gt;
{|&lt;br /&gt;
|[[File:Mystery pipe.png|left|frame|There is one uninvited guest here!]]&lt;br /&gt;
|'''Important:''' While building your station you might find yourself in need of an object with a specific alignment (windows, pipes, cables etc) that does not appear in your menu. This is because BYOND does not simulate instances of an object other than its base state unless they are present on the map. You can generate them by right clicking an object and selecting &amp;quot;generate instance from state/direction&amp;quot;. This function has an '''unwanted feature''' in which a generated object sometimes has a tag added automatically. These tags can cause error with certain features of the game during a round, and need to be removed. To check for it, right click an item on the map or in the menu, select &amp;quot;edit&amp;quot; and scroll to the &amp;quot;tag&amp;quot; line, which should be empty save for two doublequotes (&amp;quot;&amp;quot;). If it's not (which is easy to tell since the tag is massive and bold, impossible to miss even scrolling at lightspeed), change it. Well maintained maps don't usually contain these, so you should be safe to copy-paste to your heart's content. As a tip, remember that all non-standard objects have their own entry in the menu, and having a tag is not standard at all for most object!&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Editinstance.png|left|200px]]&lt;br /&gt;
|So now we get to the basics of making a functioning room. First of all, you'll need to re-enable the area layer. Pick some area from the object tree, and cover your room in it. You can rename this area if you want, we'll do that later. Make sure the area isn't used anywhere else on the map. Each area should have one APC or Area Power Controller in it. Copy one in from the default map or spawn one yourself, then rename its &amp;quot;name&amp;quot; variable through &amp;quot;edit&amp;quot; to something appropriate. If you copied your APC from another map, chances are that cell type and dir are both in bold. Cell type defines how much power the APC can hold, and for your first map you'll want to set this nice and high as you don't have any sort of generator yet - 10,000 ought to do. Dir defines the direction the APC is in with regards to the cell it occupies. Basically, 1 means it is above the cell you place it in, 2 is below, 4 is to the right and 8 to the left.&lt;br /&gt;
Note that with APCs, '''dir ''' is the only variable controlling their position. Other objects have their positions defined by '''pixel_x '''and '''pixel_y''' - this changes where APCs appear in the editor, but once ingame they snap to whatever the '''dir''' variable says. Other things, like signs on walls, will only take notice of the pixel variables and not necessarily dir. In a normal power system, you'd connect the APC up to all the others and the station's generator via SMES cells, but we'll do that later. For now you have a basic room that is powered and starts with enough air to breathe happily. You can put an air canister in if you think you'll consume all the oxygen, or somesuch. &lt;br /&gt;
|[[File:Directions.png|right|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Important Note:&amp;lt;/u&amp;gt;''' There are '''nudge_x '''and '''nudge_y''' variables in the editor, as well as various z-axis variables. Don't ever change these, they're not used in SS13 and break things.&lt;br /&gt;
&lt;br /&gt;
To be able to actually spawn into a room, you'll want to place spawners. You'll see these as the big red X symbols on the default map, for each role. There are also blue Xs for xeno spawn locations and the spawns for all latecomers on the arrival shuttle. Stick in a spawn_late somewhere in your room for now. &lt;br /&gt;
&lt;br /&gt;
To actually play your map and be able to screw around in it as an admin, you'll have to compile it. First, make sure the file tree (on the left like the object tree, click the file tab) is open, and go to maps. Make sure the only one ticked is your own. Then click Build&amp;gt;Compile from the top, and wait for it to finish. This will give you a something like &amp;quot;tgstation.dmb&amp;quot; in the folder containing bot, code, config, maps, etc. Whilst here, quickly go into config, and open 'admins.txt'. Replace everything in there with:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;yourbyondname&amp;gt; = Game Master&amp;quot;, filling in your BYOND name.&lt;br /&gt;
&lt;br /&gt;
This will make you an admin, which is very helpful for tinkering ingame. Now to actually boot up a server so you can run your map! Find 'Dream Daemon' (has a big green icon) in your BYOND folder, and click the 'File' dropdown at the bottom. Select your &amp;quot;tgstation.dmb&amp;quot;. Select a port if you want, put security on safe, and visibility to invisible, for now. Click start to start the server, which will take a little while. You can then connect to it through BYOND by putting in either your external IP, shown in Dream Daemon, if that port is correctly forwarded. Otherwise use your internal IP, 192.168.x.x, where x is whatever. If you don't know this, ask and I can help. Once in, go to the admin tab and click 'start game'. By joining after the start, you'll spawn at the late spawn you made, and, being an admin, will be able to make stuff, delete stuff, and other handy admin things (like causing massive explosions). &lt;br /&gt;
&lt;br /&gt;
From there on, you can make whatever you like, really. Copying the default map and working out how everything works isn't too hard and is fairly rewarding. You could just tweak the default one for a bit if you like. The first thing I made was a small shuttle - you can see this at the bottom. Just tweak it and add stuff and you'll work out how almost everything works fairly easily. For explanations of wiring, piping, and atmos, ask away on here. I'll add an atmos guide later on, as well as a power generation and wiring guide. If you're a good engineer in-game, it'll help a lot as a mapper. &lt;br /&gt;
&lt;br /&gt;
If you've managed to get all the way to the end of this before I've added more, fine effort on your part. Have fun screwing around with stuff, and feel free to ask anything you like. I'll add more stuff here soon.&lt;br /&gt;
==Pre-commit checks ==&lt;br /&gt;
*Are floors with or without air, as they should be? (regular or airless)&lt;br /&gt;
*Does the area have an APC?&lt;br /&gt;
*Does the area have an Air Alarm?&lt;br /&gt;
*Does the area have a Request Console?&lt;br /&gt;
*Does the area have lights?&lt;br /&gt;
*Does the area have a light switch?&lt;br /&gt;
*Does the area have enough intercoms?&lt;br /&gt;
*Does the area have enough security cameras? (Use the verbs under Mapping for help)&lt;br /&gt;
*Is the area connected to the scrubbers air loop?&lt;br /&gt;
*Is the area connected to the vent air loop? (vent pumps)&lt;br /&gt;
*Is everything wired properly?&lt;br /&gt;
*Does the area have a fire alarm and firedoors?&lt;br /&gt;
* Do all pod doors work properly?&lt;br /&gt;
*Are accesses set properly on doors, pod buttons, etc.&lt;br /&gt;
*Are all items placed properly? (not below vents, scrubbers, tables)&lt;br /&gt;
*Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?&lt;br /&gt;
*Check for any misplaced or stacked piece of pipe (air and disposal), there is a debugging menu to locate these&lt;br /&gt;
*Check for any misplaced or stacked piece of wire&lt;br /&gt;
*Identify how hard it is to break into the area and where the weak points are, and balance the area accordingly (eg. the Vault should be made of reinforced structures and electrified windows, the Kitchen should not)&lt;br /&gt;
*Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels&lt;br /&gt;
*Are there any [[guide_to_mapping#Room Structure|indestructible turfs]] where they shouldn't be?&lt;br /&gt;
==General Station-wide Mapping Guidelines==&lt;br /&gt;
=== In general===&lt;br /&gt;
*Don't run pipes/cables/disposals through walls if you can avoid it. Maptainers absolutely hate&lt;br /&gt;
*Try to connect departments to maintenance through a back or side door. This lets players escape and allows antags to break in. Metastation is a good example for this.&lt;br /&gt;
===Atmospherics===&lt;br /&gt;
* Each area should have EXACTLY one air alarm unless in a hallway or an area split into multiple sections by firelocks.&lt;br /&gt;
*Each ROOM (Walled off space, including those walled off by firelocks) should have at least one vent pump and scrubber, which is properly connected to its respective loop.&amp;lt;br&amp;gt; Keep in mind that scrubbers don't detect gases/pressure; only air alarms do.&lt;br /&gt;
* The air supply loop's pipes should be colored blue.&lt;br /&gt;
*The scrubbers loop's pipes should be colored red.&lt;br /&gt;
*Some areas require special air alarm subtypes: /engine for the SME and /server for tcomms or the RnD server room.&lt;br /&gt;
===Power ===&lt;br /&gt;
*Each area (which requires power) should have exactly one APC. For areas with a high roundstart power draw (engineering/cargo), one of the highcap subtypes can be used.&lt;br /&gt;
==Atmospherics==&lt;br /&gt;
===Pipes and manifolds ===&lt;br /&gt;
Atmospherics releases it's cocktail of gases into the air supply loop (blue pipes). The station is also equipped with a scrubber loop, which filters unwanted gases and sends them back to atmospherics via the scrubber loop (red pipes).&lt;br /&gt;
&lt;br /&gt;
If you're expanding the air supply loop (blue pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/supply/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/supply/visible and ../hidden. '''Supply piping will be located on piping layer 2'''&lt;br /&gt;
&lt;br /&gt;
If you are expanding the scrubber loop (red pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/scrubbers/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/scrubbers/visible and ../hidden. '''Scrubbers piping will be located on piping layer 4'''&lt;br /&gt;
&lt;br /&gt;
If you are however building a pipe network which has nothing to do with the air supply or scrubbers loop, you should use the objects in /obj/machinery/atmospherics/pipe/simple/general/visible or ../hidden. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/general/visible and ../hidden. &lt;br /&gt;
&lt;br /&gt;
Please refrain from var-editing pipes, as it typically introduces graphical glitches and other issues.&lt;br /&gt;
===Air Alarm===&lt;br /&gt;
Every single area (with scrubbers and/or vent pumps) should have exactly one air alarm (except for hallways, which should have one for every area isolated by firelocks) More than one should be placed if vent pumps or scrubbers use different radio frequencies than the default one (1439).&lt;br /&gt;
===Scrubbers (Station air supply)===&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one scrubber.&lt;br /&gt;
&lt;br /&gt;
The path for scrubbers that start on is '''/obj/machinery/atmospherics/components/unary/vent_scrubber/on'''&lt;br /&gt;
&lt;br /&gt;
And make sure the '''id_tag''' is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the scrubber is connected to the scrubber loop!!&lt;br /&gt;
=== Vent Pumps (Station air supply)===&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one vent pump.&lt;br /&gt;
&lt;br /&gt;
The path for vents that start on is '''/obj/machinery/atmospherics/components/unary/vent_pump/on'''&lt;br /&gt;
&lt;br /&gt;
Please make sure the '''id_tag''' is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the vent pump is connected to the air supply loop!!&lt;br /&gt;
=== Gas tanks and filters===&lt;br /&gt;
Each station should have a full set of these - or at the bare minimum, one for N2, one for O2 and a third tank to filter dangerous gases into.&lt;br /&gt;
[[File:Atmos mapping.jpg|right|frame|Left to right: N2, O2, Airmix. The canisters inside are just for decoration.]]&lt;br /&gt;
Each gas tank needs:&lt;br /&gt;
*'''Outside''': A tank computer and a gas filter to pick what gases will be filtered into it.&lt;br /&gt;
*'''Inside''': A gas injector (input), a vent pump (output), a gas sensor and a specific turf.&lt;br /&gt;
The tank computer controls the input/output and receives data from the gas sensor.&lt;br /&gt;
&lt;br /&gt;
The specific turf creates the gases that will be inside each tank - the gas canister is just for decoration.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at the MetaStation N2 tank:&lt;br /&gt;
*'''Tank computer''': /obj/machinery/computer/atmos_control/tank/nitrogen_tank&lt;br /&gt;
*'''N2 filter''': /obj/machinery/atmospherics/components/trinary/filter/atmos/n2&lt;br /&gt;
*'''Gas injector''': /obj/machinery/atmospherics/components/unary/outlet_injector/atmos/nitrogen_input&lt;br /&gt;
*'''Vent pump''': /obj/machinery/atmospherics/components/unary/vent_pump/siphon/atmos/nitrogen_output&lt;br /&gt;
*'''Gas sensor''': /obj/machinery/air_sensor/atmos/nitrogen_tank&lt;br /&gt;
*'''Turf''': /turf/open/floor/engine/n2&lt;br /&gt;
These objects have all the neccessary vars preset and start switched on - you'll only have to edit the dir if neccessary.&lt;br /&gt;
&lt;br /&gt;
Additionally, you'll want this type of gas mixer for the airmix tank (N2 + O2):&lt;br /&gt;
*'''Air mixer''': /obj/machinery/atmospherics/components/trinary/mixer/airmix&lt;br /&gt;
==Power==&lt;br /&gt;
===APC===&lt;br /&gt;
Each new room needs at least one, this will provide all the power for the room (magically). Each piece of machinery inside the APC's area will draw power from either the lighting, equipment or environmental channel.&lt;br /&gt;
&lt;br /&gt;
Any room that is very equipment heavy (for example cargo bay) may need a beefed up APC (apc/highcap) to prevent early blackouts. These start with higher capacity power cells.&lt;br /&gt;
===Wiring===&lt;br /&gt;
Make sure the wires lead from the main power grid, and to the APC(s) of your area. If any equipment in your new area requires a wire under it, line it up, connected to the main power grid, and under the machinery. &lt;br /&gt;
&lt;br /&gt;
Wires are also helpful when making electrical grilles (just dot wire under a grille), make sure the wires touch the main power grid (or they won't shock people).&lt;br /&gt;
==Equipment==&lt;br /&gt;
=== Lights===&lt;br /&gt;
Lights take up a lot of power, don't use too many! Make sure to put in just enough so the room is fully lit, but not so many that the equipment will go out in ten minutes of the round starting.&lt;br /&gt;
===Light switch===&lt;br /&gt;
For mood lighting, or to show the room is currently not in use by the primary occupant. These disable the lighting equipment (and power drain associated) in the area, but not desk lamps. Place these on walls, usually by a door.&lt;br /&gt;
===Request Console===&lt;br /&gt;
If a certain room has no need for materials, or produces no materials, do not give it a Request Console. If it does (for either case or both) make sure it has at least one, that is in a place where some one will see it.&lt;br /&gt;
===Intercoms ===&lt;br /&gt;
At least every room should have one of these. They should be set to 145.9, and be speaker ON Microphone OFF. This is so radio signals can reach people even without head sets on. Larger room will require more than one at a time.&lt;br /&gt;
===Security Cameras ===&lt;br /&gt;
Most areas should have these, enough to see the general area from a Human point of view, but, not bunched together for the AI's sake. Larger rooms may require more than one.&lt;br /&gt;
== Room Structure==&lt;br /&gt;
=== Access===&lt;br /&gt;
Access to doors is handled by req_access values. There are four when editing a door - req_access, req_access_txt, req_one_access, and req_one_access_txt. The one's we're concerned with are '''req_access_txt''' and '''req_one_access_txt'''. &lt;br /&gt;
[[File:DoorAccessImage1.png|thumb|left|300px]] This image shows a door on the Arrivals shuttle - since it's a public door, the access is set to &amp;quot;0&amp;quot;, as everyone should be able to open it. If we look at the Brig front door, we would set the access to 63, because that's the value for Security front doors - accessible by Security positions, but no one else.&lt;br /&gt;
Multiple accesses to doors are handled by adding a semicolon (with no spaces) between access values (eg. &amp;quot;28;31&amp;quot; is for Kitchen and Cargo access). This might seem worthless, but it's useful for small maps, where jobs might need to share access due to cramped spaces.&lt;br /&gt;
&lt;br /&gt;
There's an important difference between the two that you need to pay attention to - req_access_txt requires '''ALL LISTED ACCESSES''' to open the door, while req_one_access_txt lets anyone with '''ONE OF THE LISTED ACCESSES''' open the door. For example - say you want your Brig to be openable by the Detective and Security Officers, we would put &amp;quot;63;4&amp;quot; in '''req_one_access_txt''', because we want the Detective '''AND''' Security to have access. If we used req_access_txt, you would need '''BOTH''' accesses to open the door, meaning neither the Detective or Security could open it.&lt;br /&gt;
&lt;br /&gt;
You can view all of the access values in the code/game/jobs/access.dm file. (Most should be self explanatory or have a label, but if you really aren't sure, you can take a look at Boxstation's map file and check the value on the door you're looking for).&lt;br /&gt;
===Airless Floors===&lt;br /&gt;
Ideal for rooms or chambers that mix gas, and for tiles exposed to space. Not ideal for areas that humans will cross in frequency.&lt;br /&gt;
&lt;br /&gt;
Use these on external tiles (to prevent lag when the game starts) and chambers that will require gas mixing (toxins mix chamber/ furnace). Double check these to make sure you don't suffocate mobs in the new rooms.&lt;br /&gt;
===Fire Alarms and Fire Doors ===&lt;br /&gt;
Make sure to put these INSIDE of the boundary of the area, so there is a lock down. Any spot that gets hot as a normal function should not have a fire Alarm right next to the heat source (toxin mix chamber). Make sure there is a fully sealed area (with the exception of maintenance doors for people to escape fires) that can't be open by normal civilians.&lt;br /&gt;
===Weak Points===&lt;br /&gt;
Judge how high security the room will be, if it is high security, reinforced walls and electrified grill windows may be in order. Areas that do not need a lot of security can use basic walls, and windows to your liking (though normal glass windows break very very easy). Each room should have one place that's weaker than the rest (like a back door, side entrance, or a window), just because the main entrance might be out of commission (and realistically, for traitors to break into).&lt;br /&gt;
===Item and Machinery Distribution===&lt;br /&gt;
Be smart about what will go in an area, keep a fine balance between the size of the room and amount of equipment. Large rooms may require multiple APCs to prevent power outages early in game. Second, make sure to place equipment that make sense for the area (security computer in a security area/ Medical vendor in a medical area).&lt;br /&gt;
===Indestructible Turfs===&lt;br /&gt;
Before you finalize a map, check for any indestructible turfs. These turfs ignore things like external damage and are typically meant for things like special ruins/rooms where you want to avoid people trying to circumvent a path. Due to these characteristics, they have no real place on regular station maps and would probably lead to confusion for players more than anything.&lt;br /&gt;
== Balance==&lt;br /&gt;
===Item contents===&lt;br /&gt;
The harder the room is to enter, the more goodies or sensitive equipment there is inside. Make sure to keep this in mind (and don't make an empty room that's covered in blast doors, electrified grills, reinforced walls, and captain level doors).&lt;br /&gt;
=== Room security===&lt;br /&gt;
A room is only as secure as its necessity. Public rooms should not have many security functions (other than a fire alarm), but private work space must be more secure (based on job). The bartenders do not need reinforced walls around their storage, but engineers do.&lt;br /&gt;
&lt;br /&gt;
The highest security rooms should utilize the highest security measures. The lowest security rooms should utilize the cheapest security measures.&lt;br /&gt;
==Step_x, step_y and the broken movement syndrome ==&lt;br /&gt;
So you compiled the map and suddenly whenever you move you no longer get the animation of moving but just 'appear' on the next tile?&lt;br /&gt;
&lt;br /&gt;
So a while back step_x and step_y were introduced to allow pixel based movement. SS13 does not utilize this. Step_x and step_y are variables that each atom has. The way they work is that as soon as you set any object on the map to use one of these variables, the game interprets that you overrode all default movement code and wrote your own - but you didn't (The code that makes the animation from tile to tile). &lt;br /&gt;
&lt;br /&gt;
To fix this problem you need to close dream maker (save the project first, obviously). Open your map (.dmm) file in a text editor, such as notepad or notepad++. Search (ctrl+f) through the file for step_x and step_y and remove any reference to it. Once no more step_x or step_y -es are found in the file, save it and open it in dream maker once again. Compile the code and movement should work fine once more. Go to [[Community|the development IRC]] if you need more help.&lt;br /&gt;
==Shuttles ==&lt;br /&gt;
Basically there's 3 types of shuttle dock stationary, transit and mobile&lt;br /&gt;
* stationary == places where the shuttle can dock&lt;br /&gt;
*transit == shuttle as it moves&lt;br /&gt;
*mobile == the place with the actual shuttle&lt;br /&gt;
so you'd have a transit dock in the transit area and 2 stationary docks, one in centcomm and the other one in the station and 1 mobile dock, in centcomm for most shuttles (apart from mining)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''The Mobile port name must match the map templates name when creating a new shuttle map.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''When trying to load your newly created shuttle you need to force the code to re-read the JSON file, this can be done by ticking the map.dm file or changing the map to another map and back again.'''&lt;br /&gt;
&lt;br /&gt;
The shuttle docks are grouped by id eg id = &amp;quot;cargo_away&amp;quot; id = &amp;quot;cargo_transit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You need to add the dock types to the map and edit the bounding boxes via varediting the dock, you need to varedit height, width, dheight and dwidth at minimum. These are offset by the dir so do keep that in mind, eg if dir == 2 then width goes from EAST to WEST, if dir == 4 then width goes from NORTH to SOUTH and dwidth/dheight are offsets from the lower-left corner of the plane switched to the dock's dir&lt;br /&gt;
&lt;br /&gt;
You should also ensure the directions face the shuttle or face away from the thing the shuttle docks with.&lt;br /&gt;
&lt;br /&gt;
If a shuttle's mobile docking port direction is different then the stationary docking port's direction, the shuttle and all items on it will be rotated accordingly. (Try it, it works properly for just about everything)&lt;br /&gt;
&lt;br /&gt;
'''Warning the bounding box for the mobile dock must fit inside of the stationary dock (after any rotation)''' Or the shuttle will refuse to move.&lt;br /&gt;
&lt;br /&gt;
If the shuttle's mobile docking port is in an area that is a subtype of /area/shuttle, Only turfs in the bounding box in that same area are moved. Otherwise it moves all turfs in the bounding box. This can be used for odd shaped shuttles. (the area will be transfer over as well)&lt;br /&gt;
&lt;br /&gt;
Also note that the emergency shuttle and cargo shuttle need special subtypes of the dock type eg so /obj/docking_port/mobile/emergency&lt;br /&gt;
&lt;br /&gt;
The other variables of note is traveldir, which defines if the shuttle rotates on transit, it's an angle in degrees (just imagine the shuttle is inside a circle . For example, if you want the shuttle going right to left set it to 270 degrees.&lt;br /&gt;
===Dwidth and Dheight in more depth===&lt;br /&gt;
dwidth/dheight is the offset of the docking_port obj from the (0,0) bounding box corner. In dir == 1 (north) 0,0 is the bottom left corner? This changes for each direction, For example when dir is 2 it's the upper right corner. so dwidth and dheight identify where the bounding box starts relative to the docking port obj whereaswidth and height determine the actual width and height of the bounding box&lt;br /&gt;
&lt;br /&gt;
'''Note: We count step 0 as a tile, so a height and width of 9 is actually 10 tiles (tile 0 to tile 9)'''&lt;br /&gt;
&lt;br /&gt;
Here is an example for the north facing shuttle dock direction - you can rotate this image to determine where the offset is for each other cardinal direction&lt;br /&gt;
[[File:ShuttleBox.png]]&lt;br /&gt;
== Other files==&lt;br /&gt;
If you are adding a map to the game, you need to ensure it has a JSON file under _maps, and is included in the maps config file.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game Resources]]&lt;br /&gt;
{{Contribution guides}}&lt;/div&gt;</summary>
		<author><name>Seryn</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_mapping&amp;diff=36410</id>
		<title>Guide to mapping</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_mapping&amp;diff=36410"/>
		<updated>2024-05-04T13:40:01Z</updated>

		<summary type="html">&lt;p&gt;Seryn: /* Map Merger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Other related guides: [[Understanding SS13 code]] &amp;amp; [[SS13 for experienced programmers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS CURRENTLY BEING UPDATED- Seryn&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;'''&amp;lt;u&amp;gt;Talk to the Maintainers before making a map&amp;lt;/u&amp;gt;'''&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Meta's Guide to Enthusiast Mapping (Slightly modified to bring relevant details up to this decade and more relevant to NSV)&lt;br /&gt;
'''Written for those with any or no idea of how to use a map maker'''&lt;br /&gt;
&lt;br /&gt;
I have no idea how experienced anyone reading this is, so I'll start from the top and try to assume little. First, you need to get yourself a copy of all the files for editing. To do this, go [https://github.com/tgstation/-tg-station here] and click the ZIP button next to clone this in windows. You won't be able to push to the GitHub repo or anything, but that's complicated and something you can get round to later. Once the .zip downloads, extract it wherever.&lt;br /&gt;
&lt;br /&gt;
The two modern mapping programs are [https://github.com/monster860/FastDMM2?tab=readme-ov-file FastDMM2], for if you'd like to edit your map in a web browser, and [https://github.com/SpaiR/StrongDMM StrongDMM], if you'd like to do it standalone on your PC. The first step in map editing is to open up nsv.dme with your editor. This is the reference file that all maps use, and is automatically updated as things change. '''If you are using a git client, never commit changes to this file. It isn't required and will cause merge conflicts.''' Afterwards, navigate to the maps folder, under NSV13\_maps\map_files and open one of them up with your selected program. You'll then get something looking a bit like this: &lt;br /&gt;
[[File:Dreammakermap.png|center|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Switch from the '''files''' tab to the '''objects''' tab, and you'll see '''area''', '''mob''', '''objects''', and '''turf'''. These are the four primary 'layers' that you can see in the editor. You can toggle their visibility and interactivity on and off using the '''layers '''dropdown. I'd advise copying this map, and renaming it to, say, teststation.dmm. Perhaps delete most or all of the default station, and build on the now-empty z-level, wherever you like. To build stuff, use the object tree on the left of the UI to select things, then click to place them. A simple click lets you place one item per tile from each category, while Ctrl-click '''stacks''' it on '''top''' of all previous ones and Shift-click deletes the '''topmost''' item. You can have multiple maps open at once - I usually have the default /tg/station map and mine open, and can then shamelessly copy-paste things far more easily. Also, finding stuff in the object tree can be tedious as hell - right click something you see and you can see its path in the tree - obj/structure/closet/etc. This will help you find things. From this point on, really, you can begin mapping proper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can select areas to copy/paste/delete, or enter add or fill mode when placing objects. Basically just click around all the menus and you'll work out how they work, more or less. '''Options&amp;gt;Zoom''' allows you to zoom out to 50% to see more stuff. Use layers to select which of area, objects and turf you want to edit. If you actually want to be able to see anything, I'd deselect area, and tick 'only show selectable layers'.&lt;br /&gt;
&lt;br /&gt;
The first step, then, is to be able to create your first few rooms. Select a turf (floor) from the generic simulated floors. These will start with the right make-up and pressure of air on them, which is how you'll want it. Surround these floors with walls, and hey presto you have a room. Try sticking some tables in there, perhaps a vending machine or two. &lt;br /&gt;
&lt;br /&gt;
If you want to add some chips to your new den but are unhappy of how they neatly stack on top of eachother, you can change their &amp;quot;pixel_x&amp;quot; and &amp;quot;pixel_y&amp;quot; values in the &amp;quot;edit&amp;quot; rmb-menu to arrange them as you want! (Remember to start and end the value with doublequotes! Also, all custom values are '''bold''' so it's easier to identify them.) In fact, most wall-mounted machines on stations are shifted like this, and while they APPEAR to be on a wall, they are actually on the tile in front of it. Just don't go overboard with this, as every new instance of an object is added as its own entry in the menu, and when there are dozens of them it can get hard to remember which one you wanted. Once you've made your room you'll want to put lights in. &lt;br /&gt;
{|&lt;br /&gt;
|[[File:Mystery pipe.png|left|frame|There is one uninvited guest here!]]&lt;br /&gt;
|'''Important:''' While building your station you might find yourself in need of an object with a specific alignment (windows, pipes, cables etc) that does not appear in your menu. This is because BYOND does not simulate instances of an object other than its base state unless they are present on the map. You can generate them by right clicking an object and selecting &amp;quot;generate instance from state/direction&amp;quot;. This function has an '''unwanted feature''' in which a generated object sometimes has a tag added automatically. These tags can cause error with certain features of the game during a round, and need to be removed. To check for it, right click an item on the map or in the menu, select &amp;quot;edit&amp;quot; and scroll to the &amp;quot;tag&amp;quot; line, which should be empty save for two doublequotes (&amp;quot;&amp;quot;). If it's not (which is easy to tell since the tag is massive and bold, impossible to miss even scrolling at lightspeed), change it. Well maintained maps don't usually contain these, so you should be safe to copy-paste to your heart's content. As a tip, remember that all non-standard objects have their own entry in the menu, and having a tag is not standard at all for most object!&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Editinstance.png|left|200px]]&lt;br /&gt;
|So now we get to the basics of making a functioning room. First of all, you'll need to re-enable the area layer. Pick some area from the object tree, and cover your room in it. You can rename this area if you want, we'll do that later. Make sure the area isn't used anywhere else on the map. Each area should have one APC or Area Power Controller in it. Copy one in from the default map or spawn one yourself, then rename its &amp;quot;name&amp;quot; variable through &amp;quot;edit&amp;quot; to something appropriate. If you copied your APC from another map, chances are that cell type and dir are both in bold. Cell type defines how much power the APC can hold, and for your first map you'll want to set this nice and high as you don't have any sort of generator yet - 10,000 ought to do. Dir defines the direction the APC is in with regards to the cell it occupies. Basically, 1 means it is above the cell you place it in, 2 is below, 4 is to the right and 8 to the left.&lt;br /&gt;
Note that with APCs, '''dir ''' is the only variable controlling their position. Other objects have their positions defined by '''pixel_x '''and '''pixel_y''' - this changes where APCs appear in the editor, but once ingame they snap to whatever the '''dir''' variable says. Other things, like signs on walls, will only take notice of the pixel variables and not necessarily dir. In a normal power system, you'd connect the APC up to all the others and the station's generator via SMES cells, but we'll do that later. For now you have a basic room that is powered and starts with enough air to breathe happily. You can put an air canister in if you think you'll consume all the oxygen, or somesuch. &lt;br /&gt;
|[[File:Directions.png|right|200px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Important Note:&amp;lt;/u&amp;gt;''' There are '''nudge_x '''and '''nudge_y''' variables in the editor, as well as various z-axis variables. Don't ever change these, they're not used in SS13 and break things.&lt;br /&gt;
&lt;br /&gt;
To be able to actually spawn into a room, you'll want to place spawners. You'll see these as the big red X symbols on the default map, for each role. There are also blue Xs for xeno spawn locations and the spawns for all latecomers on the arrival shuttle. Stick in a spawn_late somewhere in your room for now. &lt;br /&gt;
&lt;br /&gt;
To actually play your map and be able to screw around in it as an admin, you'll have to compile it. First, make sure the file tree (on the left like the object tree, click the file tab) is open, and go to maps. Make sure the only one ticked is your own. Then click Build&amp;gt;Compile from the top, and wait for it to finish. This will give you a something like &amp;quot;tgstation.dmb&amp;quot; in the folder containing bot, code, config, maps, etc. Whilst here, quickly go into config, and open 'admins.txt'. Replace everything in there with:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;yourbyondname&amp;gt; = Game Master&amp;quot;, filling in your BYOND name.&lt;br /&gt;
&lt;br /&gt;
This will make you an admin, which is very helpful for tinkering ingame. Now to actually boot up a server so you can run your map! Find 'Dream Daemon' (has a big green icon) in your BYOND folder, and click the 'File' dropdown at the bottom. Select your &amp;quot;tgstation.dmb&amp;quot;. Select a port if you want, put security on safe, and visibility to invisible, for now. Click start to start the server, which will take a little while. You can then connect to it through BYOND by putting in either your external IP, shown in Dream Daemon, if that port is correctly forwarded. Otherwise use your internal IP, 192.168.x.x, where x is whatever. If you don't know this, ask and I can help. Once in, go to the admin tab and click 'start game'. By joining after the start, you'll spawn at the late spawn you made, and, being an admin, will be able to make stuff, delete stuff, and other handy admin things (like causing massive explosions). &lt;br /&gt;
&lt;br /&gt;
From there on, you can make whatever you like, really. Copying the default map and working out how everything works isn't too hard and is fairly rewarding. You could just tweak the default one for a bit if you like. The first thing I made was a small shuttle - you can see this at the bottom. Just tweak it and add stuff and you'll work out how almost everything works fairly easily. For explanations of wiring, piping, and atmos, ask away on here. I'll add an atmos guide later on, as well as a power generation and wiring guide. If you're a good engineer in-game, it'll help a lot as a mapper. &lt;br /&gt;
&lt;br /&gt;
If you've managed to get all the way to the end of this before I've added more, fine effort on your part. Have fun screwing around with stuff, and feel free to ask anything you like. I'll add more stuff here soon.&lt;br /&gt;
==Pre-commit checks ==&lt;br /&gt;
*Are floors with or without air, as they should be? (regular or airless)&lt;br /&gt;
*Does the area have an APC?&lt;br /&gt;
*Does the area have an Air Alarm?&lt;br /&gt;
*Does the area have a Request Console?&lt;br /&gt;
*Does the area have lights?&lt;br /&gt;
*Does the area have a light switch?&lt;br /&gt;
*Does the area have enough intercoms?&lt;br /&gt;
*Does the area have enough security cameras? (Use the verbs under Mapping for help)&lt;br /&gt;
*Is the area connected to the scrubbers air loop?&lt;br /&gt;
*Is the area connected to the vent air loop? (vent pumps)&lt;br /&gt;
*Is everything wired properly?&lt;br /&gt;
*Does the area have a fire alarm and firedoors?&lt;br /&gt;
* Do all pod doors work properly?&lt;br /&gt;
*Are accesses set properly on doors, pod buttons, etc.&lt;br /&gt;
*Are all items placed properly? (not below vents, scrubbers, tables)&lt;br /&gt;
*Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?&lt;br /&gt;
*Check for any misplaced or stacked piece of pipe (air and disposal)&lt;br /&gt;
*Check for any misplaced or stacked piece of wire&lt;br /&gt;
*Identify how hard it is to break into the area and where the weak points are, and balance the area accordingly (eg. the Vault should be made of reinforced structures and electrified windows, the Kitchen should not)&lt;br /&gt;
*Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels&lt;br /&gt;
*Are there any [[guide_to_mapping#Room Structure|indestructible turfs]] where they shouldn't be?&lt;br /&gt;
==General Station-wide Mapping Guidelines==&lt;br /&gt;
=== In general===&lt;br /&gt;
*Don't run pipes/cables/disposals through walls if you can avoid it. Otherwise it's a pain to repair or sabotage them, especially under r-walls.&lt;br /&gt;
*Try to connect departments to maintenance through a back or side door. This lets players escape and allows antags to break in. Metastation is a good example for this.&lt;br /&gt;
===Atmospherics===&lt;br /&gt;
* Each area should have EXACTLY one air alarm (Exceptions are only possible if a room has scrubbers or vent pumps on different frequencies).&lt;br /&gt;
*Each ROOM (Walled off space) should have at least one vent pump and scrubber, which is properly connected to its respective loop.&amp;lt;br&amp;gt; Keep in mind that scrubbers don't detect gases/pressure; only air alarms do.&lt;br /&gt;
* The air supply loop's pipes should be colored blue.&lt;br /&gt;
*The scrubbers loop's pipes should be colored red.&lt;br /&gt;
*Some areas require special air alarm subtypes: /engine for the SME and /server for tcomms or the RnD server room.&lt;br /&gt;
===Power ===&lt;br /&gt;
*Each area (which requires power) should have exactly one APC. For areas with a high roundstart power draw (engineering/cargo), one of the highcap subtypes can be used.&lt;br /&gt;
==Atmospherics==&lt;br /&gt;
===Pipes and manifolds ===&lt;br /&gt;
Atmospherics releases it's cocktail of gases into the air supply loop (blue pipes). The station is also equipped with a scrubber loop, which filters unwanted gases and sends them back to atmospherics via the scrubber loop (red pipes).&lt;br /&gt;
&lt;br /&gt;
If you're expanding the air supply loop (blue pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/supply/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/supply/visible and ../hidden.&lt;br /&gt;
&lt;br /&gt;
If you are expanding the scrubber loop (red pipes) use the objects in /obj/machinery/atmospherics/pipe/simple/scrubbers/visible or ../hidden depending on if you want it to show above floors or below them. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/scrubbers/visible and ../hidden.&lt;br /&gt;
&lt;br /&gt;
If you are however building a pipe network which has nothing to do with the air supply or scrubbers loop, you should use the objects in /obj/machinery/atmospherics/pipe/simple/general/visible or ../hidden. For manifolds use the objects in /obj/machinery/atmospherics/pipe/manifold/general/visible and ../hidden. &lt;br /&gt;
&lt;br /&gt;
To add new colors of pipes, you will need add a new subtypes in the appropriate .dm files located in tgstation\code\modules\atmospherics\machinery\pipes&lt;br /&gt;
&lt;br /&gt;
Please refrain from var-editing pipes, as it typically introduces graphical glitches and other issues.&lt;br /&gt;
===Air Alarm===&lt;br /&gt;
Every single area (with scrubbers and/or vent pumps) should have exactly one air alarm. More than one should be placed if vent pumps or scrubbers use different radio frequencies than the default one (1439).&lt;br /&gt;
===Scrubbers (Station air supply)===&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one scrubber.&lt;br /&gt;
&lt;br /&gt;
The path for scrubbers that start on is '''/obj/machinery/atmospherics/components/unary/vent_scrubber/on'''&lt;br /&gt;
&lt;br /&gt;
And make sure the '''id_tag''' is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the scrubber is connected to the scrubber loop!!&lt;br /&gt;
=== Vent Pumps (Station air supply)===&lt;br /&gt;
Every room (ie. walled off space) except for maintenance hallways should have at least one vent pump.&lt;br /&gt;
&lt;br /&gt;
The path for vents that start on is '''/obj/machinery/atmospherics/components/unary/vent_pump/on'''&lt;br /&gt;
&lt;br /&gt;
Please make sure the '''id_tag''' is the default one (null)&lt;br /&gt;
&lt;br /&gt;
Also ensure the vent pump is connected to the air supply loop!!&lt;br /&gt;
=== Gas tanks and filters===&lt;br /&gt;
Each station should have a full set of these - or at the bare minimum, one for N2, one for O2 and a third tank to filter dangerous gases into.&lt;br /&gt;
[[File:Atmos mapping.jpg|right|frame|Left to right: N2, O2, Airmix. The canisters inside are just for decoration.]]&lt;br /&gt;
Each gas tank needs:&lt;br /&gt;
*'''Outside''': A tank computer and a gas filter to pick what gases will be filtered into it.&lt;br /&gt;
*'''Inside''': A gas injector (input), a vent pump (output), a gas sensor and a specific turf.&lt;br /&gt;
The tank computer controls the input/output and receives data from the gas sensor.&lt;br /&gt;
&lt;br /&gt;
The specific turf creates the gases that will be inside each tank - the gas canister is just for decoration.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at the MetaStation N2 tank:&lt;br /&gt;
*'''Tank computer''': /obj/machinery/computer/atmos_control/tank/nitrogen_tank&lt;br /&gt;
*'''N2 filter''': /obj/machinery/atmospherics/components/trinary/filter/atmos/n2&lt;br /&gt;
*'''Gas injector''': /obj/machinery/atmospherics/components/unary/outlet_injector/atmos/nitrogen_input&lt;br /&gt;
*'''Vent pump''': /obj/machinery/atmospherics/components/unary/vent_pump/siphon/atmos/nitrogen_output&lt;br /&gt;
*'''Gas sensor''': /obj/machinery/air_sensor/atmos/nitrogen_tank&lt;br /&gt;
*'''Turf''': /turf/open/floor/engine/n2&lt;br /&gt;
These objects have all the neccessary vars preset and start switched on - you'll only have to edit the dir if neccessary.&lt;br /&gt;
&lt;br /&gt;
Additionally, you'll want this type of gas mixer for the airmix tank (N2 + O2):&lt;br /&gt;
*'''Air mixer''': /obj/machinery/atmospherics/components/trinary/mixer/airmix&lt;br /&gt;
==Power==&lt;br /&gt;
===APC===&lt;br /&gt;
Each new room needs at least one, this will provide all the power for the room (magically). Each piece of machinery inside the APC's area will draw power from either the lighting, equipment or environmental channel.&lt;br /&gt;
&lt;br /&gt;
Any room that is very equipment heavy (for example cargo bay) may need a beefed up APC (apc/highcap) to prevent early blackouts. These start with higher capacity power cells.&lt;br /&gt;
===Wiring===&lt;br /&gt;
Make sure the wires lead from the main power grid, and to the APC(s) of your area. If any equipment in your new area requires a wire under it, line it up, connected to the main power grid, and under the machinery. &lt;br /&gt;
&lt;br /&gt;
Wires are also helpful when making electrical grilles (just dot wire under a grille), make sure the wires touch the main power grid (or they won't shock people).&lt;br /&gt;
==Equipment==&lt;br /&gt;
=== Lights===&lt;br /&gt;
Lights take up a lot of power, don't use too many! Make sure to put in just enough so the room is fully lit, but not so many that the equipment will go out in ten minutes of the round starting.&lt;br /&gt;
===Light switch===&lt;br /&gt;
For mood lighting, or to show the room is currently not in use by the primary occupant. These disable the lighting equipment (and power drain associated) in the area, but not desk lamps. Place these on walls, usually by a door.&lt;br /&gt;
===Request Console===&lt;br /&gt;
If a certain room has no need for materials, or produces no materials, do not give it a Request Console. If it does (for either case or both) make sure it has at least one, that is in a place where some one will see it.&lt;br /&gt;
===Intercoms ===&lt;br /&gt;
At least every room should have one of these. They should be set to 145.9, and be speaker ON Microphone OFF. This is so radio signals can reach people even without head sets on. Larger room will require more than one at a time.&lt;br /&gt;
===Security Cameras ===&lt;br /&gt;
Most areas should have these, enough to see the general area from a Human point of view, but, not bunched together for the AI's sake. Larger rooms may require more than one.&lt;br /&gt;
== Room Structure==&lt;br /&gt;
=== Access===&lt;br /&gt;
Access to doors is handled by req_access values. There are four when editing a door - req_access, req_access_txt, req_one_access, and req_one_access_txt. The one's we're concerned with are '''req_access_txt''' and '''req_one_access_txt'''. &lt;br /&gt;
[[File:DoorAccessImage1.png|thumb|left|300px]] This image shows a door on the Arrivals shuttle - since it's a public door, the access is set to &amp;quot;0&amp;quot;, as everyone should be able to open it. If we look at the Brig front door, we would set the access to 63, because that's the value for Security front doors - accessible by Security positions, but no one else.&lt;br /&gt;
Multiple accesses to doors are handled by adding a semicolon (with no spaces) between access values (eg. &amp;quot;28;31&amp;quot; is for Kitchen and Cargo access). This might seem worthless, but it's useful for small maps, where jobs might need to share access due to cramped spaces.&lt;br /&gt;
&lt;br /&gt;
There's an important difference between the two that you need to pay attention to - req_access_txt requires '''ALL LISTED ACCESSES''' to open the door, while req_one_access_txt lets anyone with '''ONE OF THE LISTED ACCESSES''' open the door. For example - say you want your Brig to be openable by the Detective and Security Officers, we would put &amp;quot;63;4&amp;quot; in '''req_one_access_txt''', because we want the Detective '''AND''' Security to have access. If we used req_access_txt, you would need '''BOTH''' accesses to open the door, meaning neither the Detective or Security could open it.&lt;br /&gt;
&lt;br /&gt;
You can view all of the access values in the code/game/jobs/access.dm file. (Most should be self explanatory or have a label, but if you really aren't sure, you can take a look at Boxstation's map file and check the value on the door you're looking for).&lt;br /&gt;
===Airless Floors===&lt;br /&gt;
Ideal for rooms or chambers that mix gas, and for tiles exposed to space. Not ideal for areas that humans will cross in frequency.&lt;br /&gt;
&lt;br /&gt;
Use these on external tiles (to prevent lag when the game starts) and chambers that will require gas mixing (toxins mix chamber/ furnace). Double check these to make sure you don't suffocate mobs in the new rooms.&lt;br /&gt;
===Fire Alarms and Fire Doors ===&lt;br /&gt;
Make sure to put these INSIDE of the boundary of the area, so there is a lock down. Any spot that gets hot as a normal function should not have a fire Alarm right next to the heat source (toxin mix chamber). Make sure there is a fully sealed area (with the exception of maintenance doors for people to escape fires) that can't be open by normal civilians.&lt;br /&gt;
===Weak Points===&lt;br /&gt;
Judge how high security the room will be, if it is high security, reinforced walls and electrified grill windows may be in order. Areas that do not need a lot of security can use basic walls, and windows to your liking (though normal glass windows break very very easy). Each room should have one place that's weaker than the rest (like a back door, side entrance, or a window), just because the main entrance might be out of commission (and realistically, for traitors to break into).&lt;br /&gt;
===Item and Machinery Distribution===&lt;br /&gt;
Be smart about what will go in an area, keep a fine balance between the size of the room and amount of equipment. Large rooms may require multiple APCs to prevent power outages early in game. Second, make sure to place equipment that make sense for the area (security computer in a security area/ Medical vendor in a medical area).&lt;br /&gt;
===Indestructible Turfs===&lt;br /&gt;
Before you finalize a map, check for any indestructible turfs. These turfs ignore things like external damage and are typically meant for things like special ruins/rooms where you want to avoid people trying to circumvent a path. Due to these characteristics, they have no real place on regular station maps and would probably lead to confusion for players more than anything.&lt;br /&gt;
== Balance==&lt;br /&gt;
===Item contents===&lt;br /&gt;
The harder the room is to enter, the more goodies or sensitive equipment there is inside. Make sure to keep this in mind (and don't make an empty room that's covered in blast doors, electrified grills, reinforced walls, and captain level doors).&lt;br /&gt;
=== Room security===&lt;br /&gt;
A room is only as secure as its necessity. Public rooms should not have many security functions (other than a fire alarm), but private work space must be more secure (based on job). The bartenders do not need reinforced walls around their storage, but engineers do.&lt;br /&gt;
&lt;br /&gt;
The highest security rooms should utilize the highest security measures. The lowest security rooms should utilize the cheapest security measures.&lt;br /&gt;
==Step_x, step_y and the broken movement syndrome ==&lt;br /&gt;
So you compiled the map and suddenly whenever you move you no longer get the animation of moving but just 'appear' on the next tile?&lt;br /&gt;
&lt;br /&gt;
So a while back step_x and step_y were introduced to allow pixel based movement. SS13 does not utilize this. Step_x and step_y are variables that each atom has. The way they work is that as soon as you set any object on the map to use one of these variables, the game interprets that you overrode all default movement code and wrote your own - but you didn't (The code that makes the animation from tile to tile). &lt;br /&gt;
&lt;br /&gt;
To fix this problem you need to close dream maker (save the project first, obviously). Open your map (.dmm) file in a text editor, such as notepad or notepad++. Search (ctrl+f) through the file for step_x and step_y and remove any reference to it. Once no more step_x or step_y -es are found in the file, save it and open it in dream maker once again. Compile the code and movement should work fine once more. Go to [[Community|the development IRC]] if you need more help.&lt;br /&gt;
==Shuttles ==&lt;br /&gt;
Basically there's 3 types of shuttle dock stationary, transit and mobile&lt;br /&gt;
* stationary == places where the shuttle can dock&lt;br /&gt;
*transit == shuttle as it moves&lt;br /&gt;
*mobile == the place with the actual shuttle&lt;br /&gt;
so you'd have a transit dock in the transit area and 2 stationary docks, one in centcomm and the other one in the station and 1 mobile dock, in centcomm for most shuttles (apart from mining)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''The Mobile port name must match the map templates name when creating a new shuttle map.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''When trying to load your newly created shuttle you need to force the code to re-read the JSON file, this can be done by ticking the map.dm file or changing the map to another map and back again.'''&lt;br /&gt;
&lt;br /&gt;
The shuttle docks are grouped by id eg id = &amp;quot;cargo_away&amp;quot; id = &amp;quot;cargo_transit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You need to add the dock types to the map and edit the bounding boxes via varediting the dock, you need to varedit height, width, dheight and dwidth at minimum. These are offset by the dir so do keep that in mind, eg if dir == 2 then width goes from EAST to WEST, if dir == 4 then width goes from NORTH to SOUTH and dwidth/dheight are offsets from the lower-left corner of the plane switched to the dock's dir&lt;br /&gt;
&lt;br /&gt;
You should also ensure the directions face the shuttle or face away from the thing the shuttle docks with.&lt;br /&gt;
&lt;br /&gt;
If a shuttle's mobile docking port direction is different then the stationary docking port's direction, the shuttle and all items on it will be rotated accordingly. (Try it, it works properly for just about everything)&lt;br /&gt;
&lt;br /&gt;
'''Warning the bounding box for the mobile dock must fit inside of the stationary dock (after any rotation)''' Or the shuttle will refuse to move.&lt;br /&gt;
&lt;br /&gt;
If the shuttle's mobile docking port is in an area that is a subtype of /area/shuttle, Only turfs in the bounding box in that same area are moved. Otherwise it moves all turfs in the bounding box. This can be used for odd shaped shuttles. (the area will be transfer over as well)&lt;br /&gt;
&lt;br /&gt;
Also note that the emergency shuttle and cargo shuttle need special subtypes of the dock type eg so /obj/docking_port/mobile/emergency&lt;br /&gt;
&lt;br /&gt;
The other variables of note is traveldir, which defines if the shuttle rotates on transit, it's an angle in degrees (just imagine the shuttle is inside a circle . For example, if you want the shuttle going right to left set it to 270 degrees.&lt;br /&gt;
===Dwidth and Dheight in more depth===&lt;br /&gt;
dwidth/dheight is the offset of the docking_port obj from the (0,0) bounding box corner. In dir == 1 (north) 0,0 is the bottom left corner? This changes for each direction, For example when dir is 2 it's the upper right corner. so dwidth and dheight identify where the bounding box starts relative to the docking port obj whereaswidth and height determine the actual width and height of the bounding box&lt;br /&gt;
&lt;br /&gt;
'''Note: We count step 0 as a tile, so a height and width of 9 is actually 10 tiles (tile 0 to tile 9)'''&lt;br /&gt;
&lt;br /&gt;
Here is an example for the north facing shuttle dock direction - you can rotate this image to determine where the offset is for each other cardinal direction&lt;br /&gt;
[[File:ShuttleBox.png]]&lt;br /&gt;
== Other files==&lt;br /&gt;
If you are adding a map to the game, you need to ensure it has a JSON file under _maps, and is included in the maps config file.&lt;br /&gt;
[[Category:Guides]] &lt;br /&gt;
[[Category:Game Resources]]&lt;br /&gt;
{{Contribution guides}}&lt;/div&gt;</summary>
		<author><name>Seryn</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=36407</id>
		<title>Guide to Munitions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&amp;diff=36407"/>
		<updated>2024-01-24T18:41:21Z</updated>

		<summary type="html">&lt;p&gt;Seryn: Added the note that the Flak Cannons are currently depreciated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.&lt;br /&gt;
==Operating the guns==&lt;br /&gt;
{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}&lt;br /&gt;
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:PDCrack.gif]] Point Defense Cannons ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Point Defense cannons (PDCs) are the lifeblood of short ranged combat&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes.&lt;br /&gt;
&lt;br /&gt;
Luckily for you, loading these cannons is as easy as firing them: &lt;br /&gt;
# Go to the empty loading rack on the wall [[File:PDCEmpty.gif]]&lt;br /&gt;
# Insert a Full PDC Ammo Box [[File:PDCAmmo.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Deck_gun.png]] Artillery Cannon (Deck Gun) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]&lt;br /&gt;
They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.&amp;lt;br&amp;gt;&lt;br /&gt;
Loading Naval Artillery goes like this:&lt;br /&gt;
# Acquire a projectile: [[File:NACShells.gif]]&lt;br /&gt;
# Arm the projectile with a multitool:[[File:Multitool.gif]] '''=&amp;gt;''' [[File:NAC_Shell_Armed.gif]] [[File:NAC_AP_Shell_Armed.gif]]&lt;br /&gt;
# Drag it onto the Payload Loading Gate: [[File:NAC_Payload_Gate.png]] '''=&amp;gt;''' [[File:NAC_Payload_Gate_Loaded.png]]&lt;br /&gt;
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant): [[File:NAC_Propellant.gif]]&lt;br /&gt;
# Load the propellant into the Powder Loading Gate: [[File:NAC_Powder_Gate.png]] '''=&amp;gt;''' [[File:NAC_Powder_Gate_Loaded.png]]&lt;br /&gt;
# Go to the console and hit &amp;quot;Pack from loader&amp;quot;: [[File:NAC_Controls.png]]&lt;br /&gt;
# Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder.&lt;br /&gt;
# Go back to the Console, and hit &amp;quot;Feed Shell&amp;quot;: [[File:NAC_Controls.png]]&lt;br /&gt;
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps&lt;br /&gt;
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it, but it's best to get in contact with the ship's tactical systems operator (one of the bridge staff) about this if possible. If you let them know how much powder you're going to load they'll be able to maximize damage output.&lt;br /&gt;
&lt;br /&gt;
To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and one unit of plasma-based accelerant adds 50% dT. A [[Hungry Gunpowder Bag|Hungry gunpowder bag]]'s dT% varies greatly depending on how much it has been fed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:AMSComp.gif]] Autonomous Missile System (AMS) ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Control system for firing Missiles Automatically!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click &amp;quot;Payload Loaded&amp;quot; then &amp;quot;Payload Chambered&amp;quot;. Don't forget to turn off safeties!&lt;br /&gt;
&lt;br /&gt;
Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:&lt;br /&gt;
==== Anti-ship ====&lt;br /&gt;
While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.&lt;br /&gt;
==== Countermeasure ====&lt;br /&gt;
If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:NewTorpTube.png|64px]] Torpedo Tubes ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Torpedo tubes are the slower, bulkier counterparts of VLS tubes.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.&lt;br /&gt;
&lt;br /&gt;
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press &amp;quot;Load tray&amp;quot;, &amp;quot;Chamber Tray Payload&amp;quot;, and finally &amp;quot;Disengage safeties&amp;quot; to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage&lt;br /&gt;
====Maintenance====&lt;br /&gt;
Torpedo tubes require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Make sure there's nothing in the weapon and that the safeties are on, to prevent unnecessary explosions. &lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed&lt;br /&gt;
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:GaussGun.png|64px]] Gauss Guns===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Gauss guns fire 300mm Teflon coated tungsten rounds.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.&lt;br /&gt;
&lt;br /&gt;
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.&lt;br /&gt;
&lt;br /&gt;
Gauss ammo racks can be upgraded by researching Guided Munitions, then printing the respective circuit board and applying it to the rack. Upgrading a gauss rack allows for rounds to be bump-loaded, meaning conveyor belts can be laid from gauss ammo dispensers directly to upgraded racks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Ship_BSA.png|96px]] Superliminal Bluespace Artillery ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Big Honking Space Gun, capable of not just annihilating your hearing, but also the enemy ship!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionably legal way.&lt;br /&gt;
&lt;br /&gt;
Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.&lt;br /&gt;
&lt;br /&gt;
'''Ensure that it has a clear firing path to space.'''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:PDCrack.gif]] Flak cannons ===&lt;br /&gt;
&amp;lt;u&amp;gt;'''&amp;lt;big&amp;gt;Flak Cannons are currently depreciated, and are not found on any active player-operated ship.&amp;lt;/big&amp;gt;'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
They excel at defending against these forms of weaponry, but they have very limited range.&lt;br /&gt;
&lt;br /&gt;
Operating them is simple:&lt;br /&gt;
# Go to the empty loading rack on the wall [[File:PDCEmpty.gif]]&lt;br /&gt;
# Insert a Full Flak Ammo Box [[File:FlakAmmo.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:coaxial_railgun.png|96px]] NT-ST049 'Sturm' coaxial railgun ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A hybrid Railgun Weapon, capable of switching between firing Railgun Slugs and Deck Gun Shells.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Coaxial Railgun is a weapon that uses both Power and Physical Ammunition to fire a range of projectiles at the enemy vessels, however due to its mechanical parts, the thing requires maintenance from time to time.&lt;br /&gt;
&lt;br /&gt;
The Coaxial Railgun, much like all railguns, uses electricity to produce a magnetic field in order to rapidly accelerate their ammunition, it is due to this reason that you need to keep an eye on the magnetic alignment of the field. &lt;br /&gt;
&lt;br /&gt;
If the field degrades too much it will affect the projectile velocity and increase the chances of a misfiring incident occurring.&lt;br /&gt;
&lt;br /&gt;
The weapon is capable of being switching configuration between firing Railgun Slugs and Deck Gun Shells pretty easily.&lt;br /&gt;
&lt;br /&gt;
Operating the Railgun is a relatively easy thing to do:&lt;br /&gt;
# Interact with the weapon to bring up its UI.&lt;br /&gt;
# Drag the Power Allocation slider to the users desired allocation of power. '''Please note that this will result in a passive drain on the vessels power supply, so do not do this until the engine is setup and working properly.'''&lt;br /&gt;
# Switch Configuration &amp;quot;I4- Configuration:&amp;quot; to the Ammunition of Choice, options being Railgun Slugs and Deck Gun Shells: [[File:Railgun_ammo.png]] [[File:NACShells.gif]]&lt;br /&gt;
# Insert the ammunition you have chosen, if it's Railgun slugs then insert 5 Railgun Slugs into the Weapon, otherwise insert 1 Deck Gun Shell that has been armed: [[File:Railgun_ammo.png]] [[File:NACShells.gif]]&lt;br /&gt;
# Interact with the weapon again to bring up its UI and press the button labeled &amp;quot;I1 - Payload loaded&amp;quot;&lt;br /&gt;
# Press the button labeled &amp;quot;I2 - Payload chambered&amp;quot;&lt;br /&gt;
# Press the button labeled &amp;quot;I3 - Weapon safeties&amp;quot; to turn off the safeties and prime the Weapon for firing.&lt;br /&gt;
====Maintenance====&lt;br /&gt;
The Coaxial Railgun requires maintenance when its used too much and when the Magnetic Alignment is out of align. You probably want to perform maintenance between each bout of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Make sure there's nothing in the weapon and that the safeties are on. &lt;br /&gt;
&lt;br /&gt;
In order to restore the Magnetic Alignment do the following:&lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Restore the Alignment using a Multitool&lt;br /&gt;
# Bolt (wrench) the panel.&lt;br /&gt;
# Screw the maintenance hatch back into place.&lt;br /&gt;
In order to repair the Gun Condition do the following:&lt;br /&gt;
# Unscrew the maintenance hatch on the primary external casing &lt;br /&gt;
# Unbolt (wrench) the internal maintenance panel &lt;br /&gt;
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed&lt;br /&gt;
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Broadsides.png|96px]] SN 'Sucker Punch' Broadside Cannon ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;The Starship Equivalent of a shotgun&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Broadside Cannon is a weapon that requires the ship to have its side facing the enemy vessel before you fire it, otherwise the weapon will miss the target entirely.&lt;br /&gt;
&lt;br /&gt;
The Broadside Cannon requires a secondary machine known as the Broadside Shell Packer Bench in order to produce the ammo for it. [[File:PackingBench.png]]&lt;br /&gt;
&lt;br /&gt;
Loading the Broadside Cannon is relatively simple process:&lt;br /&gt;
# Acquire Five Broadside Shell Casing: [[File:Broadside_casing.png]]&lt;br /&gt;
# Insert the Casings into the Broadside Shell Packer Bench: [[File:PackingBench.png]] '''=&amp;gt;''' [[File:PackingBench_casings.png]]&lt;br /&gt;
# Acquire Five Broadside Shell Loads: [[File:Broadside_load.png]]&lt;br /&gt;
# Insert the Loads into the Broadside Shell Packer Bench: [[File:PackingBench_casings.png]] '''=&amp;gt;''' [[File:PackingBench_loads.png]]&lt;br /&gt;
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant): [[File:NAC_Propellant.gif]]&lt;br /&gt;
# Insert your propellant of choice into the Broadside Shell Packer Bench: [[File:PackingBench_loads.png]] '''=&amp;gt;''' [[File:PackingBench_full.png]]&lt;br /&gt;
# Interact with the Broadside Shell Packer Bench and hit &amp;quot;Pack Casings&amp;quot; [[File:PackingBench.png]]&lt;br /&gt;
# Load the produced Broadside Shells into the Broadside Cannon: [[File:Broadside_shells.gif]]&lt;br /&gt;
# Voila! The Broadside Cannon is now ready to fire. After the cannon has fired repeat these steps if you have run out of ammo, otherwise repeat step 8&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:PlasmaCaster.png|96px]] Magnetic Phoron Acceleration Caster ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;Moth Plasma Gun, for Ship destruction!&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The phoron caster is a high maintenance weapon that requires a lot of attention to be fired and a lot of attention after it's fired. &lt;br /&gt;
&lt;br /&gt;
The steps for firing are as follows:&lt;br /&gt;
# Locate a plasma gas canister and fasten it to the nearby connector: [[File:Plasma_Canister.png]]&lt;br /&gt;
# Turn on the gas regulator, this will begin to fill up the Plasma Capacitor Charge on the weapon's UI. [[File:Plasma_Regulator.png]]&lt;br /&gt;
# Once the Capacitor Charge is at 100%, turn off the gas regulator. [[File:Plasma_Regulator.png]]&lt;br /&gt;
# Take a phoron core and insert it into the main weapon itself [[File:Plasma_Core.png]]&lt;br /&gt;
# On the weapon's UI, click the &amp;quot;Condense Phoron Mass button&amp;quot;&lt;br /&gt;
# On the weapon's UI, click the &amp;quot;Commence Magnetic Charge&amp;quot;&lt;br /&gt;
# On the weapon's UI, click the &amp;quot;Release Constrictor Field button&amp;quot;. This button acts as a safety and will constantly lower the Field Integrity.&lt;br /&gt;
# Use the TAC Console on the bridge to fire the weapon. [[File:Tactical.gif|32px]]&lt;br /&gt;
Warnings: &lt;br /&gt;
* Every time the weapon is fired or misfires, the weapon's Alignment will degrade.&lt;br /&gt;
* If the weapon's alignment is less than 90%, is has a greater chance of misfiring. &lt;br /&gt;
* The weapon will not fire if the gas regulator is on or if the splines aren't fully restored.&lt;br /&gt;
*When the weapon is fired, the Splines will automatically go to 0%. This will replenish over time.&lt;br /&gt;
* Do not try to disassemble this weapon, you will regret it. &lt;br /&gt;
* The gas regulator will only take plasma gas, and no other gas. &lt;br /&gt;
* If the weapon's splines or field integrity stop restoring for any reason, toggle the constrictor field off and on again.&lt;br /&gt;
* This weapon will blind you if you're not wearing eye protection while in its presence.&lt;br /&gt;
* This weapon cannot target fighters or other small ships. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Burst_Phaser.png]] Burst Phaser MK2 ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;A coaxial laser system, capable of firing controlled laser bursts at a target.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These energy weapons are fired in the direction the ship is currently facing, and is fired by the '''Ship Pilot''', as such you need to point the nose of the ship directly at the enemy in order to have a guaranteed chance of hitting it. &lt;br /&gt;
&lt;br /&gt;
Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:&lt;br /&gt;
# Interact with the Burst Phaser Weapon&lt;br /&gt;
# Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.&lt;br /&gt;
# Press the &amp;quot;Enable Charging&amp;quot; button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Phase_Cannon.png]] Phase Cannon ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;An extremely powerful directed energy weapon which is capable of delivering a devastating beam attack.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This energy weapon behaves similarly to the Deck Guns in terms of aiming, meaning you can be performing a valiant tactical advance in the opposite direction of the enemy and still have a vague chance to hit the target. &lt;br /&gt;
&lt;br /&gt;
Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:&lt;br /&gt;
# Interact with the Phase Cannon&lt;br /&gt;
# Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.&lt;br /&gt;
# Press the &amp;quot;Enable Charging&amp;quot; button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
=== [[File:Laser_Missile_cannon.png]] Laser Anti Missile System ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;The Energy Weapon equivalent of a modified Autonomous Missile System&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Primarily designed to shoot down missiles using lasers rather than firing missiles at missiles and hoping it will work itself out, could probably be used for other shenanigans, such as boiling eggs&lt;br /&gt;
&lt;br /&gt;
Due to being an energy weapon these guns primarily do not require a constant dedication of attention in order to maintain them, however they require a constant source of power:&lt;br /&gt;
# Interact with the Laser Anti Missile System&lt;br /&gt;
# Toggle the Slider to the amount of power you wish to pump into the cannon, this affects how fast it recharges and how many shots it can fire before needing to recharge.&lt;br /&gt;
# Press the &amp;quot;Enable Charging&amp;quot; button and, assuming you have enough power in the grid, the gun will charge up and be ready to fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Acquiring ammunition==&lt;br /&gt;
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat &amp;lt;s&amp;gt; you're fucked &amp;lt;/s&amp;gt;, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===PDC===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class='unsortable' |Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Purchasable&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Crate Name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PDCAmmo.png]]&lt;br /&gt;
|Point Defense Cannon Ammo (30.12x82mm)&lt;br /&gt;
|Yes&lt;br /&gt;
|PDC mount rounds (x5)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Flak===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class='unsortable' |Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=50%' |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=50%' |Found&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FlakAmmo.png]]&lt;br /&gt;
|40mm Flak Rounds&lt;br /&gt;
|Acquired Through Traders&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Deck Gun===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class='unsortable' |Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Purchasable&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Crate Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:25%' |Researchable&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:25%' |Printable in&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NAV_Shell.png]]&lt;br /&gt;
|FTL-13 Naval Artillery Round&lt;br /&gt;
|Yes&lt;br /&gt;
|Naval Artillery Shells (x10)&lt;br /&gt;
|Yes&lt;br /&gt;
|Munitions Techfab&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NAV_Cannonball.png]]&lt;br /&gt;
|Cannonballs&lt;br /&gt;
|Yes&lt;br /&gt;
|Cannonballs (x10)&lt;br /&gt;
|No&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NAV_AP_Shell.png]]&lt;br /&gt;
|TX-101 Armour Penetrating Naval Artillery Round&lt;br /&gt;
|No&lt;br /&gt;
|N/A&lt;br /&gt;
|Yes&lt;br /&gt;
|Munitions Techfab&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gunpowder_bag.png]]&lt;br /&gt;
|Gunpowder Bag&lt;br /&gt;
|Yes&lt;br /&gt;
|Powder bags (x10)&lt;br /&gt;
|Yes&lt;br /&gt;
|Munitions Techfab&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma-Accelerant.png]]&lt;br /&gt;
|Plasma-Based Projectile Accelerant&lt;br /&gt;
|No&lt;br /&gt;
|N/A&lt;br /&gt;
|Yes&lt;br /&gt;
|Munitions Techfab&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Torpedoes and Missiles===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:MissileTorp.gif]]&amp;lt;br&amp;gt;Missiles/Torpedoes&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
! style='background-color:#99ccff; width:20%; text-align: center'|Tools&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Metal.png|Metal]]x5-15 (Depending on the Type)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trop_prop.png|Propulsion System]]x1&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Torp_guide.png|Guidance System]]x1&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Torp_iff.png|IFF card]]x1&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CableCoils.png|Cable]]x5&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Warheads.gif|Warhead]]x1&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
# Get a casing, either made from metal or ordered from cargo.&lt;br /&gt;
# Add the '''Propulsion System'''&lt;br /&gt;
# '''Wrench''' the propulsion into place.&lt;br /&gt;
# Add the '''Guidance System'''&lt;br /&gt;
# '''Screwdriver''' the guidance system in place.&lt;br /&gt;
# Add the '''IFF card'''&lt;br /&gt;
# '''Screwdriver''' the card in place.&lt;br /&gt;
# Add the '''Warhead'''&lt;br /&gt;
# '''Wrench''' the warhead in place.&lt;br /&gt;
# '''Wire''' it.&lt;br /&gt;
# '''Wrench''' once more.&lt;br /&gt;
# '''Weld''' it all together.&lt;br /&gt;
|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Wirecutters.png|Wirecutter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Welder.png|Welding tool]]&lt;br /&gt;
|}&lt;br /&gt;
There are a total of six different types of torpedoes you can make. Each serves a different purpose.&lt;br /&gt;
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike. &lt;br /&gt;
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships. &lt;br /&gt;
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them. &lt;br /&gt;
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons. &lt;br /&gt;
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods. &lt;br /&gt;
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.&lt;br /&gt;
Unfortunately it's only possible to construct one type of missile right now.&lt;br /&gt;
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage. &lt;br /&gt;
====Autonomous Missile Factory====&lt;br /&gt;
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]&lt;br /&gt;
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.&lt;br /&gt;
&lt;br /&gt;
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.&lt;br /&gt;
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want. &lt;br /&gt;
&lt;br /&gt;
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Broadside Cannon===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To create more Broadside Shells, do the following:&lt;br /&gt;
# Acquire Five Broadside Shell Casing: [[File:Broadside_casing.png]]&lt;br /&gt;
# Insert the Casings into the Broadside Shell Packer Bench: [[File:PackingBench.png]] '''=&amp;gt;''' [[File:PackingBench_casings.png]]&lt;br /&gt;
# Acquire Five Broadside Shell Loads: [[File:Broadside_load.png]]&lt;br /&gt;
# Insert the Loads into the Broadside Shell Packer Bench: [[File:PackingBench_casings.png]] '''=&amp;gt;''' [[File:PackingBench_loads.png]]&lt;br /&gt;
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant): [[File:NAC_Propellant.gif]]&lt;br /&gt;
# Insert your propellant of choice into the Broadside Shell Packer Bench: [[File:PackingBench_loads.png]] '''=&amp;gt;''' [[File:PackingBench_full.png]]&lt;br /&gt;
# Interact with the Broadside Shell Packer Bench and hit &amp;quot;Pack Casings&amp;quot; [[File:PackingBench.png]]&lt;br /&gt;
To acquire more Shell casings or shell loads, see the following Table:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class='unsortable' |Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Purchasable&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Crate Name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Broadside_casing.png]]&lt;br /&gt;
|Broadside Shell Casing&lt;br /&gt;
|Yes&lt;br /&gt;
|Empty Broadside Casings/Broadside Pack&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Broadside_load.png]]&lt;br /&gt;
|Broadside Shell Loads&lt;br /&gt;
|Yes&lt;br /&gt;
|Broadside Loads/Broadside Pack&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===Magnetic Phoron Acceleration Caster===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Test Merge&lt;br /&gt;
|link = [https://github.com/BeeStation/NSV13/pull/2132 #2132]&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class='unsortable' |Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width=25%' |Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:25%' |Researchable&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style='width:25%' |Printable in&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma_Core.png]]&lt;br /&gt;
|Condensed Phoron Core&lt;br /&gt;
|Yes&lt;br /&gt;
|Munitions Techfab&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&amp;gt;&lt;br /&gt;
===NT-ST049 'Sturm' coaxial railgun===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The method of acquiring more railgun slugs for this weapon is semi-complicated.&lt;br /&gt;
&lt;br /&gt;
You need to locate the &amp;quot;Defunct Railgun Techology Munitions Technology Disk&amp;quot; which can be found in Munitions, assuming some clown hasn't eaten it or it's been dusted in the Supermatter shard.&lt;br /&gt;
&lt;br /&gt;
With this Technology Disk you need to upload the blueprints to the Techweb using a Research and Development Console, '''DO NOT DELETE THE BLUEPRINTS CONTAINED ON IT'''. &lt;br /&gt;
&lt;br /&gt;
After you have uploaded the blueprints you can now print the Railgun Slugs in either the Cargo or Munitions Techfab&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==You're ready==&lt;br /&gt;
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.&lt;br /&gt;
==More Dakka==&lt;br /&gt;
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer:''' You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, here is a tip if you want to arm your ship:&lt;br /&gt;
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 PDCs WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.&lt;br /&gt;
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.&lt;br /&gt;
Here is how you can construct ship weaponry:&lt;br /&gt;
=== PDC loading rack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:PDCrack.gif]]&amp;lt;br&amp;gt;PDC loading rack&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x5&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x4&amp;lt;br&amp;gt;[[File:Circuitboard.png|Point Defense Cannon circuit board]]Point Defense Cannon circuit board&amp;lt;br&amp;gt;[[File:Micro Manipulator.png|Micro-mainpulator]]x4&amp;lt;br&amp;gt;[[File:Capacitor.png|Capacitor]]x2&amp;lt;br&amp;gt;[[File:Matter bin.png|Matter bin]]x3&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and the PDC loading rack frame from '''5 metal'''&lt;br /&gt;
# '''Put''' it on a wall&lt;br /&gt;
# '''Wrench''' it on&lt;br /&gt;
# '''Wire''' it&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''4 micro-manipulators'''&lt;br /&gt;
# Add '''2 capacitors'''&lt;br /&gt;
# Add '''3 matter bins'''&lt;br /&gt;
## You can do this using an RPED&lt;br /&gt;
# Add the '''Firing electronics'''&lt;br /&gt;
## The order of these 4 steps does not matter&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Pry''' the parts out&lt;br /&gt;
# '''Cut''' the wiring&lt;br /&gt;
# '''Unwrench''' the frame&lt;br /&gt;
# '''Lift it off''' the wall with your hands&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== Torpedo Tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:NewTorpTube.png|64px]]&amp;lt;br&amp;gt;Torpedo Tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_r.png|Plasteel]]x4&amp;lt;br&amp;gt;[[File:Nanoglass.png|Nanocarbon glass]]x6&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
#  Build Torpedo Tube frame from 4 '''Plasteel Sheets'''&lt;br /&gt;
# '''Wrench''' it into place&lt;br /&gt;
# '''Weld''' it to the floor&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the barrel&lt;br /&gt;
# '''Wrench''' the barrel in&lt;br /&gt;
# '''Wire''' the frame&lt;br /&gt;
# Add the '''Firing Electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add the '''Nanocarbon glass''' for the door&lt;br /&gt;
# '''Wrench''' the door in place&lt;br /&gt;
# '''Screw''' the maintenance hatch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
## Note: The weapon can now be lubricated&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
# '''Unscrew''' the door frame&lt;br /&gt;
# '''Wrench''' the door out&lt;br /&gt;
# '''Pry''' the door out of the frame&lt;br /&gt;
# '''Unscrew''' the electronics&lt;br /&gt;
# '''Pry''' the electronics out of their place&lt;br /&gt;
# '''Cut''' the wires away&lt;br /&gt;
# '''Unbolt''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame&lt;br /&gt;
# '''Weld''' the frame apart&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
=== VLS launch tube ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:AMS tube.png]]&amp;lt;br&amp;gt;VLS launch tube&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Titaniumdone.png|Titanium]]x20&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x20&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x10&amp;lt;br&amp;gt;[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver_tool.png|Screwdriver]]&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal'''&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Add the '''Circuit board'''&lt;br /&gt;
# Add '''20 titanium'''&lt;br /&gt;
# Add '''30 metal'''&lt;br /&gt;
# Add '''20 copper'''&lt;br /&gt;
# Add '''10 cable'''&lt;br /&gt;
# '''Screwdriver''' it to finish the machine&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the casing out&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
=== Naval Artillery ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width:80%; background-color:#FFFFFF;&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; style='background-color:#cce6ff;'|[[File:Deck gun.png]]&amp;lt;br&amp;gt;[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]&amp;lt;br&amp;gt;Naval Artillery&lt;br /&gt;
! style='background-color:#99ccff; width:20%'|Requires to build&lt;br /&gt;
! style='background-color:#99ccff'|How to build&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Titaniumdone.png|Titanium]]x120&amp;lt;br&amp;gt;[[File:Metal_r.png|Plasteel]]x22&amp;lt;br&amp;gt;[[File:Metal.png|Metal]]x35&amp;lt;br&amp;gt;[[File:Copperdone.png|Copper]]x50&amp;lt;br&amp;gt;[[File:Diamonddone.png|Diamond]]x5&amp;lt;br&amp;gt;[[File:Duranium.png|Duranium]]x1&amp;lt;br&amp;gt;[[File:CableCoils.png|Cable]]x34&amp;lt;br&amp;gt;[[File:FiringBoard.png|Firing Electronics]]x1&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun core board]]Deck gun core board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board&amp;lt;br&amp;gt;[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board&amp;lt;br&amp;gt;[[File:Igniter.png|Igniter]]x1&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;vertical-align: top; padding: 10px;&amp;quot;|&lt;br /&gt;
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun&lt;br /&gt;
==== Building the indoors, multitile part ====&lt;br /&gt;
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun&lt;br /&gt;
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.&lt;br /&gt;
## Note: Which machine frame will become which machine does not matter, only that they are next to the core&lt;br /&gt;
# Add the '''Deck gun core board''' to the machine frame in the ''middle''&lt;br /&gt;
## Marked on the picture with ''Red''&lt;br /&gt;
# Add '''20 titanium''' and '''5 cable'''&lt;br /&gt;
# '''Screwdriver''' to finish the core&lt;br /&gt;
# Add the '''Deck gun payload gate board'''&lt;br /&gt;
## Marked on the picture with ''Blue''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''&lt;br /&gt;
# Add a '''Railgun rail'''&lt;br /&gt;
## Note: Can be made from 1 duranium&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
## Note: It's made from 10 metal&lt;br /&gt;
# '''Screwdriver''' to finish the payload gate&lt;br /&gt;
# Add the '''Deck gun powder gate board'''&lt;br /&gt;
## Marked on the picture with ''Purple''&lt;br /&gt;
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate&lt;br /&gt;
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''&lt;br /&gt;
# '''Screwdriver''' to finish the gate&lt;br /&gt;
# Add the '''Deck gun auto elevator board'''&lt;br /&gt;
## Marked on the picture with ''Yellow''&lt;br /&gt;
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''&lt;br /&gt;
# '''Screwdriver''' to finish the elevator&lt;br /&gt;
# Build a '''chair''' from any material&lt;br /&gt;
## Marked on the picture with ''White''&lt;br /&gt;
## ANY chair will do&lt;br /&gt;
# Add the '''Deck gun loading computer board''' to the Computer frame&lt;br /&gt;
## Marked on the picture with ''Green''&lt;br /&gt;
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''&lt;br /&gt;
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines&lt;br /&gt;
==== Building the outdoors part ====&lt;br /&gt;
# Go to the deck '''above you''', on the '''same spot as your Core'''&lt;br /&gt;
## Use a GPS&lt;br /&gt;
# Build a Deck gun frame from '''20 plasteel'''&lt;br /&gt;
# '''Wrench''' it to the ground&lt;br /&gt;
# '''Weld''' it down&lt;br /&gt;
# Add the '''firing electronics'''&lt;br /&gt;
# '''Screw''' the electronics in&lt;br /&gt;
# Add an '''Igniter'''&lt;br /&gt;
## Alternatively, you can add a ''Triple Barrel Upgrade'' (currently Admin only)&lt;br /&gt;
## ''Screw'' the upgrade in&lt;br /&gt;
## Add 3 ''igniters''&lt;br /&gt;
# '''Screw''' the Igniters in&lt;br /&gt;
# '''Wire''' the Igniters&lt;br /&gt;
# '''Weld''' the wiring down&lt;br /&gt;
# Add 2 '''plasteel'''&lt;br /&gt;
# Add a '''MAC barrel'''&lt;br /&gt;
## Can be made from 1 duranium&lt;br /&gt;
## In case the gun was upgraded, add ''3 of these''&lt;br /&gt;
# '''Weld''' the barrels down&lt;br /&gt;
# Add the '''Loading tray'''&lt;br /&gt;
##Note: It's made from 10 metal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#99ccff&amp;quot;|How to deconstruct&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;  style='background-color:#99ccff; width:20%'|Tools&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
The frame can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
## If you examine the gun, there will be a button labeled &amp;quot;Force Eject Shell&amp;quot;. Be warned, this will '''fire the shell'''.&lt;br /&gt;
# '''Wrench''' the inner casing&lt;br /&gt;
# '''Pry''' the loading tray out&lt;br /&gt;
# '''Unweld''' the barrel&lt;br /&gt;
# '''Pry''' the barrel out&lt;br /&gt;
# '''Unweld''' the inner plasteel casing&lt;br /&gt;
# '''Unweld''' the wiring&lt;br /&gt;
# '''Cut''' the wiring out&lt;br /&gt;
# '''Unscrew''' the igniters&lt;br /&gt;
# '''Remove''' the igniters by hand&lt;br /&gt;
## If it was upgraded with a ''Tripple Barrel'' upgrade, you need to ''Unscrew'' it&lt;br /&gt;
## Then ''Pry'' it out&lt;br /&gt;
# '''Unscrew''' the firing electronics&lt;br /&gt;
# '''Pry''' the electronics out&lt;br /&gt;
# '''Unweld''' the frame from the floor&lt;br /&gt;
# '''Unbolt''' the frame from the floor&lt;br /&gt;
# '''Cut''' the frame apart with a welder&lt;br /&gt;
The machines can be deconstructed this way:&lt;br /&gt;
# '''Screw''' the maintenance panel out&lt;br /&gt;
# Remove the components and the circuit board with a '''crowbar'''&lt;br /&gt;
# '''Cut''' the wires out&lt;br /&gt;
# '''Unwrench''' the frame from the ground&lt;br /&gt;
# Dissasemble the frame with a '''screwdriver'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot;|&lt;br /&gt;
[[File:Wrench.png|Wrench]]&amp;lt;br&amp;gt;[[File:Welder.png|Welding tool]]&amp;lt;br&amp;gt;[[File:Screwdriver tool.png|Screwdriver]]&amp;lt;br&amp;gt;[[File:Crowbar.png|Crowbar]]&amp;lt;br&amp;gt;[[File:Wirecutters.png|Wirecutter]]&lt;br /&gt;
|}&lt;br /&gt;
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some &amp;lt;s&amp;gt; weird &amp;lt;/s&amp;gt; people might find it fun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=1&amp;gt;*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.&amp;lt;/font&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Seryn</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=36318</id>
		<title>Guide to Fighters</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=36318"/>
		<updated>2023-09-24T04:08:19Z</updated>

		<summary type="html">&lt;p&gt;Seryn: /* Launch Procedures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=This page needs some images}}&lt;br /&gt;
Wishing to pilot a fighter is equal to wishing to die, in that both will get you killed. Welcome to the Guide to Fighters.&lt;br /&gt;
&lt;br /&gt;
'''Please note that there are several in-game tools for this for you to learn for yourself. Consult a Seegson terminal or the current FL for help.''' However, if your FL is completely incompetent (standard), read on.&lt;br /&gt;
== THE MOST IMPORTANT THINGS TO KNOW ==&lt;br /&gt;
Surprisingly, this is a list of the most important things to know about fighters.&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;width:85%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Take Off&amp;quot;&amp;gt;&lt;br /&gt;
Once you've gotten into a fighter, two screens will pop up: Your DRADIS console (radar) and your control console.&lt;br /&gt;
&lt;br /&gt;
To start up the fighter first press the &amp;quot;Canopy lock button&amp;quot; to close the canopy and switch to internal atmosphere. Do note that you will be unable to exit the fighter while the canopy is locked, so be sure to unlock it when you plan to exit. Your cranium will thank you later.&lt;br /&gt;
&lt;br /&gt;
First press the button labled &amp;quot;Battery&amp;quot;, then &amp;quot;Fuel injector&amp;quot;, and then &amp;quot;APU.&amp;quot; '''At this point do not press any more buttons.''' The RPM gauge will now begin to increase - you must wait for it to reach 100% before pressing &amp;quot;Ignition&amp;quot; or the engine will not start.&lt;br /&gt;
&lt;br /&gt;
Once the engine is on, deactivate the APU to preserve fuel.&lt;br /&gt;
&lt;br /&gt;
Inertia dampeners are the equivalent of the handbrake for your ship. They will very quickly prevent any movement in any direction, so if you're looking to go in a direction, these won't help. You can toggle your inertia dampeners with the Alt key or through the respective button in the control panel.&lt;br /&gt;
&lt;br /&gt;
Pressing C toggles laser-guided movement, which allows you to use your mouse to rotate the fighter. This is enabled by default.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use WASD to strafe in all directions, then disable laser-guided movement to get a cool new arrow and the ability to control it with Q and E. This arrow represents the direction your ship will be directed towards.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Press shift to engage the afterburners, which will provide a temporary speed boost, useful for evading incoming fire and catching up with the mothership. Pressing X toggles intertial assistance mode, which will cause your ship to fly in the direction it is facing. Useful for big bulky boats, not so much for small nimble fighters.&lt;br /&gt;
&lt;br /&gt;
You can press the Help verb in the Ship tab to remind yourself of the fighter controls at any time.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Controls&amp;quot;&amp;gt;&lt;br /&gt;
Use '''Ctrl + Scroll Wheel''' to zoom out when viewing the overmap.&lt;br /&gt;
&lt;br /&gt;
'''C''' toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit C to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
'''W and S''' control the throttle, and A and D move the ship left and right. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The '''Alt Key''' is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay put.&lt;br /&gt;
&lt;br /&gt;
The '''Shift Key''' activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading enemy vessels.&lt;br /&gt;
&lt;br /&gt;
'''Q and E''' activate a rotational drift, which is useful for &amp;lt;s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt; turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.&lt;br /&gt;
&lt;br /&gt;
The '''X''' key toggles inertial assistance. Disabling this allows you to strafe, fighters have it off by default.'&lt;br /&gt;
&lt;br /&gt;
The '''Caps Lock''' key toggles the weapons safeties on the fighter craft.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Prerequisites&amp;quot;&amp;gt;&lt;br /&gt;
Before you even get in (which is done by left-clicking the fighter and entering the pilot seat), look at this list of helpful things:&lt;br /&gt;
* Fighter hardsuits and double-extended oxygen tanks from the suit containers near the hangar will save your life later, so get those.&lt;br /&gt;
* Entering a fighter will create two new parts of your GUI.&lt;br /&gt;
** &amp;quot;Stop observing&amp;quot; will exit the fighter. Do not press this while in space.&lt;br /&gt;
** The Ship tab, next to Preferences in the top right, contains every menu that you'll ever need, and some you won't.&lt;br /&gt;
* All fighters are equipped with a DRADIS, a radar system which updates once per second. It is a simple minimap showing you (blue), friendlies (green) and hostiles (red). Note that red may not always mean hostile, but that's not your call to make.&lt;br /&gt;
* Fighters have a fuel tank. The less fuel they have, the less time you have to fly. Tyrosene fuel is made in Chemistry and you start with a tanker of it in the hangar. Click it to grab the hose, then click a fighter with the hose to refuel it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shooting&amp;quot;&amp;gt;&lt;br /&gt;
Movement is all well and good, but if you can only move you'll eventually die or piss yourself as you almost die. First, you want to get into space and far away from the ship you launched from, preferably in the direction of &amp;lt;s&amp;gt;other fighters&amp;lt;/s&amp;gt; hostile craft. Then, disable your weapon safeties with the relevant verb in the Ship tab or through the respective button in the control panel. You are now ready to explode things with your weapons, which begs the question: what are your weapons?&lt;br /&gt;
&lt;br /&gt;
The Space key switches between your primary and secondary mounts. The primary mount will typically be your fighter cannon, and the secondary will be a missile or torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
Your missiles pack a really big punch, so if you fire in the general direction of the enemy, they'll home in and explode. Try not to have them home in on your mothership.&amp;lt;br&amp;gt;&lt;br /&gt;
Your fighter can only hold so many at a time, and they can be shot down with PDC (Point Defense Cannon) rounds or flak, so use them wisely. With that in mind, let's talk about the fighter cannon.&lt;br /&gt;
&lt;br /&gt;
Fighter cannons are fully automatic and are your go-to choice for dealing damage. Heavy and light cannons hold ammunition, and will need to be reloaded often. If you find yourself running out of ammo during battle, don't hesitate to leave your squadron and return to base for immediate rearming.&amp;lt;br&amp;gt;&lt;br /&gt;
It's also good to note that there is every useful tool called Lock-on targeting that allows you to pick a ship out of the crowd in the middle of combat. This is done by holding ''ctrl'' and then ''clicking on the ship'' you want to target. This will probably do some beeps and boops and maybe show some sort of indicator, but now '''all of your missiles will target that ship, and with increased efficiency.''' This is very useful for &amp;lt;s&amp;gt;hitting your own fighters&amp;lt;/s&amp;gt; singling out single ships to take them out more efficiently.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Landing&amp;quot;&amp;gt;&lt;br /&gt;
When you want to go back to the ship for [[Guide_to_Fighters#hit by missile send help|various reasons]], enable the docking mode in your Ship panel, or the respective button in the control panel, and fly directly into it. Your ship will proceed to enter the ship Z-level, which indicates a successful docking, allowing you to maneuver yourself back to the hangar. That is, if you have a functioning docking computer installed in your fighter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Actually getting off the ground ==&lt;br /&gt;
Theory is easy. The real world is not. Let's have a look at that second one.&lt;br /&gt;
=== Finding a Fighter ===&lt;br /&gt;
On round start there will be aircraft either in the hangar or on the launch deck which are pre-built and in need of refuel and rearm before takeoff. You will typically find several Rapier light fighters, one (or zero) Scimitar heavy fighter, and one or more Sabre support craft.&lt;br /&gt;
&lt;br /&gt;
Each aircraft will need to be refueled and filled with ammo before they will truly be ready for you to &amp;lt;s&amp;gt;die in a blaze of ineptitude&amp;lt;/s&amp;gt; show off some of that pilot shit. This process generally includes fuel refilling via prepared fuel tanks around the hangar, filling of cannon ammo (light for the Vulcan, heavy for the BRRRT machine,) and finally missiles for the light fighters or torpedoes for the heavy fighters.&lt;br /&gt;
&lt;br /&gt;
Assuming your FL hasn't already set the fighters out neatly, you will need to find yourself a new home. Once you've found that home and claimed it, hop into the cockpit, flip over to the Ship tab or use the Change Name verb and christen your coffin with something creative.&lt;br /&gt;
&lt;br /&gt;
With your aircraft armed, fueled, and named, all that's left between you and your dream of being the next Maverick is an aircraft tug to an available electromagnetic catapult.&lt;br /&gt;
=== Launch Procedures ===&lt;br /&gt;
Before you can get out into '''space''', you're gonna need to move your fighter without scraping the ground and ruining your armor. If the hangar isn't already in vacuum, you'll want to find the M575 Aircraft Tug and the fighter tug key, which when combined will allow you to drive around the hangar bay. Now that you've &amp;lt;s&amp;gt;landed yourself in the brig for running people over&amp;lt;/s&amp;gt; gotten the tug up and running, drive it over to the aircraft you want to move and position yourself right up against it, then click the Load Fighter button to load it. With aircraft in tow, take it to the desired position and press the unload button to drop it; if you do this near a magnetic catapult it should automatically lock on to the catapult. &amp;lt;b&amp;gt;DO NOT&amp;lt;/b&amp;gt; press the Launch button on the tug, unless your intention is to shoot the aircraft off like a ghetto catapult.&lt;br /&gt;
&lt;br /&gt;
If your fighter enters a launch bay, you will immediately lose control of your fighter. Don't get out or you'll wish you were dead, then you'll die. Because you're in space. Stop having an existential crisis, and recognize you cannot move. You're currently on a magnetic arrestor. This essentially functions as a much larger inertia dampener which you cannot control; somebody in Air Control must release or launch you. Stay in your fighter and wait for the signal from your FL. They will use the launch computer and engage the launch sequence. This will be fairly obvious by the loud launch noises in your ears. The process should take around 10 seconds. Angle yourself towards space (NOT A WALL, PLEASE NOT A WALL), wait for launch, and you'll be sent into the cold dark void of space.&lt;br /&gt;
&lt;br /&gt;
If no ATC or other personnel are available to run the catapults, press the MAGLOCK button on your aircraft console, flip the brakes off (ALT key,) and whisk yourself gently (gently...) out of the tube before putting the ship in your rear view and zooming straight into enemy fire. As an additional note, some maps may include vacuumed flight decks; in such cases the use of tugs and catapults is still recommended for various reasons, but because you are already in the vacuum of space and on a reinforced flight deck you do not technically need either of those things to take off or operate your aircraft.&lt;br /&gt;
&lt;br /&gt;
=== Ship to Ship Combat ===&lt;br /&gt;
Once you've launched, you will most likely see some red signatures on your DRADIS computer. These are signatures that have invalid IFF, and are (probably) extremely hostile. If they are, they will most likely be Syndicate ships (and if they're not Syndicate ships then you're fucked anyway).&lt;br /&gt;
&lt;br /&gt;
There are several types of Syndicate ships. Corvettes, Frigates, Cruisers, and Carriers with bombers and interceptors, and all have guns. Guns that shoot you.&lt;br /&gt;
&lt;br /&gt;
Corvettes are slow, but, like fighters, have missiles and flak cannons of their own. However, unlike fighters, they have a larger missile capacity and do a lot more damage with their flak cannon. &lt;br /&gt;
&lt;br /&gt;
Frigates are even bigger and slower, but have access to the devastating railgun, a shipside system that fires magnet-accelerated tungsten rounds at lightning speeds: basically an immovable rod. Avoid anti-air frigates, because they won't be avoiding you. Good fucking luck.&lt;br /&gt;
&lt;br /&gt;
You will want to give most capital ships a very wide berth, and ideally take them on with the help of your own ship, as Nanotrasen Space Vessels all come equipped with their own railguns and gauss weapons for precisely this purpose. Heavy fighters armed with torpedoes and BRRRRT are more capable of handling capital ships, but skill and caution are a necessary component for survival when busting bigger foes.&lt;br /&gt;
&lt;br /&gt;
Your FL will most likely give orders on formation. If they don't, stick with your other fighters and be careful. 'Lone Wolf' pilots die very quickly when hit by thermonuclear missiles, and since nobody else is with them, no raptor goes to pick them up.&lt;br /&gt;
=== Hit by missile send help ===&lt;br /&gt;
Thanks to our crack&amp;lt;s&amp;gt;head&amp;lt;/s&amp;gt; engineers at NT, your fighter is equipped with armour plates that can block at least one shot. Maybe. If you've taken at least two shots, 9 out of 10 experts would recommend getting the hell out of there. Engage docking, run home to mommy, and let the &amp;lt;s&amp;gt;Munitions Technician&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Air Traffic Controller&amp;lt;/s&amp;gt; Deck Technician figure out how you've managed to lodge an unexploded bomb in your fighter. A good rule to follow is if your armor is out, start setting up your plans to get back. Be careful - if the ship is near enemies, don't try to land your half-wrecked fighter in the middle of it, unless you really need to. Yell over ATC comms that you need to land/RTB (Return To Base) and &amp;lt;s&amp;gt;hope&amp;lt;/s&amp;gt; wait for them to pull out for a bit to let you land. &lt;br /&gt;
=== Is that explosion sprite bad? ===&lt;br /&gt;
Yes, yes it is. You are now completely ship-less and dead. Absolutely stellar. Here's a Medal of Honor. Fortunately for you it's 100% possible to be cloned. As it turns out, those suit sensors are good for something after all... You did turn them on right?&lt;br /&gt;
=== The Raptor ===&lt;br /&gt;
The Raptor can be distinguished from the other fighters by searching for intricate details on its hull: the rounded nose, the slightly wider cockpit, and the fact that it's a completely different ship. The Raptor can transport people and equipment in its internal, pressurized room, jump to different systems using its FTL drive (careful, as if the ship jumps while you're out on the overmap, you'll be left behind and will need to jump your way back), and can utilize multiple pieces of utility equipment listed below. Some &amp;lt;s&amp;gt;admin-spawned&amp;lt;/s&amp;gt; rare versions are equipped with guns to be used as gunships or to defend themselves from enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Raptors are designed as a support vessel. And because of this they are able to sport a selection of unique equipment which allows you to assist the fighters &amp;lt;s&amp;gt;and board enemy ships&amp;lt;/s&amp;gt;:&lt;br /&gt;
====Cargo Hold====&lt;br /&gt;
The cargo hold is by far the most well-known piece of utility equipment and does exactly what you would think, it stores anything the size of or smaller than a crate which can later be dropped off somewhere else. It has three upgrade tiers and takes up the primary equipment slot of the craft:&lt;br /&gt;
* A tier one cargo hold can store up to 5 crate-sized objects.&lt;br /&gt;
* Tier two cargo holds have a capacity of 10.&lt;br /&gt;
* The third tier cargo hold has space for 20 things!&lt;br /&gt;
====Repair Kit====&lt;br /&gt;
The air-to-air repair kit is a piece of machinery which allows you to repair the hull of other ships! It does this by using hull repair juice tanks and power, which it shoots at the target in a beam. Of course this is only intended to be used on small craft, and using it on the main ship would be next to useless outside of a dire situation.&amp;lt;br&amp;gt;&lt;br /&gt;
Just like the cargo hold the repair kit takes up the primary equipment slot and has three different tiers, each of which reduces the firing delay of the beam.&lt;br /&gt;
====Resupply Kit====&lt;br /&gt;
Much like the repair kit, the resupply kit is used to assist other fighters out on the field. Though instead of repairing damaged hull, the resupply kit allows you to restock fighters on ammunition and fuel. It even allows you to jumpstart their battery!&amp;lt;br&amp;gt;&lt;br /&gt;
The main catch is however, that the resupply beam feeds directly from your battery and fuel tank into the target's, so watch out not to drain your own fuel tank or battery while refueling and starting up other craft.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course the kit can't just make ammo out of thin air, so in order to use it for supplying ammunition you will also need a cargo hold with the ammunition that's being loaded inside of it.&amp;lt;br&amp;gt;&lt;br /&gt;
To allow both a cargo hold and a resupply kit to be mounted on your ship at the same time, the resupply kit only takes up the secondary slot.&lt;br /&gt;
== Manual Repairs and Missile Replacement ==&lt;br /&gt;
If your Munitions Tech is incompetent, busy or otherwise unavailable (or perhaps you're a Munitions Tech with no idea what they're doing), you will need to channel your inner Engineer and pray to the one true Stormdrive, for you must now commit to the ultimate sin - doing something yourself and servicing the ship ''that you own''.&lt;br /&gt;
=== Opening the maintenance panel ===&lt;br /&gt;
To remove components from your fighter, you will need to engage maintenance mode. To do this, swipe an ID with fighter access and select the second option, then hop in. When inside, you will be able to eject components of your choice from the control panel by scrolling down. This is important for fixing flooded engines, which I will go into detail about below.&lt;br /&gt;
=== Repairing hull damage ===&lt;br /&gt;
If you somehow managed to keep your fighter after it got hit by a missile, and there aren't any enemies left, return to hangar for repairs (if there are enemies left, what are you waiting for you pansy?). Repairing hull damage is as simple as patching it up with a welding tool, be sure to wear a helmet unless you want to fly blind. Once your hull's all fixed up, get a new plate of armor, detailed more down below.&lt;br /&gt;
=== Repairing armor damage ===&lt;br /&gt;
So you managed to survive combat only taking a little bit of &amp;lt;s&amp;gt;friendly&amp;lt;/s&amp;gt; enemy fire to the face, and now you need to fix your armor, but smashing the welder into the ship does nothing! Worry not, the procedure is simple; if you still have a little armor left, take it off using the maintenance mode, and then repair it separately from the fighter. Once it stops letting you weld it, pick it up and toss it back on the fighter. In the case that your armor's completely knocked out, just get your hands on a new set of plating. If the spares bay in the hangar is empty, cargo can supply more from their handy techfab, provided that science has done the appropriate research.&lt;br /&gt;
=== Replacing missiles and torpedoes ===&lt;br /&gt;
If you've launched both of your rockets, and your cannon just isn't doing it for you, return to hangar for resupply. Refilling launchers is surprisingly simple:&lt;br /&gt;
&lt;br /&gt;
Grab yourself a '''Munitions Trolley''', which will typically be strewn randomly about the hangar. Three torpedo types are available: NTP-2 Standard, NTP-4 'BNKR', NTNK Thermonuclear, and a fourth missile type only available through Munitions, the NTP-0x Electronic Countermeasure:&lt;br /&gt;
&lt;br /&gt;
Heavy fighters use torpedo launchers, which can support a number of torpedoes:&lt;br /&gt;
* NTP-2 Standard is the most well-rounded.&lt;br /&gt;
* NTP-4 is essentially a better version of the standard, but costs more to build.&lt;br /&gt;
* NTNK Thermonuclear is a nuke (and therefore very powerful), but is easily shot down and has poor tracking.&lt;br /&gt;
* NTP-0x Electronic Countermeasure has almost no power, but is useful as a blank shot to draw fire.&lt;br /&gt;
Click and drag up to four missiles onto the trolley bring it beside your fighter, and put them both on the ground, then click and drag the missiles into your ship.&lt;br /&gt;
&lt;br /&gt;
Light fighters use missiles. These deal light damage, but are far cheaper than torpedoes.&lt;br /&gt;
=== Replacing Fuel ===&lt;br /&gt;
There should be a tank of Jet Fuel in the hangar somewhere which looks like a welder container. Please do not use a welder container.&lt;br /&gt;
Drag the tank over to the thirsty Fighter, grab the hose, and click said Fighter.&lt;br /&gt;
=== Fixing a faulty engine ===&lt;br /&gt;
Failing to start a space fighter correctly will result in its engine becoming flooded with fuel. If you hear &amp;quot;Fighter engine violently fizzles out!&amp;quot; in the chatbox, you're in trouble, as your engine has become flooded and will no longer function until it has been fixed.&lt;br /&gt;
&lt;br /&gt;
Fortunately, fixing this issue is as simple as finding yourself a screwdriver. Swipe your ID on the chassis, and engage maintenance mode. Enter the ship, find the engine component, and eject it. Hop out of the fighter, and use a screwdriver on the engine to purge the fuel. After this is done, disengage maintenance protocols, replace the engine, and you're golden.&lt;br /&gt;
=== We've run out of things ===&lt;br /&gt;
==== We've run out of fuel ====&lt;br /&gt;
You poor thing. Go beg for more from&lt;br /&gt;
[[ Guide_to_chemistry#Tyrosene|Chemistry]] (Or just order an aviation fuel crate)&lt;br /&gt;
==== We've run out of rockets ====&lt;br /&gt;
You poorer thing. Go beg for more from [[Guide_to_Munitions#Acquiring_ammunition|Munitions]].&lt;br /&gt;
==== We've run out of fighters ====&lt;br /&gt;
How?&amp;lt;br&amp;gt;You know what? Sure.&lt;br /&gt;
&lt;br /&gt;
You can build new ones! Get RnD to research fighter construction, have cargo print the parts in their departmental protolathe, and assemble them in the hangar. You want two wings and engines, and one of everything else. Keep a toolbox with a multitool and a welding mask handy for this process. If you get stuck during the assembly, examine the fighter chassis to see what needs done next.&lt;br /&gt;
#Choose a chassis, light, heavy, or utility, and fabricate it.&lt;br /&gt;
#Bolt and weld the chassis.&lt;br /&gt;
#Install an engine of your choice and bolt it to the frame.&lt;br /&gt;
#Install the auxiliary power unit (APU), wire it to the engine with cable coil, and secure it with a screwdriver.&lt;br /&gt;
#Add the fighter fuel tank and secure the bolts with a wrench.&lt;br /&gt;
#Install avionics, wire it together with the other components, and screw it in place.&lt;br /&gt;
#Add a targeting sensor and screw it in.&lt;br /&gt;
#Add the countermeasure dispenser and wrench the bolts.&lt;br /&gt;
#Add fighter armour plating, bolt and weld it on. Keep in mind that the armour you choose to use will have an affect on your mobility during flight.&lt;br /&gt;
#Select a primary mount. Light and heavy fighters will use cannons. Bolt it in place when you've made your mind up.&lt;br /&gt;
#Select a secondary mount. (Missile launcher, torpedo launcher) and bolt it in.&lt;br /&gt;
#Use an airlock painter to paint the surface of your complete frame! This step will need to be repeated, once for the surface and once for the details.&lt;br /&gt;
#Click on the fighter with an empty hand to finalize it. This will open a confirmation box, so make sure you have moved the frame to the hangar bay or open space before finishing the job.&lt;br /&gt;
#The fighter isn't ready to go just yet. You need to install a battery for it to function, and the primary and secondary mounts will need ammunition. If you're using a fabricated fuel tank, you should refuel it with tyrosene.&lt;br /&gt;
#Be sure to install a fighter docking computer if you want to leave the Z-level and go onto the overmap.&lt;br /&gt;
#Mount an atmospheric regulator if you enjoy breathing without the need for a suit.&lt;br /&gt;
#A canopy is needed unless you want to be peppered with enemy bullets.&lt;br /&gt;
#You can rename your finished fighter by using the ships verb tab. Examples: &amp;quot;Thor XCI&amp;quot;, &amp;quot;Vishari 52&amp;quot;, &amp;quot;Thermonuclear Missile 3&amp;quot;&lt;br /&gt;
== Bonus Information ==&lt;br /&gt;
* You can change the name of your fighter in the Ship panel.&lt;br /&gt;
* If you have the required access, you can swipe your ID on a fighter to boot the current occupants out and enable the inertia dampeners. Useful for that one griffing bastard or when your Raptor's &amp;quot;Cargo&amp;quot; is saying mean things.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Seryn</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_races&amp;diff=36276</id>
		<title>Guide to races</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_races&amp;diff=36276"/>
		<updated>2023-08-05T13:01:12Z</updated>

		<summary type="html">&lt;p&gt;Seryn: /* {{anchor|Ethereals}}Ethereals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your time on ships and stations you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you're expected to try and coexist on this deathtrap&amp;lt;br&amp;gt;&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
On NSV13, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.&amp;lt;br&amp;gt;&lt;br /&gt;
In order to maximize efficiency onboard Nanotrasen Solgov Vessels, all artificial intelligence start their shift with either the Crewmov or the Corporate Lawset, this renders any and all racial protection by the AI null.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Humans}}[[Humans]]===&lt;br /&gt;
[[File:humans.png]]&lt;br /&gt;
&lt;br /&gt;
The most commonly found species amidst Nanotrasen Space Vessels and stations alike. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
Perform your job to the best of your ability along with the rest of the crew, be a leading example of the Federation that keeps the Galaxy in Peace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Diet'''&lt;br /&gt;
* Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
* Dislikes: Raw food.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Nothing particularly.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* None at all.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* Everywhere.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
[[File:lizardpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Hardworking and knowledgable individuals, they tend to be found in manual labor jobs but can take any posiiton they're qualified for. &lt;br /&gt;
They enjoy have a minor resistant to heat damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
Speak with a fun hissy accent and tear into any meat you find, know more than anyone else on the ship and laugh at how incompetent everyone else is. &lt;br /&gt;
Work hard and make the Draconian Empire proud!&lt;br /&gt;
&lt;br /&gt;
'''Diet'''&lt;br /&gt;
* Likes: Meat and disgusting things like small creatures that run around on four legs famous for disease&lt;br /&gt;
* Dislikes: Grain and dairy, what kind of creature would hate pizza or cake?!&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Memorable appearance.&lt;br /&gt;
* Solidarity with lizards staffmates.&lt;br /&gt;
* Lizardpeople take a bit less heat damage.&lt;br /&gt;
* Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O' Nine Tails and lizard cloche hats.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Noticeable lisssp.&lt;br /&gt;
* 50% more cold damage.&lt;br /&gt;
* ''Your'' lizard tail and hide can be used to craft sought-after items.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* Typically in Engineering and other manual labor jobs, though some are found in higher end jobs such as Command.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
[[File:Plasmaman.png|120px]]&lt;br /&gt;
&lt;br /&gt;
A recently discovered race that inhabits asteroids and gas giants.&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.&amp;lt;br&amp;gt;&lt;br /&gt;
They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
Light the entirety of the station on fire. Be immune to cold environments, die in seconds to hot ones. Claim that you're a space beast that's come to kill everything, ever.&lt;br /&gt;
&lt;br /&gt;
'''Diet'''&lt;br /&gt;
* Likes: Vegetables.&lt;br /&gt;
* Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* They stand out.&lt;br /&gt;
* Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
* Flash-proof, welding-safe helmet.&lt;br /&gt;
* Immune to cold, viruses, and radiation.&lt;br /&gt;
* Can't bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* They stand out, badly.&lt;br /&gt;
* They rely on a constant source of Plasma air to survive.&lt;br /&gt;
* If exposed to Oxygen their body will catch on fire.&lt;br /&gt;
* 150% damage from brute, heat and fire.&lt;br /&gt;
* They are stuck inside an environment suit. [Replaceable by Hardsuit or EVA spacesuit]&lt;br /&gt;
* Can't drink or eat through helmet, so dependent on injections and patches.&lt;br /&gt;
* No easy ability to hide their identity.&lt;br /&gt;
* Can be cloned, but incompetent medical staff will always fuck it up.&lt;br /&gt;
* Cannot be defibrillated.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* Atmospheric and Engineering, occasionally in Cargo.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
[[File:Moths.gif|90px]]&lt;br /&gt;
&lt;br /&gt;
White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.&lt;br /&gt;
&lt;br /&gt;
'''Diet'''&lt;br /&gt;
* Likes: Vegetables &amp;amp; Dairy, Clothing, Fur.&lt;br /&gt;
* Dislikes: Fruit.&lt;br /&gt;
* Toxic: Raw meat, cooked meat, just don't eat something that moved and made noises.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* If your wings haven't been crisped, you can flutter around once gravity goes out. &lt;br /&gt;
* Can eat clothing or eat the fur from creatures.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
* Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
* Vulnerable to pest spray. [3x damage]&lt;br /&gt;
* Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
* Nonsensical 'fluttering' speech tag. &lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* Near a light bulb or [[Tesla_Engine|Tesla engine]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Ethereals}}[[Ethereals]]===&lt;br /&gt;
[[File:Ethereal.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
'''Diet'''&lt;br /&gt;
* Likes: Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, [[Engineering_items#APC|APCs]] or indirectly through lightbulbs and power cells.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
Crumple over dead when you inevitably forget to charge yourself. Laugh off touching that live wire that just killed your fellow crewman. Act as a mobile source of light for your crew members against your will. Be swarmed by moth players. &lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* They're walking flashlights.&lt;br /&gt;
* Even better when emagged.&lt;br /&gt;
* Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
* Highly resistant to electricity.&lt;br /&gt;
* Can crystallize on death, self reviving a few minutes later if nothing breaks the crystal.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* They're walking flashlights.&lt;br /&gt;
* Vulnerable to brute damage.&lt;br /&gt;
* Can only regain nutrition through various electrical sources and special Ethereal food.&lt;br /&gt;
* When very low on nutrition, takes increasing toxin damage and is even more vulnerable to brute.&lt;br /&gt;
* Getting hit by an EMP will deplete all of your nutrition.&lt;br /&gt;
* Only crystallize a maximum of once every few minutes, and wake up with a [[Guide_to_Traumas|permanent brain trauma]] every time you do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* At [[Robotics]] and [[Engineering]], along with Command.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|IPC}}[[IPC|IPC]]===&lt;br /&gt;
[[File:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
Integrated positronic chassis, also known as TV heads. They're faster than all the other races but are vulnerable to brute and burn damage. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
Simultaneously be the most obnoxious and yet robust player every round. Get screwed over when you get gibbed and cry when medical uses surgery to fix you instead of taking you to robotics.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Aesthetic TV head capable of changing looks, you stand out.&lt;br /&gt;
* They can heal brute damage with a welder and burn with a cable coil.&lt;br /&gt;
* Move slightly faster&lt;br /&gt;
* Can be field revived with a cyborg reset board, welder and cable coils.&lt;br /&gt;
* They stand out due to their TV head.&lt;br /&gt;
* No need for eating.&lt;br /&gt;
* Immune to cold and do not need to breathe.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* Flash proof eyes.&lt;br /&gt;
* Immune to disease.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Cannot perform CPR due to lack of breathing.&lt;br /&gt;
* Cannot be cloned, incompetent Roboticists will borg you instead of reviving you.&lt;br /&gt;
* Take almost 2x burn damage, capable of being critted in 4 welder hits, along with having a 1.3 brute modifier.&lt;br /&gt;
* You stand out without a helmet.&lt;br /&gt;
* Cannot process any reagents.&lt;br /&gt;
* EMPs will deal 20 - 60 brute damage and stun you for 10 - 20 seconds and make you speak Galactic Uncommon which no one knows except for you.&lt;br /&gt;
* Need to stand still for a few seconds to heal with a cable coil.&lt;br /&gt;
* You will be killed by most conversion antags due to the difficulty of keeping you around.&lt;br /&gt;
* Revenants can EMP you and kill you.&lt;br /&gt;
* Takes water damage in the pool.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* Almost everywhere, but likely to be [[Atmospherics]] or [[Robotics]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don't end up in this sorry state.&amp;lt;br&amp;gt;&lt;br /&gt;
Like the lizard races, there's absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&amp;lt;br&amp;gt; Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for 'no reason'.&lt;br /&gt;
&lt;br /&gt;
'''Diet'''&lt;br /&gt;
* Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
* Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Buz-zz-zing lisp.&lt;br /&gt;
* Grotesque appearance.&lt;br /&gt;
* Badly hurt by pest spray [3x damage].&lt;br /&gt;
* CRUSHED by fly swatters [30x damage].&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* Near a [[teleporter]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human aside from dietary restrictions and aquaphobia. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Diet'''&lt;br /&gt;
* Carvinorous&lt;br /&gt;
* Dislikes: Fruits, Vegetables, Breads. &lt;br /&gt;
* Toxic: Chocolate&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, put on clothes that look like they're from one of those Chinese cartoons you're always watching. &amp;lt;s&amp;gt;Have quality interactions with the crew&amp;lt;/s&amp;gt; behave like a poorly-written female character created by a sweaty dude who's never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. &amp;lt;br&amp;gt; Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Metagangs. &lt;br /&gt;
* Hears conversations from a few tiles further away than humans.&lt;br /&gt;
* Gets stunned from falling down open spaces instead of taking brute damage.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Hit harder by flashbangs.&lt;br /&gt;
* Distracted by laser pointers.&lt;br /&gt;
* Panics in the pool, hates showers&lt;br /&gt;
* Sensitive ears, Munitions is almost impossible requiring both the munitions helmet and earmuffs to prevent eternal chain suffering, can fly fighter crafts without taking damage.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* [[Medical]], or just around.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Apid}}[[Apids|Apid]]===&lt;br /&gt;
[[File:Apid.png|alt=|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Bee people! An exceedingly rare sight to see. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
Get drunk off your own mead and dash into walls on accident. Be the ONLY player who donated to the Patreon to get access to Apids. Wow.&lt;br /&gt;
&lt;br /&gt;
'''Diet'''&lt;br /&gt;
*Likes fruits and vegetables&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
*Shockingly, bees like you.&lt;br /&gt;
*Improved vision in dark (barely noticeable).&lt;br /&gt;
*Superior lungs require less oxygen. (8 kPa min, humans require 16 kPa.)&lt;br /&gt;
*Able to dash short distances using their wings which works very well with no gravity but needs an atmosphere.&lt;br /&gt;
*Can craft [[Guide to food#Honeycomb|honeycombs]] which contain 25 units of honey for 50 units of sugar.&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
*Takes 1.5x burn and toxin, and 1.25x stamina damage.&lt;br /&gt;
*Passes out instantly in smoke, and after some time in the cold.&lt;br /&gt;
*Takes 30x damage from flyswatters, 3x damage from pest-killer.&lt;br /&gt;
&lt;br /&gt;
'''Where To Find Them'''&lt;br /&gt;
* Munitions as a pilot or ATC, likewise [[Security]]&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Oozeling}}[[Oozeling]]===&lt;br /&gt;
[[File:Oozeling.png|alt=|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Made of an abnormal version of Slime, These ooze based creatures are able to regenerate their limbs using their own blood.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
Cry when medical doesn't know how to heal you. Cry when medical kills you faster. Eat literally everything in sight especially human organs, make friends with the slimes and talk about how xenobiology is a hate crime.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
*Cannot ignite when exposed to flames&lt;br /&gt;
*Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
*50% reduced burn damage from high heat, but not burn damage from other sources.&lt;br /&gt;
*Able to speak the slime language.&lt;br /&gt;
*Able to regenerate their limbs&lt;br /&gt;
*Has slime lungs, &amp;quot;Vacuole&amp;quot;, which will regenerate blood (ooze) volume when breathing plasma, You still need oxygen though&lt;br /&gt;
*Has Slime Ooze as their blood, which is toxic if ingested by any other race&lt;br /&gt;
*Has no food preferences despite their gluttonous nature, so no major mood buffs or debuffs from eating.&lt;br /&gt;
*Rapidly metabolize food when overfed, converting it into extra blood volume.&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
*Lose limbs when &amp;quot;blood&amp;quot; volume gets too low, restoring some of it.&lt;br /&gt;
*Lose &amp;quot;blood&amp;quot; volume rapidly when exposed to water, water vapor, fire extinguishers, and showers.&lt;br /&gt;
*Lose &amp;quot;blood&amp;quot; volume rapidly and take toxin damage when processing chemicals which would heal toxin damage in other races.&lt;br /&gt;
*Lose &amp;quot;blood&amp;quot; volume gradually when hungry, and rapidly when starving.&lt;br /&gt;
*300% increased burn damage from cold temperature exposure&lt;br /&gt;
&lt;br /&gt;
'''Where To Find Them'''&lt;br /&gt;
[[Chemistry]], [[Science]], and much of the service jobs. &lt;br /&gt;
&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&amp;lt;br&amp;gt; &lt;br /&gt;
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can't survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after Genetics gets blown up and the Botanist is not stoned enough to forget he can clone too, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&amp;lt;br&amp;gt; Remember that you're basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
* Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
* Bees don't mind them.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Darkness drains nutrition.&lt;br /&gt;
* If starving, takes damage over time.&lt;br /&gt;
* Easily eaten by goats.&lt;br /&gt;
* Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
* Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
* Takes extra burn damage and heats up quickly.&lt;br /&gt;
* Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* [[Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
&lt;br /&gt;
These races are created in Xenobiology by ingesting mutation toxin. &amp;lt;br&amp;gt;&lt;br /&gt;
Further ingestion has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
* Slimes will never attack them.&lt;br /&gt;
* Able to speak the slime language.&lt;br /&gt;
* Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
* Take half burn damage from any source.&lt;br /&gt;
* Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
* Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though. &lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
* Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
* Nonhuman to the AI.&lt;br /&gt;
* Take triple damage from cold.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* [[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]]. &lt;br /&gt;
&lt;br /&gt;
==={{anchor|Slimepeople}}Slimepeople===&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&amp;lt;br&amp;gt;&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can split themselves to create spare bodies.&lt;br /&gt;
** To split they need to acquire slime jelly; they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn't damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
** Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood. &lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
* Can form slimelinks with any living being.&lt;br /&gt;
** To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
** Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
** Slimelink communication also works while unconscious or muted.&lt;br /&gt;
** Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Brokenbottle.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Emit a faint glow.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
** Each core has a minor and a major ability.&lt;br /&gt;
** Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
** You can only have one core absorbed at once.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.&lt;br /&gt;
&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.&lt;br /&gt;
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they're made of.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay'''&lt;br /&gt;
&lt;br /&gt;
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.&amp;lt;br&amp;gt; Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Spaceworthy, can't be dismembered and don't bleed out.&lt;br /&gt;
* Immune to the effects of radiation and viruses.&lt;br /&gt;
* Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
* Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Bound to will of creator unless freed.&lt;br /&gt;
* Most are much slower than humans.&lt;br /&gt;
* Immune to injections and cryogenic drugs, can't give or receive CPR&lt;br /&gt;
* Can't equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
* The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
* Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
* [[Lavaland]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&amp;lt;br&amp;gt;&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they're almost always associated with wizards.&amp;lt;br&amp;gt;&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Don't need to breathe.&lt;br /&gt;
* Aren't bothered by extreme temperatures and pressure.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
* Immune to item embedding and chemical injections.&lt;br /&gt;
* Do not need to eat.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Too spooky for most to tolerate.&lt;br /&gt;
* Immune to medical injections&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don't crave your brains (despite what they might be compelled to say sometimes).&amp;lt;br&amp;gt;&lt;br /&gt;
It's perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn't.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Don't need to breathe.&lt;br /&gt;
* Can survive in extreme pressures.&lt;br /&gt;
* Immune to cold.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
* Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Hard to understand.&lt;br /&gt;
* Ugly.&lt;br /&gt;
* Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren't just a human mutation.&amp;lt;br&amp;gt;&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won't stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.&amp;lt;br&amp;gt; &lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be cloned.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Same as regular zombies.&lt;br /&gt;
* Strong claws that can even punch through airlocks.&lt;br /&gt;
* Revives after death unless decapitated or gibbed.&lt;br /&gt;
* Quickly heals wounds.&lt;br /&gt;
* Can see in the dark.&lt;br /&gt;
* Turn other species into romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Slow movement.&lt;br /&gt;
* Can only use claws to smash.&lt;br /&gt;
* (Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Gradually heals in the dark.&lt;br /&gt;
* Don't need to breathe.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can see far in the dark.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Won't get attacked by ''Faithless'' mobs. &lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Will perish in the light.&lt;br /&gt;
* Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* In the darkness. Also [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Immune to all chemicals but synthflesh.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Can't be dismembered.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Gains all the passive bonuses/immunities of the race they're disguised as, until the disguise falls.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Usually valid. Expect the crew to attack you if you're revealed as synth.&lt;br /&gt;
* Disguise falls if you take more than 25 damage.&lt;br /&gt;
* Can only heal with synthflesh.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
* 25% natural armor against all damages.&lt;br /&gt;
* High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
* Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
* Immunity to pressure, cold and heat, can't be set on fire.&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Cannot be pierced by syringes or glass.&lt;br /&gt;
* Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
* Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* Robotics&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Is immune to viruses.&lt;br /&gt;
* Can use abductor-specific equipment.&lt;br /&gt;
* Can see in the dark for short ranges.&lt;br /&gt;
* Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks'''&lt;br /&gt;
* Can't use guns, except the one they start with.&lt;br /&gt;
* Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&lt;br /&gt;
'''Where to find them:'''&lt;br /&gt;
* [[Abductor]] ships&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Seryn</name></author>
	</entry>
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