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Revision as of 12:09, 10 February 2022
Circuits
Refered to in the code as id_mod and is the default icon for all circuit boards.
Default icon for all electronics if they aren't set to have their own icon.
Refered to in the code as power_mod and is the icon used for the power control module that's installed in APCs.
Refered to in the code as airalarm_electronics and is the icon used for the air alarm and Airlock Controller electronics.
Refered to in the code as mainboard and is the icon used for both firelock electronics and certain exosuit circuit boards.
Refered to in the code as mcontroller and is the icon used for certain exosuit circuit boards alongside the firing electronics from old munitions.
Refered to in the code as std_mod and is the default icon for all AI upload modules and Exosuit boards.
Refered to in the code as command and is the circuit board icon for certain machines.
Refered to in the code as generic and is the circuit board icon for certain machines.
Refered to in the code as security and is the circuit board icon for certain machines.
Refered to in the code as science and is the circuit board icon for certain machines.
Refered to in the code as service and is the circuit board icon for certain machines.
Refered to in the code as medical and is the circuit board icon for certain machines.
Refered to in the code as engineering and is the circuit board icon for certain machines.
Refered to in the code as supply and is the circuit board icon for certain machines.
Checkmark
AI_module_designs [X]
autolathe_designs [X]
biogenerator_designs [X]
bluespace_designs [X]
stock_parts_designs [X]
computer_part_designs [X]
munitions_designs [X]
fighter_designs [X]
electronics_designs [X]
mecha_designs [X]
mechfabricator_designs [X]
limbgrower_designs [X]
medical_designs [X]
mining_designs [X]
misc_designs [X]
power_designs [X]
smelting_designs [X]
smelting_designs [X]
comp_board_designs []
machine_designs []
telecomms_designs []
tool_designs [X]
weapon_designs [X]
shield_designs [X]
wiremod_designs []
mechfabricator_designs []
nsv_circuitboard_designs []
ship_weapon_designs []
tool_designs [X]
Protolathe
- The departmental Protolathe requires materials such as metal, glass and mineable minerals. Each sheet gives 2000 units when inserted into a Protolathe or its connected Ore Silo. It allows you to build objects such as stock parts, power cells and much more, depending on the department.
- Building 5 or 10 of the same item is faster than building it one at a time for 10 times; if you need lots of a particular item, mass produce them!
Engineering Department Protolathe
Science Department Protolathe
Security Department Protolathe
Medical Department Protolathe
Service Department Protolathe
Cargo Department Protolathe
Munitions Department Protolathe
Circuit Imprinter
- The Circuit Imprinter requires glass and occasionally gold or diamond. Here you will find circuits for most of the station's machinery and robotics' exosuits. With gold and diamonds, you can also make AI law modules.
- Information on how to construct machines is available at the Guide to advanced construction.
Engineering Department Circuit Imprinter
Science Department Circuit Imprinter
Security Department Circuit Imprinter
Medical Department Circuit Imprinter
Service Department Circuit Imprinter
Cargo Department Circuit Imprinter
Munitions Department Circuit Imprinter
Techfab
- The departmental Techfabs are circuit imprinters and departmental protolathes combined, except their available circuit boards differ depending on their department.
- These lists will only consist of items that can ONLY be found in a Technology Fabricator
Engineering Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Science Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Security Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Medical Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Service Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Cargo Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Computer Design (Express Supply Console) | Mining Technology | No | Mining Designs | 1000 |
Munitions Department Techfab
Icon | Item | Required Tech | Starting Tech? | Category |
---|
Stormdrive
The First Steps
First off, we will prepare the Stormdrive and the required hardware in the Engine room (Second picture).
A Control Room can be found by going up the ladder marked with Green, the control room contains the Reactor Control Console (First picture).
- To start off you'll want to assemble the Particle Accelerator - everything inside the Orange box. Wire and Screwdriver them. Then go to the PA console and click scan. If you did everything right the rest of the console's interface will unlock.
- After that you will need to insert the control rods. These rods can be found in the two crates marked with Pink. First, go to the Reactor Control Console marked with Light Blue, and enable Maintenance Mode. Then grab five control rods, and mount them on the reactor one-by-one, while you're in there, change the output on the pump marked in Yellow to 800 kpa or a kpa setting of your own choice.
- Return to the Control Console marked with Light Blue and turn off Maintenance Mode followed by setting the reactor to AZ-5 Cold Start. This will ensure that even if you pump in fuel accidentally, the reactor won't overheat.
The Fuel
The Shrike's Stormdrive is fueled through the usage of a Supermatter engine, which doesn't require setup, and as such doesn't require the usage of a custom mix.
However if you wish to change the pump outputs or the mixer ratio, you can do so by going through the shutters marked in red. (Second picture)
Temperatures
The Stormdrive as a byproduct will rampantly heat up the surrounding atmosphere, onboard most vessels, this issue is usually solved by keeping the Stormdrive inside an enclosed area.
However as you can see in the first picture, the Shrike's Stormdrive isn't located inside of a fully enclosed area, as such, it will rapidly heat up the reactor room the second it's activated.
This is an issue which you need to start thinking about right after you activate the reactor.
Starting the Reactor
All you have to do now is to start the reactor itself. For this, return to the Engine room (the second picture).
- Turn on the PA, and set it to level 1 for a low amount of heat, or level 2 for a high amount of heat.
- At this point, the reactor should start heating up, and the fisson reaction should start. If this happens, you will hear a small announcement on the engineering radio.
- If the reactor activates, it will start heating on its own, so you should turn off the PA, to not overheat the whole thing accidentally.