Difference between revisions of "Guide to construction"
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If you want to do a job, like [[Station Engineer]], you need to know how to build and deconstruct stuff. | If you want to do a job, like [[Station Engineer]], you need to know how to build and deconstruct stuff. | ||
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=== How Do I Wire? === | === How Do I Wire? === | ||
− | + | See [[Guide_to_wire_art|Guide to wiring]] | |
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=== Connecting [[Machines|Machines]] === | === Connecting [[Machines|Machines]] === | ||
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Most [[Machines|machines]] are connected to powernets wirelessly by being in an arbitrary "area" containing a charged [[APC]]. Though some [[Machines|machines]] must be connected by having a powered wire under them. | Most [[Machines|machines]] are connected to powernets wirelessly by being in an arbitrary "area" containing a charged [[APC]]. Though some [[Machines|machines]] must be connected by having a powered wire under them. | ||
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− | Please note | + | [[File:Wire_1_1.PNG|it's alive!]] + [[File:generator.png]] = <font color='green'>Connected</font> |
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+ | [[File:Wire_3_2.PNG|booh!]] + [[File:generator.png]] = <font color='red'>Not connected</font> | ||
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+ | [[File:wire_2_1.PNG|booh!]] + [[File:generator.png]] = <font color='red'>Not connected</font> | ||
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+ | Please note that [[Machines|machines]] must also be anchored (generally wrenched down) to be connected. | ||
'''Special cases''' : | '''Special cases''' : | ||
− | *[[#APC|APCs]] are connected to an adjacent | + | *[[#APC|APCs]] are connected to an adjacent knotted wire with a special terminal, by doing the cable coil step. |
− | * | + | *[[Engineering_items#SMES_Cell|SMES]] input powernet must be connected ''through a terminal'', while SMES output powernet must be connected through a classic node wire under the SMES. |
=== Wire-net Reset === | === Wire-net Reset === |
Latest revision as of 01:57, 29 November 2023
This page needs revising! The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example. The revision reason is: "Gigantic document that's basically just a big list, needs reworking into something more easily read" |
If you want to do a job, like Station Engineer, you need to know how to build and deconstruct stuff.
Basic Tools[edit | edit source]
Before you can begin any construction or deconstruction you need to gather a few useful tools.
These tools can be found in any blue Mechanical Toolbox on the station. They can also be made in an Autolathe or dispensed from a YouTool -vending machine.
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Materials[edit | edit source]
To build anything, you need materials.
Keep in mind that almost any material can be used to make doors, floor tiles and statues.
Metal[edit | edit source]
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Glass and Reinforced Glass[edit | edit source]
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Nanocarbon glass[edit | edit source]
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Plasteel[edit | edit source]
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Durasteel[edit | edit source]
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Duranium[edit | edit source]
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Rods[edit | edit source]
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Floor Tiles[edit | edit source]
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Planks[edit | edit source]
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Leather[edit | edit source]
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Cloth[edit | edit source]
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Plastic[edit | edit source]
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Cardboard[edit | edit source]
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Constructions[edit | edit source]
Lattice[edit | edit source]
The basic base for all types of construction, this is placed directly in space.
Lattice |
Requires to build | How to build | |
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x1 |
Use the rod on an empty space tile. | ||
How to deconstruct | |||
Tools |
Use wirecutters to cut the lattice into one rod. | ||
Catwalk[edit | edit source]
- Just like a lattice, except you can place wires on it.
Plated Catwalk[edit | edit source]
- A decorative cover for the floor
- Use a crowbar to access the floor below it.
- Useful as a handhold in zero-gravity.
- A decorative cover for the floor
Plating[edit | edit source]
- The basic floor which you put things like wires and pipes upon. 'All' floors and walls are built on top of this.
PlatingRequires to build How to build x1 Use a floor tile on a lattice.
How to deconstruct Tools Use a crowbar on broken plating, otherwise it does not deconstruct.
Can be deconstructed with an RCD.
How to repair Tools Use a welder on broken plating to repair it.
Steel Floor[edit | edit source]
- This is the basic "nice" floor, this floor should be considered used in all public areas, hence why there's none of these in maintenance tunnels.
Nanoweave Carpet[edit | edit source]
- Nanoweave carpet tiles is made from durasteel. They combine with other adjacent nanoweave carpets and form different patterns similar to other capret
Durasteel hull plating[edit | edit source]
- Durasteel hull plating is made from durasteel. This plating is normally found in the hallways of different ships.
Riveted steel hull plating[edit | edit source]
- Riveted steel hull plating is made from durasteel. It gives a bit of an "industrial" look.
Padded steel hull plating[edit | edit source]
- Padded steel plating plating is made from durasteel.
Embossed hull plating[edit | edit source]
- Embossed hull plating is made from durasteel. This plating is normally found in the hallways of different ships together with Durasteel hull plating.
Alternative Embossed hull plating[edit | edit source]
- Alternative Embossed hull plating is made from durasteel. Basically same thing as above but looks a bit different
Steel monotile[edit | edit source]
- Steel monotiles are made from durasteel. This kind of Flooring is not divided in the four usual parts but is instead one tile
Dark monotile[edit | edit source]
- Dark monotiles are made from durasteel. The darker counterpart to the one above
Light Monotile[edit | edit source]
- Light Monotiles are made from durasteel. This one has a lighter more friendly tone and one bolt in the four corners
Wood Floor[edit | edit source]
- This is a fancy floor, used in the library and similar places.
Wood FloorRequires to build How to build x1 Use a wood tile on plating. Wood tiles can be made of planks of wood.
How to deconstruct Tools Detach the tile with a screwdriver.
Alternately:
Destroy it with a crowbar. This will not give you a wood tile back.
Reinforced Floor[edit | edit source]
- This is a reinforced floor, used in science and similar areas for better protection against fire or explosions.
Carpeted Floor[edit | edit source]
- This is a carpeted floor, used to make your office look fancy.
Light Floor[edit | edit source]
- A fancy, more futuristic floor that lights up its surroundings.
Walls[edit | edit source]
Normal Wall[edit | edit source]
This is the standard type of wall found around the station, they are easy to construct and remove but are not as strong as reinforced walls. They also come in a hidden door variety. Walls can also be made out of different minerals, uranium being special with emitting strong radiation around it. They're useful for:
- Keeping people out.
- Keeping people in.
- Keeping people from going places.
Reinforced Wall[edit | edit source]
This is the reinforced type of wall found in secure areas of station, they are reasonably simple to construct, but are very time consuming to remove. They also can be made as a hidden door. They're useful for:
- Keeping people in and out of high security areas.
Normal/Reinforced Hidden Door[edit | edit source]
Also known as "Fake Walls" or "Hidden Walls". With a little imagination, hidden doors can be used in many marvelous tactics, varying from ambushes to passages into your very own secret hideaway room.
- Click to open.
- An almost undetectable escape route.
- Otherwise, same as a regular wall.
Normal/Reinforced Windows[edit | edit source]
Windows are aesthetically quite pleasing because they are almost invisible. You can build two types of windows:
- Full: A see-through wall. Usually only used if you don't have enough for 2-4 one-directionals or the metal for a wall.
- One Direction: Stops movement only from the way it faces.
Wall Mountings[edit | edit source]
APC[edit | edit source]
Info about Area Power Controllers can be found here.
If broken, you will have to deconstruct then construct the APC. An entire set of fresh parts will be needed.
APC |
Requires to build | How to build | |
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x2 x1 Power Control Module x1 x1 x1 |
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How to deconstruct | |||
Tools |
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Air Alarm[edit | edit source]
Info about Air Alarms can be found here.
Fire Alarm[edit | edit source]
Info about Fire Alarms can be found here.
Security Camera[edit | edit source]
Electric eyes of the AI or for camera monitors to look through.
Camera upgrades:
- Solid Plasma for EMP-proofing.
- Analyzer for X-ray.
- Proximity Sensor for motion alarm.
See here how to hack a Security Camera.
Light Fixture[edit | edit source]
Provides light for the people. Bulb fixture is much dimmer than the tube-one.
Other[edit | edit source]
Grille[edit | edit source]
Grilles are usually used in combination with directional windows. They allow gases and energy rounds to pass through them, but stop other objects. They can also be electrified for high security areas by building them on top of a live power wire.
- Keeping people in or out.
- Securing an area with electrified grilles.
Barricade[edit | edit source]
The poor man's barrier, not nearly as strong or cool looking. Useful for:
- Keeping people in or out, for a short while.
Windoor (Window-door)[edit | edit source]
Like a door, but with access controls. Windoors can't be hacked or even pried open with jaws of life. Emagging works.
Button[edit | edit source]
This is a button - it can remotely control an airlock. You can also put a signaler in one to have it pulse the signaler when pressed.
Firelock[edit | edit source]
This is a firelock - it locks an area when a fire alarm in the area is triggered. Don't get squished!
Reflector[edit | edit source]
This is an angular beam reflector. Any energy projectiles hitting it will be reflected at an angle depending on rotation. There are also "box" reflectors that change the direction of struck projectiles to face a single way, regardless of where they impact the reflector. The supermatter engine uses reflectors to make its emitters' beams go through a single path. Ballistic projectiles will not be reflected!
- You can weld it to anchor it to or unanchor it from the floor, or to repair it.
- Use a screwdriver to lock or unlock its rotation.
- Alt-click it to rotate its angle.
Airlock[edit | edit source]
This is an airlock - it locks air. Everyone just calls them doors, although they are not actual doors. If you want to hack an airlock, see here.
Airlock |
Requires to build | How to build | |
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x4 OPTIONAL: x1 x1 Airlock Electronics x1 |
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How to deconstruct | |||
Tools |
If the airlock has been emagged, skip to step 4.
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Turret[edit | edit source]
To ensure no one trespasses an area. Its options are (first option is the default setting):
- Status: On/Off - wether the turret's power is on or off.
- Behaviour control are locked/unlocked - can be unlocked with a Security level ID.
- Check for Weapon Authorization: No/Yes - neutralizes people who have a weapon out but are not Heads or Security staff.
- Check Security Records: Yes/No - searches Security Records for criminals.
- Neutralize Identified Criminals: Yes/No - neutralizes crew members set to Arrest on the Security Records.
- Neutralize All Non-Security and Non-Command Personnel: No/Yes - self explanatory.
- Neutralize All Unidentified Life Signs: Yes/No - neutralizes aliens.
AI Core[edit | edit source]
The AI's house.
Solar Panels and Trackers[edit | edit source]
You can generate power with these things.
Disposal Pipes and Machinery[edit | edit source]
The disposal system of the station.
Disposal Pipes and Machinery |
Requires to build | How to build | |
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x1 or x1 or x1 |
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How to deconstruct | |||
Tools |
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Computers[edit | edit source]
Computers can have various uses.
Modular Consoles[edit | edit source]
Modular Consoles are very flexible devices.
Machines[edit | edit source]
For detailed information about each machine: machine construction guide.
Robots, Cyborgs and Mechs[edit | edit source]
Their construction is described at: Robots, Cyborgs and Mechs -pages.
Mineral Door[edit | edit source]
The actual doors of the game. Nobody ever uses these poor things and they aren't even airtight. Every ore material (and wood) can be made into a door. Other door types (which act otherwise similar, just made out of different material) are: sand, gold, silver, plasma, uranium and diamond. Keep in mind that Uranium doors put out a pulse of radiation every time they're opened.
Conveyor Belt[edit | edit source]
The Conveyor Belts seen in Cargo, Disposals, and other places around the station can be set up similar to a floor tile, only they require a bit more setting up to become functional.
Conveyor Belt and Conveyor Belt Switch | Requires to build | How to build | |
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An Autolathe, with enough metal and glass. |
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How to deconstruct | |||
Tools |
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Furniture[edit | edit source]
Chairs[edit | edit source]
Chairs are for sitting down and making the place look nice. The only real use for chairs are to restrain people, building electric chairs or to buckle in when the shuttle is about to take off. Office chairs can also be used to move buckled people around.
Tables/Reinforced Table[edit | edit source]
Tables are used to hold objects on. The most common ones are metal, glass and reinforced. You can climb onto tables, though it takes a short while. Tables can also be used for ghetto surgery.
Lockers[edit | edit source]
Lockers are among the most common and arguably the most useful of containers on the station. Nearly anything can fit inside, barring other lockers, crates, and certain especially large objects like racks and MULEbots.
Besides being welded shut, some lockers can be, well, locked. Several levels of access exist, such as security-, captain-, and private-level access. These can be opened with the proper level identification card, emag item, or with enough damage. If you don't want to take out your id to open these every time, you can alt-click them to lock/unlock them.
If you yourself are inside a locker, you can see your surroundings. Normally you can move in any direction to exit the locker, but if the locker is locked or welded, you will be unable to exit and you cannot unweld or unlock your cell from inside - at that point if you try to move around you will instead throw yourself against the sides of the locker, making a BANG BANG sound that can be heard from several squares away. Using the Resist button will allow you to slowly open the locker.
Coffins count as lockers.
Rack[edit | edit source]
Racks are flat and wide, incapable of being walked over, and bolted together. They can hold any number of items, but they hold them stacked on top of each other like a table. They are most common in maintenance tunnels and the EVA room.
Beds[edit | edit source]
Get your mind out of the gutter, they're for sleeping! Most station's beds come with a bedsheet, and new beds without sheets can be made with metal. The Medbay's preferred variation of a bed is the movable and collapsible Roller Bed, which is extremely useful for sex transporting patients.
You use a bed by going on top of it and *sleep. To buckle someone, put them on the bed and drag their sprite on it, to release click on the bed.
Bed |
Requires to build | How to build | |
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x2 |
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How to deconstruct | |||
Tools |
Use a wrench to dismantle it to two sheets of metal. | ||
Bookcase[edit | edit source]
Holds any number of books inside.
Drying Rack[edit | edit source]
Dries herbs for smoking, meat into jerky and grapes into raisins.
Drying rack |
Requires to build | How to build | |
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x10 |
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How to deconstruct | |||
Tools |
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Power Wires[edit | edit source]
Power wires (cable coils) are available from autolathes, yellow toolboxes, engineering vending machines or scattered about the station's maintenance-, construction- and storage-areas.
- Wires can be electrified if connected to a power net (a charged SMES or APC is attached to the wire), and you will get fried if you place or cut them.
- Insulated gloves negate any electrical shocks to the player.
How Do I Wire?[edit | edit source]
See Guide to wiring
Connecting Machines[edit | edit source]
Most machines are connected to powernets wirelessly by being in an arbitrary "area" containing a charged APC. Though some machines must be connected by having a powered wire under them.
Please note that machines must also be anchored (generally wrenched down) to be connected.
Special cases :
- APCs are connected to an adjacent knotted wire with a special terminal, by doing the cable coil step.
- SMES input powernet must be connected through a terminal, while SMES output powernet must be connected through a classic node wire under the SMES.
Wire-net Reset[edit | edit source]
This is Byond's attempt to "reset" the whole power net in order to deal with new/removed wires that shift the power value of a whole system. It will cause APCs to stop charging for a moment, and in huge nets it can shut down the charging of all APCs for a while.
Don't mess with wires unless you have to, it causes problems to everyone in both OOC (potential lag) and IC (power loss).
Pipes[edit | edit source]
Pipes are only constructed from Pipe Dispensers in Atmospherics. To use a Pipe Dispenser, follow these steps:
- Put Dispenser in a powered area.
- Wrench Dispenser to lock it into place.
- Click on the Pipe Dispenser with an empty hand and select the pipes you wish to use.
- You have a pipe to play with now.
- Wrench Dispenser to make it mobile once more.
Placing and Removing Pipes[edit | edit source]
Disposal Pipes[edit | edit source]
- Rotate the pipe to the direction you wish the pipe to be in.
- Wrench the pipe to the ground.
- Use a lit welder to fuse the pipe to the ground.
Gas Pipes[edit | edit source]
- Rotate the pipe to the direction you wish (pay attention to gas pumps as they are direction dependent).
- Wrench into place.
- Turn on the pipe, if necessary.
How to Remove a Pipe[edit | edit source]
- Perform the step you used to set the pipe into place in reverse (make sure the pipe is powered off).
- Brace for any junk that might blast out of the pipe.