! scope="col" style="background-color:#ffff00;" class="unsortable" |Chemical Name
! scope="col" style="background-color:#ffff00;" class="unsortable" |Chemical Name
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=Unrelated Stuff=
=Unrelated Stuff=
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==== Voucher/Reward Equipment====
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These items can either be acquired from a voucher, or can be bought with money/credits, usually earned from delivering ore to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:New_Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] on the station. Prices are included.
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{{Test Merge
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{{Item
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|link =
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|name=Mining Equipment Vendor
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|bgcolor1 = #cc9966
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[[Guide to the FTL]]
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<br>
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|image = Mining_vendor_default.gif
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[[Scrapyard]]
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==== Voucher/Reward Equipment====
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These items can either be acquired from a voucher, or can be bought with money/credits, usually earned from delivering ore to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:New_Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] on the ship. Prices are included.
|A powerful melee weapon. Unless you have a Bag of Holding, you can only store this in the slot normally occupied by a backpack. If wielded in both hands (left-click it while it's in the selected hand), shoots kinetic bolts that don't deal damage, but can mark creatures making the hammer deal increased damage (20->50 Brute) when used on them. It will deal even greater damage (80) on backstab.
|Contains a mini-pickaxe, mesons, an ore scanner and satchel, an explorer suit and gas mask, a supply encryption key which gives your headset access to the supply channel, and a card which adds mining access to your ID.
|A fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 5 rocks per shot. Rechargeable by inserting plasma ore or sheets into it (max 20). Less efficient in combat than a KA, however, and even less when in pressurized environments.
|A very fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 10 rocks per shot, basically allowing you to pierce rock as fast as you can walk. Rechargeable by inserting plasma ore or sheets into it (max 20).
|A upgrade over the default Mining Scanner. This tool has a much larger detection radius of seven tiles (the entire screen), and updates more frequently.
|A one-use item that creates a wormhole to a random beacon on ship. The portal is unstable and will make you dizzy after using it. Can be worn on the belt slot to teleport you if you happen to encounter a chasm.
|A balloon that can be used to extract anything outside that's not bolted down to a Fulton Recovery Beacon. Swap which beacon the pack is aiming at by using (Z or click) the pack in hand. It has a limited number of uses (usually 3 in a fresh pack); examine the pack to check how many are left.
|An extra hardsuit if you need to buy a new one for somebody, or you lost your old one. Like the standard explorer’s suit, can be upgraded up to 3 times with goliath hide for up to 60 melee resistance.
|A miracle injection capable of reviving simple living beings from death, making them friendly to you and the crew. Useless on humans, monkeys, and other complex living beings. Resurrect Ian for all access from a thankful Executive Officer!Or make yourself a space carp. The Lazarus injector can be EMP'd to make revived mobs hostile to everyone but you. Also useful for bartering with the XO or any staff with a pet.
|The Shelter Capsule is indispensable for long expeditions: it creates an ash-storm proof 3x3 room complete with breathable air, a nanomed, a stasis bed and some warm donk-pockets.
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Of course, the donk pockets are better at healing you than the nanomed. The only useful thing the nanomed holds are its bandages.
|For the miner who wants a homebase in hell, the mining encampment comes with standard shelter amenities and more, including tolietries and a personal equipment vendor for multiple miners to really call home.
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!<span style="display: none;">a</span>5000
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Points
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![[File:BScapsule.png|32px]]<br>{{anchor|Luxury Bar Capsule}}Luxury Bar Capsule
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|A luxury bar in a capsule. Bartender required and not included.
|A modkit that makes your KA look orange, like one of the no longer existing Hyper-Kinetic Accelerators. Does not occupy any mod capacity..
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!<span style="display: none;">a</span>200 Points
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![[File:Modkit.png|32px]]<br>{{anchor|P-KA Upgrade: Adj. T. Shots}}P-KA Upgrade: Adj. T. Shots
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|A modkit that makes your KA's projectile flight path visible. Use in hand to cycle between colors. Does not occupy any mod capacity.
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!<span style="display: none;">a</span>300 Points
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![[File:Modkit.png|32px]]<br>{{anchor|P-KA Upgrade: Range}}P-KA Upgrade: Range
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|A modkit that increases your KA's range by 1. Occupies 25% of mod capacity. Can usually be fabricated at the cargo techfab/protolathe - don't buy it here.
|A modkit that increases your KA's damage by 10. Occupies 30% of mod capacity. Can usually be fabricated at the cargo techfab/protolathe - don't buy it here.
|A modkit that reduces your KA's cooldown by 0.25 seconds. Occupies 30% of mod capacity. Can usually be fabricated at the cargo techfab/protolathe - don't buy it here.
|This helpful little guy goes around collecting loose ore so you don't have to. Will drop its haul when you hit it with the mining scanner. Clicking on it with an empty hand will toggle it between ore collection and wildlife fighting mode, where it will attack xenos with its built-in kinetic accelerator and drill. Will not pick up sand with no nearby ore around, for some reason. Comes with an upgraded welding tool if redeemed via voucher. It cannot be repaired while it is fighting. It can be further upgraded with [[#Advanced Gear|special modules]] bought from the vending machine.
|The Shelter Capsule is indispensable for long expeditions: it creates an ash-storm proof 3x3 room complete with breathable air, a sleeper and some warm donk-pockets.
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!<span style="display: none;">a</span>400 Credits
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![[File:Gar_mesons.png|32px]]<br>GAR Mesons
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|A pair of very sharp meson scanners. Can be thrown as a weapon, with a chance to embed.
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!<span style="display: none;">a</span>500 Credits
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![[File:Miner_webbing.png|32px]]<br>Chest Webbing
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|Can be worn on the belt slot, stores mining equipment.
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!<span style="display: none;">a</span>500 Credits
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![[File:Stimpen.png|32px]]<br>Survival Medipen
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|Contains several healing and heat-stabilizing chemicals. Using more than one in a short period will cause several overdoses.
|A powerful two-handed melee weapon. Shoots kinetic bolts that don't deal damage, but can mark large creatures making the hammer deal increased damage (20->50 Brute) when used on them. It will deal even greater damage (80) on backstab.<br> What makes the Crusher special, is that enemies killed by it have a chance to drop '''trophies''', powerful "modkits" that can be attached to the Crusher.
|A upgrade over the default Mining Scanner. This tool has a much larger detection radius of seven tiles (the entire screen), and updates more frequently.
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!<span style="display: none;">a</span>800 Credits
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![[File:Resonator.png|32px]]<br>Resonator
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|Another deadly tool. This will, when used on rock or an empty space, create a field on that spot that lasts for about five seconds before rupturing, causing serious damage (60 Brute) to anything standing on it. Just like the kinetic accelerator, it does reduced damage (20) in pressurized environments. You can activate it in your hand to switch the field to last between 3 and 5 seconds. Using it on an already-marked spot will instantly rupture the field.
|A balloon that can be used to extract equipment or personnel who are outside (not within the station or the mining base) to a Fulton Recovery Beacon. Anything not bolted down can be moved. Swap which beacon the pack is aiming at by using the pack in hand. It has a limited number of uses, examine the pack to check how many are left.
| A miracle injection capable of reviving simple living beings from death, making them friendly to you and the crew. Useless on humans, monkeys, and other complex living beings. Resurrect Ian for all access from a thankful Executive Officer! Or make yourself a space carp. The Lazarus injector can be EMP'd to make revived mobs hostile to everyone but you. Also useful for bartering with the XO or any staff with a pet.
|Contains a proto-kinetic accelerator, survival knife, seclite, mesons, an ore scanner and satchel, an explorer suit and gas mask, a supply encryption key and a card which adds mining access to IDs.
|For when you want something shinier and better than your default pickaxe and the scientists are either too lazy or too dead to make drills or jackhammers. STILL worse than a basic KA.
|This helpful little guy goes around collecting loose ore so you don't have to. Will drop its haul when you hit it with the mining scanner. Clicking on it with an empty hand will toggle it between ore collection and wildlife fighting mode, where it will attack xenos with its built-in kinetic accelerator and drill. It cannot be repaired while it is fighting. It can be further upgraded with special modules bought from the vending machine to increase its effectiveness.
Staff Sergeant Angela Deth says: "Listen up people, cause I'm not going to scream this twice! I've lately heard from a little bird on the Grapevine that the Brass has finally gotten around to talking about assigning us a Mission, as such I've decided that it's time to refresh that brain of yours with the various possible assignments we might get. So let's get to it Marines!"
At the start of every round the ship is given a randomly chosen assignment, this assignment has sub-objectives attached to it, which all need to be completed before you are allowed to vote on either, Continuing Onwards with a newly given Objective, or Returning to Outpost 45 for debriefing.
These objectives can be anywhere between having to calmly deliver supplies to some station, two jumps away from Rubicon, to downright having to plow through five Syndicate fleets, alongside a small pirate fleet, while the engine room is on freaking fire.
Staff Sergeant Angela Deth says: "Patrol Duty, the lifeblood of the navy and the only thing keeping the Syndicate on their toes, our navy from being mothballed and our guns from gathering dust. It also serves to remind the outlaws that although we might be in the middle of a war, we still have not forgotten about their existence."
The Patrol Assignment is one out of four assignments you can potentially roll at the start of every shift depending on the amount of players.
The minimum amount of players required in order to roll this assignment is: 10 Players.
This assignment has a single Objective attached to it and that objective is to gather: 1000 Faction Points.
The current ways you can gather 1000 points is to do one, or more, of the following things:
Hunt down Syndicate and Pirate Fleets.
Capture Star Systems using the F.L.A.R.E. device which can be found in the Vault on certain maps.
Staff Sergeant Angela Deth says: "The vessel we're being assigned to is fresh from the shipyard, she hasn't even had her maiden voyage yet, nor has she earned any scars yet, but that's all in due time, currently we've been given the task of taking this lady out for a spin."
Staff Sergeant Angela Deth says: "Courier Duty, even in the middle of a war the mail still has to be delivered, no matter how many syndicate fleets we must plow through, whether we're delivering vital cargo that could help save a system, to simply delivering the party supplies some station at the front-line ordered. We're the one's who have to ensure it gets there, no matter what stands in our way."
Staff Sergeant Angela Deth says: "Remember the various times the Syndicate sent their little drop troopers to wreck havoc inside our ships? Well guess what Marines? Playtime's freaking over! I've just got word from command, we are going on a little field-trip of our own, in order to steal ourselves one of their Ships."
The Boarding Assignment is one out of four assignments you can potentially roll at the start of every shift depending on the amount of players.
Test
The minimum amount of players required in order to roll this assignment is: 14 Players.
This assignment has a single Objective attached to it, with the objective in question being to Board and Capture a Marked Syndicate Vessel.
You can have a squad of Midshipmen geared up for boarding duty, however unless you have a pilot capable of actually getting them somewhere, they're not going to be very useful.
Make sure there is at least one backup pilot with you in the event that the first one eats a bullet.
Make sure everyone who's partaking in the boarding action is assigned into Squads.
Those in squads have roles assigned to them, usually alongside a space-worthy suit of armor.
Make sure everyone has a gun that's actually useful and not loaded with non-lethal ammunition.
There are firing pins that only work during boarding actions, install them into those guns in order to ensure that nobody tries using them for something stupid back home, and to deny anyone seeking to return the favour from having multiple working weapons at their disposal.
Before you can initiate the boarding procedure, you need to damage the targeted vessel to the point where it's point defense systems are no longer fully effective, which usually happens when the enemy vessel has around 50%, or less, of it's hull integrity remaining.
Upon which you need to lock it down which is called a Hammerlock
You can check if you are capable of hammerlocking an enemy ship by using this console.
That console is found on the Bridge, as such it's up to the bridge officers, or whoever is on the bridge, to hammerlock it.
Upon locking down a ship for boarding, the vessel will cease returning fire and the sabre/drop ship, can now "safely" approach the disabled vessel for the next step of the plan.
This part of the plan is usually where things tend to start going ballistic fast.
When approaching the boarding target, the pilot needs to activate the docking mode on their craft and then carefully fly into the vessel, if they don't have the docking mode engaged when they make contact with the ship, then they'll slam into the ship like a bug splattering across a windscreen.
Upon docking with the Syndicate vessel you will have to navigate closer to the hull of the syndicate vessel before you can allow your bundle of well-trained Military-gradeClowns to exit the clown vehicle.
So, you've successfully managed to get onboard a syndicate ship, well done, now what do you do?
Well, first of all you have to get into cover, the primary reason for this is because the Syndicate Navy is staffed purely by Lemmings, and as everybody knows.
Lemmings tend to be extremely suicidal, to the point where if one of the crew members, onboard the Syndicate ship, suddenly spots you then chance of the ship suddenly gaining a new hole, due to a small accident involving the natural laws of bullets and a few Thermonuclear warheads, just skyrocketed.
The secondary reason for getting into cover is due to the fact that no military vessel in space exists without a sufficient amount of point-defence to defend itself against the swarm of fighters seeking to touch it in uncomfortable areas, and these turrets, who are usually only used to destroy incoming fighter crafts, can just as happily tear your little body to shreds.
So, after keeping that information in mind, you need to find either an airlock, the hangar, a window or you can just plain old, make your own explosive entrance, any method is fine, so long as you get inside the ship.
So now that everybody has gotten inside the ship and perhaps put up a few defensive positions, you need to carefully ration out your ammo so you don't run out of it in the middle of a fight, and also make sure nobody dies.
Now if a bunch of people suddenly decides to run on ahead, don't worry because your chances of survival just increased by 2%
This is due to the fact that those who ran ahead haven't had their bloodlust sated in approximately five seconds.
Best case scenario, they'll have died somewhere taking down a few of the syndicate crew with them.
Worst case scenario, they'll have slaughtered everything onboard the ship and are now thirsting for more.
The computer surrounded by the lime green box is the primary objective.
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.
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.
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
Plasmamen (or phoronized humanoids) are the newest species to ever come about naturally so to speak. By all technicality and definition, Plasmamen’s home planet is surprisingly the Earth’s moon. Through long term exposure to phoron, humanoids of all kinds have found themselves slowly but surely mutating and adapting to not only resist the harmful effects of phoron but even live and thrive off of it. Such a process shouldn’t be happening over the course of only a single lifetime, in fact it just about defies any natural process of evolution and mutation known to the current understanding of biology.
General exposure to phoron leads to tissue and liver damage. It acts as a toxic material in any organic lifeform’s body and can easily kill an individual in low quantities. However, a currently unknown quality that some humanoids share causes some form of chain reaction, dubbed “Phoronisation”, amidst their biological process that turns them into what is now called a Plasmaman. Phoronisation is only triggered by prolonged exposure to phoron over the course of years, if not decades, and in extremely small quantities due to its highly volatile and poisonous nature. This causes the skin, muscle, sinew, tendons, and internal organs to break down and reform into an incredibly hot organo-phoron compound that then covers the entirety of the skeleton, which, surprisingly, remains intact. This hot “organic” plasma fits all the criteria to be considered a living organism, complete with sentience and self awareness.
Plasmamen breathe pure gaseous phoron, which serves as the main driving force behind their biological functions. As such Plasmamen do not need to consume food to sustain themselves. Although many have shown a propensity toward vegetables over fruit when given the opportunity to eat. Such an incredibly volatile organism has been proven without a doubt to be completely immune to diseases and unbothered by radiation exposure. Their body produces enough heat to sustain themselves in the complete absence of warmth. Plasmamen are unable to reproduce on their own or with one another and rely entirely on other humanoids undergoing the chain reaction to sustain their numbers. As agonizing of a process it is to become a Plasmaman, such a great sacrifice of suffering is rewarded with the only form of naturally occurring genetic immortality in sapient beings observed so far. Plasmamen do not age and are not affected by disease.
When Plasmamen were first discovered decades ago during the expansion, humanoid-kind wasn’t sure what to make of them. They did their best to accommodate these new people and be mindful of more showing up in the future. Plasmamen were not widely received with open arms but were certainly seen as useful by Nanotrasen as the perfect employees to harvest the phoron shard in the moon during the Great Expansion.
In the furthest reaches of colonized space, humanoids were found drifting amidst the stars that very much resembled the Plasmamen of Earth’s moon. Their integration into society was relatively smooth, having flocked to the phoron shard not many questions were asked. Although prying minds had soon discovered these Plasmamen had been around for much longer than they let on. Some predated humanity as a species let alone their adventures in the endless cosmos. None of these ancient Plasmamen have been able to recollect where their home planet is nor their history leading up to their journey to Sol. Plasmamen, both ancient and new, with no memory of its origin, have since made their home with the federation working on station and ship crew alike.
The Lightbulb Engineers Guide to Advanced Engineering[edit | edit source]
By: Travis Zaun
Engineering is complicated, thankless, and liable to get you blown up by your own mistakes or someone else refusing to listen. It is also rewarding, as you are the one thing keeping the ship from exploding due to those damned incompetent helmsmen and that one captain who thinks that Leeroy Jenkins is a role model instead of a cautionary tale. I'm going to give you some tips and tricks that I've learned over time to help make your life just a bit easier.
Keep in mind that this is written to the level of someone who already has a basic understanding of engineering: basic terms or concepts are not defined or explained. At the end, there is a Q&A for some commonly asked questions and some entertaining engineering stories.
On to the guide.
Chernobl Memes: Why there isn't any reactor information in this guide
There is a lack of tips to do with the reactors in this guide. It is deliberate and the reason is simple: experimentation leads to better engineers. People willing to figure out why things work with the reactors (particularly the stormdrive) generally learn a lot about engineering as they experiment. As a whole, this improves the overall quality of their engineering capabilities as they figure out gas interactions.
Piping and how it doesn't work like you think it does.
Good old Atmosia, the great state of pipes. You can do much with them, and anything fun (IE: extremely dangerous) requires a good working knowledge of how piping works if you want to live through whatever experiment you're running. Here are a few things to know about piping and Atmosia in general.
1. Pipes are indestructible as far as the forces contained within them:
You're probably already figured this out, but pipes can contain functionally infinite pressure and infinite temperature, their limits are the volume that they can contain, not the pressure or temperature within them, this is important, and I'll tell you why later.
2. Pipes don't have flow.
Yes, you read that correctly. There is no flow in pipes. Connected pipes that are not interrupted by components do not have flow, they just have volume. Pumps are just move volume from one tank to another at a certain rate. This is the equivalent of taking a cup and taking from one bucket and putting it into another bucket. All components that have a flow rate (scrubbers, non-passive vents, injectors, gas pumps, volume pumps, mixers, filters) all behave in this manner. Components that do not have a flow rate, such as valves (when open), connectors, z-level connectors, layer connectors or passive vents just connect one bucket directly to another, making it a bigger bucket.
3. What happens to one, happens to the rest.
Pipes are functionally just funny shaped tanks, and properties that happen to one section of pipe happen to ALL connected sections of pipe. This means that when that one dipshit captain panic siphons a room that was on fire, he just massively heated up the entire subber network, making it useless for actually scrubbing anything anywhere else. It also means that when you apply cooling to one section of piping, you apply cooling to the entire section of connected piping, assuming there aren't any interruptions in the line. The best way to fix that dipshit captains mistake is to build a thermomachine with the best components that you can get (or multiple thermomachines if you have low tier components), attach it to a random section on the scrubbers network, and turn it on.
4. Thermodynamics. It's a thing that exists.
Remember how I mentioned that pipes have a limit on volume, but not pressure or temperature? The importance is that when gasses expand, they take up more volume. They expand when they heat up, and contract when they cool down. Why does this matter? Well, for one part of the reason that the dipshit captain was able to disable that scrubbers network is that at the end of the scrubbers network is a pump that takes it into the main atmospheric tanks. That pump, upgraded to a volume pump or not, can only move certain amount of pressure (standard pump) or volume (volume pump) at a time. If the temperature is very hot, it will not be moving very many moles (the measure of the actual amount of gas) at all, and all the gas in it was just expanded to a massive pressure and volume, likely maxing out the amount contained within, and meaning that you're not moving it at anywhere near the normal rate. On the other side of this, you can use this concept, with a valve, to use one section of thermal piping to heat up another section on demand.
Damage Control: Rise of the Fixman
So, the ship has taken a few hits, the clown is dead, munitions is complaining about their compartment being depressurized again, medical has ceased to exist as a location, you've lost contact with the bridge, and you've just barely managed to stop the ship from exploding due to superstructure critical. What do you do, and how do you do it?
1. Triage, not just for medical.
So, you've got a whole list of issues. Priorities change in combat and out of combat, and what you can afford to fix changes with the number of engineers you have available to you. These priorities are debatable, but I'll list what I treat as the priorities here and why. I've also added in a list of Non-Priority Fixes, otherwise known as "what's in it for me?" fixes. The things at the bottom I will only fix if someone is bribing me.
In Combat:
1. Fix the reactor-if this took a hit and/or is starting to do the funny alarming noises, fix it. You've got about 2 minutes from unhappy to boom with the AGCNR or Stormdrive.
2. Bridge-Specifically the HELM, DRADIS, TAC and FTL consoles. If they're broken, you can't move and shoot, and you'll probably die.
Causes heavy suffocation damage, while giving a small chance of heart attacks. Becomes even more lethal if the mob has more than 120 suffocation damage. Has no effect if the host does not need to breath