Difference between revisions of "Ship Engineer"

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{{Needs revision| reason = Needs more images}}
|reason = Equipment is outdated; various items like RCD and inductors are missing. Tips section needs formatting.}}
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{{Infobox_jobs
 
 
{{JobPageHeader
 
 
|headerbgcolor = orange
 
|headerbgcolor = orange
 
|headerfontcolor = white
 
|headerfontcolor = white
|stafftype = ENGINEERING
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|bgcolor = #ffff88
|imagebgcolor = #ffff88
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|image = Moth_Engineer.png
|img_generic = Generic_engineer.png
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|jobtitle = Ship Engineer
|img = Engineer.png
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|caption = ''"I'll fix the power as soon as I'm off my lunch break."''
|jobtitle = Station Engineer
 
 
|access = [[Engineering]], Power Equipment, [[Tech Storage]], External airlocks, [[Construction Area|Construction]] [[Vacant Office|Site]], [[Maintenance]], [[Telecoms]]
 
|access = [[Engineering]], Power Equipment, [[Tech Storage]], External airlocks, [[Construction Area|Construction]] [[Vacant Office|Site]], [[Maintenance]], [[Telecoms]]
|additional = [[Atmospherics]]
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|access2 = [[Atmospherics]]
 
|difficulty = Medium
 
|difficulty = Medium
|superior = [[Chief Engineer]]
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|supervisors = [[Chief Engineer]]
|duties = Start the [[Supermatter]], wire the solars, repair station hull and wiring damage, do the job of the (always) incompetent [[Atmospheric Technician|atmos techs]]. Basically, do everything that has anything to do with repairs. Also, be prepared to be the hero the station deserves, because [[Security]] is lazy.
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|rank = Sub-Lieutenant ('''SLT''')
|guides = [[Engineering items]], [[Construction materials|Guide to Construction Materials]], [[Basic construction|Guide to Basic Construction]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to power]], [[Singularity Engine]], [[Guide_to_the_Supermatter|Supermatter Engine]], [[Tesla Engine]], [[Solars]], [[Hacking]], [[Guide to Telecommunications]]
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|duties = Set up the engine and repair any damage to hull and equipment. Keep the ship's FTL spooled and the armour pumps running.
|quote = I'll fix the power as soon as I'm off my lunch break.
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|guides = [[Engineering items]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to power]], [[Singularity Engine]], [[Guide_to_the_Supermatter|Supermatter Engine]], [[Tesla Engine]], [[Solars]], [[Hacking]], [[Guide to Telecommunications]], [[Guide to the Antimatter Engine]], [[Guide to the Nuclear Reactor]], [[Stormdrive|Guide to the Stormdrive Engine]], [[Guide to Ship Superstructure and Armor]]
 
}}
 
}}
  
<font size="4">'''[[Guide_to_the_Supermatter|For the Guide to setting up the engine, click here.]]'''<font size="2">
 
  
Effectively, you are an assistant on steroids, and need not fear any electrical things with your gloves. You can, however, affect the station, for good or for ill, much more profoundly than a mere [[assistant]] can. For example, badass engineers can break into the [[Teleporter|teleporter room]] quickly to kill a malevolent [[AI]].
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<span style="background-color:#ffff88"><font size="4"><u>[[File:Warningsign.png|32px]]'''Hey, Listen!'''[[File:Warningsign.png|32px]]</u> <br>'''[[Guide_to_the_Stormdrive_Engine|For the Storm Drive Engine, click here.]]<br>[[Guide to the Nuclear Reactor|For the Nuclear Reactor, click here]]<br>'''<font size="2">
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What is a ship, without an engineer to maintain it? A sad, depowered, lifeless shell of a ship that's been cut into a million pieces. With you on board, the lights stay on, the rooms stay pressurized, and <s>the ship stays in at least 3 pieces</s> you and all of your friends return to Outpost 45, very much alive. As an engineer aboard an NSV, you are tasked with creating enough power for the ship's systems, keeping the armour wells and pumps working smoothly, and sealing up the hull breaches that inevitably appear.
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'''Bare minimum requirements:''' Fix hull breaches, fix cables/[[Engineering_items#Equipment|APCs]] if power goes out in an area. Observe the other engineer set up the [[Guide to the Nuclear Reactor|engine]] and know how [[Engineering_items#Equipment|SMESs]] work. Fill the [[Guide_to_Ship_Superstructure_and_Armor#APNW|armour well]]. Spool the FTL whenever the ship jumps.<br>
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'''Basic skills:''' [[Stormdrive|Set up the engine]] without killing everyone. [[Construction#Airlock|Fix emagged airlocks]] and rebuild [[Machinery|machines]]. Familiarize yourself with [[Hacking]]. Set up and turn on the [[Guide_to_Ship_Superstructure_and_Armor#APNP|armor pumps.]] Know how to bring the ship out of superstructure crit.<br>
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'''Advanced skills:''' Detect and fix sabotage - [[Guide_to_Telecommunications|Telecomms]], the engine, power sinks. Know enough about [[Guide_to_Atmospherics|Atmospherics]] to optimize the engines. Come up with some ''spicy'' engine mixes. Continuously monitor and adjust the armour pumps and shields during combat.<br>
  
'''Bare minimum requirements:''' Fix hull breaches, fix cables/[[Engineering_items#Equipment|APCs]] if power goes out in an area. Know how [[Solars]] and [[Engineering_items#Equipment|SMES]] work. '''Resist the temptation to run off with a hardsuit at roundstart.'''<br>
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==[[File:RigHelmet.png]] The Engineer==
'''Basic skills:''' [[Guide_to_the_Supermatter|Set up the engine]] without killing everyone. [[Construction#Airlock|Fix emagged airlocks]] and rebuild [[Machinery|machines]]. Familiarize yourself with [[Hacking]].<br>
 
'''Advanced skills:''' Detect and fix sabotage - [[Guide_to_Telecommunications|Telecomms]], the engine, power sinks. Know enough about [[Guide_to_Atmospherics|Atmospherics]] to stop a plasma flood.<br>
 
  
=== Engineering Etiquette ===
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===[[File:Paper.png]] Engineering Etiquette ===
Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there's a ton, you probably don't want to snatch up everything that isn't nailed down. Don't fight over hardsuits. Don't try to break into the middle of a task someone has already begun: trying to fill plasma tanks at the same time as another person usually ends up filling engineering with plasma, and trying to turn on containment at the same time as someone is often lethal.
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Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there's a ton, you probably don't want to snatch up everything that isn't nailed down. Don't fight over hardsuits. Don't try to break into the middle of a task someone has already begun: trying to fill plasma tanks at the same time as another person usually ends up filling engineering with plasma, and trying to turn on the reactor while someone else is still setting up the gasmix will certainly be deadly.
  
Be nice and courteous and you'll often be treated well, curse people out for their incompetence or how slow they are and people aren't going to rush to your retrieve your corpse when syndicates blow your head off on the solars.
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Be nice and courteous and you'll often be treated well, curse people out for their incompetence or how slow they are and people aren't going to rush to your retrieve your corpse when boarders blow your head off on the flight deck.
  
=== Engineering Equipment ===
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===[[File:Engiepack.png]] Engineering Equipment ===
 
Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don't constantly have to be running back to engineering for each step of a repair process.
 
Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don't constantly have to be running back to engineering for each step of a repair process.
  
Here's a suggestion how you can be prepared for shit on the space station:
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Here's a suggestion how you can be prepared for shit on the ship:<br>
 
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git gud nerd
[[File:engineer_loadout.png|thumb|664px|This is an image of the tools every engineer should be trusted to have on him at all times. Empty pockets can be used for tools, flashlights, etc]]
 
[[File:engineer_rig_loadout.png|thumb|664px|And if you're planning to go fix stuff in space]]
 
{| class="wikitable" style="background-color: #eeccaa"
 
! style="background-color: #ddaa77;"| Container
 
! style="background-color: #ddaa77;"| Contents
 
|- align=center
 
|[[File:Utilitybelt.png|62px]] <br>'''[[Utility Belts|Tool Belt]]'''
 
|[[File:engineer_toolbelt_contents.png|448px]] <br>Screwdriver, wrench, wirecutters, multitool, cable coil, crowbar, welding tool.
 
|- align=center
 
|[[File:Eng backpack.png]] <br>'''[[Backpack]]'''
 
|[[File:Engineer_backpack_contents.png|448px]] <br>Internals box, welding helmet, metal, glass, high-capacity power cell.
 
|- align=center
 
|[[File:Box.png|62px]] <br>'''[[Box]]'''
 
|[[File:Engineer_box_contents.png|448px]] <br>Breath mask, epinephrine medipen, T-ray scanner, airlock electronics, power control module, cable coil, flashlight.
 
|}
 
  
 
Some of this you start with, some you need to collect. The items you pick up are:
 
Some of this you start with, some you need to collect. The items you pick up are:
  
* [[File:IGloves.png]] '''Insulated Gloves:''' Your most prized possession, these puppies protect you from shock. Engineers work with insane amounts of electricity, and it's easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There's a few pairs laying around engineering, and more in the electrical closet. Lock the closet when you're done unless you want the clown and mime to steal all the remaining pairs.
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* [[File:Miner webbing.png]][[File:hazard.png]] '''Engineer Webbing & Hazard Vest:''' A nifty carrying rig and a classic high-vis vest, to be strapped to the chest. Both have storage spaces for 2 small items, and can have an emergency oxygen tank buckled to them, they are generally a good to wear if you aren't in a hardsuit. Free storage! Yeah!
  
* [[File:Welder.png]] '''Industrial Welding Tool:''' Grab this from the welding locker next to the electronics locker; it has double the capacity of a normal welding tool. Throw the normal one you have on the floor to be like every engineer ever (or put it away neatly for bonus points from the CE).
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* [[File:IGloves.png]] '''Insulated Gloves:''' Your most prized possession, these puppies protect you from shock. Engineers work with insane amounts of electricity, and it's easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There's a few pairs laying around engineering, and more in electrical closets. Lock the closet when you're done unless you want the clown and mime to steal all the remaining pairs.
  
 
* [[File:WeldingHelmet.png]] '''Welding Mask:''' You need this to avoid going blind while welding. Note if you have the hardsuit on, it works as a welding mask you don't have to flip up/flip down.
 
* [[File:WeldingHelmet.png]] '''Welding Mask:''' You need this to avoid going blind while welding. Note if you have the hardsuit on, it works as a welding mask you don't have to flip up/flip down.
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* [[File:Metal.png]][[File:Glass.png]] '''Metal & Glass:''' Basic building blocks. Carrying just one stack each is generally fine; convert it into floor tiles, bars, or reinforced glass as necessary. If you take one stack to yourself, pay close attention to the radio so you know where they are needed.
 
* [[File:Metal.png]][[File:Glass.png]] '''Metal & Glass:''' Basic building blocks. Carrying just one stack each is generally fine; convert it into floor tiles, bars, or reinforced glass as necessary. If you take one stack to yourself, pay close attention to the radio so you know where they are needed.
  
* [[File:MGlasses.png]] '''Optical Meson Scanners:''' These illuminate everything structural in range, showing you the layout of dark maintenance tunnels and such. Note that in the darkness, you will only see one tile around you in every direction, so don't think you're getting free x-rays out of these and don't be surprised when John Q. Changeling appears out of nowhere while you walk through maintenance without your lights on. You can find one pair of these laying around engineering, and two more in the engineering locked lockers.
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* [[File:Duranium.png]] '''Duranium:''' A metal even stronger than plasteel, what the external wall of the ship is made of. Use this when remaking the outside of the hull. When making a wall with this, be sure to use a reinforced girder first. Can be put into the APNW, and breaks down into iron, plasma, and silver.
  
* [[File:Gas_mask.png]] '''Gas mask:''' Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the [[Virologist|virologist]] inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. Note, syndicate voice changer looks exactly like it, so don't be surprised if Security asks you to take off your mask to verify you are who you say you are. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels.
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* [[File:Titaniumdone.png]] '''Titanium:''' Very useful for the APNW, necessary for almost all repair alloys. This will be the most sought after metal, and may be in short supply if your miners aren't mining.
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* [[File:EngiScanners.png]] '''Engineering Scanner Goggles:''' These have three modes: Meson mode allows vision of structures and terrain through walls; T-ray mode allows vision of objects beneath flooring such as cables and pipes; and Radiation mode reveals objects contaminated from radiation.
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* [[File:Gas_mask.png]] '''Gas mask:''' Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the [[Virologist|virologist]] inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. Note that it can be used to hide your identity, so don't be surprised if Security asks you to take off your mask to verify you are who you say you are. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels.
  
 
* [[File:Extended_Emergency_Oxygen_Tank.png]] '''Extended-capacity emergency oxygen tank:''' These canisters hold a LOT of air. The hardsuits can hold full-sized canisters which hold more, but two of these filled up in your bag and there's very little chance of you ever running out of air. '''To fill up:''' place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you're sure it's closed, remove the tank. Click the tank in your hand and lower the mask pressure to 16 KPA, which will give you the most possible use.
 
* [[File:Extended_Emergency_Oxygen_Tank.png]] '''Extended-capacity emergency oxygen tank:''' These canisters hold a LOT of air. The hardsuits can hold full-sized canisters which hold more, but two of these filled up in your bag and there's very little chance of you ever running out of air. '''To fill up:''' place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you're sure it's closed, remove the tank. Click the tank in your hand and lower the mask pressure to 16 KPA, which will give you the most possible use.
  
 
* [[File:Power_cell.png]] '''Power Cell:''' Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand.
 
* [[File:Power_cell.png]] '''Power Cell:''' Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand.
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* [[File:Inducer.png]] '''Inducer:''' The Electromagnetic Power Inducer can be used to charge objects like APCs, cyborgs, and [[Weapons#Longarm (Energy)|energy-based weapons]] without replacing their power cells.
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* [[File:Rcd.png]]'''Rapid Construction Device:''' RCDs can be used to create or destroy simple objects such as walls, doors and windows without using tools on them. Cannot construct/deconstruct reinforced walls.
  
 
* [[File:Flashlight.png]] '''Flashlights:''' These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze.
 
* [[File:Flashlight.png]] '''Flashlights:''' These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze.
 
* [[File:Hazard.png]] '''Hazard Vest:''' An archetypal item, it serves no purpose except roleplay and that you can buckle an extended capacity emergency oxygen tank to it. Definitely do so if you aren't in a hardsuit or firesuit.
 
  
 
* [[File:Circuitboard.png]] '''Power control module:''' You need this to repair a fully broken APC. Some sit by the SMES modules.
 
* [[File:Circuitboard.png]] '''Power control module:''' You need this to repair a fully broken APC. Some sit by the SMES modules.
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* [[File:T-ray.gif]] '''T-ray Scanner:''' Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes. Works in pockets and on your belt.
 
* [[File:T-ray.gif]] '''T-ray Scanner:''' Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes. Works in pockets and on your belt.
  
Firesuits can no longer be carried in bags, and it's unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere in the station, learn their locations.  
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Firesuits can no longer be carried in bags, and it's unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere in the ship, learn their locations.  
  
 
Note that some of these are for roleplay reasons only. Roleplay too determines if you're a good engineer or not -- When talking with people face to face, pop the helmet off and carry it a bit -- hardsuits look pretty cool without the helmet on. Write down things you figure out like the door wires and photocopy them, distribute to the other engineering staff as a memo. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn't nearly as fun for everyone.
 
Note that some of these are for roleplay reasons only. Roleplay too determines if you're a good engineer or not -- When talking with people face to face, pop the helmet off and carry it a bit -- hardsuits look pretty cool without the helmet on. Write down things you figure out like the door wires and photocopy them, distribute to the other engineering staff as a memo. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn't nearly as fun for everyone.
  
== Engineering Reference Maps ==
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==[[File:Wrench.png]] Doing Your Duty ==
{{Needs revision
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You have a few things you should do, if you don't want to be [[robust]]ed, before doing what you want to do. Repairing things is what engineers do, and so is setting the ship with power. Without any engineers doing a little work, the ship will crumble.
|reason = These maps are horrendously out of date and should not be relied upon}}
 
[[File:SS13-TG-map-thumb.png|300px|left|thumb|link=https://dl.dropboxusercontent.com/s/u72pepjhqvwo8rh/BoxStation%202.1.3%20Engineering%20Reference%202015-02-10.png|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">'''/tg/station a.k.a. "Box"'''<br>'''[https://dl.dropboxusercontent.com/s/u72pepjhqvwo8rh/BoxStation%202.1.3%20Engineering%20Reference%202015-02-10.png CLICK HERE FOR THE FULL SIZE ENGINEERING REFERENCE]''']]</div>
 
  
[[File:MetaStation_EngineeringReference_Image.jpg|300px|right|thumb|link=https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/14-04-05%2014-27%20MSv39%20v39K%20Wires%20and%20Pipes.png|<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> '''MetaStation Engineering Reference Map (v39K)''', updated 2014/04/05. '''[https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/14-04-05%2014-27%20MSv39%20v39K%20Wires%20and%20Pipes.png (HD Image)]]]</div>
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===[[File:StormdriveOn.gif|32px]] Starting the Engine ===
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This is an extremely important task, the task you should do at start of the shift. Luckily, it is relatively simple. For setting up the Stomrdrive look [[Guide_to_the_Stormdrive_Engine#A_Step_By_Step_Guide|here]], and for the Nuclear Reactor look [[Guide_to_the_Nuclear_Reactor#Setting_up_the_reactor|here]].
  
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===[[File:SMES Charging.gif]] Starting The Other Engines ===
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You may find yourself on a ship designed to draw supplementary power from a critical mass contained in an energy field, or an arguably magical power crystal. Please refer to [[Singularity Engine]], [[Tesla Engine]] or [[Supermatter]].
  
As an engineer, you're sometimes called to put the station back together again after a bad fall. Sometimes, that's a problem because what use to have an identifiable shape now is just a mess of shattered tiles, exposed space, and broken dreams.  
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===[[File:Wrench.png]] [[Construction|Fixing the Things]] ===
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Is there a hole in the wall? Is there a hole in the floor? Has departures been nuked? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Has a prankster stolen CIC's consoles? Did munitions blow themselves up? Is it more than thirty seconds into the round? The answer to two or more of these is always yes.
  
These maps highlight the important bits of machinery running under everything so you can fix any section that gets broken. Also useful when power goes out in a section for figuring out where the damn clown cut a cable.
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''Quit reading "The Lusty Xenomorph Maid" and get to work!''
<br clear="both">
 
 
 
== Doing Your Duty ==
 
You have a few things you should do, if you don't want to be [[robust]]ed, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. Without any engineers doing a little work, the station will crumble.
 
 
 
=== [[Guide_to_the_Supermatter#Box_and_Meta_station_setup|Starting the Engine]] ===
 
This is an extremely important task. Luckily, it is [[Guide_to_the_Supermatter#Box_and_Meta_station_setup|laughably simple]]. Make certain you follow the instructions precisely; an engineer who accidentally unleashes the fury of a supermatter engine is not a popular person.
 
 
 
=== Starting The Other Engines ===
 
You may find yourself on a station designated to draw power from a critical mass contained in an energy field. Please refer to either [[Singularity Engine]] or [[Tesla Engine]].
 
 
 
=== Working on the [[Solars]] ===
 
Read the guide, make sure you have wire, internals and a space suit. Best of luck.
 
 
 
=== [[Construction|Fixing the Station]] ===
 
Is there a hole in the wall? Are floor tiles broken? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Are cables torn up leading to an APC? Are the APC's themselves fried? Is it more than thirty seconds into the round? The answer to two or more of these is always yes.
 
  
''Quit reading "The Lusty Xenomorph Maid" and get to work!''
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===[[File:Armourpump.png|32px]] [[Guide_to_Ship_Superstructure_and_Armor|Fixing the Ship]] ===
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Just when you thought you were done, the ship entered combat. Now, what do you think happens when a torpedo gets personal with the ship? The armor takes the damage, to prevent the valuable inner parts of the ship getting damaged. And who do you think repairs the armor? It's you, of course.<br>
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The main tool you will be repairing the armor is with the Armor Pumps. These are the four big white things in engineering, with a fifth one in the middle (the armour well). These things eat a lot of power and even more materials, but they repair the ship's armor and hull from the safety of engineering. For more information on these, look [[Guide_to_Ship_Superstructure_and_Armor|here]].<br>
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If you are feeling brave, you can also grab a welder and go out to space to repair the armor manually. Hull plates are damaged when the armour is damaged, and fixing them with a welder will help to boost the armour values. Don't expect to save the ship doing this, though.<br>
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If you are on a ship without armour, fixing hull plates will repair the main superstructure. Hull juice is especially useful for this task.
  
=== Fixing the Power ===
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===[[File:Shockwarning.png]] Fixing the Power ===
The main engine and/or the solars provide more than enough energy to fully power a state-of-the-art space station -- unless something goes wrong, which it almost always will. Whether it's due to shoddy wiring, a powersink, a bomb, an assistant cutting cables, a loose singularity or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call -- assuming it hasn't already been devoured by the rampaging maw of Lord Singuloth.
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The main engines and whatever else <s>cargo</s> you've set up will provide more than enough energy to fully power a state-of-the-art space ship -- unless something goes wrong, which it almost always will. Whether it's due to shoddy wiring, a powersink, an explosion, an assistant cutting cables, a mob of mice or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call -- assuming it hasn't already been cracked to shit by the all-consuming hunger of the Soul Drive.
  
 
See the [[guide to power]] to learn how to into power and, more importantly, how to fix everything.
 
See the [[guide to power]] to learn how to into power and, more importantly, how to fix everything.
  
== Getting the Man Out of Danger... Alive! ==
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==[[File:Warningsign.png]] Getting the Man Out of Danger... Alive! ==
 
It's your job to save lives when they cry out for help.
 
It's your job to save lives when they cry out for help.
  
=== Firefighting ===
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===[[File:Firesuit.png]] Firefighting ===
Engineers get access to maintenance hallways, which contain several [[Engineering_items#Firesuit|firesuits]] and [[Engineering_items#Fire_Extinguisher|extinguishers]]. If a fire breaks out somewhere, put it out. [[Engineering_items#Firesuit|Firesuits]] allow you to walk in almost any fire. [[Engineering_items#Fire_Extinguisher|Extinguishers]] have a limited capacity. Refill them with water tanks, which can be found all around the station.
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Engineers get access to maintenance hallways, which contain several [[Engineering_items#Firesuit|firesuits]] and [[Engineering_items#Fire_Extinguisher|extinguishers]]. If a fire breaks out somewhere, put it out. [[Engineering_items#Firesuit|Firesuits]] allow you to walk in almost any fire. [[Engineering_items#Fire_Extinguisher|Extinguishers]] have a limited capacity. Refill them with water tanks, which can be found all around the ship.
  
=== Physical Rescue ===
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===[[File:Welder.png]] Physical Rescue ===
 
If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. [[Hacking#Airlocks|Hacking airlocks]], [[Guide_to_construction#Walls_2|deconstructing walls]], basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so!
 
If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. [[Hacking#Airlocks|Hacking airlocks]], [[Guide_to_construction#Walls_2|deconstructing walls]], basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so!
  
=== Space Recovery ===
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===[[File:Jetpack-black.gif]] Space Recovery ===
A body's been spaced? Now it's your job to recover it. Ask the AI or captain to get a jetpack and space suit from EVA and go after the body. You'll most frequently find bodies either somewhere near the derelict or the AI satellite. Drag them to a teleporter and get them back to the station. The use of lockers will help greatly, as lockers do not drift like bodies do, but cannot travel across Z-levels. ALWAYS have tools, glass and metal with you when doing this! Some teleporters need to be rebuilt and some bodies float around randomly and need [[Guide_to_construction#Floor|floor tiles]] to be build in their path to actually stop
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A body's been spaced? Now it's your job to recover it. Ask the AI or captain to get a jetpack and space suit from EVA and go after the body. You'll most frequently find bodies by going in a circle around the ship, as our Z-levels loop. The use of lockers will help greatly, as lockers do not drift like bodies do, but cannot travel across Z-levels. ALWAYS have tools, glass and metal with you when doing this!
  
== I have no suit and I must EVA ==
+
==[[File:Intent Help.png]] Fixin' it, With Friends==
Eventually, you'll be in the uncomforable situation where all hardsuits are gone, yet you have to fix the Supermatter cooling pipes or retrieve the Captain's frozen corpse from space.<br>
+
Between monitoring the engine, and manning the pumps, and spooling the engine, there's not always time to fix up the breaches and chasms in the ship. Luckily, you've got some backup!
You'll need to protect against three things: The cold (burn damage), the lack of pressure (brute) and lack of oxygen (suffocation).<br>
 
There are a few ways you can do this:
 
  
=== Cryo juice ===
+
===[[File:Squad lanyard.png]] The Damage Control Squad===
[[Guide_to_chemistry#Cryoxadone|Cryoxadone]] quickly heals damage in cold environments. Space is extremely cold - do the math. Ask medical for a beaker of their cryo juice, then vape (e-cig from hacked tobacco vendor) or chug the whole thing.<br>
+
When GQ sounds, all members of damage control squads will gain access to their kits revolved around patching holes and sealing breaches. While not much, their usefulness is not to be scoffed at; smartfoam grenades go a long way! Being the person with access to the alert console, you can help the squad out from the comfort of engineering! Simply calling out areas with atmosphere alarms (or even finding the breaches yourself) and summoning the damage control team is an effective method of keeping the air in your ship. If your fellow engineers have got the systems handled, get out there and assist the squads with sealing the hull! Why not give them extra material to repair with?
That's it! You won't even need internals.<br>
 
This also helps a little against space carps and [[Nuclear Operative|other assholes]].<br>
 
  
=== Ghetto space suit ===
+
===[[File:Icard.png]] The Silicons===
Put on a Firesuit plus either a hardhat, firefighting hat or EVA helmet. Now you just need to keep warm.<br>
+
As they have more capacity to be everywhere at once, the AI and its cyborgs will naturally be more informed about breaches than you. Use this to your advantage! Feel the boat rocking? Ask the AI where the breach is located, then relay that to the squads, or a nearby engiborg (if there is one). Engineering cyborgs are very well equipped for dealing with breaches: no lungs to suffocate, no skin to freeze, built in material storages, and an RCD, perfect for repairing floor tiles. If the robots aren't busy unfucking the rest of the ship (read: your engine), they'll usually be on top of fixing whatever holes find their way onboard. And if not, you can <b>kindly</b> ask them to help out.
Grab some coffee, tea or hot chocolate from a vending machine.<br>
 
Even better - ask a [[Chemist]] for [[Guide_to_chemistry#Leporazine|Leporazine]] (stabilizes body temperature), the [[Bartender]] for Cafe Latte (better than regular coffee) or [[Botany]] for Capsaicin (heats your body).
 
  
=== Ghetto space suit part two ===
+
==[[File:Lawbook.png]] SOP and You==
Can't find a Firesuit or cryo juice? Wear an explorer's suit or winter coat plus boots. This is much harder to pull off, since the lack of pressure hits you with a lot of brute damage.<br>
+
Now, with all these splendid toys and a lovely little reactor, what's stopping you from ignoring every hull breach in favour of min-maxing your engine? A little meddler called your boss, and this wonderful thing called Standard Operating Procedure. While they ARE only in-character guidelines, you should still try to follow them. If you're being a respectful little engineer, and generally acting like a regular person, chances are you're doing it right. Let's skim over the SOP and see what it's telling you:<br>  
Grab a bunch of [[Guide_to_chemistry#Bicardine|Bicardine]], [[Guide_to_chemistry#Salicyclic Acid|Salicyclic Acid]], [[Guide_to_chemistry#Omnizine|Omnizine]], [[Guide_to_chemistry#Earthsblood|Earthsblood]] - anything that heals brute damage.
+
*Make sure that you've got stable power going <i>before</i> you go and do some major engine repiping
 +
*Try to make sure that all systems (tcomms, the engine, pumps, FTL, gravity and the like) are always operational
 +
*Put off any personal projects if the ship needs repairs/a system needs maintenance
 +
*Seal the goddamn hull.
 +
And that's basically it. [[Department Standard Operating Procedure: Engineering|While the actual SOP has a bit more to it,]] these basics should keep you on task for most of the shift. Remember though, that sometimes you'll have to break the rules to save the ship. These are only guidelines for a reason! If in doubt, ask your boss about it.
  
=== O² is for nerds ===
+
==[[File:Light_Bulb.png]] Tips==
Lost your internals or oxygen tank? Both [[Guide_to_chemistry#Salbutamol|Salbutamol]] and [[Guide_to_chemistry#Perfluorodecalin|Perfluorodecalin]] heal suffocation damage quickly enough for you to spacewalk comfortably.<br>
+
===The Engine/Power===
[[Epinephrine]] from your epipen works in a pinch too.  
+
* The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE's]] hardsuit has 90%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD's]] and [[Chief_Medical_Officer|CMO's]] have 60%. If working near an active engine, use a radiation suit instead.
 +
* Engines can be wired directly into the power grid; in the SMES rooms, each one has an input and an output. Connecting the two will cause the power to bypass the SMES cells. This is [[Traitor|extremely dangerous]], and can caused shocked doors to instantly put people into critical condition.
 +
* Arriving half an hour into the round and nobody's set up power? Chances are all the SMES cells can be drained. However, you can still power Emitters and other equipment by loading the PACMAN generator with plasma, wiring it up and setting its output to full power.
 +
*The P.A.C.M.A.N-type generators can each hold 450 sheets of their respective fuels once fully upgraded. Their fuel types and maximum upgraded outputs are as follows:
 +
** P.A.C.M.A.N generator (Plasma) = 60000 W
 +
** S.U.P.E.R.P.A.C.M.A.N generator (Uranium) = 180000 W
 +
** M.R.S.P.A.C.M.A.N generator (Diamonds) = 480000 W
 +
* Cell chargers give power to inserted cells faster than it takes power from the APC, meaning it generates some power from nothing, and you can alternate between two cell and keep an APC running forever! The wonders of space engineering.
  
=== The Übermensch ===
+
===Construction===
The cold resistance mutation from [[Genetics]] protects against both cold and lack of pressure.
 
 
 
=== Moving around in space ===
 
Don't have a jetpack? Grab a fire extinguisher, a water tank and buckle yourself to a rolling chair.<br>
 
Or, grab a stack of many small items (metal rods, cable coil) that you can throw to propel yourself.<br>
 
You can build lattices in open space to instantly stop movement too.
 
 
 
==Tips==
 
 
* To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there's a wall between them, use an analyzer on the assembly after you weld it to the wall to create an xray camera. Otherwise, count seven tiles from where the previous camera disappears from view and build a camera there.
 
* To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there's a wall between them, use an analyzer on the assembly after you weld it to the wall to create an xray camera. Otherwise, count seven tiles from where the previous camera disappears from view and build a camera there.
* Tired of asking RD for circuit boards? Robotics has a circuit imprinter in it.
+
* It is possible to upgrade the AI's cameras by using certain items: analysers confer X-ray vision, potentially allowing the AI to observe Maintenance areas; proximity sensors give their effect to the camera, alerting the AI when someone walks by. Plasma sheets will cause the camera to become EMP-proof.
* By placing Arcade machines next to the singularity in engineering, every time the singularity spits out an EMP, the arcade machines will spit out toys. I'm not sure if it's necessary, but you can simply screw and unscrew it again to reset the EMP check so you can spawn more toys from the same arcade cabinet. Engineering toy factory ahoy!
+
* You can use an airlock circuit in your hand to modify its access requirements. Necessary if you're rebuilding doors to restricted areas such as the [[armory]] or [[bridge]].
* How to make an airlock with selected access: Get a hold on the airlock control circuit and click it in your hand, use your engineer ID to change settings on it and pick the access you want it to have.
 
* Had a power sink? Found and removed it? Good, now turn the output of every SMES off - and then turn the output back on. Sounds silly and IT-crowdish, but it works. If you do not do that some APCs may not recharge correctly.
 
* Currently having a power sink? Wire the singularity into the grid! Stage 3 (purple) and up can counteract a power sink. Power sinks explode when this happens, so this can also be used tactically by the traitor.
 
* How to wire singulo straight to grid: If you look at the complete station map thing, you'll see that the three Engineering SMES units receive input together and send their output out across each other. Wire the inputs across each other and into the output. You should virtually NEVER do this EXCEPT to counteract a power sink because if anyone gets shocked anywhere they’ll go straight to crit.
 
* A stage 2 (red) singularity is enough to power the 3 engineering SMES at max input. Plus, having it at stage 2 gives you a bit more time to spot particle accelerator sabotage.
 
* With the current setup of field generators, a stage 4 singularity can be contained without a problem. Stage 5, however, is coded to dislodge structures, i.e. it WILL eat the field generators by simply pulling them apart.
 
* Emitters will still work even after wiring in engineering as been destroyed by a bomb. Only cutting a power cable with wirecutters will cause them to stop working.
 
* Arriving half an hour into the round and no one cba to setup the engine? Engineering SMES are drained entirely, thus the emitters just won't go online? Grab the plasma from engineering storage, put it into the PACMAN. Drag the PACMAN to the tile south of the engineering APC, use a wrench on it, set the output to 10000 and turn it on. With the 30 sheets the game starts with, you now have a good while to supply enough current to the emitters to get the engine working.
 
 
* For most construction/deconstruction operations (Mining, wrenching chairs/tables, deconstructing walls) you can click on multiple spaces to take things apart or build multiple things at a time.  
 
* For most construction/deconstruction operations (Mining, wrenching chairs/tables, deconstructing walls) you can click on multiple spaces to take things apart or build multiple things at a time.  
* You can put windows directly on grilles.
+
* You can put windows directly on grilles by using a glass/reinforced glass sheet on them.
 
* You can also pry up 4 floor tiles and weld them together to get a metal sheet, which you can grind down for iron. Glass for silicon. Reinforced glass for metal and silicon. Wood for carbon.
 
* You can also pry up 4 floor tiles and weld them together to get a metal sheet, which you can grind down for iron. Glass for silicon. Reinforced glass for metal and silicon. Wood for carbon.
* Cell chargers give power to inserted cells faster than it takes power from the APC, meaning it generates some power from nothing, and you can alternate between two cell and keep an APC running forever.
 
* Power testing:
 
** The most power the system will drain seems to be around 225000 W. (Tested this by using the Make All Areas Un-powered secret, then the Power All SMES secret.) With most of the station's lights shut off, except for medical and security areas the system drains around 150000 W. (Tested that by shutting off lighting for every APC except for those areas.)
 
** I've also been messing around with the PACMAN type generators and have discovered that, if created with the best parts you can make, each generator will produce:
 
** P.A.C.M.A.N generator = 60000 W
 
** S.U.P.E.R.P.A.C.M.A.N generator = 180000 W
 
** M.R.S.P.A.C.M.A.N generator = 480000 W (Probably enough to power Meta on it's own, but I dunno.)
 
** They will also hold 450 sheets of fuel. Meaning, if you've maxed out research you can power the entire station with one SUPERPACMAN and a PACMAN (240000 W), or the entire station minus lights with one SUPERPACMAN.
 
** So if you're playing sandbox and you wanna power your own station, put those solar panels away.
 
** Also, the solar panel crate in engineering only starts with 13 solar assemblies instead of 21 like solar crates ordered from cargo. A proper solar array is made up of 61 solar panels (including the tracker), so it takes 60 supply points to completely replace one.
 
* It is possible to upgrade the AI's cameras by using certain items... For example, you can give them x-ray properties if you apply a ultra micro laser or analyzer to them. Pretty useful if the AI needs eyes in maint and you actually have the research to produce them. Watch as the AI freaks out when it realizes it now sees EVERYTHING in the dorms. There is also a proximity sensor upgrade. Install a proximity sensor upgrade on a camera and the AI will be immediately alerted if anyone comes in view range. Insert solid plasma and the camera will be EMP-proof!
 
* You can make a voice-locked door by making an airlock, attaching a signaler to the bolt wire, creating a voice analyzer-signaler assembly and keep it on you, when you speak the code word, it toggles the bolts. You can also just use a signaler but that's no fun.
 
* Still don't get why people watch the singularity during start-up. The point you turn the PA to 0 is reached when all of the SMES are charging - not when the singularity goes purple, red, green or whatever. The power output of the singularity goes up exponentially (at least it seems like it from my experience) so by the time the SMES start blinking, the output is usually between 1 - 1.5 MW already.
 
* Here's a hint for noticing power sinks before anybody else does:
 
** always set up the SMES so that all the APCs stay full all the time (100 000+ output each)
 
** if you see an APC go red (i.e. not charging), check if it is still connected to the power grid
 
** if it is connected, go check the total power load on the station (either via PDA or a power monitoring console)
 
** normal load for the entire station is <200 000W. If you see the load steadily rising to well above 500 000W start thinking about wiring the black hole into the grid
 
** during a power sink, load tops out at around 1.4MW; so get the singularity to ouput at least 1.7MW or so.
 
** Note that even after the sink has been removed, the system is still all wonky and buggy. Disconnecting the singularity from the grid again, may make it look like there's a second sink in place, causing power alarms all over the station, depending on how well charged the APCs are. Feels like some APCs simply break down after such stress - best course of action is to just keep the singularity wired in...
 
* Power output is a function of singularity size and the amount of total plasma in collectors.
 
* How to be a good engineer:
 
** Get singulo stable at stage 2, set all SMES units to 200K in 110K out.* How to be a manly engineer:
 
** Get singulo stable at stage 3, set all SMES units as above... including the 4 solar SMES units. Wire singulo and all 7 SMES units to grid directlike. Stroke your beard in satisfaction.
 
 
* You can screwdriver wooden flooring to remove it without breaking it.
 
* You can screwdriver wooden flooring to remove it without breaking it.
* If a window is not attached (Screwdriver, Crowbar, Screwdriver), you can use a wrench on it to deconstruct it.
+
* You can turn one color of wire into another color easily, so long as you have at least one piece of the color you want: You can transfer wires from a stack of another color you have to change their color.
* You can turn one color of wire into another color easily.
+
* Need to set up the Supermatter? No CE or AI to open secure storage? Turn off the APC's main power breaker and crowbar the blast doors open. Keep in mind that this will also shut down pumps and filters.
** Get a color of wire you want, and a color of wire you have
+
* You can hack the YouTool to get upgraded industrial welding tools, which hold 80 units of fuel as opposed to normal tools' 20 and industrial's 40.
** Add the color you have to the color you want to increase the amount of the color you want
+
* You can buckle people ''cough cough the clown'' to the Singularity/Tesla Generator.
* Need to set up the Supermatter? No CE or AI to open secure storage? Use the nearby APC to turn off equipment power and crowbar open the blast doors.
+
 
* You can, and probably should, hack the YouTool to get the industrial welding tool
+
==[[File:Doubleagent.gif]] Traitorneering ==
* You can buckle people *cough cough the clown* to the Singularity/Tesla Generator.
+
<i>"Lets do this Texas style!"</i>
 +
 
 +
 
 +
Being a [[traitor]] engineer can be both the easiest and hardest task on the ship. On the one hand, you can go almost everywhere on the ship, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work ("I need this to repair hull damage, Captain!")
 +
 
 +
On the other hand, Engineers lack weapons. <s>Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight.</s> Stungloves are gone 5ever, but stun prods can be made from [[Makeshift weapons|basic tools]]! In addition, cable restraints may be constructed from cable coils. In a pinch, the welding tool is a fairly powerful weapon which causes burn damage when turned on. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel. Engineers are also one of the few jobs which retain their maintenance access, making travel around the ship significantly safer, faster and easier.
  
== Traitorneering ==
+
And finally, if you truly hate the ship, it is within your grasp to release <strike> the kraken</strike> <s>the fury of the supermatter</s> [[Guide_to_the_Nuclear_Reactor#Sabotage|another unfunny Chernobyl reference]], and generally sabotage the power supply of the ship.
Being a [[traitor]] engineer can be both the easiest and hardest task on the station. On the one hand, you can go almost everywhere on the station, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work ("I need this to repair hull damage, Captain!")
 
  
On the other hand, Engineers lack weapons. <s>Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight.</s> Stungloves are gone 5ever, but stun prods can be made from [[Makeshift weapons|basic tools]]! In addition, cable restraints may be constructed from cable coils. In a pinch, the welding tool is a fairly powerful weapon which causes burn damage when turned on. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel. Engineers are also one of the few jobs which retain their maintenance access, making travel around the station significantly safer, faster and easier.
 
  
And finally, if you truly hate the station, it is within your grasp to release the <strike>kraken</strike> fury of the supermatter, and generally sabotage the power supply of the station.
 
 
{{Jobs}}
 
{{Jobs}}
 
[[Category: Jobs]]
 
[[Category: Jobs]]

Latest revision as of 10:41, 20 October 2023



Ship Engineer
Moth Engineer.png
"I'll fix the power as soon as I'm off my lunch break."
Information
AccessEngineering, Power Equipment, Tech Storage, External airlocks, Construction Site, Maintenance, Telecoms
Additional AccessAtmospherics
DifficultyMedium
SupervisorsChief Engineer
RankSub-Lieutenant (SLT)
DutiesSet up the engine and repair any damage to hull and equipment. Keep the ship's FTL spooled and the armour pumps running.
GuidesEngineering items, Guide to construction, Guide to advanced construction, Guide to power, Singularity Engine, Supermatter Engine, Tesla Engine, Solars, Hacking, Guide to Telecommunications, Guide to the Antimatter Engine, Guide to the Nuclear Reactor, Guide to the Stormdrive Engine, Guide to Ship Superstructure and Armor


Warningsign.pngHey, Listen!Warningsign.png
For the Storm Drive Engine, click here.
For the Nuclear Reactor, click here

What is a ship, without an engineer to maintain it? A sad, depowered, lifeless shell of a ship that's been cut into a million pieces. With you on board, the lights stay on, the rooms stay pressurized, and the ship stays in at least 3 pieces you and all of your friends return to Outpost 45, very much alive. As an engineer aboard an NSV, you are tasked with creating enough power for the ship's systems, keeping the armour wells and pumps working smoothly, and sealing up the hull breaches that inevitably appear.

Bare minimum requirements: Fix hull breaches, fix cables/APCs if power goes out in an area. Observe the other engineer set up the engine and know how SMESs work. Fill the armour well. Spool the FTL whenever the ship jumps.
Basic skills: Set up the engine without killing everyone. Fix emagged airlocks and rebuild machines. Familiarize yourself with Hacking. Set up and turn on the armor pumps. Know how to bring the ship out of superstructure crit.
Advanced skills: Detect and fix sabotage - Telecomms, the engine, power sinks. Know enough about Atmospherics to optimize the engines. Come up with some spicy engine mixes. Continuously monitor and adjust the armour pumps and shields during combat.

RigHelmet.png The Engineer[edit | edit source]

Paper.png Engineering Etiquette[edit | edit source]

Take a look around engineering as the first thing you do, and see how many fellow engineers you have. If there's a ton, you probably don't want to snatch up everything that isn't nailed down. Don't fight over hardsuits. Don't try to break into the middle of a task someone has already begun: trying to fill plasma tanks at the same time as another person usually ends up filling engineering with plasma, and trying to turn on the reactor while someone else is still setting up the gasmix will certainly be deadly.

Be nice and courteous and you'll often be treated well, curse people out for their incompetence or how slow they are and people aren't going to rush to your retrieve your corpse when boarders blow your head off on the flight deck.

Engiepack.png Engineering Equipment[edit | edit source]

Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don't constantly have to be running back to engineering for each step of a repair process.

Here's a suggestion how you can be prepared for shit on the ship:
git gud nerd

Some of this you start with, some you need to collect. The items you pick up are:

  • Miner webbing.pngHazard.png Engineer Webbing & Hazard Vest: A nifty carrying rig and a classic high-vis vest, to be strapped to the chest. Both have storage spaces for 2 small items, and can have an emergency oxygen tank buckled to them, they are generally a good to wear if you aren't in a hardsuit. Free storage! Yeah!
  • IGloves.png Insulated Gloves: Your most prized possession, these puppies protect you from shock. Engineers work with insane amounts of electricity, and it's easy to put yourself into crit if you tap into the main engine line without remembering to put them on. Always grab a pair of gloves. There's a few pairs laying around engineering, and more in electrical closets. Lock the closet when you're done unless you want the clown and mime to steal all the remaining pairs.
  • WeldingHelmet.png Welding Mask: You need this to avoid going blind while welding. Note if you have the hardsuit on, it works as a welding mask you don't have to flip up/flip down.
  • Metal.pngGlass.png Metal & Glass: Basic building blocks. Carrying just one stack each is generally fine; convert it into floor tiles, bars, or reinforced glass as necessary. If you take one stack to yourself, pay close attention to the radio so you know where they are needed.
  • Duranium.png Duranium: A metal even stronger than plasteel, what the external wall of the ship is made of. Use this when remaking the outside of the hull. When making a wall with this, be sure to use a reinforced girder first. Can be put into the APNW, and breaks down into iron, plasma, and silver.
  • Titaniumdone.png Titanium: Very useful for the APNW, necessary for almost all repair alloys. This will be the most sought after metal, and may be in short supply if your miners aren't mining.
  • EngiScanners.png Engineering Scanner Goggles: These have three modes: Meson mode allows vision of structures and terrain through walls; T-ray mode allows vision of objects beneath flooring such as cables and pipes; and Radiation mode reveals objects contaminated from radiation.
  • Gas mask.png Gas mask: Basically the same function as a breath mask, but with the added bonus of protecting you from pepper spray, acid sprays to the face (once), and some of the diseases the virologist inevitably releases. Also keeps you on your feet a little longer in high concentrations of N2O, so make sure you have one in your inventory if not on your face for roleplay reasons. Note that it can be used to hide your identity, so don't be surprised if Security asks you to take off your mask to verify you are who you say you are. You can find them in engineering lockers, laying around in engineering and in maintenance tunnels.
  • Extended Emergency Oxygen Tank.png Extended-capacity emergency oxygen tank: These canisters hold a LOT of air. The hardsuits can hold full-sized canisters which hold more, but two of these filled up in your bag and there's very little chance of you ever running out of air. To fill up: place it in the oxygen tank, click the oxygen tank and turn the pressure all the way up, open the valve, then close the valve. Once you're sure it's closed, remove the tank. Click the tank in your hand and lower the mask pressure to 16 KPA, which will give you the most possible use.
  • Power cell.png Power Cell: Needed to repair a fully broken APC, or just get an APC working in a drained area. Good to have one on hand.
  • Inducer.png Inducer: The Electromagnetic Power Inducer can be used to charge objects like APCs, cyborgs, and energy-based weapons without replacing their power cells.
  • Rcd.pngRapid Construction Device: RCDs can be used to create or destroy simple objects such as walls, doors and windows without using tools on them. Cannot construct/deconstruct reinforced walls.
  • Flashlight.png Flashlights: These light up the area, even in your pockets. Two flashlights in your pockets and your helmet light on and you'll light up a huge area, very helpful to general crew when you're doing repairs in a freshly-darkened crater so they don't walk into the vacuum and freeze.
  • Circuitboard.png Power control module: You need this to repair a fully broken APC. Some sit by the SMES modules.
  • Circuitboard.png Airlock electronics: You need this to construct an airlock. Having one on hand can save you a long trip back if you run across a broken door. Some by the metal and supplies, and one by the SMES modules.
  • T-ray.gif T-ray Scanner: Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes. Works in pockets and on your belt.

Firesuits can no longer be carried in bags, and it's unsafe to firefight without them, so just run to the nearest firefighter closet in the advent of a fire to gear up -- There is one close to nearly everything everywhere in the ship, learn their locations.

Note that some of these are for roleplay reasons only. Roleplay too determines if you're a good engineer or not -- When talking with people face to face, pop the helmet off and carry it a bit -- hardsuits look pretty cool without the helmet on. Write down things you figure out like the door wires and photocopy them, distribute to the other engineering staff as a memo. Engineers have some great roleplay as the people that fix everything when everything else is going to hell. Take advantage of that camraderie and the ludicrous nature the situations you will find yourself in. A robotic mute-guy-fixing-everything playing style is efficient of course, but it isn't nearly as fun for everyone.

Wrench.png Doing Your Duty[edit | edit source]

You have a few things you should do, if you don't want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the ship with power. Without any engineers doing a little work, the ship will crumble.

StormdriveOn.gif Starting the Engine[edit | edit source]

This is an extremely important task, the task you should do at start of the shift. Luckily, it is relatively simple. For setting up the Stomrdrive look here, and for the Nuclear Reactor look here.

SMES Charging.gif Starting The Other Engines[edit | edit source]

You may find yourself on a ship designed to draw supplementary power from a critical mass contained in an energy field, or an arguably magical power crystal. Please refer to Singularity Engine, Tesla Engine or Supermatter.

Wrench.png Fixing the Things[edit | edit source]

Is there a hole in the wall? Is there a hole in the floor? Has departures been nuked? Did an idiot break a window to get into the medbay? Are people complaining about electrified doors? Has a prankster stolen CIC's consoles? Did munitions blow themselves up? Is it more than thirty seconds into the round? The answer to two or more of these is always yes.

Quit reading "The Lusty Xenomorph Maid" and get to work!

Armourpump.png Fixing the Ship[edit | edit source]

Just when you thought you were done, the ship entered combat. Now, what do you think happens when a torpedo gets personal with the ship? The armor takes the damage, to prevent the valuable inner parts of the ship getting damaged. And who do you think repairs the armor? It's you, of course.
The main tool you will be repairing the armor is with the Armor Pumps. These are the four big white things in engineering, with a fifth one in the middle (the armour well). These things eat a lot of power and even more materials, but they repair the ship's armor and hull from the safety of engineering. For more information on these, look here.
If you are feeling brave, you can also grab a welder and go out to space to repair the armor manually. Hull plates are damaged when the armour is damaged, and fixing them with a welder will help to boost the armour values. Don't expect to save the ship doing this, though.
If you are on a ship without armour, fixing hull plates will repair the main superstructure. Hull juice is especially useful for this task.

Shockwarning.png Fixing the Power[edit | edit source]

The main engines and whatever else cargo you've set up will provide more than enough energy to fully power a state-of-the-art space ship -- unless something goes wrong, which it almost always will. Whether it's due to shoddy wiring, a powersink, an explosion, an assistant cutting cables, a mob of mice or simple engineer laziness, power outages are a common problem that is your, YES, YOUR, job to fix. See that Power Monitoring computer? If people complain of power outages, it should always be the first port of call -- assuming it hasn't already been cracked to shit by the all-consuming hunger of the Soul Drive.

See the guide to power to learn how to into power and, more importantly, how to fix everything.

Warningsign.png Getting the Man Out of Danger... Alive![edit | edit source]

It's your job to save lives when they cry out for help.

Firesuit.png Firefighting[edit | edit source]

Engineers get access to maintenance hallways, which contain several firesuits and extinguishers. If a fire breaks out somewhere, put it out. Firesuits allow you to walk in almost any fire. Extinguishers have a limited capacity. Refill them with water tanks, which can be found all around the ship.

Welder.png Physical Rescue[edit | edit source]

If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. Hacking airlocks, deconstructing walls, basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so!

Jetpack-black.gif Space Recovery[edit | edit source]

A body's been spaced? Now it's your job to recover it. Ask the AI or captain to get a jetpack and space suit from EVA and go after the body. You'll most frequently find bodies by going in a circle around the ship, as our Z-levels loop. The use of lockers will help greatly, as lockers do not drift like bodies do, but cannot travel across Z-levels. ALWAYS have tools, glass and metal with you when doing this!

Intent Help.png Fixin' it, With Friends[edit | edit source]

Between monitoring the engine, and manning the pumps, and spooling the engine, there's not always time to fix up the breaches and chasms in the ship. Luckily, you've got some backup!

Squad lanyard.png The Damage Control Squad[edit | edit source]

When GQ sounds, all members of damage control squads will gain access to their kits revolved around patching holes and sealing breaches. While not much, their usefulness is not to be scoffed at; smartfoam grenades go a long way! Being the person with access to the alert console, you can help the squad out from the comfort of engineering! Simply calling out areas with atmosphere alarms (or even finding the breaches yourself) and summoning the damage control team is an effective method of keeping the air in your ship. If your fellow engineers have got the systems handled, get out there and assist the squads with sealing the hull! Why not give them extra material to repair with?

Icard.png The Silicons[edit | edit source]

As they have more capacity to be everywhere at once, the AI and its cyborgs will naturally be more informed about breaches than you. Use this to your advantage! Feel the boat rocking? Ask the AI where the breach is located, then relay that to the squads, or a nearby engiborg (if there is one). Engineering cyborgs are very well equipped for dealing with breaches: no lungs to suffocate, no skin to freeze, built in material storages, and an RCD, perfect for repairing floor tiles. If the robots aren't busy unfucking the rest of the ship (read: your engine), they'll usually be on top of fixing whatever holes find their way onboard. And if not, you can kindly ask them to help out.

Lawbook.png SOP and You[edit | edit source]

Now, with all these splendid toys and a lovely little reactor, what's stopping you from ignoring every hull breach in favour of min-maxing your engine? A little meddler called your boss, and this wonderful thing called Standard Operating Procedure. While they ARE only in-character guidelines, you should still try to follow them. If you're being a respectful little engineer, and generally acting like a regular person, chances are you're doing it right. Let's skim over the SOP and see what it's telling you:

  • Make sure that you've got stable power going before you go and do some major engine repiping
  • Try to make sure that all systems (tcomms, the engine, pumps, FTL, gravity and the like) are always operational
  • Put off any personal projects if the ship needs repairs/a system needs maintenance
  • Seal the goddamn hull.

And that's basically it. While the actual SOP has a bit more to it, these basics should keep you on task for most of the shift. Remember though, that sometimes you'll have to break the rules to save the ship. These are only guidelines for a reason! If in doubt, ask your boss about it.

Light Bulb.png Tips[edit | edit source]

The Engine/Power[edit | edit source]

  • The engineering hardsuit has 75% radiation protection. CE's hardsuit has 90%. Atmos hardsuit has 25%. RD's and CMO's have 60%. If working near an active engine, use a radiation suit instead.
  • Engines can be wired directly into the power grid; in the SMES rooms, each one has an input and an output. Connecting the two will cause the power to bypass the SMES cells. This is extremely dangerous, and can caused shocked doors to instantly put people into critical condition.
  • Arriving half an hour into the round and nobody's set up power? Chances are all the SMES cells can be drained. However, you can still power Emitters and other equipment by loading the PACMAN generator with plasma, wiring it up and setting its output to full power.
  • The P.A.C.M.A.N-type generators can each hold 450 sheets of their respective fuels once fully upgraded. Their fuel types and maximum upgraded outputs are as follows:
    • P.A.C.M.A.N generator (Plasma) = 60000 W
    • S.U.P.E.R.P.A.C.M.A.N generator (Uranium) = 180000 W
    • M.R.S.P.A.C.M.A.N generator (Diamonds) = 480000 W
  • Cell chargers give power to inserted cells faster than it takes power from the APC, meaning it generates some power from nothing, and you can alternate between two cell and keep an APC running forever! The wonders of space engineering.

Construction[edit | edit source]

  • To get maximum camera coverage, you only have to place one camera every fifteen tiles. If there's a wall between them, use an analyzer on the assembly after you weld it to the wall to create an xray camera. Otherwise, count seven tiles from where the previous camera disappears from view and build a camera there.
  • It is possible to upgrade the AI's cameras by using certain items: analysers confer X-ray vision, potentially allowing the AI to observe Maintenance areas; proximity sensors give their effect to the camera, alerting the AI when someone walks by. Plasma sheets will cause the camera to become EMP-proof.
  • You can use an airlock circuit in your hand to modify its access requirements. Necessary if you're rebuilding doors to restricted areas such as the armory or bridge.
  • For most construction/deconstruction operations (Mining, wrenching chairs/tables, deconstructing walls) you can click on multiple spaces to take things apart or build multiple things at a time.
  • You can put windows directly on grilles by using a glass/reinforced glass sheet on them.
  • You can also pry up 4 floor tiles and weld them together to get a metal sheet, which you can grind down for iron. Glass for silicon. Reinforced glass for metal and silicon. Wood for carbon.
  • You can screwdriver wooden flooring to remove it without breaking it.
  • You can turn one color of wire into another color easily, so long as you have at least one piece of the color you want: You can transfer wires from a stack of another color you have to change their color.
  • Need to set up the Supermatter? No CE or AI to open secure storage? Turn off the APC's main power breaker and crowbar the blast doors open. Keep in mind that this will also shut down pumps and filters.
  • You can hack the YouTool to get upgraded industrial welding tools, which hold 80 units of fuel as opposed to normal tools' 20 and industrial's 40.
  • You can buckle people cough cough the clown to the Singularity/Tesla Generator.

Doubleagent.gif Traitorneering[edit | edit source]

"Lets do this Texas style!"


Being a traitor engineer can be both the easiest and hardest task on the ship. On the one hand, you can go almost everywhere on the ship, and have easy access to the tools to get rid of any pesky doors (or walls) in your way. Also, many crew members don't bat an eyelid when they see an engineer wearing a jetpack, or standing in a hole in the wall. Any curious crewmen are usually deflected by saying you are doing engineering work ("I need this to repair hull damage, Captain!")

On the other hand, Engineers lack weapons. Stungloves, however, are the hidden weapon few ever search for, which can give the upper hand in a fight. Stungloves are gone 5ever, but stun prods can be made from basic tools! In addition, cable restraints may be constructed from cable coils. In a pinch, the welding tool is a fairly powerful weapon which causes burn damage when turned on. Secondly, engineers loitering near their target may quickly arouse suspicion, especially if you are far, far away from a maintenance tunnel. Engineers are also one of the few jobs which retain their maintenance access, making travel around the ship significantly safer, faster and easier.

And finally, if you truly hate the ship, it is within your grasp to release the kraken the fury of the supermatter another unfunny Chernobyl reference, and generally sabotage the power supply of the ship.


Jobs on

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Command Captain, Executive Officer, Bridge Staff
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Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian