Difference between revisions of "User:Yolopanther/test"
imported>Yolopanther (Created page with "Woot test pages! WOOOOOOOOOOOOOOOOO") |
imported>Yolopanther (Some useful information.) |
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− | + | --Future Site of Guide to Access Levels (As HoP via ID Console) | |
+ | |||
+ | '''Note:''' | ||
+ | The access levels listed here are with the JOBS_HAVE_MINIMAL_ACCESS config setting in game-options.txt UNCOMMENTED. As the name implies, it means jobs have less access. I am creating this guide around this configuration setting because it seems the most logical. If this setting is commented out, access levels for specific jobs will simply have more access to the respective department that the job is in. | ||
+ | |||
+ | == Identification Card Modifier Console == | ||
+ | When the console is first accessed, the user will be presented with a screen asking for two IDs to be inserted. The "target" ID is the ID that will be modified (this can be any ID). The "confirm identity" ID can only be an ID that has the "[[Head_of_Personnel|ID]] [[Captain|Console]]" access on it. When two IDs are inserted that match the conditions of the slot each is in, you are able to "Log In" and begin modifying the accesses on the "target" ID. Other buttons on this first screen are the "Access Crew Manifest" button and the "Job Management" button. Clicking either of these will send you to their respective pages, covered further down in this guide. | ||
+ | |||
+ | === Logging In === | ||
+ | |||
+ | When an ID is in the "target" slot and an ID is in the "confirm identity" slot (this second ID needs to have the "ID Console" access on it), you are able to "log in" and begin modifying accesses on the "target" ID. Pressing the "log in" button will open a new window with a lot of buttons. | ||
+ | |||
+ | At the very top, there will be two buttons. The left one will say something like "Remove <name>'s ID Card (<job>)." Clicking this will remove the "target" ID. The right button will say something like "Remove <name>'s ID Card (<job>)." This will remove the "confirm identity" ID. Removing either of these will send you back to the first screen we saw on the console. | ||
+ | Below these are two more buttons. One says "Access Crew Manifest" and the other says "Log Out." The "Log Out" button will send you back to the first screen we saw on the console (essentially "logging out" of the console). | ||
+ | |||
+ | Below the top four buttons is a text field. To the left are the words "registered name" and to the right is a button labelled "Rename." In the text field will be the name (or lack thereof if this is a new ID) on the "target" ID. You can type any name you want into this text field and press "Rename" and this will change the name that is on the "target" ID. '''NEED SOMETHING HERE ABOUT "X (AS Y) SAYS"''' | ||
+ | |||
+ | Below this text field is a button with the word "Assignment:" over it. This button will be labelled with the job (or lack thereof aka unassigned) associated with the "target" ID. Clicking this button will reveal a list of even more buttons, each labelled with the name of all available jobs (available in this case means ALL jobs in the code for the particular server). Clicking any of these buttons will change the accesses associated with the "target" ID to be the default accesses associated with that job (please read the note above about JOBS_HAVE_MINIMAL_ACCESS). There are also two other buttons in this list. "Hide" is located below the "Assignment:" test and will hide this list of buttons. At the very end of the list is a button labelled "Custom." Clicking this will open up a text box allowing you to input a custom name for the job on the "target" ID. An example of how this might be used is to give the [[Mime]] access to security and change the job title on the Mime's ID to "Securimime" or something. This isn't necessary of course, but if you can come up with creative names for people with special accesses, it may help others identify why this person has access to areas they wouldn't normally. | ||
+ | |||
+ | Finally, there are a bunch of buttons that take up the lower half of the window. These buttons are all grouped into 7 sections under the "Access" text. Each section will list an area associated with the name of that section. Clicking any of these buttons will toggle the access and either GIVE or TAKE AWAY that particular access from the "target" ID. You can tell if the access is active on the ID because the button will have <span style="color:#DC143C">red text</span>. If the access is NOT active on the ID, the button will have <s><span style="color:#DDDDDD">white text</span></s> white text. | ||
+ | |||
+ | === Access Crew Manifest === | ||
+ | |||
+ | This is the crew manifest page. This page has a lot of text and two buttons. The text will be in the formed "<crew member name> - <crew member's job>." This page is fairly straightforward: it simply lists all crew members and their job. This can be useful to you by checking to make sure that the department you are assigning someone is not already full with the position that is being requested. An example would be to not assign more shaft miners than there are EVA suits for shaft miners. | ||
+ | |||
+ | The first button on this page is "Print." This button will simply print out a copy of the crew manifest to a piece of paper. The second button is "Access ID modification console." This will send you back to the previous page you were on. | ||
+ | |||
+ | === Job Management === | ||
+ | |||
+ | If you want to be a really excellent HoP, you should try to use this page. The actions of this page do not affect anybody currently in the round, however it affects people who join after the shift starts. When a player enters a server after a shift has already begun, the only way they can "play" is to either "Join Game" or "Observe." "Observe" has no relevance, the option we're concerned with is "Join Game." When a new player clicks this, it will display all the jobs they can sign up for on the station. With the exception of Heads of Staff jobs, whether or not the option to pick a job is available to a new player can be determined from THIS page. To use this page, you need only have an ID in the "confirm ID" slot that has the "ID Console" access on it. | ||
+ | |||
+ | ''I am not entirely sure how this works, need to experiment with it more. All I know of how it works is written above.'' | ||
+ | |||
+ | == Default Accesses == | ||
+ | |||
+ | This is a list of the default accesses associated with all jobs (relevant as of February 26, 2014. Needs updating.) | ||
+ | |||
+ | {| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center" | ||
+ | ! class = "unsortable" | Icon | ||
+ | ! Job | ||
+ | ! Number of Accesses | ||
+ | ! Department | ||
+ | ! class="unsortable" | Granted Accesses | ||
+ | ! class="unsortable" | | ||
+ | |- style="background-color:#CCFFCC;" | ||
+ | | [[File:Generic_assistant2.png]] || [[Assistant]] || 0 || Miscellaneous || | ||
+ | |- style="background-color:#CCE5FF;" | ||
+ | | [[File:Generic captain.png]] || [[Captain]] || 55 || Command || Brig, Security, Holding Cells, Armory, Forensics, Courtroom, HoS Office, Medical, Genetics Lab, Morgue, Chemistry Lab, Virology, Surgery, CMO Office, Science, R&D Lab, Toxins Lab, Robotics, Xenobiology Lab, RD Office, Construction, Maintenance, Engineering, Power Equipment, External Airlocks, Technical Storage, Atmospherics, Telecommunications, CE Office, Bridge, RC Announcements, Keycode Auth., ID Console, AI Upload, Teleporter, EVA, Gateway, Personal Lockers, Main Vault, HoP Office, Captain, Kitchen, Bar, Hydroponics, Custodial Closet, Chapel Office, Crematorium, Library, Theatre, Law Office, Cargo Office, Mining, Mining EVA, Cargo Bay, Quartermaster | ||
+ | |-style="background-color:#CCE5FF;" | ||
+ | | [[File:Generic_hop.png]] || [[Head_of_Personnel|Head of Personnel]] || 33 || Command || Brig, Security, Courtroom, Medical, Morgue, Science, Construction, Maintenance, Engineering, Bridge, RC Announcements, Keycode Auth., ID Console, AI Upload, EVA, Gateway, Personal Lockers, Main Vault, HoP Office, Kitchen, Bar, Hydroponics, Custodial Closet, Chapel Office, Crematorium, Library, Theatre, Law Office, Cargo Office, Mining, Mining EVA, Cargo Bay, Quartermaster | ||
+ | |- style="background-color:#F8DEFF;" | ||
+ | | [[File:Generic_barman.png]] || [[Bartender]] || 1 || Service || Bar | ||
+ | |- style="background-color:#F8DEFF;" | ||
+ | | [[File:Generic_chef.png]] || [[Chef]] || 2 || Service || Morgue, Kitchen | ||
+ | |- style="background-color:#F8DEFF;" | ||
+ | | [[File:Generic_botanist.png]] || [[Botanist]] || 2 || Service || Morgue, Hydroponics | ||
+ | |- style="background-color:#C7C2B3;" | ||
+ | | [[File:Generic_qm.png]] || [[Quartermaster]] || 6 || Supply || Maintenance, Cargo Office, Mining, Mining EVA, Cargo Bay, Quartermaster | ||
+ | |- style="background-color:#C7C2B3;" | ||
+ | | [[File:Generic_cargo.png]] || [[Cargo_Technician|Cargo Technician]] || 3 || Supply || Maintenance, Cargo Office, Cargo Bay | ||
+ | |- style="background-color:#C7C2B3;" | ||
+ | | [[File:Generic_shaft.png]] || [[Shaft_Miner|Shaft Miner]] || 3 || Supply || Cargo Office, Mining, Mining EVA | ||
+ | |- style="background-color:#CCFFCC;" | ||
+ | | [[File:Generic_clown.png]] || [[Clown]] || 1 || Miscellaneous || Theatre | ||
+ | |- style="background-color:#CCFFCC;" | ||
+ | | [[File:Generic_mime.png]] || [[Mime]] || 1 || Miscellaneous || Theatre | ||
+ | |- style="background-color:#F8DEFF;" | ||
+ | | [[File:Generic_janitor.png]] || [[Janitor]] || 2 || Service || Maintenance, Custodial Closet | ||
+ | |- style="background-color:#CCFFCC;" | ||
+ | | [[File:Generic_librarian.png]] || [[Librarian]] || 1 || Miscellaneous || Library | ||
+ | |- style="background-color:#CCFFCC;" | ||
+ | | [[File:Generic_lawyer.png]] || [[Lawyer]] || 3 || Miscellaneous || Brig, Courtroom, Law Office | ||
+ | |- style="background-color:#CCFFCC;" | ||
+ | | [[File:Generic_chaplain.png]] || [[Chaplain]] || 3 || Miscellaneous || Morgue, Chapel Office, Crematorium | ||
+ | |- style="background-color:#FFFFDD;" | ||
+ | | [[File:Generic_ce.png]] || [[Chief_Engineer|Chief Engineer]] || 14 || Engineering || Brig, Construction, Maintenance, Engineering, Power Equipment, External Airlocks, Technical Storage, Atmospherics, Telecommunications, CE Office, Bridge, RC Announcements, Keycode Auth., EVA | ||
+ | |- style="background-color:#FFFFDD;" | ||
+ | | [[File:Generic_engineer.png]] || [[Station_Engineer|Station Engineer]] || 7 || Engineering || Construction, Maintenance, Engineering, Power Equipment, External Airlocks, Technical Storage, Telecommunications, | ||
+ | |- style="background-color:#FFFFDD;" | ||
+ | | [[File:Generic_atmos.png]] || [[Atmospheric_Technician|Atmospheric Technician]] || 3 || Engineering || Construction, Maintenance, Atmospherics | ||
+ | |- style="background-color:#CCFFFF;" | ||
+ | | [[File:Generic_cmo.png]] || [[Chief_Medical_Officer|Chief Medical Officer]] || 11 || Medical || Brig, Medical, Genetics Lab, Morgue, Chemistry Lab, Virology, Surgery, CMO Office, Bridge, RC Announcements, Keycode Auth. | ||
+ | |- style="background-color:#CCFFFF;" | ||
+ | | [[File:MedicalDoctor.png]] || [[Medical_Doctor|Medical Doctor]] || 3 || Medical || Medical, Morgue, Surgery | ||
+ | |- style="background-color:#CCFFFF;" | ||
+ | | [[File:Chemist.png]] || [[Chemist]] || 2 || Medical || Medical, Chemistry Lab | ||
+ | |- style="background-color:#CCFFFF;" | ||
+ | | [[File:Geneticist.png]] || [[Geneticist]] || 4 || Medical || Medical, Genetics Lab, Morgue, Science | ||
+ | |- style="background-color:#CCFFFF;" | ||
+ | | [[File:Generic_virologist.png]] || [[Virologist]] || 2 || Medical || Medical, Virology | ||
+ | |- style="background-color:#F2C3FF;" | ||
+ | | [[File:Generic_rd.png]] || [[Research_Director|Research Director]] || 15 || Science || Brig, Genetics lab, Morgue, Science, R&D Lab, Toxins Lab, Robotics, Xenobiology Lab, RD Office, Bridge, RC Announcements, Keycode Auth., AI Upload, Teleporter, Gateway | ||
+ | |- style="background-color:#F2C3FF;" | ||
+ | | [[File:Scientist_generic.png]] || [[Scientist]] || 4 || Science || Science, R&D Lab, Toxins Lab, Xenobiology Lab | ||
+ | |- style="background-color:#F2C3FF;" | ||
+ | | [[File:Roboticist.png]] || [[Roboticist]] || 4 || Science || Morgue, Science, Robotics, Technical Storage | ||
+ | |- style="background-color:#FFCCCC;" | ||
+ | | [[File:Generic_hos.png]] || [[Head_of_Security|Head of Security]] || 20 || Security || Brig, Security, Holding Cells, Armory, Forensics, Courtroom, HoS Office, Medical, Morgue, Science, Construction, Maintenance, Engineering, Bridge, RC Announcements, Keycode Auth., Gateway, Personal Lockers, Cargo Office, Mining | ||
+ | |- style="background-color:#FFCCCC;" | ||
+ | | [[File:Generic_warden.png]] || [[Warden]] || 5 || Security || Brig, Security, Holding Cells, Armory, Courtroom | ||
+ | |- style="background-color:#FFCCCC;" | ||
+ | | [[File:Generic_detective.png]] || [[Detective]] || 5 || Security || Brig, Forensics, Courtroom, Morgue, Maintenance | ||
+ | |- style="background-color:#FFCCCC;" | ||
+ | | [[File:Generic_security.png]] || [[Security_Officer|Security Officer]] || 4 || Security || Brig, Security, Holding Cells, Courtroom | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ===Combination of Access=== | ||
+ | Something important (and annoying) to note about accesses is that some doors on the station require ''multiple'' accesses to be present on the ID card before the door will open. | ||
+ | |||
+ | One example of this is the [[Technical_Storage#Secure_Tech_Storage|secure area of tech storage.]] The door to enter the secure area requires that access to [[Technical_Storage|technical storage]] and the [[Bridge|bridge]] be present. Consequently, this means only two people (by default) have access to this room: the [[Chief_Engineer|Chief Engineer]] and the [[Captain|Captain.]] | ||
+ | |||
+ | ''Would like to have a table here of doors that need a combination of accesses.'' | ||
+ | |||
+ | == Useful Information == | ||
+ | |||
+ | ''Useful information will go here (obviously).'' | ||
+ | |||
+ | * <s>Give the clown all access.</s> | ||
+ | * When you change any access on a card, the changes are IMMEDIATELY applied. | ||
+ | * If the console loses power while there are IDs in it, the only way to get the IDs out is to screwdriver the computer (disconnecting the monitor) or to wait until power returns. | ||
+ | ** You can put IDs into the console even if it is not powered, so ''be careful'' if you have no way of getting them out again. | ||
+ | * If you apply the "ID Console" access to a blank ID and leave this ID in the "confirm identity" slot, you won't need to take your ID off every time you want to modify accesses. Just be sure to not leave this ID unattended in the console, as it will effectively grant [[Traitor|anybody]] who [[Clown|happens]] to be able to [[Hacking|get]] to the computer the ability to abuse the console. | ||
+ | * Unless otherwise stated by your captain or the respective head (or somewhere on the wiki), you don't need to ask permissions of the head of staff to assign someone to their department. Just use your best judgement and check the Crew Manifest. If there are already 5 scientists, you probably don't need to assign another. It also doesn't hurt to ask the head of staff if they'd like another person in their department. |
Latest revision as of 18:42, 11 January 2015
--Future Site of Guide to Access Levels (As HoP via ID Console)
Note: The access levels listed here are with the JOBS_HAVE_MINIMAL_ACCESS config setting in game-options.txt UNCOMMENTED. As the name implies, it means jobs have less access. I am creating this guide around this configuration setting because it seems the most logical. If this setting is commented out, access levels for specific jobs will simply have more access to the respective department that the job is in.
Identification Card Modifier Console[edit | edit source]
When the console is first accessed, the user will be presented with a screen asking for two IDs to be inserted. The "target" ID is the ID that will be modified (this can be any ID). The "confirm identity" ID can only be an ID that has the "ID Console" access on it. When two IDs are inserted that match the conditions of the slot each is in, you are able to "Log In" and begin modifying the accesses on the "target" ID. Other buttons on this first screen are the "Access Crew Manifest" button and the "Job Management" button. Clicking either of these will send you to their respective pages, covered further down in this guide.
Logging In[edit | edit source]
When an ID is in the "target" slot and an ID is in the "confirm identity" slot (this second ID needs to have the "ID Console" access on it), you are able to "log in" and begin modifying accesses on the "target" ID. Pressing the "log in" button will open a new window with a lot of buttons.
At the very top, there will be two buttons. The left one will say something like "Remove <name>'s ID Card (<job>)." Clicking this will remove the "target" ID. The right button will say something like "Remove <name>'s ID Card (<job>)." This will remove the "confirm identity" ID. Removing either of these will send you back to the first screen we saw on the console. Below these are two more buttons. One says "Access Crew Manifest" and the other says "Log Out." The "Log Out" button will send you back to the first screen we saw on the console (essentially "logging out" of the console).
Below the top four buttons is a text field. To the left are the words "registered name" and to the right is a button labelled "Rename." In the text field will be the name (or lack thereof if this is a new ID) on the "target" ID. You can type any name you want into this text field and press "Rename" and this will change the name that is on the "target" ID. NEED SOMETHING HERE ABOUT "X (AS Y) SAYS"
Below this text field is a button with the word "Assignment:" over it. This button will be labelled with the job (or lack thereof aka unassigned) associated with the "target" ID. Clicking this button will reveal a list of even more buttons, each labelled with the name of all available jobs (available in this case means ALL jobs in the code for the particular server). Clicking any of these buttons will change the accesses associated with the "target" ID to be the default accesses associated with that job (please read the note above about JOBS_HAVE_MINIMAL_ACCESS). There are also two other buttons in this list. "Hide" is located below the "Assignment:" test and will hide this list of buttons. At the very end of the list is a button labelled "Custom." Clicking this will open up a text box allowing you to input a custom name for the job on the "target" ID. An example of how this might be used is to give the Mime access to security and change the job title on the Mime's ID to "Securimime" or something. This isn't necessary of course, but if you can come up with creative names for people with special accesses, it may help others identify why this person has access to areas they wouldn't normally.
Finally, there are a bunch of buttons that take up the lower half of the window. These buttons are all grouped into 7 sections under the "Access" text. Each section will list an area associated with the name of that section. Clicking any of these buttons will toggle the access and either GIVE or TAKE AWAY that particular access from the "target" ID. You can tell if the access is active on the ID because the button will have red text. If the access is NOT active on the ID, the button will have white text white text.
Access Crew Manifest[edit | edit source]
This is the crew manifest page. This page has a lot of text and two buttons. The text will be in the formed "<crew member name> - <crew member's job>." This page is fairly straightforward: it simply lists all crew members and their job. This can be useful to you by checking to make sure that the department you are assigning someone is not already full with the position that is being requested. An example would be to not assign more shaft miners than there are EVA suits for shaft miners.
The first button on this page is "Print." This button will simply print out a copy of the crew manifest to a piece of paper. The second button is "Access ID modification console." This will send you back to the previous page you were on.
Job Management[edit | edit source]
If you want to be a really excellent HoP, you should try to use this page. The actions of this page do not affect anybody currently in the round, however it affects people who join after the shift starts. When a player enters a server after a shift has already begun, the only way they can "play" is to either "Join Game" or "Observe." "Observe" has no relevance, the option we're concerned with is "Join Game." When a new player clicks this, it will display all the jobs they can sign up for on the station. With the exception of Heads of Staff jobs, whether or not the option to pick a job is available to a new player can be determined from THIS page. To use this page, you need only have an ID in the "confirm ID" slot that has the "ID Console" access on it.
I am not entirely sure how this works, need to experiment with it more. All I know of how it works is written above.
Default Accesses[edit | edit source]
This is a list of the default accesses associated with all jobs (relevant as of February 26, 2014. Needs updating.)
Icon | Job | Number of Accesses | Department | Granted Accesses | |
---|---|---|---|---|---|
Assistant | 0 | Miscellaneous | |||
Captain | 55 | Command | Brig, Security, Holding Cells, Armory, Forensics, Courtroom, HoS Office, Medical, Genetics Lab, Morgue, Chemistry Lab, Virology, Surgery, CMO Office, Science, R&D Lab, Toxins Lab, Robotics, Xenobiology Lab, RD Office, Construction, Maintenance, Engineering, Power Equipment, External Airlocks, Technical Storage, Atmospherics, Telecommunications, CE Office, Bridge, RC Announcements, Keycode Auth., ID Console, AI Upload, Teleporter, EVA, Gateway, Personal Lockers, Main Vault, HoP Office, Captain, Kitchen, Bar, Hydroponics, Custodial Closet, Chapel Office, Crematorium, Library, Theatre, Law Office, Cargo Office, Mining, Mining EVA, Cargo Bay, Quartermaster | ||
Head of Personnel | 33 | Command | Brig, Security, Courtroom, Medical, Morgue, Science, Construction, Maintenance, Engineering, Bridge, RC Announcements, Keycode Auth., ID Console, AI Upload, EVA, Gateway, Personal Lockers, Main Vault, HoP Office, Kitchen, Bar, Hydroponics, Custodial Closet, Chapel Office, Crematorium, Library, Theatre, Law Office, Cargo Office, Mining, Mining EVA, Cargo Bay, Quartermaster | ||
Bartender | 1 | Service | Bar | ||
Chef | 2 | Service | Morgue, Kitchen | ||
Botanist | 2 | Service | Morgue, Hydroponics | ||
Quartermaster | 6 | Supply | Maintenance, Cargo Office, Mining, Mining EVA, Cargo Bay, Quartermaster | ||
Cargo Technician | 3 | Supply | Maintenance, Cargo Office, Cargo Bay | ||
Shaft Miner | 3 | Supply | Cargo Office, Mining, Mining EVA | ||
Clown | 1 | Miscellaneous | Theatre | ||
Mime | 1 | Miscellaneous | Theatre | ||
Janitor | 2 | Service | Maintenance, Custodial Closet | ||
Librarian | 1 | Miscellaneous | Library | ||
Lawyer | 3 | Miscellaneous | Brig, Courtroom, Law Office | ||
Chaplain | 3 | Miscellaneous | Morgue, Chapel Office, Crematorium | ||
Chief Engineer | 14 | Engineering | Brig, Construction, Maintenance, Engineering, Power Equipment, External Airlocks, Technical Storage, Atmospherics, Telecommunications, CE Office, Bridge, RC Announcements, Keycode Auth., EVA | ||
Station Engineer | 7 | Engineering | Construction, Maintenance, Engineering, Power Equipment, External Airlocks, Technical Storage, Telecommunications, | ||
Atmospheric Technician | 3 | Engineering | Construction, Maintenance, Atmospherics | ||
Chief Medical Officer | 11 | Medical | Brig, Medical, Genetics Lab, Morgue, Chemistry Lab, Virology, Surgery, CMO Office, Bridge, RC Announcements, Keycode Auth. | ||
Medical Doctor | 3 | Medical | Medical, Morgue, Surgery | ||
Chemist | 2 | Medical | Medical, Chemistry Lab | ||
Geneticist | 4 | Medical | Medical, Genetics Lab, Morgue, Science | ||
Virologist | 2 | Medical | Medical, Virology | ||
Research Director | 15 | Science | Brig, Genetics lab, Morgue, Science, R&D Lab, Toxins Lab, Robotics, Xenobiology Lab, RD Office, Bridge, RC Announcements, Keycode Auth., AI Upload, Teleporter, Gateway | ||
Scientist | 4 | Science | Science, R&D Lab, Toxins Lab, Xenobiology Lab | ||
Roboticist | 4 | Science | Morgue, Science, Robotics, Technical Storage | ||
Head of Security | 20 | Security | Brig, Security, Holding Cells, Armory, Forensics, Courtroom, HoS Office, Medical, Morgue, Science, Construction, Maintenance, Engineering, Bridge, RC Announcements, Keycode Auth., Gateway, Personal Lockers, Cargo Office, Mining | ||
Warden | 5 | Security | Brig, Security, Holding Cells, Armory, Courtroom | ||
Detective | 5 | Security | Brig, Forensics, Courtroom, Morgue, Maintenance | ||
Security Officer | 4 | Security | Brig, Security, Holding Cells, Courtroom |
Combination of Access[edit | edit source]
Something important (and annoying) to note about accesses is that some doors on the station require multiple accesses to be present on the ID card before the door will open.
One example of this is the secure area of tech storage. The door to enter the secure area requires that access to technical storage and the bridge be present. Consequently, this means only two people (by default) have access to this room: the Chief Engineer and the Captain.
Would like to have a table here of doors that need a combination of accesses.
Useful Information[edit | edit source]
Useful information will go here (obviously).
Give the clown all access.- When you change any access on a card, the changes are IMMEDIATELY applied.
- If the console loses power while there are IDs in it, the only way to get the IDs out is to screwdriver the computer (disconnecting the monitor) or to wait until power returns.
- You can put IDs into the console even if it is not powered, so be careful if you have no way of getting them out again.
- If you apply the "ID Console" access to a blank ID and leave this ID in the "confirm identity" slot, you won't need to take your ID off every time you want to modify accesses. Just be sure to not leave this ID unattended in the console, as it will effectively grant anybody who happens to be able to get to the computer the ability to abuse the console.
- Unless otherwise stated by your captain or the respective head (or somewhere on the wiki), you don't need to ask permissions of the head of staff to assign someone to their department. Just use your best judgement and check the Crew Manifest. If there are already 5 scientists, you probably don't need to assign another. It also doesn't hurt to ask the head of staff if they'd like another person in their department.