Difference between revisions of "User:Florb"

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m (→‎Munitions: yank)
m (new project: power rewrite)
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{{Template:Needs revision | reason= Page should be reworked to be less crate-centric, have a drop-down content table (see: RnD page) and be updated with NSV content 27-9-2020}}
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{{Template:Needs revision | reason=This is ported from the Yogstation wiki. Needs a once-over for inaccuracies between servers, plus missing power values, plus revision for the additional SMES in engineering. Also needs Tesla info}}
  
[[File:GrayCrate.png|64px]]
+
= Introduction =
  
Crates are containers for items. Especially large items -- such as [[locker]]s, [[roboticist#cyborgs|certain robots]] or equipment -- cannot fit inside. Just because an item comes packed in a crate when the [[Quartermaster]] receives it doesn't mean it will go back inside once the crate is opened!
+
Understanding the intricacies of the power dynamic in the station is key to keeping the station in order. Many, especially the [[Head of Personnel|HoP]], believe that the [[Captain]] is the seat of power on the station. This is untrue as having the Captain wired into the station's power grid provides minimal power at best.
  
Supply Crates are ordered at [[Cargo Bay]] by either a [[Cargo Technician]] or the [[Quartermaster]]. You can also send them a request via [[PDA]] or the [[Requests Console]]. More crates can be found around the station.
+
The real source of power comes from [[Engineering]] because without [[Station Engineer]]s to set up the power sources at the beginning of a shift, the station would cease to function normally and devolve into a degenerative society with no more power than a uncivilized horde of lowly [[Assistant]]s, who, it should be noted, also provide even less power when wired directly to the grid.
  
====Give Onto the QM his Dues====
+
= Power Sources =
The [[Quartermaster]] can order a [[#Crates|whole lot of crates]] and he usually wants the crate back after you've taken your supplies. They are worth a certain amount of points which can be used to get more supplies for the station's whole benefit. The quartermasters like it when people bring crates, and will often give things without hassle to people with crates brought in.
 
  
====Crate Locks and Access====
+
== [[Supermatter| Supermatter Engine]] ==
Just like the rest of the station,  crates have variable levels of access. The QM can't unlock anything that is locked by default, for various reasons, the primary one being it would be pointless to make because all crates go through the QM anyway. [[Security]] crates can be opened by security personnel and those with higher access, et cetera. An [[Syndicate_Items#Cryptographic Sequencer|emag]] can get into locked crates, however, or you can get [[Engineering Secure Storage|resourceful]]. You can also move cash from the cargo budget ID and insert it into a private ID, and then use the [[#Buying_Directly|Buy Directly]] option.
+
The supermatter is a giant pile of exotic material capable of emitting both ionizing radiation and (flammable) gases. While the generation of these elements is normally rather low, the supermatter can be "activated" into releasing more by, well, most anything: even gasses can start the delamination process if they hold enough energy (heat, usually). You see where this is going? That's right, self-induced chain reactions. Your main job as an engineer will be to cool the supermatter down to prevent it from exploding (luckily a very easy job), while simultaneously exciting it to harvest radiation pulses. It's not an unforgiving engine, some would say it's even too stable to sabotage in a timely manner; read the [[Supermatter| Guide]] carefully and it will be hard to mess it up.
  
 +
== Singularity/Tesla Engine ==
 +
[[File:Singularity_engine.png|thumb|300px]]
 +
The singularity and tesla engines are the primary source of power only on [[PubbyStation]]. By harnessing either the radiant energy produced by a locally-controlled cosmic [[Singularity]] (otherwise known as a man-made black hole), or straight-up capturing the electric arcs from a giant ball of lightning, an enormous amount of energy can be generated for the station.
  
==Making Money==
+
=== [[Singularity Engine]] ===
Cargo budget starts off with 5,000 credits. This is the budget you use to buy crates, and this is where money from exports ends up. The QM can access this budget with the departmental card (Cargo Budget) found in his/her bag. If the QM has lost the budget card, you can also insert space cash into the bank machine in the [[Vault|vault]] to make it go directly into the cargo budget. The [[Quartermaster]] can enter the vault by using the supply door remote, found in the QM's locker.  
+
The usable power emitted by a singularity takes the form of ionizing radiation pulses. These can interact with the mysterious substance called "plasma" so as to generate electricity. The more plasma available, and the stronger and more frequent the pulses, the more power is generated. The net power output can be measured directly by using a multitool on the collector's wire, checking the first SMES unit connected for available power, or by looking it up on a power monitoring console (though the latter will give skewed results if other power sources such as solars are connected).
  
===Exports===
+
=== [[Tesla Engine]] ===
You can receive credits by shipping items back to CentCom. Examples:
+
This giant ball of incandescent energy regularly regurgitates power in the form of electric arcs. These arcs can be partially captured by tesla generators, and will generally flow along the most conductive/least resisting path. Metal structures are prime target for its strikes, and grounding rods are the safest there is, drawing arcs to themselves and subsequently dissipating them into the whole station. The latter are regularly used to direct lighting through tesla generators, and are best deployed between the engine and anything you hold dear.
* You will get 500 credits per crate.
 
* Every ordered crate has a "shipping manifest" on it. You rip it off by clicking the crate. Stamp that shipping manifest with any stamp except the denied stamp, then put it into a crate and close it. Shipping that crate will then give you 200 extra credits.
 
* 5-1,000 credits per [[Shaft Miner#The Ores|sheet of material]] (depends on material rarity, metal/glass the least rare and diamond/bananium the most).
 
* Every sheet of plasma shipped will give you 200 credits.
 
* 100-500 credits per fuel tanks and water tanks, depending on how full they are.
 
* 5,000-40,000 credits for some of the [[Shaft Miner#The Loot|rare artifacts]] that your [[Shaft Miners]] might find. Make sure you scan the item with an Export Scanner before selling.
 
<br>
 
Crates are money. [[Maintenance|Find them]]. Hoard them greedily. [[Teleporter|Steal]] [[Security Office|them]] [[Construction Area|if]] [[Engineering|need]] [[Hydroponics|be]]. The more crates you send back, the more stuff you can order. Other things are money, too. If you think about, the station is really just a huge pile of money. Experiment! You can use your Export Scanner once linked with a Cargo Console to verify the price of an item before you export it. Just because you think a good <i>might</i> be worth something doesn't mean that CentCom wants it!
 
  
===Bounties===
+
== Solar Arrays ==
The Nanotrasen bounty console can be checked for a list of [[Cargo Bounties|Bounties]]. These are items you can ship for one time credit rewards. Most of them may require cooperation from other departments. You can print the list. After you have delivered a bounty to CentCom, you must go to the Bounty Console and click "Claim" on the completed entry to receive the reward. You can scan an item with your Export Scanner to see if it's eligable for a bounty.
 
  
==Ordering Crates==
+
[[File:Solars.png|thumb|300px]]
To spend the money you made, you need to order crates. The price of these crates is pulled from the cargo budget on departure from CentCom, unless you use [[#Buying_Directly|Buy Directly]].  
+
''See [[Solars]].''
  
* The [[Computers#Supply_Request_Console|supply request console]] [[File:Order_Request_Console.png]] is typically public, and lets anyone request an order. Unless you use [[#Buying_Directly|Buy Directly]], this console asks the requester to type a ''reason'' for each order. This reason appears on the supply console, where the request must be approved or denied. The requisition form printed is only used for [[Detective#Advanced_Detective_Work|documentation]].
+
The solar arrays act as a secondary power source. They are composed of 60 panels per array and there are 4 arrays on the station. Each panel can produce 1.5 kW of power for a total of 90 kW per array.  
* The [[Computers#Supply_Console|supply console]] [[File:Supply_Shuttle_Console.png]] lets you order crates, and approve/reject orders made on a supply request console. It's also used to call and send the supply shuttle. Do this by clicking the "Cargo Bay" or "CentCom" text near the top. When the shuttle is called from CentCom, it will ship your placed orders to the cargo bay, if you can afford them.  
 
  
 +
The solar arrays only produce power when directly facing the local star. (The star is off-screen from the station and cannot be located by the player directly.) A solar tracking module can be wired into the solar array circuitry and, with the help of a solar power console, the solar panels can be made to automatically track the local star, which maximizes the power generation for each panel. However, as the station revolves around the star (which, again, is unseen by the player), the solar arrays often land in the shadow of the station which negatively affects solar power generation at the affected arrays. This effectively gives the solar arrays a solar day-night cycle, where it generates power during the day cycle and does not generate power during the night cycle. Because of the solar cycle, a given array will be able to generate power about 50% (estimated but unconfirmed) of the time, which can be translated to an average 45 kW per unit time, rather than the full 90 kW.
  
===Buying Directly===
+
The solar panels themselves can be, and often are, broken by debris floating in space. Each broken panel reduces the total power generation of the array.
Anyone placing an order at a supply console or supply request console has the choice to click the '''Buy Directly''' button. Doing so will charge money directly from that person's worn ID, instead of from the cargo budget. It will cost a 10% extra fee (which goes to the cargo budget), and the crate will be access-restricted to the buyer instead of having its ordinary access requirement.  
 
  
===Supply Drop Pods===
+
The solar arrays can typically power the entire station on their own, once the arrays are wired properly.
Once Mining Technology has been researched, you are able to print an Express Supply Console computer board from the cargo [[Guide_to_Research_and_Development#Techfab|techfab]]. Building an Express Supply Console and then swiping it with a QM-level ID card will unlock an interface similar to the Supply Console. Ordering any crate with this console will have it delivered instantly with a drop pod. The drop pod causes a fiery explosion. The drop location will be a random spot in Cargo Bay, unless you [[Emag#Express_supply_console|emag]] it, or print a Supply Pod Beacon for 500 credits. You can use the console to change the drop location to that of the last printed beacon. Printing a new beacon will make the first beacon permanently useless. Use teamwork to have one person take the beacon to locations where crates need to be delivered, while the other person orders the crate. The drop pods themselves must be dismantled with a [[Engineering_items#Welding_Tool|welder]].  
 
  
====Upgrading the Supply Drop Pods====
+
{| class="wikitable"
Once Bluespace Travel has been researched, the cargo [[Guide_to_Research_and_Development#Techfab|techfab]] will be able to print a Supply Drop Pod Upgrade Disk. Inserting this disk into the Express Supply Console will upgrade its drop pods by making their explosion size smaller, and making them automatically teleport out after landing. After upgrading you must unlock the console again and print a new beacon.
+
|+ Solar Power Generated
 +
! colspan = "2"|Maximum !! Average
 +
|+
 +
! per panel !! per array !! per array
 +
|-
 +
| 1500 W (1.5 kW) || 90000 W (90 kW) || 45000 W (45 kW)
 +
|}
 +
 
 +
=== Connecting Solars to the Grid ===
 +
 
 +
There are two main schools of thought when wiring the solar arrays:
 +
 
 +
* use the Solar SMESs to distribute power into the grid
 +
* wire the solar array directly into the power grid
 +
 
 +
==== Distributing via SMESs ====
 +
 
 +
Distributing solar power through the SMESs is the generally preferred method of wiring the solars, mainly because it provides a steady power output and requires no extra wiring. One benefit of the pre-laid wiring to the SMES is that during a night cycle of the solar array the Engineer does not need insulated gloves to wire the solar array.
 +
 
 +
While the maximum power generation of a given solar array is 90 kW, it is advised to set SMES inputs to slightly lower level to account for solar panels that might break during the course of the shift. 
 +
For example, setting the SMES input levels to 85.5 kW may not collect all 90 kW produced by the array, but allows for the SMES to charge even when up to three panels get broken on the array. 
 +
Otherwise, should the Engineer set SMES input levels to 90 kW and should a single panel get hit by space debris and break, the array will always produce less than 90 kW, so the SMES with a required 90 kW input will not charge. 
 +
 
 +
The output on the SMES should be at most 50% of the input level due to the revolution of the station around the local star (percentage estimated but unconfirmed). Since the solar has to collect enough energy in the day cycle of the array to output for both day and night, it's usually good to round down a little more. Additionally, if the solar is initially wired during its day cycle, it typically won't be able to collect enough to keep it charged for the first night cycle, resulting in a little bit of lag in the output of the solars.
 +
For example, if the input is set to 85500 W (85.5 kW), the output shouldn't be bigger than 42750 W (42.75 kW). Typically, 40 kW is a good round number for long-term power output. 
 +
 
 +
If more power storage is desired, say in the initial stage of the set-up, the engineer may want to reduce or even eliminate power output for the first few solar cycles, before setting the long-term power output.
 +
 
 +
Once all four Solar SMESs are adequately charged and outputting long-term power, they will provide a very dependable power output with almost no oversight needed. In our example, the station would receive 160 kW (4 arrays x 40 kW SMES output) from solars, which is usually more than enough to sustain the station on its own without the engine. This system is also modular, so that even if only three out of four Solar SMESs are used, the total power output is reduced accordingly but still completely steady.
 +
 
 +
That being said, if unchecked, power sinks can drain the solar SMESs, which if depleted would need to go through a solar cycle again before being able to provide steady, adequate power to the station. 
 +
 
 +
The biggest failure of the Solar SMES system is more often the fault of the Engineer, not the power sink. A rookie Engineer usually sets input levels and output levels too high or too low to meaningfully sustain the station, and/or fails to re-set the SMESs to a more adequate output level after initially charging the SMES.
 +
 
 +
'''Pros:''' Steady power supply, no additional wiring necessary, stores power, modular, does not require insulated gloves.
  
== Crates ==
+
'''Cons:''' Lag due to first night cycle and initial SMES charging, prone to being set up improperly, some power loss to correct for potentially broken panels, can be drained by power sinks.
'''Following is a list of the crates available and their contents.''' <br>
 
  
Entries marked with {{anchor|Small_Item}}''"Small item"'' can be ordered together with other ''small items'', which automatically bundles them into a single crate per purchaser. All access restrictions on ''small item'' orders will then stack on that crate, making you require all of them to open it.
+
==== Wiring to the Grid ====
  
=== Emergency ===
+
Wiring the solar arrays directly to the grid is often used as a more straight-forward approach to hooking up the solars, which benefits the Engineer by bypassing the intricacies of the SMES and generating a generally larger power output but at the expense of a less steady, less modular electrical source. This is often helpful in the emergency circumstances where the supermatter crystal has delaminated, taking out the whole of Engineering with it, or when the Singularity or Tesla gets loose.
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
 
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
 
! scope="col" style='background-color:#DB9370' width=400|Contents
 
! scope="col" style='background-color:#EEE5DE' width=100|Access required
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
 
|-
 
!style='background-color:#d3d3d3'|Biker Gang Kit
 
|style='background-color:#d3d3d3'|2000
 
|style='background-color:#d3d3d3'|1x all terrain vehicle [[File:atv.png]] and keys [[File:Atv_keys.png]]<br>
 
1x leather overcoat  <br>
 
1x black gloves <br>
 
1x skull bandana <br>
 
1x cargo cap
 
|style='background-color:#d3d3d3'|
 
|style='background-color:#d3d3d3'|Contraband – requires [[Hacking#Supply Shuttle Console|hacking]] the console. the crate is named "Biker kit".
 
|-
 
!Biological Emergency Crate
 
|2000
 
|
 
2x [[Clothing_and_Accessories#Bio_Hood|bio hood]] [[File:BioSuitHood.png]] <br>
 
2x [[Clothing_and_Accessories#Bio-suit|bio-suit]] [[File:BioSuit.png]] <br>
 
1x bio bag [[File:Bio_bag.png]] <br>
 
2x syringe ([[Guide_to_chemistry#Spaceacillin|spaceacillin]]) <br>
 
2x [[Clothing_and_Accessories#Nitrile_Gloves|nitrile gloves]] [[File:Nitrile_gloves.png]]
 
|
 
|
 
|-
 
!Emergency Bot/Internals Crate
 
|3500
 
||
 
2x floorbot [[File:Floorbot.gif]] <br>
 
2x medbot [[File:Medibot.gif]]<br>
 
5x air tank [[File:OxygenTank.png]] <br>
 
5x breath mask [[File:BreathMask.png]]
 
|
 
|
 
|-
 
!Emergency Mecidal Crate
 
|3500
 
||
 
2x medbot [[File:Medibot.gif]]<br>
 
1x emergency medical capsule: will deploy into a 5x7 medical shelter
 
|
 
|-
 
!Explosive Emergency Crate
 
|1500
 
|
 
1x [[Clothing_and_Accessories#Bomb-suit|bomb hood]] [[File:BombHood.png]] <br>
 
1x [[Clothing_and_Accessories#Bomb-suit|bomb suit]] [[File:Bomb-suit.png]] <br>
 
1x [[Clothing_and_Accessories#Gas_Mask|gas mask]] [[File:Gas_mask.png]] <br>
 
1x [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]] <br>
 
1x [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]] <br>
 
1x [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]]
 
|
 
|
 
|-
 
!Firefighting Crate
 
|1000
 
||2x emergency firesuit [[File:Firesuit.png]] <br>
 
2x [[Clothing_and_Accessories#Gas_Mask|gas mask]] [[File:Gas_mask.png]] <br>
 
2x flashlight [[File:Flashlight.png]] <br>
 
2x red oxygen tank [[File:OxygenTankRed.png]] <br>
 
2x advanced fire extinguisher [[File:Advanced_extinguisher0.png]] <br>
 
2x firefighter helmet [[File:Fire_Helmet.png]]
 
|
 
|
 
|-
 
!Firefighting Tank Backpack{{anchor|Backpack Firefighter Tank}}
 
|1000
 
||1x backpack firefighter tank [[File:waterbackpack atmos.png]]
 
|Atmospheric
 
|
 
|-
 
!Internals Crate
 
|1000
 
||
 
3x [[Clothing_and_Accessories#Gas_Mask|gas mask]] [[File:Gas_mask.png]] <br>
 
3x breath mask [[File:BreathMask.png]]<br>
 
3x emergency oxygen tank [[File:AirTank.png]]<br>
 
3x air tank [[File:Air_Tank.png]]
 
|
 
|
 
|-
 
!Metal Foam Grenade Crate
 
|1000
 
||1x box of metal foam grenades [[File:Grenade.png]]
 
|
 
|
 
|-
 
!style='background-color:#dd0000cc'|NULL_ENTRY
 
|style='background-color:#dd0000cc'|20000
 
|style='background-color:#dd0000cc'|30 TC worth of Syndicate Gear
 
|style='background-color:#dd0000cc'|
 
|style='background-color:#dd0000cc'|Hidden – use [[Syndicate Items#Cryptographic Sequencer|emag]] on cargo console to reveal
 
|-
 
!Plasmaman Space Envirosuits
 
|4000
 
||
 
2x EVA plasma envirosuit<br>
 
2x plasma envirosuit helmet<br>
 
|EVA
 
|
 
|-
 
!Plasmaman Supply Kit
 
|2000
 
||
 
2x plasmaman jumpsuit <br>
 
2x plasmaman helmet <br>
 
2x plasmaman internal belt tank
 
|
 
|
 
|-
 
!Radiation Protection Crate
 
|1000
 
||2x radiation suit helmet [[File:RadiationSuitHood.png]] <br>
 
2x radiation suit [[File:RadiationSuit.png]]<br>
 
2x [[Engineering_items#Geiger_Counter|geiger counter]]<br>
 
1x bottle of vodka<br>
 
2x shot glass
 
|
 
|
 
|-
 
!Space Suit Crate
 
|2500
 
||
 
1x space suit <br>
 
1x space helmet <br>
 
1x breath mask <br>
 
1x [[Clothing_and_Accessories#Jetpack|CO2 Jetpack]]
 
|EVA
 
|
 
|-
 
!style='background-color:#dd0000cc'|Special Ops Supplies
 
|style='background-color:#dd0000cc'|2000
 
|style='background-color:#dd0000cc'|1x box of EMP grenades (containing 5) [[File:Emp grenade.png]]<br>
 
3x smoke bomb [[File:Flashbang.gif]]<br>
 
1x [[Syndicate_Items#Sleepy_Pen|sleepy pen]] [[File:Pen.png]]<br>
 
1x incendiary grenade [[File:Grenade.png]]
 
|style='background-color:#dd0000cc'|
 
|style='background-color:#dd0000cc'|Hidden – use [[Syndicate Items#Cryptographic Sequencer|emag]] on cargo console to reveal
 
|-
 
!Weed Control Crate
 
|1500
 
|1x scythe [[File:Scythe.png]] <br>
 
1x [[Clothing_and_Accessories#Gas_Mask|gas mask]] [[File:Gas_mask.png]] <br>
 
2x weedkiller grenade [[File:Grenade.png]]
 
|Hydroponics
 
|
 
|}
 
  
=== Security ===
+
To achieve this, the Engineer usually just wires together the cable leading from the array directly to the cable leading out from the solar maintenance room. Typically, insulated gloves are a necessity since the Engineer will need to tap the solar power lines into the main power grid. However, as easy as that sounds, rookie Engineers tend to mangle the wiring so much that the array power lines never make it to the grid.
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
 
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
 
! scope="col" style='background-color:#DB9370' width=400|Contents
 
! scope="col" style='background-color:#EEE5DE' width=100|Access required
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
 
|-
 
!Ammo Crate
 
|2500
 
|
 
2x [[Security_items#WT-550_Standard_Magazine|wt550 magazine (4.6x30mm)]] [[File:46x30ammo.png]]<br>
 
3x box of lethal shotgun shots <br>
 
3x box of rubber shots <br>
 
1x speed loader (.38 TRAC) <br>
 
1x speed loader (.38 Hot Shot) <br>
 
1x speed loader (.38 Iceblox)
 
|Security
 
|
 
|-
 
!Armor Crate
 
|1000
 
||3x armor [[File:Armor.png]]
 
|Security
 
|
 
|-
 
!Forensics Crate
 
|2000
 
||
 
1x detective scanner <br>
 
1x evidence box <br>
 
1x camera <br>
 
1x tape recorder <br>
 
1x white crayon <br>
 
1x detective hat
 
|Security
 
|
 
|-
 
!Helmets Crate
 
|1000
 
||3x helmet [[File:Helmet.png]]
 
|Security
 
|
 
|-
 
!Security Barrier Grenades
 
|2000
 
||
 
4x barrier grenade [[File:Flashbang.gif]]
 
|Security
 
|
 
|-
 
!Security Clothing Crate
 
|3000
 
||
 
2x Navy blue security jumpsuit  <br>
 
2x Red security jumpsuit  <br>
 
2x Navy blue security beret
 
  
1x Navy blue warden jumpsuit <br>
+
Once all the arrays are wired, and because of the day-night cycle, on average, about two solar arrays worth of power will be generated at any given time, equating to about 180 kW of power. However, the exact number will fluctuate depending on how much light reaches individual panels. Additionally, if not all of the solars are wired to the grid, the output will be drastically lower and may cause brown outs in the station. 
1x Red warden jumpsuit <br>
+
 
1x Navy blue warden beret
+
On the plus side, wiring the solars directly to the grid prevents wiring sabotage since anyone cutting the wires also needs insulated gloves. Also, power sinks pose little risk as the solar power is immediate and not distributed from an SMES.
  
1x Navy blue Head of Security jumpsuit <br>
+
'''Pros:''' Straight-forward explanation, avoids setting SMES, deters sabotage, acts as primary power source, not prone to power sinks.
1x Head of Security jumpsuit <br>
 
1x Navy blue Head of Security beret
 
  
|Security
+
'''Cons:''' Minor fluctuations in power if fully implemented, severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired.
|
 
|-
 
!Security Supplies Crate
 
|1000
 
||1x box of flashbangs [[File:Flashbang.gif]] <br>
 
1x box of teargas [[File:Flashbang.gif]]<br>
 
1x box of flashes [[File:Flash.gif]] <br>
 
1x box of handcuffs [[File:Handcuffs.png]]
 
|Security
 
|
 
|-
 
!SecTech Supply Crate
 
|1500
 
|
 
1x SecTech restocking Unit
 
|Security
 
|
 
|-
 
!Standard Firing Pins Crate
 
|1000
 
||
 
2x box of standard firing pins
 
|Security
 
|5 firing pins per box
 
|-
 
!Paywall Firing Pins Crate
 
|2500
 
||
 
2x box of paywall firing pins
 
|Security
 
|Swipe a a firing pin with an ID to connect it to an account. Then use the pin in hand to set either a one-time price or a price per shot that users must pay to fire the gun. Price is paid with a popup first time someone tries to fire it. 5 paywall firing pins per box.
 
|-
 
! style='background-color:#d3d3d3'|Standard Justice Enforcer Crate
 
|style='background-color:#d3d3d3'|6000
 
|style='background-color:#d3d3d3'|
 
1x helmet of justice<br>
 
1x security gas mask
 
|style='background-color:#d3d3d3'|Security
 
|style='background-color:#d3d3d3'|Contraband – requires [[Hacking#Supply Shuttle Console|hacking]] the console.
 
|-
 
!Stun Batons Crate
 
|1000
 
||3x [[Security_items#Stun_Baton|stun baton]] [[File:StunBaton.gif]]
 
|Security
 
|
 
|-
 
!Wall Mounted Flash Crate
 
|1000
 
||4x wall-mounted flash kit
 
|Security
 
|Each kit contains: 1x [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]], 1x [[Security_items#Flash|flash]] [[File:Flash.gif]], 1x mounted flash frame, 1x flasher controller, 1x airlock electronics and 1x button frame.
 
|
 
|-
 
!M245 pulse Rifles (x3)
 
|9000
 
||3 x M245 pulse Rifles
 
|Security
 
|each loaded with 30 round magazines of nonlethal ammo
 
|-
 
!M245 pulse Rifle Single-Pack
 
|1000
 
||
 
1 x M245 pulse Rifle
 
|Security
 
|come loaded with a 30 round magazine of nonlethal ammo
 
|-
 
!Glock-13s (x3)
 
|5000
 
||
 
3x Glock-13s
 
|Security
 
|come loaded with a magazine of rubber shots
 
|-
 
!Glock-13 Single-Pack
 
|2000
 
||
 
1x Glock-13
 
|Security
 
|loaded with rubber shots
 
|-
 
!Surviving Edged weapons: Informational manual
 
|7000
 
||
 
1x surviving edged weapons manual
 
|Security
 
|reading the manual grants Ju-Jitsu (one time use)
 
|-
 
!Glock-13 ammo (nonlethal)
 
|1500
 
||
 
1x 9mm pistol magazine
 
5x ammo boxes (9mm, ammo)
 
|Security
 
|the ammo boxes have 30 rubber shells each
 
|-
 
!Glock-13 ammo (lethal)
 
|1500
 
||
 
1x 9mm pistol magazine
 
5x ammo boxes (9mm, ammo)
 
|Security
 
|the ammo boxes have 30 shells each
 
|-
 
!Czanek Corp Tazer Crate
 
|5000
 
||
 
2x X24 Tazers
 
2x X24 cartridge storage rack
 
|Security
 
|the cartridges are Tazer ammo
 
|-
 
!M2A45 pulse Rifle Ammo (nonlethal)
 
|800
 
||
 
5x M245 pulse rifle magazines(nonlethal)
 
|Security
 
|each magazine has 30 shells
 
|-
 
!M2A45 pulse Rifle Ammo (lethal)
 
|1200
 
5x M245 pulse rifle magazines(lethal)
 
|
 
|Security
 
|each magazine has 30 shells
 
|}
 
  
=== Armory ===
+
==== Dual-Wiring: The Best of Both Worlds ====
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
 
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
 
! scope="col" style='background-color:#DB9370' width=400|Contents
 
! scope="col" style='background-color:#EEE5DE' width=100|Access required
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
 
|-
 
!Bulletproof Armor Crate
 
|1500
 
||3x bulletproof vest [[File:Bulletproofvest.png]]
 
|Armory
 
|
 
|-
 
!Changeling Testing Crate
 
|10000
 
||
 
1x Concentrated BZ Bottle
 
|Armory
 
|
 
|-
 
!Chemical Implants Crate
 
|2000
 
||
 
1x [[Security_items#Chemical_Implant|chemical implant]] kit
 
|Armory
 
|Contains 1 loaded implanter, 1 implant pad and 5 implant cases with [[Security_items#Chemical_Implant|chemical implants]] [[File:Implant_Case.png]]
 
|-
 
!Combat Knife Single-Pack
 
|1200
 
||1x combat knife
 
|Armory
 
|''[[#Small_Item|Small item]]''
 
|-
 
!Combat Knives Crate
 
|3000
 
||3x combat knife
 
|Armory
 
|
 
|-
 
!Combat Shotgun Single-Pack
 
|3200
 
|
 
1x combat shotgun [[File:Combatshotgun.png]]<br>
 
1x bandolier
 
|Armory
 
|''[[#Small_Item|Small item]]''
 
|-
 
!Combat Shotguns Crate
 
|8000
 
|
 
3x combat shotgun [[File:Combatshotgun.png]]<br>
 
3x bandolier
 
|Armory
 
|
 
|-
 
!Riot Shotgun Single-Pack
 
|2500
 
||
 
1x Riot shotgun
 
|Armory
 
|loaded with rubber shots
 
|-
 
!Riot Shotgun Crate
 
|6500
 
||
 
3x Riot shotgun
 
|Armory
 
|loaded with rubber shots
 
|-
 
!DragNET Crate
 
|1500
 
||3x [[Security_items#DRAGne|DragNETs]][[File:DRAGnet.png]]
 
|Armory
 
|
 
|-
 
!Exile Implants Crate
 
|3000
 
||
 
1x exile implant kit
 
|Armory
 
|Contains 1 loaded implanter and 5 implant cases with exile implants [[File:Implant_Case.png]]
 
|-
 
!Incendiary Weapons Crate
 
|1500
 
||
 
1x flamethrower <br>
 
3x plasma tank <br>
 
3x incendiary grenade
 
|Bridge
 
|
 
|-
 
!Security Barrier Capsules XL
 
|2500
 
||
 
3x barricade capsules
 
|Security
 
|each make a 3x3 barricade with windoors and reinforced glass
 
|-
 
!Mindshield Implants Crate
 
|4000
 
||
 
1x lockbox ([[Security_items#Mindshield_Implant|mindshield implants]])
 
|Armory
 
|Contains 1 loaded implanter and 3 implant cases with [[Security_items#Mindshield_Implant|mindshield implants]] [[File:Implant_Case.png]]
 
|-
 
!Tracking Implants Crate
 
|2000
 
||
 
1x [[Security_items#Tracking_Implant|tracking implant]] kit <br>
 
3x speed loader (.38 TRAC) <br>
 
|Armory
 
|Contains 1 loaded implanter, 1 implantpad, 1 locator and 4 implant cases with [[Security_items#Tracking_Implant|tracking implants]] [[File:Implant_Case.png]]
 
|-
 
!Riot Armor Crate
 
|1500
 
||3x riot suit [[File:Swatarmor.png]]
 
|Armory
 
|
 
|-
 
!Riot Helmets Crate
 
|1500
 
||3x riot helmet [[File:Riothelm.png]]
 
|Armory
 
|
 
|-
 
!Riot Shields Crate
 
|2000
 
||3x riot shield [[File:RiotS.png]]
 
|Armory
 
|
 
|-
 
!style='background-color:#d3d3d3'|Russian Surplus Crate
 
|style='background-color:#d3d3d3'|5000
 
|style='background-color:#d3d3d3'|
 
'''Ten random items out of:'''
 
  
1x ration pack <br>
+
There is another, less used option that utilizes the benefits from both wiring ideologies while mitigating the risk: dual-wire the solar arrays both to the Solar SMESs and directly into the grid at the same time.
1x stripper clip (7.62mm) (5 shots) <br>
 
1x ammo box containing 7x stripper clip (7.62mm) (35 shots) <br>
 
1x russian vest <br>
 
1x russian helmet <br>
 
1x combat gloves [[File:BGloves.png]] <br>
 
1x advanced military tracksuit <br>
 
1x soviet uniform <br>
 
1x russian balaclava <br>
 
1x battle ushanka <br>
 
1x russian battle coat <br>
 
1x Mosin Nagant <br>
 
1x Mosin Nagant <br>
 
|style='background-color:#d3d3d3'|Armory
 
|style='background-color:#d3d3d3'|Contraband – requires [[Hacking#Supply Shuttle Console|hacking]] the console.
 
|-
 
!Smart Mine Crate
 
|4000
 
||
 
3x deployable smart mines
 
|Armory
 
|
 
|-
 
!Stun Mine Crate
 
|2500
 
||
 
5x deployable mines
 
|Armory
 
|these stun you
 
|-
 
!SWAT Crate
 
|6000
 
||2x swat helmet[[File:Swathelmet.png]]
 
2x swat suit[[File:MK.I_SWAT_Suit.png]]    <br>
 
2x [[Security_items#Security_Gas_Mask|security gas mask]] [[File:Security_Gas_Mask.png]] <br>
 
2x military assault belt <br>
 
2x combat gloves [[File:BGloves.png]]
 
|Armory
 
|
 
|-
 
!WT-550 Auto Rifle Single-Pack
 
|2000
 
||
 
1x [[Security_items#Auto_Rifle|WT-550 Auto Rifle]] [[File:Autorifle.png]]
 
|Armory
 
|''[[#Small_Item|Small item]]''
 
|-
 
!WT-550 Auto Rifle Crate
 
|3500
 
||
 
2x [[Security_items#Auto_Rifle|WT-550 Auto Rifle]] [[File:Autorifle.png]]
 
|Armory
 
|
 
|-
 
!WT-550 Auto Rifle Ammo Crate
 
|3000
 
||
 
4x [[Security_items#WT-550_Standard_Magazine|wt550 magazine (4.6x30mm)]] [[File:46x30ammo.png]]
 
|Armory
 
|
 
|-
 
!WT-550 Auto Rifle Ammo Single-Pack
 
|750
 
||
 
1x [[Security_items#WT-550_Standard_Magazine|wt550 magazine (4.6x30mm)]] [[File:46x30ammo.png]]
 
|Armory
 
|''[[#Small_Item|Small item]]''
 
|-
 
!Lasers Crate
 
|2000
 
||
 
3x Laser guns
 
|Armory
 
|they have electronic firing pins installed
 
|}
 
  
=== Engineering ===
+
Initially, the Engineer would want to charge the SMESs enough to where they could give an adequate supply of power. Then, if the Engineer is skilled enough at wiring, both the SMES and the solar arrays can be wired to the grid at the same time. Since the station only draws about 150 kW, but the solars wired to grid produce 180 kW, there's a spare 30 kW to split between the Solar SMESs for recharging. Setting all four Solar SMESs to charge at 6 kW is feasible (reduced from 7.5 kW to account for broken solar panels). The output setting on the SMES can be any value so long as the station draws full power from the solars wired directly. This effectively makes the Solar SMESs a backup power source.
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
 
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
 
! scope="col" style='background-color:#DB9370' width=400|Contents
 
! scope="col" style='background-color:#EEE5DE' width=100|Access required
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
 
|-
 
!Anti-breach Shield Projector Crate
 
|2500
 
||
 
2x anti-breach shield generator [[File:Anti-Breach_Shielding_Projector.png]]
 
|
 
|
 
|-
 
!APLU MK-I Crate
 
|2000
 
||
 
1x [[Guide_to_robotics#Ripley_APLU|Ripley]] chassis <br>
 
1x [[Guide_to_robotics#Ripley_APLU|Ripley]] torso<br>
 
1x [[Guide_to_robotics#Ripley_APLU|Ripley]] right arm<br>
 
1x [[Guide_to_robotics#Ripley_APLU|Ripley]] left arm<br>
 
1x [[Guide_to_robotics#Ripley_APLU|Ripley]] right leg<br>
 
1x [[Guide_to_robotics#Ripley_APLU|Ripley]] left leg<br>
 
1x [[Research_items#Capacitor|capacitor]] [[File:Capacitor.png]]<br>
 
1x [[Research_items#Scanning_Module|scanning module]] [[File:Scanning_Module.gif]]<br>
 
1x [[Guide_to_robotics#Ripley_APLU|Ripley]] Central Control module (Exosuit Board)<br>
 
1x [[Guide_to_robotics#Ripley_APLU|Ripley]] Peripherals Control module (Exosuit Board)<br>
 
1x [[Guide_to_robotics#Generic_Exosuit_Equipment|exosuit drill]]<br>
 
1x [[Guide_to_robotics#Generic_Exosuit_Equipment|hydraulic clamp]]
 
|
 
|
 
|-
 
!Conveyor Assembly Crate
 
|1500
 
|
 
15x [[Guide_to_construction#Conveyor_Belt|conveyor belts]] [[File:ConveyorBelt.png]] <br>
 
1x conveyor switch<br>
 
1x set of instructions
 
|
 
|
 
|-
 
!Engineering Gear Crate
 
|1300
 
||
 
3x toolbelt [[File:Utilitybelt.png]]<br>
 
3x hazard vest [[File:Hazard.png]]<br>
 
3x welding helmet [[File:WeldingHelmet.png]]<br>
 
3x hard hat [[File:HardHat.png]]<br>
 
2x meson hud [[File:MGlasses.png]]
 
|
 
|
 
|-
 
!Insulated Gloves Single-Pack
 
|800
 
||
 
1x insulated gloves [[File:IGloves.png]]
 
|
 
|''[[#Small_Item|Small item]]''
 
|-
 
!Insulated Gloves Crate
 
|2000
 
||
 
3x insulated gloves [[File:IGloves.png]]
 
|
 
|
 
|-
 
!Space Shelter Capsule
 
|2000
 
||
 
1x space shelter capsule<br>
 
1x RCD<br>
 
4x compressed matter cartridges
 
|
 
|
 
|-
 
!NT-75 Electromagnetic Power Inducers Crate
 
|2000
 
||
 
2x inducer (power cells included) [[File:Inducer.png]]
 
|
 
|
 
|-
 
!P.A.C.M.A.N. Generator Crate
 
|2500
 
||
 
1x p.a.c.m.a.n. generator [[File:Pacman.png]]
 
|
 
|
 
|-
 
!Power Cell Crate
 
|1000
 
||
 
3x high-capacity power cell [[File:Power_cell.png]]
 
|
 
|
 
|-
 
!Toolbox Crate
 
|1000
 
||
 
3x electrical toolbox [[File:Ytoolbox.png]]<br>
 
3x mechanical toolbox [[File:BlueToolbox.png]]
 
|
 
|
 
|-
 
!EngiVend Supply Crate
 
|1500
 
||
 
1x Engi-Vend restocking Unit
 
|
 
|
 
|-
 
!style='background-color:#cffff8'|Bluespace Artillery Parts
 
|style='background-color:#cffff8'|15000
 
|style='background-color:#cffff8'|
 
1x Bluespace Artillery Bore (Machine Board) [[File:Circuitboard.png]]<br>
 
1x Bluespace Artillery Fusor (Machine Board) [[File:Circuitboard.png]]<br>
 
1x Bluespace Artillery Generator (Machine Board) [[File:Circuitboard.png]]<br>
 
1x Bluespace Artillery Controls (Computer Board) [[File:Circuitboard.png]]
 
|style='background-color:#cffff8'|
 
|style='background-color:#cffff8'|Only available if BSA is the current station goal, or if the round type is extended. 
 
|-
 
!style='background-color:#cffff8'|DNA Vault Parts
 
|style='background-color:#cffff8'|12000
 
|style='background-color:#cffff8'|
 
1x DNA Vault (Machine Board) [[File:Circuitboard.png]]<br>
 
5x DNA sampler [[File:Hspray.png]]
 
|style='background-color:#cffff8'|
 
|style='background-color:#cffff8'|Only available if DNA Vault is the current station goal, or if the round type is extended.
 
|-
 
!style='background-color:#cffff8'|DNA Vault Samplers
 
|style='background-color:#cffff8'|3000
 
|style='background-color:#cffff8'|
 
5x DNA sampler [[File:Hspray.png]]<br>
 
|style='background-color:#cffff8'|
 
|style='background-color:#cffff8'|Only available if DNA Vault is the current station goal, or if the round type is extended. 
 
|-
 
!style='background-color:#cffff8'|Shield Generator Satellite
 
|style='background-color:#cffff8'|3000
 
|style='background-color:#cffff8'|
 
3x meteor shield satellite <br>
 
|style='background-color:#cffff8'|
 
|style='background-color:#cffff8'|Only available if Station Shield is the current station goal, or if the round type is extended.
 
|-
 
!style='background-color:#cffff8'|Shield System Control Board:
 
|style='background-color:#cffff8'|5000
 
|style='background-color:#cffff8'|
 
1x Satellite Network Control (Computer Board) [[File:Circuitboard.png]]<br>
 
|style='background-color:#cffff8'|
 
|style='background-color:#cffff8'|Only available if Station Shield is the current station goal, or if the round type is extended.  
 
|
 
|-
 
!Shuttle Construction Kit
 
|6000
 
||
 
1x RPD <br>
 
1x Rapid Shuttle Designator <br>
 
1x RCD <br>
 
2x compressed matter cartridge <br>
 
2x Electronic Engine Heater (Machine Board)<br>
 
2x Plasma Thruster (Machine Board)<br>
 
1x Shuttle Flight Control (Computer Board)<br>
 
1x Shuttle Navigation Computer (Computer Board)<br>
 
1x plasma canister
 
|
 
|
 
|-
 
!Nanocarbon Reactor Control Rods (x5) 
 
|3000
 
||
 
5x Nanocarbon Reactor Control Rods
 
|
 
|
 
|-
 
!Crystaline Nanocarbon Reactor Control Rods (x5)
 
|8000
 
||
 
5x Crystaline Nanocarbon Reactor Control Rods
 
|
 
|
 
|-
 
!Armour Plating Nano-repair Well Machine Board
 
|50000
 
||
 
1x Armour Plating Nano-repair Well Machine Board
 
|
 
|
 
|-
 
!Armour Plating Nano-repair Pump Machine Board
 
|25000
 
||
 
1x Armour Plating Nano-repair Pump Machine Board
 
|
 
|}
 
  
=== Engine Construction ===
+
The drawbacks though are that the Solar SMES input levels should not be put higher than 6 kW since a Solar SMES located at an array going through the night cycle will attempt to draw power from a Solar SMES higher upstream in the [[#power queue]], cannibalizing the power from that SMES.  
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
 
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
 
! scope="col" style='background-color:#DB9370' width=400|Contents
 
! scope="col" style='background-color:#EEE5DE' width=100|Access required
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
 
|-
 
!Emitter Crate
 
|1500
 
||
 
2x emitter [[File:Emitter_On.gif]]
 
|CE Office
 
|
 
|-
 
!Field Generator Crate
 
|1500
 
||
 
2x field generator [[File:Field_Generator.gif]]
 
|
 
|
 
|-
 
!Grounding Rod Crate
 
|1700
 
||
 
4x grounding rod [[File:Grounding_rod.gif]]
 
|
 
|
 
|-
 
!Particle Accelerator Crate
 
|3000
 
||
 
1x EM acceleration chamber <br>
 
1x particle accelerator control console <br>
 
3x electromagnetic containment grid <br>
 
1x particle focusing EM lens <br>
 
1x alpha particle generation array
 
|
 
|
 
|-
 
!Radiation Collector Crate
 
|2500
 
||
 
3x radiation collector array [[File:Radiation_Collector.gif]]
 
|
 
|
 
|-
 
!Singularity Generator Crate
 
|5000
 
||
 
1x gravitational singularity generator [[File:Gravitational_Singularity_Generator.png]]
 
|
 
|
 
|-
 
!Solar Panel Crate
 
|2000
 
||
 
21x solar panel assembly <br>
 
1x circuit board (solar control) <br>
 
1x tracker electronics <br>
 
1x paper- 'going green! setup your own solar array instructions.'
 
|
 
|
 
|-
 
!Supermatter Shard Crate
 
|10000
 
||
 
1x supermatter shard
 
|CE Office
 
|
 
|-
 
!Tesla Coil Crate
 
|2500
 
||
 
4x tesla coil
 
|
 
|
 
|-
 
!Tesla Generator Crate
 
|5000
 
||
 
1x tesla singularity generator [[File:Tesla_gen.gif]]
 
|
 
|
 
|-
 
!Stormdrive Reactor Core Crate
 
|35000
 
||
 
1x Class IV Nuclear Storm Drive Reactor Core
 
|
 
|}
 
  
=== Canisters & Materials ===
+
Also, the 2 conventional Backup SMESs can't be charged for the same reason of the power queue. However, since the 4 Solar SMESs act as backups, this trade-off is in favor of the dual-wiring of the solars.
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
 
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
 
! scope="col" style='background-color:#DB9370' width=400|Contents
 
! scope="col" style='background-color:#EEE5DE' width=100|Access required
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
 
|-
 
!50 Cardboard Sheets
 
|1000
 
||
 
50x cardboard [[File:Sheet_cardboard1.png]]
 
|
 
|
 
|-
 
!50 Glass Sheets
 
|1000
 
||
 
50x glass [[File:Glass.png]]
 
|
 
|
 
|-
 
!50 Iron Sheets
 
|1000
 
||
 
50x metal [[File:Metal.png]]
 
|
 
|
 
|-
 
!20 Plasteel Sheets
 
|7500
 
||
 
20x plasteel [[File:Metal_r.png]]
 
|
 
|
 
|-
 
!50 Plasteel Sheets
 
|16500
 
||
 
50x plasteel [[File:Metal_r.png]]
 
|
 
|
 
|-
 
!50 Plastic Sheets
 
|1000
 
||
 
50x plastic [[File:Sheet_plastic1.png]]
 
|
 
|
 
|-
 
!30 Sandstone Blocks
 
|1000
 
||
 
30x sandstone brick
 
|
 
|
 
|-
 
!50 Wood Planks
 
|2000
 
||
 
50x wooden plank
 
|
 
|
 
|-
 
!BZ Canister Crate
 
|8000
 
||
 
1x BZ canister [[File:BZ_canister.png]]
 
|Toxins Storage
 
|
 
|-
 
!Carbon Dioxide Canister
 
|3000
 
||
 
1x carbon dioxide canister [[File:CO2_Canister.png]]
 
|
 
|
 
|-
 
!Firefighting Foam Tank Crate
 
|1500
 
||
 
1x firefighting foam tank
 
|
 
|
 
|-
 
!Fuel tank crate
 
|800
 
||
 
1x [[General_items#Fuel_Tank|fuel tank]] [[File:FuelTank.png]]
 
|
 
|
 
|-
 
!Large Water Tank Crate
 
|1200
 
||
 
1x high-capacity water tank
 
|
 
|
 
|-
 
!Nitrogen Canister
 
|2000
 
||
 
1x nitrogen canister [[File:N2_Canister.png]]
 
|
 
|
 
|-
 
!Nitrous Oxide Canister
 
|3000
 
||
 
1x nitrous oxide canister [[File:N2O_Canister.png]]
 
|Atmospherics
 
|
 
|-
 
!Oxygen Canister
 
|1500
 
||
 
1x oxygen canister [[File:O2_Canister.png]]
 
|
 
|
 
|-
 
!Water Tank Crate
 
|600
 
||
 
1x [[General_items#Water_Tank|water tank]] [[File:WaterTank.png]]
 
|
 
|
 
|-
 
!Water Vapor Canister
 
|2500
 
|
 
1x water vapor canister [[File:Water_vapor.png]]
 
|
 
|
 
|}
 
  
=== {{anchor|Medical_Supplies_Crate}}Medical ===
+
The Solar SMESs will still be prone to power sinks, but since the solars are wired directly to the grid it doesn't matter much.
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
 
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
 
! scope="col" style='background-color:#DB9370' width=400|Contents
 
! scope="col" style='background-color:#EEE5DE' width=100|Access required
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
 
|-
 
!Blood Pack Variety Crate
 
|3500
 
||
 
1x Empty blood bag
 
  
1x A+ Blood <br>
+
The drawback that all solars must be wired directly to the grid to prevent severe fluctuation. The same is not true of the SMES-side of this set-up. Each SMES acts like an independent backup, so any undesired SMESs don't have to be set, making the system semi-modular.
1x A- Blood
 
  
1x B+ Blood <br>
+
'''Pros:''' acts primary and backup power source, deters sabotage, resistant to power sinks, semi-modular, resistant to brownouts
1x B- Blood
 
  
1x O+ Blood <br>
+
'''Cons:''' severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired, requires initial charging and follow up on the SMESs before implementation
1x O- Blood
 
  
1x L- Blood (lizard) <br>
+
== Gas Turbine Generator ==
1x [[Guide_to_chemistry#Liquid_Electricity|Liquid Electricity]] pack (ethereal)
 
|
 
|
 
|-
 
!Synthflesh resupply pack
 
|3000
 
|
 
4x carton of synthflesh
 
|
 
|
 
|-
 
!Bruise Treatment Kit Single-Pack
 
|330
 
|
 
1x brute trauma treatment kit [[File:Brutefak.png]]
 
|
 
|''[[#Small_Item|Small item]]''
 
|-
 
!Burn Treatment Kit Single-Pack
 
|330
 
||
 
1x burn treatment kit [[File:Bmed.png]]
 
|
 
|''[[#Small_Item|Small item]]''
 
|-
 
!Chemical Starter Kit Crate
 
|1700
 
|
 
1x bottle of hydrogen <br>
 
1x bottle of carbon <br>
 
1x bottle of nitrogen <br>
 
1x bottle of oxygen <br>
 
1x bottle of fluorine <br>
 
1x bottle of phosphorus <br>
 
1x bottle of silicon <br>
 
1x bottle of chlorine <br>
 
1x bottle of radium <br>
 
1x bottle of sulphuric acid <br>
 
1x bottle of ethanol <br>
 
1x bottle of potassium <br>
 
1x [[Clothing_and_Accessories#Science_Goggles|science goggles]] [[File:Science_Goggles.png]] <br>
 
1x [[Medical_items#Eyedropper|dropper]] [[File:Eyedropper.png]] <br>
 
1x box of beakers
 
|
 
|Each bottle contains 30u [[Guide_to_chemistry#Chemistry_Dispensers|chemicals]].
 
|-
 
!Defibrillator Crate
 
|2500
 
||
 
2x defibrillator [[File:Defib.png]]
 
|
 
|
 
|-
 
!First Aid Kit Single-Pack
 
|250
 
||
 
1x first-aid kit [[File:SMed.png]]
 
|
 
|''[[#Small_Item|Small item]]''
 
|-
 
!IV Drip Crate
 
|1000
 
||
 
1x IV drip machine [[File:IV_Drip.png]]
 
|
 
|
 
|-
 
!Medical Supplies crate
 
|2000
 
||
 
'''Ten random items out of:'''<br>
 
1x [[Guide_to_chemistry#Multiver|multiver]] bottle <br>
 
1x [[Guide_to_chemistry#Epinephrine|epinephrine]] bottle <br>
 
1x [[Guide_to_chemistry#Morphine|morphine]] bottle <br>
 
1x [[Guide_to_chemistry#Toxin|toxin]] bottle <br>
 
1x large beaker <br>
 
1x [[Guide_to_chemistry#Insulin|insulin]] pill <br>
 
1x [[Medical_items#Medical_gauze|medical gauze]] [[File:Gauze.png]]<br>
 
1x box of beakers <br>
 
1x box of medical prays <br>
 
1x box of syringes [[File:Srybox.png]]<br>
 
1x box of bodybags<br>
 
1x first-aid kit [[File:SMed.png]]<br>
 
1x oxygen deprivation treatment kit [[File:O2med.png]]<br>
 
1x toxin treatment kit [[File:Tmed.png]]<br>
 
1x brute trauma treatment kit [[File:Brutefak.png]]<br>
 
1x burn treatment kit [[File:Bmed.png]]<br>
 
1x defibrillator [[File:Defib.png]]<br>
 
1x O- Blood pack<br>
 
1x pill bottle containing 3x brute patch and 1x burn patch<br>
 
1x [[Guide_to_chemistry#Neurine|neurine]] pill (10u)<br>
 
1x NanoMed Plus restocking unit
 
|
 
|
 
|-
 
!Oxygen Deprivation Kit Single-Pack
 
|330
 
||
 
1x oxygen deprivation treatment kit [[File:O2med.png]]
 
|
 
|''[[#Small_Item|Small item]]''
 
|-
 
!Surgical Supplies Crate
 
|3000
 
|
 
1x roller bed<br>
 
1x [[Guide_to_chemistry#Sterilizine|sterilizer spray]]<br><br>
 
a surgical duffel bag containing:<br>
 
1x scalpel [[File:Scalpel.png]]<br>
 
1x hemostat [[File:Hemostat.png]]<br>
 
1x retractor [[File:Retractor.png]]<br>
 
1x circular saw [[File:Saw.png]]<br>
 
1x surgical drill [[File:Drill.png]]<br>
 
1x cautery [[File:Cautery.png]]<br>
 
1x surgical drapes [[File:Drapes.png]]<br>
 
1x sterile mask [[File:Sterilemask.png]]<br>
 
1x electric razor <br>
 
|
 
|
 
|-
 
!Toxin Treatment Kit Single-Pack
 
|330
 
||
 
1x toxin treatment kit [[File:Tmed.png]]
 
|
 
|''[[#Small_Item|Small item]]''
 
|-
 
!Heavy-Duty Saline Canister
 
|3000
 
||
 
1x saline drip
 
|Medbay
 
|A 5000u container with [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-Glucose Solution]].
 
|-
 
!{{anchor|Virus crate}}Virus crate
 
|2500
 
|
 
1x flu virion culture bottle <br>
 
1x rhinovirus culture bottle <br>
 
4x random [[Infections|viruses]]<br>
 
1x (fake)GBS culture bottle <br>
 
1x magnitis culture bottle <br>
 
1x Pierrot's Throat culture bottle <br>
 
1x brainrot culture bottle <br>
 
1x hallucigen virion culture bottle <br>
 
1x anxiety culture bottle <br>
 
1x beesease culture bottle
 
  
1x box of syringes <br>
+
[[File:Incinerator.png|thumb]]
1x box of beakers
+
''See: [[Incinerator]]''
  
1x bottle of [[Guide_to_chemistry#Unstable_Mutagen|unstable mutagen]]
+
The gas turbine generator is a tertiary power source that was recently installed in the incinerator. By utilizing the temperature differential between very hot air and very cold air, the turbine generator is able to create a nominal amount of electricity. The hot air is created by burning plasma and oxygen gas mixtures. The cold air is creating by passing air through cooling tubes located in space.
|CMO Office
 
|-
 
!Junior Epidemiology kit
 
|2000
 
|
 
1x  Virologist action figure <br>
 
1x  monkey cube <be>
 
1x  box of beakers <be>
 
1x  bottle of synaptizine <br>
 
1x  bottle of formaldehyde <br>
 
1x  bottle of unstable mutagen <br>
 
1x carton of virus food
 
|
 
|
 
|-
 
!Virus Sample Crate
 
|1500
 
|
 
5x Experimental disease culture bottle
 
|
 
|
 
|-
 
!Medical Vending Crate
 
|2000
 
||
 
1x NanoMed restocking unit <br>
 
1x NanoMed Plus restocking unit
 
|
 
|
 
|}
 
  
=== Science ===
+
Although it's usually the last power source set up on the station, it's the only power source that can be accessed by Atmospherics. Also, they're the only ones who can turn on and mix the gas feed needed to sustain the generator without the use of gas canisters. The exact gas mixture for optimal power generation is unknown at this point, but some Engineers have reported values as high as 100 kW and in typical Engineer fashion forgot to write down their recipe. Be prepared to field questions from <s>overprotective</s> proactive [[AI]]s who notice plasma in the mixtank.
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
 
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
 
! scope="col" style='background-color:#DB9370' width=400|Contents
 
! scope="col" style='background-color:#EEE5DE' width=100|Access required
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
 
|-
 
!Plasma Assembly Crate
 
|1000
 
||
 
3x [[Atmospherics_items#Plasma_Tank|plasma tank]] [[File:Plasma_tank.png]]
 
  
3x [[General_items#Igniter|igniter]] [[File:Igniter.png]]
+
== Portable Generators ==
  
3x [[General_items#Proximity_Sensor|proximity sensor]] [[File:Prox_Sensor.png]]
+
Portable generators are failsafes when all other systems fail. They require fuel that is fed directly into the generator by hand. The type of fuel is dependent which type of generator is being used.
  
3x [[General_items#Timer|timer]] [[File:Timer.png]]
+
Portable generators can be upgraded using parts created by a protolathe.
|Toxins Storage
 
|
 
|-
 
!Robotics Assembly Crate
 
|1500
 
||
 
4x [[General_items#Proximity_Sensor|proximity sensor]] [[File:Prox_Sensor.png]]<br>
 
2x empty first aid kit [[File:SMed.png]]<br>
 
2x [[Medical_items#Health_Analyzer|health analyzer]] [[File:Healthanalyzer.png]]<br>
 
2x firefighter helmet [[File:Fire_Helmet.png]]<br>
 
2x mechanical toolbox [[File:BlueToolbox.png]]<br>
 
2x cleanbot assembly
 
|Robotics
 
|
 
|-
 
!RPED Crate
 
|1500
 
||
 
1x RPED (Rapid Part Exchange Device) [[File:RPED.gif]] containing 10x of each tier 1 [[Guide_to_Research_and_Development#Upgrading_Machines|stock part]] <br>
 
  
|
+
{| class="wikitable"
|
+
|+ Fuel Required by Portable Generator Type
 +
! Type !! Fuel
 
|-
 
|-
!Shield Generator Crate
+
| P.A.C.M.A.N. Portable Generator || Plasma
|2000
 
||
 
4x shield generator
 
|Teleporter
 
|
 
 
|-
 
|-
!Tablet Crate
+
| M.R.S.P.A.C.M.A.N. Portable Generator || Diamond
|1500
 
||
 
5x Tablet
 
|
 
|NOTE: the tablets are the "cargo" preset.
 
 
|-
 
|-
!Tank Transfer Valve Crate
+
| S.U.P.E.R.P.A.C.M.A.N. Portable Generator || Uranium
|6000
 
||
 
2x [[Research_items#Tank_Transfer_Valve|tank transfer valve]] [[File:Tank_Transfer_Valve.png]]
 
|RD Office
 
|
 
|
 
|-
 
!Deluxe Silicate Selections restocking unit
 
|1500
 
||
 
1x Deluxe Silicate Selections restocking unit
 
|
 
 
|}
 
|}
  
=== Service ===
+
One PACMAN generator is located in the SMES room, with plasma located in secure storage, and it is suggested to use it while setting up the singularity or tesla to prevent early release.
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
+
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
+
== Power Cells ==
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
+
 
! scope="col" style='background-color:#DB9370' width=400|Contents
+
Power cells are used to power devices smaller than the station such as APCs and cyborgs. Constructed with a protolathe, typical power cells come in several different flavors, in increasing capacity: the default power cell, the high-capacity power cell, the super-capacity power cell, or the hyper-capacity power cell.
! scope="col" style='background-color:#EEE5DE' width=100|Access required
+
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
+
There are also atypical cells such as a potato cell and a slime core cell.
|-
+
 
!Cargo Supplies Crate
+
{| class="wikitable"
|1000
+
|+ Power Capacity by Type of Cell
|
+
! Type !! Capacity (W)
1x GRANTED rubber stamp <br>
+
|+
1x DENIED rubber stamp <br>
+
! colspan = "2" style = "text-align:center;"| Typical Cells
1x export scanner <br>
 
1x destination tagger <br>
 
1x hand labeler [[File:Labler.png]] <br>
 
1x stack of package wrapper [[File:Package Wrapper.png]]
 
|
 
|
 
|-
 
!High-traction Floor Tiles
 
|2000
 
||
 
30x no-slip floor tiles
 
|
 
|
 
|-
 
!Janitorial Cart and Galoshes Crate
 
|2000
 
|
 
1x janitorial cart [[File:Janitorial_Cart.png]]<br>
 
1x galoshes [[File:Jshoe.png]]
 
|
 
|
 
|-
 
!Janitor Backpack Crate
 
|1000
 
||
 
1x janitor backpack watertank
 
|Janitor
 
|
 
|-
 
!Janitorial Supplies Crate
 
|1000
 
|
 
3x bucket [[File:Bucket.png]]<br>
 
1x mop [[File:Mop.png]]<br>
 
3x wet floor sign <br>
 
1x trash bag <br>
 
1x space cleaner [[File:Cleaner.png]]<br>
 
1x damp rag <br>
 
3x cleaner grenade [[File:Grenade.png]]
 
|
 
|
 
|-
 
!MULEbot Crate
 
|2000
 
||
 
1x [[Cargo_Technician#MULEbot|mulebot]] [[File:MULE.gif]]
 
|
 
|
 
|-
 
!Party Equipment Crate
 
|2000
 
||
 
1x box of drinking glasses <br>
 
1x shaker <br>
 
1x Wrapp Artiste Patron <br>
 
1x College Girl Goldschlager <br>
 
2x Magm-Ale <br>
 
4x space beer <br>
 
7x glowstick (7 different colors)
 
|
 
|
 
|-
 
!Premium Carpet Crate
 
|1000
 
||
 
100x carpet <br>
 
100x black carpet
 
|
 
|
 
|-
 
!Replacement Lights
 
|1000
 
||
 
3x box of replacement bulbs
 
|
 
|
 
|-
 
!Booze-o-mat and Coffee Supply Crate
 
|2000
 
||
 
1x Booze-O-Mat restocking unit <br>
 
1x Solar's Best Hot Drinks restocking <br>
 
|
 
|
 
|-
 
!Cigarette Supply Crate
 
|1500
 
||
 
1x ShadyCigs Deluxe restocking unit
 
|
 
|
 
|-
 
!Dinnerware Supply Crate
 
|1000
 
||
 
1x Dinnerware restocking Unit
 
|
 
|
 
 
|-
 
|-
!Games Supply Crate
+
| Power Cell || 10000
|1000
 
||
 
1x Good Clean Fun restocking unit
 
|
 
|
 
 
|-
 
|-
!Imported Vending Machines
+
| High-Capacity Power Cell || 15000
|4000
 
||
 
1x Sustenance restocking Unit <br>
 
1x Robotech Deluxe restocking Unit <br>
 
1x BODA restocking Unit <br>
 
1x Robco Tool Maker restocking Unit
 
|
 
|
 
 
|-
 
|-
!PTech Supply Crate
+
| Super-Capacity Power Cell || 20000
|1500
 
||
 
1x PTech restocking Unit
 
|
 
|
 
 
|-
 
|-
!Snack Supply Crate
+
| Hyper-Capacity Power Cell || 30000
|1500
+
|+
||
+
! colspan = "2" style = "text-align:center;"| Atypical Cells
1x Getmore Chocolate Corp restocking unit
 
|
 
|
 
 
|-
 
|-
!Softdrinks Supply Crate
+
| Potato Cell || 300
|1500
 
||
 
1x Robust Softdrinks restocking unit
 
|
 
|
 
 
|-
 
|-
!Vendomat Supply Crate
+
| Slime Core Cell || 10000
|1000
 
||
 
1x Vendomat restocking Unit
 
|
 
 
|}
 
|}
  
=== Food & Hydroponics ===
+
= Power Distribution =
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
+
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
+
== Power Grid ==
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
+
 
! scope="col" style='background-color:#DB9370' width=400|Contents
+
To most people they're just wires that burn the shit out of you when you try to cut them without wearing insulated gloves. But really, the power grid is the electrical backbone of the station, powering everything from the emitters containing the singularity to the APC that controls the bathrooms in the locker room that you never go to. Also, it burns the shit out of you if you try to cut it without wearing insulated gloves.
! scope="col" style='background-color:#EEE5DE' width=100|Access required
+
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
+
== SMES ==
|-
+
 
!Beekeper Suit Crate
+
[[File:SMES_Charging.gif]]
|1000
+
 
||
+
A Superconducting Magnetic Energy Storage (SMES) Cell is the spess version of a giant rechargeable battery. The standard set-up for an SMES involves:
2x Beekeeper suit <br>
+
 
2x Beekeeper helmet
+
1. a wiring input from a power source, such as Solars or the Singularity Engine, or from the power grid itself, in the case of the Backups SMESs, and
|
+
 
|
+
2. a wiring output to the local power grid, or to a closed system like the AI or mining stations
|-
+
 
![[Beekeeping|Beekeping]] Starter Crate
+
=== SMES Properties ===
|1500
+
 
||
+
SMES have a modifiable storage capacity, dependent on the [[power cell]]s installed in the SMES upon fabrication. All SMESs present at the beginning of a typical shift have a default capacity of 3.33 MW.
1x Apiary [[File:Apiary.png]]<br>
+
 
3x Honey Frame [[File:Honey_frame.png]]<br>
+
{| class ="wikitable"
1x Queen Bee [[File:Beequeen.gif]]<br>
+
|+ SMES Capacity vs Power Cell
1x Beekeeper suit <br>
+
! rowspan = 2|Power Cell !! colspan = 2|Capacity
1x Beekeeper helmet <br>
 
1x flyswatter
 
|
 
|
 
 
|-
 
|-
!Excellent Meat Crate
+
! per cell installed !! per 5 cells installed
|2000
 
|
 
15x random meat [[File:Meat.png]]
 
|
 
|
 
 
|-
 
|-
!Exotic [[Guide_to_hydroponics#Plant_reference_chart|Seeds]] Crate
+
! colspan = 3|Typical
|1500
+
|-
||
+
| [[Power Cell|Standard]] || TBD || TBD
1x pack of nettle seeds [[File:Nettleseed.png]]<br>
 
3x pack of replica pod seeds [[File:Replicapodseed.png]]<br>
 
1x pack of plump-helmet mycelium [[File:Plumphelmetseed.png]]<br>
 
1x pack of liberty-cap mycelium [[File:Libertycapseed.png]]<br>
 
1x pack of fly amanita mycelium [[File:Amanitaseeds.png]]<br>
 
1x pack of reishi mycelium [[File:Reishiseeds.png]]<br>
 
1x pack of banana seeds [[File:Bananaseed.png]]<br>
 
1x pack of egg-plant seeds [[File:Eggyseed.png]]<br>
 
2x pack of rainbow bunch seeds <br>
 
2x pack of strange seeds [[File:Seed-x.png]]
 
|
 
 
|-
 
|-
!Food Crate
+
| High-Capacity || TBD || TBD
|1000
 
||
 
1x [[Guide_to_food_and_drinks#Flour|flour sack]] [[File:Flour.png]]<br>
 
1x [[Guide_to_food_and_drinks#Rice|rice sack]] [[File:Rice.png]]<br>
 
1x [[Guide_to_food_and_drinks#Milk|space milk]] [[File:Milk.png]]<br>
 
1x [[Guide_to_food_and_drinks#Soy_Milk|soymilk]] <br>
 
1x [[Guide_to_food_and_drinks#Salt|salt shaker]] [[File:Salt.png]]<br>
 
1x [[Guide_to_food_and_drinks#Pepper|peppermill]] [[File:Pepper.png]]<br>
 
1x egg box <br>
 
1x [[Guide_to_food_and_drinks#Universal_Enzyme|universal enzyme]] [[File:Universal_Enzyme.png]]<br>
 
1x [[Guide_to_food_and_drinks#Sugar|sugar]] [[File:Sugar.gif]]<br>
 
1x [[Guide_to_food_and_drinks#Butchering|meat]] [[File:Meat.png]]<br>
 
3x [[Guide_to_hydroponics#Banana|banana]] [[File:Banana.png]]
 
|
 
|
 
 
|-
 
|-
!Fruit Crate
+
| Super-Capacity || TBD || TBD
|1500
 
|
 
'''15 random fruits out of:''' <br>
 
1x lime [[File:Lime.png]]<br>
 
1x orange [[File:Orange.png]]<br>
 
1x watermelon [[File:Watermelon.png]]<br>
 
1x apple [[File:Apple.png]]<br>
 
1x berries [[File:Berry.png]]<br>
 
1x lemon [[File:Lemon.png]]
 
|
 
|
 
 
|-
 
|-
!style='background-color:#d3d3d3'|High-yield Clown-grade Cream Pie Crate
+
| Hyper-Capacity || TBD || TBD
|style='background-color:#d3d3d3'|6000
+
|+
|style='background-color:#d3d3d3'|
+
! colspan = 3|Atypical
1x duffel bag filled with [[Guide_to_food_and_drinks#Pies|cream pies]] [[File:Pie.gif]]
 
|style='background-color:#d3d3d3'|
 
|style='background-color:#d3d3d3'|Contraband – requires [[Hacking#Supply Shuttle Console|hacking]] the console. The crate is named 'Party equipment crate'
 
 
|-
 
|-
!Hydroponics Backpack Crate
+
| [[Potato Cell]] || TBD || TBS
|1000
+
|-
||
+
| [[Cyborg Cell]] || TBD || TBD
1x backpack water tank
 
|Hydroponics
 
|
 
 
|-
 
|-
!Hydroponics Crate
+
| [[Slime Core/SMES Cell]] || TBD || TBD
|1500
 
|
 
2x [[Guide_to_chemistry#Plant-B-Gone|Plant-B-Gone]] spray <br>
 
2x [[Guide_to_chemistry#Ammonia|ammonia]] bottle <br>
 
1x [[Botanist#Tools_of_the_Trade|hatchet]] <br>
 
1x [[Botanist#Tools_of_the_Trade|cultivator]] <br>
 
1x [[Botanist#Tools_of_the_Trade|plant analyzer]] <br>
 
1x [[Botanist#Tools_of_the_Trade|botanist's leather gloves]] <br>
 
1x apron <br>
 
1x plant data disks box
 
|
 
|
 
|-
 
![[Guide_to_food_and_drinks#Pizzas|Pizza]] Crate
 
|6000
 
||
 
1x margherita pizza [[File:Margheritapizza.png]]<br>
 
1x mushroom pizza [[File:Mushroompizza.png]]<br>
 
1x meat pizza [[File:Meatpizza.png]]<br>
 
1x vegetable pizza [[File:Vegepizza.png]]<br>
 
1x pineapple pizza
 
|
 
|
 
|-
 
!Potted Plant Crate
 
|700
 
||
 
5x random potted plant
 
|
 
|
 
|-
 
![[Guide_to_hydroponics#Plant_reference_chart|Seeds]] Crate
 
|1000
 
||
 
1x pack of chili seeds [[File:Chiliseed.png]]<br>
 
1x pack of cotton seeds <br>
 
1x pack of berry seeds [[File:Berryseed.png]]<br>
 
1x pack of corn seeds [[File:Cornseed.png]]<br>
 
1x pack of eggplant seeds [[File:Eggplantseed.png]]<br>
 
1x pack of tomato seeds [[File:Tomatoseeds.png]]<br>
 
1x pack of soybean seeds [[File:Soybeanseeds.png]]<br>
 
1x pack of wheat seeds [[File:Wheatseeds.png]]<br>
 
1x pack of rice seeds [[File:Riceseed.png]]<br>
 
1x pack of carrot seeds [[File:Carrotseed.png]]<br>
 
1x pack of sunflower seeds [[File:Sunflowerseed.png]]<br>
 
1x pack of chanterelle mycelium [[File:Chanterelleseed.png]]<br>
 
1x pack of potato seeds [[File:Potatoseed.png]]<br>
 
1x pack of sugarcane seeds [[File:Sugarcaneseed.png]]
 
|
 
|
 
|-
 
!Vegetables Crate
 
|1300
 
|
 
'''15 random vegetables out of:''' <br>
 
1x chili [[File:Chili.png]]<br>
 
1x corn [[File:Corn.png]]<br>
 
1x tomato [[File:Tomato.png]]<br>
 
1x potato [[File:Potato.png]]<br>
 
1x carrot [[File:Carrot.png]]<br>
 
1x chanterelle [[File:Chanterelle.png]]<br>
 
1x onion [[File:Onion.png]]<br>
 
1x pumpkin [[File:Pumpkin.png]]
 
|
 
|
 
|-
 
!Hydroponics Vending Machines Refills
 
|2000
 
||
 
1x MegaSeed Servitor restocking Unit <br>
 
1x NutriMax restocking Unit
 
|
 
|
 
|
 
|-
 
!Grilling Starter kit
 
|5000
 
||
 
1x Grill <br>
 
1x monkey energy <br>
 
5x coal
 
|
 
|-
 
!Grilling Fuel Kit
 
|2000
 
||
 
1x monkey energy <br>
 
10x coal
 
|
 
 
|}
 
|}
  
=== [[Critters|Livestock]] ===
+
SMES input (charging) and output levels can be modified using [[capacitor]]s. All SMESs present at the beginning of a typical shift have a basic capacitor with default i/o levels of 200 kW.
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
+
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
+
{| class ="wikitable"
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
+
|+ SMES Input/Output Levels vs Capacitor
! scope="col" style='background-color:#DB9370' width=400|Contents
+
! Capacitor !! Max Input Level !! Max Output Level
! scope="col" style='background-color:#EEE5DE' width=100|Access required
+
|-  
! scope="col" style='background-color:#EEE5DE' width=200|Notes
+
| [[Capacitor|Basic]] || 200000 W (200 kW) || 200000 W (200 kW)
|-
 
!Bird Crate
 
|4000
 
||
 
5x parrot [[File:E.png]]
 
|
 
|Has a tiny chance a parrot is special.
 
|-
 
!style='background-color:#d3d3d3'|Butterflies Crate
 
|style='background-color:#d3d3d3'|5000
 
|style='background-color:#d3d3d3'|
 
1x box of butterflies
 
|style='background-color:#d3d3d3'|
 
|style='background-color:#d3d3d3'|Contraband – requires [[Hacking#Supply Shuttle Console|hacking]] the console.
 
|-
 
!Cat Crate
 
|5000
 
|
 
1x cat [[File:D.png]]<br>
 
1x pet collar <br>
 
1x cat toy
 
|
 
|
 
|-
 
!Chicken Crate
 
|2000
 
||
 
1x chick [[File:Chick.png]]
 
|
 
|
 
|-
 
!Corgi Crate
 
|5000
 
||
 
1x corgi [[File:Ian.PNG]]<br>
 
1x pet collar
 
|
 
|
 
|-
 
!Cow Crate
 
|3000
 
|
 
1x cow [[File:Cow.png]]
 
|
 
|
 
|-
 
!Crab Rocket
 
|5000
 
|
 
50x crab [[File:Ww.png]]
 
|
 
|Drop pod only
 
|-
 
!Exotic Corgi Crate
 
|5500
 
||
 
1x exotic corgi of random color <br>
 
1x pet collar
 
|
 
|
 
|-
 
!Fox Crate
 
|5000
 
|
 
1x fox <br>
 
1x pet collar
 
|
 
|
 
|-
 
!Goat Crate
 
|2500
 
|
 
1x goat [[File:Goat.png]]
 
|
 
|
 
|-
 
!Monkey Cube Crate
 
|2000
 
|
 
1x monkey cube box [[File:Monkey_Cube_Box.png]]
 
|
 
|
 
 
|-
 
|-
!Pug Crate
+
| Advanced  || 400000 W (400 kW) || 400000 W (400 kW)
|5000
 
|
 
1x pug <br>
 
1x pet collar
 
|
 
|
 
 
|-
 
|-
!Snake Crate
+
| Super  || 600000 W (600 kW) || 600000 W (600 kW)
|3000
 
|
 
3x snake [[File:Snake.png]]
 
|
 
|
 
 
|}
 
|}
  
=== Customes & Toys ===
+
SMESs will only charge when the input power is equal or higher to the input levels specified on the SMES settings panel.
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
+
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
+
Likewise, SMESs will only output when the level of charge is above the output level specified on the SMES settings panel.
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
+
 
! scope="col" style='background-color:#DB9370' width=400|Contents
+
== [[APC|APCs]] ==
! scope="col" style='background-color:#EEE5DE' width=100|Access required
+
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
+
[[File:APC2.gif]]
|-
 
!Collectable Hats Crate
 
|20000
 
||'''Three random items out of:'''
 
  
collectable chef's hat <br>
+
APCs, or Automated Power Controllers, are found on the walls of the room they're powering or, more likely, in maintenance just outside the room. They can be used to toggle the room's equipment, lighting and environmental (a.k.a. ventilation) systems on and off.
collectable paper hat <br>
 
collectable top hat <br>
 
collectable captain's hat <br>
 
collectable beret <br>
 
collectable welding helmet <br>
 
collectable flat cap <br>
 
collectable pirate hat <br>
 
collectable kitty ears <br>
 
collectable rabbit ears <br>
 
collectable wizard's hat <br>
 
collectable hard hat <br>
 
collectable HoS hat <br>
 
collectable HoP hat <br>
 
collectable Thunderdome helmet <br>
 
collectable SWAT helmet <br>
 
collectable slime hat <br>
 
collectable police officer's hat <br>
 
collectable xenomorph helmet! <br>
 
ultra rare Pete's hat!
 
|
 
|
 
|-
 
!style='background-color:#d3d3d3'|[[Contraband]] crate
 
|style='background-color:#d3d3d3'|3000
 
|style='background-color:#d3d3d3'|
 
'''Seven random items out of:'''
 
  
2x random rolled-up contraband poster <br>
+
= Concepts =
1x pack of cannabis seeds [[File:Cannabisseed.png]]<br>
 
1x pack of rainbow weed seeds [[File:Rainbowweedseed.png]]<br>
 
1x pack of lifeweed seeds [[File:Lifeweedseed.png]]<br>
 
1x suspicious pill bottle containing "yellow pills" <br>
 
1x suspicious pill bottle containing "happy pills" <br>
 
1x suspicious pill bottle containing "sunshine pills" <br>
 
1x suspicious pill bottle containing "smooth pills" <br>
 
1x suspicious pill bottle containing "stimulant pills" (not actual [[Guide_to_chemistry#Stimulants|stimulant]]) <br>
 
1x [[Syndicate_items#Syndicate_Playing_Cards|suspicious looking deck of cards]] [[File:Syndi_cards.png]]<br>
 
1x [MOVE ALONG CITIZEN] extra-strong absinthe <br>
 
1x tacticool turtleneck <br>
 
1x [[Syndicate_items#Syndicate_Smokes|pack of syndicate cigarettes]] [[File:Syngarettes.png]]<br>
 
1x Shady Jim's Super Slims packet <br>
 
1x syndicate mask <br>
 
1x gold necklace <br>
 
1x Donksoft Toy Vendor restocking unit <br>
 
|style='background-color:#d3d3d3'|
 
|style='background-color:#d3d3d3'|Contraband – requires [[Hacking#Supply Shuttle Console|hacking]] the console.
 
|-
 
!style='background-color:#d3d3d3'|Foam Force Pistols Crate
 
|style='background-color:#d3d3d3'|4000
 
|style='background-color:#d3d3d3'|
 
2x foam force pistol [[File:Toy_gun.png]]<br>
 
2x foam force pistol magazine, loaded with foam darts
 
|style='background-color:#d3d3d3'|
 
|style='background-color:#d3d3d3'|Contraband – requires [[Hacking#Supply Shuttle Console|hacking]] the console.
 
|-
 
!Foam Force Crate
 
|1000
 
|
 
8x foam force shotgun
 
|
 
|
 
|-
 
!Formalwear Crate
 
|3000
 
|
 
1x black tango dress <br>
 
2x formal assistant jumpsuit <br>
 
1x blue suit <br>
 
1x blue suit jacket <br>
 
1x purple suit <br>
 
1x purple suit jacket <br>
 
1x black suit <br>
 
1x black suit jacket <br>
 
1x waistcoat
 
  
1x blue tie <br>
+
== System Power ==
1x red tie <br>
 
1x black tie
 
  
1x bowler hat <br>
+
System power is the amount of power available to the station at any given time. Power is made available through charged SMESs outputting power and through immediate power from power sources wired directly to the grid.
1x fedora <br>
 
1x flat cap <br>
 
1x beret <br>
 
1x top-hat
 
  
3x laceup shoes
+
(System Power) = (Total Output Power of SMESs) + (Power Sources Wired to the Grid)
  
1x charcoal suit <br>
 
1x navy suit <br>
 
1x burgundy suit <br>
 
1x checkered suit <br>
 
1x tan suit
 
  
1x lipstick (of random color)
+
== Power Queue ==
|
 
|
 
|-
 
!style='background-color:#d3d3d3'|Hilarious Firing Pin Crate
 
|style='background-color:#d3d3d3'|5000
 
|style='background-color:#d3d3d3'|
 
1x hilarious firing pin (makes guns honk instead of shoot)
 
|style='background-color:#d3d3d3'|
 
|style='background-color:#d3d3d3'|Contraband – requires [[Hacking#Supply Shuttle Console|hacking]] the console.
 
|-
 
!style='background-color:#d3d3d3'|Laser Tag Firing Pin Crate
 
|style='background-color:#d3d3d3'|3000
 
|style='background-color:#d3d3d3'|
 
1x box of laser tag firing pins (guns only firable when wearing same color laser tag armor)
 
|style='background-color:#d3d3d3'|
 
|style='background-color:#d3d3d3'|Contraband – requires [[Hacking#Supply Shuttle Console|hacking]] the console.
 
|-
 
!Laser Tag Crate
 
|1500
 
|
 
3x red laser tag gun <br>
 
3x blue laser tag gun
 
  
3x red laser tag armor <br>
+
To maintain a stable source of power for station equipment, the station power grid follows a ''power queue'' where an electrical component with higher rank on the queue has its power draw from the grid evaluated before an electrical component with a lower priority. APCs are typically the lowest priority since they only draw power, while the power sources on the station are the highest priority since they only produce power.
3x blue laser tag armor <br>
 
3x red laser tag helmet <br>
 
3x blue laser tag helmet
 
|
 
|
 
|-
 
!Mech Pilot's Suit Crate
 
|1500
 
|
 
1x red mech pilot's suit <br>
 
1x white mech pilot's suit <br>
 
1x blue mech pilot's suit <br>
 
|
 
|
 
|-
 
!Original Costume Crate
 
|1000
 
|
 
1x snowman suit <br>
 
1x snowman suit head <br>
 
1x chicken suit <br>
 
1x chicken suit head <br>
 
1x monkey suit  <br>
 
1x monkey mask <br>
 
1x cardborg suit <br>
 
1x cardborg helmet <br>
 
1x xeno suit <br>
 
1x xeno suit head <br>
 
1x corgi costume <br>
 
1x carp costume <br>
 
1x bee costume
 
|
 
|
 
|-
 
!Standard Costume Crate
 
|1000
 
|
 
1x Giggles Von Honkerton <br>
 
1x clown shoes [[File:Clshoe.png]] <br>
 
1x clown wig and mask <br>
 
1x clown suit <br>
 
1x bike horn
 
  
1x mime's outfit <br>
+
{| class="wikitable"
1x black shoes <br>
+
|+
1x white gloves <br>
+
!colspan = 3|Power Queue
1x mime mask <br>
+
|+
1x french beret <br>
+
! Rank !! Category !! Location
1x suspenders <br>
 
1x bottle of [[Guide_to_food_and_drinks#Nothing|nothing]] <br>
 
1x Parcel Parceaux
 
|Theatre
 
|
 
 
|-
 
|-
!Toy Crate
+
|1 ||colspan = 2|All Power Sources
|5000
 
|
 
'''5 random prizes usually found in arcade machines.'''
 
|
 
|
 
 
|-
 
|-
!Wizard Costume Crate
+
|2 ||Power Sink ||You wish I told you
|2000
 
|
 
1x wizard staff <br>
 
1x wizard robe <br>
 
1x wizard hat <br>
 
1x sandals
 
|
 
|
 
 
|-
 
|-
!Autodrobe Supply Crate
+
|3 ||Solar SMES #1 ||Starboard Forward Solar Access
|1500
 
|
 
1x AutoDrobe restocking unit
 
|
 
|
 
 
|-
 
|-
!Cargo Wardrobe Supply Crate
+
|4 ||Solar SMES #2 ||Port Forward Solar Access
|750
 
|
 
1x CargoDrobe restocking unit
 
|
 
|
 
 
|-
 
|-
!Engineering Wardrobe Supply Crate
+
|5 ||Solar SMES #3 ||Starboard Aft Solar Access
|1500
 
|
 
1x EngiDrobe restocking unit <br>
 
1x AtmosDrobe restocking unit
 
|
 
|
 
 
|-
 
|-
!General Wardrobes Supply Crate
+
|6 ||Solar SMES #4 ||Port Aft Solar Access
|3750
 
|
 
1x CuraDrobe restocking unit <br>
 
1x BarDrobe restocking unit <br>
 
1x ChefDrobe restocking unit <br>
 
1x JaniDrobe restocking unit <br>
 
1x ChapDrobe restocking unit
 
|
 
|
 
 
|-
 
|-
!Hydrobe Supply Crate
+
|7 ||Singlo SMES #1 || SMES Room
|750
 
|
 
1x HyDrobe restocking unit
 
|
 
|
 
 
|-
 
|-
!Medical Wardrobe Supply Crate
+
|8 ||Singlo SMES #2 || SMES Room
|3000
 
|
 
1x MediDrobe restocking unit <br>
 
1x ChemDrobe restocking unit <br>
 
1x GeneDrobe restocking unit <br>
 
1x ViroDrobe restocking unit
 
|
 
|
 
 
|-
 
|-
!Science Wardrobe Supply Crate
+
|9 ||Singlo SMES #3 || SMES Room
|1500
 
|
 
1x RoboDrobe restocking unit <br>
 
1x SciDrobe restocking unit
 
|
 
|
 
 
|-
 
|-
!Security Wardrobe Supply Crate
+
|?? ||Gas Turbine SMES || Incinerator Access (Gas Turbine Power Room)
|1500
 
|
 
1x SecDrobe restocking unit <br>
 
1x LawDrobe restocking unit
 
|
 
|
 
|
 
 
|-
 
|-
!Munitions Wardrobe Supply Crate
+
|10 ||Backups SMES #1 || Electrical Maintenance
|750
 
|
 
1x MuniDrobe restocking unit
 
|
 
|}
 
 
 
=== Miscellaneous Supplies ===
 
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
 
! scope="col" style='background-color:#EEE5DE' width=200|Name
 
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
 
! scope="col" style='background-color:#DB9370' width=400|Contents
 
! scope="col" style='background-color:#EEE5DE' width=100|Access required
 
! scope="col" style='background-color:#EEE5DE' width=200|Notes
 
 
|-
 
|-
!Art Supplies
+
|11 ||Backups SMES #2 || Electrical Maintenance
|1000
 
|
 
1x rapid pipe cleaner layer<br>
 
1x artistic toolbox<br>
 
3x spraycan<br>
 
1x box of crayons [[File:Crayonbox.png]]<br>
 
1x white crayon<br>
 
1x rainbow crayon [[File:Crayon.png]]
 
|
 
|
 
 
|-
 
|-
!Bicycle Crate:
+
|12 ||colspan = 2|Station APC Queue
|1,000,000
+
|+
|
+
!colspan = 3|Isolated SMESs
1x [[File:Bicycle.png]] bicycle
 
|
 
|You are not expected to actually afford this.
 
 
|-
 
|-
!Big Band Instrument Collection:
+
|N/A ||Gravity SMES || Gravity Generator Chamber
|5000
 
|
 
1x violin <br>
 
1x guitar <br>
 
1x glockenspiel <br>
 
1x accordion <br>
 
1x saxophone <br>
 
1x trombone <br>
 
1x recorder <br>
 
1x harmonica <br>
 
1x piano
 
|
 
|
 
 
|-
 
|-
!Book Crate
+
|N/A ||AI SMES || AI Chamber
|1500
 
|
 
1x Codex Gigas <br>
 
3x random manuals <br>
 
3x random books
 
|
 
|
 
 
|-
 
|-
!Bureaucracy Crate
+
|N/A ||Mining Output SMES || Mining Outpost
|1500
 
|
 
1x film cartridge <br>
 
1x rolling chest drawer <br>
 
1x hand labeler [[File:Labler.png]]<br>
 
2x hand labeler paper roll <br>
 
1x paper bin [[File:PaperTray.png]]<br>
 
2x pen (fourcolor) <br>
 
4x pen (grey/fountain/blue/red) [[File:Pen.png]]<br>
 
3x folder (blue/red/yellow)<br>
 
2x clipboard <br>
 
1x GRANTED rubber stamp <br>
 
1x DENIED rubber stamp<br>
 
1x laser pointer
 
|
 
|
 
 
|-
 
|-
!Calligraphy Crate
+
|N/A ||North Mining Output SMES || North Mining Outpost
|700
 
|
 
1x box of fountain pens (7 pens)
 
|
 
|
 
 
|-
 
|-
!Festive Wrapping Paper Crate:
+
|N/A ||West Mining Output SMES || West Mining Outpost
|1000
 
|
 
1x stack of 25 wrapping paper (fancy)
 
|
 
|
 
|-
 
!Funeral Supply Crate
 
|600
 
|
 
1x burial garments <br>
 
1x harebell <br>
 
1x geranium
 
|
 
|Delivered in a coffin.
 
|-
 
!Religious Supplies Crate
 
|4000
 
|
 
2x flask of holy water <br>
 
2x bible <br>
 
2x follower hoodie <br>
 
|
 
|
 
The bibles have something secret stored.
 
|-
 
!Toner Crate
 
|1000
 
|
 
6x toner cartridge
 
|
 
|
 
 
|}
 
|}
=== Munitions ===
+
 
{|class="wikitable sortable mw-collapsible mw-collapsed" width:100%"
+
=== Power Output and the Power Queue ===
! scope="col" style='background-color:#EEE5DE' width=200|Name
+
 
! scope="col" style='background-color:#EEE5DE' width=50|Cost in credits
+
The most visible effect of the power queue is that if there is not enough output power available on the grid because a component with higher rank is requesting it, then a lower rank component will not charge. For example, if the Backup SMESs are set to input 200 kW each from the grid and the APCs draw 150 kW, but the grid only provides 250 kW total, then the second Backup SMES will not charge and around two out of three APCs will go unpowered as well.
! scope="col" style='background-color:#DB9370' width=400|Contents
+
 
! scope="col" style='background-color:#EEE5DE' width=100|Access required
+
=== SMES Charging and the Power Queue ===
! scope="col" style='background-color:#EEE5DE' width=200|Notes
+
 
 +
[[File:SMES_Room_markup.png|thumb|right|400px|The three Singlo SMESs in the SMES Room.]]
 +
 
 +
Similarly, if a higher rank component has a high enough output level to handle the station's power draw, then the station will draw all of its power from the higher rank component instead of splitting the draw with a lower rank component. This phenomenon is seen often when the singlo is set up. An unaware Engineer will purposefully set all three Singlo SMESs to output at a very high value, say 100 kW, or 300 kW, thinking that this will be more than enough to power the station. While this is technically correct, it isn't advised since it slows down the time it takes until all SMESs are completely full.
 +
 
 +
An example is the best way to see this. The total power draw on the station is usually near 150 kW. This means the station will draw 100 kW from Singlo SMES #1, 50 kW from Singlo SMES #2, and 0 kW from Singlo SMES #3, resulting in different charging rates of the SMESs. Since SMESs have a capacity of 3,333,333 W (3.33 MW) and assuming an input level of 200 kW, it should take 33.3 cycles before all the SMESs are completely charged (9.99 MW total power stored).
 +
 
 +
{| class="wikitable"
 +
|+ Singlo SMES Non-optimized Charging for 150 kW Power Draw
 +
!colspan = 4| !! colspan = 3|Charge at n Cycles
 +
|+
 +
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23 !! 34
 
|-
 
|-
!Naval Artillery Shells (x10)
+
| SMES #1 || 200 kW || 100 kW || 100 kW || 1.70 MW || 2.30 MW || ''3.33 MW''
|2000
 
|
 
10x FTL-13 Naval Artillery Round
 
|Munitions
 
|
 
 
|-
 
|-
!Cannonballs (x10)
+
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MW || ''3.33 MW'' || ''3.33 MW''
|1000
 
|
 
10x Cannon ball
 
|Munitions
 
|
 
 
|-
 
|-
!Powder bags (x10)
+
| SMES #3 || 200 kW || 0 kW || 200 kW || ''3.33 MW'' || ''3.33 MW'' || ''3.33 MW''
|1000
 
|
 
10x Gunpowder Bag
 
|Munitions
 
|
 
 
|-
 
|-
!.50 cal deck gun rounds (x5)
+
|'''Total''' || '''600 kW''' || '''150 kW''' || '''450 kW''' || '''7.58  MW''' || '''8.96 MW''' || '''''9.99 MW'''''
|1000
+
|}
|
+
 
5x 50 caliber rounds
+
A better way is to set output levels on Singlo SMESs #1 and #2 to a third of the total power draw of the station (here, 50 kW), while allowing the remainder (also, 50 kW) to draw from Singlo SMES #3, which would be set higher than that to account for power fluctuations. For the same case where the total draw was 150 kW, we would set SMES #1 and #2 to 50 kW and SMES #3 to something higher like 200 kW. This would have all three SMESs charged in 22.2 cycles -- 33% faster than the situation above.
|Munitions
+
 
|
+
[[File:SMES_Output_v_Cycles_to_Full_v01.png|thumb|400px|right|The optimal number of cycles it takes to charge the singlo SMESs is dependent on both not outputting too little, and not outputting too much.]]
|-
+
 
!Replacement munitions trolley (x1)
+
{| class="wikitable"
|2000
+
|+ Singlo SMES Optimized Charging for 150 kW Power Draw
|
+
!colspan = 4| !! colspan = 2|Charge at n Cycles
1x Munitions trolley
+
|+
|Munitions
+
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23
|
 
|-
 
!Torpedo components
 
|1500
 
|
 
3x missile guidance system <br>
 
3x missile propulsion system <br>
 
3x missile IFF card
 
|Munitions
 
|
 
|-
 
!Torpedo casings
 
|750
 
|
 
5x NTB-M4A1-IB prebuilt torpedo-casings
 
|Munitions
 
|
 
|-
 
!Torpedo warheads (standard)
 
|850
 
|
 
5x NTP-2 standard guided munition payload
 
|Munitions
 
|
 
|-
 
!Torpedo warheads (armour piercing)
 
|1000
 
|
 
5x NTP-4 'BNKR' guided munition payload
 
|Munitions
 
|
 
|-
 
!ECM Missile Warheads
 
|700
 
|
 
9x NTP-0x 'DCY' electronic countermeasure guided munition payload
 
|Munitions
 
|
 
|-
 
!Pilot Outfitting Crate
 
|1500
 
|
 
1x  fighter pilot flightsuit <br>
 
1x  pilot radio headset <br>
 
1x  pilot's beret <br>
 
1x  black gloves<br>
 
1x  jackboots <br>
 
1x  Pilot's combat jumpsuit
 
|Munitions
 
|
 
|-
 
!Missile Warheads
 
|1000
 
|
 
9x NTP-2 standard guided munition payload
 
|Munitions
 
|
 
 
|-
 
|-
!Missile construction kit
+
| SMES #1 || 200 kW || 50 kW || 150 kW || 2.55 MW || ''3.33 MW''
|2500
 
|
 
3x prebuilt missile-casing <br>
 
3x NTP-2 standard guided munition payload <br>
 
3x missile guidance system <br>
 
3x missile propulsion system <br>
 
3x missile IFF card
 
|Munitions
 
|
 
 
|-
 
|-
!Fighter countermeasure tri-charges (x5)
+
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MW || ''3.33 MW''
|3500
 
|
 
5x Countermeasure Tri-Charge
 
|Munitions
 
|
 
 
|-
 
|-
!Heavy Fighter Starter Kit
+
| SMES #3 || 200 kW || 50 kW || 150 kW || 2.55 MW || ''3.33 MW''
|15000
 
|
 
1x Heavy Fighter Frame <br>
 
1x Fighter Fuel Tank <br>
 
1x Fighter Avionics <br>
 
1x Fighter Auxiliary Power Unit <br>
 
1x Durasteel Armour Plates <br>
 
1x Fighter Targeting Sensors <br>
 
1x Fighter engine <br>
 
1x Fighter Countermeasure Dispenser <br>
 
1x Atmospheric Regulator <br>
 
1x Glass canopy <br>
 
1x Docking Computer <br>
 
1x Fighter Torpedo Launcher <br>
 
1x Fighter Battery <br>
 
1x 40mm BRRRRTT Cannon
 
|Munitions
 
|
 
 
|-
 
|-
!Utility Fighter Starter Kit
+
|'''Total''' || '''600 kW''' || '''150 kW''' || '''450 kW''' || '''7.65  MW''' || '''''9.99 MW'''''
|10000
 
|
 
1x Utility Vessel Frame <br>
 
1x Fighter Extended Fuel Tank <br>
 
1x Fighter Avionics <br>
 
1x Fighter Auxiliary Power Unit <br>
 
1x Durasteel Armour Plates <br>
 
1x Fighter Targeting Sensors <br>
 
1x Fighter engine <br>
 
1x Atmospheric Regulator <br>
 
1x Glass canopy <br>
 
1x Docking Computer <br>
 
1x Fighter Battery <br>
 
1x Cargo Hold <br>
 
1x Air to Air Resupply Kit <br>
 
1x Fighter Countermeasure Dispenser
 
|Munitions
 
|
 
|-
 
!Light Fighter Starter Kit
 
|9000
 
|
 
1x Light Fighter Frame <br>
 
1x Fighter Fuel Tank <br>
 
1x Fighter Avionics <br>
 
1x Fighter Auxiliary Power Unit <br>
 
1x Durasteel Armour Plates <br>
 
1x Fighter Targeting Sensors <br>
 
1x Fighter engine <br>
 
1x Fighter Countermeasure Dispenser <br>
 
1x Fighter Missile Rack <br>
 
1x Atmospheric Regulator <br>
 
1x Glass canopy <br>
 
1x Docking Computer <br>
 
1x Fighter Battery <br>
 
1x 30mm Vulcan Cannon
 
|Munitions
 
|
 
|-
 
!Light Cannon Ammunition
 
|500
 
|
 
5x Light cannon ammo (20x102mm)
 
|Munitions
 
|
 
|-
 
!Heavy Cannon Ammunition
 
|500
 
|
 
5x Heavy cannon ammo (30x173mm)
 
|Munitions
 
|
 
|-
 
!Aviation fuel
 
|1500
 
|
 
1x Tyrosene fuel pump
 
|Munitions
 
 
|}
 
|}
 +
 +
= ENGINEERING WHY ARE WE LOSING POWER =
 +
 +
Sooner or later, on every barely functional space station, the power will go out. This is where you - YES, YOU, YOU LAZY FUCK - come in and call out to recall that shuttle because you can fix it! Power can go out for many reasons. Your first port of call should be the Power Monitoring console in engineering, assuming it still exists. Then, ask yourself what's going on:
 +
 +
*'''Power goes out everywhere, in under 10 seconds or so?''' This is most likely a power sink. Power sinks have the odd quirk of still powering the area they are placed in, so your best bet is to get searching for somewhere where the lights are still on, or if it's in maint, where you don't have to crowbar the doors.
 +
*'''Power goes out everywhere, but gradually, section by section?''' This means there's a problem in Engineering itself as the rest of the station is being topped up with charge. It'll be immediately obvious if the engine isn't on/has escaped. Your next port of call should be the SMES cells. Check they're outputting enough power to overcome the drain OR if no APCs are showing on the Power Monitoring computer, it means a wire has been cut either inside or immediately outside the Engineering area and is not being supplied to the rest of the station.
 +
*'''Power is out across a small area?''' This is most commonly a broken wire, the easiest way to find it is with familiarity with the power-net and using that in conjunction with the power monitoring computer. If an area has had all wires sending power to it snipped, its APCs will no longer show on the power monitoring computer. For example, if Medbay as a whole has lost power and isn't showing any of its APCs on the power monitor, the wire cut is most likely in the maint tunnel behind Medbay. The more familiar you become with the power nets, the quicker you will be able to work out where the break is and be able to recognize common spots used.
 +
*'''Power is out across 2 small rooms or in one room?''' This is most likely an APC that has been tampered with in some way. Either hacked by an AI/Saboteur, destroyed somehow or just had its cell ripped out. Again, if the APC doesn't show up on the Power Monitoring computer, it means it's been severed from the power net and wire either inside that room or very close to the APC has been cut.
 +
*'''Power is intermittent across the station. Stuff turns off for a while, starts working, then goes off again?''' Your SMES aren't outputting enough power to keep the APCs charged. This happens most often when the output is just under the drain so therefore some APCs get enough power, while others don't.
 +
*'''The smes'es cycle between getting power and not getting power for seemingly no reason''' Bug. admin help it. Can be fixed by admins by restarting the master controller.
 +
*'''Power isn't actually out?''' Either someone is crying wolf or something else has happened to make it ''look'' like power went out, most likely an  [[Random_event#Electrical_Storm|electrical storm]].
 +
 +
Now that you know what's wrong with power, it's your job to [[Beyond the impossible|fix it]]! If the singularity is about to be fucked, ''TURN OFF THE PA IMMEDIATELY'' (it may be worth asking the AI) and wire solars, if they aren't already wired. It might also be necessary to replace equipment. There is a PACMAN located in the SMES room and a spare SMES unit located in [[Electrical Maintenance]], both of which no one ever remembers. You could also rebuild everything. The tools to build a new SMES are located in [[Tech Storage]], and cargo can order new solar equipment and even a new goddamn PA! ...Assuming they haven't already done so and pointed it your way, that is.
  
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 13:43, 24 February 2021



Introduction

Understanding the intricacies of the power dynamic in the station is key to keeping the station in order. Many, especially the HoP, believe that the Captain is the seat of power on the station. This is untrue as having the Captain wired into the station's power grid provides minimal power at best.

The real source of power comes from Engineering because without Station Engineers to set up the power sources at the beginning of a shift, the station would cease to function normally and devolve into a degenerative society with no more power than a uncivilized horde of lowly Assistants, who, it should be noted, also provide even less power when wired directly to the grid.

Power Sources

Supermatter Engine

The supermatter is a giant pile of exotic material capable of emitting both ionizing radiation and (flammable) gases. While the generation of these elements is normally rather low, the supermatter can be "activated" into releasing more by, well, most anything: even gasses can start the delamination process if they hold enough energy (heat, usually). You see where this is going? That's right, self-induced chain reactions. Your main job as an engineer will be to cool the supermatter down to prevent it from exploding (luckily a very easy job), while simultaneously exciting it to harvest radiation pulses. It's not an unforgiving engine, some would say it's even too stable to sabotage in a timely manner; read the Guide carefully and it will be hard to mess it up.

Singularity/Tesla Engine

Singularity engine.png

The singularity and tesla engines are the primary source of power only on PubbyStation. By harnessing either the radiant energy produced by a locally-controlled cosmic Singularity (otherwise known as a man-made black hole), or straight-up capturing the electric arcs from a giant ball of lightning, an enormous amount of energy can be generated for the station.

Singularity Engine

The usable power emitted by a singularity takes the form of ionizing radiation pulses. These can interact with the mysterious substance called "plasma" so as to generate electricity. The more plasma available, and the stronger and more frequent the pulses, the more power is generated. The net power output can be measured directly by using a multitool on the collector's wire, checking the first SMES unit connected for available power, or by looking it up on a power monitoring console (though the latter will give skewed results if other power sources such as solars are connected).

Tesla Engine

This giant ball of incandescent energy regularly regurgitates power in the form of electric arcs. These arcs can be partially captured by tesla generators, and will generally flow along the most conductive/least resisting path. Metal structures are prime target for its strikes, and grounding rods are the safest there is, drawing arcs to themselves and subsequently dissipating them into the whole station. The latter are regularly used to direct lighting through tesla generators, and are best deployed between the engine and anything you hold dear.

Solar Arrays

Solars.png

See Solars.

The solar arrays act as a secondary power source. They are composed of 60 panels per array and there are 4 arrays on the station. Each panel can produce 1.5 kW of power for a total of 90 kW per array.

The solar arrays only produce power when directly facing the local star. (The star is off-screen from the station and cannot be located by the player directly.) A solar tracking module can be wired into the solar array circuitry and, with the help of a solar power console, the solar panels can be made to automatically track the local star, which maximizes the power generation for each panel. However, as the station revolves around the star (which, again, is unseen by the player), the solar arrays often land in the shadow of the station which negatively affects solar power generation at the affected arrays. This effectively gives the solar arrays a solar day-night cycle, where it generates power during the day cycle and does not generate power during the night cycle. Because of the solar cycle, a given array will be able to generate power about 50% (estimated but unconfirmed) of the time, which can be translated to an average 45 kW per unit time, rather than the full 90 kW.

The solar panels themselves can be, and often are, broken by debris floating in space. Each broken panel reduces the total power generation of the array.

The solar arrays can typically power the entire station on their own, once the arrays are wired properly.

Solar Power Generated
Maximum Average
per panel per array per array
1500 W (1.5 kW) 90000 W (90 kW) 45000 W (45 kW)

Connecting Solars to the Grid

There are two main schools of thought when wiring the solar arrays:

  • use the Solar SMESs to distribute power into the grid
  • wire the solar array directly into the power grid

Distributing via SMESs

Distributing solar power through the SMESs is the generally preferred method of wiring the solars, mainly because it provides a steady power output and requires no extra wiring. One benefit of the pre-laid wiring to the SMES is that during a night cycle of the solar array the Engineer does not need insulated gloves to wire the solar array.

While the maximum power generation of a given solar array is 90 kW, it is advised to set SMES inputs to slightly lower level to account for solar panels that might break during the course of the shift. For example, setting the SMES input levels to 85.5 kW may not collect all 90 kW produced by the array, but allows for the SMES to charge even when up to three panels get broken on the array. Otherwise, should the Engineer set SMES input levels to 90 kW and should a single panel get hit by space debris and break, the array will always produce less than 90 kW, so the SMES with a required 90 kW input will not charge.

The output on the SMES should be at most 50% of the input level due to the revolution of the station around the local star (percentage estimated but unconfirmed). Since the solar has to collect enough energy in the day cycle of the array to output for both day and night, it's usually good to round down a little more. Additionally, if the solar is initially wired during its day cycle, it typically won't be able to collect enough to keep it charged for the first night cycle, resulting in a little bit of lag in the output of the solars. For example, if the input is set to 85500 W (85.5 kW), the output shouldn't be bigger than 42750 W (42.75 kW). Typically, 40 kW is a good round number for long-term power output.

If more power storage is desired, say in the initial stage of the set-up, the engineer may want to reduce or even eliminate power output for the first few solar cycles, before setting the long-term power output.

Once all four Solar SMESs are adequately charged and outputting long-term power, they will provide a very dependable power output with almost no oversight needed. In our example, the station would receive 160 kW (4 arrays x 40 kW SMES output) from solars, which is usually more than enough to sustain the station on its own without the engine. This system is also modular, so that even if only three out of four Solar SMESs are used, the total power output is reduced accordingly but still completely steady.

That being said, if unchecked, power sinks can drain the solar SMESs, which if depleted would need to go through a solar cycle again before being able to provide steady, adequate power to the station.

The biggest failure of the Solar SMES system is more often the fault of the Engineer, not the power sink. A rookie Engineer usually sets input levels and output levels too high or too low to meaningfully sustain the station, and/or fails to re-set the SMESs to a more adequate output level after initially charging the SMES.

Pros: Steady power supply, no additional wiring necessary, stores power, modular, does not require insulated gloves.

Cons: Lag due to first night cycle and initial SMES charging, prone to being set up improperly, some power loss to correct for potentially broken panels, can be drained by power sinks.

Wiring to the Grid

Wiring the solar arrays directly to the grid is often used as a more straight-forward approach to hooking up the solars, which benefits the Engineer by bypassing the intricacies of the SMES and generating a generally larger power output but at the expense of a less steady, less modular electrical source. This is often helpful in the emergency circumstances where the supermatter crystal has delaminated, taking out the whole of Engineering with it, or when the Singularity or Tesla gets loose.

To achieve this, the Engineer usually just wires together the cable leading from the array directly to the cable leading out from the solar maintenance room. Typically, insulated gloves are a necessity since the Engineer will need to tap the solar power lines into the main power grid. However, as easy as that sounds, rookie Engineers tend to mangle the wiring so much that the array power lines never make it to the grid.

Once all the arrays are wired, and because of the day-night cycle, on average, about two solar arrays worth of power will be generated at any given time, equating to about 180 kW of power. However, the exact number will fluctuate depending on how much light reaches individual panels. Additionally, if not all of the solars are wired to the grid, the output will be drastically lower and may cause brown outs in the station.

On the plus side, wiring the solars directly to the grid prevents wiring sabotage since anyone cutting the wires also needs insulated gloves. Also, power sinks pose little risk as the solar power is immediate and not distributed from an SMES.

Pros: Straight-forward explanation, avoids setting SMES, deters sabotage, acts as primary power source, not prone to power sinks.

Cons: Minor fluctuations in power if fully implemented, severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired.

Dual-Wiring: The Best of Both Worlds

There is another, less used option that utilizes the benefits from both wiring ideologies while mitigating the risk: dual-wire the solar arrays both to the Solar SMESs and directly into the grid at the same time.

Initially, the Engineer would want to charge the SMESs enough to where they could give an adequate supply of power. Then, if the Engineer is skilled enough at wiring, both the SMES and the solar arrays can be wired to the grid at the same time. Since the station only draws about 150 kW, but the solars wired to grid produce 180 kW, there's a spare 30 kW to split between the Solar SMESs for recharging. Setting all four Solar SMESs to charge at 6 kW is feasible (reduced from 7.5 kW to account for broken solar panels). The output setting on the SMES can be any value so long as the station draws full power from the solars wired directly. This effectively makes the Solar SMESs a backup power source.

The drawbacks though are that the Solar SMES input levels should not be put higher than 6 kW since a Solar SMES located at an array going through the night cycle will attempt to draw power from a Solar SMES higher upstream in the #power queue, cannibalizing the power from that SMES.

Also, the 2 conventional Backup SMESs can't be charged for the same reason of the power queue. However, since the 4 Solar SMESs act as backups, this trade-off is in favor of the dual-wiring of the solars.

The Solar SMESs will still be prone to power sinks, but since the solars are wired directly to the grid it doesn't matter much.

The drawback that all solars must be wired directly to the grid to prevent severe fluctuation. The same is not true of the SMES-side of this set-up. Each SMES acts like an independent backup, so any undesired SMESs don't have to be set, making the system semi-modular.

Pros: acts primary and backup power source, deters sabotage, resistant to power sinks, semi-modular, resistant to brownouts

Cons: severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired, requires initial charging and follow up on the SMESs before implementation

Gas Turbine Generator

Incinerator.png

See: Incinerator

The gas turbine generator is a tertiary power source that was recently installed in the incinerator. By utilizing the temperature differential between very hot air and very cold air, the turbine generator is able to create a nominal amount of electricity. The hot air is created by burning plasma and oxygen gas mixtures. The cold air is creating by passing air through cooling tubes located in space.

Although it's usually the last power source set up on the station, it's the only power source that can be accessed by Atmospherics. Also, they're the only ones who can turn on and mix the gas feed needed to sustain the generator without the use of gas canisters. The exact gas mixture for optimal power generation is unknown at this point, but some Engineers have reported values as high as 100 kW and in typical Engineer fashion forgot to write down their recipe. Be prepared to field questions from overprotective proactive AIs who notice plasma in the mixtank.

Portable Generators

Portable generators are failsafes when all other systems fail. They require fuel that is fed directly into the generator by hand. The type of fuel is dependent which type of generator is being used.

Portable generators can be upgraded using parts created by a protolathe.

Fuel Required by Portable Generator Type
Type Fuel
P.A.C.M.A.N. Portable Generator Plasma
M.R.S.P.A.C.M.A.N. Portable Generator Diamond
S.U.P.E.R.P.A.C.M.A.N. Portable Generator Uranium

One PACMAN generator is located in the SMES room, with plasma located in secure storage, and it is suggested to use it while setting up the singularity or tesla to prevent early release.

Power Cells

Power cells are used to power devices smaller than the station such as APCs and cyborgs. Constructed with a protolathe, typical power cells come in several different flavors, in increasing capacity: the default power cell, the high-capacity power cell, the super-capacity power cell, or the hyper-capacity power cell.

There are also atypical cells such as a potato cell and a slime core cell.

Power Capacity by Type of Cell
Type Capacity (W)
Typical Cells
Power Cell 10000
High-Capacity Power Cell 15000
Super-Capacity Power Cell 20000
Hyper-Capacity Power Cell 30000
Atypical Cells
Potato Cell 300
Slime Core Cell 10000

Power Distribution

Power Grid

To most people they're just wires that burn the shit out of you when you try to cut them without wearing insulated gloves. But really, the power grid is the electrical backbone of the station, powering everything from the emitters containing the singularity to the APC that controls the bathrooms in the locker room that you never go to. Also, it burns the shit out of you if you try to cut it without wearing insulated gloves.

SMES

SMES Charging.gif

A Superconducting Magnetic Energy Storage (SMES) Cell is the spess version of a giant rechargeable battery. The standard set-up for an SMES involves:

1. a wiring input from a power source, such as Solars or the Singularity Engine, or from the power grid itself, in the case of the Backups SMESs, and

2. a wiring output to the local power grid, or to a closed system like the AI or mining stations

SMES Properties

SMES have a modifiable storage capacity, dependent on the power cells installed in the SMES upon fabrication. All SMESs present at the beginning of a typical shift have a default capacity of 3.33 MW.

SMES Capacity vs Power Cell
Power Cell Capacity
per cell installed per 5 cells installed
Typical
Standard TBD TBD
High-Capacity TBD TBD
Super-Capacity TBD TBD
Hyper-Capacity TBD TBD
Atypical
Potato Cell TBD TBS
Cyborg Cell TBD TBD
Slime Core/SMES Cell TBD TBD

SMES input (charging) and output levels can be modified using capacitors. All SMESs present at the beginning of a typical shift have a basic capacitor with default i/o levels of 200 kW.

SMES Input/Output Levels vs Capacitor
Capacitor Max Input Level Max Output Level
Basic 200000 W (200 kW) 200000 W (200 kW)
Advanced 400000 W (400 kW) 400000 W (400 kW)
Super 600000 W (600 kW) 600000 W (600 kW)

SMESs will only charge when the input power is equal or higher to the input levels specified on the SMES settings panel.

Likewise, SMESs will only output when the level of charge is above the output level specified on the SMES settings panel.

APCs

APC2.gif

APCs, or Automated Power Controllers, are found on the walls of the room they're powering or, more likely, in maintenance just outside the room. They can be used to toggle the room's equipment, lighting and environmental (a.k.a. ventilation) systems on and off.

Concepts

System Power

System power is the amount of power available to the station at any given time. Power is made available through charged SMESs outputting power and through immediate power from power sources wired directly to the grid.

(System Power) = (Total Output Power of SMESs) + (Power Sources Wired to the Grid)


Power Queue

To maintain a stable source of power for station equipment, the station power grid follows a power queue where an electrical component with higher rank on the queue has its power draw from the grid evaluated before an electrical component with a lower priority. APCs are typically the lowest priority since they only draw power, while the power sources on the station are the highest priority since they only produce power.

Power Queue
Rank Category Location
1 All Power Sources
2 Power Sink You wish I told you
3 Solar SMES #1 Starboard Forward Solar Access
4 Solar SMES #2 Port Forward Solar Access
5 Solar SMES #3 Starboard Aft Solar Access
6 Solar SMES #4 Port Aft Solar Access
7 Singlo SMES #1 SMES Room
8 Singlo SMES #2 SMES Room
9 Singlo SMES #3 SMES Room
?? Gas Turbine SMES Incinerator Access (Gas Turbine Power Room)
10 Backups SMES #1 Electrical Maintenance
11 Backups SMES #2 Electrical Maintenance
12 Station APC Queue
Isolated SMESs
N/A Gravity SMES Gravity Generator Chamber
N/A AI SMES AI Chamber
N/A Mining Output SMES Mining Outpost
N/A North Mining Output SMES North Mining Outpost
N/A West Mining Output SMES West Mining Outpost

Power Output and the Power Queue

The most visible effect of the power queue is that if there is not enough output power available on the grid because a component with higher rank is requesting it, then a lower rank component will not charge. For example, if the Backup SMESs are set to input 200 kW each from the grid and the APCs draw 150 kW, but the grid only provides 250 kW total, then the second Backup SMES will not charge and around two out of three APCs will go unpowered as well.

SMES Charging and the Power Queue

File:SMES Room markup.png
The three Singlo SMESs in the SMES Room.

Similarly, if a higher rank component has a high enough output level to handle the station's power draw, then the station will draw all of its power from the higher rank component instead of splitting the draw with a lower rank component. This phenomenon is seen often when the singlo is set up. An unaware Engineer will purposefully set all three Singlo SMESs to output at a very high value, say 100 kW, or 300 kW, thinking that this will be more than enough to power the station. While this is technically correct, it isn't advised since it slows down the time it takes until all SMESs are completely full.

An example is the best way to see this. The total power draw on the station is usually near 150 kW. This means the station will draw 100 kW from Singlo SMES #1, 50 kW from Singlo SMES #2, and 0 kW from Singlo SMES #3, resulting in different charging rates of the SMESs. Since SMESs have a capacity of 3,333,333 W (3.33 MW) and assuming an input level of 200 kW, it should take 33.3 cycles before all the SMESs are completely charged (9.99 MW total power stored).

Singlo SMES Non-optimized Charging for 150 kW Power Draw
Charge at n Cycles
Singlo Cell Input Level Draw Charge Rate 17 23 34
SMES #1 200 kW 100 kW 100 kW 1.70 MW 2.30 MW 3.33 MW
SMES #2 200 kW 50 kW 150 kW 2.55 MW 3.33 MW 3.33 MW
SMES #3 200 kW 0 kW 200 kW 3.33 MW 3.33 MW 3.33 MW
Total 600 kW 150 kW 450 kW 7.58 MW 8.96 MW 9.99 MW

A better way is to set output levels on Singlo SMESs #1 and #2 to a third of the total power draw of the station (here, 50 kW), while allowing the remainder (also, 50 kW) to draw from Singlo SMES #3, which would be set higher than that to account for power fluctuations. For the same case where the total draw was 150 kW, we would set SMES #1 and #2 to 50 kW and SMES #3 to something higher like 200 kW. This would have all three SMESs charged in 22.2 cycles -- 33% faster than the situation above.

File:SMES Output v Cycles to Full v01.png
The optimal number of cycles it takes to charge the singlo SMESs is dependent on both not outputting too little, and not outputting too much.
Singlo SMES Optimized Charging for 150 kW Power Draw
Charge at n Cycles
Singlo Cell Input Level Draw Charge Rate 17 23
SMES #1 200 kW 50 kW 150 kW 2.55 MW 3.33 MW
SMES #2 200 kW 50 kW 150 kW 2.55 MW 3.33 MW
SMES #3 200 kW 50 kW 150 kW 2.55 MW 3.33 MW
Total 600 kW 150 kW 450 kW 7.65 MW 9.99 MW

ENGINEERING WHY ARE WE LOSING POWER

Sooner or later, on every barely functional space station, the power will go out. This is where you - YES, YOU, YOU LAZY FUCK - come in and call out to recall that shuttle because you can fix it! Power can go out for many reasons. Your first port of call should be the Power Monitoring console in engineering, assuming it still exists. Then, ask yourself what's going on:

  • Power goes out everywhere, in under 10 seconds or so? This is most likely a power sink. Power sinks have the odd quirk of still powering the area they are placed in, so your best bet is to get searching for somewhere where the lights are still on, or if it's in maint, where you don't have to crowbar the doors.
  • Power goes out everywhere, but gradually, section by section? This means there's a problem in Engineering itself as the rest of the station is being topped up with charge. It'll be immediately obvious if the engine isn't on/has escaped. Your next port of call should be the SMES cells. Check they're outputting enough power to overcome the drain OR if no APCs are showing on the Power Monitoring computer, it means a wire has been cut either inside or immediately outside the Engineering area and is not being supplied to the rest of the station.
  • Power is out across a small area? This is most commonly a broken wire, the easiest way to find it is with familiarity with the power-net and using that in conjunction with the power monitoring computer. If an area has had all wires sending power to it snipped, its APCs will no longer show on the power monitoring computer. For example, if Medbay as a whole has lost power and isn't showing any of its APCs on the power monitor, the wire cut is most likely in the maint tunnel behind Medbay. The more familiar you become with the power nets, the quicker you will be able to work out where the break is and be able to recognize common spots used.
  • Power is out across 2 small rooms or in one room? This is most likely an APC that has been tampered with in some way. Either hacked by an AI/Saboteur, destroyed somehow or just had its cell ripped out. Again, if the APC doesn't show up on the Power Monitoring computer, it means it's been severed from the power net and wire either inside that room or very close to the APC has been cut.
  • Power is intermittent across the station. Stuff turns off for a while, starts working, then goes off again? Your SMES aren't outputting enough power to keep the APCs charged. This happens most often when the output is just under the drain so therefore some APCs get enough power, while others don't.
  • The smes'es cycle between getting power and not getting power for seemingly no reason Bug. admin help it. Can be fixed by admins by restarting the master controller.
  • Power isn't actually out? Either someone is crying wolf or something else has happened to make it look like power went out, most likely an electrical storm.

Now that you know what's wrong with power, it's your job to fix it! If the singularity is about to be fucked, TURN OFF THE PA IMMEDIATELY (it may be worth asking the AI) and wire solars, if they aren't already wired. It might also be necessary to replace equipment. There is a PACMAN located in the SMES room and a spare SMES unit located in Electrical Maintenance, both of which no one ever remembers. You could also rebuild everything. The tools to build a new SMES are located in Tech Storage, and cargo can order new solar equipment and even a new goddamn PA! ...Assuming they haven't already done so and pointed it your way, that is.