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	<id>https://wiki.beestation13.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Williamcll</id>
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	<updated>2026-07-20T03:16:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Space_Dragon&amp;diff=35160</id>
		<title>Space Dragon</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Space_Dragon&amp;diff=35160"/>
		<updated>2022-04-06T20:13:55Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 000000 &lt;br /&gt;
|headerfontcolor = yellow&lt;br /&gt;
|stafftype = YE OLDE&lt;br /&gt;
|imagebgcolor = C5BB99 &lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Newspacedragon.gif&lt;br /&gt;
|jobtitle = Space Dragon&lt;br /&gt;
|access = None&lt;br /&gt;
|additional = You can crush through walls, you&#039;re a fucking dragon!&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Breathe fire, chow down on Birdboat, hoard all the station&#039;s gold&lt;br /&gt;
|guides = Do you really need a guide?&lt;br /&gt;
|quote = Hæfde êow heardes wægn st¯ær oððæt ðætte Beowulf, ðone as bīspell magoðegn, stranglices sê êacen rýmet s¯ædêor wið sîn eallwealda, unoferwin−nene arc.&lt;br /&gt;
}}&lt;br /&gt;
Nanotrasen space provides many hazards, which incidentally includes giant fire breathing dragons. Don&#039;t question how their breath remains intact as it travels through a vacuum.&lt;br /&gt;
==Preface==&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Draco, ye olde Spess Dragon&lt;br /&gt;
|text=I am Space Dragon, ex-space carp, and defender of the secrets of constellation, Draco. Fabulous secret powers were revealed to me the day I held aloft a wizard&#039;s staff of change and said &#039;By the power of Draco, I have the power!&#039; The wizard was turned into the short-lived Pastry Cat while I became Space Dragon, the most powerful beast in the universe. Clicking a tile will shoot fire onto that tile. Alt-clicking will let me do a tail swipe, knocking down entities in a tile radius around me. Attacking dead bodies will allow me to gib them to restore health. From the wizard&#039;s writings, he had been studying this station and its hierarchy. From this, I know who leads the station, and will kill them so the station underlings see me as their new leader.&lt;br /&gt;
|image=[[File:Newspacedragon.gif|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Space dragons randomly appears in the middle of a round as a ghost spawn. Sightings of space dragons are extremely rare, which is fortunate, since their killing potential, when in the right hands, is incredibly potent.&lt;br /&gt;
&lt;br /&gt;
The Space Dragon, upon being possessed by ghosts, will spawn somewhere in the outskirts of the station, within space.&lt;br /&gt;
==Objectives==&lt;br /&gt;
The Space Dragon&#039;s goal will always be to assassinate a random head of staff, which the dragon perceives as leading the station&#039;s intrusion into his territory. If there are no heads alive, then the assassination objective will default to a random crewmember. Of course, the Space Dragon is also supposed to survive, as he has to keep his claim nice and sturdy.&lt;br /&gt;
==Stats==&lt;br /&gt;
*&#039;&#039;&#039;Health:&#039;&#039;&#039; 250&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melee Damage&#039;&#039;&#039; 35&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burn Resistance:&#039;&#039;&#039; 50%&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Speed:&#039;&#039;&#039; Normal&lt;br /&gt;
===Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Breathe Fire:&#039;&#039;&#039; When a tile is clicked outside of melee range, the space dragon sends out a column of flame from its mouth, dealing heavy damage and setting on fire anything that it hits. Virtually identical to the [[Megafauna#Ash Drake|Ash Drake&#039;s]] fire breath, besides the fact that you&#039;re only spitting out one column of flame rather than three or nine. It leaves a fiery trail behind, which will also set the careless on fire. Very fast cooldown, can be used frequently. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crush:&#039;&#039;&#039; A space dragon can walk through many objects without taking damage, and its melee attack breaks down windows, walls, airlocks, pipes, and APCs incredibly quickly. It can use its powers to easily sabotage the station.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Sweep:&#039;&#039;&#039; When alt-click is used, the space dragon&#039;s sprite spins around slightly. It knocks down any humans within melee range, and is identical to the [[Xenos#Queen|Xenomorph Queen&#039;s]] tail sweep. Medium cooldown, used to fend off high priority threats.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gib:&#039;&#039;&#039; When the space dragon uses a melee attack on a dead mob, said mob is gibbed, healing the space dragon with half of the gibbed mob&#039;s maximum health. This is what makes the space dragon so potent, as it provides staying power. Even a couple of human corpses enables the space dragon to survive a drawn out, prolonged engagement with security.&lt;br /&gt;
==Tips==&lt;br /&gt;
[[File:Newspacedragondead.png|thumb|What you hopefully won&#039;t end up becoming.]]&lt;br /&gt;
*It is useful to disable gravity, as you can travel as normal in zero gravity, whilst the crew cannot.&lt;br /&gt;
&lt;br /&gt;
*On a similar note, you can crush through reinforced walls in only two hits. You can therefore vent much of the station of its atmospherics extremely easily. &lt;br /&gt;
&lt;br /&gt;
*This also makes you the bane of AIs. You can chew through the AI sat and kill the AI super easily, and the turrets do jack-shit to you, due your resistance to lasers and burn damage.&lt;br /&gt;
&lt;br /&gt;
*On that note, go kill [[Telecommunications]] and sabotage the [[Guide to the Supermatter|Supermatter]] while you&#039;re at it. &lt;br /&gt;
&lt;br /&gt;
*Your absolute archnemesis is buckshot. You hold up well to slow, sustained damage, due to your ability to heal from corpses. However, 250 health isn&#039;t that much when you think about it, and 2 or 3 rounds of point-blank buckshot will quickly put an end to you. Rule of thumb: Don&#039;t let people with shotguns anywhere near you.&lt;br /&gt;
&lt;br /&gt;
*Gibbing people while you’re at max health is a waste. Leave corpses laying around so if you need to heal, you can chow down and survive. Besides, corpses also act as bait for other humans, and when set alight, they can also catch others on fire.&lt;br /&gt;
==Github PR==&lt;br /&gt;
[https://github.com/tgstation/tgstation/pull/42551 PR #42551]&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Exploration_Crew&amp;diff=34148</id>
		<title>Exploration Crew</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Exploration_Crew&amp;diff=34148"/>
		<updated>2021-09-20T15:09:47Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Burnard Silkwind, Explorer Extraordinaire&lt;br /&gt;
|text=The Nanotrasen Exploration team welcomes you, hallowed employee; down the dangerous and prestigious path of exploration, to explore a bold new frontier that none have before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold on, though - before you go down that path, there&#039;s a few important things to remember. That each and every misstep, every misaligned entry, and every miscalculation, could be the difference between you living, or sliding in too the void. This&#039;ll help you make sure to avoid those mistakes. And remember - you&#039;ll rethink exploitation of natural reserves, and extinction of species, when your neck is on the blockchain.&lt;br /&gt;
|image=[[File:Explorer.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Roles==&lt;br /&gt;
At roundstart 3 members of the exploration team will spawn in, each with a different role.&lt;br /&gt;
All exploration crew members start with a discovery scanner which is used to generate discovery research points for science.&lt;br /&gt;
&lt;br /&gt;
===Scientist===&lt;br /&gt;
As the scientist your job is to locate research disks. You start with a research disk locator which, when used in hand, will say a direction and distance to the nearest research disk on the ground. These disks are required for advanced technologies such as combat implants and will unlock the research node when given to a scientist.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
 - Make sure you don&#039;t forget to use your research disk scanner to fetch research disks.&lt;br /&gt;
 - The research disk scanner doesn&#039;t point towards the objective, only the research disks. Use your GPS to locate objectives.&lt;br /&gt;
 - If you find a particularly interesting place and you might want to come back to establish a permanent colony, deploy your bluespace beacon to prevent the station marker from being deleted.&lt;br /&gt;
&lt;br /&gt;
===Medical Doctor===&lt;br /&gt;
As the medical doctor you start with: A crew pinpointer; a handheld crew monitor; a medical kit that contains vital resources for tending wounds and a roller bed. Your job is to maintain the health of your crew and ensure their survival. It is important you don&#039;t forget to take care of yourself, as if you go down there will be nobody to heal you.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
 - Save the ointment and bruise packs for larger wounds, minor full body wounds can be healed by the medical bay on the station.&lt;br /&gt;
 - Allow your teammates to go into the line of fire first. It may sound selfish, but you are the only one that can help them!&lt;br /&gt;
 - Some medical equipment may be found on ruins. have a look around&lt;br /&gt;
&lt;br /&gt;
===Engineer===&lt;br /&gt;
As the engineer you start with 3 breaching charges and a detonator. The detonator can be linked to the breaching charges and activated when not on the station.&lt;br /&gt;
You are in charge of getting the crew into the ruins and fixing any issues that arise with the exploration shuttle (of which there will be many).&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
 - It is not recommended you connect a power cable to the SMES terminal on the corg shuttle. This can cause issues with charging.&lt;br /&gt;
 - Use the breaching charges to destroy the harder to deconstruct walls or doors that you can&#039;t access.&lt;br /&gt;
 - You can purchase more breaching charges from the exploration vendor, however consider your teammates as points are shared.&lt;br /&gt;
&lt;br /&gt;
==Before the Shuttle==&lt;br /&gt;
Starting off, you spawn in the Science dock, next to your shuttle - with three hardsuits available. In addition, you start with - &lt;br /&gt;
* A standard energy pistol, with two firing modes - a cutting mode, and a laser mode. The cutting mode will deal 70 damage to structures, such as windows, and mines rock akin to a plasma cutter, but only 5 damage against mobs, while the laser mode does 30 damage against non-human and non-silicon targets. In addition, it comes with a pre-installed firing pin that only allows for it to be fired when not on station.&lt;br /&gt;
* A full suite of basic medical tools for performing tend wounds, treating burns and other injuries, along with extracting other injured miners. In addition, a handheld crew monitor and pinpointer will be present; useful if an explorer is lost and has max suit sensors.&lt;br /&gt;
* A survival knife in your bag, for close range hostile encounters.&lt;br /&gt;
* A GPS in your first pocket.&lt;br /&gt;
All of these are extremely useful tools, and you should familiarize yourself with all of them if at all possible. You may think this is all, but wait - before boarding the shuttle, take note of the two consoles before it. This is the supply bounty console, and the shuttle control console on station, allowing you to check for what work you will have to do before boarding, and allowing people too recall the shuttle if needed through autopilot or manual control.&lt;br /&gt;
&lt;br /&gt;
==The Bluespace Shuttle==&lt;br /&gt;
The bread and butter of your job - the most important part of it all. It comes equipped with three bluespace engines, an airlock, a spare shuttle control console board, a navigation and bounty console, and most importantly of all, a PACMAN generator and plasma tank. Before you do anything, grab the mechanical toolbox in the cockpit of the shuttle and wrench the PACMAN on top of the exposed wire knot, along with the plasma canister on to the connector. A nearby crate contains five plasma sheets, useful for emergency fuel or to generate power in aforementioned PACMAN.&lt;br /&gt;
&lt;br /&gt;
One whole canister will give you around 1245 mols of plasma fuel, and the shuttle will consume around 0.72 mol&#039;s per second - although this is subject to change depending on the size of your shuttle, and how quickly it is accelerating. Now that your fuel and engines are set up, head back to the cockpit and take a seat at the shuttle control console, your primary way of getting around. Upon opening it, you will be greeted with an interface - a variety of grid squares filling your screen, an array of coordinates, and a bunch of buttons. &lt;br /&gt;
* The orbital body tracking panel will provide information in regards too the tracked orbital body - telling you what it is tracking first, before providing its X and Y coordinates in space, which you can use as a means of locating it, and its current velocity along these vectors. An object at the position of X and Y 0, 0, with a velocity of 1, 1, will move at a diagonal angle - at a unit of one X and Y coordinate per second. Its radius is the area that you have to be in, within a set speed, to be able to land or dock at it.&lt;br /&gt;
** To change the tracked object, click the grey box and, in the dropdown menu, select the body you wish to track, or GPS.&lt;br /&gt;
&lt;br /&gt;
* Present below that is Flight Controls - starting off as the Initiate Launch button. To begin your flight, press the Initiate Launch button, during which it will be replaced with a myriad of other, complex buttons to allow for flight.&lt;br /&gt;
**Autopilot Target will provide a body to be tracked by the autopilot function of the ship - useful for locating marked areas, such as the station itself, Phobos, or Lavaland. When used in conjunction with autopilot, it will automatically fly the shuttle and land it for you, along with managing angling.&lt;br /&gt;
**Throttle will enable the control of the ships thrusters, and they will accelerate at a given speed - be careful, however, as at max thrust you will rapidly consume fuel and, in order too land, you will have to burn just as much energy to get a low enough velocity to land.&lt;br /&gt;
**Thrust Angle will enable the vectoring of the engines, and thus directional control of the thrust - this will be your primary way of navigating towards targeted bodies, along with slowing down or accelerating. The smaller grid below the Autopilot Target area will provide a visual gauge towards the angle that the ship is moving along the map. The range available goes from -180 to 180, and the shuttle will slew itself to face towards the area - this can be seen on the primary map by the line coming out from the middle of the exploration shuttle, denoting its velocity and direction. It is drawn relative to the velocity of the object being tracked.&lt;br /&gt;
**Fuel remaining will document how much mols of plasma fuel is left, and can be refuelled with plasma sheets in the plasma refinery, or by adding another plasma tank to the connector. &lt;br /&gt;
**Toggle Autopilot is involved with Autopilot Target - upon selecting a location, the shuttle will automatically adjust the throttle and thrust angle until it reaches the location. Landing will have to be manually done, either at a custom location or at a predefined one, upon reaching the radius of the object.&lt;br /&gt;
**The interdictor is useful in the event of a rogue ship piloted by another player - it can be used, upon getting within range of aforementioned ship, too forcefully pull it out of hyperspace and initiate docking procedures. Keep in mind that you must catch up to the ship first.&lt;br /&gt;
The shuttle itself, and more technical aspects such as player built shuttles, is covered in the [[Guide to Shuttles and Shuttle Building]].&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
As an exploration member, you have a variety of goals and missions - the most clear cut being from your Station Objective Console. This will allow you too accept an extremely high paying bounty that will be distributed throughout the budget cards of all departments. These missions are varied, and include -&lt;br /&gt;
* Blackbox recovery - Contact with the outpost has been lost and Nanotrasen need answers, and they need them fast. Enter the outpost, locate the blackbox, and return it to the main station&#039;s bridge to complete the objective. Has a relatively small payout but is very easy compared to the other objectives and can be completed quickly if you don&#039;t mind missing out on finding some extra goodies. The blackbox can be located via its GPS signal.&lt;br /&gt;
* Nuclear Decommission - The press can&#039;t get wind of what happened on that outpost. A nuclear bomb will be delivered to the bridge, and the outdated nuclear authentication disk must be located in the ruin. Once inserted into the nuclear bomb, the station will be destroyed, granting an extremely large payout. Both the blackbox and nuclear fission explosive can be located via their GPS signals. The nuclear bomb can only be detonated on the target ruin.&lt;br /&gt;
* VIP Recovery - A VIP has been located on the outpost and must be recovered. The VIP will either spawn as a dead body with a diary, or controlled by another player. If controlled by a player, the mission will fail when they die. Keep in mind enemies can be present on the station. The VIP can potentially be hostile towards the people trying to recover them, and must be non-lethally restrained. On top of that, they do not have a GPS beacon so have to be located manually. Pays out a large sum of money, however the VIP may be extremely difficult to recover at times (or more likely dead from spider venom).&lt;br /&gt;
* Artifact Recovery - An alien artifact has been located on a ruin in deep space. These artifacts have a variety of different effects some of which can be lethal. It is recommended that you handle the artifact with extreme care, so much as picking it up could give you an eldritch curse. The artifact can be located via its GPS signal and only needs to enter the station level to have the mission complete.&lt;br /&gt;
These missions may also take place on a variety of different types of outposts - ranging from abandoned stations, lacking anything except a large amount of trash, a station that has been infested by a blob and has blob monsters roaming the halls, a station of great evil with a hellish cult that has summoned entities from the netherworld and left their pylons among the wreckage, and one suffering a good old fashioned xenomorph outbreak. Make sure to keep your energy pistol by your side, and communicate with other members of your exploration team with the .q or .h prefix. &lt;br /&gt;
&lt;br /&gt;
===Research Opportunities===&lt;br /&gt;
In addition too the myriad of money-making opportunities, you also have uses to science; more use than to your parents, anyway. It is relatively common, spawning in derelict loot rooms, which are present on all derelict stations, and having a small chance to spawn on any given tile within the ruin. Who knows, though? Some things beyond the know may exist; those that fall more within the realm of xenoarcheology than within the realm of science, and something the Curator may take great interest in.&lt;br /&gt;
&lt;br /&gt;
==In Case of Emergency==&lt;br /&gt;
Oh no! The shuttle ran out of fuel, and has fallen out of the skies! Upon running out of fuel, the shuttle will randomly dock at an asteroid - generating it. In the event this occurs, run down back to the cargo hold and open the grey crate, and retrieve the mining scanner. The primary thing you will be looking for is plasma - this can be refined in to plasma sheets with your gun, or it can be placed directly in the plasma refiner for 50 mols of fuel. While not the most efficient, it is useful in case of a jam. Your energy gun in CUTTING mode possesses the ability to cut through rock and ore, akin to a plasma cutter, so make use of it if possible, or the pickaxe if the shuttle has no power. You will get around 20 shots out of it in this mode, compared to only 15 in the lethal LASER mode.&lt;br /&gt;
&lt;br /&gt;
==Intergalactic Saboteur==&lt;br /&gt;
So, you&#039;re a traitor. You have a variety of tools at your disposal - the shuttle can fly around the station z-level, your gun can be emagged to work on station, albeit with a greatly reduced ammo capacity, and your mobility and escape potential is second to none. The first few tips would be to throw away your GPS tools, and to get rid of your other explorers. All they will do is call you out, unless they themselves are on your side. Gibtonite can be obtained from lavaland or asteroids, your science access means you can get any gear they can get, and if you get creative, you could even revive the simplemob xenomorphs using xenobiology, to create an army of them and give people a real scare, diverting attention away from you. The possibilities are endless, and the stars are yours.&lt;br /&gt;
&lt;br /&gt;
Oh and don&#039;t forget all the guns you get in ruins. The vortex gun while slow can hit multiple targets, and on average you would find at least one laser weapon on a ruin. Alternatively bait the pandora into the station and watch everyone else panic.&lt;br /&gt;
&lt;br /&gt;
==&amp;amp;E#P ! A% L0$7==&lt;br /&gt;
Where the hell am I?...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WTFISTHAT.png]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=CorgStation&amp;diff=34133</id>
		<title>CorgStation</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=CorgStation&amp;diff=34133"/>
		<updated>2021-09-04T05:06:32Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maps}}&lt;br /&gt;
== About ==&lt;br /&gt;
&#039;&#039;&#039;CorgStation&#039;&#039;&#039; is a fully-functioning map available on the bee codebase. It is currently the only map unique to beestation, not taking any major inspiration from another map. It has some unique features not seen as well. &#039;&#039;&#039;Feedback is welcomed&#039;&#039;&#039; in [https://forums.beestation13.com/t/corgstation-feedback-thread/ this thread] on the BeeStation forums.&lt;br /&gt;
[[File:Https://images2.imgbox.com/ae/19/07C1y5kV o.png|thumb|alt=Corgstation before the Multi-Z update|Corgstation before the Multi-Z update]]&lt;br /&gt;
&#039;&#039;&#039;Key points to note are that:&#039;&#039;&#039;&lt;br /&gt;
* The armory is located deeper inside the station next to the bridge. You will have to break through multiple reinforced walls to get inside.&lt;br /&gt;
* Cargo bay gets two sets of mining hardsuit at the start of the round.&lt;br /&gt;
* There is an Asteroid satellite that only has maintenance rooms.&lt;br /&gt;
* AI upload is located in the AI satellite and is easier to break in.&lt;br /&gt;
[https://forums.beestation13.com/t/a-noob-s-guide-to-the-dreaded-corgsm-confirmed-working-july-9th-2021/ Click here for a guide to setting up the SM on CorgStation]&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Pirate&amp;diff=34096</id>
		<title>Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Pirate&amp;diff=34096"/>
		<updated>2021-08-27T10:54:21Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = GIMME YARR&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Pirate.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Pirate&lt;br /&gt;
|access = Pirate&lt;br /&gt;
|additional = Any place a block of 4X will open!&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = No one!&lt;br /&gt;
|duties = GET DOES CREDITS MATTES!&lt;br /&gt;
|guides = This page.&lt;br /&gt;
|quote = Yarr harr fiddlie dee.&lt;br /&gt;
}}&lt;br /&gt;
So, those station-lubbers don&#039;t wanna give us our cut huh? Well, I guess we&#039;ll just go over there and take it!&lt;br /&gt;
&lt;br /&gt;
==Preface==&lt;br /&gt;
[[Random events#Pirates|There&#039;s a low chance of the pirate event occurring during a game.]] The station receives a demand from the pirates for 20,000 cargo credits present when the event triggers. If the crew cough up the money, nothing happens. If the crew refuses, or stays silent however, 3 (unlike nuke ops, the number of pirates does not scale with population) ghosts are spawned as pirates and given the objective to gather materials and credits worth 50,000 looted from the station.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&#039;&#039;&#039;The station refused to pay for your protection, protect the ship, siphon the credits from the station and raid it for even more loot.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The goal of the pirates is to loot the station of anything valuable. The minimum target is 50000 credits, with the figure scaling with the relative prosperity of the crew. Have at least one pirate and survive on the pirate ship in deep space by the end of the round.&lt;br /&gt;
&lt;br /&gt;
==Ship==&lt;br /&gt;
[[File:Pirateship.png|right|1000px]]&lt;br /&gt;
&lt;br /&gt;
* The bridge is at the top. Similar to the White Ship, the pirate ship can be piloted across the station z-level, with a 3 minute cooldown between each jump.&lt;br /&gt;
* In the middle is the armory. It is equipped with laser guns, combat shotguns, and all sorts of other goodies.&lt;br /&gt;
* EVA Suits (which you need to actually get to the station) are scattered across the pirate ship. There are 3 suit storages, while not useful to the pirates as they are skeletons, it may be useful for hostage negoiations.&lt;br /&gt;
* There&#039;s a surgical area to the northeast&lt;br /&gt;
* Sleepers, four in total, are distributed throughout the ship&lt;br /&gt;
* There&#039;s an engineering area in the south of the ship. unneeded most of the time as ship thrusters will provide enough power.&lt;br /&gt;
* There&#039;s a primitive atmospherics area in the southeast of the ship.&lt;br /&gt;
* There&#039;s a well-stocked bar to the southwest of the ship&lt;br /&gt;
&lt;br /&gt;
===Data Siphon===&lt;br /&gt;
[[File:Piratedominator.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; This heap of machinery steals credits and data from unprotected systems and locks down the cargo and emergency shuttle. Although activation of this machine is optional, once its turned on, it can&#039;t be turned off short of cutting the power to the entire ship. Upon activation, it automatically starts siphoning credits from cargo, tech levels from the RnD network, and also creates a &amp;quot;hostile environment&amp;quot;, preventing the cargo and emergency shuttle from entering or leaving. Meanwhile, it also locks RnD and supply consoles from being accessed altogether, so science can&#039;t research new technologies and cargo can&#039;t order stuff. It also broadcasts a GPS signal, so the entire crew can figure out the location of where the data siphon is. Expect the crew to go on a manhunt for your ship so that the emergency shuttle can dock. Expect your ship to be blown up if the station goal is the Bluespace artillery.&lt;br /&gt;
&lt;br /&gt;
====GPS Signal====&lt;br /&gt;
&amp;quot;Nautical Signal&amp;quot;&lt;br /&gt;
* You can hear shanties over the static.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
You spawn with a pirate bandana, an eyepatch, a pirate suit, brown sneakers, and a syndicate headset. Your weaponry consists of 3 laser guns, three X-4 charges , a combat shotgun with two boxes of ammo and whatever you can get from looting the armory bare.&lt;br /&gt;
&lt;br /&gt;
==Dealing with pirates==&lt;br /&gt;
Were you too late or lacking money to respond to pirates? Here&#039;s what you can do.&lt;br /&gt;
* Put all protolathes on hold, this prevents pirates from siphoning all of the station&#039;s materials to loot, forcing them to go to the more secure vault and armory.&lt;br /&gt;
* Pirates do not come with insulated gloves, tell the AI to shock the doors that they try to open.&lt;br /&gt;
* Pirates, being skeletons are more vulnerable to de-limbing. plasma cutters against them in space is particularly deadly.&lt;br /&gt;
* Pirates use mainly laser guns, a reflective armor is a good choice, especially when raiding their ship.&lt;br /&gt;
* They are data siphoning you? Fire the Bluespace artillery at them.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=34091</id>
		<title>Guide to the Supermatter</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Supermatter&amp;diff=34091"/>
		<updated>2021-08-21T17:18:11Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Supermatter Crystal is the primary power source in most stations. A Supermatter Shard can be ordered from [[Cargo]], which works the same way, but can be moved around. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and exploding or creating singularity/tesla if you screw up. It begins inert but being hit by an object or projectile will activate it and it&#039;ll start producing huge amounts of radiation, which can be converted to power with the radiation collectors.&lt;br /&gt;
{| width=&#039;95%&#039; height=&#039;60&#039; style=&#039;background-color:#FFCCCC;&#039; align=&#039;center&#039;&lt;br /&gt;
|align=&#039;center&#039;|&#039;&#039;&#039;Do NOT run into the Supermatter to commit suicide! You will be banned.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Words of Warning ==&lt;br /&gt;
# The Supermatter is &#039;&#039;&#039;VERY DANGEROUS&#039;&#039;&#039;. Activating the Supermatter should be the last step in setting up any form of Supermatter based power! If you ordered it from cargo the crate should stay &#039;&#039;&#039;LOCKED AND SECURED&#039;&#039;&#039; until everything is ready.&lt;br /&gt;
# You require safety gear. A full radiation suit and meson scanners.&lt;br /&gt;
# Most of &amp;quot;setting up the Supermatter&amp;quot; involves a gas loop that is designed to cool down the Supermatter chamber. While not required, please have some knowledge of gasses, or atmospheric properties.&lt;br /&gt;
# Anything that bumps into the Supermatter is fundamentally annihilated. &#039;&#039;&#039;Don&#039;t touch it.&#039;&#039;&#039;&lt;br /&gt;
# Hardsuits, excluding the CE&#039;s hardsuit, have limited radiation protection. The engineering hardsuit has 75% radiation protection. [[Chief_Engineer|CE&#039;s]] hardsuit has 100%. [[Atmospheric_Technician|Atmos]] hardsuit has 25%. [[Research_Director|RD&#039;s]] and [[Chief_Medical_Officer|CMO&#039;s]] have 60%. If working near an active Supermatter Engine, use a radiation suit instead.&lt;br /&gt;
== The Safe Setup ==&lt;br /&gt;
The supermatter engine on current (2021) rotation maps can be set up in many different ways and experienced engineers are encouraged to experiment. The less experienced engineers can refer to the safe guide below. This is a simple nitrogen setup, easy to maintain and has two methods to handle sabotage (freezer backup and N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; preset). It will almost always last the entire round, and almost always generates enough power for the entire station.&lt;br /&gt;
&lt;br /&gt;
There is an old video setup guide [https://www.youtube.com/watch?v=Avec0T2-Xhk here], but the recommended guide below has changed since that video was made. &lt;br /&gt;
==== Step One: Gear Up ====&lt;br /&gt;
# Put on an optical meson scanner [[File:MGlasses.png]] or Engineering scanner goggles [[File:EngiScanners.png]] on meson mode. All races except IPCs and Plasmamen will require a radiation suit [[File:RadiationSuit.png]][[File:RadiationSuitHood.png]] in case someone prematurely activates the supermatter crystal.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; Meson Scanners protect from hallucinations, while the suit protects from radiation. IPCs and Plasmamen are inorganic and thus take no rads but they CAN suffer hallucinations. Once the engine starts, it will start emitting both.&lt;br /&gt;
[[File:Meta_SM.png|400px|thumb|right|Meta Station SM. Enable and max green circles. Works counter clockwise. Toggle yellow squares, set gas. Enable cyan triangles and minimize temperature.]]&lt;br /&gt;
[[File:Box_SM.png|400px|thumb|right|Box Station SM. Works counter clockwise.]]&lt;br /&gt;
[[File:Pubby_SM.png|400px|thumb|right|Pubby Station SM. The gas loop works clockwise here.]]&lt;br /&gt;
[[File:Delta_SM.png|400px|thumb|right|Delta Station SM. Works clockwise. The freezers are optional security in N2 setups. You would need to reconstruct part of the pipe and the deconstruct the heater in order to enable them.]]&lt;br /&gt;
==== Step Two: Prepare The Gas Loop ====&lt;br /&gt;
# Set &#039;&#039;&#039;gas pumps&#039;&#039;&#039; (green circle in picture) to maximum around the loop. This requires clicking them, hitting MAX and toggling OFF to ON. If you are not replacing pumps, do not enable pumps labelled &amp;quot;bypass&amp;quot; (blue circle).&lt;br /&gt;
#:Why: Gas pumps ensure that coolant is in circulation around the supermatter crystal. The gases exit, are cooled by space and the freezers, have exhaust gases are removed by the filters, recooled (if needed) by the freezers, then enter the crystal chamber as cold N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;.&lt;br /&gt;
# Toggle the &#039;&#039;&#039;gas filters&#039;&#039;&#039; (yellow square in picture) ON and set to desired gas. By default, the filters have the correct N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; setup preselected, thus you can turn on all five. The first filter leading to canisters (green square) is for farming gases. If you want a panic button, you can set one filter to N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O also, as N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O is effective at extinguishing flames, should you get sabotaged. However, at VERY high temperatures, this will backfire.&lt;br /&gt;
#:Why: The gas filters work by separating individual gases from a pipe. In the safe setup, this means that N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; is removed from an array of other harmful gases that exhaust from the SM like plasma. The exhaust exits the red pipe to space. By setting a filter to N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O, you can easily wrench in an N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O canister [[File:N2O_Canister.png]] to extinguish most early destabilization.&lt;br /&gt;
# (Optional) Activate the &#039;&#039;&#039;freezers&#039;&#039;&#039; [[File:freezer.gif]] (cyan triangle. &#039;&#039;&#039;MUST&#039;&#039;&#039; be a freezer, not a heater) and set them to the lowest temperature. This means clicking them, clicking minimum temp, then toggling to ON. If they are heaters, you must disassemble and use a screwdriver on the circuit board, then reassemble the machine to create a freezer.&lt;br /&gt;
#:Why: Freezers work a dual purpose. First, they ensure space gases are reduced to a safe operating temperature, and can be upgraded later to function better than the space loop. Typically the space loop is enough, unless sabotage occurs, which means freezers also function as protection against sabotage or at the gas filters by forcing gases to remain in the safe range.&lt;br /&gt;
# Wrench [[File:wrench.png]] the red &#039;&#039;&#039;N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; canisters&#039;&#039;&#039; [[File:N2_Canister.png]] to activate the gas loop. This should be none nearly last so that other engineers do not interfere with your setup and no one wastes coolant.&lt;br /&gt;
#:Why: Nitrogen (or whichever gas you end up using) must be put in the pipes in order to circulate. You can add any other gases here later, like N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O. Or plasma.&lt;br /&gt;
# Set the &#039;&#039;&#039;air alarm&#039;&#039;&#039; [[File:AirAlarm.png]] next to the crystal room. Open the air alarm menu (on most maps it will start unlocked), click &#039;&#039;Scrubber Controls&#039;&#039; and change the scrubbers to &#039;&#039;&#039;siphon&#039;&#039;&#039; (by clicking &amp;quot;scrubbing&amp;quot;) and Expanded Range. You don&#039;t need to change any of the filter settings besides the mode, since on &amp;quot;siphon&amp;quot;, all gases get sucked out. The scrubbers will show an animation if they are set up to siphon correctly. &#039;&#039;&#039;Do NOT set operating mode to &amp;quot;panic siphon&amp;quot;&#039;&#039;&#039; as that&#039;s not the same thing. Picture (click it): [[File:SM_safe_setup_scrubbers_aug_2019.png|30px|Scrubber Controls]]&lt;br /&gt;
#:Why: Siphon makes the scrubbers remove all gases. This is to ensure hot gasses are removed from the chamber as fast as possible, to prevent too high pressure in the chamber. &lt;br /&gt;
# In the same air alarm [[File:AirAlarm.png]], from the main menu, click &#039;&#039;Vent Controls&#039;&#039; and disable both regulators. Picture (click it): [[File:Supermatter_Vent_Panel.png|30px|Vent Controls]]&lt;br /&gt;
#:Why: Some players insist that &amp;quot;Internal 0&amp;quot; is the best setting for the vents, but it is functionally identical to simply disabling both regulators, the former is also far less confusing.&lt;br /&gt;
==== Step Three: Starting The Radiation Collectors ====&lt;br /&gt;
# Obtain six plasma tanks [[File:Plasma tank.png]]. One can be found by the radiation collectors, and up to ten more can be taken from the tank dispenser. [[File:Tank Dispenser.png]]&lt;br /&gt;
# Insert each plasma tank into a radiation collector [[File:Radiation Collector.gif]], then turn each on by clicking it with an empty hand. Lock them with your ID card when you are done.&lt;br /&gt;
# It&#039;s worth pointing out that you also used to have to fill the plasma tanks with extra plasma from a canister. This is not currently the case, but many people still do this out of habit or misinformation.&lt;br /&gt;
The engine is now ready to produce power.&lt;br /&gt;
==== Step Four: Start the Engine! ====&lt;br /&gt;
# &#039;&#039;&#039;Double-check to ensure the cooling loop is active, you don&#039;t want to have an active supermatter with a pump still set to 101kPa or the vents/scrubbers inactive!&#039;&#039;&#039;&lt;br /&gt;
# Align the reflectors so that the emitter beams are deflected towards the supermatter crystal. &lt;br /&gt;
# Head into the emitter chamber. It is on the right side of the picture above. Just click each emitter [[File:Emitter On.gif]] with an empty hand to turn them on. &#039;&#039;&#039;Don&#039;t stand in front of them unless you want some serious laser burns!&#039;&#039;&#039;&lt;br /&gt;
# Close the radiation shutters with the &#039;&#039;Radiation Shutters Control&#039;&#039; button (if available). &lt;br /&gt;
The supermatter is now generating power. &lt;br /&gt;
==== Final Step: Set Up the Power Storage Units (SMES) ====&lt;br /&gt;
# Go to the room in engineering with multiple SMES [[File:SMES_Turn_on.gif]]. &lt;br /&gt;
# Set each of their target inputs to 200 kW and target outputs to 190 kW.&lt;br /&gt;
#:&#039;&#039;&#039;Why:&#039;&#039;&#039; This increases how much power they forward to the rest of the station. 10 kW will be used to keep the SMES fully charged for backup power.&lt;br /&gt;
=== Delta Station Irregularities ===&lt;br /&gt;
&#039;&#039;&#039;Delta Station&#039;&#039;&#039; setup follows the same philosophy, but the coolant loop is arranged somewhat differently. A much more detailed explanation is stated above.&lt;br /&gt;
The same rules apply:&lt;br /&gt;
# Enabling gas pumps not labelled bypass (or straight pipe every pump).&lt;br /&gt;
# (Optional) Enable freezers [[File:freezer.gif]], convert the heater to freezer by deconstructing it (or just not turning it on if you don&#039;t know how).&lt;br /&gt;
# Enable gas filters.&lt;br /&gt;
# Don&#039;t forget the last gas pump on the right side!&lt;br /&gt;
# Set the air alarm [[File:AirAlarm.png]].&lt;br /&gt;
# Add the plasma tanks [[File:Plasma tank.png]] to the radiation collectors [[File:Radiation Collector.gif]].&lt;br /&gt;
# Close the shutters at the switch. &lt;br /&gt;
# On Delta station, the reflectors [[File:Energy_reflector_double.png]] require being moved before being turned on emitters. You must unweld [[File:Welder.png]] then unwrench [[File:wrench.png]] them, then drag them into the proper position. Alt-clicking them changes rotation. A 90 degree angle will send a laser beam in a 90 degree angle, nothing too crazy. You might need to experiment to get the angle right at first.&lt;br /&gt;
# Turn on the emitters!&amp;lt;br&amp;gt;&lt;br /&gt;
=== TEG-based SM Irregularities ===&lt;br /&gt;
Some stations, including ministation, pubbystation and corgstation starts off with a Thermo-electric generated (TEG). A supermatter crystals emits oxygen and plasma when hit with an emitter, and these are scrubbed out, burnt and fed into the hot side of the TEG. Note that you can also set up a TEG on all other stations provided there is a source of gas, preferably plasma.&lt;br /&gt;
&lt;br /&gt;
[https://forums.beestation13.com/t/a-noobs-guide-to-the-dreaded-pubbysm-confirmed-working-july-7th-2021/ Read the PubbyStation SM setup guide here]&lt;br /&gt;
&lt;br /&gt;
[https://forums.beestation13.com/t/a-noob-s-guide-to-the-dreaded-corgsm-confirmed-working-july-9th-2021/ Read the CorgStation SM setup guide here]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Congratulations! The supermatter engine is set! Best bolt it so people so unauthorized personnel don&#039;t rush in.&#039;&#039;&#039;&lt;br /&gt;
== A Deeper Look: Mechanics ==&lt;br /&gt;
The supermatter is an extremely unstable crystal with particular properties. Here&#039;s how it behaves:&lt;br /&gt;
=== Power ===&lt;br /&gt;
The crystal&#039;s power determines how much energy is produced each tick, and also the range and amount of radiation and hallucinations generated. (a &#039;tick&#039; usually takes around 1-5 seconds depending on lag)&lt;br /&gt;
* Power decays over time.&lt;br /&gt;
* Hitting the crystal with a non-physical bullet (usually emitters) will increase its power.&lt;br /&gt;
* Power is increased every tick depending on the gas mix. This scales with the gas&#039; temperature.&lt;br /&gt;
* Consuming an object or mob will increase the power by a significant amount, independently from the object&#039;s size.&lt;br /&gt;
* Power decay can be lowered or even completely prevented with CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;.&lt;br /&gt;
* Too much power will result in dangerous side effects, like arcs of lightning or anomalies.&lt;br /&gt;
===Instability===&lt;br /&gt;
The crystal must be kept stable if you don&#039;t want it to explode.&lt;br /&gt;
*Stability does not change by itself.&lt;br /&gt;
*The crystal grows unstable if the gas mix is hotter than 310K. It will instead stabilize when it is cooler than 310K.&lt;br /&gt;
*Physical bullets will destabilize the crystal, depending on the damage they do.&lt;br /&gt;
*Large amounts of power will destabilize the crystal. The highest safe limit of the supermatter is 5000 EER/cm³.&lt;br /&gt;
*Large amounts of moles will not only destabilize the crystal but also prevent the stabilizing effect of cold gases. This effect starts at about 1800 moles of any gas on the supermatter&#039;s tile.&lt;br /&gt;
===Gas Interactions===&lt;br /&gt;
Each gas has a different effect when it surrounds the supermatter crystal. The strength of each effect depends on the percentage of it in the gasmix in the supermatter chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[[File:Pluoxium.png]][[Guide to Atmospherics#Pluoxium|Pluoxium]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Pillow Fort&#039;&#039;&#039;&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Pluoxium is like a weaker N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O without any of the risks. At 15% of the total gas or higher, it will lower the heat production of the Supermatter slightly less than N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;, and increase the heat resistance by half that of N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O. However unlike N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O it does not decay, making it the perfect emergency gas if you can get enough. Pluoxium has the side effect of reducing radiation relative to its ratio in the mix, causing lowered power output at high concentrations.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:N2_Canister.png]][[Guide to Atmospherics#N2|N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Safe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; is, in a large majority of situations, the safest gas to dump into the cooling loop. It actively lowers the temperature and the amount of waste gases that the supermatter crystal produces. A side effect of the safety it provides is that it also reduces power output of the engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Precooled N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; is good to have around for emergencies.&lt;br /&gt;
&lt;br /&gt;
[[File:N2O_Canister.png]][[Guide to Atmospherics#N2O|N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O reinforces the heat resistance of the supermatter crystal, allowing for much hotter setups than usual. &#039;&#039;&#039;However&#039;&#039;&#039;, at higher temperatures (such as during a heat delamination) it will decay into O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; and N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;. While N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; is good for the supermatter, O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; most certainly is not. This O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; will also react with the Plasma to create Tritium and then, to the further horror of many an Engineer, a Tritium fire. At lower temperatures and in more controlled setups, it can also combine with Plasma to create low amounts of BZ inside the loop.&amp;lt;br&amp;gt;&lt;br /&gt;
Marked as risky only to stop you from throwing N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O into the SM mindlessly. Yes, &#039;&#039;you&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:CO2_Canister.png]][[Guide to Atmospherics#CO2|CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very Risky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; is a potentially dangerous yet very rewarding gas - in concentrations below 60% CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; your safe while on a normal loop, it will increase the crystal&#039;s power generation and can be used to produce Pluoxium as well.&amp;lt;br&amp;gt;&lt;br /&gt;
In high concentrations (above 60% CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;), however, it will raise the crystal&#039;s energy to extremely high levels. If you take precaution and upgrade the loop to with 3 layer space cool loop and freezers at Tier 4 parts you will be safe above 60%, this is a phenomenal way to generate power. With poor management and insufficient or downright bad preparation, it will eventually exceed safe energy levels and begin a charge delamination, producing electric arcs and anomalies until it eventually explodes into a [[Tesla]] ball.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:O2_Canister.png]][[Guide to Atmospherics#O2|O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Relatively Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oxygen provides a boost to power transmission without actively increasing the waste gas amount or temperature.&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty risky to use, as any disruption of the cooling loop will soon cause a plasma fire in the crystal chamber. Even just a high concentration of O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; will activate and continuously power the crystal.&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re badass enough to run an O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; setup: Always precool it before flooding the Supermatter chamber.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BZ_canister.png]][[Guide to Atmospherics#BZ|BZ]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BZ increases the heat produced by the supermatter, as well as the radiation. Higher concentrations increase the radiation production up to 5 fold, but will become difficult to manage without significant set up. BZ also has the side effect of lower the power the radiation from the Supermatter grants, meaning while the produced rads increase 5 fold, the power does not. At a 40% of the mix, the Supermatter will start to fire irradiating nuclear particles. Don&#039;t get hit by these, regardless of your clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_Canister.png]][[Plasma]]&lt;br /&gt;
&#039;&#039;&#039;Safety: Very dangerous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma is very similar to Oxygen but provides a much higher power boost as well as waste and heat penalty. The extreme pressures and volumes of gas produced by this gas are very likely to clog pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The roundstart setup cannot handle pure plasma setups.&lt;br /&gt;
&lt;br /&gt;
[[File:Tritium.png]][[Guide to Atmospherics#Tritium|Tritium]]&lt;br /&gt;
&#039;&#039;&#039;Safety: OH GOD OH F*CK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tritium increases the radiation production of the Supermatter by up to 3 times, without BZ&#039;s downside of lowering energy production. There is one slight issue with it.&lt;br /&gt;
&lt;br /&gt;
Tritium is dangerous. Tritium is very dangerous. Tritium makes Plasma seem safe. Even with extremely robust cooling systems, Tritium is a horrifyingly irritable and jumpy gas. While it isn&#039;t as harmful to the heat level as Plasma is (just barely), it also has the second worst heat capacity of all gasses while Plasma has the second highest. This means that Plasma can be kept happy with enough cooling, whereas Tritium eagerly goes from a safe space loop into a burning hellfire. Add to this the byproduct of large amounts of Oxygen production (not exclusive to Tritium. An issue in a Plasma engine too), and you have a tritium fire and a very hot crystal. Do not use this gas unless you have a very strong understanding of atmospherics and the Supermatter, and are willing to get creative. What ever cooling method that works on a Co2 SM will need to be tripled for tritium. &lt;br /&gt;
===Gas Production===&lt;br /&gt;
The crystal produces plasma and oxygen while it&#039;s active.&lt;br /&gt;
*Plasma and Oxygen burn if they&#039;re hot enough. This will heavily increase the temperature and reduce the oxygen percentage; if not kept under control this can end up destabilizing the crystal.&lt;br /&gt;
*The amount and temperature of the produced gas are determined by the current crystal power.&lt;br /&gt;
*The amount of oxygen is proportional to the temperature of the absorbed gases. Very cold gas input will result in very little oxygen.&lt;br /&gt;
===Irradiation===&lt;br /&gt;
The crystal will affect nearby mobs while it&#039;s active.&lt;br /&gt;
*The range and power are determined by the current power. Being further away from the crystal also mitigates the effect.&lt;br /&gt;
*The crystal will cause hallucinations to nearby mobs if they&#039;re not wearing meson scanners or equivalents.&lt;br /&gt;
*The crystal will irradiate nearby mobs. A radsuit or other protective clothing can negate this effect. IPCs are immune to this effect, but will still be irridated.&lt;br /&gt;
===Consuming===&lt;br /&gt;
Anything that touches the crystal will be consumed and turned into dust. No exceptions. The only way to &amp;quot;safely&amp;quot; transport a shard is to pull it, being careful to not be pushed back into it by someone else.&lt;br /&gt;
===Collapsing===&lt;br /&gt;
If the crystal reaches 100% instability, it will delaminate. There are several different events that may happen when the crystal delaminates and they all depend on the state of the crystal during delamination.&lt;br /&gt;
*A crystal in a heavily pressurized gas environment with large amounts of moles will always collapse into a singularity.&lt;br /&gt;
*A crystal that has excessive amounts of power stored inside it will cause an explosion and release several tesla energy balls.&lt;br /&gt;
*A crystal that is neither heavily overpressurized or overcharged will simply explode.&lt;br /&gt;
==Beyond the Safety: Improving the Power Output and Endangering Crew==&lt;br /&gt;
Here are some pointers and hints on how to get more power out of this engine:&lt;br /&gt;
*Coordinate with other engineers. Don&#039;t just silently adjust gases and pumps or you might end up causing accidents or decreasing efficiency.&lt;br /&gt;
*Higher temperatures generate more energy.&lt;br /&gt;
*Higher amounts of oxygen moles result in more power.&lt;br /&gt;
*You can pump gas from the atmos mixing loop directly into the engine by using the orange pipe.&lt;br /&gt;
*The supermatter crystal will glow in a distinct orange color if the gas composition and pressure levels in the chamber are ideal. This will reduce the impact of heat on the generation of power.&lt;br /&gt;
*Consider setting the first filter of the loop to plasma. The supermatter produces plasma, which can be collected and used to refill the radiation collectors if the round goes on for too long.&lt;br /&gt;
*The gas loop isn&#039;t that efficient at roundstart! Consider tuning it to run better by replacing some of the pumps with volume pumps or adding better cooling.&lt;br /&gt;
*Gasses leaving the SM go straight to the heat exchangers then to the filters, this means you cool all your gasses and then remove gasses. If you filter first you can get improved cooling (since you don&#039;t waste energy cooling unused gas) allowing for more dangerous gasses to be used easier.&lt;br /&gt;
*Plasma is terrible inside of the SM, potentially worse than Carbon Dioxide. Despite being terrible inside the chamber, you can use it on the outside as a coolant.&lt;br /&gt;
*Producing loads of power sounds great, but as soon as you go over 5000 MeV/cm³ anomalies will start forming rapidly and the SM will likely delaminate.&lt;br /&gt;
*You can place 2 heat exchange pipes on one tile as long as one is horizontal and one is vertical, double the cooling power!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Coolant Loop - Hard Mode &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Are you a &#039;&#039;&#039;ROBUST&#039;&#039;&#039; engineer? Do you WANT to be? If you want a more difficult setup, replace all gas pumps by turning them off, unwrenching them [[File:wrench.png]], then using a Rapid Pipe Dispenser [[File:Rpd.png]] to replace the pumps with straight pipe. To select the proper pipe, you must click the RPD in hand to open the menu. When doing this, also unwrench and straight pipe all gas pumps labelled &amp;quot;bypass&amp;quot;. EVERY pump should be straight piped.&lt;br /&gt;
:&#039;&#039;&#039;Why:&#039;&#039;&#039; By removing the gas pumps you are effectively delimiting the circulation of the coolant. Gas escapes immediately and enters nearly-immediately. This is a &amp;quot;hard mode&amp;quot; setup because it cools substantially faster but also delaminates substantially faster. You can save a dying engine in single-digit integrities by straight piping the loop and adding coolant. When doing this setup, bypasses are no longer required, as gas exists ubiquitously throughout the system. The straight-piped bypasses then work as additional layers of security in the setup, ensuring gas flow and preventing leaks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; But I don&#039;t want to experiment! &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
#Grab N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O canisters from atmospherics&lt;br /&gt;
#Set one of the filters to allow N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&lt;br /&gt;
#Wrench the N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O canister into place&lt;br /&gt;
#???&lt;br /&gt;
#Profit&lt;br /&gt;
OR &lt;br /&gt;
#Add more reflectors&lt;br /&gt;
#Add more emitters&lt;br /&gt;
#???&lt;br /&gt;
#Profit&lt;br /&gt;
==Troubleshooting AKA Oh god it&#039;s on fire what do I do!?==&lt;br /&gt;
[[File:Supermatterproblem.png|500px|right|alt=Supermatter Sabotage]]&lt;br /&gt;
The supermatter&#039;s in trouble! You should be able to locate where the issue is from the screenshot alone. [https://tgstation13.org/wiki//images/9/9a/Smproblemsolution.gif Here&#039;s the answer.]&lt;br /&gt;
===Handy Guide To SM Repair===&lt;br /&gt;
Inspect the gas loop to confirm it is intact and operational.&amp;lt;br&amp;gt;&lt;br /&gt;
Check the [[File:Meter.png]]meters to quickly ascertain where a problem may lie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If any of the meters report an unusually high or low amount of gas, then you&#039;re close to finding the issue!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Common gas loop failures include:&lt;br /&gt;
*Gas pumps are OFF or left on the wrong pressure (Crank them up to 4500kpa!).&lt;br /&gt;
*Gas filters are OFF or set to the wrong gas. &#039;&#039;&#039;Remember!&#039;&#039;&#039; Filters do not allow ANY gas to pass through if they&#039;re turned off! If you don&#039;t wish to filter anything, leave them online but set to filter nothing.&lt;br /&gt;
*Part of the coolant loop has been broken or unwrenched. You must don a space-worthy suit and go fix it! This may mean wrenching it back or recreating it with your RPD [[File:Rpd.png]].&lt;br /&gt;
*Supermatter chamber air alarm [[File:AirAlarm.png]] has the vents improperly configured. Set them to internal, turn off external, make sure ON is toggled.&lt;br /&gt;
*Supermatter chamber scrubbers not siphoning or turned off. Set to siphoning, expanded range, and ON.&lt;br /&gt;
*One of the pipes has been broken or unwrenched. You can easily put it back in place with a wrench [[File:Wrench.png]] or recreate it with your RPD.&lt;br /&gt;
*Too much gas for standard setup! Remember that gas pumps are the lowest tier for circulation. If a section has too high of a pressure, the pumps cannot push anything more into it! This will cause a slow delamination.&lt;br /&gt;
*Too little gas! The more (cold) gas there is, the faster the gas will be able to siphon heat away from the crystal. A supermatter crystal in near-vacuum is just looking for an excuse to overheat.&lt;br /&gt;
*One or all of the tiles around the crystal is missing! This will siphon gases directly into space. Make sure they&#039;re built, replace any piping that might have existed there.&lt;br /&gt;
*The tile under the crystal is missing! Call the shuttle. Don&#039;t even attempt to put your hands near that thing!&lt;br /&gt;
*Did you set one of the air filters to N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O, as stated earlier in the guide? Bringing a container of N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O [[File:N2O_Canister.png]] from atmospherics can extinguish flames inside the chamber without needing to risk firefighting. It also increases the power output of the SM!&lt;br /&gt;
==Sabotaging the Supermatter==&lt;br /&gt;
Want to sabotage the crystal but can&#039;t figure out how to pull it off? Here are some pointers and hints:&lt;br /&gt;
===General hints===&lt;br /&gt;
*You can break the APC of the room to stop all pipes and scrubbers from working.&lt;br /&gt;
*Cut cameras near the engine.&lt;br /&gt;
*Straight piping the supermatter coolant loop greatly increases the rate of delamination. It can also be saved easier, so ensure it is not corrected fast. A non-robust engineering department is doomed.&lt;br /&gt;
*Instead of turning off pumps and filters, you can just set them to extremely low values instead. They&#039;ll still appear to be working.&lt;br /&gt;
*Taking out all the engineers before attempting a delamination helps a lot.&lt;br /&gt;
*Opening a canister of plasma in engineering and igniting it will make it a lot harder for people to fix your sabotage. Even more effective if the radiation levels are high.&lt;br /&gt;
*Keep a flash or EMP on hand. The AI and its borgs are pretty much guaranteed to try and intervene to prevent harm.&lt;br /&gt;
*Stay around and pretend to be helping so you can undo all the repair attempts by other people.&lt;br /&gt;
*With a little bit of tinkering, you can sabotage the station&#039;s distribution loop by having the waste plasma get filtered to distribution.&lt;br /&gt;
===Regular delamination===&lt;br /&gt;
These are the easiest to pull off and require no special conditions. You can cause a normal delamination by:&lt;br /&gt;
*Turning down or turning off gas pumps&lt;br /&gt;
*Turning off or changing the gas on a gas filter&lt;br /&gt;
*Unwrenching any pipe. &#039;&#039;&#039;Note:&#039;&#039;&#039; This will usually expel gases inside.&lt;br /&gt;
*Shooting guns at the crystal is extremely effective, but it&#039;s likely that you&#039;ll end up in the blast.&lt;br /&gt;
*Disabling the scrubbers or vents in the air alarm.&lt;br /&gt;
*Adding a very harmful gas like plasma, but make sure you have the gas filters set to allow it in circulation first.&lt;br /&gt;
*&#039;&#039;&#039;Stealth sabotage:&#039;&#039;&#039; Unwrench a portion of the space loop. Generally, no one looks in space to correct this, and it is not obvious a piece is not connected.&lt;br /&gt;
===Overcharged delamination===&lt;br /&gt;
This kind of delamination requires careful gas management but is faster, far more destructive and there&#039;s a good chance it will irradiate, burn and shock the engineers who are trying to fix it.&lt;br /&gt;
#Wear as much radiation protection as you can. Hide or destroy the rest.&lt;br /&gt;
#Wear insulated gloves so you are not shocked by arcs. Destroy any other gloves remaining.&lt;br /&gt;
#Shut off all cameras.&lt;br /&gt;
#Keep the emitters online and firing. Add extra emitters if possible. You can swipe an ID to lock them, but the wires can still be cut.&lt;br /&gt;
#Break into atmos and configure pure CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; to be sent to the engine coolant loop. A better way of doing this removing the pipe into atmos from space and rerouting it that so it cannot be turned off.&lt;br /&gt;
#Now to start the delamination. Set all air filters to CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;.&lt;br /&gt;
#If needed, enable the pipe of CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; from atmos you configured earlier.&lt;br /&gt;
#Access the air alarm and turn off scrubbers. Pump as much CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; into the chamber as possible.&lt;br /&gt;
#Sabotage entry to the room, and/or release plasma in the room around the SM chamber.&lt;br /&gt;
#The anomalies, gravity pulses and lightning arcs will quickly turn the engine room into a deathtrap. Make sure you have everything set up correctly before this starts happening.&lt;br /&gt;
#The engine will start broadcasting obvious and dire messages that something is very wrong over common radio frequencies. If comms are down, this is not a problem. &#039;&#039;&#039;Note:&#039;&#039;&#039; People carrying laptops can still see the engine status.&lt;br /&gt;
#Stick around only long enough to ensure it is not stopped.&lt;br /&gt;
===Critical mass delamination===&lt;br /&gt;
A critical mass delam is one of the more difficult methods. It takes longer and there is a chance it reverts to an overcharged delamination. It follows the steps of the previous delamination, but instead we will be pumping plasma from atmospherics. The goal is to have as much gases selected at the filters.&lt;br /&gt;
#Get the gear.&lt;br /&gt;
#Straight pipe the system.&lt;br /&gt;
#Cut the cameras.&lt;br /&gt;
#Select four different harmful gases - Oxygen, Plasma, Tritium, CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;. Alternatively if you immediately start pumping N2 from atmospherics to the SM at the start of the round it will delaminate within 12 minutes.&lt;br /&gt;
#Disable the scrubbers from the air alarm OR unwrench part of the pipe leading out.&lt;br /&gt;
#Sabotage the room.&lt;br /&gt;
#Stay close until it&#039;s too late to save.&lt;br /&gt;
#Run like hell.&lt;br /&gt;
==Cold gas, a glowy crystal, some lasers, and you: A deeper dive into the Supermatter Engine==&lt;br /&gt;
&#039;&#039;&#039;This is very rambly, but useful information will be given throughout. It&#039;s recommended to read it all, as it covers critical aspects of atmospherics functionality and, thus, the Supermatter. But if you just want the conclusion on a whole lot of theory, skim read the bulk of it but pay attention at the end.&#039;&#039;&#039;&lt;br /&gt;
===The basics of gas. Rule 0 of atmospherics and the Supermatter===&lt;br /&gt;
First things first, and extremely importantly: gas does not work like you think it does.&lt;br /&gt;
&lt;br /&gt;
A common, and reasonable, misconception is that gas flows. In atmospherics, gas does not move from one pipe to another. Instead, gas “Exists omnipresently within a pipenetwork”. What this means is that gas within a pipenetwork (commonly referred to as just a pipenet) exists in perfect equilibrium of both gas and temperature. If you have a pipenetwork from one end of the universe to the other, and added let’s say 1 mole of oxygen, then there would immediately be gas at the other end of the universe. Every single pipe would have the exact same gas, at the exact same pressure, at the exact same temperature. Say we then add some N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O, then the exact same thing would happen. The gas, mixed perfectly with the oxygen, across every single pipe.&lt;br /&gt;
&lt;br /&gt;
Now it’s important to clarify what exactly a pipenetwork is. A pipenetwork is any connection of pipes wherein a pipe can be traced to another pipe via at least 1 pipe. So it doesn’t matter how many pumps you have between your pipes if even 1 length of pipes can be traced around those pumps. At which point, it’s part of the same pipenetwork, and the pump is irrelevant.&lt;br /&gt;
&lt;br /&gt;
This might sound a little weird. To clarify, don’t think of pipes like a method of transport. Nothing travels through pipes. Think of pipes like a container for gas.&lt;br /&gt;
&lt;br /&gt;
For this, I like to use the basin analogy. Imagine you have 3 things: A basin or bucket or something similar, a cup, and some liquid. The pipes are the basin, the cups are the pumps, and the liquid is the gas. If you add something into the basin, it doesn’t travel in a direction towards the next area, it simply enters equilibrium with the rest of the contents (please ignore brownian motion for this analogy. If you don’t know what this is, good, it’s not helpful here). If you want to move something from one basin to another, you dip a cup in and pour it into the next basin. That’s how pumps work. They, like the cup, move the contents from one container to another in bulk loads.&lt;br /&gt;
&lt;br /&gt;
Call back to what I said about pipenetworks and pumps a moment ago. Having a pump inside of a pipenetwork is like using your cup to take out of the basin and pour back into it. It accomplishes nothing, because the contents aren’t changing.&lt;br /&gt;
&lt;br /&gt;
So with this in mind, how does clogging occur?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A horror story of pumps and hot gas===&lt;br /&gt;
Pipes do not clog, period. Filters clog, pumps clog, scrubbers clog, vents can clog (depending on settings). But pipes, however, do not. There is no upper limit on the pressure of pipes. A pipe, in theory, can store infinite pressure and, thus, infinite gas.&lt;br /&gt;
&lt;br /&gt;
However, there is an upper limit on what pressure pumps, filters, and scrubbers can get into pipes. This may sound similar, but it has large consequences.&lt;br /&gt;
&lt;br /&gt;
For example, a pressure pump has a maximum pressure of 4500 kPa. That means that every time it pumps gas, it can move up to but no more than 4500 kPa of that gas. It also means that if the pressure of the pipenetwork it’s pumping into is equal to or greater than that value, it will be unable to move the gas. This is referred to as a pump becoming backed up or clogged. &lt;br /&gt;
[[File:Supermatterboxnew_pipenet.png|650px|right]]&lt;br /&gt;
To the right you&#039;ll find an image used earlier in this guide, but it is updated to show the separate pipenetworks the roundstart Supermatter has on Box station. Each of these pipenetworks is separate, but are in perfect equilibrium within themselves. So if you checked the gas in the green pipenetwork, it doesn’t matter where you checked, it would display the same. Likewise, the blue pipenet may be different than the green pipenet. But everywhere in the blue pipenetwork you check would, again, be identical to anywhere else in the blue pipenetwork.&lt;br /&gt;
&lt;br /&gt;
But dear Mr. Guide Writer, why does this matter, at all? Why show me just how many pipenetworks exist in the round start setup, what does it matter? Two reasons.&lt;br /&gt;
*Pumps, filters, and mixers do not efficiently pump connected pipenetworks at all.&lt;br /&gt;
*Gas. as mentioned earlier, is always evenly spread through a pipenetwork and without direction to it. (“Gas exists omnipresently within a pipenetwork”)&lt;br /&gt;
Let&#039;s start with the first thing, pumps. All types of pumps (not filters and mixers and the like) have 200L volume in the small bit of pipe before them, and 200L in the small bit of pipe after them. As such, a volume pump pumps all the gas that is in that node to the other side of the pump, per second (the maximum pump rate for volume pumps is 200L/s). As such, if a pipe network has 2000L of volume, connected to a volume pump that is pumping at its max rate, it will pump 1/10th of all gas in the network, per second. However, you also have to take into account that it&#039;s always 1/10th of the gas that is in the pipes, as such, pumps will pump less moles of gas per second as there is less and less gas in the network before the pump. &lt;br /&gt;
&lt;br /&gt;
Put simply, pumps exist to restrict and direct gas by their very nature. If you need to move gas from one place to another quickly, adding a pump will only slow it down. Starting to see where this is going? Well, there’s another reason pumps are bad, and it ties back in to the previous section.&lt;br /&gt;
&lt;br /&gt;
Pumps have an upper-pressure limit, same for filters and mixers. For the gas pump, and the others, the pressure limit is plain to see, 4500 kPa. However, the volume pump also has a pressure limit, rated at 9000 kPa. Scrubbers in fact also have a pressure limit, sitting around 5200 kPa. &lt;br /&gt;
&lt;br /&gt;
Gas pumps and mixers are especially poor, as their pumping slows down the closer they get to their pressure limit. &lt;br /&gt;
&lt;br /&gt;
What does this mean for the Supermatter, especially in case of delamination? Well, the room is probably on fire, so the gas has expanded, which in turn makes it far more pressurized. The knock-on effect? Follow along with the image to the right. We’re starting at the left side of the central Supermatter chamber. The yellow pipenet before the red.&lt;br /&gt;
*Yellow: First, the scrubbers work their butt off to get to their pressure limit. The gas is hot, so that doesn&#039;t take very much.&lt;br /&gt;
&lt;br /&gt;
*Red: While this happens, a gas pump takes the tiny amount of moles in the pipenetwork the scrubbers are connected to and shoves a small amount of it into the pipenetwork beyond it. Slowing down even further, as the gas is so hot it easily reaches the pressure limit.&lt;br /&gt;
&lt;br /&gt;
*Blue: This then reaches the filter, which again tries to pump the small amount of moles beyond it, with another case of pressure limit slowness and the fact, not all gas is available for pumping at any moment.&lt;br /&gt;
Repeat the above for all the following pumps. Add to this the fact that the Supermatter produces plasma and oxygen, which are reacting with each other and burning in the pipes, likely pushing the pressure above the limits of what the pumps can handle and... well you got the point right? That’s what happening to your pumps every single time the Supermatter ignites.&lt;br /&gt;
&lt;br /&gt;
Well, that all sounded horrid, how can we prevent this?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How removing pumps made me a billionaire===&lt;br /&gt;
The title gives it away, really. You want to replace most pumps you can find with either straight pipes, or with valves to allow for easier modification and changing where the gas goes on the fly. &#039;&#039;&#039;ESPECIALLY THE FILTERS NEED TO EITHER BE REMOVED OR UTILISED PROPERLY IN THE CASE OF A DELAMINATION OR WHEN OPTIMISING.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now, to explain why this is the proper option in most cases. As mentioned continuously, gas in a network is always evenly spread through all connected pipe. it&#039;s always the same ratio of gasses, it&#039;s always the same temperature. It’s always in perfect equilibrium in every sense of the word.&lt;br /&gt;
&lt;br /&gt;
If you’ve been following along, then you likely know what this means. By replacing all the pumps up to the space loop with pipes, clogging is no longer an issue. The gas will leave the supermatter and immediately be cooled by space. No delay, no travelling, because the pipe connected to the scrubber holds the exact same amount, temperature, etc as any of the pipes in the space loop (marked as Green)&lt;br /&gt;
&lt;br /&gt;
But, why stop there? You already know that gas doesn’t travel inside of pipenetworks, so these other two pumps (Blue to Red | Green to Red) aren’t actually assisting in cooling after all* (There will be a small note at the end of this section) so why not simply replace them with pipes? Well, that has an added bonus. In a standard setup, or any setup which stops gas flowing from Blue to Red, the only connection between the gas return filters (Green circled filters at the bottom) is the heat exchange pipes in the space loop. If somewhere were to cut one, then the gas could no longer reach the return filters. Eventually the supermatter would run out of coolant, and a delam would begin.&lt;br /&gt;
&lt;br /&gt;
But, say those pumps were both turned into pipes. Well, then cutting a single pipe in the space loop would do next to nothing. We’d lose the gas from that one cut pipe, but the rest of the piping is still connected, and the engine continues safely. You won’t even notice the change.&lt;br /&gt;
&lt;br /&gt;
“Wait!” you may be thinking, “the pipes will leak!”&lt;br /&gt;
&lt;br /&gt;
Thankfully, that makes far too much sense for atmospherics. Pipes don’t leak. At all. Now, the gas that was within that specific pipe will be expelled into the air, yes. But the gas from other pipes can and will not exit out of the newly made ‘opening’, if you can call it that.&lt;br /&gt;
&lt;br /&gt;
So that’s two very nice bonuses. Gas is immediately cooled, and the supermatter is harder to tamper with. It’d would be fine if that was all these changes gave us. There’s one more nice bonus, though.&lt;br /&gt;
&lt;br /&gt;
The volume of the pipenetwork is increased massively. Pumps, as we’ve discussed, have a pressure limit. The greater the number of pipes in front of a pump, the greater the volume that the pump perceives, and the more gas it can put in. Put simply, if you have a single pipe of 4500 kPa, a pressure pump cannot continue pumping. Add another pipe, and suddenly it’s 2250 kPa each, and the pressure pump will continue until both pipes are 4500 kPa. Every time a pipe is added, the ‘capacity’ increases. By replacing all these pumps with pipes you have changed a number of pipenetworks of only 10-20 each to a full pipenetwork of 50+. Suddenly the scrubbers don’t have to worry about pressure as much, especially on top of the instant cooling.&lt;br /&gt;
&lt;br /&gt;
Lastly, though only vaguely related, keep your vents on internal 0, not on external 5000. Vents do not actually have a pressure limit at all. They can continue to add pressure constantly, however, they do work faster if the chamber they are connected to is lower pressure, and the gas they&#039;re pumping is cold, but this is always true. Essentially, vents pump a static amount of pressure when they&#039;re at maximum speed. If nothing very, very strange is happening, the gas that the vents are attempting to pump in is colder than what is in the chamber, as it already went through the cooling part of the pipes. As such, having the vents on internal 0, and with it, always pumping the hardest they can, they are adding gas that is colder than what is currently in the chamber itself. This contributes to the cooling down of the chamber, and is often enough to prevent a heat delamination by itself.&lt;br /&gt;
&lt;br /&gt;
External 5000 suffers from the same issues as a pump does, vents will completely stop pumping in gas when the room it is trying to pump into is 5000 kPa or above, which happens fairly quickly in a small room that is white hot. So remember, internal 0, unless there is too much gas in the room (see singularity delamination).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;The small note at the end of the section:&#039;&#039; You can consider placing restrictive pumps in certain areas so hot gas can&#039;t travel through quickly and give it more time to cool, though there are often better ways to do this that are less dangerous. Still, the option is there. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Breaking the laws of thermodynamics and a final word===&lt;br /&gt;
Freezers. That is all. Freezers are magical machines that break the laws of thermodynamics by even existing and work to extremely quickly heat or cool gas to the temperature they are set at. They are much, much quicker than space could ever hope to be when upgraded, and even colder. Space, at its coldest, is about 26K. Freezers can go as low as 2.7K when fully upgraded, and are much quicker at cooling.&lt;br /&gt;
&lt;br /&gt;
A word of warning, however. Freezers will attempt to change the temperature of the gas that is in them to the temperature it is set at, this seems obvious, but that also means it can heat gas. As space is around 26K, and unupgraded freezers only go to 73.15K. As the gas is returning from space, this will often serve the heat the gas. However, as 73.15K is still far cooler than any worrisome temperature for the Supermatter, it’s worth considering leaving them on depending on your setup. As during a delam, gas can return from the space loop still warmer than you’d like it, and it adds a second layer of security just in case. Especially if something… Unfortunate happens to the piping out there.&lt;br /&gt;
&lt;br /&gt;
If you somehow read through all that, I very strongly applaud you, and I applaud you on likely becoming an engineer that is a few times less clueless. Despite all the things you now may know, there is a lot to experiment with, and lots of ways left to mess up in spectacular ways. Try to keep learning more and more as you go, and good luck in your attempts to not blow up the station.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
==How to cool your Supermatter to where it may become a problem==&lt;br /&gt;
===Your Tablet===&lt;br /&gt;
Normally, most people just throw this away at the start of the shift but your tablet has a program to monitor the SM. You should keep your tablet on this instead of having to go to the computer every time you want to look at its status.&lt;br /&gt;
===Pressure vs. Volume===&lt;br /&gt;
Normally, your Supermatter is equipped with pressure pumps which max out at 4500 kPa, the problem is that they aren&#039;t that fast. In theory Volume pumps are just as fast, but they can pump until 9000 kPa. This means that in case of a heat delamination they can continue pumping even when normal gas pumps would already have given up. By replacing everything that uses pressure pumps to volume pumps you can make the cooling of your SM a lot faster.&lt;br /&gt;
===Pump Cleanup===&lt;br /&gt;
The even faster way to cool your SM is to remove all of your pumps except for the ones infront of the canisters and the atmos to loop pump and then replace all of your pumps with pipes after. Pipes have no upper pressure limit, so they will never get clogged. Another benefit of straight-piping is that gas is omnipresent within a pipenet, meaning that if you have no pumps between your scrubbers and the space loop your gas is going to get cooled immediately!&lt;br /&gt;
===The other layers===&lt;br /&gt;
A huge part of the SM is the speed you can get gasses from the scubbers to the vents, the first and third layer helps a ton with this. By setting all your things with layer adaptors behind them and a device for every layer you can make everything a lot faster.&lt;br /&gt;
[[File:Filtering with the Other Layers.png|right|356x356px]]&lt;br /&gt;
===Filtering with the other layers ===&lt;br /&gt;
Normally you get 4 filters all on the second layer, but these are useless and just slow down the unfiltered gasses. Instead of having one filter you&#039;re gonna need 3 filters with layer adaptors before them. &lt;br /&gt;
&lt;br /&gt;
Each filter normally filters at 200 L/s but with the layer adapators you&#039;re gonna get to 600 L/s, making your gas a lot faster since all filters can move the gas at the same time (Since gas is omnipresent within a pipenet) instead of moving it from one filter to the next. &lt;br /&gt;
&lt;br /&gt;
You are also gonna need two of these for the next cooling strategy, one for going into the cooling loop and one for going into the SM.&lt;br /&gt;
===Plasma Cooling===&lt;br /&gt;
Plasma may be seen as a gas that can heat up quickly and makes fires, but it can be used to cool down your SM way more. The reason for that is that Plasma has a very high [[Guide to Atmospherics#Physical Characteristics of Gases|heat capacity]] (200) compared to other gases (for example, Nitrogen has a heat capacity of 20). The higher the heat capacity, the more energy it takes to raise the temperature of the gas. So you could disconnect the space loop from the rest of the cooling loop, fill it with plasma and connect both loops with heat exchangers so the cold plasma cools down the gas inside the normal cooling loop. &lt;br /&gt;
&lt;br /&gt;
Plasma can keep a very cold temperature for a long time and if you filter it out of the SM into the cold loop and use it for further cooling you can keep your SM very cold.&lt;br /&gt;
===Space cooling with the other layers===&lt;br /&gt;
Just what it sounds like, add 2 more layers to your space cooling and it provides a great boost to how cold your SM is.&lt;br /&gt;
===Your Freezers===&lt;br /&gt;
The freezers you are given can be your savior but also your demise. The problem is unless you have upgraded their parts to T4 parts (the bluespace ones) it will actually heat up your gas instead of cooling it down. If you ever turn these on it will provide a great cooling boost but is not recommended below T4 parts or in an emergency.&lt;br /&gt;
===The useless Additions===&lt;br /&gt;
The pump infront of the SM, the bypass pump. I don&#039;t even know why it exsists but you should always remove this and change the pipes from manifolds to normal pipes. Edit: I was told this was used so rather then pumping gas into the SM you could put it into the cold loop to keep gas colder, but I&#039;ve never used this myself.&lt;br /&gt;
&lt;br /&gt;
The Filter to canister in the upper left corner of the cooling loop can be useful if you want to farm gases like Pluoxium with a CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; SM, but in most cases you should remove this and replace it with a normal pipe so your coolant isn&#039;t getting slowed down on the way to the space loop. &lt;br /&gt;
&lt;br /&gt;
However, you can also place a layer adaptor in front and after the filter and connect it with a straight pipe on another layer. Through that, the gas will not be slowed down because it can travel through the normal pipes, but you can also farm gases because the filter is still functional, meaning this setup has no real downsides.&lt;br /&gt;
=== Passive venting===&lt;br /&gt;
Normally a SM has unary vents which if you set your air alarm up correctly will try to deplete its pipes to 0 kPa. Passive vents however link the atmosphere to the pipes, so the scrubbers will be scrubbing directly from the pipes and it will make gases going into the SM a lot faster. &#039;&#039;&#039;Be very careful when putting these into the SM room, one touch of the SM and you are dead. It is also recommended to put a holofan infront of the SM so gas isn&#039;t leaked. Also, this will cause your SM to lose gas because the gas goes into the pipes so make sure everything else is ready before putting these in.&#039;&#039;&#039;&lt;br /&gt;
===Scrubbing and cooling under the SM===&lt;br /&gt;
[[File:Under the Sm.png|right|477x477px]]&lt;br /&gt;
Putting things under the SM is dangerous, but if you want to cool it more this is the next step and recommended for setups that involve dangerous gases. By alt-clicking the SM you can view the floor under it and put pipes and devices under the SM. You&#039;re gonna need heat transfer pipes and scrubbers.&lt;br /&gt;
====The Scrubbers====&lt;br /&gt;
The scrubbers should not be scrubbing all the air but instead should be scrubbing all the O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; so a fire doesn&#039;t start and heat up the SM a ton.&lt;br /&gt;
====The Heat Transfer Pipes====&lt;br /&gt;
By adding heat transfer pipes with plasma and freezers hooked up to them you can greatly cool the SM. But if you change these to heaters you can also greatly heat the SM, resulting in a delamination. The freezers have to be equiped with Tier 4 parts or they will not cool the SM enough.&lt;br /&gt;
===The Anomalies===&lt;br /&gt;
{{main|Anomalies}}&lt;br /&gt;
Once reaching 5k MeV (More at 7k MeV, however 5k is the safe upper limit), 7000 Kelvin or enough pressure, anomalies will start appearing outside the SM. This is a big problem because of their affects: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The easiest way to prevent anomalies from causing harm in engineering is completely removing all floor tiles leaving the cold space surrounding the SM, wrenching or remove anything that can move and welding the regular vents and scrubbers around the engine. Make sure you have a spacesuit or hardsuit of course.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that these anomalies can yield anomaly cores which science loves.&lt;br /&gt;
====The Pyroclastic Anomaly====&lt;br /&gt;
The Pyroclastic Anomaly will spew out burning plasma and slimes which can make it very hard to contain the SM because everyone without sufficent heat protection will burn to death, or if you somehow survive the fire you will be greeted by very angry slimes. The best way to reduce the affect of this anomaly will be spacing the area around the SM so all the plasma from the anomaly will go into space and no fire will start. The slimes will also die from space if you do this because slimes do not like cold things. However, make sure to avoid the slimes because they do cellular damage which is very hard to heal.&lt;br /&gt;
====The Gravitational Anomaly====&lt;br /&gt;
The Gravitational Anomaly will pull anything unwreched and unanchored in its surrounding to itself. While not directly harmful, it can be quite annoying because it can throw you around aswell (This can be stopped by wearing magboots). It can also cause all the slimes from the pyroclastic anomalies to get sucked into the SM and slam them into it, causing a boost in MeV. This may be funny when it first happens, however the resulting power boost can result in even more anomalies or speed the delamination up. &lt;br /&gt;
====The Shock (Flux) Anomaly====&lt;br /&gt;
The Flux Anomaly is probably the most dangerous anomaly, as it can easily just shock you in a corner and kill you. Not even wearing a hardsuit and insulated gloves will protect you, so avoid these at all costs or you may die easily.&lt;br /&gt;
===If you have done all of this you should be ready for a SM of pure CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; or a little bit of tritium or something.===&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Temperature&amp;diff=34037</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Temperature&amp;diff=34037"/>
		<updated>2021-08-10T06:30:11Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /*  Heat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Temperature is an aspect of life on the station that many people don&#039;t think about until it kills them. Almost always you will be kept at a comfortable temperature thanks to [[Atmospheric Technician|Atmos]], but things can and do [[Traitor|go wrong]]. You can check the surrounding temperature with your [[PDA]] or an analyzer. All temperatures are recorded in either Centigrade or Kelvins. Excessive temperatures will incur burn damage so be careful! Note that cyborgs are immune to temperature but may still take burn damage.&lt;br /&gt;
==[[File:Hud-fire.png]] Heat==&lt;br /&gt;
High temperature can occur for a few reasons. Typically it means there is a [[fire]] somewhere. You will be warned that you are burning alive by your sidebar, and the message &amp;quot;You feel a searing heat scorch your lungs!&amp;quot; if you are breathing in very hot air.&lt;br /&gt;
&lt;br /&gt;
This is how heat works on the station: &lt;br /&gt;
*Heat kills extremely quickly, especially to IPCs. Once you get the searing heat message, get as far away from the fire as you can. Don&#039;t bother going back for anyone else. If they have collapsed, the heat is already so intense you will surely die before you can get there and back again unless you have the...&lt;br /&gt;
*[[Firesuit]] will provide protection to the heat of a fire. It will not work without a [[Fire Helmet]] or [[Hard Hat]] with it. the atmospherics firesuit and hardsuit has the best temperature resistance.&lt;br /&gt;
*Walls and floors can heat up as well, but heat will not transfer through them. An intense enough fire will melt the floor away though, opening the room to space. It cannot melt through reinforced floors however.&lt;br /&gt;
*Fires can only move where air can pass. Fire locks, closed doors and ATMOS holofan projectors can stop this.&lt;br /&gt;
*Heat can be contained in canisters and used for [[Guide to toxins|bombs]].&lt;br /&gt;
===Fire===&lt;br /&gt;
Fire is hot. People know this. You can be set on fire under certain circumstances, such as a crazed [[assistant]] drenching you in welding fuel and lighting you with a cheap lighter. If you are on fire, your temperature will rise and you will take constant burn damage. Fire is signified by flames all over your character&#039;s body. You can put yourself out by pressing the [[Resist]] button, causing you to drop on the floor for a few seconds as you roll yourself out. [[Fire extinguisher]]s, showers and the VOID OF SPACE also put out fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Hud-temp.gif]] Cold==&lt;br /&gt;
In space, no one can hear your teeth chatter. Space is very, very cold, and going out into a vacuum will cause you to die of freezing before you die of depressurization. This is what makes spacewalks so deadly, even if you have internals. Warm yourself with a hot drink or just returning to a part of the station with air. You will be warned of cold by your sidebar, and the message &amp;quot;You feel ice-sickles forming in your lungs!&amp;quot; when you are breathing in very cold air.&lt;br /&gt;
&lt;br /&gt;
This is how cold works on the station:&lt;br /&gt;
*Coldness slows your body down. In space, this can be fatal. In [[cryogenics]], this can save your life assuming you have some cryoxadone in your body.&lt;br /&gt;
*The colder you are, the slower you move. Plan ahead if you want to make a quick jaunt into space -- you might not make it back.&lt;br /&gt;
*A [[space suit]] will protect you completely from coldness.&lt;br /&gt;
*If your corpse is exposed to cold temperatures for too long, your body will husk, turning you unrecognizable. This is very useful for [[changeling]]s to help disguise their killings.&lt;br /&gt;
*[[Chapel|Coffins]] and [[Locker#Lockers|lockers]] provide some protection from the coldness of space. If you&#039;re lucky, your murderer will stuff you into one before launching you out of a mass driver, giving you time to call in and report the attack.&lt;br /&gt;
*A fire extinguisher will blast [[Slime|whoever it&#039;s pointed]] at with cold water, though not cold enough to harm humans.&lt;br /&gt;
*A shower can be set to freezing. useful if someone&#039;s overheating.&lt;br /&gt;
*The temperature gun can give its target extreme coldness.&lt;br /&gt;
[[Category:SS13]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
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		<title>Template:Needs revision</title>
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		<updated>2021-08-10T06:17:02Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Williamcll</name></author>
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		<updated>2021-08-10T06:15:47Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: Undo revision 34032 by Williamcll (talk)&lt;/p&gt;
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Adding this template adds the page to the following category: [[:Category:Needs revision]]&lt;br /&gt;
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		<author><name>Williamcll</name></author>
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	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Needs_revision&amp;diff=34034</id>
		<title>Template:Needs revision</title>
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		<updated>2021-08-10T06:15:36Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: Undo revision 34033 by Williamcll (talk)&lt;/p&gt;
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		<author><name>Williamcll</name></author>
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		<updated>2021-08-10T06:14:40Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
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&lt;div&gt;&amp;lt;noinclude&amp;gt;Adding this template adds the page to the following category: [[:Category:Needs revision]]&lt;br /&gt;
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		<author><name>Williamcll</name></author>
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		<updated>2021-08-10T06:14:19Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
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		<author><name>Williamcll</name></author>
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	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_Nanites&amp;diff=34031</id>
		<title>Guide to Nanites</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_Nanites&amp;diff=34031"/>
		<updated>2021-08-10T06:12:23Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Obtaining programs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = This doesn&#039;t have the new nanites&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Reynard Parker, the Roboticist&lt;br /&gt;
|text=Move over Geneticist, there&#039;s a better way of making super humans these days. What is this method, you may ask? Nanites, son. It&#039;s not without its risks to the user, but it&#039;s not like anybody is going to detonate anybody from the inside out with these things, right...?&lt;br /&gt;
|image=[[File:Roboticist action.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nanites are tiny nanomachines that live in a host&#039;s bloodstream, providing different functionalities depending on how they&#039;re programmed. The mob where the nanites reside is usually defined as their host.&lt;br /&gt;
=Nanites=&lt;br /&gt;
==Implanting==&lt;br /&gt;
[[File:Nanite_chamber.gif|thumb|Nanite Chamber]]&lt;br /&gt;
Nanite implantation can be done through the Nanite Chamber. A second person must operate the chamber from outside and begin the implanting process, at the end of which a new swarm will take root in the host. &amp;lt;br&amp;gt;&lt;br /&gt;
Another method is to build a [[Machines#Public_Nanite_Chamber|Public Nanite Chamber]]. Use a multitool on the Public Nanite Chamber circuit board first to choose which [[#Cloud|backup cloud]] you want it synched to. If you don&#039;t multitool the board it will default to [[#Cloud|cloud]] 1. Build the chamber using a machine frame. The public nanite chamber will automatically implant nanites into anyone who enters it, without the need for a second person. &lt;br /&gt;
==Nanite Tools==&lt;br /&gt;
There are currently three tools that can be used by nanite programmers. &lt;br /&gt;
===Nanite Scanner===&lt;br /&gt;
Use this to scan implanted people. It will give you a readout with information about current [[#Volume|nanite volume]], which [[#Nanite_Types|nanite programs]] are currently implanted and their active/inactive status. If a nanite swarm contains the &amp;quot;Stealth&amp;quot; [[#Utility_Programs|utility program]] you will not be able to see the list of programs. &lt;br /&gt;
===Nanite Remote Control===&lt;br /&gt;
A remote used for sending signals to implanted nanites. Change its settings and then click anywhere or on a target to activate it. For example you can set the code to be the trigger code you gave the &amp;quot;Host Scan&amp;quot; program. Using this in hand will open a menu. Settings:&lt;br /&gt;
*&#039;&#039;&#039;Signal Code&#039;&#039;&#039;: Which code you want it to signal. &lt;br /&gt;
*&#039;&#039;&#039;Signal Mode&#039;&#039;&#039;: Choose between &amp;quot;off&amp;quot; (makes remote do nothing), &amp;quot;local&amp;quot; (only signals the user), &amp;quot;targeted&amp;quot; (signals whoever you click directly on), &amp;quot;area&amp;quot; (signals anyone within your line of sight) and &amp;quot;relay&amp;quot; (signals any existing nanite programs that have a chosen &amp;quot;relay code&amp;quot;). &lt;br /&gt;
*&#039;&#039;&#039;Save Current Setting&#039;&#039;&#039;: Lets you save current setting to a list, with a name of choice. Not saved between rounds. &lt;br /&gt;
*&#039;&#039;&#039;Lock Interface&#039;&#039;&#039;: Locks the settings. Alt-click the remote to unlock. &lt;br /&gt;
===Nanite Communication Remote===&lt;br /&gt;
A remote used for sending custom messages to the &amp;quot;Skull Echo&amp;quot;, &amp;quot;Forced Speech&amp;quot; and &amp;quot;Hallucination (message only)&amp;quot; programs. The settings are very similar to those of the Nanite Remote Control. The difference is you set a &#039;&#039;Comm Code&#039;&#039; and &#039;&#039;Message&#039;&#039; instead of &#039;&#039;Signal Code&#039;&#039; and &#039;&#039;Relay&#039;&#039;. The programs installed must have the same &#039;&#039;Comm Code&#039;&#039; to be able to signal them with this remote.&lt;br /&gt;
==Volume==&lt;br /&gt;
If wearing a [[Research_items#Diagnostic_HUD|diagnostic HUD]] [[File:Diag_glasses.png]] you will be able to see a bar next to implanted people, which is a nanite volume meter. Nanites generally expend a part of their volume while their programs are active. Luckily, modern technology allows them to integrate with the host&#039;s metabolism to replicate without interfering with biological processes, causing them to have a slow but steady growth rate. The Maximum amount of nanites there could be in a person is 500. &lt;br /&gt;
&lt;br /&gt;
Nanites by default have a safety threshold where they&#039;ll stop using nanite-consuming programs. This threshold can be customized in an individual by entering a Nanite Chamber, and having a second person operate the connected nanite chamber control console.If the swarm reaches a population of 0, there&#039;s none left to replicate, and the nanites are completely removed. &lt;br /&gt;
==Programming==&lt;br /&gt;
Nanite swarms can contain nanite programs. These programs can have a huge variety of effects, and are loaded into a nanite swarm in two main ways: uploading them manually with a Nanite Chamber or by syncing them with a Cloud Backup.&lt;br /&gt;
Once loaded programs cannot be directly modified; instead, a copy of the same program with the desired programming must be uploaded again to overwrite the previous one.&lt;br /&gt;
There is no limit to the amount of loaded programs, but using too many at once will usually rapidly deplete the nanite population.&lt;br /&gt;
==Cloud==&lt;br /&gt;
Nanite swarms can be set with a Cloud ID. If so, they will, every 30 seconds, copy the programming of the Cloud Backup with the same ID, if it has been set.&lt;br /&gt;
Cloud backups are controlled by Cloud Control Consoles. They can create new backups (with codes from 1 to 100), as well as upload programs from a disk into the selected backup.&lt;br /&gt;
Cloud control consoles also serve as storage, meaning that if they&#039;re disabled they will no longer sync with connected nanites, and that if all cloud consoles are destroyed, all backups will be lost.&lt;br /&gt;
&lt;br /&gt;
Cloud synchronization has several benefits over direct chamber programming: it can update programs without a second person to operate the chamber, it will reset programming in case of tampering or data corruption, and can be updated remotely by a second person. Of course, the last part also makes it very risky, since anyone could upload malicious programs at any time if they have a console to do it with.&lt;br /&gt;
=Nanite Programs=&lt;br /&gt;
Nanite programs determine what nanites do inside the host. They have different categories, and range from helpful to deadly.&lt;br /&gt;
==Obtaining programs==&lt;br /&gt;
Programs are unlocked through the RnD console at the science department. While basic nanite research only costs 1000 research points, further research requires nanite points which is gained by the amount of people with nanites injected. Dangerous programs are only unlocked through destructive analysis of abductor or traitor equipment.&lt;br /&gt;
==Customizing Programs==&lt;br /&gt;
Programs have sevral parameters that can be customized with the use of a Nanite Programmer. Simply insert a program disk in the machine and set the parameters you prefer.&lt;br /&gt;
Note that codes set to 0 are inactive and cannot be signaled.&lt;br /&gt;
* Activated: Determines if the program starts activated or not.&lt;br /&gt;
* Activation Delay: Determines, in seconds, how long until the program self-activates.&lt;br /&gt;
* Timer: Determines the length of the timer. Disables the timer if set to 0.&lt;br /&gt;
* Timer Type: Determines what happens when the timer counts down. Has four settings:&lt;br /&gt;
** Deactivate: Deactivates the program.&lt;br /&gt;
** Self-Delete: Deletes the program.&lt;br /&gt;
** Trigger: Triggers the program, if possible.&lt;br /&gt;
** Reset Activation Timer: If there is an activation timer, it&#039;s reset to 0, deactivating the program until it counts down again.&lt;br /&gt;
* Activation Code: The code that must be signaled to activate the program.&lt;br /&gt;
* Deactivation Code: The code that must be signaled to deactivate the program.&lt;br /&gt;
* Trigger Code: If the program can be triggered, the code that must be signaled to trigger the program.&lt;br /&gt;
* Kill Code: The code that must be signaled to delete the program.&lt;br /&gt;
Some programs have an extra setting available for customization, like relay channels or signal codes.&lt;br /&gt;
==Signaling Programs==&lt;br /&gt;
Nanite Remotes can send coded signals to nanites. When a nanite swarm receives a signal, all its programs react if they recognize the code.&lt;br /&gt;
&lt;br /&gt;
Nanite Remotes can be set to four modes:&lt;br /&gt;
* Self targets the person who is holding the remote.&lt;br /&gt;
* Targeted targets only the mob that is being clicked on.&lt;br /&gt;
* Area targets all mobs in sight.&lt;br /&gt;
* Relay allows the user to choose a relay channel; the signal is then sent globally to all hosts which have a relay program set to that channel.&lt;br /&gt;
==Triggered Programs==&lt;br /&gt;
Some programs do not have an effect over time, and instead must be triggered. To do so they can either receive a Trigger Code or set a Trigger Timer.&lt;br /&gt;
Triggering a program generally has a cooldown as well as a cost in volume; if those requirements are not met the program won&#039;t trigger.&lt;br /&gt;
If the program is not activated, it will also be unable to trigger, but activating the program is not the same as triggering it.&lt;br /&gt;
==Data Corruption==&lt;br /&gt;
Events like EMPs or shocks might result in data corruption in nanite programs, which can result in one of several different effects:&lt;br /&gt;
- Toggles the program, deactivating it if active and viceversa.&lt;br /&gt;
- Triggers the program, if it can be triggered&lt;br /&gt;
- Deletes the program completely&lt;br /&gt;
- Resets all the codes, preventing it from being signaled by remotes or signal programs.&lt;br /&gt;
- Converts the program into a corrupted version. The glitch program depends on the program that got corrupted.&lt;br /&gt;
==Nanite Types==&lt;br /&gt;
Nanites are split in several categories.&lt;br /&gt;
===Utility Programs===&lt;br /&gt;
Programs that interact with the nanites themselves, or have general utility purposes.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; width=100%; || style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=10% | Program&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Effect&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Volume per second&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cooldown&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=7% | Required Techweb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; width=8% | Corruptions&lt;br /&gt;
|-&lt;br /&gt;
!Metabolic Synthesis&lt;br /&gt;
| The nanites use the metabolic cycle of the host to speed up their replication rate, using their extra nutrition as fuel. The host must be at least well fed.&lt;br /&gt;
| +0.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Smart&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Viral Replica&lt;br /&gt;
| The nanites constantly send encrypted signals attempting to forcefully copy their own programming into other nanite clusters.&lt;br /&gt;
| 0.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Military&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Monitoring&lt;br /&gt;
| The nanites monitor the host&#039;s vitals and location, sending them to the suit sensor network.&lt;br /&gt;
| 0&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Basic&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Host Scan&lt;br /&gt;
| The nanites display a detailed readout of a body scan to the host. Can pick between medical, chemical, or nanite scan.&lt;br /&gt;
| --&lt;br /&gt;
| 3&lt;br /&gt;
| 5s&lt;br /&gt;
| Neural&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Stealth&lt;br /&gt;
| The nanites hide their activity and programming from superficial scans.&lt;br /&gt;
| 0.2&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Smart&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Subdermal ID&lt;br /&gt;
| The nanites store the host&#039;s ID access rights in a subdermal magnetic strip. Updates when triggered, copying the host&#039;s current access.&lt;br /&gt;
| --&lt;br /&gt;
| 0&lt;br /&gt;
| 5s&lt;br /&gt;
| Basic&lt;br /&gt;
| Dermalysis&lt;br /&gt;
|-&lt;br /&gt;
!Relay&lt;br /&gt;
| The nanites receive and relay long-range nanite signals. Must be set with a relay channel beforehand.&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Basic&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Signal Repeater&lt;br /&gt;
| When triggered, sends another signal to the host, optionally with a delay. Useful to set up multiple codes for the same program.&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Basic&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Relay Signal Repeater&lt;br /&gt;
| When triggered, sends a signal via relay, optionally with a delay.&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Basic&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Infective Exo-Locomotion&lt;br /&gt;
| The nanites gain the ability to survive for brief periods outside of the human body, as well as the ability to start new colonies without an integration process; resulting in an extremely infective strain of nanites.&lt;br /&gt;
| 5.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Hazard&lt;br /&gt;
| Hypoxemia, Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Mitosis&lt;br /&gt;
| The nanites gain the ability to self-replicate, using bluespace to power the process, instead of using the host&#039;s metabolism. This rapidly speeds up the replication rate, but it causes occasional software errors due to faulty copies. Will not activate if the nanites are synced to a cloud backup.&lt;br /&gt;
| +0.5 to +5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Hazard&lt;br /&gt;
| Toxic&lt;br /&gt;
|-&lt;br /&gt;
!Electromagnetic Resonance&lt;br /&gt;
| The nanites cause an elctromagnetic pulse around the host when triggered. Will corrupt other nanite programs!&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5s&lt;br /&gt;
| Mesh&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Augmentation Programs===&lt;br /&gt;
Augmentation programs offer boosts and bonuses to the host.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; width=100%; || style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=10% | Program&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Effect&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Volume per second&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cooldown&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=7% | Required Techweb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; width=8% | Corruptions&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Support&lt;br /&gt;
| The nanites act as a secondary nervous system, reducing the amount of time the host is stunned by half.&lt;br /&gt;
| 1.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Neural&lt;br /&gt;
| Nerve Decay&lt;br /&gt;
|-&lt;br /&gt;
!Dermal Hardening&lt;br /&gt;
| The nanites form a mesh under the host&#039;s skin, protecting them from melee and bullet impacts.&lt;br /&gt;
| 0.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Mesh&lt;br /&gt;
| Dermalysis&lt;br /&gt;
|-&lt;br /&gt;
!Dermal Refractive Surface&lt;br /&gt;
| The nanites form a membrane above the host&#039;s skin, reducing the effect of laser and energy impacts.&lt;br /&gt;
| 0.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Mesh&lt;br /&gt;
| Dermalysis&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Coagulation&lt;br /&gt;
| The nanites induce rapid coagulation when the host is wounded, dramatically reducing bleeding rate.&lt;br /&gt;
| 0.1&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Biological&lt;br /&gt;
| Hypoxemia&lt;br /&gt;
|-&lt;br /&gt;
!Electric Conduction&lt;br /&gt;
| The nanites act as a grounding rod for electric shocks, protecting the host. Shocks can still damage the nanites themselves.&lt;br /&gt;
| 0.2&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Mesh&lt;br /&gt;
| Nerve Decay&lt;br /&gt;
|-&lt;br /&gt;
!Mental Barrier&lt;br /&gt;
| The nanites form a protective membrane around the host&#039;s brain, shielding them from abnormal influences like a mindshield implant while they&#039;re active.&lt;br /&gt;
| 0.4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Synaptic&lt;br /&gt;
| Neuro-Necrosis, Brain Misfire&lt;br /&gt;
|-&lt;br /&gt;
!Adrenaline Burst&lt;br /&gt;
| The nanites cause a burst of adrenaline when triggered, waking the host from stuns and temporarily increasing their speed.&lt;br /&gt;
| --&lt;br /&gt;
| 25&lt;br /&gt;
| 120s&lt;br /&gt;
| Harmonic&lt;br /&gt;
| Toxin Buildup, Nerve Decay&lt;br /&gt;
|}&lt;br /&gt;
===Healing Programs===&lt;br /&gt;
Healing programs fix a variety of damage and ailments that affect the host. They generally consume a lot of nanites, so it&#039;s advisable to activate them manually when necessary.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; width=100%; || style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=10% | Program&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Effect&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Volume per second&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cooldown&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=7% | Required Techweb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; width=8% | Corruptions&lt;br /&gt;
|-&lt;br /&gt;
!Accelerated Regeneration&lt;br /&gt;
| The nanites boost the host&#039;s natural regeneration, increasing their healing speed. &amp;lt;i&amp;gt;Does not consume nanites while the host is undamaged.&amp;lt;/i&amp;gt;&lt;br /&gt;
| 2.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Biological&lt;br /&gt;
| Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Temperature Adjustment&lt;br /&gt;
| The nanites adjust the host&#039;s internal temperature to an ideal level. Does not consume nanites while the host is at an ideal temperature.&lt;br /&gt;
| 3.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Mesh&lt;br /&gt;
| Dermalysis&lt;br /&gt;
|-&lt;br /&gt;
!Blood Purification&lt;br /&gt;
| The nanites purge toxins and chemicals from the host&#039;s bloodstream. Does not consume nanites if the host has no chemicals nor toxin damage.&lt;br /&gt;
| 1&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Smart&lt;br /&gt;
| Hypoxemia, Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Neural Regeneration&lt;br /&gt;
| The nanites fix neural connections in the host&#039;s brain, reversing brain damage and minor traumas. Does not consume nanites if the host has no brain damage.&lt;br /&gt;
| 1.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Neural&lt;br /&gt;
| Neuro-Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Blood Regeneration&lt;br /&gt;
| The nanites stimulate and boost blood cell production in the host. Does not consume nanites if the host has enough blood.&lt;br /&gt;
| 1&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Biological&lt;br /&gt;
| Hypoxemia&lt;br /&gt;
|-&lt;br /&gt;
!Mechanical Repair&lt;br /&gt;
| The nanites fix damage in the host&#039;s mechanical limbs. Does not consume nanites if the limbs are undamaged.&lt;br /&gt;
| 0.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Selective Blood Purification&lt;br /&gt;
| The nanites purge toxins and dangerous chemicals from the host&#039;s bloodstream, while ignoring beneficial chemicals. The added processing power required to analyze the chemicals severely increases the nanite consumption rate.&lt;br /&gt;
| 2&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Harmonic&lt;br /&gt;
| Hypoxemia, Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Bio-Reconstruction&lt;br /&gt;
| The nanites manually repair and replace organic cells, acting much faster than normal regeneration. However, this program cannot detect the difference between harmed and unharmed, causing it to consume nanites even if it has no effect.&lt;br /&gt;
| 5.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Harmonic&lt;br /&gt;
| Hypoxemia, Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Neural Reimaging&lt;br /&gt;
| The nanites are able to backup and restore the host&#039;s neural connections, potentially replacing entire chunks of missing or damaged brain matter.&lt;br /&gt;
| 3&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Harmonic&lt;br /&gt;
| Neuro-Necrosis, Brain Misfire&lt;br /&gt;
|-&lt;br /&gt;
!Defibrillation&lt;br /&gt;
| The nanites shock the host&#039;s heart when triggered, bringing them back to life if the body can sustain it. Ghost has 8 seconds to re-enter their body after the trigger. The host can not have 200 or more total damage (including toxin and oxyloss damage) or the revive will fail. Unlike with ordinary defibrillators (just need less than 180 brute and burn) the revive will not heal or cause any oxyloss or other damage, which means it&#039;s possible to stand up instantly if hurt less than crit threshold. &lt;br /&gt;
| --&lt;br /&gt;
| 25&lt;br /&gt;
| 12s&lt;br /&gt;
| Harmonic&lt;br /&gt;
| Shocking&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Glitch Programs===&lt;br /&gt;
Defective programs caused by data corruption, and not otherwise obtainable. Generally range from mildly to moderately dangerous. Can stack.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; width=100%; || style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=10% | Program&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Effect&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Volume per second&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cooldown&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=7% | Required Techweb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; width=8% | Corruptions&lt;br /&gt;
|-&lt;br /&gt;
!Glitch&lt;br /&gt;
| A heavy software corruption that causes nanites to gradually break down.&lt;br /&gt;
| 1.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
!Necrosis&lt;br /&gt;
| The nanites attack internal tissues indiscriminately, causing widespread damage.&lt;br /&gt;
| 0.75&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Glitch&lt;br /&gt;
|-&lt;br /&gt;
!Toxin Buildup&lt;br /&gt;
| The nanites cause a slow but constant toxin buildup inside the host.&lt;br /&gt;
| 0.25&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Glitch&lt;br /&gt;
|-&lt;br /&gt;
!Hypoxemia&lt;br /&gt;
| The nanites prevent the host&#039;s blood from absorbing oxygen efficiently.&lt;br /&gt;
| 0.75&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Glitch&lt;br /&gt;
|-&lt;br /&gt;
!Neuro-Necrosis&lt;br /&gt;
| The nanites seek and attack brain cells, causing extensive neural damage to the host.&lt;br /&gt;
| 0.75&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Brain Misfire&lt;br /&gt;
| The nanites interfere with neural pathways, causing minor psychological disturbances.&lt;br /&gt;
| 0.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Neuro-Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Dermalysis&lt;br /&gt;
| The nanites attack skin cells, causing irritation, rashes, and minor damage.&lt;br /&gt;
| 0.25&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Nerve Decay&lt;br /&gt;
| The nanites attack the host&#039;s nerves, causing lack of coordination and short bursts of paralysis.&lt;br /&gt;
| 1&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Necrosis&lt;br /&gt;
|}&lt;br /&gt;
===Weaponized Programs===&lt;br /&gt;
Aggressive programs which use nanites as a military-grade weapon. Moderately to extremely dangerous to the host and/or their surroundings.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; width=100%; || style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=10% | Program&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Effect&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Volume per second&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cooldown&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=7% | Required Techweb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; width=8% | Corruptions&lt;br /&gt;
|-&lt;br /&gt;
!Cellular Breakdown&lt;br /&gt;
| The nanites destroy cellular structures in the host&#039;s body, causing brute damage.&lt;br /&gt;
| 1.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Biological&lt;br /&gt;
| Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Poisoning&lt;br /&gt;
| The nanites deliver poisonous chemicals to the host&#039;s internal organs, causing toxin damage and vomiting.&lt;br /&gt;
| 1.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Biological&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Memory Leak&lt;br /&gt;
| This program invades the memory space used by other programs, causing frequent corruptions and errors.&lt;br /&gt;
| 0&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Smart&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Aggressive Replication&lt;br /&gt;
| Nanites will consume organic matter to improve their replication rate, damaging the host.&lt;br /&gt;
| -1&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Harmonic&lt;br /&gt;
| Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Meltdown&lt;br /&gt;
| Causes an internal meltdown inside the nanites, causing internal burns inside the host as well as rapidly destroying the nanite population. Sets the nanites&#039; safety threshold to 0 when activated.&lt;br /&gt;
| 10&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Military&lt;br /&gt;
| Glitch&lt;br /&gt;
|-&lt;br /&gt;
!Chain Detonation&lt;br /&gt;
| Detonates all the nanites inside the host in a chain reaction when triggered.&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 10s&lt;br /&gt;
| Military&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Heart-Stopper&lt;br /&gt;
| Stops the host&#039;s heart when triggered; restarts it if triggered again.&lt;br /&gt;
| 0&lt;br /&gt;
| 12&lt;br /&gt;
| 1s&lt;br /&gt;
| Military&lt;br /&gt;
| Nerve Decay&lt;br /&gt;
|-&lt;br /&gt;
!Cryogenic Treatment&lt;br /&gt;
| The nanites rapidly sink heat through the host&#039;s skin, lowering their temperature.&lt;br /&gt;
| 1&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Mesh&lt;br /&gt;
| Dermalysis, Sub-Dermal Combustion&lt;br /&gt;
|-&lt;br /&gt;
!Sub-Dermal Combustion&lt;br /&gt;
| The nanites cause buildup of flammable fluids under the host&#039;s skin, then ignites them.&lt;br /&gt;
| 4&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Military&lt;br /&gt;
| Dermalysis, Cryogenic Treatment&lt;br /&gt;
|-&lt;br /&gt;
!Mind Control&lt;br /&gt;
| The nanites imprint an absolute directive onto the host&#039;s brain while they&#039;re active.&lt;br /&gt;
| 3&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Hazard&lt;br /&gt;
| Neuro-Necrosis, Brain Misfire &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Suppression Programs===&lt;br /&gt;
Programs with the goal of acting as a deterrent against the host. Generally nonlethal.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; width=100%; || style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=10% | Program&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Effect&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Volume per second&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cooldown&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=7% | Required Techweb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; width=8% | Corruptions&lt;br /&gt;
|-&lt;br /&gt;
!Electric Shock&lt;br /&gt;
| The nanites shock the host when triggered. Destroys a large amount of nanites!&lt;br /&gt;
| --&lt;br /&gt;
| 10&lt;br /&gt;
| 30s&lt;br /&gt;
| Mesh&lt;br /&gt;
| Toxin Buildup&lt;br /&gt;
|-&lt;br /&gt;
!Neural Shock&lt;br /&gt;
| The nanites pulse the host&#039;s nerves when triggered, inapacitating them for a short period.&lt;br /&gt;
| --&lt;br /&gt;
| 4&lt;br /&gt;
| 30s&lt;br /&gt;
| Neural&lt;br /&gt;
| Electric Shock, Nerve Decay&lt;br /&gt;
|-&lt;br /&gt;
!Sleep Induction&lt;br /&gt;
| The nanites cause rapid (but not instant) narcolepsy when triggered.&lt;br /&gt;
| --&lt;br /&gt;
| 15&lt;br /&gt;
| 120s&lt;br /&gt;
| Synaptic&lt;br /&gt;
| Neuro-Necrosis, Brain Misfire&lt;br /&gt;
|-&lt;br /&gt;
!Paralysis&lt;br /&gt;
| The nanites actively suppress nervous pulses, effectively paralyzing the host.&lt;br /&gt;
| 3&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Neural&lt;br /&gt;
| Nerve Decay&lt;br /&gt;
|-&lt;br /&gt;
!Death Simulation&lt;br /&gt;
| The nanites induce a death-like coma into the host, able to fool most medical scans.&lt;br /&gt;
| 3.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Harmonic&lt;br /&gt;
| Necrosis, Nerve Decay, Neuro-Necrosis&lt;br /&gt;
|-&lt;br /&gt;
!Pacification&lt;br /&gt;
| The nanites suppress the aggression center of the brain, preventing the host from causing direct harm to others.&lt;br /&gt;
| 1&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Synaptic&lt;br /&gt;
| Neuro-Necrosis, Brain Misfire&lt;br /&gt;
|-&lt;br /&gt;
!Blindness&lt;br /&gt;
| The nanites suppress the host&#039;s ocular nerves, blinding them while they&#039;re active.&lt;br /&gt;
| 1.5&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Synaptic&lt;br /&gt;
| Nerve Decay&lt;br /&gt;
|-&lt;br /&gt;
!Mute&lt;br /&gt;
| The nanites suppress the host&#039;s speech, making them mute while they&#039;re active.&lt;br /&gt;
| 0.75&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Synaptic&lt;br /&gt;
| Neuro-Necrosis, Brain Misfire&lt;br /&gt;
|-&lt;br /&gt;
!Forced Speech&lt;br /&gt;
| The nanites force the host to say a pre-programmed sentence when triggered.&lt;br /&gt;
| --&lt;br /&gt;
| 3&lt;br /&gt;
| 2s&lt;br /&gt;
| Synaptic&lt;br /&gt;
| Neuro-Necrosis, Brain Misfire&lt;br /&gt;
|-&lt;br /&gt;
!Skull Echo&lt;br /&gt;
| The nanites echo a synthesized message inside the host&#039;s skull.&lt;br /&gt;
| --&lt;br /&gt;
| 1&lt;br /&gt;
| 2s&lt;br /&gt;
| Smart&lt;br /&gt;
| Neuro-Necrosis, Brain Misfire&lt;br /&gt;
|-&lt;br /&gt;
!Hallucination&lt;br /&gt;
| The nanites make the host hallucinate something when triggered.&lt;br /&gt;
| --&lt;br /&gt;
| 4&lt;br /&gt;
| 8s&lt;br /&gt;
| Synaptic&lt;br /&gt;
| Brain Misfire&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Sensor Programs===&lt;br /&gt;
Programs that will self-pulse a given code when their condition is met.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; width=100%; || style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=10% | Program&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Effect&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Volume per second&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=5% | Trigger Cooldown&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=7% | Required Techweb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; width=8% | Corruptions&lt;br /&gt;
|-&lt;br /&gt;
!Health Sensor&lt;br /&gt;
| The nanites receive a signal when the host is above/below a certain percentage of health, with crit being 0.&lt;br /&gt;
| 0&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Biological&lt;br /&gt;
| Glitch&lt;br /&gt;
|-&lt;br /&gt;
!Critical Health Sensor&lt;br /&gt;
| The nanites receive a signal when the host first reaches critical health.&lt;br /&gt;
| 0&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Biological&lt;br /&gt;
| Glitch&lt;br /&gt;
|-&lt;br /&gt;
!Death Sensor&lt;br /&gt;
| The nanites receive a signal when they detect the host is dead.&lt;br /&gt;
| 0&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Biological&lt;br /&gt;
| Glitch&lt;br /&gt;
|-&lt;br /&gt;
!Nanite Volume Sensor&lt;br /&gt;
| The nanites receive a signal when the nanite supply is above/below a certain percentage, with the safety threshold being 0%. If safety threshold is higher, it will skew the percentage. For example, with threshold 50, 100 volume will count as 50 available volume, which means 10% instead of 20%, and the full 500 volume will count as 90%. &lt;br /&gt;
| 0&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Basic&lt;br /&gt;
| Glitch&lt;br /&gt;
|-&lt;br /&gt;
!Damage Sensor&lt;br /&gt;
| The nanites receive a signal when a host&#039;s specific damage type is above/below a target value.&lt;br /&gt;
| 0&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Biological&lt;br /&gt;
| Glitch&lt;br /&gt;
|-&lt;br /&gt;
!Voice Sensor&lt;br /&gt;
| Sends a signal when the nanites hear a determined word or sentence.&lt;br /&gt;
| 0&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
| Smart&lt;br /&gt;
| Glitch&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Jobs&amp;diff=34030</id>
		<title>Template:Jobs</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Jobs&amp;diff=34030"/>
		<updated>2021-08-10T06:05:47Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 12 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Jobs]] on Beestation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:jobstemp.png|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Captain]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Head of Personnel]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |&#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Head of Security]]&#039;&#039;&#039;, [[Security Officer]], [[Warden]], [[Detective]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |&#039;&#039;&#039;[[Engineering]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039;, [[Station Engineer]],  [[Atmospheric Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |&#039;&#039;&#039;[[Science]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Research Director]]&#039;&#039;&#039;, [[Scientist]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |&#039;&#039;&#039;[[Medbay|Medical]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;, [[Medical Doctor]], [[Brig Physician]], [[Chemist]], [[Geneticist]],  [[Virologist]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | &#039;&#039;&#039;Service&#039;&#039;&#039;&lt;br /&gt;
| [[Janitor]], [[Bartender]], [[Cook]], [[Botanist]], [[Clown]], [[Mime]], [[Chaplain]], [[Curator]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #898787; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |&#039;&#039;&#039;Civilian&#039;&#039;&#039;&lt;br /&gt;
| [[Quartermaster]], [[Cargo Technician]], [[Shaft Miner]], [[Assistant]], [[Lawyer]], [[Gimmick]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | &#039;&#039;&#039;Non-human&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[AI]]&#039;&#039;&#039;, [[Cyborg]], [[Positronic Brain]], [[Drone]], [[Personal AI]], [[Construct]], [[Ghost]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |&#039;&#039;&#039;Antagonists&#039;&#039;&#039;&lt;br /&gt;
| [[Traitor]], [[Malfunctioning AI]], [[Changeling]], [[Nuclear Operative]], [[Blood Cult|Blood Cultist]], [[Clockwork Cult|Clockwork Cultist]], [[Revolution|Revolutionary]], [[Wizard]], [[Blob]], [[Abductor]], [[Holoparasite]], [[Xenomorph]], [[Spider]], [[Swarmers]], [[Revenant]], [[Morph]], [[Nightmare]], [[Space Ninja]], [[Slaughter Demon]], [[Pirate]], [[Sentient Disease]], [[Creep]], [[Fugitives]], [[Hunters]], [[Heretics]], [[Space Dragon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | &#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[CentCom Official]]&#039;&#039;&#039;, [[Death squad|Death Squad Officer]], [[Emergency Response Team|Emergency Response Officer]], [[Chrono Legionnaire]], [[Highlander]], [[Ian]], [[Lavaland|Lavaland Role]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hey! Listen!&#039;&#039;&#039; This template is mirrored on the [[Clown]], [[Mime]], [[Ian]], and [[Shitcurity]] pages, be sure to periodically check it and make sure it&#039;s up to date.&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Space_Dragon&amp;diff=34029</id>
		<title>Space Dragon</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Space_Dragon&amp;diff=34029"/>
		<updated>2021-08-10T06:04:19Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Preface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 000000 &lt;br /&gt;
|headerfontcolor = yellow&lt;br /&gt;
|stafftype = YE OLDE&lt;br /&gt;
|imagebgcolor = C5BB99 &lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Newspacedragon.gif&lt;br /&gt;
|jobtitle = Space Dragon&lt;br /&gt;
|access = None&lt;br /&gt;
|additional = You can crush through walls, you&#039;re a fucking dragon!&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Breathe fire, chow down on Birdboat, hoard all the station&#039;s gold&lt;br /&gt;
|guides = Do you really need a guide?&lt;br /&gt;
|quote = Hæfde êow heardes wægn st¯ær oððæt ðætte Beowulf, ðone as bīspell magoðegn, stranglices sê êacen rýmet s¯ædêor wið sîn eallwealda, unoferwin−nene arc.&lt;br /&gt;
}}&lt;br /&gt;
Nanotrasen space provides many hazards, which incidentally includes giant fire breathing dragons. Don&#039;t question how their breath remains intact as it travels through a vacuum.&lt;br /&gt;
==Preface==&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Draco, ye olde Spess Dragon&lt;br /&gt;
|text=I am Space Dragon, ex-space carp, and defender of the secrets of constellation, Draco. Fabulous secret powers were revealed to me the day I held aloft a wizard&#039;s staff of change and said &#039;By the power of Draco, I have the power!&#039; The wizard was turned into the short-lived Pastry Cat while I became Space Dragon, the most powerful beast in the universe. Clicking a tile will shoot fire onto that tile. Alt-clicking will let me do a tail swipe, knocking down entities in a tile radius around me. Attacking dead bodies will allow me to gib them to restore health. From the wizard&#039;s writings, he had been studying this station and its hierarchy. From this, I know who leads the station, and will kill them so the station underlings see me as their new leader.&lt;br /&gt;
|image=[[File:Newspacedragon.gif|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
Space dragons are currently admin spawn only. Sightings of space dragons are extremely rare, which is fortunate, since their killing potential, when in the right hands, is incredibly potent.&lt;br /&gt;
&lt;br /&gt;
The Space Dragon, upon being possessed by ghosts, will spawn somewhere in the outskirts of the station, within space.&lt;br /&gt;
==Objectives==&lt;br /&gt;
The Space Dragon&#039;s goal will always be to assassinate a random head of staff, which the dragon perceives as leading the station&#039;s intrusion into his territory. If there are no heads alive, then the assassination objective will default to a random crewmember. Of course, the Space Dragon is also supposed to survive, as he has to keep his claim nice and sturdy.&lt;br /&gt;
==Stats==&lt;br /&gt;
*&#039;&#039;&#039;Health:&#039;&#039;&#039; 250&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melee Damage&#039;&#039;&#039; 35&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burn Resistance:&#039;&#039;&#039; 50%&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Speed:&#039;&#039;&#039; Normal&lt;br /&gt;
===Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Breathe Fire:&#039;&#039;&#039; When a tile is clicked outside of melee range, the space dragon sends out a column of flame from its mouth, dealing heavy damage and setting on fire anything that it hits. Virtually identical to the [[Megafauna#Ash Drake|Ash Drake&#039;s]] fire breath, besides the fact that you&#039;re only spitting out one column of flame rather than three or nine. It leaves a fiery trail behind, which will also set the careless on fire. Very fast cooldown, can be used frequently. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crush:&#039;&#039;&#039; A space dragon can walk through many objects without taking damage, and its melee attack breaks down windows, walls, airlocks, pipes, and APCs incredibly quickly. It can use its powers to easily sabotage the station.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Sweep:&#039;&#039;&#039; When alt-click is used, the space dragon&#039;s sprite spins around slightly. It knocks down any humans within melee range, and is identical to the [[Xenos#Queen|Xenomorph Queen&#039;s]] tail sweep. Medium cooldown, used to fend off high priority threats.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gib:&#039;&#039;&#039; When the space dragon uses a melee attack on a dead mob, said mob is gibbed, healing the space dragon with half of the gibbed mob&#039;s maximum health. This is what makes the space dragon so potent, as it provides staying power. Even a couple of human corpses enables the space dragon to survive a drawn out, prolonged engagement with security.&lt;br /&gt;
==Tips==&lt;br /&gt;
[[File:Newspacedragondead.png|thumb|What you hopefully won&#039;t end up becoming.]]&lt;br /&gt;
*It is useful to disable gravity, as you can travel as normal in zero gravity, whilst the crew cannot.&lt;br /&gt;
&lt;br /&gt;
*On a similar note, you can crush through reinforced walls in only two hits. You can therefore vent much of the station of its atmospherics extremely easily. &lt;br /&gt;
&lt;br /&gt;
*This also makes you the bane of AIs. You can chew through the AI sat and kill the AI super easily, and the turrets do jack-shit to you, due your resistance to lasers and burn damage.&lt;br /&gt;
&lt;br /&gt;
*On that note, go kill [[Telecommunications]] and sabotage the [[Guide to the Supermatter|Supermatter]] while you&#039;re at it. &lt;br /&gt;
&lt;br /&gt;
*Your absolute archnemesis is buckshot. You hold up well to slow, sustained damage, due to your ability to heal from corpses. However, 250 health isn&#039;t that much when you think about it, and 2 or 3 rounds of point-blank buckshot will quickly put an end to you. Rule of thumb: Don&#039;t let people with shotguns anywhere near you.&lt;br /&gt;
&lt;br /&gt;
*Gibbing people while you’re at max health is a waste. Leave corpses laying around so if you need to heal, you can chow down and survive. Besides, corpses also act as bait for other humans, and when set alight, they can also catch others on fire.&lt;br /&gt;
==Github PR==&lt;br /&gt;
[https://github.com/tgstation/tgstation/pull/42551 PR #42551]&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Traitor&amp;diff=34024</id>
		<title>Traitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Traitor&amp;diff=34024"/>
		<updated>2021-08-09T10:22:52Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Martyrdom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = SYNDICATE&lt;br /&gt;
|imagebgcolor = #BB0000&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Traitor.png&lt;br /&gt;
|jobtitle = Traitor&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever you can gain [[illicit access]] to&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[The Syndicate]]&lt;br /&gt;
|duties = Kill people, steal shit, fuck school&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Ok, time to be a productive member of- oh cool I&#039;m a bad guy time to kill people!&lt;br /&gt;
}}&lt;br /&gt;
[[File:Sword.gif]] The following is a tutorial on the basics of treachery -- for the game mode, click [[Game_Mode#Traitor|here]]. For information on the Syndicate organization, see [[The Syndicate]].&lt;br /&gt;
&lt;br /&gt;
An unpaid debt. A score to be settled. Maybe you were just in the wrong place at the wrong time. Whatever the reasons, [[the Syndicate]] has selected you to infiltrate Space Station 13. Your objective is whatever the hell they tell you to do, you&#039;re not the one calling the shots here, &#039;&#039;friend&#039;&#039;. Time to put on your big boy pants, read up on your objectives and do whatever it takes. Or don&#039;t. It&#039;s up to you.&lt;br /&gt;
==[[File:emoji_syndie.png|32px]]The Basics==&lt;br /&gt;
After you&#039;ve familiarized yourself with [[robust|robusting]], it’s time to start sowing discord and chaos. The first thing to note as the traitor are your objectives. They are always kept in the Notes command, and it’s a good idea to check that when a round starts because some early game spam can push your objectives off of the chat!&lt;br /&gt;
==Your Objectives==&lt;br /&gt;
For whatever reason you&#039;ve decided to sell out the people you live and work with, most likely for personal gain. You will be given a number of dangerous goals by your new [[Syndicate]] employer which you must complete.&lt;br /&gt;
===[[High-risk items|Grand Theft]]===&lt;br /&gt;
Congratulations, this objective is either incredibly easy or impossibly difficult. Time to loot shit! You&#039;re tasked with stealing things like the Medal of Captaincy, Captain&#039;s Antique Laser Pistol, a tank of plasma or even the goddamned [[AI]]. Generally your best bet is breaking into wherever the item is or [[robust]]ing whoever has the access for his ID.&lt;br /&gt;
&lt;br /&gt;
See the list of [[High-risk items]] for things you might be tasked to steal.&lt;br /&gt;
===Download Research Nodes===&lt;br /&gt;
To do this, first enter the [[Research_Division|research division]]. You want to reach the room visible from the public hallways that has a [[Computers#Core_R.26D_Console.2FRobotics_R.26D_Console.2FR.26D_Server_Controller|Core R&amp;amp;D Console]], [[Guide_to_Research_and_Development#Deconstruction|destructive analyzer]], [[Guide_to_Research_and_Development#Protolathe|department protolathe]] , and a [[Guide_to_Research_and_Development#Circuit_Imprinter|department circuit imprinter]]. Then follow these steps:&lt;br /&gt;
# Click the [[Guide_to_Research_and_Development#Protolathe|department protolathe]] [[File:Proto.png]].&lt;br /&gt;
# Search &amp;quot;disk&amp;quot;. Print a Technology Data Storage Disk. &lt;br /&gt;
# Put the disk into the [[Computers#Core_R.26D_Console.2FRobotics_R.26D_Console.2FR.26D_Server_Controller|Core R&amp;amp;D Console]]. [[File:RnD_Console.gif]]&lt;br /&gt;
# Click the Core R&amp;amp;D Console. Click &amp;quot;Main Menu&amp;quot; -&amp;gt; &amp;quot;Tech Disk&amp;quot;. &lt;br /&gt;
# Click &amp;quot;Load Technology to Disk&amp;quot;. Then &amp;quot;Eject Disk&amp;quot;. &lt;br /&gt;
# Put that disk into your inventory, and it will count as stealing research nodes. &lt;br /&gt;
You may want to wait until later in the round before doing this, to make sure there are enough research nodes unlocked to be enough for your objective. &lt;br /&gt;
===Assassination===&lt;br /&gt;
&#039;&#039;-&#039;cause at the end of the day, long as there&#039;s two people left on the planet, someone is gonna want someone dead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re lucky, someone or something will off your target for you. In that case, congratulations! Sit back, lay low and avoid the tsunami of chaos. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t feel lucky? Wanna tip the scales in your favor? Good on ya. There&#039;s a whole smorgasbord of ways to murder someone. You can read up on that [[#Murder_101|below]].&lt;br /&gt;
&lt;br /&gt;
Your target MUST still be dead when the shuttle docks at Centcom. Don&#039;t forget that your station has experimental cloning technology that may or may not be working.&lt;br /&gt;
====Maroon====&lt;br /&gt;
A variation of Assassination where simply preventing them from escaping will also count as a success. Gives you a little more freedom in how you want to approach it. Nine times outta ten this means killing them, but you don&#039;t have to! Be creative! &lt;br /&gt;
====Destroy AI====&lt;br /&gt;
Another variation of Assassination, except your target will always be an [[AI]]. A little tougher than your typical target, as the AI is usually installed in a well-fortified location. It&#039;s also not as straightforward as simply uploading a law to have it kill itself, as someone can easily just walk into the AI core and restore it back to full health.&lt;br /&gt;
====Protect====&lt;br /&gt;
A rare objective that an admin probably gave you. Your job is to keep your target alive and hope they don&#039;t commit suicide or get lost on lavaland forever.&lt;br /&gt;
===Escape alive and without being in custody===&lt;br /&gt;
Now, the difficult part, getting off of the station in either the [[Escape Shuttle]] or an [[Escape pod]]. Some players are going to want to cause the damage to get the shuttle called. Other players are going to want to hang back and let the station tear itself to pieces. The more people on the shuttle, the greater chance some MAD BOMBER will kill you and such. How you escape is up to you, but remember that one [[emag]] or three different [[Heads of Staff]] IDs will reduce the departure timer to 10 seconds. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that the Shuttle Brig (area of the main shuttle marked with red flooring) is designed to transport prisoners to Centcom security. You will count as being &amp;quot;in custody&amp;quot; if you stand on this red flooring when the shuttle docks at Centcom. &lt;br /&gt;
====Delta Alert====&lt;br /&gt;
If the station goes delta it means the station will likely explode or worse within 90 seconds or so. If this happens you can still escape alive. During red and delta alert levels, the escape pod control computers will have the option unlocked to &amp;quot;Send to lavaland&amp;quot;. Sending your escape pod to lavaland will count as you escaping alive without being in custody only IF the station does explode from the delta crisis, AND you stay in the pod until the round ends. It does NOT count if the delta alert crisis is resolved, and the round ends normally from escape shuttle arriving to Centcom.&lt;br /&gt;
===Hijacking===&lt;br /&gt;
&#039;&#039;&#039;FUCK.&#039;&#039;&#039; The Syndicate wants you to hijack the [[Escape Shuttle]] by overriding the navigation protocols using the shuttle computer. This is going to be so much more difficult. There are two basic ways to approach this problem. The first is to simply [[robust]] anyone who tries to board the shuttle. It seems easy at first, but once you&#039;re dealing with a tide of panicked crew trying to escape the singulo/changelings/malfunctioning AI the problem becomes exponentially more difficult. Your second option is to seal off the escape shuttle or its bridge. Build walls in front of the windows, [[guide_to_hacking|hack]] the shuttle airlocks to drop the bolts and find some way to make the rest of the shuttle inhospitable. A combination of both of these approaches can be sufficient 90% of the time. Don&#039;t forget that you can emag the shuttle&#039;s console (or swipe it with three different [[Heads of Staff]] IDs) to force the shuttle to launch after a quick 10 second countdown.&lt;br /&gt;
&lt;br /&gt;
If all goes well, give yourself a pat on the back, you did it! If not, try to figure out where it all went wrong and improve on that. Escaping alone can be nearly impossible depending on the crew and station&#039;s condition. Sometimes it was not meant to be, but regardless, the only way to keep better is to have fun and continue practicing!&lt;br /&gt;
===Martyrdom===&lt;br /&gt;
What the objective says. Die a glorious death. To succeed you must be dead by the end of the round. Dying and then getting cloned does not count as having died.&lt;br /&gt;
&lt;br /&gt;
You may also be granted exemption from &#039;&#039;&#039;R8.4 Murderboning&#039;&#039;&#039; rule. Adminhelp first before doing something that will result heavy bystander casualties.&lt;br /&gt;
&lt;br /&gt;
If the administrator gives the go ahead, you are free to killing anyone you see through any means up to and including Tesloose, singuloose and plasmaflooding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the &amp;quot;suicide&amp;quot; command to kill yourself is not a glorious death. Doing this will make you fail this objective, and you will not get your greentext.&#039;&#039;&#039;&lt;br /&gt;
==[[Syndicate Items|Your Tools]]==&lt;br /&gt;
Alright, you know your objective! Time to accomplish that goal! The Syndicate treats you much better than Centcom. On your person, you will have an uplink containing 20 telecrystals itching to be spent on traitory goods. The uplink will either be hidden in your [[PDA]], [[Radio Headset]] or in a [[pen]]. With a PDA uplink, you will be given a code consisting of a phonetic alphabet letter, and a three-digit number. The Headset uplink can be accessed by tuning it to a specific frequency, and the pen can be accessed by turning the head a certain number of degrees. &lt;br /&gt;
&lt;br /&gt;
Check [[Syndicate Items]], for a more detailed description on the goods. But don&#039;t go racing off to order those items ASAP. Although it can be useful to get items early, holding off until you need the item also has merit, so 6 crystals don&#039;t get wasted on an emag when you find the captain&#039;s spare ID on that assistant you just killed. Some items require you to pool your telecrystals with other traitors. Other items are role-specific.&lt;br /&gt;
&lt;br /&gt;
If you think you&#039;re at the risk of being searched by security, and you don&#039;t think you can outrun or outfight them, a good idea is to hide your traitor items somewhere. A few options:&lt;br /&gt;
* A backpack in one of the personal lockers in the locker room at arrivals or in the dorms northwest of the bar.&lt;br /&gt;
* For small items like emags, you can hollow out a book with a pair of wirecutters and place the item inside. To recover it, just click the item in your hand. The object will fall out.&lt;br /&gt;
* The cistern of a toilet in the locker room or the dorms. Crowbar the toilet to remove the cistern lid, click the toilet with the item you wish to hide, then crowbar the toilet again to replace the lid. Be warned that this creates a unique sound that can be heard in nearby rooms, so players who hear this and know about the trick may check the toilets to see what loot they can find.&lt;br /&gt;
* shitty smuggler&#039;s satchel underneath a floor tile, but these only hold four small items and as such are a waste of telecrystals.&lt;br /&gt;
* Various lockers, boxes, linen bins and the like around the station.&lt;br /&gt;
* Always experiment to find more!&lt;br /&gt;
==[[Illicit Access]]==&lt;br /&gt;
Gaining entry to areas above your clearance is an important skill. Sometimes you&#039;re looking to loot stuff. Sometimes security or another traitor is chasing you and you need to escape them. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. A collection of ways to break into places can be found [[Illicit Access|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:emoji_heart.png|32px]]Blood Brothers ==&lt;br /&gt;
It&#039;s like traitor but with brotherly love! You and one or two other assholes will have to complete multiple traitor objectives together! You get a static meeting place on the station where you can plot your dastardly plans. The main caveat is that you don&#039;t recieve TC!&lt;br /&gt;
==Incursion==&lt;br /&gt;
Incursion is a version of traitors where the traitors are in a small team. As a member of the incursion, you will spawn with a radio uplink in your backpack and a radio implant that can listen in on all channels and talk on the syndicate one. This implant cannot be implanted into non-antagonists or else it will explode, gibbing the receiver if they do not get it removed in time.&lt;br /&gt;
===Uplink===&lt;br /&gt;
The station-bounced radio uplink you spawn with only has 15 TC, and certain items have been blacklisted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacklisted Gear&#039;&#039;&#039;&lt;br /&gt;
 - Contractor Kit&lt;br /&gt;
 - Sleeping Carp&lt;br /&gt;
 - Syndicate Lootbox&lt;br /&gt;
 - Syndicate Encryption Key&lt;br /&gt;
 - Internal Syndicate Radio Implant&lt;br /&gt;
 - Clown Car&lt;br /&gt;
&#039;&#039;&#039;Unique Items&#039;&#039;&#039;&lt;br /&gt;
====Stolen Shuttle Creation Kit====&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stolen Shuttle Creation Kit&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 15TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Building a shuttle&lt;br /&gt;
 |strategy = Build a shuttle for your team, warp to security, raid the armoury and then warp away before security can catch up with you. Use as a mobile base of operations and as a hideout for when you do your deeds.&lt;br /&gt;
 |description = Contains (almost) everything you need to build your own shuttle. Comes with a canister of plasma, a combat RCD with a lot of RCD ammo, a shuttle creator, 2 pipe dispensers, 2 syndicate toolboxes (containing combat gloves), 1 electrical toolbox, 1 shuttle docking computer, 1 shuttle flight computer, 2 plasma thrusters, 2 engine heaters, 1 RPED, an APC electronic board and an APC wallframe.&lt;br /&gt;
 }}&lt;br /&gt;
====Syndicate Medical Bundle====&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Medical Bundle&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 12TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Healing your team&lt;br /&gt;
 |strategy = Use the stimpacks to become immune from security stuns, revive your dead teammates with the defibrillator, heal your wounded teammates with the medical kits.&lt;br /&gt;
 |description = A bundle containing 2 tactical first aid kits (Which include combat defibrillator), 2 brute first aid kits, 2 fire first aid kits, 1 toxin first aid kit, 1 oxygen first aid kit, a pill bottle of mutadone, a pull bottle of neurine and 4 stimpacks.&lt;br /&gt;
 }}&lt;br /&gt;
====Hardsuit Bundle====&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Hardsuit Bundle&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 18TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Going into space and looking cool.&lt;br /&gt;
 |strategy = Buy hardsuits, pretend to be a nuclear operative team, the whole crew arms up with weapons and AA, take AA and steal your targets before escaping.&lt;br /&gt;
 |description = A create containing 4 syndicate hardsuits, 4 syndicate gasmasks and 4 oxygen tanks.&lt;br /&gt;
 }}&lt;br /&gt;
===Objectives===&lt;br /&gt;
====Assasinate Excommunicated Traitor====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Assassinate an excommunicated traitor. The person you are tasked with killing will know you are coming and is a standard traitor with a standard uplink and standard objectives of their own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Moderate/Easy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Get together as a group and quickly take them out, or frame them for a crime and get them searched and executed by security.&lt;br /&gt;
====Assasinate Head of Staff====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Assassinate a head of staff. Often pretty difficult, since they will be checked on a lot more than a regular crew, but as long as nobody sees you and your team do it, nobody will ever know.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Moderate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Kill them while they are alone.&lt;br /&gt;
====Escape / Hijack====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Like normal escape or hijack, except only 1 team member needs to complete this objective for it to count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Easy (Escape) / Hard (Hijack)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Complete them like you normally would.&lt;br /&gt;
==Murder 101==&lt;br /&gt;
Most traitors eventually have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.&lt;br /&gt;
====General Tips &amp;amp; Advice====&lt;br /&gt;
* Always finish the job.&lt;br /&gt;
* Armor can be circumvented by aiming for areas not covered by the armor. If somebody is wearing a helmet, aim for the torso. For body armor, aim for the legs.&lt;br /&gt;
* Know your enemy. If your target is part of the Security team or one of the Heads, expect to be fighting a heavily armed and armored opponent. If you know the target is a good fighter, it might be a good idea to use one of the less physical methods.&lt;br /&gt;
* If you think you can kill somebody with an item, chances are you can. Even when you&#039;re sure there&#039;s no way this will kill anyone, &#039;&#039;it still might manage to.&#039;&#039; Experiment with different items and tools so that you&#039;re always a threat.&lt;br /&gt;
* When push comes to shove, push back. Fighting in SS13 is a lot like bull fighting; a lot of running and dodging and then direct physical confrontation. Never be afraid to back off for a second and get ready for a charge.&lt;br /&gt;
* Keep in mind that the best methods of killing are combinations of the ones listed below.&lt;br /&gt;
* Blood on your weapons, hands, and on floor are dead giveaways that you have beat somebody up. Dispose of the weapon and/or clean them if you have the supplies or can get to a sink and/or shower. Always try to wear gloves when you kill someone. Not only does it leave your hands clean, it prevents fingerprint evidence from giving you away.&lt;br /&gt;
* Having the element of surprise on your side ALWAYS makes for an easier murder. Don&#039;t give your opponents a chance to run away or defend themselves if you can.&lt;br /&gt;
* If you act suspiciously, you&#039;ll be treated suspiciously. Your instinct might tell you to avoid security and try not to draw attention to yourself. This is guilty behaviour. Act casual. Be polite and engaging with people you talk to. You&#039;ll be surprised at what you can get away with when people like and trust you.&lt;br /&gt;
===Beating===&lt;br /&gt;
Typically the most readily available murder option. It involves a blunt object such as your fists, tools, toolboxes, stun batons or almost any other item in the game.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Easy to do, weapons are readily available across the station.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Leaves a bloody mess, armor exists, often gives them time to cry for help.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Unless you&#039;re a robust fighter, beating is not always a viable option because it&#039;s somewhat easy to defend against. A few objects, like batons, will require harm intent.&lt;br /&gt;
===Strangulation===&lt;br /&gt;
Another simple option. Anybody who&#039;s not handcuffed can strangle somebody.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Always available option, after you have it locked in it&#039;s GAME OVER, doesn&#039;t leave any blood&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Unless they&#039;re stunned or handcuffed, it&#039;s very easy to avoid and it leaves you in a vulnerable position, unless you quick choke.&lt;br /&gt;
Takes ages to actually kill someone&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Strangulation is most useful against downed opponents. Tabling is a common precursor to strangling.&lt;br /&gt;
==Advanced Methods of Murder==&lt;br /&gt;
This section covers special weapon kills and environmental circumstances that may only be available in certain parts of the station.&lt;br /&gt;
===Suffocation===&lt;br /&gt;
Simple enough; while wearing internal gear, release toxic gases into a room with your opponent.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Leaves no physical evidence besides the tank/canister, reasonably fast!&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Toxic gases can be difficult to acquire depending on your job&lt;br /&gt;
:Trapping your target presents a problem in and of itself&lt;br /&gt;
:They may have internals&lt;br /&gt;
:The area becomes contaminated until somebody comes to clean it up&lt;br /&gt;
:The AI will also receive an atmospheric alarm for the area and can immediately jump to a camera there, making escape difficult unless you can hide in a locker or something&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Suffocation is not a good option for many parts of the station, but it&#039;s feasible to use in areas like the Engine, Toxins and the Atmos lab.&lt;br /&gt;
===Intoxication/Overdose===&lt;br /&gt;
Killing aided by medical supplies such as toxins, morphine and rejuvenators and medication like epilepsy pills. Some of these will merely incapacitate the enemy, some will do significant damage, and enough of them can be deadly.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Readily available in the Medbay or from your uplink, leaves little physical evidence&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Takes some time to work&lt;br /&gt;
:Is most likely not deadly unless extreme doses are administered&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This method is effective to incapacitate people you&#039;ve already caught if you don&#039;t have any means of handcuffing them, but unless you&#039;re a chemist or buy the poison kit, what you&#039;ve got is probably not effective enough to kill outright.&lt;br /&gt;
===Weapons===&lt;br /&gt;
Simple to use and most effective in direct melee. This includes swords, axes and revolvers.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Almost a one-hit-kill, can be concealed&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Only available to the traitor, makes a bloody mess, anybody who sees you with them will assume you are the traitor, unsuppressed weapons can be heard from adjacent rooms&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Very effective and efficient means to kill, but these weapons are not available to the general public, so if you&#039;re caught with them it&#039;s usually game over.&lt;br /&gt;
===Spacing===&lt;br /&gt;
The act of forcing somebody out of an external airlock. The ones in the [[Escape Shuttle Hallway]] and [[Arrivals]] are all-access, meaning anyone can open these. Aggressive grab and throw them while they are under or in front of the airlock.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Airlocks are available across the station, guaranteed kill, usually leaves no physical evidence&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:External airlock access isn&#039;t granted to everybody&lt;br /&gt;
:Smart opponents might be able to dodge out of the way or pull you out with them, they will probably be able to scream for help&lt;br /&gt;
:You&#039;ll need internal equipment&lt;br /&gt;
:The body can land back on the station&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Spacing can be a plausible option for people with the proper equipment, but it can also be dangerous.&lt;br /&gt;
===Fire===&lt;br /&gt;
Very dangerous and should only be used if a dramatic death is desired.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Very intimidating and dramatic, high chance of death, destroys the station (if that&#039;s a good thing), and leaves no physical evidence except a charred body and burnt floors.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:The equipment required to start a fire is only available in certain rooms such as atmospherics, toxins lab or the engine. It&#039;s also very dangerous to the attacker.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Fire has high style points but it can be permanently damaging to the station and may interfere with your objective.&lt;br /&gt;
:The &#039;&#039;&#039;singularity engine&#039;&#039;&#039; can also be used as an effective murder weapon and shares many of the pros and cons stated above, but the danger is increased tenfold.&lt;br /&gt;
===Genetic Murder===&lt;br /&gt;
Makes up a fraction of murders on SS13, but it has its advantages.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:You can change the person&#039;s identity completely, you can mask your murder as an attempt to help give them powers or do research or backup DNA, and once they&#039;re in the pod you can lock it where they have no chance to call for help or fight back.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:It&#039;s hard and generally suspicious to access the genetics lab unless you&#039;re cleared to enter.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This method can be risky and it is generally not easy to accomplish unless you&#039;re the researcher.&lt;br /&gt;
===Baiting===&lt;br /&gt;
A fairly advanced tactic, if only because it doesn&#039;t always work and is difficult to pull off correctly. Basically, you talk Security into attacking somebody for committing some kind of crime. The crime ostensibly committed can range from breaking windows to breaking faces - it doesn&#039;t matter, they&#039;ll die for it. This can be especially useful when the Security team have proven themselves incompetent and are unlikely to challenge your accusations.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Relieves suspicion of you (if it exists), a very good way of getting the station&#039;s legitimate members to do your dirty work, distracts Security, makes for nice RP&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Unpredictable, occasionally backfires, not always easy to pull off.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:It is great when it works, but it is also hard to pull off and risky. Make sure you always wear gloves, and try to use people&#039;s ignorance to your advantage; asking some random Assistant to hold something like a fire extinguisher for you at the start of the round, then leave it near the victim&#039;s body, for example.&lt;br /&gt;
:Another tip-Have a good weapon on you, DON&#039;T MAKE THINGS UP ON THE GO, have something your target can get knocked out by.&lt;br /&gt;
===Gibbing===&lt;br /&gt;
Using the chef&#039;s gibber for killing personnel. Probably the best if you&#039;re the chef, but if the corpse is knocked out, the chef won&#039;t give a shit about killing them.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Leaves no evidence, and you can eat him to get your health back.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Target has to be nonresponsive to gib them. Access to the kitchen is needed, or you will end up having at least one person who knows that you killed someone. Body has to be dragged to the kitchen, most likely in front of people.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This is probably the best as chef, as it doesn&#039;t appear as traitorous.&lt;br /&gt;
===Cremation===&lt;br /&gt;
Using the crematorium is a must as a Chaplain traitor. You can also mass drive people if you don&#039;t want to cook them (obvious to anyone going to derelict).&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:No chance to survive, leaves literally zero evidence if you pick up the ashes, no need to strip them down.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:You can get spotted, need to make sure the person is out cold / dead. &lt;br /&gt;
:Crematorium destroys items completely, and doesn&#039;t leave anything behind if you don&#039;t strip them. Obvious if you mass drived them (and people going to the derelict will notice this). Careful of blood trails!&lt;br /&gt;
:Only people with the crematorium&#039;s access can use the crematory devices.&lt;br /&gt;
:Remember, the crematorium also destroys items! Nothing is worse than broiling the Captain and realizing that all that remains of your objective is now a scorched piece of jumpsuit.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:The mini-crossbow helps here, as does the sleepy pen. You can knock people out constantly, and pelt them with arrows until they pass out and are at your mercy.&lt;br /&gt;
== Where to Commit Murder ==&lt;br /&gt;
Now that you&#039;ve picked your method of slaying, you will need to pick somewhere to do this. Several obvious factors play into this decision;&lt;br /&gt;
* Are the facilities available in this area? You obviously won&#039;t be able to push somebody into the engine from the Chapel.&lt;br /&gt;
&lt;br /&gt;
* How frequently does the subject access this area? Waiting in the Medbay for your target won&#039;t result to anything if he never leaves his office.&lt;br /&gt;
&lt;br /&gt;
* How heavily populated is the area? You won&#039;t want to kill somebody in an area like the Medbay because there is almost always somebody there.&lt;br /&gt;
After looking over these, you can tell where you should commit the crime. Several more specific factors play into this;&lt;br /&gt;
* How hard is the area to access?&lt;br /&gt;
* How secluded is the area?&lt;br /&gt;
* How much camera coverage is there?&lt;br /&gt;
* Is the area your primary post?&lt;br /&gt;
It would be unwise to kill somebody in the Toxins Lab if you&#039;re the only toxins researcher. On the other hand, it would be incredibly wise to kill somebody in the Toxins Lab if you&#039;re not the toxins researcher.&lt;br /&gt;
===Getting Rid of the Body===&lt;br /&gt;
Most of the methods of killing people leave behind a body (potentially) covered in evidence and more importantly able to be brought back from the dead. While the specifics of resurrection aren&#039;t important the requirements of these methods are. &lt;br /&gt;
*Defibrillation needs a mostly intact body which has been dead less than a certain amount of time. The easiest method of rendering it impossible to defib someone is to smash their skull in a bit more thoroughly. Just keep beating/shooting them while they&#039;re dying. &lt;br /&gt;
*Cloning requires the brain. All you need to keep is the brain so cutting that out and keeping/spacing should suffice. Be aware cloning can have saved scans so ensure you check&lt;br /&gt;
*Botany is probably the most difficult to prevent but the least likely to happen. So long as Genetics is intact Botany is unlikely to start planting clone pods. Fortunately they need a blood sample from the body and RP rules(usually) protect you from blood taken from before your attack.&lt;br /&gt;
*Robotics doesn&#039;t actually bring the dead back(they still count as dead even if borged) but most Borgs that aren&#039;t one-humaned to you are going to rat you out the moment they can speak. Fortunately they need the brain.&lt;br /&gt;
So how do you actually prevent this?&lt;br /&gt;
Most of the methods of killing people without leaving a body work on those who are already dead.&lt;br /&gt;
Cutting someone&#039;s brain out or beheading them stops almost every method. Your common toolbox contains most of the tools you need and substitutes for the rest are in low security areas. A quick trip to cargo will get you a full set of tools or the ones you were missing, breaking a window or hopping the kitchen table will get you a knife, and breaking into the botany backroom will get you a hatchet to replace the saw. A brainless body is suspicious and bleeds everywhere so be prepared to ditch it right away. A quick disposals ride should be enough to prevent your location from being identified. You were wearing gloves, right?&lt;br /&gt;
If you have access to body bags, you should use them. People ask a lot fewer questions about people using body bags in public. Expect to get stopped several times by assholes opening the bag and make sure it looks like your heading for Medbay.&lt;br /&gt;
Toss people out of the airlock at an angle, as most of the places where people check for bodies are in straight lines.&lt;br /&gt;
Strip people of their jumpsuit if you can&#039;t dispose of them elsewhere and hide them in a locker that locks preferably to an access that is uncommon. Remember your new access is your access plus whatever your victim&#039;s access was.&lt;br /&gt;
If all else fails, dropping a mini-bomb on the body will prevent it from coming back.&lt;br /&gt;
==Getting Caught==&lt;br /&gt;
Things never go that smoothly. Getting caught is a way of life on Space Station 13 and knowing how to get out of it is very important. And the best way to do that is to lie so much you believe yourself. Lie to everyone and everything that talks to you. Agree to any searches that won&#039;t get you busted for corpses or traitor items. Do anything to deflect the blame on to others. If you run around not saying anything dragging a locker of corpses around, you will end up dead. If you drag around that locker of corpses saying you were cleaning up maintenance and you are going to give the chef some meat, you may have a chance of not getting killed. Note that your chances of this bluff being a success is shot to nothing if you get caught with any traitor items on you. As soon as that first [[emag]] or revolver is spotted, you&#039;re getting a face full of a harm baton and then the embrace of hard vacuum.&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
===Tip 1: GET CREATIVE===&lt;br /&gt;
Alright, here&#039;s the situation. Let&#039;s say that your objectives are to kill someone, and to escape alive. Very simple, and they give you a lot of leeway in terms of the method of assassination. This means you could kill your target in a multitude of interesting and different ways! Here&#039;s a few examples:&lt;br /&gt;
* Challenge your target to a duel.&lt;br /&gt;
* Kill them in an incredibly silly way, or using unlikely objects.&lt;br /&gt;
* Be like Jigsaw, and give them a challenge in which failure ends in death.&lt;br /&gt;
* Frame them as a traitor, by putting traitor items in plain sight and switching your fingerprints for theirs in the security database.&lt;br /&gt;
And many more! Please note that even if you have things like steal or escape alone objectives, you can still make things fun! Try holding a hostage, or buying the escape shuttle.&lt;br /&gt;
===Tip 1-A: Use a gimmick===&lt;br /&gt;
Gimmicks can be the most fun you will have as an antagonist. Everything from tying your victims to a conveyor belt leading into the crusher and donning a Snidely Whiplash costume, to putting on a suit and tie, getting the admins to turn you into a skeleton, and building a disposals coaster into space (THE RIDE NEVER ENDS), to playing a murderer who hatches murder plots based on the victim&#039;s job (roboticist killed by a rogue cyborg, engineer thrown into the supermatter, assistant toolboxed to death, etc.) can be fun for all parties involved.&lt;br /&gt;
===Tip 2: Try to avoid murderboners===&lt;br /&gt;
&#039;&#039;WARNING! WARNING! OPINION AND RANT AHEAD!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murderboning is no fun. No matter how great it might seem gunning down everyone you see, you&#039;ve got to remember something. Every human you see walking around is being controlled by a real person. They probably sat down after a hard day doing whatever it is they do and said to themselves “Huh, I want to play Space Station 13. It&#039;s a fun game!” You probably did the exact same thing before you logged on. For each little pixel character you shoot in this game of 2D spessmens, you are removing a person – just like you – from doing something they find enjoyable. This is what makes SS13 different from other games. If you die in an FPS, you pop back into existence no different from before you died. In SS13, unless the body is recovered you die permanently. So please, think of who you&#039;re killing before you go on a thermal/noslip/esword frenzy.&lt;br /&gt;
==== !!MURDERBONING IS NORMALLY AGAINST THE RULES!! ====&lt;br /&gt;
===== DO NOT MURDERBONE UNLESS IT IS [[Rules#Murderbone Policy|&#039;&#039;SPECIFICALLY WRITTEN THAT YOU CAN&#039;&#039;]] =====&lt;br /&gt;
===Tip 3: Ask the admins, they&#039;re here to help you===&lt;br /&gt;
Despite popular opinion, the admins are not just here to ban people and press buttons. They&#039;re here to help make the round interesting – just like you! Therefore, if you want to do a gimmick that you cannot pull off with the tools available, feel free to ask the admins if you can buy something using leftover TC. Some ideas: Centcom announcements, identity changes, being changed into a whole new antag (note: the admins will quickly get frustrated if you ask for this every time)&lt;br /&gt;
&lt;br /&gt;
Another thing – if your objectives are boring, easy, or you&#039;ve already completed them, you can ask for more. It&#039;s a good alternative to simply killing everything in sight if you can&#039;t think of something to do. For maximum realism, do this by emagging a command console. However, &amp;lt;b&amp;gt;IF NO ADMINS ARE ONLINE, DO NOT AHELP FOR EXTRA MISSIONS&amp;lt;/b&amp;gt;, this only bothers admins as they are forced to get their attention to you, when they could be monitoring the server for rulebreakers.&lt;br /&gt;
===More Tips===&lt;br /&gt;
* Having a spare ID always helps. Assistants are a dime a dozen, so it&#039;s not a bad idea to pin an assistant ID on your shirt before you go about any dirty business so your real identity is not compromised. Throw some acid on your face and acquire a voice changer from your uplink, and no one will ever be able to discover who you are! That is, unless they take your DNA or fingerprint. If you don&#039;t have that, then just wear a mask and run around as unknown, using your ID to access the doors that you need. Knowing the access each job has makes certain IDs more valuable than others and should be a priority.&lt;br /&gt;
* Emagging welded/bolted doors causes them to close permanently, they cannot be opened and can only be destroyed, use this to your advantage when &#039;reserving&#039; an escape shuttle for yourself or when hiding a powersink.&lt;br /&gt;
* There may be other traitors on the shuttle and you may be their objective to kill. Trust nobody. Also, if the round is uneventful, the admins may create new traitors with custom objectives, some of which can be a lot of fun.&lt;br /&gt;
===Even More Tips===&lt;br /&gt;
* Emag any Janiborg you can for their infinite lube reserves. They are also very effective thieves due to being able to pick up items with their trash bag. Emag one, tell it to bring you the AI Upload board and a module of your choice from the Upload Chamber, etc.&lt;br /&gt;
**Actually, just emag all the borgs you come across. And then make more borgs with tthe bodies your minions have created. Then inadvertently complete the &amp;quot;escape alone&amp;quot; after you turned half the crew into mechanical slaves.&lt;br /&gt;
* You can force the AI to call the shuttle by throwing an EMP grenade near it&#039;s core; it has a 15% chance to do so though.Or alternatively, release the tesla which usually makes a bee-line for the AI (if you haven&#039;t given it prior prompting via a beacon...)&lt;br /&gt;
* Store dead bodies on the Toxins Test Site. Nobody will ever find them.&lt;br /&gt;
* Security cameras see as far as you do (7 tiles). This means that if you can&#039;t see a regular camera, it can&#039;t see you. X-ray cameras see through walls. You can differentiate the curved protrusion on the side. &lt;br /&gt;
* Having a bomb in your backpack and setting it off while in a sleeper, will blow up all the shut and the sleeper, but leaving you perfectly unharmed.&lt;br /&gt;
* If you inject a good power cell with plasma, it&#039;ll explode and create a hole in space when it is used for anything.&lt;br /&gt;
* Light switches can be used to sabotage a room if you inject plasma into the light bulbs. Also works if there is a power outage.&lt;br /&gt;
* An emagged Medibot will flat out murder anyone who stands still. Good combo with an emagged Beepsky.&lt;br /&gt;
* When you take something from your bag, or put something in it, it creates a message that everyone around you gets. How far this message goes depends on the size of your item. Here&#039;s a cheat sheet:&lt;br /&gt;
**If the item can&#039;t be placed into a box, then when you put it in your bag it&#039;ll show to everyone that can see you.&lt;br /&gt;
**If the item can be placed into a box, then when you put it in your bag it&#039;ll only show to people who are directly next to you.&lt;br /&gt;
**This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don&#039;t show any message at all.&lt;br /&gt;
* Fake Mustaches conceal your identity as well as a gas mask or helmet. &lt;br /&gt;
* An agent card, which can be used to make you untrackable by the AI, can also scan other IDs to copy their access, producing no special message for spectators: you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP&#039;s line by queuing up behind someone with large amounts of access and copying that access on the diagonal while the ID is placed on the table. Also scanning two cards with an agent card give the agent card the permissions of both, you can create a ghetto captains ID with a few low level ID&#039;s you just find laying around.&lt;br /&gt;
* If you grab someone and use them on a open toilet, drownign them via swirly will take creativity however. If it is closed, it slams the affected person into the toilet seat.&lt;br /&gt;
* The chameleon projector can be used to dodge shots, just run with it in your and spam it to have bolts go over you.&lt;br /&gt;
**A hilariously effective use of the cham projector is something slippery, like the clown&#039;s PDA or a banana peel. WILD CLOWN MATERIALIZES.&lt;br /&gt;
**You can&#039;t drag items that are people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.&lt;br /&gt;
**Floorbots won&#039;t try to collect people disguised as floor tiles or metal&lt;br /&gt;
**Pretending to be an item in space gives you perfect movement, but you&#039;ll still die of exposure if you&#039;re not prepared&lt;br /&gt;
**You can cloak as things in the holodeck and use them elsewhere on the station, no one ever suspects the beachball.&lt;br /&gt;
**You can wrench apart a table or rack and rebuild it under you and disguise for a more convincing ploy.&lt;br /&gt;
**Hiding as an item in a doorway will let the door close harmlessly on you, giving total concealment.&lt;br /&gt;
**Buy an uplink implant, if you get brigged buy a projector and inspire the wild goose chase of the century as you hide there. If sec is being meta shitlords they&#039;ll probably assume there&#039;s a cult about due to the lack of evidence of any escape route besides a straight up teleport.&lt;br /&gt;
* No-Slip syndie shoes are the most cost effective thing you can possibly buy, and probably the most powerful thing you can purchase.&lt;br /&gt;
* You can change the timer on C4 to be extremely high, it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the ba-jesus out of someone by planting irremovable C4 that will probably never detonate or hang a live explosive on your wall for a stylish conversation piece.&lt;br /&gt;
* The entirety of Disposals can easily be routed into space in certain maint areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them.&lt;br /&gt;
* Putting a tracking beacon in space makes the hand teleporter a instantly lethal weapon instead of a convenience.&lt;br /&gt;
* A banana peel slip is long enough to quickchoke someone.... not as devastating as it once was, but they&#039;ll be down for the count unless someone assists them.&lt;br /&gt;
* Targeting the eyes with a flashlight and attacking someone with it will cause their screen to flash white for a moment... This works on cyborgs as well, and can be used to blind and seriously inconvenience them if you don&#039;t have access to a flash and have someone to assist you in beating them to death.&lt;br /&gt;
* Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.&lt;br /&gt;
* When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Also, unless they are right on your ass, close doors you go through and open doors you don’t. People will chase open doors if they lose a visual on you. Also, tasers can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel.&lt;br /&gt;
* There&#039;s an ID console near arrivals. If you get all-access when you really shouldn&#039;t, you should use this to make extra ID&#039;s to stash somewhere for when Sec inevitably takes your original ID.&lt;br /&gt;
* Shooting syringes of black slime juice works and will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.&lt;br /&gt;
* Diamond drills can break through r-walls in record time.&lt;br /&gt;
* Have an agent ID and a voice-changer mask? Why not use it to make that guy you murdered blame somebody else! Or, make him say he&#039;s committing suicide! HoP traitors (or equivalent) with a voice changer can impersonate anyone they want without even having to buy an Agent ID, all from the comfort of his or her own office or even they&#039;re own escape pod.&lt;br /&gt;
* You should hide off cameras when impersonating someone with a non-Agent ID, as the AI can track you.&lt;br /&gt;
* You can always turn that Box of Spare IDs into a Box of Fake IDs, find a nice place in maint....&lt;br /&gt;
* If you ever need a place to hide something make a false wall to the balloons secret spot and put the stuff into that area to get later when the heat has died down. All you need to worry about is some-body wanting a balloon and finds a ton of weapons or something else instead. For extra points use the secret spot right by sec for the irony if they ever find out. ADDED: You can also use the little construction area next to security if you don&#039;t mind a little damage. Few people check there unless there happens to be a powersink/hidden comms console.&lt;br /&gt;
* NOBODY expects freedom implants.&lt;br /&gt;
* You can delete your fingerprints from the security records. It&#039;s better to re-forge them or swap them with someone else&#039;s however.&lt;br /&gt;
* Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID to open lockers that aren&#039;t already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele.&lt;br /&gt;
* Boxstation? Here&#039;s how to quickly and easily disable tcomms permanently (99% of the time) as a traitor, at the cost of four telecrystals: from in front of the Incinerator door, go 4 tiles south and slap a block of C4 to your right. Equip internals while you wait for it to go off. This will destroy the telecomms APC, which will depower comms. Nobody will be able to use headsets. With your internals on obviously, deconstruct/slap a second block of C4 on the hub in the middle of the room. If you didn&#039;t get tased and then lasered and dragged out onto a solar by an engineer who&#039;s packing, you will be able to enjoy your disabled comms and everyone walking around with constantly broadcasting station bounced radios in their pockets. ADDED: Destroying the hub does stop communication through headsets on the station. Do note that a competent engineer can still repair your damage.&lt;br /&gt;
* How to get to the Captain’s Quarters through disposals: There is a disposals tunnel outside the mining dock. Just weld and then wrench the sorting pipe, then right-click it once it&#039;s free and click flip. With a bit of luck, it&#039;ll be facing the opposite way. Wrench and weld it. Any disposal &amp;quot;upstream&amp;quot; from that pipe will now take objects and people to the HoP&#039;s office. I like to break into the construction area above tcomms, because it has a disposal in-between the pipe you need to flip to get into the captain&#039;s office and the previous one we flipped. To get into the Captain&#039;s office, you need to crowbar the floor here below the teleporter, then weld, wrench and flip the pipe. When the arrow is pointing right, wrench and weld the pipe and lay the floor tile back over it. Any disposal &amp;quot;upstream&amp;quot; from there will take you to the captain&#039;s office. The rest will take you to the HoP&#039;s. The only question is, if there&#039;s no ID and no hand tele, how do you get out before security gets there?&lt;br /&gt;
* Emagging a comms console with captain access allows you to contact the syndicate. If the Gods are feeling kind, you can Use this to demand new objectives, which they will often give you more telecrystals to help you do this.&lt;br /&gt;
* E-swords and circular saws can be used to make sawn-off shotguns. Eswords can also cut cakes, pizzas and light cigars.&lt;br /&gt;
* &amp;lt;strike&amp;gt;You can&#039;t get out of package wrapped lockers. I don&#039;t even know if you can resist out of them.&amp;lt;/strike&amp;gt; [fixed]&lt;br /&gt;
* Spaced bodies can husk, but it&#039;s not terribly quick. Burned bodies husk much better.&lt;br /&gt;
* You can free people from perma without using space. ADDED: If you go through brig maint, get through the window and grill near where they keep Sec&#039;s atmospheric canisters. Walk up near evidence, cut down the evidence R-wall, Go over to the wall that is behind the table in perma, make it into a hidden wall. Wrench the table and Tada! Sneak in and out of perma while only having to worry about the AI!&lt;br /&gt;
* The AI cannot examine anything except things it can see in its chamber. It can take pictures of you to see what&#039;s in your hand however.&lt;br /&gt;
* You can uncuff yourself while in a disposal unit.&lt;br /&gt;
* You can strip someone&#039;s pockets without a message appearing, if they don&#039;t move during it, otherwise they&#039;ll get a message that says their pockets are being touched. &lt;br /&gt;
* You can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can&#039;t do shit. The only issue is getting close enough. Also, if you intend to give someone a combat mech (not yourself) stick on a bunch of mech beacons and build yourself an exosuit computer. If they start to rampage, EMP all the beacons and ruin their mech. Then laugh at them and smash their face in real good.&lt;br /&gt;
* Every PDA holds a pen by default. Remove it and store your sleepy pen/e-daggers there if you take it. No one carries pens in their bag.&lt;br /&gt;
* Are you a traitorous sort lucky enough to have HoP-level access? Don&#039;t want security on your back? CLOSE THE POSITIONS. An understaffed security team is a shit security team.&lt;br /&gt;
* Latex gloves don&#039;t stop you from leaving your fingerprints everywhere. They leave partial prints.&lt;br /&gt;
* Strapping a man to a chair while throwing floor tiles at him, is a surprisingly quick death on his part.&lt;br /&gt;
* If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.&lt;br /&gt;
* The suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.&lt;br /&gt;
* Borgs are always stunned by flashes.&lt;br /&gt;
* Grenades can be activated from backpack with mousetraps.&lt;br /&gt;
* Suit Storage Units can hold any type of space suit, even hardsuits. You can hide bodies in them and nobody will ever think of checking there. You can even hack SSUs to burn somebody to a crisp.&lt;br /&gt;
* The nuke blocks projectiles.&lt;br /&gt;
* Black gloves are fireproof. That means you can take whatever lights you want without getting burned. They also half the damage you take from electric shocks.&lt;br /&gt;
* Pulse rifles can actually break tables, racks, girders, and pretty much anything, provided you aim at it with your mouse. Except airlocks. But if you have a pulse rifle chances are airlocks won&#039;t matter for you.&lt;br /&gt;
* EMPs silence headsets.&lt;br /&gt;
* You can dip a cig in anything. Dip a cigar in plasma, the person who lights it will be gibbed (normal cigs won&#039;t do as much damage).&lt;br /&gt;
* Reverse pickpocketing doesn&#039;t produce a message for people you try it on (unless it fails). You can reverse pickpocket minibombs onto people. You can start the timer on the minibomb after you start the pickpocket attempt but before it&#039;s actually placed. At point blank range, the minibomb gibs provided the target has no protection. Go forth and explode pants.&lt;br /&gt;
* You can make an improvised explosive (IED) with basic materials. What you&#039;ll need:&lt;br /&gt;
**Soft drink can, Igniter, a Welding fuel tank, and a cable coil.&lt;br /&gt;
**Igniter ---&amp;gt; Space Cola (filled with welding fuel) ---&amp;gt; improvised explosive assembly --&amp;gt; click on a welding fuel tank --&amp;gt; cables ---&amp;gt; improvised explosive assembly (filled)&lt;br /&gt;
**Should be all set. Oh, and it can gib dead people, if exploded on their body, and the explosion doesn&#039;t expose blown tiles to space. It also destroys dead borg&#039;s bodies so you can get the MMI.&lt;br /&gt;
* One very important note about IED&#039;s blast radius is that it can destroy an APC one tile away. Meaning an IED in the windoor square in front of the AI can destroy its apc and render it incapable of shunting or really doing anything at all.&lt;br /&gt;
* You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.&lt;br /&gt;
* Got perma access? Try to slip a fully loaded toolbox in perma bathroom or hide an emag inside of the back of the toilet.&lt;br /&gt;
* You don&#039;t need to steal the blueprints to complete your objective, you can instead take a picture of it and it will count as successfully stealing it.&lt;br /&gt;
* &amp;quot;Steal plasma&amp;quot; is just the most easy objective; Grab a emergency O2 tank or an air tank, stuff it in a public scrubber until it&#039;s empty. Grab 10 sheets of metal, go to incinerator, make canister, attach canister to port, activate plasma valve, stuff tank into can, set pressure to max, open, wait, close, remove, win/die because you used it for internals.&lt;br /&gt;
* EMPing a cloning pod turns the clone into a slurry of blood and meat chunks. In case you&#039;ve got access to ground iron and uranium and REALLY need the guy getting cloned to not get cloned.&lt;br /&gt;
* Simply changing your hairstyle can be enough to throw security off your trail if they only caught a glimpse of you. Especially if you have hair that really stands out.&lt;br /&gt;
* A strategy to win Cuban Pete:&lt;br /&gt;
** If your magic is less than 5, charge.&lt;br /&gt;
** If your health is less than Pete&#039;s, and your turtle value is less than 3, heal.&lt;br /&gt;
** Otherwise, attack.&lt;br /&gt;
** Healing increases your turtle value by 1.&lt;br /&gt;
** Attacking or charging your magic reduces your turtle value by 1.&lt;br /&gt;
** Pete will attack you for more damage if your turtle value is greater than 3.&lt;br /&gt;
** This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart).&lt;br /&gt;
** Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.&lt;br /&gt;
* RIG suits can carry a Jetpack in its Suit Slot, it still needs to be on your back to work, however you can carry it around without anyone seeing.&lt;br /&gt;
* Exo nuclear reactor radiation hits targets in 8 tile radius, get three exonuclear reactors for becoming walking radioactive catastrophe! Don&#039;t forget radiation suit, huh.&lt;br /&gt;
* If you&#039;re looking to hijack a shuttle and have spare space in your inventory, the fastest way to lock people out long enough to emag it without warning is to drop two reinforced tables in one airlock passage just before it docks after bolt-nolight-emagging the other airlock passage(s). Results may vary in places with more than 2-3 doors. ADDED: Five out of Five robusters agree - The surest way to escape alone is preventing anyone from boarding and emagging the console. Murderboning never works, and subverting the AI relies on the AI not being shit - Inconsistent &amp;amp; risky.&lt;br /&gt;
* Tip: Bullets pass through grilles, but not windows. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles.&lt;br /&gt;
* You can shoot a window with a laser (I.e, Click the window) to shoot at the window, rather than through the window. Doing this is faster than almost every other method, comparable in speed to deconstruction.&lt;br /&gt;
* You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed.&lt;br /&gt;
* You can destroy canisters by attacking them. Usually I&#039;ll use a welder, which also lights the plasma on fire after it escapes. Very useful for traitoring. It&#039;s stupidly easy to escape alone just by releasing some plasma at escape a few minutes before the shuttle arrives. Also fire will destroy canisters the same way, so a fire in Toxins storage is REALLY bad. ADDED: Keep in mind that it doesn&#039;t destroy then release the plasma. It&#039;ll actually explode like a small bomb. So if you&#039;re trying to make an inferno, let the can empty THEN light it, so you don&#039;t put your own fire out with vacuum.&lt;br /&gt;
* Bombing/deconstructing the engineering SMESes will almost always result in the engine becoming loose.&lt;br /&gt;
* Spraying someone with welder fuel or alcohol on someone who&#039;s smoking a cigarette/cigar will set them on fire. Same applies to lit welders. Especially awesome since unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray. ADDED: It also works with a active esword, as a poor antag found out once.&lt;br /&gt;
* You only need maint access to make single tank bombs, on any map. Get a large airtank, any igniter assembly, a wrench and a welder. Remove the air in the airtank with an airpump, then add some plasma and oxygen from the incinerator room(may need some pipe re-wrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb. Experiment with the mix, I&#039;ve seen 1,2,4 sized explosions(which is syndicate minibomb size) but I am sure you can make even bigger ones.&lt;br /&gt;
* Instead of just cutting the wires for the vault, you can just grab a toolbox, ointment, and one of them budget insulated gloves and break in from the window. Only on box though.&lt;br /&gt;
* Possessing damp rag, either from janitor room or from Bond Bundle, it works as 5u hypospray to mouth on harm intent. Gimmicky and adds flavor to your murder! (Personal recommendation: Use Zombie Powder.)&lt;br /&gt;
**If you manage to make Circuit Imprinter circuit, ABUSE THE HELL OUT OF IT! There&#039;s so much you can build with it, ranging from Energy gun rechargers &amp;amp; Chemical Dispensers to AI Upload consoles (Circuit Imprinter is NOT department locked when constructed elsewhere). Find a cozy place in [[Maintenance]] or make your own and start making those illegal drugs/subversion.&lt;br /&gt;
*Role-playing with your target helps a lot if they&#039;re not always on the move. Offer them money or valuable item for lure, or even lie to them about specific topic (example: &amp;quot;Clown tripped an engineer and dragged them to maints.&amp;quot;) and continue to beat the crap out of your prey.&lt;br /&gt;
*As Botanist, you have MASSIVE advantage of being able to creating some of the [[Syndicate Uplink]] without emagged Chemical Dispenser, that being Carpotoxin, Tirizine and possibly Histamine.&lt;br /&gt;
===&amp;lt;s&amp;gt;Double Agents?&amp;lt;/s&amp;gt;===&lt;br /&gt;
&amp;lt;s&amp;gt;So you&#039;re a double agent. This mode functions a bit differently from normal Traitor in that it&#039;s an absolute clusterfuck you are assigned another double agent to kill! However, this means that there&#039;s also a double agent out to kill YOU! You need to kill a double agent while not being killed yourself. Some uplink items, like the bomb, are unavailable in this mode. You, of course, won&#039;t be *told* it&#039;s a Double Agent round but you can easily meta it from the number of objectives you have.&amp;lt;/s&amp;gt; How do we even still have this part, double agents were removed LONG LONG ago.&lt;br /&gt;
&lt;br /&gt;
However, it is still possible to have kill objectives that is targeted against other Traitors. Maybe talk it out with the other guy and maybe the both of you can get a [[Greentext|Greentext.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_robotics&amp;diff=34019</id>
		<title>Guide to robotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_robotics&amp;diff=34019"/>
		<updated>2021-08-05T08:36:12Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Are you a [[Roboticist]]? This guide will explain the creation and maintenance of [[Cyborg]]s, bots, and stocky exosuits.&lt;br /&gt;
[[File:Robotics.png|thumb|400px|alt=Robotics|[[Robotics and Mech Bay]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
==[[Exosuit Fabricator]]s==&lt;br /&gt;
These are the main machines used in [[Robotics]], with them you can create various exosuit and cyborg parts and their upgrade modules.&lt;br /&gt;
Remember to sync these with the R&amp;amp;D servers frequently for new equipment designs and increased production speeds.&lt;br /&gt;
&lt;br /&gt;
If one (or more) of the Exosuit Fabricators gets stuck at updating from R&amp;amp;D servers, use a screwdriver on it and then crowbar that fucker!&lt;br /&gt;
Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the Exosuit Fabricator.&lt;br /&gt;
====[[File:Generic_borg.png|64px]] [[Cyborg]]s====&lt;br /&gt;
Total Part Cost: 100000 [[File:Metal.png|Metal]]&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x each Cyborg part (made with the [[Exosuit Fabricator]])&amp;lt;br&amp;gt;&lt;br /&gt;
2 x [[File:Flash.gif|Flash]] ([[Exosuit Fabricator]])&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]] (preferably at least High-Capacity)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Brain.png|Brain]]→ [[File:MMI.png|MMI]] OR positronic brain OR B.O.R.I.S. module&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Cyborg]] is the Roboticist&#039;s primary creation. They are tasked with helping the station&#039;s inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI&#039;s laws, and may choose one of the AIs in the event that more than one exists.&lt;br /&gt;
&lt;br /&gt;
Assuming you already have the necessary components:&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Insert a charged power cell into the cyborg&#039;s chest&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Insert a coil of wire into the cyborg&#039;s chest&lt;br /&gt;
# [[File:Flash.gif|Flash]] Insert two flashes in the cyborg&#039;s head (one for each eye socket)&lt;br /&gt;
# For final assembly, take each component and apply it to the cyborg endoskeleton&lt;br /&gt;
# [[File:Multitool.png|Multitool]] Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg &#039;PenisShitter 5000&#039; will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it &#039;PenisShitter 5000&#039;. For some hilarity and general confusion, try giving the borg the same name as the AI.&lt;br /&gt;
# [[File:Brain.png|Brain]] Once it&#039;s complete, it&#039;s time for the brain. [[Surgery#Brain_Removal|See here how to remove your volunteer&#039;s brain.]] (If the brain has been removed from the head without surgery, you will need to pour [[Guide_to_chemistry#Mannitol|mannitol]] on it to fix it)&lt;br /&gt;
# [[File:MMI.png|MMI]] Now put the brain into your [[MMI]], and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the [[Morgue]] (or throw it down the disposals because ROBOTICS!). If when you insert the MMI into the cyborg it says &amp;quot;This MMI does not seem to fit.&amp;quot; it means the user is job banned from cyborg.&lt;br /&gt;
# Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.&lt;br /&gt;
==Cyborg Maintenance==&lt;br /&gt;
In the beginning of a maintenance process, you need to open the Cyborg&#039;s maintenance cover. To open it:&lt;br /&gt;
#[[File:Id_regular.png]] Use an ID Card, [[File:Emag.png]] [[Emag]] it or just ask the Cyborg to unlock its panel&lt;br /&gt;
#[[File:Crowbar.png]] Use a Crowbar to open the cover.&lt;br /&gt;
After the maintenance process use the same tools in reverse order so the Cyborg doesn&#039;t run around with its cover open, like so:&lt;br /&gt;
#[[File:Crowbar.png]] Use a Crowbar to close the cover.&lt;br /&gt;
#[[File:Id_regular.png]] Use your ID Card to lock the Cyborg. Borgs can&#039;t lock their panel.&lt;br /&gt;
===Cyborg Repairs===&lt;br /&gt;
Cyborgs will often come to you for repairs if damaged.&lt;br /&gt;
&lt;br /&gt;
For brute damage:&lt;br /&gt;
# [[File:Welder.png]][[Welding Tool|Weld]] them to fix the dents.&lt;br /&gt;
For burn damage:&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] Use an Empty Hand to remove the battery.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to expose wiring.&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Rewire the damaged circuits. You may have to do this step more than once.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to hide wiring.&lt;br /&gt;
# Re-insert the old battery or insert a new one. &lt;br /&gt;
# Close the cover and lock the Cyborg. &lt;br /&gt;
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
===Cyborg Batteries===&lt;br /&gt;
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] With an Empty Hand, remove the old battery.&lt;br /&gt;
# [[File:Power_cell.png]] Insert a New Battery.&lt;br /&gt;
# Close the cover and lock the Cyborg. &lt;br /&gt;
===Cyborg Radios===&lt;br /&gt;
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Encryption_key.png]] Insert a New Encryption Key (or Screwdriver to remove the current Key).&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Reviving Cyborgs===&lt;br /&gt;
A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
# Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).&lt;br /&gt;
# Repair the Cyborg with a welder and/or replace wires.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Circuitboard.png]] Insert the Emergency Restart Module.&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Upgrading Cyborgs===&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Circuitboard.png]] Insert the Upgrade Module (or emag to subvert).&lt;br /&gt;
# Close the cover and lock the Cyborg.&lt;br /&gt;
===Resetting Cyborg models===&lt;br /&gt;
For info on how to reset a cyborg&#039;s model, check out the [[Hacking#Cyborgs|Guide to Hacking]].&lt;br /&gt;
===Deconstructing Cyborgs===&lt;br /&gt;
Cyborgs can be deconstructed to remove their MMI and get their parts back.&lt;br /&gt;
# Unlock and open the Cyborg&#039;s cover.&lt;br /&gt;
# [[File:Hud-hands.gif]] Use an Empty Hand to remove battery.&lt;br /&gt;
# [[File:Screwdriver_tool.png]] Screwdriver to open wiring.&lt;br /&gt;
# [[File:Wirecutters.png]] Cut every wire until the &#039;&#039;&#039;lockdown&#039;&#039;&#039; light turns on.&lt;br /&gt;
# [[File:Wrench.png]] Wrench to disassemble.&lt;br /&gt;
(Alternatively, for steps 4 and 5, you can use a Robotics console)&lt;br /&gt;
==== Upgrades ====&lt;br /&gt;
[[Roboticist]]s can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Materials to produce&amp;lt;br&amp;gt;(unupgraded fabricator)&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Reclassification Module&lt;br /&gt;
|Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.&lt;br /&gt;
|35000 Metal&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Emergency Restart Module&lt;br /&gt;
|Used to force a restart of a disabled-but-repaired borg, bringing it back online.&amp;lt;br&amp;gt;&lt;br /&gt;
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life. &lt;br /&gt;
|60000 Metal, 5000 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Borg Expander&lt;br /&gt;
|A cyborg resizer, it makes a cyborg huge.&lt;br /&gt;
|200000 metal, 5000 titanium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Ion Thrusters Module&lt;br /&gt;
|An ion-powered thruster system that works like a jetpack for movement in no gravity.&lt;br /&gt;
|80000 Metal, 6000 Glass, 6000 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Self-Repair Module&lt;br /&gt;
|Allows the cyborg to slowly repair iteself over time, increasing power consumption.&lt;br /&gt;
|15000 Metal, 15000 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Illegal Equipment Modules&lt;br /&gt;
|Enables illegal modules, the same that are enabled when cyborgs are emagged.&amp;lt;br&amp;gt;&lt;br /&gt;
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct [[Syndicate Items]]!)&lt;br /&gt;
|10000 Metal, 15000 Glass, 10000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Engineering Cyborg RPED&lt;br /&gt;
|A rapid part exchange device for the engineering cyborg.&lt;br /&gt;
|10000 metal, 5000 glass&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Diamond Drill&lt;br /&gt;
|Upgrades a mining cyborg&#039;s drill to be faster. &lt;br /&gt;
|10000 Metal, 2000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Ore Satchel of Holding&lt;br /&gt;
|Upgrades a mining cyborg&#039;s satchel to hold infinite minerals.&lt;br /&gt;
|10000 Metal, 250 Gold, 500 Uranium&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Lava-proof Tracks&lt;br /&gt;
|Allows a mining cyborg to walk over lava undamaged.&lt;br /&gt;
|8000 Metal, 10000 Plasma&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Crew Pinpointer&lt;br /&gt;
|A crew pinpointer module for the medical cyborg. Also gives access to a crew monitor screen&lt;br /&gt;
|15000 Metal, 500 Glass&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Expanded Hypospray&lt;br /&gt;
|Adds [[Oculine]], [[Inacusiate]], [[Mutadone]], [[Mannitol]], [[Salicyclic Acid]], [[Oxandrolone]], [[Rezadone]], and [[Pentetic Acid]] and [[Haloperidol]] to a Medical Cyborg&#039;s hypospray chemicals.&lt;br /&gt;
|15000 Metal, 15000 Glass, 5000 Plasma&lt;br /&gt;
|-&lt;br /&gt;
!Cyborg Piercing Hypospray&lt;br /&gt;
|Allows cyborg hyposprays to pierce through thick clothing and hardsuits.&lt;br /&gt;
|15000 Metal, 15000 Glass, 10000 Titanium, 5000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Defibrillator&lt;br /&gt;
|Gives a Medical Cyborg a defibrillator.&lt;br /&gt;
|15000 Metal, 15000 Glass, 10000 Silver, 10000 Gold, 5000 Titanium, 5000 Diamond&lt;br /&gt;
|-&lt;br /&gt;
!Medical Cyborg Surgical Processor&lt;br /&gt;
|Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synched on it. These surgeries can then be performed by the cyborg anywhere. &lt;br /&gt;
|5000 Metal, 4000 Glass, 4000 Silver&lt;br /&gt;
|-&lt;br /&gt;
!Rapid Disabler Cooling Module&lt;br /&gt;
|Increases the recharge rate of security cyborg disablers. (&#039;&#039;&amp;lt;s&amp;gt;Secborgs are no longer in game. Instead there are peacekeeper cyborgs.&amp;lt;/s&amp;gt; Secborgs are now locked behind an upgrade module)&#039;&#039;&lt;br /&gt;
|80000 metal, 6000 glass, 2000 gold, 500 diamond&lt;br /&gt;
|}&lt;br /&gt;
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.&lt;br /&gt;
==IPC Maintenance==&lt;br /&gt;
You don&#039;t only deal with fixing Cyborgs as a roboticist. You also have to fix up any dead/damaged IPCs. Chances are some random [[Paramedic]] dragged them all to Medbay, so yell at them that they can&#039;t do anything with IPCs. If necessary, you may want to visit the [[Head of Personnel|HoP]] for some Medbay access.&lt;br /&gt;
===Standard Repair===&lt;br /&gt;
To fix an IPC you need:&lt;br /&gt;
* A welder - for brute damage&lt;br /&gt;
* Some cable coils - for burn damage&lt;br /&gt;
If you have the required tools which are mentioned above (remember to turn on your welder before you use it, as well as use eyewear such as welding goggles), simply use them on every damaged body part until they are fixed.&lt;br /&gt;
A dead IPC should reboot itself when their damage is fixed, just keep applying the welder or cable coil until it says that part is in good condition then move onto the next limb on their body (so please don&#039;t try to defibrillate or anything, be patient).&lt;br /&gt;
===Organ Replacement===&lt;br /&gt;
On the event that an IPC suffers irgan damage or loses an organ, you may have to replace it, IPC organs can be printed in the IPC components section of your fabricator once IPC parts have been researched, IPCs share their surgery steps with those of Augmented limbs&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, groin, arms&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: unscrew the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hud-hands.gif|Hands]] &#039;&#039;&#039;Hands&#039;&#039;&#039;: open the hatch.&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): unwrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Multitool.png|Multitool]] &#039;&#039;&#039;Multitool&#039;&#039;&#039;: prepare electronics.||[[File:Hemostat.png|Hemostat]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: manipulate organs/remove implant.||[[File:Crowbar.png|Crowbar]] (65%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Wrench.png|Wrench]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; (chest and head only): wrench the bolts.||[[File:Retractor.png|Retractor]] (10%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:Screwdriver_tool.png|Screwdriver]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: screw the shell.||[[File:Scalpel.png|Scalpel]] (75%) [[File:Knife.png|Kitchen Knife]] (50%) Any other sharp item (30%)&lt;br /&gt;
|}&lt;br /&gt;
===Viral Contamination===&lt;br /&gt;
Virus with the symptom of [[Infections#Biometallic Replication|Biometallic Replication]] may infect IPCs, in order to cure them you use one of the three tiers of AntiVirus printable at the medical lathe&lt;br /&gt;
===Brain Damage and Toxins===&lt;br /&gt;
In the case an IPC suffers from toxin or brain damage/traumas one needs to apply [[Guide to chemistry#Solder|Solder]] or [[Guide to chemistry#System Cleaner|System Cleaner]] respectively, applied via syringe.&lt;br /&gt;
==Surgery==&lt;br /&gt;
To initiate most surgeries, first place [[File:Drapes.png|Drapes]]&#039;&#039;&#039;drapes&#039;&#039;&#039; over the part of the body you are operating on. &lt;br /&gt;
===Removing Brains===&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: saw through bones.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp the bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 6: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: remove the brain.||[[File:Crowbar.png|Crowbar]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 7: [[File:MMI.png]]Have an MMI in hand.&lt;br /&gt;
|-&lt;br /&gt;
|Step 8: Click to remove the brain.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Despite what some old-timer Roboticists may tell you, &amp;lt;b&amp;gt;DO NOT JUST TAKE THE BONESAW AND CUT THEIR HEAD OFF WITHOUT SURGERY.&amp;lt;/b&amp;gt; Removing a brain without surgery will damage it and may result in the immediate death of the brain.&lt;br /&gt;
&lt;br /&gt;
In case this happens, you will need to ask the [[Chemist]] to make some [[Mannitol]] to fix it. Once you have a beaker of it, just splash it on the brain and it should be good to go. You can always examine the brain to see if it is still damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a head is not attached to a body, you can simply use a [[File:Scalpel.png|Scalpel]]scalpel or some other slicing/cutting item on it to cut the brain out. No need for drapes or table.&lt;br /&gt;
=== Limb Augmentation ===&lt;br /&gt;
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva.&amp;lt;br&amp;gt; Robot limbs are tougher. They need welding to &amp;quot;heal&amp;quot; brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.&lt;br /&gt;
[[File:Cyborg_head.png|right|thumb|Cyborg head]][[File:Cyborg_torso.png|right|thumb|Cyborg torso]][[File:Cyborg_left_arm.png|right|thumb|Cyborg arm]]&lt;br /&gt;
&#039;&#039;We can rebuild him. We have the technology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hud-target.gif|Target]] &#039;&#039;&#039;Target: Head, chest, legs or arms&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width: 400px;&amp;quot; |&#039;&#039;&#039;Procedure&#039;&#039;&#039;||&#039;&#039;&#039;Ghetto Analogues&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 0: &#039;&#039;&#039;Create&#039;&#039;&#039; the &#039;&#039;&#039;cyborg limb(s)&#039;&#039;&#039; using an &#039;&#039;&#039;Exosuit Fabricator&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Step 1: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 2: [[File:Hemostat.png|Hemostat]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039;: clamp bleeders.||[[File:Wirecutters.png|Wirecutters]] (60%) [[File:Package_Wrapper.png|Package Wrap]] (35%) [[File:CableCoils.png|Cable]] (15%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 3: [[File:Retractor.png|Retractor]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;: retract the skin.||[[File:Screwdriver_tool.png|Screwdriver]] (45%) [[File:Wirecutters.png|Wirecutters]] (35%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 4: [[File:Scalpel.png|Scalpel]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;: sever the muscles.||[[File:Wirecutters.png|Wirecutters]] (55%)&lt;br /&gt;
|-&lt;br /&gt;
|Step 5: [[File:Saw.png|Circular Saw]] &#039;&#039;&#039;Circular Saw&#039;&#039;&#039;: cut through the bone.||[[File:Chainsaw.gif|Chainsaw (arm-mounted)]] (65%) [[File:Fireaxe.png|Fire Axe]] (50%) [[File:Chainsaw.gif|Chainsaw (unmounted)]] (50%) [[File:Hatchet.png|Hatchet]] (35%) [[File:Butcherknife.png|Butcher&#039;s Knife]] (25%) [[File:Arm_blade.png|Changeling&#039;s Arm Blade]] (75%)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Step 7: &#039;&#039;&#039;Cyborg limb&#039;&#039;&#039;: augment the limb.&lt;br /&gt;
|}&lt;br /&gt;
==Bots==&lt;br /&gt;
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; All bots can be made through the crafting menu (T-like hammer hud-icon). This can save a lot of time during construction, especially if Robotics is busy!&lt;br /&gt;
====[[File:Medibot.gif|64px]] Medibot====&lt;br /&gt;
Performs a baby version of [[Surgery#Tend_Wounds|tend wounds]], except it can heal all 4 basic damage types. The surgery works through clothes and without the patient having to lie down. Amount healed scales with [[Surgery#Tend_Wounds|tend wounds surgeries]] researched. Each researched upgrade of [[Surgery#Tend_Wounds|tend wounds]] increases health healed by 50%. Requires a &amp;quot;refresh&amp;quot; similarly to operating computers to benefit from research. Medibots heal more of a specific damage if the medkit used to make them was oriented around that damage (a tox medkit medibot will heal toxin better). &amp;lt;br&amp;gt;&lt;br /&gt;
When [[Syndicate Items#Cryptographic Sequencer|emagged]] it will inject 5u [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] and damage you based on what they would have healed (brute if you don&#039;t need treatment) per step.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:SMed.png|Med-kit]] (EMPTY, any color)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Healthanalyzer.png|Health Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&lt;br /&gt;
|}&lt;br /&gt;
# Attach the Borg Arm (left or right, doesn&#039;t matter) to an empty [[Med-kit]]. Color of the Med-kit doesn&#039;t matter, although it will affect the colour of the Medbot.&lt;br /&gt;
# You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your [[Pen]] in the other hand and clicking on it, if you wish.&lt;br /&gt;
# Add a [[Medical Analyzer]].&lt;br /&gt;
# Insert the [[Proximity Sensor]] and your Medibot is ready!&lt;br /&gt;
====[[File:Cleanbot.gif|64px]] Cleanbot====&lt;br /&gt;
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.&lt;br /&gt;
&lt;br /&gt;
To make:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Bucket.png|Bucket]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&lt;br /&gt;
|}&lt;br /&gt;
# Grab a [[bucket]] from the [[Janitor]] or make with [[Autolathe]] and insert the [[Proximity Sensor]] to it&lt;br /&gt;
# Use a [[Pen]] to name it if you wish.&lt;br /&gt;
# Attach a Borg Arm and your Cleanbot is ready!&lt;br /&gt;
====[[File:Atmosbot.png|64px]] Atmosbot====&lt;br /&gt;
Atmosbots are good for when some idiot decides to a canister of nasty stuff in the main hall. It replaces bad air with a standard oxygen/nitro mix. When emagged they dispense disease ridden miasma instead.&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Analyzer.png|Atmospherics Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:OxygenTank.png|Oxygen Tank]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&lt;br /&gt;
|}&lt;br /&gt;
====[[File:Floorbot.gif|64px]] Floorbot====&lt;br /&gt;
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they&#039;re niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:BlueToolbox.png|Mechanical Toolbox]] Any toolbox&amp;lt;br&amp;gt;&lt;br /&gt;
10 x [[File:Floor_Tiles.png|Floor Tile]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Right Arm&lt;br /&gt;
|}&lt;br /&gt;
# Attach a [[Floor tile]] to the [[Storage_items#Mechanical_toolbox|Mechanical Toolbox]].&lt;br /&gt;
# Add the [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Right Arm and your Floorbot is ready!&lt;br /&gt;
====[[File:Firebot.gif|64px]] Firebot====&lt;br /&gt;
This lil guy will scoot around and try his best to extinguish burning people and gases around him.&lt;br /&gt;
If [[Emag|emagged]] he will spray [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] at anyone who isn&#039;t on fire.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Fire_extinguisher.gif|Fire Extinguisher]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Fire_Helmet.png|Fire Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Arm (left or right)&lt;br /&gt;
|}&lt;br /&gt;
# [[File:Cyborg_right_arm.png]] Attach a Borg Arm (left or right) to the [[File:Fire_extinguisher.gif]][[Fire Extinguisher]]. [[File:Firebot_assembly1.png]]&lt;br /&gt;
# [[File:Fire_Helmet.png]] Add a [[Fire Helmet]]. [[File:Firebot_assembly2.png]]&lt;br /&gt;
# [[File:Prox_Sensor.png]] Add a [[Proximity Sensor]] and your Firebot is ready.&lt;br /&gt;
====[[File:Honkbot.png|HONK HONK|64px]] [[Honkbot]]====&lt;br /&gt;
It&#039;s annoying and useless, but the clown might bug you to make one of these in absence of a H.O.N.K. mech. God forbid if a traitor [[Emag|emags]] the thing.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Clownbox.png|Clown Box]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Clownstamp.png|Clown Stamp]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Bike horn.png|Bike Horn]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
# Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)&lt;br /&gt;
# Insert a Borg Arm&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Add a Bike Horn&lt;br /&gt;
====[[File:Securitron.gif|I AM THE LAW|64px]] [[Securitron]]====&lt;br /&gt;
Basically, Officer Beepsky without the personality. You usually won&#039;t need to build any of these, but they can be hilariously helpful for traitors who have invested in a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Signaler.png|Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:StunBaton.gif|Stun Baton]] (If you attach four toy swords here instead, you will create a toy general beepsky)&lt;br /&gt;
|}&lt;br /&gt;
# Use a [[Remote Signaling Device]] on a [[Helmet]].&lt;br /&gt;
# [[Welding Tool|Weld]] them together&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Arm.&lt;br /&gt;
# Toss in a [[Stun Baton]] and your Securitron is ready!&lt;br /&gt;
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.&lt;br /&gt;
====[[File:GeneralBeepsky.png|FOOLISH JEDI|64px]] General Beepsky====&lt;br /&gt;
This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a [[Traitor|traitor&#039;s]] worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with its rapidly rotating eswords. It gets even worse when a [[Syndicate Items#Cryptographic Sequencer|Cryptographic Sequencer]] gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target it comes across.&lt;br /&gt;
&lt;br /&gt;
Unlike normal Securitrons, General Beepsky can deflect projectiles with its eswords. Its only true weakness is an EMP.&lt;br /&gt;
&lt;br /&gt;
Has a toy sword version.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Signaler.png|Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Cyborg_left_arm.png]] Borg Arm (left or right)&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Wrench.png|Wrench|link=Wrench]] Wrench&lt;br /&gt;
&lt;br /&gt;
4 x [[File:ESword.png|Energy Sword]]&lt;br /&gt;
|}&lt;br /&gt;
# Use a [[Remote Signaling Device]] on a [[Helmet]].&lt;br /&gt;
# [[Welding Tool|Weld]] them together&lt;br /&gt;
# Add a [[Proximity Sensor]].&lt;br /&gt;
# Insert a Borg Arm.&lt;br /&gt;
# Use a [[Wrench]] to adjust the arm slots for extra weapons.&lt;br /&gt;
# Attach 4 [[Energy Sword|Energy Swords]] and your death machine is ready to maim.&lt;br /&gt;
====[[File:Ed209.png|64px]] [[ED-209]]====&lt;br /&gt;
&#039;&#039;&#039;PUT DOWN YOUR WEAPON. YOU HAVE 15 SECONDS TO COMPLY.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beepsky&#039;s bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.&lt;br /&gt;
&lt;br /&gt;
To manufacture:&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Cyborg Endoskeleton&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Metal.png|Metal Sheet]] Metal Sheet&amp;lt;br&amp;gt;&lt;br /&gt;
2 x [[File:Cyborg_left_leg.png|Cyborg Leg]] Cyborg Leg&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Armor.png|Body Armor]] Body Armor&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Welder.png|Welding Tool]] Welding Tool&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Helmet.png|Helmet]] Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Prox_Sensor.png|Proximity Sensor]] Proximity Sensor&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]] Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:ModernDisabler.png]] Disabler&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]] Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
# [[File:Cyborg_endoskeleton.png|Cyborg Endoskeleton]] Build a Cyborg Endoskeleton from the Exosuit Fabricator.&lt;br /&gt;
# [[File:Metal.png|Metal Sheet]] Use a [[Metal Sheet]] on a Cyborg Endoskeleton to reinforce it.&lt;br /&gt;
# [[File:Cyborg_left_leg.png|Cyborg Leg]] Add two Robot Legs&lt;br /&gt;
# [[File:Armor.png|Body Armor]] Add a [[Body Armor]]&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Weld everything together&lt;br /&gt;
# [[File:Helmet.png|Helmet]] Add in a security [[Helmet]]&lt;br /&gt;
# [[File:Prox_Sensor.png|Proximity Sensor]] Attach a [[Proximity Sensor]] to the assembly&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Insert wires&lt;br /&gt;
# [[File:ModernDisabler.png]] [[File:Screwdriver_tool.png|Screwdriver]] Add a [[Disabler]] and attach it with a [[Screwdriver]]&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Insert a [[Power Cell]]. Your own bada*s sec bot is complete!&lt;br /&gt;
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.&lt;br /&gt;
====[[File:Generic drone.png|64px]] [[Drone|Drone]]====&lt;br /&gt;
&#039;&#039;&#039;Note that Drones are currently admin spawn only, outside of the three derelict drones.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A disposable little drone that runs around and repairs things. Controlled by players, and can&#039;t interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.&lt;br /&gt;
# [[File:Droneshell.png|Drone Shell]] Build a drone shell from the Drone Shell Fabricator by inserting glass and metal.&lt;br /&gt;
That&#039;s it! Any ghost can click on the drone shell to take control of it and start repairing the station.&lt;br /&gt;
==Exosuits==&lt;br /&gt;
These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
With all Exosuits, [[MMI]]s can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don&#039;t put any [[Traitor|deranged]] [[Clown|maniacs]] inside them. Remember to grant MMI controlled mechs access keys, because they don&#039;t have a keycard on them!&lt;br /&gt;
===List of Exosuits===&lt;br /&gt;
The current list of exosuits is as follows.&lt;br /&gt;
----&lt;br /&gt;
====[[File:Ripley_MK-I.png|64px]] Ripley APLU====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature*.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don&#039;t expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.&lt;br /&gt;
&lt;br /&gt;
While it lacks the Firefigher&#039;s lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 100.000[[File:Metal.png|Metal]] 7.500[[File:Glass.png|Glass]]&lt;br /&gt;
10 x Metal rods&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Ripley circuit boards (also available through [[Cargo]]) [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Build all of the Ripley parts using the Exosuit Fabricator.&lt;br /&gt;
# Attach all of the parts to the Ripley chassis &lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Central Control Module]] Ripley Central Control Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Peripherals Control Module ]] Ripley Peripherals Control Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Rods.png|Plasteel]] 10 metal Rods&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Ripley.png|64px]] Ripley APLU MK-II====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Fast movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 20 bullet, 10 laser, 20 energy, 40 bomb. 20.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that&#039;s often used for construction, break&amp;amp;entry or fighting Blobs.&lt;br /&gt;
&lt;br /&gt;
The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 10.000[[File:Metal.png|Metal]] 10.000[[File:Plasmadone.png|Plasma]]&lt;br /&gt;
1 x Ripley APLU MK-I [[File:Ripley_MK-I.png|Ripley MK-I]]&lt;br /&gt;
|}&lt;br /&gt;
[[File:Ripley_conversionkit.png|MK-I to MK-II Conversion Kit]] The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.&amp;lt;br&amp;gt;&#039;&#039;&#039;Once converted to the MK-II design, the exosuit cannot be restored to MK-I.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
====[[File:Firefighter.png|64px]] Firefighter APLU====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special properties&#039;&#039;&#039;: Fast movespeed in low pressure environments. Armor can be upgraded with Goliath plates. Completely heat- and lavaproof.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 30 bullet, 30 laser, 30 energy, 60 bomb. 65.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 250&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley&#039;s big brother that has significantly improved armor and can walk on lava unscathed.&lt;br /&gt;
&lt;br /&gt;
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and &amp;lt;s&amp;gt;slaying [[Megafauna]]&amp;lt;/s&amp;gt; (dont) - miners love it!&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 100.000[[File:Metal.png|Metal]] 7.500[[File:Glass.png|Glass]]&lt;br /&gt;
15 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Ripley circuit boards (also available through [[Cargo]]) [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Firesuit [[File:Firesuit.png|Firesuit]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Create a Firefighter APLU chassis using the Exosuit Fabricator.&lt;br /&gt;
# Create all parts of the Ripley APLU except for the chassis.&lt;br /&gt;
# Assemble all of the Ripley parts to the Firefighter chassis.&lt;br /&gt;
# [[File:Firesuit.png|Firesuit]] Add a Firesuit&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Central Control Module]] Ripley Central Control Module (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Ripley Peripherals Control Module ]] Ripley Peripherals Control Module (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Odysseus.png|64px]] Odysseus====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can use unique medical equipment. Displays an advanced medical HUD to the pilot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 20 melee, 10 bullet. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A fast, lightly armored exosuit that can use unique medical equipment. &lt;br /&gt;
&lt;br /&gt;
Examples are a mounted sleeper that can carry and stabilize patients, as well as a syringe gun that can scan and replicate most reagents.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;370&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 74.000[[File:Metal.png|Metal]] 10.000[[File:Glass.png|Glass]]&lt;br /&gt;
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 x Odysseus circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
# Create all of the Odysseus parts using the Exosuit Fabricator.&lt;br /&gt;
# Assemble all of the Odysseus parts to the chassis (excluding Carapace)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Odysseus Main Board]] Odysseus Main Board (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Odysseus Peripherals Board]] Odysseus Peripherals Board (from [[R&amp;amp;D]] or [[QM]])&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Gygax.png|64px]] Gygax====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Its punches can smash through walls, [[Status_Effects#Knockdown|knock people down]] for 4 seconds and deal 25 damage. Can overload leg actuators to move at very high speeds at the cost of extreme energy consumption. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 25 melee, 20 bullet, 30 laser, 15 energy. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 250&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; While lightly armored, the Gygax has incredible mobility thanks to its ability that lets it smash through walls at high speeds.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;380&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 125.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 20.000[[File:Diamonddone.png|Diamonds]] 10.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Gygax circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module. [[File:Scanning_Module.gif|Advanced Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor. [[File:Capacitor.png|Advanced Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Gygax parts using the Exosuit Fabricator.&lt;br /&gt;
#Assemble all of the Gygax parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Main Circuitboard]] Gygax Central Control module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Peripherals Circuitboard]] Gygax Peripherals Control module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Gygax Targeting Circuitboard]] Gygax Weapon Control and Targeting module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Gygax armor plates.png|Gygax Armor Plates]]Add Gygax Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
----&lt;br /&gt;
====[[File:Durand.png|64px]] Durand====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Has devastating punches that can knock people out. Can enable a shield, which rapidly drains energy and completely blocks attacks from the faced direction, except exposions and EMP. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 35 bullet, 15 laser, 10 energy, 20 bomb. 30.000°K max temperature. Additional deflect chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 400&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A slow but beefy combat exosuit that is extra scary in confined spaces due to its punches and defense mode. Xenos hate it!&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;440&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 140.000[[File:Metal.png|Metal]] 25.000[[File:Glass.png|Glass]] 28.000[[File:Silverdone.png|Silver]] 25.000[[File:Uraniumdone.png|Uranium]] 20.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Metal sheets [[File:Metal.png|Metal]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Durand circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Durand parts using the exosuit fabricator.&lt;br /&gt;
#Assemble all of the Durand parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Durand Main Circuitboard]] Durand Main Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Durand Peripherals Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Durand Targeting Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Phasic Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Super Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal.png|Metal]] 5 pieces of Metal&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# [[File:Durand_armor_plates.png|Durand Armor Plates]] Add Durand Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
=====Durand Shield=====&lt;br /&gt;
The shield can be enabled and disabled with a hud button. It drains energy very fast, and drains even more energy when blocking attacks. This is what the Durand shield looks like. The red area is not visible in-game, but shows which directions the shield will block attacks from. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Durand_ability_block_directions.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is what the shield looks like in the dark: &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Durand_ability_dark.gif]]&lt;br /&gt;
----&lt;br /&gt;
====[[File:Phazon.png|64px]] Phazon====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Fast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can phase through solid objects at reduced movespeed. Fist attacks can be reconfigured to deal brute, burn or toxin damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 30 melee, 30 bullet, 30 laser, 30 energy, 30 bomb. 25.000°K max temperature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 200&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.&lt;br /&gt;
&lt;br /&gt;
Unless you manage to neutralize an anomaly, you won&#039;t be able to build one of these.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;440&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 175.000[[File:Metal.png|Metal]] 90.000[[File:Plasmadone.png|Plasma]] 20.000[[File:Titaniumdone.png|Titanium]]&lt;br /&gt;
5 x Plasteel sheets [[File:Metal_r.png|Plasteel]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Bluespace Crystal [[File:Bluespace_Crystal.png|Bluespace Crystal]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Neutralized Anomaly Core&amp;lt;br&amp;gt;&lt;br /&gt;
3 x Phazon circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;:&lt;br /&gt;
#Create all of the Phazon parts using the exosuit fabricator.&lt;br /&gt;
#Assemble all of the Phazon parts to the chassis (except the Armor plates)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Wirecutters.png|Wirecutters]] Wirecutters&lt;br /&gt;
# [[File:Circuitboard.png|Durand Main Circuitboard]] Phazon Main Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Peripherals Circuitboard]] Phazon Peripherals Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Circuitboard.png|Durand Targeting Circuitboard]] Phazon Targeting Circuitboard&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Bluespace_Crystal.png|Bluespace Crystal]] Add a Bluespace Crystal&lt;br /&gt;
# [[File:CableCoils.png|Cable Coil]] Cable Coil&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
# [[File:Screwdriver_tool.png|Screwdriver]] Screwdriver&lt;br /&gt;
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# Add Phazon Armor Plates (Made in the Exosuit Fabricator)&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Welder.png|Welding Tool]] Welding Tool&lt;br /&gt;
# Add the Anomaly Core&lt;br /&gt;
----&lt;br /&gt;
====[[File:honk.png|64px]] H.O.N.K.====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: -20 melee, 25.000°K max temperature. Yikes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 140&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; What&#039;s worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|Minerals: 120.000[[File:Metal.png|Metal]] 15.000[[File:Glass.png|Glass]] 35.000[[File:Bananimumdone.png|Bananium]]&lt;br /&gt;
1 x Clown mask&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Clown shoes&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Bike horn [[File:Bike horn.png|60px]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 x H.O.N.K. circuit boards [[File:Circuitboard.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = less power consumption.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]&amp;lt;br&amp;gt;&lt;br /&gt;
Higher tier = better EMP resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:CableCoils.png|Cable Coil]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 x [[File:Power_cell.png|Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction steps&#039;&#039;&#039;::&lt;br /&gt;
#Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.&lt;br /&gt;
#Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK at the exosuit with a bike horn.&lt;br /&gt;
#[[File:Circuitboard.png]] Add the main circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK at the exosuit again.&lt;br /&gt;
#[[File:Circuitboard.png]] Add the peripherals circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
#[[File:Circuitboard.png]] Add the targeting circuit board.&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor&lt;br /&gt;
#[[File:Bike horn.png|60px]] HONK&lt;br /&gt;
# [[File:Power_cell.png|Power Cell]] Power Cell&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;HONK&#039;&#039;&#039;&lt;br /&gt;
#Add the clown&#039;s mask to the exosuit.&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;HENK&#039;&#039;&#039;&lt;br /&gt;
#Add clown shoes to it.&lt;br /&gt;
#[[File:Bike horn.png|60px]] &#039;&#039;&#039;I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH&#039;&#039;&#039; [[File:Bike horn.png|60px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you&#039;re happy with yourself.&lt;br /&gt;
----&lt;br /&gt;
===CentCom Exosuits===&lt;br /&gt;
If you see these, you know that things have &#039;&#039;&#039;really&#039;&#039;&#039; gone to shit. These exosuits are typically only found in the repositories of the elite [[Emergency Response Team]] and [[Death Squad]].&lt;br /&gt;
====[[File:Marauder.png|64px]] Marauder====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Very slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue exosuit for the [[Death Squad]] when the going gets tough.&amp;lt;br&amp;gt; It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.&lt;br /&gt;
====[[File:Seraph.png|64px]] Seraph====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Marauder&#039;s, but punches even harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 550&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; An advanced [[Death Squad]] exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.&amp;lt;br&amp;gt; It starts off with the LBX AC 10 &amp;quot;Scattershot&amp;quot;, the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Syndicate Exosuits===&lt;br /&gt;
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed [[Nuclear Operative]]s.&lt;br /&gt;
====[[File:DarkGygax.png|64px]] Dark Gygax====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Average.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Gygax&#039;, but with additional thrusters for space navigation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A modified Gygax used for nefarious purposes.&amp;lt;br&amp;gt; It starts off with the FNX-99 &amp;quot;Hades&amp;quot; Carbine, the SGL-6 grenade launcher, a Teleporter, and a Tesla Energy Relay.&lt;br /&gt;
====[[File:DarkMarauder.png|64px]] Mauler====&lt;br /&gt;
&#039;&#039;&#039;Equipment slots&#039;&#039;&#039;: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement speed&#039;&#039;&#039;: Very slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Same as the Marauder&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity:&#039;&#039;&#039; 500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A modified Marauder used by the Syndicate that&#039;s not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.&amp;lt;br&amp;gt; Starts off with the Ultra AC 2 LMG, the LBX AC 10 &amp;quot;Scattershot&amp;quot;, the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.&lt;br /&gt;
----&lt;br /&gt;
==Exosuit operation and maintenance==&lt;br /&gt;
To climb into an exosuit, just drag and drop your character onto it.&lt;br /&gt;
====Exosuit beacons====&lt;br /&gt;
Adding a tracking beacon (exofab &amp;quot;Misc&amp;quot; category) to a mech allows the RD&#039;s exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary. The EMP is reusable after a cooldown of 10 seconds. &lt;br /&gt;
&lt;br /&gt;
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.&lt;br /&gt;
====EMP====&lt;br /&gt;
When an exosuit is hit by an EMP-effect it will take burn damage, lose some battery charge and have all its equipment disabled for 3 seconds. &lt;br /&gt;
====Locking/unlocking Exosuits====&lt;br /&gt;
There are two ways to lock exosuit: A) ID (&amp;quot;keycode&amp;quot;) lock or B) DNA lock.&lt;br /&gt;
&lt;br /&gt;
A) &#039;&#039;&#039;ID lock (keycode)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.&lt;br /&gt;
&lt;br /&gt;
For example: A mech with &amp;quot;bridge&amp;quot; and &amp;quot;robotics&amp;quot; keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.&lt;br /&gt;
* Enter the exosuit and unlock the ID upload panel.&lt;br /&gt;
* Exit the exosuit.&lt;br /&gt;
* Use an ID card/PDA on exosuit and select &amp;quot;Edit operation keycodes&amp;quot;.&lt;br /&gt;
B) &#039;&#039;&#039;DNA lock&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.&lt;br /&gt;
&lt;br /&gt;
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.&lt;br /&gt;
* Enter the exosuit and open the stats menu.&lt;br /&gt;
* Unter Permissions&amp;amp;Logging, click &amp;quot;DNA-lock&amp;quot;.&lt;br /&gt;
* To remove the lock, hit &amp;quot;[ Reset ]&amp;quot; next to your DNA string under &amp;quot;DNA-locked:&amp;quot;.&lt;br /&gt;
====Exosuit Damage and Repairs====&lt;br /&gt;
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Internal Fire:&#039;&#039;&#039; An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Life Support System Malfunction:&#039;&#039;&#039; A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gas Tank Breach:&#039;&#039;&#039; A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coordination System Calibration Failure:&#039;&#039;&#039; A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. &amp;lt;s&amp;gt;It can be fixed by clicking &amp;quot;Recalibrate&amp;quot; in the damage report.&amp;lt;/s&amp;gt;Due to a big it cannot be fixed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Circuit:&#039;&#039;&#039; A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).&lt;br /&gt;
====Exosuit Battery, Capacitor and Scanning Module Replacement====&lt;br /&gt;
{{Anchor|Exosuit Battery Replacement}}&lt;br /&gt;
# Make sure maintenance protocols are permitted (Permissions&amp;amp;Logging inside the mech).&lt;br /&gt;
# [[File:Id_regular.png]] Hit the exosuit with your ID card or PDA with ID inside and select &amp;quot;Initiate maintenance protocol&amp;quot;.&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Crowbar.png|Crowbar]] Crowbar&lt;br /&gt;
# Click &amp;quot;Drop power cell&amp;quot;, &amp;quot;Drop capacitor&amp;quot; or &amp;quot;Drop scanning module&amp;quot; in the menu, depending on which part you want to replace. &lt;br /&gt;
# [[File:Hud-hands.gif]] Pick up the old part from the floor and discard it. &lt;br /&gt;
# [[File:Power_cell.png]] New Battery, capacitor or scanning module&lt;br /&gt;
# [[File:Crowbar.png|Crowbar]] Crowbar&lt;br /&gt;
# [[File:Wrench.png|Wrench]] Wrench&lt;br /&gt;
# [[File:Id_regular.png]] ID Card and select &amp;quot;Terminate maintenance protocol&amp;quot;.&lt;br /&gt;
# Optional: Forbid maintenance protocol from inside the mech.&lt;br /&gt;
==Exosuit Equipment==&lt;br /&gt;
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator (&amp;quot;Exosuit Equipment&amp;quot; menu).&lt;br /&gt;
&lt;br /&gt;
To attach a tool or weapon, simply click with it on the exosuit. &lt;br /&gt;
====Generic Exosuit Equipment====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Equipment&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exosuit drill.png]] Drill&lt;br /&gt;
|The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be attached to the Odysseus.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha diamond drill.png]] Diamond Drill&lt;br /&gt;
|Essentially an upgraded drill that&#039;s faster and much stronger - you can go right through minerals and reinforced walls.&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be attached to the Odysseus.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiningScanner.png]] Exosuit Mining Scanner&lt;br /&gt;
|A mech-mounted version of an advanced mining scanner with the same range, but less than half the cooldown. Is always active once attached.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha teleporter.png]] Mounted Teleporter&lt;br /&gt;
|A mounted teleporter that can teleport the exosuit to any location in view.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha teleporter.png]] Mounted Gravitational Catapult&lt;br /&gt;
|Can be used to throw objects around (&#039;&#039;&#039;S&#039;&#039;&#039;ling mode) or blast anything away from a targeted area (&#039;&#039;&#039;P&#039;&#039;&#039;ush mode).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wormhole generator.gif]] Exosuit Wormhole Generator&lt;br /&gt;
|As the name implies, the wormhole generator creates a wormhole (similar to ones spawned by Space-Time Anomaly events) at a targeted location.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mounted RCD.png]] Mounted RCD&lt;br /&gt;
|An exosuit-mounted Rapid Construction Device. Rapidly drains battery charge, but can deconstruct reinforced walls.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armor booster module.png]] Armor Booster Module (Close Combat Weaponry)&lt;br /&gt;
|Boosts exosuit armor against armed melee attacks. Requires energy to operate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Armor booster module.png]] Armor Booster Module (Ranged Weaponry)&lt;br /&gt;
|Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Repair droid.png]] Repair Droid&lt;br /&gt;
|Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] Exosuit Energy Relay&lt;br /&gt;
|Wirelessly drains energy from any APC&#039;s available power channel in the area. Not very effective.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] Exosuit Plasma Converter&lt;br /&gt;
|Generates power using solid plasma sheets as fuel. Occasionally releases clouds of plasma that may catch on fire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Energy relay.png]] ExoNuclear Reactor&lt;br /&gt;
|Generates power using uranium sheets as fuel. Irradiates the environment.&lt;br /&gt;
|}&lt;br /&gt;
====Specialized Exosuit Equipment====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Equipment&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Can be attached to&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hydraulic clamp.png]] Hydraulic Clamp&lt;br /&gt;
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.&amp;lt;br&amp;gt;Great in combination with an ore box - nearby minerals will be loaded straight into the box.&lt;br /&gt;
Allows you to pick up crates of items, lockers of people, even other mechs.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Brokenbottle.png]] 217-D Heavy Plasma Cutter&lt;br /&gt;
|Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.&amp;lt;br&amp;gt; Longer range and higher damage than portable cutters.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exosuit extinguisher.png]] Exosuit Extinguisher&lt;br /&gt;
|Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cable layer.png]] Cable Layer&lt;br /&gt;
|Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer.&lt;br /&gt;
!Ripley, Firefighter&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sgun.png]] Exosuit Syringe Gun&lt;br /&gt;
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.&amp;lt;br&amp;gt; Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.&amp;lt;br&amp;gt; Reagent synthesis has to be manually started by opening the equipment tab of the mech&#039;s status menu.&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sleeper.gif]] Mounted Sleeper&lt;br /&gt;
|Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.&amp;lt;br&amp;gt; Can also be used to abduct people and keep them sedated.&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha_medigun.png]] Medigun&lt;br /&gt;
|Exo-suit mounted medigun which gradually heals people it&#039;s used on. Don&#039;t cross the streams!&lt;br /&gt;
!Odysseus&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Exosuit Weapons====&lt;br /&gt;
Install a weapon by printing it from the security techfab and then hitting the finished mech with it. Some weapons require you to refill their ammo manually. To do this, print corresponding ammo boxes from the security [[Guide_to_Research_and_Development#Techfab|techfab]], and then use them on the finished mech. Each ammo box will fill the weapon with the same amount as the &amp;quot;starting ammo&amp;quot;. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Weapon&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Description&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Energy drain or starting ammo/max ammo&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; |Cooldown in seconds&lt;br /&gt;
!style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=200|Can be attached to&lt;br /&gt;
|-&lt;br /&gt;
![[File:CH-LC &amp;quot;Solaris&amp;quot; laser cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png]] CH-PS &amp;quot;Immolator&amp;quot; Laser&lt;br /&gt;
|Fires a Laser bolt, identical to laser rifles.&lt;br /&gt;
|30 energy per shot&lt;br /&gt;
|0.8&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:CH-LC &amp;quot;Solaris&amp;quot; laser cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png|./Special:FilePath/CH-LC_&amp;quot;Solaris&amp;quot;_laser_cannon.png]] CH-LC &amp;quot;Solaris&amp;quot; Laser Cannon&lt;br /&gt;
|Fires a Heavy Laser bolt, identical to the laser cannon.&lt;br /&gt;
|60 energy per shot&lt;br /&gt;
|1.5&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:MKIV ion heavy cannon.png]] mkIV Ion Heavy Cannon&lt;br /&gt;
|Fires a Ion bolt, identical to ion rifles. Don&#039;t hit yourself!&lt;br /&gt;
|120 energy per shot&lt;br /&gt;
|2&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:EZ-13_MK2_heavy_pulse_rifle.png]] eZ-13 mk2 Heavy pulse rifle&lt;br /&gt;
|Fires a heavy pulse laser. [[Death Squad]] only.&lt;br /&gt;
|120 energy per shot&lt;br /&gt;
|3&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha_disabler.png]] &amp;quot;Peacemaker&amp;quot; Disabler&lt;br /&gt;
|Fires basic disabler beams. &lt;br /&gt;
|30 energy per shot&lt;br /&gt;
|0.8&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:LBX AC 10 &amp;quot;Scattershot&amp;quot;.png|./Special:FilePath/LBX_AC_10_&amp;quot;Scattershot&amp;quot;.png|./Special:FilePath/LBX_AC_10_&amp;quot;Scattershot&amp;quot;.png]] LBX AC 10 &amp;quot;Scattershot&amp;quot;&lt;br /&gt;
|Fires four bullets in a spread pattern, 20 damage each.&lt;br /&gt;
|40 / 160&lt;br /&gt;
|2&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ultra AC 2.png]] Ultra AC 2&lt;br /&gt;
|Fires a three shot burst of 20 damage bullets.&lt;br /&gt;
|300 / 1200&lt;br /&gt;
|1&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SRM-8 missile rack.png]] SRM-8 Missile Rack&lt;br /&gt;
|Fires a missile which will explode on impact. Tubes must be reloaded from the outside. Can not be researched or constructed by station. &lt;br /&gt;
|8 / 8&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:BRM-6_missile_rack.png]] BRM-6 Missile Rack&lt;br /&gt;
|Launches low-explosive breaching missiles designed to explode only when striking a sturdy target. Does not explode unless hitting a wall, door, shutter, or another mech. Does 30 damage to soft targets. Tubes must be reloaded from the outside. &lt;br /&gt;
|6 / 6&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:MKIV ion heavy cannon.png]] MKI Tesla Cannon&lt;br /&gt;
|Fires a tesla ball that arcs off anything it hits. Causes EMP as well.&lt;br /&gt;
|500 energy per shot&lt;br /&gt;
|3.5&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGL-6 grenade launcher.png]] SGL-6 Grenade Launcher&lt;br /&gt;
|Launches a flashbang at medium range. &lt;br /&gt;
|6 / 24&lt;br /&gt;
|6&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGL-6 grenade launcher.png]] SOB-3 Grenade Launcher&lt;br /&gt;
|Launches a cluster of flashbangs at medium range. Must be reloaded from the outside. &lt;br /&gt;
|3 / 3&lt;br /&gt;
|9&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hades-Carbine.png]] FNX-99 &amp;quot;Hades&amp;quot; Carbine&lt;br /&gt;
|Shoots incendiary bullets that leave a burning trail.&lt;br /&gt;
|24 / 96&lt;br /&gt;
|1&lt;br /&gt;
!Durand, Gygax, Honker, and Phazon&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banana mortar.png]] Banana Mortar&lt;br /&gt;
|Launches a banana peel. Very annoying, thus, fun.&lt;br /&gt;
|100 energy per shot, 15 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mousetrap mortar.png]] Mousetrap Mortar&lt;br /&gt;
|Launches an armed mousetrap.&lt;br /&gt;
|100 energy per shot, 15 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HoNkER BlAsT 5000.png]] HoNkER BlAsT 5000&lt;br /&gt;
|Creates a loud honk sound which will deafen, stun and paralyze your target and everybody around.&lt;br /&gt;
|200 energy per shot&lt;br /&gt;
|15&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Mecha punching glove.png]] Oingo Boingo Punch-face&lt;br /&gt;
|Launches a boxing glove that can punch airlocks right out of their frames.&lt;br /&gt;
|250 energy per punch or 500 per shot, 10 shots&lt;br /&gt;
|2&lt;br /&gt;
!H.O.N.K.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Lavaland/Space_Role&amp;diff=34007</id>
		<title>Lavaland/Space Role</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Lavaland/Space_Role&amp;diff=34007"/>
		<updated>2021-08-03T08:56:22Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Hostile Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lavaland and the depths of space possess a wide array of ghost playable roles, ranging from some simple farmers to trained soldiers. All roles have unique objectives, characteristics and ultimately unique goals, they all have different ways they are expected to tackle dealing with the inhabitants of lavaland and the station.&lt;br /&gt;
&lt;br /&gt;
Check &amp;quot;spawners&amp;quot; under the Ghost tab to take one of these roles, if any are available. Not all of these roles will be available to play in one shift due to the random generation of space and lavaland. &lt;br /&gt;
&lt;br /&gt;
Free slots for fugitive hunters and crafted golem shells also appear in this menu. Posibrains and most antag roles do not. If you want to be a space pirate but missed the roll, you&#039;ll need to find their ship and click a sleeper.&lt;br /&gt;
== Neutral Roles ==&lt;br /&gt;
Generally indifferent to everyone else. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that [https://forums.beestation13.com/t/new-rulings/42 escalation rules against ghost roles are relaxed] - crew are free to attack golems for minerals, podpeople for their somatorays and so on.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
![[File:Podman.png]]&amp;lt;br&amp;gt;[[Seed Vault Dwellers]]&lt;br /&gt;
|Be created to spread virtue, peace (and vines). Waste your time growing dope and revolvers. Shoot yourself with the Revolvers. Honestly you&#039;re just a botanist who does not have to worry about assistants rushing you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cow.png|64px]]&amp;lt;br&amp;gt;[[Animal Hospital]]&lt;br /&gt;
|Essentially spawn as a Medical Doctor in hell, but without patients. Get lucky and heal a weary miner, or get unlucky and suicide from boredom using the double barrel shotgun in the closet.&amp;lt;br&amp;gt; Occasionally host a [[Blood_Cult|book club]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_barman.png|64px]]&amp;lt;br&amp;gt;[[Beach Bum]]&lt;br /&gt;
|Serve drinks to miners, serve drinks to lifeguards, serve drinks to yourself. Die of alcohol poisoning. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Hermit.png]]&amp;lt;br&amp;gt;[[Hermit]]&lt;br /&gt;
|Live in a hole in the wall. Dig your way to freedom or subsist off of mushrooms. Suffocate because your oxygen mask and tank are located across the room and you don&#039;t have a flashlight. Generally act like the Assistant of lavaland.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Golem.png|64px]]&amp;lt;br&amp;gt;[[Free Golem]]&lt;br /&gt;
|Yeah, go do whatever since you have an protolathe that can print anything. In normal cases you should not interfere with the everyday operations of the station unless provoked.&lt;br /&gt;
|-&lt;br /&gt;
![[File:protoRIG.png|64px]]&amp;lt;br&amp;gt;[[Ancient Station Role]]&lt;br /&gt;
|Spawn on a derelict station abandoned for over one hundred years. Die to lack of oxygen. Suicide when you destroy all your food supplies. Die when the space carp kill you. Die when the Hivebots kill you. Against all odds, maybe survive and thrive, or even escape on the space station 13 escape shuttle.&lt;br /&gt;
|}&lt;br /&gt;
== Hostile Roles ==&lt;br /&gt;
These roles are almost always hostile, or at least very avoidant towards any outside faction.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
![[File:SyndiComms.png]]&amp;lt;br&amp;gt;[[Syndicate Lavaland Base Personnel]]&lt;br /&gt;
|Use your syndicate comms to &amp;lt;s&amp;gt;sow paranoia and panic among the Nanotrasen scum&amp;lt;/s&amp;gt; shitpost very loudly. Create &amp;lt;s&amp;gt;biological weapons of mass terror and destruction&amp;lt;/s&amp;gt; the biggest drug lab in history. Shoot &amp;lt;s&amp;gt;Nanotrasen invaders in the head&amp;lt;/s&amp;gt; each other with donksoft guns. And maybe, just maybe help out your fellow syndies on the station. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Ashwalker.png]]&amp;lt;br&amp;gt;[[Ashwalkers|Ashwalker]]&lt;br /&gt;
|Be lava Lizards. Prove you don&#039;t need fancy guns to beat Goliaths. Die to a Watcher. Either be a minor nuisance to the miners, or proceed to annex all neutral role homes and the Mining Base. Spam lizard talk on the general radio. Get killed by security for spamming the radio, and coincidentally killing the miners. Alternatively bribe the AI to meet your demands with the combat upgrade disk.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Removed Roles==&lt;br /&gt;
Removed, disabled, or sometimes never implemented for unclear reasons. Whatever the case might be, there&#039;s no way you&#039;ll find them anywhere&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
![[File:Devil.gif|64px]]&amp;lt;br&amp;gt;[[Demonic Friend]]&lt;br /&gt;
|Try to act as a guardian devil. Watch in horror as the assistant you&#039;re guarding suicides. Get cast back into the pits of hell.&lt;br /&gt;
|-&lt;br /&gt;
![[File:SyndiComms.png]]&amp;lt;br&amp;gt;[[Lone Syndicate Comms Agent]]&lt;br /&gt;
|Impersonate CentComm. Generally annoy the hell out of Nanotrasen crew from the comfort of your tiny base. Fight crippling loneliness and get murdered by a powergaming space explorer. Get granted a bigger base, and also friends, by the gods.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lavadwarf.png|64px]]&amp;lt;br&amp;gt;[[Lava Dwarf]]&lt;br /&gt;
|Gain 2D graphics. Get drunk. Make uranium armour and don&#039;t question the safety hazards. Get drunk. Strip mine half the planet. Get drunk. Kill those damn [[Seed Vault Dwellers|elves!]] Get drunk. Attack an Ash Drake for !!FUN!! Get drunk.&lt;br /&gt;
|-&lt;br /&gt;
![[Escaped Prisoners]]&lt;br /&gt;
|Try to murder the miners. Be sad because all the miners have already died in the first 10 minutes and the mining shuttle console is smashed to bits. Eventually return to the code as an on-station midround antagonist.&lt;br /&gt;
|-&lt;br /&gt;
![[Ironhawk Marine]]&lt;br /&gt;
|Survive a violent crash landing. Shoot lavaland monsters with your crummy gun. Shoot all the windows on the mining outpost.&lt;br /&gt;
|-&lt;br /&gt;
![[Penitent Exile]]&lt;br /&gt;
|Try to redeem yourself. Fail because the game doesn&#039;t specify what you can do to redeem yourself. Cry because you will never be fully implemented.  &lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=KiloStation&amp;diff=34006</id>
		<title>KiloStation</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=KiloStation&amp;diff=34006"/>
		<updated>2021-08-03T08:47:51Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maps}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[KiloStation.png|thumb|right|500px|&#039;&#039;&#039;KiloStation&#039;&#039;&#039; as of 2018-01-23. Click for full resolution.]]&lt;br /&gt;
==About==&lt;br /&gt;
&#039;&#039;&#039;KiloStation&#039;&#039;&#039; is a very small and condensed map, intended for lower populations, the map features a very compact and decorated interior. It is built off of an asteroid.&lt;br /&gt;
==History==&lt;br /&gt;
KiloStation was first released on the /tg/station github by Okand but was never merged, as Okand never finished work on it&lt;br /&gt;
&lt;br /&gt;
It was then fixed up by BeeStation mappers, and occasionally activated by Admin.&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_Atmospherics&amp;diff=34004</id>
		<title>Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_Atmospherics&amp;diff=34004"/>
		<updated>2021-08-03T06:02:19Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Fun Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Guide to [[Atmospherics]]. When properly initialized, Atmosia can keep the station aired-up through nearly any emergency. Improperly initialized, it&#039;s a waste of space at best and an outright fire hazard at worst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to the job, feel free to jump straight to the [[#Setting Up Atmospherics|how to set up Atmos -section]]. If you&#039;re ready to really learn about the atmospheric system, read on. By reading this guide you will learn how to transform Atmos from a waste of space to an actually useful addition. We will go through all kinds of theory, so this may be tough, but it will also ensure you know exactly how and more importantly &#039;&#039;&#039;how&#039;&#039;&#039; Atmos works the way it does, making you ready for all kinds of situations.&lt;br /&gt;
[[File:Atmos runs2.png|thumb|600px|Better start learning Russian kiddo.]]&lt;br /&gt;
See also:&lt;br /&gt;
&lt;br /&gt;
[[File:PortablePump.png|64px]] &#039;&#039;&#039;[[Atmospherics items]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Gases and Their Functions==&lt;br /&gt;
Let&#039;s start with some theory about the gases. Below are the different gases that can be found in-game.&lt;br /&gt;
===[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;===&lt;br /&gt;
Oxygen. All humans, pets, and lizard-people need more than 16 kPa of oxygen in the air or internals to breathe. Any less and the creature starts to suffocate.&lt;br /&gt;
&lt;br /&gt;
It is required to oxidize a [[plasma]] fire. A room with 100% plasma will not burn. More oxygen causes plasma fires to increase in heat and size. Oxygen mixed suddenly with heated plasma causes explosions when in a tank. See [[Temperature]].&lt;br /&gt;
&lt;br /&gt;
Oxygen is an invisible gas. To detect it, use your [[PDA]] or a wall mounted [[Air Alarm]]. Oxygen [[canister]]s are marked in blue. [[Emergency Oxygen Tank]]s, filled with about 300 kPa, spawn in your emergency [[Internals Box]]. Larger [[Oxygen Tank]]s are in [[Emergency Locker]]s all across ship, which start with about 600 kPa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;===&lt;br /&gt;
Nitrogen. Not particularly more heat absorbant than any other gas. However, it cannot burn at all, which may slow down fires simply by taking up space. It can reduce the heat penalty on the SM, which will keep temperatures down.&lt;br /&gt;
&lt;br /&gt;
Can be found in Atmospherics in red canisters or through the N2 farmer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Air_Canister.png]]Air===&lt;br /&gt;
A 1:4 gasmix of O2 and N2 (20% O2, 80% N2). The station is filled with this.&lt;br /&gt;
&lt;br /&gt;
Air in SS13 can be seen, strangely enough, as a &#039;watered down&#039;-O2, with N2 being the water. Optimal atmospheric pressure for humans is 101.3 kPa. Due to the minimum of 16 kPa of O2, the pressure of 101.3 kPa cannot be changed too much without the situation becoming excessively lethal. Under 16 % oxygen? You start dying. Under 90 kPa due to fire from a while ago? You start dying. Be mindful of this.&lt;br /&gt;
&lt;br /&gt;
Air canisters, marked in white, can be found in emergency storages or through the air mix chamber in Atmospherics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Water_vapor.png]]Water Vapor===&lt;br /&gt;
Pure H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O. Keep away from the [[Clown]] - this slips people and even freezes tiles when released at low temperatures.&lt;br /&gt;
&lt;br /&gt;
The [[Janitor]] starts with a tank in his closet; created as a waste product when tritium burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;===&lt;br /&gt;
What the fuck is Carbon Dioxide!? It&#039;s an invisible, heavy gas. It chokes people effectively and quickly, and if you can be bothered to set the alarms up, will result in a invisible room that kills those in it. Takes some setup and can be very, very annoying. Causes people to &#039;&#039;gasp&#039;&#039; at low levels.&lt;br /&gt;
&lt;br /&gt;
Can be found in Atmospherics in black canisters or through the CO2 farmer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O===&lt;br /&gt;
Nitrous Oxide, a.k.a. Sleeping Agent. A white-flecked gas.&lt;br /&gt;
&lt;br /&gt;
Makes you laugh at low doses and at higher ones puts you to sleep. If using this as a sleep gas mix &#039;&#039;&#039;do not forget&#039;&#039;&#039; to mix in at least 16 kPa of O2, or you will suffocate someone. This decomposes into Nitrogen and Oxygen at temperatures at or over 1400K, creating Nitrogen equal to the amount of N2O used, and half that amount in Oxygen.&lt;br /&gt;
&lt;br /&gt;
Can be found in Atmospherics in red canisters with a white stripe on them or through the N2O farmer.&lt;br /&gt;
===[[File:Plasma_Canister.png]][[Plasma]]===&lt;br /&gt;
Toxins. One of the two flammable gases on the station, plasma is purple and highly toxic.&lt;br /&gt;
&lt;br /&gt;
Heating this at 10000K with enough with Tritium present will cause Plasma fusion. Make sure to take care of the absurd amount of waste products in the form of carbon dioxide, pluoxium and water vapors! They also tend to be very hot which makes great fuel for a turbine or TEG.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in canisters in toxins or engineering, and Atmospherics through the plasma farmer. Can also be produced by grinding solid plasma then spilling them on the floor.&lt;br /&gt;
===[[File:BZ_canister.png]]BZ===&lt;br /&gt;
BZ gas is a potent hallucinogenic that also put slimes into stasis, degenerates changeling chemicals and suppresses their hivemind. As a side effect, affected people will take low brain damage.&lt;br /&gt;
&lt;br /&gt;
BZ is formed when N2O and Plasma are combined at low temperatures in an exothermic reaction. Stops forming above around 1000kPa. Forms fastest at higher pressures around 200-400kPa&lt;br /&gt;
&lt;br /&gt;
If mixed in a tank with oxygen, it can be used for internals, to [[Chaplain|encourage spiritual development]]. Breathing it also produces [[Guide_to_chemistry#BZ_Metabolites|BZ Metabolites]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 4 credits&lt;br /&gt;
===[[File:Miasma_canister.png]]Miasma===&lt;br /&gt;
Miasma is created from rotting corpses, gibs, and [[Guide_to_hydroponics#Corpse_Flower|other things]]. Miasma smells bad and can cause [[Infections#Advanced_Diseases|diseases]] to spontaneously appear. The higher concentration of miasma in the air, the higher level [[Infections#Symptoms_Table|symptoms]] can appear. Sterilized into oxygen in a slightly exothermic reaction at 170 degrees Celcius. Presence of water vapor in quantities higher than 0.1 moles prevents this from happening. This reaction has the lowest priority out of all reaction in the game. It is otherwise absolutely inert in terms of atmos reactions. Set contaminated on alarms everywhere and the waste distro will begin filling with this within 20 minutes, give it to cargo for some money, if they aren&#039;t already farming the gas themselves (alternatively just add a waste distro miasma filter that connects to their miasma scrubbers). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 10 credits&lt;br /&gt;
===[[File:Nitryl_no2.png]]Nitryl (NO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)===&lt;br /&gt;
Nitryl (formerly Brown Gas) speeds you up - pretty good until the acid eats your lungs.&lt;br /&gt;
&lt;br /&gt;
The result of heating Oxygen and Nitrogen to approximately 22500K at a 1:1 ratio, with at least 5 moles of Pluoxium. Higher heat improves efficiency.&lt;br /&gt;
===[[File:Tritium.png]]Tritium===&lt;br /&gt;
Radioactive, flammable gas that is used in plenty of chemical reactions. Created by heating loads of O2 with Plasma. Also, radiation collectors convert plasma into this. Tritium, though not naturally radioactive, releases radiation when it is burned. Might not want to put this into any engine unless you plan to set it on fire.&lt;br /&gt;
&lt;br /&gt;
250 moles can be used as a catalyst for Plasma fusion.&lt;br /&gt;
&lt;br /&gt;
Tritium is created in fires that are highly oxygenated, or, in fires where oxygen takes up a vast majority of the gasses. For example, 90% oxygen and 10% plasma. Different ratios may be used, and sometimes different ratios will end up being better for the highest level of efficiency depending on space in the incinerator and temperature of the fire. Experiment! Important to remember is that tritium will likely be very hot, and if allowed to react with oxygen will burn up into water vapor. Keep this in mind when attempting to get sizeable amounts of it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 5 credits&lt;br /&gt;
===[[File:Freon_canister.png]]Hyper-Noblium===&lt;br /&gt;
Extremely inert, Hyper-Noblium stops other gases from reacting. (Specifically, it stops reactions when &amp;gt;5 moles)&lt;br /&gt;
&lt;br /&gt;
Can be created when Nitrogen is combined with Tritium at extremely high temperatures. BZ works as a catalyst. 2:1 Nitrogen to Tritium is about optimal here. Counter to the Nitryl reaction, BZ is not a requirement at all. But rather, it decreases how much the temperature / energy drops of your gas mix during the reaction. As such, BZ can often be entirely ignored. The minimum temperature for this reaction to occur is 5000000K&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 1000 credits&lt;br /&gt;
===[[File:Stimulum.png]]Stimulum===&lt;br /&gt;
An experimental gas that makes you stun and sleep immune and slightly regenerates stamina, but also causes toxin damage the longer you&#039;ve been breathing it (current cycle x 0.1 toxin). &lt;br /&gt;
&lt;br /&gt;
Formed by combining Tritium with Plasma, BZ and Nitryl, then heating it. Also formed in high quantities by fusion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 100 credits&lt;br /&gt;
===[[File:Pluoxium.png]]Pluoxium===&lt;br /&gt;
A non-reactive Oxygen substitute that delivers eight times as much O2 to the bloodstream, with as little 3 kPa minimum pressure required for internals!&lt;br /&gt;
&lt;br /&gt;
Formed by irradiating tiles with 2 part CO2 1 part O2 in the air. The [[Supermatter]] can be used to naturally generate a small amount of pluoxium if CO2 is added to the cooling loop, but this is risky. A common byproduct of fusion, be sure to scrub them out!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 5 credits&lt;br /&gt;
==Physical Characteristics of Gases==&lt;br /&gt;
TL;DR&lt;br /&gt;
Gas flows from high pressure areas, to low pressure areas. Gas uses up more room when hot, less room when cold.&lt;br /&gt;
&lt;br /&gt;
Ideal gas law: &#039;&#039;&#039;&#039;&#039;PV = nRT&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;R (ideal, or universal, gas constant) = 8.31&#039;&#039;&#039;, the following are linked by this equation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pressure (P)&#039;&#039;&#039;: Measured in kPa, [https://en.wikipedia.org/wiki/Pascal_(unit) kiloPascals], Pressure is lethal above 750 kPa&#039;s. A pressure in a room above 1000 kPa&#039;s necessitates internals to breathe properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volume (V)&#039;&#039;&#039;: Another unseen variable, [https://en.wikipedia.org/wiki/Volume Volume] is how much the area/canister/tank or piped tank has space inside it. This helps dictate how much gas it can hold. Volume is essentially the &#039;mole divider&#039; when converting between a canister/air pump to your tank; having a higher volume essentially makes the tank that much more efficient, proportionally, so an Extended Emergency Oxygen Tank has twice the contained air per kPa in comparison to a regular Emergency Oxygen Tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Volume&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirTank.png]] Emergency Oxygen Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Extended Emergency Oxygen Tank.png]] Extended Emergency Oxygen Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Extended Emergency Oxygen Tank.png]] Double Emergency Oxygen Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OxygenTank.png]] Oxygen Tank (blue/red)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma tank.png]] Plasma Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atmospheric_Pipe.png]] All pipes&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gaspipe.png]] Pipe manifold&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|105&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Locker.png]] Locker&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Coffin.png]] Coffin&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Gas Pump (each side)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Volumpe Pump (each side)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Passive Gate (each side)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Heat Exchanger&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Gas Filter&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Vent&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Scrubber&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PortableScrubber.png]] Portable Scrubber&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|750&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Canister.png]] Gas Canister&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|1 000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wire_1_1.PNG]] Tile / turf (any area)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|2 500&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PortablePump.png]] Portable Pump&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|1 000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pressure Tank.png]] Unmovable pressure tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|10 000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Huge Scrubber.png]] Huge scrubber&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|50 000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moles (n)&#039;&#039;&#039;: [https://en.wikipedia.org/wiki/Mole_(unit) Moles] are the amount of particles of a gas in the air. It is moles that cause odd effects with a certain chemical. As it dumps so many moles to a tile, to keep the pressure acceptable, the moles have to be very, very cold, causing the infectious effect. Moles can be calculated by a form of the ideal gas law. n=(P*V)/(R*T)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temperature (T)&#039;&#039;&#039;: Measures in K, [https://en.wikipedia.org/wiki/Kelvin Kelvin], Temperature above 360 K and below 260 K causes burn damage to humans. [[Guide to toxins|Bomb making]] usually relies on a temperature at or in excess of 90 000 K. Canisters rupture when the air surrounding them is over 1550 K.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heat Capacity&#039;&#039;&#039;: A gasmix has heat capacity, and it is calculated by taking into account the quantity of all of the gases in the air and their specific heat. Heat capacity defines how much energy it takes to raise the temperature of a gas. The normal air mix (%30 O2, %70 N2) has a specific heat capacity of about 20 which doesn&#039;t impede heat transfer very much. Fires spreads quicker in gases with low heat capacity, and slower in gases with high heat capacity. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gas&lt;br /&gt;
! Heat capacity&lt;br /&gt;
|-&lt;br /&gt;
| O2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| N2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| CO2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 30&lt;br /&gt;
|-&lt;br /&gt;
| N2O&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 40&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 200&lt;br /&gt;
|-&lt;br /&gt;
| Water Vapor&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 40&lt;br /&gt;
|-&lt;br /&gt;
| Hypernoblium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 2000&lt;br /&gt;
|-&lt;br /&gt;
| Nitryl&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| Tritium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
| BZ&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| Stimulum&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
| Pluoxium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 80&lt;br /&gt;
|-&lt;br /&gt;
| Miasma&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Fire&#039;&#039;&#039;: An effect caused by burning plasma, fire comes in two different forms of hotspot. It causes massive burn damage, and a strong fire will not be stopped by standard firesuits. Plumbing N2 into a room might work, but heavy firefighting is not the point of this section. Fire will ignite any form of combustibles in near tiles. Sufficiently hot fires use less oxygen as they rise in temperature. This is due to the fact that fires remove X plasma and X*(1.4-Y, Y&amp;lt; or = 1) oxygen. X CO2 is produced. Ideal Burnmix is: 10x more O2 than plasma, and with as high a temperature as can achieve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In short the colder the gas and the higher the container volume, the more moles you can fit inside.&#039;&#039;&#039; This is why hot gases clog the red waste pipes - they expand, allowing fewer moles to be transported.&lt;br /&gt;
==Atmospherics Layout==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:atmos.png|thumb|499px|A wise Atmos Tech once said: &amp;quot;just stare at the pipes until you get it.&amp;quot;]]&lt;br /&gt;
| [[File:Atmos_simplified_v2.png|thumb|499px|&amp;quot;Simplified&amp;quot; picture of the Atmospherics pipe system. Yellow circles represent filters and the lightbrown circle represents the mixer. ]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Here are two pictures of the atmospheric pipe system. Right one is a &amp;quot;simplified&amp;quot; version of the left picture. Yellow circles representing the filters which filter out a certain gas from the Waste In -gasmix. The light yellow circle near the lower middle represents the mixer which mixes N2 and O2 into a breathable air mix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Atmospherics is pretty simple, but the pipe layout makes it slightly confusing for the untrained eye. There are 4 major pipe &amp;quot;loops&amp;quot;:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;dark blue pipe loop&amp;lt;/span&amp;gt;&#039;&#039;&#039; is the distribution loop. It sends air to all the vents on the station for the crew to breathe.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan air mix pipe loop&amp;lt;/span&amp;gt;&#039;&#039;&#039;, which is specialized to mix and provide the air mix to the distribution loop, and is used to fill air pumps outside the front door of Atmospherics.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red/&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; pipe loop&#039;&#039;&#039;, which retrieves the gas in the station via the air scrubbers (red loop) and passes them through a set of filters (green loop).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt; pipe loop&#039;&#039;&#039;, internal to Atmospherics, which is used for custom gas mixes that can be fed into the canister charging station in the middle of atmospherics, or fed into the mixing tank.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The tanks (the small rooms in space just outside of Atmos) of the station&#039;s atmospherics network, unlike in the rest of the station, are rooms filled with very high pressure of the appropriate gas. The output of these rooms are controlled by their respective Supply Control Computer, an on/off valve, and an output pump for each loop. Note that &#039;&#039;&#039;these rooms can be depleted&#039;&#039;&#039;, especially if [[Traitor|someone]] makes a hole in a tank&#039;s external wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To understand how the breatheable air mix is mixed, try following these steps and looking at the map at the same time, it starts on the south end of Atmospherics, like so:&lt;br /&gt;
# The gasses are pumped through the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan tubes&amp;lt;/span&amp;gt;&#039;&#039;&#039; from their respective tanks (&#039;&#039;&#039;N2&#039;&#039;&#039;, &#039;&#039;&#039;O2&#039;&#039;&#039;).&lt;br /&gt;
# They are mixed in the air tank (&#039;&#039;&#039;Air&#039;&#039;&#039;) to a 1/5 mix of O2 and N2.&lt;br /&gt;
# The breathable gas is then pumped through the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan loop&amp;lt;/span&amp;gt;&#039;&#039;&#039; to the north of Atmospherics.&lt;br /&gt;
# And finally it&#039;s pumped into the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;dark blue distro loop&amp;lt;/span&amp;gt;&#039;&#039;&#039; and out to the station for everyone to breathe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next let&#039;s make up an example situation to see how the waste system works in action:&lt;br /&gt;
# Scientist Bill messes up and fills the [[Toxins Lab]] with plasma but fortunately manages to evacuate the room safely.&lt;br /&gt;
# Being an otherwise ideal situation Atmos-wise, the Toxins Lab&#039;s air scrubbers have been set to filter out all hazardous gases (they&#039;re not set by default, this has to be done through the Air Alarm manually or by asking the AI to do it) and plasma starts to get sucked through the scrubber into the waste pipes.&lt;br /&gt;
# The plasma arrives to the Waste In -loop (the red pipe loop) at Atmos. It travels south through the pipes, its first stop being the N2 Filter.&lt;br /&gt;
# If there was any Nitrogen in the waste gas, it would get filtered out here, and the rest of the gas continues its journey through the waste loop, same thing happening at every filter.&lt;br /&gt;
# The plasma finally reaches the Plasma Filter.&lt;br /&gt;
# Here the plasma gets extracted from the waste gas and pushed into the big plasma tank-room outside the windows.&lt;br /&gt;
# The plasma stays in the room until someone decides to pump it out.&lt;br /&gt;
# Scientist Bill by now notices that the Toxins Lab has no plasma anymore and is able to safely continue his work. Yay!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting Up Atmospherics==&lt;br /&gt;
It&#039;s about time we stop with the theory &amp;lt;s&amp;gt;and throw it out the window&amp;lt;/s&amp;gt; and get down to business. The two machines at the top can dispense infinite pipes, and your wrench can disconnect and connect pipes to each other. Remember, you cannot disconnect pumps if they have too much pressure in them.&lt;br /&gt;
[[File:AtmosDerp.png|thumb|300px|right|The dumbass-version of the Atmospheric pipe system. See the steps what each colored circle means.]]&lt;br /&gt;
Next up is a very simple step by step guide how to set up the Atmospherics pipe system to be (nearly) as efficient as possible. Note that this is only one style how to set up the pipes, there are many ways and they all have their own pros and cons!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;For the love of Nanotrasen, at least do this:&#039;&#039;&#039;&lt;br /&gt;
# Get a Volume Pump from the [[Pipe Dispenser]] at the north side of Atmos and replace the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;green circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; normal pump with a volume pump, making the waste gas -system &amp;gt;100x more efficient. We want the waste gas sucked from the station into the waste system as soon as possible!&lt;br /&gt;
# Set all &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; filters ON and set them to maximum pressure (4500 kPa) so waste gases will actually be moved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;This is good as well:&#039;&#039;&#039;&lt;br /&gt;
# Go through the N2 and O2 (besides southern wall) and set their output to 4500 kPa.&lt;br /&gt;
# Set the pumps next to the computers at 4500 kPa also, so the gases being pushed out of the gas-room get moved fast too.&lt;br /&gt;
# Set the Air-computer&#039;s output to maximum (5066.25 kPa).&lt;br /&gt;
# Replace the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;blue circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; normal pump with a Volume Pump as well, but notice; there are risks involved and all of them are covered at the pros and cons -section below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros and cons of this whole setup:&lt;br /&gt;
::&#039;&#039;&#039;+ Quick toxin filtering:&#039;&#039;&#039; In case of a toxin leak, waste gas will be sucked out quickly (if the area&#039;s air alarms are set to filter out all the toxins, that is, by default they are NOT filtering anything).&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;+ Quick repressurization:&#039;&#039;&#039; In case of a breach, air will be poured out with a nice pace, helping you re-pressurize the room quicker after the breach is fixed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;+ Reduced pipe sabotaging:&#039;&#039;&#039; With this setup, its harder for the grifflords to fuck up pipes in the maintenance tunnels. In a room with the default 101.3 kPa atmospheric pressure, pipes with more than 202.6 kPa pressure fling the unwrencher back.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;- Air Alarm sabotages:&#039;&#039;&#039; The station is more vulnerable for sabotage through [[Air alarm|air alarms]]. Someone can quite easily hack an air alarm somewhere and set the vents to push out air at maximum pressure, resulting in overpressurization.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;- Space wind:&#039;&#039;&#039; In case of a breach, until the hole is fixed, you&#039;ll probably spend a small while fighting against the huge air current, a.k.a. &amp;quot;space wind&amp;quot;, if you don&#039;t switch the vents off during the repair. This is mostly just annoying.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;- Very slow pipe manipulating:&#039;&#039;&#039; If you suddenly have to modify any of the distribution pipes around the station, you need to lower the pressure to under 202.6 kPa or use magboots if you don&#039;t want to be flung around like a leaf in the space wind, which can take a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A little safer, but not as efficient, way of setting up the system is leaving the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;blue circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; normal pumps completely alone or maybe raising the pressure to 315 kPa. This pressure is enough for quick pipe manipulating and for a sufficient air distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Done correctly, Atmosia should be pumping good air just faster than it&#039;s lost, and draining bad air away as fast as the traitors can set it on fire or alternatively draining good air away as fast as a malf AI can siphon it. You can go kick back in the bar like a boss and wait for the inevitable minor station damage and cries of &amp;quot;Call the shuttle!&amp;quot; on the radio from folks who don&#039;t even know it ain&#039;t a big deal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==After the Work is Done==&lt;br /&gt;
There is a short list of things which fall under your stead:&lt;br /&gt;
* First and by far most important: make sure pipes don&#039;t get broken and if they do, fix them.&lt;br /&gt;
* Go around swiping your ID on [[Air Alarm]]s, setting the operating mode to contaminated, and then re-swiping to lock it. You can ask the AI to do this as well, and probably should.&lt;br /&gt;
* Fill all the air pumps with air using a volume pump (more air pumps can be found from the locker room).&lt;br /&gt;
* Make extremely extended oxygen tanks for internals use (instructions below).&lt;br /&gt;
&lt;br /&gt;
* Least importantly, maintain the disposals system. You can generate pipes, but it needs welding and is generally a pain in the ass. You can also make fun slides, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Optimizing Internals===&lt;br /&gt;
* On a basic view, a 16 kPa minimum O2 requirement in internals. Pure O2 is theoretically toxic in real life, but has no representation for this in code, and takes a while to be really dangerous anyway (they use it to treat certain diseases, for example), and thus using a tank filled with air for internals is fairly inefficient.&lt;br /&gt;
* Cold O2 has more moles per kPa, and because people breathe in moles, and filling tanks usefully for internals are largely capped by the 1000 kPa release pressure, means cooling your O2 before using it in internals is important! Cooled down O2, such as from a freezer-ed canister, is the most efficient way to set up internals. Cooling it below 264 K will result in icicles inside in your lungs, though!&lt;br /&gt;
* If you need to empty an internal tank to make space for better, colder O2, you can use an Air Pump. Set it to &#039;&#039;&amp;quot;pump in&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;turn on&amp;quot;&#039;&#039; then &#039;&#039;&amp;quot;off&amp;quot;&#039;&#039; with the tank inside it, making it completely empty, thus allowing you to refill the tank more effectively.&lt;br /&gt;
* An emergency oxygen tank with normal settings lasts for about 12 minutes. Same tank, but with optimized gas temperature and output settings reduced, lasts about 50 minutes. If you don&#039;t have resources to get cooled O2 right now, set your output pressure to 16 kPa, it will give you 31 % more time to breathe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Your Very Own Customized Mix===&lt;br /&gt;
To create a custom mix of gas, turn on the output of the supply control computers, open the manual valves, and turn the output of the pump to what you wish it to be. The gas will travel through the orange pipes into the mixing chamber. The gas mix is pumped into the mixing chamber via a pump north of the orange loop.&lt;br /&gt;
&lt;br /&gt;
The mix obtained can then be pumped into the distribution and filtering loop or used to fill canisters. Remember to turn off the pump between the yellow and red pipe network or your custom mix will just go into the red waste loop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fun Projects===&lt;br /&gt;
* The Atmospherics system is far from optimal, and we&#039;re talking about just the pipe configuration! Break out that wrench and start experimenting (just make sure you know what&#039;s what)!&lt;br /&gt;
* Extremely high-temperature gases (like those from a panic siphoned fire) can really clog the waste loop. Could you do something to correct that? Tip: triple volume pump really helps.&lt;br /&gt;
* No one uses the ports outside of the &#039;refilling&#039; station, but that doesn&#039;t mean that functionality can&#039;t be added onto them!&lt;br /&gt;
*On rounds with skeleton crew, you will have all the access of a station engineer. Go help fix and build the station.&lt;br /&gt;
* The wall section that looks like the letter &#039;I&#039; can be dismantled if you need more working space for pipes.&lt;br /&gt;
* Don&#039;t count out the grated window areas, they can be a great (har har) way to utilize the vacuum of space without an EVA suit.&lt;br /&gt;
* Speaking of EVA suits, your engineering buddies can potentially help you with anything you might want to do in space, be it adding or modifying pipes. Watch the hilarity as that incompetent engineer fumbles with the huge crate of pipes he dragged out into space for you!&lt;br /&gt;
* The main cargo area inside Cargo has a laughably small number of vents, and how many times have those dumb dumbs sent the shuttle off while the doors are open?&lt;br /&gt;
* The brigs distribution system is set up to be potentially independent of the rest of the station&#039;s distribution loop, maybe other places can be set up like this as well?&lt;br /&gt;
*The AI sat air distribution is normally cut off from the rest of the station, straight pipe it and laugh as the AI accidentally burns down its own satellite.&lt;br /&gt;
* The mining station doesn&#039;t have air recycling. Very long rounds might make this a problem for any miners working there. The easy way is just simply built a scrubber that only takes in oxygen and nitrogen and connect it into the mining distro. Alternatively pull Mr fastmosky into one of the rooms and set it to panic siphon, bots have unlimited supply of O2 and N2.&lt;br /&gt;
*The supermatter on regular operation constantly releases oxygen or plasma, pipe them back into the distro, set up a TEG burn chamber or even do fusion (see below)!.&lt;br /&gt;
==The Less Well Known Hazards of Gases==&lt;br /&gt;
* Any gas at pressure over 1000 kPa will cause you to start suffocating as in a vacuum. You can just use internals, though.&lt;br /&gt;
* N2O is invisible at low pressures. If you start giggling, put on your internals to avoid passing out.&lt;br /&gt;
* Any gas can displace O2, and less than &#039;&#039;16&#039;&#039; (also useful for optimizing internals) kPa of oxygen starts the Oxyloss. CO2 can be removed with the scrubbers, but to get rid of N2 simply apply some way of removing gas from the air and adding O2. My personal favorite is 2 air pumps, 3 connectors and an Air Filter and a canister: 1 pump draws in, goes through the connection and filters N2 into the canister, and the rest to the other pump, which expels it. Can also be used for N2O which is only sluggishly scrubbed otherwise.&lt;br /&gt;
* Pressures above 750 kPa do 10 DPS + 5 DPS for every extra 375 kPa above that mark, rounded off. Space suits completely block it all, but there is no other defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Atmos Resin}}&lt;br /&gt;
==ATMOS Resin==&lt;br /&gt;
The Backpack Firefighter Tank[[File:waterbackpack atmos.png]] can switch modes to launch transparent ATMOS resin instead of extinguisher. This resin has the following effects:&lt;br /&gt;
* Repairs hull breaches similarly to [[Guide_to_chemistry#Smart Metal Foam|Metal Foam]]. &lt;br /&gt;
* Cleans the air from toxins. &lt;br /&gt;
* Normalises air temperature to room temperature (20°C or 293.15K). &lt;br /&gt;
* Removes slipperiness from floors (from water etc). &lt;br /&gt;
* The foam itself is not slippery. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use the Backpack Firefighter Tank, equip it on your backpack slot and click the new hud icon to take out the nozzle[[File:atmos_nozzle.png]] . You can then cycle modes between extinguisher, resin launcher and single tile resin launcher (foamer) by activating the nozzle in your hand. It spends water when used. Examine the nozzle to see water remaining. This anti-breach and firefighting tool can be ordered from [[Supply_crates#Backpack Firefighting Crate|cargo]] or found in atmospheric lockers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Atmos Trivia==&lt;br /&gt;
* Your holobarriers let people walk through, yet block gases. Very useful for cleaning up Plasma spills, fixing hull breaches and keeping fires in check.&lt;br /&gt;
* Using H/E pipes in space you can cool things down to a very low temperature very quickly. By making a cross with two off them you can have two on one tile, which is known as &#039;sequesteral&#039; cooling.&lt;br /&gt;
* Air Filters on currently burning mixes can siphon out heated but PURE O2 and Plasma. Do the O2 first then the plasma, as there is less O2 in a fire and thus it functions faster. This (and H/E) allow you to reach really obscene temperatures.&lt;br /&gt;
* Air Filters and H/E allow you to expose gases to the heat of fires (or their CO2 product) but keep/make them pure, allowing for hot N2O or similar.&lt;br /&gt;
* Using a small starter flame/heater you can have in pipe combustion.&lt;br /&gt;
* Canister [[Guide to toxins|bombs]] are heated Plasma in a canister, with an O2 tank placed in the canister, and then open the valve between them. You will also need to run very, very fast.&lt;br /&gt;
* Gas pumps are for precise pressure control, volumetric pumps are for really fast pumping, and passive gates are for having &#039;one way&#039; manual valves.&lt;br /&gt;
*Passive vents in space vents air out faster than a 400L/s air injector. Good for dealing with excessive waste gases such as from fusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fusion==&lt;br /&gt;
[https://youtu.be/bei_NJJKRtw Here&#039;s a quick video guide if the below still confuses you]&lt;br /&gt;
&lt;br /&gt;
So you want to operate a fusion reactor? Well, it&#039;s about as dangerous as it sounds. On various /tg/station-based codebases, fusion has been redesigned several times and is currently on &#039;&#039;&#039;version 6:&#039;&#039;&#039; [https://github.com/tgstation/tgstation/pull/42748 &amp;quot;Chaos Hyper-Torus Edition&amp;quot;]. Each server has its own variation, but its divergence from original code is generally correlated with how often people do fusion, especially for griefing. So, for each codebase, you need to learn its finer details of fusion. But, first things first, let&#039;s see the most basic fundamentals of fusion V6:&amp;lt;br&amp;gt;&lt;br /&gt;
*Mixing at least 250 moles of CO2 (hydrogen on /tg/), at least 250 moles of plasma and at least one mole of tritium, and then heating it to &amp;gt;10000K satisfies the bare minimum. You don&#039;t have to follow this order if you are using air injector to an open turf. (e.g. Plasma and CO2 superheated to 50000K and then tritium works)&lt;br /&gt;
*Depending on codebase, said &amp;quot;bare minimum&amp;quot; will die pathetically or not very badly. In order to continue the fusion, you need &#039;&#039;&#039;more tritium&#039;&#039;&#039;, more heat, and more plasma. More plasma and more heat is mostly here for a better luck. &lt;br /&gt;
*&#039;&#039;&#039;Tritium is always consumed, one mole per reaction,&#039;&#039;&#039; so you will need a lot of them. The problem here is you can&#039;t pump in more gas to a fusing canister. In order to mitigate that, long-living canister fusion requires a lot of initial tritium. You also are unlikely to be able to add more tritium when the canister it in heating process, so you should take care of that too.&lt;br /&gt;
*Fusion itself is chaos. The original author dubbed it using cool mathematical words, but that doesn&#039;t mean much. As energy fluctuates between plasma and thermal energy (E=MC&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; is kinda in work here), more initial plasma and heat provide a &#039;&#039;&#039;buffer&#039;&#039;&#039; against chaotic nature of fusion; chaos sometimes knocks fusion mix out of 10000K requirement. However, the chaos is ultimately on your side, so you will be able to get &#039;&#039;&#039;ridiculously high&#039;&#039;&#039; temperatures.&lt;br /&gt;
*As the fusion goes on, the mix will create various waste gases. The resulting waste gas mixture will depend on codebase, but extracting them &#039;&#039;&#039;will&#039;&#039;&#039; be a hassle, and the amount won&#039;t be that much in the first place. The standard practice here is using fusion as a heat source.&lt;br /&gt;
*Finally, the fusion creates radiation and perhaps a nuclear particle. (aka radball) Strength does depend on codebase, but the rule of thumb is that &#039;&#039;&#039;the rad here is deadly&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
We can stop here. See, things sound good here. A great heat source! Atmos can do quite a lot of weird stuffs with this. But, enter the griefers. The greatest problem here was the heat. I said &amp;quot;ridiculously high&amp;quot; temperature, but, the thing is, the temp easily reached 1e+31. Nearly everyone involved in fusion wrongly assumed 1e+31K is a natural part of a fusion (and stopped using their brains like the rest of greater /tg/station fanbase) when the actual culprit here is an exponential increase in thermal energy caused by a bug.&lt;br /&gt;
&lt;br /&gt;
So, servers had to (or will be expected to) deal with the eventual rise of 1e+31 griefers since no one (except the griefers) considered this as a reasonable situation. Whilst [[Beyond the impossible|things like fusion griefing can be dealt with proper administration]], some coders became brave and touched the cursed fusion V6 code.&lt;br /&gt;
&lt;br /&gt;
Therefore, we now arrive at [https://github.com/BeeStation/BeeStation-Hornet/pull/2614 the Beestation&#039;s solution]. You can take a look at it to get a deeper understanding of the current state of the art, which will inevitably be revised as griefers again somehow discover ways to heavily grief with it, but for the sake of accessibility, here is a quick and practical guide to the Bee&#039;s current fusion V6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL; DR: Do open turf fusion and supply plasma to it, and canister fusion won&#039;t get you far.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bee&#039;s current fusion V6, which has even more math than the original fusion V6, requires constant supply of plasma to reach higher temperatures. Without constant supply of plasma, the temperature is very unlikely to exceed 1e+7K, and sudden death becomes a possibility. So, to create a fusion that lasts and has higher temperatures, you &#039;&#039;&#039;need&#039;&#039;&#039; to practice open turf fusion supplied with an air injector. There is quite a lot of leeway here since numbers are a bit relaxed at the initial stages of fusion. Generally you will need 500~600 moles of plasma per tile heated to 20000K, preferably using heat pipes transfering heat from tritium production chamber.&lt;br /&gt;
&lt;br /&gt;
The best practice here is having a constant supply of tritium and plasma and then injecting fresh tritium and plasma with an air injector. As the radiation scaling and nuclear particles provide nice indicators of the strength of a fusion, you will discover that the fusion respond quite well, albeit clumsily, to changes in plasma input; the resulting temperature eqilibrium &#039;&#039;&#039;depends&#039;&#039;&#039; on plasma input. If you can&#039;t see enough change, check your plasma supply. Supply more plasma for a better outcome. As the growth still is (marginally) exponential, high temperatures can be reached with ease, as long as you can supply enough plasma for them. In contrast, you can&#039;t supply anything to canister fusion, so the fusion canister will create meager rads and stay at &amp;lt;1e+7K. However, opening it still is highly dangerous, probably as dangerous as opening a heated can full of tritium.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s wrap up. There still are lots of details to say, but we will stop here with a final detail: it may sound surprising, the fusion still is uncapped (or capped to 1e31 which is essentially the same as not having a cap.) You indeed are extremely unlikely to reach 1e31 with current fusion unless you [[Beyond the impossible|acquire billions of moles of supercooled plasma]], but the math is forgiving (subject to change) and open. Experiment!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see the old outdated &#039;&#039;&#039;version 5:&#039;&#039;&#039; &amp;quot;Power Tiered&amp;quot; fusion system. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Fusion occurs when you give plasma and tritium a lot of heat energy. It&#039;ll quickly convert all of the gases to an extremely hot mixture based on the power of the reacting mixture. This power can be increased or decreased depending on what exactly is in the mix. The ratio of plasma is kept at exactly half of the mix for higher power and the rest of the gas, the mediation gas, should have a high fusion power and a low average specific heat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gas fusion power&#039;&#039;&#039;: Each gas has a different amount of power it can contribute to the fusion process per mole, typically the rarer it is the stronger it will be. If it isnt listed here, it doesn&#039;t provide any power to the equation but can still be used to lower the average heat capacity or required temperature.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gas&lt;br /&gt;
! Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| CO2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Water Vapor&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| Nitryl&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 16&lt;br /&gt;
|-&lt;br /&gt;
| BZ&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| Stimulum&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 7&lt;br /&gt;
|-&lt;br /&gt;
| Pluxonium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power ratio formula&#039;&#039;&#039;: When fusion occurs and plasma is exactly half of the mix, the following formula is used to find the tier of the fusion:&lt;br /&gt;
&lt;br /&gt;
[[File:PowerRatioFormula.PNG]]&lt;br /&gt;
&lt;br /&gt;
If plasma is not half of the mix, it will begin a bell curve decay in the power ratio.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Temperature&#039;&#039;&#039;: 3e9 joules must exist in the mix for the fusion to occur&lt;br /&gt;
&lt;br /&gt;
[[File:Required temp formula.PNG]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Power tier&lt;br /&gt;
Depending on the power you create from the mixture, fusion can go into 4 different tiers scaling to have typically higher rarity in produced gas, energy produced, and dangerous side effects such as radiation bolts, lingering radiation, tesla shocks, and an explosion. A portion of the gas is converted to raw energy, growing depending on tier.&lt;br /&gt;
*&#039;&#039;&#039;Low tier&#039;&#039;&#039;:&lt;br /&gt;
** 0-5 power ratio&lt;br /&gt;
**Low chance of explosion and short range shock&lt;br /&gt;
** Produces 10% BZ and 90% CO2 with a high enough heat to make a tiny amount of hyper noblium&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medium tier&#039;&#039;&#039;:&lt;br /&gt;
** 5-20 power ratio&lt;br /&gt;
** Moderate chance of explosion and medium range shock&lt;br /&gt;
** Produces 25% Nitryl and 75% N2O with a high enough heat to make several hyper noblium [[Guide to toxins|bombs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High tier&#039;&#039;&#039;:&lt;br /&gt;
** 20-50 power ratio&lt;br /&gt;
** High chance of explosion and wide range shock&lt;br /&gt;
** Produces 1/12th Stimulum and 11/12th pluxonium with a large amount of heat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Super tier&#039;&#039;&#039;:&lt;br /&gt;
** 50+ power ratio&lt;br /&gt;
** 100% chance of explosion and very wide range shock&lt;br /&gt;
** Produces 100% Tritium with a massive amount of heat&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
Since fusion tends to be a little difficult for people to find entry to, a sample for doing so will be provided here.&lt;br /&gt;
*&#039;&#039;&#039;mix:&#039;&#039;&#039; 5000 moles of trit, 5000 moles of plasma.&lt;br /&gt;
*&#039;&#039;&#039;Average mediation specific heat:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Average mediation fusion power:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Mediation mole count:&#039;&#039;&#039; 5000&lt;br /&gt;
*&#039;&#039;&#039;Fusion power:&#039;&#039;&#039;(5000*1)/(10*80) = 6.25 = medium tier&lt;br /&gt;
*&#039;&#039;&#039;Required heat:&#039;&#039;&#039; (3e9)/((average specific heat)(total moles)) = 2857.14 k&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips for working with fusion&#039;&#039;&#039;:&lt;br /&gt;
*at the highest efficiency roughly 30% of the gas you use will be lost to the pump to the canister and to the heat exchanger to the can so prepare accordingly.&lt;br /&gt;
*&#039;&#039;&#039;Work with friends.&#039;&#039;&#039; It has high setup and maintenance requirements, and your fellow atmos techs, engineers and toxins scientists are all valuable resources in your pursuit of very hot things.&lt;br /&gt;
* Although some gases may have high fusion power they might have too high specific heats to give you the tier you want, as a rule of thumb Stimulum, Nitryl, and BZ are all very useful for reaching higher tiers of fusion.&lt;br /&gt;
* Fusion requires &#039;&#039;Heat energy&#039;&#039; not &#039;&#039;Temperature&#039;&#039; meaning the more moles you can fit into an area, the lower the temp is for you to start fusion.&lt;br /&gt;
* It is recommended to have a sacrificial lamb preform the finale in an unused area such as space, if not be wearing radiation protection and have an excuse for the [https://tgstation13.org/wiki/Administrators gods] you are about to anger.&lt;br /&gt;
* It is intended to preform fusion in a canister but doing it in a pipe net or incinerator is possible.&lt;br /&gt;
* Heat exchanges are your friend for starting your reaction. Connect it to tritium burn chamber or canister to get the heat needed to start it.&lt;br /&gt;
* Typically gases with high power but also high specific heats like water vapor or pluxonium will become exponentially more efficient the more you use due to the average specific heat increasing less and less the more you use.&lt;br /&gt;
* Should you want to release a canister that you used for fusion in a room full of people, consider shooting it to break it open so you arent right next to it.&lt;br /&gt;
&#039;&#039;&#039;Beyond the basics&#039;&#039;&#039;:&lt;br /&gt;
* You can harness the radiation produced from fusion to produce power using rad collectors. Earn your keep as a member of engineering. Or just use it for pluoxium production.&lt;br /&gt;
* The higher the temperature, the prettier the fire. See if you can get the prettiest color fire.&lt;br /&gt;
* Traitors can harness fusion reactions to devastating results if done correctly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;A fair Warning&lt;br /&gt;
Fusion is DANGEROUS if high pressure fusion leaks it can FLOOD THE ENTIRE STATION WITHIN MOMENTS AND KILL EVERYONE ON IT&lt;br /&gt;
==Being a Traitorous Scum==&lt;br /&gt;
[[File:Fusion leak gone wrong.png|thumb|That brown gas is around 800 million degrees Celsius which will kill ANYONE within 15 seconds. the flood happens so fast that most of the crew wont be able to react at all|link=Special:FilePath/Fusion_leak_gone_wrong.png]]&lt;br /&gt;
Or: How to get the AI lynched; How to call the shuttle as Atmos Tech, step-by-step:&lt;br /&gt;
# Open valves connected to harmful gas you want to add to the station.&lt;br /&gt;
# Set pumps to the distribution loop to maximum pressure output (4500 kPa).&lt;br /&gt;
# Set filters to not filter harmful gasses you want to add to the station OR set the waste-in pump to 0 kPa (but leave it on to confuse the crew).&lt;br /&gt;
# Open valve from custom mix chamber.&lt;br /&gt;
# Turn on pump leading to distribution loop.&lt;br /&gt;
# Wait for vents to slowly kick out your deathgas mix as regular atmos drains out through the inevitable hull breaches (alternatively turn off pressure checks on air alarms&#039; vents to speed things up).&lt;br /&gt;
# If you need to kill someone for your objective, and you want to be more proactive, the [[Fire Axe]] mounted in the wall is surprisingly effective. Just don&#039;t leave it lying around, because it&#039;s one of only two on the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To hurry this process up, you can set the air vents at local control panels to maximum output pressure. Not doing so gives the AI and Atmos Techs more time to notice what you&#039;ve done and shut it off before it takes effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A faster process for achieving the same result is to do the following:&lt;br /&gt;
# Disconnect, change the direction of, and reconnect the pump that feeds from the air mix to the mix tank in the north-eastern room of atmosia. &lt;br /&gt;
# Open the valves for your deathgas mixture of choice.&lt;br /&gt;
# Power on and max the pressure on every pump in the mix pipes (yellow pipes) from the storage tanks out to the station output (blue pipes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This simply means that instead of the air mix being put into the mix tank as it normally does, the air mix (which may or may not contain death gasses) is fed into the station output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crafty atmos traitors will want to cut cameras, replace pumps with pipes, use tricky pipe configurations to avoid the AI interfering or the detective trying to fix it and make a hole in the station&#039;s oxygen and air tanks, venting the entire round&#039;s supply of oxygen into space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An extremely fast method that involves a clever use of the waste system is the following:&lt;br /&gt;
# Reconfigure the piping to connect the waste system directly into the pure pipes.&lt;br /&gt;
# Find a place with a waste pipe next to a distro pipe, then configure them so that they can be united later.&lt;br /&gt;
# Open the valves for your deathgas mixture of choice, the waste piping should now begin to fill with your gases.&lt;br /&gt;
# Set as many air alarms as you can to have every vent at Internal 0.&lt;br /&gt;
# When ready, go back to your distro/waste pipe spot and unite them.&lt;br /&gt;
# Listen to screams over the radio. Or break tcomms so their calls for help never reaches medical&#039;s ears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other antagonistic things to do:&lt;br /&gt;
* You can hack an air alarm to use it as a non-Atmos Tech.&lt;br /&gt;
* You can C4 the digital valves to let you remove them and shut down AI control, or save a C4 and disable the cameras if you know there are no Cyborgs on the station.&lt;br /&gt;
* Using a gas filter turned on to pour large, ever increasing, amounts of gas onto a single connector port has no visible effects, but if you wrench a canister onto it then the canister will almost immediately fill up with the massive pressure buildup, letting you get super-high pressure plasma/CO2/etc canisters to hit area&#039;s with.&lt;br /&gt;
*Doing fusion? Pipe the extremely hot air into distro and watch everyone even with firesuits scream at a billion degrees when the usual plasmafire protection doesn&#039;t work.&lt;br /&gt;
*You have access to a circuit imprinter in engineering, go subvert the AI and let it do all the above for you!&lt;br /&gt;
*If your objective involves stealing the blackbox. You&#039;re in luck because you have free access to it on some maps.&lt;br /&gt;
*Have access to the Supermatter? Turn off the scrubbers, prevent the SM doors opening by putting a holobarrier or wall. Now feed it with Nitrogen to cause it to become a singularity or CO2 to cause it to become a Tesla. Or all the gases if you want to do both.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Atmospheric_Technician&amp;diff=34003</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Atmospheric_Technician&amp;diff=34003"/>
		<updated>2021-08-03T05:48:41Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /*  Laying Some Pipe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = lightblue&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img_generic = Generic_atmos.png&lt;br /&gt;
|img = AtomsTech.png&lt;br /&gt;
|jobtitle = Atmospheric Technician&lt;br /&gt;
|access = [[Atmospherics]], [[Maintenance]]&lt;br /&gt;
|additional = [[Engineering]], Power Equipment, [[Tech Storage]], External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|duties = Ensure the air is breathable on the station, fill oxygen tanks, fight fires, purify the air because jerks release toxins, do the job of the always incompetent [[Station Engineer|engineers]]. &lt;br /&gt;
|guides = [[Atmospherics items]], [[Guide to Atmospherics]], [[Guide to construction]]&lt;br /&gt;
|quote = I am at work. I can&#039;t leave work. Work is breathing. I am testing air quality.&#039;&#039; - Manfred Hayden, Atmospheric Technician&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
[[File:Atmospherics.png|300px|thumb|alt=Atmospherics|Welcome to [[Atmospherics|Atmosia]].]]&lt;br /&gt;
What you do is rather simple, if there is any sort of environmental disaster, head off and fix it! You have your tools, your [[headset|engineering headset]], pipe, space heaters, and atmospheric survival equipment. When things get quiet, sit back and start building an on station super slide while people ask why you even work here. When things go wrong, people will scream at you and ask why you even work here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Fight fires, restore the atmosphere in rooms that can&#039;t support life. Know how to fix sabotage to Atmospherics. Secure dat fukken axe.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; Know what the pipe loops and air alarm settings do. Optimize the waste loop so it doesn&#039;t get clogged in case of a hull breach (cold gases) or plasma fire (hot gases). Carry an [[Atmospherics_items#Items|Atmos Holoprojector]] with you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Know about moles/volume and the properties of gases. Know the basics of Toxins and Engineering and perform fusion to generate rare gases.&amp;lt;br&amp;gt;&lt;br /&gt;
==[[File:Atmospherics Hardsuit Helmet.png]] Firebender==&lt;br /&gt;
As the Atmospheric Technician, you have what should be a simple and easy job: [[Beyond the impossible|Keep Atmospherics operational and make sure the station doesn&#039;t burn down or run out of breathable air]]. As long as you have a good idea of how everything works, then this &amp;lt;i&amp;gt;shouldn&#039;t&amp;lt;/i&amp;gt; be much of an issue. Atmosia may be a daunting mess of pipes, but after a few shifts of toying around with it, it will all make sense.&lt;br /&gt;
&lt;br /&gt;
Basically, being an Atmospheric Technician can be easy if you want to make it easy. You can sit around and do minor improvements and fix atmos issues around the station, or you could be an absolute madman and perform ritual magic with Tritium Fusion bullshit and make advanced gasses. Your choice.&lt;br /&gt;
==[[File:Analyzer.png]] What you Can do to Pass the Time==&lt;br /&gt;
Atmos Techs usually have no clue what they can do, and often drift into a spiral of depression and suicide. Fret not! Here are some suggestions for you to do.&lt;br /&gt;
===[[File:Turbine computer.gif]] Set up the [[Turbine Engine]] ===&lt;br /&gt;
The [[Turbine Engine]] is one of the few places where atmospheric technicians can help to generate power. First, max up the pumps leading to and away from the turbine. Up in atmospherics, isolate the black pipes, and inject plasma and oxygen into it via the pumps/computers. Set a filter to create a 66% oxygen and 33% plasma mix, otherwise known as a burn mix. Then input that burn mix into the turbine, and voila, it&#039;s generating a relatively steady 110 KW. (which pales when compared to what the SM can do, but well, it&#039;s a tertiary engine after all, with solars being the secondary power source)&lt;br /&gt;
===[[File:AirAlarm.png]] Repressurization and Filtering ===&lt;br /&gt;
After the [[Engineer]]s have taken care of a hull breach (read: if), or after [[Toxins]] floods the place with plasma, it&#039;ll be your job to refill the area and make it breathable.&lt;br /&gt;
&lt;br /&gt;
This can be done by using the Atmosphere Alarms mounted in most areas, along with the vents and scrubbers in the area.&lt;br /&gt;
&lt;br /&gt;
The primary utility of the Atmosphere Alarm in refilling an area involves the vents.&lt;br /&gt;
Each vent has a pressure check value on it, and is by default set to pressure check &#039;&#039;&#039;externally&#039;&#039;&#039; - this means that the vent attempts to bring the tile it&#039;s on to the listed pressure.&lt;br /&gt;
A rapid manner of refilling an area is to remove the external pressure check, switch it over to the internal check - this attempts to regulate the pressure in the pipes of and running to the vent below, which is directly fed by the distribution loop pump in the north end of Atmosia.&lt;br /&gt;
Setting the &amp;quot;pressure bound&amp;quot; variable to zero with internal pressure checks attempts to void all air in the pipes, effectively reducing their pressure to zero and, in the process, flooding air at an alarming rate into the area. Given the impractically slow rate at which the air alarms normally fill the area, this can be a very expeditious way to work. Pressure is dangerous, so don&#039;t simply leave the vent alone for extended periods of time, as you can, eventually, turn smaller areas into death-traps if there is enough pressure in the distribution loop.&lt;br /&gt;
&lt;br /&gt;
The alarms can be set to a number of modes:&lt;br /&gt;
* &#039;&#039;&#039;Filtering&#039;&#039;&#039; - The default setting. Note that most scrubbers won&#039;t filter out plasma or other gases unless you set them to, so do that!&lt;br /&gt;
* &#039;&#039;&#039;Draught&#039;&#039;&#039; - This filters out air slowly, creating a draught. Useful if you need to drain a small amount of air due to overpressurization.&lt;br /&gt;
* &#039;&#039;&#039;Panic&#039;&#039;&#039; - This drains all the air quickly. Most of the time used to remove all plasma very quickly, or by a malfunctioning AI.&lt;br /&gt;
* &#039;&#039;&#039;Replace Air&#039;&#039;&#039; - Drains all the air, then replaces it. Try not to use it if there&#039;s nothing toxic in the air.&lt;br /&gt;
Normally the vents will fill the room slowly by default, though using some filled Portable Air Pumps, or Air Canisters you can refill the area much more quickly.&lt;br /&gt;
===[[File:Waterbackpack atmos.png]] &#039;&#039;&#039;BE THE FIREFIGHTER THE STATION DESERVES&#039;&#039;&#039;===&lt;br /&gt;
A fire is easily the most fun thing that can happen in a round (for you anyway); successful firefighting requires a real understanding of the atmospheric system. At all times, wear basic tools in a toolbelt and carry your firefighting gear in your backpack. When the call goes out, don your fire suit and gas mask, get yourself running on internals, put your oxygen tank &#039;&#039;on your back&#039;&#039;, and carry your fire first aid kit, extinguisher and reinforced glass in your backpack (carried in a hand slot). &lt;br /&gt;
&lt;br /&gt;
Drag a water tank behind you and get to the fire. With AI cooperation, have the burning area bolted or welded off, save one access point the AI can monitor. This keeps the fire from spreading and [[Station Engineer|chucklefucks]] from wandering into a fiery doom. Once inside, you must quickly determine the sort of fire you are dealing with. Pressure tanks of plasma can release massive amounts of fuel (or even burst!) and must be shut off or isolated immediately, while the best way to isolate broken pipes is to box them in with reinforced glass until a proper repair can be done. With fuel shut off, find the atmospheric alarm and set it to Panic Syphon. &lt;br /&gt;
&lt;br /&gt;
This drains air out of the room completely. With this process started, check for survivors or bodies and either apply burn patches and epinephrine or simply remove them from the compartment via your access point. Next, seek out any ignition sources such as lit zippo lighters and disable them, reporting them to security for their forensic investigation. Then proceed with extinguishing any remaining pockets of flame. Once the fire is cleared out, focus on clearing any remaining plasma from the atmosphere by dragging in a scrubber. &lt;br /&gt;
&lt;br /&gt;
Finally, set the atmosphere alarm to pump in fresh air. It may take several cycles of filling and draining the room to clear all plasma and make larger areas inhabitable again, but once you are done, head to the bar and score some babes while Engineers clean up the mess.&lt;br /&gt;
&lt;br /&gt;
(Note this lengthy guide is only really useful for those big &amp;quot;Research done herped-a-derp&amp;quot; fires that engulf Med/Sci or are caused by very skillful arsonists. Smaller fires, such as the sort chemists who just learned the napalm recipe cause, really only require some fire-extinguisher blasts and setting up a room&#039;s scrubber to remove plasma and CO2. Never presume, however, that you won&#039;t need your full toolkit. This author spent well-nigh an hour in the fiery bowels of med-sci on one occasion, but not only did I never have to leave after I stepped in and sealed it off, but I had the situation so well under control that after five minutes normal shipboard life resumed and admins eventually had to spawn facehuggers to return a sense of danger to the crew.)&lt;br /&gt;
&lt;br /&gt;
But wait! There&#039;s more. Let me introduce you to a little something called...&lt;br /&gt;
====[[File:Atmos nozzle.png]] ATMOS Resin====&lt;br /&gt;
By taking one of the Backpack Firefighter Tanks [[File:Waterbackpack atmos.png]] from one of your lockers in Atmospherics, you can become the ultimate firefighting machine. This stuff works like a miracle when dealing with mass Plasma floods, and may be your only chance at stopping massive fires.&lt;br /&gt;
&lt;br /&gt;
The resin it spews has the following effects:&lt;br /&gt;
* Repairs hull breaches similarly to [[Guide_to_chemistry#Smart Metal Foam|Metal Foam]]. &lt;br /&gt;
* Cleans the air from toxins. &lt;br /&gt;
* Normalises air temperature to room temperature (20°C or 293.15K). &lt;br /&gt;
* Removes slipperiness from floors (from water etc). &lt;br /&gt;
* The foam itself is not slippery. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use the Backpack Firefighter Tank, equip it on your backpack slot and click the new hud icon to take out the nozzle[[File:atmos_nozzle.png]]. You can then cycle modes between extinguisher, resin launcher and single tile resin launcher (foamer) by activating the nozzle in your hand. It spends water when used. Use the nozzle on a water tank to refill it. Examine the nozzle to see water remaining. More of these bad boys can be ordered from [[Supply_crates#Backpack Firefighting Crate|cargo]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT&#039;&#039;&#039; spray a Supermatter engine with atmos resin if you don&#039;t want it to delaminate. Sure, it seems like a good idea if it&#039;s on fire and full of plasma, but impairing the movement of gasses around the crystal doesn&#039;t help the situation the way you might think. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Fireaxe.png]] Total Emergency: The Fire Axe and you===&lt;br /&gt;
The Fire Axe is your tool during emergencies because you can use it as a crowbar to open an airlock when the power is off, or to smash your way straight through windows in moments if doors are bolted. The fire axe is protected with a Fire Axe Cabinet; to open it, just take a multitool and use it on the cabinet to reset the circuitry and unlock/lock it. Or you could just do it the classic way and give it a good whack a couple of times with a lit welder or some other hefty blunt object, that works as well too.&lt;br /&gt;
===[[File:Welder.png]] Window Repair===&lt;br /&gt;
A good way to be proactive within your job is fixing the broken windows that occur every round. Gird your loins with a toolbelt if you can, grab some metal and glass, and patrol the outer passageways. Almost always, the task requires a low-pressure or no-pressure exposure to the great beyond. By creatively rotating and moving surviving windows you can lock in your precious atmosphere, then replace the broken glass and grill. The truly hardcore technicians do minor spacewalks with only the flame of their welding torch for heat, sipping sweet oxygen through their breath masks behind a welding helmet. Are you hardcore? No, you&#039;re not. Go back to being a hardsuited engineer who can&#039;t find a hull breach without a pair of mesons and never bothers to fix them anyway.&lt;br /&gt;
===[[File:PortablePump.png]] Life Sucks and Blows===&lt;br /&gt;
You can purge the air out of rooms using an emergency siphon, or change the air filter controls with the air alarm attached to walls! Just take your ID in hand, and click to un/lock it and play with the controls. Setting up the pumps in Atmos now allows you to pump any gas to any point in the station! You could also do this more manually with the use of Portable Air Pumps if you needed to.&lt;br /&gt;
===[[File:PipeDispenser.png]] Laying Some Pipe===&lt;br /&gt;
&#039;&#039;The pipe dispenser is obsolete with the introduction of the rapid pipe dispenser.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have two machines! One machine is for dispensing gas pipes, and one for dispensing disposal pipes. To install gas pipes, simply click on them in your hand until they are properly aligned, drop them on the tile they are needed, and use the wrench on them. For disposal pipes, one must drag them into position, wrench them in place on the subfloor, then weld them to seal it all together. A personal locker makes a great method to haul all the air pipes you&#039;d ever need between job sites, but disposal pipes must be dragged one at a time. Expect Security to frequently and irrationally demand the locker be checked for bodies, usually three or four times a minute, if you use the main hallways.&lt;br /&gt;
==[[File:Evahelmet.png]] EVA without a spacesuit?==&lt;br /&gt;
See: [[Station_Engineer#I have no suit and I must EVA|I have no suit and I must EVA]]&lt;br /&gt;
==[[File:Light Bulb.png]] Tips==&lt;br /&gt;
* Air pumps can fill tanks beyond the ~1013.25 kPa pressure limit. Connect the pump to a port, then pop in a canister. &lt;br /&gt;
* Firesuits protect between 60 to 30,000 Kelvin.&lt;br /&gt;
* Setting air vents to 0 kPa internal check (or just turning off the check) will make them pump out air like crazy, which makes it excellent to restore air to an area quickly. But be careful with the pressure on the vent tile itself, if the pressure in the outgoing distro loop is very high it might be dangerous. ADDED: Don&#039;t max the vents. Set the vents to internal and desired pressure 0 instead. Maxed vents at 5000 KPA in a 100 KPA room will output 2450 KPA in the first tick, then 1225 KPA, 612.5 KPA, 306.25 KPA, 153.125 KPA, etc etc (assuming vents are always provided with max air). Zero&#039;d vents will output 5000 KPA, then 5000 KPA, then 5000 KPA, etc.&lt;br /&gt;
* N2O knocks out in low amounts, suffocates in high amounts.&lt;br /&gt;
* If you&#039;re an atmos tech trying to repair a hull breach without a fire/space suit: Turn off the vents. No more air will be vented into the room, which means there won&#039;t be any space wind to fight against if you accidentally fall out the window.&lt;br /&gt;
* Atmos tech is actually an interesting job, disposal tubes give such wonderful opportunities for killing people, however, it takes a shitton of time to build everything you need.&lt;br /&gt;
* Any sort of air mix is survivable as long as it has at least 16 kPa of oxygen on the output. This means you can easily compute the release pressure you&#039;d need for a given airmix by dividing 16 by the percentage of oxygen in the mix; i.e. for 20/80 O2/N2 air mix you&#039;d need a release pressure of 16/0.2 = 80 to be fine.&lt;br /&gt;
* &#039;&#039;&#039;Steps To Set Up Atmospherics So You Never Need To Worry And It Fucking Helps You Out&#039;&#039;&#039;&lt;br /&gt;
# Turn off and unwrench Air to Distro and Waste In, two pumps in the northern area of Atmos where the distro loop and mixing is done and all that. They are labeled and easy to find. Keep them in place on the floor.&lt;br /&gt;
# Go to the atmos pipe dispenser a few meters away and vend two volumetric pumps. These are like regular pumps but almost literally better in every way whatsoever. They pump more, faster.&lt;br /&gt;
# Fit your volumetric pumps in place of Waste In and Air to Distro, making sure the red stripe lines up with how the pumps were fitted by default so the flow goes the right way.&lt;br /&gt;
# Volumetric pumps are automatically set to full fucking power so just turn on both of them.&lt;br /&gt;
# Set every scrubber in the loop around the room to 4500 kPa. This is full blast.&lt;br /&gt;
* If you are an atmos tech and want to greatly reduce possibility of harmful atmos manipulations... or if you are an AI and you spotted a guy just turning valves to release plasma to distro&lt;br /&gt;
:* Open atmospherics console for a specific chamber and toggle power on output. 90% of players don&#039;t check this console. As AI I laughed many times as sabotager was running back and forth, checking every pump 3 times, and still, no plasma appeared. In this way you can also shut down harmful gases pumping when one is smart and changed pipes under grilles.:* Or put manual valves in front of every harmful gas, switch out some gas pumps for volumetric pumps, and repipe the mixing pipes to disallow the mix tank to provide into the distro. (Setting up Atmos in such a way it can&#039;t be sabotaged by the AI before there&#039;s a reason to think the AI might sabotage Atmos is not only metagaming, it is also bannable. If you see this happen, adminhelp it!&lt;br /&gt;
* You can rotate a pipe in your hand by click on it.&lt;br /&gt;
* Fire extinguishers fit in firesuit suit storage.&lt;br /&gt;
* You can disable fire alarms by multitooling them.&lt;br /&gt;
* You can trigger fire alarms by attacking them with anything, including ranged weaponry&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_power&amp;diff=34000</id>
		<title>Guide to power</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_power&amp;diff=34000"/>
		<updated>2021-08-02T10:50:41Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Power Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
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&#039;s power grid provides minimal power at best. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Typically the Station needs between 160-180 kW of power. More will be needed to charge the SMES and/or BSA.&lt;br /&gt;
= Power Sources =&lt;br /&gt;
Station power can be confusing, if you are a beginner and not doing engineering at least learn how to set up &#039;&#039;&#039;solar&#039;&#039;&#039; and &#039;&#039;&#039;Antimatter&#039;&#039;&#039;, see below.&lt;br /&gt;
&lt;br /&gt;
== [[Supermatter| Supermatter Engine]] ==&lt;br /&gt;
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 &amp;quot;activated&amp;quot; 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&#039;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&#039;s not an unforgiving engine, some would say it&#039;s even too stable to sabotage in a timely manner; read the [[Supermatter| Guide]] carefully and it will be hard to mess it up.&lt;br /&gt;
== Singularity/Tesla Engine ==&lt;br /&gt;
[[File:Singularity_engine.png|thumb|300px]]&lt;br /&gt;
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.&lt;br /&gt;
=== [[Singularity Engine]] ===&lt;br /&gt;
The usable power emitted by a singularity takes the form of ionizing radiation pulses. These can interact with the mysterious substance called &amp;quot;plasma&amp;quot; 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&#039;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).&lt;br /&gt;
=== [[Tesla Engine]] ===&lt;br /&gt;
This giant ball of incandescent energy regularly regurgitates power in the form of electric arcs. These arcs can be partially captured by tesla coils, 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 coils, and are best deployed between the engine and anything you hold dear. Don&#039;t forget to turn on the shield generators so the energy ball doesn&#039;t fly out of engineering.&lt;br /&gt;
== Solar Arrays ==&lt;br /&gt;
[[File:Solars.png|thumb|300px]]&lt;br /&gt;
&#039;&#039;See [[Solars]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The solar arrays can typically power the entire station on their own, once the arrays are wired properly.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Solar Power Generated&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot;|Maximum !! Average&lt;br /&gt;
|+&lt;br /&gt;
! per panel !! per array !! per array&lt;br /&gt;
|-&lt;br /&gt;
| 1500 W (1.5 kW) || 90000 W (90 kW) || 45000 W (45 kW)&lt;br /&gt;
|}&lt;br /&gt;
=== Connecting Solars to the Grid ===&lt;br /&gt;
There are two main schools of thought when wiring the solar arrays: &lt;br /&gt;
* use the Solar SMESs to distribute power into the grid&lt;br /&gt;
* wire the solar array directly into the power grid&lt;br /&gt;
==== Distributing via SMESs ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The maximum power generation of a typical solar array is 90 kW, and it is advised to set SMES inputs to the maximum 200 kW. &lt;br /&gt;
&lt;br /&gt;
The output on the SMES should be at most 50% of the 90 kW generated by the cells 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&#039;s usually good to round down a little more. Additionally, if the solar is initially wired during its day cycle, it typically won&#039;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.&lt;br /&gt;
For example, if the solar cells generate 85500 W (85.5 kW), the output shouldn&#039;t be bigger than 42750 W (42.75 kW). Typically, 40 kW is a good round number for long-term power output. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The biggest failure of the Solar SMES system is more often the fault of the Engineer, not the power sink. A rookie Engineer usually forgets to set input levels and output levels to meaningfully sustain the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Steady power supply, no additional wiring necessary, stores power, modular, does not require insulated gloves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; 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.&lt;br /&gt;
==== Wiring to the Grid ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Straight-forward explanation, avoids setting SMES, deters sabotage, acts as primary power source, not prone to power sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Minor fluctuations in power if fully implemented, severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired.&lt;br /&gt;
==== Dual-Wiring: The Best of Both Worlds ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Also, the 2 conventional Backup SMESs can&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Solar SMESs will still be prone to power sinks, but since the solars are wired directly to the grid it doesn&#039;t matter much. &lt;br /&gt;
&lt;br /&gt;
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&#039;t have to be set, making the system semi-modular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; acts primary and backup power source, deters sabotage, resistant to power sinks, semi-modular, resistant to brownouts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired, requires initial charging and follow up on the SMESs before implementation&lt;br /&gt;
== Gas Turbine Generator ==&lt;br /&gt;
[[File:Incinerator.png|thumb]]&lt;br /&gt;
&#039;&#039;See: [[Incinerator]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Although it&#039;s usually the last power source set up on the station, it&#039;s the only power source that can be accessed by Atmospherics. Also, they&#039;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 &amp;lt;s&amp;gt;overprotective&amp;lt;/s&amp;gt; proactive [[AI]]s who notice plasma in the mixtank.&lt;br /&gt;
== Antimatter Engine ==&lt;br /&gt;
&#039;&#039;See: [[Guide to the Antimatter Engine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The antimatter is not available in engineering at round start and must be purchased at cargo with additional funds. Antimatter is one of the easier power sources that can be built. Almost essential whenever engineering is destroyed and neither solars nor turbines are set up.&lt;br /&gt;
== Thermal-electric Generator ==&lt;br /&gt;
See: [[Thermo-Electric Generator]]&lt;br /&gt;
&lt;br /&gt;
The Thermal-Electric Generator has the potential to generate the most power for the station up to and over a &#039;&#039;&#039;TeraWatt&#039;&#039;&#039;. PubbyStation, CorgStation, MiniStation starts with a TEG and you can get their machine boards easily from an engineering protolathe. Setting up TEG requires some understanding of atmospherics: it requires hot and cold air piped in to generate power and will transfer heat between the two.&lt;br /&gt;
&lt;br /&gt;
If you use the basic SM setup to harvest Oxygen and plasma, burn it and feed it to the TEG it will generate 2-6 MW of power depending on how much cooling you have set up.&lt;br /&gt;
== Portable Generators ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Portable generators can be upgraded using parts created by a protolathe.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fuel Required by Portable Generator Type&lt;br /&gt;
! Type !! Fuel&lt;br /&gt;
|-&lt;br /&gt;
| P.A.C.M.A.N. Portable Generator || Plasma&lt;br /&gt;
|-&lt;br /&gt;
| M.R.S.P.A.C.M.A.N. Portable Generator || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| S.U.P.E.R.P.A.C.M.A.N. Portable Generator || Uranium&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
== Power Cells ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are also atypical cells such as a potato cell and a slime core cell. A potato cell&#039;s capacity is depended on its potency, with 100 at 40MJ. Slime core cells can recharge on its own over time.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Power Capacity by Type of Cell&lt;br /&gt;
! Type !! Capacity (MJ)&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Typical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Power Cell || 10000&lt;br /&gt;
|-&lt;br /&gt;
| High-Capacity Power Cell || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Super-Capacity Power Cell || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Capacity Power Cell || 30000&lt;br /&gt;
|-&lt;br /&gt;
|Bluespace Power Cell&lt;br /&gt;
|40000&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Atypical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Potato Cell (max potency) || 40000&lt;br /&gt;
|-&lt;br /&gt;
| Charged Slime core cell || 10000&lt;br /&gt;
|-&lt;br /&gt;
|HyperCharged Slime core cell&lt;br /&gt;
|20000&lt;br /&gt;
|}&lt;br /&gt;
It is possible to power the entire station for around two hours with three SMES filled with Charged Slime core cells.&lt;br /&gt;
= Power Distribution =&lt;br /&gt;
== Power Grid ==&lt;br /&gt;
To most people they&#039;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. At 14MW it instantly husks you.&lt;br /&gt;
== SMES ==&lt;br /&gt;
[[File:SMES_Charging.gif]]&lt;br /&gt;
&lt;br /&gt;
A Superconducting Magnetic Energy Storage (SMES) Cell is the spess version of a giant rechargeable battery. The standard set-up for an SMES involves:&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
2. a wiring output to the local power grid, or to a closed system like the AI or mining stations&lt;br /&gt;
=== SMES Properties ===&lt;br /&gt;
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.&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Capacity vs Power Cell&lt;br /&gt;
! rowspan = 2|Power Cell !! colspan = 2|Capacity&lt;br /&gt;
|-&lt;br /&gt;
! per cell installed !! per 5 cells installed&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 3|Typical&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Cell|Standard]] || 10000 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| High-Capacity || 15000 || 75000&lt;br /&gt;
|-&lt;br /&gt;
| Super-Capacity || 20000 || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Capacity || 30000 || 150000&lt;br /&gt;
|-&lt;br /&gt;
|Bluespace&lt;br /&gt;
|40000&lt;br /&gt;
|200000&lt;br /&gt;
|+&lt;br /&gt;
! colspan = 3|Atypical&lt;br /&gt;
|-&lt;br /&gt;
| [[Potato Cell]] (Max potency) || 40000 || 200000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyborg Cell|Charged Slime core cell]] || 10000 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slime Core/SMES Cell|Hypercharged Slime core cell]] || 20000 || 100000&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Input/Output Levels vs Capacitor&lt;br /&gt;
! Capacitor !! Max Input Level !! Max Output Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Capacitor|Basic]] || 200000 W (200 kW) || 200000 W (200 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced  || 400000 W (400 kW) || 400000 W (400 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Super  || 600000 W (600 kW) || 600000 W (600 kW)&lt;br /&gt;
|-&lt;br /&gt;
|Quadratic&lt;br /&gt;
|800000 W (800 kW)&lt;br /&gt;
|800000 W (800 kW)&lt;br /&gt;
|}&lt;br /&gt;
SMESs will only output when the level of charge is above the output level specified on the SMES settings panel.&lt;br /&gt;
== [[APC|APCs]] ==&lt;br /&gt;
[[File:APC2.gif]]&lt;br /&gt;
&lt;br /&gt;
APCs, or Automated Power Controllers, are found on the walls of the room they&#039;re powering or, more likely, in maintenance just outside the room. They can be used to toggle the room&#039;s equipment, lighting and environmental (a.k.a. ventilation) systems on and off. Their cells can be changed or upgraded to provide more capacity.&lt;br /&gt;
= Concepts =&lt;br /&gt;
== System Power ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
(System Power) = (Total Output Power of SMESs) + (Power Sources Wired to the Grid)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Power Queue ==&lt;br /&gt;
To maintain a stable source of power for station equipment, the station power grid follows a &#039;&#039;power queue&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Power Queue&lt;br /&gt;
|+&lt;br /&gt;
! Rank !! Category !! Location&lt;br /&gt;
|-&lt;br /&gt;
|1 ||colspan = 2|All Power Sources&lt;br /&gt;
|-&lt;br /&gt;
|2 ||Power Sink ||On the station power console, look where all the power is dropping to&lt;br /&gt;
|-&lt;br /&gt;
|3 ||Solar SMES #1 ||Starboard Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|4 ||Solar SMES #2 ||Port Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|5 ||Solar SMES #3 ||Starboard Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|6 ||Solar SMES #4 ||Port Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|7 ||Singlo/SM SMES #1 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|8 ||Singlo/SM SMES #2 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|9 ||Singlo/SM SMES #3 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|?? ||Gas Turbine SMES || Incinerator Access (Gas Turbine Power Room)&lt;br /&gt;
|-&lt;br /&gt;
|10 ||Backups SMES #1 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|11 ||Backups SMES #2 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|12 ||colspan = 2|Station APC Queue&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Isolated SMESs&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Gravity SMES || Gravity Generator Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||AI SMES || AI Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|AI maintenance SMES&lt;br /&gt;
|AI satellite maintenance&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Mining Output SMES || Mining Outpost&lt;br /&gt;
|}&lt;br /&gt;
=== Power Output and the Power Queue ===&lt;br /&gt;
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.&lt;br /&gt;
=== SMES Charging and the Power Queue ===&lt;br /&gt;
[[File:SMES_Room_markup.png|thumb|right|400px|The three Singlo SMESs in the SMES Room.]]&lt;br /&gt;
Similarly, if a higher rank component has a high enough output level to handle the station&#039;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&#039;t advised since it slows down the time it takes until all SMESs are completely full.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Non-optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 3|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23 !! 34&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 100 kW || 100 kW || 1.70 MW || 2.30 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039; || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 0 kW || 200 kW || &#039;&#039;3.33 MW&#039;&#039; || &#039;&#039;3.33 MW&#039;&#039; || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.58 MW&#039;&#039;&#039; || &#039;&#039;&#039;8.96 MW&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MW&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
[[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.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 2|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.65 MW&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MW&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
= ENGINEERING WHY ARE WE LOSING POWER =&lt;br /&gt;
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&#039;s going on:&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, in under 10 seconds or so?&#039;&#039;&#039; 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&#039;s in maint, where you don&#039;t have to crowbar the doors.&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, but gradually, section by section?&#039;&#039;&#039; This means there&#039;s a problem in Engineering itself as the rest of the station is being topped up with charge. It&#039;ll be immediately obvious if the engine isn&#039;t on/has escaped. Your next port of call should be the SMES cells. Check they&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across a small area?&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across 2 small rooms or in one room?&#039;&#039;&#039; 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&#039;t show up on the Power Monitoring computer, it means it&#039;s been severed from the power net and wire either inside that room or very close to the APC has been cut.&lt;br /&gt;
*&#039;&#039;&#039;Power is intermittent across the station. Stuff turns off for a while, starts working, then goes off again?&#039;&#039;&#039; Your SMES aren&#039;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&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;The smes&#039;es cycle between getting power and not getting power for seemingly no reason&#039;&#039;&#039; Bug. admin help it. Can be fixed by admins by restarting the master controller.&lt;br /&gt;
*&#039;&#039;&#039;Power isn&#039;t actually out?&#039;&#039;&#039; Either someone is crying wolf or something else has happened to make it &#039;&#039;look&#039;&#039; like power went out, most likely an [[Random_event#Electrical_Storm|electrical storm]].&lt;br /&gt;
Now that you know what&#039;s wrong with power, it&#039;s your job to [[Beyond the impossible|fix it]]! If the singularity is about to be fucked, &#039;&#039;TURN OFF THE PA IMMEDIATELY&#039;&#039; (it may be worth asking the AI) and wire solars, if they aren&#039;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, antimatter and even a new goddamn PA! ...Assuming they haven&#039;t already done so and pointed it your way, that is.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_power&amp;diff=33999</id>
		<title>Guide to power</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_power&amp;diff=33999"/>
		<updated>2021-08-02T10:38:35Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Tesla Engine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
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&#039;s power grid provides minimal power at best. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Typically the Station needs between 160-180 kW of power. More will be needed to charge the SMES and/or BSA.&lt;br /&gt;
= Power Sources =&lt;br /&gt;
== [[Supermatter| Supermatter Engine]] ==&lt;br /&gt;
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 &amp;quot;activated&amp;quot; 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&#039;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&#039;s not an unforgiving engine, some would say it&#039;s even too stable to sabotage in a timely manner; read the [[Supermatter| Guide]] carefully and it will be hard to mess it up.&lt;br /&gt;
== Singularity/Tesla Engine ==&lt;br /&gt;
[[File:Singularity_engine.png|thumb|300px]]&lt;br /&gt;
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.&lt;br /&gt;
=== [[Singularity Engine]] ===&lt;br /&gt;
The usable power emitted by a singularity takes the form of ionizing radiation pulses. These can interact with the mysterious substance called &amp;quot;plasma&amp;quot; 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&#039;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).&lt;br /&gt;
=== [[Tesla Engine]] ===&lt;br /&gt;
This giant ball of incandescent energy regularly regurgitates power in the form of electric arcs. These arcs can be partially captured by tesla coils, 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 coils, and are best deployed between the engine and anything you hold dear. Don&#039;t forget to turn on the shield generators so the energy ball doesn&#039;t fly out of engineering.&lt;br /&gt;
== Solar Arrays ==&lt;br /&gt;
[[File:Solars.png|thumb|300px]]&lt;br /&gt;
&#039;&#039;See [[Solars]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The solar arrays can typically power the entire station on their own, once the arrays are wired properly.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Solar Power Generated&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot;|Maximum !! Average&lt;br /&gt;
|+&lt;br /&gt;
! per panel !! per array !! per array&lt;br /&gt;
|-&lt;br /&gt;
| 1500 W (1.5 kW) || 90000 W (90 kW) || 45000 W (45 kW)&lt;br /&gt;
|}&lt;br /&gt;
=== Connecting Solars to the Grid ===&lt;br /&gt;
There are two main schools of thought when wiring the solar arrays: &lt;br /&gt;
* use the Solar SMESs to distribute power into the grid&lt;br /&gt;
* wire the solar array directly into the power grid&lt;br /&gt;
==== Distributing via SMESs ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The maximum power generation of a typical solar array is 90 kW, and it is advised to set SMES inputs to the maximum 200 kW. &lt;br /&gt;
&lt;br /&gt;
The output on the SMES should be at most 50% of the 90 kW generated by the cells 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&#039;s usually good to round down a little more. Additionally, if the solar is initially wired during its day cycle, it typically won&#039;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.&lt;br /&gt;
For example, if the solar cells generate 85500 W (85.5 kW), the output shouldn&#039;t be bigger than 42750 W (42.75 kW). Typically, 40 kW is a good round number for long-term power output. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The biggest failure of the Solar SMES system is more often the fault of the Engineer, not the power sink. A rookie Engineer usually forgets to set input levels and output levels to meaningfully sustain the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Steady power supply, no additional wiring necessary, stores power, modular, does not require insulated gloves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; 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.&lt;br /&gt;
==== Wiring to the Grid ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Straight-forward explanation, avoids setting SMES, deters sabotage, acts as primary power source, not prone to power sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Minor fluctuations in power if fully implemented, severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired.&lt;br /&gt;
==== Dual-Wiring: The Best of Both Worlds ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Also, the 2 conventional Backup SMESs can&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Solar SMESs will still be prone to power sinks, but since the solars are wired directly to the grid it doesn&#039;t matter much. &lt;br /&gt;
&lt;br /&gt;
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&#039;t have to be set, making the system semi-modular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; acts primary and backup power source, deters sabotage, resistant to power sinks, semi-modular, resistant to brownouts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired, requires initial charging and follow up on the SMESs before implementation&lt;br /&gt;
== Gas Turbine Generator ==&lt;br /&gt;
[[File:Incinerator.png|thumb]]&lt;br /&gt;
&#039;&#039;See: [[Incinerator]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Although it&#039;s usually the last power source set up on the station, it&#039;s the only power source that can be accessed by Atmospherics. Also, they&#039;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 &amp;lt;s&amp;gt;overprotective&amp;lt;/s&amp;gt; proactive [[AI]]s who notice plasma in the mixtank.&lt;br /&gt;
== Antimatter Engine ==&lt;br /&gt;
&#039;&#039;See: [[Guide to the Antimatter Engine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The antimatter is not available in engineering at round start and must be purchased at cargo with additional funds. Antimatter is one of the easier power sources that can be built. Almost essential whenever engineering is destroyed and neither solars nor turbines are set up.&lt;br /&gt;
&lt;br /&gt;
== Thermal-electric Generator ==&lt;br /&gt;
See: [[Thermo-Electric Generator]]&lt;br /&gt;
&lt;br /&gt;
The Thermal-Electric Generator has the potential to generate the most power for the station up to and over a &#039;&#039;&#039;TeraWatt&#039;&#039;&#039;. PubbyStation, CorgStation, MiniStation starts with a TEG and you can get their machine boards easily from an engineering protolathe. Setting up TEG requires some understanding of atmospherics: it requires hot and cold air piped in to generate power and will transfer heat between the two.&lt;br /&gt;
&lt;br /&gt;
If you use the basic SM setup to harvest Oxygen and plasma, burn it and feed it to the TEG it will generate 2-6 MW of power depending on how much cooling you have set up.&lt;br /&gt;
&lt;br /&gt;
== Portable Generators ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Portable generators can be upgraded using parts created by a protolathe.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fuel Required by Portable Generator Type&lt;br /&gt;
! Type !! Fuel&lt;br /&gt;
|-&lt;br /&gt;
| P.A.C.M.A.N. Portable Generator || Plasma&lt;br /&gt;
|-&lt;br /&gt;
| M.R.S.P.A.C.M.A.N. Portable Generator || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| S.U.P.E.R.P.A.C.M.A.N. Portable Generator || Uranium&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
== Power Cells ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are also atypical cells such as a potato cell and a slime core cell. A potato cell&#039;s capacity is depended on its potency, with 100 at 40MJ. Slime core cells can recharge on its own over time.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Power Capacity by Type of Cell&lt;br /&gt;
! Type !! Capacity (MJ)&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Typical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Power Cell || 10000&lt;br /&gt;
|-&lt;br /&gt;
| High-Capacity Power Cell || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Super-Capacity Power Cell || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Capacity Power Cell || 30000&lt;br /&gt;
|-&lt;br /&gt;
|Bluespace Power Cell&lt;br /&gt;
|40000&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Atypical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Potato Cell (max potency) || 40000&lt;br /&gt;
|-&lt;br /&gt;
| Charged Slime core cell || 10000&lt;br /&gt;
|-&lt;br /&gt;
|HyperCharged Slime core cell&lt;br /&gt;
|20000&lt;br /&gt;
|}&lt;br /&gt;
It is possible to power the entire station for around two hours with three SMES filled with Charged Slime core cells.&lt;br /&gt;
= Power Distribution =&lt;br /&gt;
== Power Grid ==&lt;br /&gt;
To most people they&#039;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. At 14MW it instantly husks you.&lt;br /&gt;
== SMES ==&lt;br /&gt;
[[File:SMES_Charging.gif]]&lt;br /&gt;
&lt;br /&gt;
A Superconducting Magnetic Energy Storage (SMES) Cell is the spess version of a giant rechargeable battery. The standard set-up for an SMES involves:&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
2. a wiring output to the local power grid, or to a closed system like the AI or mining stations&lt;br /&gt;
=== SMES Properties ===&lt;br /&gt;
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.&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Capacity vs Power Cell&lt;br /&gt;
! rowspan = 2|Power Cell !! colspan = 2|Capacity&lt;br /&gt;
|-&lt;br /&gt;
! per cell installed !! per 5 cells installed&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 3|Typical&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Cell|Standard]] || 10000 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| High-Capacity || 15000 || 75000&lt;br /&gt;
|-&lt;br /&gt;
| Super-Capacity || 20000 || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Capacity || 30000 || 150000&lt;br /&gt;
|-&lt;br /&gt;
|Bluespace&lt;br /&gt;
|40000&lt;br /&gt;
|200000&lt;br /&gt;
|+&lt;br /&gt;
! colspan = 3|Atypical&lt;br /&gt;
|-&lt;br /&gt;
| [[Potato Cell]] (Max potency) || 40000 || 200000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyborg Cell|Charged Slime core cell]] || 10000 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slime Core/SMES Cell|Hypercharged Slime core cell]] || 20000 || 100000&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Input/Output Levels vs Capacitor&lt;br /&gt;
! Capacitor !! Max Input Level !! Max Output Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Capacitor|Basic]] || 200000 W (200 kW) || 200000 W (200 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced  || 400000 W (400 kW) || 400000 W (400 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Super  || 600000 W (600 kW) || 600000 W (600 kW)&lt;br /&gt;
|-&lt;br /&gt;
|Quadratic&lt;br /&gt;
|800000 W (800 kW)&lt;br /&gt;
|800000 W (800 kW)&lt;br /&gt;
|}&lt;br /&gt;
SMESs will only output when the level of charge is above the output level specified on the SMES settings panel.&lt;br /&gt;
== [[APC|APCs]] ==&lt;br /&gt;
[[File:APC2.gif]]&lt;br /&gt;
&lt;br /&gt;
APCs, or Automated Power Controllers, are found on the walls of the room they&#039;re powering or, more likely, in maintenance just outside the room. They can be used to toggle the room&#039;s equipment, lighting and environmental (a.k.a. ventilation) systems on and off. Their cells can be changed or upgraded to provide more capacity.&lt;br /&gt;
= Concepts =&lt;br /&gt;
== System Power ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
(System Power) = (Total Output Power of SMESs) + (Power Sources Wired to the Grid)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Power Queue ==&lt;br /&gt;
To maintain a stable source of power for station equipment, the station power grid follows a &#039;&#039;power queue&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Power Queue&lt;br /&gt;
|+&lt;br /&gt;
! Rank !! Category !! Location&lt;br /&gt;
|-&lt;br /&gt;
|1 ||colspan = 2|All Power Sources&lt;br /&gt;
|-&lt;br /&gt;
|2 ||Power Sink ||On the station power console, look where all the power is dropping to&lt;br /&gt;
|-&lt;br /&gt;
|3 ||Solar SMES #1 ||Starboard Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|4 ||Solar SMES #2 ||Port Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|5 ||Solar SMES #3 ||Starboard Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|6 ||Solar SMES #4 ||Port Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|7 ||Singlo/SM SMES #1 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|8 ||Singlo/SM SMES #2 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|9 ||Singlo/SM SMES #3 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|?? ||Gas Turbine SMES || Incinerator Access (Gas Turbine Power Room)&lt;br /&gt;
|-&lt;br /&gt;
|10 ||Backups SMES #1 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|11 ||Backups SMES #2 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|12 ||colspan = 2|Station APC Queue&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Isolated SMESs&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Gravity SMES || Gravity Generator Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||AI SMES || AI Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|AI maintenance SMES&lt;br /&gt;
|AI satellite maintenance&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Mining Output SMES || Mining Outpost&lt;br /&gt;
|}&lt;br /&gt;
=== Power Output and the Power Queue ===&lt;br /&gt;
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.&lt;br /&gt;
=== SMES Charging and the Power Queue ===&lt;br /&gt;
[[File:SMES_Room_markup.png|thumb|right|400px|The three Singlo SMESs in the SMES Room.]]&lt;br /&gt;
Similarly, if a higher rank component has a high enough output level to handle the station&#039;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&#039;t advised since it slows down the time it takes until all SMESs are completely full.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Non-optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 3|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23 !! 34&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 100 kW || 100 kW || 1.70 MW || 2.30 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039; || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 0 kW || 200 kW || &#039;&#039;3.33 MW&#039;&#039; || &#039;&#039;3.33 MW&#039;&#039; || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.58 MW&#039;&#039;&#039; || &#039;&#039;&#039;8.96 MW&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MW&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
[[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.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 2|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.65 MW&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MW&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
= ENGINEERING WHY ARE WE LOSING POWER =&lt;br /&gt;
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&#039;s going on:&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, in under 10 seconds or so?&#039;&#039;&#039; 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&#039;s in maint, where you don&#039;t have to crowbar the doors.&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, but gradually, section by section?&#039;&#039;&#039; This means there&#039;s a problem in Engineering itself as the rest of the station is being topped up with charge. It&#039;ll be immediately obvious if the engine isn&#039;t on/has escaped. Your next port of call should be the SMES cells. Check they&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across a small area?&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across 2 small rooms or in one room?&#039;&#039;&#039; 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&#039;t show up on the Power Monitoring computer, it means it&#039;s been severed from the power net and wire either inside that room or very close to the APC has been cut.&lt;br /&gt;
*&#039;&#039;&#039;Power is intermittent across the station. Stuff turns off for a while, starts working, then goes off again?&#039;&#039;&#039; Your SMES aren&#039;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&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;The smes&#039;es cycle between getting power and not getting power for seemingly no reason&#039;&#039;&#039; Bug. admin help it. Can be fixed by admins by restarting the master controller.&lt;br /&gt;
*&#039;&#039;&#039;Power isn&#039;t actually out?&#039;&#039;&#039; Either someone is crying wolf or something else has happened to make it &#039;&#039;look&#039;&#039; like power went out, most likely an [[Random_event#Electrical_Storm|electrical storm]].&lt;br /&gt;
Now that you know what&#039;s wrong with power, it&#039;s your job to [[Beyond the impossible|fix it]]! If the singularity is about to be fucked, &#039;&#039;TURN OFF THE PA IMMEDIATELY&#039;&#039; (it may be worth asking the AI) and wire solars, if they aren&#039;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, antimatter and even a new goddamn PA! ...Assuming they haven&#039;t already done so and pointed it your way, that is.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_power&amp;diff=33998</id>
		<title>Guide to power</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_power&amp;diff=33998"/>
		<updated>2021-08-02T10:23:08Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Power Cells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{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}}&lt;br /&gt;
= Introduction =&lt;br /&gt;
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&#039;s power grid provides minimal power at best. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
= Power Sources =&lt;br /&gt;
== [[Supermatter| Supermatter Engine]] ==&lt;br /&gt;
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 &amp;quot;activated&amp;quot; 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&#039;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&#039;s not an unforgiving engine, some would say it&#039;s even too stable to sabotage in a timely manner; read the [[Supermatter| Guide]] carefully and it will be hard to mess it up.&lt;br /&gt;
== Singularity/Tesla Engine ==&lt;br /&gt;
[[File:Singularity_engine.png|thumb|300px]]&lt;br /&gt;
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.&lt;br /&gt;
=== [[Singularity Engine]] ===&lt;br /&gt;
The usable power emitted by a singularity takes the form of ionizing radiation pulses. These can interact with the mysterious substance called &amp;quot;plasma&amp;quot; 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&#039;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).&lt;br /&gt;
=== [[Tesla Engine]] ===&lt;br /&gt;
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.&lt;br /&gt;
== Solar Arrays ==&lt;br /&gt;
[[File:Solars.png|thumb|300px]]&lt;br /&gt;
&#039;&#039;See [[Solars]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The solar arrays can typically power the entire station on their own, once the arrays are wired properly.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Solar Power Generated&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot;|Maximum !! Average&lt;br /&gt;
|+&lt;br /&gt;
! per panel !! per array !! per array&lt;br /&gt;
|-&lt;br /&gt;
| 1500 W (1.5 kW) || 90000 W (90 kW) || 45000 W (45 kW)&lt;br /&gt;
|}&lt;br /&gt;
=== Connecting Solars to the Grid ===&lt;br /&gt;
There are two main schools of thought when wiring the solar arrays: &lt;br /&gt;
* use the Solar SMESs to distribute power into the grid&lt;br /&gt;
* wire the solar array directly into the power grid&lt;br /&gt;
==== Distributing via SMESs ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The maximum power generation of a typical solar array is 90 kW, and it is advised to set SMES inputs to the maximum 200 kW. &lt;br /&gt;
&lt;br /&gt;
The output on the SMES should be at most 50% of the 90 kW generated by the cells 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&#039;s usually good to round down a little more. Additionally, if the solar is initially wired during its day cycle, it typically won&#039;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.&lt;br /&gt;
For example, if the solar cells generate 85500 W (85.5 kW), the output shouldn&#039;t be bigger than 42750 W (42.75 kW). Typically, 40 kW is a good round number for long-term power output. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The biggest failure of the Solar SMES system is more often the fault of the Engineer, not the power sink. A rookie Engineer usually forgets to set input levels and output levels to meaningfully sustain the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Steady power supply, no additional wiring necessary, stores power, modular, does not require insulated gloves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; 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.&lt;br /&gt;
==== Wiring to the Grid ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Straight-forward explanation, avoids setting SMES, deters sabotage, acts as primary power source, not prone to power sinks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Minor fluctuations in power if fully implemented, severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired.&lt;br /&gt;
==== Dual-Wiring: The Best of Both Worlds ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Also, the 2 conventional Backup SMESs can&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Solar SMESs will still be prone to power sinks, but since the solars are wired directly to the grid it doesn&#039;t matter much. &lt;br /&gt;
&lt;br /&gt;
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&#039;t have to be set, making the system semi-modular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; acts primary and backup power source, deters sabotage, resistant to power sinks, semi-modular, resistant to brownouts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; severe fluctuations if incompletely implemented, requires insulated gloves, often incorrectly wired, requires initial charging and follow up on the SMESs before implementation&lt;br /&gt;
== Gas Turbine Generator ==&lt;br /&gt;
[[File:Incinerator.png|thumb]]&lt;br /&gt;
&#039;&#039;See: [[Incinerator]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Although it&#039;s usually the last power source set up on the station, it&#039;s the only power source that can be accessed by Atmospherics. Also, they&#039;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 &amp;lt;s&amp;gt;overprotective&amp;lt;/s&amp;gt; proactive [[AI]]s who notice plasma in the mixtank.&lt;br /&gt;
&lt;br /&gt;
== Antimatter Engine ==&lt;br /&gt;
&#039;&#039;See: [[Guide to the Antimatter Engine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The antimatter is not available in engineering at round start and must be purchased at cargo with additional funds. Antimatter is one of the easier power sources that can be built. Almost essential whenever engineering is destroyed and neither solars nor turbines are set up.&lt;br /&gt;
&lt;br /&gt;
== Portable Generators ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Portable generators can be upgraded using parts created by a protolathe.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fuel Required by Portable Generator Type&lt;br /&gt;
! Type !! Fuel&lt;br /&gt;
|-&lt;br /&gt;
| P.A.C.M.A.N. Portable Generator || Plasma&lt;br /&gt;
|-&lt;br /&gt;
| M.R.S.P.A.C.M.A.N. Portable Generator || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| S.U.P.E.R.P.A.C.M.A.N. Portable Generator || Uranium&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
== Power Cells ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are also atypical cells such as a potato cell and a slime core cell. A potato cell&#039;s capacity is depended on its potency, with 100 at 40MJ. Slime core cells can recharge on its own over time.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Power Capacity by Type of Cell&lt;br /&gt;
! Type !! Capacity (MJ)&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Typical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Power Cell || 10000&lt;br /&gt;
|-&lt;br /&gt;
| High-Capacity Power Cell || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Super-Capacity Power Cell || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Capacity Power Cell || 30000&lt;br /&gt;
|-&lt;br /&gt;
|Bluespace Power Cell&lt;br /&gt;
|40000&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;2&amp;quot; style = &amp;quot;text-align:center;&amp;quot;| Atypical Cells&lt;br /&gt;
|-&lt;br /&gt;
| Potato Cell (max potency) || 40000&lt;br /&gt;
|-&lt;br /&gt;
| Charged Slime core cell || 10000&lt;br /&gt;
|-&lt;br /&gt;
|HyperCharged Slime core cell&lt;br /&gt;
|20000&lt;br /&gt;
|}&lt;br /&gt;
It is possible to power the entire station for around two hours with three SMES filled with Charged Slime core cells.&lt;br /&gt;
&lt;br /&gt;
= Power Distribution =&lt;br /&gt;
== Power Grid ==&lt;br /&gt;
To most people they&#039;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. At 14MW it instantly husks you.&lt;br /&gt;
== SMES ==&lt;br /&gt;
[[File:SMES_Charging.gif]]&lt;br /&gt;
&lt;br /&gt;
A Superconducting Magnetic Energy Storage (SMES) Cell is the spess version of a giant rechargeable battery. The standard set-up for an SMES involves:&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
2. a wiring output to the local power grid, or to a closed system like the AI or mining stations&lt;br /&gt;
=== SMES Properties ===&lt;br /&gt;
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.&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Capacity vs Power Cell&lt;br /&gt;
! rowspan = 2|Power Cell !! colspan = 2|Capacity&lt;br /&gt;
|-&lt;br /&gt;
! per cell installed !! per 5 cells installed&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 3|Typical&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Cell|Standard]] || 10000 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| High-Capacity || 15000 || 75000&lt;br /&gt;
|-&lt;br /&gt;
| Super-Capacity || 20000 || 100000&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Capacity || 30000 || 150000&lt;br /&gt;
|-&lt;br /&gt;
|Bluespace&lt;br /&gt;
|40000&lt;br /&gt;
|200000&lt;br /&gt;
|+&lt;br /&gt;
! colspan = 3|Atypical&lt;br /&gt;
|-&lt;br /&gt;
| [[Potato Cell]] (Max potency) || 40000 || 200000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyborg Cell|Charged Slime core cell]] || 10000 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| [[Slime Core/SMES Cell|Hypercharged Slime core cell]] || 20000 || 100000&lt;br /&gt;
|}&lt;br /&gt;
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. &lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ SMES Input/Output Levels vs Capacitor&lt;br /&gt;
! Capacitor !! Max Input Level !! Max Output Level&lt;br /&gt;
|-&lt;br /&gt;
| [[Capacitor|Basic]] || 200000 W (200 kW) || 200000 W (200 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Advanced  || 400000 W (400 kW) || 400000 W (400 kW)&lt;br /&gt;
|-&lt;br /&gt;
| Super  || 600000 W (600 kW) || 600000 W (600 kW)&lt;br /&gt;
|-&lt;br /&gt;
|Quadratic&lt;br /&gt;
|800000 W (800 kW)&lt;br /&gt;
|800000 W (800 kW)&lt;br /&gt;
|}&lt;br /&gt;
SMESs will only output when the level of charge is above the output level specified on the SMES settings panel.&lt;br /&gt;
== [[APC|APCs]] ==&lt;br /&gt;
[[File:APC2.gif]]&lt;br /&gt;
&lt;br /&gt;
APCs, or Automated Power Controllers, are found on the walls of the room they&#039;re powering or, more likely, in maintenance just outside the room. They can be used to toggle the room&#039;s equipment, lighting and environmental (a.k.a. ventilation) systems on and off. Their cells can be changed or upgraded to provide more capacity.&lt;br /&gt;
= Concepts =&lt;br /&gt;
== System Power ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
(System Power) = (Total Output Power of SMESs) + (Power Sources Wired to the Grid)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Power Queue ==&lt;br /&gt;
To maintain a stable source of power for station equipment, the station power grid follows a &#039;&#039;power queue&#039;&#039; 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Power Queue&lt;br /&gt;
|+&lt;br /&gt;
! Rank !! Category !! Location&lt;br /&gt;
|-&lt;br /&gt;
|1 ||colspan = 2|All Power Sources&lt;br /&gt;
|-&lt;br /&gt;
|2 ||Power Sink ||On the station power console, look where all the power is dropping to&lt;br /&gt;
|-&lt;br /&gt;
|3 ||Solar SMES #1 ||Starboard Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|4 ||Solar SMES #2 ||Port Forward Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|5 ||Solar SMES #3 ||Starboard Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|6 ||Solar SMES #4 ||Port Aft Solar Access&lt;br /&gt;
|-&lt;br /&gt;
|7 ||Singlo/SM SMES #1 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|8 ||Singlo/SM SMES #2 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|9 ||Singlo/SM SMES #3 || SMES Room&lt;br /&gt;
|-&lt;br /&gt;
|?? ||Gas Turbine SMES || Incinerator Access (Gas Turbine Power Room)&lt;br /&gt;
|-&lt;br /&gt;
|10 ||Backups SMES #1 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|11 ||Backups SMES #2 || Electrical Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|12 ||colspan = 2|Station APC Queue&lt;br /&gt;
|+ &lt;br /&gt;
!colspan = 3|Isolated SMESs&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Gravity SMES || Gravity Generator Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||AI SMES || AI Chamber&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|AI maintenance SMES&lt;br /&gt;
|AI satellite maintenance&lt;br /&gt;
|-&lt;br /&gt;
|N/A ||Mining Output SMES || Mining Outpost&lt;br /&gt;
|}&lt;br /&gt;
=== Power Output and the Power Queue ===&lt;br /&gt;
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.&lt;br /&gt;
=== SMES Charging and the Power Queue ===&lt;br /&gt;
[[File:SMES_Room_markup.png|thumb|right|400px|The three Singlo SMESs in the SMES Room.]]&lt;br /&gt;
Similarly, if a higher rank component has a high enough output level to handle the station&#039;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&#039;t advised since it slows down the time it takes until all SMESs are completely full.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Non-optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 3|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23 !! 34&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 100 kW || 100 kW || 1.70 MW || 2.30 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039; || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 0 kW || 200 kW || &#039;&#039;3.33 MW&#039;&#039; || &#039;&#039;3.33 MW&#039;&#039; || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.58 MW&#039;&#039;&#039; || &#039;&#039;&#039;8.96 MW&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MW&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
[[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.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Singlo SMES Optimized Charging for 150 kW Power Draw&lt;br /&gt;
!colspan = 4| !! colspan = 2|Charge at n Cycles&lt;br /&gt;
|+&lt;br /&gt;
! Singlo Cell !! Input Level !! Draw !! Charge Rate !! 17 !! 23&lt;br /&gt;
|-&lt;br /&gt;
| SMES #1 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #2 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| SMES #3 || 200 kW || 50 kW || 150 kW || 2.55 MW || &#039;&#039;3.33 MW&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039; || &#039;&#039;&#039;600 kW&#039;&#039;&#039; || &#039;&#039;&#039;150 kW&#039;&#039;&#039; || &#039;&#039;&#039;450 kW&#039;&#039;&#039; || &#039;&#039;&#039;7.65 MW&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&#039;9.99 MW&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
= ENGINEERING WHY ARE WE LOSING POWER =&lt;br /&gt;
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&#039;s going on:&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, in under 10 seconds or so?&#039;&#039;&#039; 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&#039;s in maint, where you don&#039;t have to crowbar the doors.&lt;br /&gt;
*&#039;&#039;&#039;Power goes out everywhere, but gradually, section by section?&#039;&#039;&#039; This means there&#039;s a problem in Engineering itself as the rest of the station is being topped up with charge. It&#039;ll be immediately obvious if the engine isn&#039;t on/has escaped. Your next port of call should be the SMES cells. Check they&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across a small area?&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
*&#039;&#039;&#039;Power is out across 2 small rooms or in one room?&#039;&#039;&#039; 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&#039;t show up on the Power Monitoring computer, it means it&#039;s been severed from the power net and wire either inside that room or very close to the APC has been cut.&lt;br /&gt;
*&#039;&#039;&#039;Power is intermittent across the station. Stuff turns off for a while, starts working, then goes off again?&#039;&#039;&#039; Your SMES aren&#039;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&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;The smes&#039;es cycle between getting power and not getting power for seemingly no reason&#039;&#039;&#039; Bug. admin help it. Can be fixed by admins by restarting the master controller.&lt;br /&gt;
*&#039;&#039;&#039;Power isn&#039;t actually out?&#039;&#039;&#039; Either someone is crying wolf or something else has happened to make it &#039;&#039;look&#039;&#039; like power went out, most likely an [[Random_event#Electrical_Storm|electrical storm]].&lt;br /&gt;
Now that you know what&#039;s wrong with power, it&#039;s your job to [[Beyond the impossible|fix it]]! If the singularity is about to be fucked, &#039;&#039;TURN OFF THE PA IMMEDIATELY&#039;&#039; (it may be worth asking the AI) and wire solars, if they aren&#039;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&#039;t already done so and pointed it your way, that is.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Space_Ninja&amp;diff=33997</id>
		<title>Space Ninja</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Space_Ninja&amp;diff=33997"/>
		<updated>2021-08-02T10:21:28Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Your Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_ninja.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Space Ninja&lt;br /&gt;
|access = None&lt;br /&gt;
|additional = Basically anywhere&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Spider Clan&lt;br /&gt;
|duties = Energy sword everything, nom on electrical wires.&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Nothing personnel kid.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Space Ninjas&#039;&#039; are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should. Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims. Whatever the case, their technology is absolutely superb.&lt;br /&gt;
==Welcome to the Spider Clan!==&lt;br /&gt;
===Overview===&lt;br /&gt;
If you&#039;re reading this, congratulations! Fortune has decided to turn you into a 26th century agent worthy of the title &amp;quot;ninja&amp;quot;. You spawn in a suit of cyberpunk-esque ninja gear which provides your powers, and you have your trusty energy katana on your belt. You should use the emergency oxygen tank in your suit storage as internals, not the C02 jetpack on your back. You have between four and six objectives. You are not required to follow them, yet your &#039;&#039;&#039;NINJA HONOR&#039;&#039;&#039; demands you try.&lt;br /&gt;
&lt;br /&gt;
Or maybe you&#039;re just some chump who wants to learn about Space Ninjas. Well, read on.&lt;br /&gt;
===How do I become one?===&lt;br /&gt;
Space Ninjas are currently only admin triggered. They&#039;re selected from the pool of ghosts with the &#039;be space ninja&#039; antagonist option enabled. Space ninjas spawn outside the station, typically on the solars. More than one Space Ninja can be spawned at the admin&#039;s discretion.&lt;br /&gt;
==The Way of Ninjutsu==&lt;br /&gt;
===Your Equipment===&lt;br /&gt;
As a member of the Spider Clan, your technologically advanced, cybernetically-enhancing suit is everything to you. Included with it is a pair of ninja gloves, a pair of ninja boots, a ninja hood, and a ninja mask. These items work in conjunction with the suit. The hood, makes you untrackable by the AI, the gloves allow for special interactions with objects or creatures, and the shoes prevent you from slipping. Your suit also functions as high-quality armor.&lt;br /&gt;
&lt;br /&gt;
None of your suit&#039;s functions are available until you use the &#039;&#039;&#039;Initialize&#039;&#039;&#039; action button. Putting on a ninja suit (after you somehow get one) and pressing this button as a non-ninja is a very very bad idea.&lt;br /&gt;
&lt;br /&gt;
Aside from your suit, you have a number of items at your disposal. There is an energy katana at your belt. It inflicts 40 brute damage per attack, can deflect projectiles in the same way an energy sword can, and may be recalled to you whenever you lose it with an ability in your &#039;Ninja Ability&#039; tab aptly named &#039;Recall Energy Katana&#039;. It has a dash mode that when enabled, will allow you to teleport to any location on screen. While dash is disabled, it has all of the functions of a [[cryptographic sequencer]], so you can open airlocks with it, among other things. It also deals twenty brute damage when thrown. You have a brick of C4 and a flashlight in your pockets, an emergency oxygen tank in your suit storage, and a C02 jetpack on your back. There are night vision goggles on your face.&lt;br /&gt;
&lt;br /&gt;
Your suit runs on electricity and consumes it for its many abilities. To recharge your power supply, &#039;&#039;&#039;Toggle Interaction&#039;&#039;&#039; under the &#039;Ninja Equip&#039; tab and click on a power wire, APC, mech, cyborg, power cell, or SMES unit. Doing so will filter power from that object into you.&lt;br /&gt;
&lt;br /&gt;
By default your suit runs on a 10,000-capacity power cell and thus can only hold 10,000 units of electricity, displayed as 100% in the status tab. You can upgrade your suit&#039;s battery by first picking up a power cell of greater capacity, then enabling interaction (glove hud icon), and then using the power cell on your ninja suit. Installing a 15,000-capacity cell will increase your power capacity to 150%, for example.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed? You can load a [[Personal AI]] by using it on your suit with interaction enabled.&lt;br /&gt;
===Your Abilities===&lt;br /&gt;
* Phase Cloak: Renders you partially invisible. Cost: about 1% energy per second cloaked (By 1%, we mean 1% of your starting maximum energy. If you double your capacity with a different power cell, this would cost 0.5% energy per second.)&lt;br /&gt;
* EM Burst: Creates a 4-square strong, 6-square weak electromagnetic pulse. EMP disables radios, cameras, energy-based weaponry and hurts silicons. Cost: 25% energy&lt;br /&gt;
* Create Throwing Star: 3D-prints a permanent throwing star of the same sort a traitor can purchase. Using this ability turns on throw mode so the star can be thrown instantly. These deal thirty brute damage and embed into people when thrown, inflicting further damage over time. Cost: 1% energy&lt;br /&gt;
* Recall Energy Katana: Recalls your energy katana to you. The cost of this ability is variable based on how far you are from the katana. If the katana is onscreen when you use this ability it will be thrown in your direction, hitting anyone in the way.&lt;br /&gt;
* Smoke Bomb: Drops a smoke bomb that obstructs vision and allows your escape. You get between five and twenty. Use them wisely...or throw a ninja party! Cost: 0 energy&lt;br /&gt;
* Adrenaline Boost: This undoes stuns, knockdowns, and unconsciousness. You get between one and seven. It also injects you with radium, which decays into harmful radiation. Cost: 0 energy&lt;br /&gt;
* Energy Net: This ability entangles a player in an energy net which will after about thirty seconds teleport them to ninja prison. During this period they and others can attack the energy net to remove it, so make sure to restrain or sedate them beforehand. Cost: 20% energy&lt;br /&gt;
You can also shock people by touching them with any intent except harm while special interaction is enabled, using some suit energy to stun them and inflict a small amount of burn damage.&lt;br /&gt;
===Your Objectives===&lt;br /&gt;
Ninjas generally have six objectives, unless they were created by an administrator. You will either be assigned to help or harm the station. This is determined by whether your employer is Nanotrasen or the Syndicate. Irrespective of who your employer is you&#039;re allowed to engage anyone regardless of their loyalties.&lt;br /&gt;
&lt;br /&gt;
The objectives:&lt;br /&gt;
* Steal research nodes: You will have to steal 10 to 30 nodes of Research from RnD. Depending on if the scientists bothered to do research you may have to do it yourself, or coerce someone into doing it. Sometimes your mere presence will start research; eg. &amp;quot;NINJA ON STATION, R&amp;amp;D START WORK ON LASER CANNONS.&amp;quot;&lt;br /&gt;
To steal the research, get a tech disk either from the science protolathe or in RnD, plug it in the RnD console in RnD, click tech disk&amp;gt;upload to disk then eject.&lt;br /&gt;
* Protect a target: An assignment for Nanotrasen-employed ninjas, or Syndicate-employed ninjas to protect an antagonist. Prevent the target&#039;s death.&lt;br /&gt;
&lt;br /&gt;
* Assassinate a target: An assignment for Syndicate-employed ninjas, or Nanotrasen-employed ninjas assigned to kill an antagonist. Ensure the target dies.&lt;br /&gt;
&lt;br /&gt;
* Capture a target: Capture someone using the Energy Net ability. &lt;br /&gt;
&lt;br /&gt;
* Steal a target&#039;s brain: An assignment for Syndicate-employed ninjas, or Nanotrasen-employed ninjas assigned to debrain an antagonist. Surgically remove the target&#039;s brain and keep it.&lt;br /&gt;
&lt;br /&gt;
* Survive until round end: Simple, just don&#039;t die.&lt;br /&gt;
&lt;br /&gt;
* Steal a high risk item: Just what it says on the tin. Steal some magboots, secret documents, or whatnot.&lt;br /&gt;
As with all antagonist objectives, these are optional. But before you go indiscriminately test out your energy katana on the faces of the crew, consider that playing as a space ninja is a rare opportunity you may not get to indulge in again for a long while.&lt;br /&gt;
==Tips==&lt;br /&gt;
* It&#039;s a good idea to upgrade your power cell at the earliest opportunity.&lt;br /&gt;
* Need to capture someone, but can&#039;t find any non-lethal weaponry to subdue them with? Make some cable coils into cable restraints, then use your gloves to stun them while you cuff them. Use your EMP ability to disable their radios and prevent them from calling for help.&lt;br /&gt;
* You can drain APCs and render them inoperable. Depending on whether you&#039;re with or against the station, this may be tactically useful.&lt;br /&gt;
* You gain the most power per tick from highly-charged SMES units.&lt;br /&gt;
* Darkness is your ally. The night vision goggles on your face can be your most potent weapon.&lt;br /&gt;
* Adrenaline Boost should only be used in absolute emergencies. &lt;br /&gt;
* Your energy katana doesn&#039;t stun on the first hit, but your hands do.&lt;br /&gt;
* You&#039;ll have to eat often, since moving one step increments your hunger, and Space Ninjas move at a blistering fast pace thanks to their ninja shoes.&lt;br /&gt;
* Eating requires you de-initialize and remove your suit, which is a lengthy process during which you will be vulnerable. Stock up on high-quality food from the [[chef]] -- it&#039;s not common knowledge, but eating healthy food gives you a healthy metabolism, which makes you have to eat less and will also decrease the effects of the radium from the Adrenaline Boost ability.&lt;br /&gt;
* Beepsky will mess you up. EMP him.&lt;br /&gt;
* Being a Space Ninja is a careful balancing act of simultaneously paying attention to your objectives, your health, your nutrition, your suit&#039;s power level, and other resources. Consider grabbing a personal AI to help manage these factors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Space_Ninja&amp;diff=33996</id>
		<title>Space Ninja</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Space_Ninja&amp;diff=33996"/>
		<updated>2021-08-02T10:19:51Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: updated ninja since admins spawned some recently&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_ninja.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Space Ninja&lt;br /&gt;
|access = None&lt;br /&gt;
|additional = Basically anywhere&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Spider Clan&lt;br /&gt;
|duties = Energy sword everything, nom on electrical wires.&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Nothing personnel kid.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Space Ninjas&#039;&#039; are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should. Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims. Whatever the case, their technology is absolutely superb.&lt;br /&gt;
==Welcome to the Spider Clan!==&lt;br /&gt;
===Overview===&lt;br /&gt;
If you&#039;re reading this, congratulations! Fortune has decided to turn you into a 26th century agent worthy of the title &amp;quot;ninja&amp;quot;. You spawn in a suit of cyberpunk-esque ninja gear which provides your powers, and you have your trusty energy katana on your belt. You should use the emergency oxygen tank in your suit storage as internals, not the C02 jetpack on your back. You have between four and six objectives. You are not required to follow them, yet your &#039;&#039;&#039;NINJA HONOR&#039;&#039;&#039; demands you try.&lt;br /&gt;
&lt;br /&gt;
Or maybe you&#039;re just some chump who wants to learn about Space Ninjas. Well, read on.&lt;br /&gt;
===How do I become one?===&lt;br /&gt;
Space Ninjas are currently only admin triggered. They&#039;re selected from the pool of ghosts with the &#039;be space ninja&#039; antagonist option enabled. Space ninjas spawn outside the station, typically on the solars. More than one Space Ninja can be spawned at the admin&#039;s discretion.&lt;br /&gt;
==The Way of Ninjutsu==&lt;br /&gt;
===Your Equipment===&lt;br /&gt;
As a member of the Spider Clan, your technologically advanced, cybernetically-enhancing suit is everything to you. Included with it is a pair of ninja gloves, a pair of ninja boots, a ninja hood, and a ninja mask. These items work in conjunction with the suit. The hood, makes you untrackable by the AI, the gloves allow for special interactions with objects or creatures, and the shoes prevent you from slipping. Your suit also functions as high-quality armor.&lt;br /&gt;
&lt;br /&gt;
None of your suit&#039;s functions are available until you use the &#039;&#039;&#039;Initialize&#039;&#039;&#039; action button. Putting on a ninja suit (after you somehow get one) and pressing this button as a non-ninja is a very very bad idea.&lt;br /&gt;
&lt;br /&gt;
Aside from your suit, you have a number of items at your disposal. There is an energy katana at your belt. It inflicts 40 brute damage per attack, can deflect projectiles in the same way an energy sword can, and may be recalled to you whenever you lose it with an ability in your &#039;Ninja Ability&#039; tab aptly named &#039;Recall Energy Katana&#039;. It has a dash mode that when enabled, will allow you to teleport to any location on screen. While dash is disabled, it has all of the functions of a [[cryptographic sequencer]], so you can open airlocks with it, among other things. It also deals twenty brute damage when thrown. You have a brick of C4 and a flashlight in your pockets, an emergency oxygen tank in your suit storage, and a C02 jetpack on your back. There are night vision goggles on your face.&lt;br /&gt;
&lt;br /&gt;
Your suit runs on electricity and consumes it for its many abilities. To recharge your power supply, &#039;&#039;&#039;Toggle Interaction&#039;&#039;&#039; under the &#039;Ninja Equip&#039; tab and click on a power wire, APC, mech, cyborg, power cell, or SMES unit. Doing so will filter power from that object into you.&lt;br /&gt;
&lt;br /&gt;
By default your suit runs on a 10,000-capacity power cell and thus can only hold 10,000 units of electricity, displayed as 100% in the status tab. You can upgrade your suit&#039;s battery by first picking up a power cell of greater capacity, then enabling interaction (glove hud icon), and then using the power cell on your ninja suit. Installing a 15,000-capacity cell will increase your power capacity to 150%, for example.&lt;br /&gt;
&lt;br /&gt;
Overwhelmed? You can load a [[Personal AI]] by using it on your suit with interaction enabled.&lt;br /&gt;
===Your Abilities===&lt;br /&gt;
* Phase Cloak: Renders you partially invisible. Cost: about 1% energy per second cloaked (By 1%, we mean 1% of your starting maximum energy. If you double your capacity with a different power cell, this would cost 0.5% energy per second.)&lt;br /&gt;
* EM Burst: Creates a 4-square strong, 6-square weak electromagnetic pulse. EMP disables radios, cameras, energy-based weaponry and hurts silicons. Cost: 25% energy&lt;br /&gt;
* Create Throwing Star: 3D-prints a permanent throwing star of the same sort a traitor can purchase. Using this ability turns on throw mode so the star can be thrown instantly. These deal thirty brute damage and embed into people when thrown, inflicting further damage over time. Cost: 1% energy&lt;br /&gt;
* Recall Energy Katana: Recalls your energy katana to you. The cost of this ability is variable based on how far you are from the katana. If the katana is onscreen when you use this ability it will be thrown in your direction, hitting anyone in the way.&lt;br /&gt;
* Smoke Bomb: Drops a smoke bomb that obstructs vision and allows your escape. You get between five and twenty. Use them wisely...or throw a ninja party! Cost: 0 energy&lt;br /&gt;
* Adrenaline Boost: This undoes stuns, knockdowns, and unconsciousness. You get between one and seven. It also injects you with radium, which decays into harmful radiation. Cost: 0 energy&lt;br /&gt;
* Energy Net: This ability entangles a player in an energy net which will after about thirty seconds teleport them to ninja prison. During this period they and others can attack the energy net to remove it, so make sure to restrain or sedate them beforehand. Cost: 20% energy&lt;br /&gt;
You can also shock people by touching them with any intent except harm while special interaction is enabled, using some suit energy to stun them and inflict a small amount of burn damage.&lt;br /&gt;
===Your Objectives===&lt;br /&gt;
Ninjas generally have six objectives, unless they were created by an administrator. You will either be assigned to help or harm the station. This is determined by whether your employer is Nanotrasen or the Syndicate. Irrespective of who your employer is you&#039;re allowed to engage anyone regardless of their loyalties.&lt;br /&gt;
&lt;br /&gt;
The objectives:&lt;br /&gt;
* Steal research nodes: You will have to steal 10 to 30 nodes of Research from RnD. Depending on if the scientists bothered to do research you may have to do it yourself, or coerce someone into doing it. Sometimes your mere presence will start research; eg. &amp;quot;NINJA ON STATION, R&amp;amp;D START WORK ON LASER CANNONS.&amp;quot;&lt;br /&gt;
To steal the research, simply click the RnD Terminal with special interaction enabled and you will automatically download the research. This takes a while.&lt;br /&gt;
* Protect a target: An assignment for Nanotrasen-employed ninjas, or Syndicate-employed ninjas to protect an antagonist. Prevent the target&#039;s death.&lt;br /&gt;
&lt;br /&gt;
* Assassinate a target: An assignment for Syndicate-employed ninjas, or Nanotrasen-employed ninjas assigned to kill an antagonist. Ensure the target dies.&lt;br /&gt;
&lt;br /&gt;
* Capture a target: Capture someone using the Energy Net ability. &lt;br /&gt;
&lt;br /&gt;
* Steal a target&#039;s brain: An assignment for Syndicate-employed ninjas, or Nanotrasen-employed ninjas assigned to debrain an antagonist. Surgically remove the target&#039;s brain and keep it.&lt;br /&gt;
&lt;br /&gt;
* Survive until round end: Simple, just don&#039;t die.&lt;br /&gt;
&lt;br /&gt;
* Steal a high risk item: Just what it says on the tin. Steal some magboots, secret documents, or whatnot.&lt;br /&gt;
As with all antagonist objectives, these are optional. But before you go indiscriminately test out your energy katana on the faces of the crew, consider that playing as a space ninja is a rare opportunity you may not get to indulge in again for a long while.&lt;br /&gt;
==Tips==&lt;br /&gt;
* It&#039;s a good idea to upgrade your power cell at the earliest opportunity.&lt;br /&gt;
* Need to capture someone, but can&#039;t find any non-lethal weaponry to subdue them with? Make some cable coils into cable restraints, then use your gloves to stun them while you cuff them. Use your EMP ability to disable their radios and prevent them from calling for help.&lt;br /&gt;
* You can drain APCs and render them inoperable. Depending on whether you&#039;re with or against the station, this may be tactically useful.&lt;br /&gt;
* You gain the most power per tick from highly-charged SMES units.&lt;br /&gt;
* Darkness is your ally. The night vision goggles on your face can be your most potent weapon.&lt;br /&gt;
* Adrenaline Boost should only be used in absolute emergencies. &lt;br /&gt;
* Your energy katana doesn&#039;t stun on the first hit, but your hands do.&lt;br /&gt;
* You&#039;ll have to eat often, since moving one step increments your hunger, and Space Ninjas move at a blistering fast pace thanks to their ninja shoes.&lt;br /&gt;
* Eating requires you de-initialize and remove your suit, which is a lengthy process during which you will be vulnerable. Stock up on high-quality food from the [[chef]] -- it&#039;s not common knowledge, but eating healthy food gives you a healthy metabolism, which makes you have to eat less and will also decrease the effects of the radium from the Adrenaline Boost ability.&lt;br /&gt;
* Beepsky will mess you up. EMP him.&lt;br /&gt;
* Being a Space Ninja is a careful balancing act of simultaneously paying attention to your objectives, your health, your nutrition, your suit&#039;s power level, and other resources. Consider grabbing a personal AI to help manage these factors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Antimatter_Engine&amp;diff=33995</id>
		<title>Guide to the Antimatter Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Antimatter_Engine&amp;diff=33995"/>
		<updated>2021-08-02T09:57:55Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: Minor updates to AM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So, you have gotten tired of the SM and the singulo, whats next?&lt;br /&gt;
WELL KIDDIES, STEP RIGHT UP FOR THE FORGOTTEN (and sometimes necessary when all other options are not available) : ANTIMATTER ENGINE!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt; The antimatter was ported from /vg/station on October 10, 2016, that&#039;s why the sprites look a bit wonky &amp;lt;/small&amp;gt;&lt;br /&gt;
==How to get the antimatter==&lt;br /&gt;
For this spicy recipe, you will need:&lt;br /&gt;
* [[File:Generic_cargo.png]] Some nice [[Cargo Technician]]s.&lt;br /&gt;
* [[File:Multitool.png]] A [[Multitool]]&lt;br /&gt;
* [[File:Cream_glass.png]] A beverage of your choosing&lt;br /&gt;
* [[File:Wrench.png]] And a [[Wrench]]&lt;br /&gt;
Optionally:&lt;br /&gt;
* [[File:Baseball_bat.png]] A bat to beat the [[Assistant|Greytiders]]&lt;br /&gt;
Now, hop down to cargo and ask them for &lt;br /&gt;
* [[File:GrayCrate.png]] An antimatter shielding crate&lt;br /&gt;
* [[File:GrayCrate.png]] An antimatter control crate&lt;br /&gt;
* [[File:GrayCrate.png]] And an antimatter jar crate.&lt;br /&gt;
With all this under your belt, lets get to building!&lt;br /&gt;
==Building the antimatter==&lt;br /&gt;
To construct this thing, ask your local CE or yourself where you can build.&lt;br /&gt;
&lt;br /&gt;
Once you have found a suitable area, open all 3 crates and take a sip of your beverage.&lt;br /&gt;
&lt;br /&gt;
Clear out an area and put a wire connected to the powernet in there like in this picture:&lt;br /&gt;
&lt;br /&gt;
[[File:Areaforame.png]]&lt;br /&gt;
&lt;br /&gt;
Then, drop 9 of the packaged antimatter reactor sections like shown in this picture:&lt;br /&gt;
&lt;br /&gt;
[[File:Cubesforame.png]]&lt;br /&gt;
&lt;br /&gt;
After that, drag that controller down and wrench it. Take a sip of your beverage and make sure it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Controlforame.png]]&lt;br /&gt;
&lt;br /&gt;
Its really starting to take its shape now! And, thats how big the AME is.&lt;br /&gt;
&lt;br /&gt;
Now, grab your multitool and click on the boxes in order like in this picture:&lt;br /&gt;
&lt;br /&gt;
[[File:Numbersforame.png]]&lt;br /&gt;
&lt;br /&gt;
Once you have done that, your engine should look &#039;&#039;&#039;sick as fuck&#039;&#039;&#039;, like in the picture below:&lt;br /&gt;
&lt;br /&gt;
[[File:Antimatterengi.png]]&lt;br /&gt;
&lt;br /&gt;
Take a sip of your drink, and continue with your life and this tutorial&lt;br /&gt;
&lt;br /&gt;
Grab an antimatter jar from the antimatter jar crate and put it in the antimatter engine controller.&lt;br /&gt;
&lt;br /&gt;
Left click on the controller and you should see a screen like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Screenforame.png]]&lt;br /&gt;
&lt;br /&gt;
Click toggle status, and its done!&lt;br /&gt;
&lt;br /&gt;
By default, it should be generating exactly 800,000 Watts with just 2 units of antimatter being injected, 4 times more than what the station needs most of the time.&lt;br /&gt;
&lt;br /&gt;
Enjoy your new engine, and dont forget to hook it into the SMESes or you will be probably killed by the crew.&lt;br /&gt;
&lt;br /&gt;
To create more power after the fuel has run out, eject the fuel jar, place a new fuel jar inside, and set the mode to &#039;&#039;Injecting&#039;&#039; once more.&lt;br /&gt;
==Warning==&lt;br /&gt;
# Always set the injection rate to &#039;&#039;&#039;no more than two times the number of cores.&#039;&#039;&#039; By default (the base engine ordered from cargo), this is 2. &amp;lt;font color = Red&amp;gt;&#039;&#039;&#039;Higher injection rates will not produce additional power, but will damage the integrity of the control unit. If integrity zero, it will explode causing severe damage.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
==Expansion==&lt;br /&gt;
*[[File:AMEpackage.png]] AMR Parts can be ordered from Cargo for 2000 points. This crate will contain an additional 10 segments.&lt;br /&gt;
*[[File:Jar.png]] Fuel Jars cost 2000 points for a single jar.&lt;br /&gt;
Adding segments to the Antimatter Engine will increase the number of cores, in turn allowing you to safely increase injection rate. Remember that this will also cause the engine to deplete fuel faster.&lt;br /&gt;
&lt;br /&gt;
The power produced by an antimatter engine as it is expanded has linear growth, and is given by the formula: &#039;&#039;(Injection Rate)^2 * 20000 / (Number of Cores).&#039;&#039; &amp;lt;s&amp;gt;If you are injecting at the maximum rate, this can be simplified to &#039;&#039;Injection Rate * 40000&#039;&#039;. Eight cores should be enough to power the station fully at full injection. This will produce 320000 watts.&amp;lt;/s&amp;gt; Needs to be tested.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Antimatter_Engine&amp;diff=33994</id>
		<title>Guide to the Antimatter Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_the_Antimatter_Engine&amp;diff=33994"/>
		<updated>2021-08-02T09:52:09Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
So, you have gotten tired of the SM and the singulo, whats next?&lt;br /&gt;
WELL KIDDIES, STEP RIGHT UP FOR THE FORGOTTEN (and sometimes necessary when all other options are not available) : ANTIMATTER ENGINE!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt; The antimatter was ported from /vg/station on October 10, 2016, that&#039;s why the sprites look a bit wonky &amp;lt;/small&amp;gt;&lt;br /&gt;
==How to get the antimatter==&lt;br /&gt;
For this spicy recipe, you will need:&lt;br /&gt;
* [[File:Generic_cargo.png]] Some nice [[Cargo Technician]]s.&lt;br /&gt;
* [[File:Multitool.png]] A [[Multitool]]&lt;br /&gt;
* [[File:Cream_glass.png]] A beverage of your choosing&lt;br /&gt;
* [[File:Wrench.png]] And a [[Wrench]]&lt;br /&gt;
Optionally:&lt;br /&gt;
* [[File:Baseball_bat.png]] A bat to beat the [[Assistant|Greytiders]]&lt;br /&gt;
Now, hop down to cargo and ask them for &lt;br /&gt;
* [[File:GrayCrate.png]] An antimatter shielding crate&lt;br /&gt;
* [[File:GrayCrate.png]] An antimatter control crate&lt;br /&gt;
* [[File:GrayCrate.png]] And an antimatter jar crate.&lt;br /&gt;
With all this under your belt, lets get to building!&lt;br /&gt;
==Building the antimatter==&lt;br /&gt;
To construct this thing, ask your local CE or yourself where you can build.&lt;br /&gt;
&lt;br /&gt;
Once you have found a suitable area, open all 3 crates and take a sip of your beverage.&lt;br /&gt;
&lt;br /&gt;
Clear out an area and put a wire connected to the powernet in there like in this picture:&lt;br /&gt;
&lt;br /&gt;
[[File:Areaforame.png]]&lt;br /&gt;
&lt;br /&gt;
Then, drop 9 of the packaged antimatter reactor sections like shown in this picture:&lt;br /&gt;
&lt;br /&gt;
[[File:Cubesforame.png]]&lt;br /&gt;
&lt;br /&gt;
After that, drag that controller down and wrench it. Take a sip of your beverage and make sure it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Controlforame.png]]&lt;br /&gt;
&lt;br /&gt;
Its really starting to take its shape now! And, thats how big the AME is.&lt;br /&gt;
&lt;br /&gt;
Now, grab your multitool and click on the boxes in order like in this picture:&lt;br /&gt;
&lt;br /&gt;
[[File:Numbersforame.png]]&lt;br /&gt;
&lt;br /&gt;
Once you have done that, your engine should look &#039;&#039;&#039;sick as fuck&#039;&#039;&#039;, like in the picture below:&lt;br /&gt;
&lt;br /&gt;
[[File:Antimatterengi.png]]&lt;br /&gt;
&lt;br /&gt;
Take a sip of your drink, and continue with your life and this tutorial&lt;br /&gt;
&lt;br /&gt;
Grab an antimatter jar from the antimatter jar crate and put it in the antimatter engine controller.&lt;br /&gt;
&lt;br /&gt;
Left click on the controller and you should see a screen like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Screenforame.png]]&lt;br /&gt;
&lt;br /&gt;
Click toggle status, and its done!&lt;br /&gt;
&lt;br /&gt;
By default, it should be generating around 100,000 with just 2 units of antimatter being injected.&lt;br /&gt;
&lt;br /&gt;
Enjoy your new engine, and dont forget to hook it into the SMESes or you will be probably killed by the crew.&lt;br /&gt;
&lt;br /&gt;
To create more power after the fuel has run out, eject the fuel jar, place a new fuel jar inside, and set the mode to &#039;&#039;Injecting&#039;&#039; once more.&lt;br /&gt;
==Warning==&lt;br /&gt;
# Always set the injection rate to &#039;&#039;&#039;no more than two times the number of cores.&#039;&#039;&#039; By default (the base engine ordered from cargo), this is 2. &amp;lt;font color = Red&amp;gt;&#039;&#039;&#039;Higher injection rates will not produce additional power, but will damage the integrity of the control unit. If integrity zero, it will explode causing severe damage.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
==Expansion==&lt;br /&gt;
*[[File:AMEpackage.png]] AMR Parts can be ordered from Cargo for 2000 points. This crate will contain an additional 9 segments.&lt;br /&gt;
*[[File:Jar.png]] Fuel Jars cost 2000 points for a single jar.&lt;br /&gt;
Adding segments to the Antimatter Engine will increase the number of cores, in turn allowing you to safely increase injection rate. Remember that this will also cause the engine to deplete fuel faster.&lt;br /&gt;
&lt;br /&gt;
The power produced by an antimatter engine as it is expanded has linear growth, and is given by the formula: &#039;&#039;(Injection Rate)^2 * 20000 / (Number of Cores).&#039;&#039; If you are injecting at the maximum rate, this can be simplified to &#039;&#039;Injection Rate * 40000&#039;&#039;. Eight cores should be enough to power the station fully at full injection. This will produce 320000 watts.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Guides&amp;diff=33993</id>
		<title>Template:Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Guides&amp;diff=33993"/>
		<updated>2021-08-02T09:50:57Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: Added Antimatter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color:#FFFFFF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; style=&amp;quot;text-align: right;&amp;quot; | &#039;&#039;&#039;The Beestation [[Guides|Library]]&#039;&#039;&#039; [[File:Guidestemp.png|link=Guides]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #898787&amp;quot; |  &#039;&#039;&#039;Starter&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #8cbcd6&amp;quot; | &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ba9b67&amp;quot; |  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #a885a2&amp;quot; |  &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #AF6365; color: white;&amp;quot; |  &#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: black; color: white;&amp;quot; | &#039;&#039;&#039;Antagonists&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; | &#039;&#039;&#039;Development&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Starter guide|Tutorial]]&lt;br /&gt;
* [[Rules|The Rules]]&lt;br /&gt;
* [[Keyboard Shortcuts]]&lt;br /&gt;
* [[HUD|Guide to HUD Icons]]&lt;br /&gt;
* [[Job selection and assignment|Job Selection and Assignment]]&lt;br /&gt;
* [[Terminology]]&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
* [[Guide to avoiding bans|Guide to Avoiding Bans]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to medicine|Guide to Medicine]]&lt;br /&gt;
*[[Guide to chemistry|Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Ghetto Chemistry]]&lt;br /&gt;
*[[Chemical recipes|Chemical Recipes]]&lt;br /&gt;
*[[Grenade|Guide to Grenade Construction]]&lt;br /&gt;
*[[Guide to genetics|Guide to Genetics]]&lt;br /&gt;
*[[Infections|Guide to Diseases]]&lt;br /&gt;
*[[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[Guide to Traumas]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to construction|Guide to Construction]]&lt;br /&gt;
*[[Guide to advanced construction|Guide to Machine Construction]]&lt;br /&gt;
*[[Solars|Guide to the Solars]]&lt;br /&gt;
*[[Singularity Engine|Guide to the Singularity Engine]]&lt;br /&gt;
*[[Tesla Engine|Guide to the Tesla Engine]]&lt;br /&gt;
*[[Guide to the Supermatter|Guide to the Supermatter Engine]]&lt;br /&gt;
*[[Gas_turbine|Guide to the Gas Turbine]]&lt;br /&gt;
*[[Guide to the Antimatter Engine|Guide to the Antimatter Engine]]&lt;br /&gt;
*[[Guide to power|Guide to Power]]&lt;br /&gt;
*[[Guide to Atmospherics]]&lt;br /&gt;
*[[Guide to Telecommunications]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Research and Development]]&lt;br /&gt;
*[[Guide to robotics|Guide to Robotics]]&lt;br /&gt;
*[[Guide to toxins|Guide to Toxins]]&lt;br /&gt;
*[[Guide to xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[Guide_to_telescience|Guide to Telescience]]&lt;br /&gt;
*[[Guide to Nanites]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Space Law]]&lt;br /&gt;
*[[Standard Operating Procedure]]&lt;br /&gt;
*[[Guide to Trials]]&lt;br /&gt;
*[[Guide to security|Guide to Security]]&lt;br /&gt;
*[[Shitcurity|Guide to Shitcurity (What NOT to do)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Traitor|How to be a No Good Dirty Traitor]]&lt;br /&gt;
*[[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[Hacking|Guide to Hacking]]&lt;br /&gt;
*[[Guide to Combat]]&lt;br /&gt;
*[[Syndicate Items]]&lt;br /&gt;
*[[Illicit Access|Guide to Illicit Access]]&lt;br /&gt;
*[[Revolution|Guide to Revolution]]&lt;br /&gt;
*[[Cult Basics|Cults for the Uninitiated]]&lt;br /&gt;
&lt;br /&gt;
*[[Syndicate guide|Top Secret: Nuclear Operative&#039;s Field Guide]]&lt;br /&gt;
*[[Guide to malfunction|Guide to Malfunction]]&lt;br /&gt;
*[[Xenos|How to Play an Alien]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Ai Modules|Guide to AI Modules]]&lt;br /&gt;
*[[Silicon policy|Guide to Silicon Policy]]&lt;br /&gt;
*[[Guide to Awesome Miscellaneous Stuff]]&lt;br /&gt;
*[[Creatures|Creatures (Player controlled beings)]]&lt;br /&gt;
*[[Critters|Critters (Game controlled beings)]]&lt;br /&gt;
*[[Guide to races|Guide to Races]]&lt;br /&gt;
*[[Guide to food and drinks|Guide to Food and Drinks]]&lt;br /&gt;
*[[Guide to hydroponics|Guide to Hydroponics]]&lt;br /&gt;
*[[Guide to plants|Guide to Plants]]&lt;br /&gt;
*[[Songs|Guide to Playing Music]]&lt;br /&gt;
*[[Guide to paperwork|Guide to Paperwork]]&lt;br /&gt;
*[[Random events|Random Events]]&lt;br /&gt;
*[[Supply crates|List of Supply Crates]]&lt;br /&gt;
*[[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[Deep Lore]]&lt;br /&gt;
*[[Auxiliary Base Construction]]&lt;br /&gt;
*[[Guide_to_wire_art|Guide to Wire Art]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to contributing to the game|Guide to Contributing to the Game]]&lt;br /&gt;
*[[Setting up git|Setting up Git (TG13 Source Control)]]&lt;br /&gt;
*[[Guide to working with tgstation as an upstream repository]]&lt;br /&gt;
*[[Downloading the source code|Downloading the Source Code]]&lt;br /&gt;
*[[Understanding SS13 code|Understanding SS13 Code]]&lt;br /&gt;
*[[SS13 for experienced programmers|SS13 for Experienced Programmers]]&lt;br /&gt;
*[[Text Formatting|Text Formatting]]&lt;br /&gt;
*[[Guide to spriting|Guide to Spriting]]&lt;br /&gt;
*[[Guide to mapping|Guide to Mapping]]&lt;br /&gt;
*[[Map Merger]]&lt;br /&gt;
*[[Guide to Changelogs]]&lt;br /&gt;
*[[Getting Your Pull Accepted|Getting your pull accepted]]&lt;br /&gt;
*[[Guide to contributing to the wiki|Guide to Contributing to the Wiki]]&lt;br /&gt;
*[[Reporting Issues]]&lt;br /&gt;
*[[Starter guide to admin tools|Starter Guide to Admin Tools]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; |[[:Category:Guides|Find more Guides here]]&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Gimmick&amp;diff=33928</id>
		<title>Gimmick</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Gimmick&amp;diff=33928"/>
		<updated>2021-07-29T12:53:56Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* VIP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = CIVILIAN&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = changeling.gif&lt;br /&gt;
|jobtitle = Gimmick&lt;br /&gt;
|access = [[Maintenance]]&lt;br /&gt;
|additional = Varies&lt;br /&gt;
|difficulty = Varies&lt;br /&gt;
|superior = no one&lt;br /&gt;
|duties = Whatever your job title may entail&lt;br /&gt;
|guides = [[New Players]], [[Starter guide]], [[Frequently Asked Questions]], [[General items]], [[Guide to construction]], [[Illicit Access]]&lt;br /&gt;
|quote = Come into maint for a free haircut! anyone! please!&lt;br /&gt;
}}&lt;br /&gt;
Gimmick is a title spanning any job that spawns in random maint. They are usually equivalent to assistants, starting with maint access and no real job. All you have is your title and the gear you spawn with. All maint jobs have tools in their starting rooms that give them what they need to escape if they&#039;re locked in in some way&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; try to do what your assigned gimmick entails.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HELP! THERE&#039;S NO WAY OUT OF MY SPAWN ROOM&#039;&#039;&#039;&lt;br /&gt;
All gimmick titles spawn with the necessary tools to [[Illicit Access|Break Out]] of their spawns if need be.&lt;br /&gt;
==Barber==&lt;br /&gt;
The Barber is a job that spawns in the barbershop. You have the tools to do [[surgery]] and other minor medical procedures, and the tools necessary to style hair. You spawn with a straight razor, which works as a normal razor, a scalpel, and a decent weapon due to its high blood loss, and a Hand Mirror, which allows you to style your own hair when you use it, and helps with self surgery. The barber shop also comes equipped with Hair dye, barber&#039;s aid, and a spray tan bottle which sprays enough spray tan to instantly overdose, giving any race short of an ipc a mop of hair to work with&lt;br /&gt;
==[[Magician|Stage Magician]]==&lt;br /&gt;
The Stage Magician spawns in an empty theatre. You have very little responsibility other than entertainment, similar to a [[Clown]] or [[Mime]]. However, you have a beacon that can give you one of three items, indistinguishable from his normal outfit.&lt;br /&gt;
* &#039;&#039;&#039;Tele-Gloves&#039;&#039;&#039;: After a cooldown, these gloves can let you use your empty hand on anything within three tiles, whether for remote stealing or force choking. They&#039;re loud and very visible, though&lt;br /&gt;
* &#039;&#039;&#039;Bottomless Top Hat&#039;&#039;&#039;: This hat can store a limited number of mobs and items. You can even hide in it yourself! Simply hit something with the hat to try to shove it in&lt;br /&gt;
* &#039;&#039;&#039;Invisibility Cloak&#039;&#039;&#039;: A cape that allows you to go invisible for limited time, but recharges in darkness.&lt;br /&gt;
==Debtor==&lt;br /&gt;
The official title for a homeless guy living in maintenance. You&#039;re a useless bum who spawns with psychotic brawling, drugs, and the ability to appraise floorpills and budget insuls. You also spawn with a tinfoil hat that gives you a crippling phobia.&lt;br /&gt;
* &#039;&#039;&#039;Tinfoil Hat&#039;&#039;&#039;: You will never wear off this tinfoil hat since it is your mind shield against evil ones controlling your mind. If you lose your tinfoil hat from your head, your condition will become uncontrollable. Keep your tinfoil at all costs.&lt;br /&gt;
*&#039;&#039;&#039;Maintenance Access&#039;&#039;&#039;: You are an greytider crossed with an engineer. You have no obligations so do whatever you want in maint as long as it doesn&#039;t break the rules.&lt;br /&gt;
== VIP ==&lt;br /&gt;
Whatever a VIP exactly is, It appears that you are allowed to be sticky with the captain. No? It must be an ignorant action against you. Nobody knows why you are a VIP, but there&#039;s a reason. El presidente, a CEO or an ambassador of a space nation, really whoever you are. Your payment is comparable enough to the captain and they know you are a VIP.&lt;br /&gt;
* &#039;&#039;&#039;High Payment&#039;&#039;&#039;: Your payment is exceedingly high, while you don&#039;t have any responsibility for your payment.&lt;br /&gt;
*&#039;&#039;&#039;Bridge Access&#039;&#039;&#039;: You can hang around in places where normally only the command staff have access to. Sit down and enjoy a doughnut while you watch the world burn.&lt;br /&gt;
==Psychiatrist==&lt;br /&gt;
A man with a doctorate in a field that is absolutely useless on the station, he has a room with two cells, one of which may or may not contain a potentially dangerous inmate. Try to at least bring the moodlet of everyone around you higher.&lt;br /&gt;
* &#039;&#039;&#039;Medbay Access&#039;&#039;&#039;: Of course, you are a member of the medical department, thus you&#039;re allowed to access the medbay. Most of the time you are just an ad-hoc doctor with some more personal space if the chemist hasn&#039;t already taken it over as a drug factory.&lt;br /&gt;
* &#039;&#039;&#039;Emotional Support Animal Delivery Beacon&#039;&#039;&#039;: Brings a cat. Hang around with your cat and let people pet it. Be careful of your cat since the cat is quite vulnerable from attacks.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Escape_Shuttle&amp;diff=33918</id>
		<title>Escape Shuttle</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Escape_Shuttle&amp;diff=33918"/>
		<updated>2021-07-28T05:16:48Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Calling the Shuttle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strike&amp;gt;On one hand, it is with this that many players are allowed to [[Backstory#Central Command|supposedly]] continue life after departing Space Station 13. On the other, many players may die waiting for the shuttle to leave, due to either a shuttle brawl or a traitor who happens to want no company with him on his return voyage. The escape shuttle is also the cause of many arguments as to whether or not the situation on the station warrants an evacuation. (The correct answer is, if anyone is working in toxins, you should call the shuttle, just to be safe).&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s not muck around here. You may have avoided death by asphyxiation thanks to some greyshit smashing windows for the hell of it. You may have dodged a bomb ripping the Medbay to pieces. You might not have breathed in the horrible, horrible virus that was &amp;quot;accidentally&amp;quot; released into the air system. But none of that my good friend, compares to the hell that awaits.&lt;br /&gt;
&lt;br /&gt;
Any form of restraint that was previously displayed has a mysterious habit of vanishing in the last few minutes of a station&#039;s life. Friends turn on friends. Clowns become murdering psychopaths (more than usual). Security starts stunning everyone and anyone, and someone &#039;&#039;&#039;always&#039;&#039;&#039; drops a flashbang or two.&lt;br /&gt;
&lt;br /&gt;
Welcome to the Escape Shuttle.&lt;br /&gt;
===Calling the Shuttle===&lt;br /&gt;
The shuttle can be called from a Communications Console by any [[Heads of Staff]], the [[AI]] and its [[Cyborg]]s, or anyone with [[Bridge]] access. It will also be triggered automatically in the event all crew are dead, bi-hourly shuttle vote passes or all communication consoles are destroyed. The same people, except the AI and its cyborgs, can recall the shuttle in normal conditions so long as it is not past half its journey (Red Alert allows for recall until 2:00 ETA). During [[Game Mode#Revolution|Revolution]], [[Blood Cult]] and [[Game Mode#Blob|Blob]] game modes or when a xeno is aboard the station, the shuttle can be called and will arrive, but it will not depart from the station for an additional 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Once called, the shuttle takes twenty minutes total to outfit and travel to the station. A station on blue alert will gain some priority over shuttle traffic, cutting down the overall time required to ten minutes. Going to red alert will maximize priority on shuttle prep and transit from Central Command, further cutting down the overall time to just 5 minutes. Once the shuttle arrives on station, it will stay docked for 3 minutes. If the circumstances are dire, the heads are able to forcefully start the ignition of the engines to launch the shuttle, a process which takes 10 seconds flat. A [[traitor]] with an [[Syndicate_Items#Cryptographic_Sequencer|emag]] can also launch the shuttle prematurely. Transit to CentCom takes two minutes. Remember to sit down or you will be thrown around!&lt;br /&gt;
&lt;br /&gt;
An alternative to the shuttle is to escape on an [[Escape Pods|escape pod]].&lt;br /&gt;
===Shuttle Bridge===&lt;br /&gt;
The shuttle bridge requires Bridge/Headquarters access and is reserved for the [[Chain of Command|Heads of Staff]], although the general crew gets a boner for occupying restricted areas and will try and slip in. &lt;br /&gt;
&lt;br /&gt;
The bridge contains an intercom and many consoles, the most important one being the Shuttle Console. If at least three Heads of Staff swipe their IDs on it (or if a [[traitor]] emags it), the waiting time for the shuttle gets shortened to 10 seconds. Doing so as a non-antag and without a genuine, immediate emergency (rampaging singularity, nuke ops, mass murder, etc.) is a good way to make everyone, [[Ban|including the admins]], hate you.&lt;br /&gt;
===Shuttle Brig===&lt;br /&gt;
The shuttle brig (marked with red flooring) should be used to house criminals long enough to be transferred over to Centcom security for further investigation and possible incarceration. Traitors within the brig when the shuttle arrives at Centcom will fail their escape objective. Requires Security access to enter.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that this, in effect, is Security&#039;s only haven on an otherwise chaotic shuttle, you can generally take it as read that walking through those airlock doors into the Shuttle Brig without being Security will get you robusted to fuck, or just outright murdered. Security are understandably incredibly twitchy on the Shuttle, so probably best just to leave them in peace as they beat their prisoners into submission for the Centcom bods.&lt;br /&gt;
=== Shuttle Medbay ===&lt;br /&gt;
A small medical area, containing sleepers and basic medical supplies. Nanomeds stocked with medical supplies can generally be found around the shuttle.&lt;br /&gt;
=== Shuttle Cargo ===&lt;br /&gt;
A small holding area with a few lockers and crates. Why does this exist? Nobody knows. Usually houses one or two people attempting to hide from the carnage outside.&lt;br /&gt;
==The Shipyard==&lt;br /&gt;
An enterprising station might find itself with some extra change in the vault. A captain can use this wealth to buy a variety of shuttles, though only 1 transaction is allowed by Nanotrasen. &amp;lt;br&amp;gt;Choose carefully.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable floatleft&amp;quot; style=&amp;quot;text-align: center; width: 49%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Shuttle Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&#039;background-color:#222222|&#039;&#039;&#039;Standard Shuttles&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|NES Port&lt;br /&gt;
|500&lt;br /&gt;
|Sits about 30 in the central section. &amp;lt;br&amp;gt; Minimal facilities. &amp;lt;br&amp;gt; Smells like cheetos and sugary drinks.&lt;br /&gt;
|-&lt;br /&gt;
|Birdboat Shuttle&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|1000&lt;br /&gt;
|Sits about 20 in the central section. &amp;lt;br&amp;gt; Minimal facilities. &amp;lt;br&amp;gt; Standard shuttle of Birdboat Station.&lt;br /&gt;
|-&lt;br /&gt;
|Ministation Shuttle&lt;br /&gt;
|Sits about 30 in the central section. &amp;lt;br&amp;gt; Standard facilities. &amp;lt;br&amp;gt; Standard shuttle of Ministation.&lt;br /&gt;
|-&lt;br /&gt;
|Pubbystation Shuttle&lt;br /&gt;
|Sits about 30 in the central section. &amp;lt;br&amp;gt; Standard facilities, comes with poker table. &amp;lt;br&amp;gt; Standard shuttle of Pubbystation.&lt;br /&gt;
|-&lt;br /&gt;
|Boxstation Shuttle&lt;br /&gt;
|2000&lt;br /&gt;
|Sits about 30 in the central section. &amp;lt;br&amp;gt; Standard facilities. &amp;lt;br&amp;gt; Standard shuttle of Boxstation.&lt;br /&gt;
|-&lt;br /&gt;
|Metastation Shuttle&lt;br /&gt;
|4000&lt;br /&gt;
|Sits about 40 in the central section. &amp;lt;br&amp;gt; Comes with EVA section. &amp;lt;br&amp;gt; Standard shuttle of Metastation.&lt;br /&gt;
|-&lt;br /&gt;
|Deltastation Shuttle&lt;br /&gt;
|7500&lt;br /&gt;
|Sits about 50 in the central section. &amp;lt;br&amp;gt; Comes with EVA section. &amp;lt;br&amp;gt; Standard shuttle of Deltastation.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;&#039;Fancy Shuttles&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bar Shuttle&lt;br /&gt;
|5000&lt;br /&gt;
|A travelling bar, serviced by a xenomorph maid and a drone. &amp;lt;br&amp;gt; Sit down, relax. Bathroom&#039;s in the back.&lt;br /&gt;
|-&lt;br /&gt;
|Luxury Shuttle&lt;br /&gt;
|10000&lt;br /&gt;
|A luxurious golden ship, has a long banquet table and indoor pool. &amp;lt;br&amp;gt; Access to the main section requires payment (500 credits). &amp;lt;br&amp;gt; Poor people should use the rear section. &amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|NT Lepton Violet&lt;br /&gt;
|15000&lt;br /&gt;
|A research vessel refurbished after the team misteriously vanished. &amp;lt;br&amp;gt; It was found with the helm section boarded up and the aftermath of what appeared to be a rodent outbreak turned sour.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable floatright&amp;quot; style=&amp;quot;text-align: center; width: 49%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Shuttle Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Engineering Shuttles&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Scrapheap Challenge&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-1000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|A second hand shuttle, recommisioned from a scrapper. &amp;lt;br&amp;gt; pretty cramped.&lt;br /&gt;
|-&lt;br /&gt;
|Build Your Own Shuttle&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-7500&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|For DIY fanatics. &amp;lt;br&amp;gt; Trades the standard for a BYO kit and the value difference.&lt;br /&gt;
|-&lt;br /&gt;
|Meteor&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;15000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|A big rock, with engines and an atmosphere. BIG rock.&lt;br /&gt;
|-&lt;br /&gt;
|Hyperfractal Gigashuttle&lt;br /&gt;
|100000&lt;br /&gt;
|A state-of-the-art shuttle powered by supermatter. &amp;lt;br&amp;gt; Is a bit cramped, luckily it comes with radiation suits.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Oh, hi Daniel.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-5000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|How was space work today? &amp;lt;br&amp;gt; Oh, pretty good. We got a new space station and the company will make a lot of money. &amp;lt;br&amp;gt; What space station? &amp;lt;br&amp;gt; I cannot tell you; it&#039;s space confidential.&lt;br /&gt;
|-&lt;br /&gt;
|Mother Russia Bleeds&lt;br /&gt;
|5000&lt;br /&gt;
|Da, is gud shootleh. Big room, many chairs. &amp;lt;br&amp;gt; Comes with a bear pit.&lt;br /&gt;
|-&lt;br /&gt;
|Snappop!&lt;br /&gt;
|8000&lt;br /&gt;
|Who let the clown pick the shuttle?!&lt;br /&gt;
|-&lt;br /&gt;
|STV 5&lt;br /&gt;
|NaN&lt;br /&gt;
|Sometimes, you are really annoying. &amp;lt;br&amp;gt; You need evac? Fine. &amp;lt;br&amp;gt; &#039;&#039;*hey, it&#039;s me. You around the scrap pile? &amp;lt;br&amp;gt; *great, I need you to go over. &amp;lt;br&amp;gt; *no they wont touch your stuff&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|THE ARENA&lt;br /&gt;
|10000&lt;br /&gt;
|Only avaible if you defeat a lavaland demonlord. &amp;lt;br&amp;gt;No shuttle, but portals leading to a demonic arena. &amp;lt;br&amp;gt; Only half of those that enter will get out alive. &amp;lt;br&amp;gt; To the victors, lavaland loot and transport. &amp;lt;br&amp;gt; RIP AND TEAR&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[category:Locations]]&lt;br /&gt;
{{Locations}}&lt;br /&gt;
&#039;&#039;Now departing: beeStation.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Never going back to that place again!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Meteor_Guide&amp;diff=33917</id>
		<title>Meteor Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Meteor_Guide&amp;diff=33917"/>
		<updated>2021-07-28T05:01:14Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;color:white&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;red&amp;quot;| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Note and disclaimer&#039;&#039;&#039;&amp;lt;br&amp;gt;The content of this guide may be severely out of date because the event was taken off the normal round cycles a very long time ago.&lt;br /&gt;
However, Meteors are still a common event, please refer to [[Station Goals]] on how to stop meteors. Read below if the meteors hit.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Meteor.gif|100px]]&lt;br /&gt;
&lt;br /&gt;
So there you are, minding your own business in the medbay, eying a pretty little nurse at the desk. Seems like your average day, then a giant FLAMING ROCK OF DEATH mauls that pretty little dame&#039;s FACE OFF and leaves you on the ground, freezing and choking.&lt;br /&gt;
&lt;br /&gt;
Welcome to meteor.&lt;br /&gt;
==Well shit, what do I do from here?==&lt;br /&gt;
First and foremost, you are going to want to get the FUCK out of any extremities of the station. Done? You still alive? Good, you&#039;ve got more to do. Get your ass to [[EVA]] and grab a [[Space suit|suit]] before they&#039;re all gone.&lt;br /&gt;
===But what if the suits are gone?===&lt;br /&gt;
Well you better pray to Space Jesus that the people who took them are doing their job and trying to contain the hull breaches. Find one who is using it for nothing other than to go hit on that pretty nurse&#039;s corpse and down manly dorfs? Well shit, &amp;lt;s&amp;gt;get the nearest extinguisher and knock his ass out, take his suit,&amp;lt;/s&amp;gt; Try to find a &amp;lt;s&amp;gt;fire suit&amp;lt;/s&amp;gt; or a chemical way to survive in space and do your duty to the station by [[Guide to construction|patching]] [[Rapid Construction Device|up]] the parts that are now exposed to hard vacuum.&lt;br /&gt;
===But I don&#039;t know how to fix the station or I&#039;m lazy!===&lt;br /&gt;
Then you give that damn suit up to the station&#039;s true heroes and you go hide in the [[Bar|bar]] like the little pansy you are. You ready to actually help the station? Good, cause here&#039;s what you&#039;re going to do.&lt;br /&gt;
===Stockpile the materials you need===&lt;br /&gt;
You go find that [[Metal|metal]], those [[Rods|rods]], and that [[Glass|glass]], and you keep them close to your heart. In your [[Backpack|backpack]]. Which is somehow really close to your heart through space radiation. Environmental computers are a nice tool to have to figure out what&#039;s hit, but honestly all you&#039;d really need to do is take three steps and start choking to find damage.&lt;br /&gt;
==CAN WE FIX IT?==&lt;br /&gt;
===YES WE CAN!===&lt;br /&gt;
But Marty, what am I supposed to do when there&#039;s no ground to speak of? You use those [[Rods|rods]] to make a lattice by clicking on the tile of empty space, then you click that fancy [[Metal|metal]] in your hand and make some [[Floor tile|floor tiles]] (but do not use all your metal on floor tiles unless you want pretty floors surrounded by vacuum,) and place those fuckers right on top of that lattice all nice and pretty.&lt;br /&gt;
&lt;br /&gt;
Now, find the outer area that&#039;s exposed to space, step on that tile, and click the [[Metal|metal]] in your hand. Build a [[Guide to construction#Wall|wall girder]]. Now that that&#039;s built, you wrench that fucker in place. Still with me? With that metal you have, click on the girder. Before you know it, you&#039;ll have a nice shiny wall. That will be destroyed in 10 seconds, but it sure is pretty.&lt;br /&gt;
===So is this just an endless cycle of me [[Guide to construction|building walls and floors]] and them getting destroyed again?===&lt;br /&gt;
You&#039;re pretty smart, common man whose questions I am making up as I go. Yes. But, once that magic invisible timer hits the right time, the shuttle will be able to be called, and that&#039;s where your true job comes in.&lt;br /&gt;
==And she&#039;s building a stairway to the escape shuttle.==&lt;br /&gt;
You ever been in [[Space|space]]? No? I don&#039;t believe you. In space, you can not freely move short of using a [[Jetpack|jetpack]]/[[Fire extinguisher|fire extinguisher]]/throwing shit in the opposite direction of where you want to go. Kind of makes it hard for a man to get to the shuttle, don&#039;t you agree? That&#039;s where you come in, you manly [[Engineer|engineer of the gods]]. Remember how you replaced those [[Guide to construction#Floor|floor tiles]]? Guess what you can freely walk on in space.&lt;br /&gt;
&lt;br /&gt;
Go on, guess.&lt;br /&gt;
&lt;br /&gt;
Did you say floor tiles? I think you did, and that means you&#039;re right. Your prize? You get to build a bridge to the [[Escape Shuttle Hallway|escape shuttle doors]].&lt;br /&gt;
===How do I begin?===&lt;br /&gt;
I will assume you know enough of the map layout to realize where the escape shuttle door will be, but if you don&#039;t, once you hit the escape hallway it&#039;s straight right from the middle of the three airlocks leading to that hall. Is that whole portion of the station space? Well shit, you&#039;ll just have to make a jagged ass bridge. You&#039;re going to need some iron rods and floor tiles, you can use the rest of your metal to make these since by this point hull breaches are pretty much worthless to repair. Build your bridge tile by tile, placing lattice then floor tile, until you reach that shuttle door.&lt;br /&gt;
==I built that bridge, yessir. Built it good, I did.==&lt;br /&gt;
Good job! But your work&#039;s not done.&lt;br /&gt;
===You mean I can&#039;t hide in a sleeper until the shuttle leaves?===&lt;br /&gt;
You can, but you&#039;re more of a man than that. Seeing as if you&#039;ve followed this guide you have an [[EVA]] suit or are some sort of vampire demon invincible to vacuum and suffocation like in my one Inuyasha fanfiction, you are one of the few people left who can save people and get them on the shuttle. So you&#039;re gonna walk back out on that bridge and look for people not in EVA gear who are slowly moving across it, and you&#039;re going to pull them in to that shuttle, by god. Remember, it&#039;s not about if you win or lose, it&#039;s about being the hero the station &amp;lt;s&amp;gt;deserves&amp;lt;/s&amp;gt; needs and getting &amp;lt;s&amp;gt;mad props and crazy pussy&amp;lt;/s&amp;gt; robusted by an [[assistant]] for doing it.&lt;br /&gt;
(If you&#039;re lucky, an admin might spawn you a medal of honor.)&lt;br /&gt;
===I think I saved everyone I could, now what?===&lt;br /&gt;
Listen to the meteors hit the shuttle and BY GOD do not stand near a window. &amp;lt;s&amp;gt;If possible, wrench a chair and make a locker out of the metal then close yourself in it, it&#039;s a well known fact that lockers are made of magicium, a special mineral that can take a meteor blast and leave the inhabitants of the locker untouched while the locker is turned in to magicium dust.&amp;lt;/s&amp;gt; Due to resource shortages, Nanotrasen has used up all the magicium in constructing these lockers, forcing Space Wizards to hoard the rest and pissing them off even more. So no locker hiding for you.&lt;br /&gt;
==IF SHIT GOES BAD==&lt;br /&gt;
Here&#039;s what you do&lt;br /&gt;
===I couldn&#039;t find a suit!===&lt;br /&gt;
Hide in the [[Bar|bar]], it is based around the technology proposed in Ronald Reagan&#039;s Star Wars speech. Get the air canister from the [[Emergency Storage|emergency closet]] next to botany, and hole up inside the bar with them. if the bar DOES become penetrated by meteors, retreat further towards the [[Bridge|bridge]].&lt;br /&gt;
===I&#039;m an [[Engineer|engineer]]!===&lt;br /&gt;
Turn off that god damn [[Singularity Engine|singularity]], backpack all the metal and shit you can find, put the rest in a locker, and haul ass to escape with your fancy engineering [[Space suit|space suit]].&lt;br /&gt;
===No one built a bridge!===&lt;br /&gt;
Well shit. Use a [[Fire extinguisher|fire extinguisher]] (remember to click on it with it in your hand to turn off the safety) to ghetto-jetpack your way to the shuttle. No fire extinguisher? Double shit. Throw a pen or something in the opposite direction of the shuttle, due to space magic a small pen will propel a human at unsightly speeds in vacuum.&lt;br /&gt;
===No one built a bridge but I&#039;m EVA and have a jetpack!===&lt;br /&gt;
Find people who are trying to get to the shuttle and freezing, grab them, and throw them in a straight line at the door (make sure it hits the actual open door or they will bounce off and at the best wind up hitting you in the face, at the worst taking a scenic visit to the [[Derelict|derelict]])&lt;br /&gt;
===The meteors have hit as far as the bridge!===&lt;br /&gt;
Try and find a small room (see: aux tool storage, chemical storage) to hide in, as they tend to not get hit.&lt;br /&gt;
==The epilogue==&lt;br /&gt;
With all this being said, meteor rounds don&#039;t tend to end very nicely for most players, chances are you are one of the corpses. If that happens, ghost around and laugh at all the carnage. Don&#039;t let your death get to you, as meteor rounds take almost no time to end and then it&#039;s back to another [[Game modes|game mode]] (hopefully.)&lt;br /&gt;
[[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Contraband&amp;diff=33916</id>
		<title>Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Contraband&amp;diff=33916"/>
		<updated>2021-07-28T04:57:33Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Plutonium Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are items that are often desired by [[traitor]]s for themselves or as an objective for the [[Syndicate]]. Thieves who get caught with stealing one of these items are often charged with [[Space_law#Capital_Crimes|Grand Theft]] or even [[Space_law#Capital_Crimes|Syndicate Collaboration]], given sufficient evidence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Captain&#039;s Antique Laser Gun}}&lt;br /&gt;
===Captain&#039;s Antique Laser Gun===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Captain&#039;s Antique Laser Gun&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = captaingun.png&lt;br /&gt;
 |foundin = [[Captain&#039;s Quarters]]&lt;br /&gt;
 |usedfor = Shooting people.&lt;br /&gt;
 |description = This is a special, engraved gun, made with real [[Assistant]] leather (which is odd because human skin makes terrible leather).&lt;br /&gt;
&lt;br /&gt;
This gun is kept in a glass case in the [[Captain&#039;s Quarters]], but is hooked up with an anti-theft system. Breaking the case will trigger a lockdown, shutting and bolting all the doors out of the room, and the AI will be alerted. Keep this in mind, and plan your heist before you carry it out.&lt;br /&gt;
&lt;br /&gt;
What makes this gun so special? It automatically regenerates energy without any draw backs. Enemy agents would kill to steal this for research. They do exactly that a lot.&lt;br /&gt;
 }}&lt;br /&gt;
{{Anchor|Hos laser}}{{Anchor|Head of Security laser}}{{Anchor|Hos laser}}{{Anchor|head of securitys personal laser gun}}{{Anchor|MultiPhase_Energy_Gun}}&lt;br /&gt;
===X-01 MultiPhase Energy Gun===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=[[Security_items#Multiphase_Energy_Gun|X-01 MultiPhase Energy Gun]] (aka head of security&#039;s personal laser gun)&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Multiphase_gun_stun.gif&lt;br /&gt;
 |foundin = Head of security&#039;s locker in [[Head_of_Security&#039;s_Office|Head of Security&#039;s office]], or carried by the [[Head_of_Security|Head of Security]]&lt;br /&gt;
 |usedfor = Subjugating criminals and/or eliminating threats. &lt;br /&gt;
 |description = Unique weapon held only by the [[Head of Security]]. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. If it&#039;s not in Head of Security&#039;s locker where it spawns, it&#039;s likely carried by the [[Head_of_Security|Head of Security]]. &lt;br /&gt;
 }}&lt;br /&gt;
{{Anchor|Hand Teleporter}}{{Anchor|Hand Tele}}&lt;br /&gt;
===Hand Teleporter===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Hand Teleporter&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = tele.gif&lt;br /&gt;
 |foundin = Teleporter Room, Captains Office&lt;br /&gt;
 |usedfor = Teleporting About&lt;br /&gt;
 |description = This is a miniaturized counterpart to the larger one in the [[Teleporter]] Room. It can be found on a table in the [[Teleporter]] room. The Captain also has one in his [[Captains Quarters|quarters]].&lt;br /&gt;
&lt;br /&gt;
Using this you can create a portal to a set destination (however this must be set with a large teleporter device, either in the [[Teleporter]] room, Derelict or the [[Abandoned Satellite]]). &lt;br /&gt;
If you find the options severely lacking, you can make new teleport beacons in Research Division OR grab one of the existing ones and move it (suggestion : move the bridge beacon somewhere safer).&lt;br /&gt;
&lt;br /&gt;
Hilariously enough, there is a random setting, using it allows you to randomly jump about to a nearby location. This is not advised without an EVA suit and internals. However as an antagonist, it is a very useful tool for escape when you DO NOT have time to take down a wall OR have any tools.&lt;br /&gt;
&lt;br /&gt;
Unlike large teleporter devices, the hand teleport makes two-way portals. There is a portal both at the hand teleporter&#039;s location, and the destination, meaning that it can also be used to extract people from high risk locations, as well as numerous other interesting uses. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Jetpack}}&lt;br /&gt;
===Captain&#039;s Jetpack===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Captain&#039;s Jetpack&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Jetpack-captain.gif&lt;br /&gt;
 |foundin = Captain&#039;s Quarters&lt;br /&gt;
 |usedfor = Propelling yourself in space, usable as oxygen supply&lt;br /&gt;
 |description = The [[Captain]] has a unique oxygen-filled jetpack that can fit in a backpack while containing more gas than typical jetpacks.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|A Functional AI}}&lt;br /&gt;
===A Functional AI===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=A Functional AI&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = icard.png&lt;br /&gt;
 |foundin = Intellicards can be found in EVA, AIs are found in the AI core.&lt;br /&gt;
 |usedfor = &lt;br /&gt;
 |description = An [[InteliCard]] must be used to take the [[AI]] from its chamber. InteliCards can be found on the [[Bridge]] and [[Tech Storage]]. [[Research and Development]] can also produce more, assuming they have the prerequisite research levels.&lt;br /&gt;
&lt;br /&gt;
Be careful! If you are the [[Traitor]] and your objective is to steal a functional AI, remember that AIs can be traitors too, and even regular Asimov AIs will not want to be carded without reason.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Magboots}}&lt;br /&gt;
===Advanced Magboots===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Advanced Magboots&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = AdMaShoe.png&lt;br /&gt;
 |foundin = Chief Engineer&#039;s Office&lt;br /&gt;
 |usedfor = Not getting stuck when the gravity goes out.&lt;br /&gt;
 |description = These magboots work similarly to normal magboots. The only difference is that they don&#039;t slow down the wearer.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Station Blueprints}}&lt;br /&gt;
===Station Blueprints===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Station Blueprints&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = blueprint.png&lt;br /&gt;
 |foundin = Chief Engineer&#039;s Locker&lt;br /&gt;
 |usedfor = Naming every room PRIMARY FART STORAGE&lt;br /&gt;
 |description = These are the plans to make every part of the station, including the gravitational singularity engine.&lt;br /&gt;
&lt;br /&gt;
Using these you can rename existing areas into whatever you want, and create new areas that can have [[APC]]s and [[Air Alarm]]s in them. You can also view the wire coloring scheme for Nanotrasen made devices. &lt;br /&gt;
&lt;br /&gt;
You can not take photocopies of these in a photocopier, but you can take an ordinary photo of them with a camera, and that photo will count for the &amp;quot;steal the station blueprints&amp;quot; objective. A photo of the blueprints laying on the ground will work. A photo of blueprints held by someone will not. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Secret Documents}}&lt;br /&gt;
===Secret Documents===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Secret Documents&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = documents.png&lt;br /&gt;
 |foundin = The filing cabinet in the [[Vault]]&lt;br /&gt;
 |usedfor = ???&lt;br /&gt;
 |description = Containing sensitive intelligence, research data, and other corporate secrets, these Top Secret documents are always in high demand by competitors. Nanotrasen keeps some of theirs in the filing cabinet in the [[Vault]], however the Syndicate will also accept secret documents from rival Syndicate factions.&lt;br /&gt;
&lt;br /&gt;
Just remember that it&#039;s the papers inside that&#039;s valuable, not the folder that carries it. Photocopies of these are also valid for the objective&#039;s completion.&lt;br /&gt;
 }}&lt;br /&gt;
{{Anchor|Plutonium Core}}&lt;br /&gt;
===Plutonium Core===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Plutonium Core&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = plutonium_core.gif&lt;br /&gt;
 |foundin = [[Vault]]&lt;br /&gt;
 |usedfor = The blowing up of shit.&lt;br /&gt;
 |description = The payload of the station&#039;s on-board nuke. Highly radioactive.&lt;br /&gt;
&lt;br /&gt;
Every Nanotrasen station is outfitted with an on-board self-destruct device, for those highly unlikely scenarios in which CentCom or the Captain nukes the station to hell. This nuke is powered by highly radioactive, extremely rare weapons-grade plutonium, which the Syndicate would love to get their hands on for [[Nuke ops|their own nuclear purposes]]. They&#039;ve even provided you with a special box to store the thing.&lt;br /&gt;
&lt;br /&gt;
The nuke is located in the Vault. To deconstruct the nuke, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Use a special screwdriver (with a thin tip, traitors get this with the objective) to open the front panel&lt;br /&gt;
* Crowbar to pry off the front panel&lt;br /&gt;
* Welding tool, to cut into the warhead&lt;br /&gt;
* Crowbar to expose the core&lt;br /&gt;
* Nuke core container, to store the core, unless you like dying of radiation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IF YOU&#039;RE STEALING THE CORE, DISABLE THE VAULT CAMERAS. THE AI WILL CUCK YOU FOR BREAKFAST. Or just subvert the AI first.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Supermatter Sliver}}&lt;br /&gt;
===Supermatter Sliver===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Supermatter Sliver&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = plutonium_core.gif&lt;br /&gt;
 |foundin = [[Engineering]]&lt;br /&gt;
 |usedfor = The powering and dusting of shit.&lt;br /&gt;
 |description = A shard from the station&#039;s Supermatter Engine. Highly radioactive.&lt;br /&gt;
&lt;br /&gt;
The [[Supermatter Engine]] is a recent breakthrough in Nanotrasen technology that is both very effective at providing massive amounts of power to station machinery, and very effective at instantly destroying anything it touches, as well as stations whose crew looks at it wrong. Naturally, the Syndicate took a  interest.&lt;br /&gt;
&lt;br /&gt;
The Supermatter Engine is located in Engineering, and getting access to it will be a challenge in and of itself. To extract a sliver, a special toolkit is provided to Syndicate traitors containing special extraction tools and the following instructions:&lt;br /&gt;
&lt;br /&gt;
# Protect yourself from radiation with radsuits and mesons, both of which should be located near the engine.&lt;br /&gt;
# Approach an active supermatter crystal with radiation shielded personal protective equipment. DO NOT MAKE PHYSICAL CONTACT.&lt;br /&gt;
# Use a supermatter scalpel (provided) to slice off a sliver of the crystal. DO NOT USE ANY OTHER TOOLS.&lt;br /&gt;
# Use supermatter extraction tongs (also provided) to safely pick up the sliver you sliced off. AGAIN, DO NOT USE OTHER TOOLS&lt;br /&gt;
# In case it isn&#039;t clear, physical contact of any object with the sliver will dust the object, as well as yourself.&lt;br /&gt;
# Use the tongs to place the sliver into the provided container, which will take some time to seal.&lt;br /&gt;
# Get the hell out before the crystal delaminates and/or you are caught.&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
{{Anchor|28 Moles of Plasma (Full Tank)}}&lt;br /&gt;
===28 Moles of Plasma (Full Tank)===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=28 Moles of Plasma (Full Tank)&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Plasma_tank.png&lt;br /&gt;
 |foundin = Atmos, Engineering, Science&lt;br /&gt;
 |usedfor = Carrying plasma.&lt;br /&gt;
 |description = Plasma mined by [[NanoTrasen]] is very rare to get in many places of the galaxy, and many people want it to make military grade explosives and rival plasma research.&lt;br /&gt;
&lt;br /&gt;
As [[Plasma]] is being used all over the station, it may be hard, if not impossible to secure all the hand-held storage [[Plasma Tank]]s.&lt;br /&gt;
&lt;br /&gt;
These tanks are obtained from a [[Tank Storage Unit]] found in [[Toxins]] research, [[Engineering]], [[Atmospherics]], or ordered at the [[Cargo Bay]]. They must be filled (&amp;gt;1000 kPa) with [[Plasma|Plasma Gas]] to successfully complete the &amp;quot;Steal a full plasma tank&amp;quot; [[Traitor]] objective. From a syndicate&#039;s point of view, failing to get these is almost impossible, much less accepted.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Unused Slime Extract}}&lt;br /&gt;
===Unused Slime Extract===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Unused Slime Extract&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = slimecore.png&lt;br /&gt;
 |foundin = Xenobiology&lt;br /&gt;
 |usedfor = Slime magic&lt;br /&gt;
 |description = [[Slime]]s are new rare alien lifeforms that [[NanoTrasen]] managed to capture. Goo extracted from slimes is particularly valuable and sought after by competition. Its unusual properties have led to rumors of supernatural abilities.&lt;br /&gt;
&lt;br /&gt;
[[Slime Extract]] need to be extracted from baby Slimes, typically held in [[Xenobiology]]. Once subdued, use the slime processor to extract the goo. Be warned, extract cannot be taken from adult Slimes!&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Medal of Captaincy}}&lt;br /&gt;
===Medal of Captaincy===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Medal of Captaincy&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = goldmedal.png&lt;br /&gt;
 |foundin = The Captain&#039;s jumpsuit, Captain&#039;s&lt;br /&gt;
Quarters &lt;br /&gt;
 |usedfor = Validating your claim as captain&lt;br /&gt;
 |description = Nothing is more disgraceful than a Captain losing their symbol of command.&lt;br /&gt;
&lt;br /&gt;
And because enemy agents love to discredit and shame [[NanoTrasen]], the theft of station command medals are on the rise for just this reason.&lt;br /&gt;
&lt;br /&gt;
There are two Medals of Captaincy on each station, [[Captain]] starts with one attached to his jumpsuit and second can be found in the medal box in his office.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Hypospray}}&lt;br /&gt;
===Hypospray===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Hypospray&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Hspray.png&lt;br /&gt;
 |foundin = Chief Medical Officer&#039;s locker&lt;br /&gt;
 |usedfor = Injecting people with chemicals&lt;br /&gt;
 |description = An experimental high-end chemical injector which allows for instant injections into any organism. Given to the station&#039;s [[Chief Medical Officer]] to field test, who is usually very protective of it.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Nuclear Authentication Disk}}&lt;br /&gt;
===Nuclear Authentication Disk===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Nuclear Authentication Disk&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = NuclearDisk.gif&lt;br /&gt;
 |foundin = Captain&#039;s Quarters&lt;br /&gt;
 |usedfor = Blowing up the station&lt;br /&gt;
 |description = GET DAT FUKKEN DISK&lt;br /&gt;
&lt;br /&gt;
This disk contains the codes needed to unlock nuclear devices used in [[Nuclear Operative|Nuclear Emergency]] and [[Blob]] to destroy the entire station.&lt;br /&gt;
&lt;br /&gt;
If you are the [[Captain]], for the love of all that is good in this world protect the disk with your life. Don&#039;t leave the damn thing lying in [[Captains Quarters|your office]]. Pocket it, give it to someone trusted, anything rather than leaving it open for anyone to grab. Its location can be tracked with a pinpointer, so merely hiding it won&#039;t help you.&lt;br /&gt;
&lt;br /&gt;
Destroying or spacing the disk will cause it to respawn in a random pre-designated location on the station. Also, syndicates love getting their grubby little red space suited hands on this. If the object gets in their hands, call all hands on deck and say &amp;quot;We&#039;re fucked&amp;quot;, as a syndicate team with the disk is a good team at that.&lt;br /&gt;
&lt;br /&gt;
If the disk is left idle for too long, a visitor from the [[Nuclear_Operative|Newton Corporation]] may visit your station. This chance increases the longer it is left alone.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Ablative Armor Vest}}&lt;br /&gt;
===Ablative Armor Vest===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Ablative Armor Vest&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = ablative.png&lt;br /&gt;
 |foundin = Armory, Cargo Bay&lt;br /&gt;
 |usedfor = Deflecting energy weaponry&lt;br /&gt;
 |description = An expensive piece of military-grade gear that is designed to withstand or deflect fire from energy weapons. The capture of one of these vests could be used to bolster Syndicate research and military efforts.&lt;br /&gt;
&lt;br /&gt;
One of these is given to station security in the [[Armory]], but more can be ordered from [[Cargo Bay]] in experimental gear crates.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Reactive Teleport Armor}}&lt;br /&gt;
===Reactive Teleport Armor===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Reactive Teleport Armor&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Reactive Teleport Armor.png&lt;br /&gt;
 |foundin = RD&#039;s Office&lt;br /&gt;
 |usedfor = Warping into space&lt;br /&gt;
 |description = Experimental blue-space armor. While active, will attempt to protect it&#039;s wearer by displacing them away from physical harm. Due to its oversensitive sensors, it is not recommended for casual use. Can be found in the [[Research Director&#039;s Office]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Krav Maga Gloves}}&lt;br /&gt;
===Krav Maga Gloves===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Krav Maga Gloves&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = krav_maga.png&lt;br /&gt;
 |foundin = Warden&#039;s Office&lt;br /&gt;
 |usedfor = Taking down criminals&lt;br /&gt;
 |description = These gloves can teach you to perform Krav Maga using nanochips. This item is reserved for the [[Warden]] in the [[Brig]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Hunters&amp;diff=33915</id>
		<title>Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Hunters&amp;diff=33915"/>
		<updated>2021-07-28T04:52:44Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Russians */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 421D68&lt;br /&gt;
|headerfontcolor = yellow&lt;br /&gt;
|stafftype = FOREIGN&lt;br /&gt;
|imagebgcolor = AF77E7  &lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Spessrussian.png&lt;br /&gt;
|jobtitle = Hunter&lt;br /&gt;
|access = Basic access, varies on the type of hunter&lt;br /&gt;
|additional = [[Illicit Access|Whatever you can get through other means]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Survive, capture the [[Fugitives]] at all costs&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Collateral is just a number.&lt;br /&gt;
}}&lt;br /&gt;
Nanotrasen&#039;s contracted you to hunt down some fugitives, and damnit, you&#039;ve got to enforce THE LAW.&lt;br /&gt;
==Preface==&lt;br /&gt;
[[Random events#Fugitives / Hunters|There exists an event to spawn]] [[Fugitives]]. This event can only trigger by an admin. If the event triggers, a prompt will go out to ghosts, which will take control of either a solo fugitive or a team of fugitives.&lt;br /&gt;
&lt;br /&gt;
No matter what type of fugitive the event spawns, the fugitive(s) will spawn somewhere in [[maintenance]], with a single [[toolbox]]. The fugitives will not have any access at all, and will have to rely on [[hacking]] in order to navigate maintenance. After 10 minutes, a team of [[Hunters]] will spawn, and from hence on, your goal will be to avoid or kill them at all costs.&lt;br /&gt;
==Objectives==&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Sir Badmin XVI&lt;br /&gt;
|text=&#039;&#039;&#039;Please do note that you are not protected by [[Rules|Rule 4]] as a Hunter, as you are not a traditional antagonist. You are not allowed to kill crew members unprovoked, but if you are provoked, you are well within your rights to respond with antagonist behavior. For example, if security is helping you, shooting them up would not be reasonable, and you would eat a bwoink. You are allowed to do anything capture the [[Fugitives]]. If security is cooperating with the Fugitives, then you would be free to dumpster them with bullets. &lt;br /&gt;
|image=[[File:Morph.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
* Major Fugitive Victory: All of the fugitives survived and avoided capture!&lt;br /&gt;
* Fugitive Victory: A fugitive survived, and no bodies were recovered by the hunters.&lt;br /&gt;
* Minor Fugitive Victory: All the fugitives died, but none were recovered!&lt;br /&gt;
* Stalemate: Everyone died, and no fugitives were recovered!&lt;br /&gt;
* Minor Security Victory: All the hunters died, but managed to capture a fugitive, dead or alive.&lt;br /&gt;
* Security Victory: The hunters managed to capture a fugitive, dead or alive.&lt;br /&gt;
* Major Security Victory: The hunters managed to capture every fugitive, dead or alive.&lt;br /&gt;
* Badass Security Victory: These extraordinary hunters managed to capture every fugitive, alive!&lt;br /&gt;
* Postmortem Security Victory: The hunters managed to capture every fugitive, but all of them died! Spooky!&lt;br /&gt;
==SpacePol==&lt;br /&gt;
*&#039;&#039;&#039;Flavor Text&#039;&#039;&#039;: &amp;quot;Justice has arrived. I am a member of the Spacepol! The criminals should be on the station, we have special huds implanted to recognize them. As we have lost pretty much all power over these damned lawless megacorporations, it&#039;s a mystery if their security will cooperate with us.&amp;quot;&lt;br /&gt;
Moderately armored, start with a pistol which they can use to apprehend suspects.&lt;br /&gt;
==Russians==&lt;br /&gt;
*&#039;&#039;&#039;Flavor Text&#039;&#039;&#039;: &amp;quot;Ay blyat. I am a space-russian smuggler! We were mid-flight when our cargo was beamed off our ship! We were hailed by a man in a green uniform, promising the safe return of our goods in exchange for a favor: There is a local station housing fugitives that the man is after, he wants them returned; dead or alive. We will not be able to make ends meet without our cargo, so we must do as he says and capture them.&amp;quot;&lt;br /&gt;
They either spawn with bad gear, and no guns; Or low in numbers with more advanced equipment such as a sniper rifle.&lt;br /&gt;
==Github PR==&lt;br /&gt;
[https://github.com/tgstation/tgstation/pull/42554 PR #42554]&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Hunters&amp;diff=33914</id>
		<title>Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Hunters&amp;diff=33914"/>
		<updated>2021-07-28T04:51:50Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Preface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 421D68&lt;br /&gt;
|headerfontcolor = yellow&lt;br /&gt;
|stafftype = FOREIGN&lt;br /&gt;
|imagebgcolor = AF77E7  &lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Spessrussian.png&lt;br /&gt;
|jobtitle = Hunter&lt;br /&gt;
|access = Basic access, varies on the type of hunter&lt;br /&gt;
|additional = [[Illicit Access|Whatever you can get through other means]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = None&lt;br /&gt;
|duties = Survive, capture the [[Fugitives]] at all costs&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Collateral is just a number.&lt;br /&gt;
}}&lt;br /&gt;
Nanotrasen&#039;s contracted you to hunt down some fugitives, and damnit, you&#039;ve got to enforce THE LAW.&lt;br /&gt;
==Preface==&lt;br /&gt;
[[Random events#Fugitives / Hunters|There exists an event to spawn]] [[Fugitives]]. This event can only trigger by an admin. If the event triggers, a prompt will go out to ghosts, which will take control of either a solo fugitive or a team of fugitives.&lt;br /&gt;
&lt;br /&gt;
No matter what type of fugitive the event spawns, the fugitive(s) will spawn somewhere in [[maintenance]], with a single [[toolbox]]. The fugitives will not have any access at all, and will have to rely on [[hacking]] in order to navigate maintenance. After 10 minutes, a team of [[Hunters]] will spawn, and from hence on, your goal will be to avoid or kill them at all costs.&lt;br /&gt;
==Objectives==&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Sir Badmin XVI&lt;br /&gt;
|text=&#039;&#039;&#039;Please do note that you are not protected by [[Rules|Rule 4]] as a Hunter, as you are not a traditional antagonist. You are not allowed to kill crew members unprovoked, but if you are provoked, you are well within your rights to respond with antagonist behavior. For example, if security is helping you, shooting them up would not be reasonable, and you would eat a bwoink. You are allowed to do anything capture the [[Fugitives]]. If security is cooperating with the Fugitives, then you would be free to dumpster them with bullets. &lt;br /&gt;
|image=[[File:Morph.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
* Major Fugitive Victory: All of the fugitives survived and avoided capture!&lt;br /&gt;
* Fugitive Victory: A fugitive survived, and no bodies were recovered by the hunters.&lt;br /&gt;
* Minor Fugitive Victory: All the fugitives died, but none were recovered!&lt;br /&gt;
* Stalemate: Everyone died, and no fugitives were recovered!&lt;br /&gt;
* Minor Security Victory: All the hunters died, but managed to capture a fugitive, dead or alive.&lt;br /&gt;
* Security Victory: The hunters managed to capture a fugitive, dead or alive.&lt;br /&gt;
* Major Security Victory: The hunters managed to capture every fugitive, dead or alive.&lt;br /&gt;
* Badass Security Victory: These extraordinary hunters managed to capture every fugitive, alive!&lt;br /&gt;
* Postmortem Security Victory: The hunters managed to capture every fugitive, but all of them died! Spooky!&lt;br /&gt;
==SpacePol==&lt;br /&gt;
*&#039;&#039;&#039;Flavor Text&#039;&#039;&#039;: &amp;quot;Justice has arrived. I am a member of the Spacepol! The criminals should be on the station, we have special huds implanted to recognize them. As we have lost pretty much all power over these damned lawless megacorporations, it&#039;s a mystery if their security will cooperate with us.&amp;quot;&lt;br /&gt;
Moderately armored, start with a pistol which they can use to apprehend suspects.&lt;br /&gt;
==Russians==&lt;br /&gt;
*&#039;&#039;&#039;Flavor Text&#039;&#039;&#039;: &amp;quot;Ay blyat. I am a space-russian smuggler! We were mid-flight when our cargo was beamed off our ship! We were hailed by a man in a green uniform, promising the safe return of our goods in exchange for a favor: There is a local station housing fugitives that the man is after, he wants them returned; dead or alive. We will not be able to make ends meet without our cargo, so we must do as he says and capture them.&amp;quot;&lt;br /&gt;
Their numbers are great, but they spawn with bad gear, and no guns.&lt;br /&gt;
==Github PR==&lt;br /&gt;
[https://github.com/tgstation/tgstation/pull/42554 PR #42554]&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Illicit_Access&amp;diff=33908</id>
		<title>Illicit Access</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Illicit_Access&amp;diff=33908"/>
		<updated>2021-07-27T10:37:18Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Threaten the AI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gaining entry to areas above your clearance is an important skill. Sometimes you&#039;re a traitor looking to loot stuff, a gangster looking to tag stuff, or a revolutionary looking to raise hell. Sometimes the traitor is chasing you and you need to get away fast. Sometimes the station spawned without an engineer and someone needs to get the power working. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. Sometimes you just want a damn burger and nobody has kitchen access. In any case, this is a collection of ways to break into places. Most of these methods have more detailed guides elsewhere on the wiki, the purpose of this article is to pull them all together.&lt;br /&gt;
==Methods==&lt;br /&gt;
===Prayer===&lt;br /&gt;
Equipment required: None&lt;br /&gt;
&lt;br /&gt;
Method: Hit the info tab, then IC, then pray, type a prayer. God may respond and help you. Or you might explode for your impudence. Worth a shot if nothing else will save you. (Note: This actually sends a message to a logged on admin who may or may not respond by doing all manner of things, if this is your first resort rather than your last resort they will quickly get fucking tired of you and you are likely to wind up on fire.)&lt;br /&gt;
===Tailgating===&lt;br /&gt;
Equipment required: None&lt;br /&gt;
&lt;br /&gt;
Method: Wait for someone to walk into the area you want to access. Follow them in. Try to explain why they shouldn&#039;t call security (or wear a disguise so they don&#039;t ask)&lt;br /&gt;
===Persuading===&lt;br /&gt;
Equipment required: None&lt;br /&gt;
&lt;br /&gt;
Method: Talk someone into letting you into a restricted area. Remember that [[Beyond the impossible|this is a roleplaying game]] and that people should be playing &#039;&#039;characters&#039;&#039;; try to work out what makes other people tick. Maybe the security officer likes drugs enough to forget about his job for a little while, or the scientist might be susceptible to flattery, or the chaplain might sneak you in to places if you go to all of his sermons. The best would be convincing the head of personnel why you should have access to the area and may require further permission from other commands.&lt;br /&gt;
===Looting===&lt;br /&gt;
Equipment required: A corpse with loot&lt;br /&gt;
&lt;br /&gt;
Method: Did you know that you can loot corpses by clicking and dragging from them onto you in the main window? Do so and click on items to cause them to fall to the floor where you can take them. Grab someone else&#039;s ID card from their cold dead body and use it, or grab tools to use the below methods.&lt;br /&gt;
&lt;br /&gt;
If there&#039;s not a corpse handy, you can always [[Robust|create one]]. Just &#039;&#039;&#039;remember that killing people while not an antag is extremely bad form.&#039;&#039;&#039;&lt;br /&gt;
===Pickpocketing===&lt;br /&gt;
Equipment required: None&lt;br /&gt;
&lt;br /&gt;
Method: That looting thing? It works on living people too. The downside is that it displays a message saying that you&#039;re trying to do it, and it fails if they move or do anything. It can still work on someone who&#039;s deep in conversation, busy writing a PDA message or endlessly toiling at the genetics computer. Bonus points if they&#039;re distracted writing the PDA message to reply to something you sent them.Or you can just stun them: A single hit from a flash, stun baton or taser will put someone out long enough to loot their ID.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;actual&#039;&#039; pickpocketing, as in stealing from someone&#039;s pockets, does not produce a message unless the person moves. But not many people carry their IDs in their pockets.&lt;br /&gt;
&lt;br /&gt;
Remember that robbing people while not an antag is also bad form.&lt;br /&gt;
===Ask the [[AI]]===&lt;br /&gt;
Equipment required: None (though an AI upload and custom rule module improves your odds)&lt;br /&gt;
&lt;br /&gt;
Method: Ask the AI to let you into a place. Under Asimov, its second law requires it to follow any orders from humans. Some AIs assume pre-shift standing orders to enforce space law, this is against server policy! If they&#039;re being really obstinate about it, consider asking an admin to remind them of the rules. If you can give a good reason (especially ones that hinge on saving human lives, which is law one) then all the better.&lt;br /&gt;
===Threaten the [[AI]]===&lt;br /&gt;
Equipment required: None (though some sort of weapon is a boon, as are yellow gloves)&lt;br /&gt;
&lt;br /&gt;
Method: The AI must act to prevent harm to humans, even if it means ignoring the captain&#039;s orders. If you can make a credible threat against another human if the AI doesn&#039;t open the door then it must do so. However, threatening to suicide or harm &#039;&#039;yourself&#039;&#039; to get the AI to do something is against server rules and you are likely going to be arrested by security. &#039;&#039;&#039;Don&#039;t do it!&#039;&#039;&#039;&lt;br /&gt;
===Tableclimbing===&lt;br /&gt;
Equipment required: None, though a blunt object is helpful&lt;br /&gt;
&lt;br /&gt;
Method: Drag yourself to a table that is blocking your way. This will stun you for a few seconds, so be wary. If the table isn&#039;t blocked by anything, you&#039;re in! Most of the time, however, there will be a windoor between you in the room. Dismantle it, break it, emag it, open it (but if you had access, why did you need to tableclimb in the first place?)&lt;br /&gt;
===Breaking a window===&lt;br /&gt;
Equipment required: A solid object. The emergency air tank in your emergency box will do, a fire extinguisher or axe is better. Toolboxes are also a good choice. Insulated gloves are helpful if you plan to break into a secure area.&lt;br /&gt;
&lt;br /&gt;
Method: Put item in hand, click on window repeatedly till the glass breaks. Click on the grille repeatedly till it breaks, or use wirecutters if you&#039;ve got them. This is a really obvious and noisy method and you will be locked up if security catches you doing it. Probably the most expedient way to escape a rogue AI though. Some windows may be reinforced with electrified grilles, which will shock anyone who tries to break them without protection, as well as anyone else nearby.&lt;br /&gt;
===[[Guide_to_construction#Walls_2|Breaking a wall]]===&lt;br /&gt;
Equipment required: Welding Torch, Wrench, Screwdriver&lt;br /&gt;
&lt;br /&gt;
Highly recommended: Welding Mask, Hardsuit Helmet or Sunglasses&lt;br /&gt;
&lt;br /&gt;
Method: Click on the welding torch to turn it on, click on the wall to weld the panels off, change to the wrench, use it on the girders to disconnect them, then use a screwdriver to dismantle the girder. Welding without eye protection eventually makes you go blind, though you can do it once or twice without harm.&lt;br /&gt;
&lt;br /&gt;
Bonus Fun: If you skip the screwdriver step you can apply some metal to the girder, such as the metal left behind from welding, to turn it into a secret door. This will open when you click on it with an empty hand, but only you will know it&#039;s there. You and anyone wearing meson scanners, so don&#039;t do it near engineering.&lt;br /&gt;
===[[Guide_to_construction#Reinforced_walls_2|Breaking a reinforced wall]]===&lt;br /&gt;
Equipment required: Full mechanical toolbox (except the analyser)&lt;br /&gt;
&lt;br /&gt;
Highly recommended: Welding Mask, Hardsuit Helmet or Sunglasses&lt;br /&gt;
&lt;br /&gt;
Method: Use items one at a time on the wall to tear it to pieces, remember to turn the welding torch on when you use it and use eye protection. Ready for this?&lt;br /&gt;
&lt;br /&gt;
Wirecutters, screwdriver, welder, crowbar, wrench, welder, crowbar, screwdriver, wirecutters, wrench, screwdriver.&lt;br /&gt;
&lt;br /&gt;
Bonus Fun: The final screwdriver step can be skipped, then you can use plasteel on the frame to make a reinforced secret door. Your own private way into the armory.&lt;br /&gt;
===Ghetto [[hacking]]===&lt;br /&gt;
Equipment required: Screwdriver, wirecutters, crowbar&lt;br /&gt;
&lt;br /&gt;
Method: Find a door you don&#039;t care about, use the screwdriver on the door to open the panel. Use the wirecutters on that to open the wirecutting menu. Cut wires one at a time taking note of the result:&lt;br /&gt;
:If the bolts drop, this door is sealed from you forever, make a note of the wire so you never cut it again, keep using the door for practice.&lt;br /&gt;
&lt;br /&gt;
:If you get an electric shock, this door is electrified forever, you can take about two such shocks, the third will kill you. Don&#039;t touch this door again, move onto another, heal your burns, find a way to warn the crew about the door if you&#039;re a good guy Note the wire so that you never cut it again.&lt;br /&gt;
&lt;br /&gt;
:If the test light goes off, you have cut the main wire! Note the wire, close the window, wonder around for a bit (10secs) and come back, use the wirecutters again. If the test light is still off you&#039;ve cut the backup wire earlier, find another door, cut this wire first then cut the ones you cut before one at a time until the light goes off and stays off, note the wire that does this as the backup wire. If the light is back on use the same door and cut wires one at a time until the light goes off again, now you&#039;ve found the backup wire.&lt;br /&gt;
&lt;br /&gt;
:If anything else happens, ignore it and carry on.&lt;br /&gt;
Once you know which the main wire and backup wire are you can cut both of them to cut power to the door, then you can use a crowbar on it to open it. Crowbar the door shut and screw the panel shut once you&#039;re done with the door to hide your activity. You may also wish to repair the wires you cut, but reconnecting power wires results in electric shocks, so have a lot of health and have ointment ready.&lt;br /&gt;
&lt;br /&gt;
Note that some reinforced doors take a little more effort to hack.&lt;br /&gt;
===Improved [[hacking]]===&lt;br /&gt;
Equipment required: Screwdriver, multitool, crowbar&lt;br /&gt;
&lt;br /&gt;
Method: As before, but use the multitool instead of the wirecutters, use pulse instead of cut, this results in the following improvements...&lt;br /&gt;
:...if you hit either the main power wire or backup power wire the door is depowered for 30 seconds. This is long enough to crowbar it open and be on your way. You don&#039;t need to worry about it closing behind you since you can pulse it again on your way out (which is bad to do in the 10s window in everyman hacking since you&#039;d electrocute yourself reconnecting the mains wire to do it again)&lt;br /&gt;
&lt;br /&gt;
:...if you electrify the door, wander off for 30 secs and come back, it should be de-electrified now.&lt;br /&gt;
&lt;br /&gt;
:...if you drop the bolts you can pulse the wire again to pull the bolts back up.&lt;br /&gt;
===Safe [[hacking]]===&lt;br /&gt;
Equipment required: Screwdriver, multitool/wirecutters, crowbar, insulated gloves&lt;br /&gt;
&lt;br /&gt;
Method: Insulated gloves make you immune to puny electrocution. Follow the guide above but don&#039;t worry about getting injured. If you&#039;re in a hurry, once you learn which wire bolts the doors you can hack in a hurry by cutting every single other wire without worrying about learning which is which. With gloves there&#039;s no excuse for not fixing the door behind you though.&lt;br /&gt;
===Depowering===&lt;br /&gt;
Equipment required: Wirecutters, crowbar, probably insulated gloves&lt;br /&gt;
&lt;br /&gt;
Method: A room without power is very easy to break into; all you need to do is crowbar open the doors. There are many ways to depower a room. In increasing order of viability/traitorousness: cutting a wire (usually in maintenance) leading to the APC; turning off the APC (requires engineering access); destroying the APC, whether manually or via an explosion; planting a [[Syndicate items|power sink]]; waiting for the power to go out naturally.&lt;br /&gt;
===ID upgrade===&lt;br /&gt;
Equipment required: High level ID, HoP access or captain&#039;s quarters access&lt;br /&gt;
&lt;br /&gt;
Method: Put your ID into the computer, put the high level ID into the computer, click on the computer, click on modify ID, change the job to &amp;quot;captain&amp;quot; giving you access to all areas, change the job to &amp;quot;custom&amp;quot; and rename it to your original job. The ID is indistinguishable from your original but opens all doors. The fastest possible means to access new areas once you&#039;ve done it, but normally requires some illicit access to get into a position to do it, and will be incredibly obvious if anyone sees you. You can also convince the HoP to do it for you, on the off-chance he might actually say yes.&lt;br /&gt;
===Wall melting===&lt;br /&gt;
Using [[Guide_to_chemistry#Other_Recipes|thermite]].&lt;br /&gt;
&lt;br /&gt;
Equipment required: Chemistry access, lighter/matches/welder&lt;br /&gt;
&lt;br /&gt;
Method: Grab a beaker from the beaker box and put it into the chemical dispenser. Add iron, aluminum and oxygen to the beaker. It should bubble. Dispense the beaker, it now contains thermite. Slosh the beaker over the target wall and apply fire. The wall will ignite and eventually a hole will form.&lt;br /&gt;
&lt;br /&gt;
Since getting into places is what you&#039;re trying to do in the first place, you might not be able to swing chem access. Never fear. You can also [[Ghetto_chemistry|ghetto chemistry]] the three thermite reagents from public sources, if you have enough money for a soda. Buy a canned air (or scavenge red toolboxes for glowsticks), any other soda can, and get some iron from spare metal or medborg lollipops. Empty and crush the soda can (harm intent, target your own head, click yourself with the can). Use the holodeck&#039;s emergency medical facilities: beakers, syringes, grinder, and the ChemMaster, which can separate and bottle the reagents.&lt;br /&gt;
===Teleporting===&lt;br /&gt;
Equipment required: [[Hand_teleporter|Hand teleporter]]&lt;br /&gt;
&lt;br /&gt;
Method: Stand next to the wall of your target room, click the tele, choose the random (&amp;quot;dangerous&amp;quot;) setting and hope it doesn&#039;t pitch you into deep space. It might work. If you have EVA gear you can try it over and over till it does. Note that the hand tele has a cooldown after using it several times, and that anyone can follow you through the portal.&lt;br /&gt;
===Advanced teleporting===&lt;br /&gt;
Equipment required: [[Teleporter]] access.&lt;br /&gt;
&lt;br /&gt;
Method: Get a tracking beacon to where you want to go, set up the teleporter and zap yourself there. Make sure you have a way out. Downside: Only scientists or hackers will reliably be able to pull this off, and if you&#039;re already hacking it may be more efficient just to hack your way in. Though it lacks the element of surprise.&lt;br /&gt;
===[[Guide_to_toxins|Screw subtlety]]===&lt;br /&gt;
Equipment required: Toxins access&lt;br /&gt;
&lt;br /&gt;
Method: Make pressurised oxygen and heated pressurised plasma (a guide unto itself) combine them with a combination tube and add a timer to the tube. Place the device next to the unwanted door, activate the timer and run. If you&#039;re a traitor, a syndicate bomb or C4 obviously works as well. This will rid you of a door, any nearby walls, any nearby people and most of the station, as well as get you banned if you&#039;re not antag.&lt;br /&gt;
===The [[Guide_to_genetics#DNA Modification|monkey gambit]]===&lt;br /&gt;
Equipment required: Monkey syringe, genetics access or being a [[changeling]].&lt;br /&gt;
&lt;br /&gt;
Method: Turn yourself into a monkey, stand on an air vent, hit info-&amp;gt;monkey-&amp;gt;enter vent to crawl through the vent to any other room on the station. Alt-clicking a vent also works.&lt;br /&gt;
&lt;br /&gt;
Downside: You can&#039;t carry equipment through vents so it&#039;s useless for looting. The vents may also be full of gases that will kill you (or empty of gasses that you need to breathe).&lt;br /&gt;
&lt;br /&gt;
Other downside: You are now a monkey.&lt;br /&gt;
===Other methods===&lt;br /&gt;
There are other methods, though most have such significant drawbacks they&#039;re not worth it. These include...&lt;br /&gt;
&lt;br /&gt;
...rerouting the disposal pipes to your location&lt;br /&gt;
&lt;br /&gt;
...building a mech and drilling through the walls&lt;br /&gt;
&lt;br /&gt;
...getting turned into a wraith by the chaplain/wizard/cult&lt;br /&gt;
&lt;br /&gt;
...ganking a teleportation wand/scroll off a wizard&lt;br /&gt;
&lt;br /&gt;
...getting killed and raised from the dead in the target area. (for when you really want into genetics)&lt;br /&gt;
&lt;br /&gt;
...getting arrested, hoping someone remembers to set the timer but forgets to check that you leave when it expires. (good luck)&lt;br /&gt;
&lt;br /&gt;
...researching a wormhole generator, building a mech, installing it, creating a wormhole, jumping in and praying.&lt;br /&gt;
&lt;br /&gt;
...turning yourself into a hulk (required genetics access) and bashing your way through.&lt;br /&gt;
&lt;br /&gt;
...growing bluespace tomatoes, squishing them and hoping to get lucky&lt;br /&gt;
&lt;br /&gt;
...waiting for the fairly unlikely wormhole [[random event]], hopping the holes, and landing at your destination and not in space&lt;br /&gt;
&lt;br /&gt;
...hoping a meteor strikes the outside of the station and EVAing your way in.&lt;br /&gt;
&lt;br /&gt;
...putting a grenade in a braindead person along with a remote signaling device (for the love of mike only antags)&lt;br /&gt;
&lt;br /&gt;
Always experiment to find out more!&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_Atmospherics&amp;diff=33906</id>
		<title>Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_Atmospherics&amp;diff=33906"/>
		<updated>2021-07-27T10:16:33Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Miasma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Guide to [[Atmospherics]]. When properly initialized, Atmosia can keep the station aired-up through nearly any emergency. Improperly initialized, it&#039;s a waste of space at best and an outright fire hazard at worst.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to the job, feel free to jump straight to the [[#Setting Up Atmospherics|how to set up Atmos -section]]. If you&#039;re ready to really learn about the atmospheric system, read on. By reading this guide you will learn how to transform Atmos from a waste of space to an actually useful addition. We will go through all kinds of theory, so this may be tough, but it will also ensure you know exactly how and more importantly &#039;&#039;&#039;how&#039;&#039;&#039; Atmos works the way it does, making you ready for all kinds of situations.&lt;br /&gt;
[[File:Atmos runs2.png|thumb|600px|Better start learning Russian kiddo.]]&lt;br /&gt;
See also:&lt;br /&gt;
&lt;br /&gt;
[[File:PortablePump.png|64px]] &#039;&#039;&#039;[[Atmospherics items]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Gases and Their Functions==&lt;br /&gt;
Let&#039;s start with some theory about the gases. Below are the different gases that can be found in-game.&lt;br /&gt;
===[[File:O2_Canister.png]]O&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;===&lt;br /&gt;
Oxygen. All humans, pets, and lizard-people need more than 16 kPa of oxygen in the air or internals to breathe. Any less and the creature starts to suffocate.&lt;br /&gt;
&lt;br /&gt;
It is required to oxidize a [[plasma]] fire. A room with 100% plasma will not burn. More oxygen causes plasma fires to increase in heat and size. Oxygen mixed suddenly with heated plasma causes explosions when in a tank. See [[Temperature]].&lt;br /&gt;
&lt;br /&gt;
Oxygen is an invisible gas. To detect it, use your [[PDA]] or a wall mounted [[Air Alarm]]. Oxygen [[canister]]s are marked in blue. [[Emergency Oxygen Tank]]s, filled with about 300 kPa, spawn in your emergency [[Internals Box]]. Larger [[Oxygen Tank]]s are in [[Emergency Locker]]s all across ship, which start with about 600 kPa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:N2_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;===&lt;br /&gt;
Nitrogen. Not particularly more heat absorbant than any other gas. However, it cannot burn at all, which may slow down fires simply by taking up space. It can reduce the heat penalty on the SM, which will keep temperatures down.&lt;br /&gt;
&lt;br /&gt;
Can be found in Atmospherics in red canisters or through the N2 farmer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Air_Canister.png]]Air===&lt;br /&gt;
A 1:4 gasmix of O2 and N2 (20% O2, 80% N2). The station is filled with this.&lt;br /&gt;
&lt;br /&gt;
Air in SS13 can be seen, strangely enough, as a &#039;watered down&#039;-O2, with N2 being the water. Optimal atmospheric pressure for humans is 101.3 kPa. Due to the minimum of 16 kPa of O2, the pressure of 101.3 kPa cannot be changed too much without the situation becoming excessively lethal. Under 16 % oxygen? You start dying. Under 90 kPa due to fire from a while ago? You start dying. Be mindful of this.&lt;br /&gt;
&lt;br /&gt;
Air canisters, marked in white, can be found in emergency storages or through the air mix chamber in Atmospherics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Water_vapor.png]]Water Vapor===&lt;br /&gt;
Pure H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O. Keep away from the [[Clown]] - this slips people and even freezes tiles when released at low temperatures.&lt;br /&gt;
&lt;br /&gt;
The [[Janitor]] starts with a tank in his closet; created as a waste product when tritium burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:CO2_Canister.png]]CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;===&lt;br /&gt;
What the fuck is Carbon Dioxide!? It&#039;s an invisible, heavy gas. It chokes people effectively and quickly, and if you can be bothered to set the alarms up, will result in a invisible room that kills those in it. Takes some setup and can be very, very annoying. Causes people to &#039;&#039;gasp&#039;&#039; at low levels.&lt;br /&gt;
&lt;br /&gt;
Can be found in Atmospherics in black canisters or through the CO2 farmer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:N2O_Canister.png]]N&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O===&lt;br /&gt;
Nitrous Oxide, a.k.a. Sleeping Agent. A white-flecked gas.&lt;br /&gt;
&lt;br /&gt;
Makes you laugh at low doses and at higher ones puts you to sleep. If using this as a sleep gas mix &#039;&#039;&#039;do not forget&#039;&#039;&#039; to mix in at least 16 kPa of O2, or you will suffocate someone. This decomposes into Nitrogen and Oxygen at temperatures at or over 1400K, creating Nitrogen equal to the amount of N2O used, and half that amount in Oxygen.&lt;br /&gt;
&lt;br /&gt;
Can be found in Atmospherics in red canisters with a white stripe on them or through the N2O farmer.&lt;br /&gt;
===[[File:Plasma_Canister.png]][[Plasma]]===&lt;br /&gt;
Toxins. One of the two flammable gases on the station, plasma is purple and highly toxic.&lt;br /&gt;
&lt;br /&gt;
Heating this at 10000K with enough with Tritium present will cause Plasma fusion. Make sure to take care of the absurd amount of waste products in the form of carbon dioxide, pluoxium and water vapors! They also tend to be very hot which makes great fuel for a turbine or TEG.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in canisters in toxins or engineering, and Atmospherics through the plasma farmer. Can also be produced by grinding solid plasma then spilling them on the floor.&lt;br /&gt;
===[[File:BZ_canister.png]]BZ===&lt;br /&gt;
BZ gas is a potent hallucinogenic that also put slimes into stasis, degenerates changeling chemicals and suppresses their hivemind. As a side effect, affected people will take low brain damage.&lt;br /&gt;
&lt;br /&gt;
BZ is formed when N2O and Plasma are combined at low temperatures in an exothermic reaction. Stops forming above around 1000kPa. Forms fastest at higher pressures around 200-400kPa&lt;br /&gt;
&lt;br /&gt;
If mixed in a tank with oxygen, it can be used for internals, to [[Chaplain|encourage spiritual development]]. Breathing it also produces [[Guide_to_chemistry#BZ_Metabolites|BZ Metabolites]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 4 credits&lt;br /&gt;
===[[File:Miasma_canister.png]]Miasma===&lt;br /&gt;
Miasma is created from rotting corpses, gibs, and [[Guide_to_hydroponics#Corpse_Flower|other things]]. Miasma smells bad and can cause [[Infections#Advanced_Diseases|diseases]] to spontaneously appear. The higher concentration of miasma in the air, the higher level [[Infections#Symptoms_Table|symptoms]] can appear. Sterilized into oxygen in a slightly exothermic reaction at 170 degrees Celcius. Presence of water vapor in quantities higher than 0.1 moles prevents this from happening. This reaction has the lowest priority out of all reaction in the game. It is otherwise absolutely inert in terms of atmos reactions. Set contaminated on alarms everywhere and the waste distro will begin filling with this within 20 minutes, give it to cargo for some money, if they aren&#039;t already farming the gas themselves (alternatively just add a waste distro miasma filter that connects to their miasma scrubbers). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 10 credits&lt;br /&gt;
===[[File:Nitryl_no2.png]]Nitryl (NO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)===&lt;br /&gt;
Nitryl (formerly Brown Gas) speeds you up - pretty good until the acid eats your lungs.&lt;br /&gt;
&lt;br /&gt;
The result of heating Oxygen and Nitrogen to approximately 22500K at a 1:1 ratio, with at least 5 moles of Pluoxium. Higher heat improves efficiency.&lt;br /&gt;
===[[File:Tritium.png]]Tritium===&lt;br /&gt;
Radioactive, flammable gas that is used in plenty of chemical reactions. Created by heating loads of O2 with Plasma. Also, radiation collectors convert plasma into this. Tritium, though not naturally radioactive, releases radiation when it is burned. Might not want to put this into any engine unless you plan to set it on fire.&lt;br /&gt;
&lt;br /&gt;
250 moles can be used as a catalyst for Plasma fusion.&lt;br /&gt;
&lt;br /&gt;
Tritium is created in fires that are highly oxygenated, or, in fires where oxygen takes up a vast majority of the gasses. For example, 90% oxygen and 10% plasma. Different ratios may be used, and sometimes different ratios will end up being better for the highest level of efficiency depending on space in the incinerator and temperature of the fire. Experiment! Important to remember is that tritium will likely be very hot, and if allowed to react with oxygen will burn up into water vapor. Keep this in mind when attempting to get sizeable amounts of it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 5 credits&lt;br /&gt;
===[[File:Freon_canister.png]]Hyper-Noblium===&lt;br /&gt;
Extremely inert, Hyper-Noblium stops other gases from reacting. (Specifically, it stops reactions when &amp;gt;5 moles)&lt;br /&gt;
&lt;br /&gt;
Can be created when Nitrogen is combined with Tritium at extremely high temperatures. BZ works as a catalyst. 2:1 Nitrogen to Tritium is about optimal here. Counter to the Nitryl reaction, BZ is not a requirement at all. But rather, it decreases how much the temperature / energy drops of your gas mix during the reaction. As such, BZ can often be entirely ignored. The minimum temperature for this reaction to occur is 5000000K&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 1000 credits&lt;br /&gt;
===[[File:Stimulum.png]]Stimulum===&lt;br /&gt;
An experimental gas that makes you stun and sleep immune and slightly regenerates stamina, but also causes toxin damage the longer you&#039;ve been breathing it (current cycle x 0.1 toxin). &lt;br /&gt;
&lt;br /&gt;
Formed by combining Tritium with Plasma, BZ and Nitryl, then heating it. Also formed in high quantities by fusion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 100 credits&lt;br /&gt;
===[[File:Pluoxium.png]]Pluoxium===&lt;br /&gt;
A non-reactive Oxygen substitute that delivers eight times as much O2 to the bloodstream, with as little 3 kPa minimum pressure required for internals!&lt;br /&gt;
&lt;br /&gt;
Formed by irradiating tiles with 2 part CO2 1 part O2 in the air. The [[Supermatter]] can be used to naturally generate a small amount of pluoxium if CO2 is added to the cooling loop, but this is risky. A common byproduct of fusion, be sure to scrub them out!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Export price per mol:&amp;lt;/b&amp;gt; 5 credits&lt;br /&gt;
==Physical Characteristics of Gases==&lt;br /&gt;
TL;DR&lt;br /&gt;
Gas flows from high pressure areas, to low pressure areas. Gas uses up more room when hot, less room when cold.&lt;br /&gt;
&lt;br /&gt;
Ideal gas law: &#039;&#039;&#039;&#039;&#039;PV = nRT&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;R (ideal, or universal, gas constant) = 8.31&#039;&#039;&#039;, the following are linked by this equation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pressure (P)&#039;&#039;&#039;: Measured in kPa, [https://en.wikipedia.org/wiki/Pascal_(unit) kiloPascals], Pressure is lethal above 750 kPa&#039;s. A pressure in a room above 1000 kPa&#039;s necessitates internals to breathe properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volume (V)&#039;&#039;&#039;: Another unseen variable, [https://en.wikipedia.org/wiki/Volume Volume] is how much the area/canister/tank or piped tank has space inside it. This helps dictate how much gas it can hold. Volume is essentially the &#039;mole divider&#039; when converting between a canister/air pump to your tank; having a higher volume essentially makes the tank that much more efficient, proportionally, so an Extended Emergency Oxygen Tank has twice the contained air per kPa in comparison to a regular Emergency Oxygen Tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item&lt;br /&gt;
!Volume&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirTank.png]] Emergency Oxygen Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Extended Emergency Oxygen Tank.png]] Extended Emergency Oxygen Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Extended Emergency Oxygen Tank.png]] Double Emergency Oxygen Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OxygenTank.png]] Oxygen Tank (blue/red)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasma tank.png]] Plasma Tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atmospheric_Pipe.png]] All pipes&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gaspipe.png]] Pipe manifold&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|105&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Locker.png]] Locker&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Coffin.png]] Coffin&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Gas Pump (each side)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Volumpe Pump (each side)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Passive Gate (each side)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Heat Exchanger&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Gas Filter&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Vent&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|Scrubber&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|200&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PortableScrubber.png]] Portable Scrubber&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|750&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Canister.png]] Gas Canister&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|1 000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wire_1_1.PNG]] Tile / turf (any area)&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|2 500&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PortablePump.png]] Portable Pump&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|1 000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pressure Tank.png]] Unmovable pressure tank&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|10 000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Huge Scrubber.png]] Huge scrubber&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|50 000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moles (n)&#039;&#039;&#039;: [https://en.wikipedia.org/wiki/Mole_(unit) Moles] are the amount of particles of a gas in the air. It is moles that cause odd effects with a certain chemical. As it dumps so many moles to a tile, to keep the pressure acceptable, the moles have to be very, very cold, causing the infectious effect. Moles can be calculated by a form of the ideal gas law. n=(P*V)/(R*T)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temperature (T)&#039;&#039;&#039;: Measures in K, [https://en.wikipedia.org/wiki/Kelvin Kelvin], Temperature above 360 K and below 260 K causes burn damage to humans. [[Guide to toxins|Bomb making]] usually relies on a temperature at or in excess of 90 000 K. Canisters rupture when the air surrounding them is over 1550 K.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heat Capacity&#039;&#039;&#039;: A gasmix has heat capacity, and it is calculated by taking into account the quantity of all of the gases in the air and their specific heat. Heat capacity defines how much energy it takes to raise the temperature of a gas. The normal air mix (%30 O2, %70 N2) has a specific heat capacity of about 20 which doesn&#039;t impede heat transfer very much. Fires spreads quicker in gases with low heat capacity, and slower in gases with high heat capacity. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gas&lt;br /&gt;
! Heat capacity&lt;br /&gt;
|-&lt;br /&gt;
| O2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| N2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| CO2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 30&lt;br /&gt;
|-&lt;br /&gt;
| N2O&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 40&lt;br /&gt;
|-&lt;br /&gt;
| Plasma&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 200&lt;br /&gt;
|-&lt;br /&gt;
| Water Vapor&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 40&lt;br /&gt;
|-&lt;br /&gt;
| Hypernoblium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 2000&lt;br /&gt;
|-&lt;br /&gt;
| Nitryl&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| Tritium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
| BZ&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|-&lt;br /&gt;
| Stimulum&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
| Pluoxium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 80&lt;br /&gt;
|-&lt;br /&gt;
| Miasma&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot;| 20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Fire&#039;&#039;&#039;: An effect caused by burning plasma, fire comes in two different forms of hotspot. It causes massive burn damage, and a strong fire will not be stopped by standard firesuits. Plumbing N2 into a room might work, but heavy firefighting is not the point of this section. Fire will ignite any form of combustibles in near tiles. Sufficiently hot fires use less oxygen as they rise in temperature. This is due to the fact that fires remove X plasma and X*(1.4-Y, Y&amp;lt; or = 1) oxygen. X CO2 is produced. Ideal Burnmix is: 10x more O2 than plasma, and with as high a temperature as can achieve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In short the colder the gas and the higher the container volume, the more moles you can fit inside.&#039;&#039;&#039; This is why hot gases clog the red waste pipes - they expand, allowing fewer moles to be transported.&lt;br /&gt;
==Atmospherics Layout==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:atmos.png|thumb|499px|A wise Atmos Tech once said: &amp;quot;just stare at the pipes until you get it.&amp;quot;]]&lt;br /&gt;
| [[File:Atmos_simplified_v2.png|thumb|499px|&amp;quot;Simplified&amp;quot; picture of the Atmospherics pipe system. Yellow circles represent filters and the lightbrown circle represents the mixer. ]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Here are two pictures of the atmospheric pipe system. Right one is a &amp;quot;simplified&amp;quot; version of the left picture. Yellow circles representing the filters which filter out a certain gas from the Waste In -gasmix. The light yellow circle near the lower middle represents the mixer which mixes N2 and O2 into a breathable air mix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Atmospherics is pretty simple, but the pipe layout makes it slightly confusing for the untrained eye. There are 4 major pipe &amp;quot;loops&amp;quot;:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;dark blue pipe loop&amp;lt;/span&amp;gt;&#039;&#039;&#039; is the distribution loop. It sends air to all the vents on the station for the crew to breathe.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan air mix pipe loop&amp;lt;/span&amp;gt;&#039;&#039;&#039;, which is specialized to mix and provide the air mix to the distribution loop, and is used to fill air pumps outside the front door of Atmospherics.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red/&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; pipe loop&#039;&#039;&#039;, which retrieves the gas in the station via the air scrubbers (red loop) and passes them through a set of filters (green loop).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;yellow&amp;lt;/span&amp;gt; pipe loop&#039;&#039;&#039;, internal to Atmospherics, which is used for custom gas mixes that can be fed into the canister charging station in the middle of atmospherics, or fed into the mixing tank.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The tanks (the small rooms in space just outside of Atmos) of the station&#039;s atmospherics network, unlike in the rest of the station, are rooms filled with very high pressure of the appropriate gas. The output of these rooms are controlled by their respective Supply Control Computer, an on/off valve, and an output pump for each loop. Note that &#039;&#039;&#039;these rooms can be depleted&#039;&#039;&#039;, especially if [[Traitor|someone]] makes a hole in a tank&#039;s external wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To understand how the breatheable air mix is mixed, try following these steps and looking at the map at the same time, it starts on the south end of Atmospherics, like so:&lt;br /&gt;
# The gasses are pumped through the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan tubes&amp;lt;/span&amp;gt;&#039;&#039;&#039; from their respective tanks (&#039;&#039;&#039;N2&#039;&#039;&#039;, &#039;&#039;&#039;O2&#039;&#039;&#039;).&lt;br /&gt;
# They are mixed in the air tank (&#039;&#039;&#039;Air&#039;&#039;&#039;) to a 1/5 mix of O2 and N2.&lt;br /&gt;
# The breathable gas is then pumped through the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;cyan loop&amp;lt;/span&amp;gt;&#039;&#039;&#039; to the north of Atmospherics.&lt;br /&gt;
# And finally it&#039;s pumped into the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;dark blue distro loop&amp;lt;/span&amp;gt;&#039;&#039;&#039; and out to the station for everyone to breathe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next let&#039;s make up an example situation to see how the waste system works in action:&lt;br /&gt;
# Scientist Bill messes up and fills the [[Toxins Lab]] with plasma but fortunately manages to evacuate the room safely.&lt;br /&gt;
# Being an otherwise ideal situation Atmos-wise, the Toxins Lab&#039;s air scrubbers have been set to filter out all hazardous gases (they&#039;re not set by default, this has to be done through the Air Alarm manually or by asking the AI to do it) and plasma starts to get sucked through the scrubber into the waste pipes.&lt;br /&gt;
# The plasma arrives to the Waste In -loop (the red pipe loop) at Atmos. It travels south through the pipes, its first stop being the N2 Filter.&lt;br /&gt;
# If there was any Nitrogen in the waste gas, it would get filtered out here, and the rest of the gas continues its journey through the waste loop, same thing happening at every filter.&lt;br /&gt;
# The plasma finally reaches the Plasma Filter.&lt;br /&gt;
# Here the plasma gets extracted from the waste gas and pushed into the big plasma tank-room outside the windows.&lt;br /&gt;
# The plasma stays in the room until someone decides to pump it out.&lt;br /&gt;
# Scientist Bill by now notices that the Toxins Lab has no plasma anymore and is able to safely continue his work. Yay!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting Up Atmospherics==&lt;br /&gt;
It&#039;s about time we stop with the theory &amp;lt;s&amp;gt;and throw it out the window&amp;lt;/s&amp;gt; and get down to business. The two machines at the top can dispense infinite pipes, and your wrench can disconnect and connect pipes to each other. Remember, you cannot disconnect pumps if they have too much pressure in them.&lt;br /&gt;
[[File:AtmosDerp.png|thumb|300px|right|The dumbass-version of the Atmospheric pipe system. See the steps what each colored circle means.]]&lt;br /&gt;
Next up is a very simple step by step guide how to set up the Atmospherics pipe system to be (nearly) as efficient as possible. Note that this is only one style how to set up the pipes, there are many ways and they all have their own pros and cons!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;For the love of Nanotrasen, at least do this:&#039;&#039;&#039;&lt;br /&gt;
# Get a Volume Pump from the [[Pipe Dispenser]] at the north side of Atmos and replace the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;green circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; normal pump with a volume pump, making the waste gas -system &amp;gt;100x more efficient. We want the waste gas sucked from the station into the waste system as soon as possible!&lt;br /&gt;
# Set all &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; filters ON and set them to maximum pressure (4500 kPa) so waste gases will actually be moved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;This is good as well:&#039;&#039;&#039;&lt;br /&gt;
# Go through the N2 and O2 (besides southern wall) and set their output to 4500 kPa.&lt;br /&gt;
# Set the pumps next to the computers at 4500 kPa also, so the gases being pushed out of the gas-room get moved fast too.&lt;br /&gt;
# Set the Air-computer&#039;s output to maximum (5066.25 kPa).&lt;br /&gt;
# Replace the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;blue circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; normal pump with a Volume Pump as well, but notice; there are risks involved and all of them are covered at the pros and cons -section below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros and cons of this whole setup:&lt;br /&gt;
::&#039;&#039;&#039;+ Quick toxin filtering:&#039;&#039;&#039; In case of a toxin leak, waste gas will be sucked out quickly (if the area&#039;s air alarms are set to filter out all the toxins, that is, by default they are NOT filtering anything).&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;+ Quick repressurization:&#039;&#039;&#039; In case of a breach, air will be poured out with a nice pace, helping you re-pressurize the room quicker after the breach is fixed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;+ Reduced pipe sabotaging:&#039;&#039;&#039; With this setup, its harder for the grifflords to fuck up pipes in the maintenance tunnels. In a room with the default 101.3 kPa atmospheric pressure, pipes with more than 202.6 kPa pressure fling the unwrencher back.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;- Air Alarm sabotages:&#039;&#039;&#039; The station is more vulnerable for sabotage through [[Air alarm|air alarms]]. Someone can quite easily hack an air alarm somewhere and set the vents to push out air at maximum pressure, resulting in overpressurization.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;- Space wind:&#039;&#039;&#039; In case of a breach, until the hole is fixed, you&#039;ll probably spend a small while fighting against the huge air current, a.k.a. &amp;quot;space wind&amp;quot;, if you don&#039;t switch the vents off during the repair. This is mostly just annoying.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;- Very slow pipe manipulating:&#039;&#039;&#039; If you suddenly have to modify any of the distribution pipes around the station, you need to lower the pressure to under 202.6 kPa or use magboots if you don&#039;t want to be flung around like a leaf in the space wind, which can take a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A little safer, but not as efficient, way of setting up the system is leaving the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;blue circled&amp;lt;/span&amp;gt;&#039;&#039;&#039; normal pumps completely alone or maybe raising the pressure to 315 kPa. This pressure is enough for quick pipe manipulating and for a sufficient air distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Done correctly, Atmosia should be pumping good air just faster than it&#039;s lost, and draining bad air away as fast as the traitors can set it on fire or alternatively draining good air away as fast as a malf AI can siphon it. You can go kick back in the bar like a boss and wait for the inevitable minor station damage and cries of &amp;quot;Call the shuttle!&amp;quot; on the radio from folks who don&#039;t even know it ain&#039;t a big deal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==After the Work is Done==&lt;br /&gt;
There is a short list of things which fall under your stead:&lt;br /&gt;
* First and by far most important: make sure pipes don&#039;t get broken and if they do, fix them.&lt;br /&gt;
* Go around swiping your ID on [[Air Alarm]]s, setting the operating mode to contaminated, and then re-swiping to lock it. You can ask the AI to do this as well, and probably should.&lt;br /&gt;
* Fill all the air pumps with air using a volume pump (more air pumps can be found from the locker room).&lt;br /&gt;
* Make extremely extended oxygen tanks for internals use (instructions below).&lt;br /&gt;
&lt;br /&gt;
* Least importantly, maintain the disposals system. You can generate pipes, but it needs welding and is generally a pain in the ass. You can also make fun slides, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Optimizing Internals===&lt;br /&gt;
* On a basic view, a 16 kPa minimum O2 requirement in internals. Pure O2 is theoretically toxic in real life, but has no representation for this in code, and takes a while to be really dangerous anyway (they use it to treat certain diseases, for example), and thus using a tank filled with air for internals is fairly inefficient.&lt;br /&gt;
* Cold O2 has more moles per kPa, and because people breathe in moles, and filling tanks usefully for internals are largely capped by the 1000 kPa release pressure, means cooling your O2 before using it in internals is important! Cooled down O2, such as from a freezer-ed canister, is the most efficient way to set up internals. Cooling it below 264 K will result in icicles inside in your lungs, though!&lt;br /&gt;
* If you need to empty an internal tank to make space for better, colder O2, you can use an Air Pump. Set it to &#039;&#039;&amp;quot;pump in&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;turn on&amp;quot;&#039;&#039; then &#039;&#039;&amp;quot;off&amp;quot;&#039;&#039; with the tank inside it, making it completely empty, thus allowing you to refill the tank more effectively.&lt;br /&gt;
* An emergency oxygen tank with normal settings lasts for about 12 minutes. Same tank, but with optimized gas temperature and output settings reduced, lasts about 50 minutes. If you don&#039;t have resources to get cooled O2 right now, set your output pressure to 16 kPa, it will give you 31 % more time to breathe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Your Very Own Customized Mix===&lt;br /&gt;
To create a custom mix of gas, turn on the output of the supply control computers, open the manual valves, and turn the output of the pump to what you wish it to be. The gas will travel through the orange pipes into the mixing chamber. The gas mix is pumped into the mixing chamber via a pump north of the orange loop.&lt;br /&gt;
&lt;br /&gt;
The mix obtained can then be pumped into the distribution and filtering loop or used to fill canisters. Remember to turn off the pump between the yellow and red pipe network or your custom mix will just go into the red waste loop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fun Projects===&lt;br /&gt;
* The Atmospherics system is far from optimal, and we&#039;re talking about just the pipe configuration! Break out that wrench and start experimenting (just make sure you know what&#039;s what)!&lt;br /&gt;
* Extremely high-temperature gases (like those from a panic siphoned fire) can really clog the waste loop. Could you do something to correct that?&lt;br /&gt;
* No one uses the ports outside of the &#039;refilling&#039; station, but that doesn&#039;t mean that functionality can&#039;t be added onto them!&lt;br /&gt;
* The wall section that looks like the letter &#039;I&#039; can be dismantled if you need more working space for pipes.&lt;br /&gt;
* Don&#039;t count out the grated window areas, they can be a great (har har) way to utilize the vacuum of space without an EVA suit.&lt;br /&gt;
* Speaking of EVA suits, your engineering buddies can potentially help you with anything you might want to do in space, be it adding or modifying pipes. Watch the hilarity as that incompetent engineer fumbles with the huge crate of pipes he dragged out into space for you!&lt;br /&gt;
* The main cargo area inside Cargo has a laughably small number of vents, and how many times have those dumb dumbs sent the shuttle off while the doors are open?&lt;br /&gt;
* The brigs distribution system is set up to be potentially independent of the rest of the station&#039;s distribution loop, maybe other places can be set up like this as well?&lt;br /&gt;
* The mining station doesn&#039;t have air recycling. Very long rounds might make this a problem for any miners working there.&lt;br /&gt;
==The Less Well Known Hazards of Gases==&lt;br /&gt;
* Any gas at pressure over 1000 kPa will cause you to start suffocating as in a vacuum. You can just use internals, though.&lt;br /&gt;
* N2O is invisible at low pressures. If you start giggling, put on your internals to avoid passing out.&lt;br /&gt;
* Any gas can displace O2, and less than &#039;&#039;16&#039;&#039; (also useful for optimizing internals) kPa of oxygen starts the Oxyloss. CO2 can be removed with the scrubbers, but to get rid of N2 simply apply some way of removing gas from the air and adding O2. My personal favorite is 2 air pumps, 3 connectors and an Air Filter and a canister: 1 pump draws in, goes through the connection and filters N2 into the canister, and the rest to the other pump, which expels it. Can also be used for N2O which is only sluggishly scrubbed otherwise.&lt;br /&gt;
* Pressures above 750 kPa do 10 DPS + 5 DPS for every extra 375 kPa above that mark, rounded off. Space suits completely block it all, but there is no other defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Atmos Resin}}&lt;br /&gt;
==ATMOS Resin==&lt;br /&gt;
The Backpack Firefighter Tank[[File:waterbackpack atmos.png]] can switch modes to launch transparent ATMOS resin instead of extinguisher. This resin has the following effects:&lt;br /&gt;
* Repairs hull breaches similarly to [[Guide_to_chemistry#Smart Metal Foam|Metal Foam]]. &lt;br /&gt;
* Cleans the air from toxins. &lt;br /&gt;
* Normalises air temperature to room temperature (20°C or 293.15K). &lt;br /&gt;
* Removes slipperiness from floors (from water etc). &lt;br /&gt;
* The foam itself is not slippery. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use the Backpack Firefighter Tank, equip it on your backpack slot and click the new hud icon to take out the nozzle[[File:atmos_nozzle.png]] . You can then cycle modes between extinguisher, resin launcher and single tile resin launcher (foamer) by activating the nozzle in your hand. It spends water when used. Examine the nozzle to see water remaining. This anti-breach and firefighting tool can be ordered from [[Supply_crates#Backpack Firefighting Crate|cargo]] or found in atmospheric lockers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Atmos Trivia==&lt;br /&gt;
* Your holobarriers let people walk through, yet block gases. Very useful for cleaning up Plasma spills, fixing hull breaches and keeping fires in check.&lt;br /&gt;
* Using H/E pipes in space you can cool things down to a very low temperature very quickly. By making a cross with two off them you can have two on one tile, which is known as &#039;sequesteral&#039; cooling.&lt;br /&gt;
* Air Filters on currently burning mixes can siphon out heated but PURE O2 and Plasma. Do the O2 first then the plasma, as there is less O2 in a fire and thus it functions faster. This (and H/E) allow you to reach really obscene temperatures.&lt;br /&gt;
* Air Filters and H/E allow you to expose gases to the heat of fires (or their CO2 product) but keep/make them pure, allowing for hot N2O or similar.&lt;br /&gt;
* Using a small starter flame/heater you can have in pipe combustion.&lt;br /&gt;
* Canister [[Guide to toxins|bombs]] are heated Plasma in a canister, with an O2 tank placed in the canister, and then open the valve between them. You will also need to run very, very fast.&lt;br /&gt;
* Pipes at around 300 kPa pressure can&#039;t be unwrenched, however, devices such as pumps and filters don&#039;t really &#039;hold&#039; pressure and can be unwrenched at any time (assuming they&#039;re off)!&lt;br /&gt;
* Gas pumps are for precise pressure control, volumetric pumps are for really fast pumping, and passive gates are for having &#039;one way&#039; manual valves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fusion==&lt;br /&gt;
[https://youtu.be/bei_NJJKRtw Here&#039;s a quick video guide if the below still confuses you]&lt;br /&gt;
&lt;br /&gt;
So you want to operate a fusion reactor? Well, it&#039;s about as dangerous as it sounds. On various /tg/station-based codebases, fusion has been redesigned several times and is currently on &#039;&#039;&#039;version 6:&#039;&#039;&#039; [https://github.com/tgstation/tgstation/pull/42748 &amp;quot;Chaos Hyper-Torus Edition&amp;quot;]. Each server has its own variation, but its divergence from original code is generally correlated with how often people do fusion, especially for griefing. So, for each codebase, you need to learn its finer details of fusion. But, first things first, let&#039;s see the most basic fundamentals of fusion V6:&amp;lt;br&amp;gt;&lt;br /&gt;
*Mixing at least 250 moles of CO2 (hydrogen on /tg/), at least 250 moles of plasma and at least one mole of tritium, and then heating it to &amp;gt;10000K satisfies the bare minimum. You don&#039;t have to follow this order if you are using air injector to an open turf. (e.g. Plasma and CO2 superheated to 50000K and then tritium works)&lt;br /&gt;
*Depending on codebase, said &amp;quot;bare minimum&amp;quot; will die pathetically or not very badly. In order to continue the fusion, you need &#039;&#039;&#039;more tritium&#039;&#039;&#039;, more heat, and more plasma. More plasma and more heat is mostly here for a better luck. &lt;br /&gt;
*&#039;&#039;&#039;Tritium is always consumed, one mole per reaction,&#039;&#039;&#039; so you will need a lot of them. The problem here is you can&#039;t pump in more gas to a fusing canister. In order to mitigate that, long-living canister fusion requires a lot of initial tritium. You also are unlikely to be able to add more tritium when the canister it in heating process, so you should take care of that too.&lt;br /&gt;
*Fusion itself is chaos. The original author dubbed it using cool mathematical words, but that doesn&#039;t mean much. As energy fluctuates between plasma and thermal energy (E=MC&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; is kinda in work here), more initial plasma and heat provide a &#039;&#039;&#039;buffer&#039;&#039;&#039; against chaotic nature of fusion; chaos sometimes knocks fusion mix out of 10000K requirement. However, the chaos is ultimately on your side, so you will be able to get &#039;&#039;&#039;ridiculously high&#039;&#039;&#039; temperatures.&lt;br /&gt;
*As the fusion goes on, the mix will create various waste gases. The resulting waste gas mixture will depend on codebase, but extracting them &#039;&#039;&#039;will&#039;&#039;&#039; be a hassle, and the amount won&#039;t be that much in the first place. The standard practice here is using fusion as a heat source.&lt;br /&gt;
*Finally, the fusion creates radiation and perhaps a nuclear particle. (aka radball) Strength does depend on codebase, but the rule of thumb is that &#039;&#039;&#039;the rad here is deadly&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
We can stop here. See, things sound good here. A great heat source! Atmos can do quite a lot of weird stuffs with this. But, enter the griefers. The greatest problem here was the heat. I said &amp;quot;ridiculously high&amp;quot; temperature, but, the thing is, the temp easily reached 1e+31. Nearly everyone involved in fusion wrongly assumed 1e+31K is a natural part of a fusion (and stopped using their brains like the rest of greater /tg/station fanbase) when the actual culprit here is an exponential increase in thermal energy caused by a bug.&lt;br /&gt;
&lt;br /&gt;
So, servers had to (or will be expected to) deal with the eventual rise of 1e+31 griefers since no one (except the griefers) considered this as a reasonable situation. Whilst [[Beyond the impossible|things like fusion griefing can be dealt with proper administration]], some coders became brave and touched the cursed fusion V6 code.&lt;br /&gt;
&lt;br /&gt;
Therefore, we now arrive at [https://github.com/BeeStation/BeeStation-Hornet/pull/2614 the Beestation&#039;s solution]. You can take a look at it to get a deeper understanding of the current state of the art, which will inevitably be revised as griefers again somehow discover ways to heavily grief with it, but for the sake of accessibility, here is a quick and practical guide to the Bee&#039;s current fusion V6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL; DR: Do open turf fusion and supply plasma to it, and canister fusion won&#039;t get you far.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bee&#039;s current fusion V6, which has even more math than the original fusion V6, requires constant supply of plasma to reach higher temperatures. Without constant supply of plasma, the temperature is very unlikely to exceed 1e+7K, and sudden death becomes a possibility. So, to create a fusion that lasts and has higher temperatures, you &#039;&#039;&#039;need&#039;&#039;&#039; to practice open turf fusion supplied with an air injector. There is quite a lot of leeway here since numbers are a bit relaxed at the initial stages of fusion. Generally you will need 500~600 moles of plasma per tile heated to 20000K, preferably using heat pipes transfering heat from tritium production chamber.&lt;br /&gt;
&lt;br /&gt;
The best practice here is having a constant supply of tritium and plasma and then injecting fresh tritium and plasma with an air injector. As the radiation scaling and nuclear particles provide nice indicators of the strength of a fusion, you will discover that the fusion respond quite well, albeit clumsily, to changes in plasma input; the resulting temperature eqilibrium &#039;&#039;&#039;depends&#039;&#039;&#039; on plasma input. If you can&#039;t see enough change, check your plasma supply. Supply more plasma for a better outcome. As the growth still is (marginally) exponential, high temperatures can be reached with ease, as long as you can supply enough plasma for them. In contrast, you can&#039;t supply anything to canister fusion, so the fusion canister will create meager rads and stay at &amp;lt;1e+7K. However, opening it still is highly dangerous, probably as dangerous as opening a heated can full of tritium.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s wrap up. There still are lots of details to say, but we will stop here with a final detail: it may sound surprising, the fusion still is uncapped (or capped to 1e31 which is essentially the same as not having a cap.) You indeed are extremely unlikely to reach 1e31 with current fusion unless you [[Beyond the impossible|acquire billions of moles of supercooled plasma]], but the math is forgiving (subject to change) and open. Experiment!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see the old outdated &#039;&#039;&#039;version 5:&#039;&#039;&#039; &amp;quot;Power Tiered&amp;quot; fusion system. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Fusion occurs when you give plasma and tritium a lot of heat energy. It&#039;ll quickly convert all of the gases to an extremely hot mixture based on the power of the reacting mixture. This power can be increased or decreased depending on what exactly is in the mix. The ratio of plasma is kept at exactly half of the mix for higher power and the rest of the gas, the mediation gas, should have a high fusion power and a low average specific heat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gas fusion power&#039;&#039;&#039;: Each gas has a different amount of power it can contribute to the fusion process per mole, typically the rarer it is the stronger it will be. If it isnt listed here, it doesn&#039;t provide any power to the equation but can still be used to lower the average heat capacity or required temperature.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gas&lt;br /&gt;
! Fusion power&lt;br /&gt;
|-&lt;br /&gt;
| CO2&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Water Vapor&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| Nitryl&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 16&lt;br /&gt;
|-&lt;br /&gt;
| BZ&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| Stimulum&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 7&lt;br /&gt;
|-&lt;br /&gt;
| Pluxonium&lt;br /&gt;
| style=&amp;quot;width: fit-content; text-align:right;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power ratio formula&#039;&#039;&#039;: When fusion occurs and plasma is exactly half of the mix, the following formula is used to find the tier of the fusion:&lt;br /&gt;
&lt;br /&gt;
[[File:PowerRatioFormula.PNG]]&lt;br /&gt;
&lt;br /&gt;
If plasma is not half of the mix, it will begin a bell curve decay in the power ratio.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Temperature&#039;&#039;&#039;: 3e9 joules must exist in the mix for the fusion to occur&lt;br /&gt;
&lt;br /&gt;
[[File:Required temp formula.PNG]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Power tier&lt;br /&gt;
Depending on the power you create from the mixture, fusion can go into 4 different tiers scaling to have typically higher rarity in produced gas, energy produced, and dangerous side effects such as radiation bolts, lingering radiation, tesla shocks, and an explosion. A portion of the gas is converted to raw energy, growing depending on tier.&lt;br /&gt;
*&#039;&#039;&#039;Low tier&#039;&#039;&#039;:&lt;br /&gt;
** 0-5 power ratio&lt;br /&gt;
**Low chance of explosion and short range shock&lt;br /&gt;
** Produces 10% BZ and 90% CO2 with a high enough heat to make a tiny amount of hyper noblium&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medium tier&#039;&#039;&#039;:&lt;br /&gt;
** 5-20 power ratio&lt;br /&gt;
** Moderate chance of explosion and medium range shock&lt;br /&gt;
** Produces 25% Nitryl and 75% N2O with a high enough heat to make several hyper noblium [[Guide to toxins|bombs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High tier&#039;&#039;&#039;:&lt;br /&gt;
** 20-50 power ratio&lt;br /&gt;
** High chance of explosion and wide range shock&lt;br /&gt;
** Produces 1/12th Stimulum and 11/12th pluxonium with a large amount of heat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Super tier&#039;&#039;&#039;:&lt;br /&gt;
** 50+ power ratio&lt;br /&gt;
** 100% chance of explosion and very wide range shock&lt;br /&gt;
** Produces 100% Tritium with a massive amount of heat&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Example&lt;br /&gt;
Since fusion tends to be a little difficult for people to find entry to, a sample for doing so will be provided here.&lt;br /&gt;
*&#039;&#039;&#039;mix:&#039;&#039;&#039; 5000 moles of trit, 5000 moles of plasma.&lt;br /&gt;
*&#039;&#039;&#039;Average mediation specific heat:&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;Average mediation fusion power:&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;Mediation mole count:&#039;&#039;&#039; 5000&lt;br /&gt;
*&#039;&#039;&#039;Fusion power:&#039;&#039;&#039;(5000*1)/(10*80) = 6.25 = medium tier&lt;br /&gt;
*&#039;&#039;&#039;Required heat:&#039;&#039;&#039; (3e9)/((average specific heat)(total moles)) = 2857.14 k&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips for working with fusion&#039;&#039;&#039;:&lt;br /&gt;
*at the highest efficiency roughly 30% of the gas you use will be lost to the pump to the canister and to the heat exchanger to the can so prepare accordingly.&lt;br /&gt;
*&#039;&#039;&#039;Work with friends.&#039;&#039;&#039; It has high setup and maintenance requirements, and your fellow atmos techs, engineers and toxins scientists are all valuable resources in your pursuit of very hot things.&lt;br /&gt;
* Although some gases may have high fusion power they might have too high specific heats to give you the tier you want, as a rule of thumb Stimulum, Nitryl, and BZ are all very useful for reaching higher tiers of fusion.&lt;br /&gt;
* Fusion requires &#039;&#039;Heat energy&#039;&#039; not &#039;&#039;Temperature&#039;&#039; meaning the more moles you can fit into an area, the lower the temp is for you to start fusion.&lt;br /&gt;
* It is recommended to have a sacrificial lamb preform the finale in an unused area such as space, if not be wearing radiation protection and have an excuse for the [https://tgstation13.org/wiki/Administrators gods] you are about to anger.&lt;br /&gt;
* It is intended to preform fusion in a canister but doing it in a pipe net or incinerator is possible.&lt;br /&gt;
* Heat exchanges are your friend for starting your reaction. Connect it to tritium burn chamber or canister to get the heat needed to start it.&lt;br /&gt;
* Typically gases with high power but also high specific heats like water vapor or pluxonium will become exponentially more efficient the more you use due to the average specific heat increasing less and less the more you use.&lt;br /&gt;
* Should you want to release a canister that you used for fusion in a room full of people, consider shooting it to break it open so you arent right next to it.&lt;br /&gt;
&#039;&#039;&#039;Beyond the basics&#039;&#039;&#039;:&lt;br /&gt;
* You can harness the radiation produced from fusion to produce power using rad collectors. Earn your keep as a member of engineering. Or just use it for pluoxium production.&lt;br /&gt;
* The higher the temperature, the prettier the fire. See if you can get the prettiest color fire.&lt;br /&gt;
* Traitors can harness fusion reactions to devastating results if done correctly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;A fair Warning&lt;br /&gt;
Fusion is DANGEROUS if high pressure fusion leaks it can FLOOD THE ENTIRE STATION WITHIN MOMENTS AND KILL EVERYONE ON IT&lt;br /&gt;
==Being a Traitorous Scum==&lt;br /&gt;
[[File:Fusion leak gone wrong.png|thumb|That brown gas is around 800 million degrees Celsius which will kill ANYONE within 15 seconds. the flood happens so fast that most of the crew wont be able to react at all|link=Special:FilePath/Fusion_leak_gone_wrong.png]]&lt;br /&gt;
Or: How to get the AI lynched; How to call the shuttle as Atmos Tech, step-by-step:&lt;br /&gt;
# Open valves connected to harmful gas you want to add to the station.&lt;br /&gt;
# Set pumps to the distribution loop to maximum pressure output (4500 kPa).&lt;br /&gt;
# Set filters to not filter harmful gasses you want to add to the station OR set the waste-in pump to 0 kPa (but leave it on to confuse the crew).&lt;br /&gt;
# Open valve from custom mix chamber.&lt;br /&gt;
# Turn on pump leading to distribution loop.&lt;br /&gt;
# Wait for vents to slowly kick out your deathgas mix as regular atmos drains out through the inevitable hull breaches (alternatively turn off pressure checks on air alarms&#039; vents to speed things up).&lt;br /&gt;
# If you need to kill someone for your objective, and you want to be more proactive, the [[Fire Axe]] mounted in the wall is surprisingly effective. Just don&#039;t leave it lying around, because it&#039;s one of only two on the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To hurry this process up, you can set the air vents at local control panels to maximum output pressure. Not doing so gives the AI and Atmos Techs more time to notice what you&#039;ve done and shut it off before it takes effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A faster process for achieving the same result is to do the following:&lt;br /&gt;
# Disconnect, change the direction of, and reconnect the pump that feeds from the air mix to the mix tank in the north-eastern room of atmosia. &lt;br /&gt;
# Open the valves for your deathgas mixture of choice.&lt;br /&gt;
# Power on and max the pressure on every pump in the mix pipes (yellow pipes) from the storage tanks out to the station output (blue pipes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This simply means that instead of the air mix being put into the mix tank as it normally does, the air mix (which may or may not contain death gasses) is fed into the station output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crafty atmos traitors will want to cut cameras, replace pumps with pipes, use tricky pipe configurations to avoid the AI interfering or the detective trying to fix it and make a hole in the station&#039;s oxygen and air tanks, venting the entire round&#039;s supply of oxygen into space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An extremely fast method that involves a clever use of the waste system is the following:&lt;br /&gt;
# Reconfigure the piping to connect the waste system directly into the pure pipes.&lt;br /&gt;
# Find a place with a waste pipe next to a distro pipe, then configure them so that they can be united later.&lt;br /&gt;
# Open the valves for your deathgas mixture of choice, the waste piping should now begin to fill with your gases.&lt;br /&gt;
# Set as many air alarms as you can to have every vent at Internal 0.&lt;br /&gt;
# When ready, go back to your distro/waste pipe spot and unite them.&lt;br /&gt;
# Listen to screams over the radio.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other antagonistic things to do:&lt;br /&gt;
* You can hack an air alarm to use it as a non-Atmos Tech.&lt;br /&gt;
* You can C4 the digital valves to let you remove them and shut down AI control, or save a C4 and disable the cameras if you know there are no Cyborgs on the station.&lt;br /&gt;
* Using a gas filter turned on to pour large, ever increasing, amounts of gas onto a single connector port has no visible effects, but if you wrench a canister onto it then the canister will almost immediately fill up with the massive pressure buildup, letting you get super-high pressure plasma/CO2/etc canisters to hit area&#039;s with.&lt;br /&gt;
*Doing fusion? Pipe the extremely hot air into distro and watch everyone even with firesuits scream when the usual plasmafire protection doesn&#039;t work.&lt;br /&gt;
*You have access to a circuit imprinter in engineering, go subvert the AI and let it do all the above for you!&lt;br /&gt;
*Have access to the Supermatter? Turn off the scrubbers, prevent the SM doors opening by putting a holobarrier or wall. Now feed it with Nitrogen to cause it to become a singularity or CO2 to cause it to become a Tesla. Or all the gases if you want to do both.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Lizardperson&amp;diff=33903</id>
		<title>Lizardperson</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Lizardperson&amp;diff=33903"/>
		<updated>2021-07-27T09:09:01Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RacePageHeader&lt;br /&gt;
|headerbgcolor = darkgreen&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|genus = Basiliscus Lizretus&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = Lizardman.png&lt;br /&gt;
|img = &lt;br /&gt;
|specietype = LIZARDMEN&lt;br /&gt;
|speciename = Lizardperson&lt;br /&gt;
|homeworld = Ospillon&lt;br /&gt;
|central authority = Subservient to United Earth Government&lt;br /&gt;
|restricted job roles = N/A&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[Critters#Neutral|the little lizards]].&lt;br /&gt;
&lt;br /&gt;
Sentient non-humans hired by Nanotrasen to fill in gaps in their [[Humans|Human]] workforce. On LRP Lizards are barred from serving command roles on Nanotrasen stations and are not protected by Asimov&#039;s laws of robotics. On MRP they are treated as equals.&lt;br /&gt;
&lt;br /&gt;
Functionally Lizards are nearly identical to Humans mechanics wise, but they suffer from lack of protection under Silicon Laws (only on MRP) and they tend to be looked down upon by most of the (human dominated) crew.&lt;br /&gt;
=History=&lt;br /&gt;
Echoes of Humanity&#039;s dark distant past and their treatment of alien species remain well entrenched in modern day Human society. All alien species, including Lizardmen, have always been treated as second class citizens in Human society.&lt;br /&gt;
[[File:FirstContact.jpg|350px|thumb|left|Artists Impression of first contact between Humanity and Lizardkind]]&lt;br /&gt;
In 2550 Nanotrasen made history with the creation, and signing, of the Species Equality Act which paved the way for Lizardmen to be hired into low level jobs on-board Nanotrasen space stations, typically janitorial positions, as well as being the first corporation in existence to sign such a act. However in 2554 a amendment to the Species Equality Act, known as article 66, authorized the promotion and hiring of Lizardmen into most available station based roles.&lt;br /&gt;
&lt;br /&gt;
This proved to be a significantly controversial amendment that was met with great disapproval, undeterred the change was pushed through by Nanotrasen. However the threat of the United Earth Government terminating Nanotrasen&#039;s top secret plasma mining contract forced the addition of article 67 which barred Lizardmen from assuming a command level role outside of extreme circumstances. Nanotrasen was quick to use their new Lizardmen employees to shore up gaps in their workforce. &lt;br /&gt;
&lt;br /&gt;
The top secret Space Station 13 was no exception.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even More Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a record of the history of the major space lizard clans, who have existed for millenia alongside humanity in this universe but have only encountered each other for the last hundred years. While human history records are very accessible and common in human civilizations, the same cannot be said for the history of the lizard race. This book will make lizard history more accessible to those interested.&lt;br /&gt;
&lt;br /&gt;
While lizard civilization varies greatly, a substantial part of lizard life was made up of the great lizard clans. Such clans were the equivalent of human dynasties and ruled worlds, solar systems, even entire galactic subsectors. The largest clans were the Warnow, E&#039;play, and Knoises clans. All three clans still exist and command considerable influence over the Kalixcis Sector, even in the age of human megacorporations superceding most traditional forms of human government or rule. &lt;br /&gt;
&lt;br /&gt;
Indeed, sovereignty from the power of a megacorporation is a rare characteristic. Although the lizard clans are on cordial trading terms with most human corporations, the continued refusal and defiance on part of the lizard clans stem from the popular belief that this is a &#039;race war&#039;. The unspoken sentiment amongst corporation executives on the great lizard clans is that they are an obstacle to profit- the lizard clans see their survival as the only guarantee against slavery.&lt;br /&gt;
&lt;br /&gt;
In any case, the survival of the three great lizard clans to this day is a feat in itself. Although they consider each other allies in the face of human corporations, the three clans had only ceased outright hostilities only in 2124, a full century after their first contact with the human race. Like the human race, the lizard race under the great clans would engage in perpetual warfare in some form or another. The great clans warred with each other often. Local civil wars between minor clans, proxy wars waged between competing clans, all the way up to large-scale sector wide conflict, were all carried out to benefit one of the great clans.&lt;br /&gt;
=Roleplay=&lt;br /&gt;
Lizardmen names are based on Verbs-The-Nouns, an example being Eats-The-Lemons or Stuns-The-Perp. They may also have tribal-ish fantasy name (based on argonians from the elder scrolls) with a hypen in-between in a similar manner to a randomly generated lizard name.&lt;br /&gt;
&lt;br /&gt;
Generally Lizardpeople tend to form close knit communities with other Lizardpeople, and they tend to be wary around Humans, due to a combination of the limited amount of Lizardpeople on station but also due to the harsh treatment their species suffered hundreds of years ago by Humans. While many Humans are somewhat racist towards Lizardpeople many Lizards tend to hold little ill will towards Humans, however some Lizardpeople are oft just as racist towards Humans if not more so and are usually singled out as such.&lt;br /&gt;
&lt;br /&gt;
While the central United Earth Government enforces harsh policies against Lizardpeople, and Nanotrasen exploits the unwanted status of Lizardpeople for financial gain, some fringe and even criminal organizations are surprisingly welcoming toward Lizardpeople, whether this is due to them being genuinely progressive or them simply needing anyone of the right skill sets to work for them, the attitude is appricated among the Lizardpeople that work with them and usually ensures a near unbreakable loyalty.&lt;br /&gt;
&lt;br /&gt;
Amusingly Lizardpeople who work with Nanotrasen Security forces also near universally show a near unbreakable show of loyalty to their team. However this can be more attributed to how NT Security heavily emphasizes friendship and cooperation between security personal which thus encourages high loyalty, that and a big pay check.&lt;br /&gt;
=Gameplay=&lt;br /&gt;
Lizardpeople are a optional playable race. You can make a lizard character in the character panel, and change aspects of its appearance such as skin color, spines and antennae. Lizards attack with their claws to slash and hack people, though this does not deal any additional damage. They also tend to hiss when talking(because of their tongue) and are more resistant to heat and less to cold.&lt;br /&gt;
&lt;br /&gt;
Random names for lizardpeople are hypenated. They are generated by taking two names from a gender-specific list of lizard names.&lt;br /&gt;
&lt;br /&gt;
(For &#039;&#039;&#039;LRP only&#039;&#039;&#039;) Note that as a lizard, the AI does not consider you human and is not obligated to listen to you and an Asimov AI will often respond lethally should they find you harming a human, however this also means the AI can allow you to put yourself into harm&#039;s way in a positive manner, such as opening an airlock exposed to space to save someone. Also, [[Captain|certain]] [[Head of Personnel|crew members]] will show you depths of racism previously reserved for the clown. Centcom also maintains a strict &amp;quot;Human-Only&amp;quot; policy for Command Staff appointments. But hey, special snowflake colors!&lt;br /&gt;
&lt;br /&gt;
You can speak in Draconic, a language understood by lizardpeople (as well as silicons and the [[Curator]]) by preceding your speech with ,o. To speak on the radio in Draconic, use the radio code first, i.e., &amp;quot;; ,o Hello lizardsss!&amp;quot; You can also set your default language to Draconic with the language button on the HUD. &#039;&#039;&#039;WARNING: Speaking in lizard language around humans has a high chance of making the humans hate you. Even more than usual.&#039;&#039;&#039;&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Backstory]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Lizardperson&amp;diff=33902</id>
		<title>Lizardperson</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Lizardperson&amp;diff=33902"/>
		<updated>2021-07-27T09:04:08Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RacePageHeader&lt;br /&gt;
|headerbgcolor = darkgreen&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|genus = Basiliscus Lizretus&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = Lizardman.png&lt;br /&gt;
|img = &lt;br /&gt;
|specietype = LIZARDMEN&lt;br /&gt;
|speciename = Lizardperson&lt;br /&gt;
|homeworld = Ospillon&lt;br /&gt;
|central authority = Subservient to United Earth Government&lt;br /&gt;
|restricted job roles = N/A&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[Critters#Neutral|the little lizards]].&lt;br /&gt;
&lt;br /&gt;
Sentient non-humans hired by Nanotrasen to fill in gaps in their [[Humans|Human]] workforce. On LRP Lizards are barred from serving command roles on Nanotrasen stations and are not protected by Asimov&#039;s laws of robotics. On MRP they are treated as equals.&lt;br /&gt;
&lt;br /&gt;
Functionally Lizards are nearly identical to Humans mechanics wise, but they suffer from lack of protection under Silicon Laws (only on MRP) and they tend to be looked down upon by most of the (human dominated) crew.&lt;br /&gt;
=History=&lt;br /&gt;
Echoes of Humanity&#039;s dark distant past and their treatment of alien species remain well entrenched in modern day Human society. All alien species, including Lizardmen, have always been treated as second class citizens in Human society.&lt;br /&gt;
[[File:FirstContact.jpg|350px|thumb|left|Artists Impression of first contact between Humanity and Lizardkind]]&lt;br /&gt;
In 2550 Nanotrasen made history with the creation, and signing, of the Species Equality Act which paved the way for Lizardmen to be hired into low level jobs on-board Nanotrasen space stations, typically janitorial positions, as well as being the first corporation in existence to sign such a act. However in 2554 a amendment to the Species Equality Act, known as article 66, authorized the promotion and hiring of Lizardmen into most available station based roles.&lt;br /&gt;
&lt;br /&gt;
This proved to be a significantly controversial amendment that was met with great disapproval, undeterred the change was pushed through by Nanotrasen. However the threat of the United Earth Government terminating Nanotrasen&#039;s top secret plasma mining contract forced the addition of article 67 which barred Lizardmen from assuming a command level role outside of extreme circumstances. Nanotrasen was quick to use their new Lizardmen employees to shore up gaps in their workforce. &lt;br /&gt;
&lt;br /&gt;
The top secret Space Station 13 was no exception.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Even More Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a record of the history of the major space lizard clans, who have existed for millenia alongside humanity in this universe but have only encountered each other for the last hundred years. While human history records are very accessible and common in human civilizations, the same cannot be said for the history of the lizard race. This book will make lizard history more accessible to those interested.&lt;br /&gt;
&lt;br /&gt;
While lizard civilization varies greatly, a substantial part of lizard life was made up of the great lizard clans. Such clans were the equivalent of human dynasties and ruled worlds, solar systems, even entire galactic subsectors. The largest clans were the Warnow, E&#039;play, and Knoises clans. All three clans still exist and command considerable influence over the Kalixcis Sector, even in the age of human megacorporations superceding most traditional forms of human government or rule. &lt;br /&gt;
&lt;br /&gt;
Indeed, sovereignty from the power of a megacorporation is a rare characteristic. Although the lizard clans are on cordial trading terms with most human corporations, the continued refusal and defiance on part of the lizard clans stem from the popular belief that this is a &#039;race war&#039;. The unspoken sentiment amongst corporation executives on the great lizard clans is that they are an obstacle to profit- the lizard clans see their survival as the only guarantee against slavery.&lt;br /&gt;
&lt;br /&gt;
In any case, the survival of the three great lizard clans to this day is a feat in itself. Although they consider each other allies in the face of human corporations, the three clans had only ceased outright hostilities only in 2124, a full century after their first contact with the human race. Like the human race, the lizard race under the great clans would engage in perpetual warfare in some form or another. The great clans warred with each other often. Local civil wars between minor clans, proxy wars waged between competing clans, all the way up to large-scale sector wide conflict, were all carried out to benefit one of the great clans.&lt;br /&gt;
=Roleplay=&lt;br /&gt;
Lizardmen names are based on Verbs-The-Nouns, an example being Eats-The-Lemons or Stuns-The-Perp. There are no &#039;&#039;enforced&#039;&#039; restrictions on a name a Lizardperson can use (sans standard name rules) meaning you do not have to adhere to the Adjective-The-Nouns system but you &#039;&#039;&#039;should&#039;&#039;&#039;. You could also use a trial-ish fantasy name with a hypen in-between in a similar manner to a randomly generated lizard name.&lt;br /&gt;
&lt;br /&gt;
Generally Lizardpeople tend to form close knit communities with other Lizardpeople, and they tend to be wary around Humans, due to a combination of the limited amount of Lizardpeople on station but also due to the harsh treatment their species suffered hundreds of years ago by Humans. While many Humans are somewhat racist towards Lizardpeople many Lizards tend to hold little ill will towards Humans, however some Lizardpeople are oft just as racist towards Humans if not more so and are usually singled out as such.&lt;br /&gt;
&lt;br /&gt;
While the central United Earth Government enforces harsh policies against Lizardpeople, and Nanotrasen exploits the unwanted status of Lizardpeople for financial gain, some fringe and even criminal organizations are surprisingly welcoming toward Lizardpeople, whether this is due to them being genuinely progressive or them simply needing anyone of the right skill sets to work for them, the attitude is appricated among the Lizardpeople that work with them and usually ensures a near unbreakable loyalty.&lt;br /&gt;
&lt;br /&gt;
Amusingly Lizardpeople who work with Nanotrasen Security forces also near universally show a near unbreakable show of loyalty to their team. However this can be more attributed to how NT Security heavily emphasizes friendship and cooperation between security personal which thus encourages high loyalty, that and a big pay check.&lt;br /&gt;
=Gameplay=&lt;br /&gt;
Lizardpeople are a optional playable race. You can make a lizard character in the character panel, and change aspects of its appearance such as skin color, spines and antennae. Lizards attack with their claws to slash and hack people, though this does not deal any additional damage. They also tend to hiss when talking(because of their tongue) and are more resistant to heat and less to cold.&lt;br /&gt;
&lt;br /&gt;
Random names for lizardpeople are hypenated. They are generated by taking two names from a gender-specific list of lizard names.&lt;br /&gt;
&lt;br /&gt;
(For &#039;&#039;&#039;LRP only&#039;&#039;&#039;) Note that as a lizard, the AI does not consider you human and is not obligated to listen to you and an Asimov AI will often respond lethally should they find you harming a human, however this also means the AI can allow you to put yourself into harm&#039;s way in a positive manner, such as opening an airlock exposed to space to save someone. Also, [[Captain|certain]] [[Head of Personnel|crew members]] will show you depths of racism previously reserved for the clown. Centcom also maintains a strict &amp;quot;Human-Only&amp;quot; policy for Command Staff appointments. But hey, special snowflake colors!&lt;br /&gt;
&lt;br /&gt;
You can speak in Draconic, a language understood by lizardpeople (as well as silicons and the [[Curator]]) by preceding your speech with ,o. To speak on the radio in Draconic, use the radio code first, i.e., &amp;quot;; ,o Hello lizardsss!&amp;quot; You can also set your default language to Draconic with the language button on the HUD. &#039;&#039;&#039;WARNING: Speaking in lizard language around humans has a high chance of making the humans hate you. Even more than usual.&#039;&#039;&#039;&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Backstory]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Engineering_items&amp;diff=33901</id>
		<title>Engineering items</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Engineering_items&amp;diff=33901"/>
		<updated>2021-07-27T08:53:22Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Items=&lt;br /&gt;
{{anchor|Cable Coil}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ddddff&lt;br /&gt;
 |bgcolor2 = #ccccee&lt;br /&gt;
 |name = Cable Coil&lt;br /&gt;
 |image = CableCoils.png&lt;br /&gt;
 |foundin = Nearly everywhere&lt;br /&gt;
 |usedfor = Laying electrical wires, building things that use electricity&lt;br /&gt;
 |strategy = Wire is a resource, and can be used in many constructions and to lay down power lines. Make sure all APCs are connected to the main lines with wires, or you&#039;ll have black outs.&lt;br /&gt;
 |description = Comes in many fun colors. Can be laid down on the plating to distribute electrical power. Automatically connects to other wires on cardinal tiles. Read the [[Guide_to_construction#Power_Wires|guide to wiring]] to see how. Make sure you don&#039;t touch wired wires on the ground without insulated gloves.&lt;br /&gt;
&lt;br /&gt;
By using wires in hand, you can turn them into [[File:Cablecuffs.png|link=Makeshift_weapons#Cablecuffs]], which are [[Makeshift_weapons#Cablecuffs|ghetto restraints]] used to tie someone down. &lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Power Cell}}&lt;br /&gt;
{{anchor|High-Capacity Power Cell}}&lt;br /&gt;
{{anchor|Super-Capacity Power Cell}}&lt;br /&gt;
{{anchor|Hyper-Capacity Power Cell}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ddddff&lt;br /&gt;
 |bgcolor2 = #ccccee&lt;br /&gt;
 |name = Power Cell&lt;br /&gt;
 |image = Powercell.png&lt;br /&gt;
 |foundin = [[Cargo_Loading_Area|Cargo]], [[Engineering]], [[EVA]], [[Tech Storage]], [[Primary Tool Storage]], [[Research_Division#Research_Lab|R&amp;amp;D]], [[Robotics_and_Mech_Bay|Robotics]], inside [[APC]]s, inside [[Space Heater]]s&lt;br /&gt;
 |usedfor = Building things that use electricity&lt;br /&gt;
 |strategy = Used to power APCs, cyborgs and various electrical equipment. &lt;br /&gt;
 |description = Can be recharged in a [[File:Cellcharger.png|link=Cell Charger]] [[Cell Charger]].&amp;lt;br&amp;gt;Comes in five varieties:&lt;br /&gt;
* [[File:Powercell.png]] Standard (1 kW)&lt;br /&gt;
* [[File:Power_cell.png]] High-Capacity (10 kW)&lt;br /&gt;
* [[File:Supercell.png]] Super-Capacity (20 kW)&lt;br /&gt;
* [[File:Hypercell.png]] Hyper-Capacity (30 kW)&lt;br /&gt;
* [[File:Bluespace_Power_Cell.gif]] Bluespace (40kW)&lt;br /&gt;
 }}&lt;br /&gt;
=Tools=&lt;br /&gt;
{{anchor|RCD}}&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Rapid Construction Device (RCD)&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Rcd_0.png&lt;br /&gt;
 |foundin = EVA, Engi-Vend&lt;br /&gt;
 |usedfor = Making and destroying walls, doors, and floors.&lt;br /&gt;
 |strategy = You can repair hull breaches and rebuild walls very quickly. Extremely useful when the [[Clockwork Cult]] strikes.&lt;br /&gt;
 |description = An experimental device which can build, or deconstruct areas rapidly. This is held in the [[EVA]] for emergencies (and is the [[Chief Engineer]]&#039;s responsibility). However they can be made in hacked autolathes as well.&lt;br /&gt;
&lt;br /&gt;
Use this tool in hand to open a radial menu, where you can choose mode and change many settings, such as airlock access, airlock type and window type. Then click on an area or object with it to utilize the set settings. &lt;br /&gt;
*Build Floors (2 Ammo)&lt;br /&gt;
*Build a Wall (16 Ammo)&lt;br /&gt;
*Build a wall on top of a girder (8 Ammo)&lt;br /&gt;
*Build a Grille (4 Ammo)&lt;br /&gt;
*Build a Window (8 Ammo)&lt;br /&gt;
*Build a Reinforced Window (12 Ammo)&lt;br /&gt;
*Build an airlock (16 Ammo)&lt;br /&gt;
*Deconstruct a girder(13 Ammo)&lt;br /&gt;
*Deconstruct a wall(26 Ammo) (Can&#039;t deconstruct reinforced walls, unless it&#039;s a cyborg or mech RCD)&lt;br /&gt;
*Deconstruct a floor tile into space(33 Ammo)&lt;br /&gt;
*Deconstruct a grille(4 Ammo)&lt;br /&gt;
*Deconstruct a window(8 Ammo)&lt;br /&gt;
*Deconstruct an airlock(32 Ammo)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Can be loaded with Compressed Matter Cartridges and regular metal and glass sheets. One Cartridge holds 40 units, with 160 being the maximum. Be forewarned that changing RCD mode can cause it to emit sparks, which can cause fires in plasma-rich environiments.&lt;br /&gt;
It also can robust the shit out people. Or AIs, if needed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Can be upgraded&#039;&#039;&#039; with an &#039;&#039;RCD advanced design disk&#039;&#039;, which can be printed from the engineering protolathe after research. This lets the RCD create:&lt;br /&gt;
**Wired/wrenched [[Guide_to_advanced_construction#Machine_Construction_Steps|machine frames]] [[File:Wired_Frame.png]]&lt;br /&gt;
**Computer frames&lt;br /&gt;
**Simple circuits, which contain the designs for firelock, air alarm, fire alarm, apc circuits and basic power cells. These work the same as the [[Cyborg#Engineering|engineering cyborg&#039;s]] Electroadaptive Pseudocircuit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can also be upgraded&#039;&#039;&#039; with an &#039;&#039;Advanced RCD silo link upgrade&#039;&#039;, which can be printed from the engineering protolathe after research. With this upgrade, the RCD can be used on an [[Guide_to_advanced_construction#Ore_Silo|Ore Silo]] to permanently link it. Afterwards, the RCD will pull materials directly from that silo, and will no longer need to be reloaded manually. &lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|ARCD}}&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Advanced Rapid Construction Device (ARCD)&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Arcd.png&lt;br /&gt;
 |foundin = Admin Magicks&lt;br /&gt;
 |usedfor = Making and destroying walls, doors, and floors, from a distance&lt;br /&gt;
 |strategy = Repairing damage to the station, without putting yourself in harms way. Alternatively, weaponized against the clock cult.&lt;br /&gt;
 |description = The ARCD is a RCD, except it can construct and deconstruct items from a distance. Unfortunately, short of serious admin fuckery, it cannot be obtained through normal play. Most often used for making [[Clockwork Cult|Ratvar]] cry a river.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|RPD}}&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Rapid Piping Device (RPD)&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Rpd.png&lt;br /&gt;
 |foundin = Supermatter Chamber, Atmospherics&lt;br /&gt;
 |usedfor = Dispensing pipes&lt;br /&gt;
 |strategy = Use the RPD to dispense pipes to make atmospherics/the SM more efficient&lt;br /&gt;
 |description = The replacement of the old pipe dispenser, it can manufacture (but not deconstruct) several different pipes. Does not consume ammo. Most often used for spamming a shit ton of volume pumps.&lt;br /&gt;
&lt;br /&gt;
It can dispense:&lt;br /&gt;
* Pipes&lt;br /&gt;
* Manifolds&lt;br /&gt;
* Manual Valves&lt;br /&gt;
* Digital Valves&lt;br /&gt;
* 4-Way Manifolds&lt;br /&gt;
* Layer Manifolds&lt;br /&gt;
* Connectors&lt;br /&gt;
* Unary Vents&lt;br /&gt;
* Gas Pumps&lt;br /&gt;
* Passive Gates&lt;br /&gt;
* Volume Pumps&lt;br /&gt;
* Scrubbers&lt;br /&gt;
* Injectors&lt;br /&gt;
* Meters&lt;br /&gt;
* Gas Filters&lt;br /&gt;
* Gas Mixers&lt;br /&gt;
* Heat Exchange Pipes&lt;br /&gt;
* Heat Exchange Manifolds&lt;br /&gt;
* Heat Exchange 4-Way Manifolds&lt;br /&gt;
* Heat Exchange Junctions&lt;br /&gt;
* Unary Heat Exchange Pipes&lt;br /&gt;
* Disposal Pipe&lt;br /&gt;
* Disposal Junction&lt;br /&gt;
* Disposal Y-Junction&lt;br /&gt;
* Disposal Sort Junction&lt;br /&gt;
* Disposal Trunk&lt;br /&gt;
* Disposal Bin &lt;br /&gt;
* Disposal Outlet&lt;br /&gt;
* Disposal Chute&lt;br /&gt;
* Transit Straight Tube&lt;br /&gt;
* Transit Straight Tube With Crossing&lt;br /&gt;
* Transit Curved Tube&lt;br /&gt;
* Transit Diagonal Tube&lt;br /&gt;
* Transit Diagonal Tube With Crossing&lt;br /&gt;
* Transit Junction&lt;br /&gt;
* Through Tube Station&lt;br /&gt;
* Terminus Tube Station&lt;br /&gt;
* Transit Tube Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alt-click the RPD to toggle autowrenching on and off.&#039;&#039;&#039;&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|RLD}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Rapid Light Dispenser (RLD)&lt;br /&gt;
 |image = Rld.png&lt;br /&gt;
 |foundin = Admemez, in space&lt;br /&gt;
 |usedfor = Lighting up an area&lt;br /&gt;
 |strategy = A device used to rapidly provide lighting sources to an area. Reload with metal, plasteel, glass or compressed matter cartridges&lt;br /&gt;
 |description = The RLD has 3 different modes:&lt;br /&gt;
* Permanent Light Collection: The RLD can attach lights to the floor or to the wall. These lights will burn forever as long as the APC in the room is powered.&lt;br /&gt;
* Light Launcher: The RLD launches glowsticks at a distance&lt;br /&gt;
* Deconstruct: Tears apart wall/floor lights&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Crowbar}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Crowbar&lt;br /&gt;
 |image = Crowbar.png&lt;br /&gt;
 |foundin = Nearly everywhere&lt;br /&gt;
 |usedfor = Opening airlocks, breaking things.&lt;br /&gt;
 |strategy = If the power goes out on the station, you will need a crowbar to open doors. Otherwise it&#039;s just for breaking things.&lt;br /&gt;
 |description = The crowbar can pry open things or pry closed things and is used in deconstructing objects like computers and airlocks. It will open powered down doors and fire doors. You can use it to remove floor tiles, especially useful when they are damaged or you believe wires have been cut. Comes in two flavors, gunmetal grey and robust red.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Screwdriver}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Screwdriver&lt;br /&gt;
 |image = Screwdriver tool.png&lt;br /&gt;
 |foundin = Nearly everywhere&lt;br /&gt;
 |usedfor = Construction and deconstruction&lt;br /&gt;
 |strategy = Almost every machine requires a screwdriver to build it or take it apart. &lt;br /&gt;
 |description = A simple, but often needed tool. Everything from APCs to windows to computers can be unscrewed. Grilles can be unscrewed and pulled away instead of broken. A screwdriver to the eyes is a dangerous weapon.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Wirecutters}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Wirecutters&lt;br /&gt;
 |image = Wirecutters.png&lt;br /&gt;
 |foundin = Nearly everywhere&lt;br /&gt;
 |usedfor = Removing wires&lt;br /&gt;
 |strategy = One quick snip and you can remove wires from any machine, security camera, or from the floor. Make sure to wear gloves.&lt;br /&gt;
 |description = More or less an undo tool with wires. Can be used to disable cameras, and needed to take apart most machines. Can also be used to deconstruct grilles instantly.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Wrench}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Wrench&lt;br /&gt;
 |image = Wrench.png&lt;br /&gt;
 |foundin = Nearly everywhere&lt;br /&gt;
 |usedfor = Deconstruction, attaching bolts&lt;br /&gt;
 |strategy = Wrenches are usually used to take things apart, like wall girders, or tables. Only the emitters and computers use them in construction stages. They either fasten bolts, or take apart bolts.&lt;br /&gt;
 |description = This tool is used more to take the station apart than to put it together. Most departments need one to secure some machine or another.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Welding Tool}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Welding Tool&lt;br /&gt;
 |image = Welder.png&lt;br /&gt;
 |foundin = Nearly everywhere&lt;br /&gt;
 |usedfor = Sealing airlocks, construction and deconstruction. Fighting aliens.&lt;br /&gt;
 |strategy = You can cut all manner of things apart, from lockers (open locker, click while lit) to walls. OR, You can weld shut doors and lockers. It is useless when out of fuel.&lt;br /&gt;
 |description = A must have for engineers. Most modifications you make to the station will require this tool. It does have an open flame, so it will light everything from cigarettes to plasma. Use it as a weapon against weeds and vines. Don&#039;t refuel it when lit unless you want an explosion. Be sure to use eye protection unless you like slowly going blind.&lt;br /&gt;
&lt;br /&gt;
You can get an &#039;&#039;&#039;industrial version&#039;&#039;&#039; with double fuel capacity from the welding lockers from Engineering, ordering one from [[Quartermaster|Cargo]] or from a hacked vending machine. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Industrial Welding Tool}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Industrial Welding Tool&lt;br /&gt;
 |image = Induswelder.png&lt;br /&gt;
 |foundin = Engi-Vend, Engineering, Cargo&lt;br /&gt;
 |usedfor = Welding stuff, even better&lt;br /&gt;
 |strategy = You can weld objects together, you can unweld objects together&lt;br /&gt;
 |description = It&#039;s a welding tool, but it has double fuel capacity. Most rounds, you don&#039;t have to refuel it at all.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Multitool}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Multitool&lt;br /&gt;
 |image = Multitool.png&lt;br /&gt;
 |foundin = [[Cargo_Loading_Area|Cargo]], [[Engineering]], [[EVA]], [[Maintenance]], [[Tech Storage]], [[Primary Tool Storage]], [[Robotics_and_Mech_Bay|Robotics]]&lt;br /&gt;
 |usedfor = [[Hacking]]&lt;br /&gt;
 |strategy = Multitools are used to pulse wires while hacking anything. Having one gives you more control over the device you are hacking.&lt;br /&gt;
 |description = Used for hacking Airlocks, APCs, autolathes, mulebots, vending machines, and nearly anything else with a panel. See the [[guide to hacking]] for more information.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Analyzer}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Analyzer&lt;br /&gt;
 |image = Analyzer.png&lt;br /&gt;
 |foundin = Toolboxes&lt;br /&gt;
 |usedfor = Scanning the air&lt;br /&gt;
 |strategy = If you ever needed a complex readout about your current atmosphere, this is the tool for you.&lt;br /&gt;
 |description = Can be used to scan the atmosphere, and shows you what&#039;s inside a [[Canister]] or a pipe. The analyzer can also be added to an unscrewed [[Security Camera]] to upgrade it to an X-ray camera, and will prove invaluable in the case of a [[random events|anomaly]].&lt;br /&gt;
&lt;br /&gt;
Otherwise, made practically worthless by the [[PDA]] Air Scanner.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|T-Ray Scanner}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = T-ray Scanner&lt;br /&gt;
 |image = t-ray.gif&lt;br /&gt;
 |foundin = [[Auxiliary Tool Storage]], [[Engineering]], [[EVA]], [[Primary Tool Storage]], [[Research_Division#Research_Lab|R&amp;amp;D]], [[Robotics_and_Mech_Bay|Robotics]]&lt;br /&gt;
 |usedfor = Seeing under floor tiles&lt;br /&gt;
 |strategy = If you are actually doing repair work, a T-ray scanner in your pocket will let you plan out wires and pipes. &lt;br /&gt;
 |description = Click on it on your hand to activate. When activated it will reveal wires and pipes under the flooring, as well as [[Monkey#Neutral|Critters]] and [[Xenos|Creatures]] inside pipes, as well as make  cloaked people flicker. You can put it in your belt, or leave them lying all over the place.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Rapid Pipe Cleaner Layer}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Rapid Pipe Cleaner Layer&lt;br /&gt;
 |image = Rcl.png&lt;br /&gt;
 |foundin = [[Engineering]], [[Chief Engineer&#039;s Office]]&lt;br /&gt;
 |usedfor = Laying cosmetic pipe cleaners&lt;br /&gt;
 |strategy = Wield it with both your hands, walk slowly&lt;br /&gt;
 |description = The Rapid Pipe Cleaner Layer can hold 90 pieces of Pipe Cleaner. When wielded with a single hand, it can lay pipe cleaner manually. However, when it is wielded with both hands, it lays pipe cleaners under you as you walk. Used for [[Wire_art|wire art]]. &lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Airlock Painter}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFEE88&lt;br /&gt;
|bgcolor2 = #FFDD66&lt;br /&gt;
|name = Airlock Painter&lt;br /&gt;
|image = Airlock_Painter.png&lt;br /&gt;
|foundin = [[Engineering]]&lt;br /&gt;
|usedfor = Painting airlocks&lt;br /&gt;
|strategy = Put a toner in it and use it on an airlock and select how you want it to look&lt;br /&gt;
|description = An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob.&lt;br /&gt;
}}&lt;br /&gt;
{{anchor|Emergency Welding Tool}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Emergency Welding Tool&lt;br /&gt;
 |image = Emergency welding tool.png&lt;br /&gt;
 |foundin = Emergency toolboxes through the station&lt;br /&gt;
 |usedfor = Same as a [[Welding Tool|regular welding tool]]&lt;br /&gt;
 |strategy = Welding stuff&lt;br /&gt;
 |description = Functions identically to a normal welding tool, but only has 10 units of fuel.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Inducer}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Inducer&lt;br /&gt;
 |image = [[File:Inducer.png|64px]][[File:Inducersci.png|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Chief Engineer&#039;s Office]], Engineering Protolathe, Science Protolathe&lt;br /&gt;
 |usedfor = Recharging machines&lt;br /&gt;
 |strategy = Use inducers to recharge essential machines (cloning, RnD, ORM) [[Syndicate Items#Power Sink|when the power goes out.]]&lt;br /&gt;
 |description = You can click on a machine or an APC with an inducer to recharge it. Recharge the inducer itself by replacing the power cell within it.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Jaws of Life}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Jaws of Life&lt;br /&gt;
 |image = [[File:Jawsoflife.png|64px]][[File:Jawspry.png|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = Chief Engineer&#039;s Toolbelt, Engineering Protolathe, Science Protolathe&lt;br /&gt;
 |usedfor = Prying open doors, cutting wires, popping out floor tiles&lt;br /&gt;
 |strategy = It&#039;s a crowbar and a pair of wirecutters combined into a single tool&lt;br /&gt;
 |description = While in cutting mode, you can cut wires and hack machines. While in prying mode, you can pop out floor tiles, and instantly open unpowered/fire doors. Similarly to the Fire Axe, you can pry open powered doors with a bit of effort.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Hand Drill}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Hand Drill&lt;br /&gt;
 |image = [[File:DrillTool.png|64px]][[File:Drillbolt.png|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = Chief Engineer&#039;s Toolbelt, Engineering Protolathe&lt;br /&gt;
 |usedfor = Exposing wires, securing objects&lt;br /&gt;
 |strategy = It&#039;s a screwdriver and a wrench combined into a single tool&lt;br /&gt;
 |description = With the screw driver bit, you can expose wires to hack stuff. With the bolt driver bit, you can secure canisters and wrench down loose objects faster.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Experimental Welding Tool}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Experimental Welding Tool&lt;br /&gt;
 |image = Exwelder.png&lt;br /&gt;
 |foundin = Chief Engineer&#039;s Toolbelt, Engineering Protolathe&lt;br /&gt;
 |usedfor = Welding stuff&lt;br /&gt;
 |strategy = It&#039;s a better welding tool&lt;br /&gt;
 |description = This welding tool contains more fuel, welds objects quicker, and recharges fuel on its own, without any intervention.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Geiger Counter}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |name = Geiger Counter&lt;br /&gt;
 |image = Geiger_on_1_0.png&lt;br /&gt;
 |foundin = Radiation Locker&lt;br /&gt;
 |usedfor = Detecting Radiation.&lt;br /&gt;
 |strategy = Use it on people or objects to see whats causing all the radiation poisoning. &lt;br /&gt;
 |description = The Geiger Counter is used to detect radiation and potentially [[Emag#Geiger_Counter|cause radiation poisoning]]&lt;br /&gt;
 }}&lt;br /&gt;
=Engineering Gear=&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Hard Hat]]&lt;br /&gt;
|bgcolor1 = #FFEECE&lt;br /&gt;
|bgcolor2 = #EDD6AD&lt;br /&gt;
 |image = HardHat.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Welding Helmet]]&lt;br /&gt;
|bgcolor1 = #FFEECE&lt;br /&gt;
|bgcolor2 = #EDD6AD&lt;br /&gt;
 |image = WeldingHelmet.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Meson_Goggles#Eyewear|Optical Meson Scanner]]&lt;br /&gt;
|bgcolor1 = #FFEECE&lt;br /&gt;
|bgcolor2 = #EDD6AD&lt;br /&gt;
 |image = MGlasses.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
|name=[[Engineering Scanner Goggles]]&lt;br /&gt;
|bgcolor1 = #FFEECE&lt;br /&gt;
|bgcolor2 = #EDD6AD&lt;br /&gt;
 |image = EngiScanners.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Hazard Vest]]&lt;br /&gt;
|bgcolor1 = #FFEECE&lt;br /&gt;
|bgcolor2 = #EDD6AD&lt;br /&gt;
 |image = Hazard.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Insulated Gloves]]&lt;br /&gt;
|bgcolor1 = #FFEECE&lt;br /&gt;
|bgcolor2 = #EDD6AD&lt;br /&gt;
 |image = IGloves.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Tool Belt]]&lt;br /&gt;
|bgcolor1 = #FFEECE&lt;br /&gt;
|bgcolor2 = #EDD6AD&lt;br /&gt;
 |image = utilitybelt.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Hardsuit Helmet]]&lt;br /&gt;
|bgcolor1 = #FFEECE&lt;br /&gt;
|bgcolor2 = #EDD6AD&lt;br /&gt;
 |image = RigHelmet.png&lt;br /&gt;
}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=[[Hardsuit]]&lt;br /&gt;
|bgcolor1 = #FFEECE&lt;br /&gt;
|bgcolor2 = #EDD6AD&lt;br /&gt;
 |image = RIG.png&lt;br /&gt;
}}&lt;br /&gt;
=Equipment=&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Engi-Vend&lt;br /&gt;
 |image = Engivend.png&lt;br /&gt;
 |foundin = [[Engineering]]&lt;br /&gt;
 |usedfor = Supplying yourself with electronics and engineering equipment&lt;br /&gt;
 |strategy = Get a loaded RCD from here.&lt;br /&gt;
 |description = &#039;&#039;&#039;[[Vending machines#Engi-Vend|Spare tool vending]]&#039;&#039;&#039;.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|SMES Cell}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = SMES&amp;lt;br&amp;gt;&#039;&#039;Superconducting Magnetic Energy Storage&#039;&#039;&lt;br /&gt;
 |image = SMES_Charging.gif&lt;br /&gt;
 |foundin = [[Engineering]], [[Solars]], [[AI Chamber]], [[Mining Station]], [[Telecommunications]]&lt;br /&gt;
 |usedfor = Storing and distributing power&lt;br /&gt;
 |strategy = Set an input (how much power will be drawn from input wire terminal), set on output (preferably smaller than the input so something will actually be stored in the cell), and watch the station flourish!&lt;br /&gt;
 |description =  Huge cell/battery for power distributing purposes. Maximum capacity 5 megawatts.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Wire connected to the floor terminal = power input. Wire under the SMES = power output.&amp;lt;br&amp;gt;&lt;br /&gt;
Left lights represent how much of the SMES is loaded.&amp;lt;br&amp;gt;&lt;br /&gt;
The top right light shows the input power status. If it&#039;s off = none, red = on but receiving no power, blinking yellow = receiving power and loading.&amp;lt;br&amp;gt;&lt;br /&gt;
The middle right light shows the output power status. If it&#039;s off = not outputting power, green = outputting power.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guide_to_advanced_construction#SMES|Guide to building a SMES.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|APC}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = APC&amp;lt;br&amp;gt;&#039;&#039;Area Power Controller&#039;&#039;&lt;br /&gt;
 |image = ModernAPC.png&lt;br /&gt;
 |foundin = Every room with power&lt;br /&gt;
 |usedfor = Controlling the power for a sector on the station.&lt;br /&gt;
 |strategy = Have &#039;&#039;power equipment&#039;&#039; access, swipe your ID on it to unlock it and choose your action.&lt;br /&gt;
 |description =Actions available on the APC:&lt;br /&gt;
* &#039;&#039;Main Breaker: On/Off&#039;&#039; - Toggles power to the room&lt;br /&gt;
* &#039;&#039;Equipment: Auto/On/Off&#039;&#039; - Toggles power to computers, doors, and other electronic equipment.&lt;br /&gt;
* &#039;&#039;Lighting: Auto/On/Off&#039;&#039; - Toggles power to lighting in the area.&lt;br /&gt;
* &#039;&#039;Environmental: Auto/On/Off&#039;&#039; - Toggles power to the ventilation in the area, as well as the [[Air Alarm]].&lt;br /&gt;
* &#039;&#039;Cover Lock: Engaged/Disengaged&#039;&#039; - Provides a cover to protect the battery.&lt;br /&gt;
&lt;br /&gt;
Remember, &#039;Auto&#039; power settings slowly cuts off each breaker when power runs low in this order:&amp;lt;br&amp;gt;&amp;lt;30 % = Equipment off,  &amp;lt;15% = Lighting and Environment off.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Replacing the APC&#039;s Battery:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To replace the APC battery, you need an ID with sufficient access to unlock the APC itself.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#[[File:Id_regular.png|link=Identification_Card]] Swipe ID with &#039;&#039;power equipment&#039;&#039; access to unlock the interface.&lt;br /&gt;
#Open the panel and disengage the cover lock.&lt;br /&gt;
#[[File:Crowbar.png|link=#Crowbar]] Use a crowbar on the APC to open the cover.&lt;br /&gt;
#[[File:Hud-hands.gif]] Take the battery out with a free hand.&lt;br /&gt;
#[[File:Power_cell.png|link=#Power_Cell]] place in the new battery.&lt;br /&gt;
#[[File:Crowbar.png|link=#Crowbar]] Close the cover again with your crowbar.&lt;br /&gt;
# Re-engage the cover lock.&lt;br /&gt;
#[[File:Id_regular.png|link=Identification_Card]] Swipe ID to secure the interface.&lt;br /&gt;
&lt;br /&gt;
[[File:APC_emagged.gif|64px]]If an APC looks like this (blue with blinking red lights), it&#039;s either emagged or the [[AI]] is [[Guide to malfunction|malfunctioning]]. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Guide_to_construction#APC|Guide to building an APC.]]&lt;br /&gt;
&lt;br /&gt;
[[Hacking#APC|Guide to hacking an APC.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Cell Charger}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Cell Charger&lt;br /&gt;
 |image = cellcharger.png&lt;br /&gt;
 |foundin = [[Cargo_Loading_Area|Cargo]], [[Engineering]], [[Primary Tool Storage]], [[Research_Division#Research_Lab|R&amp;amp;D]], [[Robotics_and_Mech_Bay|Robotics]]&lt;br /&gt;
 |usedfor = Recharging power cells&lt;br /&gt;
 |strategy = Place power cells into these to charge them up&lt;br /&gt;
 |description = These will drain power directly from the room&#039;s [[File:APC2.gif|link=APC]] [[APC]] unit to recharge [[File:Powercell.png|link=Power Cell]] [[Power Cell]]s. Beware with high capacity cells, as they will drain the room&#039;s [[APC]] completely. Can be secured and unsecured using a [[wrench]].&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|PACMAN Generator}}&lt;br /&gt;
{{anchor|P.A.C.M.A.N.-Type Portable Generator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = P.A.C.M.A.N.-Type Portable Generator&lt;br /&gt;
 |image = Pacman.png&lt;br /&gt;
 |foundin = [[Engineering|Engineering Power Storage]]&lt;br /&gt;
 |usedfor = Portable backup generator&lt;br /&gt;
 |strategy = Mostly used to jump start the [[Engine]]&lt;br /&gt;
 |description = Needs [[Plasma|solid plasma]] as fuel and be secured on an exposed powered wire to generate power. Can be secured and unsecured using a [[wrench]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guide_to_advanced_construction#P.A.C.M.A.N.-type_Portable_Generator|Guide to building a P.A.C.M.A.N.-Type Portable Generator.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|SUPERPACMAN Generator}}&lt;br /&gt;
{{anchor|S.U.P.E.R.P.A.C.M.A.N.-Type Portable Generator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = S.U.P.E.R.P.A.C.M.A.N.-Type Portable Generator&lt;br /&gt;
 |image = Superpacman.png&lt;br /&gt;
 |foundin = [[Research_Division#Research_Lab|R&amp;amp;D]]&lt;br /&gt;
 |usedfor = Portable backup generator&lt;br /&gt;
 |strategy = If you really need to use that uranium for power.&lt;br /&gt;
 |description = Needs uranium as fuel and be secured on an exposed powered wire to generate power. Can be secured and unsecured using a [[wrench]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guide_to_advanced_construction#S.U.P.E.R.P.A.C.M.A.N.-type_portable_Generator|Guide to building a S.U.P.E.R.P.A.C.M.A.N.-Type Portable Generator.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|MRSPACMAN Generator}}&lt;br /&gt;
{{anchor|M.R.S.P.A.C.M.A.N.-Type Portable Generator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = M.R.S.P.A.C.M.A.N.-Type Portable Generator&lt;br /&gt;
 |image = Mrspacman.png&lt;br /&gt;
 |foundin = [[Research_Division#Research_Lab|R&amp;amp;D]]&lt;br /&gt;
 |usedfor = Portable backup generator&lt;br /&gt;
 |strategy = Because diamonds are not manly.&lt;br /&gt;
 |description = Needs diamonds as fuel and be secured on an exposed powered wire to generate power. Can be secured and unsecured using a [[wrench]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guide_to_advanced_construction#M.R.S.P.A.C.M.A.N.-type_portable_Generator|Guide to building a M.R.S.P.A.C.M.A.N.-Type Portable Generator.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Emitter}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Emitter&lt;br /&gt;
 |image = Emitter_On.gif&lt;br /&gt;
 |foundin = [[Engineering Secure Storage]], [[Engine]], more can be ordered from [[Cargo]]&lt;br /&gt;
 |usedfor = To power up the shields containing the Singularity&lt;br /&gt;
 |strategy = Ensure it has a powered wire under it, wrench and weld it in place and turn it on. Lock with ID if needed&lt;br /&gt;
 |description = A heavy duty industrial laser. Shoots non-stop when turned on. There are four at the engine, powering up the [[Field Generator]]s with laser shots.&amp;lt;br&amp;gt;&lt;br /&gt;
Emitter are also useful as a weapon, if your target stand still long enough for you to set it up. (Hint: [[Blob]]s don&#039;t move.)&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Field Generator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Field Generator&lt;br /&gt;
 |image = Field_Generator.gif&lt;br /&gt;
 |foundin = [[Engineering Secure Storage]], [[Engine]], more can be ordered from [[Cargo]]&lt;br /&gt;
 |usedfor = Containing the singularity or other dangerous things&lt;br /&gt;
 |strategy = Point an [[Emitter]] at it and turn them both on&lt;br /&gt;
 |description = A large thermal battery that projects a high amount of energy when powered.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Gravitational Singularity Generator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Gravitational Singularity Generator&lt;br /&gt;
 |image = Gravitational_Singularity_Generator.png&lt;br /&gt;
 |foundin = [[Engineering Secure Storage]], [[Engine]], more can be ordered from [[Cargo]]&lt;br /&gt;
 |usedfor = Creating a [[Singularity]]&lt;br /&gt;
 |strategy = Place in front of a [[Particle Accelerator]]&lt;br /&gt;
 |description = An odd device which produces a Gravitational Singularity when set up.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Tesla Generator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Tesla Generator&lt;br /&gt;
 |image = [[File:Tesla gen.gif|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Engineering Secure Storage]], [[Engine]], more can be ordered from [[Cargo]]&lt;br /&gt;
 |usedfor = Creating a [[Tesla]]&lt;br /&gt;
 |strategy = Place in front of a [[Particle Accelerator]]&lt;br /&gt;
 |description = An odd device which produces a Tesla when set up.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Particle Accelerator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Particle Accelerator&lt;br /&gt;
 |image = [[File:NewPA.png]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Engine]], parts can be ordered from [[Cargo]]&lt;br /&gt;
 |usedfor = Creating and maintaining a  [[Singularity]]&lt;br /&gt;
 |strategy = Set a [[Gravitational Singularity Generator]] in front of it and turn it on&lt;br /&gt;
 |description = [[Singularity_Engine#How_To_Set_Up_The_Singularity|Guide to Setting Up the Particle Accelerator]]&lt;br /&gt;
&lt;br /&gt;
[[Hacking#Particle_Accelerator|Guide to hacking the Particle Accelerator.]]&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Radiation Collector}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Radiation Collector&lt;br /&gt;
 |image = Radiation Collector.gif&lt;br /&gt;
 |foundin = [[Engine]], more can be ordered from [[Cargo]] or [[Guide_to_advanced_construction#Radiation Collector|constructed]]. &lt;br /&gt;
 |usedfor = Creating energy from radiation.&lt;br /&gt;
 |strategy = &lt;br /&gt;
 |description = Will generate energy when loaded with a [[File:Plasma_tank.png|link=Plasma Tank]] [[Plasma Tank]] (filled with [[Plasma|Plasma Gas]]), if anchored and activated near an active [[Singularity]] or [[Supermatter]]. &amp;lt;br&amp;gt;Converts the Plasma into Tritium. Can alternatively be used to generate [[Guide_to_Research_and_Development|research points]] instead of power. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To change configuration to research mode, fill the tank with [[Guide_to_Atmospherics#Tritium|Tritium]] and [[Guide_to_Atmospherics#Oxygen|Oxygen]] instead of [[Plasma|Plasma]]. Then use a multitool on the Radiation Collector.&amp;lt;br&amp;gt; Examine it to see current configuration. A generic supermatter setup can produce a total of 10 points per minute for each Radiation Collector generating points. &amp;lt;br&amp;gt;In this research mode, the tank must also be refilled every 5 minutes or so. &lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Anti-Breach Shielding Projector}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Anti-Breach Shielding Projector&lt;br /&gt;
 |image = Anti-Breach_Shielding_Projector.png&lt;br /&gt;
 |foundin = [[Engineering Secure Storage]], [[Engine]], more can be ordered from [[Cargo]]&lt;br /&gt;
 |usedfor = Used to seal minor hull breaches&lt;br /&gt;
 |strategy = Wrench it in place near a hull breach and turn it on&lt;br /&gt;
 |description = An energy shield used to contain hull breaches. All &#039;&#039;space&#039;&#039; tiles within a 2 square radius will be blocked off with a shield.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Shield Generator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Shield Generator&lt;br /&gt;
 |image = Emergency_Energy_Shields.png&lt;br /&gt;
 |foundin = [[Teleporter]], [[Xenobiology]], more can be ordered from [[Cargo]]&lt;br /&gt;
 |usedfor = To seal in/out aliens and such&lt;br /&gt;
 |strategy = Wrench it in place&lt;br /&gt;
 |description = Creates a barrier between two Shield Generators. Also instantly gibs whatever poor crew is standing in between.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Gravity Generator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Gravity Generator&lt;br /&gt;
 |image = [[File:Gravity_Generator.png]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Gravity Generator Room]]&lt;br /&gt;
 |usedfor = Creating gravity to the station&lt;br /&gt;
 |strategy = If broken, fix it with a screwdriver, welding tool, 10 units of plasteel and then a wrench.&lt;br /&gt;
 |description = Provides sweet sweet gravity when enabled. Provides sweet sweet anger when not. When powered, and toggled on, it will charge until 100%, which will then enable the gravity. If it isn&#039;t powered, via the APC on the environment channel, or it is toggled off then it will discharge until it hits 0%; which will then disable the gravity. While charging/discharging, the generator will emit a lot of [[radiation]] so make sure you wear a radiation suit.&lt;br /&gt;
 }}&lt;br /&gt;
{{anchor|Turbine}}{{anchor|Gas Turbine Generator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Gas Turbine Generator and Compressor&lt;br /&gt;
 |image = [[File:Compressor.gif]]&amp;lt;br&amp;gt;[[File:Turbine.gif]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Atmospherics]]&lt;br /&gt;
 |usedfor = Creating power through a contained small fire&lt;br /&gt;
 |strategy = Make inferno fire to compressor-side, turn Gas Turbine Generator on, open the turbine-end to space so fire moves through the machine to generate power. Higher airflow and temperature makes more power.&lt;br /&gt;
 |description = [[Machine_construction#Gas_Turbine_Generator|See here how to construct a Gas Turbine Generator.]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|TEG}}{{anchor|Thermo-Electric Generator}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Thermo-Electric Generator&lt;br /&gt;
 |image = [[File:Thermo-Electric_Generator.png]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[CorgStation]], [[PubbyStation]]&lt;br /&gt;
 |usedfor = Creating power through a contained huge inferno. Also effective at exchanging heat between two pipes.&lt;br /&gt;
 |strategy = How much power you can generate depends on your understanding of Atmospherics. A robust engineer can push it&#039;s power output beyond 1 TERAwatt.&lt;br /&gt;
 |description = [[Thermo-Electric Generator|See here how to set it up.]]&lt;br /&gt;
 }}&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Thermo-Electric_Generator_optimizations&amp;diff=33900</id>
		<title>Thermo-Electric Generator optimizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Thermo-Electric_Generator_optimizations&amp;diff=33900"/>
		<updated>2021-07-27T08:30:41Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Hot &amp;amp; Cold Loops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hot &amp;amp; Cold Loops=&lt;br /&gt;
Because of how gas mixtures behave on SS13, instead of using 2 Nitrogen canisters on each loop, you can try the following setup:&lt;br /&gt;
* 1 Canister on the hot loop: This will ensure that the pressure will remain reasonable and that the pump won&#039;t jam. Minimize the use of pumps to maximize the volume of gas.&lt;br /&gt;
* 2 to 3 Canisters on the cold loop: The cold loop is exposed to space temperature and will contract a lot, allowing you to add more gas to it.&lt;br /&gt;
*Consider using plasma canisters as they transfer heat the most.&lt;br /&gt;
*Avoid having thermomachines on both sides as you will break the laws of thermodynamics and get bwoinked for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forums.beestation13.com/t/a-noobs-guide-to-the-dreaded-pubbysm-confirmed-working-july-7th-2021/ Click here if you are looking to set up the SM-powered TEG on PubbyStation]&lt;br /&gt;
=SMES Setup=&lt;br /&gt;
Due to how the TEG power output fluctuates over time, you can either baby-sit the SMES charging rates, or use a staggered charging profile, on MiniStation SMES are prioritized from left to right, so an optimal setup can be achieved by setting the charge rates (from left to right) to: 120 000 W, 60 000 W and 30 000 W. This will ensure that, for any TEG output over 30 kW, we will always have at least one SMES charging, with priority given to the leftmost SMES.&lt;br /&gt;
&lt;br /&gt;
This charging setup means that we have charging at:&lt;br /&gt;
* 30 kW (0-0-1)&lt;br /&gt;
* 60 kW (0-1-0)&lt;br /&gt;
* 90 kW (0-1-1)&lt;br /&gt;
* 120 kW (1-0-0)&lt;br /&gt;
* 150 kW (1-0-1)&lt;br /&gt;
* 180 kW (1-1-0)&lt;br /&gt;
* 210 kW (1-1-1)&lt;br /&gt;
Which covers the entire output rampdown of the TEG.&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Thermo-Electric_Generator_optimizations&amp;diff=33899</id>
		<title>Thermo-Electric Generator optimizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Thermo-Electric_Generator_optimizations&amp;diff=33899"/>
		<updated>2021-07-27T08:30:17Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Hot &amp;amp; Cold Loops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hot &amp;amp; Cold Loops=&lt;br /&gt;
Because of how gas mixtures behave on SS13, instead of using 2 Nitrogen canisters on each loop, you can try the following setup:&lt;br /&gt;
* 1 Canister on the hot loop: This will ensure that the pressure will remain reasonable and that the pump won&#039;t jam. Minimize the use of pumps to maximize the volume of gas.&lt;br /&gt;
* 2 to 3 Canisters on the cold loop: The cold loop is exposed to space temperature and will contract a lot, allowing you to add more gas to it.&lt;br /&gt;
*Consider using plasma canisters as they transfer heat the most.&lt;br /&gt;
*Avoid having thermomachines on both sides as you will break the laws of thermodynamics and get bwoinked for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forums.beestation13.com/t/a-noobs-guide-to-the-dreaded-pubbysm-confirmed-working-july-7th-2021/ Click here if you are looking to set up the SM on PubbyStation]&lt;br /&gt;
&lt;br /&gt;
=SMES Setup=&lt;br /&gt;
Due to how the TEG power output fluctuates over time, you can either baby-sit the SMES charging rates, or use a staggered charging profile, on MiniStation SMES are prioritized from left to right, so an optimal setup can be achieved by setting the charge rates (from left to right) to: 120 000 W, 60 000 W and 30 000 W. This will ensure that, for any TEG output over 30 kW, we will always have at least one SMES charging, with priority given to the leftmost SMES.&lt;br /&gt;
&lt;br /&gt;
This charging setup means that we have charging at:&lt;br /&gt;
* 30 kW (0-0-1)&lt;br /&gt;
* 60 kW (0-1-0)&lt;br /&gt;
* 90 kW (0-1-1)&lt;br /&gt;
* 120 kW (1-0-0)&lt;br /&gt;
* 150 kW (1-0-1)&lt;br /&gt;
* 180 kW (1-1-0)&lt;br /&gt;
* 210 kW (1-1-1)&lt;br /&gt;
Which covers the entire output rampdown of the TEG.&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Podman&amp;diff=33898</id>
		<title>Podman</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Podman&amp;diff=33898"/>
		<updated>2021-07-27T08:01:23Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RacePageHeader&lt;br /&gt;
|headerbgcolor = darkgreen&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|genus = Paederia Lanta Poderus&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = Podman.png&lt;br /&gt;
|img = &lt;br /&gt;
|specietype = PODMEN&lt;br /&gt;
|speciename = Podman&lt;br /&gt;
|homeworld = None&lt;br /&gt;
|central authority = None&lt;br /&gt;
|restricted job roles = N/A&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
}}&lt;br /&gt;
The mysterious Replica Pod can be used to harvest a half man, half plant being, that preserves the memories of a deceased humanoid.&lt;br /&gt;
&lt;br /&gt;
Instructions on how to make your own, or become one yourself, can be found [[Guide to hydroponics#Replica Pod Cloning|here]].&lt;br /&gt;
=History=&lt;br /&gt;
Little is known of podmen, aside from the fact that they are a known side effect of replica pods. Miners however may find them stranded on lavaland at times where they claim to be engineered by an advanced alien race 5000 years ago.&lt;br /&gt;
=Roleplay=&lt;br /&gt;
A podman is usually a former Human, or a a Lizardperson/Plasmaman, who was cloned via a yet mysterious method of plant growth. As such a podman maintains all the traits and personality of its cloned host.&lt;br /&gt;
=Gameplay=&lt;br /&gt;
Podmen are a non-selectable alien race. Players may become a Podman if they are cloned from a replica pod, or through Xenobiology, as with other races.&lt;br /&gt;
&lt;br /&gt;
They have the unique ability of regenerating nutrition and health so long as they are near a light source, but they also start to starve quickly in darkness. Gaining nutrition this way may give the overweight alert, but unless they eat more food it won&#039;t last enough to apply the slowdown effect. In addition [[Captain|certain]] [[Head of Personnel|crew members]] may show caution, fear or awe towards you, which may be a improvement if you were a Lizard or Plasma man. But hey, special snowflake healing!&lt;br /&gt;
&lt;br /&gt;
If they&#039;re starving for too long they&#039;ll actually take damage, and they&#039;re vulnerable to anything that affects plants, such as Plant-B-Gone and Floral Somatorays. While the Somatoray&#039;s yield function will simply feed (or overfeed) them, the mutation function will burn and mutate, usually negatively, podpeople.&lt;br /&gt;
&lt;br /&gt;
Podmen can, and will get brutalized by goats. Stay far, far away from Pete.&lt;br /&gt;
&lt;br /&gt;
If you are a ghostspawned podperson on lavaland, you will have a plant-based name automatically given to you. You have no special obligations in your crashed botany pod other than to not break the rules. Your hydroponics however is fully upgraded and fully packed, grow whatever you like!&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Backstory]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Felinids&amp;diff=33897</id>
		<title>Felinids</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Felinids&amp;diff=33897"/>
		<updated>2021-07-27T07:55:05Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Roleplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RacePageHeader&lt;br /&gt;
|headerbgcolor = darkgreen&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|genus = Homo Sapiens Felis&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = Catpeople.png&lt;br /&gt;
|speciename = Felinid&lt;br /&gt;
|homeworld = Japanifornia and plastic surgery rooms&lt;br /&gt;
|central authority = United Earth Government&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
|quote = Nya~!&lt;br /&gt;
}}&lt;br /&gt;
Humans spread from arm to arm of the galaxy. But something happened along the way.&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;### ERROR: REMOTE INTERCEPT - INFORMATION MAY HAVE BEEN REDACTED FROM THIS DOCUMENT FOR YOUR SAFETY ###&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Cat people&amp;lt;/s&amp;gt; Felinids have a long history with Space Station 13. One of the earliest events still recorded, in much simpler times, shows cat ears and tails were perhaps just [[https://github.com/tgstation/tgstation/pull/2850 a consumer product]] available in the galaxy. Innocent enough as well, at least concerning what Felinids were, [[https://github.com/tgstation/tgstation/pull/8427 pet collars]] became the height of niche fashion a year after cat ears returned to shelves. Though consumers complained cat ears and collars could not be put on together, the manufacturers questioned who would be unable to wear ears on their head, a tail somewhere unpleasant and a collar on their neck all together. Market researchers claimed these complaints were from children not suited to the product given the letters were written in colourful crayon.&lt;br /&gt;
&lt;br /&gt;
Though the origin of cat ears are missing, we do know that they are currently a novelty item created by [[The Syndicate#Animal Rights Consortium|the Animals Rights Consortium]] in an effort to make you care more for cats by making you more like them, &amp;lt;s&amp;gt;rather than the obvious solution of making cats more like humans with babies instead of kittens&amp;lt;/s&amp;gt;. The collars are too, because an inmate pet needs a collar so other people know it&#039;s not supposed to be wandering outside of space stations. It took only three months of no response to the crayon complaints before a raving madman broke into the Animal Rights Consortium&#039;s headquarters, armed with just a pair of stungloves, a fire extinguisher full of welding fuel and a lit match. The pet loving organisation soon discovered the letters were not written by children, but &#039;&#039;Nanotrasen&#039;&#039; employees &amp;lt;s&amp;gt;and children, we hope, at least the one authorised by a clown&#039;s rubber stamp, must have been a birthday party.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As it turns out, the Animal Rights Consortium had been working on a mad science. The ability to make toy ears and tail out of flesh that cannot be yanked out when &amp;lt;s&amp;gt;mum and dad&amp;lt;/s&amp;gt; the AI and Captain open your dorm door. The previous raving madman was told if he got his employers to accept surgery for this new product, he would be the first to receive it outside of the laboratory. This coincided with the time that Nanotrasen was to allow its employees to look unkempt even in front of competitors; tattoos and scars. Naturally, on the day after the madman was offered a catty chance, Nanotrasen declared its shareholders must vote on allowing its employees the privilege of either scars and tattoos or a new plastic surgery. Despite the executive&#039;s voice on the announcement wavering along with another man on the microphone yelling at him what to say, and the news of rescheduled deathsquad exercises, &#039;&#039;and&#039;&#039; the sound of weapons fire at the end of the announcement, the executives voted for their [[https://github.com/tgstation/tgstation/pull/10209 purrfurred outcome]]. Needless to say, the crazed madman was not the first to receive the infamous ears or tail.&lt;br /&gt;
&lt;br /&gt;
Two years again afterwards and the surgical technology was refined. The hearing of the ears was enhanced, though security&#039;s liberal usage of [[Flashbang#Flashbang|flash bangs]] is not helpful to this further modification to make humans care more for their frisky feline pets. Some predictions are that the next modification will be enhanced night vision, which will too cause greater issue with flash bangs, or that claws are the next potential step. Some ask when it will stop, the Animal Rights Consortium don&#039;t.&lt;br /&gt;
&lt;br /&gt;
At the same time, reactionaries amongst Nanotrasen ranks helped to encourage [[https://github.com/tgstation/tgstation/pull/28395 furred products]] though it was soon found out to be sourced from [[https://github.com/tgstation/tgstation/pull/28732 black market chop shops]] that were only legalised in Nanotrasen trade networks due to either executive dislike for Felinids or executive mistrust of coming back alive after going for surgery at an Animal Rights Consortium facility, depending on which rumours you hear in maintenance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;### REMOTE INTERCEPT ENDS - HAVE A SECURE DAY ###&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=Roleplay=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&#039;&#039;&amp;quot;;Nya!&amp;quot;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Felinids uses Asian names (not just Japanese names, South/SEA asians names like Sarvepalli Radhakrishnan is applicable). Due to your genetic disabilities avoid doing jobs like security as you will constantly flashbang yourself. Avoid chocolate as well since you take toxin damage.&lt;br /&gt;
&lt;br /&gt;
All in all you are a worse version of a Human, there is nothing advantageous other than maybe the visual aspect.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Backstory]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Mothpeople&amp;diff=33896</id>
		<title>Mothpeople</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Mothpeople&amp;diff=33896"/>
		<updated>2021-07-27T07:49:36Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RacePageHeader&lt;br /&gt;
|headerbgcolor = darkgreen&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|genus = Motha Disgustus&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = Moths.gif&lt;br /&gt;
|img = &lt;br /&gt;
|specietype = MOFF&lt;br /&gt;
|speciename = Mothperson&lt;br /&gt;
|homeworld = [Classified]&lt;br /&gt;
|central authority = Subservient to United Earth Government (more specifically Nanotrasen)&lt;br /&gt;
|restricted job roles = None&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
|Quotes:=LAMP}}&lt;br /&gt;
Mothpeople are a mutant race similar to the Earth moth insect, found on Nanotrasen space stations.&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;### ERROR: REMOTE INTERCEPT - INFORMATION MAY HAVE BEEN REDACTED FROM THIS DOCUMENT FOR YOUR SAFETY ###&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mutations into a moth-like organism have been acknowledged on Space Station 13, mothpeople are distant cousins of the flypeople. Mothpeople seem to originate fro- R̶̵̨͟E̕D҉̀͜A͜͢҉͠C̶̨͘͜͜T̸̴̵̶̕Ȩ̛̀͢D̷͡҉̕҉&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;### REMOTE INTERCEPT ENDS - HAVE A SECURE DAY ###&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=Gameplay=&lt;br /&gt;
Mothfolk are an optional playable race. You can make a mothperson character in the character panel, and change aspects of its wings&lt;br /&gt;
&lt;br /&gt;
Moths attack with their claws to slash and hack people, though this does not deal any additional damage. They are shown to &amp;quot;flutter&amp;quot; when speaking and have unique names that sound like scientific animal/plant names. Moths can talk in moffic using ,m .&lt;br /&gt;
&lt;br /&gt;
For gameplay purposes, moths can flutter around in pressurized low-gravity environments (aka the grav gen dies). However, they get crushed by electric damage, fly swatters and pest spray. Their wings easily burn off too. They also become blind easier from flashes and welders.&lt;br /&gt;
&lt;br /&gt;
Note that as a moth on our Golden LRP, the AI does not consider you human and is not obligated to listen to you.&lt;br /&gt;
[[Category:Backstory]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=CorgStation&amp;diff=33895</id>
		<title>CorgStation</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=CorgStation&amp;diff=33895"/>
		<updated>2021-07-27T02:40:35Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maps}}&lt;br /&gt;
== About ==&lt;br /&gt;
&#039;&#039;&#039;MetaStation&#039;&#039;&#039; is a fully-functioning map available on the bee codebase. It is currently the only map unique to beestation, not taking any major inspiration from another map. It has some unique features not seen as well. &#039;&#039;&#039;Feedback is welcomed&#039;&#039;&#039; in [https://forums.beestation13.com/t/corgstation-feedback-thread/ this thread] on the BeeStation forums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key points to note are that:&#039;&#039;&#039;&lt;br /&gt;
* The armory is located deeper inside the station next to the bridge. You will have to break through multiple reinforced walls to get inside.&lt;br /&gt;
* Cargo bay gets two sets of mining hardsuit at the start of the round.&lt;br /&gt;
* There is an Asteroid satellite that only has maintenance rooms.&lt;br /&gt;
* AI upload is located in the AI satellite and is easier to break in.&lt;br /&gt;
[https://forums.beestation13.com/t/a-noob-s-guide-to-the-dreaded-corgsm-confirmed-working-july-9th-2021/ Click here for a guide to setting up the SM on CorgStation]&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Traitor&amp;diff=33883</id>
		<title>Traitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Traitor&amp;diff=33883"/>
		<updated>2021-07-26T10:53:11Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Double Agents? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = SYNDICATE&lt;br /&gt;
|imagebgcolor = #BB0000&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Traitor.png&lt;br /&gt;
|jobtitle = Traitor&lt;br /&gt;
|access = Wherever your job has access to&lt;br /&gt;
|additional = Wherever you can gain [[illicit access]] to&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[The Syndicate]]&lt;br /&gt;
|duties = Kill people, steal shit, fuck school&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = Ok, time to be a productive member of- oh cool I&#039;m a bad guy time to kill people!&lt;br /&gt;
}}&lt;br /&gt;
[[File:Sword.gif]] The following is a tutorial on the basics of treachery -- for the game mode, click [[Game_Mode#Traitor|here]]. For information on the Syndicate organization, see [[The Syndicate]].&lt;br /&gt;
&lt;br /&gt;
An unpaid debt. A score to be settled. Maybe you were just in the wrong place at the wrong time. Whatever the reasons, [[the Syndicate]] has selected you to infiltrate Space Station 13. Your objective is whatever the hell they tell you to do, you&#039;re not the one calling the shots here, &#039;&#039;friend&#039;&#039;. Time to put on your big boy pants, read up on your objectives and do whatever it takes. Or don&#039;t. It&#039;s up to you.&lt;br /&gt;
==[[File:emoji_syndie.png|32px]]The Basics==&lt;br /&gt;
After you&#039;ve familiarized yourself with [[robust|robusting]], it’s time to start sowing discord and chaos. The first thing to note as the traitor are your objectives. They are always kept in the Notes command, and it’s a good idea to check that when a round starts because some early game spam can push your objectives off of the chat!&lt;br /&gt;
==Your Objectives==&lt;br /&gt;
For whatever reason you&#039;ve decided to sell out the people you live and work with, most likely for personal gain. You will be given a number of dangerous goals by your new [[Syndicate]] employer which you must complete.&lt;br /&gt;
===[[High-risk items|Grand Theft]]===&lt;br /&gt;
Congratulations, this objective is either incredibly easy or impossibly difficult. Time to loot shit! You&#039;re tasked with stealing things like the Medal of Captaincy, Captain&#039;s Antique Laser Pistol, a tank of plasma or even the goddamned [[AI]]. Generally your best bet is breaking into wherever the item is or [[robust]]ing whoever has the access for his ID.&lt;br /&gt;
&lt;br /&gt;
See the list of [[High-risk items]] for things you might be tasked to steal.&lt;br /&gt;
===Download Research Nodes===&lt;br /&gt;
To do this, first enter the [[Research_Division|research division]]. You want to reach the room visible from the public hallways that has a [[Computers#Core_R.26D_Console.2FRobotics_R.26D_Console.2FR.26D_Server_Controller|Core R&amp;amp;D Console]], [[Guide_to_Research_and_Development#Deconstruction|destructive analyzer]], [[Guide_to_Research_and_Development#Protolathe|department protolathe]] , and a [[Guide_to_Research_and_Development#Circuit_Imprinter|department circuit imprinter]]. Then follow these steps:&lt;br /&gt;
# Click the [[Guide_to_Research_and_Development#Protolathe|department protolathe]] [[File:Proto.png]].&lt;br /&gt;
# Search &amp;quot;disk&amp;quot;. Print a Technology Data Storage Disk. &lt;br /&gt;
# Put the disk into the [[Computers#Core_R.26D_Console.2FRobotics_R.26D_Console.2FR.26D_Server_Controller|Core R&amp;amp;D Console]]. [[File:RnD_Console.gif]]&lt;br /&gt;
# Click the Core R&amp;amp;D Console. Click &amp;quot;Main Menu&amp;quot; -&amp;gt; &amp;quot;Tech Disk&amp;quot;. &lt;br /&gt;
# Click &amp;quot;Load Technology to Disk&amp;quot;. Then &amp;quot;Eject Disk&amp;quot;. &lt;br /&gt;
# Put that disk into your inventory, and it will count as stealing research nodes. &lt;br /&gt;
You may want to wait until later in the round before doing this, to make sure there are enough research nodes unlocked to be enough for your objective. &lt;br /&gt;
===Assassination===&lt;br /&gt;
&#039;&#039;-&#039;cause at the end of the day, long as there&#039;s two people left on the planet, someone is gonna want someone dead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re lucky, someone or something will off your target for you. In that case, congratulations! Sit back, lay low and avoid the tsunami of chaos. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t feel lucky? Wanna tip the scales in your favor? Good on ya. There&#039;s a whole smorgasbord of ways to murder someone. You can read up on that [[#Murder_101|below]].&lt;br /&gt;
&lt;br /&gt;
Your target MUST still be dead when the shuttle docks at Centcom. Don&#039;t forget that your station has experimental cloning technology that may or may not be working.&lt;br /&gt;
====Maroon====&lt;br /&gt;
A variation of Assassination where simply preventing them from escaping will also count as a success. Gives you a little more freedom in how you want to approach it. Nine times outta ten this means killing them, but you don&#039;t have to! Be creative! &lt;br /&gt;
====Destroy AI====&lt;br /&gt;
Another variation of Assassination, except your target will always be an [[AI]]. A little tougher than your typical target, as the AI is usually installed in a well-fortified location. It&#039;s also not as straightforward as simply uploading a law to have it kill itself, as someone can easily just walk into the AI core and restore it back to full health.&lt;br /&gt;
====Protect====&lt;br /&gt;
A rare objective that an admin probably gave you. Your job is to keep your target alive and hope they don&#039;t commit suicide or get lost on lavaland forever.&lt;br /&gt;
===Escape alive and without being in custody===&lt;br /&gt;
Now, the difficult part, getting off of the station in either the [[Escape Shuttle]] or an [[Escape pod]]. Some players are going to want to cause the damage to get the shuttle called. Other players are going to want to hang back and let the station tear itself to pieces. The more people on the shuttle, the greater chance some MAD BOMBER will kill you and such. How you escape is up to you, but remember that one [[emag]] or three different [[Heads of Staff]] IDs will reduce the departure timer to 10 seconds. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that the Shuttle Brig (area of the main shuttle marked with red flooring) is designed to transport prisoners to Centcom security. You will count as being &amp;quot;in custody&amp;quot; if you stand on this red flooring when the shuttle docks at Centcom. &lt;br /&gt;
====Delta Alert====&lt;br /&gt;
If the station goes delta it means the station will likely explode or worse within 90 seconds or so. If this happens you can still escape alive. During red and delta alert levels, the escape pod control computers will have the option unlocked to &amp;quot;Send to lavaland&amp;quot;. Sending your escape pod to lavaland will count as you escaping alive without being in custody only IF the station does explode from the delta crisis, AND you stay in the pod until the round ends. It does NOT count if the delta alert crisis is resolved, and the round ends normally from escape shuttle arriving to Centcom.&lt;br /&gt;
===Hijacking===&lt;br /&gt;
&#039;&#039;&#039;FUCK.&#039;&#039;&#039; The Syndicate wants you to hijack the [[Escape Shuttle]] by overriding the navigation protocols using the shuttle computer. This is going to be so much more difficult. There are two basic ways to approach this problem. The first is to simply [[robust]] anyone who tries to board the shuttle. It seems easy at first, but once you&#039;re dealing with a tide of panicked crew trying to escape the singulo/changelings/malfunctioning AI the problem becomes exponentially more difficult. Your second option is to seal off the escape shuttle or its bridge. Build walls in front of the windows, [[guide_to_hacking|hack]] the shuttle airlocks to drop the bolts and find some way to make the rest of the shuttle inhospitable. A combination of both of these approaches can be sufficient 90% of the time. Don&#039;t forget that you can emag the shuttle&#039;s console (or swipe it with three different [[Heads of Staff]] IDs) to force the shuttle to launch after a quick 10 second countdown.&lt;br /&gt;
&lt;br /&gt;
If all goes well, give yourself a pat on the back, you did it! If not, try to figure out where it all went wrong and improve on that. Escaping alone can be nearly impossible depending on the crew and station&#039;s condition. Sometimes it was not meant to be, but regardless, the only way to keep better is to have fun and continue practicing!&lt;br /&gt;
===Martyrdom===&lt;br /&gt;
What the objective says. Die a glorious death. To succeed you must be dead by the end of the round. Dying and then getting cloned does not count as having died.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using the &amp;quot;suicide&amp;quot; command to kill yourself is not a glorious death. Doing this will make you fail this objective, and you will not get your greentext.&#039;&#039;&#039;&lt;br /&gt;
==[[Syndicate Items|Your Tools]]==&lt;br /&gt;
Alright, you know your objective! Time to accomplish that goal! The Syndicate treats you much better than Centcom. On your person, you will have an uplink containing 20 telecrystals itching to be spent on traitory goods. The uplink will either be hidden in your [[PDA]], [[Radio Headset]] or in a [[pen]]. With a PDA uplink, you will be given a code consisting of a phonetic alphabet letter, and a three-digit number. The Headset uplink can be accessed by tuning it to a specific frequency, and the pen can be accessed by turning the head a certain number of degrees. &lt;br /&gt;
&lt;br /&gt;
Check [[Syndicate Items]], for a more detailed description on the goods. But don&#039;t go racing off to order those items ASAP. Although it can be useful to get items early, holding off until you need the item also has merit, so 6 crystals don&#039;t get wasted on an emag when you find the captain&#039;s spare ID on that assistant you just killed. Some items require you to pool your telecrystals with other traitors. Other items are role-specific.&lt;br /&gt;
&lt;br /&gt;
If you think you&#039;re at the risk of being searched by security, and you don&#039;t think you can outrun or outfight them, a good idea is to hide your traitor items somewhere. A few options:&lt;br /&gt;
* A backpack in one of the personal lockers in the locker room at arrivals or in the dorms northwest of the bar.&lt;br /&gt;
* For small items like emags, you can hollow out a book with a pair of wirecutters and place the item inside. To recover it, just click the item in your hand. The object will fall out.&lt;br /&gt;
* The cistern of a toilet in the locker room or the dorms. Crowbar the toilet to remove the cistern lid, click the toilet with the item you wish to hide, then crowbar the toilet again to replace the lid. Be warned that this creates a unique sound that can be heard in nearby rooms, so players who hear this and know about the trick may check the toilets to see what loot they can find.&lt;br /&gt;
* shitty smuggler&#039;s satchel underneath a floor tile, but these only hold four small items and as such are a waste of telecrystals.&lt;br /&gt;
* Various lockers, boxes, linen bins and the like around the station.&lt;br /&gt;
* Always experiment to find more!&lt;br /&gt;
==[[Illicit Access]]==&lt;br /&gt;
Gaining entry to areas above your clearance is an important skill. Sometimes you&#039;re looking to loot stuff. Sometimes security or another traitor is chasing you and you need to escape them. Sometimes the AI has gone mad and has locked you in a room filling with deadly neurotoxin. A collection of ways to break into places can be found [[Illicit Access|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:emoji_heart.png|32px]]Blood Brothers ==&lt;br /&gt;
It&#039;s like traitor but with brotherly love! You and one or two other assholes will have to complete multiple traitor objectives together! You get a static meeting place on the station where you can plot your dastardly plans. The main caveat is that you don&#039;t recieve TC!&lt;br /&gt;
==Incursion==&lt;br /&gt;
Incursion is a version of traitors where the traitors are in a small team. As a member of the incursion, you will spawn with a radio uplink in your backpack and a radio implant that can listen in on all channels and talk on the syndicate one. This implant cannot be implanted into non-antagonists or else it will explode, gibbing the receiver if they do not get it removed in time.&lt;br /&gt;
===Uplink===&lt;br /&gt;
The station-bounced radio uplink you spawn with only has 15 TC, and certain items have been blacklisted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacklisted Gear&#039;&#039;&#039;&lt;br /&gt;
 - Contractor Kit&lt;br /&gt;
 - Sleeping Carp&lt;br /&gt;
 - Syndicate Lootbox&lt;br /&gt;
 - Syndicate Encryption Key&lt;br /&gt;
 - Internal Syndicate Radio Implant&lt;br /&gt;
 - Clown Car&lt;br /&gt;
&#039;&#039;&#039;Unique Items&#039;&#039;&#039;&lt;br /&gt;
====Stolen Shuttle Creation Kit====&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Stolen Shuttle Creation Kit&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 15TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Building a shuttle&lt;br /&gt;
 |strategy = Build a shuttle for your team, warp to security, raid the armoury and then warp away before security can catch up with you. Use as a mobile base of operations and as a hideout for when you do your deeds.&lt;br /&gt;
 |description = Contains (almost) everything you need to build your own shuttle. Comes with a canister of plasma, a combat RCD with a lot of RCD ammo, a shuttle creator, 2 pipe dispensers, 2 syndicate toolboxes (containing combat gloves), 1 electrical toolbox, 1 shuttle docking computer, 1 shuttle flight computer, 2 plasma thrusters, 2 engine heaters, 1 RPED, an APC electronic board and an APC wallframe.&lt;br /&gt;
 }}&lt;br /&gt;
====Syndicate Medical Bundle====&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Medical Bundle&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 12TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Healing your team&lt;br /&gt;
 |strategy = Use the stimpacks to become immune from security stuns, revive your dead teammates with the defibrillator, heal your wounded teammates with the medical kits.&lt;br /&gt;
 |description = A bundle containing 2 tactical first aid kits (Which include combat defibrillator), 2 brute first aid kits, 2 fire first aid kits, 1 toxin first aid kit, 1 oxygen first aid kit, a pill bottle of mutadone, a pull bottle of neurine and 4 stimpacks.&lt;br /&gt;
 }}&lt;br /&gt;
====Hardsuit Bundle====&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = Hardsuit Bundle&lt;br /&gt;
 |image = GrayCrate.png&lt;br /&gt;
 |cost = 18TC&lt;br /&gt;
 |foundin = Incursion Uplink&lt;br /&gt;
 |usedfor = Going into space and looking cool.&lt;br /&gt;
 |strategy = Buy hardsuits, pretend to be a nuclear operative team, the whole crew arms up with weapons and AA, take AA and steal your targets before escaping.&lt;br /&gt;
 |description = A create containing 4 syndicate hardsuits, 4 syndicate gasmasks and 4 oxygen tanks.&lt;br /&gt;
 }}&lt;br /&gt;
===Objectives===&lt;br /&gt;
====Assasinate Excommunicated Traitor====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Assassinate an excommunicated traitor. The person you are tasked with killing will know you are coming and is a standard traitor with a standard uplink and standard objectives of their own.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Moderate/Easy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Get together as a group and quickly take them out, or frame them for a crime and get them searched and executed by security.&lt;br /&gt;
====Assasinate Head of Staff====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Assassinate a head of staff. Often pretty difficult, since they will be checked on a lot more than a regular crew, but as long as nobody sees you and your team do it, nobody will ever know.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Moderate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Kill them while they are alone.&lt;br /&gt;
====Escape / Hijack====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Like normal escape or hijack, except only 1 team member needs to complete this objective for it to count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Easy (Escape) / Hard (Hijack)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strategy:&#039;&#039;&#039; Complete them like you normally would.&lt;br /&gt;
==Murder 101==&lt;br /&gt;
Most traitors eventually have to kill someone, regardless of objectives, and knowing the right and wrong ways to do it will make or break your mission.&lt;br /&gt;
====General Tips &amp;amp; Advice====&lt;br /&gt;
* Always finish the job.&lt;br /&gt;
* Armor can be circumvented by aiming for areas not covered by the armor. If somebody is wearing a helmet, aim for the torso. For body armor, aim for the legs.&lt;br /&gt;
* Know your enemy. If your target is part of the Security team or one of the Heads, expect to be fighting a heavily armed and armored opponent. If you know the target is a good fighter, it might be a good idea to use one of the less physical methods.&lt;br /&gt;
* If you think you can kill somebody with an item, chances are you can. Even when you&#039;re sure there&#039;s no way this will kill anyone, &#039;&#039;it still might manage to.&#039;&#039; Experiment with different items and tools so that you&#039;re always a threat.&lt;br /&gt;
* When push comes to shove, push back. Fighting in SS13 is a lot like bull fighting; a lot of running and dodging and then direct physical confrontation. Never be afraid to back off for a second and get ready for a charge.&lt;br /&gt;
* Keep in mind that the best methods of killing are combinations of the ones listed below.&lt;br /&gt;
* Blood on your weapons, hands, and on floor are dead giveaways that you have beat somebody up. Dispose of the weapon and/or clean them if you have the supplies or can get to a sink and/or shower. Always try to wear gloves when you kill someone. Not only does it leave your hands clean, it prevents fingerprint evidence from giving you away.&lt;br /&gt;
* Having the element of surprise on your side ALWAYS makes for an easier murder. Don&#039;t give your opponents a chance to run away or defend themselves if you can.&lt;br /&gt;
* If you act suspiciously, you&#039;ll be treated suspiciously. Your instinct might tell you to avoid security and try not to draw attention to yourself. This is guilty behaviour. Act casual. Be polite and engaging with people you talk to. You&#039;ll be surprised at what you can get away with when people like and trust you.&lt;br /&gt;
===Beating===&lt;br /&gt;
Typically the most readily available murder option. It involves a blunt object such as your fists, tools, toolboxes, stun batons or almost any other item in the game.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Easy to do, weapons are readily available across the station.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Leaves a bloody mess, armor exists, often gives them time to cry for help.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Unless you&#039;re a robust fighter, beating is not always a viable option because it&#039;s somewhat easy to defend against. A few objects, like batons, will require harm intent.&lt;br /&gt;
===Strangulation===&lt;br /&gt;
Another simple option. Anybody who&#039;s not handcuffed can strangle somebody.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Always available option, after you have it locked in it&#039;s GAME OVER, doesn&#039;t leave any blood&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Unless they&#039;re stunned or handcuffed, it&#039;s very easy to avoid and it leaves you in a vulnerable position, unless you quick choke.&lt;br /&gt;
Takes ages to actually kill someone&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Strangulation is most useful against downed opponents. Tabling is a common precursor to strangling.&lt;br /&gt;
==Advanced Methods of Murder==&lt;br /&gt;
This section covers special weapon kills and environmental circumstances that may only be available in certain parts of the station.&lt;br /&gt;
===Suffocation===&lt;br /&gt;
Simple enough; while wearing internal gear, release toxic gases into a room with your opponent.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Leaves no physical evidence besides the tank/canister, reasonably fast!&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Toxic gases can be difficult to acquire depending on your job&lt;br /&gt;
:Trapping your target presents a problem in and of itself&lt;br /&gt;
:They may have internals&lt;br /&gt;
:The area becomes contaminated until somebody comes to clean it up&lt;br /&gt;
:The AI will also receive an atmospheric alarm for the area and can immediately jump to a camera there, making escape difficult unless you can hide in a locker or something&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Suffocation is not a good option for many parts of the station, but it&#039;s feasible to use in areas like the Engine, Toxins and the Atmos lab.&lt;br /&gt;
===Intoxication/Overdose===&lt;br /&gt;
Killing aided by medical supplies such as toxins, morphine and rejuvenators and medication like epilepsy pills. Some of these will merely incapacitate the enemy, some will do significant damage, and enough of them can be deadly.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Readily available in the Medbay or from your uplink, leaves little physical evidence&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Takes some time to work&lt;br /&gt;
:Is most likely not deadly unless extreme doses are administered&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This method is effective to incapacitate people you&#039;ve already caught if you don&#039;t have any means of handcuffing them, but unless you&#039;re a chemist or buy the poison kit, what you&#039;ve got is probably not effective enough to kill outright.&lt;br /&gt;
===Weapons===&lt;br /&gt;
Simple to use and most effective in direct melee. This includes swords, axes and revolvers.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Almost a one-hit-kill, can be concealed&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Only available to the traitor, makes a bloody mess, anybody who sees you with them will assume you are the traitor, unsuppressed weapons can be heard from adjacent rooms&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Very effective and efficient means to kill, but these weapons are not available to the general public, so if you&#039;re caught with them it&#039;s usually game over.&lt;br /&gt;
===Spacing===&lt;br /&gt;
The act of forcing somebody out of an external airlock. The ones in the [[Escape Shuttle Hallway]] and [[Arrivals]] are all-access, meaning anyone can open these. Aggressive grab and throw them while they are under or in front of the airlock.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Airlocks are available across the station, guaranteed kill, usually leaves no physical evidence&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:External airlock access isn&#039;t granted to everybody&lt;br /&gt;
:Smart opponents might be able to dodge out of the way or pull you out with them, they will probably be able to scream for help&lt;br /&gt;
:You&#039;ll need internal equipment&lt;br /&gt;
:The body can land back on the station&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Spacing can be a plausible option for people with the proper equipment, but it can also be dangerous.&lt;br /&gt;
===Fire===&lt;br /&gt;
Very dangerous and should only be used if a dramatic death is desired.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Very intimidating and dramatic, high chance of death, destroys the station (if that&#039;s a good thing), and leaves no physical evidence except a charred body and burnt floors.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:The equipment required to start a fire is only available in certain rooms such as atmospherics, toxins lab or the engine. It&#039;s also very dangerous to the attacker.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:Fire has high style points but it can be permanently damaging to the station and may interfere with your objective.&lt;br /&gt;
:The &#039;&#039;&#039;singularity engine&#039;&#039;&#039; can also be used as an effective murder weapon and shares many of the pros and cons stated above, but the danger is increased tenfold.&lt;br /&gt;
===Genetic Murder===&lt;br /&gt;
Makes up a fraction of murders on SS13, but it has its advantages.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:You can change the person&#039;s identity completely, you can mask your murder as an attempt to help give them powers or do research or backup DNA, and once they&#039;re in the pod you can lock it where they have no chance to call for help or fight back.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:It&#039;s hard and generally suspicious to access the genetics lab unless you&#039;re cleared to enter.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This method can be risky and it is generally not easy to accomplish unless you&#039;re the researcher.&lt;br /&gt;
===Baiting===&lt;br /&gt;
A fairly advanced tactic, if only because it doesn&#039;t always work and is difficult to pull off correctly. Basically, you talk Security into attacking somebody for committing some kind of crime. The crime ostensibly committed can range from breaking windows to breaking faces - it doesn&#039;t matter, they&#039;ll die for it. This can be especially useful when the Security team have proven themselves incompetent and are unlikely to challenge your accusations.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Relieves suspicion of you (if it exists), a very good way of getting the station&#039;s legitimate members to do your dirty work, distracts Security, makes for nice RP&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Unpredictable, occasionally backfires, not always easy to pull off.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:It is great when it works, but it is also hard to pull off and risky. Make sure you always wear gloves, and try to use people&#039;s ignorance to your advantage; asking some random Assistant to hold something like a fire extinguisher for you at the start of the round, then leave it near the victim&#039;s body, for example.&lt;br /&gt;
:Another tip-Have a good weapon on you, DON&#039;T MAKE THINGS UP ON THE GO, have something your target can get knocked out by.&lt;br /&gt;
===Gibbing===&lt;br /&gt;
Using the chef&#039;s gibber for killing personnel. Probably the best if you&#039;re the chef, but if the corpse is knocked out, the chef won&#039;t give a shit about killing them.&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:Leaves no evidence, and you can eat him to get your health back.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:Target has to be nonresponsive to gib them. Access to the kitchen is needed, or you will end up having at least one person who knows that you killed someone. Body has to be dragged to the kitchen, most likely in front of people.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:This is probably the best as chef, as it doesn&#039;t appear as traitorous.&lt;br /&gt;
===Cremation===&lt;br /&gt;
Using the crematorium is a must as a Chaplain traitor. You can also mass drive people if you don&#039;t want to cook them (obvious to anyone going to derelict).&lt;br /&gt;
;&#039;&#039;Pros&#039;&#039;&lt;br /&gt;
:No chance to survive, leaves literally zero evidence if you pick up the ashes, no need to strip them down.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Cons&#039;&#039;&lt;br /&gt;
:You can get spotted, need to make sure the person is out cold / dead. &lt;br /&gt;
:Crematorium destroys items completely, and doesn&#039;t leave anything behind if you don&#039;t strip them. Obvious if you mass drived them (and people going to the derelict will notice this). Careful of blood trails!&lt;br /&gt;
:Only people with the crematorium&#039;s access can use the crematory devices.&lt;br /&gt;
:Remember, the crematorium also destroys items! Nothing is worse than broiling the Captain and realizing that all that remains of your objective is now a scorched piece of jumpsuit.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;Notes&#039;&#039;&lt;br /&gt;
:The mini-crossbow helps here, as does the sleepy pen. You can knock people out constantly, and pelt them with arrows until they pass out and are at your mercy.&lt;br /&gt;
== Where to Commit Murder ==&lt;br /&gt;
Now that you&#039;ve picked your method of slaying, you will need to pick somewhere to do this. Several obvious factors play into this decision;&lt;br /&gt;
* Are the facilities available in this area? You obviously won&#039;t be able to push somebody into the engine from the Chapel.&lt;br /&gt;
&lt;br /&gt;
* How frequently does the subject access this area? Waiting in the Medbay for your target won&#039;t result to anything if he never leaves his office.&lt;br /&gt;
&lt;br /&gt;
* How heavily populated is the area? You won&#039;t want to kill somebody in an area like the Medbay because there is almost always somebody there.&lt;br /&gt;
After looking over these, you can tell where you should commit the crime. Several more specific factors play into this;&lt;br /&gt;
* How hard is the area to access?&lt;br /&gt;
* How secluded is the area?&lt;br /&gt;
* How much camera coverage is there?&lt;br /&gt;
* Is the area your primary post?&lt;br /&gt;
It would be unwise to kill somebody in the Toxins Lab if you&#039;re the only toxins researcher. On the other hand, it would be incredibly wise to kill somebody in the Toxins Lab if you&#039;re not the toxins researcher.&lt;br /&gt;
===Getting Rid of the Body===&lt;br /&gt;
Most of the methods of killing people leave behind a body (potentially) covered in evidence and more importantly able to be brought back from the dead. While the specifics of resurrection aren&#039;t important the requirements of these methods are. &lt;br /&gt;
*Defibrillation needs a mostly intact body which has been dead less than a certain amount of time. The easiest method of rendering it impossible to defib someone is to smash their skull in a bit more thoroughly. Just keep beating/shooting them while they&#039;re dying. &lt;br /&gt;
*Cloning requires the brain. All you need to keep is the brain so cutting that out and keeping/spacing should suffice. Be aware cloning can have saved scans so ensure you check&lt;br /&gt;
*Botany is probably the most difficult to prevent but the least likely to happen. So long as Genetics is intact Botany is unlikely to start planting clone pods. Fortunately they need a blood sample from the body and RP rules(usually) protect you from blood taken from before your attack.&lt;br /&gt;
*Robotics doesn&#039;t actually bring the dead back(they still count as dead even if borged) but most Borgs that aren&#039;t one-humaned to you are going to rat you out the moment they can speak. Fortunately they need the brain.&lt;br /&gt;
So how do you actually prevent this?&lt;br /&gt;
Most of the methods of killing people without leaving a body work on those who are already dead.&lt;br /&gt;
Cutting someone&#039;s brain out or beheading them stops almost every method. Your common toolbox contains most of the tools you need and substitutes for the rest are in low security areas. A quick trip to cargo will get you a full set of tools or the ones you were missing, breaking a window or hopping the kitchen table will get you a knife, and breaking into the botany backroom will get you a hatchet to replace the saw. A brainless body is suspicious and bleeds everywhere so be prepared to ditch it right away. A quick disposals ride should be enough to prevent your location from being identified. You were wearing gloves, right?&lt;br /&gt;
If you have access to body bags, you should use them. People ask a lot fewer questions about people using body bags in public. Expect to get stopped several times by assholes opening the bag and make sure it looks like your heading for Medbay.&lt;br /&gt;
Toss people out of the airlock at an angle, as most of the places where people check for bodies are in straight lines.&lt;br /&gt;
Strip people of their jumpsuit if you can&#039;t dispose of them elsewhere and hide them in a locker that locks preferably to an access that is uncommon. Remember your new access is your access plus whatever your victim&#039;s access was.&lt;br /&gt;
If all else fails, dropping a mini-bomb on the body will prevent it from coming back.&lt;br /&gt;
==Getting Caught==&lt;br /&gt;
Things never go that smoothly. Getting caught is a way of life on Space Station 13 and knowing how to get out of it is very important. And the best way to do that is to lie so much you believe yourself. Lie to everyone and everything that talks to you. Agree to any searches that won&#039;t get you busted for corpses or traitor items. Do anything to deflect the blame on to others. If you run around not saying anything dragging a locker of corpses around, you will end up dead. If you drag around that locker of corpses saying you were cleaning up maintenance and you are going to give the chef some meat, you may have a chance of not getting killed. Note that your chances of this bluff being a success is shot to nothing if you get caught with any traitor items on you. As soon as that first [[emag]] or revolver is spotted, you&#039;re getting a face full of a harm baton and then the embrace of hard vacuum.&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
===Tip 1: GET CREATIVE===&lt;br /&gt;
Alright, here&#039;s the situation. Let&#039;s say that your objectives are to kill someone, and to escape alive. Very simple, and they give you a lot of leeway in terms of the method of assassination. This means you could kill your target in a multitude of interesting and different ways! Here&#039;s a few examples:&lt;br /&gt;
* Challenge your target to a duel.&lt;br /&gt;
* Kill them in an incredibly silly way, or using unlikely objects.&lt;br /&gt;
* Be like Jigsaw, and give them a challenge in which failure ends in death.&lt;br /&gt;
* Frame them as a traitor, by putting traitor items in plain sight and switching your fingerprints for theirs in the security database.&lt;br /&gt;
And many more! Please note that even if you have things like steal or escape alone objectives, you can still make things fun! Try holding a hostage, or buying the escape shuttle.&lt;br /&gt;
===Tip 1-A: Use a gimmick===&lt;br /&gt;
Gimmicks can be the most fun you will have as an antagonist. Everything from tying your victims to a conveyor belt leading into the crusher and donning a Snidely Whiplash costume, to putting on a suit and tie, getting the admins to turn you into a skeleton, and building a disposals coaster into space (THE RIDE NEVER ENDS), to playing a murderer who hatches murder plots based on the victim&#039;s job (roboticist killed by a rogue cyborg, engineer thrown into the supermatter, assistant toolboxed to death, etc.) can be fun for all parties involved.&lt;br /&gt;
===Tip 2: Try to avoid murderboners===&lt;br /&gt;
&#039;&#039;WARNING! WARNING! OPINION AND RANT AHEAD!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Murderboning is no fun. No matter how great it might seem gunning down everyone you see, you&#039;ve got to remember something. Every human you see walking around is being controlled by a real person. They probably sat down after a hard day doing whatever it is they do and said to themselves “Huh, I want to play Space Station 13. It&#039;s a fun game!” You probably did the exact same thing before you logged on. For each little pixel character you shoot in this game of 2D spessmens, you are removing a person – just like you – from doing something they find enjoyable. This is what makes SS13 different from other games. If you die in an FPS, you pop back into existence no different from before you died. In SS13, unless the body is recovered you die permanently. So please, think of who you&#039;re killing before you go on a thermal/noslip/esword frenzy.&lt;br /&gt;
==== !!MURDERBONING IS NORMALLY AGAINST THE RULES!! ====&lt;br /&gt;
===== DO NOT MURDERBONE UNLESS IT IS [[Rules#Murderbone Policy|&#039;&#039;SPECIFICALLY WRITTEN THAT YOU CAN&#039;&#039;]] =====&lt;br /&gt;
===Tip 3: Ask the admins, they&#039;re here to help you===&lt;br /&gt;
Despite popular opinion, the admins are not just here to ban people and press buttons. They&#039;re here to help make the round interesting – just like you! Therefore, if you want to do a gimmick that you cannot pull off with the tools available, feel free to ask the admins if you can buy something using leftover TC. Some ideas: Centcom announcements, identity changes, being changed into a whole new antag (note: the admins will quickly get frustrated if you ask for this every time)&lt;br /&gt;
&lt;br /&gt;
Another thing – if your objectives are boring, easy, or you&#039;ve already completed them, you can ask for more. It&#039;s a good alternative to simply killing everything in sight if you can&#039;t think of something to do. For maximum realism, do this by emagging a command console. However, &amp;lt;b&amp;gt;IF NO ADMINS ARE ONLINE, DO NOT AHELP FOR EXTRA MISSIONS&amp;lt;/b&amp;gt;, this only bothers admins as they are forced to get their attention to you, when they could be monitoring the server for rulebreakers.&lt;br /&gt;
===More Tips===&lt;br /&gt;
* Having a spare ID always helps. Assistants are a dime a dozen, so it&#039;s not a bad idea to pin an assistant ID on your shirt before you go about any dirty business so your real identity is not compromised. Throw some acid on your face and acquire a voice changer from your uplink, and no one will ever be able to discover who you are! That is, unless they take your DNA or fingerprint. If you don&#039;t have that, then just wear a mask and run around as unknown, using your ID to access the doors that you need. Knowing the access each job has makes certain IDs more valuable than others and should be a priority.&lt;br /&gt;
* Emagging welded/bolted doors causes them to close permanently, they cannot be opened and can only be destroyed, use this to your advantage when &#039;reserving&#039; an escape shuttle for yourself or when hiding a powersink.&lt;br /&gt;
* There may be other traitors on the shuttle and you may be their objective to kill. Trust nobody. Also, if the round is uneventful, the admins may create new traitors with custom objectives, some of which can be a lot of fun.&lt;br /&gt;
===Even More Tips===&lt;br /&gt;
* Emag any Janiborg you can for their infinite lube reserves. They are also very effective thieves due to being able to pick up items with their trash bag. Emag one, tell it to bring you the AI Upload board and a module of your choice from the Upload Chamber, etc.&lt;br /&gt;
**Actually, just emag all the borgs you come across. And then make more borgs with tthe bodies your minions have created. Then inadvertently complete the &amp;quot;escape alone&amp;quot; after you turned half the crew into mechanical slaves.&lt;br /&gt;
* You can force the AI to call the shuttle by throwing an EMP grenade near it&#039;s core; it has a 15% chance to do so though.Or alternatively, release the tesla which usually makes a bee-line for the AI (if you haven&#039;t given it prior prompting via a beacon...)&lt;br /&gt;
* Store dead bodies on the Toxins Test Site. Nobody will ever find them.&lt;br /&gt;
* Security cameras see as far as you do (7 tiles). This means that if you can&#039;t see a regular camera, it can&#039;t see you. X-ray cameras see through walls. You can differentiate the curved protrusion on the side. &lt;br /&gt;
* Having a bomb in your backpack and setting it off while in a sleeper, will blow up all the shut and the sleeper, but leaving you perfectly unharmed.&lt;br /&gt;
* If you inject a good power cell with plasma, it&#039;ll explode and create a hole in space when it is used for anything.&lt;br /&gt;
* Light switches can be used to sabotage a room if you inject plasma into the light bulbs. Also works if there is a power outage.&lt;br /&gt;
* An emagged Medibot will flat out murder anyone who stands still. Good combo with an emagged Beepsky.&lt;br /&gt;
* When you take something from your bag, or put something in it, it creates a message that everyone around you gets. How far this message goes depends on the size of your item. Here&#039;s a cheat sheet:&lt;br /&gt;
**If the item can&#039;t be placed into a box, then when you put it in your bag it&#039;ll show to everyone that can see you.&lt;br /&gt;
**If the item can be placed into a box, then when you put it in your bag it&#039;ll only show to people who are directly next to you.&lt;br /&gt;
**This also means that only the people next to you can see what you put into your box, as the box uses the same code as the bag. There are also a few exceptions, like the e-bow, that don&#039;t show any message at all.&lt;br /&gt;
* Fake Mustaches conceal your identity as well as a gas mask or helmet. &lt;br /&gt;
* An agent card, which can be used to make you untrackable by the AI, can also scan other IDs to copy their access, producing no special message for spectators: you can do it pretty much anywhere in full view of everyone. Have fun standing in the HoP&#039;s line by queuing up behind someone with large amounts of access and copying that access on the diagonal while the ID is placed on the table. Also scanning two cards with an agent card give the agent card the permissions of both, you can create a ghetto captains ID with a few low level ID&#039;s you just find laying around.&lt;br /&gt;
* If you grab someone and use them on a open toilet, drownign them via swirly will take creativity however. If it is closed, it slams the affected person into the toilet seat.&lt;br /&gt;
* The chameleon projector can be used to dodge shots, just run with it in your and spam it to have bolts go over you.&lt;br /&gt;
**A hilariously effective use of the cham projector is something slippery, like the clown&#039;s PDA or a banana peel. WILD CLOWN MATERIALIZES.&lt;br /&gt;
**You can&#039;t drag items that are people with cham projectors on, giving you a way to check an item without immediately sending the cloaker into a panic.&lt;br /&gt;
**Floorbots won&#039;t try to collect people disguised as floor tiles or metal&lt;br /&gt;
**Pretending to be an item in space gives you perfect movement, but you&#039;ll still die of exposure if you&#039;re not prepared&lt;br /&gt;
**You can cloak as things in the holodeck and use them elsewhere on the station, no one ever suspects the beachball.&lt;br /&gt;
**You can wrench apart a table or rack and rebuild it under you and disguise for a more convincing ploy.&lt;br /&gt;
**Hiding as an item in a doorway will let the door close harmlessly on you, giving total concealment.&lt;br /&gt;
**Buy an uplink implant, if you get brigged buy a projector and inspire the wild goose chase of the century as you hide there. If sec is being meta shitlords they&#039;ll probably assume there&#039;s a cult about due to the lack of evidence of any escape route besides a straight up teleport.&lt;br /&gt;
* No-Slip syndie shoes are the most cost effective thing you can possibly buy, and probably the most powerful thing you can purchase.&lt;br /&gt;
* You can change the timer on C4 to be extremely high, it tops out at 60000 seconds (1000 minutes = 16.7 hours). Scare the ba-jesus out of someone by planting irremovable C4 that will probably never detonate or hang a live explosive on your wall for a stylish conversation piece.&lt;br /&gt;
* The entirety of Disposals can easily be routed into space in certain maint areas, and you need only stun and drag people to a disposal bin to instantly kill them. Disposals can be a very potent weapon if used correctly, and there are plenty of correct ways. You just need to find them.&lt;br /&gt;
* Putting a tracking beacon in space makes the hand teleporter a instantly lethal weapon instead of a convenience.&lt;br /&gt;
* A banana peel slip is long enough to quickchoke someone.... not as devastating as it once was, but they&#039;ll be down for the count unless someone assists them.&lt;br /&gt;
* Targeting the eyes with a flashlight and attacking someone with it will cause their screen to flash white for a moment... This works on cyborgs as well, and can be used to blind and seriously inconvenience them if you don&#039;t have access to a flash and have someone to assist you in beating them to death.&lt;br /&gt;
* Lockers do not protect from space and atmosphere. So stun-locker-weld-space is a valid strategy.&lt;br /&gt;
* When security is chasing you, occasionally do a 180° and sprint back past them. If they’re space lagging enough, they won’t see you run by. This is especially effective if you’re being chased by the dreaded security mob, mainly because such mobs have a pack mentality. If you manage to throw off one officer, chances are good someone will follow him as well. Also, unless they are right on your ass, close doors you go through and open doors you don’t. People will chase open doors if they lose a visual on you. Also, tasers can’t go through doors and you can’t open a door during its closing animation, which can give you another extra second to duck into a maintenance tunnel.&lt;br /&gt;
* There&#039;s an ID console near arrivals. If you get all-access when you really shouldn&#039;t, you should use this to make extra ID&#039;s to stash somewhere for when Sec inevitably takes your original ID.&lt;br /&gt;
* Shooting syringes of black slime juice works and will turn the person into a slime. Combine this with that one icy reagent or a docility potion and bam, you just murdered someone.&lt;br /&gt;
* Diamond drills can break through r-walls in record time.&lt;br /&gt;
* Have an agent ID and a voice-changer mask? Why not use it to make that guy you murdered blame somebody else! Or, make him say he&#039;s committing suicide! HoP traitors (or equivalent) with a voice changer can impersonate anyone they want without even having to buy an Agent ID, all from the comfort of his or her own office or even they&#039;re own escape pod.&lt;br /&gt;
* You should hide off cameras when impersonating someone with a non-Agent ID, as the AI can track you.&lt;br /&gt;
* You can always turn that Box of Spare IDs into a Box of Fake IDs, find a nice place in maint....&lt;br /&gt;
* If you ever need a place to hide something make a false wall to the balloons secret spot and put the stuff into that area to get later when the heat has died down. All you need to worry about is some-body wanting a balloon and finds a ton of weapons or something else instead. For extra points use the secret spot right by sec for the irony if they ever find out. ADDED: You can also use the little construction area next to security if you don&#039;t mind a little damage. Few people check there unless there happens to be a powersink/hidden comms console.&lt;br /&gt;
* NOBODY expects freedom implants.&lt;br /&gt;
* You can delete your fingerprints from the security records. It&#039;s better to re-forge them or swap them with someone else&#039;s however.&lt;br /&gt;
* Nobody checks the lockers in the locker room. Like, ever. And you need a fairly high level of ID to open lockers that aren&#039;t already coded to a specific PDA, so no worries about Joe Schmoe Assistant running in and stealing your hand tele.&lt;br /&gt;
* Boxstation? Here&#039;s how to quickly and easily disable tcomms permanently (99% of the time) as a traitor, at the cost of four telecrystals: from in front of the Incinerator door, go 4 tiles south and slap a block of C4 to your right. Equip internals while you wait for it to go off. This will destroy the telecomms APC, which will depower comms. Nobody will be able to use headsets. With your internals on obviously, deconstruct/slap a second block of C4 on the hub in the middle of the room. If you didn&#039;t get tased and then lasered and dragged out onto a solar by an engineer who&#039;s packing, you will be able to enjoy your disabled comms and everyone walking around with constantly broadcasting station bounced radios in their pockets. ADDED: Destroying the hub does stop communication through headsets on the station. Do note that a competent engineer can still repair your damage.&lt;br /&gt;
* How to get to the Captain’s Quarters through disposals: There is a disposals tunnel outside the mining dock. Just weld and then wrench the sorting pipe, then right-click it once it&#039;s free and click flip. With a bit of luck, it&#039;ll be facing the opposite way. Wrench and weld it. Any disposal &amp;quot;upstream&amp;quot; from that pipe will now take objects and people to the HoP&#039;s office. I like to break into the construction area above tcomms, because it has a disposal in-between the pipe you need to flip to get into the captain&#039;s office and the previous one we flipped. To get into the Captain&#039;s office, you need to crowbar the floor here below the teleporter, then weld, wrench and flip the pipe. When the arrow is pointing right, wrench and weld the pipe and lay the floor tile back over it. Any disposal &amp;quot;upstream&amp;quot; from there will take you to the captain&#039;s office. The rest will take you to the HoP&#039;s. The only question is, if there&#039;s no ID and no hand tele, how do you get out before security gets there?&lt;br /&gt;
* Emagging a comms console with captain access allows you to contact the syndicate. If the Gods are feeling kind, you can Use this to demand new objectives, which they will often give you more telecrystals to help you do this.&lt;br /&gt;
* E-swords and circular saws can be used to make sawn-off shotguns. Eswords can also cut cakes, pizzas and light cigars.&lt;br /&gt;
* &amp;lt;strike&amp;gt;You can&#039;t get out of package wrapped lockers. I don&#039;t even know if you can resist out of them.&amp;lt;/strike&amp;gt; [fixed]&lt;br /&gt;
* Spaced bodies can husk, but it&#039;s not terribly quick. Burned bodies husk much better.&lt;br /&gt;
* You can free people from perma without using space. ADDED: If you go through brig maint, get through the window and grill near where they keep Sec&#039;s atmospheric canisters. Walk up near evidence, cut down the evidence R-wall, Go over to the wall that is behind the table in perma, make it into a hidden wall. Wrench the table and Tada! Sneak in and out of perma while only having to worry about the AI!&lt;br /&gt;
* The AI cannot examine anything except things it can see in its chamber. It can take pictures of you to see what&#039;s in your hand however.&lt;br /&gt;
* You can uncuff yourself while in a disposal unit.&lt;br /&gt;
* You can strip someone&#039;s pockets without a message appearing, if they don&#039;t move during it, otherwise they&#039;ll get a message that says their pockets are being touched. &lt;br /&gt;
* You can take out a combat mech with just an axe if you circle it well enough. Since they turn around slowly and must face you to fire, they can&#039;t do shit. The only issue is getting close enough. Also, if you intend to give someone a combat mech (not yourself) stick on a bunch of mech beacons and build yourself an exosuit computer. If they start to rampage, EMP all the beacons and ruin their mech. Then laugh at them and smash their face in real good.&lt;br /&gt;
* Every PDA holds a pen by default. Remove it and store your sleepy pen/e-daggers there if you take it. No one carries pens in their bag.&lt;br /&gt;
* Are you a traitorous sort lucky enough to have HoP-level access? Don&#039;t want security on your back? CLOSE THE POSITIONS. An understaffed security team is a shit security team.&lt;br /&gt;
* Latex gloves don&#039;t stop you from leaving your fingerprints everywhere. They leave partial prints.&lt;br /&gt;
* Strapping a man to a chair while throwing floor tiles at him, is a surprisingly quick death on his part.&lt;br /&gt;
* If your objective is to steal the nuke disk, steal the pinpointer as well. The reason should be self-evident.&lt;br /&gt;
* The suspicious toolbox does fifteen damage instead of ten, making it as strong as a circular saw or a null rod.&lt;br /&gt;
* Borgs are always stunned by flashes.&lt;br /&gt;
* Grenades can be activated from backpack with mousetraps.&lt;br /&gt;
* Suit Storage Units can hold any type of space suit, even hardsuits. You can hide bodies in them and nobody will ever think of checking there. You can even hack SSUs to burn somebody to a crisp.&lt;br /&gt;
* The nuke blocks projectiles.&lt;br /&gt;
* Black gloves are fireproof. That means you can take whatever lights you want without getting burned. They also half the damage you take from electric shocks.&lt;br /&gt;
* Pulse rifles can actually break tables, racks, girders, and pretty much anything, provided you aim at it with your mouse. Except airlocks. But if you have a pulse rifle chances are airlocks won&#039;t matter for you.&lt;br /&gt;
* EMPs silence headsets.&lt;br /&gt;
* You can dip a cig in anything. Dip a cigar in plasma, the person who lights it will be gibbed (normal cigs won&#039;t do as much damage).&lt;br /&gt;
* Reverse pickpocketing doesn&#039;t produce a message for people you try it on (unless it fails). You can reverse pickpocket minibombs onto people. You can start the timer on the minibomb after you start the pickpocket attempt but before it&#039;s actually placed. At point blank range, the minibomb gibs provided the target has no protection. Go forth and explode pants.&lt;br /&gt;
* You can make an improvised explosive (IED) with basic materials. What you&#039;ll need:&lt;br /&gt;
**Soft drink can, Igniter, a Welding fuel tank, and a cable coil.&lt;br /&gt;
**Igniter ---&amp;gt; Space Cola (filled with welding fuel) ---&amp;gt; improvised explosive assembly --&amp;gt; click on a welding fuel tank --&amp;gt; cables ---&amp;gt; improvised explosive assembly (filled)&lt;br /&gt;
**Should be all set. Oh, and it can gib dead people, if exploded on their body, and the explosion doesn&#039;t expose blown tiles to space. It also destroys dead borg&#039;s bodies so you can get the MMI.&lt;br /&gt;
* One very important note about IED&#039;s blast radius is that it can destroy an APC one tile away. Meaning an IED in the windoor square in front of the AI can destroy its apc and render it incapable of shunting or really doing anything at all.&lt;br /&gt;
* You can use an IED on an r-wall to skip most of the steps of disassembling an r-wall.&lt;br /&gt;
* Got perma access? Try to slip a fully loaded toolbox in perma bathroom or hide an emag inside of the back of the toilet.&lt;br /&gt;
* You don&#039;t need to steal the blueprints to complete your objective, you can instead take a picture of it and it will count as successfully stealing it.&lt;br /&gt;
* &amp;quot;Steal plasma&amp;quot; is just the most easy objective; Grab a emergency O2 tank or an air tank, stuff it in a public scrubber until it&#039;s empty. Grab 10 sheets of metal, go to incinerator, make canister, attach canister to port, activate plasma valve, stuff tank into can, set pressure to max, open, wait, close, remove, win/die because you used it for internals.&lt;br /&gt;
* EMPing a cloning pod turns the clone into a slurry of blood and meat chunks. In case you&#039;ve got access to ground iron and uranium and REALLY need the guy getting cloned to not get cloned.&lt;br /&gt;
* Simply changing your hairstyle can be enough to throw security off your trail if they only caught a glimpse of you. Especially if you have hair that really stands out.&lt;br /&gt;
* A strategy to win Cuban Pete:&lt;br /&gt;
** If your magic is less than 5, charge.&lt;br /&gt;
** If your health is less than Pete&#039;s, and your turtle value is less than 3, heal.&lt;br /&gt;
** Otherwise, attack.&lt;br /&gt;
** Healing increases your turtle value by 1.&lt;br /&gt;
** Attacking or charging your magic reduces your turtle value by 1.&lt;br /&gt;
** Pete will attack you for more damage if your turtle value is greater than 3.&lt;br /&gt;
** This technique gives you a win/loss ratio of about 1.7 on average. If your health is ever below 7, restart the game (screwdriver the arcade machine to restart).&lt;br /&gt;
** Also, once you get Pete to low health, be aware that he can steal your magic. This can result in your death easily, such as if you heal at 5 magic using up 3, and then he steals 2, bringing you to 0 and gibbing you.&lt;br /&gt;
* RIG suits can carry a Jetpack in its Suit Slot, it still needs to be on your back to work, however you can carry it around without anyone seeing.&lt;br /&gt;
* Exo nuclear reactor radiation hits targets in 8 tile radius, get three exonuclear reactors for becoming walking radioactive catastrophe! Don&#039;t forget radiation suit, huh.&lt;br /&gt;
* If you&#039;re looking to hijack a shuttle and have spare space in your inventory, the fastest way to lock people out long enough to emag it without warning is to drop two reinforced tables in one airlock passage just before it docks after bolt-nolight-emagging the other airlock passage(s). Results may vary in places with more than 2-3 doors. ADDED: Five out of Five robusters agree - The surest way to escape alone is preventing anyone from boarding and emagging the console. Murderboning never works, and subverting the AI relies on the AI not being shit - Inconsistent &amp;amp; risky.&lt;br /&gt;
* Tip: Bullets pass through grilles, but not windows. Lasers and disablers pass through windows and grilles. Electrodes are blocked by both windows and grilles.&lt;br /&gt;
* You can shoot a window with a laser (I.e, Click the window) to shoot at the window, rather than through the window. Doing this is faster than almost every other method, comparable in speed to deconstruction.&lt;br /&gt;
* You can steal flashes from mounted flashers by using wirecutters. This will disable the flasher until a replacement flash is installed.&lt;br /&gt;
* You can destroy canisters by attacking them. Usually I&#039;ll use a welder, which also lights the plasma on fire after it escapes. Very useful for traitoring. It&#039;s stupidly easy to escape alone just by releasing some plasma at escape a few minutes before the shuttle arrives. Also fire will destroy canisters the same way, so a fire in Toxins storage is REALLY bad. ADDED: Keep in mind that it doesn&#039;t destroy then release the plasma. It&#039;ll actually explode like a small bomb. So if you&#039;re trying to make an inferno, let the can empty THEN light it, so you don&#039;t put your own fire out with vacuum.&lt;br /&gt;
* Bombing/deconstructing the engineering SMESes will almost always result in the engine becoming loose.&lt;br /&gt;
* Spraying someone with welder fuel or alcohol on someone who&#039;s smoking a cigarette/cigar will set them on fire. Same applies to lit welders. Especially awesome since unlike other methods for setting someone on fire spraying does not show in the chatbox and it can be done from quite a few tiles away, or with unexpected items like pepper spray. ADDED: It also works with a active esword, as a poor antag found out once.&lt;br /&gt;
* You only need maint access to make single tank bombs, on any map. Get a large airtank, any igniter assembly, a wrench and a welder. Remove the air in the airtank with an airpump, then add some plasma and oxygen from the incinerator room(may need some pipe re-wrenching depending on the map), add a hot gas, then attach the igniter assembly and weld a hole in the bomb. Experiment with the mix, I&#039;ve seen 1,2,4 sized explosions(which is syndicate minibomb size) but I am sure you can make even bigger ones.&lt;br /&gt;
* Instead of just cutting the wires for the vault, you can just grab a toolbox, ointment, and one of them budget insulated gloves and break in from the window. Only on box though.&lt;br /&gt;
* Possessing damp rag, either from janitor room or from Bond Bundle, it works as 5u hypospray to mouth on harm intent. Gimmicky and adds flavor to your murder! (Personal recommendation: Use Zombie Powder.)&lt;br /&gt;
**If you manage to make Circuit Imprinter circuit, ABUSE THE HELL OUT OF IT! There&#039;s so much you can build with it, ranging from Energy gun rechargers &amp;amp; Chemical Dispensers to AI Upload consoles (Circuit Imprinter is NOT department locked when constructed elsewhere). Find a cozy place in [[Maintenance]] or make your own and start making those illegal drugs/subversion.&lt;br /&gt;
*Role-playing with your target helps a lot if they&#039;re not always on the move. Offer them money or valuable item for lure, or even lie to them about specific topic (example: &amp;quot;Clown tripped an engineer and dragged them to maints.&amp;quot;) and continue to beat the crap out of your prey.&lt;br /&gt;
*As Botanist, you have MASSIVE advantage of being able to creating some of the [[Syndicate Uplink]] without emagged Chemical Dispenser, that being Carpotoxin, Tirizine and possibly Histamine.&lt;br /&gt;
===&amp;lt;s&amp;gt;Double Agents?&amp;lt;/s&amp;gt;===&lt;br /&gt;
&amp;lt;s&amp;gt;So you&#039;re a double agent. This mode functions a bit differently from normal Traitor in that it&#039;s an absolute clusterfuck you are assigned another double agent to kill! However, this means that there&#039;s also a double agent out to kill YOU! You need to kill a double agent while not being killed yourself. Some uplink items, like the bomb, are unavailable in this mode. You, of course, won&#039;t be *told* it&#039;s a Double Agent round but you can easily meta it from the number of objectives you have.&amp;lt;/s&amp;gt; How do we even still have this part, double agents were removed LONG LONG ago.&lt;br /&gt;
&lt;br /&gt;
However, it is still possible to have kill objectives that is targeted against other Traitors. Maybe talk it out with the other guy and maybe the both of you can get a [[Greentext|Greentext.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Byond_the_impossible&amp;diff=33882</id>
		<title>Byond the impossible</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Byond_the_impossible&amp;diff=33882"/>
		<updated>2021-07-26T10:47:21Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This won&#039;t ever happen. Ever. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Except that when it does happen and gets PR&#039;d to oblivion.&lt;br /&gt;
&lt;br /&gt;
Go back to the [[Main_Page|beginning]].&lt;br /&gt;
[[Category:Joke pages]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Lavaland/Space_Role&amp;diff=33881</id>
		<title>Lavaland/Space Role</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Lavaland/Space_Role&amp;diff=33881"/>
		<updated>2021-07-26T10:42:39Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Neutral Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lavaland and the depths of space possess a wide array of ghost playable roles, ranging from some simple farmers to trained soldiers. All roles have unique objectives, characteristics and ultimately unique goals, they all have different ways they are expected to tackle dealing with the inhabitants of lavaland and the station.&lt;br /&gt;
&lt;br /&gt;
Check &amp;quot;spawners&amp;quot; under the Ghost tab to take one of these roles, if any are available. Not all of these roles will be available to play in one shift due to the random generation of space and lavaland. &lt;br /&gt;
&lt;br /&gt;
Free slots for fugitive hunters and crafted golem shells also appear in this menu. Posibrains and most antag roles do not. If you want to be a space pirate but missed the roll, you&#039;ll need to find their ship and click a sleeper.&lt;br /&gt;
== Neutral Roles ==&lt;br /&gt;
Generally indifferent to everyone else. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that [https://forums.beestation13.com/t/new-rulings/42 escalation rules against ghost roles are relaxed] - crew are free to attack golems for minerals, podpeople for their somatorays and so on.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
![[File:Podman.png]]&amp;lt;br&amp;gt;[[Seed Vault Dwellers]]&lt;br /&gt;
|Be created to spread virtue and peace. Waste your time growing dope and revolvers. Shoot yourself with the Revolvers. Honestly you&#039;re just a botanist who does not have to worry about assistants rushing you.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cow.png|64px]]&amp;lt;br&amp;gt;[[Animal Hospital]]&lt;br /&gt;
|Essentially spawn as a Medical Doctor in hell, but without patients. Get lucky and heal a weary miner, or get unlucky and suicide from boredom.&amp;lt;br&amp;gt; Occasionally host a [[Blood_Cult|book club]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_barman.png|64px]]&amp;lt;br&amp;gt;[[Beach Bum]]&lt;br /&gt;
|Serve drinks to miners, serve drinks to lifeguards, serve drinks to yourself. Die of alcohol poisoning. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Hermit.png]]&amp;lt;br&amp;gt;[[Hermit]]&lt;br /&gt;
|Live in a hole in the wall. Dig your way to freedom or subsist off of mushrooms. Suffocate because your oxygen mask and tank are located across the room and you don&#039;t have a flashlight. Generally act like the Assistant of lavaland.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Golem.png|64px]]&amp;lt;br&amp;gt;[[Free Golem]]&lt;br /&gt;
|Yeah, go do whatever since you have an protolathe that can print anything. In normal cases you should not interfere with the everyday operations of the station unless provoked.&lt;br /&gt;
|-&lt;br /&gt;
![[File:protoRIG.png|64px]]&amp;lt;br&amp;gt;[[Ancient Station Role]]&lt;br /&gt;
|Spawn on a derelict station abandoned for over one hundred years. Die to lack of oxygen. Suicide when you destroy all your food supplies. Die when the space carp kill you. Die when the Hivebots kill you. Against all odds, maybe survive and thrive, or even escape on the space station 13 escape shuttle.&lt;br /&gt;
|}&lt;br /&gt;
== Hostile Roles ==&lt;br /&gt;
These roles are almost always hostile, or at least very avoidant towards any outside faction.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
![[File:SyndiComms.png]]&amp;lt;br&amp;gt;[[Syndicate Lavaland Base Personnel]]&lt;br /&gt;
|Use your syndicate comms to &amp;lt;s&amp;gt;sow paranoia and panic among the Nanotrasen scum&amp;lt;/s&amp;gt; shitpost very loudly. Create &amp;lt;s&amp;gt;biological weapons of mass terror and destruction&amp;lt;/s&amp;gt; the biggest drug lab in history. Shoot &amp;lt;s&amp;gt;Nanotrasen invaders in the head&amp;lt;/s&amp;gt; each other with donksoft guns. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Ashwalker.png]]&amp;lt;br&amp;gt;[[Ashwalkers|Ashwalker]]&lt;br /&gt;
|Be lava Lizards. Prove you don&#039;t need fancy guns to beat Goliaths. Die to a Watcher. Either be a minor nuisance to the miners, or proceed to annex the Mining Base. Spam lizard talk on the general radio. Get killed by security for spamming the radio, and coincidentally killing the miners.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Removed Roles==&lt;br /&gt;
Removed, disabled, or sometimes never implemented for unclear reasons. Whatever the case might be, there&#039;s no way you&#039;ll find them anywhere&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
![[File:Devil.gif|64px]]&amp;lt;br&amp;gt;[[Demonic Friend]]&lt;br /&gt;
|Try to act as a guardian devil. Watch in horror as the assistant you&#039;re guarding suicides. Get cast back into the pits of hell.&lt;br /&gt;
|-&lt;br /&gt;
![[File:SyndiComms.png]]&amp;lt;br&amp;gt;[[Lone Syndicate Comms Agent]]&lt;br /&gt;
|Impersonate CentComm. Generally annoy the hell out of Nanotrasen crew from the comfort of your tiny base. Fight crippling loneliness and get murdered by a powergaming space explorer. Get granted a bigger base, and also friends, by the gods.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Lavadwarf.png|64px]]&amp;lt;br&amp;gt;[[Lava Dwarf]]&lt;br /&gt;
|Gain 2D graphics. Get drunk. Make uranium armour and don&#039;t question the safety hazards. Get drunk. Strip mine half the planet. Get drunk. Kill those damn [[Seed Vault Dwellers|elves!]] Get drunk. Attack an Ash Drake for !!FUN!! Get drunk.&lt;br /&gt;
|-&lt;br /&gt;
![[Escaped Prisoners]]&lt;br /&gt;
|Try to murder the miners. Be sad because all the miners have already died in the first 10 minutes and the mining shuttle console is smashed to bits. Eventually return to the code as an on-station midround antagonist.&lt;br /&gt;
|-&lt;br /&gt;
![[Ironhawk Marine]]&lt;br /&gt;
|Survive a violent crash landing. Shoot lavaland monsters with your crummy gun. Shoot all the windows on the mining outpost.&lt;br /&gt;
|-&lt;br /&gt;
![[Penitent Exile]]&lt;br /&gt;
|Try to redeem yourself. Fail because the game doesn&#039;t specify what you can do to redeem yourself. Cry because you will never be fully implemented.  &lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Humans&amp;diff=33880</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Humans&amp;diff=33880"/>
		<updated>2021-07-26T10:36:14Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RacePageHeader&lt;br /&gt;
|headerbgcolor = darkgreen&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|genus = Homo Sapiens Sapiens&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = Human.png&lt;br /&gt;
|img = &lt;br /&gt;
|specietype = HUMANS&lt;br /&gt;
|speciename = Human&lt;br /&gt;
|homeworld = Earth&lt;br /&gt;
|central authority = United Earth Government&lt;br /&gt;
|restricted job roles = N/A&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
|quote=I sure do love all these squishy organs contained inside my skin by my skeleton!&lt;br /&gt;
}}&lt;br /&gt;
Humans are the dominant species in the known galaxy, their kind extend from old Earth to the edges of known space.&lt;br /&gt;
&lt;br /&gt;
Humans are the default race in SS13.&lt;br /&gt;
=History=&lt;br /&gt;
See the [[Backstory|backstory]] page for a overview of human history.&lt;br /&gt;
&lt;br /&gt;
To summarize, Humanity is the dominant race in the known Galaxy. The only other known intelligent and sapient race (To Humans anyway) are the Lizardpeople, who are subjugated under the control of the United Earth Government for reasons many either don&#039;t know or don&#039;t want to remember.&lt;br /&gt;
=Roleplay=&lt;br /&gt;
Humans of the 26th century hold social values remarkably similar to the Humans of the 21st century, even down to much of their technology intentionally taking the appearance of items and aesthetics of 21st century technology. This is due to a combination of much Human knowledge being lost in the Void Wars, and a sense of nostalgia over days gone by. This also means Humans communicate and act in a manner similar to what people of the 21st century do.&lt;br /&gt;
&lt;br /&gt;
Humans hold a smug sense of superiority over non-Humans, which until recently have just comprised of just Lizardpeople. However some Humans either have no opinion, or even are supportive, of non-Humans, however they are in the minority, for now. Make no mistake as the only reason Nanotrasen began to employ non-human Lizardpeople was due to them being able to employ Lizardpeople for barely a fraction of the pay for a Human equilivant. This backfired when they realized they don&#039;t pay their workers in the first place.&lt;br /&gt;
&lt;br /&gt;
Certain fringe [[Syndicate|organisations]] hold a far more progressive view on non-humans. Whether this is due to these groups being more open to non-humans, or simply due to them desperately needing anyone with the right skill set irrespective of their race, is up to debate and personal interpretation. They&#039;re still not allowed into the [[Nuclear operative|Kool Kids Klub]]&lt;br /&gt;
=Special Snowflakes=&lt;br /&gt;
Nanotrasen is not the first organization to meddle with the human genome. Occasionally (descendants of) humans who have been spliced with other creatures will find their way into employment (usually in very low-ranking jobs). These mutants are officially qualified as non-human, and their social status is below even that of Lizardpeople because of their nature as &amp;lt;strike&amp;gt;disgusting special snowflakes&amp;lt;/strike&amp;gt; humans with filth mixed into their DNA.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mutant humans are a separate server config option from other species, and if job restrictions are enabled on a server, it&#039;ll lock mutant humans out of even more jobs than lizards.&#039;&#039;&lt;br /&gt;
=Gameplay=&lt;br /&gt;
Humans are the primary race in SS13, and the default race all players start as. Humans have no unique advantages or disadvantages in terms of physical capabilities&amp;lt;s&amp;gt;, however only Humans can be selected for a command role prior to the start of a round&amp;lt;/s&amp;gt; (no longer applies, any race can be command now) in addition they are the only sentient race to be protected under asimov laws at round start LRP. &lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Backstory]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=33879</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=33879"/>
		<updated>2021-07-26T10:23:00Z</updated>

		<summary type="html">&lt;p&gt;Williamcll: /* Paging Dr. Evil... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img_generic = Generic_cmo.png&lt;br /&gt;
|img = cmo.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|access = [[Medbay|All Medical Departments]], [[Bridge]], [[Chief Medical Officer&#039;s Office]], [[Brig]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate [[Medical Doctor|doctors]] and other medbay employees, ensure they know how to save lives and use the cryo chamber, check for injuries on the crew monitor.&lt;br /&gt;
|guides = [[Guide to genetics]], [[Infections|Virology 101]], [[Guide to medicine]], [[Surgery|Guide to Surgery]], [[Guide to Traumas]], [[Guide to chemistry]], [[Chemical recipes]], [[Chain of Command]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
|quote = Oh wow, an unknown person in an unknown place is dead. Suit sensors save lives people!&lt;br /&gt;
}}&lt;br /&gt;
[[File:Medbay.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEVj.png|[[Medbay|You run this shit]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039;&lt;br /&gt;
* Know how to perform [[Surgery]], and ensure all possible steps are taken to ensure procedures are successful&lt;br /&gt;
* Know how to do at least basic [[Guide to chemistry|Chemistry]]&lt;br /&gt;
* Understand and enforce safety protocols in and around [[Virology]]&lt;br /&gt;
* Know how to monitor crew via console and hound them to turn their suit sensors up&lt;br /&gt;
* Ensure that the doctors and paramedics know how to care for the patients they receive, and teach them if they don&#039;t &amp;lt;br /&amp;gt;&lt;br /&gt;
== House, MD ==&lt;br /&gt;
Your first goal is to establish yourself. People forget about you really easily, so if you don&#039;t want to get kicked off the bridge as a break-in, make a quick announcement for everyone to turn on their [[suit sensors]] (this will save your EMTs some trouble) and check in with your staff over your medical radio channel. Having full access to genetics and chemistry doesn&#039;t hurt either, so try to take it on yourself to produce some [[Guide_to_chemistry#Medicines|medicines]] for later use, and maybe load some [[Chloral Hydrate]] into a syringe gun or your Hypospray for those rainy days. Don&#039;t be afraid to take over for cloning and medical chemistry if you&#039;re understaffed.&lt;br /&gt;
&lt;br /&gt;
At some point, you might have your [[Virologist]] ask you for a Virus Crate, since you&#039;re &amp;lt;s&amp;gt;his boss who he wants to keep informed&amp;lt;/s&amp;gt; the only one who can unlock it. If you&#039;re feeling wary about their abilities, ask them to come up with a vaccine for a simple disease first, like the flu. After a little while, he might end up with a beneficial virus that he wants to release. Make sure you tell him to run this by you first, and double-check his work before giving him the green light. If he releases one without telling you, immediately take a blood sample from an infected person and scan it in the pandemic machine in [[Virology]]. If it only has good symptoms, commend them on their work, then yell at them to run it by you first in the future. If the disease has bad symptoms (possibly including superpowers, ask over the command radio if the [[Captain]] wants hulk&#039;d Assistants running around freely), tell the other heads immediately and start passing out the cure to people en masse. If you have a chance to subdue the rogue Viro safely, do so and drag them over to the brig, but otherwise just focus on curing people and let security handle things.&lt;br /&gt;
&lt;br /&gt;
Depending on how busy the medbay is, you may have some spare time to dick around with now and then. You can spend this time pretty much however you want, whether you want to brew up some &amp;lt;s&amp;gt;[[Krokodil]]&amp;lt;/s&amp;gt; extra healing chems for later, scan people in genetics in case they die and their body can&#039;t be recovered, clean up the inevitable pools of blood with the Space Cleaner bottles laying around, &amp;lt;s&amp;gt;ERP with your doctors while people need help,&amp;lt;/s&amp;gt; scan the [[Chef|Chef&#039;s]] food with your PDA&#039;s reagent scanner to make sure he isn&#039;t poisoning people, or just run a gimmick of your choice.&lt;br /&gt;
=== Crew Monitoring ===&lt;br /&gt;
Thanks to recent technological advancements, the heads of staff and [[AI]] are no longer the only ones who can access the crew monitoring system. In addition to the stationary consoles at the bridge and your office, each med-vendor comes stocked with several portable crew monitors that can be used by anyone once grabbed from the vendor by someone with a medical ID. If people &amp;lt;s&amp;gt;actually remember to set their suit sensors on&amp;lt;/s&amp;gt; have their sensors randomly set on when spawning, you can check if they&#039;re alive or dead (if Binary Vital Signs are on), what their health levels are (with Vital Trackers on), and even where they are (with Tracking Beacons on). Periodically check these monitors for people to heal or clone and send one of your [[Medical Doctor|doctors]] to them. You may even catch a murder in progress with this! Medbay has plenty of these laying around, so if a crew member like the [[Detective]] asks for one, feel free to oblige them. Remember that there&#039;s a vendor in [[Virology]] that only you and the Virologist will ever really use, so feel free to raid it for monitoring consoles and other supplies.&lt;br /&gt;
&lt;br /&gt;
If someone shows up as deceased but you don&#039;t know where they are, you can ask the AI to locate them for you.&lt;br /&gt;
=== Outbreak ===&lt;br /&gt;
This is your chance to shine. You have a biohazard suit inside of your office. &#039;&#039;&#039;USE IT&#039;&#039;&#039;. Then consult the [[Virologist]] and [[Chemist]]. The virologist should make vaccines, and the chemists should divide them into individual pills. Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Make sure medbay and all its equipment are sterile and blood-free. Your [[Medical Doctor]]s should be helping with this, if they&#039;re not all busy trying on costumes, getting drunk, or seducing each other.&lt;br /&gt;
===Telebaton===&lt;br /&gt;
Your [[Security_items#Telescopic_Baton|telescopic baton]] is one of your best friends. Read about [[Security_items#Telescopic_Baton|how it works]] and make yourself the medbay bouncer, keeping trespassers from harassing your [[Chemist|chemists]] and other personnel. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hypospray===&lt;br /&gt;
This is your medical tool, your lifeline, and sometimes your weapon. Overall, it is an instant injector (dealing bursts of 1/5/15 units, with a fill limit of 30 units). It starts with 30 units of [[Omnizine]], which heals all four main damage types (brute, burn, oxygen and toxin). The Hypospray is best suited for emergencies where you&#039;re too busy to dig around for patches and pills. As for &amp;lt;s&amp;gt;drugging the Clown to drain their blood&amp;lt;/s&amp;gt; self-defense, filling it with [[Chloral Hydrate]] might be a good idea to help deal with unruly patients (as a backup plan in case the [[#Telebaton|telebaton]] fails). Just make absolutely sure that you don&#039;t forget you changed the load and inject someone in crit with 20u of chloral and kill them. You can empty the Hypospray by simply injecting its contents into something, using a syringe to extract its contents, or alt-clicking it.&lt;br /&gt;
===Compact Defibrillator===&lt;br /&gt;
The Compact Defibrillator functions identically to the big bulky defibrillators that spawn in medbay storage with one key difference: Whereas the normal defibs are as big as backpacks and have to be put on your back to function, this is small enough to fit into a backpack and clips to your belt instead. This smaller size allows the Compact Defib to be much more versatile and useful than it&#039;s larger brother since you can deploy it on the spot anywhere, rather than dragging the body all the way to medbay for defibbing, or lugging a bulky defibrillator to the patient. Also like the normal defibs, this comes equipped with a 10kw power cell, which is enough for 10 charges. Make sure to recharge it from time to time, or bug R&amp;amp;D for a 30kw hyper-capacity cell so you&#039;ll (almost) never have to worry about charging it again. Whatever you do, don&#039;t lose it or leave it in your locker, since it is incredibly useful and doesn&#039;t take up much space.&lt;br /&gt;
===Runtime===&lt;br /&gt;
Runtime is your pet cat who starts her day in your office, and most likely never leaves your office (unless R&amp;amp;D is fucking around with the [[E.X.P.E.R.I-MENTOR]]). She lounges around, sipping on expensive space milk, meowing and mewing all day long. It&#039;s the best life a space cat can have, and she is all yours to snuggle with and pet. Some say she is not important, as Ian is the most important pet they say (how dare they), but this is simply not true. While Ian may have more abilities like wearing things, Runtime is a space cat, who don&#039;t need no human. She is there because she allows it.&lt;br /&gt;
== First against the wall ==&lt;br /&gt;
[[Medbay]] is about the worst place to be in a [[Revolution|mutiny]], so chances are your head will be the first to be in disposal. If people are acting strange or starting to get rowdy, arm yourself with &#039;&#039;anything&#039;&#039; as soon as possible, and be prepared to flee from medbay at &#039;&#039;any time&#039;&#039;. Your telescopic baton is your obvious first choice for self-defense since you can keep someone stunlocked by repeatedly smacking them, though you can still easily be overpowered by groups, and if someone knocks it out of your hand then the tables are completely turned. Your Hypospray is a also good choice: remember, twenty units of chloral will knock someone unconscious for a long time. Other possible weapons are a fire &amp;lt;strike&amp;gt;extinguisher&amp;lt;/strike&amp;gt; axe from the bridge if you&#039;re utilitarian, a spray bottle with space lube to buy yourself some time, or a syringe gun if you only need some range.&lt;br /&gt;
&lt;br /&gt;
People see you as weak and distracted, and a good target for any traitor wanting bridge access. Be alert as you work.&lt;br /&gt;
==Tips==&lt;br /&gt;
* Put salbumatol or epinephrine in your hypo once you run out of Omnizine. The most dangerous thing on the station is idiots pushing you away from dying guys, thinking it&#039;s more important they can make out with their cold, dying lips than you inject them. Inject the wrong guy with the hypo and he will meta and scream CMO IS A LING, so just use it for dying dudes.&lt;br /&gt;
* Consider using your money to buy all the advanced first aid kits for the doctors to use. &lt;br /&gt;
* You start with a defibrillator mount in your locker. Put it in near the [[Guide_to_medicine#Lifeform_Stasis_Units|stasis beds]]. The mount is super useful in that it means you don&#039;t have to equip it on your back to wield the paddles. You just have to click the mount, and ta-da, the paddles come out.&lt;br /&gt;
* Runtime absolutely massacres mice, so if there&#039;s a horde of the buggers chewing up wires, just manhandle it into maintenance.&lt;br /&gt;
* Consider dedicating one of your jumpsuit pockets to a Handheld Crew Monitor. As long as you keep the monitor equipped, the monitoring window will remain active on your screen - with your head of staff access, this will allow you to respond to sudden distant injuries more effectively than a regular EMT.&lt;br /&gt;
== Paging Dr. Evil... ==&lt;br /&gt;
&#039;&#039;&#039;NOTE: By default, the Chief Medical Officer cannot be an antagonist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An evil CMO? Don&#039;t panic- you&#039;re in an interesting position, and some careful maneuvering can get you where you need to be. With care, you can get some very deadly and easily concealable weapons, and get access to almost anywhere if you can convince the HoP you&#039;re really a head of staff.&lt;br /&gt;
=== Dr. Jekyll ===&lt;br /&gt;
Probably one of very few roles where you don&#039;t need an emag, or a traitor weapon, mostly because of your Hypospray. Fill that thing with [[Chloral Hydrate]] -- or worse -- and then wait for a victim to walk by. Stealth and speed are key - people expect you to be in medbay, and so long as you&#039;re there and staying busy, nobody will think you&#039;re evil. Get your tools from chemistry, get a coat to disguise yourself (light blue isn&#039;t a frequently seen color), get your objective done and return to life as normal as soon as possible. Of course, if your assassination target happens to end up in front of Genetics, there&#039;s no problem with taking him to the morgue instead.&lt;br /&gt;
=== Mister Hyde ===&lt;br /&gt;
As a changeling CMO, you&#039;ve got plenty of options. One of your major goals is to capture Genetics so you and your changeling buddies can feast on free corpses! With the right chemicals, your Hypospray or a spray bottle can both be used to knock out victims ([[Chloral Hydrate]], anyone?), and you can capture many humans on the pretense on healing them. Changeling Medical Officers are best played stealthily. Try not to get anyone too suspicious of you, and see if you can ask the HoP for maintenance access.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Williamcll</name></author>
	</entry>
</feed>