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|img = ce.png
|img = ce.png
|jobtitle = Chief Engineer
|jobtitle = Chief Engineer
|access = [[Construction Area|All]] [[Engineering]] [[Atmospherics|Departments]], Power Equipment, [[Chief Engineers Office|CE Office]], [[Construction Area|Construction]] [[Vacant Office|Site]], [[Bridge]], [[Maintenance]], [[EVA]], [[Tech Storage]], [[Telecommunications]], External airlocks, [[Brig]]
|access = [[Construction Area|All]] [[Engineering]] [[Atmospherics|Departments]], Power Equipment, [[Chief Engineers Office|CE Office]], [[Construction Area|Construction]] [[Vacant Office|Site]], [[Bridge]], [[Maintenance]], [[EVA]], [[Tech Storage]], [[Telecommunications]], External airlocks, [[Brig]], Mineral Storage
|additional = N/A
|difficulty = Hard
|difficulty = Hard
|superior = [[Captain]]
|superior = [[Captain]]
|duties = Coordinate engineering, ensure equipment doesn't get stolen, make sure the singularity doesn't escape, maintain [[Telecoms]].
|duties = Coordinate engineering, ensure equipment doesn't get stolen, make sure the [[Supermatter]] doesn't blow up, maintain [[Telecoms]].
|guides = [[Chain of Command]], [[Guide to engineering]], [[Hacking]], [[Guide to construction]], [[Singularity Engine]], [[Solars]], [[Meteor Guide]], [[Guide to Telecommunications]]
|guides = [[Chain of Command]], [[Hacking]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to power]], [[Supermatter|Supermatter Engine]], [[Singularity Engine]], [[Tesla Engine]], [[Solars]], [[Turbine]], [[Thermo-Electric Generator]], [[Guide to Telecommunications]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]
|quote = "WHO TOOK THE DAMN HARDSUITS!?" ''- Poly and every single one of his masters
}}
}}
Know that guy who builds all the things? Well, he has a boss, and you are that man's boss!
[[File:Engineering.png|300px|thumb|alt=Engineering|[[Engineering|Your department]]]]
Know that guy who builds all the things? Well, he has a boss, and it's you! You are the head of the Engineering Department, which includes not only [[Station Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss your staff around and make sure [[Supermatter|the power flows]].


You are the head of the Engineering department, which includes not only [[Station Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss [[Engineering]] and [[Atmospherics]] around and make sure the engine and solars are [[Starting the Engine|set up]] so that the power is flowing. Other than directing the workflow of the department, you're also expected to carry out general [[Station Engineer|engineer]] duties and maintain Telecomms. To be a good CE it is imperative that you have a good working knowledge of how APCs, SMES cells and power in general works, how to decipher atmospherics, how to efficiently set up the singularity and solars and how to get your charges' sorry asses moving.
[[File:Engineering.png|300px|thumb|alt=Engineering|[[Engineering|Your department]]]]<br>


== Duties ==
'''Bare minimum requirements:'''
* Know how to set up a stable [[Guide to the Supermatter|Supermatter]] engine and how to correct an improperly set engine
* Know how to wire [[Solars]] and how to fix broken wires in maintenance as well.
* Know how to set up [[Guide to Atmospherics|Atmos]] in order to keep the station pressurized
* Know how to build and operate [[Air Alarm|Air Alarms]], [[APC|APCs]], and [[SMES]]
* Know how [[Guide to Telecommunications|Telecomms]] functions and how to repair it when sabotaged.
* Know how to [[Guide to construction|rebuild the station]] when sections are destroyed.
* Know basic safety protocols for radiation exposure and contamination.
* Have a willingness to work with and teach any engineers that do not know the above skills as requested and necessary - it is not your job to do everything, it's just your job to ensure all of the above gets done.


It's no secret that engineers are more often than not the laziest of the station's crew, and that there is no job that surpasses the capacity for an atmospherics technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely on telling the engineers and atmos techs to work or just doing their jobs yourself. Listed below are those jobs.


=== At the Start of the Round ===
==[[File:Advanced Hardsuit Helmet.png]] Station Foreman ==
It's no secret that Engineers are more often than not the laziest of the station's crew and that there is no job that surpasses the capacity for an Atmospheric Technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely on telling the Engineers and Atmos Techs to work or helping them through their incompetence when they don't know how to.
===[[File:Clipboard_paper.png]] At the Start of the Shift ===
--------
[[File:supermatter_shard.png||thumb|alt=Singularity Chamber|[[Supermatter|Your biggest responsibility]]]]
Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.


Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do. Designate someone to do solars (unless someone else volunteers first) and get everyone else working on the singularity. If you take charge these first minutes of the round, most of Engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.
Designate someone to do solars (unless someone else volunteers first) and get everyone else working on whichever power source is the default one on your station. (Most likely either the [[Supermatter]]) If you take charge these first minutes of the round, most of engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.


=== Singularities and the Setting Up Thereof ===
Sometimes your team will be fairly competent and you'll only need to supervise, but a lot of the time you will be required to step in. If someone's clearly new, help them out a bit and show them the ropes. If someone's clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind, a power source should successfully come online and start generating power. It's always a good idea to announce this to the crew when it happens.
[[File:Singularity_engine.png|300px|thumb|alt=Singularity Chamber|[[Singularity Engine|Your responsibility]]]]<br>
Obviously this will be your first priority. Sometimes your team will be fairly competent and you'll only need to supervise, but a lot of the time you will be required to step in. [[Singularity Engine|Read the guide]], and make sure you know it. If someone's clearly new, help them out a bit and show them the ropes. If someone's clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind the singularity should successfully come online and start generating power. It's always a good idea to announce this to the crew when it happens.


=== The Forgotten Power Source ===
If any of your team members try to run off with an engineering hardsuit just to go space exploring, let them know that they will be arrested for dereliction and demoted if they do not return to do at least the most minimal duties before doing whatever they want.
===[[File:SMES Charging.gif]] With Your Powers Combined ===
--------
There are multiple ways to power the station. Unless you know what you're doing, stick with the default one at first, and get it working as soon as possible. It's hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.
====[[File:Supermatter shard.png]] Matters of Super Matter ====
The [[Supermatter]] is the most likely candidate for your default power source. 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 either exploding or creating a Tesla/Singularity when you screw up. It begins inert but being hit by an object or projectile will activate it.
====[[File:Gravitational Singularity Generator.png]] Power Your Station With A Black Hole ====
The [[Singularity Engine]] is the standard power source of [[PubbyStation]] and can otherwise be built with parts ordered from Cargo. It should go without saying that, since the singularity is essentially a black hole, it should stay inside of its containment field and not grow too big. Also, keep in mind that it pulses large amounts of radiation and EMPs, so always wear an engineering hardsuit or a radsuit when you're near it, and keep flashers and other sensitive electronics away from it (including cyborgs). Don't come near it in the atmospherics hardsuit, which had its radiation shielding stripped to make a place for thermal shielding.
====[[File:Tesla gen.gif]] New Tesla Energy ====
Make Tesla proud and <strike>run alternating current</strike> power the station with giant balls of electricity! Lately, the [[Tesla Engine]] has been sneaking its way into more and more Nanotrasen space stations. Operating it is somewhat similar to the singularity engine, but instead of radiation, it will generate lightning bolts that must be captured with coils. Also, it won't deal any structural damage to the station if it escapes. Minus the exploding machines. And the blood and dust of former crewmembers all over the place. Keep it contained.
====[[File:Solar tracker.png]] The Forgotten Power Source ====
Whilst the supermatter or singularity outputs a metric shit-ton of power, a hardened engineer like yourself knows that it's incredibly unreliable at the best of times. This is where the [[solars]] come in. Solars output a decent amount of energy and can keep the station running at a bare minimum whilst you inevitably sort out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up the singulo and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering has only two hardsuits (radiation protection but no fire protection), and atmospherics only one (fire protection but no radiation protection). No yellow-suit chump's getting his hands on YOUR pristine white hardsuit (which protects against both radiation AND fire). So get the AI's attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.
====[[File:Turbine computer.gif]] Fossil Fuel ====
Depending on the model of your space station, there might also be a [[Turbine|turbine]] or [[Thermo-Electric Generator|thermo-electric generator]] installed. Both of these burn through plasma to generate energy, but they work differently so make sure you refer to the right guide when setting one up.
===[[File:O2 Canister.png]] Atmosia, the Great City-State of Pipes ===
---------
The supermatter is running, the solars are wired and the engineering team is at your beck and call. The station is getting a steady supply of power and you're confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven't you forgotten [[atmospherics]]?


Whilst the singularity outputs a metric shit-ton of power, a hardened engineer like yourself knows that it's incredibly unreliable at the best of times. This is where [[Solars]] come in. [[Solars]] output a decent amount of energy and can keep the station running at bare minimum whilst you inevitably sort out an issue with the singularity, but they need setting up first! Luckily this is even easier than setting up singulos and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering only has two hardsuits. No yellowsuit chump's getting his hands on YOUR pristine white hardsuit. So get the AI's attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it's your responsibility to make sure that it's keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from fucking with it. Luckily, that's pretty much it. [[Atmospherics|Again, read the guide and learn it]].
 
=== Atmosia, the Great City-State of Pipes ===
 
The singularity is running, the solars are wired and the engineering team are at your beck and call. The station is getting a steady supply of power and you're confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven't you forgotten [[Atmospherics]]?
 
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it's your responsibility to make sure that it's keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimise it, and then how to keep people from fucking with it. Luckily, that's pretty much it. [[Atmospherics|Again, read the guide and learn it]].
 
All you really have to do with atmos is get acquainted with its staff (You can do this at round start along with your [[Station Engineer|direct minions]], as they share the engineering channel), make sure they know how to optimise it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure [[Traitor|some]] [[AI|ass]][[Clown|hole]] hasn't tampered with it, slightly more if the atmos team is the usual band of drooling lunatics.
 
=== All that is done... now what? ===


All you really have to do with atmos is get acquainted with its staff (you can do this at round start along with your [[Station Engineer|direct minions]], as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure [[Traitor|some]] [[AI|ass]][[Clown|hole]] hasn't tampered with it, slightly more if the atmos team is the usual band of drooling lunatics.
===[[File:Server.gif]] Telecommunications ===
------------
It's your duty to make sure [[Telecommunications]] is working and to fix it if it doesn't. If you need help fixing or maintaining it use the [[Guide to Telecommunications]].
===[[File:Wrench.png]] ...Then What? ===
------------
Now that the station's systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:
Now that the station's systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:
* Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.
* Check the Station Alert Console to see if there are any power/atmos alarms going off on the station.
* Periodically check out atmospherics to make sure nobody's messed it up.
* Talk to your team. Make sure solars are wired or in the process of being done.
* Set up a tertiary or even quarternary source of power. If you want a challenge, try building [[Beyond the impossible|a singularity engine that won't get loose as soon as you turn on the particle accelerator]].
*Experiment with the [[Supermatter]] to make it produce even more power!
==[[File:Light_Bulb.png]] Tips==
* Securing an [[RCD]] from the [[Engi-Vend]] is recommended for situations when you need to patch a hole fast (or tear down something fast).
* As with all other Heads of Staff, your headset has a High Volume mode that when toggled on makes your speech much "louder" (larger text) than normal.
* Your copy of the station blueprints can be used to create new areas, rename old ones, and view the layout of wires for different devices.
* Your Advanced Magboots don't just stop you slipping into space, they stop you slipping in general when they're activated and don't slow you down while activated, unlike normal magboots.
* All that is needed for telecoms is: receiver->mainframe->processor->mainframe->server->broadcaster. Just make sure everything is linked to each other properly and you won't need a hub. Mining and people on the DJ station are still fucked though without a hub.
* Poly kills spiders in 2 to 3 seconds and can’t be hit by them (if you can get the bastard to attack them). Works on carps too!
* CE’s hardsuit is fire- and radiationproof, and is said to have a built-in jetpack (to be used with an air tank on the suit storage slot).
* You can scan pieces of paper with your PDA to add them to your PDA notes. Useful as a CE, just scan your monitor key and then hide it in the paper bin.
* The message monitor console in telecoms can be used to read PDA messages, and forge them too! Go to the last option, to send a system administrator message, and change the name and title. (They don't have to be on the manifest, even.)
* You can use the Engineering department's Techfab to produce [[Engineering items|new and advanced engineering items]] that [[Research and Development]] researches for you, such as more advanced tools like the ones you start with or even a sick [[Flightsuit]]!


* Make sure the plasma tanks are switched out when they get low in the radiation collectors, or no power will be generated!
* Periodically check out Atmospherics to make sure nobody's messed it up.
* Listen to the radio for hull breaches. When you hear of one, send a couple of engineers out to mend the damage.
* Supervise the singularity and take action when it looks like it's going to escape or fail.
* Talk to your team. Make sure solars are wired or in the process of being done, and ensure there's always at least one engineer in Engineering to monitor power levels.
== Tips ==
You start with a [[flashes|flash]]. Make sure you are active over the Engineering channel (accessed by typing ":e" before whatever you're saying). When the round starts, greet your department and make sure somebody (if not you) is setting up the solars. If some chucklefuck ran off with the [[space suit]], choose someone who's actually reliable and tell the AI they are allowed access to EVA (Or set them up yourself you lazy fuck). Direct the setup of the engine, tell people when things are being turned on, and tell everyone when the singularity is finally active.
If your team is being stupid, don't be afraid to be a bit hard on them (unless they're obviously new, then help them out as best you can).
If you need to relax, enjoy your cigar in your office for a bit before returning to the grind.
To show true heroism, turn on the field generators yourself. Only cowards and thieves ask the AI to do it for them. Just make sure nobody else is in the engine (unless there's lag or you're not confident you can run away in time, in which case you might want someone on the sidelines to recover you in case you are horribly injured/die).
== [[Game Mode#Revolution|Viva La Working Class!]] ==
As a Head of Staff, you are a prime target for the [[traitor|Revolutionaries]], and will most likely be attacked in some way. While setting up the spare emitters, stealing the [[Rapid Construction Device|RCD]] and holing up in Engineering is a tempting possibility, it is in extremely bad form and will be met by negative karma and general hatred towards you. In short, '''do not barricade yourself in Engineering during a Revolutionary round'''. It makes rounds take way the hell too long, and may prompt non-revolutionary engineers to invade, especially if you start dicking around with the power supply.
== Law Abiding Engineer ==
''"OH GOD IT'S LOOSE, CALL THE SHUTTLE!" -Poly''
You have easy access to anything of any real importance on the station, with the added bonus of being regarded only slightly more important than the RD (in that at least your own department listens to you, most of the time). You have the ability to completely ruin the station by fucking with telecoms, subverting the AI with the circuit board in tech storage, sabotaging atmospherics and the engine, and hide away safely in space with EVA gear. Remember that an extra-capacity oxygen tank filled to 1013kPa lasts a very, very, very long time. Have fun!


{{Jobs}}
{{Jobs}}
[[Category: Jobs]]
[[Category: Jobs]]

Latest revision as of 18:43, 22 November 2023

ENGINEERING & COMMAND STAFF

Chief Engineer
Access: All Engineering Departments, Power Equipment, CE Office, Construction Site, Bridge, Maintenance, EVA, Tech Storage, Telecommunications, External airlocks, Brig, Mineral Storage
Additional Access: N/A
Difficulty: Hard
Supervisors: Captain
Duties: Coordinate engineering, ensure equipment doesn't get stolen, make sure the Supermatter doesn't blow up, maintain Telecoms.
Guides: Chain of Command, Hacking, Guide to construction, Guide to advanced construction, Guide to power, Supermatter Engine, Singularity Engine, Tesla Engine, Solars, Turbine, Thermo-Electric Generator, Guide to Telecommunications, Head of Staff Equipment
Quote: "WHO TOOK THE DAMN HARDSUITS!?" - Poly and every single one of his masters
Engineering
Your department

Know that guy who builds all the things? Well, he has a boss, and it's you! You are the head of the Engineering Department, which includes not only Station Engineers, but Atmospheric Technicians as well. Essentially, your job is to boss your staff around and make sure the power flows.


Bare minimum requirements:

  • Know how to set up a stable Supermatter engine and how to correct an improperly set engine
  • Know how to wire Solars and how to fix broken wires in maintenance as well.
  • Know how to set up Atmos in order to keep the station pressurized
  • Know how to build and operate Air Alarms, APCs, and SMES
  • Know how Telecomms functions and how to repair it when sabotaged.
  • Know how to rebuild the station when sections are destroyed.
  • Know basic safety protocols for radiation exposure and contamination.
  • Have a willingness to work with and teach any engineers that do not know the above skills as requested and necessary - it is not your job to do everything, it's just your job to ensure all of the above gets done.


Station Foreman

It's no secret that Engineers are more often than not the laziest of the station's crew and that there is no job that surpasses the capacity for an Atmospheric Technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely on telling the Engineers and Atmos Techs to work or helping them through their incompetence when they don't know how to.

At the Start of the Shift


Singularity Chamber
Your biggest responsibility

Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.

Designate someone to do solars (unless someone else volunteers first) and get everyone else working on whichever power source is the default one on your station. (Most likely either the Supermatter) If you take charge these first minutes of the round, most of engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.

Sometimes your team will be fairly competent and you'll only need to supervise, but a lot of the time you will be required to step in. If someone's clearly new, help them out a bit and show them the ropes. If someone's clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind, a power source should successfully come online and start generating power. It's always a good idea to announce this to the crew when it happens.

If any of your team members try to run off with an engineering hardsuit just to go space exploring, let them know that they will be arrested for dereliction and demoted if they do not return to do at least the most minimal duties before doing whatever they want.

With Your Powers Combined


There are multiple ways to power the station. Unless you know what you're doing, stick with the default one at first, and get it working as soon as possible. It's hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.

Matters of Super Matter

The Supermatter is the most likely candidate for your default power source. 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 either exploding or creating a Tesla/Singularity when you screw up. It begins inert but being hit by an object or projectile will activate it.

Power Your Station With A Black Hole

The Singularity Engine is the standard power source of PubbyStation and can otherwise be built with parts ordered from Cargo. It should go without saying that, since the singularity is essentially a black hole, it should stay inside of its containment field and not grow too big. Also, keep in mind that it pulses large amounts of radiation and EMPs, so always wear an engineering hardsuit or a radsuit when you're near it, and keep flashers and other sensitive electronics away from it (including cyborgs). Don't come near it in the atmospherics hardsuit, which had its radiation shielding stripped to make a place for thermal shielding.

New Tesla Energy

Make Tesla proud and run alternating current power the station with giant balls of electricity! Lately, the Tesla Engine has been sneaking its way into more and more Nanotrasen space stations. Operating it is somewhat similar to the singularity engine, but instead of radiation, it will generate lightning bolts that must be captured with coils. Also, it won't deal any structural damage to the station if it escapes. Minus the exploding machines. And the blood and dust of former crewmembers all over the place. Keep it contained.

The Forgotten Power Source

Whilst the supermatter or singularity outputs a metric shit-ton of power, a hardened engineer like yourself knows that it's incredibly unreliable at the best of times. This is where the solars come in. Solars output a decent amount of energy and can keep the station running at a bare minimum whilst you inevitably sort out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up the singulo and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering has only two hardsuits (radiation protection but no fire protection), and atmospherics only one (fire protection but no radiation protection). No yellow-suit chump's getting his hands on YOUR pristine white hardsuit (which protects against both radiation AND fire). So get the AI's attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.

Fossil Fuel

Depending on the model of your space station, there might also be a turbine or thermo-electric generator installed. Both of these burn through plasma to generate energy, but they work differently so make sure you refer to the right guide when setting one up.

Atmosia, the Great City-State of Pipes


The supermatter is running, the solars are wired and the engineering team is at your beck and call. The station is getting a steady supply of power and you're confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven't you forgotten atmospherics?

Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it's your responsibility to make sure that it's keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from fucking with it. Luckily, that's pretty much it. Again, read the guide and learn it.

All you really have to do with atmos is get acquainted with its staff (you can do this at round start along with your direct minions, as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure some asshole hasn't tampered with it, slightly more if the atmos team is the usual band of drooling lunatics.

Telecommunications


It's your duty to make sure Telecommunications is working and to fix it if it doesn't. If you need help fixing or maintaining it use the Guide to Telecommunications.

...Then What?


Now that the station's systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:

  • Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.
  • Check the Station Alert Console to see if there are any power/atmos alarms going off on the station.
  • Periodically check out atmospherics to make sure nobody's messed it up.
  • Talk to your team. Make sure solars are wired or in the process of being done.
  • Set up a tertiary or even quarternary source of power. If you want a challenge, try building a singularity engine that won't get loose as soon as you turn on the particle accelerator.
  • Experiment with the Supermatter to make it produce even more power!

Tips

  • Securing an RCD from the Engi-Vend is recommended for situations when you need to patch a hole fast (or tear down something fast).
  • As with all other Heads of Staff, your headset has a High Volume mode that when toggled on makes your speech much "louder" (larger text) than normal.
  • Your copy of the station blueprints can be used to create new areas, rename old ones, and view the layout of wires for different devices.
  • Your Advanced Magboots don't just stop you slipping into space, they stop you slipping in general when they're activated and don't slow you down while activated, unlike normal magboots.
  • All that is needed for telecoms is: receiver->mainframe->processor->mainframe->server->broadcaster. Just make sure everything is linked to each other properly and you won't need a hub. Mining and people on the DJ station are still fucked though without a hub.
  • Poly kills spiders in 2 to 3 seconds and can’t be hit by them (if you can get the bastard to attack them). Works on carps too!
  • CE’s hardsuit is fire- and radiationproof, and is said to have a built-in jetpack (to be used with an air tank on the suit storage slot).
  • You can scan pieces of paper with your PDA to add them to your PDA notes. Useful as a CE, just scan your monitor key and then hide it in the paper bin.
  • The message monitor console in telecoms can be used to read PDA messages, and forge them too! Go to the last option, to send a system administrator message, and change the name and title. (They don't have to be on the manifest, even.)
  • You can use the Engineering department's Techfab to produce new and advanced engineering items that Research and Development researches for you, such as more advanced tools like the ones you start with or even a sick Flightsuit!


Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role