Guide to construction
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If you want to do a job, like Station Engineer, you need to know how to build and deconstruct stuff.
Basic Tools
Before you can begin any construction or deconstruction you need to gather a few useful tools.
These tools can be found in any blue mechanical toolbox on the station. They can also be made in an Autolathe or dispensed from a YouTool -vending machine.
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Materials
To build anything, you need materials. The two main materials are Metal and Glass , these can be found around the station, ordered from the Quartermaster, mined from the Mining Outpost or salvaged from parts of the station itself. If the Botanists are growing tower-caps, you will have Planks to build with.
Once you have your tools and materials, you can starting building.
Metal
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Glass and Reinforced Glass
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Requires |
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1 x , 1 x |
Use rods on glass
Plasteel (Reinforced Metal)
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Smelted with a combination of iron ore and plasma ore at the Mining furnace.
Rods
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Requires |
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1 x |
Use metal and click "2x metal rods" (makes two sets of rods)
Floor Tiles
Requires |
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1 x |
Use metal and click "4x floor tiles" (makes 4 floor tiles)
Planks
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Lattice
Requires |
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1 x |
The basic base for all types of construction, this is placed directly in space. Place by having rods in your hand, and clicking on a empty space tile.
Lattice deconstruction:
INFO NEEDED
Plating
Requires |
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1 x |
The basic floor which you put things like wires and pipes upon, 'all' floor is built ontop of this. Place by having the floor tile in your hand, and click on a lattice.
Plating deconstruction:
INFO NEEDED
Steel Floor
Requires |
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1 x |
This is the basic "nice" floor, this floor should be considered used in all public areas, hence why there's none of these in maintenance tunnels. Place by having the floor tile in your hand, and click on a Plating-tile.
Steel Floor deconstruction:
Requires |
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, For light floors: |
For all floors, use a crowbar on a floor tile to remove it
Light Floor
Requires |
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1 x , 1 x , 5 x |
Assuming there already is a plating Use the wire on glass Use the metal on the tile you get Place the light tile on the plating
Light Floor deconstruction:
You can further dismantle the light floor tile: Use a crowbar on the light tile to remove the metal. Use wirecutters on the resulting tile to separate wires from glass.
Walls
Normal Wall
This is the standard type of wall found around the station, they are easy to construct and remove but are not as strong as reinforced walls. They also come in a hidden door variety.
Object | Requires | Uses |
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Wall | x4 |
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Wall deconstruction:
Requires |
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, (Or ) |
Weld off the plating. Wrench the girders apart. (Alternately, you can use a crowbar to dislodge the girder and drag it out of the way)
Reinforced Wall
This is the reinforced type of wall found in secure areas of station, they are reasonably simple to construct, but are very time consuming to remove. They also can be made as a hidden door.
Object | Requires | Uses |
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Reinforced Wall | x2 x2 |
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Reinforced wall deconstruction:
Requires |
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, , , , |
Wirecutters. Screwdriver. Welder. Crowbar. Wrench. Welder. Crowbar. Screwdriver. Wirecutters. Wrench.
Normal/Reinforced Hidden Door
With a little imagination, hidden doors can be used in many marvelous tactics, varying from ambushes to passages into your very own secret hideaway room.
Object | Requires | Uses |
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Hidden Door Reinforced Hidden Door |
x4 or x2 x2 |
Also known as "Fake Walls" or "Hidden Walls".
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To turn an already finished wall into a hidden door, follow the deconstruction guide for the wall type until the final wrenching of the girder, and instead proceed from the "Use crowbar on the girder" line above.
Hidden Door (Normal or Reinforced) deconstruction:
Requires |
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,, |
Screwdriver Welder Wrench
Normal/Reinforced Windows
Windows can be placed in two ways: Full or One Direction. Full is basically a weaker, see-through and shoot-through wall, while One Direction is thinner, but not any weaker, and allows the square it is on to be entered from any direction, except the direction it's facing.
Object | Requires | Uses |
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Windows Reinforced Windows |
x2 or x2 |
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Window/Reinforced Window deconstruction:
Requires |
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, , |
Screwdriver to unscrew the window from the floor. If normal glass: Wrench to deconstruct the window. If reinforced glass: Crowbar to pop the glass out. Screwdriver to unscrew the frame from the floor. Wrench to deconstruct the window.
Hitting the pane repeatedly with a weapon will smash it into a glass shard or, if reinforced glass, a glass shard and a metal rod.
Wall Mountings
APC
Requires |
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2 x , 1x , 1x Power Control Module, , 1x , , |
Use the metal and make an APC frame Use the frame on the wall you want the APC on. Fit it with the cable coil. Fit it with the Power Control Module. Screwdriver the electronics into place. Add the power cell. Crowbar shut. It starts ID locked, with the cover engaged and the main switch turned off.
APCs may only be placed in areas which have been defined as a Station Area using the Chief Engineer's Station Blueprints.
APC deconstruction:
Requires |
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, , , , |
Swipe Card to unlock APC. Alternatively, if the APC is broken (tilted and cracked cover), try using a fire extinguisher to smash off the cover, allowing access to the battery. Remove power cell by hand. Screwdriver to unsecure electronics. Crowbar to lift floor tile in front of APC Wirecutters to remove cables. Crowbar to remove Power Control Board. Welder to remover from wall. Wrenching the frame that is now detached from the wall de-constructs it to two metal sheets.
Air Alarm
Requires |
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2 x , 1x , 1x Air Alarm Electronics, |
Use the metal and make an Air Alarm frame. Use the frame on the wall you want it on. Put in the Air Alarm Electronics. Wire it with 5 cable pieces. Screwdriver to close.
Air Alarm deconstruction:
Requires |
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, , , |
Open cover with screwdriver. Cut all the wires using wirecutters. Cut the remaining wires with wirecutters. Pry out the circuit using the crowbar. Remove the frame from the wall using the wrench.
Fire Alarm
Requires |
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2 x , 1x , 1x Fire Alarm Electronics, |
Use the metal and make an Air Alarm frame. Use the frame on the wall you want it on. Put in the Fire Alarm Electronics. Wire it with 5 cable pieces. Screwdriver to close.
Fire Alarm deconstruction:
Requires |
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, , , |
Open cover with screwdriver. Cut the wires with wirecutters. Pry out the circuit using the crowbar. Remove the frame from the wall using the wrench.
Other
Grille
Grilles are usually used in combination with directional windows. They allow gases and energy rounds to pass through them, but stop other objects. They can also be electrified for high security areas by building them on top of a live power wire.
Object | Requires | Uses |
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Grille | x2 |
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Grille deconstruction:
Requires |
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or |
Use wirecutters to neatly cut the grille, or Use screwdriver to unfasten and drag it away, or Kick/smash it down.
File:Windoor.png Window-door (Windoor)
Requires |
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5 x , 2x , 1x , , , , 1x |
Click the reinforced glass pane. Click the "Windoor" button. Wrench. Plasteel (Optional: To create a secure windoor). Cable. Airlock Electronics. Crowbar.
Windoor deconstruction:
INFO NEEDED
Airlock (Door)
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Requires |
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4 x , 1x , , , 1x , |
Optional |
1x , |
Use the metal and make an Airlock Assembly | |
Wrench it in place | |
Use pen to name the Airlock (OPTIONAL) | |
Add reinforced glass to make a glass airlock (OPTIONAL) | |
Add wires | |
Unlock the airlock electronic board with an ID | |
Use the airlock electronic board and set the access level | |
Add the airlock electronic board to the airlock frame. | |
Screwdriver to finish |
Airlock deconstruction:
Cannot be done to an emagged airlock! RCD deconstruction must be used for that. It is possible to build a new airlock over the emagged one.
Requires |
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, , , , , |
Screwdriver the door. Use multitool and wirecutters to disable everything except the doorbolts as detailed here. (Doorbolts must be up for this to work.) Weld the door shut. Crowbar the electronics out (if the door is electrified, this won't work for some reason). Wirecut the wires out. Unsecure it with a wrench. Weld it to deconstruct to metal plates.
Computers
Requires |
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5 x , 2x , 1x (5 pieces), , , 1x |
Use the metal to open the construction panel Choose Computer frame Wrench it inplace Insert the Circuitboard of your selection Screwdriver Wires glass Screwdriver to finish
Computers deconstruction:
Requires |
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, , , , |
Screwdriver to detach the screen. Crowbar to pry off the screen. Wirecutters to cut the cables. Screwdriver to detach the circuit lid. Crowbar to pry out the circuitboard. Wrench to detach the frame. Welder to disassemble the frame.
Machines
Their construction is detailed in the machine construction guide.
Machine deconstruction:
Requires |
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, , , |
Screwdriver to open the cover. Crowbar to pry out the circuit. Wirecutters to remove the wires. Wrench to disassemble the frame.
Usually returns all or most components used in construction. Some components may become broken.
Security Camera
Requires |
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1 x Camera Assembly, 1x , , , |
Place the camera assembly on the tile where'd you like the camera to be. Wrench it into position. Weld it to the wall. (Optional) Add any additional upgrades. Add wire. Screwdriver the camera to complete it. Set camera network (default is SS13). Set camera direction.
Camera upgrades:
- Solid plasma for EMP-proofing
- Carrot for X-Ray
- Proximity sensor for Motion Alarm
Security Camera deconstruction:
Requires |
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Screwdriver the camera to open the back panel. | |
Use your wirecutter to cut all the wires (cutting the alarm wire is optional). | |
Use your welder to unweld the camera from the wall. | |
Wrench the camera to unattach it from the wall. | |
Crowbar the camera assembly to remove any upgrades. |
Turret
requires |
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7 x , , , , 1 x any energy-based gun , 1 x proximity sensor |
Build a turret frame from metal Use a wrench to secure the turret frame(it can be moved around before being secured) Use metal on the turret frame to build the cover Use a wrench on the frame to bolt the cover Add the gun Add the prox sensor Use a screwdriver to secure it all Use more metal on the frame Finally use a welder to secure the second layer of metal
Robots, Cyborgs and Mechs
Their construction is described at: Robots, Cyborgs and Mechs -pages.
Disposal Pipes and Machinery
Requires |
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1 x Disposal Pipe/Machine, , , |
Retrieve the pipe/machine from the Disposal Pipe Dispenser (found in Atmosia) Crowbar floortile if exists to access plating Move pipe over plating, rotate and flip using the rightclick menu Wrench pipe Weld pipe
Disposal Pipes deconstruction:
Requires |
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, |
Welder on pipe to remove its joints Wrench to detach it from the plating
Note: You can then click and drag the pipe segment onto the disposal pipe dispenser to delete it
Disposal Machinery deconstruction:
Requires |
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, , |
If Disposal Bin, turn off the pump Screwdriver to remove power connection Welder on machine to remove its joints Wrench to detach it from the plating
AI Core
Requires |
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4 x , 2x , 1x , , , 1x , optional: |
Build Frame from 4 reinforced sheets Wrench into place Add Circuit board Screwdriver Add wires Add brain placed in an MMI (only if you want a NEW AI) Add reinforced glass Screwdriver
Solar Panels and Trackers
Requires |
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, , 2 x or 2 x |
Optional |
Place the solar assembly on where you want to construct your solar panel/tracker. To connect it to a wire you must construct it under a wire node. | |
Wrench the solar assembly into place. | |
Add the electronics if you want to create a solar tracker. (OPTIONAL) | |
Finish the construction by placing glass, or reinforced glass, into the assembly frame. |
Requires |
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, |
Take out the panel with a crowbar. If you are deconstructing a tracker, you can take out the electronics with your crowbar (OPTIONAL) Unwrench the leftover assembly from it's place and you will be able to move it.
File:Lightfixture.png Light Fixture
Requires |
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2 x , 1x , light tube/bulb, |
Build frame from 2 metal sheets (or 1 metal sheet for small lights) Place frame on wall Add wires Screwdriver Add light tube (or light bulb for small fixtures)
Recharge Station
INFO NEEDED HOW TO CONSTRUCT ONE. OR SHOULD THIS BE IN THE MACHINES-PAGE?
Recharge Station deconstruction:
Requires |
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, , , , |
Unlock the charger with an ID Screwdriver to open the cover. Wrench to dislodge the internal plating. Wirecutters to remove the wires. Crowbar to remove the components.
Usually returns all or most components used in construction. Some components may become broken.
Furniture
Chairs
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Object | Requires | Uses |
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Chair/Stool/Comfy Chair/Office Chair | x1 |
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Tables/Reinforced Table
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Object | Requires | Uses |
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Table or Wooden Table | x2 or x2 |
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Table deconstruction:
Requires |
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Wrench to disassemble the table.
Object | Requires | Uses |
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Reinforced Table | x2 x4 |
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Reinforced Table deconstruction:
Requires |
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Welder to weaken the table. Wrench to disassemble it.
Lockers
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Locker deconstruction:
Requires |
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Open the locker. Weld the locker.
Rack
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Beds
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Bookcase
Requires |
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5 x , , |
Construct a frame with 4 wooden planks. Wrench the frame into place. Add a plank to the frame to make a shelf.
Bookcase deconstruction:
Requires |
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, , |
Crowbar out the shelf. Unsecure the frame with a wrench. Break apart the frame with a crowbar.
Power Wires
You cannot construct wires. They are only available from yellow toolboxes, engineering vending machines or finding the ones scattered about the station's construction- and storage-areas.
- All wires are electrified if connected to a power net (a charged SMES battery is attached to the wire), and you will get fried if you touch them.
- Insulated gloves negate any electrical shocks to the player.
Let's say you have the following situation to fix:
How Do I Wire?
Wires are directionally dependent on where you set them down, and will apply adjacently to each "tile" you are standing by. Wires will always face inwards to you, sort of like this:
This image was made by standing in the center tile with a wire coil in hand and clicking on all 8 surrounding tiles.
In situations where you can't place a wire like this you have an alternative way. Just stand on a tile, face the direction you want it to go (ctrl+arrow key) and click the tile you're standing on.
This image was made by standing on the tile, pressing ctrl + left arrow key and then clicking the tile. The cable coil was in my active hand.
If you ever make a mistake with a wire, use the wirecutters to trim them! Simple as that. Wear insulated gloves if you value your life.
Knot Wiring
Let's say you have a situation that you need to fix:
The easiest method of wiring is knot-wiring. Also known as unsmooth or non-smooth wiring.
Fixing this is simple:
You just position yourself properly and click the tile to lay down wire. Make sure you click on the plating (floor) and not the already laid wire. This is because:
This might look about the same as in the previous image, however it's not. In the previous image your ending result had three pieces of wire, one going from the east to the center, one going from the north to the center and one going from the west to the center. In this situation you have two pieces of wire. One going east to west and one going north to center. The two wires don't meet in the center, because the horizontal wire is going east-west without it having a point (or knot) in the center.
Smooth Wiring
Just click on wires that are "knotted" at on end (you just need to click on the wire, not the little knotted dot). Smooth wires do not power other wires on their same tile. So make sure to apply to the source wire, or the connective tip.
To fix this situation with smooth wire you'll have to follow the steps:
In this method you first lay one cable to go from one of the directions to the center (image 1). You then position yourself in another direction and click on the already laid wire piece (and not the floor!). This will make the already placed piece and the new piece combine into one smooth piece of wire (image 2). You then place another piece to go from the last remaining direction to the center (image 3) and click it from the last direction to make a 2nd smooth piece of wire (image 4).
This method often uses up more wire than dot-wiring, but it's prettier and usually preferred.
Wire-net Reset
This is Byond's attempt to "reset" the whole power net in order to deal with new/removed wires that shift the power value of a whole system. It will cause APCs to stop charging for a moment, and in huge nets it can shut down the charging of all APCs for a while.
Don't mess with wires unless you have to, it causes problems to everyone in both OOC (potential lag) and IC (power loss).
Pipes
Pipes are only constructed from Pipe Dispensers in Atmospherics. To use a Pipe Dispenser, follow these steps:
- Put Dispenser in a powered area.
- Wrench Dispenser to lock it into place.
- Click on the Pipe Dispenser with an empty hand and select the pipes you wish to use.
- You have a pipe to play with now.
- Wrench Dispenser to make it mobile once more.
Placing and Removing Pipes
Disposal Pipes
- Rotate the pipe to the direction you wish the pipe to be in.
- Wrench the pipe to the ground.
- Use a lit welder to fuse the pipe to the ground.
Gas Pipes
- Rotate the pipe to the direction you wish (pay attention to gas pumps as they are direction dependent).
- Wrench into place.
- Turn on the pipe, if necessary.
How to Remove a Pipe
- Perform the step you used to set the pipe into place in reverse (make sure the pipe is powered off).
- Brace for any junk that might blast out of the pipe.