Teleporter: Difference between revisions

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<tabs>
<tab name="BoxStation">
{{Template:Location
{{Template:Location
  |headerbgcolor=#334e6d
  |headerbgcolor=#334e6d
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  |image=Teleporter small.png
  |image=Teleporter small.png
  |big_image=http://puu.sh/3EIed.png
  |big_image=http://puu.sh/3EIed.png
  |exits=Hallway east, [[Captain's Quarters]] north, the teleporter
  |exits=East to Central Primary Hallway, North to [[Captain's Quarters]] through a small tunnel
  |purpose=To facilitate teleportation.
  |purpose=To facilitate teleportation.
  |access=Teleporter
  |access=Teleporter
Line 18: Line 20:
  |other=
  |other=
  }}
  }}
Located in the [[Bridge]], south of the [[Captains Quarters]]. Pretty much broken into every round, the Teleporter houses one of the two [[Hand Teleporter]]s on the station. It also provides a back door into the [[Captains Quarters]] and any location with a [[Tracking Beacon]].
Located in the [[Bridge]], south of the [[Captains Quarters]], the Teleporter houses one of the two [[Hand Teleporter]]s on the station. It also provides a back door into the [[Captains Quarters]] and any location with a [[Tracking Beacon]].


Unless you test fire the teleporter before using it, it has a chance of malfunctioning, turning you into a fly person. Gross.
Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross.


At the start of the shift, the following [[Tracking Beacon]]s are available:
At the start of the shift, the following [[Tracking Beacon]]s are available:
*[[Bridge]]
*[[Bridge]]
*[[Teleporter]]
*[[Teleporter]]
*[[Xenobiology]]
*[[Atmospherics]]
*[[Atmospherics]]
*[[Courtroom]]
*[[Courtroom]]
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*[[Toxins Test Chamber]]
*[[Toxins Test Chamber]]
*[[Research Division|Miscellaneous Research]]
*[[Research Division|Miscellaneous Research]]
*[[AI Mini-Satellite]]


The teleporter room stores some [[Shield Generator]]s (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.
The teleporter room stores some [[Shield Generator]]s (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.


This is a secure area, and only the [[Captain]] and [[Research Director]] are authorized to enter. No one really cares though, unless the [[Hand Teleporter]] is yet to be swiped.
This is a secure area, and only the [[Captain]] and [[Research Director]] are authorized to enter. In practice it is pretty much broken into every round, whether by [[traitor]]s looking to steal the [[Hand Teleporter]] or [[Clown|chucklefucks]] trying to backdoor into the [[Captain's Quarters]].
</tab>
<tab name="MetaStation">
{{Template:Location
|headerbgcolor=#334e6d
|headerfontcolor=white
|imagebgcolor=lightblue
|department = Command
|name=Teleporter Room
|image=teleporterMETA.png
|big_image=[[teleporterMETA.png]]
|exits=North to Central Primary Hallway by [[Head of Personnel's Office|HoP]], south to Central Primary Hallway by [[Medbay]]
|purpose=To facilitate teleportation.
|access=Teleporter
|contents=The teleporter, a [[Hand Teleporter]], [[Shield Generator]]s
|clearance=[[Captain]], [[Research Director]]
|description=The teleporter sounds cooler than it really is.
|sec_level=Medium
|style=
|balance=
|other=
}}
Located south of the [[Captains Quarters]], the Teleporter houses one of the two [[Hand Teleporter]]s on the station. It also provides a back door into any location with a [[Tracking Beacon]].
 
Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross.
 
At the start of the shift, the following [[Tracking Beacon]]s are available:
*[[Arrivals]]
*[[Bridge]]
*[[Teleporter]]
*[[Courtroom]]
*[[Atmospherics]]
*[[AI Mini-Satellite]]
*[[Research_Division|Testing Lab]]
*[[Toxins Test Chamber]]
*Mining Station Starboard Wing
*Auxiliary Base
 
 
 
The teleporter room stores some [[Shield Generator]]s (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.
 
This is a secure area, and only the [[Captain]] and [[Research Director]] are authorized to enter. In practice it is pretty much broken into every round, by [[traitor]]s and [[Clown|chucklefucks]] alike looking to steal the [[Hand Teleporter]].
</tab>
<tab name="PubbyStation">
{{Template:Location
|headerbgcolor=#334e6d
|headerfontcolor=white
|imagebgcolor=lightblue
|department = Command
|name=Teleporter Room
|image=PubbyTeleporter.png
|big_image=[[PubbyTeleporter.png]]
|exits=North to Central Primary Hallway by [[Head of Personnel's Office|HoP]].
|purpose=To facilitate teleportation.
|access=Teleporter
|contents=The teleporter, a [[Hand Teleporter]], [[Shield Generator]]s
|clearance=[[Captain]], [[Research Director]]
|description=The teleporter sounds cooler than it really is.
|sec_level=Medium
|style=
|balance=
|other=
}}
Located south of the [[Head_of_Personnel%27s_Office|HOP's office]], the Teleporter houses one of the two [[Hand Teleporter]]s on the station. It also provides a back door into any location with a [[Tracking Beacon]].
 
Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross.
 
At the start of the shift, the following [[Tracking Beacon]]s are available:
*[[Arrivals]]
*[[Bridge]]
*[[Teleporter]]
*[[Courtroom]]
*[[Atmospherics]]
*[[AI Mini-Satellite]]
*[[Research_Division|Testing Lab]]
*[[Toxins Test Chamber]]
*Mining Station Starboard Wing
*Auxiliary Base
 
 
 
The teleporter room stores some [[Shield Generator]]s (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.


[[Category:Locations]]
This is a secure area, and only the [[Captain]] and [[Research Director]] are authorized to enter. In practice it is pretty much broken into every round, by [[traitor]]s and [[Clown|chucklefucks]] alike looking to steal the [[Hand Teleporter]].
</tab>
<tab name="FlandStation">
{{Template:Location
|headerbgcolor=#334e6d
|headerfontcolor=white
|imagebgcolor=lightblue
|department = Command
|name=Teleporter Room
|image=FlandTeleporter.png
|big_image=[[FlandTeleporter.png]]
|exits=West to the [[Gateway]].
|purpose=To facilitate teleportation.
|access=Teleporter
|contents=The teleporter, a [[Hand Teleporter]], [[Shield Generator]]s
|clearance=[[Captain]], [[Research Director]]
|description=The teleporter sounds cooler than it really is.
|sec_level=Medium
|style=
|balance=
|other=
}}
'''On FlandStation, the Teleporter is far from the Command area, it is in the Northwestern parts of the station near [[Chapel]] and [[Library]]'''
</br>
The Teleporter houses one of the two [[Hand Teleporter]]s on the station. It also provides a back door into any location with a [[Tracking Beacon]].
 
Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross.


At the start of the shift, the following [[Tracking Beacon]]s are available:
*[[Arrivals]]
*[[Bridge]]
*[[Teleporter]]
*[[Courtroom]]
*[[Atmospherics]]
*[[AI Mini-Satellite]]
*[[Research_Division|Testing Lab]]
*[[Toxins Test Chamber]]
*Mining Station Starboard Wing
*Auxiliary Base






The teleporter room stores some [[Shield Generator]]s (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.


This is a secure area, and only the [[Captain]] and [[Research Director]] are authorized to enter. In practice it is pretty much broken into every round, by [[traitor]]s and [[Clown|chucklefucks]] alike looking to steal the [[Hand Teleporter]].
</tab>
</tabs>
[[Category:Locations]]
{{Locations}}
{{Locations}}

Latest revision as of 18:42, 9 March 2022

Command Area
Teleporter Room
The teleporter sounds cooler than it really is.
Obvious exits East to Central Primary Hallway, North to Captain's Quarters through a small tunnel
Purpose To facilitate teleportation.
Access level Teleporter
Noteworthy contents The teleporter, a Hand Teleporter, Shield Generators
Clearance Captain, Research Director
Security level Medium
Style
Balance Requirements
Other Notes
Locations on beestation


Located in the Bridge, south of the Captains Quarters, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into the Captains Quarters and any location with a Tracking Beacon.

Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross.

At the start of the shift, the following Tracking Beacons are available:

The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.

This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, whether by traitors looking to steal the Hand Teleporter or chucklefucks trying to backdoor into the Captain's Quarters.

Command Area
Teleporter Room
The teleporter sounds cooler than it really is.
Obvious exits North to Central Primary Hallway by HoP, south to Central Primary Hallway by Medbay
Purpose To facilitate teleportation.
Access level Teleporter
Noteworthy contents The teleporter, a Hand Teleporter, Shield Generators
Clearance Captain, Research Director
Security level Medium
Style
Balance Requirements
Other Notes
Locations on beestation


Located south of the Captains Quarters, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into any location with a Tracking Beacon.

Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross.

At the start of the shift, the following Tracking Beacons are available:


The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.

This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, by traitors and chucklefucks alike looking to steal the Hand Teleporter.

Command Area
Teleporter Room
The teleporter sounds cooler than it really is.
Obvious exits North to Central Primary Hallway by HoP.
Purpose To facilitate teleportation.
Access level Teleporter
Noteworthy contents The teleporter, a Hand Teleporter, Shield Generators
Clearance Captain, Research Director
Security level Medium
Style
Balance Requirements
Other Notes
Locations on beestation


Located south of the HOP's office, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into any location with a Tracking Beacon.

Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross.

At the start of the shift, the following Tracking Beacons are available:


The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.

This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, by traitors and chucklefucks alike looking to steal the Hand Teleporter.

Command Area
Teleporter Room
The teleporter sounds cooler than it really is.
Obvious exits West to the Gateway.
Purpose To facilitate teleportation.
Access level Teleporter
Noteworthy contents The teleporter, a Hand Teleporter, Shield Generators
Clearance Captain, Research Director
Security level Medium
Style
Balance Requirements
Other Notes
Locations on beestation


On FlandStation, the Teleporter is far from the Command area, it is in the Northwestern parts of the station near Chapel and Library


The Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into any location with a Tracking Beacon.

Unless you calibrate the teleporter, or science actually upgrades it for once, it has a chance of malfunctioning, turning you into a fly person. Gross.

At the start of the shift, the following Tracking Beacons are available:


The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.

This is a secure area, and only the Captain and Research Director are authorized to enter. In practice it is pretty much broken into every round, by traitors and chucklefucks alike looking to steal the Hand Teleporter.

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