Guide to Engineering: Difference between revisions

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=Tools of the Trade=
==Tools of the Trade==
{| style="border: 2px solid black;
{| style="border: 2px solid black;
! style="background-color:orange;"|Tool
! style="background-color:orange;"|Tool
! style="background-color:orange;"|Function
! style="background-color:orange;"|Function
|-
|-
|style="border: 2px solid black;|[[File:Screwdriver.png]]<br>'''Screwdriver'''
|style="border: 2px solid black;|[[File:Screwdriver.png|48px]]<br>'''Screwdriver'''
|style="border: 2px solid black;|Used for securing and unsecuring sentries, Also used to open panels on vendors and doors.
|style="border: 2px solid black;|Used for rotating sentries, Also used to open panels on vendors and doors.
|-
|-
|style="border: 2px solid black;|[[File:Welder.gif]]<br>'''Blowtorch'''
|style="border: 2px solid black;|[[File:Welder.gif|48px]]<br>'''Blowtorch'''
|style="border: 2px solid black;|Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.
|style="border: 2px solid black;|Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.
|-
|-
|style="border: 2px solid black;|[[File:Crowbar.png]]<br>'''Crowbar'''
|style="border: 2px solid black;|[[File:Crowbar.png|48px]]<br>'''Crowbar'''
|style="border: 2px solid black;|Used for Opening unpowered doors and displacing girders so you can move them.
|style="border: 2px solid black;|Used for Opening unpowered doors and displacing girders so you can move them.
|-
|-
|style="border: 2px solid black;|[[File:Wrench.png]]<br>'''Wrench'''
|style="border: 2px solid black;|[[File:Wrench.png|48px]]<br>'''Wrench'''
|style="border: 2px solid black;|Used to rotate sentries, disassemble certain objects, unsecure and secure vendors and girders.
|style="border: 2px solid black;|Used for securing and unsecuring sentries, disassemble certain objects, unsecure and secure vendors and girders.
|-
|-
|style="border: 2px solid black;|[[File:CableCoils.png]]<br>'''Cable coil'''
|style="border: 2px solid black;|[[File:CableCoils.png|48px]]<br>'''Cable coil'''
|style="border: 2px solid black;|Used for fixing robotics and placing wire on the ground.
|style="border: 2px solid black;|Used for fixing synthetics and synthetic limbs, and placing wire on the ground.
|-
|-
|style="border: 2px solid black;|[[File:Multitool.png]]<br>'''Multitool'''
|style="border: 2px solid black;|[[File:Multitool.png|48px]]<br>'''Security Access Tuner'''
|style="border: 2px solid black;|Used to hack doors and vendors, or for disarming mines.  
|style="border: 2px solid black;|Used to hack doors and vendors, disarming mines, or determining the wattage of a power cable.
|-
|-
|style="border: 2px solid black;|[[File:Wirecutters.png]]<br>'''Wirecutters'''
|style="border: 2px solid black;|[[File:Wirecutters.png|48px]]<br>'''Wirecutters'''
|style="border: 2px solid black;|Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.
|style="border: 2px solid black;|Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.
|-
|-
|style="border: 2px solid black;|[[File:Lightreplacer.png]]<br>'''Light Replacer'''
|style="border: 2px solid black;|[[File:Lightreplacer.png|48px]]<br>'''Light Replacer'''
|style="border: 2px solid black;|Used to replace lights quickly. Feed with glass to refill.
|style="border: 2px solid black;|Used to replace lights quickly. Feed with glass to refill.
|-
|-
|style="border: 2px solid black;|[[File:T-Ray_Scanner.png]]<br>'''T-Ray Scanner'''
|style="border: 2px solid black;|[[File:T-Ray_Scanner.png|48px]]<br>'''T-Ray Scanner'''
|style="border: 2px solid black;|A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes.
|style="border: 2px solid black;|A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes.
|-
|style="border: 2px solid black;|[[File:Insulated Gloves.png|48px]]<br>'''Insulated Gloves'''
|style="border: 2px solid black;|Gloves worn on your hand, preventing any electric shocks, from touching wires, to touching electrified objects or machines. Engineers spawn with a pair of insulated squad gloves in their lockers.
|-
|-
  |}
  |}
<br>
<br>
=The Basics=
=== Power Duty ===
To setup power, you'll want to locate the geothermal generators [[File:Geothermal.png|32px]] and assess the damage. Depending on the sprite, the generator will need different steps:


<!-- Portable TComms are currently DISABLED
==[[File:Tcomms thingy.PNG|32px]] Portable Telecommunications [[File:Tcomms thingy.PNG|32px]]==
</center>
Telecommunications will need to be setup every deployment. You'll be provided a portable telecommunications tower that needs to be setup along with the necessary components.


[[File:Geothermal_Destroyed.png]] = [[File:Welder.gif|link=|Welder]] -> [[File:Wirecutters.png|link=|Wirecutters]] -> [[File:Wrench.png|link=|Wrench]]


[[File:Geothermal_Broken.png]] = [[File:Wirecutters.png|link=|Wirecutters]] -> [[File:Wrench.png|link=|Wrench]]
You can find a Construction Crate and the Portable Telecommunications Unit in the Lower Hangar bay, directly south of the Alamo dropship.


[[File:Geothermal_Damaged.png]] = [[File:Wrench.png|link=|Wrench]]
<center>[[File:tcomms 2.png]]


'''Note that you can also examine a geothermal generator to see what tool is required for the next step.'''


'''<span style="color:#DC0404"> Red Oval</span>'''
Portable Telecommunications Unit Starting Bay</center>


=== APC Maintenance===
If the APC hasn't been blown up or destroyed during a gunfight always check the apcs wires by unscrewing the apc frame and click on the apc with your wirecutters, if the wires come up with a mend option, mend the wires with the wirecutters. (Click on mend while holding wirecutters in your active hand.) If someone blew up the apc or blasted it into another dimension follow the steps below.


#Move all those componenets on the two racks (Top Left in the above image) into the black and yellow construction crate (Top right) to move them grounside easier.
#Once done, load the crate onto the desired dropship
#Lastly load the T-comms tower itself (Top right) onto the dropship.


So, someone decided to throw a grenade next to the APC or you just arrived to a broken APC and your SL has tasked you with fixing it whilst the squad holds off the incoming xeno tide. No need to panic as this section will get you to quickly repair that APC.
#First you'll want to whack off the cover; to do this just hit  the APC with any sort of weapon, generally a combat knife is good for this.
#Take out the battery (Power cell) in the APC once the cover is off with an empty hand.
#Use a screwdriver on the APC.
#Use wirecutters on the APC.
#Use a crowbar on the APC.
#Build an APC frame from 2 metal sheets then click on the APC with the APC frame in hand.
#Use wires (Cable Coil) on the APC.
#Click on the APC with a power control module in hand.
#Use a screwdriver on the APC.
#Place a new battery (Power cell) in the APC. (Just click on the APC with the battery in hand.)
#Use a crowbar on the APC.
#Open up the APC pop up window once you've completed all previous steps and turn on the breaker.
<br />
<br />


==SMES Setup==
<big>'''Order of Construction'''</big>
SMES units are used to store power, and then output it to the colony. If you setup power without setting the SMES units, power will not be stored and be wasted. There are two kinds of SMES units to be setup:
<br>
<br>
Shipside:
While shipside, there will be a total of five SMES units to setup, with one optional one near requisitions, three on the lower floor and two on the upper floor. For the ship, you'll want to tinker with the settings to get the most optimal setup. One simple rule is to make sure the charge is higher than the output, and that all SMES units are equal. You'll want to use the power monitoring computers to see how much to allocate per SMES
<br>
<br>
Planetside:
On the planet, the generators will provide enough power to be set to max charge and to less output. It won't need fine tuning like the Almayer's systems, as long as it's above 100,000 watts for output on each SMES.
<br>
<br>


=Hacking=
*Drag T-comms to desired location
Hacking sounds a lot harder than it actually is. To begin hacking a machine, follow these steps:
*Insert Cable Coil
*Insert Circuitboard
*Insert Cable Coil
'''Then add the following in any order:'''
* 2 power cells
* 2 micro-manipulators
* 2 hyperwave filters
'''Lastly:'''
*Use a screwdriver to finish T-comms


# Open its maintenance panel if possible with a screwdriver.
''Now, you will have communications online, and you will be able to communicate to the Almayer and Vice-Versa.''
# If you have them on hand, you'll want to equip insulated gloves of some kind to protect against shock.
# You will need a multitool and/or wirecutter to manipulate the internal wires. Click on the machine to open the menu with your chosen tool (Multitool/Wirecutter) then cut/pulse each wire until you get the desired result. Memorize the wire which produced that outcome for future reference; the wire functions are listed below.  


==Doors==
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Wires:
! style="background-color:#A9A9A9;" |Description:
|-
|The door bolts look down||Means that the bolts are currently down, and you will be unable to open the door. Pulsing this wire will open or lower it.
|-
|The door bolt lights are off|| Indicates when bolts are up or down. Off means you won't be able to tell it's bolted
|-
|The test light is off||The power wire. There are two of these. If the test light is off, you can crowbar it open. Cut and remend to turn it back on.
|-
|The AI control allowed light||Allows control for the AI. Functionally useless in CM
|-
|The Check Wiring light||No use.
|-
|The Check Timing Mechanism light||How fast the door closes. If it's on, it will close instantly, crushing people under it.
|-
|The Shock Wire||Determines if the door will shock people. No text to show it's on or off, shoots out sparks when activated. Cut and remend to stop the shocking.
|}


{| style="border: 2px solid black;
<big>'''Repairing'''</big>
! style="border: 2px solid black;|Picture examples
! style="border: 2px solid black;"|Description
|-
|style="border: 2px solid black;|[[File:vendor 2.png|thumb|left]]
|style="border: 2px solid black;|
''' Example of a door that has been modified:'''


In the picture, it shows that the test light has been pulsed, turning it off and making it show you can crowbar your way through the door.
*Use a welder to repair any damage
|-
*Once done, click on the T-comms tower with an empty hand to turn it back on
|style="border: 2px solid black;|[[File:vendor1.png|thumb|right]]
-->
|style="border: 2px solid black;|
== Static Telecommunications ==
'''Example of an untouched door:'''


In the picture, it shows that the door has not been tampered with yet. You'll need the correct ID to open it, and you will not be able to crowbar it open.
Telecommunications will need to be setup every deployment. You will need to communicate with Command to find out the location of the Colony's communication equipment, and as to which set you should attempt to repair.
|}


==Vendors==
Repairs will require:
{| class="wikitable"
* A standard set of Combat Technician tools.
! style="background-color:#A9A9A9;" width=150|Wires:
* An APC board.
! style="background-color:#A9A9A9;" |Description:
* Materials to reinforce the surrounding area.
|-
|Orange Light||Electricity wire. If this is on, whenever the vendor is used it will shock the user. Cut and remend to stop the shocking.
|-
|Red Light||Firing wire. If this this on, it will launch the contents of the vendor at nearby people.
|-
|Green Light||Contraband wire. Turning this wire on means non-standard gear will be avaliable.  
|-
|Purple Light||Access wire. Turning this wire off changes it to a yellow light, making it so anyone can dispense the contacts.
|-
|}


{| style="border: 2px solid black;
You will need to repair the communications equipment, and the APC of the area it is in per [[Guide to Engineering#APC Maintenance|APC Maintenance]].
! style="border: 2px solid black;|Picture examples
! style="border: 2px solid black;"|Description
|-
|style="border: 2px solid black;|[[File:vendor2.png|thumb|left]]
|style="border: 2px solid black;|
''' Example of a vendor that has been modified:'''


In the picture, it shows that the contraband wire has been turned on, allowing for hidden goods to be displayed, and it shows that the access wire is now yellow, allowing anyone to use the vendor, regardless of ID
== Power Duty ==
|-
[[File:SMESUI.png|thumb|''SMES settings should be like this'']]To setup power, you'll want to locate the geothermal generators [[File:Geothermal.png|32px]] and assess the damage. You need Specially Trained level of Engineering (or higher) in order to do that. Depending on the sprite, the generator will need different steps (you can click on multiple generators to fix them at once):
|style="border: 2px solid black;|[[File:vendor 1.png|thumb|right]]
|style="border: 2px solid black;|
'''Example of an untouched vendor:'''


In the picture, it shows that the vendor has not been tampered with yet. You'll need the correct ID to access it, and you will not be able to dispense hidden items from the vendor
[[File:Geothermal_Destroyed.png|48px]] = [[File:Welder.gif|48px|link=|Welder]] -> [[File:Wirecutters.png|48px|link=|Wirecutters]] -> [[File:Wrench.png|48px|link=|Wrench]]
|}
<br>
<br>


=FOB Defences=
[[File:Geothermal_Broken.png|48px]] = [[File:Wirecutters.png|48px|link=|Wirecutters]] -> [[File:Wrench.png|48px|link=|Wrench]]
==Defensive Equipment==
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Defensive Equipment:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:SentryGun.png|64px]]<br>'''UA 571-C Sentry'''
|The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Comes with various options, such as burst fire, single shot and the ability to take control of it. Has 500 bullets.


[[File:Geothermal_Damaged.png|48px]] = [[File:Wrench.png|48px|link=|Wrench]]. Once it's done, left click it with an empty hand to turn it on.


{| border="1" class="mw-collapsible mw-collapsed"
With this done, you'll want to turn it on and set up the Superconducting Magnetic Energy Storages, (SMESes) which can be setup by clicking on them and setting '''input to 250,000W''' and '''output to 200,000W'''. This'll ensure that they are receiving more charge than they are giving out. Do this for all three, and make sure that the SMESes are charging before you head to your next objective. SMES units are used to store power, and then output it to the colony. If you set up power without setting the SMES units, power will not be stored and be wasted. Remember to switch on the Colony Floodlight Switch [[File:Colony_Floodlight_Switch.gif|32px]] if there is one.
|+ style="text-align:left;"|'''Ammunition:'''
|[[File:RotatingAmmoDrum_.png|64px]]<br>M30 Box Magazine (10x28mm Caseless)
|Contains 500 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
|}


{| border="1" class="mw-collapsible mw-collapsed"
Shipside on the Almayer, there is a total of six SMES units to set up, with three in lower engineering, two in upper engineering and one near CIC. For the ship, you'll want to tinker with the settings to get the most optimal setup. One simple rule is to make sure the charge is higher than the output and that all SMES units are equal. You'll want to use the power monitoring computers to see how much power the reactors are outputting and how much more power is needed to handle the load.
|+ style="text-align:left;"|'''Additional Information (Construction and Other Functions):'''
| '''How To Construct It:'''
* Construct Turret Frame with Plasteel,
* Wrench it,
* Apply Cable,  
* Add Turret Piece,  
* Apply Metal,
* Weld it,
* Add Turret Sensor,
* Add bigger battery if needed.  
* Click on the sentry with an empty hand to turn it on.


== Vendor Repairs ==
In the event a vendor has been damaged, you're able to repair them. You need Specially Trained level of Engineering or higher.
#[[File:Screwdriver.png|32px]]Screwdriver the vendor.
#[[File:Wirecutters.png|32px]]Use wire cutters on the vendor.
#[[File:CableCoils.png|32px]]Use 5 cable coil on the vendor.
#[[File:Metal.png|32px]]Use 1 metal sheet on the vendor.
#[[File:Screwdriver.png|32px]]Finish it by using a screwdriver.


'''Maintenance:'''
== APC Maintenance==
* Use a welder to repair a damaged sentry.
{| class="wikitable"
* If the sentry is knocked over click on it with an empty hand to right it.
! style="background-color:#A9A9A9;"|Visual cue
 
! style="background-color:#A9A9A9;"|What it means
'''Other Functions:'''
|-
* Rotate with wrench
|Large, square glow on the left side of the APC. ||
* Turn off the sentry then use a screwdriver on the sentry to unsecure it and thus make it movable.  
* A '''red''' glow means the APC isn't charging.
|}
* A '''green''' glow means the APC is charging.
* A '''blue''' glow means the APC is fully charged.
|-
|Three small glows in the bottom right of the APC. ||
* Each glow can be '''red''' for unpowered, or '''green''' for powered.
* The top glow corresponds to '''equipment''' (vendors, consoles, machines).
* The center glow corresponds to '''lighting''' (light tubes, light bulbs).
* The bottom glow corresponds to '''environment''' (airlocks, vents, heating).
|-
|-
![[File:M56D.png|64px]]<br>M56D Mounted Smartgun
|Long, thin vertical glow on the right side of the APC. ||
|These engineer-only mounted smartguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armour penetration. The tracking system of a standard smartgun is non-functional on the M56D. '''Note that this does not have IFF tracking built into it, so you will hit friendlies with it.'''
* A '''red''' glow means the APC is locked.
* A '''green''' glow means the APC is unlocked.
|}
----
===Using the APC===
Walk up to the APC and use it with an empty hand to open the interface. Most of it is fairly self-explanatory: you can see if it's charging, how much charge it has, and whether equipment, lighting, or environment power are on, etc.


If you swipe on the APC with your ID, you will unlock it and be able to change some of the options in its interface.
* You can disable or enable charging.
* You can force disable, force enable, or set automatic the three power draws (equipment, lighting, environment) as needed. For example, you might want to force the equipment in the CIC enabled so that it stays powered even when the APC is very low on charge (normally, automatic mode would disable it at 15% charge), or you might choose to force the lighting in the conference room disabled to save on power.
* You can enable or disable the cover lock, which prevents the APC from being forced open with a crowbar.


{| border="1" class="mw-collapsible mw-collapsed"
If you disable the cover lock, you can pry open the cover of the APC by using a crowbar on it, and then take out and replace the power cell inside it with another, freshly charged one. This is an easy way to quickly return power to an area without having to set up the generators and SMES.
|+ style="text-align:left;"|'''Additional Information (Construction and Other Functions):'''
----
| '''How To Construct It:'''
===Replace Powercell[[File:APC_Red.png|48px]]===
* Click on the mount once it's in your hand,
If the APC is not broken and the Power is down (For example Tcomms upon first deployment), you can replace the powercell by:
* Wrench it,
# Click the APC, swipe your ID card to unlock the interface.
* Mount the Gun,
# Disengage the cover lock in the interface.
* Screwdriver it,
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to open the cover.
* Apply Ammo Drum.
# Take out the empty powercell out with an empty hand.
# [[File:Powercell.png|32px]] Put a new powercell in the APC.
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to close the cover.
# Re-engage the cover lock.
# Swipe your ID card to secure the interface.
----
===Broken[[File:APC_Broken.png|48px]]===
# Click the APC
# [[File:Wirecutters.png|32px]] Mend all wires with wirecutters.
# [[File:Screwdriver.png|32px]] Fix the cover with a screwdriver.


'''Maintenance:'''
Upon following the above steps the APC will be fixed don't worry if it still doesn't have power because it'll take time to recharge (if generators are up). Replace the powercell with a new one if you require the APC to be active straight away.
* Use a welder to repair it.
----
===Blown up or destroyed [[File:Broken_APC.png]]===
You click the APC but no window shows up, meaning someone blew up the APC or blasted it into another dimension follow the steps below.
# Bash open the broken APC with any tool.
# Take out the powercell in the APC once the cover is off with an empty hand.
#[[File:Crowbar.png|32px]] Use a Crowbar '''on the floor tile infront of the APC''' to pry up the floor tile, revealing the power connection terminal. '''If there is no terminal, this step can skipped.'''
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC to unfasten the electronics.
# [[File:Wirecutters.png|32px]] Use wirecutters on the APC, cutting the damaged power connection out. '''If there is no terminal found, this step can be skipped.'''
# [[File:Crowbar.png|32px]] Use a crowbar on the APC, removing and destroying the damaged power control module.
# Build an APC frame from 2 metal sheets then click on the broken APC with the APC frame in hand to replace the APC frame.
# [[File:CableCoils.png|32px]] Use cable coil on the APC to rewire the floor power connection terminal.
# [[File:Circuitboard.png|32px]] Use a power control module on the APC to replace the one previously removed.
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC to secure the new power control module.
# [[File:Powercell.png|32px]] Put a new powercell in the APC.
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to close the cover.
# Open up the APC pop up window once you've completed all previous steps and turn on the breaker. You may need to unlock the interface by clicking on the APC with ID in hand to do so.
* Alternatively, you can also [[Guide_to_construction#Wall_Mountings| finish deconstructing the old APC and construct a new APC]] in the area to achieve the same result.


'''Combat:'''
----
* To toggle burst fire, ''ctrl-click'' the M56d before you man it, after this when you next hop on you'll use burst fire.
==Hacking==
 
To begin hacking a machine, follow these steps:
'''Other Functions:'''
* Rotate with wrench
* Deconstruct with screwdriver.
|}
 
|-
|[[File:M20_mine_box.png|64px]]<br>'''M20 Mine Box'''
||A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.


# [[File:Screwdriver.png|32px]] Use a screwdriver to open the maintenance panel.
# Click on the machine to open the wire window.
# [[File:Multitool.png|32px]][[File:Wirecutters.png|32px]] With insulated gloves on, use multitool or wirecutter to pulse or cut/mend the internal wires until you get the desired result.
# Memorize the wire which produced that outcome for future reference.


{| border="1" class="mw-collapsible mw-collapsed"
* If you accidentally turn off a machine's power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire.
|+ style="text-align:left;"|'''Additional Information (Deployment and Deactivation):'''
* It is against Marine Law to hack the vendors on the Almayer, so keep an eye out for [[Military Police|MP's]] before you accidentally cause trouble.
| '''How To Deploy A Mine:'''
* Take a M20 mine out of the box and keep it in your active hand,
* Stand on top of the tile you want to place the mine on,
* Face the tile you want the mine to detect enemies on,
* Click on the mine in your active hand once you are facing the correct way,
* After a few seconds you'll have the mine placed and armed on your tile.
'''Keep in mind that any mob that enters the mine's tile, or the tiles it's facing, living or dead, will cause the mine to detonate, unless they have an appropriate ID, an example being that the crew of the USS Almayer won't set off armed mines.'''




'''How To Deactivate Mines:'''
===Door Wire Functions===
* Use a multitool on the deployed mine.
|}
|}
 
==Fortifications of the Trade==
----
{| class="wikitable"
{| class="wikitable"
!Image
! style="background-color:#A9A9A9;" width=150|Wires:
!Name
! style="background-color:#A9A9A9;" |Description:
!Material Needed
!Function
|-
|-
|[[File:WoodenBarricade.png]]||Wood Barricade||Wood||Used for a hasty defence against aliens. Mostly seen prespawned.
|Main power wire|| The Main power wire provides electricity to the airlock. When cutting or pulsing this wire, it causes the airlock to lose power meaning you can crowbar it open. Cutting and mending the wire will turn it back on.
|-
|-
|[[File:Metal_Barricade.png]]||Metal Barricade||Metal||Used for areas that will be under constant attack. Can be repaired with a blow torch.
|Backup power wire|| The Backup power wire provides backup electricity to the airlock. When cutting or pulsing this wire, will not do much on its own. However, this is the second wire that needs to be cut if cutting the primary power does not allow you to pry the door open.
|-
|-
|[[File:Sandbag_Full.png]]||Sandbags||Sandbags||Used for making directional defences, multiple can be applied to a tile. Needs to be filled up with empty sandbags and an entrenching tool. 25 in a filled stack.
|Door bolts wire|| The Door bolts are the locking mechanisms of an airlock. When cutting or pulsing this wire you will be unable to open the door. Pulsing this wire will open or lower it.
|-
|-
|[[File:Plasteel_barricade.png]]||Plasteel Barricade||Plasteel||Used to allow passage by closing it, and providing heavy protection. Can be repaired with a blow torch
|Door motors wire|| The Door motors wire controls the motors of the airlock. When cutting or pulsing this wire, if there are no ID requirements on the airlock or the ID scanner wire has been cut or pulsed, the door will open.
|-
|-
|[[File:Barbed_Wire.png|32px]]||Barbed Wire||Metal||Used to make barricades and sandbags stronger, and making it so they can't be ran or climbed over. Also damages any thing that attacks it.
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use the door. When cutting or pulsing this wire, allows users who don't have an ID card or no access, to use it.
|-
|-
|[[File:Wall.png]]||Wall||Metal|||Used to fully block off an area.
|Bolt lights wire|| The bolt light indicators to determine if the door is bolted shut or not. When cutting or pulsing this wire, it will turn the bolt lights indicators off. Off means you won't be able to tell it's bolted
|}
|-
=FOB Construction Quick Tips=
|Motor speed override wire||The Motor speed override wire controls how fast the door closes. When cutting or pulsing this wire, it will cause the door to close instantly, crushing people under it. This transfers over when the door is unpowered as well, allowing you to crush mobs and people with a crowbar with the door when unpowered.
==Barricade Placement==
 
{| style="border: 2px solid black;
! style="background-color:orange;"|Barricade Placement
! style="background-color:orange;"|Description
|-
|-
|style="border: 2px solid black;|[[File:WIKIFOB.png|thumb|left]]
|Proximity sensor
|style="border: 2px solid black;|
|The proximity sensor when not cut prevents the door from being closed when the door is obstructed by a person or mob, in order to use the motor speed override crushing function the Proximity Sensor needs to be cut, disabled.  
<span style="color:darkred">'''This is an example of what not to do when constructing a defensive position.'''</span>
 
In the picture on the left you'll see that the xenomorphs are able to hit the barricade without being shot due to it's forward position and as such the xeno will be able to break through and kill that marine with ease.
|-
|-
|style="border: 2px solid black;|[[File:WIKIFOB2.png|thumb|right]]
|Ground safety wire|| The Ground safety wire prevents the airlock from shocking people. When cutting or pulsing this wire, it will shoots out sparks neutralizing the ground safety wire causing those who use the airlock to be shocked. Cut and mend to stop the shocking.
|style="border: 2px solid black;|
|}
<span style="color:darkgreen">'''This is an example of what you should do when constructing a defensive position.'''</span>


To rectify the above barricade placement errors you'll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot xenomorphs who are attacking them.
===Vendors Wire Functions===
|}
{| class="wikitable"
<br>
! style="background-color:#A9A9A9;" width=150|Wires:
<br>
! style="background-color:#A9A9A9;" |Description:
==Barbed Wire==
[[File:Barbed_Wire.png]]
'''Barbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached. It also gives a small health boost to the barricade itself.
<br>
{| style="border: 2px solid black;
! style="background-color:orange;"|Barbed Wire Tactics
! style="background-color:orange;"|Description
|-
|-
|style="border: 2px solid black;|[[File:barbedwirenone.png|thumb|left]]
|Inventory control computer wire|| This wire when cut/pulsed, shows non-standard gear if there is any available.
|style="border: 2px solid black;| In the picture you'll see that the engineer was killed due to the xeno being able to pounce over the barricade.
|-
|-
|style="border: 2px solid black;|[[File:barbedwireyes.png|thumb|left]]
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use the vendor. When cutting or pulsing this wire, allows users who don't have an ID card or no access, to use it.
|style="border: 2px solid black;|
Due to the engineer placing barbed wire onto the barricades the xenomorph was unable to jump over.
|}
<br>
<br>
 
==FOB Space==
{| style="border: 2px solid black;
! style="background-color:orange;"|How To: Fob Space
! style="background-color:orange;"|Description
|-
|-
|style="border: 2px solid black;|[[File:BadFOBspace.png|thumb|left]]
|Ground control safety wire|| This wire when cut/pulsed,  causes the vendor to shock the user when used. Cut and mend the wire to stop the shocking.
|style="border: 2px solid black;|
<span style="color:darkred">'''This is an example of what not to do when constructing a defensive position.'''</span>
 
In the picture you'll see that the FOB has very little space for the marines to move around in which will lead to:
*Friendly fire.
*Shuffling of positions.
*Preventing wounded marines from entering.
*Hindering the movement of supplies.
|-
|-
|style="border: 2px solid black;|[[File:Goodmovement.png|195px|thumb|left]]
|Dispenser motor control wire|| This wire when cut/pulsed, will launch the contents of the vendor at nearby people.
|style="border: 2px solid black;|
|}
<span style="color:darkgreen">'''This is an example of what you should do when constructing a defensive position.'''</span>


In the picture you'll see that the FOB has ample space to move which means:
===APC Wire Functions===
*The reduction of friendly fire.
{| class="wikitable"
*Less shuffling of positions.
! style="background-color:#A9A9A9;" width=150|Wires:
*Ease of access for wounded traffic.
! style="background-color:#A9A9A9;" |Description:
*Free movement of supplies.
|}
<br>
<br>
==Fixing Breaches in Defences==
{| style="border: 2px solid black;
! style="background-color:orange;"|Fixing Defensive Breaches
! style="background-color:orange;"|Description
|-
|-
|style="border: 2px solid black;|[[File:Bad breaches.png|200px|thumb|left]]
|Main power wire|| The Main power wire provides electricity to the APC. When cutting or pulsing this wire, it causes the APC to lose power meaning the area will be unpowered. Cutting and mending the wire will return power.
|style="border: 2px solid black;|
<span style="color:darkred">'''This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.'''</span>
 
In the picture you'll see that this is a highly dangerous and ineffective way to fix the breach in a defensive line if hostiles are nearby. This will let you get slashed up by an alien running up willy nilly, and will give you less time to react if multiple xenos decide to push the defensive line.
 
|-
|-
|style="border: 2px solid black;|[[File:FIXINGBREACHES.png|200px|thumb|left]]
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use or pry the APC. When cutting or pulsing this wire, it allows everyone to edit the APC and pry it open.
|style="border: 2px solid black;|
|}
<span style="color:green">'''This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.'''</span>
 
In the picture you'll see that it shows the optimal way of repairing a breach in your defences if xenos are nearby.  
<br>
<br>
'''To perform this fixing manoeuvre, you'll want to:'''
*Build a barricade a few tiles back,
*Screwdriver the freshly built barricade,
*Wrench it, to allow it to be moved,  
*Pull the barricade ''(Ctrl + Click or open up the right click menu)'' and then pull it to the tile below you ''(By clicking on the tile)'', and then finally the breached tile as demonstrated in the photo.
<br>
This will force the xenomorphs to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the above one, however, the safety gained from doing it is worth it's weight in attachments ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.
|}
<br>
<br>


==Misc. FOB tips==
==Hacking the ASRS Console==
{| style="border: 2px solid black;
Hacking the ASRS console gives requisitions a broader signal range and allows them to order black market weapons and ammo, as well as research crates to help with hydroponics research or use as cooking material.
! style="background-color:orange;"|Fob Tips
! style="background-color:orange;"|Description
|-
|style="border: 2px solid black;|[[File:windows.png|187px|thumb|left]]
|style="border: 2px solid black;|
In the picture you'll see that it demostrates that windows, even if reinforced, are not an acceptable replacement for a line of all-american steel barricades.
<br>
'''Windows as a defence:'''
*Provide no firing lines
*Are Weak


'''In summary, avoid using them as a defence.'''
Hack the console by following the steps below:
 
#[[File:Screwdriver.png|32px]] Screwdriver to disconnect the monitor.
|-
#[[File:Crowbar.png|32px]] Crowbar to pry out the glass
|style="border: 2px solid black;|[[File:Repairingbarricades.png|thumb|left]]
#[[File:Wirecutters.png|32px]] Wirecutters to remove the cables
|style="border: 2px solid black;|
#[[File:Screwdriver.png|32px]] Screwdriver to unfasten the circuit board
Barricades will end up damaged due to the ravages of war and incompetence, and if it isn't horribly damaged, you'll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades.Note that if a barricade is too damaged you will be unable to fix it.  
#[[File:Crowbar.png|32px]] Crowbar to pry the board back out
<br>
#[[File:Multitool.png|32px]] [[File:Circuitboard.png|32px]] Use a Modified Multitool/Access tuner on the board, select "BROAD"
<br>
#[[File:Circuitboard.png|32px]] Then put the board back in
'''Each time you repair a barricade it will consume one unit of welder fuel.'''
#[[File:Screwdriver.png|32px]] Fasten it with a screwdriver
|}
#[[File:CableCoils.png|32px]] Rewire it
<br>
#[[File:Glass.png|32px]] add the screen back
<br>
#[[File:Screwdriver.png|32px]] Screw the screen in place


= FOB Guides =
And <i>voila</i>, you can now order golden desert eagles and grow tomatoes. HAVE FUN!!!
[http://www.colonial-marines.com/viewtopic.php?f=94&t=14084 <nowiki>[WIP]</nowiki> Useful engineering 101] by Challenger on 22 Jul 2017

Latest revision as of 12:18, 27 March 2024

Tools of the Trade

Tool Function
Screwdriver.png
Screwdriver
Used for rotating sentries, Also used to open panels on vendors and doors.
Welder.gif
Blowtorch
Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.
Crowbar.png
Crowbar
Used for Opening unpowered doors and displacing girders so you can move them.
Wrench.png
Wrench
Used for securing and unsecuring sentries, disassemble certain objects, unsecure and secure vendors and girders.
CableCoils.png
Cable coil
Used for fixing synthetics and synthetic limbs, and placing wire on the ground.
Multitool.png
Security Access Tuner
Used to hack doors and vendors, disarming mines, or determining the wattage of a power cable.
Wirecutters.png
Wirecutters
Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.
Lightreplacer.png
Light Replacer
Used to replace lights quickly. Feed with glass to refill.
T-Ray Scanner.png
T-Ray Scanner
A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes.
Insulated Gloves.png
Insulated Gloves
Gloves worn on your hand, preventing any electric shocks, from touching wires, to touching electrified objects or machines. Engineers spawn with a pair of insulated squad gloves in their lockers.

Static Telecommunications

Telecommunications will need to be setup every deployment. You will need to communicate with Command to find out the location of the Colony's communication equipment, and as to which set you should attempt to repair.

Repairs will require:

  • A standard set of Combat Technician tools.
  • An APC board.
  • Materials to reinforce the surrounding area.

You will need to repair the communications equipment, and the APC of the area it is in per APC Maintenance.

Power Duty

SMES settings should be like this

To setup power, you'll want to locate the geothermal generators Geothermal.png and assess the damage. You need Specially Trained level of Engineering (or higher) in order to do that. Depending on the sprite, the generator will need different steps (you can click on multiple generators to fix them at once):

Geothermal Destroyed.png = Welder -> Wirecutters -> Wrench

Geothermal Broken.png = Wirecutters -> Wrench

Geothermal Damaged.png = Wrench. Once it's done, left click it with an empty hand to turn it on.

With this done, you'll want to turn it on and set up the Superconducting Magnetic Energy Storages, (SMESes) which can be setup by clicking on them and setting input to 250,000W and output to 200,000W. This'll ensure that they are receiving more charge than they are giving out. Do this for all three, and make sure that the SMESes are charging before you head to your next objective. SMES units are used to store power, and then output it to the colony. If you set up power without setting the SMES units, power will not be stored and be wasted. Remember to switch on the Colony Floodlight Switch Colony Floodlight Switch.gif if there is one.

Shipside on the Almayer, there is a total of six SMES units to set up, with three in lower engineering, two in upper engineering and one near CIC. For the ship, you'll want to tinker with the settings to get the most optimal setup. One simple rule is to make sure the charge is higher than the output and that all SMES units are equal. You'll want to use the power monitoring computers to see how much power the reactors are outputting and how much more power is needed to handle the load.

Vendor Repairs

In the event a vendor has been damaged, you're able to repair them. You need Specially Trained level of Engineering or higher.

  1. Screwdriver.pngScrewdriver the vendor.
  2. Wirecutters.pngUse wire cutters on the vendor.
  3. CableCoils.pngUse 5 cable coil on the vendor.
  4. Metal.pngUse 1 metal sheet on the vendor.
  5. Screwdriver.pngFinish it by using a screwdriver.

APC Maintenance

Visual cue What it means
Large, square glow on the left side of the APC.
  • A red glow means the APC isn't charging.
  • A green glow means the APC is charging.
  • A blue glow means the APC is fully charged.
Three small glows in the bottom right of the APC.
  • Each glow can be red for unpowered, or green for powered.
  • The top glow corresponds to equipment (vendors, consoles, machines).
  • The center glow corresponds to lighting (light tubes, light bulbs).
  • The bottom glow corresponds to environment (airlocks, vents, heating).
Long, thin vertical glow on the right side of the APC.
  • A red glow means the APC is locked.
  • A green glow means the APC is unlocked.

Using the APC

Walk up to the APC and use it with an empty hand to open the interface. Most of it is fairly self-explanatory: you can see if it's charging, how much charge it has, and whether equipment, lighting, or environment power are on, etc.

If you swipe on the APC with your ID, you will unlock it and be able to change some of the options in its interface.

  • You can disable or enable charging.
  • You can force disable, force enable, or set automatic the three power draws (equipment, lighting, environment) as needed. For example, you might want to force the equipment in the CIC enabled so that it stays powered even when the APC is very low on charge (normally, automatic mode would disable it at 15% charge), or you might choose to force the lighting in the conference room disabled to save on power.
  • You can enable or disable the cover lock, which prevents the APC from being forced open with a crowbar.

If you disable the cover lock, you can pry open the cover of the APC by using a crowbar on it, and then take out and replace the power cell inside it with another, freshly charged one. This is an easy way to quickly return power to an area without having to set up the generators and SMES.


Replace PowercellAPC Red.png

If the APC is not broken and the Power is down (For example Tcomms upon first deployment), you can replace the powercell by:

  1. Click the APC, swipe your ID card to unlock the interface.
  2. Disengage the cover lock in the interface.
  3. Crowbar.png Use a crowbar on the APC to open the cover.
  4. Take out the empty powercell out with an empty hand.
  5. Powercell.png Put a new powercell in the APC.
  6. Crowbar.png Use a crowbar on the APC to close the cover.
  7. Re-engage the cover lock.
  8. Swipe your ID card to secure the interface.

BrokenAPC Broken.png

  1. Click the APC
  2. Wirecutters.png Mend all wires with wirecutters.
  3. Screwdriver.png Fix the cover with a screwdriver.

Upon following the above steps the APC will be fixed don't worry if it still doesn't have power because it'll take time to recharge (if generators are up). Replace the powercell with a new one if you require the APC to be active straight away.


Blown up or destroyed Broken APC.png

You click the APC but no window shows up, meaning someone blew up the APC or blasted it into another dimension follow the steps below.

  1. Bash open the broken APC with any tool.
  2. Take out the powercell in the APC once the cover is off with an empty hand.
  3. Crowbar.png Use a Crowbar on the floor tile infront of the APC to pry up the floor tile, revealing the power connection terminal. If there is no terminal, this step can skipped.
  4. Screwdriver.png Use a screwdriver on the APC to unfasten the electronics.
  5. Wirecutters.png Use wirecutters on the APC, cutting the damaged power connection out. If there is no terminal found, this step can be skipped.
  6. Crowbar.png Use a crowbar on the APC, removing and destroying the damaged power control module.
  7. Build an APC frame from 2 metal sheets then click on the broken APC with the APC frame in hand to replace the APC frame.
  8. CableCoils.png Use cable coil on the APC to rewire the floor power connection terminal.
  9. Circuitboard.png Use a power control module on the APC to replace the one previously removed.
  10. Screwdriver.png Use a screwdriver on the APC to secure the new power control module.
  11. Powercell.png Put a new powercell in the APC.
  12. Crowbar.png Use a crowbar on the APC to close the cover.
  13. Open up the APC pop up window once you've completed all previous steps and turn on the breaker. You may need to unlock the interface by clicking on the APC with ID in hand to do so.

Hacking

To begin hacking a machine, follow these steps:

  1. Screwdriver.png Use a screwdriver to open the maintenance panel.
  2. Click on the machine to open the wire window.
  3. Multitool.pngWirecutters.png With insulated gloves on, use multitool or wirecutter to pulse or cut/mend the internal wires until you get the desired result.
  4. Memorize the wire which produced that outcome for future reference.
  • If you accidentally turn off a machine's power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire.
  • It is against Marine Law to hack the vendors on the Almayer, so keep an eye out for MP's before you accidentally cause trouble.


Door Wire Functions

Wires: Description:
Main power wire The Main power wire provides electricity to the airlock. When cutting or pulsing this wire, it causes the airlock to lose power meaning you can crowbar it open. Cutting and mending the wire will turn it back on.
Backup power wire The Backup power wire provides backup electricity to the airlock. When cutting or pulsing this wire, will not do much on its own. However, this is the second wire that needs to be cut if cutting the primary power does not allow you to pry the door open.
Door bolts wire The Door bolts are the locking mechanisms of an airlock. When cutting or pulsing this wire you will be unable to open the door. Pulsing this wire will open or lower it.
Door motors wire The Door motors wire controls the motors of the airlock. When cutting or pulsing this wire, if there are no ID requirements on the airlock or the ID scanner wire has been cut or pulsed, the door will open.
ID scanner wire The ID scanner allows only those authorized with the correct identification and access requirements to use the door. When cutting or pulsing this wire, allows users who don't have an ID card or no access, to use it.
Bolt lights wire The bolt light indicators to determine if the door is bolted shut or not. When cutting or pulsing this wire, it will turn the bolt lights indicators off. Off means you won't be able to tell it's bolted
Motor speed override wire The Motor speed override wire controls how fast the door closes. When cutting or pulsing this wire, it will cause the door to close instantly, crushing people under it. This transfers over when the door is unpowered as well, allowing you to crush mobs and people with a crowbar with the door when unpowered.
Proximity sensor The proximity sensor when not cut prevents the door from being closed when the door is obstructed by a person or mob, in order to use the motor speed override crushing function the Proximity Sensor needs to be cut, disabled.
Ground safety wire The Ground safety wire prevents the airlock from shocking people. When cutting or pulsing this wire, it will shoots out sparks neutralizing the ground safety wire causing those who use the airlock to be shocked. Cut and mend to stop the shocking.

Vendors Wire Functions

Wires: Description:
Inventory control computer wire This wire when cut/pulsed, shows non-standard gear if there is any available.
ID scanner wire The ID scanner allows only those authorized with the correct identification and access requirements to use the vendor. When cutting or pulsing this wire, allows users who don't have an ID card or no access, to use it.
Ground control safety wire This wire when cut/pulsed, causes the vendor to shock the user when used. Cut and mend the wire to stop the shocking.
Dispenser motor control wire This wire when cut/pulsed, will launch the contents of the vendor at nearby people.

APC Wire Functions

Wires: Description:
Main power wire The Main power wire provides electricity to the APC. When cutting or pulsing this wire, it causes the APC to lose power meaning the area will be unpowered. Cutting and mending the wire will return power.
ID scanner wire The ID scanner allows only those authorized with the correct identification and access requirements to use or pry the APC. When cutting or pulsing this wire, it allows everyone to edit the APC and pry it open.

Hacking the ASRS Console

Hacking the ASRS console gives requisitions a broader signal range and allows them to order black market weapons and ammo, as well as research crates to help with hydroponics research or use as cooking material.

Hack the console by following the steps below:

  1. Screwdriver.png Screwdriver to disconnect the monitor.
  2. Crowbar.png Crowbar to pry out the glass
  3. Wirecutters.png Wirecutters to remove the cables
  4. Screwdriver.png Screwdriver to unfasten the circuit board
  5. Crowbar.png Crowbar to pry the board back out
  6. Multitool.png Circuitboard.png Use a Modified Multitool/Access tuner on the board, select "BROAD"
  7. Circuitboard.png Then put the board back in
  8. Screwdriver.png Fasten it with a screwdriver
  9. CableCoils.png Rewire it
  10. Glass.png add the screen back
  11. Screwdriver.png Screw the screen in place

And voila, you can now order golden desert eagles and grow tomatoes. HAVE FUN!!!