Guide to Engineering

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Revision as of 07:30, 11 February 2018 by HKO2006 (talk | contribs) (→‎FOB Guides: to squad engineer)

Tools of the Trade

Tool Function
Screwdriver.png
Screwdriver
Used for securing and unsecuring 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 to rotate sentries, disassemble certain objects, unsecure and secure vendors and girders.
CableCoils.png
Cable coil
Used for fixing robotics and placing wire on the ground.
Multitool.png
Multitool
Used to hack doors and vendors, or for disarming mines.
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.



The Basics

Power Duty

To setup power, you'll want to locate the geothermal generators Geothermal.png and assess the damage. Depending on the sprite, the generator will need different steps:


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

Geothermal Broken.png = Wirecutters -> Wrench

Geothermal Damaged.png = Wrench

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


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.


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.

  1. 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.
  2. Take out the battery (Power cell) in the APC once the cover is off with an empty hand.
  3. Use a screwdriver on the APC.
  4. Use wirecutters on the APC.
  5. Use a crowbar on the APC.
  6. Build an APC frame from 2 metal sheets then click on the APC with the APC frame in hand.
  7. Use wires (Cable Coil) on the APC.
  8. Click on the APC with a power control module in hand.
  9. Use a screwdriver on the APC.
  10. Place a new battery (Power cell) in the APC. (Just click on the APC with the battery in hand.)
  11. Use a crowbar on the APC.
  12. Open up the APC pop up window once you've completed all previous steps and turn on the breaker.



SMES Setup

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:

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

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.

Hacking

Hacking sounds a lot harder than it actually is. To begin hacking a machine, follow these steps:

  1. Open its maintenance panel if possible with a screwdriver.
  2. If you have them on hand, you'll want to equip insulated gloves of some kind to protect against shock.
  3. 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

Wires: 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.
Picture examples Description
Vendor 2.png

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.

Vendor1.png

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.

Vendors

Wires: Description:
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.
Picture examples Description
Vendor2.png

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

Vendor 1.png

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