Station Engineer: Difference between revisions

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== Starting Out ==
== Starting Out ==


Head to the nearest engineering locker and open it. You'll need the insulated gloves in there to protect you from electric shocks while screwing around with wires. It's also recommended that you take a t-ray scanner for checking under-floor pipes and cables, a gas analyzer to check local atmospheric conditions, and a stack each of LV (Low-Voltage), MV (Medium-Voltage) and HV (High-Voltage) cables in case of power outages. You could take half a stack of metal and glass, but they are generally better reserved for usage across the department, so don't keep them in your backpack unless you are going to use them soon.
Head to the nearest engineering locker and open it. You'll need the insulated gloves in there to protect you from electric shocks while screwing around with wires. It's also recommended that you take a t-ray scanner for checking under-floor pipes and cables, a gas analyzer to check local atmospheric conditions, and a stack each of LV (Low-Voltage), MV (Medium-Voltage) and HV (High-Voltage) cables in case of power outages. You will also find a standard issue RCD(Rapid Construction Device). This is a tool that can quickly put down doors, walls, flooring, you name it, as long as it has charges. Compressed matter will refuel it, but it has a whopping 45(This is not enough it will never be enough).
 
== Power ==
== Power ==
''Main article: [[Power|Guide to Power]]''
''Main article: [[Power|Guide to Power]]''
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=== Preparation ===
=== Preparation ===
When you get the report of a hull breach (or that an area has been "spaced"), the first thing you should do is get your magnetic boots (magboots), a hardsuit and hardsuit helmet (engineering & salvage hardsuits have built-in helmets; fire suits and fire helmets work in a pinch) and put on an internals mask and oxygen tank (it's recommended that you use the one on your locker, you also start with an emergency kit containing these in your backpack that have a highly limited supply). After that grab some steel, LV, MV and/or HV wires (depending on the place bombed: for example, for maintenance grab HV wires or for the hallway grab LV and maybe HV) and optionally glass. Go to the place with the hull breach and, before opening the firelocks, examine and check it yourself. Are there walls broken? Windows? Which floors need fixing? Do you estimate that you have enough materials? Are your internals turned on by putting on your mask and switching your breathing tank open? Are your magnetic boots activated? Do you happen to see any casualties, and are they still alive and gasping for air? You might want to get them out first, if feasible.
When you get the report of a hull breach (or that an area has been "spaced"), the first thing you should do is get your magnetic boots (magboots), a hardsuit and hardsuit helmet (engineering & salvage hardsuits have built-in helmets; fire suits and fire helmets work in a pinch) and put on an internals mask and oxygen tank (it's recommended that you use the one on your locker, you also start with an emergency kit containing these in your backpack that have a highly limited supply). After that grab some LV, MV and/or HV wires (depending on the place bombed: for example, for maintenance grab HV wires or for the hallway grab LV and maybe HV). Go to the place with the hull breach and, before opening the firelocks, examine and check it yourself. Are there walls broken? Windows? Which floors need fixing? Can your RCD cover this damage? Are your internals turned on by putting on your mask and switching your breathing tank open? Are your magnetic boots activated? Do you happen to see any casualties, and are they still alive and gasping for air? You might want to get them out first, if feasible.


'''DON'T OPEN IT UP YET'''.
'''DON'T OPEN IT UP YET'''.
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=== Structural Repairs ===
=== Structural Repairs ===
Now pry open the firelock to the spaced area using a crowbar. If you didn't have magboots on and activated, atmosphere flowing from behind you may push you around as the room you left depressurizes. It's highly suggested that you manually pry the firelocks behind you closed as soon as your through, in case any air vents were still operational in that room.
Now pry open the firelock to the spaced area using a crowbar. If you didn't have magboots on and activated, atmosphere flowing from behind you may push you around as the room you left depressurizes. It's highly suggested that you manually pry the firelocks behind you closed as soon as your through, in case any air vents were still operational in that room, however they are likely to immediately shut in your face the second you are through.


It's now time for damage repairs.
==== Floors ====
==== Floors ====
If there are empty tiles where you can see freely into space, open the Crafting menu (default G) and make "metal rods" from steel and click on the empty spaces to add lattice. To seal against the void of space below, click on the lattices with steel sheets or floor tiles, which will turn into plating. Walls and windows cannot be directly built on tiles that don't have plating.
If you see any open tiling that shows you the vaccuum of space, that is your immediate priority. If it is tiled it can be walked on. To start, hold the RCD and open the radial menu (Press Z). You should see a section for flooring. Simply select lattices, fill any holes on the ground you can see, and then repeat the process but with plating(Same section).


==== Walls ====
==== Walls ====
Once all of the lattices has been plated you will need to seal any lateral breaches due to missing and damaged walls or windows. Wherever these lateral holes are, you should have placed plating beforehand.  
Once all of the lattices has been plated you will need to seal any lateral breaches due to missing and damaged walls or windows. To do this, make sure lattices are placed as neccesary. You may now place walls using the RCD in their own dedicated section.
 
To construct walls, open your Crafting menu again and find "wall". Select it to see it's instructions, then hit "Place Construction Ghost". A blue planning grid will overlay your screen and you will be able to place planning ghosts. Simply click each tile that you need to build a wall on to place ghosts. When you're done, right click to exit the planning mode. The ghosts will remain- use steel sheets on them to first construct girders, then use steel sheets on the girder to complete it. Repeat for all walls. Reinforced walls require plasteel to create, which isn't possible to craft by hand.
Windows work similarly with the caveat that you should probably use reinforced glass to make reinforced windows. Follow the same steps as before. Reinforced glass can be crafted by hand using metal rods and glass- in a pinch, you can re-form any broken shards of glass nearby using a lit welder to create new glass sheets and rods.


=== Further Repairs ===
=== Further Repairs ===
If all has gone well, the area should now be safe(r). Double check that there are no holes to space anywhere, and you should be good to re-open any firelocks nearby. Be aware that this may trip further firelocks as the atmosphere between adjacent sections of the station equalizes.
If all has gone well, the area should now be safe(r). Double check that there are no holes to space anywhere, and you should be good to re-open any firelocks nearby. Be aware that this may trip further firelocks as the atmosphere between adjacent sections of the station equalizes.


Now see if the [[Power|power]] is correct, and if not, fix it. <!--TODO: Make this explain howto, optimally with a short summary from the Guide to Power -->
Now see if the [[Power|power]] is correct, and if not, fix it. To do this requires a bit of back and forth, or intimate knowledge of the power grid. Check where LV, MV, and HV cables are on the power distribution map, as it will show you wiring and where it is missing. Wiring can be placed under walls, but you need to remove the wall to place it so keep that in mind and don't space the area you just spent shoring up. Simply reconnect cables to their destination, and the power should restore. Ask the CE if their portable power map looks good or radio to ask engineers at base.


You will want to make sure that any [[Pipes_and_vents|Atmospherics piping and distribution equipment]] is repaired. <!--TODO: Make this explain howto, optimally with a short summary of distribution and waste atmospherics -->
You will want to make sure that any [[Pipes_and_vents|Atmospherics piping and distribution equipment]] is repaired. To do this, like with power, requires understanding where things were set up beforehand, or what specifically is missing from a room. Identify and note any missing air alarms, vents and scrubbers. These are the tools that regulate the air in the room as dictated by the distribution system back in Atmospherics. Call an atmospheric technician and relay to them what is missing.


Work with the Science department to [[Construction|rebuild]] any destroyed machines, such as computer consoles. <!--TODO: Make this explain howto, optimally with a short summary from the Guide to Construction -->
Work with the Science department to [[Construction|rebuild]] any destroyed machines, such as computer consoles. <!--TODO: Make this explain howto, optimally with a short summary from the Guide to Construction -->

Latest revision as of 13:32, 10 April 2025


Engineering

Station Engineer

Access: Engineering, External, Maintenance
Difficulty: Medium
Duties: Maintain and fix the Station, make sure the power doesn't go out. Get berated over the radio when power inevitably goes out.
Supervisors: Chief Engineer
Subordinates: Technical Assistant
Guides: Guide to Construction, Guide to Power, Guide to Atmospherics

The station engineers are in charge of rebuilding walls, fixing windows, repairing airlocks and fixing hull breaches (spaced areas), as well as setting up and maintaining a power source for the station.

Starting Out

Head to the nearest engineering locker and open it. You'll need the insulated gloves in there to protect you from electric shocks while screwing around with wires. It's also recommended that you take a t-ray scanner for checking under-floor pipes and cables, a gas analyzer to check local atmospheric conditions, and a stack each of LV (Low-Voltage), MV (Medium-Voltage) and HV (High-Voltage) cables in case of power outages. You will also find a standard issue RCD(Rapid Construction Device). This is a tool that can quickly put down doors, walls, flooring, you name it, as long as it has charges. Compressed matter will refuel it, but it has a whopping 45(This is not enough it will never be enough).

Power

Main article: Guide to Power

As an engineer, one of your primary responsibilities is generating power. This is absolutely essential to keeping a well-functioning space station from descending into darkness, chaos and villainy.

Fixing Hull Breaches

Repairing hull breaches is a tricky task as when an area gets bombed or dismantled and exposed to space, all of the atmosphere in said room will get almost instantly sucked out into the void. Squishy players of various species need that atmosphere not only to breathe, but also to prevent parts of their body from boiling and bruising.

Preparation

When you get the report of a hull breach (or that an area has been "spaced"), the first thing you should do is get your magnetic boots (magboots), a hardsuit and hardsuit helmet (engineering & salvage hardsuits have built-in helmets; fire suits and fire helmets work in a pinch) and put on an internals mask and oxygen tank (it's recommended that you use the one on your locker, you also start with an emergency kit containing these in your backpack that have a highly limited supply). After that grab some LV, MV and/or HV wires (depending on the place bombed: for example, for maintenance grab HV wires or for the hallway grab LV and maybe HV). Go to the place with the hull breach and, before opening the firelocks, examine and check it yourself. Are there walls broken? Windows? Which floors need fixing? Can your RCD cover this damage? Are your internals turned on by putting on your mask and switching your breathing tank open? Are your magnetic boots activated? Do you happen to see any casualties, and are they still alive and gasping for air? You might want to get them out first, if feasible.

DON'T OPEN IT UP YET.

Check if there is someone without a hardsuit on nearby and kindly make them leave. You're going to create another, hopefully temporary, hull breach when that firelock opens- which is likely to result in the room you and them are in getting firelocked as well. If they don't have a crowbar, they won't be able to leave once that happens.

Structural Repairs

Now pry open the firelock to the spaced area using a crowbar. If you didn't have magboots on and activated, atmosphere flowing from behind you may push you around as the room you left depressurizes. It's highly suggested that you manually pry the firelocks behind you closed as soon as your through, in case any air vents were still operational in that room, however they are likely to immediately shut in your face the second you are through.

It's now time for damage repairs.

Floors

If you see any open tiling that shows you the vaccuum of space, that is your immediate priority. If it is tiled it can be walked on. To start, hold the RCD and open the radial menu (Press Z). You should see a section for flooring. Simply select lattices, fill any holes on the ground you can see, and then repeat the process but with plating(Same section).

Walls

Once all of the lattices has been plated you will need to seal any lateral breaches due to missing and damaged walls or windows. To do this, make sure lattices are placed as neccesary. You may now place walls using the RCD in their own dedicated section.

Further Repairs

If all has gone well, the area should now be safe(r). Double check that there are no holes to space anywhere, and you should be good to re-open any firelocks nearby. Be aware that this may trip further firelocks as the atmosphere between adjacent sections of the station equalizes.

Now see if the power is correct, and if not, fix it. To do this requires a bit of back and forth, or intimate knowledge of the power grid. Check where LV, MV, and HV cables are on the power distribution map, as it will show you wiring and where it is missing. Wiring can be placed under walls, but you need to remove the wall to place it so keep that in mind and don't space the area you just spent shoring up. Simply reconnect cables to their destination, and the power should restore. Ask the CE if their portable power map looks good or radio to ask engineers at base.

You will want to make sure that any Atmospherics piping and distribution equipment is repaired. To do this, like with power, requires understanding where things were set up beforehand, or what specifically is missing from a room. Identify and note any missing air alarms, vents and scrubbers. These are the tools that regulate the air in the room as dictated by the distribution system back in Atmospherics. Call an atmospheric technician and relay to them what is missing.

Work with the Science department to rebuild any destroyed machines, such as computer consoles.

Things To Keep In Mind

  • Engineering is a very extensive department and has a lot of duties. Try splitting them up with your colleagues to save some work.
  • Don't be afraid to ask! You and the other engineers won't know it all so if you need a helping hand just ask, most people will likely be eager to help.