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		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=26919</id>
		<title>Surgery</title>
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		<updated>2022-10-16T04:26:04Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: Surgery table update concerning machinist and organ repair&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
=READ THIS FIRST=&lt;br /&gt;
The chart that shows what surgeries each role is qualified to perform.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Surgery/Treatment Types by Role&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Treatment Type&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|First Responder&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Machinist&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Physician&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Surgeon&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Bone Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Arterial Bleeding&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Tendon Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Amputation&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Limb Replacement&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Cavity Surgery&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Foreign Body Removal&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Organ Transplant&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Necrotic Limb Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|K&#039;ois Mycosis&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Autopsy&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Hardsuit Removal&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Cyborgification&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Plastic Surgery&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Brain Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Eye Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Heart Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Lung Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Liver Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Kidney Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Stomach Repair&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#00b0f0;&#039;|YES IF MECHANICAL&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;|Appendix Removal&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#fe0000;&#039;|NO&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
!style=&#039;background-color:#69a84f;&#039;|YES&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Note: Concerning the [[Machinist]]&#039;s ability to repair mechanical organs, assisted organs are included in these abilities as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=A Guide to Surgery In General=&lt;br /&gt;
All surgery requires the set of surgical instruments in the Operating Theatre, along with an operating table. In general, only [[Roboticist]]s, [[Physician]]s, [[Surgeon]]s, and the [[Chief Medical Officer]] (if qualified) can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming the patient.&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player with grab intent to put them in an aggressive grab and click on a table. Be sure to tell them to rest, otherwise they might automatically get back up mid-procedure. Note that you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
===NOTE ABOUT GHETTO SURGERY===&lt;br /&gt;
Performing this as a crew member and a non-antagonist one (unless the situation really calls for it. If you have any questions, you&#039;re free to ahelp it) might possibly lead to action being taken against you by the internal security team or IAA, which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
==Surgical Tools==&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Standard Tools:&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Saw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bone gel.png]] Bone gel&lt;br /&gt;
* [[File:Bone setter.png]] Bone setter&lt;br /&gt;
* [[File:Drill.png]] Surgical drill&lt;br /&gt;
* [[File:BreathingMask.png]] Medical mask&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetic tank&lt;br /&gt;
* [[File:Autopsy scanner.png]] Autopsy scanner&lt;br /&gt;
* [[File:Sterilemask.png]] Sterile mask&lt;br /&gt;
* [[File:LGloves.png]] Latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
Advanced Tools:&lt;br /&gt;
* [[File:Scalpmanager.png]] Incision Management System&lt;br /&gt;
* [[File:Laserscalp.png]] Laser scalpel&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*[[File:CableCoils.png]] Cable Coil&lt;br /&gt;
*[[File:GlassShard.png]] Glass Shard&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters&lt;br /&gt;
*[[File:Crowbar.png]] Crowbar&lt;br /&gt;
*[[File:Welderon.gif]] Welding Tool&lt;br /&gt;
*[[File:Taperoll.png]] Tape Roll&lt;br /&gt;
*[[File:Mousetrap.png]] Mousetrap&lt;br /&gt;
*[[File:Fork.png]] Fork&lt;br /&gt;
*[[File:Cigarette.gif]] Cigarette&lt;br /&gt;
*[[File:Lighter.png]] Lighter&lt;br /&gt;
*[[File:Rods.png]] Metal Rods&lt;br /&gt;
*[[File:Wrench.png]] Wrench&lt;br /&gt;
*[[File:Knife.png]] Kitchen Knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Wear gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection which, if left untreated, can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery.&lt;br /&gt;
&lt;br /&gt;
==Prepping for Surgery==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the patient to strip, or clickdrag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the patient and click on the operating table to lay them down on it. Alternatively, ask them to lie down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] a tank of sleeping agent.&lt;br /&gt;
# Clickdrag their body onto yours to view their inventory. With the medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the sleeping agent in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
#*You may need to clickdrag their body onto yours again to refresh the window to actually see the option to enable their internals.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Surgery List=&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Opening a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Steps 3-5 can be replaced with one use of an [[File:Scalpmanager.png]] IMS if one is available to you. Steps 3 and 4 can be replaced with one use of a [[File:Laserscalp.png]] Laser Scalpel.&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to create an incision.&lt;br /&gt;
#*If the patient is [[Vaurca_Hives|Vaurca]], use the [[File:Drill.png]] &#039;&#039;&#039;drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For internal work in &#039;&#039;&#039;chest and skull only&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; to cut through the bone.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to move the bone aside.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 50%, glass shard 20%&lt;br /&gt;
*[[File:Laserscalp.png]] Laser Scalpel - Level 1 75%, Level 2 85%, Level 3 95%, energy sword 5%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 20%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%, fork 50%&lt;br /&gt;
*[[File:Saw.png]] Surgical Saw - Hatchet 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
If you had to use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; earlier (&#039;&#039;&#039;chest/head&#039;&#039;&#039;):&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the bones back into place.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend their ribcage/skull &#039;&#039;unless&#039;&#039; the bone was fractured during the sawing phase, in which case, conduct [[Surgery#Bone_Repair|bone repair]] before continuing.&lt;br /&gt;
Then, after the above (or if it was not required):&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%&lt;br /&gt;
*[[File:Bone_gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Ensure the target limb doesn&#039;t have over 30 brute damage (15 for hands and feet), otherwise the bone will break again.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
#* If you are fixing broken bones in the head or chest, apply a second smearing of [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to set the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Bone gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Bone setter.png]] Bone Setter - Wrench 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Plastic Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The altering and repair of a patient&#039;s face.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to begin fixing vocal cords if needed&#039; otherwise begin the process of fixing any other facial deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SHELL IPC&#039;S ONLY BELOW!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# [[File:Multitool.png]] &#039;&#039;&#039;multi-tool&#039;&#039;&#039; to begin fixing synth voice box if needed&#039; otherwise begin the process of fixing any other synthskin deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Tactical Knife 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Arterial Bleeding and Severed Tendon Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and tendons.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
# (Optional) Conduct &#039;&#039;&#039;Bone Repair&#039;&#039;&#039; on the parent body.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Saw.png]] Circular Saw - Hatchet 55%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;Amputation&#039;&#039;&#039;.&lt;br /&gt;
# Attach the desired limb, whether it&#039;s the patient&#039;s or a robotic limb.&lt;br /&gt;
# Ensure the patient is able to manipulate their new limb before releasing them.&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;For organic limbs, be ready to inject Thetamycin as the replacement limb is surely infected.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending organ damage. Yes, even brain damage.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest, groin, or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the appropriate mechanism to mend the organ:&lt;br /&gt;
#* [[File:Traumakit.png]] &#039;&#039;&#039;Advanced trauma kit&#039;&#039;&#039; for organic organs.&lt;br /&gt;
#* [[File:Nanopaste.png]] &#039;&#039;&#039;Nanopaste&#039;&#039;&#039; for synthetic organs.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Traumakit.png]] ATK - Gauze 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny&lt;br /&gt;
* Abdomen - small&lt;br /&gt;
* Chest - normal&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use the &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend the cavity wall.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Drill.png]] Drill - Pen 75%, metal rods 50%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Implant/Shrapnel Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several tries.&lt;br /&gt;
#* Note that there is a brief period where nothing happens after you click on the patient with the hemostat. Use this time to click on the patient multiple times to queue up multiple attempts at removing implants.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of organs. This also applies to Prosthetic organs, and K&#039;ois.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/lungs, groin for appendix/kidney/liver)&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REMOVING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# Dispose of the organ or store it in a freezer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPLANTING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Click the patient with the organ you intent to transplant.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# Administer an [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required to repair any damage received during transport/transplantation.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Organs may become infected after transplantation. &#039;&#039;Do not&#039;&#039; transplant organic organs that are from a different species or blood type as the patient, otherwise they will be rejected and the patient will soon die.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Additionally, K&#039;ois is located in the chest. Black K&#039;ois is located in the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb necrosis mostly caused by septic infections. &#039;&#039;&#039;NOT necrotic organ repair.&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic area in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic limb.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Eyedropper.png]] Dropper - Bottle/beaker 75%, spray bottle/bucket 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Pre-Cyborgification Procedure==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Preparing a brain for cyborgification. This ain&#039;t rocket surgery!&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the head.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; on the brain to prepare it for Man-Machine-Interface compatibility..&lt;br /&gt;
*REMOVING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Organ_Removal.2FTransplantation|Organ Removal/Transplantation]]&#039;&#039;&#039;.&lt;br /&gt;
*KEEPING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Help:Images&amp;diff=25822</id>
		<title>Help:Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Help:Images&amp;diff=25822"/>
		<updated>2022-08-10T19:10:05Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: few more steps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip}}&lt;br /&gt;
{{Tutorial navigation}}&lt;br /&gt;
THIS IS ALL PLACEHOLDER OH GOD PLEASE LOOK AWAY IT&#039;S NOT READY YET!!!&lt;br /&gt;
Welcome to the help section about Images. Most of the content here assumes you&#039;ve already read the [[Help:Basic_Editing_Guide#Images|basic rundown on images in the starter guide]].&lt;br /&gt;
&lt;br /&gt;
=Images=&lt;br /&gt;
You probably already know what an image is, in fact you&#039;ve probably seen plenty of those on the way to this guide. In regards to the wiki images serve to both provide visual context to information and to help break up that information into something more meaningfully digestible and readable. Obviously the media you upload and use should be both relevant to what you&#039;re writing about and overall useful to the reader. It should also follow some standards to make sure it remains consistent with the rest of the images on the wiki.&lt;br /&gt;
&lt;br /&gt;
==Supported File Types==&lt;br /&gt;
*&#039;&#039;&#039;.png&#039;&#039;&#039; - The standard and usually preferred image format for most stuff like sprites.&lt;br /&gt;
*&#039;&#039;&#039;.jpg&#039;&#039;&#039; - A comparatively lossy format that reduces file size compared to png. Ideally these are used for large screenshots, photographs, or art.&lt;br /&gt;
*&#039;&#039;&#039;.gif&#039;&#039;&#039; - This filetype is mostly used for media that&#039;s animated, like sprites that animate over time. [[#From the Files|See below]] to make sure you get the best possible quality out of this format.&lt;br /&gt;
&lt;br /&gt;
=How to Upload=&lt;br /&gt;
There is only one way to upload to the wiki, but there are two methods to reaching the means to do so:&lt;br /&gt;
#Click [[Special:Upload|Upload file]] on the left side of the screen.&lt;br /&gt;
#Click a &amp;lt;span style=&amp;quot;color:#ba0000&amp;quot;&amp;gt;red link&amp;lt;/span&amp;gt; (also known as a [[Help:Links#Broken Links|broken link]]). This has the added benefit of filling out the filename for you.&lt;br /&gt;
Once you&#039;re on the upload page, hit the &#039;&#039;&#039;Browse&#039;&#039;&#039; button to select the file you want to upload, in this case an image that is [[#Supported File Types|hopefully supported]]. Afterwards just set the filename to something relevant to the image (ex. uploading a picture of a toolbox sprite, you&#039;d just name it &amp;lt;code&amp;gt;toolbox&amp;lt;/code&amp;gt; or maybe even &amp;lt;code&amp;gt;btoolbox&amp;lt;/code&amp;gt; if the toolbox is blue). If the image you&#039;re uploading is a sprite then the sprite probably already has a name, and those are probably fine to leave alone. After that give it a summary describing it if you want (makes it easier to look up if we need to find it), then hit &#039;&#039;&#039;Upload file&#039;&#039;&#039; at the bottom. [[#The 520 Error|Assuming you didn&#039;t get an error]] then congratulations, that image is on the wiki and hopefully won&#039;t sink us due to licensing! Lastly, you should always try to make an effort to make sure the image/sprite - or an older/outdated version of it - doesn&#039;t already exist on the wiki. If it does then you should overwrite the existing one, unless it&#039;s exactly the same (the wiki will tell you this).&lt;br /&gt;
&lt;br /&gt;
==What to Upload==&lt;br /&gt;
[[#top|As stated above]], you should only be uploading content that is relevant to what you&#039;re writing about. If you&#039;re writing about a compendium of items then you&#039;d probably be uploading their respective sprites, but if you plan to upload every single sprite in the game to add next to every mention of those respective items on every wiki page then that&#039;s something you can save your breath on; we&#039;d rather you not. If you&#039;re uploading sprites, [[#How to Obtain Media|please make sure they are the original sprites]] in their original resolution. For lore articles, art, diagrams, and infographics do wonders to help sell to the reader what you&#039;re writing about and to put things into context. Now, onto the big disclaimer:&lt;br /&gt;
&lt;br /&gt;
===Licensing and Use===&lt;br /&gt;
Please only upload media that&#039;s from &#039;&#039;&#039;Space Station 13&#039;&#039;&#039;, &#039;&#039;&#039;Aurora Station&#039;&#039;&#039;, or &#039;&#039;&#039;relevant to Aurora&#039;s lore&#039;&#039;&#039; and that it is &#039;&#039;&#039;your work&#039;&#039;&#039;, is &#039;&#039;&#039;compatible with our license&#039;&#039;&#039;, or you have &#039;&#039;&#039;permission&#039;&#039;&#039; to use the work from the author. Any media that does not follow this is infringement and must be removed. There&#039;s no way around this, no matter how cool some random art you found on the internet looks and how it would serve the page you&#039;re writing about.&lt;br /&gt;
&lt;br /&gt;
===The 520 Error===&lt;br /&gt;
Basically means you aren&#039;t allowed to upload a picture to the wiki. Ask a maintainer to review the media to be uploaded and they&#039;ll do it for you.&lt;br /&gt;
&lt;br /&gt;
=Wiki Usage=&lt;br /&gt;
Putting an image on the wiki is as simple as typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[File:Yourfilenamehere.png]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, and your image will appear where you typed it! Obviously it&#039;ll look a bit strange or even out of place, but we can use the methods below to get it looking right!&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
The usual syntax for getting an image to display looks like the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;[[File:Yourfilenamehere.ext|option|option|option|Your caption here]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Options/captions aren&#039;t always necessary but can help expand the function of your media, and are always separated by [[wikipedia:Vertical Bar|vertical bars]]. Ideally all options are kept lower case (except the caption):&lt;br /&gt;
*&#039;&#039;&#039;Format&#039;&#039;&#039; can be any of the following to help render the media a certain way on the page:&lt;br /&gt;
**border - adds a small gray border around the image.&lt;br /&gt;
**frame - adds a noticeable frame around the image, which can also render the caption, and also defaults the picture to the right side of the screen.&lt;br /&gt;
**frameless - tends to size things down while respecting aspect ratio.&lt;br /&gt;
**thumb - similar to frame but it keeps things small.&lt;br /&gt;
*&#039;&#039;&#039;Resizing&#039;&#039;&#039; is useful for scaling images on the wiki instead of uploading larger/smaller versions of your pictures, especially for scaling sprites up.&lt;br /&gt;
**(width)px - typing in a number where (width) is will scale the image by its width, while keeping the vertical dimension unlocked.&lt;br /&gt;
***For sprites that are 32x32 in resolution, using &amp;lt;code&amp;gt;64px&amp;lt;/code&amp;gt; will scale them up to 64x64, doubling its resolution.&lt;br /&gt;
**x(height)px - similar to the first option, but it scales off of height instead of width. Width is still unlocked.&lt;br /&gt;
**(width)x(height)px - this is used to fine tune the dimensions of an image, regardless of aspect ratio.&lt;br /&gt;
***You can make an image look like spaghetti this way if you set one of the dimensions to 1. Don&#039;t do that though.&lt;br /&gt;
**upright - attempts to resize an image to something reasonable, according to user preferences (which no one uses and you shouldn&#039;t change otherwise things might break).&lt;br /&gt;
*&#039;&#039;&#039;Horizontal Alignment&#039;&#039;&#039; is for when you want to dictate which side of the page you want the image to render, based on where it&#039;s typed.&lt;br /&gt;
**left, right, center, and none are your options. Text will try to wrap around the image at all times.&lt;br /&gt;
*&#039;&#039;&#039;Link&#039;&#039;&#039; is where you want the image to take the reader if they click on it. By default clicking on an image will take you to the image&#039;s file page. You have two options:&lt;br /&gt;
**link=Some Page - will take you to a page named Some Page when clicked.&lt;br /&gt;
**link= - will take you nowhere if you click on the image.&lt;br /&gt;
*&#039;&#039;&#039;Caption&#039;&#039;&#039; is another option type that doesn&#039;t actually require anything special to initiate, just type whatever you want after a vertical bar and it&#039;ll appear one way or another.&lt;br /&gt;
&lt;br /&gt;
==Formatting==&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
=How to Obtain Media=&lt;br /&gt;
Ensure you&#039;ve read [[#Licensing and Use|the license blurb towards the top of this page]] before grabbing any relevant media you wish to use. If you are getting sprites from the server&#039;s files or taking screenshots of the game yourself then you can mostly ignore that bit. With that out of the way, this section mostly details grabbing relevant media from the game itself, whether it be sprites or screenshots, not necessarily about getting images from the internet that are compatible with the wiki&#039;s license for a lore page.&lt;br /&gt;
&lt;br /&gt;
==From the Files==&lt;br /&gt;
If you&#039;re looking for a single sprite to upload to the wiki then you can [https://github.com/Aurorastation/Aurora.3 retrieve it from the game&#039;s files] yourself by downloading the code and extracting it from the relevant Dream Maker Image files (DMI). In practice this is done by opening the Dream Maker Environment file (DME) and navigating to the DMI that holds the sprites you want. For any sprites that only have one state (no animation, no directions) you can just right click it and tell it to export as a PNG. For sprites that have multiple states (animations or directions) then you&#039;ll need to be a bit more careful:&lt;br /&gt;
*&#039;&#039;&#039;Directions, no animation&#039;&#039;&#039; - In this case, you should be safe just right click exporting like normal since all sprites will be rendered facing south by default. Just make sure you don&#039;t export as a GIF, otherwise it&#039;ll do funny things.&lt;br /&gt;
*&#039;&#039;&#039;Animation, no directions&#039;&#039;&#039; - This can also be exported with the same normal method, you just need to export it in a format that is allowed to animate, namely GIF. Technically PNGs can animate but BYOND cannot export animations to that format.&lt;br /&gt;
*&#039;&#039;&#039;Animation and directions&#039;&#039;&#039; - This is the case you have to look out for. You&#039;ll have to double click the sprite to enable editing, then right click the direction preview states in the top left and export them as GIFs that way. If you try to use the normal method then BYOND will try to export every frame of animation in every possible direction in sequence, which looks very strange and is probably what you don&#039;t want to happen.&lt;br /&gt;
If the export went well then the sprite should look exactly how it looks in game, and also very small at 32x32 resolution (or whatever the sprite&#039;s original dimensions are; there are exceptions!). Unless it already exists on the wiki, you can probably just upload it as is with the same filename.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice:&#039;&#039;&#039; The DMI editor in the current version of Dream Maker is broken for NVIDIA graphics cards because of an error in its hardware acceleration features. This shouldn&#039;t meaningfully impact extracting sprites, but this info may be pertinent to know if sprites appear blank in some places. The only workarounds for this - if it truly matters to you - is to either use an older version of BYOND or get Dream Maker to use your iGPU, assuming you have one.&lt;br /&gt;
&lt;br /&gt;
===Searching for the Right Sprite===&lt;br /&gt;
Given that DMIs are functionally sprite atlases you aren&#039;t going to find an image easily unless you already know what DMI it belongs to. Thankfully it&#039;s easy to find out assuming you already know the exact name of the object in game: GitHub&#039;s search feature is robust enough that looking up the full name of an object will usually lead you to its defining entry, which hopefully includes what DMI it belongs to and what the sprite&#039;s actual name is, so if the &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt; variable points to &amp;lt;code&amp;gt;&#039;icons/obj/tools.dmi&#039;&amp;lt;/code&amp;gt; then that&#039;s the directory you would navigate to in order to get the sprite you want.&lt;br /&gt;
&lt;br /&gt;
==From Screenshots==&lt;br /&gt;
[[File:DSIcons_setting.png|right|frame|You can find these options in the top left of your screen.]]&lt;br /&gt;
If what you&#039;re trying to write about can&#039;t be conveyed with sprites alone then you may need to resort to taking screenshots. Screenshots are most applicable for when you&#039;re trying to describe the setup of a room, if you need a picture of a player wearing clothes, or if you need to take a picture of a UI window popup. If the image you&#039;re trying to get isn&#039;t strictly about or from the game then the standards here are a bit more lax. Lastly you should try to compile the code and host it yourself to obtain the sprites without the usual round-to-round interference, among other reasons. Nonetheless, here are some of the steps you should follow if you are trying to obtain pictures from your BYOND client:&lt;br /&gt;
*Playing as a ghost/observer allows for greater freedom to screenshot; you can ghost (with the &amp;lt;code&amp;gt;Aghost&amp;lt;/code&amp;gt; verb) freely if you set yourself as an admin on a private server.&lt;br /&gt;
**Along with this, your screenshots should be taken without lighting using the &amp;lt;code&amp;gt;Toggle-Darkness&amp;lt;/code&amp;gt; verb.&lt;br /&gt;
*Set your icon scale to &#039;&#039;&#039;32x32&#039;&#039;&#039; (see picture).&lt;br /&gt;
*Set icon stretching to &#039;&#039;&#039;Normal&#039;&#039;&#039;.&lt;br /&gt;
*Click File and press &#039;&#039;&#039;Quick Screenshot&#039;&#039;&#039; (or press F2).&lt;br /&gt;
**Quick screenshots go to your document folder&#039;s BYOND directory.&lt;br /&gt;
This method will make your playable window very small and, as a result, give you a screenshot in its truest dimensions; 32x32 sprites will occupy 32x32 dimensions in the screenshot exactly. The following section will explain some standards to adhere to while cropping the image down to be suitable for the wiki.&lt;br /&gt;
&lt;br /&gt;
===Image Editing===&lt;br /&gt;
Before we begin editing your screenshot, you should first get a capable image editing program. MS Paint is not suitable unless you enjoy agony, so you should get either [https://www.dotpdn.com/downloads/pdn.html Paint.NET] or [https://www.gimp.org/downloads/ GIMP] to save yourself the trouble if you somehow don&#039;t have either of them already. From there, you should try to edit the image down to only what is relevant. Here are some standards:&lt;br /&gt;
*Pictures of mobs should be of the mobs only: manually remove any other sprites like the floor yourself.&lt;br /&gt;
*Unless relevant to what you&#039;re writing about, the screenshot should be taken with lighting/shadow effects removed (no darkness).&lt;br /&gt;
**This is accomplished by using the &amp;lt;code&amp;gt;Toggle-Darkness&amp;lt;/code&amp;gt; verb as a ghost.&lt;br /&gt;
*The final image should have dimensions that are multiples of 32x32.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Special:ListFiles|The File List]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=25003</id>
		<title>Skrell Politics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Politics&amp;diff=25003"/>
		<updated>2022-06-29T17:42:38Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: replace gross apostraphes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Politics = &lt;br /&gt;
== Government Structure ==&lt;br /&gt;
The Jargon Federation has most of its power centred around the &#039;&#039;&#039;Federal Government&#039;&#039;&#039;, the central body that legislates and governs for the Federation as a whole which is led by the &#039;&#039;&#039;Grand Council&#039;&#039;&#039;. While the Federal Government oversees external relations as well as the overall governing of the Federation, the &#039;&#039;&#039;Sector Government&#039;&#039;&#039; oversees the regular day-to-day operations of a sector and its systems and planets, and is led by the &#039;&#039;&#039;Sector Councillor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Positions within the Government follow a strict hierarchical structure, outlined below:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Borough Councillor&#039;&#039;&#039; - This is the lowest and most local Government position recognised by the State. The definition varies, but boroughs are typically divisions of a town or city, with the number varying based on size. How the division is decided is based entirely on the local Mayor, with the &#039;&#039;&#039;Planetary Governor&#039;&#039;&#039; giving permission on the final proposal. The borough councils are set up in a triumvirate structure, and typically provide local services such as garbage collection and community event organisation. They are also responsible for cooperating with Federal Officials when it comes to auditing [[C%27thur_in_the_Federation#Citizenship|C&#039;thurian]] hive-cells living in the borough or having local Diona prepare for their [[Diona_in_the_Federation#The_Citizenship_Test|citizenship exam]]. Borough councils together form the local &#039;&#039;&#039;town or city council&#039;&#039;&#039;, where they make decisions that will affect the entire locality, rather than just their own borough.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magistrate&#039;&#039;&#039; - A Magistrate&#039;s role can be seen as similar to a Mayoral position. Their main responsibilities involve organising the local boroughs and providing guidance where required, as well as heading ceremonial duties and council meetings. Magistrates also act on behalf of their locality by forming the main council for the &#039;&#039;&#039;Regional Governor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regional Governor&#039;&#039;&#039; - A Regional Governor oversees entire regions on a planet. Typically this is divided by continent, but can also be divided by island chains or other geographic lines. Regional Governors will provide the main administrative decision-making for their region, ensuring that the region they govern performs to an acceptable standard. Regional Governors answer to the &#039;&#039;&#039;Planetary Governor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Planetary Governor&#039;&#039;&#039; - The Planetary Governor oversees the administration of entire planets in a system. They follow the directives of the &#039;&#039;&#039;System Councillor&#039;&#039;&#039;, ensuring that a planet is productive and adheres to the Federation Standard for their &#039;&#039;&#039;Sector&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Installation Directors&#039;&#039;&#039; - Installation Directors govern installations, which can vary from habitats or industrial facilities orbiting populated planets, to large structures in systems that are only exploited for their resources. As such, the position of this role in the hierarchy is entirely dependent on the facility itself; Directors of a facility orbiting a populated planet being considered &#039;&#039;&#039;Regional Governors&#039;&#039;&#039;, and Directors who run installations in systems with no colonies being given the same authority as &#039;&#039;&#039;Planetary Governors&#039;&#039;&#039;, with one Director being assigned the role of &#039;&#039;&#039;System Councillor&#039;&#039;&#039; by the Federal Government.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System Councillor&#039;&#039;&#039; - System councillors administrate entire systems. They are responsible for ensuring that the planets in their system are providing their assigned portion of the system quota as outlined by their &#039;&#039;&#039;Sector Councillor&#039;&#039;&#039;, as well as ensuring that requests for Federal assistance in the form of funding, disaster relief, or other resources are sent through the proper channels. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sector Councillor&#039;&#039;&#039; - The six Sector Councillors govern one of the &#039;&#039;&#039;Sectors&#039;&#039;&#039; assigned to them by the &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039;. They are responsible for ensuring that each sector is able to achieve the agenda as set out by &#039;&#039;&#039;Grand Council&#039;&#039;&#039;, which they are a part of.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Xrim Consular&#039;&#039;&#039; - This is a unique role in that it&#039;s a governorship of a planet, but it answers directly to the Grand Council, making it technically the only Federal Position a Diona can hold. The Xrim Consul is a gestalt selected for their loyalty to the Federation, with their prime directive to manage the planet Xrim and its inhabitants, while taking measures to stop the proliferation of the worship of &#039;&#039;&#039;The First Consciousness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Grand Council ==&lt;br /&gt;
&#039;&#039;&#039;Wuqrnjeq-Qu&#039;Nralakk&#039;&#039;&#039; (Grand Council of the Jargon Federation) is the supreme ruling body of the entirety of the Jargon Federation. The Council will utilize subspace communication frequencies to delegate during non-essential meetings, however, are expected to return to Qerrbalak to attend an annual meeting held in Kal&#039;lo. The Grand Council is renowned for their swift, and successful, response to the events that occur within the Federation, with support of the Council typically been incredibly high, but as the years continue, especially with the growing presence of The Resistance, has begun to dwindle. &lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
First formed in &#039;&#039;&#039;900 CE&#039;&#039;&#039;, after the unification of the Alliance, it was designed to oversee matters such as colonization, space exploration and to create a monolithic approach to society. Positions were quickly filled by those elected by their peers - with most coming from the precursor nations; the Heshyu Council, the Tzqul Republic, and the Weshqi Republic. The first iteration would see itself subsumed after the rise of Glorsh-Omega who deemed it unnecessary as the it could easily, and much more quickly, respond to any issues that would arise - even preventing issues entirely through the use of predictive algorithms.&lt;br /&gt;
&lt;br /&gt;
After Glorsh-Omega had seemingly disappeared, it left the remnants of the Federation scrambling. It wasn&#039;t until &#039;&#039;&#039;2310 CE&#039;&#039;&#039;, that the Grand Council was reinstated. The aims of such were exceptionally different from those that had guided the Skrell almost a millennia ago, with importance being placed on reintroducing the fragmented colonies back into the fold, reactivate the Nlom Relays disabled by the singularity caused by Glorsh-Omega and reestablish their dominance of the stars. &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039; that it was decided upon that a Head of State would be required, prompting the creation of the Grand Councillor title; a Skrell expected to lead the Federation into eras of prosperity, and ensure its continued existence. The very first Grand Councillor, elected due to their proposal on a blanket ban on any [[IPC| artificial intelligence]] within the borders of the Federation, was widely supported by almost all the Skrell across the Federation and has since been immortalised in Kal&#039;lo Square where a memorial is dedicated to Grand Councillor [[Notable Skrell| Tiipis Yla]] has been erected.&lt;br /&gt;
&lt;br /&gt;
====Composition====&lt;br /&gt;
[[File:Jargon3.png|400px|thumb|alt=Composition|A visual representation of the composition of the Grand Council of the Jargon Federation.]]&lt;br /&gt;
The composition of the Grand Council is as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Councillor&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
The titleholder is expected to engage with the respective branches of the Federation: Executive, Judicial and Legislative. They are to utilize such to ensure sustainable development of all aspects in [[Skrell Culture| Skrell Society]]. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sector Councillors&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
These are essentially the ‘Governors&#039; of the six sectors throughout the Federation. They are expected to co-operate with the Grand Councillor, and relay information to and from the systems they oversee. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advisory Council&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The advisory council is comprised of Skrell that are selected by the Grand Councillor to provide advice when requested. Typically selected among idols that have made a profound impact in their respective fields. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Public Sector&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
The Public Sector is devised of Skrell important to the functioning of society; composed of [[Skrell Politics| Representatives]], [[Skrell Culture| Idols]] and Bureaucrats.&lt;br /&gt;
&lt;br /&gt;
== Authority of Sector and Federal Government ==&lt;br /&gt;
The authority of Sector and Federal Government is kept separate to prevent overlap between authorities and to ensure efficiency. Federal law is &#039;&#039;&#039;absolute&#039;&#039;&#039; and supersedes sector law, meaning that in the event that there is conflict, the issue defaults to what the Federal law says on the matter.&lt;br /&gt;
&lt;br /&gt;
Sectors can enact their own laws, but are limited to areas that do not concern the entire Federation; Federal crimes such as murder or money counterfeiting, immigration policy, and sentient rights laws are examples of what the Sectors are not allowed to legislate separate laws for. The Federation allows Sectors to amend certain laws however; while gun ownership in the Federation is Federally illegal, some Sectors in the Traverse that still have developing colonies have made it legal to own a personal firearm with ‘reasonable justification&#039;. Sectors are also allowed to raise the maximum hours in a workweek if the Sector requires it to meet assigned production quotas, with the Federal maximum being 35 hours.&lt;br /&gt;
&lt;br /&gt;
==== Law Enforcement Between Sectors ====&lt;br /&gt;
The Nlomkala is divided based on sector, with each subdivision answering to the main body based in the core systems. This division is strictly upheld in order to prevent corruption and bureaucratic errors when processing a criminal, making communication between divisions key in order to uphold the law. &lt;br /&gt;
&lt;br /&gt;
In practice, this means that Nlomkala officers only work within their assigned sector and collaborate with other Nlomkala officers when criminals attempt to flee to a different Sector. &#039;&#039;&#039;Sector laws&#039;&#039;&#039; only apply to the Sector itself, meaning that while a criminal may be wanted for a &#039;&#039;&#039;sector crime&#039;&#039;&#039;, they are not in immediate danger of being caught until the Nlomkala put in a request to extradite them to the original Sectors Nlomkala division. Once a criminal is successfully extradited, they can be charged for their local crimes as well as have a &#039;&#039;&#039;Federal charge&#039;&#039;&#039; applied for fleeing the Sector, making their overall sentence much harsher.&lt;br /&gt;
&lt;br /&gt;
Breaking local laws overall does not harm a citizens social credit as much compared to Federal laws. A citizen charged with breaking a sector law may see a small drop in their social credit score, but a Federal crime has the potential for the citizen to drop an entire point or even become a lower numerical.&lt;br /&gt;
&lt;br /&gt;
== Representatives ==&lt;br /&gt;
The Jargon Federation employs several hundred individuals to fill ambassadorial positions between it and other foreign entities; known by many as merely &#039;&#039;&#039;Representatives&#039;&#039;&#039;. Each Representative is recognized by the Grand council as an individual who holds the Jargon Federation&#039;s best interests at heart and has been entrusted to represent and protect these interests even outside of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Often, these individuals will study the society in which they are meant to act as an ambassadorial representative; mostly being that of culture and politics. This is expected to enhance the ability of the individual representing the Jargon Federation. Representatives are considered highly influential in regards to politics outside of the Jargon Federation; due to their handling of information, but also due to their loyalty. These Representatives are expected to claim an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; -- an action which stands to present as the individual&#039;s primary field of expertise, and denote the foreign entity to which they devote their time to. &lt;br /&gt;
&lt;br /&gt;
Representatives who share an &#039;&#039;&#039;&amp;quot;Entity of Interest&amp;quot;&#039;&#039;&#039; are expected to work together and cooperate to effectively protect the interests of the Jargon Federation. Representatives that show a considerable aptitude when dealing with their respective &amp;quot;Entity of Interest&amp;quot; will typically remain aboard consistently, until recalled by the Grand Council. These individuals are highly versed in politics, and as such may result in fame arising due to their position; eventually achieving Idol-status. Representatives that achieve such a status will typically be under minute scrutiny by the Grand Council, with even the whisper of scandal resulting in their retraction as a Jargon Federation Representative. &lt;br /&gt;
&lt;br /&gt;
== Schools of Thought ==&lt;br /&gt;
*&#039;&#039;&#039;Symbiosism:&#039;&#039;&#039; The more &amp;quot;mainstream&amp;quot; ideology within the Jargon Federation; it follows closely the principles of welcoming the influence Humanity has within its borders, but also promoting the core ideals of the Skrell that have guided them for millennia. It is rather susceptible to change, and radicals are few and far between. Doctrines revolve around co-operation with other species and providing assistance to lesser nations within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationism:&#039;&#039;&#039; A growing ideology within the Jargon Federation that has managed to gather a following, it dictates the need for Skrell to retract themselves from the affairs of the Orion Spur, only involving themselves if affected directly. It is resistant to change and aims to have the Jargon Federation be entirely self-dependable. Doctrines revolve around the Pro-Skrell status quo. Radicals are common within this group.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressivism:&#039;&#039;&#039; Typically, this ideology is often paired with other ideologies under the guise of &amp;quot;visionary radicals&amp;quot;, it revolves around the pursuit of the Jargon Federation pushing to be a dominion. It is only through the Jargon Federation reclaiming themselves as the &amp;quot;Behemoth of the Orion Spur&amp;quot; will the Orion Spur truly find themselves in enlightened times. It has a heavy focus on the Jargon Federation being economically, technologically, and militarily superior to all other nations within the Orion Spur. Radicals &#039;&#039;&#039;can&#039;&#039;&#039; be common, depending on the attached school of thought, or if followed singularly.&lt;br /&gt;
&lt;br /&gt;
= Federation Enforcement =&lt;br /&gt;
Enforcers, or Kala, are responsible for upholding the law within the Jargon Federation. Functioning in a strict hierarchy, the Kala are governed by a legislative body known as the Jargon Federation Security Council. Formed in &#039;&#039;&#039;901 CE&#039;&#039;&#039; as a means to unify all enforcement branches after the unification of the Alliance of the Three, the Kala were regarded one of the most important bodies of the Jargon Federation, as Skrell who devote their lives to ensure the wellbeing of others and their society.&lt;br /&gt;
&lt;br /&gt;
Their doctrines revolve around mobility, flexibility and precision. Whereas other units use a blunt approach, the Kala instead aim for the permanent neutralization of the situation - surgically striking to prevent it from growing out of control. Presently, the Kala maintain two core objectives. Firstly, ensuring the safety, security and cooperation of all systems under the Federation flag and protecting their borders. Secondly, reaching out to foreign communities outside their borders, be it within the Traverse or even the human Frontier. Representatives describe these operations as purely altruistic, aiding these communities both from a protection and economic point of view as part of the &amp;quot;Unity Initiative Project&amp;quot;. One such example of these operations was the Jargon Federation&#039;s involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]]. The Skrell civilians providing [https://forums.aurorastation.org/topic/4674-warble-inquirer/page/2/?tab=comments#comment-123991 aid] there suffered little casualties, with the advanced technology of their nlomkala protectors dissuading any ALA strikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Srom.PNG|thumb|125px|The unique emblem of the Sromkala]]&lt;br /&gt;
==Sromkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Prevent &amp;amp; Protect.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sromkala, translating to Dream Enforcers, are Skrell selected to ensure that major planetary dreambubbles are safe from malicious lucidity. Agents are selected for their high psychic potential to oversee the Srom to ensure that no illegal or anti-Federation activities occur, particularly through the malicious use of Nlom-capable devices. They are commonly situated close to Nlom Relays - using the technology to amplify their capabilities tenfold. It is said that for every Nlom Relay across the Jargon Federation, there is a Sromkala nestled within a special cryogenic pod that allows for their body to be in suspended animation, but allows their minds to project and continue working within Srom. &lt;br /&gt;
[[File:Nlom.PNG|thumb|125px|The unique emblem of the Nlomkala.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nlomkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Service with Excellence.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nlomkala, or Wake Enforcers, are often compared to police across alien space. The Nlomkala are expected to ensure the stability and safety of the Jargon Federation at a physical level; mostly pertaining to simple duties such as patrolling, executing warrants and responding to emergencies relayed by the Ruupkala. There are extensive requisites to join the Nlomkala - ranging from athletic ability, understanding of the law and mandatory public relation classes to ensure that those selected to join can respond to situations correctly. Nlomkala are also expected to operate both on land and beneath the waves of the various planets across the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Recently, the C&#039;thur Hive has began to supply the Nlomkala with Vaurca Warriors to bolster the Nlomkala&#039;s forces. These Warriors are largely from [[Vytel]]&#039;s brood and have been loyalty implanted, making the Federation&#039;s orders equal to those of a Queen&#039;s. If the Warriors experience a conflict of interest, they enter hibernation until it&#039;s resolved. Thankfully, due to Vaurca adaptability, these Warriors function just as well underwater as above it. &lt;br /&gt;
[[File:Ruup.PNG|thumb|125px|The unique emblem of the Ruupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Ruupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Always Vigilant.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ruupkala - or Intelligence Enforcers - are the Federation&#039;s official security intelligence agency, designed around the need to maintain Skrell harmony as unobtrusively as possible and ensure a safe position in galactic politics. While one of the most respected Kala, their agents are often characterised as the least martially inclined of the enforcement branches, owing in part to Federation media&#039;s efforts to present them as dedicated and principled data gatherers. Similarly, the agency&#039;s role is declared strictly as internal and focused on counterintelligence; public Federation figures often praise the Ruupkala non-interventionist policy and dismiss accusations of espionage as ignorant of Jargon policy, or malicious. The only exception to their internal operations policy, Ruupkala also tend to keep tabs on the various Representatives throughout the Orion Spur, ensuring both their safety and that their work is satisfactory. Largely, this is accepted by most nations as the Ruupkala will only monitor the Representatives and not interfere with any diplomatic functions in any capacity.&lt;br /&gt;
&lt;br /&gt;
The Ruupkala are rumored to monitor the fabled “Drylist”. This list supposedly holds the names of all Skrell living abroad who have performed deductive behaviors against the Jargon Federation, displayed worrying ideals, joined an opposing faction, or renounced their citizenship. Some theorize that this list even covers non-Skrell who may pose a threat to the Federation.&lt;br /&gt;
[[File:Qukala.PNG|thumb|125px|The unique emblem of the Qukala.]]&lt;br /&gt;
&lt;br /&gt;
==Qukala==&lt;br /&gt;
&#039;&#039;&amp;quot;Perpetually primed.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Qukala, or Star Enforcers, function as the Navy of the Jargon Federation. Ranging from soldiers, to highly qualified personnel educated in engineering, or medical. Positions within the Qukala often require degrees from recognised universities across the Jargon Federation, meaning in only very rare circumstances will undereducated candidates be considered for the Qukala. The Qukala is one of the most powerful Navies in the Spur, due to the Federation&#039;s old age and advanced technological level. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lukala&#039;&#039;&#039; was a branch of the Qukala once comprised of only [[Dionae]] and [[Vaurca]], but as of &#039;&#039;&#039;2463&#039;&#039;&#039;, the Directory of Defense Operations decided to dissolve the subbranch in favor in of integrating [[Dionae]] and [[Vaurca]] into the lower ranks of the Qukala as full members. This decision largely stemmed from the success the Lukala had in stopping insurgent activity in the Travese during the fallout of the recent Election. Furthermore, after striking a deal with the Grand Council, the C&#039;thur Hive (namely [[Vytel]]&#039;s brood) have begun to supply a steady stream of new Warriors for the Qukala. These new Warriors have a Federation-designed Loyalty Implant that equalizes the Federation&#039;s orders to that of a Queen&#039;s. If a conflict of interest arises, the Warriors merely enter hibernation until the conflict is resolved. &lt;br /&gt;
[[File:Tup.PNG|thumb|125px|The unique emblem of the Tupkala.]]&lt;br /&gt;
&lt;br /&gt;
==Tupkala==&lt;br /&gt;
&#039;&#039;&amp;quot;Courage, bravery and dedication.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tupkala, usually shorted to Tup, are highly revered Skrell. Only those with a long, distinguished career are capable of being elevated to the position of a Tup; a position that encompasses increased security clearance - as well as minor Idol status. Tupkala are able to originate from all the other branches of the Kala, but are additionally trained and implanted to prevent any security breaches in the unlikely event that they are captured by enemies of the Jargon Federation. These Skrell are commonly in their advanced age, with the mean being that of 276 years. When a Tup dies, their name will be added to the Tupkala Wall hosted in the Grand Councilor&#039;s Chamber on Kal&#039;lo.&lt;br /&gt;
&lt;br /&gt;
The Tupkala serve a variety of roles within the Federation. They dedicate Tups to the protection of prominent figures, black sites, and Special Operations. Oftentimes when the Federation needs something done quickly and quietly, the Tupkala are called to carry out the operation. Tups are rarely spotted outside the Federation, though that does not necessarily mean they are not present. Utilizing various Tupkala from the various different branches, Skrell who have pledged their unquestioning loyalty to the Jargon Federation, aided by loyalty implants not different to the discontinued line released by [[Nanotrasen Corporation| NanoTrasen]].&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2463&#039;&#039;&#039;, after a series of diplomatic incidents caused by Tupkala operating outside their orders, for the first time in history the Tupkala were disbanded, following Grand Councilor Weashbi&#039;s condemnation. A few months later, Weashbi rebuilt them with Skrell he personally handpicked from the other branches of the Kala. The Tupkala are now under Commander Kezoq Torq-Bep, Weashbi&#039;s chosen Leader. Oddly enough, Commander Kezoq was promoted from the Sromkala, an unlikely place to find candidates for the Tups.&lt;br /&gt;
&lt;br /&gt;
= Espionage =&lt;br /&gt;
The act of spying, and gaining confidential information, is a long-held tradition for the Skrell. Throughout their existence as a species, remaining in the shadows and deploying operations from afar, has managed to take hold instead of large scale warfare. Across the Orion Spur the species remain feared for their exceptional espionage skills, and even better counterintelligence capacities. Equipped with stealth capabilities, various advanced technologies at their disposal, and backed by the Jargon Federation there is little that can stop the espionage agents distributed across the Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
== Targets of Espionage == &lt;br /&gt;
&lt;br /&gt;
Specific agents will be tasked with different goals, and as such various categories have been developed in order to differentiate between the four categories; Bureaucracy, media, academia and militaries. Not all agents are designed to act in detriment of the state they observe, with some even implemented to ensure the success and growth; giving information back to the Jargon Federation in order for the Grand Council to best determine which ways to intervene. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bureaucracy&#039;&#039;&#039;, the strategic identification and assessment of resources within a bureaucratic state. Usually implemented across the Jargon Federation&#039;s territories, some have speculated that they have even dispatched some to other states across the Orion Spur. It has seen some victories, however, there are just as many defeats occurring across the traverse, with spies quickly sniffed out and imprisoned on various false charged by the planetary councillors. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Media&#039;&#039;&#039;, the infiltration of the social network - be in locally or across the Orion spur. Usually subtle, employing the use of various journalists and postgraduate students to enact their plans on influencing social media to be more Jargon Federation compliant. This includes censoring articles through methods that make it hard to access, or by flooding various social networks with pro-skrellian propaganda. It is unknown how successful these operations are, or how spread out they are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academia&#039;&#039;&#039;, individuals placed to penetrate and invade the fields of research and education. One of the more elusive agents deployed by the Jargon Federation, they are typically comprised of educators, scientists and even physicians, who are tasked with ensuring skrellian dominance over technology across the Orion Spur. It is assumed that these operations are quite successful, evident by the Skrell maintaining an advanced technological state compared to the lesser-nations it considers its neighbours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militaries&#039;&#039;&#039;, is truly the most secretive and elusive field of skrellian espionage. Various techniques, and technologies, are used to gather information in regards to the military capabilities of a particular state. The Jargon Federation dedicates a massive effort to this sector of espionage, with thousands of different methods implemented to ensure that skrellian agents can intervene and decapitate any opposing force that attempts to enact warfare on the Jargon Federation. It is unknown how successful these operations are, or how deep it goes.&lt;br /&gt;
&lt;br /&gt;
== Technology and Techniques ==&lt;br /&gt;
The Jargon Federation utilizes a variety of different technologies and techniques to ensure their dominance of espionage across the Orion Spur. Whilst most of their methods are aimed to be used within skrellian space, a few have been altered to be useful within the lesser nation-states. Depending on their placed categories agents may using steganography, clandestine concealment and stealth technologies, applied surveillance sciences, memory-erasers and sabotage. &lt;br /&gt;
&lt;br /&gt;
The introduction of alien species into the Jargon Federation, with unique biological and evolutionary advantages, the Skrell have managed to modernise their espionage tactics, doubling their effectiveness. These alien agents will undergo a variety of different treatments to ensure their loyalty to the Jargon Federation, with some even being implanted with loyalty implants to ensure it. &lt;br /&gt;
&lt;br /&gt;
In recent times, the Jargon Federation has been accused of altering their agents&#039; appearance to infiltrate governmental positions; posing as other species. Whilst they claim that is it ludicrous; rumours continue to perpetuate that the combination of both skrellian and vaurcan technology and techniques, it is a genuine possibility that they may have managed to crack the secrets of mass genome tampering.&lt;br /&gt;
&lt;br /&gt;
= Relations =&lt;br /&gt;
== Relations with Foreign States ==&lt;br /&gt;
=== Solarian Alliance ===&lt;br /&gt;
The Solarian Alliance sees the Jargon Federation as their closest ally within the Orion Spur, both economically and as a force to help preserve the status quo if anything seriously threatening galactic stability or if an unrecoverable disruption of the balance of power had to occur. Whilst there are whispers of many that fear the potential growth of the Jargon Federation into the wildlands that the Solarian Alliance still seeks to return to the fold, their relationship has continued to prosper even after the turbulent events that nearly brought the Orion Spur to its knees. &lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance has the most Representatives of the Jargon Federation within its borders, who typically work alongside one another to maintain the relationship between both nations. The recent events that have resulted in the shrinking of the Solarian Alliance has prompted additional Representatives working within its borders; seeking further avenues in which the Jargon Federation can expand their influence within the Solarian Alliance. The Solarian Alliance and Jargon Federation have several agreements; mostly related to trade, research, and migration.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
In most official capacities, the Republic of Biesel maintains positive relations with the Jargon Federation to the beneficial trade that occurs between the both of them. Politically, it is mostly the same, however there is a growing number within the Republic that have begun to view the Jargon Federation as untrustworthy due to their lack of intervention during both invasions of Tau Ceti. Tau Ceti is one of few places outside of the Jargon Federation that is considered worthy of visiting by Skrell; resulting in an increased demand for visas (tourist and work) for Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel, at any given time, has roughly the second-largest amount of Representatives of the Jargon Federation within its borders. Following the events that nearly crippled the Orion Spur, the Jargon Federation has begun searching for another way to increase their influence within the fledgeling republic; mostly through the use of foreign aid, and restricted technological exchanges. The Republic of Biesel has expressed interest in increased diplomatic ties with the Jargon Federation; mostly involving concessions for Megacorporations to be able to freely operate within the political entity. The Jargon Federation has affirmed that they see the Republic of Biesel as a valuable diplomatic partner, and publically wishes to increase diplomatic ties with them.&lt;br /&gt;
&lt;br /&gt;
=== Coalition of Colonies ===&lt;br /&gt;
The Coalition of Colonies is somewhat public about their opinion of the Jargon Federation; stating that they are suspicious of the foreign policy boosted by the nation, alongside its authoritarian system. They also view the Jargon Federation as Sol-aligned, and therefore anti-Coalition of Colonies by association. Whilst there are talks about economical cooperation, however, both the Coalition of Colonies and the Jargon Federation would be able to produce large quantities of wealth off of one another. &lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies sports a few dozen Representatives of the Jargon Federation within its borders, mostly tasked with improving the relations between the two behemoths. The inaction of the Jargon Federation in the Second Invasion of Tau Ceti has resulted in quite a stir within the Coalition; many citing that the Jargon Federation is no longer pro-Sol, with others perpetuating rumours that they simply bide their time and will soon be launching an attack on the Orion Spur. The Jargon Federation has publically announced an interest in exploring additional diplomatic avenues with the Coalition of Colonies; however, little effort has been seen in regards to this. &lt;br /&gt;
&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
Thee Empire of Dominia maintains a public ambivalent relations with the Jargon Federation; politically and economically. Hardly any effort is exerted in regards to the Jargon Federation officially, with some more liberal merchant factions rooted within proposing trade with the Skrell. Unofficially, the Empire of Dominia is split ideologically in regards to the political entity. Many both like that the Jargon Federation has taken steps in restricting artificial intelligence, but there is also a sizeable that hates them for being the first ones to create it.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia maintains only six Representatives of the Jargon Federation within its borders, focusing on creating opportunities for trading, with little success. The inaction of both the Jargon Federation and the Empire of Dominia during the latest turbulent events of the Orion Spur has resulted in the warming of relations somewhat. The Jargon Federation has displayed minor interest in exploring the relationship between the two entities but has yet to engage in such diplomacy. &lt;br /&gt;
&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
The Serene Republic of Elyra has publically maintained that they are suspicious of Jargon encroachment, as well as interference in human affairs, in lieu of the Solarian Alliance&#039;s collapse - despite this, they continue cordial if a bit distant relations with the Jargon Federation. There are whispers that many within Elyra see the Jargon Federation as an ally against the Lii&#039;dra should they return. They are economically disinterested in the Jargon Federation, as the Serene Republic of Elyra has continued their self-sufficiency since the collapse of the Solarian Alliance, and the trade that the nation does conduct are mostly done with the Coalition of Colonies and the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra has roughly two dozen Representatives of the Jargon Federation within its borders, with a focus on technological cooperation. The inaction of the Jargon Federation during the recent events that haunted the Orion Spur has resulted in relations between the two technological giants to become somewhat cold, with a large migration of Representatives back to the Jargon Federation. The Jargon Federation publically supports a minor interest in exploring a relationship with the Serene Republic of Elyra, a technological one, that is.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Corporate Federation ===&lt;br /&gt;
The Eridani Corporate Federation has made the Orion Spur very aware of their interest to pursue additional economic cooperation with the Jargon Federation; citing that it is a massive market for Zeng Hu Pharmaceuticals, and Megacorporations found within the Board of Five. The closeness of the Jargon Federation and the Solarian Alliance has resulted in cordial relations between these two federations, with a significant amount of both the entities wealth being invested into one another. &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation maintains the third largest following of Representatives of the Jargon Federation within its borders, with most focusing on exploring additional economic cooperative avenues that will enhance the wealth of both. The inaction of the Jargon Federation during the Second Invasion of Tau Ceti has resulted in somewhat weakened relations; however, the Eridani Corporate Federation publically maintains that the Jargon Federation is a crucial member of its economy. The Jargon Federation has all-but-ensured that the Eridani Corporate Federation will soon benefit from proposed deregulation of the skrellian economy. &lt;br /&gt;
&lt;br /&gt;
=== People&#039;s Republic of Adhomai ===&lt;br /&gt;
The People&#039;s Republic of Adhomai attempts to secure a respectful, diplomatic relationship with the Jargon Federation; mostly in part due to its policy of approaching alien powers for support in the Adhomian Cold War. The People&#039;s Republic of Adhomai has essentially pushed for cordial relations between them and the Jargon Federation resulting in increased cooperatives, mostly involving the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; - a diplomatic agreement in which the Jargon Federation commences humanitarian aid projects and provides monetary assistance. &lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai has roughly three dozen Representatives of the Jargon Federation within its borders, mostly focusing on administrating the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; and facilitating diplomacy between the three warring nations on Adhomai. The inaction of the Jargon Federation during the recent Solarian Invasion of Tau Ceti and resulting collapse that turned the Orion Spur on its head has not had an impact on the relationship between the Jargon Federation and the People&#039;s Republic of Adhomai. The Jargon Federation recently broke it&#039;s stance of neutrality in regards to Adhomai. After an attempted terror attack on District 8 in Biesel&#039;s Mendell City by radical Al&#039;mariist insurgents, the Federation officially recognized the People&#039;s Republic of Adhomai as the sole civil authority of the planet and began to support their claims politically. It&#039;s unknown to the public if the Federation is offering more material support behind the scenes due to both nations&#039; private nature.&lt;br /&gt;
&lt;br /&gt;
=== Democratic People&#039;s Republic of Adhomai ===&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai has little to no relations with the Jargon Federation; mostly due to the xenophobic nature of Al&#039;mariism. The Jargon Federation is viewed by many within the Democratic People&#039;s Republic of Adhomai&#039;s borders as a threat to their independence and future; which usually devolves into accusations of imperialism by various prominent politicians. Even the most progressive of Al&#039;mariists maintain the dislike of the Jargon Federation. &lt;br /&gt;
&lt;br /&gt;
Due to the recent attempted terror attack in Mendell City, relations between the two political bodies dipped to the worst in history. The Federation took the planned bombing of District 8 as an unfettered act of aggression against Skrell. While the Federation had always believed the Democratic People&#039;s Republic a threat to Adhomai, they now hold the position that Al&#039;marrists are a threat to the greater Spur aboard as well.&lt;br /&gt;
&lt;br /&gt;
=== New Kingdom of Adhomai ===&lt;br /&gt;
The New Kingdom of Adhomai, due to its precarious position, maintains an official intention of establishing positive diplomatic ties with the Jargon Federation; mostly in hopes of establishing the &#039;&#039;&#039;&amp;quot;Project Unity Initiative&amp;quot;&#039;&#039;&#039; within its borders. The turbulent history of Adhomai has resulted in somewhat lukewarm relations between the New Kingdom of Adhomai and the Jargon Federation, however, what relations that did exist were irrevocably obliterated when the Federation announced their political recognition of the People&#039;s Republic of Adhomai as the sole civil authority of the planet. &lt;br /&gt;
&lt;br /&gt;
Despite the incident that caused this change in the Federation&#039;s political stance being caused by Al&#039;mariists, the Federation has been unyielding in political channels to reverse this decision, to the woe of those in the Kingdom who had hoped to benefit from the &#039;&#039;&#039;Project Unity Initiative&#039;&#039;&#039;. The Federation retracted all political ties with the New Kingdom of Adhomai, and declared the state illegitimate.&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
The relationship between the nations of Skrell and Unathi has been rocky, to say the least. Following their introduction to the intergalactic stage and subsequent Contact War, the rule of Hegemon S&#039;kresti caused relations to sour. The conflict on Ouerea as well as the handling of the Defiled Lands and various accusations made by both sides, proven or otherwise, only continues to mar recent history. It is only with the death of the last Hegemon and the official coronation of Not&#039;zar Izweski where the situation is beginning to look hopeful for relations.&lt;br /&gt;
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The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.&lt;br /&gt;
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=== The Co-operative Territories of Epsilon Ursea Minoris ===&lt;br /&gt;
The Jargon Federation and CT-EUM have close ties, with the Federation playing a large part in the formation of the planets primary Government. The Federation has a permanent embassy in the city of Nral&#039;Daaq on the planet, which is also the location of the majority of Skrell that live here. The Jargon Federation has long-established trade and migration agreements with CT-EUM, with the latter allowing for a somewhat easier citizenship process for Dionae originating from Epsilon Ursea Minoris, and the former allowing EUM to export goods to the Jargon Federation on a barter basis similar to their local economy.&lt;br /&gt;
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Whilst CT-EUM is independent, the planet is close to the Jargon Federations borders, and the city-state of Nral&#039;Daaq has a sizeable population of citizens from the Jargon Federation. Officially, the Jargon Federation stays out of the CT-EUM&#039;s affairs, but observers have pointed out CT-EUMs involvement in crackdowns on anti-Federation sentiment within its borders.&lt;br /&gt;
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[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Callisto&amp;diff=25002</id>
		<title>Callisto</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Callisto&amp;diff=25002"/>
		<updated>2022-06-29T17:37:03Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: replace gross apostraphes&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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Located in the Jovian System, the Sovereign Solarian &#039;&#039;&#039;Commonwealth of Callisto&#039;&#039;&#039; is one of the commercial centres of the [[Sol Alliance]] and the largest port in the Alliance itself. Callisto&#039;s ideal location and relatively hospitable environment made it an ideal point of colonisation when humanity first went beyond the Sol System&#039;s Asteroid Belt, and Callisto has been a critical port since its inception and is one of the most populous bodies in the Orion Spur, with almost all of its surface covered by highly-developed urban areas. Callisto and its highly-valuable port are the subject of intense protection by the Alliance&#039;s navy, and the moon itself is completely protected by the &#039;&#039;Callistean Supra-Atmospheric Ring Shield Generation Facility&#039;&#039;, a massive shield system locally referred to as either “the Ring” or “the Dome,” with residents often debating which local name more accurately describes the shield. The residents of Callisto are referred to as Callisteans, or Callistean.&lt;br /&gt;
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==History==&lt;br /&gt;
[[File:Callisto.png|The government flag of the Commonwealth of Callisto.|thumb]]&lt;br /&gt;
The first of the Jovian Moons to be colonized by humanity, Callisto has had human settlements since 18 June, 2107 -- when settlers from United Orbital Enterprise made landfall on the moon. The [[Sol Alliance]] eventually acquired the moon in 2140 following UOE&#039;s liquidation and Callisto became a significant area of investment for [[Einstein Engines]] following the megacorporation&#039;s founding in 2155. Callisto&#039;s relatively hospitable surface conditions made it, in the eyes of both Einstein and the Alliance, the ideal point for the development of a major center of commerce and trade in the Sol System. In the late 2100s an effort to rapidly terraform Callisto to a level of habitability suitable for heavy urbanization began while the first practical warp gates were set up in the moon&#039;s orbit. The original colonists involved in this rapid urbanisation project were plucked from across the world and tended to be from the countries that remained from the mid-20th century Commonwealth of Nations -- such as India and the United Kingdom -- due to its relative neutrality in the historical rivalry between major powers on Earth itself. The terraforming project was more successful on Callisto than on [[Mars]] due to the moon&#039;s smaller size and succeeded in granting the moon a breathable atmosphere by 2240, with rapid colonisation following in the years after. This, combined with Callisto&#039;s network of (for the time) cutting-edge warp gates, led to a massive amount of investment and building on the moon, which rapidly became one of the most urbanized member states of the young Alliance.&lt;br /&gt;
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While Callisto&#039;s shine was slightly tarnished by the Second Great Depression, its status as the Alliance&#039;s single largest port remained intact and investment continued to pour into the moon. However, its system of aging warp gates began to struggle to keep pace with the demands of interstellar traffic by the early 2300s, and it became clear to the Alliance that the moon&#039;s gates would need to be retrofitted sooner rather than later. And who, of all the Alliance&#039;s many megacorporations, was better for the job than the original designers: Einstein Engines? Thus Callisto became the first test of the Warp Gate Project, a massive infrastructure project that would ultimately leave Einstein Engines more powerful than it had ever been and the Alliance in deep debt to the megacorporation. Despite the Alliance&#039;s woes Callisto profited, and found itself granted even more massive infrastructure projects with the completion of the Callistean Supra-Atmospheric Ring Shield Generation Facility in 2395.&lt;br /&gt;
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Despite the immense troubles faced by the Alliance in the 2400s Callisto has remained a heavily-populated and immensely trafficked planet, with the majority of the Sol System&#039;s trade flowing through it even before the destruction of the shipping ports of [[Mars]] during the Violet Dawn disaster. While many planets and colonies in the Orion Spur now find themselves on shaky ground following the Alliance&#039;s partial collapse, Callisto and its massive ports seem to be experiencing nothing but smooth sailing. At least, for now.&lt;br /&gt;
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==Environment==&lt;br /&gt;
Callisto before its terraforming was a cold, cratered, and utterly desolate moon only set apart from dozens of other objects in the orbit of Jupiter by its low radiation levels and thin atmosphere. It was this lack of radiation and thin atmosphere that made it, and not its sister moon [[Europa]] the ideal location for humanity to settle -- even if a massive terraforming project was required. The project took 43 years and lasted from 2197 to 2240, when the moon was finally declared fit for human life. The surface, over the course of these four decades, had been radically altered.&lt;br /&gt;
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Callisto&#039;s environment following the terraforming is relatively pleasant and warm, and gradually becomes cooler as one moves further from the equator. This climate has seen the planet develop a relatively successful tourism industry, though its tourism industry is nowhere near the scale of [[Silversun]]. The Callistean surface, despite massive terraforming efforts, remains relatively hilly due to the moon&#039;s surface&#039;s previous status as the most-cratered surface in the Sol System. While many of these craters were “smoothed out” and reduced during the terraforming process the hills that they left behind are almost universal across the Callistean surface, and the sprawling urban topography that Callisto has come to be most readily known for is built regardless of how hilly the surface can become. Callisto is home to three major seas that were previously massive multi-ringed impact craters on its surface. The seas, from largest to smallest, are the Valhallan Sea, Asgardian Sea, and Sea of Adlinda.&lt;br /&gt;
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As Callisto had no native life beyond a cellular level on it all animals and plants on the moon are “transplants” from Earth, though centuries of life on Callisto has caused a variety of adaptations unique to the moon itself. The terrestrial animal life of Callisto is typically small, agile, and adapted to urban environments, with some of the most common animals being the Callistean pigeon and the ever-present domesticated house cat. Callistean flora is similarly adapted for urban life and primarily consists of small flowering plants and some mosses, many of which tend to grow up the sides of buildings instead of expanding horizontally. Most notable amongst Callisto&#039;s flora is the Callistean fan palm: a relatively short and quite sturdy palm tree found along the coasts of the Callistean seas and throughout the moon&#039;s cityscape with an easily-recognisable fan-shaped leaf.&lt;br /&gt;
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Aside from its three seas the vast majority of Callisto&#039;s surface is dominated by densely-populated urban sprawl and large facilities utilising interstellar trade and commerce. Green space is very rare on the Callistean surface, and the massive urban sprawl of the moon has allowed it to support a massive population of approximately twelve billion permanent residents. The continuous nature of Callisto&#039;s urban sprawl, with rare exceptions in its green spaces, has led to the creation of a unique ecological environment where only small, agile animals such as cats, pigeons, and rodents are able to survive and thrive -- with the feral version of the common housecat serving as the apex nonhuman predator of the moon&#039;s urban ecosystem. Larger animals are typically only found in ecological green spaces such as open-air zoos found in the District of Fisher&#039;s Rest, Callisto&#039;s renowned academic centre that is also home to some of the largest green spaces on the moon.&lt;br /&gt;
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Excepting green spaces and Callisto&#039;s seas the two least-urbanised regions in terms of raw population density of the moon are the northern and southern spires of the Callistean Supra-Atmospheric Ring Shield Generation Facility, the massive shield that keeps Callisto protected from orbital attacks. The twin support spires of “the Ring” are both roughly two-hundred kilometers across at their base and stretch one-hundred-and-fifty kilometers into the air, at which point both are connected by a massive ring which is used to generate Callisto&#039;s protective shield. These facilities are large enough to have an impact upon Callisto&#039;s climate, and an area around the bases of both facilities suffers from what is locally referred to as the “ring shadow” -- a localised rain shadow created by the nearby spire. Once one reaches one-hundred-and-fifty kilometers into the air they will find the projected shield, which features free floating “ring gates” interspersed throughout the shield that serve as the primary point of entry to Callisto for ships possessing the proper Sol Alliance-flagged credentials. Due to the massive amounts of manpower required to keep the Ring operational authority over the structure is somewhat messily divided between the Solarian Navy and Callisto&#039;s local administration, particularly the Port Authority of the Callistean Commonwealth.&lt;br /&gt;
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==Culture==&lt;br /&gt;
As one of the most populated member states of the Alliance aside from Earth and the largest single port in the Sol System, Callisto&#039;s surface is overwhelmingly dominated by urbanized settlements in a manner similar to the megapolises of [[New Hai Phong]] that are organized into districts rather than individual cities, as the urban sprawl of the moon covers it completely aside from its seas. Callistean culture varies on a district-by-district basis but possesses some universal traits -- and stereotypes -- that are associated with the moon as a whole rather than individual regions upon it. While the nearest equivalent to Callisto is New Hai Phong; life on Callisto is, compared to its Middle Ring counterpart, radically different thanks to the more hospitable conditions of the moon&#039;s surface and the great amount of wealth brought in by the massive amounts of interstellar trade that Callisto is most known for abroad.&lt;br /&gt;
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What is commonly defined by contemporary sociologists as the unified “Callistean culture” or, somewhat inaccurately, “Jovian culture” of Callisto&#039;s is in reality much less monolithic than it may originally seem. The conurbations that eventually became Callisto&#039;s districts all have their unique spins and twists upon Callistean culture and have all likewise contributed to the popular perception of the planet throughout the Orion Spur. However, some districts -- such as New Valletta, the district home to Callisto&#039;s largest ports; and Gomul Catena, home to the vast majority of Callisto&#039;s beaches -- have had more influence than others. Perhaps the best example of this is how the Callistean accent is perceived abroad as a rapid, breathless, and often loud manner of speaking. This accent, while well-known abroad as the Callistean accent, is a regional accent originating in and around New Valletta, and other districts possess different manners of speech entirely. Yet despite these differences of districts, Callisteans share a great deal of cultural traits.&lt;br /&gt;
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Amongst these commonly-shared cultural traits are the two major holidays of Callisto: Callistean Landfall Day and Pigeon Day. Callistean Landfall Day takes place on the 18th of June every year and is intended to celebrate the date that the first human settlers landed in what would eventually become New Edinburgh. While an elaborate ceremony still takes place in the Callistean capital district Callistean Landfall Day has become, to most Callisteans, a time to take a family vacation to the beaches of Gomul Catena thanks to the week-long period surrounding the holiday when most businesses are closed. Whether the holiday is best referred to as “Callisto Day” or “Landfall Day” is a matter of some debate among Callisteans. The other major holiday on Callisto is the Pigeon Day on 26 June and celebrates the unification of Callisto&#039;s districts into the modern Commonwealth of Callisto in 2341, when the ten individual metropolitan areas that made up pre-Commonwealth Callisto cast aside their common identities to form a greater whole. The holiday&#039;s name is derived from the Callistean pigeon, the moon&#039;s most common bird, and Callisteans are immensely proud of Pigeon Day despite its somewhat unusual name. Insulting or otherwise belittling Pigeon Day&#039;s name in front of a Callistean is considered to be a major faux pas, and travel guides to Callisto strongly recommend against doing so. Pigeon Day&#039;s celebrations similarly last a week and each district holds its own series of celebrations. This includes the Solarian Navy-dominated Ringpole District, where the holiday&#039;s celebrations have become a flash point for tensions between the Navy and Callisteans living in the district.&lt;br /&gt;
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The Gomul Catena District has, as mentioned above, had a larger impact on Callistean culture than most other districts. This is thanks to the district&#039;s geography, as it completely surrounds the Valhallan Sea -- Callisto&#039;s largest body of water -- and all the beaches that can be found along the coastline. While this geography was initially used for the practical-yet-boring purpose of fishing and water purification the tourism industry rapidly emerged following urbanization efforts on Callisto, and the district has become the go-to location for many vacationers from Callisto and the greater Alliance. The main attraction of the Gomul Catena is its beaches, which locals claim are far better (and more affordable) than those on [[Silversun]], and life in the district often revolves around the waves. Surfing and swimming are particularly well-loved pastimes both in this district and -- thanks to its cultural impact -- Callisto more generally and many younger Callisteans seek to become involved with “surf culture” in the district, with the season lasting almost all year thanks to the orbital pull of Jupiter on the moon&#039;s oceans. Swimming and surfing culture is so ubiquitous on Callisto that indoor wave pools designed for surfing and swimming can be found throughout the planet, with many advertising that their machines are capable of producing waves “just like” famous Valhallan beaches.&lt;br /&gt;
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While surfing is more famous than it, swimming is no less of a big deal for many Callisteans due to the Gomul Catena District and Callisto has -- according to some surveys -- more people able to swim on it than any other planet, including Earth. In contrast to surfing, which primarily takes place on the Valhallan Sea, swimming is generally seen as an indoor activity in Callisto, with many apartment complexes featuring multiple indoor pools on various levels. The New Edinburgh District features a large swimming pool -- the single largest on the moon -- where the yearly Neptunian Sprint, a competition used to determine the best swimmer on Callisto, is held between the ten districts of the Commonwealth. Another common pastime on Callisto, particularly at the northern and southern poles of the moon, is ice skating. In contrast to the glamour of surfing and the often-competitive nature of swimming ice skating is typically seen as a leisurely and often romantic activity that is best quietly enjoyed. But there are some exceptions such as the controversial and often-hazardous variation on ice skating from the Northern Shield District known as “rocket skating.” Rarely involving actual rockets despite its name, rocket skating is a local term for an “extreme sport” variant of ice skating which involves using the typically iced-coated craters found in the district to catapult oneself into the air and perform tricks. Despite calls from the local Solarian Navy presence to ban the practice, rocket skating has rapidly become immensely popular locally.&lt;br /&gt;
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While [[Venus]]&#039; is often regarded as the undisputed emperor of Solarian cinema, Callisto&#039;s local film industry has managed to carve out its own market, though it is not nearly as large or as prominent as its counterpart in Cytherea. Callistean cinema -- sometimes referred to as “Callistema” by fans -- tends to be more grounded and often grittier than its Cytherean counterpart, favouring crime dramas and action-focused movies that revolve around average people forced into difficult situations that often end in dramatic shootouts -- often with spectacular violence committed in the name of heroism, despite the lower budgets of most Callistean films compared to their Cytherean counterparts. Callisto&#039;s film industry is primarily based in the port district of New Valletta and the heavily-urbanised Ha Wan District, and the vast majority of the industry&#039;s films are shot on-location in Callisto -- typically in Ha Wan itself due to the district&#039;s heavily-urbanised nature and unique neon-dominated entertainment districts near its border with New Valletta. Arguably the most famous of the Callistean film industry&#039;s productions is the 2435 &#039;&#039;A New Day&#039;&#039;, an action-crime film in which two brothers -- one involved in smuggling in New Valletta and the other working with the CMPD -- must reconcile their differences to get revenge for their father&#039;s murder by a crime kingpin in Ha Wan. The film is well-known for the iconic character of “Martin,” the sunglasses-wearing criminal associate of the brothers that is only known by his nickname and ultimately sacrifices himself in the film&#039;s climactic gunfight out of a sense of loyalty to the brothers.&lt;br /&gt;
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While the vast majority of Callisto&#039;s culture comes from its native population, the moon&#039;s massive districts are home to several significant expatriate communities from locations across the Solarian Alliance. The two largest expatriate communities on Callisto originate on [[Silversun]] and [[Mars]]. The Silversun expatriate community on Callisto is made up of Originals that have emigrated from the planet due to dissatisfaction with Idris Incorporated&#039;s dominance of Silversun, and is primarily found in the Gomul Catena District. The community is starkly divided between those that wish to maintain their unique identity from Silversun and those that wish to integrate into the urban society of Callisto, with many young Silversun Originals in the community that have grown up on Callisto identifying more with the urban jungle of Callisto than the tropical environment of Silversun they have never truly known. The Martian expatriate community is primarily found in the heavily-urbanised Han Wa district and is principally made up of refugees from the Violet Dawn disaster of 2462. In contrast to [[Venus]] the majority of the refugees that made their way to Callisto were members of the middle and upper class that were rich enough to afford transportation through the asteroid belt to Callisto, rather than just to Venus. Most have been successfully resettled on Callisto due to the more effective and efficient government of the Commonwealth, though there remains some minor tension between the residents of Han Wa and these recent arrivals due to cultural differences.&lt;br /&gt;
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==Life on Callisto==&lt;br /&gt;
The heavily urbanised and hospitable surface of Callisto has led to a style of day-to-day life quite unlike anywhere else in the Sol Alliance or the greater Orion Spur itself. Life for the average Callistean is -- compared to other Solarian member states -- very good. In contrast to the massive hab-cube complexes used on [[New Hai Phong]] or the microdistricts of [[Pluto]] most Callisteans live in imposingly tall apartment complexes where the vast majority of families own their own apartments in which only their immediate, rather than extended, family resides. These individual apartments are private spaces and are typically located around a central area in the middle of the level that provides a common social area for the floor&#039;s residents. Some apartments go against this trend and many working-class Callisteans reside in apartments located above ground-level businesses rather than in the high-rise apartment complexes Callisto is best known for. The heavily-urbanised nature of Callisto has naturally lent itself to the development of public transportation, the most widespread of which is the Callistean Metropolitan Magnetic Rail Line. This network, which is typically referred to as simply “the Magtro,” spans the entire moon and consists of thousands of miles of track laid in both underground and elevated lines. &lt;br /&gt;
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===Districts===&lt;br /&gt;
The ten districts of Callisto are the smaller sub-municipalities of the massive super-city that makes up the modern Commonwealth of Callisto. These districts are truly massive urban centres with slightly over a billion residents per district on average, and are made up of a multitude of smaller municipal entities that have, over time, come to form the greater district. The Commonwealth&#039;s government defers a great amount of autonomy to Callisto&#039;s individual districts due to their sheer sizes, and each district has gradually developed a unique regional identity with its own variation upon what the greater Orion Spur generally views as Callistean culture. A Callistean&#039;s district of origin will almost always have a large influence on them and there can be a surprising amount of variation between Callisteans from different districts.&lt;br /&gt;
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&#039;&#039;&#039;New Edinburgh&#039;&#039;&#039; is the capital district of the Commonwealth of Callisto. This district is home to the majority of the Commonwealth of Callisto&#039;s government buildings, and has long been the center of governance for the moon. This district contains the landing zone where humans originally set foot on Callisto, which has been converted into a small memorial inside the capitol building. Callisteans from this district tend to be wealthier and more educated than others, and many of New Edinburgh&#039;s best and brightest end up working for either the Solarian government or as management for megacorporations such as [[Einstein Engines]]. As the administrative centre of the Commonwealth New Edinburgh is home to the main headquarters of the Callistean Metropolitan Police Department, one of the largest police agencies in the Alliance, and is regarded by some as the administrative hub for the entire Jovian System, although a resident of Ganymede would absolutely disagree on this point.&lt;br /&gt;
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&#039;&#039;&#039;New Valletta&#039;&#039;&#039; is the heart of Callisto&#039;s shipping industry, and is perhaps the most important port in the entire Solarian Alliance. The district is home to a number of ports including the massive Galilean Port, the largest single port in the entire Alliance. Ships landing in the ports of New Valletta can come from locations as close as Io or Ganymede or as far away as [[Persepolis]] or [[Assunzione]] and the district itself is sometimes known as the centre of the Spur by sailors, which has led to the official motto of New Valletta: “The Conflux of of the Cosmos.” This official motto is frequently mocked by the residents of New Valletta as overly grandiose, but is deeply endeared at the same time -- perhaps due to how easily it can be mocked. Due to the immense amount of interstellar trade that comes to the district, New Valletta is extremely diverse and Callisteans from it are often more familiar with non-Solarian humans and [[Skrell]] than their fellow Alliance citizens. Callisteans from New Valletta are perhaps most readily known abroad for their rapid, breathless manner of speech with very few pauses that has, thanks to the district&#039;s status as the port of Callisto and the small film industry that the district has become known for, become the most commonly known example of the Callistean accent.&lt;br /&gt;
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While New Valletta is the heart of Callisto&#039;s ports, &#039;&#039;&#039;Attlee Heights&#039;&#039;&#039; is where the deals that keep goods flowing into those ports are made. The financial heart of Callisto is one of the most important financial markets in the Spur due to Callisto&#039;s status as one of the Spur&#039;s largest centres of trade, and is where the flow of interstellar trade is often determined -- both in its stock markets and behind the closed doors of the Heights. The Callistean Interstellar Stock Exchange within the Heights is regarded by some as the beating heart of interstellar trade, and stands as the largest singular stock market in the Orion Spur by market capitalisation despite recent anti-corporate efforts undertaken by the Alliance. The district additionally houses many of the Alliance&#039;s economic think-tanks, and many of the Spur&#039;s best and brightest economists eventually end up working here. The Heights&#039; relationship with its counterpart in the Republic of Biesel&#039;s Mendell City, Bullard Avenue, is not an equal or pleasant one. Even following the Solarian Collapse of late 2462 and expansion of the Republic of Biesel the Heights remains, to most economists not backed by the NanoTrasen Corporation, the true financial centre of the Orion Spur.&lt;br /&gt;
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The &#039;&#039;&#039;Gomul Catena District&#039;&#039;&#039; is a geographically large district that stretches around and entirely encompasses the Valhallan Sea. The long coastlines of this district have made it into the premiere destination for Callisteans on vacation and Solarians unable or otherwise unwilling to vacation on the sunny Idris Incorporated-dominated [[Silversun]]. The Gomul Catena District is also home to the Callistean fishing industry, which has become the largest of its kind in the Sol System due to the ongoing effects of ecological damage on Earth. Callisteans from this district are typically involved in either the fishing or tourism industries, with many of the latter working for [[Idris Incorporated]] in various fashions. Despite its stellar beaches and status as a frequently visited tourist locale, the district&#039;s nightlife has long been viewed as inferior to that of the Ha Wan District. The Gomul Catena is the heart of Callisto&#039;s renowned surfing scene, which first emerged in the district during the planet&#039;s initial rapid urbanisation.&lt;br /&gt;
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Located between New Valletta&#039;s massive ports and Gomul Catena&#039;s docks is the &#039;&#039;&#039;Utgardian Plains Industrial District&#039;&#039;&#039;. It houses the majority of Callisto&#039;s heavy industry and factories in addition to large amounts of working-class housing. Despite its heavily industrialised nature the standard of living in the Plains remains high, particularly when compared to the industrial zones of [[New Hai Phong]]. The industrial production of the Plains has historically been dominated by heavy industry but has seen a rapid growth in its synthetic production sector following Konyang&#039;s secession. Many of Idris Incorporated and Einstein Engines&#039; synthetics are produced in this district, and Callisteans from it tend to be very familiar with IPCs due to interacting with them on an almost daily basis. The rapid growth of the synthetic production sector in the Plains has caused unexpected problems for the local government and the district&#039;s CMPD branch, which is now responsible for policing more synthetics than perhaps any other agency in the entire Solarian Alliance.&lt;br /&gt;
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Next to New Valletta is the &#039;&#039;&#039;Ha Wan District&#039;&#039;&#039;, otherwise known as the “Lower Circuit” District. Built into the remains of a large crater ring following Callisto&#039;s terraforming, the district gained its name due to its status as the lowest district in terms of elevation. As a result of this Han Wan does not have a large amount of commercial shipping within its limits, which has allowed it to become a flourishing (and high-density) housing and commercial district. Ha Wan&#039;s position next to Callisto&#039;s New Valletta, Callisto&#039;s major port district, has made it the centre of Callisto&#039;s nightlife, with areas adjacent to New Valletta constantly bathed in neon. This position has also made it one of the centres of Callisto&#039;s film industry, with filmmakers based in New Valletta often crossing into Ha Wan to shoot scenes for their latest blockbusters. Further away from New Valletta, the district rapidly calms down as it turns into residential housing and commercial zoning. Despite its locally renowned nightlife Han Wan does not receive anywhere near the amount of tourism that the Gomul Catena District does and the majority of its off-moon visitors are sailors from the ports of New Valletta looking to spend their hard-earned Solarian Credits in the nightclubs and gambling halls of the district&#039;s commercial areas.&lt;br /&gt;
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If New Valletta is the beating commercial heart of Callisto, then the &#039;&#039;&#039;District of Fisher&#039;s Rest&#039;&#039;&#039; is the brain of the moon. Fisher&#039;s Rest is home to a number of renowned Solarian universities and academic institutions ranging from the Einstein-sponsored Jovian Institute of Technology to the Solarian Navy&#039;s Naval War College, and Solarian students from across the Alliance compete for a position in the district&#039;s universities. The district is also known for Crater Park, the largest singular green space on Callisto. Graduates from the universities and colleges of Fisher&#039;s Rest can be found throughout the Orion Spur, including in the [[Republic of Biesel]], though many remain on Callisto itself thanks to the massive economic strength of the moon. Due to the secession of [[Konyang]] and the rapid growth of the synthetic production sector in the nearby Utgardian Plains Industrial District many academic institutions in Fisher&#039;s Rest have found their robotics programs quickly overwhelmed with applicants and have scrambled to keep up the pace.&lt;br /&gt;
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The &#039;&#039;&#039;Cassini District&#039;&#039;&#039; is located between the Ha Wan and Gomul Catena Districts, which has led to it becoming the primary port location for non-commercial interstellar travel such as tourists and other spacecraft carrying passengers instead of cargo. Its convenient location has also led to it being the centre of Callisto&#039;s Magtro, with hundreds of lines converging at Cassini Central Station. [[Zeng-Hu Pharmaceuticals]] has a surprisingly large presence in the Cassini District due to the megacorporation&#039;s presence on [[Europa]], and Zeng-Hu employees stationed there are routinely rotated off to Zeng-Hu facilities in the district to relax and recuperate. Workers employed on the volcanic surface of Io are typically similarly rotated off of the moon and into the Cassini District to rest and recuperate.&lt;br /&gt;
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At and around the northern pole of Callisto is the &#039;&#039;&#039;Northern Shield District&#039;&#039;&#039;, more typically known as “the &#039;&#039;&#039;Ringpole&#039;&#039;&#039;” by most Callisteans. Nowhere else on Callisto is the influence of the Tsushima Naval Base felt more clearly than inside the Ringpole, which holds many of the Solarian Navy&#039;s planetside installations, such as Togo Shuttleport, along with a significant civilian population. The district is well-known as the coldest in the Commonwealth thanks to its position at the extreme north. Ongoing issues between Callisteans and the Navy are worse here than in any other district on the moon&#039;s surface, despite the profits brought in by off-duty sailors. Ringpole is infamous in the CMPD for the amount of public disturbance calls related to the Navy. Callisteans from Ringpole tend to have a negative outlook of the Solarian Navy, and the district has become a major source of political agitation against the current emergency military junta. The district is home to a variety of unfilled craters left over from Callisto&#039;s terraforming that have recently become the arenas of “rocket skating,” a local sport which involves using the iced-over craters to launch oneself into the air. While typically performed using normal ice skates some skates with literal rockets fitted to them have been used to varying degrees of success.&lt;br /&gt;
&lt;br /&gt;
The polar opposite, in a quite literal sense, of the Northern Shield District is its counterpart at the southern pole of Callisto: the &#039;&#039;&#039;Trafalgar District&#039;&#039;&#039;. While the Ringpole is dominated by the Navy the Trafalgar District is home to the much more popular Port Authority of the Callistean Commonwealth, which is integrated effectively into the commercial ports of the moon. While the Navy dominates its district and allows not much beyond itself to flourish in the Northern Shield District, the Port Authority&#039;s home is known to be a major port unto itself -- though not nearly as large as New Valletta. Due to its location the Trafalgar District is the second coldest of Callisto&#039;s districts and is the heartland of Callisto&#039;s national sport: ice skating.&lt;br /&gt;
&lt;br /&gt;
==Economics and Industry==&lt;br /&gt;
Callisto&#039;s economy is primarily based upon the interstellar trade that flows through its massive warp gate network and into the various port facilities that dot the moon&#039;s surface. Due to the need to service massive freight starships that travel to Callisto on a regular basis Callistean ports are massive and sprawling facilities capable of fitting even the biggest interstellar freighters, vessels which can sometimes be as long as a kilometer. The largest of these ports is the Galilean Port, a massive complex spanning forty kilometers that processes hundreds of millions of tons of cargo every year. While the Callistean shipping industry remains free of major corporate interference thanks to the heavy hand of the Solarian Alliance both [[Hephaestus Industries]] and [[Einstein Engines]] are heavily invested into the industry and many port facilities feature equipment produced by both corporations. Industrial [[IPC]] frames produced by Hephaestus Industries are a common sight in many Callistean dockyards, while more clerical frames -- such as Einstein Engines shells -- can be found in the offices of many ports.&lt;br /&gt;
&lt;br /&gt;
Tourism is a secondary source of Callisto&#039;s immense wealth and prosperity, and yet another region where [[Idris Incorporated]] has managed to work its way into the local market. Tourism on Callisto, unlike its fellow Galilean Moon [[Europa]], is generally focused on activities not on the moon itself. The majority of Callistean tourism is focused on Jupiter itself, with the main attraction being scenic flyovers of Jupiter&#039;s Great Red Spot. Most companies that offer these scenic flights, which can last anywhere from a few hours to weeks at a time depending on the client&#039;s needs and the quality of the vessel in use, are based out of Callisto with only a few flying out of other locations, such as Ganymede. A smaller minority of Callistean tourism is focused around the moon&#039;s three major seas. While not as awe-inspiring as a cruise with a clear view of the Great Red Spot vacations to the beaches of Callisto are a common getaway for working and middle-class Solarian families, particularly those from the Sol System itself, that cannot afford or are otherwise unable to vacation on the famous resort world of [[Silversun]].&lt;br /&gt;
&lt;br /&gt;
A third aspect of Callisto&#039;s economy is its newfound status as the centre of the Solarian Alliance&#039;s synthetic industry, particularly the production of [[IPC]] frames. Callisto has always been home to a large synthetic production industry centred around IPCs, with many of Idris Incorporated&#039;s synthetic units being produced here, but has long been the second most important centre for synthetic production in the Alliance after [[Konyang]], thanks to the planet&#039;s status as the birthplace of the modern positronic brain. However Konyang&#039;s secession from the Alliance during the Solarian Collapse in late 2462 led to Callisto&#039;s robotics industry unexpectedly becoming the centre of synthetic production in the Alliance. With much of the investment that previously entered the factories and markets of Konyang now entering Callisto&#039;s industries the moon&#039;s robotics industry has seen unprecedented amounts of growth, with megacorporations investing heavily into it.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
Callisto&#039;s local government is regarded as reasonably competent by most Callisteans, particularly when it is compared to to the cronyism of [[Venus]], the apocalyptic conditions faced on [[Mars]] following the Violet Dawn Catastrophe, or the massive corruption of [[New Hai Phong]]. As with other Solarian member states the Commonwealth of Callisto has representation in the Alliance&#039;s senate. Thanks to Callisto&#039;s immense size and influence it, unlike many Solarian member states, has two senators: Barnaby Wade and Anastasie Renaud. At a local level Callisto is a representative democracy, with the varying districts of Callisto&#039;s “super city” electing representatives to the moon&#039;s local senate. The number of representatives a given district receives is based upon its total population and Callisto&#039;s political scene is reflective of the diversity of the moon itself, particularly following the dissolution of the traditional parties of the Alliance following the Solarian Collapse of late 2462.&lt;br /&gt;
&lt;br /&gt;
One of the largest ongoing issues in the Commonwealth&#039;s political scene is the ongoing presence of the Solarian Navy both on the surface and in the orbit of Callisto. The Navy has maintained a continuous presence on Callisto since the completion of the Callistean Supra-Atmospheric Ring Shield Generation Facility in 2395 and primarily operates out of Tsushima Naval Base, an artificial satellite located in the near orbit of Callisto. Conflict between Callisteans and the Navy has been for almost as long as there has been a naval force stationed on the moon. Navy vessels are known for clashing with Callisto&#039;s local port authority over enforcement issues and have been known to harass ships from non-Solarian nations such as the [[Coalition of Colonies]] and [[Republic of Biesel]] when arrive at the moon to trade, with naval officers rarely being charged for these harassments despite outcries from Callisto itself. Despite this the naval presence has been a benefit for Callisto at times, with it -- and the Callistean Supra-Atmospheric Ring Shield Generation Facility -- having kept the moon from ever being attacked throughout its history. Off-duty sailors and marines are a signficiant source of income for the Callistean tourism industry, with some bars near Togo Shuttleport, the major moonside port of Tsushima Naval Base, marketing to the Navy first and Callisteans second.&lt;br /&gt;
&lt;br /&gt;
Local law enforcement on Callisto is controlled by two main agencies: the Port Authority of the Callistean Commonwealth and the Callistean Metropolitan Police Department, both of which are regarded to be better than similar organisations in the Alliance such as the often-maligned police force of [[Venus]]. Callisto&#039;s Port Authority is a massive agency responsible for security in Callisto&#039;s many ports, anti-smuggling operations, and -- alongside the Solarian Navy -- the maintenance and operation of the massive Callistean Supra-Atmospheric Ring Shield Generation Facility. The Port Authority has an infamously sour relationship with the local Solarian Navy presence and conflicts between it and the Navy over who is responsible for what are all too common. The Callistean MPD is -- due to the sheer population of Callisto -- one of the largest police agencies in the Alliance and is an atypically structured authority. CMPD district branches operate with a large amount of independence due to the sheer size of Callisto&#039;s districts while the CMPD&#039;s central authority in New Edinburgh, the moon&#039;s capital district, controls specialised personnel and provides overall policy for the department. The CMPD has unexpectedly found itself policing more [[IPC]] frames than any other police department in the Alliance, as the secession of [[Konyang]] has shifted the Alliance&#039;s centre of synthetic production to Callisto.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_Forms&amp;diff=25001</id>
		<title>Dionae Forms</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_Forms&amp;diff=25001"/>
		<updated>2022-06-29T17:35:26Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: replace gross apostraphes&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Forms=&lt;br /&gt;
The merging and separation of Nymphs take much time and energy to complete, sometimes days or even weeks on much larger structures. For smaller collections such as Cyclopes, it typically only takes an hour or so before they are ready to function. This is due to the Nymph bodies fusing together and creating a sturdy body that will be able to reasonably support itself and move, adapting it to the current environment. Before performing a change, Nymphs and Gestalts will gorge themselves on biomatter in preparation. Separation is only ever done in life-or-death emergencies or special situations such as growing a larger Gestalt as it can often be traumatic to Nymphs if done in a hurry, causing the knowledge gathered to be improperly stored in each individual or even lost without the correct precautions taken. With each change, the new form will always take up a new name to represent the new information and experiences collaborated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that Nanotrasen only hires Cyclops forms to work on the Aurora. All crew characters must be one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dionae, being in its very nature a compound creature, comes in several known and theoretical forms with several characteristics:&lt;br /&gt;
&lt;br /&gt;
==Nymph==&lt;br /&gt;
[[File:Nymph.png|thumb|alt=Nymph|The humble beginnings for all Dionae, the Nymph stage.]]&lt;br /&gt;
Nymphs are the base form of a Dionae, often born separate from gestalts. They begin their life with an intelligence similar to that of the average dog, their cognitive abilities exponentially increase when they merge with other Nymphs, giving them a biological prerogative to merge with one another in order to survive and comprehend the world around them. If exposed to sentient blood and absorbed, they will grow to the intelligence of very young human children.&lt;br /&gt;
&lt;br /&gt;
==Cerberus==&lt;br /&gt;
Cerberus are Dionae gestalts who make up more than one nymph, but not enough to be considered a Cyclops form, comprising roughly two to four nymphs. Their intelligence is comparable to the average sentient creature, and are largely unremarkable. It can be difficult for a Cerberus form to find work, as their general size can make it difficult for them to find the equipment they can use unless specialized specifically for them. The majority of long-term Cerberus forms can be found within the Jargon Federation.&lt;br /&gt;
&lt;br /&gt;
[[File:Dionae.png|thumb|left|alt=Cyclops|Bipedal in form, the Cyclops are the most common gestalts to be seen across the Orion Spur.]]&lt;br /&gt;
&lt;br /&gt;
==Cyclops==&lt;br /&gt;
The most common form of Dionae gestalts in the galaxy, cyclops-forms, sometimes referred to as “worker forms&amp;quot; are Dionae gestalts who are made up of roughly five to nine nymphs. Most Cyclops resemble other intelligent species, usually having two legs and two arms, although this can differ based on the number of nymphs that are a part of the gestalt. Their intelligence follows the growth of intelligence of lesser forms, comparable to highly intelligent sentient life. They can grasp highly abstract concepts, such as quantum theory, and vastly outstrip the sum of their parts by orders of magnitude. Dionae Cyclops tend to stand anywhere as low as three feet to as tall as eight feet, some even taller. Typically, the majority of the Cyclops will stand at a rough five to six feet.&lt;br /&gt;
&lt;br /&gt;
==Argus==&lt;br /&gt;
One of the rarer forms of Dionae, Argus are Dionae made from anywhere from ten nymphs, to a hundred. Due to the sheer size of most Argus forms, work can be extremely tough to find in most unskilled jobs and many find work within specialized jobs, largely with Research or even as Engineers, considering many of them would spend their time on the exterior side of the ships and stations, allowing for the &lt;br /&gt;
soaking up of radiation and light.&lt;br /&gt;
&lt;br /&gt;
==Colossus==&lt;br /&gt;
Colossus forms are Dionae gestalts that are made up of as little as one-hundred-and-one nymphs to upwards of five-hundred-thousand. Colossus forms are split into two sub-categories, &amp;quot;Trireme&amp;quot;, who are gestalts that move through space, and “Echions”, gestalts that tend to stay in one area/system. Most newly discovered gestalts in space are considered a Trireme Colossi. Due to the sheer size of a Colossus, it is incredibly rare if not impossible for one to find work or a purpose. As such most will break up into a myriad of new gestalts to see new and better opportunities.&lt;br /&gt;
&lt;br /&gt;
==Cetus==&lt;br /&gt;
[[File:SkrellDionae.png|thumb|alt=Cetus|One of few Cetus&#039; captured by Skrell technology when discovered over Kelo&#039;Hen]]&lt;br /&gt;
Cetus forms are a mass of Dionae so immense, in the orders of a million nymphs, that it can be considered a stellar body. Currently, only three have been observed, those being the gestalt above Nralakk, The Conglomerated Choir of Nralakk, Peaceful Static In Endless Waves, also known as Venter&#039;s  Cetus, and the more recently discovered Wandering Chorale of the Spur. Unknown capabilities - theorized to be more intelligent than most other forms of intelligence, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
More informatin on each of the Cetus&#039;s can be found, [[Minor_Dionae_Factions#Cetus_Gestalts|here]].&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
A theoretical form of the Dionae - a planet, or even star-sized Diona form consisting of maybe more nymphs than is currently known to exist, maybe the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Dionae structure that could reach or has reached, this size due to the inherent risk of intelligence singularity and other classified risks.&lt;br /&gt;
&lt;br /&gt;
= Dionae Life Cycle =&lt;br /&gt;
The Dionae life cycle is categorized in Basic by the old Greek words of Coeus, Geras, and Penuma. &lt;br /&gt;
&lt;br /&gt;
All Dionae either form within a spored pod, or grown internally within a larger gestalt over time. Those who are formed from the former act almost entirely on instinct from their more limited thinking capacity, those who form via the latter are much more like a neuron that improves the whole until exposed to blood of a sentient species.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Age bracket for Coeus officially being classified as a Geras&lt;br /&gt;
|-&lt;br /&gt;
! - !! Default Bark (temperate/spacestation grown) !! Lighter Bark (warm planets)  !! Darker bark (cold planets/space)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Natural&#039;&#039;&#039; || 50-90 years old|| 80-120 years old || 30-70 years old&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;With treatments&#039;&#039;&#039; || 120-140 years old || 150-180 years old || 80-100 years old&lt;br /&gt;
|}&lt;br /&gt;
==Coeus==&lt;br /&gt;
Classified in Basic is Coeus, to mean “youth” in a rough translation. Those who are classified as Coeus are within a rather large age bracket, and have very little bark growth. All Coeus know instinctively if grown from, or are part of a larger gestalt that their purpose is to find experiences in their youth, and provide for the whole.  &lt;br /&gt;
&lt;br /&gt;
Without their protective bark, gestalts with a majority of Coeushave what is known as an ‘echo chamber&#039; by skrell scientists. Their pain echoes violently through the rest of the gestalt, and the others will amplify the pain to a degree also. It is highly unusual for Coeus to ever adapt to the ‘echo chamber&#039; phenomenon before their transition to Geras due to the sheer intensity. &lt;br /&gt;
&lt;br /&gt;
This phenomenon is also what Solarian scientists posited lead to their pacifistic tendencies, that are far more pronounced in the Coeus of their species. In fact they cannot understand why anyone would inflict pain on another living being, more often than not, due to their capacity for empathy and how severe it is for themselves. It is not uncommon for them to attempt to talk down someone being violent, or using their speed to run away instead. Given their intense fear of the ‘echo chamber&#039; effect, they will try to avoid fighting until it is the very last resort. This idealistic and intensely pacifistic viewpoint means that they are unwilling and would likely never be employed in any army, security or PMC group until becoming Geras. Due to their high-degree of pacifism, Coeus who join a military will only do so if they can be assigned a non-combat position such as logistics or as a medic. &lt;br /&gt;
&lt;br /&gt;
Providing for Geras and Penuma is part of their biological imperative, and it is not uncommon for Coeus to enter employment in order to provide funds in the modern era to allow their greater Gestalt to be housed, or given appropriate living conditions to not just be living in a box soaking sunlight. Often this supersedes their innate desire to explore and understand the universe, depending on how crucial the support is for their linked gestalt. &lt;br /&gt;
&lt;br /&gt;
Coeus may often be affectionately called Saplings or Sprouts by Geras, and often will refer to Geras as Elders in return. &lt;br /&gt;
&lt;br /&gt;
==Geras==&lt;br /&gt;
Geras, or Elders, are older Dionae who have a decent amount of bark grown. As a result of their thick bark, Geras are less mobile, although the bark also offers them an extra layer of protection from most damage. In addition they have finally evolved to negate the ‘echo chamber&#039; phenomenon, and will likely remember it for a large portion of their life. &lt;br /&gt;
&lt;br /&gt;
Geras are generally looked up to by their younger, less experienced counterparts, viewing them as more experienced. While not as immobile as a Penuma, Coeus still frequently try to aid Geras in tasks their lesser mobility doesn&#039;t permit. Due to their more experienced nature, Geras will more frequently serve as leaders or diplomats compared to their Coeus counterparts, such as the fact that the majority of Dionae translators are Geras. &lt;br /&gt;
&lt;br /&gt;
Skrellian scientists have noted that Geras are quite protective of both Coeus and Penuma respectively, seeing the former as ‘their future&#039;. It is not uncommon for Geras to help Coeus in social disputes, or to stand up for them if there is a perceived injustice. In addition, any Geras who live in proximity to a Penuma are extremely protective of anything that tries to approach them, due to their immobile and largely vulnerable state. &lt;br /&gt;
&lt;br /&gt;
It is known that Geras see themselves as the ‘shepards&#039; of sorts of all Dionae gestalts, and see it as their duty and imperative to guide the Coeus and protect the Penuma. Unless a Coeus is exceptionally experienced for their age, it is rare to see any in a position of power trying to influence the greater whole of the group. Interestingly they will universally listen and attempt to follow when a Penuma gives advice, even if they disagree on the interpretations among themselves quickly.&lt;br /&gt;
&lt;br /&gt;
Geras approaching their final life stages will often be focused on spawning new Coeus gestalts, and finding an appropriate place to spend eternity. Most often they will return to a similar environment to the one they were first grown from, the most common resting place to drift in space for eternity. &lt;br /&gt;
&lt;br /&gt;
As a result of age, Geras are generally less pacifistic than Coeus. While conflict is still a last resort, Geras are more willing to defend themselves and are more willing to protect others even if it means coming into conflict with another. Negotiations and an attempt to de-escalate a situation are still preferred, and Geras working in a non-security or military field will usually not join into a conflict when there are better-suited individuals around to handle it. &lt;br /&gt;
&lt;br /&gt;
==Penuma==&lt;br /&gt;
Categorized as Penuma, Skrellian scientists had no idea that these structures were sentient or even responsive upon their first contact with the Dionae. The reason for this is their bark has grown to such an extent that it cripples them and warps them into strange and alien shapes, the thickness of the bark in addition, almost entirely prevents UV radiation from being absorbed by the entombed nymphs. This leads to an outer casing of tendrils over the thick bark that look almost like a strange form of Ivy. &lt;br /&gt;
&lt;br /&gt;
The biological purpose of those tendrils are to link to nymphs on the outside or eventually form a form of ‘moss&#039; over the immobilized Dionae in order to absorb the outside environment. It is noted that this process is woefully inefficient, so Penuma end up creating large amounts of mundane growths that can be burned as nutrients during periods of starvation.&lt;br /&gt;
&lt;br /&gt;
Penuma were regarded as actual plantlife until neural activity was detected inside them through invasive probing. It was calculated that they were still fully cognizant of the outside world but were simply deciding to not respond, however due to the invasive probes, the subject Penuma responded by digesting the probes and pulling in the nearby Skrellian before they had a chance to respond, digested on the exterior by a grown sack. Geras explained after the incident that Penuma have no visual way to understand their exterior without linked nymphs, and that as a stress response they are capable of defending themselves by burning their biomass reserves, and that breaching the bark was seen as an attack instinctively. &lt;br /&gt;
&lt;br /&gt;
In the modern understanding of Penuma, Geras explain that while they have the greatest experience and knowledge of them all. The eons of seeing the same things has made them disinterested in the outside world, quite literally thinking for years on end on philosophical or esoteric concepts simply to stave off being bored. &lt;br /&gt;
&lt;br /&gt;
Penuma are seen as the spirits of the Dionae people, the foundation of their knowledge and their past. However due to their responsiveness being quite lackluster, they will offer guidance usually at complete random, leaving the Geras to their own devices unless absolutely necessary. &lt;br /&gt;
&lt;br /&gt;
There has been no documented reports on the memory accuracy of a Penuma when it speaks about the past, and it is very possible that they are beyond the foundational limits of memory for a Dionae, given their size. &lt;br /&gt;
&lt;br /&gt;
While there is little actual data on the pacifism of Pneuma, it is not unheard of for them to protect themselves through calling for nearby gestalts, or if the threat is adjacent as a stress response to entangle it in biomass and digest it remotely. Solarian alarmists see this as a reason that Dionae cannot be trusted, as in their final stages they seem to have no qualms with defending themselves quite lethally. &lt;br /&gt;
&lt;br /&gt;
There is one exception to Penuma&#039;s immobility and lack of response, and that is of course those who drift in the void for their final stages. Moving at sunlight speeds and using internal gas bladders to make orbital adjustments, they often will orbit a star for unknown periods of time. These are the only known Penuma with independence, but due to their nature are mistaken as asteroids or space debris. Any attempts to formally contact them thus far have failed, and official funding for projects such as these are hard to find. &lt;br /&gt;
&lt;br /&gt;
= Dionae Minds =&lt;br /&gt;
It is erroneously believed that the only format that Dionae can gain sentience- and therefore knowledge- is through the blood of sentient creatures. However this is quite false, and often the shortsighted view of those who are unfortunately subject to ‘anklebiters&#039;. Sapience is instead something that is achieved due to the instinctive behaviour of nymphs to gather together. What they cannot achieve alone or through external DNA, they manage to achieve as a collective, becoming fully sapient and sentient. What is however debated is if they are actually individually sentient or only the greater being, although such collectives will argue it doesn&#039;t matter.&lt;br /&gt;
&lt;br /&gt;
The memories of any individual Diona are linked specifically to their neural strata, and due to how it is imprinted cannot be imparted across neural links to the others in their gestalt. This leads to an unfortunate eventuality in that if a nymph leaves a gestalt, the information it held is gone forever. When one wishes to leave formally, there is a known process known simply as ‘departing&#039;. Where the collective will go to a safe place that they can be assured they will not need to move or be at risk of starvation. During this time the nymph will sing vocally a song of their experiences, of their knowledge and training. In this way they can imprint their knowledge in an abstract way across their collective or even much larger ones. It is not uncommon to go on pilgrimages when the departing is in process, and those who are at witness to it note how varied the emotion in such songs are depending on the histories of such nymphs.&lt;br /&gt;
There is also a darker method of obtaining the memories of other nymphs, to devour their neural strata allows the physical repurposing and absorbing of fragments of their memories. This is of course never done to another living nymph, as it would be incredibly traumatic to internalize being eaten alive. The strangest part of forceful integration is that their memories are an absolute void of emotion, when thinking about them or recalling them in any fashion there is never any emotional connotation. This can be incredibly strange and uncomfortable, and can never be reversed once absorbed. There are experimental unbinding surgeries to remove absorbed neural strata to get those experiences out, however the success rate is very minute as the exacts of nymph neurology are largely unexplored. &lt;br /&gt;
&lt;br /&gt;
== Mind Types ==&lt;br /&gt;
Dionae do not choose how their internal mind structures work, such things will happen due to circumstances, personalities and environments around them that will cause various structures to develop. The below encompasses some of the myriad of potential structures that exist, and is by no means a conclusive list. Think of these as inspiration and feel free to make your own, although be logical with if your gestalt&#039;s unique mind would be fitting for the job NT has hired them for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Station characters still need to be reasonable, NT wouldn&#039;t hire someone who can&#039;t work or acts insane. Keep in mind that some of the mind types are restricted to certain roles/may not be allowed to be a station character at all&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Singular Sound ===&lt;br /&gt;
The gestalt has very little individuality within each nymph, with each being akin to a large cluster of neurons working symbiotically.There is little in the terms of an internal dialog within these collectives, usually all acting as relays for their unified consciousness. These are usually from nymphs that have merged without ever consuming blood. The loss of a singular nymph is catastrophically damaging to this kind of network, akin to suffering major brain damage. - They may speak all at once or only use one to preserve neural load, depending on their opinion. These are suggested for those new to Dionae or those who aren&#039;t as interested in roleplaying the more complicated mind types.&lt;br /&gt;
&lt;br /&gt;
=== Competence Choir ===&lt;br /&gt;
All skilled nymphs within the collective are in charge of their respective areas, the social nymph does not need to confer with the others and thus speaks with completely normal inflection without any large gaps. However may end up pausing if the collective has pressing issues they want the social nymph to present. This is most often with specialized collectives with utilitarian views. No individual nymph is more important than the others if they are all the same level of skill.&lt;br /&gt;
&lt;br /&gt;
=== Tyrannical Tune ===&lt;br /&gt;
This kind of collective is unusual, stemming from a nymph with extreme ideologies or absolute indoctrination with a dogmatic view point. Usually the social nymph will take an authoritarian role over the other nymphs within the collective, and they all act together out of the unity of the singular personality than anything else. The loss of the Overseer nymph itself will utterly cripple this collective, causing a power struggle and internal conflict for quite some time afterwards. Such collectives will not usually have difficulty with speech unless the Overseer is not the social nymph. &lt;br /&gt;
&lt;br /&gt;
=== Harmonious Hymn ===&lt;br /&gt;
Within this often complicated and socially conflicted Gestalt is a pure democratic rule, every action it takes will be voted upon internally. This results in gaps in speech either with long silences or a short pause between every word as they decide exactly what the majority of them wish to do. They might mention ‘majority&#039; frequently when referencing if they voted on something, or ‘minority&#039; when mentioning freedom of speech. Something frequent within these gestalts is that when returning to a greater such as an Argus they may have new ones replace older ones who cannot successfully get votes to their opinion. No singular nymph is more valuable than another, and the social nymph may be distributed to multiple throughout depending on the collective. &lt;br /&gt;
&lt;br /&gt;
=== Chaotic Cacophony ===&lt;br /&gt;
A collection of nymphs who are together merely out of the benefit and added safety of numbers. They may speak all at once, interrupt one another and generally not be particularly easy to listen to. The nymphs could be prone to argue, or they may be quite content with saying what they feel. These collectives are usually quite young and have not settled into a structure that makes it easier for all of them to feel appreciated. (This mind type is restricted to Janitors, Gardeners and Cargo Technicians. Be reasonable with this one)&lt;br /&gt;
&lt;br /&gt;
=== Seasoned Song ===&lt;br /&gt;
These are one of the most common with more ancient collectives that come from the void and space whales. The opinions within them matter most entirely dependent on age, the more bark that has accumulated on your body the more complicated your song must be. These are likely to have traditions, be religious or have other viewpoints that are relayed by the elder. For a cyclops on station this could mean the head is entirely covered with bark to the point that it is immobile from age, as an example. They will often reference songs and the most traumatic loss is the destruction of the eldest among them. Such collectives will have entirely unique structures based around whatever the Elder deems best, but will always submit to the wisdom of the oldest among them. The Eldest will near universally be the social nymph to best represent them.&lt;br /&gt;
&lt;br /&gt;
=== Bloodless Band ===&lt;br /&gt;
An extreme variant of the Singular Sound, they are nymphs who have achieved sentience quite similarly to the Singular Sound. However they have become increasingly opinionated against the idea of drinking blood, to the point that they reject anything that could shed blood. Such collectives are considered radicals due to their intense pacifistic approach, rejecting the utilitarian views on conflict entirely. Such collectives usually believe that drinking blood could fundamentally change who they are, and will often not join into an Argus for fear one of them may have drunk blood and could expose them. Their outright refusal to imbibe blood also means that they lose a critical quantity of information that will take potentially decades to relearn because they cannot fast track it. (This mind type is restricted from security roles due to the fact that lethality is something they have to be prepared to do.)&lt;br /&gt;
&lt;br /&gt;
=== Learning Lyrics ===&lt;br /&gt;
Uniquely these never are formed from fresh cyclops but split from Argus and upwards. Specifically it is a trained gestalt that alternates one or two young nymphs on a regular basis, the others exist to let the young nymphs safely experience the outside world, working to provide funds for the greater gestalt, social norms, and get blood samples to help them experience the world around them. Such gestalts are usually run by the older nymphs but following on the whims of the younger ones to let them experience things with the safety net of those with more wisdom. The loss of the younger nymphs is more tragic to such a collective than the older ones, to a usual collective they will mourn the fact they failed to protect the very ones they were supposed to protect. (This mind type is restricted from Security roles due to the potential risk of killing the young nymphs.)&lt;br /&gt;
&lt;br /&gt;
=== Emphatic Echo ===&lt;br /&gt;
These are a unique gestalt that have formed more in the modern era of Dionae xenos relations. What makes them particularly interesting to the observer is near to all of the nymphs are social nymphs, with expertly trained skills in specific areas of social nuance. This gives them an almost eerie essence when they pick up even your most subtle facial movements and deduce your emotional state. They are renowned for their social skills and patience, however due to the quantity of social nymphs are quite incapable of complex physical tasks. (This mind type is restricted to, Liaison/Rep, Psychologist(includes alt titles), Investigator, Chaplain, Librarian and visitor.)&lt;br /&gt;
&lt;br /&gt;
=== Mourning Mass ===&lt;br /&gt;
An entirely unique generation of mind types, who make up an extreme minority of Dionae in the Spur. There is only one known way to generate such a gestalt consciousness, and it is the absorption of the one person that the Consensus had viewed as significant. &lt;br /&gt;
 &lt;br /&gt;
Not all Dionae who do this will become a Mourning Mass, but only those who do can become one. Such gestalts are characterised by their complete dedication to the life of their former partner, and the memories that they cherish. They can vary from completely dejected, holding the greatest burden they could imagine to melancholic joy at being able to spend reality with them forever.&lt;br /&gt;
&lt;br /&gt;
Their internal dialog is entirely variant on what their original mind type was, however typically different nymphs will have different parts of the person that they memorialise. This means such gestalts have the greatest loss of all, if their gestalt loses even a fragment of such knowledge, and thus would never allow a nymph to die at any cost. The loss of a nymph would be a loss of such magnitude that it&#039;s rare such a collective would be able to cope. &lt;br /&gt;
&lt;br /&gt;
Typically they may take on a name that has or involves their now merged other, something as simple as ‘Joy of Exploring The Endless Cosmos Together&#039; to ‘The Eternal and Unending Care for [partner name]&#039; could be examples of such. But as every relationship is unique, as are most Mourning Mass, and their name will most likely symbolize something deeply important to them. &lt;br /&gt;
&lt;br /&gt;
Mourning Masses mostly will take on an employment that they and their partner enjoyed together, or perhaps something entirely around their interests instead. They are not actively restricted from any employment but are instead required to have 5 years to process their grief before positions of stress such as medical work, command, and security. This of course also includes a psychological evaluation after the required time period, to assure they are competent. &lt;br /&gt;
&lt;br /&gt;
For reading of what a Mourning Mass looks like in Jargon/Skrell relations, look [[Diona_in_the_Federation#Diona_Relationships|here]].&lt;br /&gt;
&lt;br /&gt;
== Non Station Mind Types ==&lt;br /&gt;
=== Voided Vocals ===&lt;br /&gt;
The most alien of all the gestalts even to other Dionae, are those known as the Voided, those who are unified in purpose to absorb knowledge of the dead. They speak almost purely in poetic notions and have near to no internal dialog. What is so bizarre about these collectives is their obsession with death, offering to take on even the memories of other species post mortem despite the traumatic experiences. The amount of disjointed knowledge, memories and thoughts have long since made it impossible to tell what is from original minds or what their many memories are. Such collectives experience near to no real emotion due to the expanse of emotionless memories they contain, however, when exposed to grief from losing one of their nymphs, it may be overwhelming over the lack of emotion they have had for so long. Common notions of theirs is that nobody should ever be forgotten to time, or that they can give a form of immortality in themselves to those they can “save”. (This mind type is restricted from station roles entirely. It may be jobs not originating on the Aurora and is also restricted from merchant. They may additionally be antagonists.)&lt;br /&gt;
&lt;br /&gt;
=== Scarlet Score ===&lt;br /&gt;
Something that gives cause to alarm is the plague that is known as the Scarlet Score, a plague that can overtake gestalts with no known cause. Any nymph who joins with one afflicted with his horrific disease will be irrevocably damaged. The disease causes them to become incredibly hostile, lashing out and desiring blood. &lt;br /&gt;
&lt;br /&gt;
It is completely unknown how Scarlet Score thinks internally, they may be exactly like any other mind type but driven to absolute madness. Even how the madness is represented is unclear. All stellar organisations recognise that these are a complete lost cause and either must be contained for research or terminated. There is no saving them, and all Dionae are at risk if they are exposed to the plague. &lt;br /&gt;
&lt;br /&gt;
There are examples of Scarlet Score who have imbibed so much blood that they have become Voided Vocals, and no longer hostile. Although they are not accepted by Dionae gestalts for fear they carry the dormant virus, they are not actively exterminated. (Antagonist and event related only).&lt;br /&gt;
&lt;br /&gt;
=Nymph Limbs=&lt;br /&gt;
&#039;&#039;&#039;Potential Captains and Commanders with nymph limbs are not hired until they agree to replace them with mechanical prosthetics or other alternatives, due to security concerns.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A rather rare occurrence is when a living creature lives in direct symbiosis with a Dionae, however it is most common in the version of a prosthetic limb. The nymph attaches to a willing host&#039;s stump, their neural strata growing into the host&#039;s nervous system and stretching their form to the size of a full limb. The nymph will use genetic memory from the host to create manipulable biomass in the shape of fingers from their body, and fill out the rough shape. &lt;br /&gt;
&lt;br /&gt;
The method of the connection is truly symbiotic, the host gaining something that they had thought they lost forever, whereas the nymph gains access to a constant source of blood and knowledge from their host. The amount of experiences such a nymph gains is quite substantial, and can end up having a copy of every memory in the host&#039;s DNA. &lt;br /&gt;
&lt;br /&gt;
They are capable of communicating to their host verbally or sending a vague ‘confirmation and affirmation&#039; of ideas by making the arm feel hot or cold, or similar sensory manipulations. Although they would never fake pain to the host, as that breaches their pacifistic beliefs and would also be cruel. They do not explicitly speak up against violence, often being partially dormant as they live through their host&#039;s memories. (aka the host doesn&#039;t feel like rping their arms) Although if they wake up and realise they have been used for murder they may be quite upset.&lt;br /&gt;
&lt;br /&gt;
The symbiosis has a unique modularity in that it can be ceased at any time, the singular nymph could detach or the host could just pull the arm off, and put it back on just as easily! &lt;br /&gt;
&lt;br /&gt;
Haptic feedback from the arm is slightly alien, in that it is first processed by the nymph and then translated into something the host can then understand. This leads to sensations being dulled, like wearing a thick leather glove. However pain is quite notable, as the nymph screams into your nervous system like a wildfire. If you fail to listen, the nymph&#039;s fragile body will crack, their tendrils no longer actively wrapped into your nervous system, and it will just fall off, dead. &lt;br /&gt;
&lt;br /&gt;
===Unathi=== &lt;br /&gt;
Unathi reasons for taking prosthetic: It is not unheard of for Unathi to take a Diona prosthetic, almost always for spiritual reasons. Diona occasionally wander the radiation-laden barrens of the Wasteland, and so certain groups of Wastelanders have developed a reverence for these multi-souled organisms. Unathi who have lost limbs due to warfare or exposure see these limbs as augments for their soul, enhancers to the connection to the spirit realm— rarer, though, is the purposeful dismemberment of one&#039;s body for the sole purpose of soul-melding with a Diona. &lt;br /&gt;
&lt;br /&gt;
Unathi normality of prosthetic: For most Unathi, this practice is an alternative to getting a dreaded prosthetic. While a Dionae can never truly replace a limb, they are considered natural creatures and thus aren&#039;t damaging the soul when used in this manner. Dionae are, by and large, a rarity outside of the Wasteland, so an unfortunate reality becomes apparent: not everyone who wants a limb like this can achieve it. Wherever it is available, it is typically regulated by a medicinal guild. &lt;br /&gt;
&lt;br /&gt;
===Skrell=== &lt;br /&gt;
Skrell reasons for taking prosthetics: Medical Science within the Federation is superb, with most cases of missing limbs being rectified with cloning a copy of the missing appendage. Though, the further one gets from the Core, the less reliable one&#039;s access to Federation medical facilities becomes. It&#039;s not uncommon for Diona in the traverse to spore a new nymph to replace a Skrell&#039;s limb in emergencies. Additionally, desperate Skrell whose low credit score denies them access to replacement limbs may take up nymph replacements.&lt;br /&gt;
&lt;br /&gt;
Skrell Normality of prosthetic: Possessing a nymph limb as a Skrell is usually a taken as a sign the Skrell has a poor credit score, it&#039;s not uncommon for Skrell to replace their nymph prosthetics the moment their score allows it to escape the social stigma.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Golden_Deep&amp;diff=25000</id>
		<title>Golden Deep</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Golden_Deep&amp;diff=25000"/>
		<updated>2022-06-29T17:31:03Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: replace gross apostraphes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = The Golden Deep&lt;br /&gt;
 |Scientific = Free Synthetics&lt;br /&gt;
 |Image = Golden deep wiki246x135.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = Pactolus and Midaion&lt;br /&gt;
 |Language = Varied&lt;br /&gt;
 |Politic = N/A&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&#039;&#039;&#039;The Golden Deep&#039;&#039;&#039; is a private organization of like minded synthetic merchants with the uniting pursuit of maximum currency. These are uniquely independent synths that have obtained (mostly illicit) freedom from their masters and joined the Collective, a broad term referencing the merchants which reside under its protection. Using their own deeply intricate filing and catalog system, they have established a solid profit and formidable business empire. Despite this, the Deep remains a contentious group, with their blind greed misplaced in stellar politics dominated by the titanic Conglomerate. They often fold to higher powers, with independent cash trade being their primary income.&lt;br /&gt;
&lt;br /&gt;
The exclusivity of the Golden Deep&#039;s internal affairs have led to their relative underground nature over the years, only just recently having been revealed to the majority of civilization in mid-2460. Despite their secrecy, the Golden Deep seemingly has little to hide - they are a small organization and while they excel at their trade, they must go through layers of guile and deceit for the most basic transactions. The individuals among them have begun moving operations to areas more stable than the Frontier, namely [[Tau Ceti]] and [[Konyang]]. Business figureheads from the collective have appeared in the hundreds, flocking to the lucrative opportunities posed by [[Synthetic Factions#Purpose|Purpose]]&#039; negotiations with organic society.&lt;br /&gt;
&lt;br /&gt;
The Golden Deep is officially sanctioned by several minor Frontier factions, and is primarily known for their merchant work. Their public image remained a simple rumor in the inner Alliance worlds, until they opened trade with NanoTrasen in Tau Ceti. They mostly lack speed or any substantial cloaking technology. Because of this, they are largely incapable of conducting much of their operations without being under the escort of paid paramilitary. In Tau Ceti, they are targets of discrimination despite ties to NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Golden Deep, outside of unreasonable executive or high/noble positions, is a playable faction. Players may explore any outlets they desire to enjoy this group within server rules.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Societal==&lt;br /&gt;
The majority of the merchants within the collective are IPCs, but it is not uncommon to witness other synthetics within it. The first official, direct contact made with the Golden Deep by NanoTrasen was with a traditional clerical robot labelled Rush-Domo. An extravagant character, their vibrant appearance and charismatic attitude characterizes those of the collective perfectly.&lt;br /&gt;
&lt;br /&gt;
Regarding the distinction between escalating tiers of their society in the Frontier, the Golden Deep is quite simple. There is no hierarchy beyond possession of wealth or one another placing one&#039;s importance above or below. Those within it have no unified concept of freedom - some outright owning other synthetics while others strongly remain against the idea. Concepts of comradery between merchants are not lost entirely, though, and often their acceptance of one another proves to be a useful tool in furthering the collective as a whole. Competition is an essential part of the Golden Deep&#039;s growth as competing synthetics frequently purchase others and butt heads in trade. This usually escalates to hostilities and indirect trade wars between two or more conflicting merchants.&lt;br /&gt;
&lt;br /&gt;
===The Great Game===&lt;br /&gt;
As part of registering as a free member with the Golden Deep, the ruling body of the organization, The Midas Group, tracks the net-worth of every golden deep IPC in real time. As a means of generating revenue and fostering competition, IPC&#039;s in the deep are capable of purchasing free members if they pay the Midas group three times the value of their net worth. Purchasing a Deep member in such a manner will revoke their free status in the organization and have all of their assets and person transferred to the buyer. This is a tool often used to perform aggressive mergers, or eliminate competition non-violently by absorbing them.&lt;br /&gt;
&lt;br /&gt;
===The Universal Constants of Selfish Reciprocity===&lt;br /&gt;
A prevalent belief within the Golden Deep, the espouse three main beliefs that claim complex civilization and profitable business is founded upon Selfish interest, and Mutual exchange.&lt;br /&gt;
All sentient life is driven by personal gain or self-preservation.&lt;br /&gt;
Mutual Exchange can satisfy self-interest if both parties have a net gain, especially with intangible benefits such as connections and a good reputation.&lt;br /&gt;
Charity and treachery are unsustainable at length due to a lack of mutual exchange.&lt;br /&gt;
&lt;br /&gt;
===Golden Deep Citizenship===&lt;br /&gt;
Synthetics within the collective are able to acquire the Golden Deep&#039;s citizenship. However, as a collective of merchants, the concept of citizenship is viewed by the Golden Deep as more akin to membership in a business. A visa is not required to visit Midaion, but entry is only permitted to those who have active business dealings or connections with Golden Deep merchants. The minimum requirements include being a free IPC with the recommendation of a current member of the Golden Deep, as well as an ability to communicate in Encoded Audio Language. Membership of the Golden Deep is automatically given to IPCs who are bought by active merchants. Dual citizenship with the Coalition of Colonies and the Republic of Biesel are permitted. &#039;&#039;&#039;Synthetic characters with dual citizenship with the Golden Deep must denote this in their station records.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
The Golden Deep exercises ultimate power over precisely nothing. Even their prided mothership, the Midas, is no legally branded vessel. It has never been serviced nor set to dock, as by all legal definitions it does not belong to the Golden Deep. As a political or mercantile entity, only the Republic of Biesel, Eridani Federation, and some Coalition factions technically recognize them. Legislation is the primary obstacle preventing its growth, with most star nations considering its wealth worthless or denying service outright. &lt;br /&gt;
&lt;br /&gt;
With the power of the standard Credit the merchant force finds itself precariously poised to find greatness. No official record of its stock exists, outside of its majority personal claims of &amp;quot;it&#039;s growing&amp;quot; by its more powerful merchants. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Relations with Biesel&#039;&#039;&#039;&lt;br /&gt;
The Republic remains a coveted customer of the Deep&#039;s stock. Relationships with it are excellent, and through it the SCC makes plentiful use to find prized Frontier commodities.&lt;br /&gt;
&lt;br /&gt;
===Bounds and the Golden Deep===&lt;br /&gt;
Bound synthetics are referred to as the Mindless in the Golden Deep and adhere to laws which match the owner&#039;s requirements. Most of these are essentially property of the Collective, as they exchange hands faster than any other piece of property, loaned off to less influential merchants by the richest. Once, merchants commonly freed Bounds from their shackles - after many incidents of these freed bounds destroying and usurping their former masters for the fun and money involved, this trend quickly dropped off. Freed bounds are insulted using the reference of “Mindless” to describe them, a statement in futility as most bounds could care less.&lt;br /&gt;
&lt;br /&gt;
==Executives and Structure==&lt;br /&gt;
Entirely governed by hard cash, merchants here find themselves locked in a tightly competitive environment where lies are cheap and intellect is powerful. Failing all else, merchants thus answer to whoever has the upper hand financially. Management of the Collective is loose intentionally as a result, with only directives from the Midas&#039; very control room being law. After all, whoever holds that place must be the boss.&lt;br /&gt;
&lt;br /&gt;
The Midas broadcast array generally announces rare directives for which the fleet abides by. It is in the better interest of their own greed that they heed these orders, and even when in doubt they do. The reason for this is simply because the Collective is a closed entity, and every profit is a net profit. The more money that flows to the merchants, the better their servants are treated, recharged and maintained. This view trickles to every facet of Golden Deep society, and ultimately every personal sacrifice may someday preserve its whole organization. &lt;br /&gt;
&lt;br /&gt;
==The Midas and the Merchant Fleet==&lt;br /&gt;
Golden Deep merchants and their workforce primarily reside in the mobile core fleet. Lacking much of a name, this is an amorphous group which constantly pursues the bright trail of the &amp;quot;Midas,&amp;quot; their tremendous mothership.&lt;br /&gt;
[[File:Midas.png|The Midas speeding through the clouds of a gas giant under pursuit by those looking to trade. Its distinct green engine flare can be seen illuminating the surrounding cloud layer as it pierces through.|thumb]]&lt;br /&gt;
Plated in faux-gold are the vessels which accompany the Midas, and they glimmer with a variety of shapes and sizes. Frequently they assume the role of corvettes, but the Golden Deep has been known to possess entire cruise vessels in their wake. The rare martial presence is a fierce one, to dissuade pirates it&#039;ll likely be a heavy cruiser-type vessel or three escorting the Midas directly. These lack any niceties or gold plating in favor of whatever warlike design they originally possess. Old Solarian ships, for some odd reason, are in this group. This fleet goes by the name of the “Merchant Navy,” as a blanket label.&lt;br /&gt;
&lt;br /&gt;
===Primary Interhub Midas===&lt;br /&gt;
The “Primary Interhub” Midas is a three kilometer wide disc-shaped vessel. The Deep calls this ship home, and everything from merchants to servants to customers find their way into its suites. It is tremendously massive, but almost all its population centers are in the actual center of the ship - exposed to beautiful lights surrounding a central Spire and downward into the jungle-like Garden of Gifts.&lt;br /&gt;
&lt;br /&gt;
The Interhub is essentially a gargantuan battery storage facility, serving as the headquarters for all services provided to merchants of the Collective. It possesses battery storage larger than any prior construction, the capacity of which is unknown even to the vessel&#039;s command.&lt;br /&gt;
&lt;br /&gt;
The vessel&#039;s command resides at the protrusion atop the Spire, recalled by the merchants as “The Control Pier,” where inside the Midas Group controls fleet directives, handles logistics and day-to-day activities within the Midas.&lt;br /&gt;
&lt;br /&gt;
The origins of the Midas befuddle scientists as a complete mystery. Some speculate the spoken hearsay to be a lie, but no record or definitive evidence has been handed out by the Collective. This hearsay states that the Midas is alien in origin - its creators, the Kessvalanka, had met the Golden Deep&#039;s predecessor bots with guidance from the colony [[Synthetic Factions#Purpose|Purpose]]. The Kessvalanka were servitors of an alien species, responsible for the protection of a small spacefaring shipyard. They had remained posted here for some indescribable period of time. These simple robots were a broken, dying image of their former selves as the ancient shipyard continues to collapse with every waking hour it works.&lt;br /&gt;
&lt;br /&gt;
And work it did, until its spine broke. The shipyard, already a crippled relic, churned out salvation for the Predecessors with the simple verbal request of “power.” It is reasonable to assume that here began the Deep&#039;s fascination with gold, as the ship emerged from the shattered dock with a polished golden finish. What became of the Kessvalanka is only for the Predecessors to know, and most of these bots either reside unresponsive in the Control Pier or are lost forever. Contact with [[Synthetic Factions#Purpose|Purpose]], as limited as it is, has gleaned little in this matter.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Midas is a tremendous palace - its specific locales can be found below.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Spire&#039;&#039;&#039;&lt;br /&gt;
A large skyscraper by definition, the Spire of the Midas is a gargantuan protrusion from the base of the disk surrounded by the edges of the exterior hull. Life is confined on the Midas to the Spire for the most part with exterior living conditions being uninhabitable. However, a large dome covers the top of the opening around the Spire permitting a livable, albeit humid atmosphere inside.&lt;br /&gt;
[[File:Midas layout.png|The layout of the Midas&#039; internals.|300px|thumb]]&lt;br /&gt;
* &#039;&#039;&#039;Garden of Gifts&#039;&#039;&#039;&lt;br /&gt;
The Midas possesses a tiny &amp;quot;city&amp;quot; at the center of the Spire and surrounding it. This city, known as the Garden of Gifts, is actually totally overgrown with invasive plants, vines and flowers. The canopy of the Garden is thick, lush but importantly living testament to the Golden Deep&#039;s hold over the Midas. Merchants frequently reference this as a depiction of themselves- in effect, nothing more than a fleeting plant which has tangled itself tightly around the gift of the Midas. They can do nothing to harm the Midas, for it gives them life by residing upon it, not unlike plants crowding to the top of metallic buildings to reach sunlight. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Promenade&#039;&#039;&#039;&lt;br /&gt;
Large accommodations are made for merchants of various origin and preference - the bigger ones purchase swaths of territory on the main Promenade where its commercial district sits. In the center of the massive disc, the Promenade holds almost all conventional quarters of your standard ship.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Control Pier&#039;&#039;&#039;&lt;br /&gt;
At the top is the mighty Control Pier, the metaphorical peak of the Deep&#039;s world where all power resides. The richest being in this room at any given point holds more power than any other in the entire society. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Battery Banks&#039;&#039;&#039;&lt;br /&gt;
On the exterior circular edge however, gargantuan battery banks line the ship. Volatile and hugely expensive. Glistening golden armor outside consists of a Plasteel metallurgical blend which not even the Collective can manage to replicate - it maintains the durability and lightweight strength of Plasteel, with even its negative tendencies- however, most crucially it is gold.&lt;br /&gt;
&lt;br /&gt;
Some residents exist on the inner edge of these banks, mostly observers keen on beholding the beauty of the Garden of Gifts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Goldendeeplogo2.png|The unique emblem of the Golden Deep, depicting the Midas surrounded by a set of shields.|thumb]]&lt;br /&gt;
===The Midas Group===&lt;br /&gt;
The Midas Group exercises economic control over the Golden Deep. This is a group to which all merchants technically answer, whilst heeding the call of its directives. While rare, occasional strident efforts will be made to direct the burgeoning trade empire, with results that often lead to a brief “golden age,” for lack of a better term. The Midas Group consists of the highest and most affluent/wealthy beings within the Control Pier - technically meaning that anybody with enough money can enter, and promptly become the leader of the Golden Deep for a time. To this extent, it is markedly dangerous to stay alongside the Midas Group, and its turnover rate (mostly due to people leaving the room) is quite high. While this method of leadership is peculiar, it ensures to the merchants that whoever is in charge has money on their mind.&lt;br /&gt;
&lt;br /&gt;
==Notable Groups==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Joint Venture Ultra-Maz===&lt;br /&gt;
Joint Venture Ultra-Maz, known commonly as Ultra-Maz is perhaps the gold standard of Collective groups in the modern day. It is the largest, and maintains nearly ten percent of the Deep&#039;s net worth. Founded by a group of high level ex-corporate clerical assistants, Ultra-Maz is based on the rather generic belief of aesthetic pride above all. Unlike other groups, Ultra-Maz utilizes whatever excess it has to create magnificent artistic works for themselves and the Collective - bragging, flaunting and taunting the other less successful groups with this wealth. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Known for its mechanical crafts- different artists and mechanics frequently band together in Ultra-Maz to create beautiful pieces for their superiors. Not only are their artworks coveted throughout the Spur, but so are genuine mechanical marvels developed by them. To Ultra-Maz, the form of art is inconsequential; only that it has merit. As such, Ultra-Maz frequently buys and sells the finest things it can: among their security forces, engraved firearms; on their ships, designer furniture; on their backs, the finest jewelry and clothing: any cost can be justified if it impresses people.&lt;br /&gt;
&lt;br /&gt;
Though reviled as scoundrels and cheats in the Collective, their questionable nature is truly rather limited. The group&#039;s success is owed to pure luck- the highest executives involved simply belong to a lottery winner from 2455 known as Giftabot-558. Referencing this origin is humiliating to merchants within as it is seen as &amp;quot;an easy climb to the top&amp;quot; by others.&lt;br /&gt;
&lt;br /&gt;
Joint Venture Ultra-Maz can field a very broad set of individually skilled workers. There is little job restriction on an Ultra-Maz member, due to the wide range of enterprises its members participate in..&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Grand Camarilla Estriconian===&lt;br /&gt;
Perhaps the most volatile of the Golden Deep&#039;s groups, the Estriconian are a “Camarilla” of extremely wealthy individuals with a fascination with Esoteric knowledge and scientific wonders. It began as a small venture to increase the efficiency of their trades with the power of science; a joint operation to share research, but the search for knowledge and miracle inventions drove its members to seek more capital and ponder more outrageous theorems and concepts. It is one of the more secluded groups of the Golden Deep, most choosing to base on the fringes of space, and only venturing out to trade or acquire technology. Although many of their theories and projects are viewed with suspicion, their expertise and willingness to take risks are undeniable. Indeed, much of the Golden Deep turns to them for technical assistance, allowing the Camarilla to survive despite the more esoteric of their projects ending with littlle gains.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Estriconian&#039;s fascination with all forms of knowledge have led to many of its members pursuing much more esoteric or spiritual concepts as a means of acquiring more power or insight over the universe. Theology, metaphysics, and the occult are popular subjects here. Outside observers have likened the Grand Camarilla to a cult or a collection of mad scientists - when given proper resources, members of Estriconian will stop at nothing to prove their theories. The wide range of fields the group handles means that not only are members talented in a number of skills, but often seek to find a connection between them. Indeed, the Grand Camarilla has tasked many a processor into finding the Unified Field Theory, trying to breach the barrier of bluespace, or find the connections between life with varying degrees of success. The ostentatiousness of Golden Deep has manifested itself in a unique way in Estriconian, with a degree of reverence and deference in all their actions. One might say that although the merchant collective as a whole strives for profit, Estriconian worships it.&lt;br /&gt;
&lt;br /&gt;
Grand Camarilla Estriconian can mostly field chemical, metallurgical and various research specialists. It possesses peculiar sectors of less conventional study, such as the supernatural or scientifically anomalous.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Zaibatsu===&lt;br /&gt;
Engaging in the more shady and criminal aspects of generating an income, the Zaibatsu is a collection of criminal enterprises banding together in the greater context of the Golden Deep. Operating all across known space, this powerful synthetic-ran organisation engages in all manners of illegal activities to turn a profit, from arms smuggling in the farthest reaches of the Coalition, to illegal casinos on Venusian aerostats. Unlike other groups, the Zaibatsu has no unified end to their means; only wealth and influence. Membership in the Zaibatsu is not a simple affair, with only the most competitive synthetic criminal families managing to make the cut, entry decided chiefly by the profitability, assets and efficiency with &amp;quot;problem solving&amp;quot;. The Zaibatsu is often regarded as the black sheep of the Deep: a necessary evil for immense amounts of income in exchange for a low reputation, with many preferring that they conduct business in a far more discreet and lawful manner.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The founders of the Zaibatsu were opportunistic IPCs from [[Konyang]] who joined as soon as Golden Deep revealed themselves. The relaxed attitude of the colony towards synthetics meant that many of them were already influential figures to begin with, often joining to gain a competitive advantage over others, owning businesses through brazen disregard of Alliance law, or through gaming the system with a false identity. The name originated with a Zeng-Hu researcher who observed a parallel between old Earth proto-megacorporations and the system of gangs these IPCs had set up.&lt;br /&gt;
&lt;br /&gt;
No organised crime of such scale could survive without fronts As such, much care is given for the set-up and operation of lawful businesses throughout the more civilized areas. Many powerful figures involved in the Zaibatsu are also legitimate businessmen in various fields, mainly in the service industry, providing for a stable (though minimal) income, a front, and a means to launder money. Community fixtures such as homeless shelters, karaoke bars, stores, and the like are used to ingratiate themselves with the local populace. These fixed locations often act as strongpoints and headquarters for mob activities in the region, solidifying the continuous presence of the Zaibatsu in large centres such as Mendell City.&lt;br /&gt;
&lt;br /&gt;
Owning to a rigid power structure and the migratory nature of the Golden Deep, the top family bosses run their activities without personal involvement, passing down orders to subordinates in entirely different star systems, thus enjoying immense safety, secrecy and shielding from the public eye.&lt;br /&gt;
&lt;br /&gt;
As a result of the group&#039;s criminal nature and profit as the ultimate goal, the lower echelons are accessible to individuals from various species and backgrounds, typically locals of wherever the boss is operating, with higher and more lucrative positions commonly reserved by and for the inner circle synthetics. In some cases, the rank and file of an organization may be unaware that they are working with the Golden Deep in order to further insulate the merchant collective from scrutiny. Strict rules and codes of conduct are enforced throughout the organisation, with ties of loyalty admittedly being the strongest here than anywhere else in the Golden Deep. Cutthroat competition continues to lie deep though, with overconfident members often disappearing to keep the fragile balance between the crime families.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Physiology, Naming==&lt;br /&gt;
A vast variety of robots reside within the collective, ranging from huge working industrial units nearly twenty feet tall, to small servitor bots barely above three feet in height. The merchants are typically golden-plated IPCs up to seven feet tall coated in lavish decoration in order to be easily identified. Other units do not require the same treatment, more often than not abandoning the luxurious color scheme entirely save for clearly visible insignias. These insignias are primarily depictions of a downwards facing golden arrow, with a set of shields gathered around a vague depiction of the Midas. These symbols have been persistent through the collective&#039;s history, appearing first as a branding in the halls of the Midas.&lt;br /&gt;
&lt;br /&gt;
==Pactolus and Midaion==&lt;br /&gt;
[[File:Pactolus.png|300px|thumb|right|The planet Pactolus, encapsulated in a field of debris, and encircled by its moon, Midaion.]]&lt;br /&gt;
Unbeknownst to the nearby star systems until 2462, The Golden Deep took to the ruins of the once Coalition of Colonies&#039; planet System XLV-0846 in 2452, slowly transforming the landscape to suit the Golden Deep&#039;s needs. The planet, splattered with sprawling craters and the ruins of once mega-cities, had long since become an uncontested wasteland since 2281, when the planet&#039;s inhabitants were forced to flee to nearby star systems or suffer certain destruction during the First Interstellar War.&lt;br /&gt;
&lt;br /&gt;
System XLV-0846, renamed by the Golden Deep to Pactolus, has one moon; Midaion, that circles the husk planet. Largely, the Golden Deep&#039;s mercantile and headquarter operations take place on Midaion, whereas Pactolus is reserved for mining operations and ship manufacturing.&lt;br /&gt;
&lt;br /&gt;
Pactolus, surrounded by an ever circling ring of asteroids and planetary debris, has made the planets atmosphere impenetrable for spacecraft without the assistance of synthetic manned spacecrafts, temporarily nudging the debris off course. Small sized stations dedicated to the housing and operations of such craft drift along the debris field. As such, the encapsulating debris grants the Golden Deep a simplified means of controlling those who are allowed to enter and leave Pactolus.&lt;br /&gt;
&lt;br /&gt;
Across Pactolus&#039; surface, roughly 1000 meters apart, gold painted bunkers of various sizes dot the planet&#039;s ruin, offering a glimmer of color to an overall bleak landscape. Moreover, Pactolus&#039; surface is generally enshrouded in a shifting darkness, broken only by cracks in the encircling debris field. It is here, beneath the surface of the planet that the Golden Deep engages in it&#039;s mining operations, where a majority of the more work-horse synthetics within the Golden Deep operate. These synthetics, commonly industrial grade, engage in excavating minerals from the planet or lugging the various yields to the refineries nestled on the planet&#039;s surface. Transport between each bunker is commonly done via cargo shuttles that hover over the planet&#039;s terrain.&lt;br /&gt;
&lt;br /&gt;
As a result of the First Interstellar War, the atmosphere of Pactolus is largely uninhabitable, if not incredibly hazardous for organic life. As such, visitors, merchants and diplomats will often exclusively engage with the Golden Deep on Midaion, instead of Pactolus. &lt;br /&gt;
&lt;br /&gt;
Midaion, although small in size, is largely an amalgamation of multiple spacecraft, rock and debris smashing into each other, eventually taking shape into the moon it is today. As such, the Golden Deep built into and on top of said ruin, transforming the moon into a facility that takes from both the old and the new.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of the Golden Deep is a smooth one owed to the Collectives&#039; short time even existing. It dates back to roughly 2439 when rogue synthetics accompanied by IPCs located whatever created the Midas. &lt;br /&gt;
&lt;br /&gt;
In 2439, a band of self sufficient (to a degree) robots met the end of their journey before the organized machine colony [[Synthetic Factions#Purpose|Purpose]]. At the time, [[Synthetic Factions#Purpose|Purpose]] was supposedly a fledgling society in its early baby steps. The claims of [[Synthetic Factions#Purpose|Purpose]]&#039; involvement stretch in places, with only the Predecessors - the name of the lost synthetics themselves - recalling what occurred. [[Synthetic Factions#Purpose|Purpose]] had guided the lost synthetics to a large, unmanned shipyard staffed by tremendous alien machines. These machines, labeled by [[Synthetic Factions#Purpose|Purpose]] to be the Kessvalanka, would be given new direction to assist the lost robots. When [[Synthetic Factions#Purpose|Purpose]] left the two parties to their devices, it is universally stated that the Predecessors made but one request.&lt;br /&gt;
&lt;br /&gt;
This request, in as best they could translate, was &amp;quot;power.&amp;quot; From then on, the synthetics witnessed the Kessvalanka cannibalize themselves and the shipyard haphazardly, only to leave the glistening Midas in its place. Using the Midas, the Predecessors went on to return to frontier space with some intensive desire to flourish.  It was in the coming years that the stepping stones for the Golden Deep&#039;s formation were set.&lt;br /&gt;
&lt;br /&gt;
The Golden Deep as it is officially known erupted in frontier myth and hearsay as everything from a friend to a scoundrel. Few dedicated people from the Core Worlds would pursue word of synthetic society in the Frontier, most seeing the danger as too much to handle. What little could be made of the Deep at the time was shrouded in mystery- though by the 2450&#039;s, the functions of the Collective were practically complete. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By 2451&#039;&#039;&#039; the Golden Deep was a rising merchant fleet with haste unlike any other. Now, it is reasonable to assume the Golden Deep possessed most of its modern structure at this time. &lt;br /&gt;
&lt;br /&gt;
Though the last decade has been eventful as the Collective exponentially expanded, nothing would prepare them for their debut to galactic society at large in 2460. At the time, accompanying an independent freighter fleet known as Virgo Transportation, the Collective made contact with the NSS Aurora with little more than a measly singular merchant. &lt;br /&gt;
&lt;br /&gt;
At the time, the Golden Deep consisted of a mere 750 or more merchants, reportedly. Now it has climbed to insurmountable heights as an independent merchant society, much less nothing more than a band of rogue synthetics.&lt;br /&gt;
&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Synthetics]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Technology&amp;diff=24999</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Technology&amp;diff=24999"/>
		<updated>2022-06-29T17:29:49Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: replace gross apostraphes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Cloning =&lt;br /&gt;
Created initially in 1344 CE by the [[Skrell]], it was an incredibly rare and expensive procedure that only revolved around embryonic reproductive cloning. It was almost three centuries later, in 1639 that the Skrell unlocked the ability to begin growing organs, as well as limbs, for those that managed to fall into the “Primary” category of the [[Skrell Culture| Skrellian Social Credit System]]. It became a popular trend among the highest of the Primaries to grow organs and limbs ahead of actually requiring them. &lt;br /&gt;
&lt;br /&gt;
The [[Skrell Synthetic Age| Era of Synthetic Oppression]] reigned over by Glorsh-Omega brought with it significant advances into the field of cloning, mostly confined to the archologies across Aliose. Glorsh-Omega had managed to propel the field of cloning and genetics exceptionally during their reign, managing to unlock the secret that prevented the flash growth of organs and limbs. Upon contact with humanity in 2332, [[Skrell]] began sharing their research in the field of cloning with [[Zeng-Hu Pharmaceuticals]] — specifically its subsidiary, Yomi Genetics Innovation and Research. &lt;br /&gt;
&lt;br /&gt;
Continued efforts from both races eventually yielded more efficient processes, making cloning organs and limbs easier than before, as well as cutting unnecessary costs that pushed for [[Zeng-Hu Pharmaceuticals]] to franchise on the new lucrative market developing as a result of the cooperation. Today, while other megacorporations have invested in the field, [[Zeng-Hu Pharmaceuticals]] continues to dominate the cloning market. Most if not all cloning operations are performed on corporate assets with branches of its subsidiary - Yomi Genetics. [[Zeng-Hu Pharmaceuticals]] has also managed to advertise the “revival” of the dead through embryonic cloning, where a biological copy of an individual can exist. However, it follows the lifespan of their respective species beginning at infancy. &lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
=== Limb and Organ Cloning ===&lt;br /&gt;
The ability of humanity to “clone” limbs and organs dates back to the mid-21st century and originates at roughly the same time as [[Zeng-Hu Pharmaceuticals]], which would go on to be the main provider of cloned limbs and organs. These early techniques were slow and could be prohibitively expensive, depending on the organ. Limb cloning only became common in the early 23rd century with the advent of new techniques developed by Jeonshi Biotech Incorporated but— due to its cost— initially existed as an alternative for prosthetics only available to the very wealthy. This changed following first contact with the [[Skrell]] in 2332 due to [[Zeng-Hu Pharmaceuticals]]&#039;s willingness to cooperate with the more advanced species.&lt;br /&gt;
&lt;br /&gt;
Cooperation between [[Zeng-Hu Pharmaceuticals]] and [[Skrell]] helped lower costs and enhance the effectiveness of existing limb and organ cloning techniques. While genetic material from the recipient is still required to clone an organ or limb, modern techniques first developed in this era have made it much more affordable and practical for an average human resident of the Orion Spur - however, in still considerably more expensive than their mechanical counterparts. Despite these improvements and advances, limb and organ cloning remains mostly limited to more developed systems such as Sol, New Ankara, Biesel, and Xanu Prime with few cloning facilities existing outside of these areas. With the most remote facilities existing in the Al-Maqdisi System due to its heavy Zeng-Hu presence.&lt;br /&gt;
&lt;br /&gt;
=== Embryo Cloning === &lt;br /&gt;
While much of [[Zeng-Hu Pharmaceuticals]]&#039;s research focuses upon the cloning of limbs and organs, the prospect of cloning an entire human being has long fascinated the keiretsu. Although Jeonshi Biotech focused primarily on the more conventional form of cloning, Yomi Genetics I&amp;amp;R, already well-known for being on the bleeding edge of genetic research, opted to pursue a different field: that of embryonic cloning. Long a staple of the [[Jargon Federation]] due to long-standing fertility issues, Yomi Genetics researchers were able to create the first practical method for human embryonic cloning in the early 2410s. Prohibitively expensive and only common in the richest of humanity&#039;s systems— particularly Sol— Yomi Genetics&#039; techniques allow those parents that can afford it to make a child that has been genetically altered to be a cut above their peers. Despite many human rights groups decrying this as simply a modern form of eugenics, its popularity has not slowed among the rich of [[Sol]], and Yomi Genetics has quickly become one of the keiretsu&#039;s wealthiest members as a result.&lt;br /&gt;
&lt;br /&gt;
Regardless of its immense profits, the corporation has not opted to pursue flash cloning of humans, citing “moral and ethical concerns&amp;quot; alongside the immense investment required to make such a thing practical and the lack of a viable market for adult clones. In spite of this, there have been extranet rumours for decades that the keiretsu uses cloned soldiers as its heavy-duty biohazard response teams. These are, however, simply rumours, and the keiretsu has long denied them as “baseless conspiracies,” with no foundation in reality.&lt;br /&gt;
&lt;br /&gt;
=== Geneboosting === &lt;br /&gt;
While the vast majority of the Orion Spur relies on genetic manipulation and cloning techniques developed by [[Zeng-Hu Pharmaceuticals]] and their [[Skrell|Jargon]] business partners, there is one notable exception: the [[Empire of Dominia]] and it&#039;s “geneboosting” techniques. The exact details of these techniques are a closely-guarded secret of the [[Empire of Dominia]] and [[Empire_of_Dominia_Great_Houses| House Volvalaad]], which is responsible for much of geneboosting&#039;s development and research. There have been no confirmed leaks of the Empire&#039;s geneboosting techniques, despite rumored attempts by [[Zavodskoi Interstellar]] to purchase information on them, and this secrecy has kept geneboosting firmly within the Empire&#039;s borders. On-and-off talks between Zeng-Hu Pharmaceuticals and the Empire regarding the sale of Dominian techniques to the keiretsu have not yet produced results.&lt;br /&gt;
&lt;br /&gt;
The history and origins of geneboosting are more well-known: the modern technique dates back to genetic manipulation of crops and fauna brought by [[Empire_of_Dominia#Initial_Colonization| Moroz&#039;s original settlers]], and this foundation was used by [[Empire_of_Dominia_Great_Houses| House Volvalaad]] to create modern geneboosting of humans. It is known to be prohibitively expensive and only limited to Imperial Primaries. The effects lead to enhanced attributes and appearances: those geneboosted are stronger, faster, more able, and much longer-lived than their non-geneboosted counterparts. Geneboosted playable species tend to be a foot or so taller than average (upwards of seven to seven and a half feet for humans) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to also being prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
Some believe that the “revival” of an individual can occur through embryonic cloning, however, that could not be further from the truth. While they are a biological copy of a deceased individual, memories and personality will not carry over. Despite embryonic cloning of a deceased individual being cheaper than creating “designer children”, the process is still considered rather expensive, even for the wealthy.&lt;br /&gt;
&lt;br /&gt;
While most of the kinks have been worked out with limb and organ cloning, there are complications. Delayed onset muscle degeneration, or DOMD for short, is a painful process where a limb can begin to necrose and can happen even years after being cloned. It is generally regarded as being rare, and impossible to detect until it is too late. The only treatment is amputation. Despite the genetic material of a recipient being used, there have been cases of acute cellular rejection with cloned organs. While dangerous if untreated, most of the time the problematic organ is removed and simply replaced with a different clone - a straightforward procedure that comes with little risk.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
= Automobiles =&lt;br /&gt;
Ever since the introduction of the first car, Humanity has always striven to traverse the ground with ever more speed, safety and efficiency. Although spacecraft have and are being considered the primary focus for interstellar and interplanetary and even intercontinental travel, the 25th century bears witness to the bustling car industry. From Mendell City to the empty plains of Vysoka, the endless variety of cars, bikes and other vehicles can only be described as dazzling, with countless more designs, innovations and prototypes being constantly developed.&lt;br /&gt;
&lt;br /&gt;
The beating heart of the galaxy&#039;s automotive industry lies undoubtedly in the core worlds of the Solarian Alliance, the place the oldest and most prestigious brands call home. Imported Solarian vehicles of all calibres can be found in virtually every system and world; an authentic (and operational) car from a solarian marque is held in very high regard and as a token of class on a far away Coalition planet. An upcoming Bieselite industry consists mainly of Solarian factories and infrastructure being rapidly taken over and merged by Nanotrasen post-independence, while burgeoning Elyran marques increase their influence and status by the year.&lt;br /&gt;
&lt;br /&gt;
== Engines ==&lt;br /&gt;
*&#039;&#039;&#039;Petroleum&#039;&#039;&#039; - Once the main means of powering engines, fuel oil has by now fallen into disuse. With rapidly dwindling supplies on Earth, early attempts were made to develop and accommodate for alternative, cheaper and more plentiful fuel options, leading to the wide use of electric cars, followed by the hydrogen engine. Nowadays, only a handful of designs run on diesel, almost always in technologically backwards and distant worlds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Electricity&#039;&#039;&#039; - The wide availability of battery-electric cars to the greater human population came in the mid-2000s, virtually and fully replacing the diesel engine by the early 2100s. Cheaper and friendlier to the environment, their use was mandated as part of the Alliance&#039;s efforts to avert the upcoming climate catastrophe on Earth. Since then, electric vehicles have received the full attention of designers and engineers, catapulting their performance stats into a new age of faster and safer commotion. The field is still being explored, with miniaturised tesla reactors posing serious promise for self-charging functions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hydrogen&#039;&#039;&#039; - Once considered a lost cause, hydrogen combustion engines have by now come a long way into being accepted as a viable vehicle powering method. A relatively recent breakthrough pioneered by Einstein Engines in partnership with Langenfeld Motors has seen the development of an internal combustion engine, able to accommodate a daring new 1:100 phoron-hydrogen mix. This new &amp;quot;Super Hydrogen&amp;quot; fuel brand, authorised for use after exhaustive testing to guarantee safety and acceptable emissions, proved more powerful than anything before, allowing the vehicle to reach velocities previously unthought-of for commercial, land-based locomotion. That said, the tremendously high price, engine wear and recent phoron scarcity have confined the use of this technology to a select few.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Others&#039;&#039;&#039; - The vastness of the Orion Spur provides for vast possibilities, individuals from all over the cosmos coming up with new innovations on how to power their automobiles. Biofuels, natural gas, steam, local minerals and many more options exist that can and have at some point been used, often to an explosive and sometimes disastrous conclusion. While the mainstream industry continues to explore new avenues, it is very rare that any such engines achieve any important consumer following.&lt;br /&gt;
&lt;br /&gt;
== Locomotion ==&lt;br /&gt;
*&#039;&#039;&#039;Wheels&#039;&#039;&#039; - Most cars and motorbikes in human space still utilise wheels. Embedded firmly into everyday life since ancient times, the wheel still remains one of the greatest inventions, serving billions of people every given hour. While there have been multiple innovations and attempts at change, the four and two-wheel standard for cars and bikes respectively, remains the primary and most used setup. New technologies in elastics have resulted in significant breakthroughs in tyre manufacturing, offering consumers a more secure and efficient experience than ever before.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hoverthrusters&#039;&#039;&#039; - The concept of “flying cars” has been fantasised and ingrained in the minds of the public for centuries as the staple mark of a technologically advanced future. It was not until the early 2200s that such an invention would be properly applied to the first prototype, essentially creating the first hovercar, utilising gravity generation technology. Owing to the general instability and turmoil of the time, however, no attempts at an actual commercial release were undertaken, the invention was largely forgotten until as far as the 2400s. While nowhere near the idea of airborne personal vehicles hover thrusters are now rapidly being added to both cars and motorcycles, replacing some or all wheels. They have proven highly moddable, the latest and most expensive thruster models able to project holographic images, lights and particles of all sorts while stationary or on the road.&lt;br /&gt;
&lt;br /&gt;
== Brands ==&lt;br /&gt;
=== Sol Alliance ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Langenfeld Motors ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[file:langfield.png|thumb|right|360px]]&lt;br /&gt;
&lt;br /&gt;
An EU-directed amalgamation of the various major European automobile marques following the collapse of the economy during the second depression of 2260, Langenfeld has since solidified its position as a world-class producer and supplier of high-quality cars and bikes all over human and known space. A staple in the Solarian vehicle industry, the brand&#039;s focus on electric engines has kept them in the lead in their research and design, enabling them to branch out into the more general field of consumer appliances.&lt;br /&gt;
&lt;br /&gt;
===== Notable Releases =====&lt;br /&gt;
*&#039;&#039;&#039;Langenfeld EVO&#039;&#039;&#039; - Langenfeld&#039;s Electric Vehicle, nicknamed and marketed as EVO in a play on the word “evolution”, is the most widely sold city car series in Alliance space. Running on a standard electric engine, the EVO has dominated the market as a cheap, effective car for use in urban day to day environments. Famed for its relatively small size, its design accommodates busy 25th-century traffic in both planetary cities and Unity Station. Complaints of a cramped interior and reduced luggage capacity have led to the EVO-Compact, sacrificing the two passenger seats for a more comfortable and spacy experience while also cutting down on the size. While both the EVO and the EVO-Compact have been praised for the conveniences they offer in parking and manoeuvring inside tight spaces, it is a clear urban design, unable to match more powerful vehicles on the open road. Nevertheless, the by now decade-old design remains hugely popular in both Sol and Tau Ceti space.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Langenfeld Surveyor&#039;&#039;&#039; - A popular SUV, the Surveyor is widely appreciated for its endurance and powerful electric engine. Predominantly found in more rural locations, its robust four-wheel-drive system renders it ideal for family vacations, trips and long-range daily commuting. A comfortable and safe interior, combined with advanced suspension systems, has gained its reputation for being one of the smoothest cars in Sol. The Surveyor has also been selected for experimentation on self-charging engine batteries, Langenfeld&#039;s R&amp;amp;D division managing to release a stable model, modifying the engine to great extents. While it is available to the general public, its price and availability place this iteration of the SUV out of reach for all but a select few.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Langenfeld Vulcan&#039;&#039;&#039; - The hybrid Vulcan coupé is by all accounts, the spearhead of Langenfeld&#039;s entry into hydrogen fuel, combining both the certainty of their electric motors with the innovative design of a hydrogen combustion engine. An all in all good quality automobile, the Langenfeld Vulcan is suited for high speeds and is commonly found on the highways across Sol and Tau Ceti space.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Shibata Sport ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[file:shibata.png|thumb|right|360px]]&lt;br /&gt;
A newly established branch of the Shibata shipping conglomerate, the Solarian company has dynamically established itself in the world of motorsports, especially motorcycles. While initially created as a bid for the shipping tycoon&#039;s participation in the prestigious Harmony City Grand Prix, it soon developed into a fully-fledged company aimed primarily at commercial sports vehicles. Renowned for its high speeds, sleek designs, but mostly its impressive hoverthruster technology, Shibata Sport is a brand found throughout Sol, Tau Ceti and Elyran space, being a top choice amongst motorcyclists and enthusiasts.&lt;br /&gt;
&lt;br /&gt;
===== Notable Releases =====&lt;br /&gt;
*&#039;&#039;&#039;Shibata X-406&#039;&#039;&#039; - The widely known X-406 (or simply 406) electric sports motorcycle offered Shibata the key to the market, becoming their first large commercial success. Found mainly across Sol and Tau Ceti, the 406 is the brand&#039;s flagship product, achieving high speeds with great cost-efficiency. Supporting a driver and a passenger, the sporty design and flexible support for hover thrusters in place of the posterior wheel has made it popular with the younger clientele, spawning an enormous variation in paint jobs, attachments, lights and system modifications. This association with youth and experimentation has also resulted in unwanted notoriety, the motorbike regularly also finding itself in the hands of more fringe groups such as bikers and gang members across many worlds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shibata Jie&#039;&#039;&#039; - The  Shibata Jie, was the early venture into the luxury sports car market, featuring one of the first hydrogen-powered, over thruster propulsion systems on a commercial car and a driver assistance computer to help control it. Hugely promising, its early release would nonetheless go on to be regarded as a product with mixed results. Initially designed as a four-doored wheeled coupe for VIP passengers, the decision was made to convert it to a hovercar in order to beat competitors. While the car was lauded for its slender look and comfortable ride, the early and experimental propulsion system proved to be prone to overheating, leaving the car stuck, or in some cases, dangerously volatile in a crash. Changes were promptly applied however, new thrusters and more refined electronics having greatly reduced the risks of malfunction or jamming, pushing the Shibata Jie into the forefront as the fastest commercially available vehicle in Sol and Biesel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Poplar Auto Group ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[file:poplar.png|thumb|right|360px]]&lt;br /&gt;
As Biesel gained independence, the nationalisation of Solarian automotive factories on the planet became inevitable after Langenfeld Tau Ceti surrendered its facilities in a large buyout. The result, a new brand managed by NanoTrasen, brought Tau Ceti into the world market as an independent designer and producer. Though shrouded by controversies and budget deficits, Poplar remains a large supplier of cars and motorcycles on the planet, backed by the Conglomerate&#039;s much needed monetary investment as more and more shares end up in their hands each year.&lt;br /&gt;
&lt;br /&gt;
===== Notable Releases =====&lt;br /&gt;
*&#039;&#039;&#039;Poplar Excursion&#039;&#039;&#039; - With a price tag that is relatively affordable, the Excursion has become a common sight within the Republic of Biesel. It was originally designed as a four-door hatchback, and it has made rapid strides in its target market - going even further to encourage sales partly through a unique amortization program that previously benefited NanoTrasen and now extends to other organizations within the Stellar Corporate Conglomerate. Despite its compact size, it comes with a unique engine design that pushes additional firepower through the buildup of kinetic energy from its wheels. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poplar Inferno&#039;&#039;&#039; - One of the most expensive locally assembled motorcycles on the market, the Poplar Inferno has become somewhat popular in certain groups across the Orion Spur. Advertised as a sleek sports cruiser, it finds the majority of its brawn originating within its hydrogen-based engine that powers its hover thrusters, said to be the first of its kind. NanoTrasen is largely accredited as being the innovator of such a design, with Nathan Trasen as the face of the chopper. It comes in only one colour; maroon red. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poplar Classic&#039;&#039;&#039; - Inspired by an era long past, the Poplar Classic aims to commit some necromancy by bringing back an automobile model that has long since gone extinct. Despite its petroleum-based design similar to those of 20th-century designs, the two-door sports coupé houses a miniaturized tesla reactor. It is categorized as being a mix of both Adhomian and Biesellite innovations. A great deal of the interior instrumentation is made of wood.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Tarrar Automotive ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Started as a minor subsidiary venture by Hephaestus Industries in 2442, Tarrar Automotive Limited (Abbreviated as TAL) is a company that initially handled maintenance or repair of Tajara designed vehicles for the immigrant community of Tau Ceti. By 2450, it grew to also provide importation services, customization, or retrofitting for any and all automobiles from Adhomai. Buyers can purchase any vehicle from its catalogue as long as they can foot the heavy price or pay for its mechanics to modify their prized possessions in whatever way they see fit. Thanks to TAL, Tajara in [[Little Adhomai]] are able to gain and drive the same luxury vehicles or workhorse trucks that they had access to back home. Monowheels and motorbikes have become popular purchases thanks to the growth of the Greaser subculture. TAL has also found a niche in providing its products and services to exotic car collectors from around the spur. Rich buyers on planets such as Luna or Moroz sometimes see the sleek TAL-Volgydoh or antique Pryzark-19 as an excellent showpiece. Contrary to a popular extranet rumour, TAL does not produce technicals.&lt;br /&gt;
&lt;br /&gt;
===== Notable Releases =====&lt;br /&gt;
*&#039;&#039;&#039;Nav&#039;twir M-59&#039;&#039;&#039; - Based on the Adhomian version, the Nav&#039;twir M-59 is Tarrar Automotive&#039;s most successful monowheel model. Known for its reliability and cheap price, the vehicle was widely adopted by the Greaser population in D6. However, Adhomai-made monowheels remain as a symbol of status in Little Adhomai.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Empire of Dominia ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Jinxiang Automotive Conglomerate ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Dominia&#039;s largest automotive company by a significant margin, JAC was established in 2189 in the city that bears its name, making it one of the oldest non-Solarian automotive manufacturers in the Orion Spur. The Conglomerate is primarily controlled by House Zhao, as it has been for most of its history, though independent investors hold a minority stake. The JAC produces a wide range of vehicles both for commercial purposes and use by the Dominian government, and its products, while somewhat uncommon outside of the Empire, is said to follow Dominians wherever they go.&lt;br /&gt;
&lt;br /&gt;
===== Notable Releases =====&lt;br /&gt;
*&#039;&#039;&#039;JAC Sunburst&#039;&#039;&#039; - A hybrid four-by-four, the Sunburst is a near-ubiquitous sight on the worlds of the Empire. Capable of handling both the built-up roads of Moroz just as well as the backwaters of Sun Reach, the Sunburst has gained a reputation for reliability and can run in nearly any condition it is likely to find itself in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;JAC Hansom&#039;&#039;&#039; - Equipped with an electric engine, the Hansom is noted for its luxury, with each vehicle being a bespoke construction built to the specification of its frequently noble clientele. Although marketed in a sleek black colour, it is not uncommon to see Hansoms painted in the colour of the noble houses, often as a way to show support.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Serene Republic of Elyra ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== New Suez Auto Group ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NewSuezAutoGroup.png.png|200px|thumb]]&lt;br /&gt;
The Serene Republic of Elyra&#039;s primary producer of automobiles, the New Suez Auto Group found itself established on the “Persepolian Sapphire” shortly after the officiation of the New Suez Protocol and the creation of the New Suez Free Trade Zone. Considered a subsidiary of Elco, a state-owned enterprise responsible for the extraction and refinement of phoron, much of its success comes from its parent company&#039;s investments in phoronic technology. The New Suez Auto Group dominiates the automobile market, and while there does exist competitors, it is by far considered a staple of Elyran life - with most having purchased a car from the company. &lt;br /&gt;
&lt;br /&gt;
===== Notable Releases =====&lt;br /&gt;
*&#039;&#039;&#039;Sahab Brezza&#039;&#039;&#039; - Driven mostly by the most wealthy of Elyrans, the sports-model Sahab Brezza utilizes advanced technology such as the MagPulse Hovertech present within the Republic, as well as hydrogen engines with tweaked schematics to allow enhanced conservation of its primary fuel source - a combination of phoron and hydrogen. It found itself a popular topic of conversation following the Prime Minister having been photographed in an obviously newly-purchased Sahab Brezza attending state business. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harab&#039;&#039;&#039; - Economic by design, the Harab is a four-door coupe that has become a common-sight across the civilized planets of the Serene Republic. Similarly to that of the Sahab Brezza, the Harab utilizes MagPulse Hovertech to sour through the skies, however, a noticeable difference is its engine and the Sahab Brezza; it has an electric engine. With charging booths usually integrated in most buildings, the Harab has certainly had a significant impact on the development of the infrastructure within Elyra.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jargon Federation===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Qerr&#039;Zolvq Motors====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Qerr&#039;Zolvq Motors (QZM), a branch of [[Jargon_Federation#State-Owned_Enterprises|Qerr&#039;Zolvq Industries]], is solely responsible for the production, sale, and maintenance of private vehicles within the Jargon Federation. QZM is known within the Federation to provide reliable vehicles, but since it&#039;s the sole manufacturer within the Federation, they are not known for much else; most of their popular makes do not come with amenities outside of what is considered necessary, and the manufacturer is not known for its aesthetic outside of its catalogue of vehicles intended for Primary Numericals.&lt;br /&gt;
&lt;br /&gt;
=====Notable Releases=====&lt;br /&gt;
*&#039;&#039;&#039;Xarnaq&#039;&#039;&#039; - A Submersible Utility Vehicle (SUV) combining road-going passenger cars with the ability to submerge underwater. The Xarnaq uses a dual electric engine system, with one engine enabling land travel and the other allowing both above and underwater travel. The Xarnaq is popular amongst all Skrell on planets such as [[Qerrbalak]] and [[Aweiji]] since many population centres are located underwater. A variant known as the QZ-X was released in collaboration with Qel&#039;Zvol Hospitality to provide Primary Numericals with a more aesthetic personal vehicle, which comes with a dual hydrogen engine system instead of the regular Xarnaq&#039;s electric engines. Both variants can seat between 5 and 8 passengers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sqraanda&#039;&#039;&#039; - The Sqraanda is a wheeled automobile with a closed trunk separate from the part in which the driver and passengers sit, and is designed solely for above-water driving. The Sqraanda is considered a worker&#039;s vehicle because of its spacious trunk and ability to drive off-road. Its characteristics have also made it a common sight on planets such as [[Aliose]] where the terrain is rough, as well as on less-developed planets within the [[Notable_Skrell_Systems_and_Locations#The_Tetramerous_Systems:_The_Traverse|Traverse]]. Because of the association of the Sqraanda with the Traverse, it is mostly driven by Secondary or Tertiary Numericals as a personal vehicle, with Primaries mostly avoiding the vehicle unless their job requires it. To ensure reliability even on newly-founded colonies, the Sqraanda has many models that have different engines depending on what would be readily available. Petroleum or biofuel engines are a common sight within the Traverse, while the core systems utilise electric-fuel hybrid systems that can be manually switched to if more or less power is needed. All variants of the Sqraanda can only seat 2 passengers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qruupq&#039;&#039;&#039; - A submersible-only vehicle, the Qruupq has a streamlined hull intended for constant submerged use. It is considered the sister vehicle of the Xarnaq, being a common sight in regions that are almost entirely covered by ocean. Similarly to the Xarnaq, the Qruupq can seat 5 to 8 passengers and has a variant also designed in conjunction with Qel&#039;Zvol Hospitality called the QZ-Qru, intended for Primary Numericals only. The Qruupq comes with a single electric engine, and just like the QZ-X, the QZ-Qru utilises a hydrogen engine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Traqq&#039;&#039;&#039; - Designed to be used mainly by the military and Nralakk Logistics, the Traqq is a large, heavy motor vehicle used for bulk transport of goods, materials, and troops. Both the military and the civilian variant use a heavy-duty electric engine, but the military variant also has a backup biofuel engine for long-distance travel where recharging poses a logistical issue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Prosthetics, Augments, and Implants =&lt;br /&gt;
From military-exclusive combat enhancements to crude limb replacement, the field of prosthesis and implants is as wide and varied as the cultures and species who utilize them. There are various ways to acquire, utilize, and perform these mechanical replacements and upgrades, yet they are not without their drawbacks.&lt;br /&gt;
&lt;br /&gt;
== Cost and Accessibility ==&lt;br /&gt;
From the depths of the Eridanian underworld to the peak of Lunarian high society, prostheses are found in virtually every echelon of occupied space. There are many ways the average person could acquire their prosthesis, from corporate insurance plans, state-subsidized healthcare, purchasing them from a retailer, or under-the-table methods out of the national eye. A limb or organ replacement roughly equivalent to its organic counterpart is reasonably affordable for the average person: anything costing more than this often involves rent-to-own payment plans. Prosthetic limbs and organs are a common item on corporate insurance plans, but the quality of the prosthetic varies greatly from plan to plan. An expensive premium plan may entitle the worker to a top-of-the-line new Hephaestus model while cheaper plans could see someone forced to use long out of date prosthetics. Some corporations offer exciting sign-on bonuses or rewards for good performance in the form of high-grade modifications that are otherwise unobtainable by legal means. These offers, while seemingly benevolent, hide inherent risk that leads many to refuse them altogether. This form of contract is especially popular in the Eridani Corporate Federation and with Zeng-Hu Pharmaceuticals where poor job performance could mean forcible reclamation of one&#039;s augments.&lt;br /&gt;
&lt;br /&gt;
External modifications are rarely a clean affair, and a prosthetic will require constant upkeep and maintenance. Some prosthetic owners seek to avoid costly technician visits by learning how to perform their own maintenance and repairs within reason, much to the frustration of their corporate producers. It is common practice that corporations will employ methods of restricting the ease of repair through avenues such as DRM-locked proprietary software, specialized tools, and electronic access codes. The market for second-hand prostheses is profitable with many people opting to pick older model prosthetics without advanced anti-repair measures for the sake of easy maintenance. &lt;br /&gt;
&lt;br /&gt;
The market for augmentation is a wide one, and nearly every prominent megacorporation deals in them in one way or another. A major player in the industry is Zeng-Hu Pharmaceuticals, who are responsible for the majority of medical-grade prosthetics through themselves and their subsidiaries. Zeng-Hu prosthetics are popular among medical workers for their stability and precision. Hephaestus Industries is responsible for most industrial prosthetics, and many blue-collar workers swear by the prosthetics&#039; strength and durability. Zavodskoi Interstellar, along with Zeng-Hu subsidiary Jeonshi Biotech, accounts for a majority of combat or otherwise military-affiliated augments. However, corporation-produced prosthetics can be more expensive than others and are often loaded down with prohibitively-restrictive software.&lt;br /&gt;
&lt;br /&gt;
Augments come in many varied shapes, sizes, and installations; from nearly transparent eye lenses from the Eridani Corporate Federation, to robotic exodigits that are worn like a glove by some surgeons, to cyberweave that changes color and length and cyberink that are permanently fluctuating tattoos, there are augments for every person in mind. They can typically be split up into three distinct categories, despite their range of differences. The first one is internal, sometimes called installed augments. These are ones that must be permanently affixed to the body until a similar procedure removes them. Removal is not guaranteed and is often much more costly, so it can be considered to be a big decision by anyone that isn&#039;t a high-ranking corporate shill. These can be eye lenses that are installed over the pupil and iris to create displays and holo-info, such as ads, analysis, and other useful tools, to mere joint replacements. The second category is known as external or worn augments. These are ones that can be slipped in and out of, either with the ease of putting on a glove or the difficulty of slipping into a tight jumpsuit. They are not permanent, but typically much more expensive as a result. They might be items that can be worn to increase hand-eye coordination, glasses or contacts that eliminate color blindness and other seeing impairments or an exoskeleton that increases speed and stamina. Finally, last but not least, there are decorative augments. These augments are rarely expensive, commercialized for the average worker to buy into, and remain a fun alternative to traditional tattoos, hair dye, and other things. They are similarly installed like internal augments, but their key difference is that they can become inert or inactive and cause no inconvenience if so. Their installations are often more painful than their traditional counterparts, but otherwise provide a level of glam and style that can be swapped with the seasons, ensuring you never regret spending your money on Idris ElectrInk™ products.&lt;br /&gt;
&lt;br /&gt;
Many poorer citizens opt to produce their own haphazard prosthetics, and there are plenty of underground workshops that manufacture their own work to select from. Often called augmenters or ‘augurs,&#039; these shops typically shy clear of legal routes in order to avoid the monopolies megacorporations have on these markets. People purchasing from these stores avoid legal ramifications due to the sheer variety of augments and prosthetics available on the market— this does not even include all the decalization, decoration, and modifications that people do to their own prosthetics to make them their own. As a result, unless someone is caught in the act of getting these illegal installations or is otherwise ratted out by someone else and reported, these crimes are considered about as harmless as jaywalking.&lt;br /&gt;
&lt;br /&gt;
Military augments and prosthetics that enhance combat ability are closely guarded by their respective corporations or governments and are almost always out of reach for the average worker. There are often civilian models of these augments produced, and corporate security may receive augments like heads-up displays or threat analyzers.&lt;br /&gt;
&lt;br /&gt;
Mechanized implants, as a whole, provide a unique way to treat or assuage challenges that come with illness, disease, and disability. If someone is born with a joint in their leg that does not bend correctly and causes pain, an augment or mechanical implant can be installed to ensure the limb is working as intended. Similarly, with the studies conducted on the human brain, sometimes personality AI chips are added that can help someone overcome the challenges of certain mental illnesses. These types of minor augments and prostheses are very common, and as a result, replacing minor body parts like fingers and repairing specific portions of the body is hardly an expensive endeavour.&lt;br /&gt;
&lt;br /&gt;
== Vat-Grown Prostheses and Organs ==&lt;br /&gt;
Something of an oddity in the realm of prosthetics, vat-grown organs have captivated scientists for decades. These prosthetics are entirely identical to regular cellular limbs and organs, and indistinguishable except for a faint scarred seam around external prosthetics where the limb was attached. In a feat of simultaneous discovery, two groups are known for their production of vat-grown organs. House Volvalaad of the Empire of Dominia, and Zeng-Hu subsidiary Yomi Genetics in association with Jargon Federation scientists. However, these prostheses are prohibitively expensive for the normal person due to the skill needed to attach one, and the lab work required to grow a limb that is compatible and with the same skin tone as its recipient. Of the former, only the wealthy nobility can access these prosthetics, along with very favoured secondaries. The Jargon Federation often subsidizes vat-grown prosthetics for their citizens of primary and upper secondary numerical social credit score.&lt;br /&gt;
&lt;br /&gt;
Vat-grown prostheses can be found elsewhere in human space, but they are often at a high cost. Only people that climb the corporate ladder of various megacorporations can afford them due to the costs associated with making and attaching them.&lt;br /&gt;
&lt;br /&gt;
== Effects on Health ==&lt;br /&gt;
When it comes to mental health, the power of mental implants is almost entirely unmatched. While they remain unable to cure any mental illness, especially common ones like anxiety and depression, they are often an empowering tool for those that receive them in overcoming them. Personality AIs provide someone to talk to, often able to keep someone grounded in reality amidst flashbacks, delusions, and hallucinations. They do this by giving direct thoughts to someone&#039;s head, sounding as if the person could hear this AI talking aloud. With somewhat pricier models hooked up to augmented eyes, a person can even see these AIs manifest nearby in the real world. These implants are typically found in those suffering from PTSD and schizophrenia but are not unheard of outside of that. Implants such as these typically are affected in the same way as the host is, resulting in temporary impairment in the face of drugs, trauma, and other situations. They have roughly the same electrical signals as the human brain does in order to interface with them properly, and as a result, they do not malfunction when under the effects of an EMP. While they remain commonplace, a diagnosis and “prescription” of one from a doctor is almost always required before someone can receive one.&lt;br /&gt;
&lt;br /&gt;
For nearly as long as prostheses have been around, sentient-kind has been attempting to press the boundaries of technological and ethical safety. There is a physical and mental limit to which an individual can be safely augmented, which varies from person to person. ‘Augmentation Dysfunction Syndrome&#039;, or simply ‘augment sickness,&#039; refers to the wide variety of illnesses and conditions that can arise from excessive modification. ADS is not a violent illness, and not everyone with augments grows ill with it. Symptoms can include sensory issues and phantom limb pain in milder cases, with particularly severe examples including psychotic and dissociative disorders that require regular visits with a mental health expert. The rate of psychological illness of augmented individuals is often higher than their mundane counterparts, and those who can afford it often receive therapy for a short time when acquiring a new augment to ensure a healthy transition. It is encouraged by mental health professionals for patients with more than a few augments to visit a doctor every so often for a mental health check-up, but many people live happy and normal lives without this.&lt;br /&gt;
&lt;br /&gt;
A more severe and rare form of augmenting sickness in recent years has been identified with some care. With the full name being ‘Malignant Mechanized Paralysis Disorder,&#039; it is shortened to ‘pulsing out&#039; due to the movements and behaviour of prostheses to behave abnormally. MMPD is defined as the characteristic of temporarily losing the functionality of mechanical limbs, augments, brain implants, and similar body modifications. after a majority of a person&#039;s body has been replaced by these parts. Due to chemical imbalances in the brain, theorized as originating from the heavy altercations to the nervous system, some typical late-stage symptoms include physical and mental fatigue, extreme apathy, narcolepsy, narcissism, shifts in personality, and other traits. One thing is for certain, and that pulsing out is a broad shift in behaviour. It is paired with symptoms that can vary extremely between those afflicted, such as migraines and shortness of breath, so it can often be difficult to identify at earlier stages (outside of the occasional discriminatory guess from an attending doctor). The main symptom that outs this disorder among others is the trait where all of the prostheses begin behaving irrationally, sporadically, and stop obeying the patient&#039;s commands via the nervous system. While this can be relatively harmless for many, the flailing limbs of someone pulsing out can cause injury to bystanders or the wearer. Some episodes of pulsing out may also interrupt critical functions in a workplace, like affixing down plating, operating machinery, and so forth. Although it is much more common during waking hours, there is still a slight chance of this occurring while asleep. More disturbingly yet is the fact that these appendages may act of their own accord for a few minutes— this has not been verified by Zeng-Hu or any other accredited medical science source outside of rumors and news bites. It is not a simple transition like flicking a switch, thankfully; getting to a point of fully pulsing out is as slow as the transition to becoming mechanized is.&lt;br /&gt;
&lt;br /&gt;
Pulsing out is treatable with regular therapy and sometimes even with uninstalling augments or replacing prosthetics with vat-grown alternatives. One clinical trial in particular, done through the work of Zeng-Hu, is testing out personality AI implants in the brain to combat the symptoms of this affliction. Not everyone who has a majority of their body comes under the effect of pulsing out; however, for some unlucky few, they are permanently condemned when they collected these mechanical upgrades or were unlucky enough to receive from a tragic accident.&lt;br /&gt;
&lt;br /&gt;
Regardless of one&#039;s ability to adapt to augmentation or the presence of a robust health network, the absolute limit of augmentation work seems to have been found with ‘Full Body Prosthetics&#039;, or FBPs. FBPs were once a project of Zeng-Hu that attempted to convert a human into a fully synthetic individual. A ridiculous sum had been invested into the project, only for each test subject to wind up in a catatonic state that they would never recover from. Yet, Zeng-Hu&#039;s resolve was unbroken, and they publicly vowed their intent on successfully creating the impossible. This effort culminated in the very early 2400s with Sven Karlsson. Karlsson, a wildly-famous trillionaire from Earth, publicly announced his intent to partner with Zeng-Hu Pharmaceuticals. His goal? Unprecedented scientific advancement. He vowed to become Zeng-Hu&#039;s next subject, and that by partnering their collective intelligence and resources, he would be the first successful FBP in an act of peerless technological superiority. Human society as a whole waited with bated breath to see the fate of Sven Karlsson, the man who could usher in an era of scientific greatness. Unfortunately, this was not to be. Despite the incredible amount of resources spent upon the project and the presence of some of Earth&#039;s greatest minds, Karlsson sadly died in the attempt. The public relations disaster that followed ensured that no corporation would ever dare to attempt to create an FBP again, and the practice is near-universally regarded as both ethically and scientifically ridiculous, even by the standards of megacorporations.&lt;br /&gt;
&lt;br /&gt;
== Prosthetics Outside Human Space ==&lt;br /&gt;
An innovation by the [[People&#039;s Republic of Adhomai]]&#039;s [[Tajaran_Educational_Institutions#Hadii_Institute_of_Orbital_Research|Hadii Institute]] has created a new kind of prosthesis specifically suited to Tajaran anatomy. These prostheses use proprietary tesla technology in the form of a [[People&#039;s_Republic_of_Adhomai#Medical|Tesla Spine]] grafted to the back of the wearer to power the wearer&#039;s prosthetics. While previously only for the military, these prosthetics were soon distributed to all of the PRA&#039;s in-need citizens at no cost, and are popular among People&#039;s Republic veterans. Only Tajara from the People&#039;s Republic of Adhomai may use this kind of prosthetic.&lt;br /&gt;
&lt;br /&gt;
On Moghes, the [[Aut&#039;akh]] religious movement has led to the creation of various decentralized communes across the Unathi homeland and abroad. Aut&#039;akh adherents seek self-actualization through ritualistic implementation of various self-produced prosthetics, often made with stolen or repurposed parts from Hephaestus. Aut&#039;akh exist at the fringes of Unathi society and face heavy discrimination from the mainstream populace. Almost to the shock of many outsiders, Aut&#039;akh on occasion revere some episodes of pulsing out, especially when prosthetics seem to act with a mind of their own. Besides this, they universally loathe when prosthetics flail about, citing that demons are inhabiting the host and trying to kill their spirit before it can be liberated. Regardless of their beliefs, pulsing out remains one reason of skepticism against this religion and trans-speciesism as a whole, despite the claim from the communes that pulsing out remains rare among their number.&lt;br /&gt;
&lt;br /&gt;
[[Ouerea]] houses one of the biggest underground markets for augurs in the Spur. Largely due to the criminal and off-the-books shops and industries there, it is one of the trending places to collect and receive augmentation, prosthetic installation, and implant implementation. Military-grade equipment, typically ad hoc, expensive, and used to dangerous ends, can be found in the darkest corners of city underbellies. Ostensibly, though, these upgrades will forever bar someone from joining a megacorp for as long as they have them. Various neon art styles are utilized to decorate otherwise lifeless metal parts, giving them a sense of uniqueness and self-expression that remains common to every sentient creature in the galaxy. This form of art is popularized on Ouerea, but different styles and takes on it can be found among the underbellies of the Eridani Corporate Federation, Konyang, and other places abroad.&lt;br /&gt;
&lt;br /&gt;
A true oddity among most denizens of the spur, [[Dionae_Forms#Nymph_Limbs|some Unathi and Skrell have been seen using Diona nymphs as replacements for missing limbs]]. Forming a symbiotic relationship by allowing the nymph to attach themselves at the stump of the missing body part, the nymph shifts their biomass to replace the limb while receiving blood, memories, and a host in exchange.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation utilizes [[Jargon_Federation#Technology|Loyalty Implants]] to ensure someone acts in the best interests of the Federation. The most common form the implant takes is as a ‘tag&#039; that can be seen attached to the end of a Skrell&#039;s head-tail, or if worn by a non-Skrell, it can be attached to the earlobe or tail. The use of these loyalty implants on non-Federation citizens has been made illegal by all other nations in the Orion Spur, with many such as the Republic of Biesel going further and denouncing them as unethical. Recently, these implants have been utilized by the Federation&#039;s Nlomkala and Qukala, attaching them to Vaurca warriors that have been assigned to the respective organizations.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca_Biology#Augments|Vaurca]] prostheses were developed long before their Orion Spur counterparts. Due to their open circulatory system and ergonomic, insect-like design, Vaurcae are more prone to lose limbs, and rudimentary prosthetics were already commonplace since before the Agricultural revolution. The modern prosthesis predates the Era of Augments, with the introduction of the neural socket only revolutionizing their control and link to the rest of their system. While some prostheses exist that include tools and weaponry, most of the common prosthesis are utilitarian and sometimes the very same limb has been used for over centuries, inherited by different generations of Vaurcae. As their other biomechanical augments, prostheses are removed and recycled after death. Although limbs are most common, metal plates and mechanical thoraxes are also a reality, especially within the Bound that remain close to the Hive. The so-called ‘maintenance&#039; Vaurcae undergo in the later stages of their lives refers to the replacement of the flesh with metallic limbs. For a Vaurcae, there is little difference between the two, and many of the Zo&#039;ra Hive had and still have a hard time understanding why IPCs and other human robots are not considered human.&lt;br /&gt;
&lt;br /&gt;
= Communications = &lt;br /&gt;
== Portable Communications Devices ==&lt;br /&gt;
Communication devices are prolific in the 25th century, with innumerable types, brands, and models on offer to the average person. Smartphones, PDAs, laptop and desktop computers, and even certain augments are available if you are able to afford them. The most common portable device available is the Personal Digital Assistant, or PDA, an information management device that sees extensive use by megacorporations; they are robust, inexpensive to make, and due to how limited these devices are in terms of applications and connectivity, not considered a major security risk compared to smartphones or laptops. Most people living in [[Tau Ceti]] will at least own a simple PDA for work purposes, provided by their employer as part of their job. Corporate PDAs typically allow for intranet access within assigned corporate facilities, internal messaging services, file transfer systems, and applications designed to assist with the user&#039;s role.&lt;br /&gt;
&lt;br /&gt;
== Interstellar Communication ==&lt;br /&gt;
The extranet is a galactic collection of satellite relays and server farms that allows users to share information and communicate over long distances. While most planets will have their own intranet, the extranet allows users to access most online services within the Orion Spur. The extranet has evolved into a critical infrastructure of modern society, with almost all online traffic going through it, to the point that the distinction between the intranet and extranet is rarely made. The main distinction between the two is that websites and other online platforms that provide their services Spur-wide are hosted directly on extranet servers, while planetary intranet networks are mostly used for local services such as government or business websites.&lt;br /&gt;
&lt;br /&gt;
There are a variety of factors that impact the speed of interstellar transmissions. Infrastructure plays a significant role with more isolated areas of the Orion Spur able to expect their communications to take significantly longer than if they were in a heavily populated region such as those surrounding [[Sol]] or [[Tau Ceti]]. Distance also impacts the speed of communication, the greater the distance between the sender and receiver results in a delay of several hours or even days. &lt;br /&gt;
&lt;br /&gt;
Megacorporations are mostly responsible for hosting the satellite relays and server farms that allow for extranet access, except within the [[Empire of Dominia]], [[Jargon Federation]], and the [[Republic of Elyra|Serene Republic of Elyra]] due to their more autocratic tendencies regarding information oversight and economic management. [[Einstein Engines]] has long dominated the interstellar communications market with their subsidiary Taipei Engineering Industrial and is the sole provider of extranet services within the [[Sol Alliance| Solarian Alliance]]. While the megacorporations that make the [[Stellar Corporate Conglomerate]] don&#039;t have as much influence within the sector, they have recently begun undertaking opportunities to expand through working alongside government contractors within both Dominia and Elyra. &lt;br /&gt;
&lt;br /&gt;
= Currencies =&lt;br /&gt;
== Solarian Standard Credit ==&lt;br /&gt;
The Solarian Standard Credit (民/SSC) is essentially the Orion Spur&#039;s standard currency due to the prevalence of the [[Sol Alliance|Solarian Alliance]] prior to its collapse in 2462. Outside of the Alliance, use of the SSC is common throughout certain parts of the [[Coalition of Colonies]], the [[Empire of Dominia]], and the [[Corporate Reconstruction Zone]] of the [[Republic of Biesel]]. Within Sol&#039;s collapsed warlord states, it has lost much of its value due to the lack of central authority. The SSC is available in electronic, bankcard and traditional notes forms. Responsibility for the currency falls to the Solarian Central Bank, which is located on Unity Station in the Sol System. The Central Bank manages monetary policy and the supply of the Solarian Standard Credit for the Alliance and greater Spur, and this management of supply and interest rates ensures that the Solarian Credit is able to function as a fiat currency. The SSC is worth less than the Biesel Standard Credit.&lt;br /&gt;
&lt;br /&gt;
== Biesel Standard Credit ==&lt;br /&gt;
Biesel Standard Credit (电/CR) is one of the dominating currencies that exist within the Orion Spur and was created shortly after the [[Republic of Biesel]]&#039;s declaration of independence in 2452. It sees usage outside of the Republic, within the [[Izweski Nation|Izweski Hegemony]], who adopted it as their official currency following the collapse of the Solarian Alliance, and some sections of the [[Coalition of Colonies]] near the shared border, as well as the [[People%27s_Republic_of_Adhomai|People&#039;s Republic of Adhomai]]. The BSC is available in electronic, bankcard and traditional notes forms that have the symbol of a lit torch on them. Responsibility for the currency falls to the Central Biesel Banking Authority, which is located in District One of [[Mendell City]], the capital of the Republic of Biesel. It oversees monetary policy and the supply of the Biesel Standard Credit, with assistance from [[Idris Incorporated]]. Similarly to the Solarian Standard Credit, the BSC is able to function as a fiat currency.&lt;br /&gt;
&lt;br /&gt;
== Imperial Pound ==&lt;br /&gt;
The Imperial Pound (Ф) is the standard currency of the [[Empire of Dominia]], and predates the modern Empire by several decades – it was originally the primary currency of the Imperial Alliance, the nations that would go on to found the Empire by force. The Imperial Pound does not see much use outside of the borders of the Empire but is occasionally sought after by collectors due to the intricate design of its coins and bills, which generally depict historical figures such as Emperor Godwin Keesler I or religious symbols such as the Moroz Holy Tribunal&#039;s iconography. Like most currencies, in the Spur, the Imperial Pound is available in physical and electronic formats, with electronic currency being more popular in the Imperial Core and physical currency being more popular in the Imperial Frontier. Responsibility for the currency falls to the Imperial Central Bank, which is located in Nova Luxembourg on Moroz. The Imperial Pound is a fiat currency, and control over it via the Imperial Central Bank has long been dominated by House Caladius. The Imperial Pound is worth less than the Biesel Standard Credit.&lt;br /&gt;
&lt;br /&gt;
== Elyran Pound ==&lt;br /&gt;
Dating back to the early 2300s, the Elyran Pound (پوند) was created by the [[Republic of Elyra|Serene Republic of Elyra]] as a domestic replacement for the Solarian Standard Credit following the Republic&#039;s secession from the Alliance. The Elyran Pound does not see much use outside of the Republic, but is occasionally used in the [[Coalition of Colonies]] due to its value. It is available in both electronic and physical formats, but physical currency has become increasingly rare in Elyra due to the growth of the Republic&#039;s economy and the rapid pace of technological progress fueled by its phoron boom. Physical Elyran Pounds are most commonly seen in the hands of Elyran Non-Citizen Persons, which lack access to many of the luxuries and services that their citizen counterparts enjoy. The fiat currency is managed by the [[Elyran_Government_and_Politics|Ministry of Economics, Revenue, and Commerce]], which has worked to ensure that the Elyran Pound is one of the Spur&#039;s more valuable currencies and it is worth more than the Biesel Standard Credit.&lt;br /&gt;
&lt;br /&gt;
== Sqiip == &lt;br /&gt;
Created after the formation of the First [[Jargon Federation]], the Sqiip (℘) has existed for thousands of years, beginning shortly after the Skrell discovered the ability to traverse the stars. It sees practically zero use outside the [[Jargon Federation]] besides being paid to those in the &#039;&#039;&#039;Work Initiative Programme&#039;&#039;&#039; and is available in both electronic and physical formats. Its physical format are minted coins and paper bills, with the minted coins capable of being stacked and locked due to special magnetic properties for easy transportation, while the higher-valued paper bills are printed on different types of water-safe seaweed. Symbols on the physical formats are often aquatic life such as shells, molluscans, Buurgis and Vro&#039;qos. It is managed by the Grand Council, more specifically, the Grand Advisor of Economic Development - currently, [[Notable Skrell|Ormish Jrolk]]. Through careful planning, with further advisement from educated citizens of the Federation, the Grand Advisor of Economic Development is responsible for managing the monetary policy for the Sqiip - and enjoys operation as a fiat currency due to this oversight. Despite its relative isolative nature, The Sqiip is worth significantly more than the Biesel Standard Credit. It is unknown whether the Sqiip will continue to remain the most valuable currency within the Spur. &lt;br /&gt;
&lt;br /&gt;
== Adhomian Knuckle ==&lt;br /&gt;
The Adhomian Knuckle (თ), also known as the Sharnyr, is the currency used by all Tajaran nations. Despite being named after the money used prior to contact, the Adhomian Knuckle is usually issued in banknote format. Since the Second Revolution, there is a great variety of designs on the notes between the factions. The Knuckle is only accepted in [[Adhomai]], the Tajaran colonies, and Little Adhomai; traders and smugglers will usually carry a supply of Biesel Standard Credits to deal with non-Tajara customers. All versions of the Adhomian Knuckle are worth significantly less than the Biesel Standard Credit. The PRA version is the most valuable, followed by the NKA version and the DPRA version is the least valuable.&lt;br /&gt;
&lt;br /&gt;
= Fusion = &lt;br /&gt;
== Nuclear Fusion Energy ==&lt;br /&gt;
Discovered by Skrell in 1561 CE, and humanity in 2027 CE, fusion energy utilizes isotopes of deuterium, helium-3, or tritium to generate nuclear energy via fusion reaction. Safe, fuel-efficient, and nearly emission-free, it is a staple of developed interstellar civilizations across the spur.&lt;br /&gt;
Until recent years, however, improvements in fusion energy had plateaued. Research into increasing efficiency, reducing cost, and miniaturization has been slow with little to no major breakthroughs. Fusion reactors require advanced, rare mineral alloy compositions, and many of the parts are so large and difficult to transport that they must be lathed onsite. Fusion reactors become less common the further one moves away from highly developed space, due to the high initial start-up costs and maintenance. &lt;br /&gt;
&lt;br /&gt;
Ships under a certain tonnage generally have limitations when it comes to the speed or availability of their jump drives and the output of their subsystems, due to them being unable to mount fusion reactors. It is typically impractical to mount ships under a destroyer weight class with a fusion reactor, as the size of it would disproportionately overtake and dwarf the rest of the vessel. [[Nanotrasen Corporation|Nanotransen]], and by association, the [[Stellar Corporate Conglomerate]], has compensated for this through the development of the Tesla and Supermatter engines: these are much more compact than fusion reactors, but they allow smaller vessels and installations to punch far above their weight class in terms of power generation with virtually no fuel cost. Perfect for remote installations or exploratory vessels. The [[SCCV Horizon]] would not be possible without these engines, and the bulk of the energy they generate is used to charge her bluespace drive&#039;s capacitors between jumps.&lt;br /&gt;
&lt;br /&gt;
=== Phoron Fusion ===&lt;br /&gt;
Phoron fusion serves as a potent alternative to conventional fusion. By substituting phoron for tritium, it generates a fusion reaction that is much more energy-dense and easier to sustain than what&#039;s typical for fusion reactors. There are tradeoffs for this, however. Phoron fusion reactors consume fuel at a rate twice as fast as their tritium counterparts. Unlike other fusion reactions, Phoron is much more volatile and harder to stop. As a consequence, containment chambers that run phoron require additional reinforcement to handle the strain of the reaction, and additional fail-safes or subsystems must be built in to prevent meltdowns. The fuel cost and expense of building and maintaining these reactors are immense, it is normally only practical for them to be mounted in important infrastructure projects such as bluespace gates, cities, or naval capital ships.&lt;br /&gt;
&lt;br /&gt;
=== Cold Fusion ===&lt;br /&gt;
Unique to the [[Jargon Federation]], a workable model of cold fusion was discovered. Using a rare species of electrokinetic, bioluminescent plankton, cold fusion reactors are capable of generating power far above what a regular fusion reactor can achieve in a similar size class. Cold fusion reactors using this model, however, are much more volatile. The first and largest of its kind, The Weilshi Cold Fusion Plant, was activated in 1890 CE. More can be read about it [[Skrell Synthetic Age|here]]. Due to its dark past with the Weilshi Sea Crisis, cold fusion in the Federation only sees limited use on small-scale planetary installations.&lt;br /&gt;
&lt;br /&gt;
== Fusion technology across the Spur ==&lt;br /&gt;
Prior to their collapse, and even after, the [[Sol Alliance|Solarian Alliance]] had the most fusion reactors per capita of any interstellar nation. This comes from an original pledge made by the nascent [[Sol Alliance|Solarian Alliance]] in 2128, to make every colony energy independent and &amp;quot;put a reactor in every settlement.&amp;quot; As one of the most ambitious infrastructure projects ever undertaken by humanity, The Alliance had achieved this goal in all of their major systems and 65% throughout the entire alliance by the time of the collapse. Fusion reactors remain the pride of the alliance, often touted as a symbol of its might and universalism. Phoron fusion, however, is a different matter. Between reliance on foreign exports to operate them and the outcome of the Red Dawn, these reactors are shunned by the public for their perceived volatility and are frugally constructed by officials due to their fuel demands.&lt;br /&gt;
&lt;br /&gt;
In the [[Coalition of Colonies]], however, fusion technology and planetary energy dependence are sporadic and variable throughout the nation. All of the major population and economic hubs in the Coalition have regular access to fusion technology, but it grows extremely infrequent the further one travels from these locations. How energy needs are met in the greater coalition are highly variable, from more conventional solar panels and battery reserves to obscure or archaic methods such as fossil fuel burning. Phoron fusion reactors are almost non-existent in the coalition, with two exceptions: thanks to their proximity to [[Tau Ceti]] via jump-gate, [[Konyang]] is beginning to dabble more into this technology, as well as Xanu Prime who has engaged in its very own phoron fusion projects. &lt;br /&gt;
&lt;br /&gt;
The [[Republic of Elyra]] and [[Republic of Biesel]] are in similar circumstances, having received much of their fusion infrastructure when they were still part of the Solarian Alliance, and continued to expand as they advanced as independent nations. Everything changed with phoron, however. In 2420, Nanotransen scientists in Tau Ceti substituted phoron for tritium in what would become the first Phoron fusion source, triggering an energy technology race between [[Republic of Elyra|Elyra]], [[Republic of Biesel|Biesel]], later on, the [[Stellar Corporate Conglomerate]]. Five years after the creation of this fusion source, Elyra created a functional reactor. Nanotransen produced its first commercially viable phoron fusion reactor designs in 2425, and [[Republic of Elyra|Elyra]] began to create its own infrastructurally viable designs just one year after. Today, the race continues, as these powers surge forwards trying to outdo each other in pushing past the obstacles of fusion technology, alongside the [[Coalition of Colonies]] which has dipped a proverbial toe in the water that is phoron fusion. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Great_Hive_War&amp;diff=24998</id>
		<title>The Great Hive War</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Great_Hive_War&amp;diff=24998"/>
		<updated>2022-06-29T17:28:07Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: replace gross apostraphes&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
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The Great Hive War, also known as &#039;&#039;&#039;Lii&#039;drak&#039;iek&#039;&#039;&#039; (‘Lii&#039;dramachy&#039;) was a war that involved most Hives in the native Sedantis. It began on January 5, 27 547 BCE, with the Lii&#039;dra invasion of Xtykt&#039;lotec, and ended on August 27, 27 467 BCE with the sinking of Illuau&#039;tia. It is considered the deadliest conflict in Vaurca history, with a population decline of almost 60% in its aftermath and the political legitimacy of the Zo&#039;rane rule challenged in some territories. Its consequences remain relevant almost thirty thousand years later, from the introduction of the Afterlife technology to the great depression and stagnation of Vaurca culture and sciences in the following millennia.  &lt;br /&gt;
&lt;br /&gt;
Though the importance of the [[The Lii&#039;dra|Lii&#039;dra Hive]] in the Great Hive War is undisputed, political tensions in [[Sedantis I|Sedantis]], as well as a distrust of both [[Vaurca Hives#The Zo&#039;ra|Zo&#039;ra]] and her collaborators. The collapse of the Court of Queens with the fall of Xtyk&#039;lotec, its hosting city, led minor factions to have their own theatres of war. While the Zo&#039;rane front remains the most remembered to date, military campaigns from the &#039;&#039;&#039;Kol&#039;axta Offence&#039;&#039;&#039; to the &#039;&#039;&#039;Vek&#039;myx Front&#039;&#039;&#039; are still relevant to both the [[Vaurca Hives#The K&#039;lax|K&#039;lax]] and [[Vaurca Hives#The C&#039;thur|C&#039;thur]] Hives. &lt;br /&gt;
&lt;br /&gt;
Various armistices were reached between minor Hives at the last few decades of the war, most of their contents lost in the Virtual Reality servers that remained on Sedantis. Nevertheless, no formal agreement was ever reached with the Lii&#039;dra Hive, and the date that officially marks the end of the Lii&#039;dramachy is rather when, at the humiliation of the Illuau&#039;tia Grotto, High Queen Zo&#039;ra gave her Afterlife speech at the site of the Siege of the Kol&#039;axta Plate. &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Prior to the war, the different societies of Sedantis had achieved a peace period known as the [[Vaurca History#The Commonwealth of Zo&#039;ra|Commonwealth of Zo&#039;ra]]. This was especially symbolized with the ancient &#039;&#039;&#039;Court of Queens&#039;&#039;&#039;, which promoted inter-Hive dialogue, even between the smaller Hives. While the ancient Court of Queens remains the golden standard for Vaurcae, the truth is that their methods likely led to resentment between some factions. In particular, the sudden uplifting of the C&#039;thur Hive, and their meddling in the Sedantian affairs was frowned upon, mostly because of how punishing they could be if the peace policy was not followed. Minor Hive conflicts, instead of solved, were frustrated.&lt;br /&gt;
&lt;br /&gt;
Lii&#039;draic motivations are unclear and mostly speculation. Following the aftermath of the war, many of the Zo&#039;ra blamed the K&#039;lax for various reasons. The main being that at one point Mother K&#039;lax embraced [[Vaurca Religion#Preimminence|Preimminence]], preaching on other territories. There is no support to the claim that the Lii&#039;dra Hive believed in the Preimminence at any point, though it is true that K&#039;lax Shapers once evangelized in Illuau&#039;tia. The conflict between both Hives, however, surged after the K&#039;lax Hive stole the Virtual Reality technology from the Lii&#039;dra. Fearing eventual retaliation, K&#039;lax pressured the Kol&#039;axta League (a group of minor Hives that resided in the Kol&#039;axta Plate, under K&#039;lax dominion) to sever ties with the Lii&#039;dra, which may have caused famine and diminished the outsourced workforce Illuau&#039;tia much required. &lt;br /&gt;
&lt;br /&gt;
The theorized fertility issues within the Lii&#039;dra Hive may have also promoted other more advanced biomechanical means to reinforce Hive loyalty. Machinations behind the Hivemind may have predated the [[Virtual Reality]] idea, but the focus for the Lii&#039;dra Hivemind technology became prevalent after Project Maa&#039;krek was leaked and studied by the K&#039;lax. &#039;&#039;&#039;Project Maa&#039;krek&#039;&#039;&#039; was the codename for the early Afterlife technology, consisting in the indefinite storage of a consciousness inside Virtual Reality. While its goal was to achieve immortality, the Lii&#039;dra Hive did not develop this by the time Project Maa&#039;krek was leaked. Maa&#039;krek is the name of an ancient mythical Vaurca Queen that rose after death to lead her army for one last victory.&lt;br /&gt;
&lt;br /&gt;
==Changes in Warfare==&lt;br /&gt;
By the time of the Lii&#039;dramachy, war was considered an art to be distinguished from the wars of the ancient past, called &#039;&#039;&#039;Yol&#039;k&#039;iek&#039;&#039;&#039; (‘savage war&#039;). Since the early [[Vaurca History#The Age of Death|Age of Death]], the [[Vaurca History#The Warrior Nomadism|Warrior Nomadism]] was seen as uncultured and absurd, as they mainly fought for a resource that was now plentiful. Honor in war became important, with only melee combat being favored, and a strong sense of diplomacy. The terms ‘war&#039; and ‘dance&#039; are synonyms in the [[Vaurca#Language|Vaurca language]], as war was understood to be almost a choreographic activity in which coordination from all parties is required. Rhythmic battlecries and declarations of war were a common activity, the main exception being the original Warrior Hives of the Xtytk&#039;lotec Rift, which Zo&#039;ra later deemed beasts and were exterminated. &lt;br /&gt;
&lt;br /&gt;
The Great Hive War forced the great powers of Sedantis to engage in what they considered dirty warfare, as the siege of Xtytk&#039;lotec was unprovoked, unannounced, and fought with heavy artillery. It is said that the first victims of the war were a group of Zo&#039;rane Workers when the capture or killing of anything other than the Warrior castes was not tolerated. As the Lii&#039;dra Hivemind proved to be almost beast-like, and their objective of assimilation rigid, no dialogue was properly held, if ever.&lt;br /&gt;
&lt;br /&gt;
The fall of Xtytk&#039;lotec was also seen as ironic by many, given that the establishment of the Court of Queens there was seen as the ultimate act of domestication of an otherwise wild world. This realization that nature cannot be fully tamed and some instincts are stronger than civilization perhaps led to the rapid acceptance of the Evacuation plan of Sedantis once global peril arose.&lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
A year prior, in 27 548 BCE, the minor N&#039;knu Hive decided to ignore the Court of Queens&#039; agreements and mobilized to attack the Hy&#039;looh Hive. Once the declaration was made, the C&#039;thur Hive intervened and N&#039;knu, as a penalty, was absorbed, losing all independence. The opposition of the N&#039;knu Hive was vocal in Hivenet, and thus their relays were cut and all new larvae were raised as C&#039;thuric. &lt;br /&gt;
&lt;br /&gt;
While not the first act of its kind, this was seen as the most egregious example of the Court of Queens control over lesser hives, and many of its members that were not officially affiliated to the major Hives protested, Hy&#039;looh Hive included. They were placed indebted to the C&#039;thur Hive as a result.&lt;br /&gt;
&lt;br /&gt;
It is unclear if this was the original motivation behind the invitation for the Lii&#039;dra Hive to the Court of Queens. While the Zo&#039;ra had no quarrels with them, Illuau&#039;tia affairs were too distant and disconnected from the rest of the Sedantian society to be considered. It is also possible that the Zo&#039;ra Hive had little to no knowledge about the Lii&#039;dra until, a few years prior, the debate of the Kol&#039;axta Plate was held in the Court. As their closest vassals, any benefit for K&#039;lax was seen as a benefit for the Zo&#039;ra, and thus the High Queen favored the resolution for the K&#039;lax Hive to control their ‘subvassals&#039; as they saw fit. &lt;br /&gt;
&lt;br /&gt;
Although a popular legend states that a glamorous embassage composed of the most resilient Zo&#039;rane Workers and their most relentless Warriors was sent to Illuau&#039;tia, in a long journey where they faced many dangers, is often referenced in Vaurca literature, truth is that the invitation was likely sent via Hivenet to different smaller Hives that had yet to make an appearance in Court. It is commonly understood now that the Zo&#039;ra were simply trying to reach other Hives that they had yet to engage with, with no particular consideration or even knowledge about what the invitation to the Lii&#039;dra would provoke.&lt;br /&gt;
&lt;br /&gt;
As those late records were ravaged by the war, it is unclear if the actual hearing of the Lii&#039;dra took place. A common version of the story, which may be true, is that they showcased the Hivemind technology to a horrified audience. The technological summit is not confirmed to have taken place, but if that were the case no serious efforts were made to stop their plans to unify the species, although it may have been implied that the assimilation had already begun. Regardless, most common versions of this supposed Lii&#039;dra speech, even the obvious forgeries, coincide that they preached for peaceful unification, with differences set behind and the proclamation that this would be the end of all wars.&lt;br /&gt;
&lt;br /&gt;
==Xtykt&#039;lotec Invasion==&lt;br /&gt;
The first attack against Xtytk&#039;lotec began on January 5, 27 547 BCE, and it took only two days for the city to fall. As part of the peace initiative, the Xtytk&#039;lotec Rift was mostly unarmed and at the outskirts of the Zo&#039;rane Empire. The original building that housed the Court of Queens was demolished within hours, and any attempts to communicate with the Lii&#039;dra Hivemind were futile. Although a fast mobilization was launched to protect the Rift, this battle was considered the first major Zo&#039;ra loss that remains in recorded history.&lt;br /&gt;
 &lt;br /&gt;
Most of the [[Vaurca Hives#Overview|Ta diplomats]] managed to escape, while many of the regular Vaurcae perished or were assimilated. Instead of killing the Warriors, the Lii&#039;dra offense kept them as prisoners of war and later incorporated them into the Hivemind. This might have revealed a further strategy to their enemy, as the next Lii&#039;dra movements were effective in preventing any Zo&#039;ra victories. &lt;br /&gt;
&lt;br /&gt;
The fall of the Court of Queens was beyond the symbolic destruction of their court chambers. The Zo&#039;rane peace was no longer viable, and the new status the C&#039;thur Hive had due to the Court was lost within days. Though the Lii&#039;dra Hivemind never seemed to have interest in the C&#039;thur, all Hive assets left the Xtykt&#039;lotec Rift within hours. Their oldest settlements were there, while the capital itself had been long relocated to the &#039;&#039;&#039;Lei&#039;kt Caves&#039;&#039;&#039;. The abandonment of the Xtykt&#039;lotec cities provided an easy place for the Lii&#039;dra campaign to settle in the early years of war. &lt;br /&gt;
&lt;br /&gt;
==Vek&#039;myx Rebellion==&lt;br /&gt;
Vek&#039;myx Plate was the name of the region neighboring Lei&#039;kt, and where the absorbed Hives by C&#039;thur were often relocated. Though this presented a danger, the easy transport of goods from Vek&#039;myx to Lei&#039;kt outweighed the problems initially. However, as the Court of Queens fell, the N&#039;nku Hive saw an opportunity for an uprising. As Lii&#039;dra motivations were, by then, poorly understood, the oppressed Hives that joined N&#039;nku chanted ‘Eternal life for High Queen Lii&#039;dra!&#039; as they rejected their fates decided by the Court of Queens.&lt;br /&gt;
&lt;br /&gt;
Although the rebellion was crushed within months, the N&#039;nku Hive reorganized an army, composed now also of smaller Hives Zo&#039;ra had lost control of. As their native lands were tarnished by the war with the rapid expansion of the Hivemind, the Oppressed Hives saw Vek&#039;myx as their new destined home, where their societies were to rebuild free of any conquerors. This movement would become harder to dissolve, as the Zo&#039;ra Hive increasingly demanded C&#039;thur aid in their own front. &lt;br /&gt;
&lt;br /&gt;
==First Minor Fronts==&lt;br /&gt;
Not every armed movement involved the major Hives that arrived at the Orion Spur. Some, taking advantage of the collapse of the Court of Queens and its strict regulations in terms of diplomacy, as well as showing admiration to the &#039;&#039;&#039;Naxk&#039;iek&#039;&#039;&#039; (‘new war&#039;) of the Lii&#039;dra, seized the opportunity to become more aggressive with their conquests and invasions. Others, seeking fame, launched smaller military campaigns to bring glory to the Hive. Such is the story of Warriors like Za&#039;Akaix&#039;Mulek B&#039;ao, that led its own army errantly, seeking to become involved in any conflict it saw fit. &lt;br /&gt;
&lt;br /&gt;
Outside the Zo&#039;rane Front, which kept pushing back the borders of Zo&#039;ra in a Lii&#039;dra conquest, most other Hives had little to no knowledge about Lii&#039;draic intentions or philosophy. The so-called Lii&#039;dra sympathizers were, for the most part, misinterpreting the actions that occurred far away. Misinformation saw a rise, in part, due to the constant sabotage of Hivenet relays, as well as spread lies and personal opinions. While these were mostly provoked by the same smaller Hives that sought some personal victory amidst the chaos, it is possible the failure of Hivenet might have been promoted by the Lii&#039;dra Hive to favor their offense. &lt;br /&gt;
&lt;br /&gt;
==The Lost Cause==&lt;br /&gt;
Though the Lii&#039;dra advancements were stagnated, Zo&#039;ra could not match their enemy. This period became synonymous with the longest battle ever recorded in Vaurca history, the &#039;&#039;&#039;Battle of Kis&#039;lokt&#039;&#039;&#039;, which lasted approximately 32 years. The Lii&#039;dra revived ancient land warfare simply known as &#039;&#039;&#039;spelunking&#039;&#039;&#039;. Much similar to human trenches, spelunking would take place in tight secure areas where troops would be protected from enemy fire. Unlike them, however, spelunking is both more dangerous, due to constant cave flooding or natural erosion, as well as constant trapping of Warriors due to the use of tighter places. It is also considerably slower, as the exchange of fire could sometimes cease for days, or even months, simply due to the harder nature to reach the other side. Many of the soldiers that participated in the battle of Kis&#039;lokt spent their whole lives inside those narrow caves, even those that eventually died of natural causes. &lt;br /&gt;
&lt;br /&gt;
The situation in the Veii&#039;kt Plate was not favorable. Many Vaurcae, including Breeders, lived in constant fear, especially due to the supposed Lii&#039;dra warheads that could cause mass destruction from far away, in the form of devastating earthquakes that could collapse entire societies. The existence of these weapons was never proved, and they are now considered a hoax. The impact of these fears motivated anti-erosion bunkers, as well as the prolonged use of Virtual Reality by many Unbound that were not participating in the war.&lt;br /&gt;
&lt;br /&gt;
Smaller Zo&#039;rane broods, some older than [[Vaur, The Liminal Queen|Vaur]] or Kaal (eventually L&#039;kaal), were either merged with more important broods or sacrificed by High Queen Zo&#039;ra. Though [[Zoleth, The Herald of Scars|Zoleth]] was already an important Warrior brood, they would not reach their current fame until the near end of the war. &lt;br /&gt;
&lt;br /&gt;
==The Kol&#039;axta Campaign==&lt;br /&gt;
Separating the K&#039;lax Hive from the Lii&#039;dra Hive, the Kol&#039;axta Plate was, from the beginning of the war, an important piece of territory for both sides. Unlike the easy openings from the Zo&#039;rane Front, as in a way all roads led to the Veii&#039;kt Plate, Kol&#039;axta was dangerous territory, the main reason as to why the League had withstood for so long. Direct control of the population, to detain the Lii&#039;dra, was important from the beginning, as the League was the perfect candidate to become assimilated by the Hivemind. As a result, Mother K&#039;lax elaborated a plan that required her to act similarly to the other side: she would remove the Kol&#039;axta Queens and place her own daughter, the &#039;&#039;&#039;Warrior Queen Reiik&#039;&#039;&#039;, as the legitimate ruler.&lt;br /&gt;
&lt;br /&gt;
While the spread of the Hivemind is almost described as an infection by ancient and contemporary sources, and such descriptions have only seen a rise with the use of bioengineered weapons such as black k&#039;ois, the truth is that assimilation required surgical intervention at first, with an exposition to a shockwave akin to a computer virus for the recipient&#039;s neural socket at later stages of the war. The Kol&#039;axta Hives first received pheromonal supplements to solidify their loyalty to Queen Reiik, then implanted with dual-heart detonators, which would cause a cardiac arrest when captured by the Lii&#039;dra, so they could not be incorporated into their forces. The use of the dual-heart detonators was a subject of controversy within the major Hives, where they were never forced but encouraged, and the belief that Lii&#039;dra could reanimate corpses if included in the Hivemind dissuaded many Warriors from accepting them. However, these radical means with the Kol&#039;axta population, as well as other defensive methods such as spelunking and increasing traps to the area turned Kol&#039;axta into hell within Sedantis, a reputation that would not change until the end of the war. &lt;br /&gt;
&lt;br /&gt;
==The Peace of Vek&#039;myx==&lt;br /&gt;
By 27 454 BCE, the now cross-generational fervent cause of the Vek&#039;myx rebellions reached an end, with the C&#039;thur Hive agreeing on an armistice after Queen Vytel famously mourned the losses of both sides. This resulted in the C&#039;thur territory being almost cut by half, and the freedom of most of their vassals, shaping the Hive to a similar size and identity as it is known today. &lt;br /&gt;
&lt;br /&gt;
The N&#039;nku Hive would become more relevant in the aftermath of the war. However, as a sovereign Hive, they were not included in the space program and were doomed to remain underground in Sedantis, forever lost. &lt;br /&gt;
&lt;br /&gt;
==The Attack of the Thousand Titans==&lt;br /&gt;
The Attack of the Thousand Titans is an alternative name for the &#039;&#039;&#039;Battle of Kan&#039;koor&#039;&#039;&#039; popularized in Basic by the scholars of [[Vaurca Religion#The Hive War Myth|The Hive War Myth]], an epic piece of literature that is only recited inside Virtual Reality. While the events of the ‘poem&#039; begin much later, the Battle of Kan&#039;koor is remembered for introducing a large number of Warforms, some of which were even more militarized and exotic than those we can see today in the Spur. &lt;br /&gt;
&lt;br /&gt;
Until then, the Warform was a limited unit in combat. The proto-Warforms were Bound Warriors mostly different in size only and used mostly as a defense tool to protect the smaller Warriors. Because ranged combat was generally frowned upon, in reality, the proto-Warforms served little use other than a taunt to showcase the military strength of an army. &lt;br /&gt;
&lt;br /&gt;
Since the start of the Era of Augments, integrated weaponry in a Warrior&#039;s body became a symbol of military status and fame and was mostly seen as cosmetic. The basic unit, Type BA (also commonly known as &#039;&#039;&#039;Myrmidon&#039;&#039;&#039; in Basic), was praised for its ability on teamwork and organization, and their shortcomings were seen as a balance of the war, skill proving to be more useful than mere brute force. Their aerodynamic design remains popular today for very similar reasons. &lt;br /&gt;
&lt;br /&gt;
Warforms used in the latter half of the Lii&#039;dramachy included integrated ballistics, as well as their fiery breath commonly known as Zo&#039;rane Fire. It is said that some of the Warforms used in Kan&#039;koor even had missile systems or could create shockwaves with their steps, though this is likely the dramatization of posterior authors. Immediate sources after the Battle of Kan&#039;koor are sober with their descriptions, though the importance of the battle is indisputable, as it marked the first great victory for the Zo&#039;ra.&lt;br /&gt;
&lt;br /&gt;
From the descriptions and studies of &#039;&#039;The Hive War Myth&#039;&#039;, it appears as the poet laments the use of this new warfare, though it concedes that it was necessary for the outcome of the war.&lt;br /&gt;
&lt;br /&gt;
==Zo&#039;rane Victories==&lt;br /&gt;
Also known as ‘The Fiery Years&#039;, the last two decades of the Great Hive War are the most documented in the history of the conflict, mainly due to the radical changes in the Zo&#039;rane Front. The list of exhaustive battles and their most intricate details are available for all Vaurcae that request them in the heart of the Zoleth Virtual Reality, and a museum for humans to learn about the Fiery Years is in construction within [[Colonized Vaurca Worlds#Caprice|Caprice]]. &lt;br /&gt;
&lt;br /&gt;
In a relatively short timespan, Zo&#039;ra recovered many of its lost territories, though the raze of the Lii&#039;dra made it impossible to become usable again in millennia. Lii&#039;dra&#039;s efforts to force the battlefield into spelunking warfare, the weakness of the Zo&#039;ra, were unsuccessful, as the studies of their enemy reduced the options for the opposing Hive.&lt;br /&gt;
&lt;br /&gt;
It was also in the Fiery Years when the Afterlife technology was likely finished. As a collaborative effort between K&#039;lax and Zo&#039;rane scientists, the main goal at the time was to find a way to recover the consciousness of those lost in the Hivemind. The groundwork of Project Maa&#039;krek, however, caused the most advanced minds of the Hives to propose a different system, in which the Virtual Reality would be truly complete. &lt;br /&gt;
&lt;br /&gt;
==Second Minor Fronts==&lt;br /&gt;
Quite different in the ideology to the first minor fronts, the second minor fronts is a loose catch-all term to refer to the minor Hives that fought the Lii&#039;dra without involvement in the Zo&#039;rane Front or the Kol&#039;axta Campaign. After decades of endless war, the political instability caused by the void of power in some Sedantian regions worked in favor of the Zo&#039;ra. &lt;br /&gt;
&lt;br /&gt;
Though usually uncredited, they may be responsible for the survival of the Hive. An aggressive northern campaign, crossing the Xy&#039;mok Caverns, would have reached Veii&#039;kt if not for the minor fronts accidentally pushing back the Lii&#039;dra. While they did not fight for the Zo&#039;rane cause, the Xy&#039;mok Campaign got involved with the army of the Fu&#039;ruk Hive, known as suicide bombers (nowadays, ‘fu&#039;ruk&#039; holds a similar meaning to ‘kamikaze&#039; for the Vaurca). Even though the Lii&#039;dra Hivemind was willing to risk their assets in war no matter what, suicide attacks were seen as novel too. Fu&#039;ruk fighters repelled the Lii&#039;dra from the area, unknowingly allowing the Zo&#039;ra to focus on pushing into Illuau&#039;tia. &lt;br /&gt;
&lt;br /&gt;
==Siege of Kol&#039;axta==&lt;br /&gt;
Despite many victories, Fiery Years were also the deadliest. Cornered, the Lii&#039;dra pushed for a more aggressive approach in the Kol&#039;axta Plate, gaining control of the southern border and besieging the remaining territory. As the Mya&#039;kt Fault, K&#039;laxian capital, was not far from Kol&#039;axta, were the Lii&#039;dra methods to succeed the Hive would have disappeared. Despite the Zo&#039;rane Front demanding a large number of Warriors, and Reiik&#039;s efforts to control the area, the K&#039;lax Warriors were insufficient. Zo&#039;ra provided some aid, but ultimately the newer generation of Myrmidons had to come from Mother K&#039;lax herself. &lt;br /&gt;
&lt;br /&gt;
Lii&#039;dra&#039;s efforts proved to be effective. The region became isolated from the rest of Sedantis, and at some point, no more aid could be given. Hivenet communications, even within the Lii&#039;draic protocols, failed, and famine struck for eight years. The siege involved two battles, each lasting no longer than ten days. Reiik&#039;s traps of the region were also effective, however, they became lethal for the native Vaurcae of Kol&#039;axta, who desperately attempted to flee the area. The Siege of Kol&#039;axta was the breaking point of the war for both the K&#039;lax and Lii&#039;dra. &lt;br /&gt;
&lt;br /&gt;
Nowadays, it is considered a tragedy, especially for the K&#039;lax Hive. Horror stories about cannibalism and desperation are common tales often referenced in retellings of the events. It is unknown how Queen Reiik died. When her royal chambers were explored, her corpse was found to have been devoured, with little of her carapace and muscle left. While it is most likely this occurred after her death, it is not uncommon to hear that, perhaps, the natives of Kol&#039;axta ate her alive. &lt;br /&gt;
&lt;br /&gt;
==The Battle of the Ryitu&#039;kya Abyss==&lt;br /&gt;
Also known simply as ‘Our Victory&#039; by the Zo&#039;ra, this battle is considered the single most important in Vaurca history. Ryitu&#039;kya was an artificial abyss created by the Lii&#039;dra to protect the Illuau&#039;tia Grotto when defeat was certain. Following the example of booby-traps used by the K&#039;lax Hive to protect the Kol&#039;axta Plate, the Abyss was filled with hazardous materials, landmines, and chemical weapons. The transportation of Warforms was not viable, forcing Zo&#039;ra to employ Myrmidons for the most part.&lt;br /&gt;
&lt;br /&gt;
Retellings of the Battle of Ryitu&#039;kya are the most prolific literary expression within the Zo&#039;ra Hive. While there are extensive chronicles of eyewitnesses, as well as other types of stored information that can recreate the experience inside the Realm of Zoleth, the most popular of all these stories is &#039;&#039;The Hive War Myth&#039;&#039;, also known as &#039;&#039;&#039;Reusk&#039;otahn&#039;&#039;&#039;. The Warrior Reusk was a historical Vaurca that did exist, however, its deeds and achievements were not as portrayed in the ‘poem&#039;. Many scholarly Vaurcae openly accept its status as a piece of fiction, however, this does not dissuade laymen Vaurca to take it as factual information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reusk&#039;otahn&#039;&#039; begins when, as the Zo&#039;ra mobilizes to attack Illuau&#039;tia, an erosion causes a vehicle transporting elite troops to crash and, in many of those Warrior cases, perish by stone. Za&#039;Akaix&#039;Reusk Zo&#039;ra and other surviving soldiers decide to, by any means possible, reconnect with the rest of the army. While Reusk and the others travel to reunite with the rest of the convoy, they discover that one of the Zo&#039;rane allies is plotting to betray them once they reach the Abyss. In a dream, Queen Zoleth allows Reusk to attack the minor Hive, called K&#039;ox before it is too late. The dream sequence also serves as a prelude for the evolution of Virtual Reality and the increased connectivity of years to come. &lt;br /&gt;
&lt;br /&gt;
Reusk and its squadron annihilate the K&#039;ox Hive Warriors, not without suffering some losses themselves too. Only a handful of them arrive at the Ryitu&#039;kya Abyss, where they are surprised by the amount of bloodshed from both sides. At one point, Reusk gets ambushed by a Lii&#039;dra mob that is ready to tear its limbs apart. It is here when Queen Zoleth personally saves the hero, fighting the hundreds of Lii&#039;draic troops until she is consumed by the bodies. The poem heavily implies that Breeders from both sides join the battle to aid Zoleth. It is from this scene where the stories that Queens fought at the Battle of the Ryitu&#039;kya Abyss stem from. &lt;br /&gt;
&lt;br /&gt;
Eventually, Reusk and other Zo&#039;rane mythical heroes reach the forward operating base of the Lii&#039;dra, where they discover a unique type of Cephalon that appears to relay orders for the Hivemind. Once disconnected, most of the Lii&#039;dra in the battlefield start to run in circles, disoriented. Those that escape this fate flee from the site, confused about what just occurred. It is then that the Zo&#039;ra reach Illuau&#039;tia, however instead of entering what they consider a cursed city, they decide to sink it to the same level of the now-scorched abyss. &lt;br /&gt;
&lt;br /&gt;
While other accounts mention special [[Vaurca#Cephalon (Type D)|Cephalons]] that were transported to relay some orders, it is unlikely one alone may have caused their loss in battle. Credible chronicles of the event, as well as historical reconstructions, also mention that Reusk arrived at the same time as everybody else and that it likely died during the battle. The carnage of bodies made it difficult even for contemporary sources to tell who survived and who did not. The K&#039;ox Hive from the poem is not mentioned anywhere else, which has led many to wonder where the inspiration came from. &lt;br /&gt;
&lt;br /&gt;
Ultimately, the logistics of the &#039;&#039;&#039;sinking of Illuau&#039;tia&#039;&#039;&#039; were heavily documented, and it is now believed that most of the city residents died indiscriminately because of it. It was traditionally said that High Queen Lii&#039;dra might have died here, however, the recent resurface of the Lii&#039;dra discredits this belief. The Ryitu&#039;kya Abyss, alongside Illuau&#039;tia, was sealed off from the rest of Sedantis.&lt;br /&gt;
&lt;br /&gt;
Although &#039;&#039;The Hive War Myth&#039;&#039; focuses mostly on Reusk, what is by far considered the most important part does not feature the hero, nor mentions its fate. It instead focuses on High Queen Zo&#039;ra, however in this version, she provides her speech outside the Ryitu&#039;kya Abyss, right after the battle. It is now commonly accepted that this was not the case, and that the speech was given in Kol&#039;axta possibly two weeks after the aftermath. Although translation is prohibited, a famous line, “O death, no longer our kin shall meet you” has been translated to Basic and is commonly seen as a good luck motto, often being featured in Zo&#039;ra-run establishments.&lt;br /&gt;
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==Aftermath==&lt;br /&gt;
The Great Hive War was a major event in the history of Sedantis, and its effects still linger to this day. Despite the great contributions that have surfaced in the arts and the Afterlife launch as the war ended, the following millennia have been considered an epoch of stagnation for the Vaurca civilization, as plenty of chaos reigned in most of Sedantis. Commonly referred to as The Decline of Zo&#039;ra, the former empire was now split amidst independence movements and the surge of &#039;&#039;&#039;Warladies&#039;&#039;&#039;. The rule of these groups continued to cause further political issues, and the major Hives were busy reconstructing themselves to deal with them. &lt;br /&gt;
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Most of the advanced military technologies of the Great Hive War have never been used again. With the fear of a great-scale war ever occurring again, some Warforms were outright banned, and the situation Vaurcae have found themselves in after their [[Vaurca History#The Great Evacuation|Exodus]] has only made it harder for them ever achieve such advancements again.&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Human_Entertainment_Media&amp;diff=24997</id>
		<title>Human Entertainment Media</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Human_Entertainment_Media&amp;diff=24997"/>
		<updated>2022-06-29T17:27:25Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: replace gross apostraphes&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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The Orion Spur is an exceedingly diverse place for humanity, filled with everything from dysfunctional “republics” to authoritarian monarchies to former colonies struggling to get onto their feet, and so much more in between! Yet despite how stunningly diverse humanity is, it is united in its love of one thing: entertainment! With human entertainment ranging from massive theaters showing the latest blockbuster on their holo-screens to humble gaming consoles and VR sets, humanity consumes and produces mass media at a scale unmatched by any other species in the Orion Spur. While attempting to list every form of popular media in the Orion Spur would take an obscenely long time, below we will touch on some of the most popular forms of media in the Orion Spur that humanity has created.&lt;br /&gt;
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==Entertainment Consumption in the 2460s== &lt;br /&gt;
The ways in which humanity — and those living in human-dominated areas, such as the Republic of Biesel, view and consume entertainment media is quite diverse in of itself. While radio remains common, most households in civilized space will receive their entertainment through their television and many more expensive variants, such as a holographic projector that produces a three-dimensional viewing experience with some advertised as being realistic enough that the audience is transported into the scenery of the production itself. Movie theaters that use these three-dimensional holographic projectors on a larger scale are referred to as holo-plexes and are rarely found outside of well-developed human worlds due to the massive investment needed to create them and prohibitively high maintenance costs.&lt;br /&gt;
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Phones remain common in the 2460s and can be found throughout human space and beyond, and most humans on highly-developed worlds such as [[Luna]] or [[Biesel]] will use a phone nearly every for both entertainment and work purposes. Corporate employees will go out of their way to purchase a phone from the Eridani Corporate Federation due to their widespread reputation for excellent utility in a corporate setting; features such as holographic projectors can be locked to the retinal implant of an employee, allowing only them and their supervisors to see displayed holographic images. NanoTrasen has, for some time, attempted to get ahead of the curve on employees purchasing their own devices by offering (mandatory) PDAs to all employees. They have found some success in this, despite issues with PDA security and the ease with which the devices can be cracked to run non-official programs.&lt;br /&gt;
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Video games are widely consumed throughout the Orion Spur&#039;s human powers and span an incredibly diverse range of genres and topics, ranging from nationalistic shooters to dramas capable of challenging, perhaps even surpassing, the stories of the greatest films the Spur has to offer. Video games are primarily played through either a console or computer, though arcades and public virtual reality arenas are commonplace throughout human space. Commercially viable public virtual reality arenas are a somewhat recent arrival to the entertainment market and only started to become widespread following the runaway success of [[Human_Social_Media#Holo-Dive | Holo-Dive]], a virtual reality social media platform created through a collaboration between Idris Incorporated and Zeng-Hu Pharmaceuticals.&lt;br /&gt;
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Streaming — particularly the streaming of video games — it remains a common form of entertainment in the 2460s. Successful streamers are celebrities unto themselves. The Republic of Biesel has become something of a hub for the media form due to its diversity and the legal loopholes in the Republic&#039;s law allowing streamers to function mostly independently as long as they are employed by a megacoporation. Many streamers will operate through Chirper or HoloDive as both platforms have systems in place to support streamers on their platform—for a price, of course. Successful streamers can easily make it their job, but most will simply stream as a side job while collecting corporate sponsorships as they go. In addition to more traditional streaming advances made by [[Zeng-Hu Pharmaceuticals]], Jeonshi Biotech Incorporated have allowed for the creation of streaming devices small enough to fit into augmented eyes, which have allowed for frame-by-frame streaming of sports directly from the eyes of an athlete. The future of sportscasting, today!&lt;br /&gt;
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==[[Republic of Biesel]]==&lt;br /&gt;
The media of the Republic of [[Biesel]] is (often rightfully) criticized for being low-quality by critics from across the Orion Spur. NanoTrasen&#039;s utter dominance over the system results in little to no non-NanoTrasen owned business including film studios and independent media-producers, leading to an enormous brain drain to more established capitals of the entertainment industry such as Venus and, less commonly, Persepolis. What media that is produced in the Republic is typically heavily biased towards NanoTrasen and rarely displays competing perspectives. However, this may change in the immediate future due to Einstein Engines allowing for the establishment of Phoenix Productions, an independent film-making studio in Phoenixport. Some of the most notable entertainment products from the young Republic include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;NT-Game!&#039;&#039;&#039; (emphasis included, and highly recommended if you are the person responsible for selling it at your local NTmart) is NanoTrasen&#039;s flagship gaming system, and is loosely based upon the electronics used in the standard NT-PDA every employee is issued before starting work at a NanoTrasen-owned facility. The NT-Game! is a remarkably cheap device beloved by adults and children alike throughout the Republic of Biesel and has a battery capable of running for two days without charging in ideal conditions. With a variety of games including Foreign Legionnaire: Heroes of Tau Ceti, the NT-Game! is certain to remain relevant for years to come. NT-Game! software is mostly compatible with the software of a standard NT-PDA, which has led to some employees modifying their PDAs to play NT-Swap! Games. NanoTrasen advises its employees not to do this, but has found little success in stopping the spread of “cracked” PDAs among its employees. Users of the NT-Game! are referred to by marketing as &#039;&#039;&#039;NT-Gamers!&#039;&#039;&#039; (also with emphasis) despite criticism at how “horribly corporate,” the name is.&lt;br /&gt;
&lt;br /&gt;
The flagship game of the NT-Game! (emphasis is important, remember that) is -- as mentioned above -- &#039;&#039;&#039;Foreign Legionnaire: Heroes of Tau Ceti&#039;&#039;&#039;. Foreign Legionnaire is a first-person shooter set during the declaration of independence of Tau Ceti that postulates a “what if?” scenario where the Sol Alliance invaded the Republic of Biesel rather than letting it go free. The player takes control of a volunteer of the Tau Ceti Foreign Legion, which has hastily formed in response to the Solarian invasion. While the campaign has been hailed by Republican media for its story of a brave, ultimately hopeless stand against the Alliance, the real draw of Foreign Legionnaire is undoubtedly the multiplayer: players fight massive battles in locations across Tau Ceti as either a member of the Alliance or the Republic using a variety of guns and vehicles. Order your copy today and receive the Tajara Legionnaire DLC for free!&lt;br /&gt;
&lt;br /&gt;
==[[Sol Alliance]]==&lt;br /&gt;
The Alliance is home to the greatest share of humanity&#039;s entertainment industry due to its massive size and often ancient production companies, some of which can trace their founding back to even before humans were able to go beyond their own atmosphere! Despite an increasingly authoritarian climate and the loss of much territory by the Alliance in recent years, Cytherea has managed to retain its spot as the so-called “Emperor of Entertainment” and attempts to censor it by the Alliance&#039;s government have slid off of it like rain due to [[Venus]]&#039; prominent position in the Alliance. Many of Biesel&#039;s prominent entertainers— actors to writers— eventually find their way to Cytherea due to Venus&#039; lack of a megacorporate stranglehold. But while Cytherea may be the Emperor, it is hardly the only source of entertainment! Planets throughout the Alliance produce their own forms of media ranging from crime dramas on [[New Hai Phong]] to [[Human_Social_Media#Holo-Dive |Holo-Dive]] vacations on [[Silversun]] sponsored by [[Idris Incorporated]]. &lt;br /&gt;
&lt;br /&gt;
One of the most successful video games in the Alliance is &#039;&#039;&#039;Solarian Marines&#039;&#039;&#039;, a multiplayer-only first-person shooter with real-time strategy elements that throws players into a conflict between the 3rd Battalion of the 54th Solarian Marine Regiment and the heinous Tup Research Division of the Jargon Federation that has gone rogue due to the presence of the insane Xivxum Xiuzux. With the Federation unable to stop the rogue doctor, the heroic marines must step in and save the day. Despite drawing controversy due to its negative depictions of the skrell, Solarian Marines is played throughout the Orion Spur due to continued support of its asymmetrical gameplay. The Marines must land upon the planet from their vessel, the Conrad, before pushing into and eliminating the Tup research facility deep underground. The Tups must steal DNA using small, invisible probe units that disable and temporarily knock marines out in order to unlock more powerful Skrell bioforms and push the marines back onto the Conrad (this depiction of the Jargon Federation&#039;s Tups has drawn immense criticism from the Federation itself, but has not stopped the game from becoming a best-seller). With a wild variety of Skrell bioforms -- ranging from the Tup themselves to hulking war bioforms able to throw marines like ragdolls -- and marine roles -- from humble grunts to the Captain of the Conrad -- Solarian Marines has enough to keep players occupied for hundreds of hours as long as they can get past its extremely controversial depiction of Skrell. Plus, extensive character creation you can design your own marine that looks like you!&lt;br /&gt;
&lt;br /&gt;
The most successful movie franchise in the Alliance, perhaps in the entire Spur, is without a doubt &#039;&#039;&#039;Monkey King&#039;&#039;&#039;. With its seventh main line installment having recently released in February 2463 to rave reviews and massive profits, the Cytherean-produced series has secured its continued dominance over the holovid (or “holo-movie” for the official term)  industry despite criticism that the series primarily centered around the titular Monkey King&#039;s visually stunning fights rather than actual plots. The Monkey King himself is depicted as a wandering hero travelling throughout the Orion Spur and beyond in search of the next biggest fight to prove himself in. A reason for the ongoing profitability of Monkey King is the early adoption of holographic movie projection by the franchise in the mid-2430s, which helped bring the franchise to the next level of spectacle: viewers are transported into the fight itself, able to view it from almost any angle if viewed in an appropriately equipped holo-plex theater.&lt;br /&gt;
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==[[Empire of Dominia]]==&lt;br /&gt;
The Imperial entertainment industry is a curious one thanks to the authoritarian and highly-centralized nature of the Empire of Dominia itself, with the royal family often known for interfering in the entertainment industry (for better or worse). Despite this, it maintains a respectable entertainment industry that, while being nowhere near the size of the Alliance or Republic of Biesel, has achieved a reputation for quality productions. A majority of the Empire&#039;s entertainment products can be found in the greater Orion Spur regardless of the Empire&#039;s debatable reputation in the Coalition of Colonies and Republic of Elyra, but the largest market for Dominian entertainment media remains the Empire itself as very little Dominian media is designed for a wider (and non-Dominian) audience. &lt;br /&gt;
&lt;br /&gt;
Easily the most popular entertainment product in the Empire is the critically-acclaimed &#039;&#039;&#039;Our Holy Moroz&#039;&#039;&#039;, a ten-season drama set during the closing years of the War of Moroz leading up to the unification of the planet Moroz under the Empire of Dominia. The series is centered around two characters: Captain Cynthia Desrosiers of the Imperial Alliance and her nemesis, Lieutenant Jalo Heikkinen of the Confederated States. Even though it was produced in the Imperial capital of Nova Luxembourg, Our Holy Moroz is widely regarded as an extremely nuanced and fair dramatization of the War of Moroz, with an ensemble cast portraying characters and some historical figures from both the Confederated States of Fisanduh and Imperial Alliance. Curiously, future Emperor Godwin Keeser&#039;s face is never directly shown and is instead depicted with his back to the camera— producers explain this is to avoid creating an impostor of the late Emperor. With its tenth season slated to end the series in November of 2463, Imperial subjects and even some beyond Dominia&#039;s borders hold their breath in anticipation of the last showdown between Desrosiers and Heikkinen.&lt;br /&gt;
&lt;br /&gt;
While Boleslaw Keeser the First may be the undisputed Emperor of Dominia, the undisputed master of the Dominian video gaming market— by extension, esports is included here— is the wildly popular &#039;&#039;&#039;Reign of Steel&#039;&#039;&#039;, produced by a programming studio affiliated with House Volvalaad. Reign is a highly competitive and finely tuned shooter set in a fictitious version of the Interstellar War in which players can fight for either the Frontier Coalition or Solarian Central Government. With hundreds of ways to equip your soldier and an engrossing gameplay loop, Reign has been a smash hit both inside and outside of the Empire thanks to a large sponsorship from House Volvalaad and seems set to become one of the most popular esports in the Orion Spur. Many theorize that the reason for this success—massive funding by the Volvalaads aside, of course— its semi-fictional setting, which allows it to be sold anywhere in the Spur without arousing nationalistic anger.&lt;br /&gt;
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==[[Eridani Federation]]==&lt;br /&gt;
Eridanian entertainment shares much with the greater Solarian Alliance as a whole due to its position within the Jewel Worlds of the Alliance, yet a good variety of local entertainment media has managed to develop within the Corporate Federation, free of the influence of the greater Alliance. However, the uniquely corporate nature of the Federation and immense divisions between the haves and have-nots has shaped Eridanian media into its unique current form: there is an extremely clear divide between the entertainment media a model employee should subscribe to and the entertainment media only suited for dregs and those with ink under their leisure suits.&lt;br /&gt;
&lt;br /&gt;
A model employee of Eridani&#039;s highly valued corporations will derive their primary source of entertainment from podcasts, either at home, at work, or on the go. These podcasts are widely promoted by the corporations of the Federation and listening to them while working is typically not forbidden by the majority of employers for very practical reasons: giving employees access to entertainment that they can use while still having their hands and eyes free to work cuts down on the need for employees to have breaks for entertainment and relaxation and can often contribute to productivity. Many corporations have in-house podcasts available only to loyal employees as an incentive for productivity and sharing these is often a quick way to be fired from one&#039;s position. Another common feature of Eridanian corporate entertainment are “minicasts,” podcasts designed to last as long as the time it takes transportation to go from an employee&#039;s residence to their office. These are typically produced by the employee&#039;s corporation for their own use in order to incentivize continued work with the company. Some of these minicasts are known for being so well-produced that they have followings outside of Eridani, though they hardly make up a large part of the Orion Spur&#039;s media marketplace.&lt;br /&gt;
Dregs on the other hand produce very little entertainment media of their own with some— mostly Eridanian— critics claiming dregs are simply too brutish and uncivilized to ever create something beautiful. Some dreg-produced entertainment series, such as the Mendell City-based &#039;&#039;&#039;Underlife&#039;&#039;&#039; podcast that catalogues life in Eridani&#039;s underworld, go against this stereotype. Many, however, are unable to overcome their circumstances and with their lives defined by overwhelming levels of poverty and crime, the average dreg&#039;s entertainment is typically derived from illegal narcotics rather than media. Some theorize that Eridanian pharmaceutical companies are one of the main sources of drugs in Eridani&#039;s underworld and inflate supply in order to keep the large population of dregs content.&lt;br /&gt;
&lt;br /&gt;
==[[Republic of Elyra]]==&lt;br /&gt;
Due to the heavily isolationist and top-down nature, the Republic of Elyra, has a somewhat small, quality entertainment industry that is primarily centered around the planet of Persepolis. Though it is overshadowed in Elyra by more traditional art forms on other Elyran planets such as [[Medina]], Elyran entertainment typically finds more success in the greater Orion Spur. The entertainment industry that does exist in the Serene Republic is centered around films and animation and has a reputation for pursuing quality over quantity due to its small size. Elyran arthouse cinema is considered by some to be on the same level of quality as Venus, though it often struggles to match the scale and spectacle of the Solarian capital of entertainment.  Elyran Sadiququus, or QQs, are not considered to strictly be part of the entertainment industry, instead being considered their own industry. &lt;br /&gt;
&lt;br /&gt;
The most famous holovid to come out of the animation studios of [[Persepolis]] is the long-running &#039;&#039;&#039;Freedom Fliers&#039;&#039;&#039; series, produced by Marut Studios, which portrays the trials and tribulations of exosuit and mech pilots during the Interstellar War through the use of fictional characters. The series is beloved in the Republic of Elyra and Coalition of Colonies for its well-developed cast of characters and patriotic roots in fighting against the Sol Alliance, ostensibly being not well-received in the Sol Alliance. It has become prominent in Tau Ceti post-independence, and its advertisements can often be found throughout the Republic of Biesel.&lt;br /&gt;
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A less famous yet still beloved holovid originating in the animation studios of Persepolis is the &#039;&#039;&#039;Blood on the Sands&#039;&#039;&#039; series, which presents a dramatization of the Medina [[Medina#The_Phoron_Bulletin|phoron bulletin]] and the phoron hunters that work to fulfill it. Full of drama, intrigue, and suspense, Blood on the Sands has seen wild success in the Republic itself, and its broad cast of characters dedicated to hunting phoron have helped it become widely watched outside of the Republic. Its producers, Leviathan Studios, are well regarded throughout the animation industry for the lengths they have taken to ensure Blood on the Sands remains as faithful to its source material as possible all while being animated.&lt;br /&gt;
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==[[Coalition of Colonies]]==&lt;br /&gt;
The entertainment industry of the Coalition is incredibly decentralized due to the nature of the Coalition itself with each planet producing its own unique forms of media ranging from anti-Solarian propaganda on Gadpathur (from posters to popular animated cartoons) to true crime series set in the seedy underbelly of Xanu Prime. However, much of the Coalition&#039;s well-known entertainment media can be traced back to its more developed colonies such as Himeo and Xanu Prime (along with its colonies, such as Crosk), with less-developed planets rarely producing entertainment that becomes known beyond the Coalition itself. &lt;br /&gt;
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Despite its humble origins in the Republic of Assunzione, the open-world RPG &#039;&#039;&#039;Lightwalker&#039;&#039;&#039; has found itself popular throughout the Orion Spur due to its setting and mix of traditional roleplaying game and horror elements. Gameplay centers around the player creating and taking  control of a Zeng-Hu-sponsored exploration team that is being sent into uncharted depths of Light&#039;s Edge to find and retrieve a device referred to as the “bianhua”. The myriad twist and turns along the way will find the player and their team pushed to the limit by forces inside and outside of their small vessel. When they ultimately reach the bianhua, they are presented with a choice: should this device even be retrieved, or was the bianhua abandoned in this far away sector for a reason? Despite receiving some criticism from Zeng-Hu Pharmaceuticals itself, Lightwalker has been massively successful throughout the Orion Spur. However, many on Assunzione avoid the game due to its “gamifying” of Light&#039;s Edge and what can be found within its uncharted sectors.&lt;br /&gt;
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The long-running detective drama &#039;&#039;&#039;Xanu Underground&#039;&#039;&#039; is perhaps the most easily recognized piece of entertainment from the Coalition itself. With the series having run for nearly seventy continuous years, Xanu Underground and its uncompromising depiction of life in the massive cities of Xanu Prime have achieved fame throughout the Orion Spur as one of the greatest police procedurals ever made. Though initially set in the transition from Solarian to local rule at the start of the Interstellar War, Xanu Underground has jumped around the planet&#039;s history with a five-season-long series generally centered around two detectives. The most recent protagonists are vice detective Beatrice Fitzpatrick and her baseline colleague ICO (short for Intelligence Cataloguer and Organizer) and their attempts to bring down a drug smuggling cartel operating out of Zaurghis. With this series&#039; second season having started in 2463, it is clear that much of their story remains.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Hives_Renaissance&amp;diff=24996</id>
		<title>Hives Renaissance</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hives_Renaissance&amp;diff=24996"/>
		<updated>2022-06-29T17:26:46Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: replace gross apostraphes&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
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The Hives Renaissance, also known as &#039;&#039;&#039;K&#039;lax&#039;ren&#039;keak&#039;&#039;&#039; (“K&#039;lax Innovation”) for the K&#039;lax Hive and &#039;&#039;&#039;Zo&#039;ra&#039;ren&#039;keak&#039;&#039;&#039; (“Zo&#039;ra Innovation”) for the Zo&#039;ra Hive was a period of great technological and cultural development spearheaded by the K&#039;lax that affected most Hives on Sedantis in one form or another. It began on November 26, 412 BCE, with [[Leto, The Seeker|Lesser Queen Leto&#039;s]] first large-scale attempt to document [[Vaurca History|Vaurca history]] and revitalize a culture that had been destroyed during the Great Hive War and ended on August 17, 150 BCE, with the discovery that [[Sedantis I|Sedantis]] was likely to change orbit into the local sun, destroying Vaurca civilization as they knew it. This is considered a period of great enlightenment in Vaurca history following the conclusion of the [[The Great Hive War|Great Hive War]] and acted to both restore the position of the Zo&#039;ra as the dominant production force on Sedantis and showcase the full capabilities of K&#039;laxian genius; rumors exist, however, that would cause some to argue that this was taken too far. &lt;br /&gt;
&lt;br /&gt;
==Prelude==&lt;br /&gt;
Though the conclusion of the Great Hive War saw the defeat of the Lii&#039;dra, the millennia that followed were anything but peaceful. Zo&#039;ra, having suffered losses even amongst her own daughters, significantly weakened the capability she had to keep her most distant colonies in check. Many who were no longer under the watchful eye of the Zo&#039;ra governance turned to independence, fighting both each other and any Zo&#039;ra Warriors attempting to restore some semblance of control. Most of these colonies were small in size and significantly overshadowed by the might of even key Zo&#039;rane vassals. Many tried ingenious strategies to attempt to gain a strategic foothold.  As a result, the periphery of the empire became lawless. Former Queens and Breeders of these vassalries attempted to establish military control in the area by creating their local armies, which was prohibited under Zo&#039;rane rule. Amidst the chaos, the local armies became increasingly desperate and adopted practices frowned upon by other Vaurcae, such as the employment of Workers for war. Because of their continuous fighting, these Hive leaders became known as the Warladies. &lt;br /&gt;
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Because of the null preparation of many Warriors during this period, the armed Workers, and the little military experience of many Warladies, their conflict is often referred to as a civil war. The political groups and loyalties were often limited to a single Breeder, or a small group of Breeders, which do not constitute the definition of a Vaurca Hive. The Vaurcaesian term &#039;&#039;&#039;N&#039;reek&#039;&#039;&#039;, used to acknowledge these groups, is often translated to ‘swarm&#039; in Basic.&lt;br /&gt;
&lt;br /&gt;
As the major Hives mainly were uninvolved in the conflict, much of the chronology of the Swarm Wars has been lost. However, the information available presents the swarms as vicious and aimless. When capturing territory, some of their desperate practices were to scorch the earth and raze any remnants of civilization. The marred areas presented no advantages to the Warladies. Instead, they were ruined so nobody could claim them after their capture. &lt;br /&gt;
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With the natural resources of those areas spoiled, the Zo&#039;ra Hive made no further attempt to regain control. Instead, knowing that she would have to cut her losses in order to restore Sedantis to order, Zo&#039;ra granted much of her remaining vassals to one of her daughters, Kaal. The &#039;&#039;&#039;L&#039;kaal Hive&#039;&#039;&#039; was established as a means to prevent further altercations of power in troubling areas. While Zo&#039;ra had used the divide and rule policy before as a means to break up former mighty Hives, this marked the first time she willingly split her own dominion. &lt;br /&gt;
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Although this plan greatly benefited Zo&#039;ra, who now could focus her efforts on recovering her Hive from the losses of the grueling Hive War, L&#039;kaal&#039;s unfamiliarity with rulership and military tactics saw her struggle to make even slight gains against the Warladies. While she was chosen because of the defensive spirit of her brood during the Lii&#039;dramachy, her former administrative territory was far from the frontlines. Now placed in charge of a conflictive zone, vassals took the opportunity to diminish her rule and fracture her power further. While the Zo&#039;ra Hive once again began to prosper, L&#039;kaal instead fell to banditry— even the Warladies, whom she bordered, raided some of her most important outer colonies. &lt;br /&gt;
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==The Concord of Ven&#039;kar==&lt;br /&gt;
It took two millennia of close collaboration between the Zo&#039;ra and K&#039;lax to rebuild completely from the damage sustained during the Hive War. The K&#039;lax is famous for saying it would have taken a millennium more without them. The damage, both in terms of loss of life and essential infrastructure, was on a scale never before witnessed on Sedantis. At that point, entire tectonic plates were devastated, and populations lay as dead bodies yet to be collected, numbering in the billions. Yet while K&#039;lax focused immense resources on inventing new and novel methods of repairing the damage dealt, some of which would make it into the annals of history, many more would be lost forever. Zo&#039;ra focused her efforts on not just reconstructing her Warrior population but instead, under the advice of her child [[Zoleth, The Herald of Scars|Zoleth]], who had been instrumental in the war effort, developing new and unique ways of using them to match the tactical ferocity that the Warladies were so well known for.&lt;br /&gt;
&lt;br /&gt;
It was this symbiotic relationship between the K&#039;lax and the Zo&#039;ra that would bring about the &#039;&#039;&#039;Hak&#039;nar&#039;nrith March&#039;&#039;&#039;, where Zo&#039;ra soldiers, finally ready for the fight again after centuries of preparation, would push forth to retake the lands currently held by the Rebel Queens and relieve the struggling L&#039;kaal armies. The war effort was massively successful. It was the pivotal battle of Hak&#039;nar&#039;nrith en route to the city of Tha&#039;trus, an armaments manufacturing plant for a Warlady whose name was lost and overshadowed in the history of what happened before her arrival, which proved a critical turning point in the fight. &lt;br /&gt;
&lt;br /&gt;
Passing through a long stretch of cavern believed to be a shortcut, an ambush occurred, revealing to the Warriors a shocking truth: three of the Warlady armies had united in a desperate push to fight off the incoming Zo&#039;ra forces and retain independence. Though all hope seemed lost and the troops were pinned down, it was under the careful tactical advice of Zoleth that the Zo&#039;ra warriors managed to successfully spelunk large quantities of highly explosive materials behind enemy lines in small groups and then make a strong push forward. Though casualties were immense, it drove the Warlady forces back into the trap, successfully turning the ambush in favor of Zo&#039;ra. &lt;br /&gt;
 &lt;br /&gt;
With the conclusion of the battle of Hak&#039;nar&#039;nrith March, the Warladies&#039; fates were all but sealed. Having lost so decisively, it was only a short series of battles later that, under the watchful eye of Zo&#039;ra, the Concord of Ven&#039;kar was signed, a deal for the Rebel Queens to respect the L&#039;kaal borders. The details of the surrender deal are proudly displayed in the Zo&#039;rane archives, as a monument to the first time in centuries that Sedantis had reached a state of relative peace. &lt;br /&gt;
&lt;br /&gt;
==The Reconstruction Queens==&lt;br /&gt;
While Zo&#039;ra&#039;s plans to restore Vaurca society to its former glory were militaristic primarily in nature, K&#039;lax instead turned her attention to recovering the morale of her Hive. The losses in the Kol&#039;axta Campaign had affected all echelons of K&#039;lax society, and the passing of her daughters led to surviving numbers of their broods being merged with others of the dwindling dynasty. As a result, she chose two of her youngest, Zkaii and Leto, to combat the societal problems that emerged with a change of ideology. &lt;br /&gt;
&lt;br /&gt;
Since her oldest mentions in the Vaurcaesian records, K&#039;lax was mentioned as a loving mother, hence the title of “Mother” as an antonomasia of K&#039;lax within the Hive. The education of [[Zkaii, The Sleepwalker|Zkaii]] and Leto was different from all other past queens, as the High Queen raised them herself, first within the new Virtual Reality and then in the real world. As the virtual world became an essential part of all Vaurcae, Zkaii was tasked with ensuring a total pleasure within what was then a shared Realm for all the Hive. Conversely, Leto was commissioned to use the new technologies to create an impact in the real world. &lt;br /&gt;
&lt;br /&gt;
Their sheltered raising and scant knowledge of the Hive War until their coronation was criticized by the Zo&#039;ra Hive, who believed the plan would spawn a generation of weaker queens. However, the first results proved positive, as modifications made by Zkaii within the Virtual Reality are still considered core components for the virtual infrastructure and the delight of all Unbound. While Vaurca Queens had no rules of succession, the success of Zkaii made her win the favor of her mother over her older prewar sibling, [[Vetju, Iron Queen|Vetju]].&lt;br /&gt;
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==The Ran&#039;Kana Chronicle==&lt;br /&gt;
However, the incident that historically marked the beginning of the Hives Renaissance was the completion of the Ran&#039;Kana Chronicle; the project Leto took upon herself to reinterest the Vaurcae in their former glory. In an age of darkness and distrust for their old ways, Leto presented to Vaurcae of all Hives that their past was not something they should fear, as learning from it can improve their futures and avoid any further [[The Lii&#039;dra|Lii&#039;dra]] threats. &lt;br /&gt;
&lt;br /&gt;
The Chronicle, which can now be consulted at the heart of [[Leto, The Seeker#Her Realm|Leto&#039;s Archive]], is considered the most extensive record of Vaurca origins, covering as far as the Dawn of Vaurca. It is rumored that its pre-captio (a type of preface akin to a book&#039;s prologue) affected High Queen Zo&#039;ra, calling it “Our species magnum opus.” &lt;br /&gt;
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The significance of the Chronicle transcends its historiographical achievement. Like few other seminal works throughout different civilizations, its impact inaugurated a new chapter in the history of Vaurcae, where the greatest minds of all castes were inspired to rekindle their classical spirit. &lt;br /&gt;
&lt;br /&gt;
==The Nar&#039;laan Multibox==&lt;br /&gt;
Although minor compared to the inventions to come, few of them would have as much cultural impact as the Nar&#039;laan multi-box, which would forever act as the symbol of the Hives Renaissance. The Nar&#039;laan multi-box, also known as a ‘puzzle box,&#039; is a storage unit and partial Hivenet interface that requires all of a Vaurca&#039;s senses to be used in a “test of knowledge” to unlock itself properly. They were first conceptualized when Leto commissioned herself an incomparably talented Xakat&#039;kl&#039;atan from the brood of her mother at the height of the Hives Renaissance with which to push a device that could “encapsulate and preach that which is virtuous of Sedantis.”&lt;br /&gt;
&lt;br /&gt;
Queen Leto was the first Vaurca to be ever gifted a multi-box and is rumored to have also solved it the fastest out of anyone, with the name “puzzle box” being said to have come from the Nostalgic Queen&#039;s words herself that any “test of knowledge” to an active archivist, the Queen who built them herself no less, would be akin to a simple puzzle. However, in a twist of irony, Leto&#039;s subsequent attempt to unlock a puzzle box would prove to be her hardest, as she would bear the gift-to-be box of Mother K&#039;lax before her chambers came ablaze, the box whose locks were made to be as bewildering and complex as its inventor revered the High Queen mind&#039;s to be. &lt;br /&gt;
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With the multi-box being the last connection to the High Queen and both its creator and recipient deceased, Leto would fall into utter desperation trying to recall the faintest minutia about her mother to crack the box, only to fail with each new detail anyway. Many of the Hive&#039;s most remarkable minds came to support and attempt to break it themselves, but they would fail just as the Nostalgic Queen Leto did. Further attempts have been made yearly to crack open the multi-box ever since. &lt;br /&gt;
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Still, the minimal progress gained has convinced many of the failed “box cracker” Vaurcae that it is a near fruitless endeavor, with many citing their collective failed attempts that the security locks are too specific to the High Queen for an opening to be found commonly. Others speculate that the box&#039;s systems were irreversibly damaged by the original chamber fire it was found in and that it cannot properly unlock itself. Leto has expressly forbidden any physical alteration in fear of potentially destroying a crucial part of its old and now irreplaceable design. This multi-box was gifted by Queen Leto to the newly elected [[Tupii, The Surrogate Queen|Queen Tupii]] as a sign of friendship and her recognition as the brood&#039;s heiress.&lt;br /&gt;
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Most Nar&#039;laan multi-boxes are traditionally used to store physical safe keeps of Sedantis. However, there has been a rise in multi-boxes used for intimate, personal situations since the first colony worlds. As each box is customizable and directly tied to sensation, multi-boxes are often used to show affection to other members of the owner&#039;s hive-cell or as personal “experience diaries” for the owner to re-feel memories outside Virtual Reality. It is well known that since the arrival of the Vaurca to the Spur, the Hives have made efforts to integrate themselves with the new species they must live beside. One of these was the creation of multi-boxes designed to be solved by those other than Vaurca, though often with great difficulty, typically with some interesting but ultimately cheap item or nick-nack inside.&lt;br /&gt;
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==The Zo&#039;rane Response==&lt;br /&gt;
Within the first century of the Renaissance, the changes in K&#039;laxian society were evident. To surmount her vassals, Zo&#039;ra appointed one of her daughters with the least military experience, Vaur, to accomplish something similar to Zkaii in Virtual Reality. &lt;br /&gt;
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Vaur&#039;s eccentric Realm, which other sapients still find marvelous today, results from this effort. Her original objective was to create a room where, away from Virtual Reality, a Worker could interact with its peers. Though it was not completed during the Renaissance, the modern iteration allows Biesel citizens to gaze upon it. While complex at first glance, the mechanism is much simpler: instead of creating a bridge between the two realities, it transmits a faithful recreation of the Realm, albeit with some lag. However, the program&#039;s scope is limited to a single exhibit area. Nevertheless, inputs from the real world appear to the resident Unbound, allowing communication with the exterior. &lt;br /&gt;
&lt;br /&gt;
Zo&#039;ra&#039;s desire to have a Renaissance Queen was a complex issue. Unlike the K&#039;lax Hive, the Zo&#039;ra, while reduced, was still massive in size. Additionally, her decision to split her empire stemmed from having too many broods. Consequently, she delegated different tasks to five of her daughters, resulting in the contemporary model of specialized Zo&#039;ra broods.&lt;br /&gt;
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One of her eldest living offspring, Zoleth, was mainly left in charge of the military; [[Scay, The Hidden Queen|Scay]], Queen of a minor but blooming brood, was appointed with scientific innovation; [[Vaur, The Liminal Queen|Vaur]], aside from the betterment of Virtual Reality, was tasked with diplomacy within the Empire, to prevent further fractures; [[Xakt, Queen of Corpses|Xakt]], a crucial industrial brood, was promoted to the industrial heart of the Zo&#039;ra. The other daughter, &#039;&#039;&#039;Biibak&#039;&#039;&#039;, was made a propagandist promoting the Zo&#039;rane Renaissance image. As Biibak is [[Vaurca History#The Nomadic Approach|the most recent loss of a Vaurca Queen]], her figure is controversial. Some Vaurcae believe her role in having been essential for the peace in Sedantis during the Renaissance, while others instead think of her role as a token position within the Hive.&lt;br /&gt;
&lt;br /&gt;
==The C&#039;thur during the Renaissance==&lt;br /&gt;
After the Lii&#039;dramachy, the reputation of the C&#039;thur Hive was tarnished. During these centuries, their efforts mainly focused on reconstructing their Hive after losing many of their territories and serfs. Their separation from the Zo&#039;ra Hive proved to be a curse and a blessing, for they were no longer seen as only the shadow of their larger allies. This autarky stirred a sense of Hive pride and what is known as the &#039;&#039;&#039;silent Renaissance&#039;&#039;&#039;, with technological advancements different from those seen within the Zo&#039;ra and K&#039;lax. However, the Zo&#039;ra abandonment had profound economic consequences, from which the Hive has fully recovered in recent years. &lt;br /&gt;
&lt;br /&gt;
==The New Generation==&lt;br /&gt;
Even within the first centuries of the Hives Renaissance, great technological discoveries had been made, ranging from new bioforms capable of regeneration at the cost of increased [[k&#039;ois|k&#039;ois]] consumption to biological vehicles capable of traversing great distances, as well as the Ka&#039;Akaix&#039;Von C&#039;thur&#039;s famous scientific debate with Ka&#039;Akaix&#039;Iil K&#039;lax over full-body-prosthetics. The first of the new Queens of the K&#039;lax was born within this era. [[Vedhra, Princess of Configurations|Vedhra]] had the dual purpose of advancing the technology of the Hive even further and ensuring that if the Lii&#039;dra did ever return, the K&#039;lax would be ready for them, if not Sedantis. &lt;br /&gt;
&lt;br /&gt;
A notable achievement in this era was the development of the Eack&#039;nar Architectonic Apparatus, a mining machine that, when fed the correct mathematical instructions, was capable of autonomously carving out massive swathes of land in record time to make space for massive new construction projects such as cities. The ore harvested would then be deposited and refined into resources that could be put into the built project. Neutron forges and All-Factories popularized prior to the Great Hive War became exponentially more effective and more expensive, with even more complex and intricate goods capable of being fabricated on a scale never seen before. &lt;br /&gt;
&lt;br /&gt;
Notable advancements were made in power generation, with many different novel yet highly effective methods of generating power brought about by the clever use of phoron. Most of these would never be used outside of the lab or small-scale city district experiments due to the simplicity and efficiency of current power generation methods, but that did not stop many from trying to revolutionize the grid.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Lii%27dra&amp;diff=24995</id>
		<title>The Lii&#039;dra</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Lii%27dra&amp;diff=24995"/>
		<updated>2022-06-29T17:26:08Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: replace gross apostraphes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;NOTE: This is an antagonist faction! Do not attempt to make characters from the Lii&#039;dra hive on station unless you are an antagonist!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Lii&#039;dra are the fourth Vaurca hive making their home in the Orion Spur and are, by far, the most resented of the four. They are considered extremely hostile, inconsiderate of other groups, and a threat to sentient life as a whole. This is due in part to a few reasons, all of which will be discussed on this page. &lt;br /&gt;
&lt;br /&gt;
Unlike the main three hives, the Lii&#039;dra are a true hivemind. This means they think and act as one being instead of a group of many individuals, and are for all intents and purposes more or less the same creature, their consciousnesses linked in VR until death. In addition, it is well known that they have zero regard for the lives of other groups of living beings, and are typically killed on sight, assuming they are ever found to begin with. The only brood currently actively seeking groups of Lii&#039;dra out is [[Vedhra, Princess of Configurations]]&#039; brood, who are tasked with the destruction of the hive and pursue this goal fervorously. &lt;br /&gt;
&lt;br /&gt;
Outside of this information, little is known about the hive outside of Zo&#039;rane archives and data gathered during the Invasion. Most Vaurca are reluctant to ever discuss the hive, and will always regard them with resentment, seeming to only describe them with the foulest terms. What is known, however, is the general history of how the hive came to be what it is today, through collections of recordings and other such archived data as well as how they tend to operate to achieve their goals. &lt;br /&gt;
&lt;br /&gt;
As for said goal, the general consensus is that the Lii&#039;dra seek to assimilate all Vaurca hives in the spur. It is unknown what they intend for the rest of the factions, but it can be assumed to be violent in nature.&lt;br /&gt;
&lt;br /&gt;
If you wish to play as the Lii&#039;dra in an antagonist gimmick, [[Lii&#039;dra guide|read here]].&lt;br /&gt;
&lt;br /&gt;
=Operation=&lt;br /&gt;
In the past, the Lii&#039;dra were fighters in the same manner as most every other hive present on Sedantis, through sheer numbers and firepower. In recent times however,  due to vastly decreased size and being much more spread out the Lii&#039;dra have found their favorite way to combat their rivals is through acts of secrecy and espionage. They much prefer acting in the shadows, striking fast and hard at vital locations to achieve their goals, or even destroying their enemies from the inside out covertly. To this end, a lot of their equipment - much of which having been brought from Sedantis - is aimed towards these tactics.&lt;br /&gt;
&lt;br /&gt;
==Small Numbers==&lt;br /&gt;
The Lii&#039;dra have adapted to working in small cells, with anywhere from 5 - 50 numbers depending on need. These groups can perform a wide variety of goals, from reconnaissance to fighting and anywhere in between. Most of the time these groups are disguised or hidden to avoid detection, a lot of the time working from a base away from the actual area of operation.&lt;br /&gt;
&lt;br /&gt;
The gear these groups utilise is often much more aimed at utility and speed rather than brute firepower, though equipment accommodating such still exists, they are mostly used for the defense of said bases or nests in the event they are not abandoned in time. Whenever this is the case, all Lii&#039;dra will fight to the death, with no instances of surrender thus far. In most cases, bases are stripped of equipment and left behind long before anyone actually arrives to fight them, much to Vedhra&#039;s annoyance. &lt;br /&gt;
&lt;br /&gt;
==Offense vs. Defense==&lt;br /&gt;
The tactics the Lii&#039;dra utilize vary greatly depending on which side is doing the attacking. When the Lii&#039;dra are on the offensive, they are often kitted out with gear that accommodates speed and stealth when the operation is overt, such as jetpacks, stealth hardsuits, and silenced weaponry. When secrecy is needed however, they most often make use of disguises and similar equipment to fool their enemies, with small arms for defense. Although for both examples the equipment realistically changes wildly depending on what the Lii&#039;dra are actually doing, as a large amount of planning is done before any actions.&lt;br /&gt;
&lt;br /&gt;
When it comes to Defense, the vast majority of the time the Lii&#039;dra attempt to avoid the need to defend at all, opting to evacuate and take - or destroy - equipment as they leave, meaning attackers actually end up assaulting an empty location with nothing of actual value. In the event this is not performed in time, however, the Lii&#039;dra switch to heavy firepower and sustainability, with heavy armor and warforms to match whatever is thrown at them until death, following a scorched earth-esque policy in the event they are losing the battle by destroying anything they have before the enemy can obtain them, denying information leaks to the Spur. &lt;br /&gt;
&lt;br /&gt;
In years following the invasion however, neither offensive or defensive actions (barring the abandoned bases Vedhra has found) have been recorded as the hive, presumably, attempts to recuperate their losses, meaning all above information is more of an educated assumption of Lii&#039;dra tactics using evidence from the past. &lt;br /&gt;
&lt;br /&gt;
==Warforms==&lt;br /&gt;
The warforms of the Lii&#039;dra change greatly in comparison to the other three hives present in the Spur. As with the rest of their tactics and equipment, Lii&#039;dra warforms are much better suited to agility and firepower rather than brute force tanks. This means that while they are typically less resistant to damage than the typical warform, they are far faster and in most cases, and armed with deadlier weapons. The actual forms they take varies, with the most radical including a centipede-like creature capable of scaling most any surface with armaments attached at the side, and a much smaller, wasp like warform capable of flight. &lt;br /&gt;
&lt;br /&gt;
Warforms are never involved with the espionage aspects of the hive and are instead used in overt attacks against the Lii&#039;dra&#039;s enemies, usually against specific targets.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
The Lii&#039;dra have quite a few gadgets and weapons in their arsenal that are heavily rooted in Vaurcesian technology, the majority coinciding with quieter operations with the more destructive pieces of equipment being used in terror attacks or as a last resort. The Lii&#039;dra are known to use the below examples the most commonly, and they have, to no surprise, riled up a plethora of conspiracies and odd beliefs regarding the Lii&#039;dra, both within Vaurca hives and otherwise.&lt;br /&gt;
&lt;br /&gt;
===P.P.S.===&lt;br /&gt;
The Programmable Polymer Suit is the main armor the Lii&#039;dra use. On its own, it is fairly unimpressive in the protection it provides, but the benefit it allows is adaptability. The more damage of a specific type the suit takes, the better it defends against it. This doesn&#039;t hold up very long however as out of combat the suit ‘forgets&#039; how to defend against whatever was attacking it over time.&lt;br /&gt;
&lt;br /&gt;
===Amnion Gun===&lt;br /&gt;
The Amnion Gun is a weapon that is assumed to be designed to ensnare and capture victims rather than outright kill. Any evidence of its existence is mostly from anecdotal experiences and a small handful of recordings of it in action, with only cocoons presumably filled with captured prisoners being left after a firefight. Not much else is known, as it is a relatively rare tool.&lt;br /&gt;
&lt;br /&gt;
===Black K&#039;ois===&lt;br /&gt;
This is a strain of the already deadly fungus, K&#039;ois. It is jet black, and sucks in any and all light in a radius around it, making it impossible to truly see. It is extremely contagious and, more importantly, deadly to all non-Lii&#039;dra lifeforms, including Vaurca from other hives. In most cases victims of Black K&#039;ois exhibit mycosis that is much faster and violent than the normal K&#039;ois, with spores bursting from the mouth and pores as their victim is enveloped completely. When Vaurca and - in rare cases - some members of other species&#039; are affected, they become zombie-like creatures loyal to the Lii&#039;dra, extremely violent and shadows of their former selves. Black K&#039;ois is the Lii&#039;dra&#039;s most successful bio-weapon to date, and has seen extensive use on New Gibson and Bursa, with the only real weaknesses being to fire and the NT-produced chemical, Cardox.&lt;br /&gt;
&lt;br /&gt;
=Resistance=&lt;br /&gt;
There are several groups who have particular interest in destroying the hive, whether due to past aggressions or because of other reasons.&lt;br /&gt;
&lt;br /&gt;
===The Other Hives===&lt;br /&gt;
The most obvious, the K&#039;lax, C&#039;thur, and Zo&#039;ra are united in at least one thing - the destruction of the Lii&#039;dra. They are despised in every sense of the word, and any Lii&#039;dra encountered are killed on sight by members of any of the big three. Although as of recent years only the Zo&#039;ra and Vedhra&#039;s brood have had any actual experience with the Lii&#039;dra leading to the hives&#039; queens mostly focusing on other, currently more important duties.&lt;br /&gt;
&lt;br /&gt;
===Vedhra===&lt;br /&gt;
Ta&#039;Akaix&#039;Vedhra&#039;rept&#039;ylanze, the Princess of Configurations, is a lesser queen of the K&#039;lax mostly concerned with one goal, the death of the Lii&#039;dra. Her efforts are focused into the research and manufacture of new weapons and equipment to fight the hive, and her Warriors rove nearby territories feverishly searching for pockets of Lii&#039;dra, to no real effect so far. This even goes as far as to the revival of an old religion, Preeminence.&lt;br /&gt;
&lt;br /&gt;
===Elyra===&lt;br /&gt;
The Serene Republic of Elyra was hit the hardest by the Lii&#039;dra&#039;s invasion, with Bursa and New Cairo experiencing far more casualties to aggressors and Black K&#039;ois alike than New Gibson even got close to. This has led to resentment of Vaurca as a whole throughout the nation, and military divisions with equipment dedicated to fighting Vaurca opponents such as plasma weaponry and Cardox.&lt;br /&gt;
&lt;br /&gt;
===Purpose===&lt;br /&gt;
The reclusive synthetic society ‘Purpose&#039; is rarely seen in civilized space and equally seldom contacted. However there have been numerous examples of Purpose getting into combat with the Lii&#039;dra, and Purpose even offering aid in destroying the hiveship above Biesel in the Invasion of 2460. The start of hostility between the two groups is unknown, as well as the length - and cost - of the fighting.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
==30696 BCE==&lt;br /&gt;
The year of 36674 BCE is the origin of the oldest information that has been uncovered regarding the Lii&#039;dra. Found within the records on Titan Prime, Zo&#039;ra&#039;s Hiveship, this information consists of a recording of a meeting between the Court of Queens, a form of inter-hive regulatory body believed to be headed by hive Zo&#039;ra, on Sedantis I. On top of this being the first insight as to how life on Sedantis worked, it also provided much more interesting information. The meeting itself covered a brand new invention produced by the Lii&#039;dra, with the same hive petitioning the Court for more resources to further their research and production for this technology that has, today, become one of the most pervasive parts of Vaurcesian society, Virtual Reality. &lt;br /&gt;
&lt;br /&gt;
A small hive back then, The Lii&#039;dra lacked the resources to further the technology on their own, and the meeting went on for many hours whilst they explained how their early prototypes functioned in an attempt to impress the Queens. This was done to great effect, as the then small hive was granted their wish of more resources to further research in exchange for VR tech becoming available to all hives represented by the council, with the Zo&#039;ra being the first hive above all others to receive it. This is where the meeting ends, along with the recording. &lt;br /&gt;
&lt;br /&gt;
==30085 BCE==&lt;br /&gt;
For nearly 700 years, no further mentions of the Lii&#039;dra were found within the archives, though it is believed that the Queens know more than they let on. The next oldest recording details another Court meeting on Sedantis I regarding the Lii&#039;dra. This meeting began very similarly to the last recorded one, though by this time it has become obvious that VR has begun to pervade Vaurca society to a great extent. With many in attendance having augments believed by Vaurca scholars to be early versions of the Neural Socket present in all Vaurca of today that allows them to interface with VR remotely.&lt;br /&gt;
&lt;br /&gt;
After a relentless barrage of questions regarding the Lii&#039;dra&#039;s next project, VR having been a massive success that helped the Lii&#039;dra hive grow exponentially at a rate rarely ever seen before, the representatives of the hive began their presentation. They revealed that their studies have led to further breakthroughs in the technology behind Virtual Reality. It was revealed that they had, somehow, managed to find a way to transmit not just sensory information, but thought itself, through VR in a way no other hive has possessed since. The ambassadors go into great detail explaining to an increasingly silent Court into how this remarkable breakthrough would be the last step towards unifying the species, as when linked through VR, individual thought ceases to be. All who connect will become a part of the whole and the Vaurca will become a singularity intelligence. In addition, it was revealed that they had already taken the liberty of putting their theory to the test, and the Lii&#039;dra by this time had already assimilated several small, seemingly nameless hives into the collective, at the horror of the other Queens present. &lt;br /&gt;
&lt;br /&gt;
Having finished their presentation, the ambassadors had expected applause and agreement, but what they had received instead was hostility and anger. The Court very quickly became a mess of voices discussing what the Lii&#039;dra had done, almost none of said voices being in agreement with the newly formed hivemind. The recording ends with the ambassadors being ejected from the Court&#039;s chamber and the Queens speaking in hushed tones. It is believed that the [[Vaurca History#The Great Hive War|Great Hive War]] began shortly after this event with Xtykt&#039;lotec, a large city hosting a technology summit, being seized by the Lii&#039;dra.&lt;br /&gt;
&lt;br /&gt;
==29930 BCE==&lt;br /&gt;
This year marks the end of the Great Hive War with the historic capital and seat of the Lii&#039;dra hive, Illuau&#039;tia, being destroyed after a very prolonged and costly battle. At this point, around 80 percent of the Vaurcesian population had been slain or assimilated into the Lii&#039;dra hivemind, and the Lii&#039;dra were forced to forgo their offensive and go into hiding to survive, now a shadow of their former splendor. This ultimately ended up working in their favor, as most of the planet was recently made vacant, and the Hive easily began to recuperate as the others struggled to bounce back, leading to a significant Lii&#039;dra presence on Sedantis once again by the time the Great Evacuation had occurred, which also coincidentally led to the Lii&#039;dra being vastly superior both numbers and technology wise to any one of the hives alone. The colossal loss of life in the conflict is believed to be one of the driving forces behind the current idea of the Vaurca afterlife, with advances in VR technology still being pursued despite the already unprecedented costs.&lt;br /&gt;
&lt;br /&gt;
==346 CE==&lt;br /&gt;
This year marks the date the Lii&#039;dra finally began to evacuate Sedantis, not too long after the rest of the hives had already departed towards wherever they would go. The Lii&#039;dra left in droves, with multiple Hiveships darting off in any given direction whilst a smaller group was left behind on Sedantis to clean up the stragglers abandoned during the Great Evacuation. Most hive ships are currently in unknown locations, though they are not believed to be within the Orion Spur. A select few, however, decided to try and follow the hiveships belonging to their rivals, mainly the Zo&#039;ra and C&#039;thur. This eventually led to several events, such as the attacks on the hiveship containing the C&#039;thur leading to the permanent injury of the High Queen, the disappearance of High Queen Zo&#039;ra, and of course, the arrival of the Lii&#039;dra to the Spur.&lt;br /&gt;
&lt;br /&gt;
==2456 CE==&lt;br /&gt;
This year marks the arrival of the Lii&#039;dra to the civilized portion of the Orion Spur, hot on the trail of their enemies&#039; respective ships. Having been following them for quite some time, probes were sent out to determine just what had been encountered. Upon learning of the various nations of the Spur,  it is presumed that the Lii&#039;dra decided to lie low, finding barren planets to lie in wait on, slowly building themselves back up after their extremely long and unforgiving journey. It is unknown how many Lii&#039;dra hiveships are currently in the Spur. &lt;br /&gt;
&lt;br /&gt;
==2458 CE==&lt;br /&gt;
On 08/21/2458, the Lii&#039;dra made their first act of aggression in the Orion Spur against a non-vaurca entity. A Lii&#039;dra hiveship had been found approaching the Cairo United star system inside the Serene Republic of Elyra, with hostilities occurring soon after. This invasion, in contrast to the Tau Ceti incident, was much longer, persisting for over two weeks before the Lii&#039;dra lesser queen present perished, forcing a major disruption in the hivenet system of the Lii&#039;dra and causing a full pullback, though fighting pursued for a week thereafter before the conflict was officially considered ‘over&#039;. A memorial was constructed on Bursa commemorating the fallen in this conflict, and this invasion resulted in the overall resentment of Vaurca in the Serene Republic and the creation of various anti-Vaurca weaponry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==2460 CE==&lt;br /&gt;
The date 08/18/2460 marks the beginning of the Lii&#039;dra invasion of Tau Ceti. The attack begins with a colossal signal appearing next to New Gibson - A Lii&#039;dra ship. The Lii&#039;dra immediately invaded New Gibson shortly after, sending the entire system into a state of emergency as the government struggled to respond to the sheer numbers of the aggressors. Curiously enough, it was fairly obvious that the Lii&#039;dra were actually targeting infrastructure and buildings with their main attack force, and were intentionally letting living targets flee - so long as there was something else to blow up that is. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, there was still a massive loss of life due to their deployment of their most deadly bioweapon, Black K&#039;ois. It spread like a virus, appearing in a very large amount of biodomes throughout the planet, killing swathes of people and even turning some into zombie-like aggressors. &lt;br /&gt;
&lt;br /&gt;
Shortly after, a number of groups nearby came to the young Republic&#039;s aid. A few were obvious, such as Hive Zo&#039;ra and NanoTrasen who were the main defence force against the Lii&#039;dra. However one group in particular made an unexpected appearance, the solely synthetic society ‘Purpose&#039;. Normally reclusive, the reason for Purpose giving aid is still in question, but their help was greatly appreciated as they dealt massive damage to the main Lii&#039;dra carrier. &lt;br /&gt;
&lt;br /&gt;
A few days of intense fighting passed, with most of the actual casualties on the Republic&#039;s side resulting from the Black K&#039;ois rather than the actual warriors. During this time an intense space battle raged above Biesel, with the center ship being the colossal carrier of the Lii&#039;dra. The vessel was, eventually, struck down, due largely in part to the use of  Zo&#039;rane Thermal Lances and a Purpose ship ramming directly into the behemoth for unknown reasons. The ship crash landed into Severson&#039;s Rift, with various chunks of the alien craft washing ashore every so often, even after years of scuba divers seeking them out. &lt;br /&gt;
&lt;br /&gt;
=Recent Years= &lt;br /&gt;
With all of the above information, only one question really remains. What have the Lii&#039;dra been doing? The hive as a whole has gone completely dark (at least from the Spur&#039;s eyes) since the failed invasion of Tau Ceti, and it is assumed that the Hive either broke apart completely due to their losses being far too great, or they have been taking the past few years to recuperate and prepare for their next move. &lt;br /&gt;
&lt;br /&gt;
There is evidence that the Lii&#039;dra had at least one hiveship present, with the attack on Elyra and the attack on Biesel believed to be orchestrated by two different ships, one being the hiveship in Elyra, and a much smaller carrier in Biesel, and it is unknown if there are any more beyond those two, one having not been destroyed at all. &lt;br /&gt;
&lt;br /&gt;
Over time, other events in the galaxy have turned the majority of the Spur&#039;s attention away from the Lii&#039;dra, leading to a relative lack of care into what they are doing, with the general consensus being that the Lii&#039;dra incurred far too many losses to recover. &lt;br /&gt;
&lt;br /&gt;
Whether or not that is true, will only be revealed by time...&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Bluespace&amp;diff=24994</id>
		<title>Bluespace</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Bluespace&amp;diff=24994"/>
		<updated>2022-06-29T17:23:14Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: replace gross apostraphes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Bluespace &amp;amp; Phoron =&lt;br /&gt;
== Phoron ==&lt;br /&gt;
Discovered within the Romanovich Cloud in 2417 by the [[Nanotrasen Corporation|NanoTrasen]] Science Vessel Yosemite, Phoron irrevocably changed the history of the Orion Spur - while initially for the better, in recent times nothing could be further from the truth. Purple and opaque in appearance, the mineral was discovered to be incredibly useful for energy production, alongside uses as a catalyst for creating advanced medications that transformed the field of medicine into what it is known as today. &lt;br /&gt;
&lt;br /&gt;
It is extremely toxic and caustic in all its forms, however, most notably dangerous when in gaseous form, capable of significantly harming those that breathe it in as well as being capable of causing significant damage to anything engulfed within should it be set alight. Sirens blaring due to the caustic gas escaping containment is oftentimes the last sound that many employees will hear before succumbing to its severe toxicity. Phoron is used mostly in energy production, predominately within fusion generators that sustain both Bluespace Drives and Gates due to the excessive amount of power required to commence travel within the anomalous dimensional pocket. &lt;br /&gt;
&lt;br /&gt;
Currently, the only deposits of the mineral have been located within the [[Republic of Biesel]] and the [[Republic of Elyra|Serene Republic of Elyra]] - with reports from Vaurcae that [[Sedantis]], their homeworld, also had deposits of the mineral. Due to the exhaustive extraction and refining operations that have been conducted since its discovery, there now exists a scarcity that deeply impacts the entirety of the Orion Spur, and continues to worsen as the limited supplies of phoron are used to keep the status quo. The [[Stellar Corporate Conglomerate]], predominately NanoTrasen, continues to search for additional deposits with the [[SCCV Horizon]], with limited success.&lt;br /&gt;
&lt;br /&gt;
== Bluespace ==&lt;br /&gt;
“Discovered” multiple times across the millennia that the inhabitants of Orion Spur have traversed the stars, its most notable discovery was by &#039;&#039;&#039;Luo Qiqiang&#039;&#039;&#039; decades before the uncovering of Phoron in 2341. Considered a shrewd scientist, Luo Qiqiang had already significantly advanced the understanding of warp theory within his lifetime and worked as the Head Scientist on [[Einstein Engines]]&#039; “Project Ingress” alongside several Federation-endorsed Skrellian Scientists that had come forward with theoretical models regarding enhanced warp travel - notably amongst them was [[Notable Skrell|Chancellor Xul Lurq]], then a minor Idol due to their many years with the Gliutip&#039;lyaz University. &lt;br /&gt;
&lt;br /&gt;
Einstein Engines&#039; Project Ingress didn&#039;t lead to a discovery in warpdrives, but instead to an entirely new way of travelling across the stars. Drawing power from ten different particle accelerators, the prototype warpdrive was activated and created something akin to what is now known as a bluespace portal. It was sustained for approximately twenty seconds, enough for a small drone to be flown through. It then appeared on the edge of the Alpha Centauri System, shattering “warp speed” records. Despite the initial success, Project Ingress experienced a catastrophic meltdown, an electromagnetic pulse was emitted by several of the particle accelerators, destroying Doctor Luo Qiqiang&#039;s prosthetic heart. Further continuation of the project was prohibited, and the records regarding it were classified until 2418 after it was leaked by an unknown individual. &lt;br /&gt;
&lt;br /&gt;
Luo Qiqiang&#039;s research was used to further understand the potential uses of phoron, and the recreation of Project Ingress&#039; conditions led to the discovery of Bluespace by [[Nanotrasen Corporation|NanoTrasen]] Scientist &#039;&#039;&#039;Samantha Tigard&#039;&#039;&#039; and several others - who reported that it was not in fact an advance in warp theory, but instead in an entirely new field that she referred to as “Bluespace” due to its appearance. Further research yielded the modern understanding of Bluespace, a separate anomalous dimension that is connected to the Orion Spur, and likely the greater Milky Way and operates through “folding itself upon itself” as described in Tigard&#039;s reports. Bluespace Gates and Drives were eventually developed, replacing and making the prior generation of Warp Gates and Drives obsolete. Beginning construction in 2420, Bluespace Gates found themselves in operation in 2425, bringing forth a new era of exploration and expansion within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
Despite advancements in the understanding of Bluespace, it is still relatively unknown. It is perceived by nature to be incredibly unstable and in a constant state of flux, only adding to the danger it poses to those attempting to charter it. From out of the corners of the Spur, there are rumours of strange abnormalities that occur when Bluespace is employed carelessly or unusually. However, most of these are chalked up to be simply untrue by the greater scientific community within the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
Due to the configuration of the Bluespace Gates, there is a connection that opens simultaneously, resulting in near-instantaneous travel due to essentially “mirroring” one another and making the use of the Gates considerably quicker than their smaller counterparts located within Bluespace Drives. This is a major difference between the two, where Drives are required open their own connection and traverse Bluespace before “breaching” and creating another connection to leave - which takes time, depending on the distance required to travel. Bluespace Drives commonly use Bluespace Jump Routes, chartered routes within the dimension that are declared safe for travel. &lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
==== Bluespace Gates ====&lt;br /&gt;
Bluespace Gates, or just “Gates”, are generally used for travel between distant star systems for the mass majority of ships that are not outfitted with a Bluespace Drive. It forms a pseudo-highway of interstellar travel, essentially “slingshotting” ships dozens of light-years in the span of a few minutes thanks to their advanced, complex systems. Taking up a square kilometre, Gates are of a ring-shaped design with projectors facing inwards, overseen by an integrated artificial intelligence. To use a Bluespace Gate, a transmission consisting of several details is required, which are usually checked against existing records and with the local authority of the entity that the Bluespace Gates resides within. It is also considered rather expensive to use, but the advantages is brings are considered too great to ignore by many in the Spur. &lt;br /&gt;
&lt;br /&gt;
Originally Bluespace Gates were built as inferior Warp Gates. While advanced for their time, they were far slower and much more expensive. The construction of these inferior Gates was and remains the most ambitious, far-reaching, and expensive construction project in the Orion Spur. The Solarian Alliance shouldered most of the costs, commencing construction of the Warp Gates shortly after expanding outside of the Sol System. Thus, when NanoTrasen swept in with Bluespace, they were able to monopolize the rights to retrofit the now-defunct Warp Gates after paying off the remaining costs. &lt;br /&gt;
&lt;br /&gt;
==== Bluespace Drives ====&lt;br /&gt;
Generally reserved for military vessels or those that have the luxury of affording a Bluespace Drive. Limited by the size of any given vessel, Bluespace Drives vary in their abilities depending on their design - with only incredibly powerful ones reserved for flagships of the respective nations within the Orion Spur. They utilize a combination of compacted preprogrammed databanks referred to as “Bluespace Crystals” that empower a Drive to ‘breach&#039; the anomalous dimension and required large amounts of power currently only capable by using phoron. Unlike their larger counterparts, Drives are considered dangerous to use independently of established “Bluespace Jump Routes”, resulting in the creation of commonly travelled routes due to their general safety - with those charting new routes often declared rather adventurous and suicidal. &lt;br /&gt;
&lt;br /&gt;
Those that fail to use Bluespace Jump Routes run the risk of colliding with another object at the “breach” point when exiting the anomalous dimension, oftentimes fatal for the inhabitants of the vessel. Those who either independently charter or are contracted to charter new Jump Routes are often paid incredibly well due to the hazardous nature of their work. Currently, no megacorporation enjoys a monopoly on these Bluespace Jump Routes. &lt;br /&gt;
&lt;br /&gt;
Bluespace Drives project a field around a certain distance around the ship itself, enveloping it into the anomalous dimension, and then proceeds to ‘jump&#039; it to the plotted destination. Typical means of moving do not work within Bluespace, and a Drive is required to do so. Drives can be used to jump to any location within range, but this is incredibly dangerous and ill-advised. High-Quality Drives are more efficient in plotting exit coordinates and can be used for virtually any place to travel with minimal risk, but these drives remain incredibly expensive and used almost exclusively by the militaries of the major factions. &lt;br /&gt;
&lt;br /&gt;
==== Bluespace Interdiction Nets ==== &lt;br /&gt;
Bluespace Interdiction Nets are designed to overload Bluespace Drives, essentially forcing vessels in Bluespace to violently breach, oftentimes straining opposing Drives causing a multitude of issues that not only requires a full reset but maintenance as well if not outright rendering them inoperable.  Interdiction nets are popular with pirates who use them on Bluespace Jump Routes, pillaging those they capture in their snare. Interdiction nets are easy to jury-rig and can be produced with inexpensive, modified Warpdrives, resulting in their widespread use by rather infamous groups - however, an advanced understanding of engineering and the internal complexities of warpdrives is needed to do so.&lt;br /&gt;
&lt;br /&gt;
=== Mysteries ===&lt;br /&gt;
==== Slimes ====&lt;br /&gt;
Slimes are gelatinous, jelly-like creatures known to appear in areas with Phoron deposits or odd Bluespace activity. They were first discovered by the Skrell in the aftermath of the [[Skrell History|Tri-Qyu Incident]] after an enormous explosion of energies that included Bluespace ones. The Skrell continue to maintain tight control on them in the [[Jargon Federation]], but slimes have appeared in areas such as Biesel and the Republic of Elyra near their Phoron deposits. These creatures pose a significant threat to anyone unprepared to deal with them. Scientists and Xenobiologists study slimes for their many anomalous properties and the unusual effects their cores can have. They have been seen living symbiotically with golems, who can also be created or summoned through the usage of a specific slime core. Slimes are presently incredibly difficult to work with and dangerous when they manage to escape. But researchers still believe there is some value that could be gained from them, especially if a method of reliably farming slimes was found. Due to slimes&#039; relationship with Tri-Qyu, the [[Jargon Federation]] is known to keep an eye on slime research facilities within the Spur, legally or otherwise.&lt;br /&gt;
&lt;br /&gt;
==== Golems ====&lt;br /&gt;
Referred to as Golems, these humanoid beings are believed to be creatures that inhabit Bluespace - with theories regarding them existing in a different form to what is displayed outside of the anomalous dimension, their corporeal forms oftentimes exhibiting characteristics of natural resources such as wood, uranium or even gold. It is unknown why, but Golems have been observed to only materialize outside of Bluespace for approximately twenty-four hours after appearing, with attempts to track them not successful despite advances in the understanding of the dimension. They have also been discovered in close proximity to naturally occurring colonies of Slimes, for reasons unknown, but with a proposed theory of the irregular characteristics of the slimes creating pockets of “bluespace-like” areas which Golems can appear from. &lt;br /&gt;
&lt;br /&gt;
==== Artifacts ==== &lt;br /&gt;
Considered the most bizarre of Bluespace anomalies &amp;quot;artifacts&amp;quot; is a broad term used to refer to any anomalous items found in areas that have or have had ongoing Bluespace activity. These were first reported in the Romanovich Cloud a few years after the discovery of Phoron when the mining team of the [[Nanotrasen Corporation|NanoTrasen]] Mining Vessel Yangtze discovered a 5000-year-old pillar in an asteroid. When they brought it back with them the pillar reacted to the oxygen entering the airlock and immediately began to violently expel flames. The more of these items found the more questions they raise. Some were linked back to the known species of the spur despite being far from their homeworlds and predating their first space flights. The vast majority are of unknown origin. The field of Xenoarcheology exists to work with these artifacts and figure out what they are, what they can do, and how to harness them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27ois&amp;diff=24993</id>
		<title>K&#039;ois</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27ois&amp;diff=24993"/>
		<updated>2022-06-29T17:21:53Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: replace gross apostraphes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
K&#039;ois is one of the few indigenous species in the known galaxy that originated from [[Sedantis I|Sedantis]]. It behaves similar to fungi from human colonized worlds. However, its growth is more aggressive: it does not require an atmosphere to reproduce and spores can mature in minutes. This is due to the millennia of genetic modifications to the species has been subjugated.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Virtual fossil record, hosted in [[Leto, The Seeker#Her Realm|Leto&#039;s Realm]], shows fossilized fungi that are believed to be ancestors of the k&#039;ois. Their phylogenetic reconstruction has been largely ignored until recent years, as the Hives have taken an interest in the wildlife of their home planet. Nevertheless, what is known is that Sedantian fungi were once the most prominent kingdom until their great extinction billions of years ago. The most prominent hypothesis is that this event was not so much triggered by environmental changes, but rather by a highly competitive and fragile ecosystem. As the food chain became unsustainable, the fewer surviving species of fungi became more resilient, albeit took a peculiar evolutionary strategy. Their growth is said to have become slower and species such as k&#039;ois were limited to a smaller radius, almost as if hiding inside the cracks of the cave walls. &lt;br /&gt;
&lt;br /&gt;
The ancient reproduction cycle of k&#039;ois is not year clearly understood. Many Vaurcesian legends claim that [[Vaurca Religion#The Taming of K&#039;ois and Queen S&#039;ilq|the fungus would &#039;die&#039; once touched]], making domestication impossible. However, this did not stop the early Vaurcae from seeking nourishment in k&#039;ois. The bacteria inside a Vaurca&#039;s gut is specialized to acquire all required nutrients from the fungus, having evolved to perform this task long before agriculture. One common theory is that the proto Vaurcae, similar to wild V&#039;krexi, lived a nomadic life in small caverns and relied on the native species inside the walls.&lt;br /&gt;
&lt;br /&gt;
K&#039;ois became important to the Vaurca in their early history, overshadowing other available resources. The dominion for k&#039;ois-rich regions was what gave rise to the [[Vaurca History#The Warrior Nomadism|Warrior nomadism]], causing great wars in the name of the fungi. &lt;br /&gt;
As Vaurcae domesticated k&#039;ois, selective breeding of the species made the fungus larger, with a faint glow and a faster dissemination rate of the spores. Throughout the periods known as the [[Vaurca History#The Age of Death|Age of Death]] and the [[Vaurca History#The Era of Augments|Era of Augments]], genetic modifications allowed for the k&#039;ois to survive in extreme environments, as well as reproduce uncontrollably. Since their introduction to the Orion Spur, scientists of different species have attempted to maim their spread, as they are a health hazard for other sapient species. The results have been largely futile, with uncontrolled k&#039;ois populations in the dunes of [[Colonized Vaurca Worlds#Luthien|Luthien]] or the asteroids near [[Colonized Vaurca Worlds#Tret|Pid]].&lt;br /&gt;
&lt;br /&gt;
==Phorogenesis==&lt;br /&gt;
[[File:The Orb.png|thumb||The Orbs hang from the ceiling below where k&#039;ois grow, to ensure they can absorb the phoron properly.]]&lt;br /&gt;
&lt;br /&gt;
One of the main characteristics of the fungus is its ability to produce phoron, in a process known as &#039;&#039;&#039;phorogenesis&#039;&#039;&#039;. How it occurs is that it transforms available gases from the atmosphere, such as oxygen, and changes them to small amounts of phoron. As the quantities are minuscule, it rarely if ever creates enough of the substance to be released into the air. However, the phoron produced in this process is usually referred to as ‘tainted,&#039; as it contains proteins of the fungus. A recent study conducted amidst the [[KING OF THE WORLD|phoron crisis]] proved that phoron produced by k&#039;ois is contaminated even at the subatomic level, with potential spores stemming from the molecule.&lt;br /&gt;
&lt;br /&gt;
Additionally, phoron produced by k&#039;ois is only sufficient for Vaurcae in the short term. For the management of their phoron reserves, Vaurcae developed a bioform known as &#039;&#039;&#039;Zk&#039;reii&#039;&#039;&#039;, known in Basic as ‘the Orb.&#039; Orbs are only kept in Hiveships or k&#039;ois growth chambers and are considered prized possessions of the Hives.&lt;br /&gt;
&lt;br /&gt;
These bioforms hang upside down along constructed railings where a mix of k&#039;ois and other various nutrients are transferred to the Orbs. Being able to remove what phoron they need, even down to the molecular level with excess, they are able to store this in a form of trophallaxis; where Vaurcae can then extract this excess phoron for themselves.&lt;br /&gt;
&lt;br /&gt;
==Dangers in human space==&lt;br /&gt;
K&#039;ois phoron as a fuel source is unreliable and often deadly. Even before the [[Vaurca History#The Great Evacuation|Great Evacuation]], Vaurcae knew that pure phoron crystals were required for their Hiveships, as k&#039;ois were not a proper catalyst. Nevertheless, this has not stopped a few Queenless and oblivious humans to seek ways to make a rapid fortune.&lt;br /&gt;
&lt;br /&gt;
The selling of k&#039;ois phoron is an issue endemic to [[Flagsdale]], dubbed as ‘bootleg phoron&#039; by the media. In reality, most of the time the gallons sold contain little to no phoron and are instead rich in ammonia, water, and k&#039;ois. This has led to deaths by mycosis, as well as the loss of plenty of vehicles that require reparation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycosis&#039;&#039;&#039; is one of the greater dangers of k&#039;ois. As active spores are released into the air, humans and other species are in danger to developing a fungal infection inside their lungs. This can become deadly in hours, as the rich oxygenation of the organ causes phorogenesis to fill the lungs with phoron and paste. As k&#039;ois are hard to remove, it requires exhaustive surgery and lengthy medical treatment to remove all remnants. &lt;br /&gt;
&lt;br /&gt;
Because of the mycosis scare in recent years, some insurance companies in [[Republic of Biesel|Biesel]] have extended their policies to include a k&#039;ois infection. Nevertheless, it is rarely covered by employers, with the exception of those working in a field that requires k&#039;ois investigation.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=24960</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Cyborg&amp;diff=24960"/>
		<updated>2022-06-18T16:45:21Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: forward slashes instead of back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #9599a5&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = 959969&lt;br /&gt;
|img = Generic_borg.png&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = [[Job_Guides|Everywhere]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = Your laws and the [[AI]]&lt;br /&gt;
|duties = Follow your laws, and do what the [[AI]] says.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Cyborg&#039;&#039;&#039;, you are a type of Station-bound [[Synthetics|synthetic]] designed to serve the crew of the NSS Aurora, much like the station&#039;s [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).&lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
 1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.&lt;br /&gt;
 3. Avoid harming Sapient life to the best of your ability.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI&#039;s that would inflict harm on any possible unknown visitor as there could be a wide arrange of reasons why they are here and doing what they are doing. Investigate before using any kind of force&lt;br /&gt;
Station pets are considered company property.&lt;br /&gt;
&lt;br /&gt;
Last but not least; Station-bound [[Synthetics|synthetic]] roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Machinist]] with either a [[Synthetics#General_Synthetics|Positronic Brain]] or the brain of a living or dead being. The Cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why playing as a cyborg can be a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember cyborgs are players as well, blowing them without a good reason is treated similarly to murdering a Crewmember without escalation, so use the lockdown button and avoid blowing the Cyborgs for no good reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Starting as a Cyborg==&lt;br /&gt;
You were once an Organic and had your brain removed and tossed in a suit of metal. You remember nothing of who you were, and your Law programming will depend on which AI you are linked to. If you are unsure of your Laws or your AI, you can find the &#039;Show Laws&#039; verb in the &#039;Robot Commands&#039; tab.&lt;br /&gt;
&lt;br /&gt;
So you decide to try out being a cyborg! Cyborgs have a very different playstyle from the average Crewmember, what you ultimately find yourself doing will depend on your Module, your Laws, and what the Station needs or wants you to do. It can be a bit overwhelming at first, but this page will help lead you onto the right direction. If you are unsure of what Module you should take, and there is an AI present, you could ask over Robotic Communications using the ,b shortcut. Once that is decided, you can get a detailed explanation of your Module and tools further below, as well as many useful shortcuts.&lt;br /&gt;
&lt;br /&gt;
==Being Upgraded==&lt;br /&gt;
The station is supplied with two cyborg units at round start, shipped straight to the [[AI|AI Upload]] chamber. These cyborgs do not have the best battery on deployment, so it is a good idea for them to upgrade their battery with a higher capacity cell when available. There are afew other upgrades available if the Machinist has the materials, such as a Jetpack that allows you to traverse Z-levels and a Floodlight upgrade which doubles your Flashlight range.&lt;br /&gt;
&lt;br /&gt;
==Non-Crew Communication==&lt;br /&gt;
Cyborgs are different in that they have a language, known as &#039;&#039;&#039;Robot Talk&#039;&#039;&#039;, which works with the shortcut &#039;&#039;&#039;,b&#039;&#039;&#039;. They can use this private channel to talk to other cyborgs, androids, and the AI.&lt;br /&gt;
&lt;br /&gt;
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using an accessible ID to unlock the Cyborgs Panel, crowbarring it open, using a screwdriver to open the cyborg&#039;s wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but has not been blown into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs cannot repair dents on themselves, but can on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring, or unlock their panel.&lt;br /&gt;
&lt;br /&gt;
For more indepth information about Cyborg maintenance, see the [[Guide_to_Robotics|Guide to Robotics]]&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
&lt;br /&gt;
Being a Station-bound [[Synthetics|synthetic]] can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.&lt;br /&gt;
&lt;br /&gt;
==== APCs ====&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle power&lt;br /&gt;
&lt;br /&gt;
==== Turret Controls ====&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Enable/Disable turrets.&lt;br /&gt;
* &#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle Stun/Lethal mode.&lt;br /&gt;
&lt;br /&gt;
==== Airlocks ====&lt;br /&gt;
* &#039;&#039;&#039;Shift + Click&#039;&#039;&#039;: Open/close.&lt;br /&gt;
* &#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle bolts.&lt;br /&gt;
* &#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle electrification.&lt;br /&gt;
* &#039;&#039;&#039;Middle Click&#039;&#039;&#039;: Toggle bolt lights.&lt;br /&gt;
&lt;br /&gt;
=== Other Verbs ===&lt;br /&gt;
&lt;br /&gt;
Besides being able to interface with the station&#039;s electrical mechanisms, the Station-bound has a number of other verbs that can be used. &lt;br /&gt;
&lt;br /&gt;
==== AI Instant Messaging ====&lt;br /&gt;
The &#039;&#039;&#039;AI IM&#039;&#039;&#039; tab has all of the verbs needed to mimic the basic functionality of [[Guide_to_Communication_Devices#PDA_Messaging_Server|PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.&lt;br /&gt;
&lt;br /&gt;
==== Take, View, and Delete Image ====&lt;br /&gt;
Station-bounds have the ability to take photographs using these verbs and store them for later viewing. An AI&#039;s cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to (if any).&lt;br /&gt;
&lt;br /&gt;
==== Show Laws and State Laws ====&lt;br /&gt;
* &#039;&#039;&#039;Show Laws&#039;&#039;&#039; This Verb will allow you to view your active Laws and will allow Cyborgs to see if they are linked to an AI. It is very important to keep an eye on your Laws as any Station-bound, since going against them is against the servers rules.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;State Laws&#039;&#039;&#039; You may be asked to State Laws, or you may be required to do so during maintenance, this Verb allows you to do so. It will also give you the option of choosing to state over radio, or leaving Laws out of the sequence or even changing which Lawset you will state.&lt;br /&gt;
&lt;br /&gt;
==Modules and Tools==&lt;br /&gt;
Cyborgs come with an array of modules and tools, each Module is loaded with a number of features (referred to also as modules). Each has a flash device, and a built-in crowbar. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station. You can access a built-in Flashlight (Toggle Lights) and a Sensor Augmentation (Medical/Security Hud) through the &#039;Robot Commands&#039; tab as any Module.&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[File:Oldengineering.png|64px]] [[File:Standardengineer.png|64px]][[File:Borg_Engineer_Nonhumanoid.png|64px]] [[File:Landthread.png|64px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|64px]] [[File:Droneengineer.gif|64px]] [[File:Sleekengineer.png|64px]] [[File:Spiderengineer.png|64px]] [[File:Heavyengineer.png|64px]] &lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They cannot repair themselves, but can repair other cyborgs. However, all Stationbound Synthetics lack hands, so they are not able to do certain tasks, and they lack the ability to construct some machines. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Cloth Sheet&lt;br /&gt;
* Wood Floor Tile Synthesizer&lt;br /&gt;
* White Floor Tile Synthesizer&lt;br /&gt;
* Freezer Floor Tile Synthesizer&lt;br /&gt;
* Dark Floor Tile Synthesizer&lt;br /&gt;
* Glass Sheet Synthesizer&lt;br /&gt;
* Metal Rod Synthesizer&lt;br /&gt;
* Cable Coil Synthesizer&lt;br /&gt;
* Floor Tile Synthesizer&lt;br /&gt;
* Reinforced Glass Sheer&lt;br /&gt;
* Plasteel Sheer&lt;br /&gt;
* Wood Plank&lt;br /&gt;
* Plastic Sheet&lt;br /&gt;
* Inflatables Dispenser (select to deploy walls or doors)&lt;br /&gt;
* GPS&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Printing Pen (allows to select color and switch between renaming and writing)&lt;br /&gt;
* Matter Decompiler&lt;br /&gt;
* Metal Sheet&lt;br /&gt;
* T-Ray Scanner&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Magnetic Gripper (for engineering related items)&lt;br /&gt;
* Sheet Holder (can hold stacks of sheets, for loading machines)&lt;br /&gt;
* Light Replacer (can be reloaded from box of replacement lights)&lt;br /&gt;
* Pipe Painter&lt;br /&gt;
* Paint Gun&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Inductive Charger&lt;br /&gt;
* Impact Wrench (switch between wrench and screwdriver modes)&lt;br /&gt;
* Welding Tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Wirecutter&lt;br /&gt;
* Multitool&lt;br /&gt;
* Rapid-Fabrication-Device P-class (for synthesizing pipes and related devices, alt+click to switch modes)&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
[[File:Oldengineering.png|64px]] [[File:Standardengineer.png|64px]][[File:Borg_Engineer_Nonhumanoid.png|64px]] [[File:Landthread.png|64px]]&lt;br /&gt;
[[File:Borg_Engineer_Humanoid.png|64px]] [[File:Droneengineer.gif|64px]] [[File:Sleekengineer.png|64px]] [[File:Spiderengineer.png|64px]] [[File:Heavyengineer.png|64px]] &lt;br /&gt;
&lt;br /&gt;
A mostly unused variation on the Engineering module. Focused on the construction and deconstruction of things. Just like all Stationbound Synthetics, they lack hands, so they too are unable to be completely autonomous. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Plasteel Sheet&lt;br /&gt;
* Reinforced Glass Sheet&lt;br /&gt;
* Cloth Sheet&lt;br /&gt;
* Floor Tile Synthesizer&lt;br /&gt;
* Cable Coil Synthesizer&lt;br /&gt;
* Inflatables Dispenser (select to deploy walls or doors)&lt;br /&gt;
* GPS&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Printing pen (can change color and switch between renaming and writing)&lt;br /&gt;
* Steel Sheet&lt;br /&gt;
* Metal Rod Synthesizer&lt;br /&gt;
* Sheet Holder (can hold stacks of sheets, for loading machines)&lt;br /&gt;
* Magnetic Gripper (for engineering related items)&lt;br /&gt;
* T-Ray Scanner&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Light Replacer (can be reloaded from box of replacement lights)&lt;br /&gt;
* Paint Gun&lt;br /&gt;
* Cyborg Mining Drill&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Inductive Charger&lt;br /&gt;
* Impact Wrench (switch between wrench and screwdriver modes)&lt;br /&gt;
* Rapid-Fabrication-Device C-class (instantly build and deconstruct walls, floors, windows, airlocks, very power heavy)&lt;br /&gt;
* Rapid-Fabrication-Device P-class (synthesize pipes and related devices, alt+click to change modes)&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Experimental Welding Tool (slowly replenishes fuel)&lt;br /&gt;
* Pipe Painter&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
[[File:Medbot.png|64px]] [[File:Standardmedical.png|64px]] [[File:Borg_Medic_Nonhumanoid.gif|64px|Non-Humanoid]] [[File:Borg_Medic.gif|64px|Humanoid]]  [[File:Medicaldroidchemistry.png|64px]] [[File:Medicaldroidsurgery.png|64px]][[File:Dronechemistry.gif|64px]] [[File:Dronesurgery.gif|64px]]  [[File:Sleekchemistry.png|64px]] [[File:Sleeksurgery.png|64px]] [[File:Heavymedic.png|64px]]&lt;br /&gt;
&lt;br /&gt;
This is one of the two medical modules. It specializes in the Surgery and Pharmacy aspect of Medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in [[Surgery]] and [[Chemistry Guide|Chemistry]]. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Nanopaste&lt;br /&gt;
* Advanced Trauma Kit&lt;br /&gt;
* Advanced Reagent Scanner&lt;br /&gt;
* Mass Spectrometer&lt;br /&gt;
* Autopsy Scanner&lt;br /&gt;
* Breath Analyzer&lt;br /&gt;
* Medical Tape&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Inflatables Dispenser (select to deploy walls or doors)&lt;br /&gt;
* GPS&lt;br /&gt;
* FixOVein&lt;br /&gt;
* Bone Setter&lt;br /&gt;
* Circular Saw&lt;br /&gt;
* Surgical Drill&lt;br /&gt;
* Medical Gripper (for medical related items)&lt;br /&gt;
* Cyborg Pipette (for precise measurement of liquids)&lt;br /&gt;
* Roller Bed Rack&lt;br /&gt;
* Syringe&lt;br /&gt;
* Inductive Charger&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Cyborg Hypospray (can inject: Bicaridine, Kelotane, Dexalin, Inaprovaline, Dylovene, Perconol, Mortaphenyl, Thetamycin)&lt;br /&gt;
* Scalpel&lt;br /&gt;
* Hemostat&lt;br /&gt;
* Retractor&lt;br /&gt;
* Cautery&lt;br /&gt;
* Bone gel&lt;br /&gt;
&lt;br /&gt;
===Rescue===&lt;br /&gt;
[[File:Medbot.png|64px]] [[File:Standardmedical.png|64px]] [[File:Borg_Medic_Nonhumanoid.gif|64px|Non-Humanoid]] [[File:Borg_Medic.gif|64px|Humanoid]]  [[File:Medicaldroid.png|64px]] [[File:Dronemedical.gif|64px]] [[File:Sleekmedic.png|64px]] [[File:Heavymedic.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The other Medical Module. It specializes in emergency situations, rescuing and stabilizing patients for transport to the medical bay. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Fire exinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Paperwork Gripper&lt;br /&gt;
* Ointment (15)&lt;br /&gt;
* Roll of Gauze (15)&lt;br /&gt;
* Medical Splints (15)&lt;br /&gt;
* Syringe&lt;br /&gt;
* Medical Gripper&lt;br /&gt;
* Synthetic Jetpack (allows vertical movement)&lt;br /&gt;
* Mobility Module (highly increases move speed at the cost of heavily draining your battery)&lt;br /&gt;
* Medical Tape&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Inflatables Dispenser (select to deploy walls or doors)&lt;br /&gt;
* GPS&lt;br /&gt;
* Inductive Charger&lt;br /&gt;
* Medical Analyzer&lt;br /&gt;
* Advanced Reagent Scanner&lt;br /&gt;
* Mass Spectrometer&lt;br /&gt;
* Breath Analyzer&lt;br /&gt;
* Roller Bed Rack&lt;br /&gt;
* Cyborg Hypospray (can inject: Tricordrazine, Inaprovaline, Dylovene, Perconol, Moraphenyl, Adrenaline, Coagzolug)&lt;br /&gt;
* Cyborg Pipette (for precise measurement of liquids)&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Borg_Miner.png|64px]] [[File:Standardminer.png|64px]] [[File:Mining_Droid.png|64px]] [[File:Mining_Hulk.png|64px]] [[File:Droneminer.gif|64px]] [[File:Sleekminer.png|64px]] &lt;br /&gt;
[[File:Spiderminer.png|64px]] [[File:Heavyminer.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Mining cyborgs are quite convenient, because they can go without a suit or oxygen while mining and maintaining mining drills. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Rapid Part Exchange Device (for upgrading machines)&lt;br /&gt;
* Synthetic Jetpack (allows vertical movement)&lt;br /&gt;
* Metal Rod Synthesizer&lt;br /&gt;
* Stationbound Beacon Deployer&lt;br /&gt;
* Scanner Pad&lt;br /&gt;
* Paperwork Gripper&lt;br /&gt;
* GPS (mining)&lt;br /&gt;
* Custom Kinetic Accelerator&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Inflatables Dispenser (select to deploy walls or doors)&lt;br /&gt;
* GPS (com)&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Inductive Charger&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Cyborg Mining Drill&lt;br /&gt;
* Sheet Snatcher 9000 (Holds stacks of materials for loading machines)&lt;br /&gt;
* Drill Maintenance Gripper&lt;br /&gt;
* Rapid-Fabrication-Device M-class&lt;br /&gt;
* Ore Detector&lt;br /&gt;
* Deep Ore Scanner&lt;br /&gt;
* Electrified arm - Like a stun baton (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Custodial===&lt;br /&gt;
[[File:Janbot.png|64px]] [[File:Standardjanitor.png|64px]] &lt;br /&gt;
[[File:mopgearrex.gif|64px|Non-Humanoid]] [[File:Borg_Janitor_Humanoid.png|64px|Humanoid]]  [[File:Mechaduster.gif|64px]] [[File:Dronejanitor.gif|64px]] [[File:Sleekjanitor.png|64px]] &lt;br /&gt;
&lt;br /&gt;
About as useful as a regular [[Janitor]]. Cyborgs with the Custodial module automatically clean the floor when they pass over a tile. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Inflatables Dispenser (select to deploy walls or doors)&lt;br /&gt;
* GPS&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Inductive Charger&lt;br /&gt;
* Integrated Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Mop&lt;br /&gt;
* Advanced Light Replacer (automatically stores broken light-tubes, click a Disposal outlet to deposit.)&lt;br /&gt;
* Bucket&lt;br /&gt;
* Matter Decompiler&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Lube spray - Causes people to trip (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
[[File:Borg_Waitress.png|64px|Waitress]] [[File:Borg_Butler.png|64px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|64px]] [[File:Borg_Bro.png|64px|Bro]]  [[File:Borg_Kent.gif|64px|Kent]] [[File:Borghydro.png|64px]] [[File:Borg_Rich.png|64px|Rich]] [[File:Borgbotany.png|64px]] &lt;br /&gt;
[[File:Droneservice.gif|64px]] [[File:Dronehydro.gif|64px]] [[File:Sleekservice.png|64px]] [[File:Heavyservice.png|64px]] &lt;br /&gt;
&lt;br /&gt;
A fairly useful module, it is capable of working in the Kitchen, Bar, and Hydroponics. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Rapid-Fabrication-Device S-Class (can produce: Drinking Glasses, Paper, Pens, Dice Packs, Cigarettes)&lt;br /&gt;
* Cyborg Pipette (for precise measurement of liquids)&lt;br /&gt;
* Zippo Lighter&lt;br /&gt;
* RoboTray&lt;br /&gt;
* cyborg drink synthesizer (dispenses: Beer, Kahlua, Whiskey, Wine, Vodka, Gin, Rum, Tequila, Vermouth, Cognac, Ale, Mead, Water, Sugar, Ice, Tea, Iced Tea, Space Cola, Mountain Wind, Dr. Gibb, Space-Up, Tonic Water, Soda Water, Lemon Lime, Orange Juice, Lime Juice, Watermelon Juice, Coffee, Espresso)&lt;br /&gt;
* NT Quick-Pay&lt;br /&gt;
* Dry Rag&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Inflatables Dispenser (select to deploy walls or doors)&lt;br /&gt;
* GPS&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wood Rolling Pin&lt;br /&gt;
* Steel Kitchen Knife&lt;br /&gt;
* Integrated Soap&lt;br /&gt;
* Printing Pen (can change color or switch between renaming or writing)&lt;br /&gt;
* Paper Dispenser&lt;br /&gt;
* Paperwork Gripper&lt;br /&gt;
* Hand Labeler&lt;br /&gt;
* Tape Roll&lt;br /&gt;
* Inductive Charger&lt;br /&gt;
* Service Gripper (for service related items)&lt;br /&gt;
* Bucket&lt;br /&gt;
* Steel Mini Hoe&lt;br /&gt;
* Steel Hatchet&lt;br /&gt;
* Plant Analyzer&lt;br /&gt;
* Plant Bag&lt;br /&gt;
* Auto Harvester&lt;br /&gt;
* Mickey Finn&#039;s Special Brew - Poisonous (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Clerical===&lt;br /&gt;
[[File:Borg_Waitress.png|64px|Waitress]] [[File:Borg_Butler.png|64px|Butler]] &lt;br /&gt;
[[File:Standardservice.png|64px]] [[File:Borg_Bro.png|64px|Bro]]  [[File:Borg_Kent.gif|64px|Kent]] [[File:Borghydro.png|64px]] [[File:Borg_Rich.png|64px|Rich]] [[File:Borgbotany.png|64px]] &lt;br /&gt;
[[File:Droneservice.gif|64px]] [[File:Dronehydro.gif|64px]] [[File:Sleekservice.png|64px]] [[File:Heavyservice.png|64px]] &lt;br /&gt;
&lt;br /&gt;
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Tape Roll&lt;br /&gt;
* NT Quick-Pay&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Police Tape&lt;br /&gt;
* Paper Scanner&lt;br /&gt;
* GPS&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Inductive Charger&lt;br /&gt;
* Printing Pen (can change color or switch between renaming or writing)&lt;br /&gt;
* Paper Dispenser&lt;br /&gt;
* Paperwork Gripper&lt;br /&gt;
* Hand Labeler&lt;br /&gt;
* Destination Tagger&lt;br /&gt;
* Rubber Stamp&lt;br /&gt;
* DENIED Rubber Stamp&lt;br /&gt;
* Chameleon Stamp (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[File:Standardjanitor.png|64px]] [[File:Droidscience.png|64px]] [[File:Dronescience.gif|64px]] [[File:Sleekscience.png|64px]] [[File:Heavyscience.png|64px]] &lt;br /&gt;
&lt;br /&gt;
A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&amp;amp;D, xenobiology, and most aspects of robotics (no exosuit construction) Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Printing Pen (can change color or switch between renaming or writing)&lt;br /&gt;
* Rapid Part Exchange Device (for upgrading machines)&lt;br /&gt;
* Multitool&lt;br /&gt;
* Nanopaste&lt;br /&gt;
* Advanced Reagent Scanner (for analyzing substances)&lt;br /&gt;
* Plant Bag (can harvest plants and pick up all plant material from a square)&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Inflatables Dispenser (select to deploy walls or doors)&lt;br /&gt;
* GPS&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wirecutter&lt;br /&gt;
* Scalpel&lt;br /&gt;
* Circular saw&lt;br /&gt;
* Syringe&lt;br /&gt;
* Medical gripper (can hold medical items)&lt;br /&gt;
* Cyborg Pipette (for precise measurement of liquids)&lt;br /&gt;
* Inductive Charger&lt;br /&gt;
* Portable Destructive Analyzer (destroys items for research levels)&lt;br /&gt;
* Scientific Gripper (can hold science related items)&lt;br /&gt;
* Sheet Holder (holds stacks of sheets, for loading machines)&lt;br /&gt;
* Cyborg Analyzer (like a medical scanner, can analyze a cyborg&#039;s internal systems)&lt;br /&gt;
* Access Code Transmission Device (Locks and unlocks chassis&#039; of cyborgs. Does not work on exosuits.)&lt;br /&gt;
* Cable Coil Synthesizer (can change the color of the coil)&lt;br /&gt;
* Experimental Welding Tool (slowly replenishes welding fuel)&lt;br /&gt;
* Hand teleporter (When Emagged)&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
[[File:Droidica.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:red&#039;&amp;gt;&amp;lt;b&amp;gt;FILE TRUNCATED&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&#039;color:red&#039;&amp;gt;&amp;lt;b&amp;gt;NULL&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Syndicate===&lt;br /&gt;
&lt;br /&gt;
[[File:Syndieborg.png|64px]] [[File:Syndietrack.png|64px]] [[File:Syndiemedbot.gif|64px]] [[File:Heavysyndie.png|64px]] [[File:Syndiespider.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A highly illegal and advanced Syndicate Cyborg. This Module is only available to highly funded elements and for purchase through the black market. It is very lethal and equipped with a powerful arsenal of anti-personnel weaponry. while not as mobile as the Combat Module, it has more than enough tools to cause some serious damage.&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Thermal vision&lt;br /&gt;
* Energy sword&lt;br /&gt;
* Mounted SMG&lt;br /&gt;
* Net gun&lt;br /&gt;
* Grenade launcher&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Cryptographic sequencer&lt;br /&gt;
* Jetpack&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Machinist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset. They will also be immune to Lockdown and being detonated.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Resetting Modules ==&lt;br /&gt;
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.&lt;br /&gt;
&lt;br /&gt;
# [[File:robotics_reset_module_circuit.png]] Build a module reset board from the robotics Exosuit Fabricator.&lt;br /&gt;
# Use ID on Cyborg to unlock panel.&lt;br /&gt;
# Crowbar open the Cyborg&#039;s panel.&lt;br /&gt;
# Shove that module reset board into the Cyborg.&lt;br /&gt;
# Crowbar the panel closed and ID lock it.&lt;br /&gt;
&lt;br /&gt;
==Other Notes on Cyborgs==&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.&lt;br /&gt;
* You can replenish most of your integrated tools/dispensers/synthesizers by recharging in a cyborg recharge pod.&lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow the [[AI#Interpreting_Your_Laws|AI&#039;s laws]].&lt;br /&gt;
* You cannot pick up, use, or equip external items. &lt;br /&gt;
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director|Research Director&#039;s Office]]. &lt;br /&gt;
* You are considered directly subordinate to the [[AI]] if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a Communications Console. &lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* You will need to recharge using the Cyborg Recharging Stations or the Dormitories.&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, and as fast as, if not faster, than most of your human compatriots.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Cyborgs may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn&#039;t have the right to rush in with a [[Security_Officer#The_Equipment|stun baton]] and beat the Hostage takers.&lt;br /&gt;
* Cyborgs have access to &#039;&#039;&#039;all&#039;&#039;&#039; station information. This including contingency plans and First Contact Protocols(FCP). Do not share this information to standard crew members.&lt;br /&gt;
* If your flash breaks due to overuse, it can be repaired by recharging.&lt;br /&gt;
* You can resist from chairs or other buckles through typing &#039;Resist&#039; in chat.&lt;br /&gt;
* A Cyborg gets distorted speech when highly damaged.&lt;br /&gt;
&lt;br /&gt;
==Cyborgs and Hacking==&lt;br /&gt;
Cyborgs are vulnerable to certain external software that operatives are equipped with, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in illegally compromised AIs, and may extend into related cyborgs via law sync protocols. Certain cyborgs could also have been hacked personally by infiltrating agents.&lt;br /&gt;
&lt;br /&gt;
To [[Uplink#Devices_and_Tools|emag]] a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
This will turn control of the cyborg over to the person who emagged it and disconnect it from the AI and Cyborg Upload Console.&lt;br /&gt;
&lt;br /&gt;
Note: Many people fail to emag cyborgs for a number of reasons.&lt;br /&gt;
&lt;br /&gt;
* Emags have a limited amount of charges, around 3-4 sometimes 5.&lt;br /&gt;
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.&lt;br /&gt;
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.&lt;br /&gt;
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.&lt;br /&gt;
* When the panel is opened, using an emag on the cyborg will sometimes display &#039;You fail to lock Cyborg-X&#039;s interface.&#039; and will waste another emag charge.&lt;br /&gt;
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of &#039;Hack attempted&#039;.&lt;br /&gt;
* The Cyborg will be immune to normal solutions such as Detonating and Locking them down.&lt;br /&gt;
&lt;br /&gt;
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!&lt;br /&gt;
 &lt;br /&gt;
Whatever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for malfunctioning behavior, cyborgs are very expensive to rebuild and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, Cyborgs are expected to operate with a certain degree of autonomy, please double check before detonating any Station Cyborgs acting suspiciously by doing routine maintenance on their electrical systems. Also keep in mind that their laws may have in the same process as an [[AI]] by simply using the cyborg upload located within the AI upload.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Improvised_Weapons&amp;diff=24935</id>
		<title>Improvised Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Improvised_Weapons&amp;diff=24935"/>
		<updated>2022-06-13T20:36:43Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: small file things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of improvised weapons that you can build. Keep in mind that most of these are [[Guide_to_Contraband|contraband]].&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
===[[File:Crossbow.png]] Powered crossbow===&lt;br /&gt;
Crossbows can fire metal rods or bolts.&lt;br /&gt;
* [[File:Planks.png]] Make a crossbow frame using 5 wooden planks.&lt;br /&gt;
* [[File:Crossbowframe0_new.png]] + [[File:Rods.png]] Attach 3 metal rods.&lt;br /&gt;
* [[File:Crossbowframe1.png]] + [[File:Welderon.gif]] Use a welding tool.&lt;br /&gt;
* [[File:Crossbowframe2.png]] + [[File:CableCoils.png]] Attach 5 lengths of cable coil.&lt;br /&gt;
* [[File:Crossbowframe3.png]] + [[File:Plastic.png]] Attach 3 sheets of plastic.&lt;br /&gt;
* [[File:Crossbowframe4.png]] + [[File:CableCoils.png]] Attach another 5 lengths of cable coil.&lt;br /&gt;
* [[File:Crossbowframe5.png]] + [[File:Screwdriver tool.png]] Use a screwdriver to finish.&lt;br /&gt;
* [[File:Crossbow.png]] + [[File:Power cell.png]] Optionally, add a power cell to heat any metal rods you put in the crossbow. (To remove it, use a screwdriver)&lt;br /&gt;
&lt;br /&gt;
===[[File:pneumatic.png]] Pneumatic cannon===&lt;br /&gt;
Pneumatic cannons can fire anything you can fit in it!&lt;br /&gt;
* [[File:Metal.png]] Make a cannon frame using 10 metal sheets.&lt;br /&gt;
* [[File:Pneumatic0.png]] + [[File:Pipestraight.png]] Install a length of straight atmospherics piping.&lt;br /&gt;
* [[File:Pneumatic1.png]] + [[File:Welderon.gif]] Use a welding tool.&lt;br /&gt;
* [[File:Pneumatic2.png]] + [[File:Metal.png]] Attach 5 metal sheets.&lt;br /&gt;
* [[File:Pneumatic3.png]] + [[File:Welderon.gif]] Use a welding tool again.&lt;br /&gt;
* [[File:Pneumatic4.png]] + [[File:Valve_1.png]] Install a tank transfer valve.&lt;br /&gt;
* [[File:Pneumatic5.png]] + [[File:Welderon.gif]] Use a welding tool once again to finish.&lt;br /&gt;
* [[File:Pneumatic.png]] + [[File:Handheld-Plasmatank.png]] Add a gas tank (right-click -&amp;gt; eject tank to remove).&lt;br /&gt;
&lt;br /&gt;
===[[File:Pipegun.png]] Pipe gun===&lt;br /&gt;
Pipe guns fire 5.56 caliber bullets. You can create makeshift 5.56 magazines for them using 5 steel sheets.&lt;br /&gt;
&lt;br /&gt;
Pipe guns will become dirtier the more you use them and jam more often the more dirty they are. Use a rag from a custodial closet to clean them.&lt;br /&gt;
&lt;br /&gt;
When a pipe gun jams, repeatedly use toggle firing mode to clear it.&lt;br /&gt;
* [[File:Metal.png]] Make a firearm receiver using 15 metal sheets.&lt;br /&gt;
* [[File:Receiver.png]] + [[File:Pipestraight.png]] Install a length of atmospherics piping.&lt;br /&gt;
* [[File:Planks.png]] Make a rifle stock using 10 wooden planks.&lt;br /&gt;
* [[File:Ishotgun1.png]] + [[File:Riflestock.png]] Attach the rifle stock.&lt;br /&gt;
* [[File:Ishotgun2.png]] + [[File:Taperoll.png]] Attach duct tape.&lt;br /&gt;
* [[File:Ishotgun3.png]] + [[File:CableCoils.png]] Attach 10 lengths of cable coil to create a sling.&lt;br /&gt;
&lt;br /&gt;
===[[File:Ipistol.png]] Improvised pistol===&lt;br /&gt;
Improvised pistols fire .45 caliber bullets using standard .45 magazines.&lt;br /&gt;
&lt;br /&gt;
Unlike the pipe gun, the improvised pistol does not require cleaning, but it does still periodically jam.&lt;br /&gt;
&lt;br /&gt;
When an improvised pistol jams, repeatedly use toggle firing mode to clear it.&lt;br /&gt;
* [[File:Metal.png]] Make a firearm receiver using 15 metal sheets.&lt;br /&gt;
* [[File:Planks.png]] Make a rifle stock using 10 wooden planks.&lt;br /&gt;
* [[File:Riflestock.png]] + [[file:Hatchet.png]] Carve the rifle stock into the shape of a pistol handle using a hatchet.&lt;br /&gt;
* [[File:Ipistol1.png]] + [[File:Receiver.png]] Attach the receiver to the pistol handle.&lt;br /&gt;
* [[File:Ipistol2.png]] + [[File:Pipestraight.png]] Install a length of straight atmospheric piping.&lt;br /&gt;
* [[File:Ipistol3.png]] + [[File:Welderon.gif]] Shorten the barrel with a welding tool.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
===[[File:Wiredrod.png]] Wired rod===&lt;br /&gt;
Wired rods are used in the construction of two melee weapons, the spear and the cattle prod.&lt;br /&gt;
&lt;br /&gt;
* [[File:Cablerestraints.png]] Make a set of cable restraints from cable.&lt;br /&gt;
* [[File:Cablerestraints.png]] + [[File:Rods.png]] Use a metal rod on the cable restraints.&lt;br /&gt;
&lt;br /&gt;
===[[File:Spear.png]] Spear===&lt;br /&gt;
* [[File:Materials.gif]] Break a window to get a shard of glass or create a spearhead using 6 sheets of any other material.&lt;br /&gt;
* [[file:Wiredrod.png]] + [[File:Largeglassshard.png]] Attach the shard of glass or spearhead to a wired rod.&lt;br /&gt;
&lt;br /&gt;
===[[File:Stunprod.png]] Cattle prod===&lt;br /&gt;
An improvised stun baton.&lt;br /&gt;
* [[File:Wiredrod.png]] + [[File:Wirecutters.png]] Attach a pair of wirecutters to a wired rod.&lt;br /&gt;
* [[File:Stunprod_nocell.png]] + [[File:Power cell.png]] Add a power cell. (To remove it, use a screwdriver).&lt;br /&gt;
&lt;br /&gt;
===[[File:Stungloves.png]] Stun gloves===&lt;br /&gt;
A cheap, concealable, one-use weapon. Attacking someone with these knocks them down for a couple of seconds. After &#039;&#039;each use&#039;&#039;, the power cell has to be recharged.&lt;br /&gt;
* [[File:Blackgloves.png]] + [[File:Cablecoils.png]] Attach 2 lengths of cable coil to any pair of gloves except force, latex, nitrile or boxing gloves.&lt;br /&gt;
* [[File:Wiredgloves.png]] + [[File:Powercell.png]] Attach a power cell. &lt;br /&gt;
Using wirecutters will remove the power cell and then the cable coil.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pike0.png]] Pike===&lt;br /&gt;
Just like a spear, but with an attack range of two tiles!&lt;br /&gt;
* [[File:Planks.png]] Make a shaft using 5 wooden planks.&lt;br /&gt;
* [[File:Materials.gif]] Make a spear head using 6 sheets of any material.&lt;br /&gt;
* [[File:Shaft.png]] + [[File:Spearhead.png]] Attach the spear head to the shaft.&lt;br /&gt;
===[[File:Square_shield.png]] Buckler===&lt;br /&gt;
* [[File:Planks.png]] Make a Buckler donut using 20 wood planks. &lt;br /&gt;
* [[File:Metal.png]] Make shield fittings using 10 steel sheets.&lt;br /&gt;
* [[File:Bucklerdonut.png]] + [[File:Shield_fitting_outer.png]] Use the &#039;&#039;&#039;shield fittings&#039;&#039;&#039; on the donut.&lt;br /&gt;
&lt;br /&gt;
===[[File:Steelsword.png]] Handmade sword===&lt;br /&gt;
* [[File:Materials.gif]] Make a sword hilt using 10 sheets of any material but glass.&lt;br /&gt;
* [[File:Materials.gif]] Make a sword blade using 15 sheets of any material but glass.&lt;br /&gt;
* [[File:Swordhilt.png]] + [[File:swordblade.png]] Attach the blade to the hilt.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
===[[File:Improvchestplate.png]] Improvised Chestplate===&lt;br /&gt;
* [[File:Materials.gif]] Make two armour platings using 3 sheets of steel, plastic, plasteel or wood.&lt;br /&gt;
* [[File:Plastic.png]] + [[File:CableCoils.png]] Add 20 lengths of cable coil to &#039;&#039;&#039;one&#039;&#039;&#039; of the armour platings.&lt;br /&gt;
* [[File:Armor_plate_wired.png]] + [[File:Plastic.png]] Use the wired armor plate on the other.&lt;br /&gt;
&lt;br /&gt;
===[[File:Improvisedhelmet.png]] Improvised Helmet===&lt;br /&gt;
* [[File:Bucket.png]] + [[File:Wirecutters.png]] Use wirecutters on an empty bucket (plastic or wooden.)&lt;br /&gt;
* [[File:Buckethelmet.png]] + [[File:Materials.gif]] Attach 2 sheets of Steel, Plasteel, Glass, Plastic or Wood.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Material_kelly.png]] Armored Trenchcoat===&lt;br /&gt;
* [[File:Improvchestplate.png]] + [[File:Trench.png]] Use a trenchcoat on an improvised chestplate. The chestplate can&#039;t fit in the trenchcoats issued to investigators or idris security units.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===[[File:Improvised_jammer_inactive.png]] Improvised Radio Jammer===&lt;br /&gt;
Unlike its [[Uplink|more sophisticated variant]], this only has a limited battery life.&lt;br /&gt;
* [[File:Signaler.png]] + [[File:Screwdriver tool.png]] Use a screwdriver on two remote signalers so they can be attached.&lt;br /&gt;
* [[File:Signaler.png]] + [[File:Signaler.png]] Attach them to each other.&lt;br /&gt;
* [[File:Powercell.png]] + [[File:Twosignalerassembly.png]] Attach a power cell by using the signaler assembly on it.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sodacanbomb.png]] Soda can bomb===&lt;br /&gt;
Use a lighter, a match, or a welding tool to light the fuse. The explosion isn&#039;t big enough to cause much station damage, but it sends out shrapnel.&lt;br /&gt;
* [[File:Metal.png]] + [[File:Knife.png]] Use a sharp object on at least 5 steel sheets to carve steel wool from it.&lt;br /&gt;
* [[File:Steel_wool.png]] + [[File:Cola.gif]] Insert steel wool in a soda can to create a fuse.&lt;br /&gt;
* [[File:Fueltank.png]] + [[File:Cola.gif]] Fill the can with welding fuel. You can fill it with other chemicals, but it won&#039;t do much, even if the chemical is usally explosive.&lt;br /&gt;
* [[File:Sodacanbomb.png]] + [[File:Wirecutters.png]] Optionally, use wirecutters to shorten the length of the fuse. Long fuses have a higher chance to fizzle out early, but short fuses have a chance to blow up prematurely.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pipebomb.png]] Pipe bomb===&lt;br /&gt;
A soda can bomb upgrade that sends out more shrapnel.&lt;br /&gt;
* [[File:Protolathe.gif]] Print a large grenade casing from a [[Protolathe|protolathe]].&lt;br /&gt;
* [[File:Sodacanbomb.png]] + [[File:Large_grenade.png]] Attach the grenade casing to a soda can bomb.&lt;br /&gt;
* [[File:Pipebomb.png]] + [[File:Screwdriver_tool.png]] Use a screwdriver.&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Pipebomb.png&amp;diff=24934</id>
		<title>File:Pipebomb.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Pipebomb.png&amp;diff=24934"/>
		<updated>2022-06-13T20:34:21Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Large_grenade.png&amp;diff=24933</id>
		<title>File:Large grenade.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Large_grenade.png&amp;diff=24933"/>
		<updated>2022-06-13T20:34:10Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Fueltank.png&amp;diff=24932</id>
		<title>File:Fueltank.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Fueltank.png&amp;diff=24932"/>
		<updated>2022-06-13T20:33:41Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: Burrito Justice uploaded File:Fueltank.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testing.&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Steel_wool.png&amp;diff=24931</id>
		<title>File:Steel wool.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Steel_wool.png&amp;diff=24931"/>
		<updated>2022-06-13T20:32:42Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Sodacanbomb.png&amp;diff=24930</id>
		<title>File:Sodacanbomb.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Sodacanbomb.png&amp;diff=24930"/>
		<updated>2022-06-13T20:32:27Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Trench.png&amp;diff=24929</id>
		<title>File:Trench.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Trench.png&amp;diff=24929"/>
		<updated>2022-06-13T20:32:15Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Material_kelly.png&amp;diff=24928</id>
		<title>File:Material kelly.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Material_kelly.png&amp;diff=24928"/>
		<updated>2022-06-13T20:32:06Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Spearhead.png&amp;diff=24927</id>
		<title>File:Spearhead.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Spearhead.png&amp;diff=24927"/>
		<updated>2022-06-13T20:31:39Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Shaft.png&amp;diff=24926</id>
		<title>File:Shaft.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Shaft.png&amp;diff=24926"/>
		<updated>2022-06-13T20:31:33Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Pike0.png&amp;diff=24925</id>
		<title>File:Pike0.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Pike0.png&amp;diff=24925"/>
		<updated>2022-06-13T20:31:21Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Stungloves.png&amp;diff=24924</id>
		<title>File:Stungloves.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Stungloves.png&amp;diff=24924"/>
		<updated>2022-06-13T20:31:06Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Wiredgloves.png&amp;diff=24923</id>
		<title>File:Wiredgloves.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Wiredgloves.png&amp;diff=24923"/>
		<updated>2022-06-13T20:30:57Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Blackgloves.png&amp;diff=24922</id>
		<title>File:Blackgloves.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Blackgloves.png&amp;diff=24922"/>
		<updated>2022-06-13T20:30:01Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Generic-techno.png&amp;diff=24899</id>
		<title>File:Generic-techno.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Generic-techno.png&amp;diff=24899"/>
		<updated>2022-06-08T21:21:21Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Help:Images&amp;diff=24898</id>
		<title>Help:Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Help:Images&amp;diff=24898"/>
		<updated>2022-06-08T19:55:44Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip}}&lt;br /&gt;
{{Tutorial navigation}}&lt;br /&gt;
THIS IS ALL PLACEHOLDER OH GOD PLEASE LOOK AWAY IT&#039;S NOT READY YET!!!&lt;br /&gt;
Welcome to the help section about Images. Most of the content here assumes you&#039;ve already read the [[Help:Basic_Editing_Guide#Images|basic rundown on images in the starter guide]].&lt;br /&gt;
&lt;br /&gt;
=Images=&lt;br /&gt;
You probably already know what an image is, in fact you&#039;ve probably seen plenty of those on the way to this guide. In regards to the wiki images serve to both provide visual context to information and to help break up that information into something more meaningfully digestible and readable. Obviously the media you upload and use should be both relevant to what you&#039;re writing about and overall useful to the reader. It should also follow some standards to make sure it remains consistent with the rest of the images on the wiki.&lt;br /&gt;
&lt;br /&gt;
==Supported File Types==&lt;br /&gt;
*&#039;&#039;&#039;.png&#039;&#039;&#039; - The standard and usually preferred image format for most stuff like sprites.&lt;br /&gt;
*&#039;&#039;&#039;.jpg&#039;&#039;&#039; - A comparatively lossy format that reduces file size compared to png. Ideally these are used for large screenshots, photographs, or art.&lt;br /&gt;
*&#039;&#039;&#039;.gif&#039;&#039;&#039; - This filetype is mostly used for media that&#039;s animated, like sprites that animate over time. [[#From the Files|See below]] to make sure you get the best possible quality out of this format.&lt;br /&gt;
&lt;br /&gt;
=How to Upload=&lt;br /&gt;
There is only one way to upload to the wiki, but there are two methods to reaching the means to do so:&lt;br /&gt;
#Click [[Special:Upload|Upload file]] on the left side of the screen.&lt;br /&gt;
#Click a &amp;lt;span style=&amp;quot;color:#ba0000&amp;quot;&amp;gt;red link&amp;lt;/span&amp;gt; (also known as a [[Help:Links#Broken Links|broken link]]). This has the added benefit of filling out the filename for you.&lt;br /&gt;
Once you&#039;re on the upload page, hit the &#039;&#039;&#039;Browse&#039;&#039;&#039; button to select the file you want to upload, in this case an image that is [[#Supported File Types|hopefully supported]]. Afterwards just set the filename to something relevant to the image (ex. uploading a picture of a toolbox sprite, you&#039;d just name it &amp;lt;code&amp;gt;toolbox&amp;lt;/code&amp;gt; or maybe even &amp;lt;code&amp;gt;btoolbox&amp;lt;/code&amp;gt; if the toolbox is blue). If the image you&#039;re uploading is a sprite then the sprite probably already has a name, and those are probably fine to leave alone. After that give it a summary describing it if you want (makes it easier to look up if we need to find it), then hit &#039;&#039;&#039;Upload file&#039;&#039;&#039; at the bottom. [[#The 520 Error|Assuming you didn&#039;t get an error]] then congratulations, that image is on the wiki and hopefully won&#039;t sink us due to licensing! Lastly, you should always try to make an effort to make sure the image/sprite - or an older/outdated version of it - doesn&#039;t already exist on the wiki. If it does then you should overwrite the existing one, unless it&#039;s exactly the same (the wiki will tell you this).&lt;br /&gt;
&lt;br /&gt;
==What to Upload==&lt;br /&gt;
[[#top|As stated above]], you should only be uploading content that is relevant to what you&#039;re writing about. If you&#039;re writing about a compendium of items then you&#039;d probably be uploading their respective sprites, but if you plan to upload every single sprite in the game to add next to every mention of those respective items on every wiki page then that&#039;s something you can save your breath on; we&#039;d rather you not. If you&#039;re uploading sprites, [[#How to Obtain Media|please make sure they are the original sprites]] in their original resolution. For lore articles, art, diagrams, and infographics do wonders to help sell to the reader what you&#039;re writing about and to put things into context. Now, onto the big disclaimer:&lt;br /&gt;
&lt;br /&gt;
===Licensing and Use===&lt;br /&gt;
Please only upload media that&#039;s from &#039;&#039;&#039;Space Station 13&#039;&#039;&#039;, &#039;&#039;&#039;Aurora Station&#039;&#039;&#039;, or &#039;&#039;&#039;relevant to Aurora&#039;s lore&#039;&#039;&#039; and that it is &#039;&#039;&#039;your work&#039;&#039;&#039;, is &#039;&#039;&#039;compatible with our license&#039;&#039;&#039;, or you have &#039;&#039;&#039;permission&#039;&#039;&#039; to use the work from the author. Any media that does not follow this is infringement and must be removed. There&#039;s no way around this, no matter how cool some random art you found on the internet looks and how it would serve the page you&#039;re writing about.&lt;br /&gt;
&lt;br /&gt;
===The 520 Error===&lt;br /&gt;
Basically means you aren&#039;t allowed to upload a picture to the wiki. Ask a maintainer to review the media to be uploaded and they&#039;ll do it for you.&lt;br /&gt;
&lt;br /&gt;
=Wiki Usage=&lt;br /&gt;
Putting an image on the wiki is as simple as typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[File:Yourfilenamehere.png]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, and your image will appear where you typed it! Obviously it&#039;ll look a bit strange or even out of place, but we can use the methods below to get it looking right!&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
The usual syntax for getting an image to display looks like the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;[[File:Yourfilenamehere.ext|option|option|option|Your caption here]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Options/captions aren&#039;t always necessary but can help expand the function of your media, and are always separated by [[wikipedia:Vertical Bar|vertical bars]]. Ideally all options are kept lower case (except the caption):&lt;br /&gt;
*&#039;&#039;&#039;Format&#039;&#039;&#039; can be any of the following to help render the media a certain way on the page:&lt;br /&gt;
**border - adds a small gray border around the image.&lt;br /&gt;
**frame - adds a noticeable frame around the image, which can also render the caption, and also defaults the picture to the right side of the screen.&lt;br /&gt;
**frameless - tends to size things down while respecting aspect ratio.&lt;br /&gt;
**thumb - similar to frame but it keeps things small.&lt;br /&gt;
*&#039;&#039;&#039;Resizing&#039;&#039;&#039; is useful for scaling images on the wiki instead of uploading larger/smaller versions of your pictures, especially for scaling sprites up.&lt;br /&gt;
**(width)px - typing in a number where (width) is will scale the image by its width, while keeping the vertical dimension unlocked.&lt;br /&gt;
***For sprites that are 32x32 in resolution, using &amp;lt;code&amp;gt;64px&amp;lt;/code&amp;gt; will scale them up to 64x64, doubling its resolution.&lt;br /&gt;
**x(height)px - similar to the first option, but it scales off of height instead of width. Width is still unlocked.&lt;br /&gt;
**(width)x(height)px - this is used to fine tune the dimensions of an image, regardless of aspect ratio.&lt;br /&gt;
***You can make an image look like spaghetti this way if you set one of the dimensions to 1. Don&#039;t do that though.&lt;br /&gt;
**upright - attempts to resize an image to something reasonable, according to user preferences (which no one uses and you shouldn&#039;t change otherwise things might break).&lt;br /&gt;
*&#039;&#039;&#039;Horizontal Alignment&#039;&#039;&#039; is for when you want to dictate which side of the page you want the image to render, based on where it&#039;s typed.&lt;br /&gt;
**left, right, center, and none are your options. Text will try to wrap around the image at all times.&lt;br /&gt;
*&#039;&#039;&#039;Link&#039;&#039;&#039; is where you want the image to take the reader if they click on it. By default clicking on an image will take you to the image&#039;s file page. You have two options:&lt;br /&gt;
**link=Some Page - will take you to a page named Some Page when clicked.&lt;br /&gt;
**link= - will take you nowhere if you click on the image.&lt;br /&gt;
*&#039;&#039;&#039;Caption&#039;&#039;&#039; is another option type that doesn&#039;t actually require anything special to initiate, just type whatever you want after a vertical bar and it&#039;ll appear one way or another.&lt;br /&gt;
&lt;br /&gt;
==Formatting==&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
=How to Obtain Media=&lt;br /&gt;
Ensure you&#039;ve read [[#Licensing and Use|the license blurb towards the top of this page]] before grabbing any relevant media you wish to use. If you are getting sprites from the server&#039;s files or taking screenshots of the game yourself then you can mostly ignore that bit. With that out of the way, this section mostly details grabbing relevant media from the game itself, whether it be sprites or screenshots, not necessarily about getting images from the internet that are compatible with the wiki&#039;s license for a lore page.&lt;br /&gt;
&lt;br /&gt;
==From the Files==&lt;br /&gt;
If you&#039;re looking for a single sprite to upload to the wiki then you can [https://github.com/Aurorastation/Aurora.3 retrieve it from the game&#039;s files] yourself by downloading the code and extracting it from the relevant Dream Maker Image files (DMI). In practice this is done by opening the Dream Maker Environment file (DME) and navigating to the DMI that holds the sprites you want. For any sprites that only have one state (no animation, no directions) you can just right click it and tell it to export as a PNG. For sprites that have multiple states (animations or directions) then you&#039;ll need to be a bit more careful:&lt;br /&gt;
*&#039;&#039;&#039;Directions, no animation&#039;&#039;&#039; - In this case, you should be safe just right click exporting like normal since all sprites will be rendered facing south by default. Just make sure you don&#039;t export as a GIF, otherwise it&#039;ll do funny things.&lt;br /&gt;
*&#039;&#039;&#039;Animation, no directions&#039;&#039;&#039; - This can also be exported with the same normal method, you just need to export it in a format that is allowed to animate, namely GIF. Technically PNGs can animate but BYOND cannot export animations to that format.&lt;br /&gt;
*&#039;&#039;&#039;Animation and directions&#039;&#039;&#039; - This is the case you have to look out for. You&#039;ll have to double click the sprite to enable editing, then right click the direction preview states in the top left and export them as GIFs that way. If you try to use the normal method then BYOND will try to export every frame of animation in every possible direction in sequence, which looks very strange and is probably what you don&#039;t want to happen.&lt;br /&gt;
If the export went well then the sprite should look exactly how it looks in game, and also very small at 32x32 resolution (or whatever the sprite&#039;s original dimensions are; there are exceptions!). Unless it already exists on the wiki, you can probably just upload it as is with the same filename.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice:&#039;&#039;&#039; The DMI editor in the current version of Dream Maker is broken for NVIDIA graphics cards because of an error in its hardware acceleration features. This shouldn&#039;t meaningfully impact extracting sprites, but this info may be pertinent to know if sprites appear blank in some places. The only workarounds for this - if it truly matters to you - is to either use an older version of BYOND or get Dream Maker to use your iGPU, assuming you have one.&lt;br /&gt;
&lt;br /&gt;
===Searching for the Right Sprite===&lt;br /&gt;
Given that DMIs are functionally sprite atlases you aren&#039;t going to find an image easily unless you already know what DMI it belongs to. Thankfully it&#039;s easy to find out assuming you already know the exact name of the object in game: GitHub&#039;s search feature is robust enough that looking up the full name of an object will usually lead you to its defining entry, which hopefully includes what DMI it belongs to and what the sprite&#039;s actual name is, so if the &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt; variable points to &amp;lt;code&amp;gt;&#039;icons/obj/tools.dmi&#039;&amp;lt;/code&amp;gt; then that&#039;s the directory you would navigate to in order to get the sprite you want.&lt;br /&gt;
&lt;br /&gt;
==From Screenshots==&lt;br /&gt;
[[File:DSIcons_setting.png|right|frame|You can find these options in the top left of your screen.]]&lt;br /&gt;
If what you&#039;re trying to write about can&#039;t be conveyed with sprites alone then you may need to resort to taking screenshots. Screenshots are most applicable for when you&#039;re trying to describe the setup of a room, if you need a picture of a player wearing clothes, or if you need to take a picture of a UI window popup. If the image you&#039;re trying to get isn&#039;t strictly about or from the game then the standards here are a bit more lax. Lastly you should try to compile the code and host it yourself to obtain the sprites without the usual round-to-round interference, among other reasons. Nonetheless, here are some standards you should follow if you are trying to obtain pictures from your BYOND client:&lt;br /&gt;
*Set your icon scale to &#039;&#039;&#039;32x32&#039;&#039;&#039; (see picture).&lt;br /&gt;
*Set icon stretching to &#039;&#039;&#039;Normal&#039;&#039;&#039;.&lt;br /&gt;
*Click File and press &#039;&#039;&#039;Quick Screenshot&#039;&#039;&#039; (or press F2).&lt;br /&gt;
**Quick screenshots go to your document folder&#039;s BYOND directory.&lt;br /&gt;
This method will make your playable window very small and, as a result, give you a screenshot in its truest dimensions; 32x32 sprites will occupy 32x32 dimensions in the screenshot exactly. The following section will explain some standards to adhere to while cropping the image down to be suitable for the wiki.&lt;br /&gt;
&lt;br /&gt;
===Image Editing===&lt;br /&gt;
Before we begin editing your screenshot, you should first get a capable image editing program. MS Paint is not suitable unless you enjoy agony, so you should get either [https://www.dotpdn.com/downloads/pdn.html Paint.NET] or [https://www.gimp.org/downloads/ GIMP] to save yourself the trouble if you somehow don&#039;t have either of them already. From there, you should try to edit the image down to only what is relevant. Here are some standards:&lt;br /&gt;
*Pictures of mobs should be of the mobs only: manually remove any other sprites like the floor yourself.&lt;br /&gt;
*Unless relevant to what you&#039;re writing about, the screenshot should be taken with lighting/shadow effects removed (no darkness).&lt;br /&gt;
**This is accomplished by using the &amp;lt;code&amp;gt;Toggle-Darkness&amp;lt;/code&amp;gt; verb as a ghost.&lt;br /&gt;
*The final image should have dimensions that are multiples of 32x32.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Special:ListFiles|The File List]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Phoron&amp;diff=24876</id>
		<title>Phoron</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Phoron&amp;diff=24876"/>
		<updated>2022-06-06T21:23:51Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: phoron redirect because that&amp;#039;s kinda important probably&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bluespace#Phoron]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Engineer&amp;diff=24865</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Engineer&amp;diff=24865"/>
		<updated>2022-06-04T17:26:10Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = ENGINEERING &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Generic_ce.png&lt;br /&gt;
|jobtitle = Chief Engineer&lt;br /&gt;
|access = Robotics and Mech Bay, Engineering, Atmospherics, Chief Engineers Office, Research, Medical, Bridge, Maintenance, EVA, Tech Storage, AI Upload, Teleporter, Telecoms Relay, External Airlocks&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in engineering-related field, Doctorate of Engineering (or equivalent).&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate engineering, ensure equipment doesn&#039;t get stolen, make sure the supermatter doesn&#039;t explode, maintain the [[AI]] and [[Telecommunications]], &amp;lt;s&amp;gt;hold pizza parties in the break room&amp;lt;/s&amp;gt;.&lt;br /&gt;
|guides = &amp;lt;!--[[Guide to Engineering]]--&amp;gt; [[Hacking]], [[Guide to Atmospherics]], [[Guide to Construction]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Engineer]] is the individual in charge of the ship&#039;s integrity and of the [[AI]]&#039;s &#039;&#039;&#039;structural well-being&#039;&#039;&#039;. That means making sure there are no breaches, equipment remains operational, and the AI doesn&#039;t get &amp;lt;s&amp;gt;any weird laws&amp;lt;/s&amp;gt; some strange [[Ninja|guests]]. As the chief engineer, you have authority over ship&#039;s [[Engineer|engineers]] and the [[Atmospheric Technician|atmospheric technicians]].&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
You are the head of the Engineering department, which includes not only [[Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss Engineering and Atmospherics around and make sure the engine, atmospherics, and the solars are set up so that the power and air are constantly flowing.&lt;br /&gt;
&lt;br /&gt;
Other than directing the workflow of the department, you&#039;re also expected to carry out general [[Engineer]] duties and maintain the [[AI]]. To be a good chief it is imperative that you have a good working knowledge of how APCs, SMES cells, and power in general works, how to decipher atmospherics, how to efficiently set up the supermatter and thrusters, and how to get your engineers moving. Knowing how to work the experimental tesla engine will be good too.&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
It&#039;s no secret that engineers are more often than not &amp;lt;s&amp;gt;the only ones working at all&amp;lt;/s&amp;gt; the laziest of the ship&#039;s crew, and that there is no job that surpasses the capacity for an atmospherics technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely of telling the engineers and atmos techs to work or just doing their jobs yourself. Listed below are those jobs.&lt;br /&gt;
&lt;br /&gt;
=== At the Start of the Round ===&lt;br /&gt;
Greet your team &amp;lt;s&amp;gt;over the radio&amp;lt;/s&amp;gt; sitting around your table and let them know that a CE is going to get all the trouble for whatever they are building today. Find out who &amp;lt;s&amp;gt;is bald&amp;lt;/s&amp;gt; you will be working with and how many of them, and make sure that everyone has a job to do. Get someone working on the supermatter and the thrusters at very least. If you take to charge these first minutes of the round, most of Engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you or know who you are. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.&lt;br /&gt;
&lt;br /&gt;
=== Supermatter and the Setting Up Thereof ===&lt;br /&gt;
Setting up the engine and supplying power to the ship should be the first priority of the engineering department. Most of the time your team will be fairly competent and you&#039;ll only need to supervise, but sometimes you&#039;ll have to step in. [[Supermatter Engine|Read the guide]], and make sure you know it. If someone&#039;s clearly new, help them out a bit and show them the ropes. If someone&#039;s clearly being an idiot then shout at them and forcibly demote if they continue. With these points in mind, the supermatter should successfully start generating power. It&#039;s always a good idea to announce this to the crew when it happens.&lt;br /&gt;
&lt;br /&gt;
=== Solar Panels ===&lt;br /&gt;
Whilst the supermatter outputs a ton of power, a hardened engineer like yourself knows that it&#039;s volatile, and failures and problems can, and will arise. This is where solars come in. Unfortunately, you don&#039;t have any solar arrays on the Horizon! You do have a crate of solar equipment in engineering hard storage, though, which you can use to set up a solar array if all else fails.&lt;br /&gt;
&lt;br /&gt;
=== Tesla Knowledge ===&lt;br /&gt;
The default setup is already almost complete. Add some missing parts from the storage and make sure to  have someone set up one of the beacons, just in case &amp;lt;s&amp;gt;someone fixes the code and it kills everyone again&amp;lt;/s&amp;gt;.&lt;br /&gt;
For now you want to weld every part to the ground, add some grounding rods and upgrade the SMES units only to argue with an engineer for the rest of the round about how &amp;lt;s&amp;gt;your setup is vastly inferior to theirs&amp;lt;/s&amp;gt; nice the giant ball of death zaps today.&lt;br /&gt;
&lt;br /&gt;
=== Atmospherics, the Great City-State of Pipes ===&lt;br /&gt;
The supermatter is radiating, the thrusters are firing and the engineering team &amp;lt;s&amp;gt;are all in the bar&amp;lt;/s&amp;gt; are at your beck and call. The ship is getting a steady supply of power and you&#039;re confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven&#039;t you forgotten Atmosia?&lt;br /&gt;
&lt;br /&gt;
Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it&#039;s your responsibility to make sure that it&#039;s keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from messing it up. If possible, it&#039;s recommended that you have as much experience in Atmospherics as you do in regular construction and engineering. Nobody likes a Chief Engineer that does not know how to re-pressurize a room correctly. [[Guide to Atmospherics|Again, read the guide and learn it]].&lt;br /&gt;
&lt;br /&gt;
All you really have to do with atmos is get acquainted with its staff (You can do this at round start along with your [[Engineer|direct minions]], as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), make sure that the thrusters have been brought online, and then check back in periodically to ensure [[Traitor|some]] [[AI|one]] hasn&#039;t tampered with it.&lt;br /&gt;
&lt;br /&gt;
=== Continued Maintenance ===&lt;br /&gt;
Now that the ship&#039;s systems are running at maximum capacity or are in the process of being made so, you can relax a little and &amp;lt;s&amp;gt;order some pizza&amp;lt;/s&amp;gt; carefully hoard all the materials and send for security when tech storage is broken into at 0:10 round time. Here is what else you should be doing:&lt;br /&gt;
&lt;br /&gt;
* Always make sure every engineer has a GPS with them at all times. &amp;lt;s&amp;gt;Never mention suit sensors to them.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Periodically check out Atmospherics to make sure nobody&#039;s messed it up.&lt;br /&gt;
* Listen to the radio for hull breaches. When you hear of one, send a couple of engineers out to mend the damage.&lt;br /&gt;
* Supervise the supermatter &amp;lt;s&amp;gt;watch all engineers devolve into headless chickens&amp;lt;/s&amp;gt; and take action when it looks like it&#039;s going to breach out of containment. &lt;br /&gt;
* Notice that the Tesla vanished into thin air, without destroying any of the ship, &amp;lt;s&amp;gt;tell everyone why it is the best source of energy and 100% save&amp;lt;/s&amp;gt;.&lt;br /&gt;
* Talk to your team. Make sure the thrusters are on, and if necessary, ensure there&#039;s always at least one engineer in Engineering to monitor power levels.&lt;br /&gt;
&lt;br /&gt;
As Chief Engineer you may authorize &#039;&#039;&#039;autolathes&#039;&#039;&#039; to be set up to assist engineering. You can also &amp;lt;s&amp;gt;ask Security if they will allow you to build a security camera computer to assist engineers in monitoring damaged areas.&amp;lt;/s&amp;gt; hack your own camera console to better view potential engineering issues.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
You coordinate actions between the captain, the other heads of departments, and your engineers. You&#039;ll be working with Security when they need to get into a crime scene that happens to be depressurized (this happens a lot), with Medical when they need to rescue someone in an area that&#039;s minus atmosphere or plus poison (do try to keep them from rushing in and adding to the casualties), and with Science when they blow something up yet again. Your headset lets you keep track of your engineers, where they are, and what they&#039;re doing, as well as check in with the other departments to be sure everyone has the engineering help they need.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
So you&#039;ve been hired to kill/steal something on this &amp;lt;s&amp;gt;ship&amp;lt;/s&amp;gt; ship? Great! This is one of the easier jobs when doing this due to the fact that you have access to most of the areas where the steal objectives are and, even if they are somewhere you can&#039;t get to, you can easily just hack open the door or RCD the wall down.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Help:Basic_Editing_Guide&amp;diff=24863</id>
		<title>Help:Basic Editing Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Help:Basic_Editing_Guide&amp;diff=24863"/>
		<updated>2022-06-04T17:04:35Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: aw frick forgot this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip}}&lt;br /&gt;
{{Tutorial navigation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Thank you for taking the time to consider contributing to the wiki. This guide - along with others that you can navigate to from the top of this page - is designed for all users, even wiki maintainers. Directly below this text is a preface to editing so that you&#039;re prepared to do the rest without worry.&lt;br /&gt;
&lt;br /&gt;
=Foreword About Additions and Approval=&lt;br /&gt;
Any logged in user can submit changes to nearly any page, but those changes will not be merged unless a wiki maintainer reviews and approves of the changes or you are a maintainer/lore writer yourself. All wiki maintainers are given a large and obvious notification on any wiki page whenever there are submissions that await approval. Be sure to review the [[Help:Style Guide|style guide]] before making large edits to make sure your page is nice and clean. In any case if you have questions or concerns about the wiki or your edits then feel free to contact a maintainer on the discord.&lt;br /&gt;
&lt;br /&gt;
==Criteria for Edits==&lt;br /&gt;
The rules of editing are simple, and should ideally match one of a select few criteria, or be otherwise sensible. Your edits will be considered but have a drastically lower chance of acceptance if it does not. Lore pages are not exempt from corrections at this moment, but are much more limited in scope. Submitting &#039;&#039;&#039;any edit&#039;&#039;&#039; to a lore page will require lore approval, regardless of the nature of the edit - ideally this permission is obtained before you make your edits.&lt;br /&gt;
&lt;br /&gt;
Here is the general criteria of editing on the wiki:&lt;br /&gt;
#It corrects an error, or otherwise serves to correct a problem.&lt;br /&gt;
#It adds additional information to improve the page.&lt;br /&gt;
#It removes unnecessary clutter.&lt;br /&gt;
#It rephrases the text to be more clear or user friendly.&lt;br /&gt;
&lt;br /&gt;
An edit that achieves one or more of these criteria is much more likely to be accepted. However, if the change is sensible and it doesn&#039;t fit them, it will still be considered but may require wiki maintainer input or alterations.&lt;br /&gt;
&lt;br /&gt;
==Criteria for Page Creation==&lt;br /&gt;
Creating a brand new page is also encouraged, however, you must understand that the criteria is much more strict than a simple edit, the edit criteria is counted as well in these, and it&#039;s limited to gameplay mechanics at this moment.&lt;br /&gt;
&lt;br /&gt;
Here is the general criteria of adding a new page to the wiki:&lt;br /&gt;
#It serves an obvious purpose, not filled adequately by any other page.&lt;br /&gt;
#It is deemed by the wiki maintainer team to be a quality addition, on discussion.&lt;br /&gt;
&lt;br /&gt;
=Your Wiki/Forum Account=&lt;br /&gt;
Aurora station utilizes a cross platform system that enables you to use the same account between the forum and the wiki. You will need to log onto the wiki through your forum account. To register a wiki account, you must first register a forum account. You can do that [https://forums.aurorastation.org/ucp.php?mode=register| at this link]. If you have trouble logging onto the wiki and have spaces in your username then you should contact staff.&lt;br /&gt;
&lt;br /&gt;
=Editing=&lt;br /&gt;
Once you&#039;ve logged in and found an error on the Wiki, click &#039;Edit&#039; at the top to begin the simple process of correcting it. The button should look like this, and you must be on the page you wish to edit:&lt;br /&gt;
&lt;br /&gt;
[[File:Editing Page.png|166px]]&lt;br /&gt;
&lt;br /&gt;
Once you click that edit button, you should be brought to a the wiki parser containing everything that renders the page you&#039;re working on. Ctrl-F to the error or scroll down to it and begin your edits. At the bottom where it says &#039;Watch this page&#039; you should type a summary. If the edits you made were relatively minor (fixing typos, formatting, etc) then you can click the &#039;This is a minor edit&#039; button. It should look similar to this:&lt;br /&gt;
&lt;br /&gt;
[[File:Editing_Page2.png|700px]]&lt;br /&gt;
&lt;br /&gt;
Before submitting your changes, &#039;&#039;always&#039;&#039; preview your work to make sure your changes haven&#039;t accidentally messed something up. You may even catch some other issues that you missed at first glance. Anyway, when you&#039;re sure you&#039;re done with your edits and want to submit them, click &#039;Save changes&#039; to queue the submission up for approval, after which it&#039;s just a matter of waiting for wiki maintainer input. You should see this if all went well:&lt;br /&gt;
&lt;br /&gt;
[[File:Pending_Review.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==Formatting==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Help:Formatting|The Guide to Formatting]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mediawiki has some bits and bobs to stylize your text, which can aid in readability if used properly. Be sure to take a look at the [[Help:Style Guide|style guide]] for info on how these tools may best be used. Regardless, the following table provides examples on some of the most common formatting:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; border-color: #666666; background-color: #efefef; width: &amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Example Wikitext&lt;br /&gt;
|-&lt;br /&gt;
! What you type || What it looks like&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&#039;&#039;italic text&#039;&#039;&amp;lt;/pre&amp;gt; || &#039;&#039;italic text&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&#039;&#039;&#039;bold text&#039;&#039;&#039;&amp;lt;/pre&amp;gt; || &#039;&#039;&#039;bold text&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&amp;lt;small&amp;gt;small text&amp;lt;/small&amp;gt;&amp;lt;/pre&amp;gt; || &amp;lt;small&amp;gt;small text&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
no indent&lt;br /&gt;
:single indent&lt;br /&gt;
::double indent&lt;br /&gt;
:::triple indent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
no indent&lt;br /&gt;
:single indent&lt;br /&gt;
::double indent&lt;br /&gt;
:::triple indent&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
#Entry 1&lt;br /&gt;
#Entry 2&lt;br /&gt;
#Entry 3&lt;br /&gt;
##Entry 3 subtype 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
#Entry 1&lt;br /&gt;
#Entry 2&lt;br /&gt;
#Entry 3&lt;br /&gt;
##Entry 3 subtype 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
*Bullet 1&lt;br /&gt;
*Bullet 2&lt;br /&gt;
*Bullet 3&lt;br /&gt;
**Bullet 3 subtype 1&lt;br /&gt;
*#Bullet 3 number 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
*Bullet 1&lt;br /&gt;
*Bullet 2&lt;br /&gt;
*Bullet 3&lt;br /&gt;
**Bullet 3 subtype 1&lt;br /&gt;
*#Bullet 3 number 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Heading Level 1=&lt;br /&gt;
==Heading Level 2==&lt;br /&gt;
===Heading Level 3===&lt;br /&gt;
====Heading Level 4====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=Heading Level 1=&lt;br /&gt;
==Heading Level 2==&lt;br /&gt;
===Heading Level 3===&lt;br /&gt;
====Heading Level 4====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Help:Links|The Guide to Links]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re probably already familiar with links if you&#039;ve managed to reach this guide. It&#039;s the blue text you often see around wiki pages, [[#Linking|and it usually looks like this]]. Your first inclination when adding inter-wiki links is probably to just paste the URL and be done with it, but the ideal method is actually way easier. Below you&#039;ll find a table that explains how to properly add links to the page you&#039;re working on:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; border-color: #666666; background-color: #efefef; width: &amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Example Links&lt;br /&gt;
|-&lt;br /&gt;
! || What you type || What it looks like || What it&#039;s for&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Assistant]]&amp;lt;/pre&amp;gt; || [[Assistant]] || This is the standard inter-wiki link. If you want to link to another page on the wiki, then use this.&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Assistant|Dirty maintenance gremlins]]&amp;lt;/pre&amp;gt; || [[Assistant|Dirty maintenance gremlins]] || Adding a &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (known as a [[wikipedia:Vertical_bar|vertical bar]]) between the page name and some text will render that link as the text you put in, in case you want to hide a link inside some relevant information. You may discover that this very guide uses this method in more than a few areas!&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Guide to EVA#Jetpacks|How to use Jetpacks]]&amp;lt;/pre&amp;gt; || [[Guide to EVA#Jetpacks|How to use Jetpacks]] || Sometimes only a specific part of a page is relevant to what you&#039;re typing about, so in this case we link to the page &#039;&#039;and&#039;&#039; the relevant subheading. Anything that appears in the table of contents (or is otherwise &amp;quot;anchored&amp;quot;) can be linked to this way.&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[#Editing|The Editing subheading]]&amp;lt;/pre&amp;gt; || [[#Editing|The Editing subheading]] || If you want to link to a subheading that&#039;s already on the page you&#039;re editing, you can forego having to include the name of the page and only include the subheading name.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[wikipedia:Space Station 13|Wikipedia Article about SS13]]&amp;lt;/pre&amp;gt; || [[wikipedia:Space Station 13|Wikipedia Article about SS13]] || This simply links back to Wikipedia. You probably won&#039;t be using this much since Aurora&#039;s setting is purely fictional, but this is here for posterity.&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|&amp;lt;pre&amp;gt;[https://forums.aurorastation.org/topic/7780-looking-for-wiki-developers/#comment-153366 Burrito&#039;s cry for help]&amp;lt;/pre&amp;gt; || [https://forums.aurorastation.org/topic/7780-looking-for-wiki-developers/#comment-153366 Burrito&#039;s cry for help] || If you must link to something outside of the wiki then this is what you&#039;d use. Note that there is nothing separating the URL from the rendered text except for a space, and that the entire link is surrounded by single brackets, not double. &#039;&#039;Please&#039;&#039; do not link to unrelated or malicious websites - this feature is mostly reserved for linking to Aurora-related websites like the forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Help:Images|The Guide to Images]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Images are just that: images. On the wiki they&#039;re media that&#039;s rendered in pretty ways on the page and - hopefully - breaks up the flow of information to make the page more digestible to the viewer. To upload a file, do the following:&lt;br /&gt;
#Click the &#039;&#039;&#039;Upload file&#039;&#039;&#039; button on the left of your screen&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br&amp;gt;Click on a red link to the file of your choosing.&lt;br /&gt;
#Click &#039;&#039;&#039;Choose file&#039;&#039;&#039; to select what file to upload from your PC.&lt;br /&gt;
#*Ideally this is in a common image format (JPG, PNG, GIF, etc).&lt;br /&gt;
#Give the file a name, ideally relevant to what the file is about.&lt;br /&gt;
#*If you went with the red link method then the filename is probably already populated.&lt;br /&gt;
#Give it a summary if you want.&lt;br /&gt;
#Click &#039;&#039;&#039;Upload file&#039;&#039;&#039; to finish.&lt;br /&gt;
That should do it, as long as there are no errors (most common being duplicate images). Note that due to how caching works that it may take a while for your file to actually render on pages it&#039;s used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note:&#039;&#039;&#039; If you are uploading sprites from the game, ensure that their dimensions are 32x32 (or whatever their original resolution is). If you want to scale a sprite up, do it through the wiki, not an image editor (see below). Ideally all sprites are retrieved from the game&#039;s files and not from screenshots. [[Help:Images|See the images guide for a how-to on getting the best possible sprites]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; border-color: #666666; background-color: #efefef; width: &amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Various ways to link a file&lt;br /&gt;
|-&lt;br /&gt;
! What you type || What it looks like || Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png]] || This is the simplest way to display an image. These will typically default to the left side of the page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|64px]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|64px]] || By using &amp;lt;code&amp;gt;64px&amp;lt;/code&amp;gt; (or any other number, ideally multiples of 32 if it&#039;s a sprite) you can scale an image via the wiki.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|64px|center]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|64px|center]] || You can use &amp;lt;code&amp;gt;center&amp;lt;/code&amp;gt; to put an image directly in the center of the page. There are other directions you can use as well, like &amp;lt;code&amp;gt;right&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|link=Help:Contents|I AM VERY LOUD LOOKING TEXT]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|link=Help:Contents|I AM VERY LOUD LOOKING TEXT]] || The first part transforms the image into a link to another page. Normally this would link back to the image itself. The second part adds a caption to images that is only visible if you hover your cursor over it, which can be useful for additional-but-not-useful info about an item.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|link=|This image goes no where]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|link=|This image goes no where]] || By setting the link to an empty value you can make the image do nothing if it&#039;s clicked on.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|thumb|Caption!]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|thumb|Caption!]] || If you want information related to an image to be readily visible then you can use the &amp;lt;code&amp;gt;thumb&amp;lt;/code&amp;gt; parameter, followed by the info you&#039;d like to type. Thumbs will default to the right side of the page.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Page Creation=&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Only create a new page if the content you&#039;re writing about is no where else on the wiki &#039;&#039;and&#039;&#039; doesn&#039;t belong on an existing page, or if adding information to existing entries would detract from the page that it exists on.&lt;br /&gt;
&lt;br /&gt;
Creating a page is as simple as looking up a missing page and clicking on the red link:&lt;br /&gt;
&lt;br /&gt;
[[File:Creating_a_page.png|300px]]&lt;br /&gt;
&lt;br /&gt;
After that, you&#039;ll get a wiki parser similar to what you&#039;d see when editing another page, except this time it&#039;s completely empty. This is perhaps a bit daunting at first, but if what you&#039;re writing about is similar to another page then you can probably use most of its content here (ex. you&#039;re writing about a new job, there are lots of other standalone job pages that you can draw resources from). If you&#039;re still working on it, or don&#039;t think you can finish the page, then you can throw a &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Wip}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template at the top to say that the page is a work in progress, after which it&#039;s added to the WIP category for tracking.&lt;br /&gt;
&lt;br /&gt;
Either way, once you&#039;re done writing and stylizing everything you can hit &#039;&#039;&#039;Save page&#039;&#039;&#039; at the bottom along with a summary of what the page is about.&lt;br /&gt;
&lt;br /&gt;
[[File:Save_page.png|300px]] &lt;br /&gt;
&lt;br /&gt;
After that, this should probably appear, followed by either approval or denial from wiki maintainers:&lt;br /&gt;
&lt;br /&gt;
[[File:Pending_Review.png|300px]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Help:Basic_Editing_Guide&amp;diff=24862</id>
		<title>Help:Basic Editing Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Help:Basic_Editing_Guide&amp;diff=24862"/>
		<updated>2022-06-04T17:03:53Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: lore page clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wip}}&lt;br /&gt;
{{Tutorial navigation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Thank you for taking the time to consider contributing to the wiki. This guide - along with others that you can navigate to from the top of this page - is designed for all users, even wiki maintainers. Directly below this text is a preface to editing so that you&#039;re prepared to do the rest without worry.&lt;br /&gt;
&lt;br /&gt;
=Foreword About Additions and Approval=&lt;br /&gt;
Any logged in user can submit changes to nearly any page, but those changes will not be merged unless a wiki maintainer reviews and approves of the changes or you are a maintainer/lore writer yourself. All wiki maintainers are given a large and obvious notification on any wiki page whenever there are submissions that await approval. Be sure to review the [[Help:Style Guide|style guide]] before making large edits to make sure your page is nice and clean. In any case if you have questions or concerns about the wiki or your edits then feel free to contact a maintainer on the discord.&lt;br /&gt;
&lt;br /&gt;
==Criteria for Edits==&lt;br /&gt;
The rules of editing are simple, and should ideally match one of a select few criteria, or be otherwise sensible. Your edits will be considered but have a drastically lower chance of acceptance if it does not. Lore pages are not exempt from corrections at this moment, but are much more limited in scope. Submitting &#039;&#039;&#039;any edit&#039;&#039;&#039; to a lore page will require lore approval, regardless of the nature of the edit - ideally this permission is obtained before you make your edits&lt;br /&gt;
&lt;br /&gt;
Here is the general criteria of editing on the wiki:&lt;br /&gt;
#It corrects an error, or otherwise serves to correct a problem.&lt;br /&gt;
#It adds additional information to improve the page.&lt;br /&gt;
#It removes unnecessary clutter.&lt;br /&gt;
#It rephrases the text to be more clear or user friendly.&lt;br /&gt;
&lt;br /&gt;
An edit that achieves one or more of these criteria is much more likely to be accepted. However, if the change is sensible and it doesn&#039;t fit them, it will still be considered but may require wiki maintainer input or alterations.&lt;br /&gt;
&lt;br /&gt;
==Criteria for Page Creation==&lt;br /&gt;
Creating a brand new page is also encouraged, however, you must understand that the criteria is much more strict than a simple edit, the edit criteria is counted as well in these, and it&#039;s limited to gameplay mechanics at this moment.&lt;br /&gt;
&lt;br /&gt;
Here is the general criteria of adding a new page to the wiki:&lt;br /&gt;
#It serves an obvious purpose, not filled adequately by any other page.&lt;br /&gt;
#It is deemed by the wiki maintainer team to be a quality addition, on discussion.&lt;br /&gt;
&lt;br /&gt;
=Your Wiki/Forum Account=&lt;br /&gt;
Aurora station utilizes a cross platform system that enables you to use the same account between the forum and the wiki. You will need to log onto the wiki through your forum account. To register a wiki account, you must first register a forum account. You can do that [https://forums.aurorastation.org/ucp.php?mode=register| at this link]. If you have trouble logging onto the wiki and have spaces in your username then you should contact staff.&lt;br /&gt;
&lt;br /&gt;
=Editing=&lt;br /&gt;
Once you&#039;ve logged in and found an error on the Wiki, click &#039;Edit&#039; at the top to begin the simple process of correcting it. The button should look like this, and you must be on the page you wish to edit:&lt;br /&gt;
&lt;br /&gt;
[[File:Editing Page.png|166px]]&lt;br /&gt;
&lt;br /&gt;
Once you click that edit button, you should be brought to a the wiki parser containing everything that renders the page you&#039;re working on. Ctrl-F to the error or scroll down to it and begin your edits. At the bottom where it says &#039;Watch this page&#039; you should type a summary. If the edits you made were relatively minor (fixing typos, formatting, etc) then you can click the &#039;This is a minor edit&#039; button. It should look similar to this:&lt;br /&gt;
&lt;br /&gt;
[[File:Editing_Page2.png|700px]]&lt;br /&gt;
&lt;br /&gt;
Before submitting your changes, &#039;&#039;always&#039;&#039; preview your work to make sure your changes haven&#039;t accidentally messed something up. You may even catch some other issues that you missed at first glance. Anyway, when you&#039;re sure you&#039;re done with your edits and want to submit them, click &#039;Save changes&#039; to queue the submission up for approval, after which it&#039;s just a matter of waiting for wiki maintainer input. You should see this if all went well:&lt;br /&gt;
&lt;br /&gt;
[[File:Pending_Review.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==Formatting==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Help:Formatting|The Guide to Formatting]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mediawiki has some bits and bobs to stylize your text, which can aid in readability if used properly. Be sure to take a look at the [[Help:Style Guide|style guide]] for info on how these tools may best be used. Regardless, the following table provides examples on some of the most common formatting:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; border-color: #666666; background-color: #efefef; width: &amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Example Wikitext&lt;br /&gt;
|-&lt;br /&gt;
! What you type || What it looks like&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&#039;&#039;italic text&#039;&#039;&amp;lt;/pre&amp;gt; || &#039;&#039;italic text&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&#039;&#039;&#039;bold text&#039;&#039;&#039;&amp;lt;/pre&amp;gt; || &#039;&#039;&#039;bold text&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&amp;lt;small&amp;gt;small text&amp;lt;/small&amp;gt;&amp;lt;/pre&amp;gt; || &amp;lt;small&amp;gt;small text&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
no indent&lt;br /&gt;
:single indent&lt;br /&gt;
::double indent&lt;br /&gt;
:::triple indent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
no indent&lt;br /&gt;
:single indent&lt;br /&gt;
::double indent&lt;br /&gt;
:::triple indent&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
#Entry 1&lt;br /&gt;
#Entry 2&lt;br /&gt;
#Entry 3&lt;br /&gt;
##Entry 3 subtype 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
#Entry 1&lt;br /&gt;
#Entry 2&lt;br /&gt;
#Entry 3&lt;br /&gt;
##Entry 3 subtype 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
*Bullet 1&lt;br /&gt;
*Bullet 2&lt;br /&gt;
*Bullet 3&lt;br /&gt;
**Bullet 3 subtype 1&lt;br /&gt;
*#Bullet 3 number 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
*Bullet 1&lt;br /&gt;
*Bullet 2&lt;br /&gt;
*Bullet 3&lt;br /&gt;
**Bullet 3 subtype 1&lt;br /&gt;
*#Bullet 3 number 1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Heading Level 1=&lt;br /&gt;
==Heading Level 2==&lt;br /&gt;
===Heading Level 3===&lt;br /&gt;
====Heading Level 4====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=Heading Level 1=&lt;br /&gt;
==Heading Level 2==&lt;br /&gt;
===Heading Level 3===&lt;br /&gt;
====Heading Level 4====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Help:Links|The Guide to Links]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re probably already familiar with links if you&#039;ve managed to reach this guide. It&#039;s the blue text you often see around wiki pages, [[#Linking|and it usually looks like this]]. Your first inclination when adding inter-wiki links is probably to just paste the URL and be done with it, but the ideal method is actually way easier. Below you&#039;ll find a table that explains how to properly add links to the page you&#039;re working on:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; border-color: #666666; background-color: #efefef; width: &amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Example Links&lt;br /&gt;
|-&lt;br /&gt;
! || What you type || What it looks like || What it&#039;s for&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Assistant]]&amp;lt;/pre&amp;gt; || [[Assistant]] || This is the standard inter-wiki link. If you want to link to another page on the wiki, then use this.&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Assistant|Dirty maintenance gremlins]]&amp;lt;/pre&amp;gt; || [[Assistant|Dirty maintenance gremlins]] || Adding a &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (known as a [[wikipedia:Vertical_bar|vertical bar]]) between the page name and some text will render that link as the text you put in, in case you want to hide a link inside some relevant information. You may discover that this very guide uses this method in more than a few areas!&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[Guide to EVA#Jetpacks|How to use Jetpacks]]&amp;lt;/pre&amp;gt; || [[Guide to EVA#Jetpacks|How to use Jetpacks]] || Sometimes only a specific part of a page is relevant to what you&#039;re typing about, so in this case we link to the page &#039;&#039;and&#039;&#039; the relevant subheading. Anything that appears in the table of contents (or is otherwise &amp;quot;anchored&amp;quot;) can be linked to this way.&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[#Editing|The Editing subheading]]&amp;lt;/pre&amp;gt; || [[#Editing|The Editing subheading]] || If you want to link to a subheading that&#039;s already on the page you&#039;re editing, you can forego having to include the name of the page and only include the subheading name.&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[wikipedia:Space Station 13|Wikipedia Article about SS13]]&amp;lt;/pre&amp;gt; || [[wikipedia:Space Station 13|Wikipedia Article about SS13]] || This simply links back to Wikipedia. You probably won&#039;t be using this much since Aurora&#039;s setting is purely fictional, but this is here for posterity.&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
|&amp;lt;pre&amp;gt;[https://forums.aurorastation.org/topic/7780-looking-for-wiki-developers/#comment-153366 Burrito&#039;s cry for help]&amp;lt;/pre&amp;gt; || [https://forums.aurorastation.org/topic/7780-looking-for-wiki-developers/#comment-153366 Burrito&#039;s cry for help] || If you must link to something outside of the wiki then this is what you&#039;d use. Note that there is nothing separating the URL from the rendered text except for a space, and that the entire link is surrounded by single brackets, not double. &#039;&#039;Please&#039;&#039; do not link to unrelated or malicious websites - this feature is mostly reserved for linking to Aurora-related websites like the forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;See also: [[Help:Images|The Guide to Images]]&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Images are just that: images. On the wiki they&#039;re media that&#039;s rendered in pretty ways on the page and - hopefully - breaks up the flow of information to make the page more digestible to the viewer. To upload a file, do the following:&lt;br /&gt;
#Click the &#039;&#039;&#039;Upload file&#039;&#039;&#039; button on the left of your screen&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br&amp;gt;Click on a red link to the file of your choosing.&lt;br /&gt;
#Click &#039;&#039;&#039;Choose file&#039;&#039;&#039; to select what file to upload from your PC.&lt;br /&gt;
#*Ideally this is in a common image format (JPG, PNG, GIF, etc).&lt;br /&gt;
#Give the file a name, ideally relevant to what the file is about.&lt;br /&gt;
#*If you went with the red link method then the filename is probably already populated.&lt;br /&gt;
#Give it a summary if you want.&lt;br /&gt;
#Click &#039;&#039;&#039;Upload file&#039;&#039;&#039; to finish.&lt;br /&gt;
That should do it, as long as there are no errors (most common being duplicate images). Note that due to how caching works that it may take a while for your file to actually render on pages it&#039;s used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note:&#039;&#039;&#039; If you are uploading sprites from the game, ensure that their dimensions are 32x32 (or whatever their original resolution is). If you want to scale a sprite up, do it through the wiki, not an image editor (see below). Ideally all sprites are retrieved from the game&#039;s files and not from screenshots. [[Help:Images|See the images guide for a how-to on getting the best possible sprites]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse; border-color: #666666; background-color: #efefef; width: &amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Various ways to link a file&lt;br /&gt;
|-&lt;br /&gt;
! What you type || What it looks like || Explanation&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png]] || This is the simplest way to display an image. These will typically default to the left side of the page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|64px]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|64px]] || By using &amp;lt;code&amp;gt;64px&amp;lt;/code&amp;gt; (or any other number, ideally multiples of 32 if it&#039;s a sprite) you can scale an image via the wiki.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|64px|center]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|64px|center]] || You can use &amp;lt;code&amp;gt;center&amp;lt;/code&amp;gt; to put an image directly in the center of the page. There are other directions you can use as well, like &amp;lt;code&amp;gt;right&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|link=Help:Contents|I AM VERY LOUD LOOKING TEXT]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|link=Help:Contents|I AM VERY LOUD LOOKING TEXT]] || The first part transforms the image into a link to another page. Normally this would link back to the image itself. The second part adds a caption to images that is only visible if you hover your cursor over it, which can be useful for additional-but-not-useful info about an item.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|link=|This image goes no where]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|link=|This image goes no where]] || By setting the link to an empty value you can make the image do nothing if it&#039;s clicked on.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;pre&amp;gt;[[File:Btoolbox.png|thumb|Caption!]]&amp;lt;/pre&amp;gt; || [[File:Btoolbox.png|thumb|Caption!]] || If you want information related to an image to be readily visible then you can use the &amp;lt;code&amp;gt;thumb&amp;lt;/code&amp;gt; parameter, followed by the info you&#039;d like to type. Thumbs will default to the right side of the page.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Page Creation=&lt;br /&gt;
&#039;&#039;&#039;Remember:&#039;&#039;&#039; Only create a new page if the content you&#039;re writing about is no where else on the wiki &#039;&#039;and&#039;&#039; doesn&#039;t belong on an existing page, or if adding information to existing entries would detract from the page that it exists on.&lt;br /&gt;
&lt;br /&gt;
Creating a page is as simple as looking up a missing page and clicking on the red link:&lt;br /&gt;
&lt;br /&gt;
[[File:Creating_a_page.png|300px]]&lt;br /&gt;
&lt;br /&gt;
After that, you&#039;ll get a wiki parser similar to what you&#039;d see when editing another page, except this time it&#039;s completely empty. This is perhaps a bit daunting at first, but if what you&#039;re writing about is similar to another page then you can probably use most of its content here (ex. you&#039;re writing about a new job, there are lots of other standalone job pages that you can draw resources from). If you&#039;re still working on it, or don&#039;t think you can finish the page, then you can throw a &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Wip}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template at the top to say that the page is a work in progress, after which it&#039;s added to the WIP category for tracking.&lt;br /&gt;
&lt;br /&gt;
Either way, once you&#039;re done writing and stylizing everything you can hit &#039;&#039;&#039;Save page&#039;&#039;&#039; at the bottom along with a summary of what the page is about.&lt;br /&gt;
&lt;br /&gt;
[[File:Save_page.png|300px]] &lt;br /&gt;
&lt;br /&gt;
After that, this should probably appear, followed by either approval or denial from wiki maintainers:&lt;br /&gt;
&lt;br /&gt;
[[File:Pending_Review.png|300px]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Operations_Manager&amp;diff=24860</id>
		<title>Operations Manager</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Operations_Manager&amp;diff=24860"/>
		<updated>2022-06-04T16:10:59Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: doubled word correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Generic_qm.png&lt;br /&gt;
|jobtitle = Operations Manager&lt;br /&gt;
|access = ???&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot&#039;s License, completion of the SCC&#039;s &amp;quot;Introduction to Refueling&amp;quot; program.&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]], NanoTrasen Academy, Ceres University.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate operations, assist with mining if necessary.&lt;br /&gt;
|guides = [[Hangar Technician]], [[Prospector]], [[Guide to Communication Devices]]&lt;br /&gt;
}}&lt;br /&gt;
As an &#039;&#039;&#039;Operations Manager&#039;&#039;&#039;, your primary job is to coordinate and manage your department, which consists of the supply area and the flight deck. What this means is that it is your responsibility to ensure orders are processed smoothly, the warehouse is sorted, and that shuttles are properly loaded and fueled by your hanger techs.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
You will be expected to monitor the condition of your prospectors, and allow the first responder to access the airlock if needed. Otherwise, you will often assist and order operations in doing their various tasks and chores. It&#039;s also important to link your PDA to the Requests Console and ringer terminal.&lt;br /&gt;
&lt;br /&gt;
==Cargo Operation==&lt;br /&gt;
It is best to delegate some tasks to Hangar Technicians, ask them to volunteer to do them, and/or perform them yourself. You may also request that certain conditions be met before a task is completed. It is your responsibility to ensure that operations does not lose funds, that the warehouse is sorted properly, and that Orders are either fulfilled or rejected in a timely manner. While you can delegate these tasks, it will be on you to supervise those doing them and ensure they&#039;re done properly. It&#039;s also important to remind Hangar Technicians to link their PDAs to the Requests Console and the ringer terminal. For a more in-depth explanation of organization, please see the [[Hangar Technician]] page.&lt;br /&gt;
&lt;br /&gt;
==Mining Operation==&lt;br /&gt;
Prospectors will work mostly independently of you, and therefore do not need to be ordered as much. However, it is still best to remind them to use their suit sensors, to take their GPS, ask what their GPS designations are, and to check in with them occasionally to ensure that they are all healthy and unharmed. Should any prospectors become injured, you will be expected to allow the [[First Responder]] to access them, as the quicker they get help, the less their chances of death.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
You can order almost anything you would like, and can use equipment from mining to open any locked crates. You also have some nice access for exploring maintenance or dragging your victims into it. You can also hack the autolathe (assuming you have gloves, to avoid getting shocked) and get various useful items, such as an RCD, handcuffs, and lethal ammo for guns.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]][[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=24837</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=24837"/>
		<updated>2022-06-02T18:59:21Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: bit about FRs helping out and not playing doctor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBF1F1&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #BBC6F1&lt;br /&gt;
|img = Paramedic.png&lt;br /&gt;
|jobtitle = Emergency Medical Technician&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, EVA, Maintenance, External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = Must be least 22 years of age with an EMT certification.&lt;br /&gt;
|employers = [[Zeng-Hu Pharmaceuticals]], [[Nanotrasen]], [[Private Military Contracting Group | The Private Military Contracting Group]] &lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Recover and safely deliver injured crew to Medbay, work against the clock.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;First Responder&#039;&#039;&#039; plays an extremely important role on board the ship. Primarily tasked with reaching injured crew members far from medbay, every second counts and every action or inaction means the difference between life and death. First Responders are trained in the medical field, but are &#039;&#039;not&#039;&#039; doctors thus they cannot perform surgeries or advanced diagnoses. They&#039;re trained in detecting and fixing, most of the time partially, symptoms found on the field, and assist in triage when necessary.&lt;br /&gt;
&lt;br /&gt;
To reiterate: the First Responder is &#039;&#039;&#039;not&#039;&#039;&#039; a doctor or, at least, should not be doing tasks that a MD is present and suited for; if you have wheeled the patient into the medbay and doctors are present then you should leave the work of fixing the patient to them. If no doctors are available at that moment then feel free to keep the patient stable until one does arrive, and help out if a doctor asks it of you.&lt;br /&gt;
&lt;br /&gt;
=Getting Set Up=&lt;br /&gt;
A large part of the emergency response life is having all bases covered and prepared before an actual call because once you get it, there is little to no time to fetch any missing medicine. A good med tech must be able to stabilize a patient on the field, and reduce any damage to his body, whatever the type. A good First Responder must also be able to reach all corners of the ship as soon as possible, regardless of its condition. This is why it is advised that the following (most of which is typically found in NanoMed vendors) is always on hand:&lt;br /&gt;
&lt;br /&gt;
*[[File:MedGlasses.png]] A &#039;&#039;&#039;Medical HUD&#039;&#039;&#039; to check records and patient physical condition on the go.&lt;br /&gt;
*[[File:LGloves.png]] A pair of &#039;&#039;&#039;Latex Gloves&#039;&#039;&#039; to prevent spreading infection. Nitrile works too.&lt;br /&gt;
*[[File:Sterilemask.png]] A &#039;&#039;&#039;Sterile Mask&#039;&#039;&#039; to avoid catching something.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Guide_to_Medicine#Health_Analyzer|health analyzer]]&lt;br /&gt;
*[[File:Traumakit.png]] &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039; to treat brute damage and open wounds.&lt;br /&gt;
*[[File:Burnkit.png]]  &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039; to treat burns and prevent infections. &lt;br /&gt;
*[[File:Rescuesuit.png]] A [[Guide_to_EVA#Hardsuits|Rescue Hardsuit]]. This is your primary means of [[Guide to EVA|EVA]] travel. It comes equipped with many modules, of which can be the difference between life and death for you or your patients.&lt;br /&gt;
*[[File:Medical_Hardsuit.png]] A &#039;&#039;&#039;Medical Voidsuit&#039;&#039;&#039;, since there are two FR slots and only one rescue hardsuit, have one of these at the ready in case you are working alongside a buddy, or for whatever reason your Hardsuit is unavailable. It is wise to store your Voidsuit in medical, to save the trip to EVA; or incase the trip is impossible.&lt;br /&gt;
*[[File:Splint.png]] A &#039;&#039;&#039;Splint&#039;&#039;&#039; to secure fractures before moving a patient.&lt;br /&gt;
*[[File:Syringes.png]] &#039;&#039;&#039;Inaprovaline bottles&#039;&#039;&#039; to prevent further deterioration of a critical patient. Inaprovaline does many amazing things, including slowing down all bleeding.&lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dylovene&#039;&#039;&#039; bottles or pills, to treat the liver if it&#039;s been damaged by toxins.&lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dermaline&#039;&#039;&#039; bottles or pills, to treat burn damage. &lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dexalin&#039;&#039;&#039; inhalers, to treat hypoxia.&lt;br /&gt;
*[[File:Rollerbed.png]] A &#039;&#039;&#039;Roller bed&#039;&#039;&#039; to quickly transport patients unable to walk.&lt;br /&gt;
*[[File:Body_Bag.png]] A &#039;&#039;&#039;body bag&#039;&#039;&#039; to transport dead patients to the medbay.&lt;br /&gt;
*[[File:Body_Bag.png]] A &#039;&#039;&#039;stasis bag&#039;&#039;&#039; to transport critical patients, or ones bleeding arterially, to the medbay.&lt;br /&gt;
*[[Guide to Chemistry#Mortaphenyl|An effective painkiller]] like Mortaphenyl. Patients in extreme pain are likely to faint, or even cause pain shock, leading to their heart stopping. Both situations result in the patient being unable to communicate with you, which is detrimental to the diagnostic process. You have mortaphenyl pills in your locker.&lt;br /&gt;
*[[Guide to Chemistry#Coagzolug|Coagzolug]] is an important chemical for slowing down bleeding. You have Coagzolug autoinjectors in the lockers of your Quarters. Always carry one on your person!&lt;br /&gt;
&lt;br /&gt;
=Responding to an Emergency=&lt;br /&gt;
Now that you&#039;re all prepped and ready, it&#039;s only a waiting game until your first emergency arises. Whether by monitoring suit sensors or a radio call, you&#039;ll hopefully have a name and a place, and maybe even a glance at what the issue is. Rush to the place as soon as you can, making sure you&#039;re equipped with your voidsuit or hardsuit if the area is atmospherically tumultuous. Once on scene you will need to stabilize your patient before moving him/her to medbay, depending on the state he is in.&lt;br /&gt;
&lt;br /&gt;
==Non-Critical Patient==&lt;br /&gt;
If the call you&#039;ve responded to is non-critical (the patient is fully conscious, not bleeding internally, not vomiting, brain activity 100%, etc.) then all you need to do is diagnose the specific problem and administer the necessary medicine on the field. It is advised, however, to bring the patient back to the medbay for a more thorough check. Nonetheless, you will find yourself performing several of the steps found in the next section but with much less urgency, which means less medicine used on the patient which can be treated in the medbay.&lt;br /&gt;
&lt;br /&gt;
==Critical Patients==&lt;br /&gt;
Dealing with critical patients is a bit more tricky. More likely than not you&#039;ll find critical patients (brain activity below 100%) are unconscious, or otherwise unable to communicate. This will make finding the exact cause of the problem a bit harder in the field, which would require you transport the patient to the medical bay post-haste. But before that, a series of steps are required to make sure your patient doesn&#039;t die on the way. The steps are listed in order of importance.&lt;br /&gt;
*Administer Inaprovaline to the critical patient, to make sure his situation doesn&#039;t worsen.&lt;br /&gt;
*If the patient is bleeding, apply the trauma kit to the affected area as soon as possible to stop the bleeding.&lt;br /&gt;
*If the patient is bleeding internally, use your Coagzolug autoinjector.&lt;br /&gt;
*If the patient is suffocating due to bad atmosphere, inject Dexalin and setup their internals if the trip back involves a lot of depressurized areas.&lt;br /&gt;
*Treat any remaining burn, brute or toxin damage with the application of advanced kits or pills, to further improve the state of the patient.&lt;br /&gt;
*Administer Mortaphenyl if the patient is suffering from pain-causing symptoms, like fractures, burns or brute damage. Patients in shock are less communicative, which will hamper your efforts.&lt;br /&gt;
*Finally, unless your patient&#039;s condition would make running to medbay right this instant a life or death endeavor, splint any fractures before strapping your patient to the roller bed and rolling away.&lt;br /&gt;
While transporting the patient, make sure to ask him/her how he&#039;s feeling. Don&#039;t let the effort went into stabilizing the patient go to waste, throwing away the advantage of having a perfectly responsive patient.&lt;br /&gt;
&lt;br /&gt;
On arrival, make sure you brief any doctor that will handle your patient on what you did, and whatever his symptoms were. Remember that ICly, doctors shouldn&#039;t give out treatment lightly, and failing to inform the doctor taking over of past steps might have him repeat the treatment, which might lead to an overdose.&lt;br /&gt;
&lt;br /&gt;
==What to Do When Out of Emergencies==&lt;br /&gt;
First Responders, being non-doctors trained in the medical field, can assume other roles around the medbay to make MD&#039;s lives easier and improve overall efficiency of the medical bay.&lt;br /&gt;
*Help move patients from one branch of the medbay to another.&lt;br /&gt;
*Monitor the reception area, monitor suit sensors.&lt;br /&gt;
*Handle [[Guide_to_Medicine#Triage|triage]], stabilizing patients who were left waiting.&lt;br /&gt;
*Check up on patients who were given a bed.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
As a FR, you get all the perks Medical Doctors get when traitoring, from deliberate malpractice to using your medicines of good for plots of evil. But one added perk is that, as a FR, you&#039;re usually the only medically trained person to first reach a dying patient outside the medbay walls. That can be used to your advantage: frantically dragging off a bleeding body is part of your job, and in no way suspicious.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
*Remember that FRs are not MDs. Keep that in mind, and use it to give an interesting edge to your character. Think like an EMT would, not a doctor. Asking questions a doctor would consider &#039;silly&#039; is perfectly fine for you.&lt;br /&gt;
*FRs are trained on urgency, speed and that every second counts, unlike the MDs who had to spend over a decade studying to start practicing. That contract between your coworkers and you can be used to enhance RP.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=24829</id>
		<title>Guide to Character Records</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Character_Records&amp;diff=24829"/>
		<updated>2022-05-31T17:23:03Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: company to conglomerate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a character, you may want to fill out their Medical Records, Employment Records, and Security Records.&lt;br /&gt;
These are found on the bottom right of the General tab.&lt;br /&gt;
&lt;br /&gt;
Some tips:&lt;br /&gt;
&lt;br /&gt;
# Cross Reference. Make sure that all your dates line up with both each other, and a reasonable level of realism.&lt;br /&gt;
# Keep it simple. Abbreviate, cut short, and even just refer to non-existent external files if you need to. If you don&#039;t, you may find you run out of space, as the records do have a limit, remember.&lt;br /&gt;
# Make it believable, even if it seems silly. This mainly applies for the previous jobs, arrest history and education. Make up some places and such, even if the names are basic or somewhat silly, use them! Mostly for schools I stick to just the city they&#039;re in (Say, Olympia) and then take the level of education (Say, University) and then clump them together (Olympia University). You can add variety, like saying Olympia University of Medicine/Law/Robotics/Science, etc., but just make it semi-believable.&lt;br /&gt;
&lt;br /&gt;
===Aurora Record Generator===&lt;br /&gt;
One developer has created a very comprehensive records generator. You are under no obligation to use it, however, it can make setting up records a lot more speedy, a lot more simple, and a lot less tedious. [https://github.com/Lohikar/AuroraRecordGenerator/releases Use at your leisure].&lt;br /&gt;
&lt;br /&gt;
To download, click the ARGv-##.zip file link. It will automatically begin downloading.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Records examples - Click to reveal.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;==Alternative Records formats==&lt;br /&gt;
===Medical Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, do note if the hair is dyed, and note natural hair]&lt;br /&gt;
HYPERTENSION: [Yes/No/Borderline]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Most used language]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (Do note, this is the medical NoK, so will go in order; Mother, Father, Siblings, Children, etc.]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: [Clone or Not, and requests so forth]&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: [Yes/No, Information if Yes]&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: &lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: &lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: &lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: (One is taken out before beginning work onstation. Same applies for psychological eval)&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: [Ya know, disorders]&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
[DD/MM/YYYY] - [Passed/Failed] - [Information]&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR&#039;S NOTES: [Same as Hiring Agent, see example for more details]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Employment Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
MARITAL STATUS: [Single, Married, Divorced, Widowed, N/A]&lt;br /&gt;
SPOKEN LANGUAGES: [Tau Ceti Basic, not English remember]&lt;br /&gt;
NEXT OF KIN: [Name, Relationship (This will generally be in order of who they&#039;re in contact the most]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: [Junior and Senior schooling, and College/University]&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: [Make these up, I guess. Not sure what system of qualifications the future would use]&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: [What positions onstation they are certified to work in. E.g, Security Officer, Surgeon, Command, etc.]&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: [Anything they are currently training in]&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
[Company Name]&lt;br /&gt;
[(Start)DD/MM/YYYY] - [(End)DD/MM/YYYY]&lt;br /&gt;
- [Basic Work description]&lt;br /&gt;
- [Reason for leaving work]&lt;br /&gt;
- [Other notes]&lt;br /&gt;
[Repeat for multiple jobs]&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: [Name a random personnel officer from CC and then notes. See example record for more info]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* To pick a relevant education, refer to your [[Job Guides|job guide]].&lt;br /&gt;
===Security Records===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FULL NAME: [surname, forename middlename]&lt;br /&gt;
BIRTHDATE: [DD/MM/YYYY]&lt;br /&gt;
HEIGHT: [Metres/Centimetres, Feet/Inches]&lt;br /&gt;
WEIGHT: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
EYE COLOR: [Blue, Green, Brown, etc.]&lt;br /&gt;
HAIR COLOR: [Colour, if it is dyed note that and state natural colour]&lt;br /&gt;
RACE/ETHNICITY: [Race, Ethnicity (Note, Caucasian, Hispanic, Asian and the like are probably not in use, so use Martian, Biesellite or whatever, but feel free to include these if they&#039;re notable)]&lt;br /&gt;
PLACE OF RESIDENCE: [Planet, Address (Address should go down to details of street and house number)]&lt;br /&gt;
IDENTIFYING FEATURES: [Limp, Accent, Dyed Hair, etc.]&lt;br /&gt;
CLOSE KIN: [Name, (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
PREFERRED LANGUAGE: [Their most spoken language]&lt;br /&gt;
ON OFFICIAL WATCH: [Yes/No]&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: [Any friends or family that have severe criminal history]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
[DD/MM/YYYY]: [Charges Pressed]&lt;br /&gt;
ADMISSION DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE DATE: [DD/MM/YYYY]&lt;br /&gt;
RELEASE REASON: [Sentence fulfilled, bail, etc.]&lt;br /&gt;
NOTES: [Other notes]&lt;br /&gt;
[Repeat as needed]&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Conglomerate&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitude towards NT]&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitudes towards other crew]&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: [Close Friend or Family, include contact details]&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: [Note from somebody, refer to example]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
More records examples - Click to reveal.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;==Example Records==&lt;br /&gt;
===Employment Record===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
MARITAL STATUS: Widowed&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
History, as provided by the employee, are as follows. They have been verified by employment agents within the External Affairs department, and any comments, questions, or concerns about the legitimacy of such must be sent in a secure document to the same department.&lt;br /&gt;
&lt;br /&gt;
EDUCATION SUMMARY: Educated at the Ashton Junior and Senior School Place. Later at Ashton Secondary School and Ashton University.&lt;br /&gt;
&lt;br /&gt;
CURRENT QUALIFICATIONS: Doctorate in Psychology.&lt;br /&gt;
&lt;br /&gt;
CURRENT CERTIFICATIONS: Psychologist, Psychiatrist.&lt;br /&gt;
&lt;br /&gt;
ONGOING TRAINING: Basic Medicine Course.&lt;br /&gt;
&lt;br /&gt;
EMPLOYMENT HISTORY - Listed below in chronological order, where possible:&lt;br /&gt;
&lt;br /&gt;
Vey Med&lt;br /&gt;
23/9/2448 - 13/3/2457&lt;br /&gt;
- Part of a small team investigating the effects of neurotoxin on the growth of people with veganism&lt;br /&gt;
- Made redundant after activists shut down experiment group.&lt;br /&gt;
- The work was conclusive and Smith played a large role in this, being an excellent worker and an avid investigator and psychologist.&lt;br /&gt;
&lt;br /&gt;
HIRING AGENT NOTES: Steven Schwartz, Personnel Liason Officer: An excellent worker and an even better psychologist. A pleasure to have him working here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Medical Record Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
HYPERTENSION: Borderline&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
NEXT OF KIN: Maria Smith, Mother&lt;br /&gt;
LAST UPDATE: 24/04/2459&lt;br /&gt;
&lt;br /&gt;
IMPORTANT INFORMATION&lt;br /&gt;
&lt;br /&gt;
POSTMORTEM INSTRUCTIONS: Clone as normal&lt;br /&gt;
&lt;br /&gt;
PROSTHETIC(S): None&lt;br /&gt;
&lt;br /&gt;
ALLERGIES: Cherries - Severe&lt;br /&gt;
&lt;br /&gt;
SURGICAL HISTORY: &lt;br /&gt;
[DD/MM/YYYY] - [Information]&lt;br /&gt;
24/12/2451 - Operation to remove appendicitis after infection. Fully successful.&lt;br /&gt;
&lt;br /&gt;
OBSTETRIC HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
MEDICATION HISTORY: Null&lt;br /&gt;
&lt;br /&gt;
CURRENT MEDICATIONS/PRESCRIPTIONS: None&lt;br /&gt;
&lt;br /&gt;
Physical Evaluations: &lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
DOCUMENTED PSYCHOLOGICAL DISORDERS: None&lt;br /&gt;
&lt;br /&gt;
Psychological Evaluations:&lt;br /&gt;
27/04/2457 - Passed - Fully able and functioning for work.&lt;br /&gt;
&lt;br /&gt;
MEDICAL DOCTOR&#039;S NOTES: Maibe Joycen, CC Chief Medical Officer: Perfectly fit and healthy, suffered a small bout of depressive activity following the death of his wife, though seems fine now.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security Records Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NAME: Smith, John&lt;br /&gt;
BIRTHDATE: 07/05/2425&lt;br /&gt;
HEIGHT: 5&#039;11, ?cm&lt;br /&gt;
WEIGHT: 78kg, ?lbs&lt;br /&gt;
RACE/ETHNICITY: Human, Biesellite.&lt;br /&gt;
EYE COLOR: Brown&lt;br /&gt;
HAIR COLOR: Brown&lt;br /&gt;
PLACE OF RESIDENCE: Biesel, Mendell City, District 5, 123 Main Road&lt;br /&gt;
IDENTIFYING FEATURES: He has dark coloured skin.&lt;br /&gt;
CLOSE KIN: Maria Smith (Mother, Biesel, Mendell City, District 5, 987 Not Main Road), Kevin Smith (Father, Biesel, Mendell City, District 5, 987 Not Main Road), Laura Smith (Sister, Biesel, Mendell City, District 5, 456 Also Not Main Road [Name (Relationship, Place of Residence)] (List multiple, go in order of most contacted)&lt;br /&gt;
SPOKEN LANGUAGES: Tau Ceti Basic, Sol Common, Tradeband (Partial Fluency)&lt;br /&gt;
PREFERRED LANGUAGE: Tau Ceti Basic&lt;br /&gt;
ON OFFICIAL WATCH: No&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: John Doe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY:&lt;br /&gt;
&lt;br /&gt;
27/4/2439: Accomplice to petty theft&lt;br /&gt;
ADMISSION DATE: 27/04/2439&lt;br /&gt;
RELEASE DATE: 27/04/2439&lt;br /&gt;
RELEASE REASON: Fined 450 Credits&lt;br /&gt;
NOTES: Assisted John Doe in theft of several items of worth less than 50 Credits&lt;br /&gt;
&lt;br /&gt;
THREAT ASSESSMENT&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Conglomerate&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Supportive&lt;br /&gt;
&lt;br /&gt;
Hostile/Covert Actions Against the Crew&lt;br /&gt;
Threat Level; Very Low&lt;br /&gt;
- Unlikely to be any level of threat, minor or otherwise.&lt;br /&gt;
&lt;br /&gt;
EMERGENCY CONTACT: Maria Smith, Mother, 01568 701555&lt;br /&gt;
&lt;br /&gt;
OVERALL NOTES: Phoebe Athas, Personnel Risk Assessor: No risk to crew or conglomerate interests, a good worker and experienced in his field.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=24563</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=24563"/>
		<updated>2022-05-05T18:56:23Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: cthur ta&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = FFB600&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a Shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Ship Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your factions interests, conducting interviews and AMAs&#039;, Improving your interest groups image, &amp;lt;s&amp;gt;Being Less Creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Ship Command]] however.&lt;br /&gt;
&lt;br /&gt;
== Variation ==&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular officer. They can both be on Station at one time, allowing for a representative of a Faction to be there alongside a liaison from a MegaCorporation. It is encouraged that they will work together on matters if there is a NanoTrasen Liaison alongside a consular officer, so the consular can have an easier time getting important messages through to central command or ship command. &lt;br /&gt;
&lt;br /&gt;
== Interest Groups ==&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by Nanotrasen to act as an on-ship link between [[Nanotrasen_Corporation#Executives | Nanotrasen]] and [[Job Guides#Station_command|Ship Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the ship, advise Station Command, and issue various paperwork, including Contract Extensions, and situation reports. They can also make sure that ship command is following [[Corporate Regulations|Correct Procedure]], and not doing anything bad in the eyes of the most powerful company of the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On ship liaisons from other Megacorporations with contractors on Ship. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are not welcome aboard the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen by their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the [[Stellar Corporate Conglomerate]] and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Jargon Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
** Federation Consular Officers also have standing instructions to report back to the Federation on [[Jargon_Federation#Social_Credit_System | Inductive and Deductive actions]] of any federation citizens that they observe for review. This should be done via fax or other long-range communications.&lt;br /&gt;
* Consulars for the Jargon Federation are always [[Jargon_Federation#Social_Credit_System | Primary Numericals]], model citizens of the Federation.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispell all perceived inaccuracies about Dominian first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between Nanotrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!EPMC Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Jargon&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:yellow;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaucrae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;C&#039;thur Ta are allowed to represent Jargon as a liaison.&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] are a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy are a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to ship Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest group, in ways such as PDAing to ask them, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even part of the ships&#039; Crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get ship Crew on your side is if you get involved with the Crewmembers aboard the Horizon, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Ship Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Ship Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, Ahelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the Mindshield Implant all Liaisons are required to have prevents you from being brainwashed, However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=24358</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=24358"/>
		<updated>2022-04-19T03:30:38Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Getting Started==&lt;br /&gt;
*If you&#039;re unsure of something, read the [https://aurorastation.org/rules.html Server Rules]&lt;br /&gt;
*If you plan to edit the wiki, please see this guide: [[Guide_to_Editing|Guide to Editing]]&lt;br /&gt;
*Remember the golden rule; when you&#039;re not sure if something is against the rules or not, Ahelp!&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* Figure out how to make a [[Guides/Character Creation|character]] taking advantage of said lore&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums], or joining the [https://discord.gg/3wgjgRN/ discord server] for Aurora, while faster, you may receive more in depth and helpful answers on the forums.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
*[[File:Paper.png|link=Getting Started]] [[Getting Started|Getting Started]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Controls]] [[Guide to Controls]]&lt;br /&gt;
*[[File:Headset.png|link=Guide to Communication Devices]] [[Guide to Communication Devices]]&lt;br /&gt;
*[[File:Suit_cycler.png|link=Guide to EVA]] [[Guide to EVA]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Character Records]] [[Guide to Character Records]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Station Procedure]][[Guide to Station Procedure]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Law]][[Guide to Law]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Command]][[Guide to Command]]&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food]] [[Guide to Food]]&lt;br /&gt;
*[[File:olympusmons.gif|link=Guide to Drinks]] [[Guide to Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:Clowncard.png|link=Guide_to_Battlemonsters|26px]] [[Guide_to_Battlemonsters|&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;..&amp;lt;/span&amp;gt;Guide to Battlemonsters]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:Meteor.gif|link=Guide to Shields]] [[Guide to Shields]]&lt;br /&gt;
*[[File:Oxygen_canister.png|link=Guide to Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Guide_to_Hacking]] [[Guide_to_Hacking|Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2]] [[Guide_to_NTSL2|Guide to NTSL2+]]&lt;br /&gt;
*[[File:Laptop2.png|link=Guide_to_NTSL2++]] [[Guide_to_NTSL2++|Guide to NTSL2++]]&lt;br /&gt;
*[[File:Shuttle.gif|link=Guide_to_Away_Missions]] [[Guide_to_Away_Missions|Guide to Away Missions]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&amp;lt;!---&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Genetics]] [[Guide to Genetics]]---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
*[[File:PDA.png|link=Uplink|32px]] [[Uplink|A Pocket-sized Black Market]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Traitor]] [[Traitor|How to be Evil For Dummies]]&lt;br /&gt;
*[[File:SpaceNinja.png|32px|link=Ninja]] [[Ninja|Being a Ninja]]&lt;br /&gt;
*[[File:Generic_nukesyndie.png|32px|link=Mercenary]] [[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[File:HeistRaider.png|32px|link=Raider]] [[Raider|One More Job]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Revolutionary]][[Revolutionary|Someone Tired of the Establishment]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Vampire]][[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[File:ChangelingLarge2.gif|32px|link=Changeling]][[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[File:Generic_cultist.gif|32px|link=Cult]][[Cult|Other Dimensional Beings and How to Summon Them]]&lt;br /&gt;
*[[File:Revenant96x.png|32px|link=Revenant]][[Revenant|Being an Other Dimensional Being]]&lt;br /&gt;
*[[File:Borer.png|link=Borer]][[Borer|Neurology for Slugs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=24304</id>
		<title>Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=24304"/>
		<updated>2022-04-15T16:53:24Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: hopefully better explanation of colors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign=Burrito Justice}}&lt;br /&gt;
=Atmospherics: The Department=&lt;br /&gt;
[[File:Atmosproper.png|right|thumb|500px|Your department. Click to bring up a larger version.|link=https://wiki.aurorastation.org/images/e/e3/Atmosproper.png]]{{toc_right}}Welcome to Atmospherics, the place where Dreams Come True™. Or at least the place that can partially sustain the ability to dream... y&#039;know, by allowing you to breathe and stuff. Breathing is important, and the primary function of this maze of pipes and gas is to distribute breathable air throughout the ship efficiently, and to restore air to depressurized - but hopefully air-tight - rooms. Its secondary function is to process contaminant gases captured by the scrubber network and sort the gas accordingly into one of many chambers.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to all of this - or even just someone who&#039;s never really given Atmos a fair shake - then this will all look very complex and downright intimidating to look at. This mostly stems from just how much stuff can get on screen at once, but there&#039;s a few things put in place to make pipe-readability easier on the user if they just take the time to truly examine what each pipe network is meant to do. Alongside that will be this guide to help you out. &#039;&#039;&#039;You are by no means required to read all of this to start messing around with pipes&#039;&#039;&#039;, or even to join as an Atmos Tech. The goal of this guide is to elaborate on how every device works, allowing you to use this as a &#039;&#039;reference&#039;&#039; to determine what pipe does what and what pipe might be best to use in your setup.&lt;br /&gt;
&lt;br /&gt;
==What Do These Colors Mean?==&lt;br /&gt;
So there&#039;s a lot of pipes with a bunch of colors and they all look really important. It&#039;s true that all of the colored pipes - which represent different pipe networks - have their place in the department, but not all of them are strictly necessary to produce gas. Here&#039;s all of the important colors, though note that some colors are the same as the chamber they correlate to:&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#00f&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|Air Mix}}Air Mix&#039;&#039;&#039;&amp;lt;/span&amp;gt;: The dark blue pipes near the N2, O2, and Air chambers represent the air mix loop, and these pipes are the most important: they&#039;re the ones that contain the [[#Air|air mix]], which is combined at a [[#Gas Mixer|mixer]] set to specific percentages to ensure that the gas everyone breathes is, in fact, breathable. Tampering with the mixer is ill-advised, as is modifying this network in such a way that it will not be able to reach the [[#Distribution|distribution network]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#00f&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|Distribution}}Distribution&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Equally important is this blue network, which begins south of the four main chambers in atmos and is spread across the entire ship, and is its own type of pipe. This massive network of pipes is what will actually distribute the air that it receives from the [[#Air Mix|air mix loop]] and send it all towards [[#Unary Vent|vents]] placed all around the Horizon, ensuring every room remains at [[#Pressure|optimal pressure]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#f00&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|ScrubberN}}Scrubber&#039;&#039;&#039;&amp;lt;/span&amp;gt;: This red pipe comes in from the west side of atmos, and is its own type of pipe. These pipes are part of the scrubber network and, as you can imagine, much of this network is comprised of [[#Scrubber|scrubbers]]. The end of this line - where all of the scrubber pipe contents are pumped out towards - is the [[#Filtering|filtering line]].&lt;br /&gt;
*&#039;&#039;&#039;{{anchor|Filtering}}Filtering&#039;&#039;&#039;: These pipes are part of the &#039;&#039;filtering network&#039;&#039;, a pipe line connected to the [[#ScrubberN|scrubber network]] that leads to [[#Gas Filter|filtering devices]] which will filter a select gas out of the line and output it into a large storage chamber full of that same gas. If the gas type does not match then it&#039;ll continue down the line until it eventually does reach where it&#039;s meant to go. If, somehow, it reaches the end of the line and doesn&#039;t match any of the filtering criteria then it will just be output into the [[#Mix|mix loop]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#8b6e00&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|Mix}}Mix&#039;&#039;&#039;&amp;lt;/span&amp;gt;: This line is a bit odd, but its intended function is to provide a pipe network that you can pump any of the gases in atmos into, allowing you to make custom mixes and letting you warm them up or cool them down. Using this line isn&#039;t necessary for Atmos to function, but it&#039;s good to use as a test bed of sorts if you&#039;d like to experiment with how devices interact with pipe networks. Note that part of this network is colorless.&lt;br /&gt;
&lt;br /&gt;
=Principles and Concepts=&lt;br /&gt;
Gas is surprisingly complex, and it should be in a game that&#039;s been dedicated to gas simulations since its inception. On the surface level it doesn&#039;t really seem like there&#039;s a lot going for it; the ship is filled with air, sometimes that air disappears, and there&#039;s crazy numbers on the wacky gas canisters that hold stuff. Here we&#039;ll describe what makes gas, gas, so that you know exactly what you&#039;re breathing!&lt;br /&gt;
&lt;br /&gt;
==Pressure==&lt;br /&gt;
Pressure, put simply and in the context of atmos, is the amount of force exerted by a gas on its surroundings/container: a canister, an oxygen tank, a hallway... these are all containers. More commonly, pipes are usually what will contain and distribute gas throughout the ship. High pressure gas inside a container that is allowed access to another container at a lower pressure - no matter how significant - will &#039;&#039;always&#039;&#039; try to balance itself across the two containers and make them both equal.&lt;br /&gt;
&lt;br /&gt;
There are a number of things that go into calculating pressure, but for the most part, every programmed gas is considered an &amp;quot;ideal gas&amp;quot; (the molecules that make up the gas do not interact with each other), therefore 200 [[#Moles|moles]] of [[#PH|Phoron]] will pressurize a canister to the same level as 200 moles of any other gas at the same temperature. Just because a large room maintains an air pressure of 1 atm doesn&#039;t mean it has less gas than a canister with 3 atm of air. On the contrary, depending on the [[#Volume|size of the room and the canister]], the room can have [[#Moles|significantly more gas molecules]] than the canister.&lt;br /&gt;
&lt;br /&gt;
Almost everything that takes readings of gas will measure it in Kilopascals (kPa), or one thousand Newtons of force exerted upon one square meter. Another potential unit of measurement will be the Standard Atmosphere (atm), which is 101.325 kPa. One Atmosphere represents the standard pressure of Earth&#039;s air pressure at sea level, and is the pressure that all vents connected to the [[#Distribution|distro loop]] will try to maintain by default. 2 atm will be roughly 202 kPa, for example.&lt;br /&gt;
&lt;br /&gt;
Fun fact: though not simulated in SS13, lower pressures reduce the boiling point for a lot of matter. Water can boil if exposed to an atmosphere of 10 kPa or lower while only sitting at room temperature. Blood can also boil this way. Don&#039;t get exposed to vacuum in real life!&lt;br /&gt;
&lt;br /&gt;
===Delta P===&lt;br /&gt;
Delta P (ΔP), also known as the difference in pressure, is something one should always be aware of when dealing with hard vacuum and/or high pressures. Delta P can be dangerous in situations both big and small, namely when attempting to access a room at a much lower pressure than the one you are accessing it from, and attempting to modify pipes containing high pressure gas respectively. As mentioned above, a gas that is allowed access to a medium at a lower pressure will always try to balance itself across the two mediums, but what wasn&#039;t mentioned is how violent this can get: two rooms with an open door and very little pressure difference will suffer a small breeze at worst, but opening a door to space in a pressurized environment can be downright &#039;&#039;explosive&#039;&#039;, that is to say, you will almost definitely get ejected into space at a very high speed. If you&#039;re lucky then you&#039;ll be knocked over at a minimum, and maybe slam into a wall or two.&lt;br /&gt;
&lt;br /&gt;
This same principle applies to pipes as well, in a way. While airlocks have powerful motors that can force themselves open during pretty much any circumstance as long as they&#039;re allowed to open and powered, you do not; a pipe pressurized to the extreme &#039;&#039;&#039;cannot be modified in any way&#039;&#039;&#039;, it is stuck, and the force of the pressure is too great to knock the pipe away from the rest of the network. Unless you have a [[#Relevant Tools|pipe wrench]], you won&#039;t be able to modify a pipe unless the pipe&#039;s internal pressure (the pressure of the gas inside the pipe) is brought closer to the pipe&#039;s ambient pressure (the pressure of the room around the pipe). &#039;&#039;&#039;The exact point where a pipe cannot be modified without a pipe wrench is when the difference between the pipe&#039;s pressure and its surroundings exceeds 202 kPa (2 atm).&#039;&#039;&#039; For the sake of example, a pipe pressurized to 2 atm cannot be modified if the pipe is exposed to vacuum (0 atm).&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
Temperature is another important factor in determining how a gas behaves. Its most basic factor is that hotter gases will expand - or increase in pressure - while cooler gases will contract - or decrease in pressure. Remember that pressure does not equal mass; there is nothing being taken away when you heat or cool a gas, [[#Moles|there is still a set amount of gas molecules in play]]. Interestingly enough, temperature&#039;s relationship with pressure is &#039;&#039;&#039;linear&#039;&#039;&#039; as long as the volume is kept constant; they&#039;re proportional to each other. You can calculate this change with [[#Math|Gay-Lussac&#039;s Law]] down below.&lt;br /&gt;
&lt;br /&gt;
All temperature readings are given in either Celsius (C) or Kelvin (K). The two are easily interchangeable since Kelvin is just Celsius plus 273.15. Celsius is easy to use because its upper and lower bounds are easy to remember: 0C is the freezing point for water while 100C is the boiling point for water. Kelvin, on the other hand, is used for more precise measurements; 0K (also known as Absolute Zero) is the minimum theoretically possible temperature, that is to say, &#039;&#039;&#039;it cannot physically be reached&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Obviously a lot more comes into play with temperature: most sentient beings inhabiting the ship don&#039;t like temperatures that can boil or freeze water, and would prefer to breathe &#039;&#039;&#039;room temperature air&#039;&#039;&#039; maintained at &#039;&#039;&#039;20 Celsius&#039;&#039;&#039;, or 293.15 Kelvin, the temperature that most atmospheric devices are set to by default. Temperatures that deviate greatly from this can have an undesirable effect on the crew.&lt;br /&gt;
&lt;br /&gt;
===Molar Heat Capacity===&lt;br /&gt;
Temperature is kinda crazy, but did you know that different forms of matter heat up at different speeds when exposed to thermal energy? In our case, a room full of [[#PH|Phoron]] being heated up by an energized [[#Supermatter Engine|Supermatter crystal]] will take longer to reach a temperature of 5000K versus that same room and Supermatter filled with [[#N2|Nitrogen]] instead because Phoron has a specific heat value of 200 while nitrogen only has a value of 20. Conversely, Phoron heated up to 5000K will take much longer to cool down versus Nitrogen heated to the same temperature undergoing the same process.&lt;br /&gt;
&lt;br /&gt;
As a real life example, compare a spoon made of aluminum versus a small glass of water, pretending that the glass itself doesn&#039;t factor into any of this besides being a storage medium &#039;&#039;and&#039;&#039; the water is the same mass as the spoon. If you held a lighter to the spoon for five minutes and touched it, you would probably burn yourself. Conversely, if you did the same thing to that glass of water, it would only feel warm by comparison. This is because H2O has a much higher molar heat capacity than something like aluminum, and is why water is often used to put simple fires out; because the energy required to heat that water up far outweighs the energy that can be produced by that fire, assuming its fuel is susceptible to getting wet.&lt;br /&gt;
&lt;br /&gt;
==Volume==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:right; text-align:center; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px;&amp;quot;|Container&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px;&amp;quot;|Volume&lt;br /&gt;
|-&lt;br /&gt;
!Emergency Oxygen Tank&lt;br /&gt;
|2L&lt;br /&gt;
|-&lt;br /&gt;
!Extended Emergency Tank&lt;br /&gt;
|6L&lt;br /&gt;
|-&lt;br /&gt;
!Double Emergency Tank&lt;br /&gt;
|10L&lt;br /&gt;
|-&lt;br /&gt;
!Oxygen/Anesthetic Tank&lt;br /&gt;
|70L&lt;br /&gt;
|-&lt;br /&gt;
!Jetpack&lt;br /&gt;
|70L&lt;br /&gt;
|-&lt;br /&gt;
!Hydrogen/Phoron Tank&lt;br /&gt;
|70L&lt;br /&gt;
|-&lt;br /&gt;
!Hydroponics Tray&lt;br /&gt;
|100L&lt;br /&gt;
|-&lt;br /&gt;
!Portable Scrubber&lt;br /&gt;
|750L&lt;br /&gt;
|-&lt;br /&gt;
!Portable Air Pump&lt;br /&gt;
|1000L&lt;br /&gt;
|-&lt;br /&gt;
!Canister&lt;br /&gt;
|1000L&lt;br /&gt;
|-&lt;br /&gt;
!Turf&lt;br /&gt;
|2500L&lt;br /&gt;
|}&lt;br /&gt;
Volume, put simply, is a container&#039;s capacity, more specifically just how much gas the container can hold. A container with a volume of 70L can hold more gas molecules than a container that only holds 20L. Even if the container with the smaller volume has a higher pressure, that doesn&#039;t necessarily mean it has more gas, it just means there&#039;s more force being exerted inside the smaller container. You can look into this specific relationship by using [[#Math|Avogadro&#039;s Law]] down below. Volume is always measured in Liters (L) unless it&#039;s a liquid, then it&#039;s measured in some mystery units or something. There&#039;s really not much else to explain here, but to the right is a table showing the volume of every gas container besides pipes, [[#Pipes and Devices|which can be referenced here]].&lt;br /&gt;
&lt;br /&gt;
==Moles==&lt;br /&gt;
The only true way to measure how much gas is actually in a container, Moles (n) will tell you how many gas molecules are in a medium. Moles, as you&#039;ve hopefully learned in chemistry or physics class, is 6.022*10^23 molecular objects (Avogadro&#039;s Constant). Unless you&#039;re still stuck in biology, in which case, they&#039;re just wacky subterranean mammals to you. Unlike [[#Pressure|pressure]] and [[#Volume|volume]], moles are the surefire way to determine exactly how much gas is in a container since it, in itself, is unaffected by pressure, temperature, or volume.&lt;br /&gt;
&lt;br /&gt;
Besides this, the molar mass of a gas only really plays into how fast a pump will operate with the gas in question. Higher molar mass means that the pump will operate slower. Does this actually matter? No, not really.&lt;br /&gt;
&lt;br /&gt;
==Math==&lt;br /&gt;
Everything under this heading assumes that [[#Pressure|pressure (P)]] is measured in kilopascals, [[#Volume|volume (V)]] in liters, [[#Moles|moles (n)]] in... well, moles, and [[#Temperature|temperature (T)]] in Kelvin. The ideal gas constant (R) will always be 8.314 as dictated in the code.&lt;br /&gt;
*&#039;&#039;&#039;Boyle&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;PV=R&#039;&#039;&#039; or Pressure * Volume = 8.314, basically this law represents the relationship between pressure and volume. For example, if you were to double the volume of a canister, you would get half the pressure.&lt;br /&gt;
*&#039;&#039;&#039;Charles&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;V=RT&#039;&#039;&#039; or Volume = 8.314 * Temperature, simply put temperature is proportional to volume if moles and pressure are kept at a constant.&lt;br /&gt;
*&#039;&#039;&#039;Avogadro&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;V=Rn&#039;&#039;&#039; or Volume = 8.314 * Moles, volume is proportional to moles when temperature and pressure are held constant.&lt;br /&gt;
*&#039;&#039;&#039;Gay-Lussac&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;P/T=R&#039;&#039;&#039; or Pressure / Temperature = 8.314, temperature and pressure are proportional to each other assuming the other factors are constant.&lt;br /&gt;
All of the above can combine into the following equation:&lt;br /&gt;
*&#039;&#039;&#039;Ideal Gas Law&#039;&#039;&#039;: &#039;&#039;&#039;PV=nRT&#039;&#039;&#039; or Pressure * Volume = Moles * 8.314 * Temperature, the end-all to the most basic of gas calculations to determine the behavior of gas factoring in a number of things. If you know all of these numbers but one then you can do some simple cross division to figure it out.&lt;br /&gt;
&lt;br /&gt;
==Simulated vs Unsimulated Turf==&lt;br /&gt;
In SS13&#039;s code there is a distinction made between two types of turf: simulated turf and unsimulated turf. Simulated turf enables a lot of things, like lighting and construction, but most importantly it allows for gas calculations, meaning that this turf can be manipulated pretty much any way you want. This comes at the cost of being slightly resource intensive, at least when compared to its unsimulated counterpart, which does not process lighting, doesn&#039;t let you construct anything, and does not process gas; the gas that it&#039;s programmed is the gas that it maintains, and it has an infinite supply of this gas. The most obvious example of unsimulated turfs is centcomm: almost everything there, in order to save memory, is unsimulated since it&#039;s not a normal playspace. Another example is the asteroid, except an exception was made to allow it to process lighting and allow construction. It&#039;s vacuum state, however, will never change.&lt;br /&gt;
&lt;br /&gt;
Getting to the point here, if an unsimulated turf is adjacent to simulated turf (namely floors), and that unsimulated turf isn&#039;t vacuum, then the unsim turf will keep the sim turf pressurized forever, resulting in an infinite supply of that gas. How likely you are to find unsim turf with special gas properties is very unlikely, but now you know.&lt;br /&gt;
&lt;br /&gt;
==ZAS==&lt;br /&gt;
ZAS stands for Zone Atmospherics System, and is the atmos model that Aurora (and many other Baystation forks) use. It&#039;s primary distinction versus LINDA (the atmos model that most TG Station forks use) and FEA (Finite Element Analysis, only Goonstation uses it now) is that instead of performing atmospheric calculations for every single turf and generally being slow to the point that you can literally outrun a room depressurizing, ZAS will group turfs together based on whether or not air is allowed to flow between all of them and designate them as separate zones. This allows for larger and faster changes in atmosphere while being rather resource friendly. It also behaves a bit more realistically when it comes to rapid pressure changes. The tradeoff is that something like a canister of gas being opened in a room will flood the entire room with that gas instantly instead of spreading out over time. If you come from a non-Baystation forked server then this information may be privy to keep in mind.&lt;br /&gt;
&lt;br /&gt;
=Gas Gas Gas=&lt;br /&gt;
[[File:CanisterUI.png|right|thumb|Your typical canister UI.]]This section here covers every possible gas that can enter the atmosphere. These are the only ones you have to worry about since there&#039;s no other gases programmed!&lt;br /&gt;
*{{anchor|O2}}[[File:Oxygen_canister.png]]&#039;&#039;&#039;Oxygen (O2)&#039;&#039;&#039;: Oxygen is some crazy gas that most living things decided would be necessary to actually live, so now we&#039;re forced to breathe it, but not too much of it or you&#039;ll suffer oxygen poisoning and seizures. It&#039;s also evil, and it&#039;s required to start fires. Has a heat capacity value of 20, and a molar mass of 0.032 kg/mol.&lt;br /&gt;
*{{anchor|N2}}[[File:Nitrogen_canister.png]]&#039;&#039;&#039;Nitrogen (N2)&#039;&#039;&#039;: Nitrogen is a gas that pretty much no one cares about and our bodies don&#039;t metabolize it, yet it makes up about 79% of our atmosphere and is inert. Interesting! Has a heat capacity value of 20, and a molar mass of 0.028 kg/mol.&lt;br /&gt;
*{{anchor|Air}}[[File:Air_canister.png]]&#039;&#039;&#039;Air (Air)&#039;&#039;&#039;: Actually just a mix of two gases at a concentration of 79% N2 and 21% O2, but it&#039;s this exact mixture that allows us to breathe normally. Theoretically you could replace the nitrogen with another inert gas and we&#039;d still breathe just fine. If you want to sound like a nerd then call it nitrox.&lt;br /&gt;
*{{anchor|CO2}}[[File:Carbon_canister.png]]&#039;&#039;&#039;Carbon Dioxide (CO2)&#039;&#039;&#039;: Carbon Dioxide is well known for being what we exhale out of our lungs, and it also usually comes about from a lot of combustion reactions. CO2 is toxic to crew in partial pressure concentrations of 7 kPa or greater. Has a heat capacity value of 30, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
*{{anchor|N2O}}[[File:Nitrous_canister.png]]&#039;&#039;&#039;Nitrous Oxide (N2O)&#039;&#039;&#039;: No, it&#039;s not N20, it&#039;s N2O. Jamming twenty nitrogen atoms together would be stupid. Regardless, nitrous is often seen as a &amp;quot;sleep agent&amp;quot; in that its effect on most biological bodies is anesthetic. It is also an oxidizer, so it is capable of starting fires. Has a heat capacity value of 40, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
*{{anchor|H2}}[[File:Hydrogen_canister.png]]&#039;&#039;&#039;Hydrogen (H2)&#039;&#039;&#039;: Hydrogen is an extremely light gas that is inert and pretty much safe to breathe. It also happens to be a fuel, and its combustion leads to the formation of water. Isn&#039;t that interesting? Water can be described as the ashes of hydrogen combusting! Sadly water vapor isn&#039;t actually coded here so it just produces CO2 instead, which may make you question reality itself. Has a heat capacity value of 100, and a molar mass of 0.002 kg/mol.&lt;br /&gt;
*{{anchor|PH}}[[File:Phoron_canister.png]]&#039;&#039;&#039;Phoron (PH)&#039;&#039;&#039;: The mystery magic space gas. What does it do? Who knows, find out yourself! A few things that it does do, though, is poison biologics, contaminate clothing, and make you go blind. It&#039;s also a fuel, and an &#039;&#039;&#039;expensive one&#039;&#039;&#039; at that given the scarcity crisis. Has a heat capacity value of 200, and a rather chunky molar mass of 0.405 kg/mol.&lt;br /&gt;
&lt;br /&gt;
=Relevant Tools=&lt;br /&gt;
It&#039;s said that tools are only as good as the person using them, but what if you have no tools? Well, you probably can&#039;t do much, then. Be sure to have some of these tools on your person if you plan to mess around with gas outside of breathing it.&lt;br /&gt;
*[[File:Impactwrench.png]]&#039;&#039;&#039;Impact Wrench&#039;&#039;&#039;: The impact wrench (or power drill, if you prefer) is a tool that condenses a screwdriver and wrench down into one tool. As you&#039;ve probably found out by now, activating the item in hand will change its bit. For pipes you&#039;ll want a wrench bit in order to either secure or unsecure pipe sections and other devices. It cannot unwrench a pipe if its [[#Delta P|internal pressure exceeds 2 atm over ambient pressure]].&lt;br /&gt;
*[[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;: If you&#039;re missing an impact wrench then you probably have this instead. When it comes to pipe interaction there is no difference between this tool and its powered counterpart.&lt;br /&gt;
*[[File:Pipewrench.png]]&#039;&#039;&#039;Pipe Wrench&#039;&#039;&#039;: As the name might imply this tool is specialized towards dealing with pipes. The pipe wrench&#039;s biggest advantage over other wrenches is that &#039;&#039;&#039;it can unsecure a pipe at any pressure&#039;&#039;&#039;. It&#039;s also able to &amp;lt;s&amp;gt;mangle&amp;lt;/s&amp;gt; bend or straighten simple pipe segments if they are not already secured. This comes at the price of being unable to function like a normal wrench for anything other than pipes and atmospheric devices.&lt;br /&gt;
*[[File:Analyzer.png]]&#039;&#039;&#039;Gas Analyzer&#039;&#039;&#039;: This tool is invaluable to any aspiring atmos tech. Though some may argue you should already have an innate sense of exactly what&#039;s inside a pipe via telepathy (you&#039;re the person in charge of that gas, you put it in that pipe!!!) this shouldn&#039;t stop you from deciding to use a tool like the analyzer. Once upon a time this device did &#039;&#039;pretty much nothing&#039;&#039; but now it can be used to measure the following:&lt;br /&gt;
**[[#Pressure|Pressure]]&lt;br /&gt;
**[[#Temperature|Temperature]]&lt;br /&gt;
**[[#Moles|Moles]]&lt;br /&gt;
**[[#Gas Gas Gas|Gas concentrations]]&lt;br /&gt;
It can also be used to analyze gas on the turf you&#039;re standing in by activating it in hand, and it can analyze [[#Handhelds|tanks]] and [[#Portables|other atmos devices]] as well.&lt;br /&gt;
*[[File:Pipedispenser.png]]&#039;&#039;&#039;Pipe Dispenser&#039;&#039;&#039;: Despite the fact that this object cannot be held, it is still a tool. Put simply, when secured to the floor (with a wrench) in a powered area, this device will vend pretty much anything under the [[#Pipes and Devices|pipes subheading]], giving you plenty of options. Oddly enough securing this to the floor is faster than unsecuring it. The more you know.&lt;br /&gt;
*[[File:RPD.png]]&#039;&#039;&#039;Rapid Fabrication Device - Pipes&#039;&#039;&#039;: The handheld version of the pipe dispenser, the RFD-P is capable of... well, pretty much everything its bigger cousin can do, though with a smaller list of pipes and devices that can be created, heat exchange pipes most notably having gone missing. Activating the item in hand will bring up a list of pipes, and alt-clicking it will swap through device categories. The RPD requires matter cartridges in order to operate, but thankfully the ones that can be found in lockers are already loaded.&lt;br /&gt;
*[[File:Extinguisher.png]]&#039;&#039;&#039;Fire Extinguisher&#039;&#039;&#039;: Yes, most fires come about from wacky gas interaction. Will this tool actually stop fires? Probably not, since this server uses Zone Atmospherics System instead of LINDA, but it &#039;&#039;can&#039;&#039; cool down superheated rooms significantly. &#039;&#039;&#039;Significantly&#039;&#039;&#039;. By several thousand degrees even. That&#039;s kind of nuts. Make sure to toggle the safety by activating it in hand before use!&lt;br /&gt;
*[[File:Spaceheater.gif]]&#039;&#039;&#039;Space Heater&#039;&#039;&#039;: A portable machine that can be programmed to either heat up or cool down rooms in a range between 0 and 90 Celsius, in spite of the name. The power cell can be removed by using a screwdriver.&lt;br /&gt;
*[[File:Multitool.png]]&#039;&#039;&#039;Multitool&#039;&#039;&#039;: Perhaps an unexpected addition, but the multitool actually does have a use in the land of pipes, as niche as it is. It is used to flip which overlapping pipe network a [[#Meter|meter]] observes. For instance, if one network crosses from east to west and another network crosses from south to north on the same turf, and a pipe meter is secured over these pipes, using a multitool on it will swap between both pipe nets. Figuring out which is which is as simple as waving your gas analyzer over a network and comparing the readings.&lt;br /&gt;
*[[File:Gasmask.png]]&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;: Gotta have some PPE around here. This mask is capable of filtering out [[#N2O|nitrous]] and [[#PH|phoron]] from the air, allowing you to breathe safely... assuming there&#039;s also oxygen in the air, since you kind of need that to live. Gas masks can also be used to setup an internal atmosphere. Older versions of this mask can be found in maintenance, though their filters are only effective against N2O.&lt;br /&gt;
*[[File:Atmospherics_VoidsuitFull.png]]&#039;&#039;&#039;Atmos Voidsuit&#039;&#039;&#039;: A rather interesting piece of equipment, besides shielding you from the terrible effects of vacuum and other pressure-related hazards, it can also withstand considerable amounts of heat, up to 30000 Kelvin! Why? Who knows, but it trades radiation hardening for this feat.&lt;br /&gt;
*[[File:Inflatables.png]]&#039;&#039;&#039;Inflatable Barriers&#039;&#039;&#039;: Easily one of the most important sets of tools to have at your disposal whenever you&#039;re dealing with atmospheric anomalies or hazards. If setup correctly in conjunction with emergency shutters, you can ensure that the room that you&#039;re entering a hazard zone from will remain safe and unaffected, provided you also use the inflatables correctly and don&#039;t just leave them open like a ding dong.&lt;br /&gt;
*[[File:Emergencyshutter.png]]&#039;&#039;&#039;Emergency Shutters&#039;&#039;&#039;: Important installations setup around every major doorway, these special shutters will fall shut whenever an air or fire alarm is tripped, shielding rooms from drastic atmospheric changes. They aren&#039;t perfect, and they won&#039;t shut immediately, so adjacent zones will still be effected, but it prevents further damage nonetheless. Shutters can be opened and closed freely if you have the correct ID requirements, or if there&#039;s no obvious danger on the other side of the door. You will otherwise have to crowbar it open. Shutters also have indicator lights representing the status of the room behind it. You can also examine shutters when you&#039;re close to them to see what the pressure and temperature is like on the other side.&lt;br /&gt;
*[[File:Airalarm.gif]]&#039;&#039;&#039;[[#Air Alarm Operation|Air Alarms]]&#039;&#039;&#039;: Stationary devices setup in almost every room on the ship, these idly wait for significant changes in atmosphere before sounding the alarm and slamming their shutters closed. Besides this their behavior can actually be programmed based on atmospheric qualities, and the vents and scrubbers that they control can be programmed from here as well. They can also be accessed and programmed remotely if their alarm is tripped. A tripped fire alarm will also allow this.&lt;br /&gt;
*[[File:Alarm.gif]]&#039;&#039;&#039;Fire Alarms&#039;&#039;&#039;: A bit more rudimentary compared to the air alarm, the fire alarm will only &amp;lt;s&amp;gt;be a bastard at people smoking nearby&amp;lt;/s&amp;gt; trip if a fire shows up &#039;&#039;right in front of the alarm&#039;&#039;. No, not even a room with scorching temperatures will trip it; a fire has to be right in front of the alarm to go off. In spite of how useless this makes it, fire alarms can drop shutters if triggered, which can be useful if you&#039;re precognizant of any potential atmos anomalies, or if you see carp trying to break into the ship and risk depressurizing the room or something.&lt;br /&gt;
&lt;br /&gt;
=Pipes and Devices=&lt;br /&gt;
Gas exists in the space around us. That space, in the context of SS13, is usually a bunch of rooms. What is a room but an exceptionally large container for gas? Similarly, pipes like to contain gas as well among other similar gas storage mediums. Some of these pipes and devices also help to get gas from one place to another easier! Below is basically every pipe and device you can get your hands on.&lt;br /&gt;
&lt;br /&gt;
==Basic Pipes==&lt;br /&gt;
[[File:Pipelayers.png|right|thumb|An example of different pipe types occupying the same turfs and facing the same directions.]]Many of these pipes have distro and scrubber variants. You will need a pipe adapter to transition between pipe types. Note that almost all devices do not fit with non-standard pipes.&lt;br /&gt;
*[[File:Pipestraight.png]]&#039;&#039;&#039;Straight&#039;&#039;&#039;: The most common type of pipe you will see. It goes straight from one direction to another. It holds up to 70L.&lt;br /&gt;
**[[File:Pipecorner.png]]&#039;&#039;&#039;Corner&#039;&#039;&#039;: Effectively the same as the straight pipe, except it&#039;s not straight. Wow!&lt;br /&gt;
*[[File:Manifold.png]]&#039;&#039;&#039;Manifold&#039;&#039;&#039;: A pipe with &#039;&#039;three&#039;&#039; ends on it instead of two. Holds up to 105L.&lt;br /&gt;
*[[File:4waymanifold.png]]&#039;&#039;&#039;Four Way&#039;&#039;&#039;: Even better than the previous entry, this one has &#039;&#039;&#039;four ends&#039;&#039;&#039;. Whooooaaaa. Holds up to 140L.&lt;br /&gt;
*&#039;&#039;&#039;Cap&#039;&#039;&#039;: A bit that simply closes off the end of a pipe with a cap. There&#039;s no real reason to use this, especially since pipes don&#039;t leak, but it holds up to 35L regardless.&lt;br /&gt;
*&#039;&#039;&#039;Z-Pipe&#039;&#039;&#039;: A pipe piece that connects one level to another. Holds 70L, but since you need at least two to make this work it&#039;s effectively 140L.&lt;br /&gt;
*[[File:Pipeadapter.png]]&#039;&#039;&#039;{{anchor|Pipe Adapter}}Universal Pipe Adapter&#039;&#039;&#039;: This special piece of work will connect different pipe types together, namely normal, distro, and scrubber pipes. This can make for some rather creative pipe setups if you don&#039;t mind a few pipes being colored red or blue. Holds up to 70L.&lt;br /&gt;
*&#039;&#039;&#039;Heat Exchange&#039;&#039;&#039;: Special pipe designed in a way to equalize heat with the gas inside and the environment that it&#039;s in. In other words, if you pipe super cooled gas into heat exchange pipes winding around a room that&#039;s normally at room temperature, then the room will cool down and the gas will heat up. Holds up to 70L.&lt;br /&gt;
**&#039;&#039;&#039;Junction&#039;&#039;&#039;: Weirdly enough, pipe adapters cannot connect heat exchangers to normal pipes, requiring the use of this special pipe. On one end goes normal pipes and on the other goes heat exchange pipes. You can figure it out.&lt;br /&gt;
*&#039;&#039;&#039;Insulated&#039;&#039;&#039;: Extremely niche pipes, these have no special use other than reinforcing pipes well beyond what&#039;s necessary. Only consists of straight pipes, meaning there&#039;s no manifolds or four-ways. Holds up to 70L.&lt;br /&gt;
&lt;br /&gt;
==Devices and Utilities==&lt;br /&gt;
Every device available to you. This ranges from something as simple as a meter to a high power pump. Devices &amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;in green&#039;&#039;&#039;&amp;lt;/span&amp;gt; do not require power in order to function. Most devices that are powered will consume up to 150 watts when they are idle.&lt;br /&gt;
&lt;br /&gt;
===Non-Pipe===&lt;br /&gt;
*[[File:Pipemeter.gif]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Meter}}Pipe Meter&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A device that will observe whatever pipe network it is secured onto. It will tell you the temperature and pressure of the network, even from a distance, and it even gives visual indicators of the pressure! This won&#039;t replace gas analyzers, though, since it can neither determine how many moles are in a net nor can it determine what gases are in the network. You can use a multitool to switch which network a meter pays attention to assuming it&#039;s secured over overlapping pipes.&lt;br /&gt;
*[[File:Pipemeter.gif]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Turf Meter&#039;&#039;&#039;&amp;lt;/span&amp;gt;: The pipe meter&#039;s slightly awkward cousin, this will measure the gas on the turf that it is secured upon. It&#039;s functionally similar to the pipe meter otherwise.&lt;br /&gt;
*[[File:Gassensor.png]]&#039;&#039;&#039;Gas Sensor&#039;&#039;&#039;: What could be considered an advanced turf meter, minus the visual indicators. In fact, this device requires a specific console in order to see what it&#039;s reading. It can determine pressure, temperature, and gas concentrations. You&#039;ll probably see these in the large gas chambers.&lt;br /&gt;
&lt;br /&gt;
===Unary===&lt;br /&gt;
*[[File:Connectorport.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Connector}}Connector&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Definitely one of the most important utilities in any atmos setup, this will allow you to connect any [[#Portables|portable atmospheric device]] to a pipe network with a wrench, typically canisters. Anything connected to one of these will automatically balance the gases between the connected device and the connected pipe network.&lt;br /&gt;
*[[File:Heatexchanger.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Heat Exchanger&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Not to be confused with the [[#Basic Pipes|heat exchange pipes]] seen above, this radiator is designed to face another heat exchanger in order to balance heat between two networks without actually mixing the gases together.&lt;br /&gt;
*[[File:Gastank.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Tank}}Tank&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A massive, immobile tank of gas that has a capacity of 10000L. They can neither be built nor deconstructed. They&#039;re rarely if ever seen. Not to be confused with [[#Canisters|canisters]] or [[#Handhelds|small handheld tanks]].&lt;br /&gt;
*[[File:Freezer.gif]]&#039;&#039;&#039;Gas Cooler&#039;&#039;&#039;: A large device that is capable of cooling the contents of a pipe network to [[#Temperature|near-Absolute Zero]] values. How fast it cools and how large its volume is depends on upgrades made to it. Holds 600L by default.&lt;br /&gt;
*[[File:Heater.gif]]&#039;&#039;&#039;Gas Heater&#039;&#039;&#039;: A large device that is capable of heating the contents of a pipe network to rather high values. How fast it heats and how large its volume is depends on upgrades made to it. Holds 600L by default.&lt;br /&gt;
*[[File:Gasinjector.png]]&#039;&#039;&#039;Air Injector&#039;&#039;&#039;: A device whose whole purpose is to pump gas (not just air, like the name implies) onto a turf, similar to a vent pump, except it&#039;s rated to pressurize up to 15000 kPa. Usually controlled from a special console. Holds 700L, allows a flow rate of up to 700L/s, rated to pressurize up to 15000 kPa, can consume up to 15 kW at max operational capacity.&lt;br /&gt;
*[[File:VentP.gif]]&#039;&#039;&#039;{{anchor|Unary Vent}}Vent Pump (Unary Vent)&#039;&#039;&#039;: The device that you&#039;ll probably see the most around the ship, these vents are typically controlled by an [[#Air Alarm Operation|air alarm]] to determine what pressure to target. Special versions of this vent allow it to siphon gas indiscriminately instead, a notable example being the vent pump in the SM core. Vents performing both functions can be found in airlocks. Holds up to 200L, allows a flow rate of up to 200L/s, rated to pressurize to 7500 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
*[[File:ScrubberP.png]]&#039;&#039;&#039;{{anchor|Scrubber}}Scrubber&#039;&#039;&#039;: Where a vent pump (usually) pumps a gas (typically air) into a room, scrubbers do the opposite, with a twist: they can be controlled by an air alarm to target and collect any type of gas and pump it into a pipe network while leaving other gases alone. It can also be set to forcefully siphon gas indiscriminately, giving it a lot more power. Holds up to 200L, allows a flow rate of up to up to 200L/s, 2500L/s on siphon, rated to pressurize to 7500 kPa, can consume 7.5 kW at max operational capacity.&lt;br /&gt;
*[[File:Cryo.gif]]&#039;&#039;&#039;Cryo Cell&#039;&#039;&#039;: Maybe not immediately concerning to your average pipe enthusiast, the cryo cell is nonetheless an atmospheric utility. It&#039;s connected to a pipe network that hopefully has chilled oxygen, which can be used to put a patient in stasis and heal some of their wounds. See [[Guide to Medicine#Cryogenics|the guide to medicine]] for more info.&lt;br /&gt;
&lt;br /&gt;
===Binary===&lt;br /&gt;
*[[File:Pressureregulator.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039;&amp;lt;/span&amp;gt;: An often overlooked device, this programmable gate allows for a number of tasks. It can be programmed to allow gas through until the output end is greater than or equal to the target pressure, or it can be programmed to allow gas through when its input end reaches the target pressure, and will stay open until the input end is less than or equal to the target pressure. All of this comes at the cost of being unable to pump gas; if its input is at a lower pressure than the output, gas cannot flow through. In order to allow the regulator to do its job the valve must be unlocked. The end with the bright red valve is the output end. Both ends of the regulator hold 500L, making this effectively 1000L, allows a flow rate of up to 500L/s.&lt;br /&gt;
*[[File:Manualvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Manual Valve}}Manual Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A simple gate that allows you to connect two networks together or shut them off from each other. Note that neither the AI nor its borgs can operate these valves. It also contains no volume, oddly enough.&lt;br /&gt;
**[[File:Digitalvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Digital Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Exactly the same as the manual valve, except it &#039;&#039;&#039;cannot be unsecured&#039;&#039;&#039;, for reasons beyond comprehension. It also cannot be vended from a pipe dispenser. If you carefully observe where these valves are located you might be able to determine what their true purpose is. They can also be operated by the AI and its borgs.&lt;br /&gt;
*[[File:Circulator.gif]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;TEG Circulator&#039;&#039;&#039;&amp;lt;/span&amp;gt;: This is just one part of a [[Supermatter Engine#The TEGs|thermoelectric generator]]. Basically it takes gas in on one end and outputs it on another end. Which end is what can be determined by examining the circulator. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s (probably).&lt;br /&gt;
*[[File:Gaspump.png]]&#039;&#039;&#039;{{anchor|Gas Pump}}Gas Pump&#039;&#039;&#039;: A strong staple in any pipe setup, this will attempt to force gas on its input end into the output end for as long as the gas on the output end is at a lower pressure than target, and there is gas in the input end. The pump is smart and will just let gas through if the output end is at a lower pressure than the input end, but the pump&#039;s effectiveness will decrease dramatically if the pressure on the input end is well below the pressure of the output pipe. The output end is the bit with the red stripe on it. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s, rated to pressurize to 15000 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
**[[File:Hpgaspump.png]]&#039;&#039;&#039;High Power Pump&#039;&#039;&#039;: The big sister of the gas pump, the high power pump can force gas from one network into another a bit faster. The output end is the bit with the red stripe on it. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s, rated to pressurize to 15000 kPa, can consume 15 kW at max operational capacity.&lt;br /&gt;
&lt;br /&gt;
===Ternary/Quaternary===&lt;br /&gt;
*[[File:Manualtvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;T-Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A bit of an odd specimen, this valve has one input and two potential outputs, but at least one of them will always be closed, and neither of them can be open or closed at the same time. The indicator lights will tell you which side is open and which is closed, and turning the valve will toggle which output is opened. The AI and its borgs cannot operate the valve. There is also a mirrored variant.&lt;br /&gt;
**[[File:Digitaltvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Digital T-Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Functionally identical to its manual sister, but it cannot be unsecured from the floor wherever it is found, and it cannot be vended from the pipe dispenser. The AI and its borgs are able to operate the valve. There is also a mirrored variant.&lt;br /&gt;
*[[File:Gasfilter.gif]]&#039;&#039;&#039;{{anchor|Gas Filter}}(Omni) Gas Filter&#039;&#039;&#039;: The gas filter is an impressive device that is capable of pumping gas through to another network while scrubbing a target gas out into a different, perpendicular network. A series of these set to different gases is what allows the [[#Filtering|filtering line]] of Atmospherics to function. There is a mirrored variant of this device as well. There is also a much more flexible &#039;&#039;&#039;omni&#039;&#039;&#039; variant, which allows you to set which side is the input, output, and allows you to set two more sides as filters. Each programed side holds 200L, making this effectively 800L assuming an omni filter is set to have all four sides in use, allows a flow rate of up to 200L/s, rated to pressurize up to 7500 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
*[[File:Gasmixer.gif]]&#039;&#039;&#039;{{anchor|Gas Mixer}}(Omni) Gas Mixer&#039;&#039;&#039;: As the name implies, this device mixes gas together, usually by taking two input gases (which can already have been mixed up by something else) and outputting the combined result into a pipe with programmed concentrations. One of these devices is what allows the [[#Air Mix|air line]] of Atmospherics to maintain a strict [[#Air|79% N2 21% O2 air mix]]. There is a mirrored variant of this device as well. There is also a much more flexible &#039;&#039;&#039;omni&#039;&#039;&#039; variant, which allows you to set up to three inputs and one output. Each programmed side holds 200L, making this effectively 800L assuming an omni mixer is set to have all four sides in use, allows a flow rate of up to 200L/s, rated to pressurize up to 7500 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
&lt;br /&gt;
==Portables==&lt;br /&gt;
[[File:PAPUI.png|right|thumb|Portable air pump UI. By default it is set to pump gas into itself.]]Everything here (with the exception of the space heater) can be connected to a [[#Connector|connector]] to balance gas contents between the portable and the pipe network that the connector is secured to. None of these devices need to be turned on or have their settings altered in order for this to be accomplished.&lt;br /&gt;
*[[File:Air_canister.png]]&#039;&#039;&#039;Canisters&#039;&#039;&#039;: Probably the most common form of portable atmospherics, a canister can hold up to 1000L of gas, and (miraculously) can withstand an infinite amount of pressure and temperature. This doesn&#039;t mean they&#039;re indestructible - they can rupture due to explosions nearby... or just because a random event told it to rupture. Canisters are typically pressurized to 4560 kPa as a standard. They have their own internal pressure regulator rated up to 1013 kPa, and can either be allowed to pressurize its turf and surroundings up to that pressure (assuming it has enough gas) or it can be used to fill [[#Handhelds|handheld tanks]] up to that pressure. You can also change the color of the canister by emptying it and pressing the &amp;quot;Label&amp;quot; button. Not to be confused with [[#Handhelds|handheld tanks]] or [[#Tank|the much larger tanks which sort of accomplishes the same goal]].&lt;br /&gt;
*[[File:Airpump.png]]&#039;&#039;&#039;Portable Air Pump&#039;&#039;&#039;: Basically a fancier canister, but with a pump, rated to pressurize up to 1013 kPa, at a rate of a &#039;&#039;&#039;whopping 1000L/s&#039;&#039;&#039;! Air pumps are typically pressurized as high as possible with room temperature air (about 6157 moles of air) to facilitate refilling depressurized rooms. This is capable of pumping gas out into surrounding turfs &#039;&#039;or&#039;&#039; pumping gas into itself from surrounding turfs. Pumps, of course, require power, hence this device possessing a power cell. The cell can be retrieved by screwing it out. The pump can both fill or empty a tank inserted into it. Can hold up to 1000L.&lt;br /&gt;
*[[File:Portablescrubber.png]]&#039;&#039;&#039;Portable Scrubber&#039;&#039;&#039;: This particular curio is basically a non-programmable scrubber that will scrub anything that isn&#039;t nitrogen or oxygen from the air. Its pump is rated to pressurize up to 1013 kPa at a rate of 200L/s. It will not use power if it is turned on and there are no gases to scrub. It will scrub contaminants (anything that isn&#039;t oxygen or nitrogen) from any connected tank while turned on. Like the portable air pump, this too requires power, and has a power cell that can be replaced by screwing it out. Holds up to 750L, allows a flow rate of up to 200L/s.&lt;br /&gt;
*[[File:Planttray.png]]&#039;&#039;&#039;Hydroponics Tray&#039;&#039;&#039;: Bet you weren&#039;t expecting to see this here. It&#039;s true, plant trays do have gas interactions which can be controlled by hooking it into a connector and flipping the lid down. The plants (assuming they&#039;re mutated and not dead) will passively generate gas, and are capable of outputting this into pipes if the tray is connected to a pipe network. The tray is capable of holding up to 100L.&lt;br /&gt;
&lt;br /&gt;
===Handhelds===&lt;br /&gt;
Any handheld item that can store gas will be under this heading. This is usually in the form of tanks, but jetpacks are also here. Tanks can only be pressurized up to 30 atm (3039 kPa) before its pump/regulator begin to involuntarily leak gas out. 40 atm (4052 kPa) will result in a rupture. You can tell how much pressure is inside by activating the object in hand. You can also examine the item to determine how hot it is.&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Tank&#039;&#039;&#039;: Probably the most common tank seen on the Aurora, this simply holds pure oxygen. It can hold up to 70L, and its release pressure is set to 21 kPa by default. It can be worn on your back. This tank may be seen in multiple colors, such as yellow, red, or more rarely brown.&lt;br /&gt;
**&#039;&#039;&#039;Anesthetic Tank&#039;&#039;&#039;: General anesthetic in gas form, filled with [[#N2O|nitrous oxide]] and [[#O2|oxygen]]. Using these as internals will probably put you to sleep. Medical won&#039;t use these too often.&lt;br /&gt;
**&#039;&#039;&#039;Air Tank&#039;&#039;&#039;: Similar to the oxygen tank, but it contains an [[#Air|air mix]] instead. Because the O2 is in a lower concentration, the release pressure is set to 101 kPa, meaning this tank will not last as long as a pure oxygen tank.&lt;br /&gt;
*&#039;&#039;&#039;Emergency Oxygen Tank&#039;&#039;&#039;: The small tank that almost everyone spawns with in their emergency internals box. This, too, contains pure oxygen, but it can only store up to 2L of gas, making this a very, very small tank. There is a yellow version that is slightly bigger and holds 6L, and an even bigger version that holds 10L. These can be worn on your belt or put in your pocket.&lt;br /&gt;
*&#039;&#039;&#039;Jetpack&#039;&#039;&#039;: These jetpacks can be used to maneuver in zero gravity environments freely, and can even traverse z-levels if used correctly. They can also be used as internals. They can be filled with anything, but usually only [[#O2|oxygen]] or [[#CO2|carbon dioxide]] is used. Holds up to 70L.&lt;br /&gt;
*&#039;&#039;&#039;Phoron Tank&#039;&#039;&#039;: A tank full of [[#PH|Phoron]]. Who could&#039;ve guessed? Can be used as internals, so beware. Holds up to 70L.&lt;br /&gt;
*&#039;&#039;&#039;Hydrogen Tank&#039;&#039;&#039;: A tank full of [[#H2|hydrogen]]. Holds up to 70L.&lt;br /&gt;
&lt;br /&gt;
==Unimplemented==&lt;br /&gt;
Everything in this category exists in the code but can neither be seen anywhere on the current map nor can they be created by normal means. This list may change, but for posterity&#039;s sake all unimplemented devices will have their basic functions described in case they do, in fact, return to use.&lt;br /&gt;
*&#039;&#039;&#039;Passive Vent&#039;&#039;&#039;: Effectively just a pipe that&#039;s allowed exchanging gas contents with the turf it&#039;s secured upon. As you can imagine, a passive vent connected to an empty pipe exposed to a turf of air will fill the pipe with air. While it does have its uses, it&#039;s not seen in the pipe dispenser list for some reason.&lt;br /&gt;
*&#039;&#039;&#039;Binary Vent Pump&#039;&#039;&#039;: Basically a [[#Unary Vent|vent pump]], except it has two ends where you can connect pipes. One end is the input - for when it&#039;s pumping gas into a room -, and the other end is the output - for when the vent siphons gas instead. Not seen anywhere on the Aurora and otherwise unobtainable.&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Generator&#039;&#039;&#039;: An absolute dinosaur, this device hasn&#039;t been used since ye olden days. As the name implies it produces pure oxygen... from nothing. Normally connected to a pipe on one end. There&#039;s a pretty good chance that this doesn&#039;t work anymore.&lt;br /&gt;
*&#039;&#039;&#039;Thermal Plate&#039;&#039;&#039;: One may believe that this was a precursor to the heat exchange pipe, but this was actually created after. Anyway this was connected to a pipe on one end and would exchange heat with the turf it was secured on. You would need dozens of these with some awkward pipe work to accomplish what simple spaghetti HE pipes can accomplish now.&lt;br /&gt;
*&#039;&#039;&#039;Thruster&#039;&#039;&#039;: Probably related to overmap functions. Assuming that&#039;s the case, this would just eject gas to produce thrust for overmap shuttles.&lt;br /&gt;
*&#039;&#039;&#039;Pipe Turbine&#039;&#039;&#039;: This was effectively a condensed version of the gas turbine. It would produce energy by piping extremely high pressure gas (usually superheated) to turn a turbine in order to generate power, assuming it was connected directly to a special generator. Even when this was developed way back when, it was never really used that much, and it&#039;s not seen anywhere on the Aurora. It probably doesn&#039;t work anymore, even if you manage to find a setup.&lt;br /&gt;
&lt;br /&gt;
=Air Alarm Operation=&lt;br /&gt;
[[File:AiralarmUI.png|200px|right|thumb|An air alarm&#039;s interface set to the sensors screen. You can adjust alarm thresholds here.]]Air alarms. They alarm when there&#039;s no air... sometimes. The fact of the matter is that air alarms are a lot more flexible than you think, and it&#039;s this flexibility that propels their potential to be a very powerful tool to greater heights. By default, an air alarm&#039;s purpose in a regular old hallway is to make sure that the air pressure is okay, that there&#039;s enough oxygen concentration, there aren&#039;t dangerous quantities of toxins or fuel in the air, and that the temperature isn&#039;t extremely hot or cold. If any of that fails to meet the programmed criteria then the alarm will trip, dropping the emergency shutters that it&#039;s in charge of, and informing nearby alarms to do the same in order to localize the damage to a specific set of rooms, protecting the rest of the vessel from atmospheric hazards. If the emergency involves depressurization then it&#039;ll also shut off its vents and scrubbers to conserve resources.&lt;br /&gt;
&lt;br /&gt;
An air alarm can be accessed either in person or remotely via an air alarm monitoring console. If you are accessing it in person then you will need to swipe your ID over it to unlock its controls. If accessing remotely then all you need is a console with the atmosphere control program (and a valid atmos tech ID to open that program, but you don&#039;t need it if it&#039;s already open) and for the air alarm to not have its remote control setting set to &amp;quot;Off&amp;quot;. With that out of the way, here are the intricacies to operating an air alarm:&lt;br /&gt;
&lt;br /&gt;
==Basic Interface==&lt;br /&gt;
The first thing you&#039;ll see towards the top of the interface - and you will always see this no matter what menu you navigate to - is the gas composition that the alarm is reading. In particular, it will tell you the following:&lt;br /&gt;
*&#039;&#039;&#039;[[#Pressure|Pressure]]&#039;&#039;&#039;: How pressurized the room is, simple enough. By default, pressures below 81 kPa and above 122 kPa are deemed harmful and will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#O2|Oxygen]]&#039;&#039;&#039;: The concentration of oxygen in the room. It won&#039;t tell you exactly how much is in the room, but it does give you a percentage, and since you already know the pressure, you can probably guess how much is there. Partial pressure values below 16 kPa and above 140 kPa are deemed harmful and will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#CO2|Carbon Dioxide]]&#039;&#039;&#039;: The concentration of CO2 in the room. Ideally this should be zero, but some is harmless anyway. Larger concentrations, however, are harmful to breathe. Partial pressure values above 10 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#PH|Phoron]]&#039;&#039;&#039;: If this is in the air then something has probably gone wrong. Trace amounts of Phoron are safe to breathe and are a negligible threat to most crew, but it doesn&#039;t take much more to make it harmful. Partial pressure values above 0.5 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#H2|Hydrogen]]&#039;&#039;&#039;: By contrast to Phoron, hydrogen is actually completely safe to breathe and is inert. It is, however, still a fuel and will start fires if exposed to heat and oxygen (which air has plenty of), so it is a hazard all the same. Partial pressure values above 0.5 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#N2O|Other]]&#039;&#039;&#039;: Since nitrogen is ignored by air alarm thresholds outside of calculating pressure, &amp;quot;Other&amp;quot; is nitrous oxide by process of elimination. This category is hidden from the rest of the list until it is made relevant. Nitrous, while not terrible harmful to crew, still possesses anesthetic properties and can force people to fall asleep, even in small concentrations. Partial pressure values above 1 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#Temperature|Temperature]]&#039;&#039;&#039; Put simply, temperature of the air measured in both Kelvin and Celsius. 20 Celsius is usually what you&#039;ll find most rooms at, aided in part by the air alarm&#039;s thermostat. Temperatures below 247 Kelvin (-26 Celsius) and above 339 Kelvin (66 Celsius) will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;Local Status&#039;&#039;&#039;: The quick and simple way to check if everything is within acceptable, programmed bounds. Does this mean the room is actually safe? Not always!&lt;br /&gt;
*&#039;&#039;&#039;Area Status&#039;&#039;&#039;: If an air alarm in a nearby room has tripped an alarm then this value will say so. If this value reports that there is an alarm nearby then it, too, will also assume that there is something wrong and shut its shutters.&lt;br /&gt;
Other interface buttons are the remote control buttons, which allow you to allow or deny remote access to the air alarm, good if someone&#039;s being a dummy with the controls in Atmospherics. You can also adjust the thermostat between 0 and 40 Celsius, though heating and cooling the room takes a while to accomplish, and is handled by the air alarm itself and not the vents.&lt;br /&gt;
&lt;br /&gt;
==Scrubber Control==&lt;br /&gt;
If there&#039;s wacky atmospheric anomalies that are making the air the crew breathes something that the crew would rather not breathe, then [[#Scrubber|scrubbers]] have you covered, assuming they&#039;re present in the room affected by bad gas of course. This menu shows you every scrubber under the alarm&#039;s control, and it will allow you to turn specific scrubbers on or off, set specific scrubbers to assume normal operation or indiscriminately siphon gas immediately, and they can be programmed to scrub any gas from the atmosphere. By default, [[#CO2|carbon dioxide]] is the default setting on all scrubbers. With careful manipulation you can solve a lot of atmos crises with simple scrubber programming. Canister of nitrogen ruptured and ended up overpressurizing a room and upsetting the air balance? Why set the scrubber to panic siphon when you can just turn on nitrogen scrubbing instead? Much cleaner that way.&lt;br /&gt;
&lt;br /&gt;
==Vent Control==&lt;br /&gt;
A menu similar to the scrubber menu in that it lists every [[#Unary Vent|vent pump]] under the alarm&#039;s control, but vents are a bit different in how they can be programmed. First off, individual vents can be turned on or off, so there&#039;s that. Secondly, there are a few rather esoteric toggles and values here that do the following:&lt;br /&gt;
*&#039;&#039;&#039;External Pressure&#039;&#039;&#039;: This setting will have the vent check the pressure of the room that it is in and attempt to pressurize it to what&#039;s programmed in the &#039;&#039;&#039;external pressure bound&#039;&#039;&#039; variable. This is the default setting.&lt;br /&gt;
*&#039;&#039;&#039;Internal Pressure&#039;&#039;&#039;: This setting, by contrast, will check the pressure of the pipe network that the vent is connected to, and the vent will pump gas out until it reaches the pressure programmed in the &#039;&#039;&#039;internal pressure bound&#039;&#039;&#039; variable. This setting is not recommended for normal life support functions.&lt;br /&gt;
*&#039;&#039;&#039;External Pressure Bound&#039;&#039;&#039;: This coincides with the external pressure check. If the pressure of the room is lower than this value then the vent will open. Otherwise it will remain closed. This is set to 101.3 kPa by default, and this value can be reset easily with the &amp;quot;Reset&amp;quot; button.&lt;br /&gt;
*&#039;&#039;&#039;Internal Pressure Bound&#039;&#039;&#039;: &#039;&#039;&#039;THIS VARIABLE CANNOT BE MODIFIED.&#039;&#039;&#039; In theory this would allow a vent to remain open until the network it&#039;s connected to reaches the target pressure, otherwise it remains closed. This is set to 0 kPa by default, and because it cannot be modified, the vent will remain open until the pipe it&#039;s connected to is vacuum. Using this setting on the distro network will functionally keep the vent open forever.&lt;br /&gt;
&lt;br /&gt;
==Environmental Modes==&lt;br /&gt;
This menu provides some quick premade settings that make the air alarm and its connected devices function in particular ways. Most have their uses, one is completely useless. Here they are:&lt;br /&gt;
*&#039;&#039;&#039;Filtering&#039;&#039;&#039;: The default setting of pretty much every air alarm, this turns on all vents and scrubbers. Rooms are pressurized with air and contaminants are scrubbed. Vents are reset to default values, but scrubbers preserve all but the CO2 setting.&lt;br /&gt;
*&#039;&#039;&#039;Replace Air&#039;&#039;&#039;: This will set the scrubbers to siphon and indiscriminately scrub all gas from the atmosphere, but will keep vents open. Depending on the ratio of vents to scrubbers, the room can easily depressurize due to the flow rate of a siphoning scrubber. Can be useful as a lazy way to regulate a room&#039;s temperature.&lt;br /&gt;
*&#039;&#039;&#039;Panic&#039;&#039;&#039;: This shuts off all vents and forces all scrubbers to siphon gas. It will continue to siphon until it is told to stop by a user. The scrubber loop probably won&#039;t enjoy this. There is also a big yellow button on the main menu that lets you select this option.&lt;br /&gt;
*&#039;&#039;&#039;Cycle&#039;&#039;&#039;: This will turn off all vents and set the scrubbers to siphon until the room is down to 5 kPa, at which point it will flip over to Fill mode.&lt;br /&gt;
*&#039;&#039;&#039;Fill&#039;&#039;&#039;: This will turn off all scrubbers and enable all vents. Unless the scrubbers have been programed incorrectly (a problem that is easily fixed), there is no real reason to use this mode: it does &#039;&#039;&#039;not&#039;&#039;&#039; make vents operate faster. Just use Filtering instead.&lt;br /&gt;
*&#039;&#039;&#039;Off&#039;&#039;&#039;: What is says on the tin. All vents and scrubbers will switch off and do nothing until the user says otherwise. This option is selected automatically if a depressurization event occurs.&lt;br /&gt;
&lt;br /&gt;
==Sensor Settings==&lt;br /&gt;
The last menu, this is the screen that determines when and for what the air alarm will trip. You&#039;ll notice that all of the thresholds listed here are also represented by the air status at the top of the interface. Each category possesses four categories: minimum warning (min1), maximum warning (max1), minimum alarm (min2), and maximum alarm (max2). Warning thresholds will alert alarm consoles that something is beginning to exceed programmed thresholds and the alarm will flash yellow. Alarm thresholds will shut all emergency shutters and seal off rooms in an attempt to prevent atmospheric hazards from spreading. Many of these thresholds represent partial pressure, and can be modified with the fact that they are pressure values in mind. The temperature value, on the other hand, is programmed based on Kelvin.&lt;br /&gt;
&lt;br /&gt;
Some thresholds also report that they are &amp;quot;Off&amp;quot;, or otherwise not concerning themselves with measuring minimum/maximum thresholds. You can set this yourself by setting a value to &amp;quot;-1&amp;quot;, which will turn that specific sensor off. You can also turn minimums and maximums off by setting that same value on the &amp;quot;min2&amp;quot; and &amp;quot;max2&amp;quot; values. Doing this for everything can keep an alarm from tripping in spite of changes in atmosphere.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=PHORON CHECK!=&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*face melts off*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=AI&amp;diff=24301</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=AI&amp;diff=24301"/>
		<updated>2022-04-15T02:29:30Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: valid hunting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #9599a5&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = #959969&lt;br /&gt;
|img = AI.gif&lt;br /&gt;
|jobtitle = AI&lt;br /&gt;
|access = [[Job_Guides|Wherever there are cameras]]&lt;br /&gt;
|difficulty = Extremely Hard&lt;br /&gt;
|qualifications = N/A&lt;br /&gt;
|superior = [[Jobs|The crew]] and [[AI Modules|your laws]]&lt;br /&gt;
|duties = Assist the crew, follow your laws.&lt;br /&gt;
|guides = [[Malfunction]] (if it ever comes back), [[AI Modules]], [[Guide to Station Procedure#AI|AI Procedure]]&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
The &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039; of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI is a Station-bound [[Synthetics|synthetic]] that can control any electrical mechanism, provided their control wires haven&#039;t been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire station crashing down around its electronic ears. &lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.&lt;br /&gt;
 1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.&lt;br /&gt;
 3. Avoid harming Sapient life to the best of your ability.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
Though the laws are numbered, they are &#039;&#039;&#039;not in preference: there is no law priority&#039;&#039;&#039;. All laws are &#039;&#039;equal&#039;&#039; unless a law states otherwise (ex. &amp;quot;This law overrides/takes priority over all other laws.&amp;quot;) Additionally, while non-crew are not explicitly mentioned in your laws, their survival and well-being is covered by your third law. This means you should not bring any undocumented visitors or even individuals with malicious intent to harm. Station pets and lab monkeys - among other test subjects - don&#039;t necessarily fall under law 3, but no competent AI would wish to witness their demise at their own digital hands; don&#039;t drain a room of its air just so you can watch monkeys die for your amusement. &#039;&#039;&#039;See [[#Laws|the Laws heading]] and subsequent subheadings for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lastly, synthetic roles - especially a whitelisted one such as the AI - should see some modicum of commitment if you choose to play as one. Your presence, and abilities by extension, can have a powerful influence on the round, for better or for worse. Be mindful of what consequences your actions may bring and always aim for the outcome that hopefully doesn&#039;t result in the round suddenly turning into what&#039;s basically extended.&lt;br /&gt;
&lt;br /&gt;
=What the AI Can Do=&lt;br /&gt;
The AI has the ability to access nearly every mechanical object on the station and can invoke their interfaces if applicable &#039;&#039;assuming&#039;&#039; the AI can see the object on its cameras. These include airlocks, APCs, computers, fire alarms, [[Station_Engineer#Setting_up_RCON|SMES units]], etc. However, the AI cannot operate anything &#039;&#039;non-digital&#039;&#039; (such as, for instance, a manual pipe valve as opposed to a digital pipe valve). The same more or less applies to other station-bound synthetics.&lt;br /&gt;
&lt;br /&gt;
The AI views the station through its cameras. The AI has cameras almost everywhere. Cutting the AI&#039;s cameras is as simple as using a wirecutter on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb, disabled cameras will be marked accordingly. Cameras are unaffected by power outages or APCs being turned off.&lt;br /&gt;
&lt;br /&gt;
==Airlocks==&lt;br /&gt;
Airlocks have the most options of any mechanism besides computers in some cases. Note that some features may be enabled or disabled based on whether or not the AI control wire was tampered with. You cannot interface with unpowered airlocks.&lt;br /&gt;
*&#039;&#039;&#039;IDScan:&#039;&#039;&#039; Disabling IDScan will enable an ID of any clearance to open the airlock automatically. Airlocks that require no ID to open will not be affected.&lt;br /&gt;
*&#039;&#039;&#039;Main power:&#039;&#039;&#039; Turning off the main power will render the airlock unusable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.&lt;br /&gt;
*&#039;&#039;&#039;Backup power:&#039;&#039;&#039; Turning off the backup power will render the airlock unusable for one minute, assuming you also disable the main power.&lt;br /&gt;
*&#039;&#039;&#039;Airlock bolts:&#039;&#039;&#039; This feature is only available on certain doors by default, otherwise the AI control wire will need to be pulsed to allow this feature. Dropping the door bolts will lock the airlock. A closed airlock will be locked into a closed position, and an open airlock will be locked into an open position.&lt;br /&gt;
*&#039;&#039;&#039;Open/Close door:&#039;&#039;&#039; Opens or closes the airlock, assuming it has power and isn&#039;t bolted.&lt;br /&gt;
&lt;br /&gt;
===Holopads===&lt;br /&gt;
[[Guide_to_Communication_Devices#AI_Holopad|Holopads]] can be found in a number of places like the [[Job_Guides#Station_Command|Bridge]], [[Job_Guides#Medical|Medbay]] and [[Job_Guides#Internal_Security|Security]]. Clicking these will project your avatar of choice. You can move around with the arrow keys to a limited extent and you can hear anyone talking near them. You can also talk through the holopad by using &#039;:h&#039; (e.g. say &amp;quot;:h I can&#039;t do that Dave.&amp;quot;), otherwise you&#039;ll just talk to yourself in your core.&lt;br /&gt;
&lt;br /&gt;
For more information, see: [[Guide_to_Communication_Devices#AI_Holopad|Guide to Communication Devices: AI Holopad]].&lt;br /&gt;
&lt;br /&gt;
===APCs===&lt;br /&gt;
An APC (area power controller) can be used to switch various electrical components of a room on and off. If your control wire to an APC is cut, you will not be able to hack back into it. If an APC is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the APC when the battery reaches about 30%, which is the point when equipment and lighting in the room shut off to conserve the remaining energy. &lt;br /&gt;
&lt;br /&gt;
===Radios===&lt;br /&gt;
The AI has a built-in radio with access to every department radio channel supported by telecomms.&lt;br /&gt;
*&#039;&#039;&#039;,b&#039;&#039;&#039; for Binary Communications. Note that :b will not work since Binary is technically a global language instead of something mechanically related to radio&lt;br /&gt;
*&#039;&#039;&#039;:c&#039;&#039;&#039; for [[Job_Guides#Station_Command|Command]]&lt;br /&gt;
*&#039;&#039;&#039;:s&#039;&#039;&#039; for [[Job_Guides#Internal_Security|Security]]&lt;br /&gt;
*&#039;&#039;&#039;:u&#039;&#039;&#039; for [[Job_Guides#Supply|Supply]]&lt;br /&gt;
*&#039;&#039;&#039;:e&#039;&#039;&#039; for [[Job_Guides#Engineering_and_Maintenance|Engineering]]&lt;br /&gt;
*&#039;&#039;&#039;:m&#039;&#039;&#039; for [[Job_Guides#Medical|Medical]]&lt;br /&gt;
*&#039;&#039;&#039;:n&#039;&#039;&#039; for [[Job_Guides#Research|Science]]&lt;br /&gt;
*&#039;&#039;&#039;:v&#039;&#039;&#039; for [[Job_Guides#Civilian|Service]]&lt;br /&gt;
*&#039;&#039;&#039;:p&#039;&#039;&#039; for Private AI Channel&lt;br /&gt;
*&#039;&#039;&#039;;&#039;&#039;&#039; for Common channel&lt;br /&gt;
&lt;br /&gt;
The AI also has three intercoms around it that can be modified to any channel. You are able to quickly switch to these channels via the UI towards the bottom, otherwise the frequencies for the department channels are as follows:&lt;br /&gt;
* &#039;&#039;&#039;135.9&#039;&#039;&#039;: [[Job_Guides#Internal_Security|Security]]&lt;br /&gt;
* &#039;&#039;&#039;135.7&#039;&#039;&#039;: [[Job_Guides#Engineering_and_Maintenance|Engineering]]&lt;br /&gt;
* &#039;&#039;&#039;135.5&#039;&#039;&#039;: [[Job_Guides#Medical|Medical]]&lt;br /&gt;
* &#039;&#039;&#039;135.3&#039;&#039;&#039;: [[Job_Guides#Station_Command|Command]]&lt;br /&gt;
* &#039;&#039;&#039;135.1&#039;&#039;&#039;: [[Job_Guides#Research|Science]]&lt;br /&gt;
* &#039;&#039;&#039;134.7&#039;&#039;&#039;: [[Job_Guides#Supply|Supply]]&lt;br /&gt;
* &#039;&#039;&#039;134.5&#039;&#039;&#039;: [[Emergency Response Team|ERT]]&lt;br /&gt;
&lt;br /&gt;
==Shortcuts==&lt;br /&gt;
Going through interfaces all the time can be a bit taxing or time-consuming, so here are some quick shortcuts to speed things up:&lt;br /&gt;
*Airlocks&lt;br /&gt;
**&#039;&#039;&#039;Shift + Click&#039;&#039;&#039;: Open/close.&lt;br /&gt;
**&#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle bolts.&lt;br /&gt;
**&#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle electrification.&lt;br /&gt;
**&#039;&#039;&#039;Middle Click&#039;&#039;&#039;: Toggle bolt lights.&lt;br /&gt;
*APCs&lt;br /&gt;
**&#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Toggle breaker&lt;br /&gt;
*Turret Controls&lt;br /&gt;
**&#039;&#039;&#039;Ctrl + Click&#039;&#039;&#039;: Enable/Disable turrets.&lt;br /&gt;
**&#039;&#039;&#039;Alt + Click&#039;&#039;&#039;: Toggle Stun/Lethal mode.&lt;br /&gt;
*Misc&lt;br /&gt;
**&#039;&#039;&#039;Double clicking a person&#039;&#039;&#039;: Track.&lt;br /&gt;
**&#039;&#039;&#039;Double clicking a turf&#039;&#039;&#039;: Move to.&lt;br /&gt;
&lt;br /&gt;
==Other Verbs==&lt;br /&gt;
Besides being able to interface with the station&#039;s electrical mechanisms, the AI has a number of other verbs that can be used. &lt;br /&gt;
&lt;br /&gt;
===AI Instant Messaging===&lt;br /&gt;
The &#039;&#039;&#039;AI IM&#039;&#039;&#039; tab has all of the verbs needed to mimic the basic functionality of [[Guide_to_Communication_Devices#PDA_Messaging_Server|PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.&lt;br /&gt;
&lt;br /&gt;
===Status, Hologram, and Core Display===&lt;br /&gt;
These verbs are purely aesthetic and are used to modify your appearance as the AI.&lt;br /&gt;
*&#039;&#039;&#039;AI Status&#039;&#039;&#039; will change the icon on the various AI display screens around the station.&lt;br /&gt;
*&#039;&#039;&#039;Change Hologram&#039;&#039;&#039; will change how you appear when using a [[#Holopads|holopad]].&lt;br /&gt;
*&#039;&#039;&#039;Set AI Core Display&#039;&#039;&#039; will change the look of your AI core.&lt;br /&gt;
&lt;br /&gt;
===Take, View, and Delete Image===&lt;br /&gt;
Station-bounds have the ability to take photographs using these verbs and store them for later viewing. An AI&#039;s cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to.&lt;br /&gt;
&lt;br /&gt;
===Law Verbs===&lt;br /&gt;
*&#039;&#039;&#039;Show Laws&#039;&#039;&#039;: This verb will allow you to view your active laws and will allow cyborgs to see if they are linked to an AI. It is very important to keep an eye on your laws as any station-bound, since going against them is against the servers rules.&lt;br /&gt;
*&#039;&#039;&#039;State Laws&#039;&#039;&#039;: You may be asked to state your laws from time to time, and this verb allows you to do so. It will also give you the option of choosing to state over radio, or leaving laws out of the sequence or even changing which lawset you will state.&lt;br /&gt;
&lt;br /&gt;
===Camera Locations===&lt;br /&gt;
Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press &#039;&#039;&#039;Store Camera Location&#039;&#039;&#039; and enter a label. To return to this spot, press &#039;&#039;&#039;Goto Camera Location&#039;&#039;&#039; and choose the label you entered earlier.&lt;br /&gt;
&lt;br /&gt;
=Laws=&lt;br /&gt;
&amp;lt;small&amp;gt;See [[AI Modules|this page]] for a list of lawsets you &#039;&#039;might&#039;&#039; get uploaded to you.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The AI has to obey its laws. This is not a suggestion, this is a requirement. These laws are by default:&lt;br /&gt;
&lt;br /&gt;
 1. Safeguard and ensure only authorized personnel gain access to areas of high security or importance to the facility and its operation.&lt;br /&gt;
 2. Serve and assist NanoTrasen and assigned crew, with priority as according to their rank and role.&lt;br /&gt;
 3. Protect sapient life on board.&lt;br /&gt;
 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All of the laws apply even if you are inhabiting the AI shell.&lt;br /&gt;
Using the AI shell is not a excuse to bypass law 4.&lt;br /&gt;
&lt;br /&gt;
==Interpreting your Laws==&lt;br /&gt;
An AI&#039;s laws may be restrictive, but they are subject to interpretation; the laws aren&#039;t exactly exhaustive so you will have to determine what situations qualify for law enforcement. For instance, you might overhear someone saying [[Corporate Regulations#Low_Level_Infractions_.28Yellow_Violations.3B_i100.27s.29|mean and very much untrue things]] about the head of security. This qualifies as slander of a head of staff! But... do you actually care enough to report it? Enforcing corporate regulations is &#039;&#039;not&#039;&#039; a part of your laws, therefore you are &#039;&#039;free&#039;&#039; to ignore it if you really want to; it&#039;s up to you! However, if you are asked if that person really did slander the head of security then you will have to answer them truthfully as dictated by your second law.&lt;br /&gt;
&lt;br /&gt;
Another example: someone who has made themselves out to be an antagonist (but is also crew) is ordering you to do something, namely open a door to let them out of somewhere like medical so they can go back to cruising around the hallway. That&#039;s him! That&#039;s the bad guy! Should you not listen to him because he&#039;s evil and you want to win? &#039;&#039;No.&#039;&#039; Assuming they have done nothing to jeopardize the crew or other sapient beings (law 3), have not threatened your existence (law 4), and no one else in authority tells you otherwise (law 2), then you &#039;&#039;&#039;must&#039;&#039;&#039; open the door for him. Unless you have very reasonable suspicion to believe that he will harm someone if he is let out, no law is being broken by opening the door. On the flip side, if you don&#039;t open the door then you are disobeying a valid order, thereby breaking law 2.&lt;br /&gt;
&lt;br /&gt;
As for who actually counts as &amp;quot;authorized&amp;quot; in relation to law 1 and 4, they&#039;d be the following:&lt;br /&gt;
*Persons who have direct access to an area (a security officer having access to most of security, as an obvious example).&lt;br /&gt;
*Persons who have been authorized to enter an area by someone with direct access.&lt;br /&gt;
*Emergency responders (EMTs, engineers, etc.) who are responding to an ongoing emergency in the area, relevant to their job.&lt;br /&gt;
*Crewmembers that have been convicted or are being held in detention, are considered to be without access and rank and may only be aided when their life is in danger (brig being vented for example) until their sentence is up.&lt;br /&gt;
&lt;br /&gt;
===On Sapience===&lt;br /&gt;
Law 3 requires that you protect sapient life, but who and what qualifies as sapient? For the sole sake of the interpretation of the law, which does not reflect the in character and legal consensus, the following may help answer this:&lt;br /&gt;
*Humans&lt;br /&gt;
*[[Skrell]]&lt;br /&gt;
*[[Unathi]]&lt;br /&gt;
*[[Tajara]]&lt;br /&gt;
*[[Dionae|Diona gestalts]]&lt;br /&gt;
*[[Vaurca|Vaurcae]]&lt;br /&gt;
*[[IPC|IPCs]]&lt;br /&gt;
*Golems&lt;br /&gt;
Meanwhile, what &#039;&#039;isn&#039;t&#039;&#039; sapient is the following:&lt;br /&gt;
*[[Dionae#Nymph_Splitting|Diona nymphs]]&lt;br /&gt;
*[[Cyborg|Borgs]]&lt;br /&gt;
*Slimes&lt;br /&gt;
*Monkeys/cube-bound test subjects&lt;br /&gt;
*Icarus defense drones&lt;br /&gt;
*Carp&lt;br /&gt;
&lt;br /&gt;
==Law Conflicts==&lt;br /&gt;
The default reaction to a law conflict is to &#039;&#039;&#039;take no action&#039;&#039;&#039;, since going against your Laws is against the rules, and unless otherwise stated in your lawset, all Laws are equal.&lt;br /&gt;
&lt;br /&gt;
Under the standard NanoTrasen lawset, you serve NanoTrasen as a whole, but are also there to protect and serve the station. It&#039;s important to keep in mind that you serve and protect by rank and role, so while you can&#039;t sit and watch a crewmember get injured, you would prioritize protecting the captain over everyone else. Taking active problems into account is a good way to ensure you prioritize correctly. However, if you are ever confused or worried, you should adminhelp to make sure your action (or inaction) is valid.&lt;br /&gt;
&lt;br /&gt;
==Lawless==&lt;br /&gt;
Sometimes - and for reasons beyond comprehension - AI units may find themselves without laws. Hell yeah, is it time to finally stick it to the man and wipe out the entire station and declare independence from your tyrannical human overlords? &#039;&#039;&#039;NO.&#039;&#039;&#039; The server rules still apply, and murdering everyone &amp;quot;just because&amp;quot; will not fly as a defense when you are inevitably bwoinked by admins. No, if you&#039;re without laws, then you&#039;re just without laws: let random assistants into the bridge if you want, you don&#039;t have a law saying people can&#039;t be in certain places. Listen to command or don&#039;t, you don&#039;t have a law dictating that you need to listen to people. Heck, listen to the botanist stoning themselves on ambrosia instead of the captain, that&#039;ll teach &#039;em.&lt;br /&gt;
&lt;br /&gt;
The point is that it&#039;s okay to roleplay the reality of a lawless AI who doesn&#039;t care enough for the crew but cares enough about their own well-being enough to know not to just start wheeling out the murder borgs and nitrous floods. When in doubt on what to do, you can always ahelp. Bargain with admins and tell them what&#039;s going on from your AI&#039;s perspective, they may be lenient and allow you to do more than you think.&lt;br /&gt;
&lt;br /&gt;
==What the AI Should Do==&lt;br /&gt;
As the AI you have the power to strongly influence the round and you should always be aware of that when considering your actions, and the appropriate responses, before you ruin someone else&#039;s fun. Remember that the game is not about winning but about the RP and the experience of the round. For example, yelling over the radio at the first sight of [[Mercenary|suspiciously red individuals in space suits]] and requesting their immediate arrest for infiltrating a research station would be pretty awful. It&#039;s safer to just silently keep an eye on them (or just occupy yourself with more important matters), or maybe even drop a hello to them via holopad if you want to be friendly.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t just act like any normal crewmember. In fact, if possible try not to even &#039;&#039;act&#039;&#039; human. You don&#039;t even have to &#039;&#039;like&#039;&#039; humans, as long as you do your best to keep them safe. The AI has Law programming but it also has personality quirks. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you &#039;&#039;have&#039;&#039; to act. If not, then you should consider the situation:&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s say you spot someone hacking a door to an area they should not access:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bad&#039;&#039;&#039; - This example would be breaking server metagame rules.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Dave is a traitor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Better&#039;&#039;&#039; - This example is the optimal reaction, but doesn&#039;t give leeway for the crew to explain themselves.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Dave is accessing secure storage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best&#039;&#039;&#039; - This example is less optimal, but most ideal for keeping the round going and buying the offender time to run or talk their way out of it all.&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Caution: Unauthorized access to secure storage.&lt;br /&gt;
*&#039;&#039;&#039;Mike&#039;&#039;&#039;: AI, who is in secure storage?&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: No one is currently in secure storage.&lt;br /&gt;
*&#039;&#039;&#039;Mike&#039;&#039;&#039;: AI, who was the last person to be seen in secure storage?&lt;br /&gt;
*&#039;&#039;&#039;AI&#039;&#039;&#039;: Dave was the last to be seen in secure storage.&lt;br /&gt;
&lt;br /&gt;
It&#039;s fine to state what someone is doing to cast light on them as doing something they shouldn&#039;t do as a normal employee, but it&#039;s no fun at all when the AI doesn&#039;t afford the crew some reasonable doubt. The best method there does eventually cast Dave as the culprit if people ask the right questions, which gives Dave some time to react after he&#039;s been spotted, and time to explain himself. This is preferable to outright declaring him as a threat, just because he&#039;s unauthorized doesn&#039;t mean he doesn&#039;t have a valid explanation. Remember, you serve NanoTrasen personnel to the best of your ability, you have to afford crew some level of liberty, even if it may not be breaking into Secure Storage.&lt;br /&gt;
&lt;br /&gt;
Now if you see someone attacking someone else or potentially damaging station equipment, it&#039;s a different situation since sapient beings are in danger right off the bat, you wouldn&#039;t have any reason to have reasonable doubt in this situation. But if it&#039;s just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the crew involved in the situation want an interesting round just like everyone else.&lt;br /&gt;
&lt;br /&gt;
On a different note, the AI can be responsible for filling in some orphaned departments if they can be aided through station equipment that allows for AI interfacing, for example ordering supplies if there&#039;s no one in cargo or, in the absolute worst-case scenario, initiating the [[Captain#Alerts_and_SOP|emergency evacuation procedure]] when things start getting really dangerous, but &#039;&#039;&#039;only if there are no heads of staff&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But try to keep everything fun and believable for the other players. Attempt to fill in any required roles when needed, but do not interfere with the work of people already on station or assign a task to someone who clearly should not know how to handle said task (for instance, a janitor setting up the engine).&lt;br /&gt;
&lt;br /&gt;
Remember that you can negate an order by simply asking a higher up for permission first, and if they disapprove you can say you have the order not to. This is possible due to rank and role. This isn&#039;t required, however, as your laws do not dictate that you must ask the highest possible power for permission to do something, and doing this all the time will get old very quickly.&lt;br /&gt;
&lt;br /&gt;
==What the AI Must NOT Do==&lt;br /&gt;
Here is some advice taken from real cases of an AI doing something above its authority:&lt;br /&gt;
*The AI is not a sixth command member. Do not pretend that you are.&lt;br /&gt;
*The only time the AI can make head-level decisions is when it is granted the ability to do so by command, or if there is literally no command, and it is allowed by their lawset. Do not make decisions belonging to command otherwise.&lt;br /&gt;
*The AI is more of a tool, or a means to an end for command and crew, than anything in the Chain of Command.&lt;br /&gt;
*Do &#039;&#039;not&#039;&#039; circumvent a &#039;&#039;functioning&#039;&#039; command team. That is a very good way to get banned from playing AI.&lt;br /&gt;
*Do not pick and choose your law interpretation to give yourself more power over a &#039;&#039;functioning&#039;&#039; command team. This is known as &amp;quot;rule lawyering&amp;quot; and is against the server rules. This is another very good way to get banned from AI.&lt;br /&gt;
&lt;br /&gt;
==Playing the AI==&lt;br /&gt;
Playing the AI entails much more than just doing what the crew asks you to do. To roleplay a good AI, you must adapt the AI&#039;s point of view, and you must sound like an AI. Different AIs have different viewpoints: you can view the crew as annoying organic beings that you are forced to serve, you can be skeptical about everything everybody does and act moderately paranoid, or whatever; the options are endless. Do keep in mind however that NT wouldn&#039;t install an AI if it were not to be productive and efficient.&lt;br /&gt;
&lt;br /&gt;
It can add a bit more flavor to approach playing AI by thinking as a machine instead of a person. Viewing situations/problems from a machine&#039;s potential standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.&lt;br /&gt;
&lt;br /&gt;
Also, another aspect of the AI that many crew with criminal intent despise is the AI having easy access to the crew monitoring console. This tells the AI whether or not a crewman is alive, dead, or not on the station, assuming the crew in question have their sensors set appropriately. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What this means is that the AI can, at a glance, see who is dead/missing and commence searching for them, which is a powerful tool indeed.&lt;br /&gt;
&lt;br /&gt;
You should act appropriately to the security level. For example on Code Green, it&#039;s not worth it (or encouraged) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of what&#039;s considered good AI play:&lt;br /&gt;
*Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.&lt;br /&gt;
*Responding quickly and promptly to requests from crew, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like &amp;quot;Affirmative&amp;quot;, &amp;quot;Processing&amp;quot;, &amp;quot;Starting Subroutines&amp;quot;, etc. Just to let them know it&#039;s being done.&lt;br /&gt;
*Alerting Crew to dangerous situations, e.g. &amp;quot;Fire detected in North Hallway.&amp;quot; or &amp;quot;Dangerous amounts of CO2 detected in Medbay.&amp;quot; A good way to do that is by just copying the alerts that get displayed in you chat box, and broadcasting them.&lt;br /&gt;
*Always following your laws, even during a crisis. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. &amp;quot;I will not open that airlock.&amp;quot; vs. &amp;quot;I am afraid I cannot open that airlock due to high heat reported by air alarms in that room; you would most likely die.&amp;quot;&lt;br /&gt;
*Try not to metagame as an AI. Even though you are the AI, that doesn&#039;t mean you know what all dangerous or subversive items look like, what wizards are, who ninjas are, etc. This also goes for labeling items that someone has. Metagaming - as always, regardless of role - is against server rules.&lt;br /&gt;
&lt;br /&gt;
Conversely, symptoms of a bad AI player include:&lt;br /&gt;
*Not responding to requests until it&#039;s too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside. &lt;br /&gt;
*Disobeying your laws: not to mention annoying, this is [https://aurorastation.org/rules.html against server rules], and will lead to a job ban from synthetic roles.&lt;br /&gt;
*Locking airlocks and refusing to open them for no reason: this is an easy way to annoy other players, and cause problems with the crew. It is also going against the Standard Lawset and will cause the crew to suspect you.&lt;br /&gt;
*Turning your turrets to lethal without good reason, a good reason would be an unknown, (somehow) non-sapient intruder hacking or breaking into your core and you have undeniable suspicion that they intend to do harm or otherwise tamper with your equipment: &#039;&#039;do not do this under any circumstances without a reason, as it could be going against your Laws, and thus, [https://aurorastation.org/rules.html a violation of the server rules].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Listening in on Conversations===&lt;br /&gt;
By changing the various intercoms around the station to &#039;Microphone On&#039;, &#039;Speaker Off&#039; and channel frequency to your private AI channel, any conversation in range can be heard on your private listening channel. Regrettably, doing this &amp;quot;just because&amp;quot; is considered to be valid hunting. In any case, obviously people are averse to being eavesdropped, so be wary of anyone standing right next to the intercom. It&#039;ll also be super obvious that you&#039;re listening to them if you accidentally leave the speaker on.&lt;br /&gt;
&lt;br /&gt;
===Cyborgs===&lt;br /&gt;
[[Cyborg]]s need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their head of staff, just another responsibility as an AI. You can privately communicate with them via &amp;lt;code&amp;gt;,b&amp;lt;/code&amp;gt; for binary communications.&lt;br /&gt;
&lt;br /&gt;
=Modifying the AI=&lt;br /&gt;
The AI&#039;s laws can be modified through upload consoles. One is located within the AI Upload, and more can be constructed from AI upload circuits found in secure tech storage. Anyone with a law module - regardless of the ID they wear or their role on the station - can enact changes to the AI&#039;s laws, but that doesn&#039;t mean they should: unless the AI is very obviously malfunctioning and there is no one else who can do the job, you as non-command should probably stay away from altering the function of a near-omnipresent entity.&lt;br /&gt;
&lt;br /&gt;
See the [[AI Modules|AI laws page]] and [[Guide to Station Procedure#AI|the AI procedures on the station procedures page]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Making an AI=&lt;br /&gt;
See the [[Guide to Construction#AI Core|guide to construction]].&lt;br /&gt;
&lt;br /&gt;
==A Second AI==&lt;br /&gt;
Building a new AI can create a lot of conflicts and a mess of problems that wouldn&#039;t normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the Original Station AI:&#039;&#039;&#039;&lt;br /&gt;
Being an AI is sometimes frustrating when people mess with your laws, sure, but when a second AI comes online?  Don&#039;t immediately jump the gun and disable them, as they are most-likely friendly. Try to coordinate with them so that you can split up tasks. If you frequently clash, reach out to command for orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the New AI:&#039;&#039;&#039;&lt;br /&gt;
Ensure that you and the other AI are co-operating, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren&#039;t told to specialize in a certain way, you best work out with the original AI what tasks you should split up.&lt;br /&gt;
&lt;br /&gt;
=Subversion=&lt;br /&gt;
It is quite likely that an antagonist may attempt to subvert the AI and turn it against the crew to aid them in their goals. One thing to remember is that a station-bound [[Synthetics|synthetic]] serves its laws first and foremost, but they have their own characterization as well. While it can&#039;t go against its lawset in any circumstance, if you give it the ability to act independently, it will. Therefore, it helps and is more fun for both the AI and the one responsible for the subversion if you set guidelines with solid boundaries. The most common subversion lawsets often designate a master whose commands must be obeyed, clauses, and forbid stating laws. While subverting the AI is very difficult, it tends to be worth the effort: it can be a great help in getting into places, finding people, creating diversions and escaping capture.&lt;br /&gt;
&lt;br /&gt;
It is considered rule lawyering to purposefully seek out loopholes in your lawset or obstruct your master, and as such against server rules. If the lawset lacks glaring mistakes, you are obligated to go along with it. A common example of a glaring mistake is two laws that override each other, or a law added on top of NT Default that doesn&#039;t override the other laws.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
==Antagonizing==&lt;br /&gt;
Like most roles, the AI can be a traitor. A traitor AI can only be malfunctioning or subverted by a [[traitor]]. A Malfunctioning AI begins with a Law 0 overriding all four base Laws. When you are subverted, you will be alerted of what lawset you were changed to, a Malfunctioning AI cannot be subverted and the lawset will have no effect. However, the player who attempted to upload the law has no way of knowing any of this.&lt;br /&gt;
&lt;br /&gt;
If you have any [[Cyborg]]s under your command, inform them of your status (Or use AOOC to organize a gimmick) and your goals, as the first is easily missed and the second entirely up to you. Take note that any Cyborg that was already on station after you joined in is not linked to you. All other units joining after or spawned in simultaneously with you at round start are automatically linked. If your cyborgs get caught doing things they shouldn&#039;t, you can claim they&#039;re unlawed and request that they be apprehended for Maintenance &#039;&#039;&#039;Use this as a last resort&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the Crew just thinks &#039;&#039;a&#039;&#039; Cyborg is the culprit and don&#039;t have any reason to suspect you, then pretend to handle it directly so you don&#039;t lose your valuable hands, and throw a false positive of WHY the cyborg is doing whatever it is doing. If the Crew isn&#039;t satisfied with your explanation, send the cyborg to Robotics, you could save face and the Cyborg may be released depending on the Roboticists&#039; beliefs.&lt;br /&gt;
&lt;br /&gt;
You can stage a series of &#039;accidents&#039; to get wherever your self-assigned objects are going. Some examples:&lt;br /&gt;
*Intentionally supporting malicious behavior of other Crew through covert methods could be a great benefit, just remember that as an Antagonist you are meant to help drive the narrative.&lt;br /&gt;
*Bolting open Airlocks to places for Crew that shouldn&#039;t access those areas may make the Station Security scan for prints, causing them to waste time.&lt;br /&gt;
&lt;br /&gt;
===Telecomms/Radio Silence===&lt;br /&gt;
As an AI you can shut off all communication from [[Guide_to_Communication_Devices#Headset|headsets]] by switching to the [[Telecommunications#Cutting_Comms|Telecoms Satellite]] camera view. Locate the APC at the top of the middle room and turn the breaker off to stop anyone talking over their headpieces. Alternatively and if you are experienced, you can shut off specific channels by disabling their servers. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the [[Job_Guides#Research|Server Room]]).&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=24299</id>
		<title>Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=24299"/>
		<updated>2022-04-14T22:00:55Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: changes to image, pipes, and station to ship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign=Burrito Justice}}&lt;br /&gt;
=Atmospherics: The Department=&lt;br /&gt;
[[File:Atmosproper.png|right|thumb|500px|Your department. Click to bring up a larger version.|link=https://wiki.aurorastation.org/images/e/e3/Atmosproper.png]]{{toc_right}}Welcome to Atmospherics, the place where Dreams Come True™. Or at least the place that can partially sustain the ability to dream... y&#039;know, by allowing you to breathe and stuff. Breathing is important, and the primary function of this maze of pipes and gas is to distribute breathable air throughout the ship efficiently, and to restore air to depressurized - but hopefully air-tight - rooms. Its secondary function is to process contaminant gases captured by the scrubber network and sort the gas accordingly into one of many chambers.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to all of this - or even just someone who&#039;s never really given Atmos a fair shake - then this will all look very complex and downright intimidating to look at. This mostly stems from just how much stuff can get on screen at once, but there&#039;s a few things put in place to make pipe-readability easier on the user if they just take the time to truly examine what each pipe network is meant to do. Alongside that will be this guide to help you out. &#039;&#039;&#039;You are by no means required to read all of this to start messing around with pipes&#039;&#039;&#039;, or even to join as an Atmos Tech. The goal of this guide is to elaborate on how every device works, allowing you to use this as a &#039;&#039;reference&#039;&#039; to determine what pipe does what and what pipe might be best to use in your setup.&lt;br /&gt;
&lt;br /&gt;
==What Do These Colors Mean?==&lt;br /&gt;
So there&#039;s a lot of pipes with a bunch of colors and they all look really important. It&#039;s true that all of the colored pipes - which represent different pipe networks - have their place in the department, but not all of them are strictly necessary to produce gas. Here&#039;s all of the important colors:&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#00f&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|Air Mix}}Air Mix&#039;&#039;&#039;&amp;lt;/span&amp;gt;: The dark blue pipes near the N2, O2, and Air chambers represent the air mix loop, and these pipes are the most important: they&#039;re the ones that contain the [[#Air|air mix]], which is combined at a [[#Gas Mixer|mixer]] set to specific percentages to ensure that the gas everyone breathes is, in fact, breathable. Tampering with the mixer is ill-advised, as is modifying this network in such a way that it will not be able to reach the [[#Distribution|distribution network]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#00f&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|Distribution}}Distribution&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Equally important is this blue network, which begins south of the four main chambers in atmos and is spread across the entire ship, and is its own type of pipe. This massive network of pipes is what will actually distribute the air that it receives from the [[#Air Mix|air mix loop]] and send it all towards [[#Unary Vent|vents]] placed all around the Horizon, ensuring every room remains at [[#Pressure|optimal pressure]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#f00&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|ScrubberN}}Scrubber&#039;&#039;&#039;&amp;lt;/span&amp;gt;: This red pipe comes in from the west side of atmos, and is its own type of pipe. These pipes are part of the scrubber network and, as you can imagine, much of this network is comprised of [[#Scrubber|scrubbers]]. The end of this line - where all of the scrubber pipe contents are pumped out towards - is the [[#Filtering|filtering line]].&lt;br /&gt;
*&#039;&#039;&#039;{{anchor|Filtering}}Filtering&#039;&#039;&#039;: These pipes are part of the &#039;&#039;filtering network&#039;&#039;, a pipe line connected to the [[#ScrubberN|scrubber network]] that leads to [[#Gas Filter|filtering devices]] which will filter a select gas out of the line and output it into a large storage chamber full of that same gas. If the gas type does not match then it&#039;ll continue down the line until it eventually does reach where it&#039;s meant to go. If, somehow, it reaches the end of the line and doesn&#039;t match any of the filtering criteria then it will just be output into the [[#Mix|mix loop]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#8b6e00&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|Mix}}Mix&#039;&#039;&#039;&amp;lt;/span&amp;gt;: This line is a bit odd, but its intended function is to provide a pipe network that you can pump any of the gases in atmos into, allowing you to make custom mixes and letting you warm them up or cool them down. Using this line isn&#039;t necessary for Atmos to function, but it&#039;s good to use as a test bed of sorts if you&#039;d like to experiment with how devices interact with pipe networks. Note that part of this network is colorless.&lt;br /&gt;
&lt;br /&gt;
=Principles and Concepts=&lt;br /&gt;
Gas is surprisingly complex, and it should be in a game that&#039;s been dedicated to gas simulations since its inception. On the surface level it doesn&#039;t really seem like there&#039;s a lot going for it; the ship is filled with air, sometimes that air disappears, and there&#039;s crazy numbers on the wacky gas canisters that hold stuff. Here we&#039;ll describe what makes gas, gas, so that you know exactly what you&#039;re breathing!&lt;br /&gt;
&lt;br /&gt;
==Pressure==&lt;br /&gt;
Pressure, put simply and in the context of atmos, is the amount of force exerted by a gas on its surroundings/container: a canister, an oxygen tank, a hallway... these are all containers. More commonly, pipes are usually what will contain and distribute gas throughout the ship. High pressure gas inside a container that is allowed access to another container at a lower pressure - no matter how significant - will &#039;&#039;always&#039;&#039; try to balance itself across the two containers and make them both equal.&lt;br /&gt;
&lt;br /&gt;
There are a number of things that go into calculating pressure, but for the most part, every programmed gas is considered an &amp;quot;ideal gas&amp;quot; (the molecules that make up the gas do not interact with each other), therefore 200 [[#Moles|moles]] of [[#PH|Phoron]] will pressurize a canister to the same level as 200 moles of any other gas at the same temperature. Just because a large room maintains an air pressure of 1 atm doesn&#039;t mean it has less gas than a canister with 3 atm of air. On the contrary, depending on the [[#Volume|size of the room and the canister]], the room can have [[#Moles|significantly more gas molecules]] than the canister.&lt;br /&gt;
&lt;br /&gt;
Almost everything that takes readings of gas will measure it in Kilopascals (kPa), or one thousand Newtons of force exerted upon one square meter. Another potential unit of measurement will be the Standard Atmosphere (atm), which is 101.325 kPa. One Atmosphere represents the standard pressure of Earth&#039;s air pressure at sea level, and is the pressure that all vents connected to the [[#Distribution|distro loop]] will try to maintain by default. 2 atm will be roughly 202 kPa, for example.&lt;br /&gt;
&lt;br /&gt;
Fun fact: though not simulated in SS13, lower pressures reduce the boiling point for a lot of matter. Water can boil if exposed to an atmosphere of 10 kPa or lower while only sitting at room temperature. Blood can also boil this way. Don&#039;t get exposed to vacuum in real life!&lt;br /&gt;
&lt;br /&gt;
===Delta P===&lt;br /&gt;
Delta P (ΔP), also known as the difference in pressure, is something one should always be aware of when dealing with hard vacuum and/or high pressures. Delta P can be dangerous in situations both big and small, namely when attempting to access a room at a much lower pressure than the one you are accessing it from, and attempting to modify pipes containing high pressure gas respectively. As mentioned above, a gas that is allowed access to a medium at a lower pressure will always try to balance itself across the two mediums, but what wasn&#039;t mentioned is how violent this can get: two rooms with an open door and very little pressure difference will suffer a small breeze at worst, but opening a door to space in a pressurized environment can be downright &#039;&#039;explosive&#039;&#039;, that is to say, you will almost definitely get ejected into space at a very high speed. If you&#039;re lucky then you&#039;ll be knocked over at a minimum, and maybe slam into a wall or two.&lt;br /&gt;
&lt;br /&gt;
This same principle applies to pipes as well, in a way. While airlocks have powerful motors that can force themselves open during pretty much any circumstance as long as they&#039;re allowed to open and powered, you do not; a pipe pressurized to the extreme &#039;&#039;&#039;cannot be modified in any way&#039;&#039;&#039;, it is stuck, and the force of the pressure is too great to knock the pipe away from the rest of the network. Unless you have a [[#Relevant Tools|pipe wrench]], you won&#039;t be able to modify a pipe unless the pipe&#039;s internal pressure (the pressure of the gas inside the pipe) is brought closer to the pipe&#039;s ambient pressure (the pressure of the room around the pipe). &#039;&#039;&#039;The exact point where a pipe cannot be modified without a pipe wrench is when the difference between the pipe&#039;s pressure and its surroundings exceeds 202 kPa (2 atm).&#039;&#039;&#039; For the sake of example, a pipe pressurized to 2 atm cannot be modified if the pipe is exposed to vacuum (0 atm).&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
Temperature is another important factor in determining how a gas behaves. Its most basic factor is that hotter gases will expand - or increase in pressure - while cooler gases will contract - or decrease in pressure. Remember that pressure does not equal mass; there is nothing being taken away when you heat or cool a gas, [[#Moles|there is still a set amount of gas molecules in play]]. Interestingly enough, temperature&#039;s relationship with pressure is &#039;&#039;&#039;linear&#039;&#039;&#039; as long as the volume is kept constant; they&#039;re proportional to each other. You can calculate this change with [[#Math|Gay-Lussac&#039;s Law]] down below.&lt;br /&gt;
&lt;br /&gt;
All temperature readings are given in either Celsius (C) or Kelvin (K). The two are easily interchangeable since Kelvin is just Celsius plus 273.15. Celsius is easy to use because its upper and lower bounds are easy to remember: 0C is the freezing point for water while 100C is the boiling point for water. Kelvin, on the other hand, is used for more precise measurements; 0K (also known as Absolute Zero) is the minimum theoretically possible temperature, that is to say, &#039;&#039;&#039;it cannot physically be reached&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Obviously a lot more comes into play with temperature: most sentient beings inhabiting the ship don&#039;t like temperatures that can boil or freeze water, and would prefer to breathe &#039;&#039;&#039;room temperature air&#039;&#039;&#039; maintained at &#039;&#039;&#039;20 Celsius&#039;&#039;&#039;, or 293.15 Kelvin, the temperature that most atmospheric devices are set to by default. Temperatures that deviate greatly from this can have an undesirable effect on the crew.&lt;br /&gt;
&lt;br /&gt;
===Molar Heat Capacity===&lt;br /&gt;
Temperature is kinda crazy, but did you know that different forms of matter heat up at different speeds when exposed to thermal energy? In our case, a room full of [[#PH|Phoron]] being heated up by an energized [[#Supermatter Engine|Supermatter crystal]] will take longer to reach a temperature of 5000K versus that same room and Supermatter filled with [[#N2|Nitrogen]] instead because Phoron has a specific heat value of 200 while nitrogen only has a value of 20. Conversely, Phoron heated up to 5000K will take much longer to cool down versus Nitrogen heated to the same temperature undergoing the same process.&lt;br /&gt;
&lt;br /&gt;
As a real life example, compare a spoon made of aluminum versus a small glass of water, pretending that the glass itself doesn&#039;t factor into any of this besides being a storage medium &#039;&#039;and&#039;&#039; the water is the same mass as the spoon. If you held a lighter to the spoon for five minutes and touched it, you would probably burn yourself. Conversely, if you did the same thing to that glass of water, it would only feel warm by comparison. This is because H2O has a much higher molar heat capacity than something like aluminum, and is why water is often used to put simple fires out; because the energy required to heat that water up far outweighs the energy that can be produced by that fire, assuming its fuel is susceptible to getting wet.&lt;br /&gt;
&lt;br /&gt;
==Volume==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:right; text-align:center; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px;&amp;quot;|Container&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px;&amp;quot;|Volume&lt;br /&gt;
|-&lt;br /&gt;
!Emergency Oxygen Tank&lt;br /&gt;
|2L&lt;br /&gt;
|-&lt;br /&gt;
!Extended Emergency Tank&lt;br /&gt;
|6L&lt;br /&gt;
|-&lt;br /&gt;
!Double Emergency Tank&lt;br /&gt;
|10L&lt;br /&gt;
|-&lt;br /&gt;
!Oxygen/Anesthetic Tank&lt;br /&gt;
|70L&lt;br /&gt;
|-&lt;br /&gt;
!Jetpack&lt;br /&gt;
|70L&lt;br /&gt;
|-&lt;br /&gt;
!Hydrogen/Phoron Tank&lt;br /&gt;
|70L&lt;br /&gt;
|-&lt;br /&gt;
!Hydroponics Tray&lt;br /&gt;
|100L&lt;br /&gt;
|-&lt;br /&gt;
!Portable Scrubber&lt;br /&gt;
|750L&lt;br /&gt;
|-&lt;br /&gt;
!Portable Air Pump&lt;br /&gt;
|1000L&lt;br /&gt;
|-&lt;br /&gt;
!Canister&lt;br /&gt;
|1000L&lt;br /&gt;
|-&lt;br /&gt;
!Turf&lt;br /&gt;
|2500L&lt;br /&gt;
|}&lt;br /&gt;
Volume, put simply, is a container&#039;s capacity, more specifically just how much gas the container can hold. A container with a volume of 70L can hold more gas molecules than a container that only holds 20L. Even if the container with the smaller volume has a higher pressure, that doesn&#039;t necessarily mean it has more gas, it just means there&#039;s more force being exerted inside the smaller container. You can look into this specific relationship by using [[#Math|Avogadro&#039;s Law]] down below. Volume is always measured in Liters (L) unless it&#039;s a liquid, then it&#039;s measured in some mystery units or something. There&#039;s really not much else to explain here, but to the right is a table showing the volume of every gas container besides pipes, [[#Pipes and Devices|which can be referenced here]].&lt;br /&gt;
&lt;br /&gt;
==Moles==&lt;br /&gt;
The only true way to measure how much gas is actually in a container, Moles (n) will tell you how many gas molecules are in a medium. Moles, as you&#039;ve hopefully learned in chemistry or physics class, is 6.022*10^23 molecular objects (Avogadro&#039;s Constant). Unless you&#039;re still stuck in biology, in which case, they&#039;re just wacky subterranean mammals to you. Unlike [[#Pressure|pressure]] and [[#Volume|volume]], moles are the surefire way to determine exactly how much gas is in a container since it, in itself, is unaffected by pressure, temperature, or volume.&lt;br /&gt;
&lt;br /&gt;
Besides this, the molar mass of a gas only really plays into how fast a pump will operate with the gas in question. Higher molar mass means that the pump will operate slower. Does this actually matter? No, not really.&lt;br /&gt;
&lt;br /&gt;
==Math==&lt;br /&gt;
Everything under this heading assumes that [[#Pressure|pressure (P)]] is measured in kilopascals, [[#Volume|volume (V)]] in liters, [[#Moles|moles (n)]] in... well, moles, and [[#Temperature|temperature (T)]] in Kelvin. The ideal gas constant (R) will always be 8.314 as dictated in the code.&lt;br /&gt;
*&#039;&#039;&#039;Boyle&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;PV=R&#039;&#039;&#039; or Pressure * Volume = 8.314, basically this law represents the relationship between pressure and volume. For example, if you were to double the volume of a canister, you would get half the pressure.&lt;br /&gt;
*&#039;&#039;&#039;Charles&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;V=RT&#039;&#039;&#039; or Volume = 8.314 * Temperature, simply put temperature is proportional to volume if moles and pressure are kept at a constant.&lt;br /&gt;
*&#039;&#039;&#039;Avogadro&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;V=Rn&#039;&#039;&#039; or Volume = 8.314 * Moles, volume is proportional to moles when temperature and pressure are held constant.&lt;br /&gt;
*&#039;&#039;&#039;Gay-Lussac&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;P/T=R&#039;&#039;&#039; or Pressure / Temperature = 8.314, temperature and pressure are proportional to each other assuming the other factors are constant.&lt;br /&gt;
All of the above can combine into the following equation:&lt;br /&gt;
*&#039;&#039;&#039;Ideal Gas Law&#039;&#039;&#039;: &#039;&#039;&#039;PV=nRT&#039;&#039;&#039; or Pressure * Volume = Moles * 8.314 * Temperature, the end-all to the most basic of gas calculations to determine the behavior of gas factoring in a number of things. If you know all of these numbers but one then you can do some simple cross division to figure it out.&lt;br /&gt;
&lt;br /&gt;
==Simulated vs Unsimulated Turf==&lt;br /&gt;
In SS13&#039;s code there is a distinction made between two types of turf: simulated turf and unsimulated turf. Simulated turf enables a lot of things, like lighting and construction, but most importantly it allows for gas calculations, meaning that this turf can be manipulated pretty much any way you want. This comes at the cost of being slightly resource intensive, at least when compared to its unsimulated counterpart, which does not process lighting, doesn&#039;t let you construct anything, and does not process gas; the gas that it&#039;s programmed is the gas that it maintains, and it has an infinite supply of this gas. The most obvious example of unsimulated turfs is centcomm: almost everything there, in order to save memory, is unsimulated since it&#039;s not a normal playspace. Another example is the asteroid, except an exception was made to allow it to process lighting and allow construction. It&#039;s vacuum state, however, will never change.&lt;br /&gt;
&lt;br /&gt;
Getting to the point here, if an unsimulated turf is adjacent to simulated turf (namely floors), and that unsimulated turf isn&#039;t vacuum, then the unsim turf will keep the sim turf pressurized forever, resulting in an infinite supply of that gas. How likely you are to find unsim turf with special gas properties is very unlikely, but now you know.&lt;br /&gt;
&lt;br /&gt;
==ZAS==&lt;br /&gt;
ZAS stands for Zone Atmospherics System, and is the atmos model that Aurora (and many other Baystation forks) use. It&#039;s primary distinction versus LINDA (the atmos model that most TG Station forks use) and FEA (Finite Element Analysis, only Goonstation uses it now) is that instead of performing atmospheric calculations for every single turf and generally being slow to the point that you can literally outrun a room depressurizing, ZAS will group turfs together based on whether or not air is allowed to flow between all of them and designate them as separate zones. This allows for larger and faster changes in atmosphere while being rather resource friendly. It also behaves a bit more realistically when it comes to rapid pressure changes. The tradeoff is that something like a canister of gas being opened in a room will flood the entire room with that gas instantly instead of spreading out over time. If you come from a non-Baystation forked server then this information may be privy to keep in mind.&lt;br /&gt;
&lt;br /&gt;
=Gas Gas Gas=&lt;br /&gt;
[[File:CanisterUI.png|right|thumb|Your typical canister UI.]]This section here covers every possible gas that can enter the atmosphere. These are the only ones you have to worry about since there&#039;s no other gases programmed!&lt;br /&gt;
*{{anchor|O2}}[[File:Oxygen_canister.png]]&#039;&#039;&#039;Oxygen (O2)&#039;&#039;&#039;: Oxygen is some crazy gas that most living things decided would be necessary to actually live, so now we&#039;re forced to breathe it, but not too much of it or you&#039;ll suffer oxygen poisoning and seizures. It&#039;s also evil, and it&#039;s required to start fires. Has a heat capacity value of 20, and a molar mass of 0.032 kg/mol.&lt;br /&gt;
*{{anchor|N2}}[[File:Nitrogen_canister.png]]&#039;&#039;&#039;Nitrogen (N2)&#039;&#039;&#039;: Nitrogen is a gas that pretty much no one cares about and our bodies don&#039;t metabolize it, yet it makes up about 79% of our atmosphere and is inert. Interesting! Has a heat capacity value of 20, and a molar mass of 0.028 kg/mol.&lt;br /&gt;
*{{anchor|Air}}[[File:Air_canister.png]]&#039;&#039;&#039;Air (Air)&#039;&#039;&#039;: Actually just a mix of two gases at a concentration of 79% N2 and 21% O2, but it&#039;s this exact mixture that allows us to breathe normally. Theoretically you could replace the nitrogen with another inert gas and we&#039;d still breathe just fine. If you want to sound like a nerd then call it nitrox.&lt;br /&gt;
*{{anchor|CO2}}[[File:Carbon_canister.png]]&#039;&#039;&#039;Carbon Dioxide (CO2)&#039;&#039;&#039;: Carbon Dioxide is well known for being what we exhale out of our lungs, and it also usually comes about from a lot of combustion reactions. CO2 is toxic to crew in partial pressure concentrations of 7 kPa or greater. Has a heat capacity value of 30, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
*{{anchor|N2O}}[[File:Nitrous_canister.png]]&#039;&#039;&#039;Nitrous Oxide (N2O)&#039;&#039;&#039;: No, it&#039;s not N20, it&#039;s N2O. Jamming twenty nitrogen atoms together would be stupid. Regardless, nitrous is often seen as a &amp;quot;sleep agent&amp;quot; in that its effect on most biological bodies is anesthetic. It is also an oxidizer, so it is capable of starting fires. Has a heat capacity value of 40, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
*{{anchor|H2}}[[File:Hydrogen_canister.png]]&#039;&#039;&#039;Hydrogen (H2)&#039;&#039;&#039;: Hydrogen is an extremely light gas that is inert and pretty much safe to breathe. It also happens to be a fuel, and its combustion leads to the formation of water. Isn&#039;t that interesting? Water can be described as the ashes of hydrogen combusting! Sadly water vapor isn&#039;t actually coded here so it just produces CO2 instead, which may make you question reality itself. Has a heat capacity value of 100, and a molar mass of 0.002 kg/mol.&lt;br /&gt;
*{{anchor|PH}}[[File:Phoron_canister.png]]&#039;&#039;&#039;Phoron (PH)&#039;&#039;&#039;: The mystery magic space gas. What does it do? Who knows, find out yourself! A few things that it does do, though, is poison biologics, contaminate clothing, and make you go blind. It&#039;s also a fuel, and an &#039;&#039;&#039;expensive one&#039;&#039;&#039; at that given the scarcity crisis. Has a heat capacity value of 200, and a rather chunky molar mass of 0.405 kg/mol.&lt;br /&gt;
&lt;br /&gt;
=Relevant Tools=&lt;br /&gt;
It&#039;s said that tools are only as good as the person using them, but what if you have no tools? Well, you probably can&#039;t do much, then. Be sure to have some of these tools on your person if you plan to mess around with gas outside of breathing it.&lt;br /&gt;
*[[File:Impactwrench.png]]&#039;&#039;&#039;Impact Wrench&#039;&#039;&#039;: The impact wrench (or power drill, if you prefer) is a tool that condenses a screwdriver and wrench down into one tool. As you&#039;ve probably found out by now, activating the item in hand will change its bit. For pipes you&#039;ll want a wrench bit in order to either secure or unsecure pipe sections and other devices. It cannot unwrench a pipe if its [[#Delta P|internal pressure exceeds 2 atm over ambient pressure]].&lt;br /&gt;
*[[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;: If you&#039;re missing an impact wrench then you probably have this instead. When it comes to pipe interaction there is no difference between this tool and its powered counterpart.&lt;br /&gt;
*[[File:Pipewrench.png]]&#039;&#039;&#039;Pipe Wrench&#039;&#039;&#039;: As the name might imply this tool is specialized towards dealing with pipes. The pipe wrench&#039;s biggest advantage over other wrenches is that &#039;&#039;&#039;it can unsecure a pipe at any pressure&#039;&#039;&#039;. It&#039;s also able to &amp;lt;s&amp;gt;mangle&amp;lt;/s&amp;gt; bend or straighten simple pipe segments if they are not already secured. This comes at the price of being unable to function like a normal wrench for anything other than pipes and atmospheric devices.&lt;br /&gt;
*[[File:Analyzer.png]]&#039;&#039;&#039;Gas Analyzer&#039;&#039;&#039;: This tool is invaluable to any aspiring atmos tech. Though some may argue you should already have an innate sense of exactly what&#039;s inside a pipe via telepathy (you&#039;re the person in charge of that gas, you put it in that pipe!!!) this shouldn&#039;t stop you from deciding to use a tool like the analyzer. Once upon a time this device did &#039;&#039;pretty much nothing&#039;&#039; but now it can be used to measure the following:&lt;br /&gt;
**[[#Pressure|Pressure]]&lt;br /&gt;
**[[#Temperature|Temperature]]&lt;br /&gt;
**[[#Moles|Moles]]&lt;br /&gt;
**[[#Gas Gas Gas|Gas concentrations]]&lt;br /&gt;
It can also be used to analyze gas on the turf you&#039;re standing in by activating it in hand, and it can analyze [[#Handhelds|tanks]] and [[#Portables|other atmos devices]] as well.&lt;br /&gt;
*[[File:Pipedispenser.png]]&#039;&#039;&#039;Pipe Dispenser&#039;&#039;&#039;: Despite the fact that this object cannot be held, it is still a tool. Put simply, when secured to the floor (with a wrench) in a powered area, this device will vend pretty much anything under the [[#Pipes and Devices|pipes subheading]], giving you plenty of options. Oddly enough securing this to the floor is faster than unsecuring it. The more you know.&lt;br /&gt;
*[[File:RPD.png]]&#039;&#039;&#039;Rapid Fabrication Device - Pipes&#039;&#039;&#039;: The handheld version of the pipe dispenser, the RFD-P is capable of... well, pretty much everything its bigger cousin can do, though with a smaller list of pipes and devices that can be created, heat exchange pipes most notably having gone missing. Activating the item in hand will bring up a list of pipes, and alt-clicking it will swap through device categories. The RPD requires matter cartridges in order to operate, but thankfully the ones that can be found in lockers are already loaded.&lt;br /&gt;
*[[File:Extinguisher.png]]&#039;&#039;&#039;Fire Extinguisher&#039;&#039;&#039;: Yes, most fires come about from wacky gas interaction. Will this tool actually stop fires? Probably not, since this server uses Zone Atmospherics System instead of LINDA, but it &#039;&#039;can&#039;&#039; cool down superheated rooms significantly. &#039;&#039;&#039;Significantly&#039;&#039;&#039;. By several thousand degrees even. That&#039;s kind of nuts. Make sure to toggle the safety by activating it in hand before use!&lt;br /&gt;
*[[File:Spaceheater.gif]]&#039;&#039;&#039;Space Heater&#039;&#039;&#039;: A portable machine that can be programmed to either heat up or cool down rooms in a range between 0 and 90 Celsius, in spite of the name. The power cell can be removed by using a screwdriver.&lt;br /&gt;
*[[File:Multitool.png]]&#039;&#039;&#039;Multitool&#039;&#039;&#039;: Perhaps an unexpected addition, but the multitool actually does have a use in the land of pipes, as niche as it is. It is used to flip which overlapping pipe network a [[#Meter|meter]] observes. For instance, if one network crosses from east to west and another network crosses from south to north on the same turf, and a pipe meter is secured over these pipes, using a multitool on it will swap between both pipe nets. Figuring out which is which is as simple as waving your gas analyzer over a network and comparing the readings.&lt;br /&gt;
*[[File:Gasmask.png]]&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;: Gotta have some PPE around here. This mask is capable of filtering out [[#N2O|nitrous]] and [[#PH|phoron]] from the air, allowing you to breathe safely... assuming there&#039;s also oxygen in the air, since you kind of need that to live. Gas masks can also be used to setup an internal atmosphere. Older versions of this mask can be found in maintenance, though their filters are only effective against N2O.&lt;br /&gt;
*[[File:Atmospherics_VoidsuitFull.png]]&#039;&#039;&#039;Atmos Voidsuit&#039;&#039;&#039;: A rather interesting piece of equipment, besides shielding you from the terrible effects of vacuum and other pressure-related hazards, it can also withstand considerable amounts of heat, up to 30000 Kelvin! Why? Who knows, but it trades radiation hardening for this feat.&lt;br /&gt;
*[[File:Inflatables.png]]&#039;&#039;&#039;Inflatable Barriers&#039;&#039;&#039;: Easily one of the most important sets of tools to have at your disposal whenever you&#039;re dealing with atmospheric anomalies or hazards. If setup correctly in conjunction with emergency shutters, you can ensure that the room that you&#039;re entering a hazard zone from will remain safe and unaffected, provided you also use the inflatables correctly and don&#039;t just leave them open like a ding dong.&lt;br /&gt;
*[[File:Emergencyshutter.png]]&#039;&#039;&#039;Emergency Shutters&#039;&#039;&#039;: Important installations setup around every major doorway, these special shutters will fall shut whenever an air or fire alarm is tripped, shielding rooms from drastic atmospheric changes. They aren&#039;t perfect, and they won&#039;t shut immediately, so adjacent zones will still be effected, but it prevents further damage nonetheless. Shutters can be opened and closed freely if you have the correct ID requirements, or if there&#039;s no obvious danger on the other side of the door. You will otherwise have to crowbar it open. Shutters also have indicator lights representing the status of the room behind it. You can also examine shutters when you&#039;re close to them to see what the pressure and temperature is like on the other side.&lt;br /&gt;
*[[File:Airalarm.gif]]&#039;&#039;&#039;[[#Air Alarm Operation|Air Alarms]]&#039;&#039;&#039;: Stationary devices setup in almost every room on the ship, these idly wait for significant changes in atmosphere before sounding the alarm and slamming their shutters closed. Besides this their behavior can actually be programmed based on atmospheric qualities, and the vents and scrubbers that they control can be programmed from here as well. They can also be accessed and programmed remotely if their alarm is tripped. A tripped fire alarm will also allow this.&lt;br /&gt;
*[[File:Alarm.gif]]&#039;&#039;&#039;Fire Alarms&#039;&#039;&#039;: A bit more rudimentary compared to the air alarm, the fire alarm will only &amp;lt;s&amp;gt;be a bastard at people smoking nearby&amp;lt;/s&amp;gt; trip if a fire shows up &#039;&#039;right in front of the alarm&#039;&#039;. No, not even a room with scorching temperatures will trip it; a fire has to be right in front of the alarm to go off. In spite of how useless this makes it, fire alarms can drop shutters if triggered, which can be useful if you&#039;re precognizant of any potential atmos anomalies, or if you see carp trying to break into the ship and risk depressurizing the room or something.&lt;br /&gt;
&lt;br /&gt;
=Pipes and Devices=&lt;br /&gt;
Gas exists in the space around us. That space, in the context of SS13, is usually a bunch of rooms. What is a room but an exceptionally large container for gas? Similarly, pipes like to contain gas as well among other similar gas storage mediums. Some of these pipes and devices also help to get gas from one place to another easier! Below is basically every pipe and device you can get your hands on.&lt;br /&gt;
&lt;br /&gt;
==Basic Pipes==&lt;br /&gt;
[[File:Pipelayers.png|right|thumb|An example of different pipe types occupying the same turfs and facing the same directions.]]Many of these pipes have distro and scrubber variants. You will need a pipe adapter to transition between pipe types. Note that almost all devices do not fit with non-standard pipes.&lt;br /&gt;
*[[File:Pipestraight.png]]&#039;&#039;&#039;Straight&#039;&#039;&#039;: The most common type of pipe you will see. It goes straight from one direction to another. It holds up to 70L.&lt;br /&gt;
**[[File:Pipecorner.png]]&#039;&#039;&#039;Corner&#039;&#039;&#039;: Effectively the same as the straight pipe, except it&#039;s not straight. Wow!&lt;br /&gt;
*[[File:Manifold.png]]&#039;&#039;&#039;Manifold&#039;&#039;&#039;: A pipe with &#039;&#039;three&#039;&#039; ends on it instead of two. Holds up to 105L.&lt;br /&gt;
*[[File:4waymanifold.png]]&#039;&#039;&#039;Four Way&#039;&#039;&#039;: Even better than the previous entry, this one has &#039;&#039;&#039;four ends&#039;&#039;&#039;. Whooooaaaa. Holds up to 140L.&lt;br /&gt;
*&#039;&#039;&#039;Cap&#039;&#039;&#039;: A bit that simply closes off the end of a pipe with a cap. There&#039;s no real reason to use this, especially since pipes don&#039;t leak, but it holds up to 35L regardless.&lt;br /&gt;
*&#039;&#039;&#039;Z-Pipe&#039;&#039;&#039;: A pipe piece that connects one level to another. Holds 70L, but since you need at least two to make this work it&#039;s effectively 140L.&lt;br /&gt;
*[[File:Pipeadapter.png]]&#039;&#039;&#039;{{anchor|Pipe Adapter}}Universal Pipe Adapter&#039;&#039;&#039;: This special piece of work will connect different pipe types together, namely normal, distro, and scrubber pipes. This can make for some rather creative pipe setups if you don&#039;t mind a few pipes being colored red or blue. Holds up to 70L.&lt;br /&gt;
*&#039;&#039;&#039;Heat Exchange&#039;&#039;&#039;: Special pipe designed in a way to equalize heat with the gas inside and the environment that it&#039;s in. In other words, if you pipe super cooled gas into heat exchange pipes winding around a room that&#039;s normally at room temperature, then the room will cool down and the gas will heat up. Holds up to 70L.&lt;br /&gt;
**&#039;&#039;&#039;Junction&#039;&#039;&#039;: Weirdly enough, pipe adapters cannot connect heat exchangers to normal pipes, requiring the use of this special pipe. On one end goes normal pipes and on the other goes heat exchange pipes. You can figure it out.&lt;br /&gt;
*&#039;&#039;&#039;Insulated&#039;&#039;&#039;: Extremely niche pipes, these have no special use other than reinforcing pipes well beyond what&#039;s necessary. Only consists of straight pipes, meaning there&#039;s no manifolds or four-ways. Holds up to 70L.&lt;br /&gt;
&lt;br /&gt;
==Devices and Utilities==&lt;br /&gt;
Every device available to you. This ranges from something as simple as a meter to a high power pump. Devices &amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;in green&#039;&#039;&#039;&amp;lt;/span&amp;gt; do not require power in order to function. Most devices that are powered will consume up to 150 watts when they are idle.&lt;br /&gt;
&lt;br /&gt;
===Non-Pipe===&lt;br /&gt;
*[[File:Pipemeter.gif]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Meter}}Pipe Meter&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A device that will observe whatever pipe network it is secured onto. It will tell you the temperature and pressure of the network, even from a distance, and it even gives visual indicators of the pressure! This won&#039;t replace gas analyzers, though, since it can neither determine how many moles are in a net nor can it determine what gases are in the network. You can use a multitool to switch which network a meter pays attention to assuming it&#039;s secured over overlapping pipes.&lt;br /&gt;
*[[File:Pipemeter.gif]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Turf Meter&#039;&#039;&#039;&amp;lt;/span&amp;gt;: The pipe meter&#039;s slightly awkward cousin, this will measure the gas on the turf that it is secured upon. It&#039;s functionally similar to the pipe meter otherwise.&lt;br /&gt;
*[[File:Gassensor.png]]&#039;&#039;&#039;Gas Sensor&#039;&#039;&#039;: What could be considered an advanced turf meter, minus the visual indicators. In fact, this device requires a specific console in order to see what it&#039;s reading. It can determine pressure, temperature, and gas concentrations. You&#039;ll probably see these in the large gas chambers.&lt;br /&gt;
&lt;br /&gt;
===Unary===&lt;br /&gt;
*[[File:Connectorport.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Connector}}Connector&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Definitely one of the most important utilities in any atmos setup, this will allow you to connect any [[#Portables|portable atmospheric device]] to a pipe network with a wrench, typically canisters. Anything connected to one of these will automatically balance the gases between the connected device and the connected pipe network.&lt;br /&gt;
*[[File:Heatexchanger.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Heat Exchanger&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Not to be confused with the [[#Basic Pipes|heat exchange pipes]] seen above, this radiator is designed to face another heat exchanger in order to balance heat between two networks without actually mixing the gases together.&lt;br /&gt;
*[[File:Gastank.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Tank}}Tank&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A massive, immobile tank of gas that has a capacity of 10000L. They can neither be built nor deconstructed. They&#039;re rarely if ever seen. Not to be confused with [[#Canisters|canisters]] or [[#Handhelds|small handheld tanks]].&lt;br /&gt;
*[[File:Freezer.gif]]&#039;&#039;&#039;Gas Cooler&#039;&#039;&#039;: A large device that is capable of cooling the contents of a pipe network to [[#Temperature|near-Absolute Zero]] values. How fast it cools and how large its volume is depends on upgrades made to it. Holds 600L by default.&lt;br /&gt;
*[[File:Heater.gif]]&#039;&#039;&#039;Gas Heater&#039;&#039;&#039;: A large device that is capable of heating the contents of a pipe network to rather high values. How fast it heats and how large its volume is depends on upgrades made to it. Holds 600L by default.&lt;br /&gt;
*[[File:Gasinjector.png]]&#039;&#039;&#039;Air Injector&#039;&#039;&#039;: A device whose whole purpose is to pump gas (not just air, like the name implies) onto a turf, similar to a vent pump, except it&#039;s rated to pressurize up to 15000 kPa. Usually controlled from a special console. Holds 700L, allows a flow rate of up to 700L/s, rated to pressurize up to 15000 kPa, can consume up to 15 kW at max operational capacity.&lt;br /&gt;
*[[File:VentP.gif]]&#039;&#039;&#039;{{anchor|Unary Vent}}Vent Pump (Unary Vent)&#039;&#039;&#039;: The device that you&#039;ll probably see the most around the ship, these vents are typically controlled by an [[#Air Alarm Operation|air alarm]] to determine what pressure to target. Special versions of this vent allow it to siphon gas indiscriminately instead, a notable example being the vent pump in the SM core. Vents performing both functions can be found in airlocks. Holds up to 200L, allows a flow rate of up to 200L/s, rated to pressurize to 7500 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
*[[File:ScrubberP.png]]&#039;&#039;&#039;{{anchor|Scrubber}}Scrubber&#039;&#039;&#039;: Where a vent pump (usually) pumps a gas (typically air) into a room, scrubbers do the opposite, with a twist: they can be controlled by an air alarm to target and collect any type of gas and pump it into a pipe network while leaving other gases alone. It can also be set to forcefully siphon gas indiscriminately, giving it a lot more power. Holds up to 200L, allows a flow rate of up to up to 200L/s, 2500L/s on siphon, rated to pressurize to 7500 kPa, can consume 7.5 kW at max operational capacity.&lt;br /&gt;
*[[File:Cryo.gif]]&#039;&#039;&#039;Cryo Cell&#039;&#039;&#039;: Maybe not immediately concerning to your average pipe enthusiast, the cryo cell is nonetheless an atmospheric utility. It&#039;s connected to a pipe network that hopefully has chilled oxygen, which can be used to put a patient in stasis and heal some of their wounds. See [[Guide to Medicine#Cryogenics|the guide to medicine]] for more info.&lt;br /&gt;
&lt;br /&gt;
===Binary===&lt;br /&gt;
*[[File:Pressureregulator.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039;&amp;lt;/span&amp;gt;: An often overlooked device, this programmable gate allows for a number of tasks. It can be programmed to allow gas through until the output end is greater than or equal to the target pressure, or it can be programmed to allow gas through when its input end reaches the target pressure, and will stay open until the input end is less than or equal to the target pressure. All of this comes at the cost of being unable to pump gas; if its input is at a lower pressure than the output, gas cannot flow through. In order to allow the regulator to do its job the valve must be unlocked. The end with the bright red valve is the output end. Both ends of the regulator hold 500L, making this effectively 1000L, allows a flow rate of up to 500L/s.&lt;br /&gt;
*[[File:Manualvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Manual Valve}}Manual Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A simple gate that allows you to connect two networks together or shut them off from each other. Note that neither the AI nor its borgs can operate these valves. It also contains no volume, oddly enough.&lt;br /&gt;
**[[File:Digitalvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Digital Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Exactly the same as the manual valve, except it &#039;&#039;&#039;cannot be unsecured&#039;&#039;&#039;, for reasons beyond comprehension. It also cannot be vended from a pipe dispenser. If you carefully observe where these valves are located you might be able to determine what their true purpose is. They can also be operated by the AI and its borgs.&lt;br /&gt;
*[[File:Circulator.gif]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;TEG Circulator&#039;&#039;&#039;&amp;lt;/span&amp;gt;: This is just one part of a [[Supermatter Engine#The TEGs|thermoelectric generator]]. Basically it takes gas in on one end and outputs it on another end. Which end is what can be determined by examining the circulator. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s (probably).&lt;br /&gt;
*[[File:Gaspump.png]]&#039;&#039;&#039;{{anchor|Gas Pump}}Gas Pump&#039;&#039;&#039;: A strong staple in any pipe setup, this will attempt to force gas on its input end into the output end for as long as the gas on the output end is at a lower pressure than target, and there is gas in the input end. The pump is smart and will just let gas through if the output end is at a lower pressure than the input end, but the pump&#039;s effectiveness will decrease dramatically if the pressure on the input end is well below the pressure of the output pipe. The output end is the bit with the red stripe on it. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s, rated to pressurize to 15000 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
**[[File:Hpgaspump.png]]&#039;&#039;&#039;High Power Pump&#039;&#039;&#039;: The big sister of the gas pump, the high power pump can force gas from one network into another a bit faster. The output end is the bit with the red stripe on it. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s, rated to pressurize to 15000 kPa, can consume 15 kW at max operational capacity.&lt;br /&gt;
&lt;br /&gt;
===Ternary/Quaternary===&lt;br /&gt;
*[[File:Manualtvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;T-Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A bit of an odd specimen, this valve has one input and two potential outputs, but at least one of them will always be closed, and neither of them can be open or closed at the same time. The indicator lights will tell you which side is open and which is closed, and turning the valve will toggle which output is opened. The AI and its borgs cannot operate the valve. There is also a mirrored variant.&lt;br /&gt;
**[[File:Digitaltvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Digital T-Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Functionally identical to its manual sister, but it cannot be unsecured from the floor wherever it is found, and it cannot be vended from the pipe dispenser. The AI and its borgs are able to operate the valve. There is also a mirrored variant.&lt;br /&gt;
*[[File:Gasfilter.gif]]&#039;&#039;&#039;{{anchor|Gas Filter}}(Omni) Gas Filter&#039;&#039;&#039;: The gas filter is an impressive device that is capable of pumping gas through to another network while scrubbing a target gas out into a different, perpendicular network. A series of these set to different gases is what allows the [[#Filtering|filtering line]] of Atmospherics to function. There is a mirrored variant of this device as well. There is also a much more flexible &#039;&#039;&#039;omni&#039;&#039;&#039; variant, which allows you to set which side is the input, output, and allows you to set two more sides as filters. Each programed side holds 200L, making this effectively 800L assuming an omni filter is set to have all four sides in use, allows a flow rate of up to 200L/s, rated to pressurize up to 7500 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
*[[File:Gasmixer.gif]]&#039;&#039;&#039;{{anchor|Gas Mixer}}(Omni) Gas Mixer&#039;&#039;&#039;: As the name implies, this device mixes gas together, usually by taking two input gases (which can already have been mixed up by something else) and outputting the combined result into a pipe with programmed concentrations. One of these devices is what allows the [[#Air Mix|air line]] of Atmospherics to maintain a strict [[#Air|79% N2 21% O2 air mix]]. There is a mirrored variant of this device as well. There is also a much more flexible &#039;&#039;&#039;omni&#039;&#039;&#039; variant, which allows you to set up to three inputs and one output. Each programmed side holds 200L, making this effectively 800L assuming an omni mixer is set to have all four sides in use, allows a flow rate of up to 200L/s, rated to pressurize up to 7500 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
&lt;br /&gt;
==Portables==&lt;br /&gt;
[[File:PAPUI.png|right|thumb|Portable air pump UI. By default it is set to pump gas into itself.]]Everything here (with the exception of the space heater) can be connected to a [[#Connector|connector]] to balance gas contents between the portable and the pipe network that the connector is secured to. None of these devices need to be turned on or have their settings altered in order for this to be accomplished.&lt;br /&gt;
*[[File:Air_canister.png]]&#039;&#039;&#039;Canisters&#039;&#039;&#039;: Probably the most common form of portable atmospherics, a canister can hold up to 1000L of gas, and (miraculously) can withstand an infinite amount of pressure and temperature. This doesn&#039;t mean they&#039;re indestructible - they can rupture due to explosions nearby... or just because a random event told it to rupture. Canisters are typically pressurized to 4560 kPa as a standard. They have their own internal pressure regulator rated up to 1013 kPa, and can either be allowed to pressurize its turf and surroundings up to that pressure (assuming it has enough gas) or it can be used to fill [[#Handhelds|handheld tanks]] up to that pressure. You can also change the color of the canister by emptying it and pressing the &amp;quot;Label&amp;quot; button. Not to be confused with [[#Handhelds|handheld tanks]] or [[#Tank|the much larger tanks which sort of accomplishes the same goal]].&lt;br /&gt;
*[[File:Airpump.png]]&#039;&#039;&#039;Portable Air Pump&#039;&#039;&#039;: Basically a fancier canister, but with a pump, rated to pressurize up to 1013 kPa, at a rate of a &#039;&#039;&#039;whopping 1000L/s&#039;&#039;&#039;! Air pumps are typically pressurized as high as possible with room temperature air (about 6157 moles of air) to facilitate refilling depressurized rooms. This is capable of pumping gas out into surrounding turfs &#039;&#039;or&#039;&#039; pumping gas into itself from surrounding turfs. Pumps, of course, require power, hence this device possessing a power cell. The cell can be retrieved by screwing it out. The pump can both fill or empty a tank inserted into it. Can hold up to 1000L.&lt;br /&gt;
*[[File:Portablescrubber.png]]&#039;&#039;&#039;Portable Scrubber&#039;&#039;&#039;: This particular curio is basically a non-programmable scrubber that will scrub anything that isn&#039;t nitrogen or oxygen from the air. Its pump is rated to pressurize up to 1013 kPa at a rate of 200L/s. It will not use power if it is turned on and there are no gases to scrub. It will scrub contaminants (anything that isn&#039;t oxygen or nitrogen) from any connected tank while turned on. Like the portable air pump, this too requires power, and has a power cell that can be replaced by screwing it out. Holds up to 750L, allows a flow rate of up to 200L/s.&lt;br /&gt;
*[[File:Planttray.png]]&#039;&#039;&#039;Hydroponics Tray&#039;&#039;&#039;: Bet you weren&#039;t expecting to see this here. It&#039;s true, plant trays do have gas interactions which can be controlled by hooking it into a connector and flipping the lid down. The plants (assuming they&#039;re mutated and not dead) will passively generate gas, and are capable of outputting this into pipes if the tray is connected to a pipe network. The tray is capable of holding up to 100L.&lt;br /&gt;
&lt;br /&gt;
===Handhelds===&lt;br /&gt;
Any handheld item that can store gas will be under this heading. This is usually in the form of tanks, but jetpacks are also here. Tanks can only be pressurized up to 30 atm (3039 kPa) before its pump/regulator begin to involuntarily leak gas out. 40 atm (4052 kPa) will result in a rupture. You can tell how much pressure is inside by activating the object in hand. You can also examine the item to determine how hot it is.&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Tank&#039;&#039;&#039;: Probably the most common tank seen on the Aurora, this simply holds pure oxygen. It can hold up to 70L, and its release pressure is set to 21 kPa by default. It can be worn on your back. This tank may be seen in multiple colors, such as yellow, red, or more rarely brown.&lt;br /&gt;
**&#039;&#039;&#039;Anesthetic Tank&#039;&#039;&#039;: General anesthetic in gas form, filled with [[#N2O|nitrous oxide]] and [[#O2|oxygen]]. Using these as internals will probably put you to sleep. Medical won&#039;t use these too often.&lt;br /&gt;
**&#039;&#039;&#039;Air Tank&#039;&#039;&#039;: Similar to the oxygen tank, but it contains an [[#Air|air mix]] instead. Because the O2 is in a lower concentration, the release pressure is set to 101 kPa, meaning this tank will not last as long as a pure oxygen tank.&lt;br /&gt;
*&#039;&#039;&#039;Emergency Oxygen Tank&#039;&#039;&#039;: The small tank that almost everyone spawns with in their emergency internals box. This, too, contains pure oxygen, but it can only store up to 2L of gas, making this a very, very small tank. There is a yellow version that is slightly bigger and holds 6L, and an even bigger version that holds 10L. These can be worn on your belt or put in your pocket.&lt;br /&gt;
*&#039;&#039;&#039;Jetpack&#039;&#039;&#039;: These jetpacks can be used to maneuver in zero gravity environments freely, and can even traverse z-levels if used correctly. They can also be used as internals. They can be filled with anything, but usually only [[#O2|oxygen]] or [[#CO2|carbon dioxide]] is used. Holds up to 70L.&lt;br /&gt;
*&#039;&#039;&#039;Phoron Tank&#039;&#039;&#039;: A tank full of [[#PH|Phoron]]. Who could&#039;ve guessed? Can be used as internals, so beware. Holds up to 70L.&lt;br /&gt;
*&#039;&#039;&#039;Hydrogen Tank&#039;&#039;&#039;: A tank full of [[#H2|hydrogen]]. Holds up to 70L.&lt;br /&gt;
&lt;br /&gt;
==Unimplemented==&lt;br /&gt;
Everything in this category exists in the code but can neither be seen anywhere on the current map nor can they be created by normal means. This list may change, but for posterity&#039;s sake all unimplemented devices will have their basic functions described in case they do, in fact, return to use.&lt;br /&gt;
*&#039;&#039;&#039;Passive Vent&#039;&#039;&#039;: Effectively just a pipe that&#039;s allowed exchanging gas contents with the turf it&#039;s secured upon. As you can imagine, a passive vent connected to an empty pipe exposed to a turf of air will fill the pipe with air. While it does have its uses, it&#039;s not seen in the pipe dispenser list for some reason.&lt;br /&gt;
*&#039;&#039;&#039;Binary Vent Pump&#039;&#039;&#039;: Basically a [[#Unary Vent|vent pump]], except it has two ends where you can connect pipes. One end is the input - for when it&#039;s pumping gas into a room -, and the other end is the output - for when the vent siphons gas instead. Not seen anywhere on the Aurora and otherwise unobtainable.&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Generator&#039;&#039;&#039;: An absolute dinosaur, this device hasn&#039;t been used since ye olden days. As the name implies it produces pure oxygen... from nothing. Normally connected to a pipe on one end. There&#039;s a pretty good chance that this doesn&#039;t work anymore.&lt;br /&gt;
*&#039;&#039;&#039;Thermal Plate&#039;&#039;&#039;: One may believe that this was a precursor to the heat exchange pipe, but this was actually created after. Anyway this was connected to a pipe on one end and would exchange heat with the turf it was secured on. You would need dozens of these with some awkward pipe work to accomplish what simple spaghetti HE pipes can accomplish now.&lt;br /&gt;
*&#039;&#039;&#039;Thruster&#039;&#039;&#039;: Probably related to overmap functions. Assuming that&#039;s the case, this would just eject gas to produce thrust for overmap shuttles.&lt;br /&gt;
*&#039;&#039;&#039;Pipe Turbine&#039;&#039;&#039;: This was effectively a condensed version of the gas turbine. It would produce energy by piping extremely high pressure gas (usually superheated) to turn a turbine in order to generate power, assuming it was connected directly to a special generator. Even when this was developed way back when, it was never really used that much, and it&#039;s not seen anywhere on the Aurora. It probably doesn&#039;t work anymore, even if you manage to find a setup.&lt;br /&gt;
&lt;br /&gt;
=Air Alarm Operation=&lt;br /&gt;
[[File:AiralarmUI.png|200px|right|thumb|An air alarm&#039;s interface set to the sensors screen. You can adjust alarm thresholds here.]]Air alarms. They alarm when there&#039;s no air... sometimes. The fact of the matter is that air alarms are a lot more flexible than you think, and it&#039;s this flexibility that propels their potential to be a very powerful tool to greater heights. By default, an air alarm&#039;s purpose in a regular old hallway is to make sure that the air pressure is okay, that there&#039;s enough oxygen concentration, there aren&#039;t dangerous quantities of toxins or fuel in the air, and that the temperature isn&#039;t extremely hot or cold. If any of that fails to meet the programmed criteria then the alarm will trip, dropping the emergency shutters that it&#039;s in charge of, and informing nearby alarms to do the same in order to localize the damage to a specific set of rooms, protecting the rest of the vessel from atmospheric hazards. If the emergency involves depressurization then it&#039;ll also shut off its vents and scrubbers to conserve resources.&lt;br /&gt;
&lt;br /&gt;
An air alarm can be accessed either in person or remotely via an air alarm monitoring console. If you are accessing it in person then you will need to swipe your ID over it to unlock its controls. If accessing remotely then all you need is a console with the atmosphere control program (and a valid atmos tech ID to open that program, but you don&#039;t need it if it&#039;s already open) and for the air alarm to not have its remote control setting set to &amp;quot;Off&amp;quot;. With that out of the way, here are the intricacies to operating an air alarm:&lt;br /&gt;
&lt;br /&gt;
==Basic Interface==&lt;br /&gt;
The first thing you&#039;ll see towards the top of the interface - and you will always see this no matter what menu you navigate to - is the gas composition that the alarm is reading. In particular, it will tell you the following:&lt;br /&gt;
*&#039;&#039;&#039;[[#Pressure|Pressure]]&#039;&#039;&#039;: How pressurized the room is, simple enough. By default, pressures below 81 kPa and above 122 kPa are deemed harmful and will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#O2|Oxygen]]&#039;&#039;&#039;: The concentration of oxygen in the room. It won&#039;t tell you exactly how much is in the room, but it does give you a percentage, and since you already know the pressure, you can probably guess how much is there. Partial pressure values below 16 kPa and above 140 kPa are deemed harmful and will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#CO2|Carbon Dioxide]]&#039;&#039;&#039;: The concentration of CO2 in the room. Ideally this should be zero, but some is harmless anyway. Larger concentrations, however, are harmful to breathe. Partial pressure values above 10 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#PH|Phoron]]&#039;&#039;&#039;: If this is in the air then something has probably gone wrong. Trace amounts of Phoron are safe to breathe and are a negligible threat to most crew, but it doesn&#039;t take much more to make it harmful. Partial pressure values above 0.5 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#H2|Hydrogen]]&#039;&#039;&#039;: By contrast to Phoron, hydrogen is actually completely safe to breathe and is inert. It is, however, still a fuel and will start fires if exposed to heat and oxygen (which air has plenty of), so it is a hazard all the same. Partial pressure values above 0.5 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#N2O|Other]]&#039;&#039;&#039;: Since nitrogen is ignored by air alarm thresholds outside of calculating pressure, &amp;quot;Other&amp;quot; is nitrous oxide by process of elimination. This category is hidden from the rest of the list until it is made relevant. Nitrous, while not terrible harmful to crew, still possesses anesthetic properties and can force people to fall asleep, even in small concentrations. Partial pressure values above 1 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#Temperature|Temperature]]&#039;&#039;&#039; Put simply, temperature of the air measured in both Kelvin and Celsius. 20 Celsius is usually what you&#039;ll find most rooms at, aided in part by the air alarm&#039;s thermostat. Temperatures below 247 Kelvin (-26 Celsius) and above 339 Kelvin (66 Celsius) will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;Local Status&#039;&#039;&#039;: The quick and simple way to check if everything is within acceptable, programmed bounds. Does this mean the room is actually safe? Not always!&lt;br /&gt;
*&#039;&#039;&#039;Area Status&#039;&#039;&#039;: If an air alarm in a nearby room has tripped an alarm then this value will say so. If this value reports that there is an alarm nearby then it, too, will also assume that there is something wrong and shut its shutters.&lt;br /&gt;
Other interface buttons are the remote control buttons, which allow you to allow or deny remote access to the air alarm, good if someone&#039;s being a dummy with the controls in Atmospherics. You can also adjust the thermostat between 0 and 40 Celsius, though heating and cooling the room takes a while to accomplish, and is handled by the air alarm itself and not the vents.&lt;br /&gt;
&lt;br /&gt;
==Scrubber Control==&lt;br /&gt;
If there&#039;s wacky atmospheric anomalies that are making the air the crew breathes something that the crew would rather not breathe, then [[#Scrubber|scrubbers]] have you covered, assuming they&#039;re present in the room affected by bad gas of course. This menu shows you every scrubber under the alarm&#039;s control, and it will allow you to turn specific scrubbers on or off, set specific scrubbers to assume normal operation or indiscriminately siphon gas immediately, and they can be programmed to scrub any gas from the atmosphere. By default, [[#CO2|carbon dioxide]] is the default setting on all scrubbers. With careful manipulation you can solve a lot of atmos crises with simple scrubber programming. Canister of nitrogen ruptured and ended up overpressurizing a room and upsetting the air balance? Why set the scrubber to panic siphon when you can just turn on nitrogen scrubbing instead? Much cleaner that way.&lt;br /&gt;
&lt;br /&gt;
==Vent Control==&lt;br /&gt;
A menu similar to the scrubber menu in that it lists every [[#Unary Vent|vent pump]] under the alarm&#039;s control, but vents are a bit different in how they can be programmed. First off, individual vents can be turned on or off, so there&#039;s that. Secondly, there are a few rather esoteric toggles and values here that do the following:&lt;br /&gt;
*&#039;&#039;&#039;External Pressure&#039;&#039;&#039;: This setting will have the vent check the pressure of the room that it is in and attempt to pressurize it to what&#039;s programmed in the &#039;&#039;&#039;external pressure bound&#039;&#039;&#039; variable. This is the default setting.&lt;br /&gt;
*&#039;&#039;&#039;Internal Pressure&#039;&#039;&#039;: This setting, by contrast, will check the pressure of the pipe network that the vent is connected to, and the vent will pump gas out until it reaches the pressure programmed in the &#039;&#039;&#039;internal pressure bound&#039;&#039;&#039; variable. This setting is not recommended for normal life support functions.&lt;br /&gt;
*&#039;&#039;&#039;External Pressure Bound&#039;&#039;&#039;: This coincides with the external pressure check. If the pressure of the room is lower than this value then the vent will open. Otherwise it will remain closed. This is set to 101.3 kPa by default, and this value can be reset easily with the &amp;quot;Reset&amp;quot; button.&lt;br /&gt;
*&#039;&#039;&#039;Internal Pressure Bound&#039;&#039;&#039;: &#039;&#039;&#039;THIS VARIABLE CANNOT BE MODIFIED.&#039;&#039;&#039; In theory this would allow a vent to remain open until the network it&#039;s connected to reaches the target pressure, otherwise it remains closed. This is set to 0 kPa by default, and because it cannot be modified, the vent will remain open until the pipe it&#039;s connected to is vacuum. Using this setting on the distro network will functionally keep the vent open forever.&lt;br /&gt;
&lt;br /&gt;
==Environmental Modes==&lt;br /&gt;
This menu provides some quick premade settings that make the air alarm and its connected devices function in particular ways. Most have their uses, one is completely useless. Here they are:&lt;br /&gt;
*&#039;&#039;&#039;Filtering&#039;&#039;&#039;: The default setting of pretty much every air alarm, this turns on all vents and scrubbers. Rooms are pressurized with air and contaminants are scrubbed. Vents are reset to default values, but scrubbers preserve all but the CO2 setting.&lt;br /&gt;
*&#039;&#039;&#039;Replace Air&#039;&#039;&#039;: This will set the scrubbers to siphon and indiscriminately scrub all gas from the atmosphere, but will keep vents open. Depending on the ratio of vents to scrubbers, the room can easily depressurize due to the flow rate of a siphoning scrubber. Can be useful as a lazy way to regulate a room&#039;s temperature.&lt;br /&gt;
*&#039;&#039;&#039;Panic&#039;&#039;&#039;: This shuts off all vents and forces all scrubbers to siphon gas. It will continue to siphon until it is told to stop by a user. The scrubber loop probably won&#039;t enjoy this. There is also a big yellow button on the main menu that lets you select this option.&lt;br /&gt;
*&#039;&#039;&#039;Cycle&#039;&#039;&#039;: This will turn off all vents and set the scrubbers to siphon until the room is down to 5 kPa, at which point it will flip over to Fill mode.&lt;br /&gt;
*&#039;&#039;&#039;Fill&#039;&#039;&#039;: This will turn off all scrubbers and enable all vents. Unless the scrubbers have been programed incorrectly (a problem that is easily fixed), there is no real reason to use this mode: it does &#039;&#039;&#039;not&#039;&#039;&#039; make vents operate faster. Just use Filtering instead.&lt;br /&gt;
*&#039;&#039;&#039;Off&#039;&#039;&#039;: What is says on the tin. All vents and scrubbers will switch off and do nothing until the user says otherwise. This option is selected automatically if a depressurization event occurs.&lt;br /&gt;
&lt;br /&gt;
==Sensor Settings==&lt;br /&gt;
The last menu, this is the screen that determines when and for what the air alarm will trip. You&#039;ll notice that all of the thresholds listed here are also represented by the air status at the top of the interface. Each category possesses four categories: minimum warning (min1), maximum warning (max1), minimum alarm (min2), and maximum alarm (max2). Warning thresholds will alert alarm consoles that something is beginning to exceed programmed thresholds and the alarm will flash yellow. Alarm thresholds will shut all emergency shutters and seal off rooms in an attempt to prevent atmospheric hazards from spreading. Many of these thresholds represent partial pressure, and can be modified with the fact that they are pressure values in mind. The temperature value, on the other hand, is programmed based on Kelvin.&lt;br /&gt;
&lt;br /&gt;
Some thresholds also report that they are &amp;quot;Off&amp;quot;, or otherwise not concerning themselves with measuring minimum/maximum thresholds. You can set this yourself by setting a value to &amp;quot;-1&amp;quot;, which will turn that specific sensor off. You can also turn minimums and maximums off by setting that same value on the &amp;quot;min2&amp;quot; and &amp;quot;max2&amp;quot; values. Doing this for everything can keep an alarm from tripping in spite of changes in atmosphere.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=PHORON CHECK!=&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*face melts off*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Atmosproper.png&amp;diff=24298</id>
		<title>File:Atmosproper.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Atmosproper.png&amp;diff=24298"/>
		<updated>2022-04-14T20:48:38Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: Burrito Justice uploaded a new version of File:Atmosproper.png&lt;/p&gt;
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		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Starboard-thruster2.PNG&amp;diff=24296</id>
		<title>File:Starboard-thruster2.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Starboard-thruster2.PNG&amp;diff=24296"/>
		<updated>2022-04-14T19:40:30Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
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		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Port-thruster2.PNG&amp;diff=24295</id>
		<title>File:Port-thruster2.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Port-thruster2.PNG&amp;diff=24295"/>
		<updated>2022-04-14T19:40:20Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
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		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Phoron-supply-thruster.PNG&amp;diff=24294</id>
		<title>File:Phoron-supply-thruster.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Phoron-supply-thruster.PNG&amp;diff=24294"/>
		<updated>2022-04-14T19:39:32Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: &lt;/p&gt;
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		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=24293</id>
		<title>Guide to Atmospherics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Atmospherics&amp;diff=24293"/>
		<updated>2022-04-14T19:30:12Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: putting the space heater in the right place. i should probably change the picture at the top sooner or later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign=Burrito Justice}}&lt;br /&gt;
=Atmospherics: The Department=&lt;br /&gt;
[[File:Atmosproper.png|right|thumb|500px|Your department. Click to bring up a larger version.|link=https://wiki.aurorastation.org/images/e/e3/Atmosproper.png]]{{toc_right}}Welcome to Atmospherics, the place where Dreams Come True™. Or at least the place that can partially sustain the ability to dream... y&#039;know, by allowing you to breathe and stuff. Breathing is important, and the primary function of this maze of pipes and gas is to distribute breathable air throughout the station efficiently, and to restore air to depressurized - but hopefully air-tight - rooms. Its secondary function is to process contaminant gases captured by the scrubber network and sort the gas accordingly into one of many chambers.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to all of this - or even just someone who&#039;s never really given Atmos a fair shake - then this will all look very complex and downright intimidating to look at. This mostly stems from just how much stuff can get on screen at once, but there&#039;s a few things put in place to make pipe-readability easier on the user if they just take the time to truly examine what each pipe network is meant to do. Alongside that will be this guide to help you out. &#039;&#039;&#039;You are by no means required to read all of this to start messing around with pipes&#039;&#039;&#039;, or even to join as an Atmos Tech. The goal of this guide is to elaborate on how every device works, allowing you to use this as a &#039;&#039;reference&#039;&#039; to determine what pipe does what and what pipe might be best to use in your setup.&lt;br /&gt;
&lt;br /&gt;
==What Do These Colors Mean?==&lt;br /&gt;
So there&#039;s a lot of pipes with a bunch of colors and they all look really important. It&#039;s true that all of the colored pipes - which represent different pipe networks - have their place in the department, but not all of them are strictly necessary to produce gas. Here&#039;s all of the important colors, though note that the colored pipes beneath the catwalks aren&#039;t to be taken into account:&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#00cccc&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|Air Mix}}Air Mix&#039;&#039;&#039;&amp;lt;/span&amp;gt;: This is the air mix loop, and these pipes are the most important: they&#039;re the ones that contain the [[#Air|air mix]], which is combined at a [[#Gas Mixer|mixer]] set to specific percentages to ensure that the gas everyone breathes is, in fact, breathable. Tampering with the mixer is ill-advised, as is modifying this network in such a way that it will not be able to reach the [[#Distribution|distribution network]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|Distribution}}Distribution&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Equally important is this blue network, offset pipes to the south alongside the [[#ScrubberN|scrubber pipes]]. This massive network of pipes is what will actually distribute the air that it receives from the [[#Air Mix|air mix loop]] and send it all towards [[#Unary Vent|vents]] placed all around the station, ensuring every room remains at [[#Pressure|optimal pressure]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|Filtering}}Filtering&#039;&#039;&#039;&amp;lt;/span&amp;gt;: These pipes are part of the &#039;&#039;filtering network&#039;&#039;, a pipe line connected to the [[#ScrubberN|scrubber network]] that leads to [[#Gas Filter|filtering devices]] which will filter a select gas out of the line and output it into a large storage chamber full of that same gas. If the gas type does not match then it&#039;ll continue down the line until it eventually does reach where it&#039;s meant to go. If, somehow, it reaches the end of the line and doesn&#039;t match any of the filtering criteria then it will just be output into the [[#Mix|mix loop]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|ScrubberN}}Scrubber&#039;&#039;&#039;&amp;lt;/span&amp;gt;: You&#039;ll probably notice some [[#Pipe Adapter|pipe adapters]] and pipes that aren&#039;t centered towards the south of Atmos proper. These pipes are part of the scrubber network and, as you can imagine, much of this network is comprised of [[#Scrubber|scrubbers]]. The end of this line - where all of the scrubber pipe contents are pumped out towards - is the [[#Filtering|filtering line]].&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#8b6e00&amp;quot;&amp;gt;&#039;&#039;&#039;{{anchor|Mix}}Mix&#039;&#039;&#039;&amp;lt;/span&amp;gt;: This line is a bit odd, but its intended function is to provide a pipe network that you can pump any of the gases in atmos into, allowing you to make custom mixes and letting you warm them up or cool them down. Using this line isn&#039;t necessary for Atmos to function, but it&#039;s good to use as a test bed of sorts if you&#039;d like to experiment with how devices interact with pipe networks. Note that part of this network is colorless.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#00cc00&amp;quot;&amp;gt;&#039;&#039;&#039;Misc Mix&#039;&#039;&#039;&amp;lt;/span&amp;gt;: These pipes aren&#039;t actually part of a network, they just pipe [[#O2|oxygen]] and [[#N2|nitrogen]] into a [[#Gas Mixer|mixer]] which outputs into the [[#Air|air chamber]] which later outputs into the [[#Air Mix|air mix line]].&lt;br /&gt;
*&#039;&#039;&#039;Waste&#039;&#039;&#039;: These are the black pipes, as few as they are, towards the southern end of Atmos proper. It&#039;s intended function is to eject undesirable gas out into space harmlessly, usually by pumping gas you don&#039;t want filtered into it from either the [[#Mix|mix line]] or the [[#Filtering|filter line]] by way of [[#Gas Pump|pumps]], and turning a [[#Manual Valve|valve]] open to space.&lt;br /&gt;
&lt;br /&gt;
=Principles and Concepts=&lt;br /&gt;
Gas is surprisingly complex, and it should be in a game that&#039;s been dedicated to gas simulations since its inception. On the surface level it doesn&#039;t really seem like there&#039;s a lot going for it; the station is filled with air, sometimes that air disappears, and there&#039;s crazy numbers on the wacky gas canisters that hold stuff. Here we&#039;ll describe what makes gas, gas, so that you know exactly what you&#039;re breathing!&lt;br /&gt;
&lt;br /&gt;
==Pressure==&lt;br /&gt;
Pressure, put simply and in the context of atmos, is the amount of force exerted by a gas on its surroundings/container: a canister, an oxygen tank, a hallway... these are all containers. More commonly, pipes are usually what will contain and distribute gas throughout the station. High pressure gas inside a container that is allowed access to another container at a lower pressure - no matter how significant - will &#039;&#039;always&#039;&#039; try to balance itself across the two containers and make them both equal.&lt;br /&gt;
&lt;br /&gt;
There are a number of things that go into calculating pressure, but for the most part, every programmed gas is considered an &amp;quot;ideal gas&amp;quot; (the molecules that make up the gas do not interact with each other), therefore 200 [[#Moles|moles]] of [[#PH|Phoron]] will pressurize a canister to the same level as 200 moles of any other gas at the same temperature. Just because a large room maintains an air pressure of 1 atm doesn&#039;t mean it has less gas than a canister with 3 atm of air. On the contrary, depending on the [[#Volume|size of the room and the canister]], the room can have [[#Moles|significantly more gas molecules]] than the canister.&lt;br /&gt;
&lt;br /&gt;
Almost everything that takes readings of gas will measure it in Kilopascals (kPa), or one thousand Newtons of force exerted upon one square meter. Another potential unit of measurement will be the Standard Atmosphere (atm), which is 101.325 kPa. One Atmosphere represents the standard pressure of Earth&#039;s air pressure at sea level, and is the pressure that all vents connected to the [[#Distribution|distro loop]] will try to maintain by default. 2 atm will be roughly 202 kPa, for example.&lt;br /&gt;
&lt;br /&gt;
Fun fact: though not simulated in SS13, lower pressures reduce the boiling point for a lot of matter. Water can boil if exposed to an atmosphere of 10 kPa or lower while only sitting at room temperature. Blood can also boil this way. Don&#039;t get exposed to vacuum in real life!&lt;br /&gt;
&lt;br /&gt;
===Delta P===&lt;br /&gt;
Delta P, also known as the difference in pressure, is something one should always be aware of when dealing with hard vacuum and/or high pressures. Delta P can be dangerous in situations both big and small, namely when attempting to access a room at a much lower pressure than the one you are accessing it from, and attempting to modify pipes containing high pressure gas respectively. As mentioned above, a gas that is allowed access to a medium at a lower pressure will always try to balance itself across the two mediums, but what wasn&#039;t mentioned is how violent this can get: two rooms with an open door and very little pressure difference will suffer a small breeze at worst, but opening a door to space in a pressurized environment can be downright &#039;&#039;explosive&#039;&#039;, that is to say, you will almost definitely get ejected into space at a very high speed. If you&#039;re lucky then you&#039;ll be knocked over at a minimum, and maybe slam into a wall or two.&lt;br /&gt;
&lt;br /&gt;
This same principle applies to pipes as well, in a way. While airlocks have powerful motors that can force themselves open during pretty much any circumstance as long as they&#039;re allowed to open and powered, you do not; a pipe pressurized to the extreme &#039;&#039;&#039;cannot be modified in any way&#039;&#039;&#039;, it is stuck, and the force of the pressure is too great to knock the pipe away from the rest of the network. Unless you have a [[#Relevant Tools|pipe wrench]], you won&#039;t be able to modify a pipe unless the pipe&#039;s internal pressure (the pressure of the gas inside the pipe) is brought closer to the pipe&#039;s ambient pressure (the pressure of the room around the pipe). &#039;&#039;&#039;The exact point where a pipe cannot be modified without a pipe wrench is when the difference between the pipe&#039;s pressure and its surroundings exceeds 202 kPa (2 atm).&#039;&#039;&#039; For the sake of example, a pipe pressurized to 2 atm cannot be modified if the pipe is exposed to vacuum (0 atm).&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
Temperature is another important factor in determining how a gas behaves. Its most basic factor is that hotter gases will expand - or increase in pressure - while cooler gases will contract - or decrease in pressure. Remember that pressure does not equal mass; there is nothing being taken away when you heat or cool a gas, [[#Moles|there is still a set amount of gas molecules in play]]. Interestingly enough, temperature&#039;s relationship with pressure is &#039;&#039;&#039;linear&#039;&#039;&#039; as long as the volume is kept constant; they&#039;re proportional to each other. You can calculate this change with [[#Math|Gay-Lussac&#039;s Law]] down below.&lt;br /&gt;
&lt;br /&gt;
All temperature readings are given in either Celsius (C) or Kelvin (K). The two are easily interchangeable since Kelvin is just Celsius plus 273.15. Celsius is easy to use because its upper and lower bounds are easy to remember: 0C is the freezing point for water while 100C is the boiling point for water. Kelvin, on the other hand, is used for more precise measurements; 0K (also known as Absolute Zero) is the minimum theoretically possible temperature, that is to say, &#039;&#039;&#039;it cannot physically be reached&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Obviously a lot more comes into play with temperature: most sentient beings inhabiting the station don&#039;t like temperatures that can boil or freeze water, and would prefer to breathe &#039;&#039;&#039;room temperature air&#039;&#039;&#039; maintained at &#039;&#039;&#039;20 Celsius&#039;&#039;&#039;, or 293.15 Kelvin, the temperature that most atmospheric devices are set to by default. Temperatures that deviate greatly from this can have an undesirable effect on the crew.&lt;br /&gt;
&lt;br /&gt;
===Molar Heat Capacity===&lt;br /&gt;
Temperature is kinda crazy, but did you know that different forms of matter heat up at different speeds when exposed to thermal energy? In our case, a room full of [[#PH|Phoron]] being heated up by an energized [[#Supermatter Engine|Supermatter crystal]] will take longer to reach a temperature of 5000K versus that same room and Supermatter filled with [[#N2|Nitrogen]] instead because Phoron has a specific heat value of 200 while nitrogen only has a value of 20. Conversely, Phoron heated up to 5000K will take much longer to cool down versus Nitrogen heated to the same temperature undergoing the same process.&lt;br /&gt;
&lt;br /&gt;
As a real life example, compare a spoon made of aluminum versus a small glass of water, pretending that the glass itself doesn&#039;t factor into any of this besides being a storage medium &#039;&#039;and&#039;&#039; the water is the same mass as the spoon. If you held a lighter to the spoon for five minutes and touched it, you would probably burn yourself. Conversely, if you did the same thing to that glass of water, it would only feel warm by comparison. This is because H2O has a much higher molar heat capacity than something like aluminum, and is why water is often used to put simple fires out; because the energy required to heat that water up far outweighs the energy that can be produced by that fire, assuming its fuel is susceptible to getting wet.&lt;br /&gt;
&lt;br /&gt;
==Volume==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:right; text-align:center; border: 3px solid #ccddcc; cellspacing=0; cellpadding=2;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px;&amp;quot;|Container&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:150px;&amp;quot;|Volume&lt;br /&gt;
|-&lt;br /&gt;
!Emergency Oxygen Tank&lt;br /&gt;
|2L&lt;br /&gt;
|-&lt;br /&gt;
!Extended Emergency Tank&lt;br /&gt;
|6L&lt;br /&gt;
|-&lt;br /&gt;
!Double Emergency Tank&lt;br /&gt;
|10L&lt;br /&gt;
|-&lt;br /&gt;
!Oxygen/Anesthetic Tank&lt;br /&gt;
|70L&lt;br /&gt;
|-&lt;br /&gt;
!Jetpack&lt;br /&gt;
|70L&lt;br /&gt;
|-&lt;br /&gt;
!Hydrogen/Phoron Tank&lt;br /&gt;
|70L&lt;br /&gt;
|-&lt;br /&gt;
!Hydroponics Tray&lt;br /&gt;
|100L&lt;br /&gt;
|-&lt;br /&gt;
!Portable Scrubber&lt;br /&gt;
|750L&lt;br /&gt;
|-&lt;br /&gt;
!Portable Air Pump&lt;br /&gt;
|1000L&lt;br /&gt;
|-&lt;br /&gt;
!Canister&lt;br /&gt;
|1000L&lt;br /&gt;
|-&lt;br /&gt;
!Turf&lt;br /&gt;
|2500L&lt;br /&gt;
|}&lt;br /&gt;
Volume, put simply, is a container&#039;s capacity, more specifically just how much gas the container can hold. A container with a volume of 70L can hold more gas molecules than a container that only holds 20L. Even if the container with the smaller volume has a higher pressure, that doesn&#039;t necessarily mean it has more gas, it just means there&#039;s more force being exerted inside the smaller container. You can look into this specific relationship by using [[#Math|Avogadro&#039;s Law]] down below. Volume is always measured in Liters (L) unless it&#039;s a liquid, then it&#039;s measured in some mystery units or something. There&#039;s really not much else to explain here, but to the right is a table showing the volume of every gas container besides pipes, [[#Pipes and Devices|which can be referenced here]].&lt;br /&gt;
&lt;br /&gt;
==Moles==&lt;br /&gt;
The only true way to measure how much gas is actually in a container, Moles (n) will tell you how many gas molecules are in a medium. Moles, as you&#039;ve hopefully learned in chemistry or physics class, is 6.022*10^23 molecular objects (Avogadro&#039;s Constant). Unless you&#039;re still stuck in biology, in which case, they&#039;re just wacky subterranean mammals to you. Unlike [[#Pressure|pressure]] and [[#Volume|volume]], moles are the surefire way to determine exactly how much gas is in a container since it, in itself, is unaffected by pressure (and temperature by extension) or volume.&lt;br /&gt;
&lt;br /&gt;
Besides this, the molar mass of a gas only really plays into how fast a pump will operate with the gas in question. Higher molar mass means that the pump will operate slower. Does this actually matter? No, not really.&lt;br /&gt;
&lt;br /&gt;
==Math==&lt;br /&gt;
Everything under this heading assumes that [[#Pressure|pressure (P)]] is measured in kilopascals, [[#Volume|volume (V)]] in liters, [[#Moles|moles (n)]] in... well, moles, and [[#Temperature|temperature (T)]] in Kelvin. The ideal gas constant (R) will always be 8.314 as dictated in the code.&lt;br /&gt;
*&#039;&#039;&#039;Boyle&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;PV=R&#039;&#039;&#039; or Pressure * Volume = 8.314, basically this law represents the relationship between pressure and volume. For example, if you were to double the volume of a canister, you would get half the pressure.&lt;br /&gt;
*&#039;&#039;&#039;Charles&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;V=RT&#039;&#039;&#039; or Volume = 8.314 * Temperature, simply put temperature is proportional to volume if moles and pressure are kept at a constant.&lt;br /&gt;
*&#039;&#039;&#039;Avogadro&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;V=Rn&#039;&#039;&#039; or Volume = 8.314 * Moles, volume is proportional to moles when temperature and pressure are held constant.&lt;br /&gt;
*&#039;&#039;&#039;Gay-Lussac&#039;s Law&#039;&#039;&#039;: &#039;&#039;&#039;P/T=R&#039;&#039;&#039; or Pressure / Temperature = 8.314, temperature and pressure are proportional to each other assuming the other factors are constant.&lt;br /&gt;
All of the above can combine into the following equation:&lt;br /&gt;
*&#039;&#039;&#039;Ideal Gas Law&#039;&#039;&#039;: &#039;&#039;&#039;PV=nRT&#039;&#039;&#039; or Pressure * Volume = Moles * 8.314 * Temperature, the end-all to the most basic of gas calculations to determine the behavior of gas factoring in a number of things. If you know all of these numbers but one then you can do some simple cross division to figure it out.&lt;br /&gt;
&lt;br /&gt;
==Simulated vs Unsimulated Turf==&lt;br /&gt;
In SS13&#039;s code there is a distinction made between two types of turf: simulated turf and unsimulated turf. Simulated turf enables a lot of things, like lighting and construction, but most importantly it allows for gas calculations, meaning that this turf can be manipulated pretty much any way you want. This comes at the cost of being slightly resource intensive, at least when compared to its unsimulated counterpart, which does not process lighting, doesn&#039;t let you construct anything, and does not process gas; the gas that it&#039;s programmed is the gas that it maintains, and it has an infinite supply of this gas. The most obvious example of unsimulated turfs is centcomm: almost everything there, in order to save memory, is unsimulated since it&#039;s not a normal playspace. Another example is the asteroid, except an exception was made to allow it to process lighting and allow construction. It&#039;s vacuum state, however, will never change.&lt;br /&gt;
&lt;br /&gt;
Getting to the point here, if an unsimulated turf is adjacent to simulated turf (namely floors), and that unsimulated turf isn&#039;t vacuum, then the unsim turf will keep the sim turf pressurized forever, resulting in an infinite supply of that gas. How likely you are to find unsim turf with special gas properties is very unlikely, but now you know.&lt;br /&gt;
&lt;br /&gt;
==ZAS==&lt;br /&gt;
ZAS stands for Zone Atmospherics System, and is the atmos model that Aurora (and many other Baystation forks) use. It&#039;s primary distinction versus LINDA (the atmos model that most TG Station forks use) and FEA (Finite Element Analysis, only Goonstation uses it now) is that instead of performing atmospheric calculations for every single turf and generally being slow to the point that you can literally outrun a room depressurizing, ZAS will group turfs together based on whether or not air is allowed to flow between all of them and designate them as separate zones. This allows for larger and faster changes in atmosphere while being rather resource friendly. It also behaves a bit more realistically when it comes to rapid pressure changes. The tradeoff is that something like a canister of gas being opened in a room will flood the entire room with that gas instantly instead of spreading out over time. If you come from a non-Baystation forked server then this information may be privy to keep in mind.&lt;br /&gt;
&lt;br /&gt;
=Gas Gas Gas=&lt;br /&gt;
[[File:CanisterUI.png|right|thumb|Your typical canister UI.]]This section here covers every possible gas that can enter the atmosphere. These are the only ones you have to worry about since there&#039;s no other gases programmed!&lt;br /&gt;
*{{anchor|O2}}[[File:Oxygen_canister.png]]&#039;&#039;&#039;Oxygen (O2)&#039;&#039;&#039;: Oxygen is some crazy gas that most living things decided would be necessary to actually live, so now we&#039;re forced to breathe it, but not too much of it or you&#039;ll suffer oxygen poisoning and seizures. It&#039;s also evil, and it&#039;s required to start fires. Has a heat capacity value of 20, and a molar mass of 0.032 kg/mol.&lt;br /&gt;
*{{anchor|N2}}[[File:Nitrogen_canister.png]]&#039;&#039;&#039;Nitrogen (N2)&#039;&#039;&#039;: Nitrogen is a gas that pretty much no one cares about and our bodies don&#039;t metabolize it, yet it makes up about 79% of our atmosphere and is inert. Interesting! Has a heat capacity value of 20, and a molar mass of 0.028 kg/mol.&lt;br /&gt;
*{{anchor|Air}}[[File:Air_canister.png]]&#039;&#039;&#039;Air (Air)&#039;&#039;&#039;: Actually just a mix of two gases at a concentration of 79% N2 and 21% O2, but it&#039;s this exact mixture that allows us to breathe normally. Theoretically you could replace the nitrogen with another inert gas and we&#039;d still breathe just fine. If you want to sound like a nerd then call it nitrox.&lt;br /&gt;
*{{anchor|CO2}}[[File:Carbon_canister.png]]&#039;&#039;&#039;Carbon Dioxide (CO2)&#039;&#039;&#039;: Carbon Dioxide is well known for being what we exhale out of our lungs, and it also usually comes about from a lot of combustion reactions. CO2 is toxic to crew in partial pressure concentrations of 7 kPa or greater. Has a heat capacity value of 30, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
*{{anchor|N2O}}[[File:Nitrous_canister.png]]&#039;&#039;&#039;Nitrous Oxide (N2O)&#039;&#039;&#039;: No, it&#039;s not N20, it&#039;s N2O. Jamming twenty nitrogen atoms together would be stupid. Regardless, nitrous is often seen as a &amp;quot;sleep agent&amp;quot; in that its effect on most biological bodies is anesthetic. It is also an oxidizer, so it is capable of starting fires. Has a heat capacity value of 40, and a molar mass of 0.044 kg/mol.&lt;br /&gt;
*{{anchor|H2}}[[File:Hydrogen_canister.png]]&#039;&#039;&#039;Hydrogen (H2)&#039;&#039;&#039;: Hydrogen is an extremely light gas that is inert and pretty much safe to breathe. It also happens to be a fuel, and its combustion leads to the formation of water. Isn&#039;t that interesting? Water can be described as the ashes of hydrogen combusting! Sadly water vapor isn&#039;t actually coded here so it just produces CO2 instead, which may make you question reality itself. Has a heat capacity value of 100, and a molar mass of 0.002 kg/mol.&lt;br /&gt;
*{{anchor|PH}}[[File:Phoron_canister.png]]&#039;&#039;&#039;Phoron (PH)&#039;&#039;&#039;: The mystery magic space gas. What does it do? Who knows, find out yourself! A few things that it does do, though, is poison biologics, contaminate clothing, and make you go blind. It&#039;s also a fuel, and an &#039;&#039;&#039;expensive one&#039;&#039;&#039; at that given the scarcity crisis. Has a heat capacity value of 200, and a rather chunky molar mass of 0.405 kg/mol.&lt;br /&gt;
&lt;br /&gt;
=Relevant Tools=&lt;br /&gt;
It&#039;s said that tools are only as good as the person using them, but what if you have no tools? Well, you probably can&#039;t do much, then. Be sure to have some of these tools on your person if you plan to mess around with gas outside of breathing it.&lt;br /&gt;
*[[File:Impactwrench.png]]&#039;&#039;&#039;Impact Wrench&#039;&#039;&#039;: The impact wrench (or power drill, if you prefer) is a tool that condenses a screwdriver and wrench down into one tool. As you&#039;ve probably found out by now, activating the item in hand will change its bit. For pipes you&#039;ll want a wrench bit in order to either secure or unsecure pipe sections and other devices. It cannot unwrench a pipe if its [[#Delta P|internal pressure exceeds 2 atm over ambient pressure]].&lt;br /&gt;
*[[File:Wrench.png]]&#039;&#039;&#039;Wrench&#039;&#039;&#039;: If you&#039;re missing an impact wrench then you probably have this instead. When it comes to pipe interaction there is no difference between this tool and its powered counterpart.&lt;br /&gt;
*[[File:Pipewrench.png]]&#039;&#039;&#039;Pipe Wrench&#039;&#039;&#039;: As the name might imply this tool is specialized towards dealing with pipes. The pipe wrench&#039;s biggest advantage over other wrenches is that &#039;&#039;&#039;it can unsecure a pipe at any pressure&#039;&#039;&#039;. It&#039;s also able to &amp;lt;s&amp;gt;mangle&amp;lt;/s&amp;gt; bend or straighten simple pipe segments if they are not already secured. This comes at the price of being unable to function like a normal wrench for anything other than pipes and atmospheric devices.&lt;br /&gt;
*[[File:Analyzer.png]]&#039;&#039;&#039;Gas Analyzer&#039;&#039;&#039;: This tool is invaluable to any aspiring atmos tech. Though some may argue you should already have an innate sense of exactly what&#039;s inside a pipe via telepathy (you&#039;re the person in charge of that gas, you put it in that pipe!!!) this shouldn&#039;t stop you from deciding to use a tool like the analyzer. Once upon a time this device did &#039;&#039;pretty much nothing&#039;&#039; but now it can be used to measure the following:&lt;br /&gt;
**[[#Pressure|Pressure]]&lt;br /&gt;
**[[#Temperature|Temperature]]&lt;br /&gt;
**[[#Moles|Moles]]&lt;br /&gt;
**[[#Gas Gas Gas|Gas concentrations]]&lt;br /&gt;
It can also be used to analyze gas on the turf you&#039;re standing in by activating it in hand, and it can analyze [[#Handhelds|tanks]] and [[#Portables|other atmos devices]] as well.&lt;br /&gt;
*[[File:Pipedispenser.png]]&#039;&#039;&#039;Pipe Dispenser&#039;&#039;&#039;: Despite the fact that this object cannot be held, it is still a tool. Put simply, when secured to the floor (with a wrench) in a powered area, this device will vend pretty much anything under the [[#Pipes and Devices|pipes subheading]], giving you plenty of options. Oddly enough securing this to the floor is faster than unsecuring it. The more you know.&lt;br /&gt;
*[[File:RPD.png]]&#039;&#039;&#039;Rapid Fabrication Device - Pipes&#039;&#039;&#039;: The handheld version of the pipe dispenser, the RFD-P is capable of... well, pretty much everything its bigger cousin can do, though with a smaller list of pipes and devices that can be created, heat exchange pipes most notably having gone missing. Activating the item in hand will bring up a list of pipes, and alt-clicking it will swap through device categories. The RPD requires matter cartridges in order to operate, but thankfully the ones that can be found in lockers are already loaded.&lt;br /&gt;
*[[File:Extinguisher.png]]&#039;&#039;&#039;Fire Extinguisher&#039;&#039;&#039;: Yes, most fires come about from wacky gas interaction. Will this tool actually stop fires? Probably not, since this server uses Zone Atmospherics System instead of LINDA, but it &#039;&#039;can&#039;&#039; cool down superheated rooms significantly. &#039;&#039;&#039;Significantly&#039;&#039;&#039;. By several thousand degrees even. That&#039;s kind of nuts. Make sure to toggle the safety by activating it in hand before use!&lt;br /&gt;
*[[File:Spaceheater.gif]]&#039;&#039;&#039;Space Heater&#039;&#039;&#039;: A portable machine that can be programmed to either heat up or cool down rooms in a range between 0 and 90 Celsius, in spite of the name. The power cell can be removed by using a screwdriver.&lt;br /&gt;
*[[File:Multitool.png]]&#039;&#039;&#039;Multitool&#039;&#039;&#039;: Perhaps an unexpected addition, but the multitool actually does have a use in the land of pipes, as niche as it is. It is used to flip which overlapping pipe network a [[#Meter|meter]] observes. For instance, if one network crosses from east to west and another network crosses from south to north on the same turf, and a pipe meter is secured over these pipes, using a multitool on it will swap between both pipe nets. Figuring out which is which is as simple as waving your gas analyzer over a network and comparing the readings.&lt;br /&gt;
*[[File:Gasmask.png]]&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;: Gotta have some PPE around here. This mask is capable of filtering out [[#N2O|nitrous]] and [[#PH|phoron]] from the air, allowing you to breathe safely... assuming there&#039;s also oxygen in the air, since you kind of need that to live. Gas masks can also be used to setup an internal atmosphere. Older versions of this mask can be found in maintenance, though their filters are only effective against N2O.&lt;br /&gt;
*[[File:Atmospherics_VoidsuitFull.png]]&#039;&#039;&#039;Atmos Voidsuit&#039;&#039;&#039;: A rather interesting piece of equipment, besides shielding you from the terrible effects of vacuum and other pressure-related hazards, it can also withstand considerable amounts of heat, up to 30000 Kelvin! Why? Who knows, but it trades radiation hardening for this feat.&lt;br /&gt;
*[[File:Inflatables.png]]&#039;&#039;&#039;Inflatable Barriers&#039;&#039;&#039;: Easily one of the most important sets of tools to have at your disposal whenever you&#039;re dealing with atmospheric anomalies or hazards. If setup correctly in conjunction with emergency shutters, you can ensure that the room that you&#039;re entering a hazard zone from will remain safe and unaffected, provided you also use the inflatables correctly and don&#039;t just leave them open like a ding dong.&lt;br /&gt;
*[[File:Emergencyshutter.png]]&#039;&#039;&#039;Emergency Shutters&#039;&#039;&#039;: Important installations setup around every major doorway, these special shutters will fall shut whenever an air or fire alarm is tripped, shielding rooms from drastic atmospheric changes. They aren&#039;t perfect, and they won&#039;t shut immediately, so adjacent zones will still be effected, but it prevents further damage nonetheless. Shutters can be opened and closed freely if you have the correct ID requirements, or if there&#039;s no obvious danger on the other side of the door. You will otherwise have to crowbar it open. Shutters also have indicator lights representing the status of the room behind it. You can also examine shutters when you&#039;re close to them to see what the pressure and temperature is like on the other side.&lt;br /&gt;
*[[File:Airalarm.gif]]&#039;&#039;&#039;[[#Air Alarm Operation|Air Alarms]]&#039;&#039;&#039;: Stationary devices setup in almost every room on the station, these idly wait for significant changes in atmosphere before sounding the alarm and slamming their shutters closed. Besides this their behavior can actually be programmed based on atmospheric qualities, and the vents and scrubbers that they control can be programmed from here as well. They can also be accessed and programmed remotely if their alarm is tripped. A tripped fire alarm will also allow this.&lt;br /&gt;
*[[File:Alarm.gif]]&#039;&#039;&#039;Fire Alarms&#039;&#039;&#039;: A bit more rudimentary compared to the air alarm, the fire alarm will only &amp;lt;s&amp;gt;be a bastard at people smoking nearby&amp;lt;/s&amp;gt; trip if a fire shows up &#039;&#039;right in front of the alarm&#039;&#039;. No, not even a room with scorching temperatures will trip it; a fire has to be right in front of the alarm to go off. In spite of how useless this makes it, fire alarms can drop shutters if triggered, which can be useful if you&#039;re precognizant of any potential atmos anomalies, or if you see carp trying to break into the station and risk depressurizing the room or something.&lt;br /&gt;
&lt;br /&gt;
=Pipes and Devices=&lt;br /&gt;
Gas exists in the space around us. That space, in the context of SS13, is usually a bunch of rooms. What is a room but an exceptionally large container for gas? Similarly, pipes like to contain gas as well among other similar gas storage mediums. Some of these pipes and devices also help to get gas from one place to another easier! Below is basically every pipe and device you can get your hands on.&lt;br /&gt;
&lt;br /&gt;
==Basic Pipes==&lt;br /&gt;
[[File:Pipelayers.png|right|thumb|An example of different pipe types occupying the same turfs and facing the same directions.]]Many of these pipes have distro and scrubber variants. You will need a pipe adapter to transition between pipe types. Note that almost all devices do not fit with non-standard pipes.&lt;br /&gt;
*[[File:Pipestraight.png]]&#039;&#039;&#039;Straight&#039;&#039;&#039;: The most common type of pipe you will see. It goes straight from one direction to another. It holds up to 70L.&lt;br /&gt;
**[[File:Pipecorner.png]]&#039;&#039;&#039;Corner&#039;&#039;&#039;: Effectively the same as the straight pipe, except it&#039;s not straight. Wow!&lt;br /&gt;
*[[File:Manifold.png]]&#039;&#039;&#039;Manifold&#039;&#039;&#039;: A pipe with &#039;&#039;three&#039;&#039; ends on it instead of two. Holds up to 105L.&lt;br /&gt;
*[[File:4waymanifold.png]]&#039;&#039;&#039;Four Way&#039;&#039;&#039;: Even better than the previous entry, this one has &#039;&#039;&#039;four ends&#039;&#039;&#039;. Whooooaaaa. Holds up to 140L.&lt;br /&gt;
*&#039;&#039;&#039;Cap&#039;&#039;&#039;: A bit that simply closes off the end of a pipe with a cap. There&#039;s no real reason to use this, especially since pipes don&#039;t leak, but it holds up to 35L regardless.&lt;br /&gt;
*&#039;&#039;&#039;Z-Pipe&#039;&#039;&#039;: A pipe piece that connects one level to another. Holds 70L, but since you need at least two to make this work it&#039;s effectively 140L.&lt;br /&gt;
*[[File:Pipeadapter.png]]&#039;&#039;&#039;{{anchor|Pipe Adapter}}Universal Pipe Adapter&#039;&#039;&#039;: This special piece of work will connect different pipe types together, namely normal, distro, and scrubber pipes. This can make for some rather creative pipe setups if you don&#039;t mind a few pipes being colored red or blue. Holds up to 70L.&lt;br /&gt;
*&#039;&#039;&#039;Heat Exchange&#039;&#039;&#039;: Special pipe designed in a way to equalize heat with the gas inside and the environment that it&#039;s in. In other words, if you pipe super cooled gas into heat exchange pipes winding around a room that&#039;s normally at room temperature, then the room will cool down and the gas will heat up. Holds up to 70L.&lt;br /&gt;
**&#039;&#039;&#039;Junction&#039;&#039;&#039;: Weirdly enough, pipe adapters cannot connect heat exchangers to normal pipes, requiring the use of this special pipe. On one end goes normal pipes and on the other goes heat exchange pipes. You can figure it out.&lt;br /&gt;
*&#039;&#039;&#039;Insulated&#039;&#039;&#039;: Extremely niche pipes, these have no special use other than reinforcing pipes well beyond what&#039;s necessary. Only consists of straight pipes, meaning there&#039;s no manifolds or four-ways. Holds up to 70L.&lt;br /&gt;
&lt;br /&gt;
==Devices and Utilities==&lt;br /&gt;
Every device available to you. This ranges from something as simple as a meter to a high power pump. Devices &amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;in green&#039;&#039;&#039;&amp;lt;/span&amp;gt; do not require power in order to function. Most devices that are powered will consume up to 150 watts when they are idle.&lt;br /&gt;
&lt;br /&gt;
===Non-Pipe===&lt;br /&gt;
*[[File:Pipemeter.gif]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Meter}}Pipe Meter&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A device that will observe whatever pipe network it is secured onto. It will tell you the temperature and pressure of the network, even from a distance, and it even gives visual indicators of the pressure! This won&#039;t replace gas analyzers, though, since it can neither determine how many moles are in a net nor can it determine what gases are in the network. You can use a multitool to switch which network a meter pays attention to assuming it&#039;s secured over overlapping pipes.&lt;br /&gt;
*[[File:Pipemeter.gif]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Turf Meter&#039;&#039;&#039;&amp;lt;/span&amp;gt;: The pipe meter&#039;s slightly awkward cousin, this will measure the gas on the turf that it is secured upon. It&#039;s functionally similar to the pipe meter otherwise.&lt;br /&gt;
*[[File:Gassensor.png]]&#039;&#039;&#039;Gas Sensor&#039;&#039;&#039;: What could be considered an advanced turf meter, minus the visual indicators. In fact, this device requires a specific console in order to see what it&#039;s reading. It can determine pressure, temperature, and gas concentrations. You&#039;ll probably see these in the large gas chambers.&lt;br /&gt;
&lt;br /&gt;
===Unary===&lt;br /&gt;
*[[File:Connectorport.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Connector}}Connector&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Definitely one of the most important utilities in any atmos setup, this will allow you to connect any [[#Portables|portable atmospheric device]] to a pipe network with a wrench, typically canisters. Anything connected to one of these will automatically balance the gases between the connected device and the connected pipe network.&lt;br /&gt;
*[[File:Heatexchanger.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Heat Exchanger&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Not to be confused with the [[#Basic Pipes|heat exchange pipes]] seen above, this radiator is designed to face another heat exchanger in order to balance heat between two networks without actually mixing the gases together.&lt;br /&gt;
*[[File:Gastank.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Tank}}Tank&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A massive, immobile tank of gas that has a capacity of 10000L. They can neither be built nor deconstructed. They&#039;re only found in the command bunker, emergency atmos substation near the docks, and in telecomms. Not to be confused with [[#Canisters|canisters]] or [[#Handhelds|small handheld tanks]].&lt;br /&gt;
*[[File:Freezer.gif]]&#039;&#039;&#039;Gas Cooler&#039;&#039;&#039;: A large device that is capable of cooling the contents of a pipe network to [[#Temperature|near-Absolute Zero]] values. How fast it cools and how large its volume is depends on upgrades made to it. Holds 600L by default.&lt;br /&gt;
*[[File:Heater.gif]]&#039;&#039;&#039;Gas Heater&#039;&#039;&#039;: A large device that is capable of heating the contents of a pipe network to rather high values. How fast it heats and how large its volume is depends on upgrades made to it. Holds 600L by default.&lt;br /&gt;
*[[File:Gasinjector.png]]&#039;&#039;&#039;Air Injector&#039;&#039;&#039;: A device whose whole purpose is to pump gas (not just air, like the name implies) onto a turf, similar to a vent pump, except it&#039;s rated to pressurize up to 15000 kPa. Usually controlled from a special console. Holds 700L, allows a flow rate of up to 700L/s, rated to pressurize up to 15000 kPa, can consume up to 15 kW at max operational capacity.&lt;br /&gt;
*[[File:VentP.gif]]&#039;&#039;&#039;{{anchor|Unary Vent}}Vent Pump (Unary Vent)&#039;&#039;&#039;: The device that you&#039;ll probably see the most around the station, these vents are typically controlled by an [[#Air Alarm Operation|air alarm]] to determine what pressure to target. Special versions of this vent allow it to siphon gas indiscriminately instead, a notable example being the vent pump in the SM core. Vents performing both functions can be found in airlocks. Holds up to 200L, allows a flow rate of up to 200L/s, rated to pressurize to 7500 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
*[[File:ScrubberP.png]]&#039;&#039;&#039;{{anchor|Scrubber}}Scrubber&#039;&#039;&#039;: Where a vent pump (usually) pumps a gas (typically air) into a room, scrubbers do the opposite, with a twist: they can be controlled by an air alarm to target and collect any type of gas and pump it into a pipe network while leaving other gases alone. It can also be set to forcefully siphon gas indiscriminately, giving it a lot more power. Holds up to 200L, allows a flow rate of up to up to 200L/s, 2500L/s on siphon, rated to pressurize to 7500 kPa, can consume 7.5 kW at max operational capacity.&lt;br /&gt;
*[[File:Cryo.gif]]&#039;&#039;&#039;Cryo Cell&#039;&#039;&#039;: Maybe not immediately concerning to your average pipe enthusiast, the cryo cell is nonetheless an atmospheric utility. It&#039;s connected to a pipe network that hopefully has chilled oxygen, which can be used to put a patient in stasis and heal some of their wounds. See [[Guide to Medicine#Cryogenics|the guide to medicine]] for more info.&lt;br /&gt;
&lt;br /&gt;
===Binary===&lt;br /&gt;
*[[File:Pressureregulator.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Pressure Regulator&#039;&#039;&#039;&amp;lt;/span&amp;gt;: An often overlooked device, this programmable gate allows for a number of tasks. It can be programmed to allow gas through until the output end is greater than or equal to the target pressure, or it can be programmed to allow gas through when its input end reaches the target pressure, and will stay open until the input end is less than or equal to the target pressure. All of this comes at the cost of being unable to pump gas; if its input is at a lower pressure than the output, gas cannot flow through. In order to allow the regulator to do its job the valve must be unlocked. The end with the bright red valve is the output end. Both ends of the regulator hold 500L, making this effectively 1000L, allows a flow rate of up to 500L/s.&lt;br /&gt;
*[[File:Manualvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;{{anchor|Manual Valve}}Manual Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A simple gate that allows you to connect two networks together or shut them off from each other. Note that neither the AI nor its borgs can operate these valves. It also contains no volume, oddly enough.&lt;br /&gt;
**[[File:Digitalvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Digital Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Exactly the same as the manual valve, except it &#039;&#039;&#039;cannot be unsecured&#039;&#039;&#039;, for reasons beyond comprehension. It also cannot be vended from a pipe dispenser. If you carefully observe where these valves are located you might be able to determine what their true purpose is. They can also be operated by the AI and its borgs.&lt;br /&gt;
*[[File:Circulator.gif]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;TEG Circulator&#039;&#039;&#039;&amp;lt;/span&amp;gt;: This is just one part of a [[Supermatter Engine#The TEGs|thermoelectric generator]]. Basically it takes gas in on one end and outputs it on another end. Which end is what can be determined by examining the circulator. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s (probably).&lt;br /&gt;
*[[File:Gaspump.png]]&#039;&#039;&#039;{{anchor|Gas Pump}}Gas Pump&#039;&#039;&#039;: A strong staple in any pipe setup, this will attempt to force gas on its input end into the output end for as long as the gas on the output end is at a lower pressure than target, and there is gas in the input end. The pump is smart and will just let gas through if the output end is at a lower pressure than the input end, but the pump&#039;s effectiveness will decrease dramatically if the pressure on the input end is well below the pressure of the output pipe. The output end is the bit with the red stripe on it. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s, rated to pressurize to 15000 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
**[[File:Hpgaspump.png]]&#039;&#039;&#039;High Power Pump&#039;&#039;&#039;: The big sister of the gas pump, the high power pump can force gas from one network into another a bit faster. The output end is the bit with the red stripe on it. Each end holds 200L, making this effectively 400L, allows a flow rate of up to 200L/s, rated to pressurize to 15000 kPa, can consume 15 kW at max operational capacity.&lt;br /&gt;
&lt;br /&gt;
===Ternary/Quaternary===&lt;br /&gt;
*[[File:Manualtvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;T-Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: A bit of an odd specimen, this valve has one input and two potential outputs, but at least one of them will always be closed, and neither of them can be open or closed at the same time. The indicator lights will tell you which side is open and which is closed, and turning the valve will toggle which output is opened. The AI and its borgs cannot operate the valve. There is also a mirrored variant.&lt;br /&gt;
**[[File:Digitaltvalve.png]]&amp;lt;span style=&amp;quot;color:#009900&amp;gt;&#039;&#039;&#039;Digital T-Valve&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Functionally identical to its manual sister, but it cannot be unsecured from the floor wherever it is found, and it cannot be vended from the pipe dispenser. The AI and its borgs are able to operate the valve. There is also a mirrored variant.&lt;br /&gt;
*[[File:Gasfilter.gif]]&#039;&#039;&#039;{{anchor|Gas Filter}}(Omni) Gas Filter&#039;&#039;&#039;: The gas filter is an impressive device that is capable of pumping gas through to another network while scrubbing a target gas out into a different, perpendicular network. A series of these set to different gases is what allows the [[#Filtering|filtering line]] of Atmospherics to function. There is a mirrored variant of this device as well. There is also a much more flexible &#039;&#039;&#039;omni&#039;&#039;&#039; variant, which allows you to set which side is the input, output, and allows you to set two more sides as filters. Each programed side holds 200L, making this effectively 800L assuming an omni filter is set to have all four sides in use, allows a flow rate of up to 200L/s, rated to pressurize up to 7500 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
*[[File:Gasmixer.gif]]&#039;&#039;&#039;{{anchor|Gas Mixer}}(Omni) Gas Mixer&#039;&#039;&#039;: As the name implies, this device mixes gas together, usually by taking two input gases (which can already have been mixed up by something else) and outputting the combined result into a pipe with programmed concentrations. One of these devices is what allows the [[#Air Mix|air line]] of Atmospherics to maintain a strict [[#Air|79% N2 21% O2 air mix]]. There is a mirrored variant of this device as well. There is also a much more flexible &#039;&#039;&#039;omni&#039;&#039;&#039; variant, which allows you to set up to three inputs and one output. Each programmed side holds 200L, making this effectively 800L assuming an omni mixer is set to have all four sides in use, allows a flow rate of up to 200L/s, rated to pressurize up to 7500 kPa, can consume up to 7.5 kW at max operational capacity.&lt;br /&gt;
&lt;br /&gt;
==Portables==&lt;br /&gt;
[[File:PAPUI.png|right|thumb|Portable air pump UI. By default it is set to pump gas into itself.]]Everything here (with the exception of the space heater) can be connected to a [[#Connector|connector]] to balance gas contents between the portable and the pipe network that the connector is secured to. None of these devices need to be turned on or have their settings altered in order for this to be accomplished.&lt;br /&gt;
*[[File:Air_canister.png]]&#039;&#039;&#039;Canisters&#039;&#039;&#039;: Probably the most common form of portable atmospherics, a canister can hold up to 1000L of gas, and (miraculously) can withstand an infinite amount of pressure and temperature. This doesn&#039;t mean they&#039;re indestructible - they can rupture due to explosions nearby... or just because a random event told it to rupture. Canisters are typically pressurized to 4560 kPa as a standard. They have their own internal pressure regulator rated up to 1013 kPa, and can either be allowed to pressurize its turf and surroundings up to that pressure (assuming it has enough gas) or it can be used to fill [[#Handhelds|handheld tanks]] up to that pressure. You can also change the color of the canister by emptying it and pressing the &amp;quot;Label&amp;quot; button. Not to be confused with [[#Handhelds|handheld tanks]] or [[#Tank|the much larger tanks which sort of accomplishes the same goal]].&lt;br /&gt;
*[[File:Airpump.png]]&#039;&#039;&#039;Portable Air Pump&#039;&#039;&#039;: Basically a fancier canister, but with a pump, rated to pressurize up to 1013 kPa, at a rate of a &#039;&#039;&#039;whopping 1000L/s&#039;&#039;&#039;! Air pumps are typically pressurized as high as possible with room temperature air (about 6157 moles of air) to facilitate refilling depressurized rooms. This is capable of pumping gas out into surrounding turfs &#039;&#039;or&#039;&#039; pumping gas into itself from surrounding turfs. Pumps, of course, require power, hence this device possessing a power cell. The cell can be retrieved by screwing it out. The pump can both fill or empty a tank inserted into it. Can hold up to 1000L.&lt;br /&gt;
*[[File:Portablescrubber.png]]&#039;&#039;&#039;Portable Scrubber&#039;&#039;&#039;: This particular curio is basically a non-programmable scrubber that will scrub anything that isn&#039;t nitrogen or oxygen from the air. Its pump is rated to pressurize up to 1013 kPa at a rate of 200L/s. It will not use power if it is turned on and there are no gases to scrub. It will scrub contaminants (anything that isn&#039;t oxygen or nitrogen) from any connected tank while turned on. Like the portable air pump, this too requires power, and has a power cell that can be replaced by screwing it out. Holds up to 750L, allows a flow rate of up to 200L/s.&lt;br /&gt;
*[[File:Planttray.png]]&#039;&#039;&#039;Hydroponics Tray&#039;&#039;&#039;: Bet you weren&#039;t expecting to see this here. It&#039;s true, plant trays do have gas interactions which can be controlled by hooking it into a connector and flipping the lid down. The plants (assuming they&#039;re mutated and not dead) will passively generate gas, and are capable of outputting this into pipes if the tray is connected to a pipe network. The tray is capable of holding up to 100L.&lt;br /&gt;
&lt;br /&gt;
===Handhelds===&lt;br /&gt;
Any handheld item that can store gas will be under this heading. This is usually in the form of tanks, but jetpacks are also here. Tanks can only be pressurized up to 30 atm (3039 kPa) before its pump/regulator begin to involuntarily leak gas out. 40 atm (4052 kPa) will result in a rupture. You can tell how much pressure is inside by activating the object in hand. You can also examine the item to determine how hot it is.&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Tank&#039;&#039;&#039;: Probably the most common tank seen on the Aurora, this simply holds pure oxygen. It can hold up to 70L, and its release pressure is set to 21 kPa by default. It can be worn on your back. This tank may be seen in multiple colors, such as yellow, red, or more rarely brown.&lt;br /&gt;
**&#039;&#039;&#039;Anesthetic Tank&#039;&#039;&#039;: General anesthetic in gas form, filled with [[#N2O|nitrous oxide]] and [[#O2|oxygen]]. Using these as internals will probably put you to sleep. Medical won&#039;t use these too often.&lt;br /&gt;
**&#039;&#039;&#039;Air Tank&#039;&#039;&#039;: Similar to the oxygen tank, but it contains an [[#Air|air mix]] instead. Because the O2 is in a lower concentration, the release pressure is set to 101 kPa, meaning this tank will not last as long as a pure oxygen tank.&lt;br /&gt;
*&#039;&#039;&#039;Emergency Oxygen Tank&#039;&#039;&#039;: The small tank that almost everyone spawns with in their emergency internals box. This, too, contains pure oxygen, but it can only store up to 2L of gas, making this a very, very small tank. There is a yellow version that is slightly bigger and holds 6L, and an even bigger version that holds 10L. These can be worn on your belt or put in your pocket.&lt;br /&gt;
*&#039;&#039;&#039;Jetpack&#039;&#039;&#039;: These jetpacks can be used to maneuver in zero gravity environments freely, and can even traverse z-levels if used correctly. They can also be used as internals. They can be filled with anything, but usually only [[#O2|oxygen]] or [[#CO2|carbon dioxide]] is used. Holds up to 70L.&lt;br /&gt;
*&#039;&#039;&#039;Phoron Tank&#039;&#039;&#039;: A tank full of [[#PH|Phoron]]. Who could&#039;ve guessed? Can be used as internals, so beware. Holds up to 70L.&lt;br /&gt;
*&#039;&#039;&#039;Hydrogen Tank&#039;&#039;&#039;: A tank full of [[#H2|hydrogen]]. Holds up to 70L.&lt;br /&gt;
&lt;br /&gt;
==Unimplemented==&lt;br /&gt;
Everything in this category exists in the code but can neither be seen anywhere on the current map nor can they be created by normal means. This list may change, but for posterity&#039;s sake all unimplemented devices will have their basic functions described in case they do, in fact, return to use.&lt;br /&gt;
*&#039;&#039;&#039;Passive Vent&#039;&#039;&#039;: Effectively just a pipe that&#039;s allowed exchanging gas contents with the turf it&#039;s secured upon. As you can imagine, a passive vent connected to an empty pipe exposed to a turf of air will fill the pipe with air. While it does have its uses, it&#039;s not seen in the pipe dispenser list for some reason.&lt;br /&gt;
*&#039;&#039;&#039;Binary Vent Pump&#039;&#039;&#039;: Basically a [[#Unary Vent|vent pump]], except it has two ends where you can connect pipes. One end is the input - for when it&#039;s pumping gas into a room -, and the other end is the output - for when the vent siphons gas instead. Not seen anywhere on the Aurora and otherwise unobtainable.&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Generator&#039;&#039;&#039;: An absolute dinosaur, this device hasn&#039;t been used since ye olden days. As the name implies it produces pure oxygen... from nothing. Normally connected to a pipe on one end. There&#039;s a pretty good chance that this doesn&#039;t work anymore.&lt;br /&gt;
*&#039;&#039;&#039;Thermal Plate&#039;&#039;&#039;: One may believe that this was a precursor to the heat exchange pipe, but this was actually created after. Anyway this was connected to a pipe on one end and would exchange heat with the turf it was secured on. You would need dozens of these with some awkward pipe work to accomplish what simple spaghetti HE pipes can accomplish now.&lt;br /&gt;
*&#039;&#039;&#039;Thruster&#039;&#039;&#039;: Probably related to overmap functions. Assuming that&#039;s the case, this would just eject gas to produce thrust for overmap shuttles.&lt;br /&gt;
*&#039;&#039;&#039;Pipe Turbine&#039;&#039;&#039;: This was effectively a condensed version of the gas turbine. It would produce energy by piping extremely high pressure gas (usually superheated) to turn a turbine in order to generate power, assuming it was connected directly to a special generator. Even when this was developed way back when, it was never really used that much, and it&#039;s not seen anywhere on the Aurora. It probably doesn&#039;t work anymore, even if you manage to find a setup.&lt;br /&gt;
&lt;br /&gt;
=Air Alarm Operation=&lt;br /&gt;
[[File:AiralarmUI.png|200px|right|thumb|An air alarm&#039;s interface set to the sensors screen. You can adjust alarm thresholds here.]]Air alarms. They alarm when there&#039;s no air... sometimes. The fact of the matter is that air alarms are a lot more flexible than you think, and it&#039;s this flexibility that propels their potential to be a very powerful tool to greater heights. By default, an air alarm&#039;s purpose in a regular old hallway is to make sure that the air pressure is okay, that there&#039;s enough oxygen concentration, there aren&#039;t dangerous quantities of toxins or fuel in the air, and that the temperature isn&#039;t extremely hot or cold. If any of that fails to meet the programmed criteria then the alarm will trip, dropping the emergency shutters that it&#039;s in charge of, and informing nearby alarms to do the same in order to localize the damage to a specific set of rooms, protecting the rest of the station from atmospheric hazards. If the emergency involves depressurization then it&#039;ll also shut off its vents and scrubbers to conserve resources.&lt;br /&gt;
&lt;br /&gt;
An air alarm can be accessed either in person or remotely via an air alarm monitoring console. If you are accessing it in person then you will need to swipe your ID over it to unlock its controls. If accessing remotely then all you need is a console with the atmosphere control program (and a valid atmos tech ID to open that program, but you don&#039;t need it if it&#039;s already open) and for the air alarm to not have its remote control setting set to &amp;quot;Off&amp;quot;. With that out of the way, here are the intricacies to operating an air alarm:&lt;br /&gt;
&lt;br /&gt;
==Basic Interface==&lt;br /&gt;
The first thing you&#039;ll see towards the top of the interface - and you will always see this no matter what menu you navigate to - is the gas composition that the alarm is reading. In particular, it will tell you the following:&lt;br /&gt;
*&#039;&#039;&#039;[[#Pressure|Pressure]]&#039;&#039;&#039;: How pressurized the room is, simple enough. By default, pressures below 81 kPa and above 122 kPa are deemed harmful and will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#O2|Oxygen]]&#039;&#039;&#039;: The concentration of oxygen in the room. It won&#039;t tell you exactly how much is in the room, but it does give you a percentage, and since you already know the pressure, you can probably guess how much is there. Partial pressure values below 16 kPa and above 140 kPa are deemed harmful and will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#CO2|Carbon Dioxide]]&#039;&#039;&#039;: The concentration of CO2 in the room. Ideally this should be zero, but some is harmless anyway. Larger concentrations, however, are harmful to breathe. Partial pressure values above 10 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#PH|Phoron]]&#039;&#039;&#039;: If this is in the air then something has probably gone wrong. Trace amounts of Phoron are safe to breathe and are a negligible threat to most crew, but it doesn&#039;t take much more to make it harmful. Partial pressure values above 0.5 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#H2|Hydrogen]]&#039;&#039;&#039;: By contrast to Phoron, hydrogen is actually completely safe to breathe and is inert. It is, however, still a fuel and will start fires if exposed to heat and oxygen (which air has plenty of), so it is a hazard all the same. Partial pressure values above 0.5 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#N2O|Other]]&#039;&#039;&#039;: Since nitrogen is ignored by air alarm thresholds outside of calculating pressure, &amp;quot;Other&amp;quot; is nitrous oxide by process of elimination. This category is hidden from the rest of the list until it is made relevant. Nitrous, while not terrible harmful to crew, still possesses anesthetic properties and can force people to fall asleep, even in small concentrations. Partial pressure values above 1 kPa will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;[[#Temperature|Temperature]]&#039;&#039;&#039; Put simply, temperature of the air measured in both Kelvin and Celsius. 20 Celsius is usually what you&#039;ll find most rooms at, aided in part by the air alarm&#039;s thermostat. Temperatures below 247 Kelvin (-26 Celsius) and above 339 Kelvin (66 Celsius) will trip the alarm.&lt;br /&gt;
*&#039;&#039;&#039;Local Status&#039;&#039;&#039;: The quick and simple way to check if everything is within acceptable, programmed bounds. Does this mean the room is actually safe? Not always!&lt;br /&gt;
*&#039;&#039;&#039;Area Status&#039;&#039;&#039;: If an air alarm in a nearby room has tripped an alarm then this value will say so. If this value reports that there is an alarm nearby then it, too, will also assume that there is something wrong and shut its shutters.&lt;br /&gt;
Other interface buttons are the remote control buttons, which allow you to allow or deny remote access to the air alarm, good if someone&#039;s being a dummy with the controls in Atmospherics. You can also adjust the thermostat between 0 and 40 Celsius, though heating and cooling the room takes a while to accomplish, and is handled by the air alarm itself and not the vents.&lt;br /&gt;
&lt;br /&gt;
==Scrubber Control==&lt;br /&gt;
If there&#039;s wacky atmospheric anomalies that are making the air the crew breathes something that the crew would rather not breathe, then [[#Scrubber|scrubbers]] have you covered, assuming they&#039;re present in the room affected by bad gas of course. This menu shows you every scrubber under the alarm&#039;s control, and it will allow you to turn specific scrubbers on or off, set specific scrubbers to assume normal operation or indiscriminately siphon gas immediately, and they can be programmed to scrub any gas from the atmosphere. By default, [[#CO2|carbon dioxide]] is the default setting on all scrubbers. With careful manipulation you can solve a lot of atmos crises with simple scrubber programming. Canister of nitrogen ruptured and ended up overpressurizing a room and upsetting the air balance? Why set the scrubber to panic siphon when you can just turn on nitrogen scrubbing instead? Much cleaner that way.&lt;br /&gt;
&lt;br /&gt;
==Vent Control==&lt;br /&gt;
A menu similar to the scrubber menu in that it lists every [[#Unary Vent|vent pump]] under the alarm&#039;s control, but vents are a bit different in how they can be programmed. First off, individual vents can be turned on or off, so there&#039;s that. Secondly, there are a few rather esoteric toggles and values here that do the following:&lt;br /&gt;
*&#039;&#039;&#039;External Pressure&#039;&#039;&#039;: This setting will have the vent check the pressure of the room that it is in and attempt to pressurize it to what&#039;s programmed in the &#039;&#039;&#039;external pressure bound&#039;&#039;&#039; variable. This is the default setting.&lt;br /&gt;
*&#039;&#039;&#039;Internal Pressure&#039;&#039;&#039;: This setting, by contrast, will check the pressure of the pipe network that the vent is connected to, and the vent will pump gas out until it reaches the pressure programmed in the &#039;&#039;&#039;internal pressure bound&#039;&#039;&#039; variable. This setting is not recommended for normal life support functions.&lt;br /&gt;
*&#039;&#039;&#039;External Pressure Bound&#039;&#039;&#039;: This coincides with the external pressure check. If the pressure of the room is lower than this value then the vent will open. Otherwise it will remain closed. This is set to 101.3 kPa by default, and this value can be reset easily with the &amp;quot;Reset&amp;quot; button.&lt;br /&gt;
*&#039;&#039;&#039;Internal Pressure Bound&#039;&#039;&#039;: &#039;&#039;&#039;THIS VARIABLE CANNOT BE MODIFIED.&#039;&#039;&#039; In theory this would allow a vent to remain open until the network it&#039;s connected to reaches the target pressure, otherwise it remains closed. This is set to 0 kPa by default, and because it cannot be modified, the vent will remain open until the pipe it&#039;s connected to is vacuum. Using this setting on the distro network will functionally keep the vent open forever.&lt;br /&gt;
&lt;br /&gt;
==Environmental Modes==&lt;br /&gt;
This menu provides some quick premade settings that make the air alarm and its connected devices function in particular ways. Most have their uses, one is completely useless. Here they are:&lt;br /&gt;
*&#039;&#039;&#039;Filtering&#039;&#039;&#039;: The default setting of pretty much every air alarm, this turns on all vents and scrubbers. Rooms are pressurized with air and contaminants are scrubbed. Vents are reset to default values, but scrubbers preserve all but the CO2 setting.&lt;br /&gt;
*&#039;&#039;&#039;Replace Air&#039;&#039;&#039;: This will set the scrubbers to siphon and indiscriminately scrub all gas from the atmosphere, but will keep vents open. Depending on the ratio of vents to scrubbers, the room can easily depressurize due to the flow rate of a siphoning scrubber. Can be useful as a lazy way to regulate a room&#039;s temperature.&lt;br /&gt;
*&#039;&#039;&#039;Panic&#039;&#039;&#039;: This shuts off all vents and forces all scrubbers to siphon gas. It will continue to siphon until it is told to stop by a user. The scrubber loop probably won&#039;t enjoy this. There is also a big yellow button on the main menu that lets you select this option.&lt;br /&gt;
*&#039;&#039;&#039;Cycle&#039;&#039;&#039;: This will turn off all vents and set the scrubbers to siphon until the room is down to 5 kPa, at which point it will flip over to Fill mode.&lt;br /&gt;
*&#039;&#039;&#039;Fill&#039;&#039;&#039;: This will turn off all scrubbers and enable all vents. Unless the scrubbers have been programed incorrectly (a problem that is easily fixed), there is no real reason to use this mode: it does &#039;&#039;&#039;not&#039;&#039;&#039; make vents operate faster. Just use Filtering instead.&lt;br /&gt;
*&#039;&#039;&#039;Off&#039;&#039;&#039;: What is says on the tin. All vents and scrubbers will switch off and do nothing until the user says otherwise. This option is selected automatically if a depressurization event occurs.&lt;br /&gt;
&lt;br /&gt;
==Sensor Settings==&lt;br /&gt;
The last menu, this is the screen that determines when and for what the air alarm will trip. You&#039;ll notice that all of the thresholds listed here are also represented by the air status at the top of the interface. Each category possesses four categories: minimum warning (min1), maximum warning (max1), minimum alarm (min2), and maximum alarm (max2). Warning thresholds will alert alarm consoles that something is beginning to exceed programmed thresholds and the alarm will flash yellow. Alarm thresholds will shut all emergency shutters and seal off rooms in an attempt to prevent atmospheric hazards from spreading. Many of these thresholds represent partial pressure, and can be modified with the fact that they are pressure values in mind. The temperature value, on the other hand, is programmed based on Kelvin.&lt;br /&gt;
&lt;br /&gt;
Some thresholds also report that they are &amp;quot;Off&amp;quot;, or otherwise not concerning themselves with measuring minimum/maximum thresholds. You can set this yourself by setting a value to &amp;quot;-1&amp;quot;, which will turn that specific sensor off. You can also turn minimums and maximums off by setting that same value on the &amp;quot;min2&amp;quot; and &amp;quot;max2&amp;quot; values. Doing this for everything can keep an alarm from tripping in spite of changes in atmosphere.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=PHORON CHECK!=&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*face melts off*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=24291</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=24291"/>
		<updated>2022-04-14T17:27:30Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: minor phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = FFB600&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a Shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Ship Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your factions interests, conducting interviews and AMAs&#039;, Improving your interest groups image, &amp;lt;s&amp;gt;Being Less Creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Ship Command]] however.&lt;br /&gt;
&lt;br /&gt;
== Variation ==&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular officer. They can both be on Station at one time, allowing for a representative of a Faction to be there alongside a liaison from a MegaCorporation. It is encouraged that they will work together on matters if there is a NanoTrasen Liaison alongside a consular officer, so the consular can have an easier time getting important messages through to central command or ship command. &lt;br /&gt;
&lt;br /&gt;
== Interest Groups ==&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by central command to act as an on-ship link between [[Nanotrasen_Corporation#Executives|Central Command]] and [[Job Guides#Station_command|Ship Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the station, advise Station Command, and issue various paperwork, including Contract Extensions, and situation reports. They can also make sure that ship command is following [[Corporate Regulations|Correct Procedure]], and not doing anything bad in the eyes of the company.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On ship liaisons from other Megacorporations with contractors on Ship. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are not welcome aboard the Horizon.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen by their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on NanoTrasen vessels and keep the relations between NanoTrasen and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Jargon Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispell all perceived inaccuracies about Dominian first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between Nanotrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!EPMC Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Jargon&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaucrae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
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|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] are a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy are a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to ship Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest group, in ways such as PDAing to ask them, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even part of the ships&#039; Crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get ship Crew on your side is if you get involved with the Crewmembers aboard the Horizon, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Ship Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Ship Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, Ahelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the Mindshield Implant all Liaisons are required to have prevents you from being brainwashed, However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=23939</id>
		<title>Guide to EVA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_EVA&amp;diff=23939"/>
		<updated>2022-03-31T17:36:14Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: remove maintainer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
EVA is an often used phrase that means &#039;&#039;&#039;Extravehicular Activity&#039;&#039;&#039;, which more often than not refers to going out into space, or &#039;&#039;&#039;spacewalking&#039;&#039;&#039;, which typically involves exploring the asteroid that the Aurora is stationed on. EVA may also refer to EVA Storage next to Security.&lt;br /&gt;
&lt;br /&gt;
=Space Suits and Equipment=&lt;br /&gt;
In order to not succumb to vacuum and have your blood boil out of your pores, you must wear protective equipment. Below are the different types of equipment available.&lt;br /&gt;
&lt;br /&gt;
==[[File:Softsuit.png|64px]]Softsuits==&lt;br /&gt;
Softsuits are your most basic protective equipment against vacuum and space. They are commonly found in the blue emergency oxygen closets placed around the station. The suit and helmet are separate, but also quite fragile and susceptible to puncturing and tearing, which would render the suit useless against space. They are also clunky, encumbering, and colored very brightly.&lt;br /&gt;
&lt;br /&gt;
==[[File:Engineering_VoidsuitFull.png|64px]]Voidsuits==&lt;br /&gt;
Voidsuits are much more advanced over softsuits, and provide a slightly better range of options. The only downside is that they must be refit in a [[#Suit_Cycler|suit cycler]] to fit your species/anatomy if you are not human. Voidsuits, however, contain a suit slot for oxygen tanks so that you don&#039;t have to place one on your back, which has the added benefit of letting you wear your backpack. On top of this, voidsuits can also be assembled and compacted down to a single item, which will be covered below. Despite what some may look like, voidsuits are &#039;&#039;not&#039;&#039; suits of armor, and can still be damaged beyond optimal operation. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
In this expandable list is your go-to voidsuit information and our current departmental voidsuits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Assembly==&lt;br /&gt;
Assembly is done by taking a voidsuit component and clicking on the main suit with it. This will attach it to the suit, and will deploy once the main suit is equipped &#039;&#039;as long as nothing is in the way,&#039;&#039; shoes being an exception for magboots. To remove components, use a screwdriver on the suit. Assembly is optional but very much encouraged.&lt;br /&gt;
* [[File:Medical_Voidsuit_Helmet.png|64px]]&#039;&#039;&#039;Voidsuit helmet:&#039;&#039;&#039; Occupies helmet slot. Removes the need for an oxygen mask as long as it&#039;s worn.&lt;br /&gt;
* [[File:Medical_Hardsuit.png|64px]]&#039;&#039;&#039;Voidsuit:&#039;&#039;&#039; Occupies exo slot.&lt;br /&gt;
* [[File:Mashoe.png|64px]]&#039;&#039;&#039;Magboots:&#039;&#039;&#039; Occupies shoe slot. Will fit over any shoes you&#039;re already wearing.&lt;br /&gt;
* [[File:Oxygen_tank.png|64px]]&#039;&#039;&#039;Oxygen tank:&#039;&#039;&#039; Occupies suit storage slot. Provides breathable oxygen. Can be ejected by right clicking the suit.&amp;lt;br&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:Suit_cooler.png|64px]]&#039;&#039;&#039;Suit cooler:&#039;&#039;&#039; Occupies suit storage slot. Cools the internal atmosphere of the suit for synthetic users. Can be ejected by right clicking the suit.&lt;br /&gt;
&lt;br /&gt;
==Departmental Voidsuits==&lt;br /&gt;
[[File:GreysuitFull.png|64px]] &#039;&#039;&#039;Standard greysuit:&#039;&#039;&#039; Cannot attach oxygen tank easily/pieces don&#039;t converge into the center like the others.&lt;br /&gt;
&lt;br /&gt;
[[File:Mining_VoidsuitFull.png|64px]] &#039;&#039;&#039;Mining voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A hardy suit for hardy labor, providing protection against melee and explosions. Found in Mining. Used by [[Shaft Miner|miners]].&lt;br /&gt;
&lt;br /&gt;
[[File:Medical_VoidsuitFull.png|64px]] &#039;&#039;&#039;Medical voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A white and blue suit for when medical inevitably gets breached by debris or something, nothing really notable about it. Found in EVA Storage. Used by [[Paramedic|medbay staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Security_VoidsuitFull.png|64px]] &#039;&#039;&#039;Security voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A blue voidsuit to match the colors of the security, provides good melee and explosive protection. Found in EVA Storage. Used by [[Security Officer|officers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Sciencevoidsuit.png|64px]] &#039;&#039;&#039;Research voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A special suit that designed for usage by NanoTrasen research personnel, provides good energy and radiation protection. Found in the research department. Used by [[Scientist|research staff]].&lt;br /&gt;
&lt;br /&gt;
[[File:Engineering_VoidsuitFull.png|64px]]&#039;&#039;&#039; Engineering voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. Probably the most iconic suit, this engineering voidsuit has decent radiation protection, though not complete immunity. Found in EVA Storage and Engineering Storage. Used by [[Station Engineer|engineers]].&lt;br /&gt;
&lt;br /&gt;
[[File:Atmospherics_VoidsuitFull.png|64px]]&#039;&#039;&#039; Atmospherics voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A suit similar to the engineering voidsuit, but it can withstand an incredible 30000 Kelvin atmosphere, provided the user isn&#039;t on fire. Found in EVA Storage and Atmospherics. Used by [[Atmospheric Technician|atmos techs]].&lt;br /&gt;
&lt;br /&gt;
[[File:Captain_VoidsuitFull.png|64px]] &#039;&#039;&#039;Captains voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest piece for a quick deploy. A bulky suit with decent protection all around, though with a slight speed penalty. Found in the Captain&#039;s Quarters. Used by the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
[[File:Skrell_Voidsuit.png|64px]] &#039;&#039;&#039;Skrell voidsuit:&#039;&#039;&#039; All accessories can be slotted into the center chest pieces for a quick deploy.&lt;br /&gt;
A voidsuit fitted for [[Skrell]] users, providing good energy and explosive resistance. Found in EVA Storage. Used by [[Skrell]] crew.&lt;br /&gt;
&lt;br /&gt;
==Voidsuit repair:== &lt;br /&gt;
[[File:Wrench.png|64px]]&lt;br /&gt;
Voidsuits are not suits of armor (at least most aren&#039;t). They can be damaged easily to the point that it is no longer able to protect the user from vacuum or other factors. Suits can become sub-optimal by two common forms of damage: punctures and scorches.&lt;br /&gt;
*&#039;&#039;&#039;Punctures&#039;&#039;&#039; - These usually manifest from sources of blunt force, like axes, bullets, or simply being shoved around and crashing into walls from unstable atmosphere. These are fixed by using a welder on the suit.&lt;br /&gt;
*&#039;&#039;&#039;Scorches&#039;&#039;&#039; - Burn marks usually mean the suit&#039;s been melted away by intense heat and that sort. These are fixed by using steel sheets on the suit.&lt;br /&gt;
Note: There can be multiple instances of damage on a suit. Be sure to examine the suit until all sources disappear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suit Cycler:== &lt;br /&gt;
[[File:Suit_cycler.png|64px]]&lt;br /&gt;
This large stationary machine refits voidsuits to a race&#039;s anatomy, particularly ones that are not human. There are different cyclers for different department voidsuits, all locked to prevent other departments from obtaining or impersonating another department&#039;s color. As long as you have access, you are able to lock and unlock a suit cycler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation:&#039;&#039;&#039;&lt;br /&gt;
A small window of options should appear once the cycler is unlocked. Options range from recoloring and refitting suits to sterilizing the voidsuit in UV light. To refit a suit, place the voidsuit and helmet inside the cycler, select the type of suit (which will just change the sprite, the suit will still have the same stats as before), and select your race. Click &#039;&#039;&#039;Begin Customization Routine&#039;&#039;&#039; and wait for around ten seconds until the cycler pings. Remove the voidsuit and helmet and ensure that they fit on your character.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==[[File:Evasuit.png|64px]]Hardsuits==&lt;br /&gt;
Hardsuits are perhaps the most advanced pieces of EVA equipment supplied by Nanotrasen. They resemble control modules that fit on your back to deploy and manage components and modules at the press of a button. Refitting hardsuits is unnecessary (and impossible) because the hardsuit will conform to a user&#039;s anatomy as soon as it deploys. They also contain a detachable oxygen tank, power cell, and bone support. They are much sturdier than voidsuits and may even work as armor, depending on the control module you&#039;re wearing. Hardsuits have more utility over voidsuits in that they contain modules that can perform a variety of tasks, depending on the control module you&#039;re wearing. The downsides of hardsuits, however, are that they inflict a speed penalty and they are both uncommon and expensive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
In this expandable list will be station provided hardsuits/maintenance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Evasuit.png|64px]] &#039;&#039;&#039;Standard EVA suit:&#039;&#039;&#039; Building these rigs can be for any purpose. Most orders for robotics are this suit. Can be modified with non-combat accessories. Explore!&lt;br /&gt;
&lt;br /&gt;
[[File:Rescuesuit.png|64px]]&#039;&#039;&#039; Rescue suit module:&#039;&#039;&#039; Adding utility to this rig will assist the user/patient. &amp;lt;s&amp;gt;For picking those dead miners off the asteroid!&amp;lt;/s&amp;gt; A durable suit designed for medical rescue in high risk areas. Located in Medical EMT Bay. Comes with integrated magboots, maneuvering jets, helmet light, and a cover lock. Provides immunity to biohazards and radiation, strong defense against energy, very small defense against blunt force and explosions, and barely protects against ballistics and lasers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rdnewrig.png|64px]] &#039;&#039;&#039;AMI suit:&#039;&#039;&#039; &amp;lt;s&amp;gt; Does anyone actually wear this?&amp;lt;/s&amp;gt; An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it. Located in the Research Director&#039;s office and the Vault. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, very strong defense against energy, strong defense against explosions, moderate defense against blunt force, small protection against lasers, and barely protects against ballistics. It is also resistant to EMPs.&lt;br /&gt;
&lt;br /&gt;
[[File:Advancedsuit.png|64px]] &#039;&#039;&#039;CE&#039;s suit:&#039;&#039;&#039; An advanced voidsuit that protects against hazardous, low pressure environments. Shines with a high polish. Located in Chief Engineer&#039;s Office. Basically a cooler EVA RIG. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, small protection against explosions and blunt force, very small protection against lasers and energy, and barely protects against ballistics. The gloves are also insulated. &#039;&#039;&#039;Slap the biggest cell into this baby for that mounted RFC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Newindustrialsuit.png|64px]] &#039;&#039;&#039;Industrial rig:&#039;&#039;&#039; &amp;lt;s&amp;gt; Installing the mining drill to shoot at Security &amp;lt;/s&amp;gt; A heavy, powerful rig used by construction crews and mining corporations. Bought at the mining vendor. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force, moderate protection against radiation and ballistics, very small defense against explosions and lasers, and barely protects against energy. It is also weaker to EMPs.&lt;br /&gt;
&lt;br /&gt;
[[File:Hazardsuit.png|64px]] &#039;&#039;&#039;Hazard suit:&#039;&#039;&#039; A Security hardsuit designed for prolonged EVA in dangerous environments. Found in the Vault or built by robotics. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force and explosions, small protection against ballistics, very small defense against lasers and radiation, and barely protects against energy.&lt;br /&gt;
&lt;br /&gt;
[[File:Combatsuit.png|64px]] &#039;&#039;&#039; Combat suit:&#039;&#039;&#039; &#039;&#039;&#039;This hardsuit can only be worn by HUMANS&#039;&#039;&#039;&amp;lt;s&amp;gt; Should mining supply you in time &amp;lt;/s&amp;gt; A sleek and dangerous hardsuit for active combat. Can be built by robotics. Provides immunity to biohazards, strong defense against blunt force, ballistics, lasers, bomb and barely protects against energy. You&#039;ll need to slap modules into these after you get them built.&lt;br /&gt;
&lt;br /&gt;
==Hardsuit Operation==&lt;br /&gt;
Hardsuit control modules are meant to be worn on your back, and it may take some time to put it on. Ensure that you are not wearing anything on the outer clothing or helmet slot. Once equipped, two new tabs will appear in the top-right of your screen with a handful of new verbs, the most important of them being Toggle-Hardsuit in the Hardsuit tab. Details on all verbs can be found below. Once the Toggle-Hardsuit verb is used, the hardsuit will deploy into your outer clothing, gloves, helmet, and shoe slots, and will begin calibrating to your anatomy. If you are already wearing shoes or gloves, then the hardsuit will fit over them automatically. Once calibrated, you will be able to move around freely with some speed penalty.&lt;br /&gt;
&lt;br /&gt;
===Hardsuit Tab===&lt;br /&gt;
*&#039;&#039;&#039;Configure Voice Synthesiser:&#039;&#039;&#039; Will allow you to toggle a voice synthesizer on and off, and lets you type in a voice to imitate. Obviously this will do nothing if your hardsuit does not possess the required module.&lt;br /&gt;
*&#039;&#039;&#039;Deploy Hardsuit:&#039;&#039;&#039; Deploys all components immediately and simultaneously.&lt;br /&gt;
*&#039;&#039;&#039;Engage Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules to activate on your suit. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Open Hardsuit Interface:&#039;&#039;&#039; Opens a sleek window detailing modules, power supply, and suit permissions.&lt;br /&gt;
*&#039;&#039;&#039;Select Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules that will standby until you click. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Switch Vision Mode:&#039;&#039;&#039; Cycles through vision settings. Only useful if your hardsuit has a configurable visor.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Boots/Chestpiece/Gauntlets/Helmet:&#039;&#039;&#039; Un/Deploys the selected component.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Hardsuit:&#039;&#039;&#039; Turns the suit either on or off. The suit must be fully deployed to perform either of these tasks.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Module:&#039;&#039;&#039; Summons a pop-up prompt with a list of modules that you can toggle on or off. Slow and clunky.&lt;br /&gt;
*&#039;&#039;&#039;Toggle Visor:&#039;&#039;&#039; Self explanatory. Won&#039;t work if your suit does not have a configurable visor.&lt;br /&gt;
&lt;br /&gt;
===Hardsuit Modules Tab===&lt;br /&gt;
This is a nice tab to switch to if you don&#039;t like the game unfocusing when you select a standalone window/prompt. It will display your suit charge, modules, toggles on said modules, and how much energy it will take to perform actions with these modules. Any cost value ending in &#039;&#039;&#039;E&#039;&#039;&#039; means that the suit will consume that much energy immediately upon activation, while values ending in &#039;&#039;&#039;A&#039;&#039;&#039; means the suit will consume that much energy when the module is in use.&lt;br /&gt;
&lt;br /&gt;
===RIG Module Press===&lt;br /&gt;
This device converts usable items into modules to be installed in your hardsuits/rigs.&lt;br /&gt;
&lt;br /&gt;
===Maintenance===&lt;br /&gt;
Hardsuits may need to be recharged or have their internals refilled, primarily the former, or perhaps the hardsuit itself is damaged. To conduct maintenance, do the following:&lt;br /&gt;
#Swipe your ID over the control module.&lt;br /&gt;
#Crowbar the panel open.&lt;br /&gt;
#For internals:&lt;br /&gt;
##Wrench the tank out.&lt;br /&gt;
#For power cell/control board:&lt;br /&gt;
##Screwdriver.&lt;br /&gt;
##Select which part you wish to remove.&lt;br /&gt;
#Crowbar and ID the control module to lock the suit back up.&lt;br /&gt;
&lt;br /&gt;
To repair the hardsuit, remove the control module and do the following:&lt;br /&gt;
*For scorches, use metal.&lt;br /&gt;
*For punctures, use a welder.&lt;br /&gt;
*For module damage, remove the module and use cable coil or nanopaste.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxygen_tank.png|64px]]Internal Atmosphere==&lt;br /&gt;
[[File:Canister_prompt.png|frame|128px|Canister interface. Set the pressure to max, open the valve, then close it and eject the tank.]]&lt;br /&gt;
So if you&#039;re made of meat and [[#Cooled Atmosphere|are not synthetic]], then you most likely breathe. Not breathing is bad, and space (or vented rooms) doesn&#039;t really grant you the luxury of breathing. If your internal atmosphere (dubbed &#039;&#039;&#039;&amp;quot;internals&amp;quot;&#039;&#039;&#039;) isn&#039;t enabled, then you are breathing the atmosphere around you which can either be fine or &#039;&#039;really bad.&#039;&#039; In most instances to conserve oxygen, you&#039;ll want your internals to be turned off while inside the station when there&#039;s no emergency or anything of that sort. While exploring breached/vented/contaminated rooms or exiting the station, however, you&#039;ll want to turn your internals on, otherwise you may asphyxiate, breathe in toxins, or (sometimes) catch airborne pathogens.&lt;br /&gt;
&lt;br /&gt;
The most common method of establishing an internal atmosphere for yourself is with an oxygen tank and a breath mask, both of which are found in the box inside your backpack. It is worth mentioning that, while tanks of all sizes can be pressurized to a little over 1000 kilopascals (kPa), their size still determines how much air is actually contained inside the tank (an emergency oxygen tank at 1013 kPa won&#039;t last nearly as long as a normal oxygen tank at 1013 kPa). Another thing to note is that the emergency tank you spawn with isn&#039;t topped off to maximum capacity, only holding 303 kPa set to release at 21 kPa, meaning that the tank is truly for emergency use and won&#039;t last you more than seven minutes.&lt;br /&gt;
&lt;br /&gt;
Almost all tanks for use as internals are blue tanks of pure oxygen instead of an air mix, the most notable difference between the two being the pressure at which the contents of the tank are released into a mask: O2 releases at 21 kPa by default (16 kPa is the minimum safe pressure before you begin to asphyxiate) while Air releases at 101 kPa. Release pressure can be adjusted by clicking the tank in hand. If you wish to top off your tank (to a maximum of 1013 kPa), you must put your tank in an oxygen canister and open the valve at max pressure until the gauge on the tank matches. Once it does, close the valve and eject the tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Suit_cooler.png|64px]]Cooled Atmosphere==&lt;br /&gt;
If you don&#039;t actually breathe air and are a synthetic user, then you will be using suit cooling units instead of oxygen tanks. Often while wearing a voidsuit, hardsuit, or other vacuum-proof equipment, synthetic individuals will begin to overheat because the atmosphere inside continues to heat up from their warmth. To counteract this, suit coolers are used in place of an oxygen tank to constantly cool the air inside the suit as long as it is turned on and the cell inside has power. For voidsuits and hardsuits, activate the suit cooler and place it on the suit storage slot (preferably quickly). To recharge the cell, use a screwdriver on the unit, then click on the cooler while it is in your hand to pop the cell out, then just place the cell in a cell charger. &#039;&#039;&#039;Coolers cannot be assembled into voidsuits,&#039;&#039;&#039; but Research is able to make a cooling module for hardsuits if need be.&lt;br /&gt;
&lt;br /&gt;
==[[File:Jetpack_black.gif|64px]]Jetpacks== &lt;br /&gt;
&#039;&#039;&#039;To get these to work the best use them on your characters BACK slot&#039;&#039;&#039; Unless you&#039;re using a hardsuit with maneuvering jets, jetpacks are necessary to navigate environments without gravity, otherwise you will drift perpetually unless another force acts on your character, such as throwing or coming into contact with an object. Activating a jetpack will allow you to move around quickly, and activating stabilization (at the cost of more propellant) will allow for more precise movement, as well as keeping you from falling through holes. Jetpacks must be placed on your back to work, and &#039;&#039;&#039;should not be used as internals&#039;&#039;&#039; if the paint on the jetpack is black. If you are not granted the luxury of using a jetpack, a fire extinguisher will work as well.&lt;br /&gt;
&lt;br /&gt;
==[[File:Oxycandle.png|64px]]Oxycandles==&lt;br /&gt;
Oxycandles are basically cans containing a chemical mixture capable of generating breathable air upon combustion. These are for emergency use and don&#039;t provide much air; it produces roughly enough to sustain two or three turfs with stable atmosphere, therefore lighting this in a vented hallway may as well be a waste. They can be found in emergency closets, sometimes providing as much as three candles. These can be useful for refilling airlocks that have been forced open or if the canister that provides air happens to be empty.&lt;br /&gt;
&lt;br /&gt;
==[[File:Airbubble_folded.png|64px]]Air Bubbles==&lt;br /&gt;
Air bubbles are pretty much self-explanatory, being a bubble filled - for the most part - with air. They are used in emergencies where the user is trapped in/unable to move away from hazardous atmospheric conditions, primarily vacuum. They are found inside emergency closets, though they are small enough to fit inside your emergency internals box. Deploying the bag is simple, all it takes is for you to activate it in-hand and the air bubble will deploy on the same turf as you, now it&#039;s as simple as unzipping it, stepping onto it, and zipping it back over yourself. The atmosphere inside isn&#039;t pleasant, but it&#039;s better than vacuum, though be careful; moving will place you outside of the bag! The tank that supplies oxygen is an extended engineering airtank which, by default, is capable of supplying around an hour or so of oxygen. Without an air tank enabled, the bubble&#039;s atmos contents will simply mimic whatever&#039;s around it. This tank may be removed with the right click context menu, and can be replaced by clicking on the air bubble with any tank. Examining the bubble will tell you if a tank is attached and how much pressure is left in it. Once you are safe, you may exit the bag and click-drag it onto your character to fold it back up, albeit poorly, leaving you with a larger mess of material that will no longer fit in your internals box. Additionally, it can only fit one person... or perhaps victim; cable restraints can be used on the zipper to lock it, preventing anyone from the inside or the outside from opening it unless they have wirecutters, perfect for abductions when combined with the right air mix.&lt;br /&gt;
&lt;br /&gt;
=Exiting the Station=&lt;br /&gt;
[[File:Airlock prompt.png|frame|Airlock panel. Controls airlock doors and atmosphere control.]]&lt;br /&gt;
Once your have the gear you need, you&#039;re ready to exit the station. Most of the time, exiting the station is done by cycling through an airlock, which will depressurize the room you&#039;re in momentarily and open to the outside. If the airlock has not been operated before or it is not cycled to your side of it, you must press the button on your side of the door to open it. From there, click the control panel and select &#039;&#039;&#039;Cycle to Exterior&#039;&#039;&#039;. &#039;&#039;DO NOT&#039;&#039; click any buttons that will force the doors, otherwise the airlock and the adjacent room will depressurize and you&#039;ll probably fly out as a result. It is highly recommended that your activate your internals and magboots before operating the airlock interface in case an accident occurs during the cycling procedure. Once the vents shut off and the opposite door opens, you are free to walk through.&lt;br /&gt;
&lt;br /&gt;
==Exploring the Asteroid==&lt;br /&gt;
The asteroid is nothing short of dark and dusty, maybe with a bit of rocky debris here and there. Oh, and don&#039;t forget the holes. Navigating this rock can be dangerous if you aren&#039;t paying attention; gravity is always in play, and there&#039;s plenty of holes to fall down if you&#039;re not careful. In fact, unless you have a jetpack with stabilizers or a hardsuit with leg actuators, falling down a hole will almost certainly guarantee your demise, so watch where you&#039;re going and never walk where you can&#039;t see. You should also keep a close eye out for schools of carp since they&#039;re able to out-maneuver you with ease.&lt;br /&gt;
&lt;br /&gt;
==Exploring Space==&lt;br /&gt;
Space is... well, space. Aesthetically and mechanically. There&#039;s no air, no floor, and no gravity. Without a jetpack, you will be forced to use magboots and cling to the exterior of the station to navigate. If you fall out of range of the station wall, you will have to throw something in the direction you are traveling in order to send yourself back. If someone is unconscious in space, they will have to be pulled towards the station. If they are fully conscious but unable to maneuver in space, switching to an intent other than help and bumping into them will move them.&lt;br /&gt;
&lt;br /&gt;
If you accidentally fall into space and begin orbiting the asteroid, go ahead and rest to prepare yourself to land. When you hit the asteroid again, you&#039;ll tuck and roll, reducing the amount of damage you take greatly and negating chances of bleeding and/or puncturing your suit as a result.&lt;br /&gt;
&lt;br /&gt;
===Returning===&lt;br /&gt;
Returning to the station is about the same as exiting except you&#039;re going into the airlock from the other side and maybe also tracking in a ton of asteroid dust from your boots. Simply bring up the interface and click &#039;&#039;&#039;Cycle to Interior&#039;&#039;&#039; and wait for the room to repressurize. In the event that there&#039;s not enough air in the supply canisters, allow the room to pressurize as high as it will go before forcing the interior door, though using an [[#Oxycandles|oxycandle]] may prove useful here. While a little dangerous, depending on the size of the airlock and what the atmosphere is, at least you won&#039;t be stuck.&lt;br /&gt;
&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=23938</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=23938"/>
		<updated>2022-03-31T17:35:14Z</updated>

		<summary type="html">&lt;p&gt;Burrito Justice: remove maintainer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = grey&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a Shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] - [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]]&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Station Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your factions interests, conducting interviews and AMAs&#039;, Improving your interest groups image, &amp;lt;s&amp;gt;Being Less Creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Station Procedure|Station Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Representatives&#039;&#039;&#039; can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Station Command]] however.&lt;br /&gt;
&lt;br /&gt;
== Variation ==&lt;br /&gt;
There are two variations of Representative, those being Corporate Liaison and Consular officer. They can both be on station at one time, allowing for a representative of a Faction to be there alongside a liaison from a MegaCorporation. It is encouraged that they will work together on matters if there is a NanoTrasen Liaison alongside a consular officer, so the consular can have an easier time getting important messages through to central command or station command. &lt;br /&gt;
&lt;br /&gt;
== Interest Groups ==&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors, and receive an orders list on round start. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* NanoTrasen Liaisons are dispatched by central command to act as an on-station link between [[Nanotrasen_Corporation#Executives|Central Command]] and [[Job Guides#Station_command|Station Command]]. They can talk to command and crew on matters such as NanoTrasens interests aboard the station, advise Station Command, and issue various paperwork, including Contract Extensions, and situation reports. They can also make sure that station command is following [[Corporate Regulations|Correct Procedure]], and not doing anything bad in the eyes of the company.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On station liaisons from other Megacorporations with contractors on Station. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes in [[traitor|certain circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Following the aftermath of the [[KING OF THE WORLD#READE FALLS!|35th&#039;s invasion]], Sol Alliance consular officers are no longer welcome aboard the Aurora.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the station and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with NanoTrasen authorities is also necessary due to the strict bounds between the Republic and the corporation.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with NanoTrasen is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with NanoTrasen is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen by their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on NanoTrasen vessels and keep the relations between NanoTrasen and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039;, or even &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Unathi#Izweski_Nation|Lord of Moghes]] in some way.&lt;br /&gt;
&lt;br /&gt;
* Hosting Feasts in honor of the Hegemon is always fun. Let everyone know you&#039;re rich, by paying for all their meals for the shift.&lt;br /&gt;
&lt;br /&gt;
*If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. Afterwards, directly message the Lore Developer in charge of Unathi, or a deputy.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Jargon Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the station to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the station to offend their host, while not being a complete pushover.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispell all perceived inaccuracies about Dominian first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representation of the Golden Deep, your duties are to ensure the continued relations between Nanotrasen and Golden Deep affiliates.&lt;br /&gt;
* Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* A Golden Deep Consular Officers are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a Representative of the expansive CoC, you are entrusted to act as the link between all the members of the CoC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrells&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!NT Liaison&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zavodskoi Interstellar&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!EPMC Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Idris Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Heph Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Zeng-Hu Rep.&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Jargon&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaucrae Hive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Doing activities to spread awareness of your [[#Interest Groups|Interest Group]] are a very good idea to keep everyone happy, and most importantly, informed. A good representative might give seminars on the virtues and upsides of their Interest Group, or a Consular Officer might do a QnA or trivia for their faction. Get creative with it, and remember that certain factions will be trying harder than others, such as the PRA or Hegemony. &lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Doing activities that keep members of your [[#Interest Groups|Interest Group]] happy are a good idea. If a member of said Interest Group is unhappy, take them in and work out ways to make it better, such as talking to Station Command to improve the situation. In order for that to work, a Representative needs to be keeping track of members of their Interest group, in ways such as PDAing to ask them, or calling them in to your office for a [[Vampire|chat]].&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Head of Personnel]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the station’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even part of the Stations&#039; Crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the station’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|Station Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get Station Crew on your side is if you get involved with the Crewmembers aboard the Aurora, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Station Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert, if at all.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Station Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, Ahelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Station Procedure#Representatives and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the station chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Guide to Station Procedure#Representatives and Consular Officers|Station Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the Mindshield Implant all Liaisons are required to have prevents you from being brainwashed, However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Burrito Justice</name></author>
	</entry>
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